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Father Max Panpiper
Char  Total  Base  Cost  Roll  Notes 
STR 10 10 0 11-   HTH Damage 2d6 END [1]
DEX 7 10 -6 10-  
CON 10 10 0 11-  
INT 18 10 8 13-   PER Roll 13-
EGO 20 10 10 13-  
PRE 20 10 10 13-   PRE Attack: 4d6
           
OCV 3 3 0
DCV 4 3 5
OMCV 4 3 3
DMCV 5 3 6
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 5 4 1
END 20 20 0
BODY 10 10 0
STUN 22 20 1
           
Running 10m 12 -7
Swimming 2m 4 -1
Leaping 2m 4 -1 29 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Hugely powerful aura (Not Concealable; Noticed and Recognizable; Detectable By Supernatural Awareness; Not Distinctive In Some Cultures)
5 Negative Reputation: Insufficiently adherent to eastern orthodox doctrine, Infrequently (Extreme; Conservative Hardliner Eastern Orthodox Church Elders)
15 Physical Complication: Lame (cannot run) (Frequently; Slightly Impairing)
15 Psychological Complication: Must Protect The Innocent And Helpless (Uncommon; Total)
10 Social Complication: Priestly Vows Very Frequently, Minor, Not Limiting In Some Cultures
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Father Max Panpiper
SKILLS
Cost  Name
4 +2 with double barrel, sawed off shotgun
3 Jack of All Trades
2 1) PS: Exorcist (3 Active Points) 13-
1 2) PS: Hunter (2 Active Points) 11-
2 3) PS: Priest (3 Active Points) 13-
3 Linguist
1 1) Language: Aramaic (fluent conversation; literate) (3 Active Points)
1 2) Language: Enochian (fluent conversation; literate) (3 Active Points)
1 3) Language: Greek (Koine) (fluent conversation; literate) (3 Active Points)
1 4) Language: Hebrew (Classical) (fluent conversation; literate) (3 Active Points)
2 5) Language: Latin (completely fluent; literate) (4 Active Points)
3 Oratory 13-
3 Persuasion 13-
3 Scholar
2 1) KS: Daemonology (3 Active Points) 13-
2 2) KS: Mystical Lore (3 Active Points) 13-
2 3) KS: Supernatural World (3 Active Points) 13-
2 4) KS: Theology (3 Active Points) 13-
1 WF: Shotguns
39 Total Skills Cost
PERKS
Cost  Name
5 Believer Pool (30) (plus Character Creation Resource Points)
6 Contact Pool (12)
5 Eastern Orthodox: Bishop
Notes: A 'wandering' bishop, having recieved the 'laying on of hands' of 'apostolic succession'. Beholden to no one but equal in religious authority.
4 Equipment Pool (20)
1 Supernatural Hunter License
21 Total Perks Cost
TALENTS
Cost  Name
6 Combat Luck (3 PD/3 ED)
5 Miraculous Survival
15 Supernatural Resistance: 5
10 Supernatural Awareness
36 Total Talents Cost

Father Max Panpiper
Believer Pool (30/30), all slots Only While In Good Standing With Faith (-1/4)
1) Consecrated Shotgun Shells : Consecrated Shotgun Shells, Reduced Negation: 3, +1 Increased Stun Multiplier (+1/4), Area Of Effect Accurate (1m Radius; +1/2); 4 clips of 2 Boostable Charges (Consecrated Shotgun Shells; -3/4)
Notes: Real Cost: 6 point
[2 bc]
2) Powerful Aura : (Total: 8 Active Cost, 6 Real Cost) +4/+4d6 Striking Appearance (vs. Daemons and those with Supernatural Awareness) (8 Active Points) (Real Cost: 6) 0
3) Exorcist : (Total: 24 Active Cost, 19 Real Cost)
  • +9 w Exorcism (Real Cost: 7) plus
  • Exorcist Tenacity: 5 (Real Cost: 4) plus
  • Exorcism Escape (Real Cost: 2) plus
  • Tactical Exorcism (Real Cost: 4) plus
  • Rapid Exorcism (Real Cost: 2)
0

Equipment Pool (20/20)
1) Double Barrel, Sawed Off Shotgun : Killing Attack - Ranged 3d6+1, Area Of Effect Accurate (1m Radius Explosion; +1/4), Increased Knockdown (x 2; +1/4) (75 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Cannot Use Targeting (-1/2), No Range (-1/2), 16 clips of 2 Boostable Charges (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4), Reduced Penetration (-1/4)
Notes: 15 Points
[2 bc]
Walking Cane : Multipower, 5-point reserve, (5 Active Points); all slots OIF (Walking Cane; -1/2)
Notes: Real Cost: 3 points (total 5 points)
1) Thwacking Stick : Hand-To-Hand Attack +1d6 (5 Active Points); Hand-To-Hand Attack (-1/4)
Notes: Real Cost: 1 point
1
2) Offset Lameness : Running +5m (10m total) (5 Active Points); Only To Offset Lameness (-2), OIF (Walking Cane; -1/2)
Notes: Real Cost: 1 point
1

Contact Pool (12/12)
1) Contact: Eastern Orthodox Church (Contact has significant Contacts of its own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 8-

Father Max Panpiper
APPEARANCE
Height:   5' 11" Hair:  Grey/White
Weight:  176 lbs Eyes:  Brown
Father Max is not a physically imposing man, but he is a man of enormously imposing metaphysical presence. The weight of his soul can be felt even by normal mortals through his eyes, but to those who can see beyond the bounds of mundanity the radiating strength of his eminence can be staggering. He wears his simple vestments with a quiet pride and an innate dignity.
BACKGROUND
There is such a thing as knowing too much.

Father Max was raised in an orphanage run by Eastern Orthodox monks. Most of the monks were goodly and godly, but Father Jonah did not seem right to the young Maximillian, and he avoided the gloomy old asthetic and the dark cloud he bore within him. What Maximillian did not realize yet was that he could see what no others in the abbey could...the Supernatural world as well as the Mundane. Father Jonah wasn't just an antisocial old monk...he was host to a Daemon.

Soon enough the Daemon riding Jonah became aware of Max as his Faith awoke and his natural force of will blossomed. Jonah was near his mortal end, and the Daemon was eager to find a suitable new host...young Max's raw and innate Supernatural proclivities made him the perfect prey. Dark things followed as the Daemon worked his evil both temporally and esoterically, trying to bring Max under its sway. But the young boy, even then, was too pure and strong of heart to fall to the Daemon's machinations. Finally, Father Jonah's heart began to fail and in desperation the Daemon cornered Maximillian in an seldom travelled corridor of the abbey and attempted to jump hosts, shedding Jonah's body and leaving the old man to die from the shock of it. A fast but furious battle of wills then transpired, but to the Daemon's utter and thorough dismay Maximillian was quickly the victor. The Daemon was expelled from this reality, back to whence it came. Jonah's dying words were a faint "Thank you!" as he breathed his last, finally a free man.

Max's earlier life thereafter was mostly one of study and understanding but the more he learned, the more he came to understand that God works through the actions of people and the motive in their hearts, and that the only thing necessary for the triumph of evil is for good men to do nothing. And so Max could not do nothing when the world was beset by the forces of darkness. Max has for the most part been primarily engaged with exorcism, largely through the auspice of his church. But of late it has been more clear to him that he cannot sit idly by till he is called upon for another exorcism. His wisdom can be of use to others who struggle daily to keep the world safe.

Father Max is learned enough to know that most of the world's religions are simply metaphors for the truth seen from a different perspective. His acceptance of persons of other faiths have caused the most conservative in his church some discomfort, but he has proved too effective a diplomat with other faiths to be checked as of yet. For Max, the fundamental element for a person's faith is simply the goodness in their heart that both brings them closer to God and is the vehicle through which God manifests in the world, and this divinity shines through regardless of what doctrines, if any, that a person might subscribe to.
PERSONALITY
Father Max is an extremely effective preacher, not just due to his skill and knowledge, but also due to the fact that he is not doctrinal in his teaching. He would much rather lead an atheist to do good works than bring them to verbal acceptance of doctrine. He leads primarily through example, and encourages those he counsels with his strength of character and calming presense.
QUOTE
"Fear not my child, for evil cannot touch your soul unless you surrender to it."
TACTICS AND COMBAT NOTES
Father Max does not move fast, and is most likely to be found protecting the innocent or covering their retreat. He does not seek battle with the supernatural other than possessor daemons, which he is uniquely suited to fight. But he is not to be underestimated, as he is more than capable of dropping most creatures with a single double barrel blast from the shotgun he keeps in his kit bag.
CAMPAIGN USE
Father Max is a very well educated man who moves in elite academic circles. If there are complex conspiracies afoot, he might well be the one to clue into hints as to their reality.

Father Max Panpiper
SPEED CHART DEX 7 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 5   
  BODY STUN END
MAXIMUM 10 22 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 10m [20m NC]
Swim (4m) 2m [4m NC]
H. Leap (4m) 2m
V. Leap (2m) 1m
COMBAT SKILL LEVELS
+2 with double barrel, sawed off shotgun
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3 4
MENTAL 4 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  
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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