Lonicera

The Lady Calista Da Romano's page

58 posts. Alias of Johnny_Panic.


Full Name

Lady Calista Da Romano

Race

Humanoid (human) as well as [Tiefling] outsider (native)

Classes/Levels

Pison [Telepath L5] Investigator [Psychic Detective L1]

Gender

Female

Size

6'0"

Age

152

Special Abilities

Telepathy 40' [Mind link]

Location

London England

Languages

Italian [Free] English [P] German [P] French [S] Japanese [S] Arabic [S] Mandarin [S]

Strength 11
Dexterity 18
Constitution 12
Intelligence 20
Wisdom 12
Charisma 10

About The Lady Calista Da Romano

Image of Lady Calista Da Romano

Tiefling [Outsider Native]
Pison [Telepath L5] Investigator [Psychic Detective] L1

Hextwin Psicrystal L5

Description & Personality

A tall and slender woman, in her early 30s, Southern European olive skin, light brown hair and eyes. She is not overly attractive, but moves with grace and always seems well dressed and immaculately clean. If you see her, less dressed... you catch a glimmer of an complex Asian looking tattoo on her body. She never seems to sleep and is always working.

Personality
If you spend time with Lady Calista Da Romano you may note, she has impeccable manners and is quit charming. I woman of the world, cool with cutting wit. It's very hard to get to know her beyond that. She would much rather talk about you, you seem far more interesting.

Crunch:

20 point [Low Cap 08]

Str=[11][+0][11][01p]
Dex=[18][+4][13][03p][+2Race+2APB+1levels]
Con=[12][+0][10][02p]
Int=[20][+5][16][10p][+2Race+2APB]
Wis=[12][+1][12][02p]
Cha=[10][+0][12][02p][-2Race]

Offence

Movement"
Land 30'
Power - Metamorphosis Minor 5 mins
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.
Levitation at [power]

Init +4 Perception +12 [Second roll +7 Item]
Dark Vision 60'

BAB_ [+2]
RBAB [+6]
MBAB [+2]

[Weapon attunement +1/+1]

Close Combat:-
Unarmed strike TH+6 DMG1d3+0[+1*] [B+NL]
MW Combat Dagger [Silvered] TH+6 DMG[1d4+0][+1*] [r20'] x2

Ranged Combat:-
Mind thrust 1d6 DC16 Range 40'
Energy Splash RTA+6 1d3 Range 40'
MW walther_ppk Light Pistol: Simple, Light, [RTA+7] [2d4DMG] Capacity 8, range 30 ft., 1 lb.
[With Silencer +1/2lb range 15']

CMB +3

Defiance

HP:- [6+1con+1FC]+[4x(4+1con)]+[1x(5+1con)]= [33/33]

Weapons and Armor: I'm going for a homebrew version of firearms and armor. Should it not work, I will be available to change it.
Armor will provide a Physical Armor Class (PAC) and a Ballistic Armor Class (BAC). PAC applies against non-firearm attacks, while BAC applies against firearms. All Pathfinder effects which grand an AC bonus that does not apply to touch attacks (armor, shield, natural) apply to PAC. Effects tailored to firearms generally add to touch AC, but should there be an ambiguity, they default to applying to BAC.

[Armor attunement +1/+1, Deflection +1, Toughening +1]

Physical Armor Class (PAC)
AC12/16*
[10+1Armor+1 natural armor]
[*+4 Internal armor]

Ballistic Armor Class (BAC)
AC15/19**
[10+4Dex+1 deflection bonus]
[**+4 Force Screen]

CMD =16/20** [10+2BAB+0STR+4DEX+1deflection bonus]
[**+4 Force Screen]

Saves:
F=05 [+1class+1Class+1Con+2APB]
R=09 [+1Class+2Class+4Dex+2APB]
W=08 [+4class+2Class+1Wis+2APB]

Race

Focused/power
+4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).

+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

Item

Resistance:
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Feats and Traits

GM Feat[Thank you very much]
1: Weapon Finesse

Feats
1:Fiendish Heritag [Race Feat]
2:Access Psionic Talents[Psionic]
3:Expanded Knowledge[Psionic]

Class
1:Psicrystal Affinity[Psionic]
2:Psicrystal Attunement[Psionic]

Item Feats
1:Alertness [item Psicyrtal]
2:Improved Evasion [item Psicyrtal]

Proficiency Weapon's
Weapon Proficiency
club/sap, Dagger, Rifle, Pistol, quarterstaff, rapier, sap, shortbow, short sword, sword cane and shortspear.

Armor Proficiency
Proficient in light armors, but not shields.

Traits
1:Focused Mind [Magic Trait]
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

2:‎Laundry Operative: [Campaign Trait]
The Laundry has the widest archive on magic in the world, and you picked some things up. Choose a cantrip (except those on the cleric and druid spell list). You can cast that cantrip at will. If it allows a save, the DC is 10 + 1/2 character level + your highest mental skill modifier. Canny Effort

3: Psionic Knack [Psionic Trait]
Benefit: You are naturally psionically gifted, even if you dabble in other studies. Pick a class with a manifester level when you gain this trait—your manifester level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your manifester level above your current Hit Dice. You must have a level in the class chosen to gain this benefit

Drawbacks:
1: Paranoid [Drawback]
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Special Abilities

[Class]
Mental Intrusion (Ex)
Increase the save DC of any mind-affecting power by 1 for every 2 power points spent. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

[Race]
Darkvision:
Darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.

Race Tiefling:

Standard Racial Traits
Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving.
They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.

Type: Tieflings are outsiders with the native subtype.

Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common. Tieflings with high intelligence scores can choose other human languages.

Defense Racial Traits

Fiendish Resistance:
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Feat and Skill Racial Traits

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Magical Racial Traits

Spell-like ability: [Su]
Dose not sleep, regains power points/spells at 12, each night.

Darkvision:
Tieflings can see perfectly in the dark for up to 60 feet.
Other Racial Traits

Pass for Human:
Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages.

Skills:

Skill Points ([2+5+1FC]x5)+(6+5)=[46] [51 used]
[12 point Background skills] = [+B]

+05 Acrobatics(+4dex, +1rank +0Class)
+09 Appraise(+5int, +1rank +3Class)< [+B]
+10 Autohypnosis (+1Wis +6Rank +3Class)<
+10/+12 Bluff (+0Cha +5Rank +3class +2Race)< [+2 power]
+04 Climb(+0str, +1rank +3Class)<
+05 Craft[All](+5int, 0rank +0Class)<
+04 Fly (+4dex, +1rank +3Class)<[Race]
+09 Disable Device (+5int, +1rank +3Class)<
+08/10 Diplomacy (+0Cha +5Rank +3Class)[+2 power]<
+06/+16 Disguise (+0cha, +3rank +3class)< [+10 Power]
+05 Drive (Dex) (+4Dex +1ranks +0Class)
+08 Escape Artist(+4dex, +1rank +3Class)<
+05 Heal (+1wis +1rank +3class)<
+04/+6 Intimidate (+0Cha +1Rank +3class) [+2Power]<
+12 Perception(+1wis, +6rank +3Class +2Feat)< [Rollx2 +6 Item]
+07 Profession (Detective) (+1wis, +3rank +3Class)<[+B]
+00 Perform(--) (+0Cha 0Rank)
+12/+14 Sense Motive(+1wis, +6rank +3class +2Feat)[+2 power]<
+12 Sleight of Hand(+4dex, +5rank +3Class)< [+B]
+09 Spell/Psionic craft(+5int, +1rank +3class)[+1d6]<
+10/+20 Stealth(+4dex, +1rank +3Class +2Race)< [+10 Power]
+02 Survival(+1Wis +1rank)
+01 Swim (+1Str +0rank +0class*)
+04 Use Magic/Psionic Device(+0cha, +1rank +3class)<

Knowledge Cascade [+4 Power + re-roll power]
+05 Knowledge (ALL others) (+5int, +0rank +0class)<
+09 Knowledge (Dungeoneering) (+5int, +1rank +3class)[+1d6]<[+B]
+09 Knowledge (Engineering) (+5int, +1rank +3class)[+1d6]<
+09 Knowledge (Geography) (+5int, +1rank +3class)[+1d6]<
+09 Knowledge (History) (+5int, +1rank +3class)[+1d6]<[+B]
+09 Knowledge (Local) (+5int, +1rank +3class)[+1d6]<
+09 Knowledge (Nature) (+5int, +1rank +3class)[+1d6]<
+09 Knowledge (Nobility) (+5int, +1rank +3class)[+1d6]<[+B]
+09 Knowledge (Planes) (+5int, +1rank +3class)[+1d6]<
+09 Knowledge (Psionics/Arcana) (+5int, +1rank +3class)[+1d6]<
+09 Knowledge (Religion) (+5int, +1rank +3class)[+1d6]<[+B]
+09 Knowledge (Science) (+5int, +1rank +3class)[+1d6]<
+09 Knowledge (Mathematics) (+5int, +1rank +3class)[+1d6]<
+10 Linguistics (+5int, +2rank +3class)[+1d6]< [+Telepath]
Italian [Free] English [P] German [P] French [S] Japanese [S]

Concentration +16 (6ML+5INT+3Item+2Trait)
Taking 15 -> [No Display]

Canny Effort [At Will] [+2 Skill roll, 1r] [Note: Does not stack with Investigators inspiration 1d6 Bonus which is also Insight]

< = Class feat other Skill

Psion -> Telepath L5:

Psion - Telepath

5th
ML6 [Trait]
BAB+2
Hit Die: d6.
SAVES +1/+1/+4
Bonus feats, x2
Discipline Detect Psionics, + Class Talents x2 Discipline Ability x1

Skill Ranks at Each Level: 2 + Int modifier.

Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).

Weapon and Armor Proficiency:
Psions are proficient with the club/sap, Dagger, Rifle, Pistol, Shotgun, and shortspear.
They are not proficient with any type of armor or shield.
Armor does not, however, interfere with the manifestation of powers.

Telepathy Discipline:
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.

As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

Powers
ML 6 [5levels+1Trait]
25+12int [37/37] PP/day
Powers known 11
Power level 3th
Max power spend 5pp
DC [10+5int+PL]

The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Psion Discipline ability x2+1 DC15
1:Detect Psionics 30' [no pp cost]
2:Mind Thrust 1d6 50' [DMG 1d6][no pp cost]
3:Mind link 50' [no pp cost]

Talents: 5 [DC15]
1:Conceal Thoughts 5 Hours [Always on]
2:Empathy [30-ft.-radius] 5 mins
3:Psionic Repair [10']
4:Sense Poison 50' [One creature, one object, or a 5-ft. cube]
5:Know Direction and location
-From - Linked Powers Talents-[ooc]
--Energy Splash 40' 1d3DMG
--Far Hand 50' 5/Rounds [5-lb]
--Telepathic Lash 50' 1/Round
--Missive 50' [10 words]

1st level powers 1pp [DC16]
1:Mind Thrust [1pp=1d10 DMG Max 5pp]
2:Energy Ray 50' 1d6 [Max 5pp 5d6]
3:Inertial Armor +4AC [5Hours]
4:Force Screen 5 mins [+4AC]
5:Mind Link [50 Mins, 5-subjects]
-:Hidden Pocket [5lb, 2,hours] [1day 5pp]

2st level powers 3pp DC17
1:Read Thoughts 5 mins [Max DC18 5pp]
2:Everyman [5 hours]
3:Metamorphosis Minor 5 mins
4:Sustenance [24hours]

3ed level powers 5pp DC18
1:Mindhunter [No Saves]
2:telekinetic-force 150' 250lb

Investigator - Psychic Detective L1:

Hit Die: d8.
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Class Features
The following are the class features of the investigator.

Weapon and Armor Proficiency

Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

The psychic detective does not receive Acrobatics, Climb, or Perform as class skills. This alters the investigator’s class skills.

Spell Casting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective’s spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a psychic detective’s spell is 10 + the spell’s level + the psychic detective’s Intelligence modifier.

Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.

At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.

In effect, the psychic detective loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.

A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.

1st—Detect chaos, detect evil, detect good, detect law, find traps.

3rd—Calm spirit*, daylight.

4th—Modify memory.

6th—Banishment, moment of prescience, scrying (greater).

This ability replaces alchemy.

Inspiration (Ex) [6/day]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed.

**An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trap finding [+1]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

SPELLS

0level spells [DC15] [4] [At will]
1:Detect Psychic Significance
2:Telekinetic Projectile
3:Read Magic
4:Prestidigitation

1level spells [DC16] [2] [1+2/day]
1:Charm Person 1 Hour
2:Cure Light Wounds [1d8+1]

Psicrystal-Hextwin:

Hextwin

NexQill Psicystal L5

Single-minded +3 bonus on concentration checks

Psicrystal Class

Psicrystal Base stats

Equipment:

Practitioner
- 1 handgun. 50 rounds of ammunition.
Light pistol

- 1 non-firearm weapon, masterwork quality, optionally silvered.
[Small stiletto combat knife.]

- Up to 2 light weapons, optionally silvered.
[Two MW Samurai Blades she keeps in her London Apartment]

Power Stones
8x1st [Psionic Power Stones]
-:Locate Secret Doors x4
-:Chameleon x4

3x2nd [Psionic Power Stones]
-:Body Adjustment x2 [12HP back] [$350]
-:Body Purification x2

1x3rd
See tattoos below.

Dorje [In place of wands]
1x1-st wand Natural Healing 50/50 [part of package]
-:Call to Mind +4 Kn rolls + re-roll 50/50 [$750]
-:Chameleon [+10 Stealth] [10mins] [$750]

=====Psionic Tattoos=====
[ooc]In place of Potions and intricate body Tattoo in the shape of two Dragons.
4x1-st level [part of package]
-:Chameleon x2 [5mins]
-:Body Adjustment [12HP back]

1x2-nd level [part of package]
-:Body Adjustment [12HP back] x1
-:Resist Toxin x1

[Psionic Tattoos/Power Stones]
1: Metamorphosis x2 [5-mins] [part of package] [Psionic Tattoos] [+ one paid for. $750]

- Up to 3500 gp in consumable Slotless Wondrous Items (like feather tokens).

Weapons
MW walther_ppk Light Pistol: Simple, Light, 1 lb.[package]
[With Silencer +1/2lb range 15'] $50
50 rounds [package]

Armor [None took $500]

Clothing.
Typical travel clothing 10lb
Luther Statute Travel Bag 1lb
Undergarments - Black silk Ninja like under garments 2lb. [+1 Armor APB]
She carries little but blade and a small light pistol.

Belt: -
Body: -
Chest:-
Eyes: -
Feet: -
Hands: -
Head: -
Headband: -
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Carrying --lb Light

10 min background:

write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1)Lady Calista Da Romano is a Laundry Operative, she has been for over 100 years. Working in the Desk and heading out into the world as a researcher and hunter. She had often worked Mind-hunting missing or AOL agents. She may look young but she is an old woman in a young woman's body, so she can be a bit crotchety at times and very hard to get to know.

2)She was born to a wealthy and Noble Italian family some 142 years ago. After is became clear she was not normal she was sent to "Study" at Oxford England. There she got a under and post grad in the history of mathematics and mysticism. She was recurred by her Teacher, who was at the time her lover and with his help she started to unlock the power of her mind fully. Later he left, on business he said. She heard soon after he had been killed while travailing in India.

3)Worried she would be seen as some kind of immortal she as stayed in the Laundry. She is now however extremely well traveled, both with tactical teams or on reserch. She has done many bad things, killing innocents to save many more. Her party trick is to jump out of planes with out a shoot. Having the ability to levitate herself before landing.

4)She does not see herself as intelligent but more that others are slow. Her near photographic memory and sharp mind can call up facts and knowledge others take to long to get. She often feels like she is running three sentences ahead over everyone else. Her main task is to very and rack other agents for the Laundry. Also in some cases train them and go with them on missions.

5)Her mother and father, brother and sister passed away same time age. She placed the family holdings in trust. At present she has taken on the identity of her own Great, grand-daughter. She believes she is sterile as she has never gotten pregnant. She did adopt a child once, who passed way in WW1 at the age of 20.

6)Because she is so long lived she now is very carful about getting to know others, This has made her seem cold and distant to others. It's extremely hard to get to know her.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.

1)To find out what happened to her old teacher some 80 years ago.
2)To carry on working at the Laundry and help protect her safe haven.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) [known] She took part in the December 5, 1872, Abandoned Ship, Mary Celeste incident. But does not talk about what happened on that day.

2) [unknown] She has no idea she is a Tiefling, She thinks she is human who is gifted or coursed with long life. Where in fact Her father was a researcher into the occult, working with a group in the Vatican to craft a new Super Swiss Guard. She a Tiefling, was one of the outcomes.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Stewart Menzies, head of newly made SIS, who has used her for the vetting troops.

2) The head of the Landry [Redacted] Who she has been working for and who knows of her talents. Some of her new magic skills come from his offer of training.

3)Barron Gustav Rake The IV: The head of the 'Depatmento Investigate' and part of the churches secret service. An Italian now based in Berlin who she has more then once come across. Over the last 60 years, she shot him once in the head and yet he still comes back. She has no idea WHY he is following her or what his objectives are.

Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Sitting in the snow in the Himalayas talking to a Yvette about the modern world and how the whole things going to pot. The Yvette had killed the small group of Spanish Mountaineers she had been with. She was a bit annoyed but befriending the Yvette, she spent 2 years with him roaming the mountings looking for a lost artifact. It was some of the best days of her life.

2) Spending sweaty nights hunting missing agents and others who where sort by the Laundry in her dreams. She was once tasked with finding "One-Ball" himself but he is warded from any from of tracking she knows. One of the most frustrating things in her life.

3) Standing before a German tank, deep in the France woods, its barrel turning to point at her group. Reaching out her mind and pulverizing the tank crew inside. Hearing Screams and cries as her gifts crushed them to a pulp. It was the most horrifying feeling she had ever had.