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Wayne Wales Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 13 10 3 12-   HTH Damage 2 1/2d6 END [1]
DEX 13 10 6 12-  
CON 10 10 0 11-  
INT 13 10 3 12-   PER Roll 12-
EGO 10 10 0 11-  
PRE 13 10 3 12-   PRE Attack: 2 1/2d6
OCV 5 3 10
DCV 5 3 10
OMCV 3 3 0
DMCV 3 3 0
SPD 3 2.0 10 Phases: 4, 8, 12
PD 2/5 2 0 2/5 PD (0/3 rPD)
ED 2/5 2 0 2/5 ED (0/3 rED)
REC 5 4 1
END 25 20 1
BODY 10 10 0
STUN 30 20 5
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 52 Total Characteristics Points
Cost  Complication
10 Anathema: Mental Impairment; Incompetence: -1 to Skill Rolls (Common; Instant; Wayne suffers an additional -1 to all 3d6 resolutions if he is intoxicated, drugged, or simiarly impaired)
5 Distinctive Features: Psychic (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
5 Negative Reputation: Cold Hearted Bastard; Once Collected A Bounty On His Own Girlfriend, Infrequently (Extreme; Word On The Street Amongst Hunters)
15 Psychological Complication: Intensely Private; Must Make An Ego Check To Reveal Anything Personal, Emotional, Share Details Of His Past, Or To Talk About Himself (Common; Strong)
15 Social Complication: Difficulty Making Connections With Others; Most People Seem So Limited And Predictably Boring Very Frequently, Minor
50 Total Complications Cost
Base Complications XP Total
125 50 0 125

Wayne Wales Killer Shrike
Cost  Name
3 AK: Campaign City 12-
3 Analyze: Situations 12-
3 KS: Supernatural Lore 12-
2 PS: Hunter 11-
1 TF: Two-Wheeled Motorized Ground Vehicles
4 WF: Common Melee Weapons, Small Arms
16 Total Skills Cost
Cost  Name
41 Psychic Pool (73) (plus Character Creation Resource Points)
13 Equipment Pool (65)
2 Vehicle Pool (4)
1 Permits: Supernatural Hunter License
57 Total Perks Cost

Wayne Wales Killer Shrike
Autodidactic Savant (66/66), all slots Unified Power (-1/4)
1) Rapid Positioning : Combat Luck (3 PD/3 ED) (6 Active Points)
Notes: Real Cost: 5
2) Cramming : (Rapid Assimilation, Weaponization) (9 Active Points)
Notes: Real Cost: 7
3) Improved Cramming : (Rapid Assimilation) (15 Active Points)
Notes: Real Cost: 12
4) Improved Cramming : (Mirror Moves) (12 Active Points)
Notes: Real Cost: 10
5) Martial Cramming : (Damaging, Intuitive Induction) (14 Active Points)
Notes: Real Cost: 11
6) Martial Cramming : (Damaging, Intuitive Induction) (14 Active Points)
Notes: Real Cost: 11
7) +1 Overall (12 Active Points)
Notes: Real Cost: 10

Equipment Pool (65/65)
1) Body Armor : Resistant Protection (3 PD/3 ED) (9 Active Points); Normal Mass (-1), OIF (Body Armor; -1/2), Torso and Chest only (-1/2), Real Armor (-1/4)
Notes: Real Cost: 3
2) Sawed Off Double-barreled Shotgun : Killing Attack - Ranged 3d6, Knockdown (+1/4), Area Of Effect (16m Cone; +1/2), Thin Cone (-1/4) (67 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), No Range (-1/2), Real Weapon (-1/4), 32 clips of 2 Charges (-1/4), Reduced Penetration (-1/4), Perceivable (Extra Loud; -1/4)
Notes: Real Cost: 15
3) Desert Eagle .50 : Killing Attack - Ranged 2d6+1 (35 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 4 clips of 8 Charges (-0)
Notes: Real Cost: 10
4) x2 Desert Eagle .50 :
5) Silver Bullets : (1 Active Points); 2 clips of 8 Charges (Silver Bullets; -1/4)
Notes: Real Cost: 1
6) Consecrated Bullets : Killing Attack 1 point (Reduced Negation (5)) (15 Active Points); Only vs Supernatural Creatures (-1/2), 4 clips of 8 Charges (-0)
Notes: Real Cost: 10
7) Weighted Punching Gloves And Steel-shod Boots : HA +1 1/2d6 (8 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4)
Notes: Real Cost: 4
8) Cell Phone - Reliable :
Notes: Real Cost: 1
9) Razor Sharp Machete, with Lanyard : Hand Killing Attack 2d6, Armor Piercing (+1/4) (37 Active Points); OIF (-1/2), STR Minimum 10 (-1/2), Real Weapon (-1/4), Required Hands One-Handed (-0)
Notes: Real Cost: 16

Vehicle & Bases Pool (4/4)
1) Cruiser Bike
Notes: Real Cost: 4

Wayne Wales Killer Shrike
Height:   5' 11" Hair:  Dark Brown
Weight:  180 lbs Eyes:  Dark Brown
Wayne is multi-ethnic and hard to classify; with the right clothes and bearing he can pass as Asian, Hispanic, Native American, or Middle Eastern, but he does not claim to be of any particular ethnicity. He changes clothes to suit the "job" he's currently on, but on his "own time" or when it doesn't matter he wears biker gear, either armored racing or classic leathers as the mood strikes him, but always with heavy steel-shod biker boots and fighting gloves. In states without a helmet law he wears bandanas to keep the wind off his head, otherwise a small half-shell helmet. Wayne is heavily armed and keeps a variety of weapons stowed about him on his large custom cruiser bike in concealed hidey holes worked into the frame; when on business he carries two Desert Eagles in thigh holsters, a stubby sawed off double-barreled shotgun on a combination bandolier-harness over the right shoulder, and a machette over the left shoulder...which combined with his signature wearing of face concealing bandit-style bandanas have led some to refer to him as the "gun-ninja".
Wayne pursued becoming an FBI agent after graduating college at age 20 with a degree in Criminal Justice and a minor in Philosophy. He easily passed all aptitude tests and was accepted into training at Quantico. However his psychic nature, unknown even to himself, was detected during the screening process and Wayne soon found himself removed from the standard training program and seconded over to what he eventually came to know of as Section M. Wayne was partnered with a veteran, Special Agent Lane Parker, and found himself in the field in short order.

Per Section M standard procedure Wayne was slowly ramped up to full awareness of the supernatural, working up from running down leads across the country which mostly turned out to be bogus or to have mundane explanations, to investigating occult groups for possible Accords violations, and other such scut work. Agent Parker would tell Wayne only what was necessary to facilitate the current investigation, right up until Wayne experienced an actual, full on, no two ways about it Supernatural Encounter a little bit shy of six months on the job, when a routine investigation into a "esoteric brotherhood" resulted in a head to head confrontation with summoned imps and a few actual spell casters. Unfortunately, Agent Parker did not survive the encounter...partially due to a mistake Wayne made based upon his lack of knowledge as to what they were really dealing with, triggering a magical glyph of warning that just looked like squiggles to Wayne.

Wayne managed to kill the remaining sorceror after Agent Parker was killed, and was brought back to Quantico afterwards whereupon he was finally fully briefed on the Supernatural, the Accords, everything...including his own Psychic nature. Wayne was facinated, but also highly pissed and feeling more than a little guilty about the death of Agent Parker whom he genuinely liked. Disgruntled with the FBI's handling of him and what he regarded as a rather cavalier attitude towards the death of an Agent, Wayne mulled it over while on psych eval leave (standard procedure following the death of a partner), and decided to leave the agency. But not to slink off and try to pretend that the mundane world he had thought he was living in remained intact...that would be impossible.

Instead Wayne became a Hunter, solo at first but eventually teaming up with a group operating out of Denver, where he also met and fell in love with a fellow Hunter named Vicki McCalley. Wayne and Vicki became increasingly close and were heading towards wedding vows...but then of course tragedy struck. The team was hunting a devious master vampire, and in the course of the hunt things went badly. The vampire realized that he had been found out and was being surveiled by the Hunters from an apartment across the street from his current lair. The vampire snuck up on the surveillance post and managed to turn three of the Hunters, including Vicki, without the rest of the team realizing it. Wayne killed Vicki himself later that evening when she came back to their hotel room, after she surprised and attempted to turn him. The shit got ugly after that, and in the aftermath the surviving three members of the team disbanded. Wayne set out on the open highway...even more determined to Hunt, and looking for a new team to do it with.
Wayne is intensely driven almost to the point of seeming to have a death wish. But he's just supremely confident in his ability to adapt to almost any situation and thus operates devoid of nerves or fear of failure.
"...I'll see what I can do about that..."
Wayne has the subconscious psychic ability to rapidly assimilate just about anything. He can copy physical movements, but can also integrate them into a larger context and "freestyle" variations. He can become proficient at almost any skill, sometimes within seconds. He is good at pratically everything he turns his hand to, and often times can learn something from an expert and then almost immediately surpass the person he learned it from. His ability is strongest in the realm of physical, vocational, learned behaviors, and weakest at purely academic pursuits, but nevertheless he can learn languages in minutes and conduct shockingly fast research as he is able to both absorb information rapidly but also to extrapolate from that information to make reasonably probable guesses about the subject via inductive reasoning.

As a Hunter, Wayne has turned his native ability towards a practical end; he has watched countless hours of taped bouts of real fighting, innumerable martial arts movies, and sampled advanced classes at hundreds of dojos across America and has become a living exemplar of fighting prowess, able to shift from one maneuver to another in a bewildering display of eclecticness. He also has not yet encountered a vehicle he couldn't figure out how to drive or pilot, or a weapon he could not quickly master.
Wayne is a competent front-line Hunter, able to add firepower to a Hunter team expecting action. But he's not just a trigger-puller. He has the ability to adapt to the needs of any given Hunt, and can be relied upon for investigation, surveillance, demolitions, piloting, and even research.

Wayne Wales Killer Shrike
SPEED CHART DEX 13 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
NONRESISTANT 2/5 2/5 0 0
RESISTANT 0/3 0/3    
MAXIMUM 10 30 25
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
+1 Overall (12 Active Points)
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 (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10

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 2 1/2d6 +/- 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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