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Murgatroyd Panpiper
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 18 10 8 13-   PER Roll 13-
EGO 15 10 5 12-  
PRE 13 10 3 12-   PRE Attack: 2 1/2d6
           
OCV 4 3 5
DCV 5 3 10
OMCV 4 3 3
DMCV 4 3 3
SPD 2 2.0 0 Phases: 6, 12
           
PD 2/4 2 0 2/4 PD (0/2 rPD)
ED 2/4 2 0 2/4 ED (0/2 rED)
REC 6 4 2
END 30 20 2
BODY 10 10 0
STUN 20 20 0
           
Running 12m 12 0
Swimming 2m 4 -1
Leaping 2m 4 -1 39 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
25 Looses His Cool: Heightened Circumstances (Very Common), go 11-, recover 11-
5 Negative Reputation: Bookish Academic Magi Ill-suited To Violent Circumstances, Infrequently
10 Psychological Complication: Aloof And Elitist Attitude (Common; Moderate)
5 Social Complication: Slightly Anachronistic, Behind The Times On Technology And Pop Culture Infrequently, Minor
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 19 144

Murgatroyd Panpiper
SKILLS
Cost  Name
2 +1 with Ring of Arcane Blasting
4 Secrets Man Was Not Meant To Know : +1 Any 3d6 roll pertaining to Cthonic SFX; (-2)
7 Power Focus : +3 with Arcane Magic (15 Active Points); Only for OCV or OMCV (-1)
3 Conversation 12-
3 High Society 12-
2 PS: Hunter 11-
3 Scholar
0 1) KS: Cthonic Lore 8-
3 2) KS: Hermetic Lore (4 Active Points) 14-
2 3) KS: History of the Last Century (3 Active Points) 13-
2 4) KS: Secrets of Life and Death (3 Active Points) 13-
2 5) KS: Supernatural World (3 Active Points) 13-
1 WF: Handguns
34 Total Skills Cost
PERKS
Cost  Name
1 Supernatural Hunter License
45 Mystic Pool (70) (plus Character Creation Resource Points)
5 The Magic of Compound Interest (Money): Well Off
51 Total Perks Cost
TALENTS
Cost  Name
15 Supernatural Resistance: 5
5 Miraculous Survival
20 Total Talents Cost

Murgatroyd Panpiper
Mystic Pool (70/70)
1) Working towards Immortality : Life Support (Longevity: 400 Years)
Notes: Real Cost: 2 points
0
2) Ring of Arcane Blasts : Blast 9d6 (45 Active Points); OIF (Ring; -1/2), Requires A Roll (Hermetic Lore Skill roll, -1 per 20 Active Points modifier; -1/4), Beam (-1/4), No Knockback (-1/4)
Notes: Real Cost: 20 points
4
3) Amulet of Clear Seeing : Detect Supernatural 13- (Sight Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Perceive into Astral Plane (20 Active Points); Requires A Roll (Hermetic Lore Skill roll; Must Be Deliberately Turned "On", Requiring A Hermetic Lore Skill roll; -1/2), Perceivable (Those With Supernatural Awareness Can Detect This Ability Being Used If Its "On"; -1/4), IIF (Small Amulet On Chain Around Neck; -1/4)
Notes: Real Cost: 10 points
0
4) Wristbands of Warding : Resistant Protection (2 PD/2 ED/2 Mental Defense/2 Power Defense/2 Flash Defense: Sight Group) (Impermeable) (15 Active Points); IIF (-1/4), Perceivable (Those With Supernatural Awareness Can Detect This Ability Being Used If Its "On"; -1/4)
Notes: Real Cost: 10 points
0
Hermetic Wizard Rote Magic : Variable Power Pool (Magic Pool), 20 base + 40 control cost; Hermetic Lore Skill is used to change Spells, (40 Active Points); 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), Hermetic Wizardry Rote Spells Only (-1/2), Requires Access To Spell Books And Time To Change Powers (-1/2)
Notes: Real Cost: 28 points; Most Typical Combat Spells Listed, But Generally This Pool Is Used For Non-combat Magic
1) Hermetic Circle : Resistant Protection (6 PD/6 ED/6 Mental Defense), Usable By Other (+1/4), Area Of Effect (4m Radius; +1/4) (40 Active Points); Circle is immobile once cast (-1), Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; To activate; -1/4), Incantations (-1/4) Real Cost: 11 4
2) Arcane Armaments : +2 DC, Must Be Applied To Damage Sources Individually, Limited Range (+1/4), Delayed Return Rate (Effect Lasts 1 Hour; +1 1/2) (27 Active Points); Increased Endurance Cost (x2 END; -1/2), Side Effect: On Casting Make an Ego Check or Suffer 1 Ego Damage (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4), Damage Source Visibly And Supernaturally Glows For Duration (-1/4) Real Cost: 9 6

Murgatroyd Panpiper
APPEARANCE
Height:   5' 11" Hair:  Brown
Weight:  145 lbs Eyes:  Brown
Murgatroyd is a slight fellow of difficult to determine but vaguely semitic heritage, with just a touch of receding hairline. He looks to be in his late forties, but in reality is nearly one hundred years old.
BACKGROUND
Murgatroyd was never stupid or naive, he has known about the realities of the supernatural world virtually from the day he was born. But he had always been able to conceal his existence from that reality, all the while working towards perfecting his understanding of the mystic properties of the universe, pursuant to his ultimate goal of true immortality. And he was so close!

But he made a mistake, his proximity to his ultimate goal had made him for a brief moment just a little too bold, and the supernatural world became aware of his existence. And now his greatest goal, to never die, is threatened by the imminent death that reality portends. Out of desperate terror, Murgatroyd has sought to surround himself with strong, capable Hunters who might protect him. He is able to lend his craft to their hunting, in exchange for their protection.

Murgatroyd knows intellectually that he is safer seeking out the danger in the company of strength, rather than simply waiting for it to come to him, without the benefit of powerful allies. Emotionally however he can appear to be quite the wreck when in the face of danger. It won't stop him from doing what is necessary, usually, but he will never be the one to volunteer for the dangerous part of the plan. He feels his best strength is to hold the rear (except when something might be there), provide for a safe haven, and support his more reckless fellow Hunters.
PERSONALITY
Ordinarily Murgatroyd is a jovial fellow and quite pleasant to be around and glimmerings of that can be seen if he happens to be feeling secure. Unfortunately these days, those are rare moments.
QUOTE
While stinking of fear induced adrenalin; KABLAM! "Take that you fiend!" KABLAM! "Oh, you want some of this?" KABLAM! "You too?" KABLAM!
TACTICS AND COMBAT NOTES
Murgatroyd will avoid combat if at all possible, very much preferring a less risky approach to solving problems. If combat happens anyway, he is very likely to hunker down in the most defensible corner he can find, cast his 'hermetic circle' and blast away at whatever seems to be most threatening to his personal survival.
CAMPAIGN USE
Murgatroyd is not an offensive character, though not exactly a slouch defensively. His inability to move with defenses up compliments nicely his desire to not walk 'into' a fight. His greatest utility is his ability to pull a rabbit out of his hat, literally as well as figuratively, as is needed to advance the game.

Murgatroyd Panpiper
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 2/4 2/4 8 2
RESISTANT 0/2 0/2    
FATIGUE & HEALTH CON 10 REC 6   
  BODY STUN END
MAXIMUM 10 20 30
CURRENT      
HIT LOCATION NOTES
 
COMBAT SKILL LEVELS
+1 with Ring of Arcane Blasting
+1 Any 3d6 roll pertaining to Cthonic SFX; (-2)
+3 with Arcane Magic (15 Active Points); Only for OCV or OMCV (-1)
RANGE MODIFIERS
 
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 2m [4m NC]
H. Leap (4m) 2m
V. Leap (2m) 1m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 5
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  

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 2 1/2d6 +/- modifiers
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 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Set 1 +1 +0 Ranged Attacks only
0 Block 1/2 +0 +0 Block, abort
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 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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