Vatican Investigator, Starting PC
This is a sort of Core Earth religious detective and support character that leans into the idea that Core Earth was already a strange place in the margins, before the war. I also like the idea of this Catholic priest running around in a bullet-proof vest with a backpack of useful items and a gun that he'll only use against non-people things.
Once the character has gotten some XP, it has some tricks it can play with the Destiny cards - starting with a pool of 1 (Situational Awareness) or 2 if outnumbered (Longshot), and the ability to spend a Possibility to get another card and possibly give one to another player (Ingenious).
Before reality was invaded, you were an investigator for the Vatican, looking into rumors of miracles and demonic possession. You were good at your job, and had even had the privilege - or the curse - of seeing evidence of the supernatural a few times. To many, the old tales of exorcisms and bleeding statues were conjured from the minds of pre-scientific thinkers trying to make sense of the world around them. And perhaps that was true of some of those stories. But you've seen events that science could not explain. And you've seen God's power protect you in times of need.
When reports and videos of actual winged devils started showing up in western Europe, you were sent to look into them. It had to be a hoax, you thought, but then strange events were occurring all over the world. The stories of demons were real, it turned out, as were the rumors of bizarre "cyber" priests that would strike the creatures down and give credit to a false Pope. While as near as you could tell it was all really happening, it also felt staged to you.
And then that false Pope, Jean Malraux, descended from the clouds above Avignon on a shaft of light, and everything changed.
The Vatican, desperate to combat the "High Lords" that have invaded your Earth, have loaned you out to the Delphi Council, an organization formed for just that purpose. You catalogue the manifestations of spiritual and magical power that the invaders have brought with them, and report your findings to Rome when you can.
Going out into the field now often means stepping into a warzone, and so you come prepared. And while you carry a gun, you've vowed to only use it against devils (and monsters, and robots, and other non-soul-having things). God is still watching over and protecting you.
Cosm: Core Earth (Magic: 9, Social: 23, Spirit: 10, Tech: 23)
Attributes: Charisma 8, Dexterity 7, Mind 10, Spirit 9, Strength 6
Skills: Dodge 9, evidence analysis 12, faith 12, find 12, first aid (F) 12, persuasion 10, reality 10, scholar 12
Interactions: Intimidation 9, maneuver 7, taunt 8, trick 10
Dodge Defense: 9; Melee: 7; Unarmed: 7
Move: 7 (21); Tough: 10 (4); Shock: 9; Wounds: 3
Equipment: Backpack, binoculars, crucifix, first aid kit (First Aid is Favored), flashlight, Glock 9mm (Damage 13, Ammo 15, Range 10/25/40), handcuffs, Kevlar vest (Tough +4, Max Dex 10, Fatigues, Torso), lighter, nylon rope (10 meters), rosary beads, spectacles, walkie-talkie (x2)
Perks: Miracles (Christianity [Prince of Peace]; holy water, repel, ward enemy), Situational Awareness (1/scene, play card from hand to pool)
⦁ Religious Scholar perk (banish, healing) [5 XP]
⦁ Dodge +1, reality +1 [5 XP]
⦁ Willpower +2 [3 XP]
⦁ Prodigy perk [7 XP]
⦁ Unarmed combat +1 [1 XP]
⦁ Ingenious perk [9 XP]
⦁ Faith +1, fire combat +1 [5 XP]
⦁ Scholar +1, trick +1 [4 XP]
⦁ Longshot perk [11 XP]
Other Perks To Get: Exorcist, Deduction, Protected, Negation, Fortified by Faith, Vow of Nonviolence... there are lots to fit the concept.