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George Montgomery Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 13 10 3 12-   HTH Damage 2 1/2d6 END [1]
DEX 5 10 -10 10-  
CON 13 10 3 12-  
INT 13 10 3 12-   PER Roll 12-
EGO 20 10 10 13-  
PRE 18 10 8 13-   PRE Attack: 3 1/2d6
           
OCV 2 3 -5
DCV 2 3 -5
OMCV 5 3 6
DMCV 5 3 6
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 8 4 4
END 40 20 4
BODY 12 10 2
STUN 25 20 3
           
Running 10m 12 -2
Swimming 2m 4 -1
Leaping 2m 4 -1 28 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Psychic (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
5 Distinctive Features: Very Powerful Aura (Concealable; Always Noticed and Causes Major Reaction; Detectable By Supernatural Awareness; Not Distinctive In Some Cultures)
10 Known Supernatural; Hunted: FBI: Section M Infrequently (Mo Pow; NCI; Watching )
10 Physical Complication: Overweight (Frequently; Barely Impairing)
10 Negative Reputation: Mind Controller, Very Frequently (Known Only To A Small Group)
5 Physical Complication: Near-sighted (wears corrective lenses) (Infrequently; Barely Impairing)
5 Unluck: 1d6
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

George Montgomery Killer Shrike
SKILLS
Cost  Name
12 +1 Overall
6 +2 with Mental Mastery abilities
3 Man Of Mental Mastery
2 1) Bureaucratics 13-
2 2) Deduction 12-
2 3) High Society 13-
1 4) PS: Monster Hunter 10-
2 5) Persuasion 13-
1 TF: Small Motorized Ground Vehicles
31 Total Skills Cost
PERKS
Cost  Name
1 Comfortable : Money: Well Off
1 Equipment Pool (5)
59 Psychic Pool (84) (plus Character Creation Resource Points)
1 Supernatural Hunter License
3 Vehicle Pool (6)
1 Societatis ex Monstrum Interfectorum: Membership (Interfector)
66 Total Perks Cost

George Montgomery Killer Shrike
Psychic Pool (84/84)
1) Mental Mastery : Mental Defense (10 points total)
Notes: Real Cost: 10
0
2) Mental Avoidance : Invisibility to Sight, Mental and Hearing Groups , No Fringe, Costs Endurance Only To Activate (+1/4), Selective (+1/4) (60 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (0 DCV; -1/2), Increased Endurance Cost (x3 END; -1/2), Only vs. Human and Extradimensional Minds (-1/2), Unified Power (Psychic Powers; -1/4)
Notes: Real Cost: 18
15
3) Mental Erosion : Mental Blast 1 point (Human and Extradimensional classes of minds), Invisible Power Effects (Invisible to Mental Group; +1/4), Does EGO Damage (APG 106) (1 Ego Damage / 6 Segments; +1/2), Penetrating (x2; +1), Damage Over Time, Target's defenses only apply once, One Application At A Time (12 damage increments, damage occurs every Segment, can be negated by Staggering Or Knocking George Out; +4) (54 Active Points); Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Unified Power (-1/4)
Notes: Real Cost: 27
10
4) Mental Coersion : Mind Control 1 point (Human and Extradimensional classes of minds), Invisible Power Effects (Invisible to Mental Group; +1/4), Penetrating (x2; +1), Cumulative (128 points; +2 1/4), Damage Over Time, One Application At A Time, Target's defenses only apply once (12 damage increments, damage occurs every Segment, can be negated by Staggering Or Knocking George Out; +4) (59 Active Points); Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Unified Power (-1/4)
Notes: Real Cost: 29
12

Equipment Pool (5/5)
1) Power Suits : +2/+2d6 Striking Appearance (vs. all characters) (6 Active Points); IAF (-1/2)
Notes: Real Cost: 4
2) Cell Phone - Reliable :
Notes: Real Cost: 1

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

George Montgomery Killer Shrike
APPEARANCE
Height:   6' 2" Hair:  Brown
Weight:  290 lbs Eyes:  Brown
George is a big, burly, overweight late middle aged man with thinning hair and glasses. But he has a force of personality that belies his moose appearance, and people tend to take him seriously. Especially when he wears his power suits and expensive watches and projects the air of a big shot executive. And that's assuming you even see him at all; just because you don't see him doesn't mean he isn't standing in the corner quietly taking control over your mind.
BACKGROUND
George grew up in the midwest, went to college, got an MBA, entered the corporate world, married a work wife, and over the course of several decades climbed the corporate ladder. He ended up as the Director of HR for Noren Financials, a Fortune 500 firm, and was positioning himself to rise up to a "C" level position.

George had always been uncommonly adept at getting people to accede to his will, but as the competition to move up got more heated, George's jockeying for position and browbeating reached an all time high and he soon discovered new and interesting abilities that were far and beyond "normal". He soon found he could get just about anyone to do just about anything he wanted simply by willing them to do it. As he practiced with his newfound coersive abilities, he found he could also sap peoples wills for days at a time with a single application of his ability. Finally he discovered he could simply will people to not see or hear him.

If George were a more inethical man he would likely have just abused his newfound powers to rise as high as he cared to, but he was concerned about his ability to police himself and avoid becoming a power mad evil bastard. So George carefully sought out help, first doing some research and then secretly making contact with a professor of parapsychology at Berkeley named Hans Sors who had a reputation for being knowledgeable about fringe psychic theories. Luckily for George, Hans Sors was no charlatan. Hans had George come in for various tests, and after identifying the nature of George's abilities was able to inform George that he's definitely Psychic and also what exactly that means.

Further, Hans is a member of the Supernatural community and was able to educated George about the Accords and the nature of the Supernatural. He encouraged George to "retire" from corporate life, where the temptation to use his abilities for personal gain would be ever-present and turn his talents towards assisting the organization Hans is a member of, the Societatis ex Monstrum Interfectorum, which toils in the shadows to protect the mundane world from dark powers. George scoffed at such a ludicrous idea and returned to his life, determined to not abuse his abilities. However, it wasn't three weeks before he found himself bending a rival to his will once again in a heated boardroom meeting.

Having a moment of realization, George realized that Hans was right...he was not yet able to trust himself to do the right thing. Thus he went into "early retirement" and turned away from the tempations of corporate existence. His loveless wife of many years was furious, and they soon divorced, but George found that to be a silver lining unto itself. Taking Hans up on his offer, George pledged to the Societatis ex Monstrum Interfectorum and began a new and unlikely career as a Monster Hunter.
PERSONALITY
George is functional egotist. He gets what he wants, generally, but he's not immoral or evil about it. He's just very determined, and confident in his right to make decisions that affect the lives of others. He looks for win-win scenarios where possible, but if push comes to shove he'll do what is necessary for himself and his allies (if any) to come out on top. It's just business, not personal.
QUOTE
"You just keep them occupied, and leave the rest to me."
TACTICS AND COMBAT NOTES
George is able to control the minds of most sentient people and beings, without their realization. It's not fast, but it is subtle, and he is capable of wreaking much havok by controlling powerful pawns and making them march to his tune.

George is also able to weaken the will of others, lowering their Ego in such a way that it takes days or weeks for victims to recover (by healing back REC value of EGO per Month).

He is also able to cause people to not see him, though this is a mental effect and technolgical devices still detect his presence.

Additionally, before discovering his psychic potential George was a successful Director of Human Resources at a Fortune 500 country. He knows how to shmooze, work a beauracracy, and make other people bend to his will even without using his powers.
CAMPAIGN USE
George isn't really ideally suited to violent situations, and his abilities encourage him to take a much more subtle approach. But when push comes to shove his insidious powers allow him to take control over hostiles and make them his puppets, and he can turn foes upon each other. However, George currently lacks Supernatural Awareness and can't contend with things he cannot sense which is a big weakness for him.

George Montgomery Killer Shrike

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 3 1/2d6 +/- modifiers
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 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Set 1 +1 +0 Ranged Attacks only
0 Block 1/2 +0 +0 Block, abort
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 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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