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Trey Halford Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 10 10 0 11-   HTH Damage 2d6 END [1]
DEX 13 10 6 12-  
CON 13 10 3 12-  
INT 8 10 -2 11-   PER Roll 11-
EGO 8 10 -2 11-  
PRE 15 10 5 12-   PRE Attack: 3d6
OCV 4 3 5
DCV 5 3 10
OMCV 1 3 -6
DMCV 1 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 20 20 0
BODY 10 10 0
STUN 30 20 5
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 29 Total Characteristics Points
Cost  Complication
5 Family Has Made Many Enemies Among Supernaturals
5 Negative Reputation: Reckless, Frequently (Known Only To A Small Group)
10 Psychological Complication: Ladies Man (Uncommon; Strong)
15 Psychological Complication: Show-off (Very Common; Moderate)
10 Rivalry: Professional (Hunters with Supernatural Abilities; Rival is More Powerful; Rival is a Group; Seek to Outdo Rival; Rival Unaware of Rivalry)
5 Social Complication: On The Outs With Own Family Infrequently, Major, Not Limiting In Some Cultures
50 Total Complications Cost
Base Complications XP Total
125 50 0 125

Trey Halford Killer Shrike
Cost  Name
3 Hunter
2 1) Breakfall 12-
2 2) Charm 12-
2 3) Fast Draw: Machine Pistols / Compact Submachine Guns 12-
1 4) KS: Supernatural World 11-
0 5) Language: English (idiomatic; literate)
1 6) Language: Portuguese (fluent conversation; literate)
1 7) Language: Spanish (fluent conversation; literate)
1 8) PS: Hunter 11-
1 9) WF: Small Arms
14 Total Skills Cost
Cost  Name
1 Equipment Pool (5)
5 Fringe Benefit: Dual Citizenship (US & Brazil), Heavy Weapon Permit, Passport, Supernatural Hunter's License
1 Money: Well Off
1 Positive Reputation: Member of the Halford family of Hunters (A medium-sized group) 11-, +1/+1d6
65 Professional Pool (90) (plus Character Creation Resource Points)
3 Vehicles Pool (6)
76 Total Perks Cost
Cost  Name
3 +1/+1d6 Striking Appearance (vs. all characters)
3 Lightning Reflexes (+3 DEX to act first with All Actions)
6 Total Talents Cost

Trey Halford Killer Shrike
Professional Pool (75/90)
1) Heroic Mayhem: 6 : (a character with this ability can easily defeat lesser foes nearly effortlessly. As an Extra Segment action a character with Heroic Mayhem may immediately defeat any number of nameless "minion" level opponents within range of whatever attacks the character can muster, up to the number of levels of Heroic Mayhem the character has and wants to expend. Each level of Heroic Mayhem is only usable once per day. When using this ability a character "uses" whatever weapons or attacks are handy (including weapons of opportunity), and unleashes a cinematically impressive display of efficient violence. This can take whatever form narratively fits a given scene; but the end result is a bunch of wiped out minions. Note that Charges for ammunition, Endurance, and similar costs are not expended as despite whatever form the narrative explanation takes the only ability actually being used by the character is Heroic Mayhem. What constitutes a "minion" is left to the GM's discretion, but any NPC that lacks a name is likely a minion, and run of the mill opponents such as anonymous cultists, zombies, imps, and similar low-threat opponents are also likely minions.)
Notes: Real Cost: 12
2) Machine Pistol or Compact Submachine Gun Du Jour : Killing Attack - Ranged 2d6-1, Autofire (5 shots; +1/2), Penetrating (+1/2) (62 Active Points); Cannot Use Targeting (-1/2), -1 Decreased STUN Multiplier (-1/4), Beam (-1/4), Real Weapon (-1/4), Extra Loud & Distinctive Noise (-1/4), No Knockback (-1/4), 4 clips of 32 Charges (+1/2)
Notes: Real Cost: 22
3) Skilled Bursts : +6 with Autofire Weapons
Notes: Real Cost: 18
4) Combat Luck (6 PD/6 ED)
Notes: Real Cost: 18
5) Defensive Attack (-2 DCV instead of 1/2 DCV when making a Multiple / Autofire Attack (APG 38)) (10 Active Points); Ranged (-1)
Notes: Real Cost: 5
Professional Pool - Autofire Skills (15/90), all slots: Using any of the Autofire skills takes a Full Phase and halves a character’s DCV (this penalty is not cumulative if he uses two or more Autofire Skills at once). An Autofire Skill applies to any and all Autofire attacks a character has or uses.
1) Accurate Sprayfire (The character can use Autofire against multiple targets with great accuracy. He suffers only a flat -1 OCV penalty (instead of the usual -1 OCV per 2m area fired into penalty). Accurate Sprayfire bonuses also apply when characters use Suppression Fire against an Area.)
Notes: Real Cost: 5
2) Concentrated Sprayfire (When using Autofire against multiple targets, the character can concentrate his attack to fire multiple shots at a particular target, instead of the standard one shot per target. He incurs a -1 OCV penalty (in addition to standard Autofire modifiers).)
Notes: Real Cost: 5
3) Skipover Sprayfire (When firing at multiple targets, a character with Skipover Sprayfire can fire Autofire attacks in small bursts at nonadjacent targets so he doesn’t waste Charges or energy firing into empty areas. He only has to fire into the areas he wants to fire into (i.e., those with targets in them), instead of into each 2m part of the line. He incurs the standard -1 OCV penalty for each 2m area he tracks his attack across (even if he doesn’t fire an attack into that area), and can track his attack across a number of 2m areas no greater than the number of shots he can fire. Skipover Sprayfire attacks are at -1 OCV (in addition to Autofire penalties).)
Notes: Real Cost: 5

Equipment Pool (5/5)
1) Cell Phone - Reliable :
Notes: Real Cost: 1
2) Stylish Wardrobe : +1/+1d6 Striking Appearance (vs. all characters) (3 Active Points); IAF (-1/2)
Notes: Real Cost: 2
3) Concealed Machine Pistol / Compact Submachine Gun Sling : +4 with Concealment (8 Active Points); Only for concealing a Machine Pistol / Compact Submachine Gun (-1 1/2), Only when wearing appropriate clothing (-1), IIF (Special harness; -1/4)
Notes: Real Cost: 2 points

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

Trey Halford Killer Shrike
Height:   6' 1" Hair:  Black
Weight:  185 lbs Eyes:  Black
Trey is multi-ethnic; his father is Heinz-57 mostly-Caucasian, his mother was from Assis, Sao Paulo, Brazil. He has swarthy skin, a strong jaw, and is very handsome. He dresses stylishly, and has a certain cocky devil-may-care attitude and exudes "cool".
Trey is a member of the Halford family of fact he is the direct line grandson of the first Hunter of the Halford family, Samuel Thurman Halford Sr.

Trey's father Sam Jr., four uncles, a posse of cousins, a few female relations, and extended kin run a large expatriate Hunting organization out of Costa Rica, with international interests. They go after the biggest bounties, and are sometimes brought in on contract by third parties, corporations, and even smaller governments that have a monster problem and don't want to rely on the usual ad hoc means of elimination.

Trey was raised a veritable prince among his family's business, prepped and expected to assume a leadership position when the time was right. He bagged his first kill when he was 16, and by 21 had seen more than his share of hunts.

But, unfortunately, though fast and deadly and good at the bloody part of the business, Trey is really not that bright. He never had a formal education and blew off his tutors as a matter of course, He is not a thinker or planner, and has a reckless streak a mile wide. He loves to show off and be the center of attention, and doesn't have a responsible bone in his body. Sam Sr. and Jr. both were finally forced to accept reality, and switched their attention to grooming Trey's cousin Renaldo, a much more serious and intelligent young man with a head for business and the ability to make smart decisions in the field, as the future head of the family.

Once he realized what was going on (it took a while), Trey was furious, and reacted with characteristic immaturity by throwing a giant hissy fit at a family gathering. Finally, his grandfather dressed Trey down publicly for his reckless, dangerous behavior and lack of interest in the less exciting but entirely necessary matters of the family business. Trey vowed to prove himself worthy and stalked off of the family estate and into a very different life as a freelance Hunter.

Trey has dual citizenship in the US and Brazil thanks to his parentage so he first headed to Sao Paulo, but encountered difficulty in being accepted within the local Hunter scene, so he bought a plane ticket and flew to Miami. He's had better luck in the US and has worked several jobs, going city to city and offering up his services to Hunters looking for more firepower. However he has yet to find a "home" as such, or to make any real friends.
Trey is irrepressibly energetic; he loves life and he loves having fun...which doesn't always go over well among more serious Hunters. That coupled with his age, looks, and colorful style of dress can lead to misunderstandings as to his purpose and relevance to a team of Hunters. Ironically, if it weren't for the reputation of his family name he might not have been able to make the transition to a freelancer at all.

However, when it comes to the matter of collecting bounties, Trey is very serious. He's in it for the money, plain and simple. Hunting is his family trade, and he chases the cash payouts. It's not vengeance, moral outrage, duty, or a calling that drives him, its counting the green in the aftermath. He doesn't do anything smart with the money once he makes it of course, but the total is how he keeps score.
"Hey, what say you and me ditch this scene and go find some place private?"
Trey uses a variety of machine pistols and compact submachine day its a Glock 18, the next a Steyr TMP, or a Brügger & Thomet MP9, or a Heckler & Koch MP5...or whatever has struck his fancy. He has a couple of suitcases full of spares, and a knack for getting his hands on new ones...he never goes without one for long. Trey treats his choice of weapon as if it were a fashion in which gun goes with these shoes? However, despite the seeming lack of seriousness, Trey is undeniably an expert with his chosen type of weapon, and can lay down incredibly accurate and punishing firepower.

Trey is a competent Hunter, and has been involved in the business literally his entire life. He is also quite charming with the ladies, though he considers himself to be quite a ladies man and will chase anything that will let him which has been known to get him in trouble.
Trey is adept at putting a lot of rounds down range, and can single-handedly increase the firepower of a Hunter team.

Trey Halford Killer Shrike
SPEED CHART DEX 13 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
MAXIMUM 10 30 20
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
+6 with Autofire Weapons
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 (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10

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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