Eva stands at 5’7" with flowing auburn hair hanging to her shoulder blades. Her face is sharp and smooth, tanned by the bright Louisiana sun. Her otherwise white skin is also tanned on the arms and legs.
On duty, Eva wears the powder blue uniform of the New Orleans Police Department. She takes care to make it crisp and neatly pressed at the start of the day, no matter how grungy it gets. Off duty, Eva dresses in the bright reds, oranges and yellows of her court, along with deep greens and vibrant blues. They don’t stand out much in flamboyant New Orleans.
Eva wears little jewelry. Besides her wedding ring, the only other piece is a leather cord around her neck with two pendants. The first is a silver holly leaf. It’s a traditional symbol of Winter Court and represents both her lasting friendship with that court and her will to persevere through hardship. To its right is a golden soaring eagle in profile, a symbol of Summer Court. It is symbolic of her status as a warrior in the Court of the Crimson Spear, as well as a token of her ambition and personal strength.
Short auburn fur covers Eva’s back and head, fading to white on the front of her torso and throat. A thick stripe of long fur runs from her scalp to just below her shoulder blades, and her normally small bust disappears almost entirely. Her color darkens to red over her upper arms and legs, then into a deep, jet black on the rest of her limbs. Her hands are slightly malformed, bearing the bulbous pads of her form in Arcadia. Each finger ends with a thin, short claw. Her ears are slightly higher than a human’s and sweep out into a black-tipped arch. Her nose and mouth are pushed out into a short muzzle. The nose is further out while her mouth extends back to the rest of the face, opening along its entire length. Her legs, thankfully, did not retain their backwards bend from Arcadia and fit into human clothes just fine. They end in relatively normal feet, except that the toes articulate closer to the ankle than in humans, with each bone elongated as necessary. To changeling eyes, she does have the expected 2ft fluffy red tail.
Eva’s Summer Mantle shows in her mien as an intense warmth in her flesh and the subdued sound of winds rushing gleefully through the nearby terrain. Sometimes her movements are accompanied by the warm breeze of a faraway gale.
Eva is a fairly upbeat and positive woman, despite all that’s happened. Not only has she seen less human depravity than her fetch, she has the huge morale boost of escaping Arcadia and winning back her husband. She’s warm and welcoming to her friends, and goes out of her way to be friendly to the assholes of the world. Either they act decently in return, or they get pissed at her; either way she wins.
Though Eva doesn’t realize it, she subconsciously rejects her fae heritage. She tends to use magic sparingly and doesn’t own a single Token. Instead, she focuses on mortal things, like proper dress and behavior. She always starts her day with perfect clothes and a supremely professional air. Over the course of the day her uniform may get rumpled and disheveled, but it’s always pristine the next morning.
Eva has a deep desire to bring bad men to justice. Mortal laws are pretty good, as far as they go, but she knows that there are higher and much harsher Laws to answer to. This often drives her to pursue the kind of justice mortals frown upon, as she binds violators in debilitating pledges and beats information out of crooked dealers. She’s been in trouble for it before, but refuses to give up her vigilante ways. This and her ambition are the key reasons she swears fealty to Summer Court.
In everything she does, Eva is very competitive and ambitious. She congratulates others on their successes, and then wills herself to surpass them. Sometimes she manages, but often she doesn’t. Regardless, the attempt is fun and the friendly rivalries are a great way to stay close.
Eva’s background is on its own page.
A lot of Eva’s gear is related to her job in the NOPD, including various weapons and her patrol gear. The rest is miscellaneous, and mostly ties into her hobbies.
Sturdy nylon webbing belt worn while on duty. Designed to carry:
Items with an asterisk have their own description.
She no longer has a police radio, since that was dept. property, but the rest still fits on it nicely.
Steel cuffs, the classic perp restraint. Breaking out of them requires an extended Strength + Stamina check at a -4 penalty, requiring four successes to get out with an interval of three seconds. Slipping out requires a similar Dexterity + Athletics check, and picking the lock requires a buddy who can net four successes on an extended Dexterity + Larceny test.
Damage 1L, Size 1/S
Like most police, Eva carries a heavy-duty combat knife both for rescue (cutting seatbelts, thin metal, wood, wires, etc.) and for melee combat in a pinch. It’s a Gerber LFM II ASEK, meeting military specs for electrical insulation, glass breaking, and endurance. Its butt end features a diamond spike suitable for shattering even very tough glass, dealing five damage to glass while bypassing two of its structure (AP 2, damage 5, glass only). The handle is made of thick rubber to prevent electrocution, reducing the potential damage from electricity by six.
Pepper spray sits one step below lethal force when cops need to control a situation. It’s an irritating chemical agent most widely used from a small aerosol container. It requires a Dexterity + Athletics roll at a -2 penalty to hit the target, whose defense applies. It has a max range of one yard before diffusing so much as to be useless. Once it touches the target’s skin, or they breathe it in, it begins to have a debilitating effect. Until it’s washed off, pepper spray deals 2 bashing every round, imposes a -3 penalty to all rolls made, and reduces Defense and other resistance traits by 3. The damage is reflexively resisted by a Stamina + Resolve check. Every success on that roll reduces the bashing damage that round. If damage from pepper spray would inflict Lethal damage, that Lethal damage is not dealt.
Damage 1L (9-again) against fabrics, Size 1/P
This small folding knife is perfect for vehicle rescue, but useless in combat. Its hawksbill style blade is serrated along its entire length and has a blunt point. It can’t stab or cut flesh, but what it can do is shred fabric. Made for cutting seatbelts and restraint webbing, this knife gains the 9-again rule against cloth, fabric, and rope as the serrations tear it out of the way. If you did use it in combat, it would largely just get in the way: reduce the knife’s damage code to -1B.
Damage 2L (9-again), Range 20/40/80, 15+1 Magazine, Size 1/S
Like every cop in the NOPD, Eva carries a Glock 23 chambered in .40 S&W. It has the department’s standard mods and attachments to help prevent accidental deaths from darkness or tense situations. An attachment in front of the trigger guard provides a flashlight and a laser sight. The flashlight allows her to fight in the dark at only a -2 penalty (enemies can attack back using her own light, but at a -4 penalty) and the laser sight helps aiming at short and medium range (+1 bonus at short range, reduces medium-range penalty to -1) but is pretty easy to see, granting her target a +1 bonus on their Wits + Composure test to notice a surprise attack. It also features glow sights to help take careful aim, granting an additional +1 bonus after one round of aiming.
Her backup pistol is a Glock 27, essentially a more compact version of her main gun. It can fit in a pocket or boot and has the following stats, plus glow sights:
Damage 2L (9-again), Range 10/20/40, 11+1 Magazine, Size 1/P
Both of these guns can be worn in a variety of positions. The table below shows the perception modifiers applied when searching for one of the pistols based on where it’s worn. Appropriate tests are Wits + Firearms, Investigation, or Composure.
These black nylon gloves have heavy birdshot sewn into the knuckles to give a better punch. When worn, they grant a +1 bonus on all Brawl attacks, but get in the way of fine manipulation with a -2 penalty.
The quintessential bulletproof vest worn by every cop with a will to live. Provides 2/3 armor to her torso while reducing defense by 1. Being bulletproof, any damage done by firearms is reduced from Lethal to Bashing.
When on SWAT raids she wears NOPD riot gear, but her work for the freehold often has to happen off the book. So, Eva bought add-on armor pieces to guard her arms, legs, groin, neck and head. These apply bulletproof armor 1/2 against attacks which target that part of the body.
Before leaving New Orleans, Eva packed a duffel bag with two pieces of semi-legal kit: a 12-Gauge shotgun and an MP5 submachine gun.
The shotgun is a Remington 870 from the trunk of her former squad car: Damage 4L (9-again), Range 20/40/80, 8+1 Magazine, Size 3. It has a flashlight mounted near the barrel and a reflex sight on top. The reflex sight allows her to aim the weapon as a Movement action at short range, which helps prevent accidentally hitting a friendly or noncombatant in close quarters. It also has an elastic wrap between the chamber and the pump which can hold six spare shells.
The H&K MP5 is a classic SMG chambered for 9mm rounds: Damage 2L, Range 30/60/120, 30+1 Magazine, Size 2/L. Designed for firefights within the confines of a building, it has a collapsible stock. Extending it makes the weapon larger (Size 3), but easier to handle (only requires Strength 1). It also has a flashlight and laser sight attachment, reflex sight, and vertical foregrip. The foregrip helps steady the weapon during automatic fire, reducing the penalty for multiple targets by 1 when firing short, medium or long bursts.
The stats above apply when firing normal FMJ rounds (or deer slugs for the shotgun). Though she doesn’t currently have access to armor piercing ammunition, hollow point is often preferred in law enforcement and civilian shooting, and buckshot rounds are very common when hunting with shotguns. Here’s what these ammo types do:
Damage 4L (9-again), Range 50/100/200, 5 round capacity, Size 2/L
Since returning from Arcadia, Eva enjoys hunting/camping trips with her husband. She prefers using a large-caliber pistol over a rifle, earning her gentle teasing from Jack. The gun is a Smith & Wesson 500 fitted with a telescopic sight. Though it lacks the range of a proper hunting rifle, it has enough punch to take down nearly anything that moves.
Eva wears this gun in a leather holster, almost always attached to a thigh rig. It’s in plain view to everybody.
Custom briefcase with all the tools needed to maintain and modify firearms. Provides +2 to Craft checks related to guns.
Colloquially called “ears” at the shooting range, these ear plugs are designed to allow casual conversation while filtering out the loud, damaging sound of gunfire. They prevent penalties from loud noises in general, but impose a -2 penalty on all hearing-related Perception checks.
Eva’s Go Bag likely saved her life in the hurricane. Thermal blanket, three days of food and water rations, light sticks, etc. are a big help when trying to survive an urban catastrophe, providing a total +3 to Survival and Stamina rolls to survive extreme conditions in a city or its suburbs. It helps in the wilderness as well, but not as much, providing only a +1 bonus. Eva’s has MOLLE webbing on its exterior, both to satisfy her inner gearhead and to allow attachment of misc. equipment in the case of a more leisurely escape.
While in the NOPD, Eva drove and cared for her own squad car, meaning that she and Jack only own a single vehicle. With the squad car stuck in New Orleans, they now have to share the sedan.
It’s a standard mid-size car: Durability 3, Size 12, Structure 15, Accel 19 (26mph/turn), Safe Speed 110 (70mph), Max Speed 169 (115mph), Max Handling 2, Occupants 1 driver + 3 passengers
Damage 1L, Size 1/S
A very functional Ka-Bar. Eva took this knife from her fetch and used it to slit the imposter’s wooden throat. She keeps it as a trophy, now, though it’s still serviceable.
Damage 2B, Size 2/J, +1 Defense
Officers of the NOPD don’t carry nightsticks any more, but Eva keeps one handy for unofficial work. It looks intimidating and she can block a little better in melee. It also makes joint locks more painful and extends her reach, adding a +2 bonus to Overpowering maneuvers during a grapple (though not to the roll to establish the grapple).
Eva has put a one-time enchantment on three emergency glowsticks so that when used, they glow with extreme brightness for eight hours.
This dress is crafted from the rich green leaves of summer, stitched together with threads of shimmering blue water. The seams are highlighted with winding strands of flower petals, yellow near the top fading toward orange at the hem. Appears worn and soiled to human eyes. Provides a +1 bonus to socialize rolls among changelings.
Shorter, classy black dress with black feather accents, accompanied by a matching clutch. With UV vision, the black gives way to artful swirls and designs in iridescent color.
This small knot of gnarled oakwood used to be her fetch’s heart. Now it holds three glamour for Eva’s use. The False Heart need not be in her possession to use these points of glamour, and only she is capable of taking them. To refill it, Eva must sleep for at least six hours with the False Heart under her pillow or otherwise about her person, after which three points of glamour leave her pool and are stored in the Heart.
Eva commissioned these gloves from a Summer craftsman back in New Orleans. They’re perfectly fitted to her hands and crafted from four different hedge materials. The palms and insides of the fingers are made from the sticky pads of a tree-dwelling beast; the grip is backed by a soft gel-like layer of succulent hedge leaves; the back of the hand and fingers are covered in matte black leather, with weighted metal along the knuckles; finally, the inside is lined with suede from a young hedge beast. An image of a fiery spear is embossed on the back of each hand. The different materials provide a variety of beneficial effects:
Quarterstaff: Damage 2B, Size 4/N, Durability 2, +1 Defense
This large walking staff belonged to an insane changeling who kidnapped many children over 15-20 years. It appears sturdy and worn, made of something like ironwood from the tangled depths. When walking in the thorns, it adds a +1 bonus to navigate the hedge and to activate the Pathfinder clause of Dream (Dream 1).
These boots are covered in the hide of a slain hedge beast. They provide a +1 bonus to Stealth rolls to move quietly.
This necklace charm protects against the debilitating fear effects of Briar Wolves. It provides at least a +1 bonus to resist their fearsome howl.
This bracelet is a sturdy leather cord adorned with the teeth and claws of slain briarwolves. It grants a +1 bonus to Intimidate rolls.
This odd construction hammer has an easier time breaking things. Object durability is treated as 1 lower when attacked by this hammer.