Vesper Killer Shrike 
BIOSIGNS
Val Char Base Points Total Roll Notes
45 STR 10 0 45 18- HTH Damage 9d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
18 CON 10 16 18 13-
13 BODY 10 6 13 12-
15 INT 10 5 15 12- PER Roll 15-/16-
25 EGO 10 20 25 14- ECV: 8
20 PRE 10 10 20 13- PRE Attack: 4d6
18 COM 10 4 18 13-
15 PD 2 10 15/25 15/25 PD (5/15 rPD)
15 ED 4 8 15/25 15/25 ED (5/15 rED)
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
10 REC 6 8 10
36 END 36 0 36
45 STUN 27 18 45
10" Running 6 8 10"
2" Swimming 2 0 2"
10"/5" Leaping 9 1 10" 154 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 10" [20" NC]
Swim (2) 2" [4" NC]
H. Leap (9") 10"
V. Leap (5") 5"
CRED
Total earned: 325
Spent: 325
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 550
VIS
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 9"
Weight:  130 lbs
Description:
Angela is a very attractive, svelte, and collected lady who looks to be in her early 30's. She dresses smartly and professionally and does not look like most people's idea of a "Runner". Her years as a professional career salary woman are behind her, but she still knows how to dress and present herself well and it shows. She is quite capable of moving in business circles, and in fact is more comfortable in that environment than on the seedy "street" side, though she can abide in either with equal ease.
BAGGAGE
Cost  Disadvantage
0 Normal Characteristic Maxima No Age Restriction
10 Distinctive Features: Meta (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology)
15 Enraged: Someone Within 10 Hexes Of Her Goes Enraged (Uncommon), go 8-, recover 8-
25 Hunted: Various Mega-Corps Sec Forces 8- (Mo Pow, NCI, Group, Kill)
10 Psych. Lim.: In Love With Bruiser (Uncommon, Strong)
10 Psych. Lim.: Protective Of Children And "Helpless" People (Uncommon, Strong)
10 Psych. Lim.: Soft Spot For Helping Out Underdogs And Hopeless Causes (Uncommon, Strong)
10 Psych. Lim.: Wants Revenge On Ahab (Uncommon, Strong)
10 Susceptibility: Intense Emotional Disturbances 1d6 damage per Turn (Uncommon)
100 Total Disadvantages Cost

 Vesper Killer Shrike 
MOVES
OCV: 7 DCV: 7
Combat Skill Levels:
+2 Overall
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
TK Choke 1/2 -1 +0 Grab Neck; 2d6 NND
TK Disarm 1/2 +2 +0 +15 STR to Disarm
TK Grab 1 -1 -1 Grab Five Limbs, +10 STR for holding on
MODS
LONG DISTANCE MISS FACTOR
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
CYBERNETICS CLOSE QUARTERS COMBAT
Type of Cybernetics

DEX Penalty*

Cyberarms -1
Cyberlegs -1
Dermal Plating -1
Heavy Dermal Plating -2
Exo-skeleton -2
Hard Points -1 each
* This penalty applies only for purposes of determining when a character's Phase occurs.
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  
CYA
Type Amount Notes
Physical Defense 15/25 Current BODY:
Res. Phys. Defense 5/15 (13)
Energy Defense 15/25 Current END:
Res. Energy Defense 5/15 (36)
Mental Defense 15 Current STUN:
Power Defense 15 (45)

 Vesper Killer Shrike 
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
Esper Powers Multipower
79 Multipower, 53-point reserve, all slots Reduced Endurance (0 END; +1/2) (79 Active Points)
5u   1)   Mind Conquest:  Mind Control 10 1/2d6 (Human class of minds) (53 Active Points) 0
5u   2)   Mind Invasion:  Ego Attack 5d6+1 (Human class of minds) (53 Active Points) 0
5u   3)   Mind Reading:  Telepathy 10 1/2d6 (Human class of minds) (53 Active Points) 0
5u   4)   Psyche Spike -- Lethal:  HKA 1d6 (1 1/2d6 w/STR) (vs. MD), Does BODY (+1), AVLD (Mental Defense; +1 1/2) (52 Active Points) 0
3u   5)   Psyche Spike -- Non-Lethal:  HA +4d6, AVLD (Mental Defense; +1 1/2) (50 Active Points); HA (-1/2)
Notes: 8d6 AVLD (MD)
0
5u   6)   TK Manip -- Brute Force:  TK (35 STR) (53 Active Points) 0
5u   7)   TK Manip -- Fine Control:  TK (28 STR), Fine Manipulation (52 Active Points) 0
Tactile TK Elemental Control
26 Elemental Control, 52-point powers
64   1)   TK Shields:  FF (10 PD/10 ED/15 Mental Defense/15 Power Defense/10 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2) (90 Active Points) 0
17   2)   Telekinetic Strength:  +35 STR, Reduced Endurance (0 END; +1/2) (52 Active Points); No Figured Characteristics (-1/2)
Tactile TK Secondary Abilities
11   1)   TK Leap:  Usable Gliding (+1/4), Reduced Endurance (0 END; +1/2) (16 Active Points); Drained As If In Tactile TK EC (-1/4) applied to Leaping
12   2)   Passive TK Shields:  Armor (5 PD/5 ED) (15 Active Points); Drained As If In Tactile TK EC (-1/4) 0
5   3)   TK Anchoring:  Knockback Resistance -4" (8 Active Points); Nonpersistent (-1/4), Drained As If In Tactile TK EC (-1/4) 0
8   4)   TK Assisted Acrobatics:  +5 with Acrobatics (10 Active Points); Drained As If In Tactile TK EC (-1/4)
8   5)   TK Assisted Breakfall:  +5 with Breakfall (10 Active Points); Drained As If In Tactile TK EC (-1/4)
7   6)   TK Lockpicking:  Lockpicking 20- (17 Active Points); Mechanical Locks Only (-1), Drained As If In Tactile TK EC (-1/4)
Misc Abilities
6   1)   Telepathically Enhanced Perception +3 PER with all Sense Groups (9 Active Points); Only If Within 5" Of A Person With Human Class Of Minds That Has Made Their PER Check (-1/2) 0
10   2)   Strong Willed +5 EGO
286 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
20 +2 Overall
3 Acrobatics 13-
3 Breakfall 13-
3 CK: SanSan (INT-based) 12-
3 Combat Driving 13-
3 Conversation 13-
10 Defense Maneuver I-IV
3 High Society 13-
3 PS: Business Analyst (INT-based) 12-
3 PS: Computer Usage (INT-based) (PERSONAL COMPUTERS & NET TERMINALS) 12-
3 PS: Runner (INT-based) 12-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 13-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
4 WF: Small Arms, High Tech Blades, Vehicle Weapons
72 Total Skills Cost
PERKS
Cost  Name
3 Reputation: Member of the Omega Five (A large group) 14-, +1/+1d6
6 Reputation: Powerful Meta Scrapper (A large group) 14-, +2/+2d6
2 Money: Well Off
0 Equipment Points: 30
0 Vehicle/Base Points: 10
12 Follower/Contact Points: 30
23 Total Perks Cost
FIGHTING SKILLS
Cost  Maneuver
TK Manuevers
Notes: Only Usable With TK
5
1) TK Choke: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Grab Neck; 2d6 NND
5
2) TK Disarm: 1/2 Phase, +2 OCV, +0 DCV, Range +0, +15 STR to Disarm
5
3) TK Grab: 1 Phase, -1 OCV, -1 DCV, Range +0, Grab Five Limbs, +10 STR for holding on
0
4) Weapon Element: TK
15 Total Fighting Skills Cost

 Vesper Killer Shrike 
RESOURCES
Equipment (30/30)
  *  Handsfree Secure Phone:  High Range Radio Perception (Radio Group), Concealed (-7 with High Range Radio Perception PER Rolls), Discriminatory (24 Active Points); Personal Calls Only (-2), OAF (Phone; -1)
Notes: Real Cost: 6 points
0
  *  Corelli Mako (Heavy Automatic Pistol):  Killing Attack - Ranged 3d6-1 (vs. PD), AP (+1/2) (60 Active Points); STR Min 18+ Cannot Add Damage (-1 1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 12 Charges (-1/4)
Notes: Real Cost: 14 points
[12]
Yoshi Contact Lenses
Notes: Real Cost: 10 points
  *  Polarized Filter:  Sight Group Flash Defense (5 points) (5 Active Points); IIF (Contact Lenses; -1/4)
Notes: Real Cost: 4 points
0
  *  +1 PER with Sight Group; IIF (Contact Lenses; -1/4)
Notes: Real Cost: 2 points
0
  *  Amplification Filter:  Nightvision (5 Active Points); IIF (Contact Lenses; -1/4)
Notes: Real Cost: 4 points
0
Contact Pool (30/30)
  *  Contact: Unger (Fixer) (Contact has useful Skills or resources, Very Good relationship with Contact) 14-
Notes: Real Cost: 8 points
  *  Contact: Lucy Trips (Black Marketeer) (Contact has useful Skills or resources) 11-
Notes: Real Cost: 3 points
  *  Contact: Talbott (Fixer) (Contact has useful Skills or resources, Very Good relationship with Contact) 13-
Notes: Real Cost: 7 points
  *  Contact: Lannigan (InfoBroker) (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-
Notes: Real Cost: 6 points
  *  Contact: Darcy Miller (Business Analyst Exec) (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) 12-
Notes: Real Cost: 6 points
Vehicles (10/10)
  *  Street Bike Vehicles & Bases
Notes: Real Cost: 10 points

 Vesper Killer Shrike 
BI-OPS
APPEARANCE
Height: 5' 9" Hair: Brown
Weight: 130 lbs Eyes: Brown
Angela is a very attractive, svelte, and collected lady who looks to be in her early 30's. She dresses smartly and professionally and does not look like most people's idea of a "Runner". Her years as a professional career salary woman are behind her, but she still knows how to dress and present herself well and it shows. She is quite capable of moving in business circles, and in fact is more comfortable in that environment than on the seedy "street" side, though she can abide in either with equal ease.
PSYCH EVAL
Angela is far more emotive and emotional than logical, and often acts without thought or taking time to reason through everything. She has a sensitive side, and a fearsome side, and the two live in perfect balance. She is capable of both intense caring and intense hatred. She is a person of extremes, and somewhat difficult to get a handle on, as her likes and opinions fluctuate like quicksilver.

However there are a few constants even still. She has a soft spot for underdogs and the "helpless"; children and victims and scapegoats and sympathetic losers. She also has a deep pool of infinite rage against any who harm those important to her as currently evidenced by her desire for vengeance on Ahab.

The Empathic nature of her mind also makes her vulnerable to the emotions of others; she can actually suffer headaches in the presence of strong emotions, and when near someone that has lost control of their id (gone Enraged, in any form), there's a chance that Angela will also suffer a sympathetic response and be affected as well (mimic the Enraged effect).

Angela is fully aware of how deeply Marco aka Bruiser is devoted to her, and she also has strong feelings for him but at some level she fears that her feelings are a reflection of his mirrored by her empathic nature and therefore she holds back a little.
SOUND BITE
"I'm starting to lose my sense of humor about all of this..."
PIZZAZ
Angela is a powerful Meta with comprehensive mental powers. She has the ability to read and dominate minds, inflict severe damage on the psyche's of others both at a distance and particularly up close and personal, and possesses a broad base of Telekinetic capabilities both overt and passive. She is well protected by telekinetic force, and is also able to use her telekinesis in a tactile fashion to augment her own physical activities, greatly enhancing both her strength and agility. She has fine control with her telekinses and can even use it to open mechanical locks with relative ease. At near-touch (hand to hand) range she is able to completely devastate unprotected minds.

Angela also carriers a heavy pistol that Marco pressed on her "just in case" and has a secure hands free phone and tactical Yoshiro contact lenses, which were typical of the Omega Five team. She doesn't bother with wearing armor, relying on her powers for protection.

Angela is also very well connected. She has a very good relationship with the fixers Unger and the more corporate oriented Talbott. She also has Black Market hookups via Lucy Trips, maintains contact with the InfoBroker Lannigan, and still has a relationship with a former college friend and colleague in the Business Analyst world who has since risen to prominence, Darcy Miller.
M.O.
META SCRAPPER: Vesper is an effective Scrapper, though an unusual one with a lot of options. Her TK-enhanced strength often takes people off guard since she is relatively petite, and her various TK tricks can be particularly surprising. Her EGO Attack and Psyche attacks can be very devastating since most characters lack Mental Defense.

GMs NOTE: Vesper represents a near-Legendary Runner, but she is broad rather than deep. She does have some exotic abilities, being a Mentalist, but they are of moderate effect levels. She can generally be safely used with the usual care given to high-point characters and to mentalists. Vesper is a very "toolboxy" character with a wide array of tricks and tactical options, so the GM should carefully read her sheet before hand and ensure that they fully understand the tools at her disposal.

 Vesper Killer Shrike 
ORIGIN
Angela Barton was a more or less typical young corporate business analyst working for BizSmartz, a mid-sized consulting firm specializing in market analysis and "forward investments". She was competent at her job and made a decent living and had a passable if not terribly exciting existence.

However, the sporadic migraines she had always suffered from since puberty started to worsen and happen with more frequency, and it eventually got to the point where she was missing a lot of work. Eventually she was let go and found herself freefalling into limbo. Luckily for her she was approached by a somewhat shifty guy called Lannigan who claimed to be interested in employing her services on special purpose "Research and Analysis" contracts of a confidential nature. Suspicious, but low on creds and options, Angela agreed and soon found herself periodically doing deep research into specific corporations, market shifts, and stock-loss statements among other things for Lannigan. It didnt take her long to figure out that the companies she was doing research on often seemed to suffer some kind of negative effects within days or weeks of her having given Lannigan her findings. Her research was being used somehow to target companies for some kind of shady business.

Meanwhile her headaches became almost constant, and sometimes she felt like she could even hear what sounded like voices in her head when she looked at people...almost as if she could read their thoughts. And a couple of times when speaking with others she felt like they were actually compelled to obey her requests to double bag her grocerys or hold the elevator door rather than simply complying from free will. Or maybe she was just going crazy.

When the Shiba Sec-Force tag and bag team tried to yank her off the street on her way back from running some errands, everyone involved was in for a nasty surprise. Startled by the black van that careened to a halt on the curb beside her and the three black suited men that jumped out of it and tried to grab her, Angela's subconscious took over and lashed out. The first man to touch her dropped to the ground twitching. The second pulled a gun but was summarily hurled back into the side of the van, leaving a nice dent and sliding down unconscious, and the third managed to grab her but willfully obliged when commanded to "LET GO OF ME!".

Angela fled the scene in the confusion and wisely did not return to her apartment. Lannigan eventually found her, and she commanded him to tell her what was going on; seemingly against his will he told her that Shiba had figured out that information used to enable a Run that disrupted a major deliverable timetable originated from Angela and wanted revenge. Now Angela had a price on her head, and over the next several weeks found herself fleeing or fighting for her life on many occassions, and in the process came to understand and rely on the fact that she had Metahuman mental powers. On the plus side the more she used her powers, the headaches faded away to nothing.

Eventually the costs involved for Shiba exceeded the value and they called off their dogs for the time being, but Angela had earned herself some street cred in the process of standing off teams of Shiba hit goons. She was approached by a veteran Runner named Unger who was always on the lookout for new talent, and invited to participate in a Run he was putting together. Filled with new found confidence and able to tell that Unger was legit with a mind probe, Angela agreed.

Angela, given the street name "Vesper" by her teammates, was very successful as a Runner and soon joined with four other Runners who commonly did runs together with or for Unger to form an exclusive group. Taking the name The Omega Five the group proceeded to rocket up the charts into the upper echelon of Runners over the next eleven years doing one high profile job after another. In addition to developing huge street cred and media buzz, Angela also entered into a fiery relationship with another Omegan, the Meta called Bruiser somewhere along the way.

Along with the rest of the Omega Five she was on the hitlists of many a MegaCorps but they had well-proven that there was no ROI to be had in coming after them casually -- only serious players need bother. And so it was that several MegaCorps sec-forces got together and cooperated in a rare joint initiative led by the famed "Counter Insurgency and Reperations" specialist known as "Ahab". They came after the Omega Five in force, waging a full scale shadow war against them. The conflict played out in several acts, but in the end Dropout, Yuletide, and Tarbaby were dead, and only the teams two scrappers (and coincidentally both Metas) Vesper and Bruiser remained alive -- and Vesper only made it out of the final throwdown because Bruiser shielded her with his impenetrable body and carried her out, running through walls and leaping across rooftops and other amazing feats to evade capture. Bruiser managed to get to a safehouse where Dropout kept one of his vehicles, a well armored Urban Assault Vehicle, and drove it through hails of gunfire to safety.

Months have passed and the two survivors have laid low. Bruiser is content to take this as a sign that its time to retire, something he's been thinking of for a long time now, but Vesper is determined to continue, to rebuild the team, and take the fight back to the MegaCorps. In particular she wants revenge on Ahab. Marco reluctantly goes along with it out of love, but restrains her more extreme impulses. Together they are carefully looking for potential new joins; currently they are eyeballing the duo Fortress and Callidus (late of the Runner team Delta-V) who are coincidentally also both Metas. However, Bruiser and Vesper already cover the "scrapper" role very well; they need the softer skills such as a dedicated Driver, a Hacker or Breaker, and a Facilitator of some kind. Lacking those kinds of skills, the Omega team wouldn't be very effective as just a line up full of heavy beaters.
Character created with Hero Designer (version 2007121308)