All  Profile  Abilities  Resources  Bio  Combat 
Zombie Daile Panpiper / 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 13 10 3 12-  PER Roll 12-
EGO 25 10 20 14- 
PRE 15 10 5 12-  PRE Attack: 3d6
           
OCV 3 3 0
DCV 3 3 0
OMCV 5 3 6
DMCV 5 3 6
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 6 2 4 6 PD (0 rPD)
ED 2 2 0 2 ED (0 rED)
REC 6 4 2
END 40 20 4
BODY 10 10 0
STUN 20 20 0
           
Running 12m 12 0
Swimming 3m 4 0
Leaping 3m 4 0 51 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
15 Cruel and Venal: An Opportunity To Be Cruel and Venal Occurs (Uncommon), go 11-, recover 11-
5 Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
15 Psychological Complication: Sick In The Head (Common; Strong)
10 Social Complication: Sorcerer Infrequently, Major
25 Sanctioned: Hunters Frequently (Mo Pow; NCI; Harshly Punish)
70 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 70 125 250

Zombie Daile Panpiper / Killer Shrike
SKILLS
Cost  Name
12 +1 Overall
3 Necro Goth Girl
5 1) +2 with Necormancy (6 Active Points)
3 2) KS: Necromantic Lore (4 Active Points) 13-
1 3) KS: Zombie Movies (2 Active Points) 11-
1 4) PS: Cheese-Gore Movie SFX (2 Active Points) 11-
1 5) PS: Cosmetology (2 Active Points) 11-
26 Total Skills Cost
PERKS
Cost  Name
108 Mystic Pool (108)
23 Contacts Pool (45)
1 Equipment Pool (5)
1 Fringe Benefit: License to practice a profession (Cosmetologist)
133 Total Perks Cost
TALENTS
Cost  Name
10 Supernatural Awareness
21 Supernatural Resistance: 7
6 Combat Luck (3 PD/3 ED)
3 Lightsleep
40 Total Talents Cost

Zombie Daile Panpiper / Killer Shrike
Mystic Pool (108/108)
1) Simulate Death
Notes: Real Cost: 3 points
2) Mantle of Unlife : Invisibility to Detect Life Group , No Fringe, Persistent (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Only vs Life-Detection Abilities (-2), Always On (-1/2)
Notes: Real Cost: 10 points
0
3) Necrotic Flesh : Damage Negation (-6 DCs Physical) (30 Active Points); Perceivable (Supernatural Awareness; -1/4), Nonpersistent (-1/4)
Notes: Real Cost: 20
0
Necromantic Powers : Multipower, 60-point reserve, (60 Active Points); all slots Requires A Roll (KS: Necromantic Lore Skill roll, -1 per 20 Active Points modifier; -1/4)
Notes: Real Cost: 48 points; +27 from slots; Mystic Pool
1) Soul Whip : Killing Attack - Ranged 3d6, Alternate Combat Value (uses OMCV against DMCV; +1/4) (56 Active Points)
Notes: Real Cost: 4 points
6
2) Necrotic Assault : Drain BODY 6d6 (60 Active Points)
Notes: Real Cost: 5
6
3) Vampiric Touch : (Total: 55 Active Cost, 36 Real Cost) Healing BODY 1d6+1, Decreased Re-use Duration (1 Turn; +1 1/2) (32 Active Points); Self Only (-1/2) (Real Cost: 18) plus Drain BODY 2d6+1 (23 Active Points) (Real Cost: 18) 5
4) Ethereal Jaunt : (Total: 60 Active Cost, 48 Real Cost)
  • Desolidification (affected by as Ethereal) (40 Active Points) (Real Cost: 32) plus
  • Invisibility to Sight Group (20 Active Points) (Real Cost: 16)
    Notes: Real Cost: 5 points
6
5) Command Undead : Mind Control 9 1/2d6 (Undead class of minds), Affects Desolidified Spirits (+1/4) (60 Active Points)
Notes: Real Cost: 5 points
6
6) Create Zombies : Summon 8 160-point Zombies, Expanded Class of Beings (Zombies; +1/4) (59 Active Points); Requires Suitable Corpses (-1/2)
Notes: Real Cost: 3 points
Daile can summon any Zombie of 160 points or fewer; however for infectious Zombies, use Animated Dead plus Arise An Animated Dead Infectious Bite and Accurate Biter Options; Drop Bludgeon and Batter
6
7) Cloak of Normalcy : Change Environment (-5 to Sight Group PER Rolls, Long-Lasting 1 Hour), Area Of Effect (4m Radius; +1/4), Invisible Power Effects (Inobvious to [two Sense Groups], effects of Power are Inobvious to both target and other characters; +1) (56 Active Points); Only To Not Discern That Undead Are Not Actually Living (-2), No Range (-1/2)
Notes: Real Cost: 1point
6

Equipment Pool (5/5)
1) Reliable Cell Phone : Radio Perception/Transmission (Radio Group) (10 Active Points); Only usable with other phones, must have phone numbers (-2), OAF (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Sense Affected As More Than One Sense Hearing & Radio (-1/2), Restrainable (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Real Item (-1/4), 1 Continuing Fuel Charge lasting 6 Hours (Wall Charger; Need Power Adaptor and Place To Plug In; -1/4)
Notes: Real Cost: 1
[1 cc]
2) Pepper Spray : Sight Group Flash 5d6 (25 Active Points); 3 Charges which Never Recover (-3 1/4), IAF (-1/2), Must Target Head (-1/2), 6m max range (-1/4), Can Be Deflected (-1/4)
Notes: Real Cost: 4
[3 nr]

Contacts and Follower Pool (45/45)
1) Zombie Servant : Corpsey Ramone
Notes: Real Cost: 45

Zombie Daile Panpiper / Killer Shrike
APPEARANCE
Height:   5' 10" Hair:  Brown
Weight:  138 lbs Eyes:  Brown
"Zombie" Daile is a 29 year old uber goth, strangely alluring beneath all that gothness....and gore.
BACKGROUND
PERSONALITY
"Zombie" Daile is the makeup artist and special effects wizard for the movie "Zombie Apocalypse". The director, Zackary, was very pleased with just how quickly she was able to do all that makeup for 'really' believable zombies. And they way their heads exploded when shot with shotguns was amazing. It looked so real!

Daile is in fact a budding Necromantist. She does know movie makeup and special effects, but that is largely because experimenting with zombies is really easy to cover up when making a zombie movie. Zombie has a lot of natural power when it comes to her necromantic experimentation. If she can survive, she might become quite the force to be reckoned with. Unfortunately for all of her power, she does not have quite the degree of control she thinks she does. And as dangerous as experimenting with the undead is, she is playing far more dangerously than even that. She is dabbling with a true infestation, an undead variant that actually transmits an undead virus, just like 'real' zombies in the movies.
QUOTE
"Corpsey! Deal with them!"
TACTICS AND COMBAT NOTES
Daile is a young but precosious self-taught Necromantist with a powerful talent. She learned by trial and error (the details of which are best unknown), but what she knows she really knows. She can create zombies, command Undead, go ethereal, lash out with an ethereal whip that strikes to the quick, and has an Undead Minion (an ex-boyfriend). If left to fester, she could become a major threat.

Despite her young age, Daile has the confiction of sociopathy, and has a nearly superhuman willpower.
CAMPAIGN USE
A young but dangerous Necromantist.

Zombie Daile Panpiper / Killer Shrike
SPEED CHART DEX 8 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 6 2 0 0
RESISTANT 0 0    
Notes:
FATIGUE & HEALTH REC 6   
  BODY STUN END
MAXIMUM 10 20 40
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 3m [6m NC]
H. Leap (4m) 3m
V. Leap (2m) 1 1/2m
COMBAT SKILL LEVELS
+1 Overall
+2 with Necormancy (6 Active Points)
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3 3
MENTAL 5 5
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  
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
RANGE MODIFIERS  
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10
Character created with Hero Designer (version 20091216 )