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Amanda Knox Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 10 10 0 11-   HTH Damage 2d6 END [1]
DEX 13 10 6 12-  
CON 13 10 3 12-  
INT 13 10 3 12-   PER Roll 12-
EGO 10 10 0 11-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 5 3 10
DCV 6 3 15
OMCV 2 3 -3
DMCV 2 3 -3
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 3/7 2 1 3/7 PD (0/4 rPD)
ED 3/7 2 1 3/7 ED (0/4 rED)
REC 5 4 1
END 20 20 0
BODY 13 10 3
STUN 30 20 5
           
Running 14m 12 2
Swimming 2m 4 -1
Leaping 8m 4 2 60 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Adrenaline Junky: Adrenaline Rush Incompetence: -1 to all Skill Rolls, -3 to Social Interaction Rolls (Common; 1 Day; If Amanda doesn't get a daily adrenaline rush, she gets listless, restless, and very cranky)
5 Distinctive Features: Astrological Attunement: Gemini (Not Concealable; Noticed and Recognizable; Detectable By Supernatural Awareness; Not Distinctive In Some Cultures; Amanda has an unusually strong attunement to her astrological sign, which is detectable in her Aura as a strange duality; when she is "up" her aura has a benign and almost angelic appearance, when she is "down" (has given in to her Poor Impulse Control or Ambiguous Morality) her aura appears dark and sinister. )
10 Distinctive Features: Stands Out In A Crowd, Can't Blend In (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Negative Reputation: Unstable Personality, Not A Team Player, Other Hunters In The Region
10 Psychological Complication: Ambiguous Morality (Uncommon; Strong)
15 Psychological Complication: Poor Impulse Control (Common; Strong)
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Amanda Knox Killer Shrike
SKILLS
Cost  Name
3 Manic Pixie Dreamgirl Gun Bunny
2 1) Acrobatics 12-
2 2) Breakfall 12-
2 3) Combat Driving 12-
2 4) Contortionist 12-
4 5) Fast Draw: Small Arms 13-
2 6) PS: Hunter 12-
2 7) Persuasion 12-
2 8) Streetwise 12-
0 9) TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
1 10) WF: Small Arms
22 Total Skills Cost
FIGHTING SKILLS
Cost  Name
The Art Of Creative Self Defense
3 1) Cheap Shot (Basic Strike): 1/2 Phase, +1 OCV, +0 DCV, 4d6 Strike
4 2) Counterpunching (Martial Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 3) Acrobatic Escape (Flying Dodge): 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 4) Tumbling Trip (Passing Throw): 1/2 Phase, +0 OCV, +0 DCV, 2d6 +v/10; Target Falls; FMove
4 5) Twist Free (Martial Escape): 1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs
1 6) Weapon Element: Empty Hand, Loaded Boots
22 Total Fighting Skills Cost
PERKS
Cost  Name
0 Professional Pool (25) (plus Character Creation Resource Points)
5 Equipment Pool (25)
2 Vehicles Pool (4)
1 Supernatural Hunter License
8 Total Perks Cost
TALENTS
Cost  Name
3 Smoking Hot : +1/+1d6 Striking Appearance (vs. all characters)
5 Heroic Parry: 5 (, Each level of Heroic Parry grants +1 OCV to Block. Normally if a character misses an attack roll to Block, they can no longer continue to make successive Block attempts. However, a character can expend a level of Heroic Parry to allow themselves to reroll a failed Block attempt. A level of Heroic Parry used in this way does not also grant +1 OCV to the rerolled Block attempt. The rerolled Block attempt granted by this use of Heroic Parry is subject to all of the same modifiers as the original roll, including OCV bonuses from Heroic Parry that were previously expended for the original attempt. Each level of Heroic Parry is only usable once per day.)
5 Heroic Shifting: 5 (, a character with this ability is able to react incredibly fast to reposition themselves immediately before impact. Each level allows the character to move an attack that has hit them 1 position on the hit location chart. Each level is usable once per day as long as a character is conscious, not restrained, and aware of the attack. A character can use as many levels as they wish against an attack, from zero up to their current total.)
13 Total Talents Cost

Amanda Knox Killer Shrike
Professional Pool - Superskills (8/25)
1) Professional Edge: 2 (, a character with this ability can force a re-roll once per session per level per segment. This can affect one of their own rolls, or the roll of an opponent in the same scene that would negatively impact the character. Any kind of dice roll, including 3d6 resolutions, damage, and effect rolls can be selected. If an opponent being forced to re-roll also has a level of Professional Edge available, they can expend a level to cancel the affect and thus avoid having to re-roll.)
Notes: Real Cost: 2
2) Precision Shooting : +2 to offset Hit Location modifier, with all attacks
Notes: Real Cost: 6
Professional Pool - Gear (17/25)
1) HK MP-5KA4 : Killing Attack - Ranged 2d6, Autofire (3 shots; +1/4) (45 Active Points); STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Beam (-1/4), Real Weapon (-1/4), 4 clips of 15 Charges (+1/4)
Notes: Real Cost: 12 Points - Professional Pools Only
[15]
2) Bullet-resistent Bodysuit : Resistant Protection (4 PD/4 ED) (12 Active Points); OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4), Torso, Arms, Legs (-1/4)
Notes: Real Cost 5
0

Equipment Pool (25/25)
1) Tactical Xenon Flashlight Attachment : (Provides Sufficient Illumination To See A 1 hex Area Within 10m) (2 Active Points); OIF Arrangement (Under-barrel Mount; -3/4)
Notes: Real Cost: 1
2) These Boots Were Made For Kicking : HA +2d6+1 (+2 OCV) (16 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4)
Notes: Real Cost: 9
2
3) Night Vision Goggles : Nightvision (5 Active Points); OIF (Night Vision Goggles; -1/2)
Notes: Real Cost: 3
0
4) Consecrated Bullets (9mm) : Killing Attack 1 point (Reduced Negation (5)); Only vs Supernatural Creatures (-1/2), 15 Charges (-0)
Notes: Real Cost: 10
[15]
5) Silver Bullets (9mm); 15 Charges (Silver Bullets; -0)
Notes: Real Cost: 1 point
[15]
6) Cell Phone - Reliable :
Notes: Real Cost: 1

Vehicle and Bases Pool (4/4)
1) Cruiser Bike
Notes: Real Cost: 4

Amanda Knox Killer Shrike
APPEARANCE
Height:   5' 9" Hair:  Blonde
Weight:  135 lbs Eyes:  Blue
Amanda is a smoking hot, athletic and svelte blonde who favors tight body suits, straps and buckles, and matte black is her favorite color. She moves like a prowling tigress, sometimes slinking, other times pouncing, sometimes perfectly still before blurring into deadly action. She makes no attempt at blending in, and it probably wouldnt matter if she did as she is intrinsically attention grabbing. To those with Supernatural Awareness she has shows a rare attunement with the astrological sign of the Gemini, and her shifting aura gives a strong hint as to where her head is currently at and what sort of reaction one might expect of her; but to those lacking such awareness her behavior is quite inscrutable and volatile as she vascilates between her two polarities.
BACKGROUND
Amanda was raised on the road by her Hunter parents, Jules and Mandy Knox, who were big Hunters in the late 90's and oughts. Jules was killed in 2009, and Mandy exited the game and tried to dissuade Amanda from her interest in being a Hunter herself, but to no avail. Finally tiring of her mother's nagging Amanda left home at 17 and hooked up with a small team with members who had once worked with her parents. However, figuring out that the other Hunters were colluding to keep her on the edges of the action to "protect her", she bailed on that before turning 19 and bounced around doing freelance work across the western United States.

Unfortunately, she is not capable enough to work solo, and her personality makes it difficult for her to work with others so she has not yet found a permanent home. However, it is known that she is always eager for action and doesn't make any special demands as to payment, just taking a standard share of any Bounty collected, so she still gets calls from teams needing some extra firepower for one off jobs. This arrangement works out ok, but in a typical display of her contrariness despite her unsuitability for a team environment, owing to her misty childhood memories of when she was happiest, she desperately craves to find a tight knit group of fellow Hunters like the one her daddy and mother used to have.
PERSONALITY
Amanda Knox is an enigma; it would take a team of world class psychologists working together to form a theory about what precisely makes her tick, and she would disprove the theory within ten minutes of it being forwarded. She is mercurial to a pathological degree, and contrary even to the point of self-contradiction. But to paraphrase Walt Whitman, so what if she contradicts herself, for she contains multitudes.

She definitely has two polar opposite aspects to her personality, one of which is benign and engaging and enchanting with quirky and endearing qualities, and the other is venal short sighted selfish and cruel. She vascilates between the two seemingly at random (if necessary as driven by EGO checks vs Poor Impulse Control and Ambiguous Morality).

Rather than trying to head shrink her reasons, it is more pragmatic to observe the outcomes, and by all appearances she loves to Hunt and to put herself into situations of lethal violence, with an interest bordering on the obsessive. Her life expectancy is not high, but she is not the sort to tolerate the infirmities of old age anyway. She throws herself into danger with a gleeful exuberance that can best be described as a form of mania.
QUOTE
"You going to just stand there and watch me work, or are you going to make yourself useful?"
TACTICS AND COMBAT NOTES
Amanda is a naturally gifted professional, difficult to come to grips with, and very accurate. She adds a strong tactical advantage to a Hunter team going after weaker and plentiful Supernatural opponents such as zombies, ghouls, boggans, or those that are guarded by mundane minions, and the like. However, she lacks the hitting power to hurt very tough Supernaturals and has few options in such situations.
CAMPAIGN USE
Amanda is an effective Professional Hunter combatant, well rounded and skilled.

Amanda Knox Killer Shrike
SPEED CHART DEX 13 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 3/7 3/7 0 0
RESISTANT 0/4 0/4    
FATIGUE & HEALTH REC 5   
  BODY STUN END
MAXIMUM 13 30 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 14m [28m NC]
Swim (4m) 2m [4m NC]
H. Leap (4m) 8m
V. Leap (2m) 4m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 5 6
MENTAL 2 2
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
RANGE MODIFIERS  
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Block 1/2 +0 +0 Block, abort
0 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Called Shot: Head 0 -4 - 1d6+3 (Head to Shoulders)
0 Called Shot: High 0 -2 - 2d6+1 (Head to Vitals)
0 Called Shot: Body 0 -1 - 2d6+4 (Hands to Legs)
0 Called Shot: Low 0 -2 - 2d6+6 (Shoulders to Feet)
0 Called Shot: Leg 0 -4 - 1d6+12 (Vitals to Feet)
0 Disarm 1/2 -2 +0 Can disarm
0 Dodge 1/2 -- +3 Abort, vs. all attacks
0 Grab 1/2 -1 -2 Grab two limbs
0 Grab By 1/2 -3 -4 Move and Grab; +(v/10) to STR
0 Haymaker 1/2* +0 -5 +4 DCs to attack
0 Move By 1/2 -2 -2 STR/2 + v/10; you take 1/3
0 Move Through 1/2 -v/10 -3 STR + v/6, you take 1/2 or full
0 Multiple Attack 1 var 1/2 Attack multiple times
0 Presense Attack 0 +0 +0 3d6 +/- modifiers
0 Set 1 +1 +0 Ranged Attacks only
0 Shove 1/2 -1 -1 Push 1m per 5 STR
0 Strike 1/2 +0 +0 STR or weapon
0 Throw 1/2 +0 +0 Throw w/ STR dmg
0 Trip 1/2 -1 -2 Target Falls
3 Cheap Shot (Basic Strike) 1/2 +1 +0 4d6 Strike
4 Counterpunching (Martial Block) 1/2 +2 +2 Block, Abort
5 Acrobatic Escape (Flying Dodge) 1/2 -- +4 Dodge All Attacks, Abort; FMove
5 Tumbling Trip (Passing Throw) 1/2 +0 +0 2d6 +v/10; Target Falls; FMove
4 Twist Free (Martial Escape) 1/2 +0 +0 25 STR vs. Grabs
22 Total Cost of Fighting Skills

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