Val	CHA	Cost	Roll	Notes
10	STR	0	11-	Lift 100 kg; 2d6 [1]
17	DEX	21	12-	OCV:  6/DCV:  6
17	CON	14	12-
11	BODY	2	11-
13	INT	3	12-	PER Roll 12-
23	EGO	26	14-	ECV:  8
13	PRE	3	12-	PRE Attack:  2 1/2d6
16	COM	3	12-

4	PD	2		Total:  4 PD (0 rPD)
4	ED	1		Total:  4 ED (0 rED)
3	SPD	3		Phases:  4, 8, 12
5	REC	0
34	END	0
25	STUN	0		Total Characteristic Cost:  78

Movement:	Running:	7"/14"
		Leaping:	2"/4
		Swimming:	2"/4"

Cost	Powers & Skills
3	I've Dreamt of Terrible Things:  +7 PRE; Only vs. PRE Attacks (-1)
14	Telepathic Powers:  Elemental Control, 48-point powers, all slots Requires A Telepathy Roll (-1/2), 
	Esper Side Effects (-1/4)
9	1)  Phobic Manipulation:  Mental Illusions 10d6; No Conscious Control (Only to force target to 
	experience his greatest fear; -1), Requires A Telepathy Roll (-1/2), Esper Side Effects (-1/4), END 5
3	2)  Visions of the Future:  Precognitive Clairsentience (Hearing And Sight Groups); Extra Time 
	(3d6+2 Minutes, Character May Take No Other Actions, -2 1/4), Concentration, Must Concentrate 
	throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), 
	Precognition Only (-1), Time Modifiers (-1/2), Vague and Unclear (-1/2), Requires A Telepathy 
	Roll (-1/2), Esper Side Effects (-1/4), END 5
9	3)  Precognitive Aim:  +6 with All Combat; OCV Only (-1/2), Costs Endurance (-1/2), Requires A 
	Telepathy Roll  (-1/2), Esper Side Effects (-1/4), END 5
	Notes:  Make an Unmodified Telepathy Roll; success grants a +1 OCV with an additional +1 
	for each two points the roll is made by to a maximum of +6 OCV. [17-16=+1, 15-14=+2, 13-12=+3, 
15	Mind Shield:  Mental Defense (20 points total)
2	Fast on Her Feet:  Running +1" (7" total)	1
14	Telepathic Hearing:  Detect Surface Thoughts 12- (Mental Group), Discriminatory, Increased 
	Arc Of Perception (360 Degrees), Sense; Esper Side Effects (-1/4)
5	Esper Awareness:  Mental Awareness, Increased Arc Of Perception (360 Degrees)

5	Fringe Benefits:  Concealed Weapon Permit (where appropriate), XSWAT Police Powers

6	Penalty Skill Levels:  +2 vs. Range Modifier with All Attacks
0	Acting 8-
0	Climbing 8-
0	Computer Programming 8-
3	Concealment 12-
0	Conversation 8-
0	Deduction 8-
3	Quick With A Pistol:  Fast Draw 12-
0	CK: Osaka 8-
3	Language:  English (fluent conversation)
0	Language:  Japanese (idiomatic; literate)
0	Paramedics 8-
0	Persuasion 8-
9	Telepathy:  Power 17-
0	PS: Police Detective (Everyman) 11-
0	Shadowing 8-
0	Stealth 8-
3	Teamwork 12-
0	TF:  Common Motorized Ground Vehicles, (Everyman)
3	Scholar
0	1)  KS: Angelus Orphanages (Everyman) 8-
1	2)  KS: Criminal Law & Procedure 11-
1	3)  KS: Entities 8-
0	4)  KS: Firearms (Everyman) 11-
1	5)  KS: The Occult World 8-
	XSWAT Skills
1	1)  Bureaucratics 8-
3	2)  Criminology 12-
2	3)  CK: Angelus 11-
3	4)  Streetwise 12-
2	5)  TF:  Spinner (Aircar), Two-Wheeled Motorized Ground Vehicles
5	6)  WF:  Small Arms, MASER Pistols, Tonfa/Nightstick/Stunstick, Vehicle Weapons (Spinner)

Total Powers & Skill Cost:  128
Total Cost:  206

100+	Disadvantages
	XSWAT Disads (50 Points)
5	1)  Distinctive Features:  XSWAT Uniform (Easily Concealed)
15	2)  Hunted:  Shadow Entities 8- (Mo Pow, Harshly Punish)
	Notes: Your background could give you an excuse to be hunted at greater than 8 or less.
10	3)  Watched:  XSWAT 8- (Mo Pow, NCI)
5	4)  Reputation:  XSWAT Officer, 8-
	Notes:  a.k.a. not "normal," heavily involved with bizzare cases and monsters.
15	5)  Social Limitation:  Subject to orders (Frequently, Major)
5	Distinctive Features:  Esper (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
15	Psychological Limitation:  Always Goes Armed (Common, Strong)
10	Psychological Limitation:  Mischievous (Common, Moderate)
10	Psychological Limitation:  Prefers Force to Diplomacy (Common, Moderate)
10	Social Limitation:  Esper (Frequently, Minor)
6	Experience Points

Total Disadvantage Points:  206

Background/History: She was born in Japan. When she was 4 years old her parents abandoned her at a Orphanage. While she was growing up being bounced from one orphanage to another she started wondering what was wrong with her. When she got really upset people would start fleeing from her in fear. She also had these strange visions that would soon come true. Finally one of the foster mothers pulled her aside and told her she had to stop being so mean to the other kids and scaring them so much. A confused Shilo asked what she meant that she wasn't trying to scare anyone. The foster mother told her that when she got into a fight with one of the other orphans that he started seeing spiders everywhere but only after Shilo started getting mad. Shilo knew she was different and now she was starting to realize how different she really was. When she was a teenage she had more and more visions. Her visions were surprisingly accurate but she was terrified to tell anyone. Also she realized that her ability to predict where someone would be was spot on and she could avoid being bumped into and what not. She saw a lot of crime growing up and decided to become a detective. She soon earned a reputation because it didn't matter where she went or what she was doing she was always carrying a gun. Also she didn't want to hear what the bad guy had to say if he was guilty he should die in her mind but she controlled herself well. She also was able to now control her "Fear Ability" as she called it. It was quite handy when she wanted a dirt bag to talk. While on a case one day she had a vision of a guy coming to talk to her, she knew in her mind that he knew her abilities and he kept thinking she was an Esper; whatever that is, and he wanted her to join an agency called XSWAT. When he finally showed up for her she could hear in her head that he had no surface ill intentions and that this would be a good opportunity for her. She agreed to join with the condition that she keep her day job of being a police detective. With that set he told her she would need to move to a city called Angelus and that he would be in contact. She put in for a transfer and moved shortly there after.

Powers/Tactics: The effects listed below are typical for Shilo’s Esper Side Effects (-1/4) Limitation. The GM can alter or use entirely different effects if he deems a different effect is more appropriate for the circumstances. One of the reasons for this Limitation is to stress the unpredictable nature of Esper powers. Since all of Shilo’s powers are mental based, instead of being physical manifestations, the effects are almost always mental based as well.

Visions of the Future: When Shilo goes into her trance people in the same general area (same house, surrounding apartments, etc.) will need to make an EGO roll to prevent going into a day dream state. People who go into a day dream are at 0 DCV but are allowed a PER roll to “snap out of it” if they are endangered by something they could normally perceive. Usually these day dreams will involve Shilo in some way. Based upon the particular prophetic vision the day dreams could be frightening or pleasant, but they will always involve Shilo in some way (this could be amusing, awkward, scary, embarrassing, etc.) In the event the Telepathy skill roll is failed you may still have prophetic visions but they will be about trivial matters that have little game effect.

Phobic Manipulation: People within Line of Sight, are subjected to a Presence attack equal to 20 points less than the roll on the dice. For example, if you roll 35 on the Mental Illusion dice everyone in the area is subjected to a 15 point Presence Attack. This is normally fear-based causing a shiver to run down the spines of affected characters. However, depending on the creature or person being targeted the effect on others could be something besides a fear effect (anger, disgust, etc.) Since this is a 50 point power the area of effect of the Esper Side Effects is usually about a 50 hex radius.

Precognitive Aim: To others the target becomes harder to predict. If Shilo gains more than a +3 OCV bonus using this power the target gains a +1 DCV bonus verses any other attackers this Phase. Alternate effects could be the target gaining 1d6 of Luck for the Phase or anyone who attacks it in the same Phase suffers a 1d6 Unluck roll. Perhaps everyone and everything gains a flash of precognition, in this case any character involved in the battle might game a +1 OCV (friend and foe alike).

Telepathic Hearing: Other people in the area get a creepy feeling; they all hear barely perceptible “sounds.” These aren’t really sounds; instead it is a form of telepathic feedback (mumbling, squeaking, moaning, etc.) In essence they hear thoughts but it is an indecipherable jumble to them. An alternate effect could be that Shilo’s surface thoughts, or someone else’s, are projected to a random individual who will have no idea where the voice is coming from. Mental Defense will probably protect a person from this side effect.

Appearance: We thought blue hair had a nice anime feel to it.

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