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Miles Hendricks WilyQ
Char  Total  Base  Cost  Roll  Notes 
STR 10 10 0 11-   HTH Damage 2d6 END [1]
DEX 10 10 0 11-  
CON 10 10 0 11-  
INT 20 10 10 13-   PER Roll 13-
EGO 10 10 0 11-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 4 3 5
DCV 4 3 5
OMCV 4 3 3
DMCV 4 3 3
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 8 2 6 8 PD (8 rPD)
ED 8 2 6 8 ED (8 rED)
REC 6 4 2
END 50 20 6
BODY 10 10 0
STUN 30 20 5
           
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m/25m 4 0 66 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
15 Psychological Complication: Idealist Do-gooder (Common; Strong)
Notes: "Nothing in the world is the way it ought to be. It's harsh, and cruel. But that's why there's us. Champions. It doesn't matter where we come from, what we've done or suffered, or even if we make a difference. We live as though the world were as it should be, to show it what it can be."
15 Psychological Complication: Personal Code (Common; Strong)
Notes: Believes strongly in the reasons for the Accords. He knows how bad things were before the Accords and doesn't want to see the world go through that again. Believes that the Accords protect the good supernaturals just as much as it protects normals. If normals found out the truth a lot of innocent law abiding supernaturals would be wrongly persecuted just by virtue of their species. So he does what he can to enforce the Accords but also does his best to ensure that it is being done fairly for everyone.
10 Section M Watch List; Hunted: FBI: Section M Infrequently (Mo Pow; NCI; Watching )
5 Social Complication: Unusual Upbringing; Out Of Touch With Mainstream Culture Infrequently, Minor
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 50 175

Miles Hendricks WilyQ
SKILLS
Cost  Name
3 +1 with Warding
3 Law Mage Enhancer
1 1) KS: Daemonology Lore (3 Active Points); Only For Warding (-2) 13-
1 2) KS: Elemental Lore (3 Active Points); Only For Warding (-2) 13-
2 3) KS: Finer Points Of Accord Law (3 Active Points) 13-
3 4) KS: Hermetic Lore (4 Active Points) 14-
1 5) KS: Kommer Aska (2 Active Points) 11-
1 6) KS: Mystic Lore (3 Active Points); Only For Warding (-2) 13-
1 7) KS: Necromantic Lore (3 Active Points); Only For Warding (-2) 13-
2 8) KS: Supernatural World (3 Active Points) 13-
2 9) PS: Hunter (3 Active Points) 13-
2 10) PS: Lawyer (3 Active Points) 13-
2 11) Persuasion 12- (3 Active Points)
0 12) WF: Handguns (1 Active Points)
24 Total Skills Cost
PERKS
Cost  Name
80 Mystic Pool (105) (plus Character Creation Resource Points)
3 Equipment Pool (15)
1 License to practice law
1 Supernatural Hunter License
85 Total Perks Cost

Miles Hendricks WilyQ
Mystic Pool - Innate Abilities (27/105)
1) Mystic Girding : No Hit Locations (10 Active Points); Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 8
0
2) Mystic Resistance : Resistant (+1/2) (4 Active Points) applied to ED
Notes: Real Cost: 4
3) Mystic Resistance : Resistant (+1/2) (4 Active Points) applied to PD
Notes: Real Cost: 4
4) Teleport-draw : Fast Draw: Pistols 12- (5 Active Points); Increased Endurance Cost (x5 END; -2), Perceivable (Supernatural Awareness; -1/4), Costs Endurance (Only Costs END to Activate; -1/4)
Notes: Real Cost: 1
5
5) Supernatural Awareness
Notes: Real Cost: 10
Hermetic Wizard Rote Magic (39/150) : Variable Power Pool (Magic Pool), 30 base + 45 control cost; Hermetic Lore Skill is used to change Spells, (53 Active Points); Requires Access To Spell Books And Time To Change Powers (Spells Listed Are Samples From Known Spells List) (-1/2), Hermetic Wizardry Rote Spells Only (-1/2), Variable Limitations (requires -1 worth of Limitations; Extra Time, Concentration, Ritual, Window Of Opportunity, Incantations, Increased END Cost, Side Effects, Gestures, Requires a Roll; -1/2); -1/2)
Notes: Real Cost: 39 points
1) Tohgs Tacitus : +2 with All Attacks, Time Limit (1 Hour, +1 Hour per point the Skill Roll succeeds by; +1 1/4) (45 Active Points); Increased Endurance Cost (x5 END; -2), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; Hermetic Lore; -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Perceivable (Supernatural Awareness; -1/4) Real Cost: 12 20
2) Mystic Leeching : Drain a Supernatural Ability 1 point, Supernatural Abilities (+1/2), Invisible Power Effects (Inobvious to Sight & Hearing; +1/2), Line Of Sight (+1/2), Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (16 damage increments, damage occurs every Segment, can be negated by Stunning / Knocking Out Caster; +4 1/2) (21 Active Points); Extra Time (Full Phase, -1/2), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; Hermetic Lore; -1/4) Real Cost: 12 2
3) Mystic Mending : Healing BODY 1d6, Decreased Re-use Duration (1 Hour; +1/2) (15 Active Points); Increased Endurance Cost (x5 END; -2), Extra Time (Full Phase, Delayed Phase, -3/4), Requires A Roll (Skill roll; Hermetic Lore; -1/2), Concentration (1/2 DCV; -1/4) Real Cost: 3 5
4) Mystic Fortune (Minor) : Luck 1d6, Usable By Other (+1/2), Grantor can take back power at any time (7 Active Points); Increased Endurance Cost (x10 END; -4), Time Limit (1 Turn, +1 Phase per point the Skill Roll succeeds by; -2 1/2), Requires A Roll (Skill roll, -1 per 5 Active Points modifier; Hermetic Lore; -1), Oncer Per Person Per Day (-1), Costs Endurance (Only Costs END to Activate; -1/4), Perceivable (Supernatural Awareness; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) Real Cost: 1 10
5) Mystic Charm : Charm 12-, Time Limit (5 Minutes, +5 Minutes per point the Skill Roll succeeds by; +3/4), Usable By Other (+3/4), Grantor can take back power at any time, Recipient must be within Limited Range of the Grantor for power to be granted (7 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; Hermetic Lore; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Costs Endurance (Only Costs END to Activate; -1/4), Perceivable (Supernatural Awareness; -1/4) Real Cost: 2 1
Evanaster's Energetic Evocation (13/105), 14- base (9 points), -4 effect penalty for 10-, +4 to 14- (4 points) = 13 Real Cost
1) Effect : Killing Attack - Ranged 2d6+1, Variable Advantage (+1/2 Advantages; Common Choices: IPE: Obvious Power, Inobvious to Sight & Hearing, x1 Endurance Cost, AoE: Accurate, AoE: Explosion, Armor Piercing, Penetrating; +1) (70 Active Points); Cannot Use Targeting (-1/2), Limited Range (16 meters; -1/4) 7
2) Spell Skill (Allows the caster to emit a wide variety of mystical blasts, though at short range.) 14-
Darian's Dynamic Distancer (5/105), 11- base (3 points), -1 effect penalty for 10-, +2 unused AP bonus for 12-, +2 to 14- (2 points) = 5 Real Cost
1) Effect : Leaping +21m (4m/25m forward, 2m/12 1/2m upward) (Accurate), Usable By Other (+1/4), Grantor can take back power at any time, Recipient must remain within Line of Sight of Grantor, Usable As Running (+1/4) (23 Active Points); Increased Endurance Cost (x2 END; -1/2), Perceivable (Supernatural Awareness; -1/4), Costs END To Maintain (Half END Cost; -1/4) 4
2) Spell Skill (Allows the caster or an ally to mystically move with greater velocity.) 14-
Hendricks' Happy Handgun (6/105), 11- base (3 points), -2 effect penalty for 9-, +2 unused AP bonus for 11-, +3 to 14- (3 point) = 6 Real Cost
1) Effect : Variable Advantage (+1/2 Advantages; Common Choices: Affects Desolid, Area Of Effect: Accurate, Area Of Effect: Any 4 2m Areas, Line of Sight, Armor Piercing, Penetrating; +1) for up to 30 Active Points of Killing Attack - Ranged (30 Active Points); OIF (Pistol of Opportunity; -1/2), Perceivable (Supernatural Awareness; -1/4) 3
2) Spell Skill (NOTE: Area Of Effect cannot be used with a gun that has the "Beam" Limitation; a GM might make an exception for AoE: Accurate., Allows bullets shot from a mundane gun to be magically augmented to do subtly improved effects.) 14-
Miles' Meticulous Materiel (2/105), 10- base (2 points), -1 effect penalty for 9-, +2 unused AP bonus for 11- = 2 Real Cost
1) Effect : Cosmetic Transform 8d6 (Any Clothing Into Any Other Clothing, Healed Back By Laundering), Improved Results Group (+1/4) (30 Active Points); No Range (-1/2), All Or Nothing (-1/2), If Clothing Is Being Worn, Wearer Must Be Willing (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) 3
2) Spell Skill (Allows the alteration of one set of clothing into a different set of clothing; washing the clothes will cancel the effect)) 11-
Jaspers' Judicious Jaunt (13/105), all slots: 14- base (9 points), -4 effect penalty for 10-, +4 to 14- (4 points) = 13 Real Cost
1) Teleportation 16m, x2 Increased Mass, Variable Advantage (+1 1/4 Advantages; Limited Group of Advantages (MegaScale, Trigger, Difficult To Dispel, Safe Blind Teleport); +2 1/4) (68 Active Points); Increased Endurance Cost (x2 END; -1/2), Perceivable (Supernatural Awareness; -1/4) 14
2) Spell Skill (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, Allows mystical teleportation) 14-

Equipment Pool (13/15)
1) Colt .45 M1911 - Hendricks Special : Killing Attack - Ranged 2d6 (30 Active Points); OAF (Colt .45 M1911 ; -1), STR Minimum 10 (-1), Real Weapon (-1/4), 2 clips of 12 Charges (-0)
Notes: Real Cost: 9
[12]
2) Professional Wardrobe : +1/+1d6 Striking Appearance (vs. all characters) (3 Active Points); IAF (-1/2)
Notes: Real Cost: 2
3) Tactical Xenon Flashlight Attachment : (Provides Sufficient Illumination To See A 1 hex Area Within 10m) (2 Active Points); OIF Arrangement (Under-barrel Mount; -3/4)
Notes: Real Cost: 1
4) Cell Phone - Reliable :
Notes: Real Cost: 1


Miles Hendricks WilyQ
APPEARANCE
Height:   6' 2" Hair:  Dark Brown
Weight:  210 lbs Eyes:  Dark Brown
Miles is tall, lithe, and handsome. The ladies like him, but he's too much of a socially naive straight arrow to either realize or take advantage of it. He dresses well, though on a limited budget currently, and cuts the image of a serious young professional.
BACKGROUND
A legend within her own lifetime, Melinda Evenaster hails from a long line of leaders within the Hermetic Order of the Risen Sun, a powerful and ancient group of Wizards with roots deep into European history, prestigious influence within the Councils of Magi, and the good fortune to be one of the early Accords signatories given preferential status back in the day. A respected Hunter and Wizard in the 70's and 80's, Melinda met her future husband Theodore Hendricks, a burly and efficient brawler and well-known Hunter, "on the job". The two initially did not like each other even a little bit but eventually came together in a marriage of opposites. Melinda soon bore a son, whom was named Miles after her late father.

Young Miles quickly showed signs of mystic talent, and Melinda began his apprenticeship as soon as Miles could clearly see the "other" and begin to manipulate the forces of magic. Theodore schooled Miles on Monster Lore and tried to teach the boy how to fight, but to little purpose or avail; Miles always preferred his arcane capabilities to brute force. Miles parents still Hunted, traveling near and far to do so, and sometimes Miles even got to accompany them for the not-so-dangerous Hunts. However, his parents also had many allies among the Supernatural communities as well as a few "rehabilitated" Monsters they were "keeping an eye on", so Miles got to see both sides of the Supernatural problem...not all so-called Monsters are monsters.

Though home-schooled, Miles was precociously intelligent and at eighteen he easily gained admittance to Georgetown University as a pre-law major with a minor in History. Miles found that learning the "rules" of law was not dissimilar from learning the "rules" of magic, and thrived with the coursework. Concurrently, Miles filed for and received a Hunters License and worked a couple of minor cases with his dad over breaks. All was cruising along nicely for Miles, until in his last year of Law school tragedy befell his family.

A rival Wizard named Raol Al'Ruid of the Hermetic Order Mystica Mystagogical Mysterium accused Melinda of dabbling in Daemonic magic and bore witness against her claiming that she had used this magic to bind and command a powerful Daemon that had been set upon a group of Hunters working together to take down the powerful Daemonologist known as Agash; according to the account Melinda turned the Daemon she had wrested control of back against its summoner; the fiend successfully rended Agash from stem to stern. Unfortunately with the death of Agash, the Daemon reacted in an uncharacteristic way and was able to break free from Melinda's control and subsequently ran amok. In a horrible rampage that resulted in collateral damage across a large swathe of the nearly-but-not-entirely abandoned industrial district of Gary, Indiana, the deaths of several derelict squatters, and worse yet was witnessed by several survivors before the Hunters managed to contain and destroy the Daemon.

In the ensuing post-incident triage, though it was argued by an advocate representing the Order of the Risen Sun that Melinda was not responsible for the Accords violation as she did not originally summon the Daemon and was not controlling it at the time that it ran amok, she was still found guilty and Sanctioned. Father than face execution Melinda fled, and Theo went with her to keep his wife safe. For reasons of mutual safety, they are not in communication with Miles, but Section M keeps an occaional eye on him nonetheless just in case they might catch a break on finding Melinda.

For his part, Miles was furious and proceeded to plead with the Order of the Risen Sun to work harder on Melinda's behalf to get the Sanction lifted or at least commuted, but didn't get as much support as he felt was due. Ultimately, from the Orders' perspective, Melinda did use forbidden Daemonology arts to take control of the Daemon, which in and of itself is not technically Sanctionable, but it certainly looks bad and is against the policies of the Order itself. The elders of the Order were more concerned with the organization's image lest a rumor start to spread that the Order as a whole dabbled in dark arts. Disgusted, Miles walked away from the Order, the first descendant of Evenaster to do so in over a millennia of familial membership.

So instead, Miles began studying the fine print of Accords laws, becoming as knowledgeable about them as he can and has filed for an appeal with the UN Special Advisory panel. Conventional wisdom is that the appeals process can take anywhere from six months to never to progress. In the meantime Miles has graduated law school, passed the bar, and opened a private practice. But for operating capital he turned to the old family trade of Hunting.
PERSONALITY
Miles is a man of great convictions filled with idealism and fueled by a natural affinity for hermetic magic. If he survives he will no doubt become a great Wizard of his generation, but power is not his goal and mastery is not his passion. He seeks to learn, but more importantly to understand. His willingness to see both sides of an issue is both his greatest strength and perhaps his greatest liability.
QUOTE
"Hold up; there's no Accords violation here. We wait until we have hard evidence."
TACTICS AND COMBAT NOTES
Miles hails from a long line of Hermetics descended from a pre-Dark Ages Archwizard named Evenaster who was famed for his prowess in battle, and a number of the Rotes and Spells Miles has been taught have been handed down within his family for generations. However, most of the magic he actually uses day to day are more modern and practical effects designed to be low-key and subtle, and thus usable even in plain sight of mundanes.

The Evanaster line's style of magic eschews props and foci, and focuses on hardening the mind and body to allow elevated retention of wizardly Rote magic (which the Evanaster line continues to refer to as Ars Magicka) as well as a continued focus on study of the more fundamental Ars Mysterium that some Wizards find old-fashioned but which has seemed to serve the line of Evanaster well. Under his mother's demanding tutelage Miles has continued his family's tradition and has developed an advanced capacity for Ars Magicka Rote casting, mastered several Ars Mysteria Spells, and has developed impressive superhuman durability.

Though young, Miles is a powerful Hermetic of the old school, is a master of several combat Spells, and has sufficient discipline to keep several Rotes in his head simultaneously. He has also learned how to draw broadly effective Wards.
CAMPAIGN USE
Miles is a flexible pragmatist Magi, with impressive Hermetic capabilites supplemented by comprehensive Warding.

Miles Hendricks WilyQ
SPEED CHART DEX 10 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 8 8 0 0
RESISTANT 8 8    
FATIGUE & HEALTH REC 6   
  BODY STUN END
MAXIMUM 10 30 50
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m/25m
V. Leap (2m) 2m/12 1/2m
Teleport 0m/16m [0m/32m NC]
COMBAT SKILL LEVELS
+2 with All Attacks, Time Limit (1 Hour, +1 Hour per point the Skill Roll succeeds by; +1 1/4) (45 Active Points); Increased Endurance Cost (x5 END; -2), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; Hermetic Lore; -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Perceivable (Supernatural Awareness; -1/4) Real Cost: 12
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 4
MENTAL 4 4
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 3d6 +/- 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

Character created with Hero Designer (version 20130424 )