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Melissa McBrien Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 8/40 10 -2 11- / 17-   HTH Damage 1 1/2d6/8d6 END [1]
DEX 10 10 0 11-  
CON 15 10 5 12-  
INT 13 10 3 12-   PER Roll 12-
EGO 15 10 5 12-  
PRE 10 10 0 11-   PRE Attack: 2d6
           
OCV 3 3 0
DCV 3 3 0
OMCV 3 3 0
DMCV 4 3 3
SPD 2 2.0 0 Phases: 6, 12
           
PD 10 2 8 10 PD (10 rPD)
ED 10 2 8 10 ED (10 rED)
REC 5 4 1
END 20 20 0
BODY 15 10 5
STUN 30 20 5
           
Running 13m 12 1
Swimming 4m 4 0
Leaping 4m 4 0 42 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Accidental Change: In the presense of Elder Things magic or artifacts 11- (Uncommon)
10 Distinctive Features: Elder Things Taint (-2 PER; Noticed and Recognizable; Detectable By Supernatural Awareness; Strong Reaction When Noticed)
15 Known Spawn Of The Elder Things; Hunted: FBI: Section M Frequently (Mo Pow; NCI; Watching )
15 Psychological Complication: Just wants to live a normal life and gets depressed when her true nature interferes (Common; Strong)
5 Vulnerability: 1 1/2 x Effect Sanctified Items (Uncommon)
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 25 150

Melissa McBrien Killer Shrike
FIGHTING SKILLS
Cost  Name
YMCA Self Defense Classes
3 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 3 1/2d6 / 10d6 Strike
5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 3) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 13 STR / 45 STR to take weapon away; Target Falls
4 4) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 23 STR / 55 STR vs. Grabs
17 Total Fighting Skills Cost
PERKS
Cost  Name
71 Innatus Pool (plus Character Creation Resource Points)
71 Total Perks Cost
TALENTS
Cost  Name
10 Supernatural Awareness
10 Fear Resistance
Notes: The effect of all fear and intimidation based abilities (including PRE Attacks) is halved vs this character.
20 Total Talents Cost

Melissa McBrien Killer Shrike
Innatus Pool (56)
1) Very Durable : Impenetrable (+1/4), Hardened (+1/4), Inherent (+1/4), Resistant (+1/2) (12 Active Points) applied to PD
Notes: Real Cost: 12 points
2) Very Durable : Impenetrable (+1/4), Hardened (+1/4), Inherent (+1/4), Resistant (+1/2) (12 Active Points) applied to ED
Notes: Real Cost: 12 points
3) Complicated Mind : Mental Defense (10 points total) (Melissa has both Human class of mind and Elder Thing class of mind), Resistant (+1/2) (15 Active Points)
Notes: Real Cost: 15 points
0
4) Elder Thing Physiology : Power Defense (10 points), Inherent (+1/4), Resistant (+1/2) (17 Active Points)
Notes: Real Cost: 17 points
0
Tentacles Compound Power (40), (with insanity causing Side Effect discount applied)
1) Stretchy Tentacles : Stretching 8m, Reduced Endurance (0 END; +1/2) (12 Active Points) 0
2) Strong Tentacles : +32 STR (Alterable Origin Point), Reduced Endurance (0 END; +1/2) (55 Active Points)
Notes: Melissa's tentacles have 40 STR, 0 END. Her normal limbs have 8 STR, normal END.
3) Lethal Tentacles : Killing Attack (Tentacles) 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points)
Notes: Melissa's tentacles can do a total of 4d6 K with STR
0
4) Insanity Causing Spectacle : Drain EGO 1 point, Line Of Sight (+1/2), Reduced Endurance (0 END; +1/2), Constant (+1/2), Uncontrolled (+1/2), Delayed Return Rate (points return at the rate of 5 per Month; +2 3/4); No Conscious Control (-2)
Notes: All Human class of mind people who see Melissa while she has one or more tentacles out suffer a 1 point drain to their EGO per Phase that they observe her in this state. Looking away or breaking line of sight stops the effect. Power Defense, Mental Defense, and Supernatural Resistance protect against this effect.
0

Melissa McBrien Killer Shrike
APPEARANCE
Height:   5' 4" Hair:  Purplish Auburn
Weight:  120 lbs Eyes:  Hazel
Melissa was borderline "cute" in an alt rock sort of way in her youth, but society has moved on and she hasn't. Pushing 40, rocking raggedly cut hair recovering from the still visible remnants of her last dye job, old band shirts, and holey jeans and sandals; she has a faded, uncompelling, no life prospects type of look going on.
BACKGROUND
Melissa was found abandoned as a baby, discarded in an alleyway dumpster, during the mid-80's crack epidemic of LA. She was raised first in an orphanage and then a succession of foster homes in the "inland empire" of the greater LA area, and had a relatively uneventful and typical low-income childhood. Never a popular person, she gravitated to fringe subcultures, hanging out with skaters, grunge afficianados, and punks at her school and in her neighborhood. She couldn't afford to go to college, and had mediocre grades at any rate, and matriculated into a humdrum existence of working at record stores and hovering around the poverty line with a revolving roster of roomates in a sublet apartment one legal step removed from squatting.

Her 20's and half of her 30's went by in a blur of insignificance, short and lamentable relationships with an endless string of loser boyfriends, and very little net change in her life circumstances other than a persistent failure to increase her wages relative to inflation. One day one of Melissa's roomates OD'd and died, and the new roommate who moved in shortly thereafter was a young woman who called herself Snowflake and was big into New Age philosophy, fringe spiritualism, and basically anything kooky and non-mainstream. She had a collection of crystals, "relics" indistinguishable from junk, and other such curios. Melissa was kindly helping her new roomie unpack and get moved in, and upon opening one of Snowflake's battered cardboard boxes felt a strange quivering in her stomach. At the top of the box, on a pile of more bric a brac haphazardly wrapped in packing materials, was an odd looking statuette of a squatting tentacle faced thing.

Melissa had seen similar looking stuff, "Lovecraftian" plushie dolls and artwork and such, but this thing looked old...not some pop culture novelty item. And just looking at it made Melissa feel...strange. Somewhere between wanting to throw up and wanting to eat a favorite meal. She looked up and over at Snowflake and wanted to ask "What's the story with this piece?", but what actually came out of her mouth instead of a question was a probing tentacle that shot forth from her esophagus, lunged across the room, penetrated Snowflake's chest, and retracted just as rapidly back into Melissa's body with Snowflake's still beating heart grasped tightly in its coils to be consumed. Snowflake's body, astonished look upon her face, dropped lifelessly to the floor, blood spewing everywhere.

Melissa's life got very complicated, very quickly thereafter. In shock and denial, she attempted to go on the run. Having no idea how to do that effectively, she left a trail of evidence and clues, and the cops had her in custody for murder one within a day. They were stymied on the motives and means but the circumstantial evidence was strong enough for them to hold her for 24 hours and try to force a confession. She sang like a canary, but of course her tale of tentacles and such just made her sound crazy. She was put into a holding cell while waiting for a head shrink to become available to do a psych eval. Instead a couple of black suited FBI Agents showed up.

Melissa was taken to a high security hidden facility somewhere near Riverside, CA and held in a high tech windowless area underground for weeks of observation, tests, evaluations, and education. Eventually despite her strong resistance to belief it was impressed upon her that there were actually supernatural things living on the low down in the modern world, and that she is in fact one of them, a spawn of an ancient extradimensional class of beings. Considered to be unintentionally dangerous rather than actively malevolent, Melissa was given an opportunity offered to a relative handful of individuals...a second chance. If she agreed to live in a small FBI controlled community comprised of similar "borderline" cases of supernaturals too obvious or too dangerous to live among normal people, and in return to act as a resource to aid the FBI and ocassionally sanctioned Hunters when asked to, she would be allowed to live. The alternative was a mercy killing.

Seeing little upside to "plan b", Melissa agreed. And so began her new life as a part time "special asset" of Section M of the FBI.
PERSONALITY
Melissa is just a run of the mill low ambition arrested development woman of the 80's. In her late 30's, she still dresses and acts like she did in her early 20's. She tries to pretend that everything is normal. Not particularly clever or quirky, or interesting, she's good at not drawing attention to herself. She's the sort of person who is often present but overlooked and later forgotten about. Nice, but not memorable. Her internal monologue is mostly silent; she isn't one for deep thoughts or introspection. She kind of gravitates to interesting-seeming people and then just goes with the flow of whatever they are doing. Her only area of specialized knowledge is alt bands of the late 1990's and early 2000's but as few people are particularly interested in that topic in the current timeframe it rarely comes up.
QUOTE
"Omg, yes! I remember Catherine Wheel! Shallow was like such a great song! It like really spoke to me, y'know?"
TACTICS AND COMBAT NOTES
Melissa is descended from one of the various Elder Thing tainted bloodlines. She physically appears normal from the outside (most of the time), but an autopsy would reveal that her physiology is inhuman and disturbing. Those with supernatural senses also recognize her as being of Elder Thing origins. From a practical perspective she is incredibly durable, not invulnerable but very difficult to injure, and her mind and body are resistant to external manipulation. When her true nature is revelead, one or more high-tensile strength tentacles can emerge from her body, primarily from her mouth. This effect is disturbing, and causes psychological damage to many who observe it.

CAMPAIGN USE
Melissa is a Innati with powers and a true nature that prevent her from living safely among other people. However despite her tainted otherworldly nature, she is not a bad person. The tension of her situation offers dramatic storytelling options.

Melissa McBrien Killer Shrike
SPEED CHART DEX 10 SPD 2 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 10 10 10 10
RESISTANT 10 10    
FATIGUE & HEALTH CON 15 REC 5   
  BODY STUN END
MAXIMUM 15 30 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 13m [26m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3 3
MENTAL 3 4
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 2d6 +/- 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 Basic Strike 1/2 +1 +0 3 1/2d6 / 10d6 Strike
5 Defensive Block 1/2 +1 +3 Block, Abort
5 Disarming Throw 1/2 +0 +0 Grab Weapon, 13 STR / 45 STR to take weapon away; Target Falls
4 Martial Escape 1/2 +0 +0 23 STR / 55 STR vs. Grabs
17 Total Cost of Fighting Skills

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