Harden Dresry 
Killer Shrike 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
20 CON 10 20 20 13-
15 BODY 10 10 15 12-
15 INT 10 5 15 12- PER Roll 12-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
16 COM 10 3 16 12-
5 PD 3 2 5/23 5/23 PD (0/18 rPD)
5 ED 4 1 5/23 5/23 ED (0/18 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
10 REC 7 6 10
40 END 40 0 40
35 STUN 33 2 35
7" Running 6 2 7"
2" Swimming 2 0 2"
3"/1 1/2" Leaping 3 0 3" 104 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"
V. Leap (2") 1 1/2"
EXPERIENCE POINTS
Total earned: 290
Spent: 290
Unspent: 0
Base Points: 50
Disad Points: 80
Total Points: 420
APPEARANCE
Hair Color:  Dark Brown
Eye Color:  Hazel
Height:  6' 5"
Weight:  220 lbs
Description:
A tall, somewhat gaunt, and unsettling man of dark aspect. He totes a practical looking staff, has a wand holstered behind his neck in an over-the-shoulder draw, and wears a complex bracelet made of multiple small shields made of different metals. He often wears a brimmed hat and a large dark and drab concealing overcoat over black shirt, pants, and dark black healed leather boots.

Harden Dresry 
Killer Shrike 
DEFENSES
Type Amount Notes
Physical Defense 5/23 Current BODY:
Res. Phys. Defense 0/18 (15)
Energy Defense 5/23 Current END:
Res. Energy Defense 0/18 (40)
Mental Defense 10 Current STUN:
Power Defense 10 (35)
TACTICS
COMBAT INFORMATION
OCV: 5 DCV: 5
Combat Skill Levels:
+1 Overall
COMBAT MANEUVERS
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
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Harden Dresry 
Killer Shrike 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
18 Blasting Rod: Multipower, 30-point reserve, all slots Power Can Draw END from Character or END Reserve (+1/4) (37 Active Points); all slots OAF Durable (Rod / Wand; -1)
1u
1) Comet: EB 6d6 (vs. ED) (30 Active Points); OAF Durable (Rod / Wand; -1)
3
1u
2) Fire-gout: RKA 1d6+1 (vs. ED), Explosion (Line; -1 DC/3"; +1/2) (30 Active Points); OAF Durable (Rod / Wand; -1), No Range (-1/2)
3
1u
3) Flame-blade: HKA 1d6+1 (2d6 w/STR) (vs. ED), Reduced Endurance (1/2 END; +1/4), Semi-Armor Piercing (+1/4) (30 Active Points); OAF Durable (Rod / Wand; -1)
1
1u
4) Melt Away: Dispel 8d6, any Cold / Ice power one at a time (+1/4) (30 Active Points); OAF Durable (Rod / Wand; -1)
3
16 Long Leather Jacket: Armor (8 PD/8 ED) (24 Active Points); OIF Durable (Long Leather Jacket; -1/2)0
14 Ring of Kineticism: HA +4d6, Double Knockback (+3/4) (35 Active Points); 3 Boostable Charges (Recoverable (1 Charge Per Hour); -3/4), HA (-1/2), IIF Durable (Ring; -1/4)[3 bc]
73 Shield Bracelet: Multipower, 91-point reserve, (91 Active Points); all slots IIF Durable (Bracelet; -1/4)
7u
1) Bulwark: FF (10 PD/10 ED/10 Mental Defense/10 Power Defense) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (87 Active Points); IIF Durable (Bracelet; -1/4)
0
5u
2) Dome: FW (10 PD/10 ED; 2" long and 1" tall), Power Can Draw END from Character or END Reserve (+1/4), Hardened (x2; +1/2) (91 Active Points); No Range (-1/2), IIF Durable (Bracelet; -1/4)
9
7u
3) Tower: FW (12 PD) (Opaque Sight Group), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Transparent to ED Attacks (+1/2) (90 Active Points); IIF Durable (Bracelet; -1/4)
0
28 Staff: Multipower, 45-point reserve, all slots Power Can Draw END from Character or END Reserve (+1/4) (56 Active Points); all slots OAF Durable (Staff; -1)
2u
1) Blinding Light: Sight Group Flash 4d6, AOE (9" Cone; +1 1/4) (45 Active Points); OAF Durable (Staff; -1), No Range (-1/2)
4
1u
2) Cast Light: Sight Group Images Increased Size (8" radius; +3/4), +4 to PER Rolls, Reduced Endurance (1/2 END; +1/4) (44 Active Points); Only To Create Light (-1), OAF Durable (Staff; -1), No Range (-1/2)
2
2u
3) Dome of Light: FW (9 PD; 2" long and 1" tall), Hardened (+1/4), Transparent to ED Attacks (+1/2) (43 Active Points); OAF Durable (Staff; -1), No Range (-1/2)
4
2u
4) Ranged Whallop: EB 5d6 (vs. PD), Double Knockback (+3/4) (44 Active Points); OAF Durable (Staff; -1)
4
2u
5) Rebound: Missile Deflection (Any Ranged Attack), +2 OCV To Deflect, Missile Reflection (44 Active Points); OAF Durable (Staff; -1), Costs END (Only Costs END to Activate; -1/4)
4
2u
6) Spin Around: HA +4d6, Hole In The Middle (+1/4), AOE (3" Radius; +1) (45 Active Points); OAF Durable (Staff; -1), HA (-1/2)
4
2u
7) Whallop: HA +9d6 (45 Active Points); OAF Durable (Staff; -1), HA (-1/2)
4
2u
8) Will-blast: EB 9d6 (vs. PD) (45 Active Points); OAF Durable (Staff; -1)
4
36 Stoburan Ritual Magic: Variable Power Pool (Magic), 30 base + 6 control cost, (45 Active Points); Variable Limitations (requires -1 worth of Limitations; Extra Time, Concentration, Ritual, Window Of Opportunity, Incantations, Increased END Cost, Focus, Gestures; -1/2), VPP Powers Can Be Changed Only With Study And Meditation In A Controlled Environment (-1/2), Limited Class Of Powers Available Arcane Magic (-1/2)
Stoburan
5
1) Intrinsic Ability -- Nighteyes: Nightvision
0
5
2) Intrinsic Ability -- Open Lock: Lockpicking 18- (15 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration (1/2 DCV; -1/4)
3
3) Intrinsic Ability -- Sense Fib: Detect Falsehood 12- (Hearing Group) (5 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)
0
1
4) Long Lived: LS (Longevity: 200 Years)
0
10
5) Magesight: Magesight Talent, Discriminatory
0
7
6) Resilient: Healing 1 BODY, Can Heal Limbs, Persistent (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 3/4), Self Only (-1/2)
0
15
7) Willpower: Endurance Reserve (100 END, 5 REC) (15 Active Points)
0
269 Total Powers Cost

Harden Dresry 
Killer Shrike 
TRADE LORE
Cost  Name
10 +1 Overall
3 CK: Home City (INT-based) 12-
3 Deduction 12-
3 Instructor 12-
3 KS: Mystic Lore (INT-based) 12-
1 Language: Local Language (idiomatic; literate) (5 Active Points)
3 Persuasion 13-
9 Power: Stoburu Lore (INT-based) 15-
3 Sleight Of Hand 12-
3 Streetwise 13-
2 Survival (Urban) 12-
1 WF: Staffs
44 Total Skills Cost
INFLUENCE AND CLOUT
Cost  Name
2 Reputation: Powerful Magic User (A medium-sized group) 11-, +2/+2d6
1 Reputation: Master Stoburan (Stoburans) 14-, +1/+1d6
3 Total Perks Cost
CHALLENGES
Cost  Disadvantage
5 Money: Poor
20 Normal Characteristic Maxima
15 Psych. Lim.: Idealistic Code (Common, Strong)
15 Reputation: Loose Cannon, 11- (Extreme)
15 Soc. Lim.: Unsettling Aura (Very Frequently, Minor)
5 DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Unluck: 1d6
80 Total Disadvantages Cost

Harden Dresry 
Killer Shrike 
BEARING AND DEEDS
Height: 6' 5" Hair: Dark Brown
Weight: 220 lbs Eyes: Hazel
Appearance: A tall, somewhat gaunt, and unsettling man of dark aspect. He totes a practical looking staff, has a wand holstered behind his neck in an over-the-shoulder draw, and wears a complex bracelet made of multiple small shields made of different metals. He often wears a brimmed hat and a large dark and drab concealing overcoat over black shirt, pants, and dark black healed leather boots.
Personality: 
Quote:
Background: 
Campaign Use: 
Character created with Hero Designer (version 2007121308)