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Kevin Saroa Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 10 10 0 11-   HTH Damage 2d6 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 13 10 3 12-   PRE Attack: 2 1/2d6
           
OCV 3 3 0
DCV 3 3 0
OMCV 3 3 0
DMCV 3 3 0
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 2/11 2 0 2/11 PD (0/9 rPD)
ED 2/11 2 0 2/11 ED (0/9 rED)
REC 10 4 6
END 40 20 4
BODY 10 10 0
STUN 22 20 1
           
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 33 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Psychic (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
10 Known Supernatural; Hunted: FBI: Section M Infrequently (Mo Pow; NCI; Watching )
15 Psychological Complication: Arrogant (Common; Strong)
10 Rivalry: Professional (Other Hunters; Rival is As Powerful; Rival is a Group; Seek to Have A Bigger Reputation; Rival Aware of Rivalry)
10 Socially Incompetent: Normal Social Situations; Incompetence: -1 to Skill Rolls (Common; Instant; Kevin suffers -1 to any 3d6 resolution that involves social interaction.)
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Kevin Saroa Killer Shrike
SKILLS
Cost  Name
6 +2 with Kinesis
3 Roaming Freelance Hunter For Hire
2 1) Contract Negotiation 12-
2 2) Hunterwise 12-
1 3) KS: Bounty List 11-
1 4) PS: Monster Hunter 11-
1 5) TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
16 Total Skills Cost
PERKS
Cost  Name
2 Successful Hunter : Money: Well Off
1 Contact Pool (2)
1 Equipment Pool (5)
2 Intimidate: Scary and Dangerous Individual (People In His Presence) 11-, +2/+2d6
1 Positive Reputation: Effective Freelance Hunter (Hunter Society of America) 14-, +1/+1d6
55 Psychic Pool (80) (plus Character Creation Resource Points)
1 Supernatural Hunter License
3 Vehicle Pool (6)
66 Total Perks Cost
TALENTS
Cost  Name
10 Lucky Damage Dice (2d6)
10 Total Talents Cost

Kevin Saroa Killer Shrike
Psychic Pool (80/80)
1) Ergokinesis : Killing Attack - Ranged 2d6, Variable Special Effects (Limited Group of SFX; Fire, Electricity, Cold, Force; +1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; AoE, Reduced END, AP, Line Of Sight; +3/4) (60 Active Points); Unified Power (-1/4)
Notes: Real Cost: 48
6
2) Lumenkinesis : Sight Group Flash 3d6 (15 Active Points); Unified Power (-1/4)
Notes: Real Cost: 12
1
3) Ergokinetic Protection : Resistant Protection (9 PD/9 ED/4 Flash Defense: Sight Group), Hardened (+1/4) (41 Active Points); Increased Endurance Cost (x2 END; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4)
Notes: Real Cost: 20
8

Equipment Pool (5/5)
1) Cell Phone - Reliable :
Notes: Real Cost: 1
2) Small Knife : Killing Attack - Hand-To-Hand 1/2d6 (10 Active Points); OAF (-1), STR Minimum 8 (-1/4), Real Weapon (-1/4)
Notes: Real Cost: 4
1

Contact Pool (2/2)
1) Contact: Retired Section M Special Agent Allen Walker (Contact has useful Skills or resources) 8-

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

Kevin Saroa Killer Shrike
APPEARANCE
Height:   6' 0" Hair:  Black
Weight:  170 lbs Eyes:  Brown
Kevin is a tall, wiry guy who despite a thick wallet full of bounty cash normally dresses in unlaundered off the shelf t-shirts and jeans from whatever big box store he happens to be near when he decides he needs new clothes. He keeps his hair buzzed close. He visibly exerts himself when using his powers at full bore, appearing to be in mild pain or distress, though he claims he is just concentrating.
BACKGROUND
Kevin is a Psychic who very nearly got himself Sanctioned. As an angry, bullied high school teenager, Kevin first discovered and began to use his powers to protect himself and fight back. Fortunately before things could escalate too far, a local Seer named Gertrude Beck detected the psychic disturbance caused by his emergence and reported it to Section M. Special Agents Jeff Chen and Allen Walker of Section M worked the case and quickly honed in on Kevin.

Apprehending Kevin without incident, they determined that a sanctionable offense had not yet occured. While Special Agent Chen dealt with damage control, Special Agent Walker educated the young mister Saroa on the truth of the supernatural. It was made crystal clear to Kevin that he is "not normal", possesed of extra normal abilities, and therefore falls under the Accords of Secrecy and Abeyence and the punishment for violations of the Accords is Sanctioning and eventually death. The Agents pulled some strings and got Kevin transferred to another high school on the other side of town, let Kevin know that the eye was now upon him and he would not be given another warning, and departed. Before he left, Agent Walker gave Kevin his contact information and told Kevin to call him directly if he had any further questions and concerns.

Over the next few years Kevin concentrated on keeping his head down and finishing school, but he also corresponded with Agent Walker and thus finding out as much as he could about the Supernatural world, the Accords, and of most interest to Kevin...Hunters. Graduation finally came, but while the rest of the graduating class was worrying about college, careers, and what they were going to do with themselves post-high school, Kevin had other plans. He submitted the paperwork for his Hunter's License when he turned 18, and got onto the fbismaccords site forums, where he interacted with other Hunters across the country and eventually brokered his first deal...an internship of sorts with an experienced Hunter team operating out of Millwaukee lead by a Hunter named James Elias.

After cutting his teeth on several hunts, Kevin struck out on his own, and started a career of sorts as a roaming freelance Hunter. His services are available to Hunter teams that want or need to augment their capabilities. He lives on the road and goes wherever the money is. He doesn't really do anything intelligent with his money; he puts most of it in a bank account and lives on the cheap, but he figures it has got to be better than working a real job or sitting in yet more boring classes at some college.
PERSONALITY
Kevin is a somewhat immature, materialistic, and shallow young ma with a bit of a chip on his shoulder. He wants to be respected and admired by other Hunters, but he'll settle for being feared.
QUOTE
"My cut is 10% of the bounty or ten grand; whichever is higher. If that's agreeable I'll jump in the car and drive out today."
TACTICS AND COMBAT NOTES
Kevin is a psychic Ergokinetic with the ability to emit and to some extent manipulate Heat and Cold (by manipulating heat transference, increasing and decreasing molecular agitation), Light, Electromagnetism, and Kinetic force. In addition to using it offensively, Kevin can also protect himself from harm by deflecting and negating incoming attacks. Kevin can also project blinding light.

Additionally, Kevin is very skilled at existing within Hunter society.
CAMPAIGN USE
Kevin is a combat-effective Psychic, who treats Monster Hunting as a profession.

Kevin Saroa 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 2/11 2/11 0 0
RESISTANT 0/9 0/9    
FATIGUE & HEALTH REC 10   
  BODY STUN END
MAXIMUM 10 22 40
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
COMBAT SKILL LEVELS
+2 with Kinesis
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3 3
MENTAL 3 3
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 2 1/2d6 +/- 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
0 Total Cost of Fighting Skills

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