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Horace Logres Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 35 10 5 16-   HTH Damage 7d6 END [3]
DEX 8 10 -4 11-  
CON 25 10 10 14-  
INT 5 10 -5 10-   PER Roll 10-
EGO 10 10 0 11-  
PRE 10 10 0 11-   PRE Attack: 2d6
           
OCV 4 3 5
DCV 2 3 -5
OMCV 2 3 -3
DMCV 2 3 -3
SPD 2 2.0 0 Phases: 6, 12
           
PD 12 2 6 12 PD (12 rPD)
ED 6 2 0 6 ED (6 rED)
REC 15 4 1
END 30 20 0
BODY 15 10 0
STUN 35 20 3
           
Running 12m 12 0
Swimming 1m 4 -1
Leaping 2m 4 -1 7 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Ogre (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Just Assumed To Be An Extremely Large Person By Normal Humans Not In the Know)
5 Enraged: When Intelligence Mocked (Uncommon), go 8-, recover 14-
5 Negative Reputation: Not Too Bright, Infrequently
20 Physical Complication: Extremely Large And Heavy (7'2", 430 lbs) (All the Time; Barely Impairing)
5 Psychological Complication: Insecure About Intelligence (Uncommon; Moderate)
10 Known Supernatural; Hunted: FBI: Section M Infrequently (Mo Pow; NCI; Watching )
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Horace Logres Killer Shrike
SKILLS
Cost  Name
3 Ogre Bruiser
1 1) Streetwise 10-
1 2) PS: Bouncer / Body Gaurd 11-
1 3) TF: Common Motorized Ground Vehicles
8 4) +3 with Burly Brawling
14 Total Skills Cost
FIGHTING SKILLS
Cost  Name
4 +1 HTH Damage Class(es)
Burly Brawling
3 1) Swipe: 1/2 Phase, +1 OCV, +0 DCV, 10d6 Strike
3 2) Grapple: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on
3 3) Knockaround: 1/2 Phase, +1 OCV, +1 DCV, 8d6 Strike; Target Falls
4 4) Crush: 1/2 Phase, +0 OCV, +0 DCV, 12d6 Crush, Must Follow Grab
4 5) Smash: 1/2 Phase, -2 OCV, +0 DCV, HKA 3d6 +1
4 6) Root: 1/2 Phase, +0 OCV, +0 DCV, 55 STR to resist Shove; Block, Abort
4 7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 55 STR to Shove
5 8) Trample: 1/2 Phase, +0 OCV, +0 DCV, 8d6 +v/10; Target Falls; FMove
34 Total Fighting Skills Cost
PERKS
Cost  Name
65 Innati Pool / Every-Ogre Template (90) (plus Character Creation Resource Points)
3 Positive Reputation: Strong, Tough, and Scary (A large group) 14-, +1/+1d6
2 Vehicle Pool (4)
70 Total Perks Cost

Horace Logres Killer Shrike
Innati Pool - Every-Ogre (90/90)
1) Life Support (Extended Breathing: 1 END per Turn; Longevity: 200 Years; Resistance (CON Roll) All terrestrial diseases; Resistance (CON Roll) All terrestrial poisons; Safe in Intense Cold)
Notes: Real Cost: 14
0
2) +20 STR (Modifiers affect Base Characteristic)
Notes: Real Cost: 20
2
3) +4 PD, Impenetrable (+1/4), Resistant (+1/2) (13 Active Points) (Modifiers affect Base Characteristic)
Notes: Real Cost: 13
4) +4 ED, Impenetrable (+1/4), Resistant (+1/2) (8 Active Points) (Modifiers affect Base Characteristic)
Notes: Real Cost: 8
5) +5 BODY
Notes: Real Cost: 5
6) +5 CON
Notes: Real Cost: 5
7) +10 STUN
Notes: Real Cost: 5
8) +10 END
Notes: Real Cost: 2
9) +10 REC
Notes: Real Cost: 10
10) Ogrish Durability : Regeneration (1 BODY per 6 Hours)
Notes: Real Cost: 6
0
11) Strong Nose : Tracking with Normal Smell (5 Active Points); Extra Time (Full Phase, -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)
Notes: Real Cost: 2
0

Equipment Pool (0)
1) Cell Phone - Unreliable :
Notes: Real Cost: 0

Vehicle & Bases Pool (5/5)
1) SUV
Notes: Real Cost: 5

Horace Logres Killer Shrike
APPEARANCE
Height:   7' 2" Hair:  Brown
Weight:  430 lbs Eyes:  Greyish Blue
Horace is enormous, wide of shoulder and of girth. He's not big like a body builder, he's literally built like an ox, massive and solid. He has a short, barely discernable neck, a head like a baked ham, and hands like catchers mitts that ball up into fists that can easily punch through walls. He never smiles nor laughs, and only rarely shows any kind of emotion or affect. He tends to wear simple all black clothing and heavy boots with cushioned sole odor eater inserts to help his poor feet carry his 430 pound bulk. Horace smells like old spice original scent over musk, and his voice is low and reverberating.
BACKGROUND
Horace weighed 16 lbs 4 ounces when he was born. His mother did not survive the experience, and his father was unknown.

Horace grew to maturity in a string of foster homes and state run instituitions, largely neglected and not mistreated per se but certainly not valued or cultivated. Freakishly large his entire life, Horace was as big as a full grown (and burly) man by 13, and gigantic by his late teens. His size and strength at least guaranteed that he did not have to worry about physical mistreatment, though his slow wit left him vulnerable to other kinds of verbal and intellectual abuse. After aging out of the foster care system, he found work as a bouncer, sometime enforcer, and body guard, working in the shady area between legal and not, and managing to survive.

Unbeknownst to Horace at the time, he is of an ogrish lineage, which is the source of his great strength, size, and durability. A somewhat disreputable Hunter named Trevor Greely stumbled across Horace a couple of months ago and tried to collect a bounty off of him, but Horace survived Greely's attack and hospitalized him to boot. Section M became involved but determined that Horace had not actually violated the Accords (the existence of which he was unaware of), had not been sanctioned, and Greely was in the wrong. Incidentally, Horace was informed about his true nature, the Accords, and so forth. He didn't quite understand all of it, but he got the gist of it. Especially the part about bounties, which sounded a lot better than the crap wages bouncing pays.

Now Horace is trying to become a Hunter himself, but needs someone to show him the ropes and help him avoid making mistakes. However, his natural durability and physical might offers a powerful advantage to a Hunter team willing to take him on and walk him through the learning curve.
PERSONALITY
Horace is as simple as they come. He eats, he breathes, he sleeps, he lives. He has little in the way of long term plans, and takes each day as it comes. He's not a stereotypical "gentle giant", but he's basically non-violent unless provoked or professionally required to do be otherwise. Horace realizes that he is not very smart and is uneducated, and is insecure about it; he can be enraged if mocked on this subject. He does try to learn and "get smarter", but it takes him a long time to "get" complex ideas, and few have the patience to walk him through things over and over again.
QUOTE
"...'Splain da last part again?"
TACTICS AND COMBAT NOTES
Horace is a fairly average ogre, who has also honed his fighting skills working as a bouncer and sometime body guard. He is slow, but as he can ignore most physical attacks (being basically bullet proof), and rarely has to hit anything more than once, it doesnt matter much. His main weakness is dealing with lots of weaker opponents as it takes him time to whittle groups down. But versus single tough opponents, Horace is a serious contender and is capable of physically dominating many kinds of foes.

Horace can also track by smell, but he's never developed this ability, and it is only somewhat reliable.
CAMPAIGN USE
Horace is a bruiser, easily able to fight most supernaturally strong creatures...as he himself is one. Any hunter team expecting violence can benefit from his assistance.

Horace Logres 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 12 6 0 0
RESISTANT 12 6    
FATIGUE & HEALTH REC 15   
  BODY STUN END
MAXIMUM 15 35 30
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 1m [2m NC]
H. Leap (4m) 2m
V. Leap (2m) 1m
COMBAT SKILL LEVELS
+3 with Burly Brawling
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 2
MENTAL 2 2
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 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
3 Swipe 1/2 +1 +0 10d6 Strike
3 Grapple 1/2 -1 -1 Grab Two Limbs, 50 STR for holding on
3 Knockaround 1/2 +1 +1 8d6 Strike; Target Falls
4 Crush 1/2 +0 +0 12d6 Crush, Must Follow Grab
4 Smash 1/2 -2 +0 HKA 3d6 +1
4 Root 1/2 +0 +0 55 STR to resist Shove; Block, Abort
4 Shove 1/2 +0 +0 55 STR to Shove
5 Trample 1/2 +0 +0 8d6 +v/10; Target Falls; FMove
34 Total Cost of Fighting Skills

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