Zephyr Reed

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Zephyr Reed[edit]

Her Look

Aspects[edit]

High Concept: Half-Sylph cop
Invoke/compel for fairy stuff and police duties/obligations
Trouble: Between the law of men and monsters
Invoke when blurring the lines and using one against the other/Compel when one world's obligations interfere with the other
Project Aspect: Everyone Needs Rescuing
Invoke to lend a hand, to work towards getting her sanctuary set up/Compel to get suckered in by apparent victims
Relationship Aspect: A Wizard Informant
Invoke to know more about spooky stuff than the average changeling and/or cop, to get magical favors/Compel to have to save David from his own bad choices or look bad by association to him
Other Aspect: Blowing Down from the Blue Ridge
Invoke for stubbornness, drive, country knowledge/compel for stubbornness, frustration with cities, to hell with red tape and setbacks
Other Aspect: Gaoithe's special snowflake
Invoke to push other Winter changelings and low-ranking fey around and call on favors/Compel to have to deal with her mother's machinations and live up to her status
Other Aspect: The Coldest Cases
Invoke to catch a lead on something spooky from another cop (or rather, get one dumped in her lap, usually), or to talk her way out of issues/Compel to get blowback when a supernatural incident gets out of control, to need to compromise to keep something under wraps

Skills[edit]

Superb [+5]:
Great [+4]: discipline, fists
Good [+3]: endurance, athletics, investigation
Fair [+2]: Deceit, contacts, guns, alertness
Average [+1]: lore, survival, intimidation, presence, conviction

Stress Tracks[edit]

Physical: 0 0 0 0
Mental: 0 0 0
Social: 0 0 0
Other:

Mortal Stunts[edit]

None

Powers[edit]

Claws [-1] +1 Fists weapon
Inhuman Speed [-2] +1 Athletics (+2 sprinting), +4 Initiative, Move 1 zone without taking supplemental action penalty, easier Stealth movement
Supernatural Recovery [-1*] Instantly recover 2 minor physical consequence/scene, recover all physical consequences as if they were 2 ranks less severe, no fatigue restrictions
Cold Iron Catch [*] Recovery not applicable if injury inflicted by iron weapon
Glamour [-2] Cast veils (up to size of small group of people or VW beetle) and seemings, supported by the Discipline or Deceit skill

Refresh[edit]

Starting: 8
Spent: 6
Remaining: 2

Equipment[edit]

Badge
Pistol (Weapon 2)
Back-up pistol (Weapon 1)
Smartphone

Character Biography[edit]

Zephyr Reed is a woman of medium height, with a deceptively slender build for her strength and endurance, bordering on unnaturally thin. Her long, platinum-blonde hair - undyed - contrasts with her brown eyes and darker eyebrows. She keeps it in a low bun when on duty. When not in the suits she wears as a plainclothes detective, she can usually be found wearing wilderness-ready gear and camo or folksy-type dresses.


Zephyr's a cop in Richmond, a detective working on cold cases - but only because Richmond's not big enough to support a whole departmental dumping ground for weird shit like Chicago's. Fortunately, since she's part of the weird shit, that suits her fine, and her bosses generally don't question where she spends her time as long as it doesn't get in the papers. Especially no weird deaths in the papers. She's reputed to have a frigid personality, and absolute determination.


She from farther west, in the mountains; her father, Mark, was a park ranger on the Appalachian Trail, and met her mother in a deadly blizzard. For a fleeting value of 'met'. Zephyr was delivered to his doorstep about nine months later.


She knew she was weird growing up, but she always wanted to follow in her father's footsteps. Her mother came for her and tried to drag her off to the Winter Court, but she fought her way back home. Her father got a transfer to the Maggie L Walker National Historic Site immediately after, so she's spent most of her life in Richmond. Her mother eventually followed along, breezing out of the mountains to join - and carve her mark into - Richmond's local Winter crowd. Zephyr grew up having to flit between home with her father and the court with her mother, enjoying protections afforded by her mother's rising status but also having to deal with often-unpleasant obligations. To get an edge, she's actually almost fully embraced her fae nature, despite not wanting to truly join the court. Gaoithe is convinced it's only a matter of time before she completes her metamorphosis entirely, spreads her wings, and joins her sisters as mother's core of lethal enforcers.


Zephyr joined the police to protect people from the supernatural world's depredations, but as time goes by, she finds herself believing that she needs to think bigger. She helped Emily go missing during her first year as a detective, which was an eye-opening experience; she hadn't actually considered that any succubi-to-be might want to flee their situation. Emily's flight helped catalyze her idea of a truly neutral refuge - and the political fallout from throwing the missing persons investigation, for someone well-connected to the mayor, landed her in her current job.


Since then, her job has been complicated by the activities of an actual frickin' wizard (sort of) who's also a con artist, a convict with the mother of all bad pennies that keeps turning up, and a high-class escort on a personal crusade. Because of all the trouble it would cause - and with the last two, the sympathy she has with their struggles - she doesn't want to have to drag them into the mortal legal system. So she's recruited David as a CI and claimed Miller as one just to cover for him. Zephyr is intrigued by Grace and not sure what she'll end up doing with her, though her interest may not end up wholly professional.