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Karl Bocher Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 8 10 -2 11-   HTH Damage 1 1/2d6 END [1]
DEX 8 10 -4 11-  
CON 8 10 -2 11-  
INT 18 10 8 13-   PER Roll 13-
EGO 10 10 0 11-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 3 3 0
DCV 3 3 0
OMCV 3 3 0
DMCV 4 3 3
SPD 2 2.0 0 Phases: 6, 12
           
PD 2 2 0 2 PD (0 rPD)
ED 2 2 0 2 ED (0 rED)
REC 4 4 0
END 20 20 0
BODY 10 10 0
STUN 20 20 0
           
Running 10m 12 -2
Swimming 2m 4 -1
Leaping 2m 4 -1 4 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
20 Dependent NPC: Three Grown Children Infrequently (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x3 DNPCs)
0 Distinctive Features: Magi (Easily Concealed; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
5 Negative Reputation: Stubborn, Frequently (Those Who Have Dealt With Him)
15 Psychological Complication: Prefers To Ponder A Situation From All Angles Before Acting; Resists Precipitous Actions (Common; Strong)
5 Social Complication: Pushing Ninety And Not Showing His Age Frequently, Minor, Not Limiting In Some Cultures
5 Psychological Complication: Gets Bored Periodically; Feels Urge To Take On A New Challenge (Uncommon; Moderate)
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Karl Bocher Killer Shrike
SKILLS
Cost  Name
12 +1 Overall
3 +1 with Grenades / Thrown Projectiles
3 Jack of All Trades
2 1) PS: Chemist (3 Active Points) 13-
2 2) PS: Hunter (3 Active Points) 13-
2 3) PS: Modern Day Alchemist (3 Active Points) 13-
1 Language: German (basic conversation; literate)
3 Research 13-
3 Scholar
3 1) KS: Alchemy (4 Active Points) 14-
2 2) KS: Mystical Lore (3 Active Points) 13-
2 3) KS: Supernatural World (3 Active Points) 13-
3 Science Skill: Chemistry 13-
1 TF: Large Motorized Ground Vehicles
3 Trading 12-
2 WF: Small Arms
47 Total Skills Cost
PERKS
Cost  Name
22 Equipment Pool (135) (plus Character Creation Resource Points)
2 Money: Well Off
1 Mystic Pool (21) (plus Character Creation Resource Points)
5 Permits and Membership: Concealed Weapon Permit, Membership (Ancient Order of Natural Philosophers and Alchemists), Supernatural Hunter License
10 Vehicle & Base Pool (20)
1 Positive Reputation: Reliable Alchemist (A small to medium sized group) 14-, +1/+1d6
41 Total Perks Cost
TALENTS
Cost  Name
5 Miraculous Survival
18 Supernatural Resistance: 6
10 Supernatural Awareness
33 Total Talents Cost

Karl Bocher Killer Shrike
Equipment Pool (135/135)
1) Cell Phone - Unreliable : (0 Active Points)
Notes: Real Cost: 0
2) Glock 19 with Improved Recoil Spring, 9mm Automatic : Killing Attack - Ranged 2d6-1 (31 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), 4 clips of 17 Charges (+1/4)
Notes: Real Cost: 10 Points
[17]
3) Potion of Invulnerability : Absorption 10 BODY (physical, BODY), Healing Effect; 1/2 BODY 1/2 STUN (APG p80) (+0), Absorption As A Defense (Resistant; +1) (20 Active Points); 3 Continuing Charges lasting 1 Hour each which Never Recover (-1 3/4), Extra Time (Full Phase, Only to Activate, -1/4), Restrainable (Only To Activate; -1/4), Does Not Stack (-1/4), Perceivable (-1/4)
Notes: Real Cost: 5 points
[3 cc]
4) Potion of Excellence : +2 Overall (24 Active Points); 4 Continuing Charges lasting 1 Hour each which Never Recover (-1 1/2), Restrainable (Only To Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Does Not Stack (-1/4)
Notes: Real Cost: 7 points
5) Solvent of Unlocking : Killing Attack - Hand-To-Hand 4d6 (standard effect: 12 BODY, 24 STUN) (60 Active Points); 1 Charge which Never Recovers (-4), Only vs Locks, Latches, and Seals (-2), No STR Bonus (-1/2), Extra Time (Full Phase, -1/2), Restrainable (Only To Activate; -1/4)
Notes: Real Cost: 7 points
[1 nr]
6) Dust of Revealing : Dispel Invisibility 20d6 (standard effect: 60 points), Area Of Effect (4m Radius; +1/4) (75 Active Points); 3 Charges which Never Recover (-3 1/4), Extra Time (Full Phase, -1/2), Restrainable (Only to Activate; -1/4), Range Based On Strength (-1/4)
Notes: Real Cost: 14 points
[3 nr]
7) Alchemical Smoke Bomb : Change Environment (-4 to Sight Group PER Rolls, Long-Lasting 5 Minutes), Personal Immunity (+1/4), Area Of Effect (32m Radius Explosion; +1/2) (31 Active Points); 2 Charges which Never Recover (-3 1/2), Can Be Deflected (-1/4), Range Based On Strength (-1/4), Restrainable (Only to Activate; -1/4)
Notes: Real Cost: 6 points
[2 nr]
8) Oil of Unslippering : Change Environment (-16m of Running, Long-Lasting 1 Hour), Area Of Effect (4 2m Areas; +1/2), Area Semi-Conforming Based Upon Terrain At Point Of Impact (+1/4), Area Semi-Randomized Based Upon Terrain At Point Of Impact (-1/4) (39 Active Points); 2 Charges which Never Recover (-3 1/2), Cannot Use Targeting (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Range Based On Strength (-1/4), Restrainable (Only To Activate; -1/4), Can Be Deflected (-1/4)
Notes: Real Cost: 6 points
[2 nr]
9) Elixir of Health : Healing Simplified 5d6, Can Heal Limbs (55 Active Points); 6 Charges which Never Recover (-2 3/4), Extra Time (Full Phase, -1/2), Restrainable (Only to Activate; -1/4)
Notes: Real Cost: 12 points
[6 nr]
10) Alchemical Glue Bomb : Entangle 4d6, 4 PD/4 ED, Area Of Effect (8m Radius; +1/2) (60 Active Points); 3 Charges which Never Recover (-3 1/4), Can Be Deflected (-1/4), Restrainable (Only to Activate; -1/4), Range Based On Strength (-1/4)
Notes: Real Cost: 12 points
[3 nr]
11) Potion of Heroism : Aid STR, DEX, CON 3d6, Expanded Effect (x3 Characteristics or Powers simultaneously) (STR, DEX, CON; +1), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (54 Active Points); 4 Charges which Never Recover (-3), One Use At A Time (-1), Restrainable (Only to Activate; -1/4)
Notes: Real Cost: 10 points
[4 nr]
12) Salt of Abjuration : Barrier 8 PD/8 ED/8 Mental Defense/8 Power Defense, 8 BODY (up to 5m long, 2m tall, and 1m thick), Dismissable (70 Active Points); 2 Charges which Never Recover (-3 1/2), Only vs Supernatural Effects and Persons (-1), Restrainable (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 12 points
[2 nr]
13) Draught of Transparency : Invisibility to Sight, Hearing and Smell/Taste Groups, Supernatural Awareness and Spatial Awareness , No Fringe (48 Active Points); 3 Continuing Charges lasting 1d3-1 Minutes (minimum 3 TURNS) each (-1/2), Restrainable (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 24 points
[3 cc]
14) Pill of Gigantism : Growth (+15 STR, +5 CON, +5 PRE, +3 PD, +3 ED, +3 BODY, +6 STUN, +1m Reach, +12m Running, -6m KB, 101-800 kg, +2 to OCV to hit, +2 to PER Rolls to perceive character, 2-4m tall, 1-2m wide) (25 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Restrainable (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 5 points
[1 cc]
15) Pill of Shrinking : Shrinking (0.1159 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +24m KB) (24 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Restrainable (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 5 points
[1 cc]
Equipment Pool (Armory)
Notes: This is Equipment Karl does not carry in his Kit, but has available in his armory. Money was paid for these items from starting funds.
1) x2 Gloch 19 (5 Active Points)
Notes: Real Cost: 5 points
0
2) Dust of Revealing : Dispel Invisibility 20d6 (standard effect: 60 points), Area Of Effect (4m Radius; +1/4) (75 Active Points); 3 Charges which Never Recover (-3 1/4), Extra Time (Full Phase, -1/2), Restrainable (Only to Activate; -1/4), Range Based On Strength (-1/4)
Notes: Real Cost: 14 points
[3 nr]
3) Potion of Excellence : +2 Overall (24 Active Points); 4 Continuing Charges lasting 1 Hour each which Never Recover (-1 1/2), Restrainable (Only To Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Does Not Stack (-1/4)
Notes: Real Cost: 7 points
4) Potion of Excellence : +2 Overall (24 Active Points); 4 Continuing Charges lasting 1 Hour each which Never Recover (-1 1/2), Restrainable (Only To Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Does Not Stack (-1/4)
Notes: Real Cost: 7 points
5) Draught of Transparency : Invisibility to Sight, Hearing and Smell/Taste Groups, Supernatural Awareness and Spatial Awareness , No Fringe (48 Active Points); 3 Continuing Charges lasting 1d3-1 Minutes (minimum 3 TURNS) each (-1/2), Restrainable (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 24 points
[3 cc]
6) Alchemical Glue Bomb : Entangle 4d6, 4 PD/4 ED, Area Of Effect (8m Radius; +1/2) (60 Active Points); 3 Charges which Never Recover (-3 1/4), Can Be Deflected (-1/4), Restrainable (Only to Activate; -1/4), Range Based On Strength (-1/4)
Notes: Real Cost: 12 points
[3 nr]
7) Elixir of Health : Healing Simplified 5d6, Can Heal Limbs (55 Active Points); 6 Charges which Never Recover (-2 3/4), Extra Time (Full Phase, -1/2), Restrainable (Only to Activate; -1/4)
Notes: Real Cost: 12 points
[6 nr]
8) Elixir of Health : Healing Simplified 5d6, Can Heal Limbs (55 Active Points); 6 Charges which Never Recover (-2 3/4), Extra Time (Full Phase, -1/2), Restrainable (Only to Activate; -1/4)
Notes: Real Cost: 12 points
[6 nr]
9) Potion of Heroism : Aid STR, DEX, CON 3d6, Expanded Effect (x3 Characteristics or Powers simultaneously) (STR, DEX, CON; +1), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (54 Active Points); 4 Charges which Never Recover (-3), One Use At A Time (-1), Restrainable (Only to Activate; -1/4)
Notes: Real Cost: 10 points
[4 nr]
10) Salt of Abjuration : Barrier 8 PD/8 ED/8 Mental Defense/8 Power Defense, 8 BODY (up to 5m long, 2m tall, and 1m thick), Dismissable (70 Active Points); 2 Charges which Never Recover (-3 1/2), Only vs Supernatural Effects and Persons (-1), Restrainable (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 12 points
[2 nr]
11) Eyedrops of Clarity : (Total: 18 Active Cost, 9 Real Cost) +4 versus Range Modifier for Sight Group (6 Active Points); Restrainable (Only to Activate; -1/4), 12 Continuing Charges lasting 1 Day each which Never Recover (-1/4), Does Not Stack (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 3) plus Penalty Skill Levels: +4 vs. Range Penalty with with all attacks (12 Active Points); 12 Continuing Charges lasting 1 Day each which Never Recover (-1/4), Restrainable (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Does Not Stack (-1/4) (Real Cost: 6)
Notes: Real Cost: 9 points; Note the continuing charge duration; Karl uses the eyedrops once a day at home, and does not carry the vial with him.
[12 cc]
Mystic Pool (21/21)
1) Purified Flesh : Life Support (Immunity: All terrestrial poisons; Longevity: 200 Years; Sleeping: Character only has to sleep 8 hours per week)
Notes: Real Cost: 7 points
0
2) Recipe: Potion of Excellence
3) Recipe: Solvent of Unlocking
4) Recipe: Oil of Unslippering
5) Recipe: Potion of Invulnerability
6) Recipe: Dust of Revealing
7) Recipe: Alchemical Glue Bomb
8) Recipe: Alchemical Smoke Bomb
9) Recipe: Elixir of Health
10) Recipe: Potion of Heroism
11) Recipe: Pill of Gigantism
12) Recipe: Pill of Shrinking
13) Recipe: Eyedrops of Clarity
14) Recipe: Draught of Transparency
15) Recipe: Salt of Abjuration
Vehicle / Base Pool (20)
1) Panel Van
Notes: Real Cost: 10 points
2) House & Basement Lab : Vehicles & Bases
Notes: Real Cost: 10 points

Karl Bocher Killer Shrike
APPEARANCE
Height:   6' 1" Hair:  White
Weight:  220 lbs Eyes:  Black
Karl is a large but aging man who looks to be somewhere between fifty and sixty, though he is actually much closer to ninety. He typically wears business attire with a blazer, but hates ties and wears his collar open. He does not look anything like what a typical person might expect a master of Alchemy to look like, or a Hunter of Monsters for that matter, but if there is one thing an Alchemist will tell you its that outward forms can be very deceiving.
BACKGROUND
Karl is of a long line of Alchemists stretching back many centuries into the Dark Ages and perhaps beyond. However, born the second of a set of twins, Karl never really took to the family art while his brother Konrad excelled at it. Prefering to go his own path and live a normal life, Karl went to college and became an inorganic chemist, a field in which he excelled for many decades. Over the years Karl fell out of touch with Konrad, and finally heard no more from him after 1974. Karl married, had three children, and retired shortly after his wife passed away from cancer.

Karl found retirement boring, and was at loose ends. Golf was a common pasttime, but an unsatisfying one. Then one day he received an unexpected package, and opened it to discover his brother's effects and an intriguing letter from a Doctor Allosius Jones explaining that Konrad had been a leader amongst a loose alliance of monster hunters, but had finally been slain by a master vampire. Karl had left such things behind him, but he knew enough of the Supernatural World and his brother's trade to believe it.

Among the effects was one of his brother's diaries describing his war on monsters, and a number of recipe books for Alchemical substances including a few that Karl recognized as being family heirlooms. To his suprise, Karl discovered that the old Alchemical scrawlings tickled his fancy like they never did when he was younger, and it wasn't long before he was bumbling around in his basement chemistry lab repurposing it for Alchemy. He puttered around for weeks and months, knocking the rust off his long disused early teachings.

Among the various books, Karl had found the recipe for a draught of long life, which the family had long taken advantage of. Knowing the efficacy of the draught, Karl worked tirelessly to master the technique and brew one for himself, and thus successfully extended his life. Though he took it so late that he is still an old man at least the toll of years has slowed to a crawl for him and in the intervening two decades since he took the draught he has barely aged half a year.

Relearning his family art occupied Karl for several years, but eventually he had become skilled enough that he itched to do something more. His grown children occassionally visited, and he still had a few old friends to socialize with on occassion, but Karl is the sort of man that needs more stimulation. Finally, on a whim, he wrote to Doctor Allosius Jones inquiring as to whether there were any more of his brother's effects to be had, and so forth. This led to an exchange of letters, then a phone conversation, and then a visit. Soon Karl was pulled into Doctor Jones' wide circle of acquaintences and became a source of Alchemical supplies, making a handsome but not unfair profit.

Eventually that too got boring, and Karl decided to take a more active hand, slowly and carefully but inevitably becoming a Hunter in his own right. So far he's found the experience exhilerating...and he's managed to harvest some useful alchemical components from fallen monsters in the process. Win win.
PERSONALITY
Karl is motivated to be an active Hunter by sheer boredom. But he's not stupid or reckless about it; he seeks his thrills as deliberately and methodically as he does everything else.
QUOTE
"It's always rush rush rush with you kids these days. I didn't get to be my age by being stupid, and I don't intend to rush into a nest of vampires half-cocked an hour before sunset! Now, slow down and think a minute."
TACTICS AND COMBAT NOTES
Karl is a competent Alchemist with a pelthora of Alchemical substances at his disposal. He can help out his allies or himself, and has a bag of tricks that Felix would envy. His age and physical condition is his only real impediment; he is quite capable in every other regard.

NOTE: Karl's 10 resistant PD is only in effect when he is using a Potion of Invulnerability. The Potion of Invulnerability also Heals Karl if his STUN or BODY is below maximum value (1/2 the points absorbed go to each); this is not "Absorption as Healing" as decribed in 6e v1; it is the Healing Effect option described in the Advanced Players Guide on page 80 which works similarly to the power Healing inasmuch as the points gained can only take Karl up to his normal maximum STUN or BODY but the points do not fade over time.
CAMPAIGN USE
Karl is effectively a gadgeteer. Try to find clever uses for his various Alchemical substances.

Karl Bocher Killer Shrike
SPEED CHART DEX 8 SPD 2 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 4   
  BODY STUN END
MAXIMUM 10 20 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 10m [20m NC]
Swim (4m) 2m [4m NC]
H. Leap (4m) 2m
V. Leap (2m) 1m
COMBAT SKILL LEVELS
+1 Overall
+1 with Grenades / Thrown Projectiles
+2 Overall (24 Active Points); 4 Continuing Charges lasting 1 Hour each which Never Recover (-1 1/2), Restrainable (Only To Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Does Not Stack (-1/4)
+2 Overall (24 Active Points); 4 Continuing Charges lasting 1 Hour each which Never Recover (-1 1/2), Restrainable (Only To Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Does Not Stack (-1/4)
+2 Overall (24 Active Points); 4 Continuing Charges lasting 1 Hour each which Never Recover (-1 1/2), Restrainable (Only To Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Does Not Stack (-1/4)
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3 3
MENTAL 3 4
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 3d6 +/- 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
0 Total Cost of Fighting Skills

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