Ghost Killer Shrike 
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
15 CON 10 10 15 12-
11 BODY 10 2 11 11-
13 INT 10 3 13 12- PER Roll 12-
26 EGO 10 20 26 14- ECV: 9
10 PRE 10 0 10 11- PRE Attack: 2d6
16 COM 10 3 16 12-
3 PD 2 1 3 3 PD (0 rPD)
3 ED 3 0 3 3 ED (0 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
10 REC 5 10 10
40 END 30 5 40
25 STUN 23 2 25
6" Running 6 0 6"
0" Swimming 2 -2 0"
1 1/2"/0 1/2" Leaping 2 0 1 1/2" 70 Total Characteristics Points
Type Total
Run (6) 6" [12" NC]
Swim (2) 0" [ NC]
H. Leap (2") 1 1/2"
V. Leap (1") 0 1/2"
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 225
Hair Color:  Black
Eye Color:  Black
Height:  5' 11"
Weight:  140 lbs
Ghost is a thin, spindly young man of moderate handsomeness. He dresses somewhat insolently, and has an indolent air about him. He favors casual but preppy clothes, often with an ironic twist, and spends a little bit of time in front of a mirror making sure his look is just right.
Cost  Disadvantage
1) Hunted: BioCorps 8- (Mo Pow, NCI, Capture)
Notes: BioCorps considers Ghost to be its property and wants him back (along with most of the other members of Delta-V).
2) Hunted: Yakuza 5- (Mo Pow, NCI, Rarely Occurs, Kill)
Notes: Delta-V ran afoul of the Yakuza several times and had a prolonged shadow war with several prominant families in the San San area two years ago. Members of Delta-V are still on the Yak's hit list even though they've disbanded as a team.
3) Reputation: Former Member of infamous Delta-V Runner team (Fortress, Wyatt, Triage, Callidus, Ghost), 8-
10 Distinctive Features: Meta (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology)
0 Normal Characteristic Maxima
Personal Issues
1) Psych. Lim.: Aloof And Standoffish (Common, Strong)
2) Psych. Lim.: Combat Avoidance (Very Common, Strong)
3) Reputation: Meta Freak Mind-controller, 8- (Extreme; Known Only To A Small Group)
4) Unluck: 2d6
100 Total Disadvantages Cost

 Ghost Killer Shrike 
OCV: 5 DCV: 5
Combat Skill Levels:
+4 with DCV, IPE, Hide effects of Power (Fully Invisible; +2); Extra Time (Full Phase, -1/2), Costs END (Only Costs END to Activate; -1/4), Only Vs. Human Class of Mind (-1/4), Concentration (1/2 DCV; Only to Activate; -1/4)
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
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
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.
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  
Type Amount Notes
Physical Defense 3 Current BODY:
Res. Phys. Defense 0 (11)
Energy Defense 3 Current END:
Res. Energy Defense 0 (40)
Mental Defense 20 Current STUN:
Power Defense 0 (25)

 Ghost Killer Shrike 
Cost  Power END
12   1)   Mentalist:  +6 EGO
15   2)   Mind Shield:  Mental Defense (20 points total) 0
Psionic Manipulation Elemental Control
17 Elemental Control, 60-point powers, (30 Active Points); all slots Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; Only to Activate; -1/4)
26   1)   Domination:  Mind Control 5d6 (Human class of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (120 points; +1) (75 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 3
13   2)   Don't Shoot Me!:  +4 with DCV, IPE, Hide effects of Power (Fully Invisible; +2); Extra Time (Full Phase, -1/2), Costs END (Only Costs END to Activate; -1/4), Only Vs. Human Class of Mind (-1/4), Concentration (1/2 DCV; Only to Activate; -1/4) 6
26   3)   Mind Blast:  Ego Attack 4d6+1, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Fully Invisible; +1/2) (75 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 3
16   4)   Psionic Invisibility:  Invisibility to Sight, Hearing, Smell/Taste and Touch Groups , No Fringe, Costs END Only To Activate (+1/4) (62 Active Points); Only vs Human Class Of Minds (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 5
17   5)   Telepathy:  Telepathy 4d6 (Human class of minds), Invisible Power Effects (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2), Cumulative (96 points; +1) (60 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0
142 Total Powers Cost
Cost  Name
2 PS: Runner 11-
3 Streetwise 11-
3 KS: San San (Area Knowledge) 11-
1 Combat Driving 8-
0 TF: Two-Wheeled Motorized Ground Vehicles
9 Total Skills Cost
Cost  Name
2 Reputation: Former member of Delta-V (A medium-sized group) 11-, +2/+2d6
1 Money: Well Off
1 Follower/Contact Points: 8
4 Total Perks Cost

 Ghost Killer Shrike 
Equipment (30/30)
Phone:  High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-2 with High Range Radio Perception PER Rolls), Discriminatory (21 Active Points); Personal Calls Only (-2), OAF (Phone; -1)
Notes: Real Cost: 5 points
Stim-paks:  Healing Simplified 3d6, Decreased Re-use Duration (5 Minutes; +1) (60 Active Points); 4 Charges (-1), Extra Time (Full Phase, Delayed Phase, -3/4), IAF (-1/2), Does Not Work On Some Damage One Type of Damage (Missing Limb Damage; -1/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4) [4]
Armored Body Suit
Notes: Real Cost: 9 points
  *  Silksteel Bio-Mesh Armor (Body):  Armor (3 PD/3 ED) (9 Active Points); OIF Durable (-1/2), Activation Locations 7-13 (-1/2), Real Armor (-1/4)
Notes: Real Cost: 4 points
  *  Silksteel Bio-Mesh Armor (Socks):  Armor (3 PD/3 ED) (9 Active Points); Socks (Protects Locations 18) (-2 1/2), OIF Durable (-1/2), Real Armor (-1/4)
Notes: Real Cost: 2 points
  *  Silksteel Bio-Mesh Armor (Leggings):  Armor (3 PD/3 ED) (9 Active Points); Activation Locations 14-17 (-1 1/4), OIF Durable (-1/2), Real Armor (-1/4)
Notes: Real Cost: 3 points
Vehicles (10/10)
  *  Street Bike
Contacts (8/8)
  *  Contact: Unger (Contact has useful Skills or resources, Good relationship with Contact) 12-
  *  Contact: Fortress (Contact has very useful Skills or resources) 8-

 Ghost Killer Shrike 
Height: 5' 11" Hair: Black
Weight: 140 lbs Eyes: Black
Ghost is a thin, spindly young man of moderate handsomeness. He dresses somewhat insolently, and has an indolent air about him. He favors casual but preppy clothes, often with an ironic twist, and spends a little bit of time in front of a mirror making sure his look is just right.
Ghost is largely unmotivated, which is really his only actual flaw. He kind of saunters from one opportunity to the next, never really engaging or fully buying in to the task at hand. His powers make things so easy for him he has a difficult time taking anything seriously. On the other hand perhaps it is fortunate that a man with the power to twist the wills of others not be particularly driven or ambitious.

He's made a lot of creds and somehow found a way to squander them with little to show for it. He's been on many successful Runs but somehow managed to not parley that into a rep inline with his accomplishments. He's made enemies, but via association. He's made allies, also via association. Somehow...its as if he subconsciously wants to avoid drawing notice to himself. His habit of holding back, falling out of focus, and withdrawing from scrutiny is almost pathological.

Or maybe its deliberate. With Ghost, you never really know why he does what he does, or even what he's thinking...which is kind of unfair considering the opposite probably isn't true...
"Why does it always have to be the hard way?"
Ghost is a powerful Meta psionicist with a broad suite of mental powers. He can read minds, probing deep into the psyche of others. He can launch psychic attacks, causing intense trauma and unconsciousness. He can cause sentient human's minds to simply ignore him, making him effectively invisible to them (he shows up to electronic devices). He can cause human minds to subconsciously avoid targeting him if they are within 50 feet. He has comprehensive mental screens and a nearly superhuman willpower. And most significantly he can mentally dominate others into doing just about anything he cares to. His abilities are insidious, powerful, and largely uncontested due to the rarity of other mentalists.

However, his best effects require time to set up and activate, and he is not particularly good in combat situations. Electronic surveillance devices also serve as an effective check on him. Nevertheless his ability to read even deep thoughts and dominate others gives him vast natural advantages as an inflitrator, able to penetrate just about any facility that isnt entirely automated. He can also "acquire" just about anything he needs by the expedient of just pupeteering others into getting or giving it to him.
META BREAKER (Infiltrator)

 Ghost Killer Shrike 
Travis Fisher (known only as Ghost to 99.9% of the world's population) is one of the more powerful Metas on the San San scene, possessed of a unique mind capable of many amazing feats including bending others to its will.

Along with four other young adult Metas, Ghost was freed from a secret BioCorps facility by the famous Runner team The Omega Five who were hired to break into the facility and discover what its purpose was by the rival MegaCorps Zionetix. As it turned out, the purpose of the facility was the development of a creche of Metas as part of BioCorps extremely secret Project: PREDATOR initiative. The five young Metas the Runners discovered were brainwashed amnesiacs undergoing intensive training and development by teams of BioCorps scientists and behavioral therapists and trainers.

Wreaking mass havok in the process, the Runners extracted the "cargo" and cut out, delivering the five Metas including Ghost to their Zionetix contact who had no idea what to do with five young amnesiacs with superpowers. He was expecting genetics data or info on some hot new product line or something like that, not human experiments! The hapless exec put the five lost souls up in a hotel on Zionetix's dime while he tried to get direction on what to do next, but the young metas proved to be far more powerful than they first appeared in their initially confused state and soon extricated themselves to find their own way in the world. Hard knocks followed, but thanks to their fantastic powers the five managed to survive and even began to prosper, taking what they needed to survive, wiping out a couple of small gangs and taking their stuff, and after a rough and ready education on the dark side of San-San's streets they started doing Runs as a group.

Small at first, they quickly made quite a name for themselves running under the team name of Delta-V (pronounced "Vee", not as a Roman numeral five). Of particular note they fought famous battles against numerous Yakuza families, and against BioCorps hit teams trying to recapture them. One of the original Metas, Farad, was slain fighting Yakuza razorboys, but he was soon replaced by another young Meta the group had met previously (a former enemy in fact), the super-fast Meta known as Callidus. On the surface the group was doing very well, was turning ever larger contracts, their cred was swelling, and the money was flowing. However, internal problems abounded due to severe personality clashes between several members of the group, particularly between the fearsome telekinetic called Fortress and the bio manipulator Meta known as Triage.

Finally the group succeeded in a long-time goal of theirs and managed through multiple raids against BioCorps facilities to discover the original Meta's true identities and the circumstances by which they came under BioCorps's power. However their victory was short lived, as the group soon fractured apart thereafter to seek their own ways in the world. The laser-projecting Wyatt and Triage decided to retire, at least for awhile, and attempt to return to their lives before BioCorps meddling and perhaps even fully recover their memories. Fortress and Callidus continue to be Runners, working as a duo and with teams and both have considerable street cred as top quality talent.

For his part Ghost decided to go his own way for awhile and see if he can make it on his own. So far he's done well for himself, but is very cautious about the jobs he takes and prefers to keep a very low profile, which means he doesn't work much. However, his unique powers are formidable and ensure that he is an asset with options. He gets most of his work through Unger, persisting a relationship that was well established in the Delta-V days; in fact Unger did a couple of Runs with the Delta-V crew and knows first hand what Ghost is capable of. Ghost doesn't live in any one particular place; he moves often and covertly and is always conscious of the fact that both the Yakuza and BioCorps would love to get their mitts on him. He vastly prefers to avoid direct violence, and avoids jobs that are obviously "messy"...stealth and subtlety are more his style.
Character created with Hero Designer (version 2007121308)