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Ezra Albright Jones Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 15 10 5 12-   HTH Damage 3d6 END [1]
DEX 13 10 6 12-  
CON 10 10 0 11-  
INT 10 10 0 11-   PER Roll 11-
EGO 13 10 3 12-  
PRE 10 10 0 11-   PRE Attack: 2d6
           
OCV 4 3 5
DCV 4 3 5
OMCV 0 3 -9
DMCV 5 3 6
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 2 2 0 2 PD (0 rPD)
ED 2 2 0 2 ED (0 rED)
REC 5 4 1
END 25 20 1
BODY 10 10 0
STUN 30 20 5
           
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 38 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Distinctive Features: Aura of Faith (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses; Not Distinctive In Some Cultures)
5 Hunted: Ordo Campeadoro Frequently (As Pow; Trusted Relationship; PC Must Report In Periodically; Watching)
10 Knightly Calling: Professional (Evil Supernatural Entities; Rival is A Group; Seek to Kill Supernatural Threats)
15 Psychological Complication: Conservative Catholic (Uncommon; Total)
10 Social Complication: Subject to Orders (Ordo Campeadoro) Frequently, Minor
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Ezra Albright Jones Killer Shrike
SKILLS
Cost  Name
3 Good Catholic Boy Enhancer
1 1) CuK: Catholicism (2 Active Points) 11-
0 2) Language: Latin (basic conversation; literate) (2 Active Points)
1 TF: Small Motorized Ground Vehicles
1 WF: Blades, Clubs, Fist-Loads, Unarmed Combat
3 PS: Accountant 11-
9 Total Skills Cost
FIGHTING SKILLS
Cost  Name
Sword Fighting
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
4 3) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike
5 4) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove
5 5) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away
0 6) Weapon Element: Blades
22 Total Fighting Skills Cost
PERKS
Cost  Name
50 Believer Pool (75) (plus Character Creation Resource Points)
3 Vehicles Pool (6)
1 Fringe Benefit: CPA
1 Fringe Benefit: Good Catholic Boy Enhancer, Membership (Church Pillar, St Ferdinand's Cathedral), Membership (Knights of Columbus)
1 Permits: Supernatural Hunter License
56 Total Perks Cost

Ezra Albright Jones Killer Shrike
Believer Pool (75/75), all slots Only While In Good Standing With Faith (-1/4)
1) Blessed Stature : +2/+2d6 Striking Appearance (vs. devout, holy, unholy) (6 Active Points)
Notes: Real Cost: 5
Colada, Holy Sword, (in Believer Pool), all slots OIF (Colada; -1/2), Only While In Good Standing With Faith (-1/4)
Notes: Real Cost: 70
     Sword in hand,
     it lights up all the field, 
     so clean and bright,
     even a glancing blow,
     breaks away the top of helms,
     rips away coifs and hoods,
     to cut the hairs of heads, 
     to reach well into flesh,
     to let the blood of infidels
1) Blade of unknown alloy : Hand Killing Attack 2d6+1 (Reduced Negation (5)), Reduced Endurance (0 END; +1/2) (67 Active Points); STR Minimum 15 (-3/4), Required Hands One-Handed (-0)
Notes: Real Cost: 27
0
2) Light of the Battlefied : Sight Group Images, +/-4 to PER Rolls, Area Of Effect (4m Radius; +1/4), Reduced Endurance (1/2 END; +1/4) (33 Active Points); Only To Create Light (-1)
Notes: Real Cost: 12
1
3) Lightbrand : Sight Group Flash 3d6 (15 Active Points)
Notes: Real Cost: 8
1
4) Shield of Virtue : Damage Negation (-8 DCs Physical) (40 Active Points)
Notes: Real Cost: 23
0

Vehicle Pool (6/6)
1) Small Sports Car : (Total: 6 Active Cost, 6 Real Cost) Vehicle (Real Cost: 6) 0

Ezra Albright Jones Killer Shrike
APPEARANCE
Height:   5' 10" Hair:  Brown
Weight:  165 lbs Eyes:  Brown
Though a holy avenger and champion of the Church when the Spirit moves him, Ezra is an accountant by trade and looks it. Ezra appears to be a man who is upstanding but otherwise unremarkable among any given crowd of middle aged professionals, save only for the long gym bag he sometimes carries...except on those rare occasions when he whips a wickedly sharp and very shiny evil-smiting sword of legend out of it. Though he manages to make even that seem normal and routine and entirely proper.
BACKGROUND
Ezra is a decent man of simple faith, raised in a sheltered bubble within a very conservative circle of Roman Catholic families. Church, community, and family are indistinguishable to him, and his responsibilities to each are closely intertwined. Ezra follows in the footsteps of his father, uncles, grandfather, great grandfather and so on a few generations further on by serving the RCC in a secular capacity as part of the Ordo Campeadoro that in the modern day is an inner sect hidden within the Knights of Columbus. Trained from young adulthood on as a potential bearer of his orders greatest treasure and responsibility, the mighty sword Colada, Ezra was found to be worthy to wield it after the previous wielder fell in battle against a demon-possessed fiend. The sword was recovered, but the fallen knight's body was not.

Ezra took to the work with quiet determination and has done well in his role over the last few years, successfully slaying over twenty supernatural evils. Proceeds from any bounties collected go to the Order and various charities and "good works". Ezra is not in it for the money, or for revenge, or for thrills; his is a holy calling.

Ezra lives a dual life; publicly he is an independent accountant with a respectable list of private and commercial clients (various Knights of Columbus and businesses wherein they have sufficient influence) with far-flung enough interests to require Ezra to travel a bit. Privately, with the support of his Order, Ezra hunts supernatural threats that somehow run afoul of the Roman Catholic Church in North America. When word of such a threat reaches the ears of the Order via a network of friendly priests, fellow Knights, and allies, agents of the Order attempt to verify a supernatural aspect and if they do, Ezra packs his sword and makes a road trip.
PERSONALITY
Ezra has both a calling and a duty, and is determined to acquit himself well in service to both.
QUOTE
"I hope you enjoy Purgatory." ~ CHOP
TACTICS AND COMBAT NOTES
Ezra is a competent normal with many years of sword fighting experience, into whose hands the ancient and legendary sword Colada has been placed in accordance with various signs and portents by a inner sect of the Knights of Columbus who have for centuries protected the weapon and ensured that it is put to good use fighting evil.

Colada is a mighty weapon purpose-built to smite supernatural threats to the followers of Christ; it can only be properly wielded by a devout Catholic of pure faith. In the hands of such a bearer Colada has a number of potent abilities, first and foremost of which is the capacity to literally cleave even extremely hardy supernatural creatures, inflicting grievous injuries. Secondarily Colada can be made to glow, shedding a bright and penetrating light around the bearer; this light can also be focused into a blinding beam at will. Finally, Colada renders its bearer nearly invulnerable to conventional physical harm. It is nearly impossible to separate the bearer from the blade if they are conscious and wielding it; attempts to disarm Colada fail.

Additionally, Ezra can balance a ledger and can also usually find at least one or two tax law provisos or clauses (aka loopholes) to help ward off the evil, tithe-able income draining entity known as the IRS.
CAMPAIGN USE
Ezra is an effective swordsman even with a normal sword, but is quite deadly vs. supernaturals when wielding Colada, a weapon designed and forged over a thousand years ago specifically to kill unnatural things. Ezra has a couple of dozen small scale Hunts under his belt, but has not yet been tested by more extreme dangers. His allegiance is to his Order, which remains secretive, and though Ezra can work with other Hunters if he has to, he avoids it if at all possible and is never completely transparent with them. He most definitely will not work with anyone opposed to his religious convictions or the interests of the Roman Catholic Church or his Order.

Ezra Albright Jones Killer Shrike
SPEED CHART DEX 13 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 2 2 0 0
RESISTANT 0 0    
FATIGUE & HEALTH REC 5   
  BODY STUN END
MAXIMUM 10 30 25
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 4
MENTAL 0 5
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
RANGE MODIFIERS  
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Block 1/2 +0 +0 Block, abort
0 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Called Shot: Head 0 -4 - 1d6+3 (Head to Shoulders)
0 Called Shot: High 0 -2 - 2d6+1 (Head to Vitals)
0 Called Shot: Body 0 -1 - 2d6+4 (Hands to Legs)
0 Called Shot: Low 0 -2 - 2d6+6 (Shoulders to Feet)
0 Called Shot: Leg 0 -4 - 1d6+12 (Vitals to Feet)
0 Disarm 1/2 -2 +0 Can disarm
0 Dodge 1/2 -- +3 Abort, vs. all attacks
0 Grab 1/2 -1 -2 Grab two limbs
0 Grab By 1/2 -3 -4 Move and Grab; +(v/10) to STR
0 Haymaker 1/2* +0 -5 +4 DCs to attack
0 Move By 1/2 -2 -2 STR/2 + v/10; you take 1/3
0 Move Through 1/2 -v/10 -3 STR + v/6, you take 1/2 or full
0 Multiple Attack 1 var 1/2 Attack multiple times
0 Presense Attack 0 +0 +0 2d6 +/- modifiers
0 Set 1 +1 +0 Ranged Attacks only
0 Shove 1/2 -1 -1 Push 1m per 5 STR
0 Strike 1/2 +0 +0 STR or weapon
0 Throw 1/2 +0 +0 Throw w/ STR dmg
0 Trip 1/2 -1 -2 Target Falls
4 Block 1/2 +2 +2 Block, Abort
4 Disarm 1/2 -1 +1 Disarm; 25 STR to Disarm roll
4 Lightning Stroke 1/2 +2 +0 Weapon +2 DC Strike
5 Running Stroke 1/2 +1 +0 Weapon +v/5; FMove
5 Takeaway 1/2 +0 +0 Grab Weapon, 25 STR to take weapon away
22 Total Cost of Fighting Skills

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