All Profile Abilities Powers Bio Combat
Joe Cultist GM
Val  Char  Base  Points  Total  Roll  Notes 
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
8 DEX 10 -4 8 11-
8 CON 10 -2 8 11-
13 INT 10 3 13 12- PER Roll 12-
13 EGO 10 3 13 12-
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
             
2 OCV 3 -5 2
2 DCV 3 -5 2
2 OMCV 3 -3 2
2 DMCV 3 -3 2
2 SPD 2.0 0 2 Phases: 6, 12
             
2 PD 2 0 2 2 PD (0 rPD)
2 ED 2 0 2 2 ED (0 rED)
4 REC 4 0 4
20 END 20 0 20
8 BODY 10 -2 8
20 STUN 20 0 20
             
10 Running 12 -2 10m
3 Swimming 4 0 3m
3m/1 1/2m Leaping 4 0 3m -20 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 Trucking With Dark Powers: Probably Going To Be Sanctioned Soon (If They Aren't Already), Frequently (Extreme; Known Only To A Small Group)
10 Social Complication: Sorcerer Frequently, Major, Not Limiting In Some Cultures
25 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 25 0 25

Joe Cultist GM
TALENTS
Cost  Name
-54 Choose 10 points
3 1) +1/+1d6 Striking Appearance (vs. all characters)
10 2) Alert
Notes: A character with this ability is very difficult to surprise. In any situation where they would normally be surprised due to being asleep or unaware of a foe due to some circumstance, the character gets to make a special Perception check to avoid being surprised even if their lack of awareness is caused by a previously failed Perception check. This special Alert Perception check cannot be reduced to less than a 10- roll regardless of penalties; however if it is failed the character suffers the normal outcome of being surprised with no further chances to avoid it.
6 3) Combat Luck (3 PD/3 ED)
4 4) Heroic Recovery: 1d6
1 5) Lightning Reflexes (+1 DEX to act first with All Actions)
3 6) Lightsleep
5 7) Luck: 1d6
5 8) Lucky Damage: 1d6
5 9) Miraculous Survival
2 10) Off-Hand Defense
1 11) Resistance vs Any 1 Interaction Skill (+1 to roll)
10 12) Supernatural Awareness
9 13) Supernatural Resistance: 3
10 Total Talents Cost

Joe Cultist GM
Individualize w/ Characteristics, Skills, Perks, Talents, Mystic Abilities (10 points)
Pick a Package:
Invoker
3   1)   Supernatural Resistance: 1
20   2)   Invocation: 1d6 (20 Active Points)
Notes: Real Cost: 80 points
0
2   3)   KS: Nomen Lore 11-
Daemonologist - Summoner
18   1)   Daemon Pacting :  Summon 8 125-point Daemons, Reduced Endurance (1/2 END; +1/4), Expanded Class of Beings (Limited Group; Daemons; +1/2), Friendly (x2 as many tasks; +1/2) (90 Active Points); Extra Time (1 Hour, -3), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Requires A Roll (KS: Daemon Lore Skill roll, -1 per 20 Active Points modifier; -1/4) 4
4   2)   KS: Daemonology 13-
3   3)   Contact & Followers Pool
0   4)   Minor Daemon :  Follower (Contacts & Followers Pool)
Daemonologist - Gifted
3   1)   KS: Daemonology 12-
22   2)   Daemonic Gift(s)
35 Total Powers Cost

Joe Cultist GM
APPEARANCE
Height:   5' 10" Hair:  Brown
Weight:  175 lbs Eyes:  Brown
Though the stereotypical cultist looks like a freak or fringe element counterculturist, in reality cultists can run the gamut of social standings and appearances. Even your neighbor might be one.
PERSONALITY
Each cultist's motivation and personality is uniquely their own, but a reoccuring theme is a desire for power and / or forbidden knowledge coupled with a certain lack of long term thinking or risk vs reward calculation capabilities.
QUOTE
"Soon...very soon...I will be INVINCIBLE!!!"
CAMPAIGN USE
Template for empowered cultists, members of covens, and similar purposes.

Joe Cultist GM
SPEED CHART DEX 8 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    
Notes:
FATIGUE & HEALTH
  BODY STUN END
MAXIMUM 8 20 20
CURRENT 8   20   20  
MOVEMENT
Type Total
Run (12m) 10m [20m NC]
Swim (4m) 3m [6m NC]
H. Leap (4m) 3m
V. Leap (2m) 1 1/2m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 2 2
MENTAL 2 2
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 2 1/2d6 +/- 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
TACTICS AND COMBAT NOTES
Some cultists summon Daemons, others have dark gifts, and others invoke dark powers. More experienced and powerful cultists might mix and match as needed.
Character created with Hero Designer (version 20091216 )