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Piper Smith Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 8 10 -2 11-   HTH Damage 1 1/2d6 END [1]
DEX 10 10 0 11-  
CON 10 10 0 11-  
INT 13 10 3 12-   PER Roll 12-
EGO 10 10 0 11-  
PRE 20 10 10 13-   PRE Attack: 4d6
           
OCV 3 3 0
DCV 4 3 5
OMCV 3 3 0
DMCV 4 3 3
SPD 2 2.0 0 Phases: 6, 12
           
PD 2 2 0 2 PD (0 rPD)
ED 2 2 0 2 ED (0 rED)
REC 4 4 0
END 20 20 0
BODY 10 10 0
STUN 22 20 1
           
Running 12m 12 0
Swimming 2m 4 -1
Leaping 2m 4 -1 18 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
10 Known Sorcerer; Hunted: FBI: Section M Infrequently (Mo Pow; NCI; Watching )
15 Petulant and Uncooperative: When She Does Not Get Her Way (Uncommon), go 11-, recover 11-
10 Psychological Complication: Feels Entitled To Pretty Much Anything She Wants (Common; Moderate)
10 Social Complication: Sorcerer Frequently, Major, Not Limiting In Some Cultures
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Piper Smith Killer Shrike
SKILLS
Cost  Name
3 Debutante Spiritualist Enhancer
2 1) Charm 13- (3 Active Points)
1 2) CuK: Trust Fund Babies Culture (2 Active Points) 11-
2 3) High Society 13- (3 Active Points)
2 4) KS: Supernatural World (3 Active Points) 12-
3 5) KS: Nomen Lore (4 Active Points) 13-
2 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
1 KS: Cult of the Red Hand 8-
16 Total Skills Cost
PERKS
Cost  Name
1 Gear Pool (5)
5 Money: Well Off
78 Mystic Pool (plus Character Creation Resource Points)
5 Vehicles Pool (10)
89 Total Perks Cost
TALENTS
Cost  Name
2 +1/+1d6 Striking Appearance (vs. most men, some women)
2 Total Talents Cost

Piper Smith Killer Shrike
Mystic Pool (103/103)
1) Invocation : 3d6 (60 Active Points)
Notes: Real Cost: 60 points
0
2) Invoker's Ward : Deflection, (END Reserve), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; When An Applicable Attack Is Made Against Piper; +3/4) (35 Active Points); Increased Endurance Cost (x2 END; -1/2), Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 20
6
3) Invoker's Favor : +2 Overall (END Reserve) (24 Active Points); Requires A Roll (11- roll; Must be made each Phase/use; -1), Costs Endurance (-1/2)
Notes: Real Cost: 10
2
4) Invoker's Reserve : Endurance Reserve (30 END, 15 REC) Reserve: (18 Active Points); REC: (10 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; Nomen Lore; -1)
Notes: Real Cost: 13
0

Equipment Pool (5/5)
1) Fashion Plate Sexy Clothing : +2/+2d6 Striking Appearance (vs. all characters) (6 Active Points); IAF (-1/2)
Notes: Real Cost: 4
2) Cell Phone - Reliable :
Notes: Real Cost: 1

Vehicle / Base Pool (10)
1) Bentley Mulsanne
Notes: Real Cost: 10 points

Piper Smith Killer Shrike
APPEARANCE
Height:   5' 10" Hair:  Black
Weight:  105 lbs Eyes:  Blue
Piper is a dangerously cute trust fund baby who compliments her already great beauty with expensive designer original clothes and blingy accessories. She takes her appearance seriously and carries herself like a runway model even when alone. But it's not just her looks that cause people to take notice when she walks into a room or lean in to listen when she deigns to speak; there is something magnetic about her very existence that render her both enigmatic and compelling.
BACKGROUND
Superficially Piper Smith might seem indistinguishable from any other "Simple Life" sort of debutante...but that's only until you get to know her. Behind the easy facade lies a complex and intelligent woman of inscrutable depth and an enigmatic air of knowing the answer to some kind of secret closely held by a select few...as if she knows the punchline to some cosmic joke that normal folks can't even comprehend they are the butts of.

Piper's grandmother was Elektra Logothetis, a legendarily powerful Invoker descended from a long line of the same, with a family style of Invocation cultivated over the course of several millenia and passed down matrilineally from woman to woman. Elektra had no daughters of her own to pass the art down to, and thus took Piper's training as her apprentice very seriously. Piper learned the True Names of things the way other kids learn their native language, from the time she was old enough to talk, and her magic thus comes as naturally to her as walking or breathing. Piper's father was more interested in building the family shipping business, and her mother was the very stereotype of vapid and useless former model, so Piper was extraordinarly close to her grandmother and spent a large portion of her formative years under Elektra's tutelage and protection.

However, despite the unusual nature of her heritage, Piper's life was more about being indolently rich than magic until very recently when her beloved grandmother was murdered by an old and terrible enemy from Elektra's more active past...the infamous and terrible Tudor Brezak. It is not known why Brezak sought Elektra out after the many decades since their previous encounter, but regardless of the whys of it all Piper is determined to seek vengeance. She has turned her considerable force of personality and resources to that end, finding out what she can about the Red Hand (Brezak's cult), and entering the life of a Hunter. She is not licensed by Section M, and has not yet taken any direct action, but she is prepared to do so as soon as she comes across any kind of lead that takes her closer to Tudor Brezak.
PERSONALITY
Piper is ultimately motivated by revenge against Tudor Brezak, but she fully realizes that she is no match for him currently. Thus she seeks to improve her mastery of magic and to garner useful allies. Thus she hunts, not for money, but for experience and to gain cred. She will not commit to overly risky ventures, as she can't claim her revenge if she's dead. She also feels a responsiblity to have at least one daughter to pass her family's magic down to so as to continue the Logothetis Tradition.
QUOTE
"Azaeroat, Gaerboz, Moareandur, heed my call!"
TACTICS AND COMBAT NOTES
Piper is a powerful Invoker, able to entreat otherworldly entities to grant her reality warping powers of unbounded variety. But while Invocation is like an open tap on pure primal power, it comes with commensurate risk. Entities called upon are not always accomodating, and their favor can just as soon turn to disfavor; and it sometimes seems as if reality itself takes umbrage at an Invoker's presumption. It can even be dangerous to be around an Invoker, so severe are the punishments that sometimes befall them. The Logothetis line of Invokers have cultivated a set of such entities who are not inimical, diabolical, or otherwise overtly malign but even so, trucking with outside powers is not to be undertaken lightly.

Piper also generally enjoys the favor of several otherworldly entities and often is favored by them even in every day undertakings as well as enjoying magical protection from some forms of harm. However, these boons are unreliable and not to be taken for granted.

Beyond her magic, Piper can navigate the stagnant cesspool of upper crust society within metropolitan settings with ease, allowing her to go places that less priveleged folk never could. She is also suprisingly knowledgeable and well-educated about the Supernatural World thanks to her grandmother's teachings.

Invokers are considered to be Sorcerers and thus the Accords are generally unsympathetic to the art, and Piper is on Section M's watch list, but her grandmother was close friends with Dr. Allosius Jones and several other notable Hunters of that WW2 era, and the Logothetis line have a long held reputation as benign and responsible practitioners calling upon powers that are not inimical to humanity, so Piper has been given the benefit of the doubt so far. But should she abuse her powers she will end up Sanctioned just like any other supernatural violating the Accords.
CAMPAIGN USE
To use Piper's Invocation, first declare a HERO System power construct you are attempting to use, the level of effect you wish to use it at, and a valid target. Advantages and Adders can be included in this declaration, but generally not Limitations. The GM has final approval on all such power constructs. Next roll up to 3d6 and compare each die to the Invocation Die Effect Chart (below) to determine the level of Invocation Effect acheived. If the level of Invocation Effect generated equals or exceeds the Active Points of the Power you may use that effect immediately, other wise it doesn't work and your action is wasted. If the level of Invocation Effect generated is a negative number, it instead represents the Active Points available to the GM to construct a suitable and appropriate Side Effect with as per the Power Limitation which affects Piper, or alternately an equivalent amount of Unluck (i.e., -5 equals 1d6 Unluck while -15 equals 3d6 Unluck, etc.) is cumulatively "attached" to Piper until such a time as the GM has her make an Unluck roll at which time all accumulated Unluck is wiped.

When Invocation is successfully used to invoke a power, Piper can reuse that same power again without having to reroll her Invocation dice for a number of extra Segments equal to the amount the Invocation Effect exceeded the required Active Points of the replicated Power. For instance, if Piper tried to invoke a RKA based power with 30 Active Points and rolled 40 points of Invocation which is 10 more than she needed, on any of her subsequent Phases within the next 10 Segments she can opt to reuse that same power.

When Invocation is successfully used to replicate Powers that are not Instant, such effects last for a number of extra Turns equal to the amount the Invocation Effect exceeded the required Active Points of the replicated Power. For instance if Piper tried to invoke a protective field based on Resistent Defense with 30 Active Points and rolled 40 points of Invocation which is 10 more than she needed, the protective field would remain in effect for 10 Turns.

Invocation Die Effect Chart
1 -10 points of Invocation Effect
2 -5 points of Invocation Effect
3 +5 points of Invocation Effect
4 +10 points of Invocation Effect
5 +20 points of Invocation Effect
6 +30 points of Invocation Effect

Piper Smith Killer Shrike
SPEED CHART DEX 10 SPD 2 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 2 2 0 0
RESISTANT 0 0    
FATIGUE & HEALTH REC 4   
  BODY STUN END
MAXIMUM 10 22 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 2m [4m NC]
H. Leap (4m) 2m
V. Leap (2m) 1m
COMBAT SKILL LEVELS
+2 Overall (END Reserve) (24 Active Points); Requires A Roll (11- roll; Must be made each Phase/use; -1), Costs Endurance (-1/2)
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3 4
MENTAL 3 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 4d6 +/- 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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