If Typh's aspects were difficulty, KKK's are even worse. And if his skills seem like they should be higher, it's because it needed to be a legal skillset, he cannot have any more skills at Superb without more at Great, wihout more at Good, without more at Fair. He's literally stacked as much towards high skills as he can without picking up more skills.
Interestingly, due to the nature of the system, KKK ends up being a much better caster, comparitivly speaking. Partially this is due to his blood magic actually representing the full array of things he does with it in this system
Name: Kukulkan
High Concept: Champion of the Wyld Sun
Trouble: The Madness Within
Other Aspects: Blessed by the Light (Has some gifts from the Three), No Patience for Pleasantries, Dragon Warden (Has no trouble standing up against something much more powerful than him), Demon Hunter(basically favoured enemy) (One other)
Stress Tracks
Physical: O O O O (+3 mild consequence)
Mental: O O O O
Social: O O O O
Skills:
Alertness – Great (+5)
Athletics – Good (+3)
Burglary – Mediocre (+0)
Contacts – Average (+1)
Conviction – Great (+4)
Craftmanship - Average (+1)
Deceit – Average (+1)
Discipline – Good (+3)
(Driving) - Mediocre(+0)
Empathy - Average (+1)
Endurance – Superb (+5)
Fists – Supurb(+5)
Bows(Guns) - Great (+4)
Intimidation - Fair (+2)
Investigation - Good (+3)
Lore - Fair (+2)
Might – Good (+3)
Performance – Mediocre (+0)
Presence – Average (+1)
Rapport – Mediocre (+0)
Resources – Fair (+2)
Scholarship – Fair (+2)
Stealth – Great (+4)
Survival – Superb (+5)
Weapons – Great (+4)
Stunts:
Corner of my Eye(Alertness) - When success rolling alertness to passively pick up details, gain an additional 2 shifts. This reflects the ability to pick up on more pieces of information, but does not improve on the depth of that information (which would take thigns into the realm of investigation)
Jury-Rigger (Craftsmanship) - When Jury-rigging, KKK's repairs last 2 scenes longer than normal.
Unshakable (Discipline) - When defending against social or mental attacks with Discipline, any of KKK's aspects (such as consequences or otehr temporary or permenant aspects) that get tagged only provide a +1 (instead of the usual +2). If the attacker chooses to tag for a reroll, you may "lock down" one of their dice, leaving him with only the other 3 to reroll.
No Pain, No Gain (Endurance) KKK may take two additional physical consequences.
Tireless (Endurance) KKK's Endurance is considered Fantastic whenever it might restrict, compliment or otherwise modify another skill. This has no effect when endurance is rolled directly, however.
Subtle Menace(Intimidate) When the context of power is absent, or the victim of an intimidate check is actually in a superior position, they gain no advantage bonus.
Quick Eye(Investigation) When examining a location for clues, KKK's first investigation roll to determine deeper details about the scene is two time increments faster than usual.
Linguist (Scholarship) - KKK may speak and read additional languages as if his scholarship skill were 4 higher. (Adding 4 languages)
Go Native (Survival) - KKK makes scavenging rolls at +1 and the time between rolls for a prolonged stay is extended by 1 time increment.
Hunter (Survival) - KKK gains +2 on any efforts to track.
Powers:
Claws -1
[Venomous -1] (Cost of vemon halved because it only affects evil creatures)
Echoes of the Beast -1 (refluffed slightly, this provides his ability to speak when shapeshifted, as well as further boosting his eyesight and giving wild empathy)
Shaman Magic -4 (sponsered?)
Blood Magic -2 (2 point discount due to already having another type of magic which contains both Evocation and Thaumaturgy)
Item of Power -1
[Demonic co-pilot -1 (or rather, refluffed from the as written power)
Stormcalling -2 (covers most of her powers)
One time discount +2]
True Shapeshifting: -4
Modular Abilities -7 (grants 5 refresh points worth of powers that can be chosen to suit different shapeshifted forms)
Guide My Hand -1
Total Refresh Cost: -32