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=Cleo "Hatchet" Hogg= Ork Street Shaman ==Priorities:== Attributes: 4 Essence: 5 Race: 1 Skills: 3 Stuff: 2 ==Attributes:== Brawn 1 Observation 0 Reflexes 0 Social 3 ==Spirits:== Urban Hearth Wind Desert River ==Spell Groups:== Physical Combat Transformation Healing ==Skills:== Sorcery Conjuring Athletics Stealth Etiquette (street) ==Stuff:== Totem: Snake Obsessed with learning secrets Vial of desert sand, functioning as a fetish (Storm spirit) Eye of Horus amulet that enhances attempts to ward off hostile spirits Ritual knife Light Armour (Leather Jacket) Special: Extended family in the slums that can offer a hiding place in times of need, though not much more. ==Contacts:== Fixer: Tommy Panic Ganger: Thorne, Hatchet's cousin and a low-ranking member in a street gang. He keeps his ear to the ground and keeps careful track of who wants to kill who this week, in case he might end up in the crossfire. He feels a sort of condescending big-brotherly protectiveness for Hatchet, who he considers to be heading for nothing but trouble with her occult ambitions. Street Shaman: Sachs, the street shaman who trained Hatchet. They have a rocky relationship, with she feeling that he tried to make her his personal slave in return for only the smallest scraps of knowledge and him regarding her as an ungrateful punk who doesn't appreciate all he's done for her. Even so, she still regards him as a valuable source of knowledge of magic and the occult world, and he's not above selling such knowledge to her for a steep price. Club Bouncer: Deefs, Hatchet's half-sister, who works as the bouncer at a popular underground club. An easy-going type, only rarely carrying useful information but always handy for getting through the door on a packet Friday night - and sometimes for noticing who else has been partying heavily lately. Corporate Security Guard: Xyla, another one of Hatchet's many cousins, albeit one who happened to be a rare ork-born human. Works as security guard at a corporate office, and tries to distance herself from her lowly past as much as possible. Still, she's occasionally willing to let Hatchet know what she's overheard the people in suits talking about, in return for Hatchet going away and not bothering her again for a while. ==Flaw:== Hatchet stole her amulet from a shaman gang leader when she was younger and desperate for every scrap of power she could get her hands on. He still carries a grudge, and it'd be worth her life to go into the neighbourhood he and his crew controls. ==Motivation:== 'Running for the simple reason that it's a way to make some decent money without getting pulled into the System (which she has no particular reason to trust, given how she was brought up). And because it lets her get in the thick of things and maybe find out things that she can use to become a more powerful shaman. ==Bio:== Description: A short, compact-looking young ork woman with stringy black hair that defies any attempts to keep it combed, usually wearing a ratty-looking leather jacket and an assortment of cheap, Egyptian-themed jewellery. Her voice is rough but steady, and she rarely speaks unless she has something important to say. Background: Born to a large urban clan of orks, Hatchet (a bastardised form of an educated pun on her given name; Cleo = Cleopatra = Hatshepsut = Hatchet) early discovered a strong but unfocused kinship with the spirit world. Refusing to spend her life in the squalor her kin lived in, she began to seek out every chance to learn how to wield her gifts. As a result of being cobbled together from bits and pieces, her style of magic is somewhat odd and eclectic, though it has a definite theme of ancient Egyptian mysticism. Hatchet regards magic as tapping into the natural flows of energy through the world, of which even the gods are only aspects or emanations. Her own totem spirit, Snake, has definite connotations of demonhood and black magic according to Hatchet's belief system - something that bothers her not at all, as long as it helps keep her free and safe.
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