Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage [2]
20	DEX	30	13-	OCV:  7/DCV:  7
20	CON	20	13-
15	BODY	10	12-
13	INT	3	12-	PER Roll 12-
15	EGO	10	12-	ECV:  5
20	PRE	10	13-	PRE Attack:  4d6
14	COM	2	12-

8	PD	4		Total:  8 PD (0 rPD)
8	ED	4		Total:  8 ED (0 rED)
4	SPD	10		Phases:  3, 6, 9, 12
10	REC	4	
60	END	10
50	STUN	15		Total Characteristic Cost:  142

Movement:	Running:	6"/12"
		Leaping:	4"/8"
		Swimming:	2"/4"

Cost	Powers & Skills
3	Entity Body Powers:  Elemental Control, 10-point powers, all slots Side Effect: Body Part 
	Shifts Into Entity Form, Side Effect occurs automatically whenever Power is used (-1/2)
2	1)  Monstrous Musculature:  +10 STR; No Figured Characteristics (-1/2), Side Effect: Body Part 
	Shifts Into Entity Form, Side Effect occurs automatically whenever Power is used (-1/2), END 1
2	2)  Terrifying Visage:  +10 PRE; Only To Make Fear-Based Presence Attacks (-1), Side Effect: 
	Body Part Shifts Into Entity Form, Side Effect occurs automatically whenever Power is 
	used (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), END 1
11	3)  Ripping Claws:  HKA 1d6 (1 1/2d6 w/STR), Armor Piercing (+1/2); Side Effect: Body Part 
	Shifts Into Entity Form, Side Effect occurs automatically whenever Power is used (-1/2), END 2
4	4)  Freakish Legs:  Leaping 6" (Accurate); Side Effect: Body Part Shifts Into Entity Form, Side 
	Effect occurs automatically whenever Power is used (-1/2), END 1
5	5)  Freakish Legs:  Running 6"; Side Effect: Body Part Shifts Into Entity Form, Side Effect 
	occurs automatically whenever Power is used (-1/2), END 1
3	6)  Gripping Claws:  Clinging (normal STR); Side Effect: Body Part Shifts Into Entity Form, 
	Side Effect occurs automatically whenever Power is used (-1/2), Costs Endurance (Only Costs 
	END to Activate; -1/4), END 1
3	7)  Unnatural Limbs:  Stretching 2"; Side Effect: Body Part Shifts Into Entity Form, Side Effect
	occurs automatically whenever Power is used (-1/2), END 1

60	Entity Powers:  Multipower, 60-point reserve
2u	1)  Embrace the Darkness:  Darkness to Sight Group 2" radius, Personal Immunity (+1/4); 
	No Range (-1/2), END 2
8m	2)  Pluck Your Life Thread:  Ego Attack 4d6, Invisible Power Effects (Fully Invisible; +1/2); 
	Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4), END 6
7m	3)  Feed The Hunger:  Drain BODY 6d6; Must Grab Target (-1/2), Only Versus Living 
	Things (-1/4), END 6
1u	4)  Walk The Shadows:  Invisibility to Sight Group; Only In Shadows (-1/2), END 2
10m	5)  Cloud Your Mind:  Mental Illusions 8d6, Invisible Power Effects (Fully Invisible; +1/2), 
	Does Not Provide Mental Awareness (-1/4), END 6
15	Inhuman Physiology:  Physical Damage Reduction, Resistant, 25%
15	Inhuman Physiology:  Energy Damage Reduction, Resistant, 25%
5	Get Out Of My Head:  Mental Defense (8 points total)
8	Where'd She Go?:  Teleportation 12"; Can Only Teleport To Places She Can Normally Go (-1/2), 
	Only To "Vanish" When No One Is Looking (-1/2), Requires A Stealth Roll (-1/2), Must Pass Through 
	Intervening Space (-1/4), No Noncombat Movement (-1/4), END 2
8	My Soul Is Not Yours To Take:  Power Defense (8 points)
17	I Feel Your Pain:  Detect Emotions 12- (Unusual Group), Discriminatory, Range, Sense
17	Like Knows Like:  Detect Entities 12- (Unusual Group), 360 Degrees, Range, Sense
8	Healing Factor:  Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), 
	Persistent (+1/2); Extra Time 1 Hour (-2 1/4), Self Only (-1/2)
10	Inhuman Physiology:  Life Support  (Immunity: All terrestrial diseases and biowarfare agents)
5	Shadow Sight:  Nightvision
11	Let My Inner Self Out:  Shape Shift  (Sight, Hearing, Smell/Taste and Touch Groups), Costs END 
	Only To Change Shape (+1/4); Requires An EGO Roll  (-3/4), Affects Body Only (-1/2), END 2

2	Fringe Benefit:  Concealed Weapon Permit
3	Fringe Benefit:  XSWAT Police Powers

9	Ambidexterity (no Off Hand penalty)
4	Double Jointed

32	+4 with All Combat

2	AK: Angelus 11-
3	Acrobatics 13-
3	Breakfall 13-
3	Bureaucratics 13-
3	Climbing 13-
3	Concealment 12-
3	Contortionist 13-
3	Criminology 12-
2	CuK: Angelus 11-
2	CuK: Japan 11-
1	KS: Angelus Criminal Underworld 8-
4	KS: Criminal Law And Procedure 13-
3	KS: Entities 12-
3	KS: Magic Rituals 12-
2	KS: The Law Enforcement World 11-
3	KS: The Occult World 12-
1	KS: The Yakuza 8-
2	Language:  Japanese (fluent conversation)
2	PS: Police Officer 11-
3	Persuasion 13-
3	Seduction 13-
3	Shadowing 12-
3	Stealth 13-
3	Streetwise 13-
2	TF:  Small Motorized Ground Vehicles, Spinner
4	WF:  Small Arms, Maser Weapons, Tonfa/Nightstick

Total Powers & Skill Cost:  358
Total Cost:  500

200+	Disadvantages
0	Accidental Change:  When enraged or badly hurt 11- (Uncommon)
15	Distinctive Features:  Creepy "Aura" (Not Concealable; Noticed and Recognizable; Detectable By 
	Commonly-Used Senses)
10	Distinctive Features:  Human-Entity Hybrid (Not Concealable; Always Noticed and Causes Major 
	Reaction; Detectable Only By Unusual Senses)
5	Distinctive Features:  XSWAT Uniform (EC)
10	Hunted:  Entities 8- (As Pow, Harshly Punish)
10	Hunted:  Order of Enoch 8- (Mo Pow, Public ID, Watching)
15	Hunted:  The Yakuza 8- (Mo Pow, Kill)
10	Hunted:  XSWAT 8- (Mo Pow, NCI, Watching)
10	Physical Limitation:  Inhuman Physiology (Infrequently, Greatly Impairing)
15	Psychological Limitation:  Entity Cravings (Common, Strong)
10	Psychological Limitation:  Mercurial Temper (Common, Moderate)
5	Reputation:  XSWAT Officer (i.e., not “normal”, heavily involved with bizarre cases and 
	monsters), 8-
20	Social Limitation:  Subject to Orders (VF, Major)
5	Vulnerability:  1 1/2 x BODY From Holy Weapons (Uncommon)
5	Vulnerability:  1 1/2 x STUN From Holy Weapons (Uncommon)
145	Experience Points

Total Disadvantage Points:  500

Background/History: While the 9th Squad fought a desperate battle through the Omega Sector to recover the Esperanza Grimorium, Elizabeth fought her own lonely struggle for her soul against the Entity seeking to possess her.

Secured within the improvised chamber created by Burton and Jama's efforts, the Entity was weakened enough to make the fight less than fully one-sided. It didn't make it that even though. Slowly but surely, Elizabeth's very essence was stripped away and consumed by the ravenous creature.

In the final struggle, she realized that her enemy was just as vulnerable as she was. Just when the Entity was about to triumph and claim her soul, she did the last thing it expected. She turned it around and possessed it. And that's when Jama spoke the words she read from the Grimorium and dispelled the Entity's presence from her body.

But not all of it. Elizabeth had willingly taken the Entity into herself, seeking to defeat it. A part of it remained within her, part of her.

To say that her ordeal had changed her was the understatement of the year. She now walked between two worlds; ours, and the other place from whence the Entities had come from.

As a walking gateway between the two realities, albeit a rather small one, she had access to the eldritch energies that powered what had become known as magic, although she had little if no idea how to harness or control them.

Her father, realizing his daughter's condition, asked Jama to help her learn the control she'd need to survive. He knew the damage was irrevocable, that his daughter would never be the same, most likely never have the normal life she should have had, but he never gave up on her.

After the final Entity incursion and Gurzorath's defeat, the Carpenter family adjusted to the new life they had. Nathan moved out of Angelus to be closer to his duties as a Knight of the Order. His wife and children were taken into the Order's greater community, albeit reluctantly in Elizabeth's case.

The Order simply couldn't really accept that Elizabeth was anything but a lost cause. Of course, it didn't help that Elizabeth had the typical teenager's attitude toward authority, and unfortunately had the ability and tendency to express it in rather elaborate ways.

It was Nathan's intercession that kept them from going so far as incarcerating her, or otherwise treating her as the enemy. Nevertheless, it was obvious she was not welcome in their ranks, so Elizabeth moved back to Angelus to take training under Jama's tutelage.

After a period spent there, Elizabeth sought additional training in a variety of mystical disciplines, traveling to what was still called "The Far East" to study them. It was during her stay in Japan that she ran afoul of the Yamaguchi-Yumi, foiling a kidnapping attempt and pretty much leaving one of their lieutenants with a bad case of face-loss.

In the last year, Elizabeth has returned to Angelus and, with Jama's permission, enrolled in the XSWAT Academy. She graduated about four months ago, and has finished her "internship" recently, in time to be assigned to the new squad.

Quote: "I'm helping to build a better world that I'll never be a part of."
"Come here, little man. I want to see what your fear tastes like."


The Bonejack

Elizabeth's personal weapon is a custom-made lever-action shotgun, firing 12-gauge shells. It has three barrels arranged in a triangular fashion, each with its own internal magazine, providing multiple payloads. A selector switch near the trigger allows the user to choose which barrel to fire; it is not designed to fire more than one barrel at a time.

The Bonejack's origin is unknown. Elizabeth claims to have "appropriated" it during her travels abroad, and that the previous owner "has no further use for it." Nevertheless, she has the paperwork to properly register it. She only carries it in situations where the added firepower is necessary, much like a modern cop only pulls his shotgun from the trunk of his cruiser when the situation calls for it.

The Bonejack is written up as a Multipower, with three slots. I wrote it up with more slots, to show the different kinds of loads it could carry. In use, the player would choose which three slots are actually being used.

Cost	Power
20	Bonejack:  MP, 70-point reserve, all slots: +1 OCV, all slots STR Minimum 15 (STR Min. 
	Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Two-Handed (-1/2)
1u	1)  Butt-Stroke:  HA +3d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2)
1u	2)  Buckshot:  RKA 2 1/2d6, +1 STUN (+1/4), AOE (One Hex; +1/2); 6 Charges (-3/4), 
	Limited Range (20"; -1/4), Reduced By Range (-1/4), Reduced Penetration (-1/4)
2u	3)  AP Slug:  RKA 2 1/2d6, +1 STUN (+1/4), AP (+1/2); 6 Charges (-3/4), Limited Range 
	(50"; -1/4), Beam (-1/4)
2u	4)  Baton:  EB 8d6, Double Knockback (+3/4); 6 Charges (-3/4), Limited Range (20"; -1/4),
	Beam (-1/4)
2u	5)  Explosive:  RKA 2 1/2d6, +1 STUN (+1/4), Explosion (+1/2); 6 Charges (-3/4), 
	Limited Range (50"; -1/4)
2u	6)  Flare: Sight Group Flash 7d6, Explosion (+1/2), AP (+1/2); 6 Charges (-3/4), 
	Limited Range (20"; -1/4)
Total Cost: 33

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