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Lars Kenning 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 15 10 5 12-   PER Roll 12-
EGO 15 10 5 12-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 4 3 5
DCV 2 3 -5
OMCV 2 3 -3
DMCV 4 3 3
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 4/12 4 0
END 50 20 8
BODY 10 10 0
STUN 30 20 5
           
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 30 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
10 Physical Complication: Near-sighted (but wears glasses) (Infrequently; Slightly Impairing)
15 Psychological Complication: Curious (Common; Strong)
15 Psychological Complication: Reluctant Hunter (Very Common; Moderate)
5 Unluck: 1d6
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Lars Kenning Killer Shrike
SKILLS
Cost  Name
3 Protege Spellbinder
2 1) Conversation 12-
4 2) KS: Hermetic Lore 14-
2 3) KS: Mystic Lore 12-
2 4) KS: Supernatural World 12-
2 5) PS: Hunter 12-
2 6) Research 12-
17 Total Skills Cost
PERKS
Cost  Name
70 Mystic Pool (95) (plus Character Creation Resource Points)
5 Contacts Pool (10)
1 Supernatural Hunter License
1 Equipment Pool (5)
1 Societatis ex Monstrum Interfectorum: Membership (Interfector)
78 Total Perks Cost

Lars Kenning Killer Shrike
Equipment Pool (1/5)
1) Stylish Wardrobe : +1/+1d6 Striking Appearance (vs. all characters) (3 Active Points); IAF (-1/2)
Notes: Real Cost: 2
2) Cell Phone - Reliable :
Notes: Real Cost: 1
3) Personal Data Assistant : +2 with all INT based Skills (8 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), OAF (-1)
Notes: Real Cost: 2

Contacts Pool (9/10)
1) Societatis ex Monstrum Interfectorum : Contact (Contact has significant Contacts of their own, Contact has useful Skills or resources, Favors Owed In Return, Good relationship with Contact, Membership Discount), Group Contact (x3) (9 Active Points) 11-
Notes: Real Cost: 9

Mystic Pool - Innate Abilites (14/95)
1) Supernatural Awareness
Notes: Real Cost: 10
2) Mystical Recovery : +8 REC (8 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 4

Mystic Pool - Spellbinding Abilites (81/95)
1) Channeling 5d6, Mastery: 2
Notes: Real Cost: 35
0
2) Channelburn Resistance: 6
Notes: Real Cost: 6
3) Spellbinding: Avarest's Arrows of Acid: 5 (Target Number: 16)
4) Spellbinding: Donnel's Dissipation: 4 (Target Number: 11)
5) Spellbinding: Donnel's Distant Digits: 4 (Target Number: 16)
6) Spellbinding: Exeter's Expeditious Extraction: 5 (Target Number: 14)
7) Spellbinding: Marevelous Mystic Manacles: 4 (Target Number: 16)
8) Spellbinding: Mystic Awareness: 6 (Target Number: 16)
9) Spellbinding: Peregar's Penultimate Parma: 5 (Target Number: 16)
10) Spellbinding: Ragast's Radiant Ray: 2 (Target Number: 18)
11) Spellbinding: Taren's Transparency: 5 (Target Number: 15)

Bound Spell Effects, Active Point Limit: 65
1) Avarest's Arrows of Acid : Killing Attack - Ranged 1d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect Accurate (1m Radius; +1/2), Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every Segment, can be negated by Base substances, reagents; +2 1/2) (64 Active Points); Extra Time (Full Phase, -1/2), No Knockback (-1/4), Limited Range (16m; -1/4) 6
2) Donnels Dissipation : Dispel 10d6, Mystic Powers (+1/2) (45 Active Points) 4
3) Donnel's Distant Digits : Telekinesis (20 STR), Fine Manipulation, Costs Endurance Only To Activate (+1/4), Time Limit (1 Turn, +1 Turn per point the Channeling Roll succeeds by; +1/4) (60 Active Points); Perceivable (Supernatural Awareness; -1/4), Increased Endurance Cost (x2 END; -1/4) 10
4) Exeter's Expeditious Extraction : Teleportation 16m, NOTE: if a Trigger is currently "hung", the Spell skill cannot be used directly until the trigger has been expended or canceled; it must be used via the trigger, x2 Increased Mass, Variable Advantage (+1 Advantages; Limited Group of Advantages (MegaScale, Trigger, Difficult To Dispel, Safe Blind Teleport); +1 3/4) (58 Active Points); Increased Endurance Cost (x2 END; -1/2), Perceivable (Supernatural Awareness; -1/4) 12
5) Marevelous Mystic Manacles : Entangle 4d6, 4 PD/4 ED, Area Of Effect Accurate (1m Radius; +1/2) (60 Active Points); Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, -1/2) 12
6) Mystic Awareness : Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Time Limit (5 Minutes, +5 Minutes per point the Channeling Roll succeeds by; +3/4) (65 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4) 6
7) Peregar's Penultimate Parma : Resistant Protection (6 PD/6 ED/1 Mental Defense/1 Power Defense) (Impermeable), Allocatable (+1/4), Impenetrable (+1/4), Hardened (+1/4), Time Limit (1 Hour, +1 Hour per point the Channeling Roll succeeds by; +1 1/4) (63 Active Points); Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4) 12
8) Ragast's Radiant Ray : Sight Group Flash 6d6, Area Of Effect Accurate (1m Radius; +1/2), Line Of Sight (+1/2) (60 Active Points); Increased Endurance Cost (x2 END; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, -1/2), Does Not Work Against Desolidified Characters (-1/4) 12
9) Taren's Transparency : Invisibility to Sight and Hearing Groups , No Fringe, Costs Endurance Only To Activate (+1/4), Time Limit (1 Minute, +1 Minutes per point the Channeling Roll succeeds by; +1/2) (61 Active Points); Increased Endurance Cost (x5 END; -1), Extra Time (Full Phase, Only to Activate, -1/4) 25

Lars Kenning Killer Shrike
APPEARANCE
Height:   6' 1" Hair:  Reddish Brown
Weight:  190 lbs Eyes:  Brown
Lars is a reasonably handsome, urbane looking man in his early twenties. He dresses well and has a certain casual confidence. He's more of a thinker and talker than a do-er, and he looks the part of a modern young academic, as if he might be a student-favorite young professor seeking tenure or perhaps a promising writer of clever books that critics like and few real people will ever actually read. Approachable and pleasant, he's the sort that random people feel comforatable starting a conversation with in public.
BACKGROUND
Lars was orphaned when he was 8 by a horrific car accident which claimed both parents and the occupants of the other vehicle as well. Lars should not have survived, but somehow was "thrown clear" of the vehicle and was found thirty feet away still buckled into his car seat. and completely unscathed.

His remaining known family was in Europe and lacking any other care provider stateside, Lars was briefly held in a Child Protective Services run orphanage while attempts were made to contact his European kin. A week later a tall, stern looking man named Hans Sors arrived at the orphanage bearing various papers to prove himself a second cousin of Lars, and further to legally represent the family's interests in the US. He took custody, and Lars departed.

Cousin Hans lived in Berkeley, Ca and claimed to be a professor at the University of "advanced parapsychology". And though Hans never seemed to teach any classes at the campus, "students" would periodically come and go for "individual instruction". Hans was ill-suited to raise a young boy, but to be fair he did not shirk the responsibility, got Lars enrolled in a prestigious private school, and did an acceptable job of providing basic sustenance. Lars suffered from some emotional trauma, understandably, and Hans was particularly good at helping in this area, proving to be a skilled therapist.

By the time he was 10, Lars was sufficiently recovered from his ordeal and Hans deemed him ready to begin his apprenticeship. Hans revealed that Lars was a member of not one but two separate families that were each part of a larger cabal of interrelated family lines of Spellbinders with a provenance rooted in ancient times. Lars parents were of the Kenning and Sors houses specifically, but neither of them had an active magical talent and further their two houses had a long and mixed history of rivalry and broken alliances. Thus Romeo and Juliet style the two star-crossed lovers engaged in an illicit relationship, but opted to depart for the US to get some distance between themselves and their difficult families. According to Hans, Lars magical heritage was active, and that the boy had not survived the car accident by chance but rather had instinctively Channeled magic to translocate himself to safety, proving an impressive talent for the art.

Further, Hans also revealed that he himself, like many of the Sors family, was a member of an esoteric order focused on hunting dangerous supernatural threats, and he intended to train Lars to one day take his place. And thus Lars' apprenticeship began. Hans proved to be a hard but fair taskmaster and he carefully honed Lars skills for the next twelve years. After highschool Lars applied to and was accepted at Berkeley, and after graduation with a accelerated Masters degree in Library Sciences, Hans subsequently deemed Lars a journeyman Spellbinder and also sponsored him for induction into the Societatis ex Monstrum Interfectorum as a Interfector...aka a Hunter.

The Societatis helped Lars file the necessary paperwork to start the process of becoming a licensed Hunter with Section M, and soon Lars was out on his own pursuing the career Hans had prepared him for. However, truth be told, Lars would much rather be pursuing a life of esoteric research and academia.
PERSONALITY
Lars combines the soul of a good natured curiosity driven academic with the iron discipline of a trained protege honed from a very young age to be a weapon against the darkness. Considering the extreme disparity between his two aspects, Lars is amazingly well adapted, but sometimes his nature collides with his nurture, causing him some internal anxiety.

Left to his own devices, Lars would pursue little else beside pure magical research and experimentation, with no particular focus other than what seemed most interesting. However his Master, Hans, focused on spells with a combat application despite Lars general lack of interest and ineptness in that particular area.
QUOTE
"You don't say? How curious. And then what happened?"
TACTICS AND COMBAT NOTES
Lars has bound and developed a solid mastery of a fair selection of powerful Spells, balanced between offense, defense, mobility, awareness, and utility. He also has developed impressive raw power (five Channelling dice) and is moderately resistant to Channelburn. He is reasonably knowledgeable about the supernatural world and knows a fair amount of Lore, and is skilled at conducting research when necessary to find specific knowledge relevant to a particular case.

He is also a member in good standing with an ancient order of Hunters with a history stretching back to the Dark Ages, known as Societatis ex Monstrum Interfectorum and can sometimes call on other members for information or aid.
CAMPAIGN USE
Lars is a young Spellbinder with a reasonably balanced selection of bound Spells and impressive raw power. However, he is not very durable or coordinated and really shouldn't try to be a "tank mage". He is strong in a support role, or when protected by more physically capable allies.

Lars Kenning Killer Shrike

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 3d6 +/- 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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