Character Name: Adsila "Sil" Lowrey
Alternate Identities:
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
15 CON 10 10 15 12-
12 BODY 10 4 12 11-
18 INT 10 8 18 13- PER Roll 13-/15-
18 EGO 10 16 18 13- ECV: 6
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
16 COM 10 3 16 12-
4 PD 3 1 4/18 4/18 PD (0/9 rPD)
4 ED 3 1 4/18 4/18 ED (0/9 rED)
4 SPD 2.4 16 4 Phases: 3, 6, 9, 12
6 REC 6 0 6
30 END 30 0 30
30 STUN 27 3 30
8" Running 6 4 8"
2" Swimming 2 0 2"
2" Leaping 3 0 2 1/2" 84 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 75
Total Points: 200
MOVEMENT
Type Total
Run (6) 8" [16" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
DEFENSES
Type Amount
Physical Defense 4/18
Res. Phys. Defense 0/9
Energy Defense 4/18
Res. Energy Defense 0/9
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels: +2 with Pistols , +3 with DCV 
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12
Die Roll Hit Location KA Stun X NA Stun X Body X OCV
3-5 Head x5 x2 x2 -8
6 Hands x1 x1/2 x1/2 -6
7-8 Arms x2 x1/2 x1/2 -5
9 Shoulders x3 x1 x1 -5
10-11 Chest x3 x1 x1 -3
12 Stomache x4 x1 1/2 x1 -7
13 Vitals x4 x1 1/2 x2 -8
14 Thighs x2 x1 x1 -4
15-16 Legs x2 x1/2 x1/2 -6
17-18 Feet x1 x1/2 x1/2 -8

Character Name: Adsila "Sil" Lowrey
Alternate Identities:
Player Name: NPC
SKILLS
Cost  Name
Combat Skills
6
1) +2 with Pistols
15
2) +3 with DCV
Everyman Skills
0
1) Acting 8-
0
2) Climbing 8-
0
3) Conversation 8-
0
4) Language: English (idiomatic) (4 Active Points)
0
5) PS: Private Investigator (Everyman) 11-
0
6) Paramedics 8-
0
7) Persuasion 8-
0
8) TF: Everyman, Small Motorized Ground Vehicles
Private Investigator
3
1) Bugging 13-
3
2) Concealment 13-
3
3) Criminology 13-
5
4) Deduction 14-
3
5) Interrogation 12-
5
6) Shadowing 14-
3
7) Stealth 12-
3
8) Streetwise 12-
3
9) Weaponsmith (Firearms, Incendiary Weapons) 13-
2
10) WF: Small Arms
3 Scholar
1
1) KS: Law Enforcement World (2 Active Points) 11-
Notes: PI Skill
2
2) KS: Native American History & Culture (3 Active Points) 13-
1
3) KS: Native American Myths & Legends (2 Active Points) 11-
1
4) KS: Native American Religeons (2 Active Points) 11-
62 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: Weapon Permit (where appropriate)
2 Fringe Benefit: Private Investigator License
5 Contact: Grandfather (Contact has useful Skills or resources, Good relationship with Contact) 12-
8 Total Perks Cost
 
POWERS
Cost  Power END
14 Spirit Vision: Precognitive, Retrocognitive Clairsentience (Sight And Hearing Groups) (70 Active Points); No Conscious Control (-2), Precognition/Retrocognition Only (-1), Blackout (-1/2), No Range (-1/2) 7
6 Combat Luck (3 PD/3 ED)
Combat Vest, all slots Hit Locations Shoulders to Hips (9-13) (-1 1/4), Mass (-1/2), OIF (-1/2), Real Armor (-1/4)
1
1) +5 ED (5 Active Points)
1
2) +5 PD (5 Active Points)
5
3) Armor (6 PD/6 ED) (18 Active Points)
0
13 Desert Eagle: (Total: 49 Active Cost, 13 Real Cost) +1 with Desert Eagles (5 Active Points); OAF (-1), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +1 Increased STUN Multiplier (+1/4) (44 Active Points); OAF (-1), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 12) [9]
6 Custom Ammunition: Variable Special Effects (Limited Group of SFX; Bullets (silver, iron, gold, blessed, etc); +1/4) for up to 49 Active Points of Desert Eagles, Reduced Endurance (0 END; +1/2) (18 Active Points); OAF (-1), Can only be modified with access to armory (-1) 0
0 Luck 1d6, Everyhero Ability 0
Resource Pools
0
1) Contact/Follower Pool: Custom Power
Notes: 10 Pool/15 Armory (see Equipment Tab)
0
0
2) Equipment Pool: Custom Power
Notes: 20 Pool/30 Armory (see Equipment Tab)
0
0
3) Vehicle Pool: Custom Power
Notes: 10 Pool/15 Armory (see Equipment Tab)
0
46 Total Powers Cost
EQUIPMENT
Cost  Equipment END
Contacts/Followers Pool (10 Pool/15 Armory);
7
1) Criminal Informant: Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 13-;
7
2) Police Detective: Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 12-;
;
Equipment Pool (20 Pool/30 Armory);
6
1) Camera: (Total: 14 Active Cost, 6 Real Cost) +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4) plus Eidetic Memory (5 Active Points); OAF (-1), Only to take pictures (-1) (Real Cost: 2);
0
2
2) Nightsight Goggles: (Total: 7 Active Cost, 2 Real Cost) +2 PER with Sight Group, 1 Continuing Fuel Charge lasting 3 Hours (+0) (4 Active Points); OAF (-1), Only to counteract Darkness Penalties (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (x2 Vulnerability to light-based flashes; -1/2), Requires Ambient Light (-1/4) (Real Cost: 1) plus Detect Infrared Light 13-/15- (Sight Group), 1 Continuing Fuel Charge lasting 3 Hours (+0) (3 Active Points); OAF (-1), Linked (Enhanced Perception; -1/2) (Real Cost: 1);
[1 cc]
6
3) Radio Headset: Radio Perception/Transmission (Radio Group), 1 Continuing Fuel Charge lasting 6 Hours (+0) (10 Active Points); OIF (-1/2), Sense Affected As More Than One Sense Hearing as well as Radio (-1/4);
[1 cc]
16
4) Wire Tap: Clairsentience (Hearing Group), x8 Range (1,400"), 1 Continuing Fuel Charge lasting 1 Week (+3/4) (61 Active Points); OAF (-1), Can only hear sound from specific telephones (-1), No Range (character must place bug at perception point before she can use the power; -1/2), Sense Affected As More Than One Sense Radio group as well as hearing group (-1/4);
[1 cc]
;
Vehicle/Base Pool (10 Pool/15 Armory);
9
1) Compact Car: Vehicles & Bases;
4
2) Team Minivan: Vehicle;
2
3) Team Office: Base;

Character Name: Adsila "Sil" Lowrey
Alternate Identities:
Player Name: NPC
DISADVANTAGES
Cost  Disadvantage
10 DNPC: Brother 8- (Normal)
10 Psychological Limitation: Fear of snakes (Uncommon, Strong)
15 Psychological Limitation: Protective of innocents (Common, Strong)
5 Rivalry: Professional (another private investigator; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Social Limitation: Serves Native American community (Occasionally, Major)
Spirit Vision
5
1) Reputation: Believes in magic & ghosts, 8-
10
2) Vulnerability: 1 1/2 x Effect Psychic Powers (Common)
10
3) Vulnerability: 1 1/2 x STUN Psychic Attacks (Common)
0 Normal Characteristic Maxima
75 Total Disadvantages Cost
APPEARANCE
Hair Color: Black
Eye Color: Brown
Height: 5' 5"
Weight: 134 lbs
Description:
BACKGROUND
Raised in and around the city of Seattle, Sil spent most of her summers as a child visiting with her grandfather on the Tulalip Indian Reservation.  There she learned much about the legends and history of her ancesters.  Her grandfather always knew that Sil was gifted with a form of second sight, but not even he knew just how strong it was.  Her object reading abilities did not fully manifest until she was in twenties, before only getting oddly prophetic dreams or detailed flashes of other people's past lives.  Unfortunately, this was while she was studying for a degree in law enforcement.  Rumours of her "visions" and her frequent "epilectic" episodes kept her from being able to become a police detective, so after dropping out, she started her own detective agency.  Her occational visions give her a unique insight into her cases every now and then, but she still has to do the legwork of collecting evidence, so she can prover her "theories".

Sil specializes in odd occult cases, but does pay most of her bills by chasing down deadbeat parents, unfaithful spouses and the like.  However, she runs into the weird and supernatural often enough that she's taken to manufacturing her own amunition for dealing with things that normal bullets can't hurt.  She even has her grandfather perform blessings over a handful of clips every year as some things she's shot can't even be hurt by silver or iron.

These days, with the rise in supernatural activity around Seattle, her business has been doing much better.  She's taken on two consultants:  Jason Nathanson, a demon-possessed bounty hunter who provides some extra muscle on occation, and Mine Sasaki, a high school senior who also happens to be a praticing witch and Karate master.
PERSONALITY
POWERS/TACTICS
Sil actually has very little in the way of "powers", rather relying mainly on her skills and gun to take care of must of what needs to be done.  She can see into the past and future, but she must be in the right place, has no control over when the ability manifests (or if it will at all), doesn't neccessarily know if she's seeing the past or the future and is completely unaware of what is happening around her while she's having her visions.  This is one of the reasons she took on Jason Nathanson as an occational partner.  It's good to have someone else around when she has a "black-out".  Unfortunately, her awakened psychic abilities have also left her mind open to psychic assault.  As of yet, she has not learned how to properly protect her mind from malicious psychics and spirits.

Aside form the home-made bullets, her gun is completely ordinary.
CAMPAIGN_USE
Sil is designed along the lines of the psychic-detective archetype.  Her pre/post-cognative abilities are kept from being mystery-breaking by the fact that they are completely out of her control and only work if she's in the right place/holding the right object.  So, she still has to do a lot of legwork just ot get to the right place and even then might not get a helpful vision at all.  Her skill set primarily comes from the Detective package deal in Dark Champions.
Character created with Hero Designer (version 2007071702)