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Drake Bale Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 13 10 3 12-   HTH Damage 2 1/2d6 END [1]
DEX 8 10 -4 11-  
CON 18 10 8 13-  
INT 15 10 5 12-   PER Roll 12-
EGO 13 10 3 12-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 4 3 5
DCV 3 3 0
OMCV 4 3 3
DMCV 3 3 0
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 25 20 3
           
Running 12m 12 0
Swimming 2m 4 -1
Leaping 2m 4 -1 40 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
5 Negative Reputation: Hedge Worker, Infrequently (Extreme; Wizards)
5 Negative Reputation: Street Hustler, Frequently (Known Only To A Small Group)
15 Psychological Complication: Not Going To Die For This...Will Bail Out If In Risk Of Death (Common; Strong)
10 Psychological Complication: Thinks People Always Have An Angle; Has Difficulty Trusting Others (Uncommon; Strong)
5 Social Complication: Juvenile Criminal Record (Petty Crime; Time Served) Infrequently, Minor
5 Unluck: 1d6
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 124

Drake Bale Killer Shrike
SKILLS
Cost  Name
2 +1 with Arcane Blast
6 +2 with Mysteria
2 +2 with Mystic Mindscape
3 Modern Mysterian And Mountebank
2 1) Bribery 12- (3 Active Points)
2 2) Charm 12- (3 Active Points)
1 3) CuK: Street Hustlers (2 Active Points) 11-
0 4) Gambling 12- (3 Active Points)
2 5) KS: Supernatural Lore (3 Active Points) 12-
1 6) PS: Hunter (2 Active Points) 11-
2 7) PS: Street Hustler (3 Active Points) 12-
2 8) Persuasion 12- (3 Active Points)
2 9) Shadowing 12- (3 Active Points)
2 10) Sleight Of Hand 11- (3 Active Points)
2 11) Streetwise 12- (3 Active Points)
31 Total Skills Cost
PERKS
Cost  Name
1 Equipment Pool (5)
1 Money: Well Off
40 Mystic Pool (65) (plus Character Creation Resource Points)
1 Supernatural Hunter License
43 Total Perks Cost
TALENTS
Cost  Name
10 Supernatural Awareness
10 Total Talents Cost

Drake Bale Killer Shrike
Mystic Pool - Innate Abilities (25/65)
1) Mysteria Endurance Reserve : Endurance Reserve (48 END, 12 REC) (20 Active Points)
Notes: Real Cost: 20
0
2) Loci : Teleportation: Floating Fixed Location (1 Locations)
Notes: Real Cost: 5
0
Arcane Blast (10/65), 12- base (5 points), -3 effect penalty for 9-, +5 to 14- (5 points) = 10 Real Cost
1) Effect : Killing Attack - Ranged 4d6 (60 Active Points); -2 Decreased STUN Multiplier (-1/2), No Knockback (-1/4), Gestures (-1/4) 6
2) Spell Skill 14-
Dweomer Denial (7/65), 11- base (3 points), -3 effect penalty for 8-, +4 to 12- (4 points) = 7 Real Cost
1) Effect : Dispel 12d6+1, Mystic Powers (+1/2) (55 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Perceivable (Extra Noticeable To Supernatural Awareness; -1/4) 10
2) Spell Skill 12-
Arcane Shield (7/65), 10- base (2 points), -2 effect penalty for 8-, +5 to 13- (5 points) = 7 Real Cost
1) Effect : Damage Negation (-10 DCs Physical) (50 Active Points); Increased Endurance Cost (x2 END; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Perceivable (Supernatural Awareness; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) 10
2) Spell Skill 13-
Arcane Jaunt (7/65), 12- base (4 points), -2 effect penalty for 10-, +3 to 13- (3 points) = 7 Real Cost
1) Effect : Teleportation 20m, MegaScale (1m = 10,000 km; +2) (60 Active Points); Increased Endurance Cost (x3 END; -1), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 18
2) Spell Skill 13-
Mystic Mindscape (9/65), 13- base (5 points), -3 effect penalty for 10-, +4 to 14- (4 points) = 9 Real Cost
1) Effect : Mental Illusions 7d6 (Human class of minds), Cumulative (84 points; +3/4) (61 Active Points); Depends on Character's Knowledge (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Cannot Cause Harm (-1/4) 6
2) Spell Skill 14-

Equipment Pool (5/5)
1) Sap : HA +1 1/2d6 (8 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)
Notes: Real Cost: 4
1
2) Cell Phone - Reliable :
Notes: Real Cost: 1

Drake Bale Killer Shrike
APPEARANCE
Height:   5' 9" Hair:  Dark Brown
Weight:  190 lbs Eyes:  Dark Brown
Drake is sturdy and stronger than he looks, but would never be mistaken for an athelete. Thanks to the influence of Aunt Agnes Drake dresses up a bit, favoring wool and worsted unless its too hot in which case he goes for short sleeves and trousers.
BACKGROUND
Drake grew up rough on the streets of London, son of a prostitute mother on the dole and one of her many johns, who would remain unknown to Drake for many years. He entered a life of petty street crime young and was an accomplished street hustler in the Norf End Alley gang by his mid teens. He would have likely had an unremarkable life in and out of custody, save that he had a spark of something more and was taken under the wing of Alexander Acaelo, a wizened and wise old man who was also a pratitioner of the Mysteries. Seeing Drake's potential for the art, Alexander took on the slow and difficult process of domesticating the wild young man.

Displaying saintlike patience, the old master slowly and painfully taught the lad how to protect himself, bend space to travel, and fog the mind of others. Drake came to care for the old man as a father figure, and eventually came around to his way of thinking. Eventually he tried to quit he gang. That didn't work out so well. The gang turned on Drake, and hostilities escalated. In a final bloody encounter, they caught Drake alone on the street and pursued him. Drake managed to flee to Alexander's flat, and the old man scared off the pursuing punks but had a stress-enduced heart attack. Alexander tragically died in Drake's arms, but in the aftermath it was revealed that he had named Drake as his heir. And in a weird twist the will further revealed that Alexander Acaelo was Drake's grandfather; prior to his death the old man had divined via magic that his wayward son Xander had sired the boy. Xander had departed the scene shortly after Drake's conception; but seeing the boy's spark and feeling some familial obligation Alexander had stepped in.

Drake inherited a small sum of money, Alexander's books and notes, and news of an aunt who lived in Boston...Alexander's sister Agnes. Per Alexander's wishes, Drake moved to Boston to live with his newly discovered aunt, who also endeavored to complete Drake's education. Among other things, Agnes was a sometime Hunter, and thus Drake became introduced to the life.

Drake got his start as a Hunter under Agnes's tutelage, and learned the Mysteries of the Arcane Blast from her, but all things come to an end and so it came to pass that Agnes was killed by a possessor daemon known as Uarreazeal she was Hunting with a few allies and Drake. Despite his loss, Drake continued Hunting...but ranging further afield than just Boston.
PERSONALITY
Drake has a hard time trusting people, and he's a survivor. He's sly and hard to pin down. He doesn't always seem entirely trustworthy. But underneath it all he has a good heart..so long as it wont get him killed he'll go the extra mile for a true friend. Drake has some daddy issues, and continues to use his mother's maiden name, despite having discovered that he is in fact Drake Acaelo.
QUOTE
"Right then. This next part is the one where we have to get it all sorted."
TACTICS AND COMBAT NOTES
Drake is a Mysterian who has mastered a couple of spells and is on his way to mastering a few more. However, without a master to teach him new spells he'll soon have to do research into Alexander's and Agnes's notes or create his own spells. Due to his lack of a proper education, this is a daunting task for him.

Drake can muster powerful Arcane Blasts, protect himself from physical harm with an Arcane Shield, dispel Mystic effects, teleport himself, and cause mental hallucinations.
CAMPAIGN USE
Drake is a Mysterian journeyman who shows promise.

Drake Bale Killer Shrike
SPEED CHART DEX 8 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 25 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 2m [4m NC]
H. Leap (4m) 2m
V. Leap (2m) 1m
Teleport 20m [40m NC]
COMBAT SKILL LEVELS
+1 with Arcane Blast
+2 with Mysteria
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 3
MENTAL 4 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 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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