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Jennifer Hale Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 8 10 -2 11-   HTH Damage 1 1/2d6 END [1]
DEX 8 10 -4 11-  
CON 8 10 -2 11-  
INT 13 10 3 12-   PER Roll 12-
EGO 20 10 10 13-  
PRE 10 10 0 11-   PRE Attack: 2d6
           
OCV 2 3 -5
DCV 2 3 -5
OMCV 7 3 12
DMCV 7 3 12
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 10 4 6
END 30 20 2
BODY 8 10 -2
STUN 20 20 0
           
Running 10m 12 -2
Swimming 0m 4 -2
Leaping 2m 4 -1 20 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Hunted: State Asylum Infrequently (As Pow; NCI; Limited Geographical Area; Capture)
5 Distinctive Features: Psychic (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
15 Psychological Complication: Determined To Avoid Being Returned To An Asylum (Uncommon; Total)
15 Social Complication: Certifiably Unstable Schizophrenic (According To The Mundane Authorities) Frequently, Major
10 Social Complication: Was Completely Sheltered From Normalicy; Does Not Know How The World Works Frequently, Major, Not Limiting In Some Cultures
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Jennifer Hale Killer Shrike
SKILLS
Cost  Name
1 Asylum-wise 8-
3 Stealth 11-
2 Sleight Of Hand 10-
2 Concealment 10-
8 Total Skills Cost
PERKS
Cost  Name
75 Psychic Pool (plus Character Creation Resource Points)
75 Total Perks Cost
TALENTS
Cost  Name
12 Combat Luck (6 PD/6 ED)
10 Supernatural Awareness
22 Total Talents Cost

Jennifer Hale Killer Shrike
Psychic Pool (100)
1) Telepathic Invisibility : Invisibility to Sight, Mental and Hearing Groups , No Fringe, Costs Endurance Only To Activate (+1/4) (50 Active Points); Only While Not Moving Physically (-1), Only vs Human Class of Minds (-1/2), Unified Power (Psychic Powers; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Real Cost: 15 points
4
2) Hardened Mind : Resistant Protection (10 Mental Defense)
Notes: Real Cost: 15 points
0
3) Mental Location : Mind Scan 10d6 (Human class of minds), +4 OMCV (58 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Requires A Roll (12- roll; Must be made each Phase/use; -3/4), Concentration (0 DCV; -1/2), Unified Power (Psychic Powers; -1/4)
Notes: Real Cost: 15 points
6
4) Mind Scream : Mental Blast 6d6 (Human class of minds) (60 Active Points); Requires A Roll (12- roll; Must be made each Phase/use; -3/4), Extra Time (Full Phase, -1/2), Side Effects (If Roll Failed, Affects Self; -1/2), Unified Power (Psychic Powers; -1/4)
Notes: Real Cost: 20 points
6
5) Psychic Trauma : Killing Attack - Ranged 1d6, Alternate Combat Value (uses OMCV against DMCV; +1/4), Invisible Power Effects (Inobvious to [one Sense Group]; +1/4), Line Of Sight (+1/2), Attack Versus Alternate Defense (Mental Defense; +1), Does BODY (+1) (60 Active Points); Requires A Roll (12- roll; Must be made each Phase/use; -3/4), Extra Time (Full Phase, -1/2), Side Effects (If Roll Failed, Affects Self; -1/2), Concentration (1/2 DCV; -1/4), Unified Power (Psychic; -1/4)
Notes: Real Cost: 18 points
6
6) Telepathic Communication : Mind Link , Human class of minds, Any Willing Target, No LOS Needed, Number of Minds (x2), Unlimited range in this dimension (35 Active Points); Extra Time (Full Phase, -1/2), Unified Power (Psychic Powers; -1/4), Concentration (1/2 DCV; -1/4)
Notes: Real Cost: 17 points
0

Jennifer Hale Killer Shrike
APPEARANCE
Height:   5' 5" Hair:  Brown
Weight:  120 lbs Eyes:  Green
Jennifer is a pretty but relatively unremarkable looking girl, with a childlike innocence and immaturity shining forth from her face. When she uses her powers her pupils cloud over, and sometimes she hurts herself attempting to use her powers and bleeds from her eyes.
BACKGROUND
Jennifer was born with powerful Psychic abilities that grew stronger as she aged. Her parents didn't know what to do with her, nor did her teachers or classmates. By third grade she had been marked out as an unwanted and disruptive child. The state child psychiatrists that eventually got involved didn't respond well to Jennifer's claims regarding seeing strange things and identified her as being dangerously schizoid. After that Jennifer was relegated to an institutionalized existence, in and out of various "facilities" where she was studied and regularly medicated into a stupor. Eventually Jennifer developed suffcient control over her powers that she was able to use them offensively to escape, but lacking the necessary skills to survive on her own she was quickly rounded back up and returned to the asylum.

When she was 19 she managed to escape again, and this time she is determined to stay out. Jennifer has yet to get invovled with Hunter society, and doesn't realize that there are other people like her that she might find common cause with. She also doesn't realize that she might be in danger, isolated and alone and an easy target for Supernatural predators.
PERSONALITY
Jennifer is a study in contrasts; though her mind is incredibly powerful, it is also in some ways fragile. Jennifer lacks emotional maturity and suffers from arrested development issues due to her many years in instituitions.
QUOTE
"I'm not going back!!!!"
TACTICS AND COMBAT NOTES
Jennifer is a powerful telepath, with an array of abilities both offensive and utilitarian. She can project mental assaults, communicate telepathically at great ranges, locate the minds of others, and make other humans not see her.
CAMPAIGN USE
Jennifer is a powerful psychic with vast potential.

Jennifer Hale 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 2 2 10 0
RESISTANT 0 0    
FATIGUE & HEALTH REC 10   
  BODY STUN END
MAXIMUM 8 20 30
CURRENT      
MOVEMENT
Type Total
Run (12m) 10m [20m NC]
Swim (4m) 0m [ NC]
H. Leap (4m) 2m
V. Leap (2m) 1m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 2 2
MENTAL 7 7
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
0 Total Cost of Fighting Skills

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