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Garrett GMs Vault
Char  Total  Base  Cost  Roll  Notes 
STR 20 10 10 13-   HTH Damage 4d6 END [2]
DEX 13 10 6 12-  
CON 18 10 8 13-  
INT 15 10 5 12-   PER Roll 12-
EGO 15 10 5 12-  
PRE 18 10 8 13-   PRE Attack: 3 1/2d6
           
OCV 6 3 15
DCV 4 3 5
OMCV 0 3 -9
DMCV 5 3 6
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 10/20 2 8 10/20 PD (0/10 rPD)
ED 5/15 2 3 5/15 ED (0/10 rED)
REC 8 4 4
END 40 20 4
BODY 15 10 5
STUN 40 20 10
           
Running 15m 12 3
Swimming 6m 4 1
Leaping 3m 4 0 107 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: A big man, stands out in a crowd. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Negative Reputation: Hardcore Hardass Hunter; Uncompromising; Not Always A Team Player, Frequently (Hunters)
10 Psychological Complication: Loyal, Will keep his Word. (Common; Moderate)
10 Psychological Complication: Unwilling to Sacrifice the Life of an Innocent, even if it is for the Greater Good. (Uncommon; Strong)
10 Social Complication: Intense And Driven; Makes Some People Uncomfortable Frequently, Minor
40 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 40 165 290

Garrett GMs Vault
SKILLS
Cost  Name
3 Mechanics 12-
3 Persuasion 13-
3 Urban Hunter
9 1) +2 with Firearms (10 Active Points)
3 2) Range Levels : : +2 vs. Range Penalties with Firearms (4 Active Points)
2 3) Breakfall 12- (3 Active Points)
2 4) Climbing 12- (3 Active Points)
3 5) KS: Supernatural World (4 Active Points) 13-
4 6) PS: Hunter (5 Active Points) 14-
9 7) Rapid Attack (10 Active Points)
2 8) Security Systems 12- (3 Active Points)
2 9) Shadowing 12- (3 Active Points)
2 10) Stealth 12- (3 Active Points)
2 11) Tactics 12- (3 Active Points)
2 12) Teamwork 12- (3 Active Points)
4 13) WF: Common Melee Weapons, Small Arms, Thrown Knives, Axes, and Darts (5 Active Points)
1 14) TF: Common Motorized Ground Vehicles (2 Active Points)
56 Total Skills Cost
FIGHTING SKILLS
Cost  Name
Basic Combatives
4 1) +1 HTH Damage Class(es)
3 2) Strike: 1/2 Phase, +1 OCV, +0 DCV, 7d6 Strike
3 3) Aggressive Blocking: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
5 4) Tactical Escape: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 5) Joint Manipulation: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1 1/2d6 NND ; Target Falls
5 6) Tactical Disarm: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 35 STR to take weapon away
24 Total Fighting Skills Cost
PERKS
Cost  Name
3 Been Doing This A While : Money: Well Off
20 Equipment Pool (100)
3 Permits: Heavy Weapon Permit, Supernatural Hunter License
2 Positive Reputation: Professional And Reliable Hunter Team Leader (A small to medium sized group) 14-, +2/+2d6
52 Professional Pool (77) (plus Character Creation Resource Points)
80 Total Perks Cost
TALENTS
Cost  Name
2 +1/+1d6 Striking Appearance (Big Threatening Dude) (vs. normal people)
3 Absolute Range Sense
15 Combat Sense 12-
3 Lightsleep
23 Total Talents Cost

Garrett GMs Vault
Professional Pool (77/77)
1) Good Effect On Target : Weapon Master: +1d6 (all Ranged Killing Damage weapons)
2) Heroic Resilience : Resistant Protection (10 PD/10 ED) (30 Active Points); Requires A Roll (14- roll; Must be made each Phase/use; -1/4)
Notes: Real Cost: 8 points
0
3) Heroic Healing Rate : Regeneration (1 BODY per Day)
Notes: Real Cost: 4 points
0
4) Heavy Hitter : Hand-To-Hand Attack +2d6, Penetrating (+1/2) (15 Active Points); Extra Time (Full Phase, -1/2), Hand-To-Hand Attack (-1/4)
Notes: Real Cost: 8 points
1
5) Auto Assault 12: automatic 12 ga. shotgun : Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect (16m Line; +1/4), Double Knockback (+1/2) (90 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), No Range (-1/2), 8 Charges (-1/2), Required Hands Two-Handed (-1/2), Reduced Penetration (-1/4), Real Weapon (-1/4)
Notes: Real Cost: 18 Points - Professional Pools Only - Technically the Auto Assault 12 has 32 rounds in it's drum magazine, but it fires bursts of four shots in order to gain the area effect line advantage. Otherwise if firing a single shot, it would only attack a single target at a reduced range.
[8]
6) Steyr AUG HBAR Light Machinegun : Killing Attack - Ranged 2d6+1, Autofire (3 shots; +1/4) (61 Active Points); STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), 4 clips of 32 Charges (+1/2)
Notes: Real Cost: 15 Points - Professional Pools Only
[32]

Equipment Pool (98/100)
1) 10mm Glock 20 : Killing Attack - Ranged 2d6 (37 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 4 clips of 16 Charges (+1/4)
Notes: Real Cost: 10 Points
[16]
2) Colt Anaconda .44 Magnum (Custom) : Killing Attack - Ranged 3d6-1, Knockdown (+1/4), +1 Increased STUN Multiplier (+1/4) (60 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), 4 clips of 6 Charges (-1/4), Real Weapon (-1/4)
Notes: Real Cost: 15
[6]
3) Weighted Punching Gloves And Steel-shod Boots : HA +1 1/2d6 (8 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4)
Notes: Real Cost: 4
1
4) Spring-loaded Folding Pocket Knife : Killing Attack - Hand-To-Hand 1 point (1d6+1 w/STR) (5 Active Points); IAF (-1/2), STR Minimum 4 (-1/4), Real Weapon (-1/4), -1 Decreased STUN Multiplier (-1/4)
Notes: Real Cost: 2
1
5) Fighting Knife : Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (+1 OCV), Reduced Endurance (1/2 END; +1/4) (27 Active Points); OAF (-1), STR Minimum 8 (-1/4), Real Weapon (-1/4)
Notes: Real Cost: 11
1
6) Acog Doc Reflex Scope (on Steyr AUG HBAR) : +2 versus Range Modifier for Sight Group (3 Active Points); OAF (Acog Doc Reflex Scope; -1)
Notes: Real Cost: 1 point
0
7) Binoculars : +4 versus Range Modifier for Sight Group, Required Hands One Handed (+0) (6 Active Points); OAF (Binocs; -1), Inaccurate (0 OCV; -1/2), Concentration (1/2 DCV; -1/4)
Notes: Real Cost: 2 points
0
8) Cop-style Flashlight : (+1D6 Hand Attack, Provides Sufficient Illumination To See A 3 hex Area Within 20m)
Notes: Real Cost: 5
9) Miscellaneous Camping Gear, Rope, Trail Supplies :
Notes: Real Cost: 1
10) Silver Bullets (10mm) : (1 Active Points); 4 clips of 16 Charges (Silver Bullets; -0)
Notes: Real Cost: 1 point
[16]
11) Silver Bullets (.44 magnum) : (1 Active Points); 8 clips of 6 Charges (Silver Bullets; -0)
Notes: Real Cost: 1 point
[6]
12) Silver Bullets (NATO 5.56x45mm) : (1 Active Points); 4 clips of 32 Charges (Silver Bullets; -0)
Notes: Real Cost: 1 point
[32]
13) Consecrated Bullets (.44 magnum) : Killing Attack 1 point (Reduced Negation (6)) (21 Active Points); Only vs Supernatural Creatures (-1/2), 32 clips of 6 Charges (+1/4)
Notes: Real Cost: 14
[6]
14) Cell Phone - Reliable :
Notes: Real Cost: 1
15) Elixir of Health : Healing Simplified 5d6, Can Heal Limbs (55 Active Points); 6 Charges which Never Recover (-2 3/4), Extra Time (Full Phase, -1/2), Restrainable (Only to Activate; -1/4)
Notes: Real Cost: 12 points
[6 nr]
16) Potion of Heroism : Aid STR, DEX, CON 3d6, Expanded Effect (x3 Characteristics or Powers simultaneously) (STR, DEX, CON; +1), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (54 Active Points); 4 Charges which Never Recover (-3), One Use At A Time (-1), Restrainable (Only to Activate; -1/4)
Notes: Real Cost: 10 points
[4 nr]
17) Potion of Excellence : +2 Overall (24 Active Points); 4 Continuing Charges lasting 1 Hour each which Never Recover (-1 1/2), Restrainable (Only To Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Does Not Stack (-1/4)
Notes: Real Cost: 7 points
Vehicle Pool (10/10)
1) Street Cruiser
Notes: Real Cost: 10

Garrett GMs Vault
APPEARANCE
Height:   6' 8" Hair:  Bald
Weight:  240 lbs Eyes:  Black
Garrett is a big man, the kind that sometimes needs to duck when entering a room. Despite his physical appearance however, he's a thinker, with a good head for tactics. He sometimes plays the big brute card when it seems beneficial, and dresses in black shirts and cargo pants most of the time, but in friendier circumstances he relaxes and cracks the occassional smile.
BACKGROUND
Garrett wanted to be a SEAL and joined the Navy out of high school. He made it to BUDS, but washed out of the program after a training accident herniated one of his disks and put him in the hospital for a couple of weeks. He finished out his enlistment as an engine mechanic on an old destroyer on its last legs, and got out to get a similar job working on cruise ship engines. It paid ok, but it was not what Garrett had planned to be doing with his life. Then a friend from the Navy who had gotten their Trident got in touch out of nowhere with an opportunity...military contracting supposedly. Turned out it was something else...hunting monsters. Most of that first team died, but Garrett survived and got a fat payday, and realized that this hunting thing was for him. He started freelancing, and eventually quit his day job a couple of years later to do it full time.
PERSONALITY
Garret is a pro at this Hunting thing, and he takes that very seriously. He makes a determined effort to do everything as professionally as possible and has an good reputation with Section M as a result. He does not tolerate loose cannons or by-the-seat-of-their-pants Hunters on his team, and does not like working with other groups of undisciplined Hunters.
QUOTE
"My team and I will take it from here."
TACTICS AND COMBAT NOTES
Garrett is primarily a shooter, though he can get up close and personal if he has to he'd far prefer to put bullets into a threat from a tactical distance.
CAMPAIGN USE
Garrett is a professional and respected team lead who runs a tight ship, focusing heavily on containment first. He's well liked by Section M and they often preferentially send mid-sized problems in a broad region to his team when they are particularly concerned about minimizing civilian awareness. He and his team offer either a rivalry or a mentorship with a group of PC Hunters.

Garrett GMs Vault
SPEED CHART DEX 13 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 10/20 5/15 0 0
RESISTANT 0/10 0/10    
FATIGUE & HEALTH CON 18 REC 8   
  BODY STUN END
MAXIMUM 15 40 40
CURRENT      
MOVEMENT
Type Total
Run (12m) 15m [30m NC]
Swim (4m) 6m [12m NC]
H. Leap (4m) 3m
V. Leap (2m) 1 1/2m
COMBAT SKILL LEVELS
+2 with Firearms (10 Active Points)
+2 Overall (24 Active Points); 4 Continuing Charges lasting 1 Hour each which Never Recover (-1 1/2), Restrainable (Only To Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Does Not Stack (-1/4)
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 6 4
MENTAL 0 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 3 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
3 Strike 1/2 +1 +0 7d6 Strike
3 Aggressive Blocking 1/2 +1 +1 Block, Target Falls
5 Tactical Escape 1/2 -- +4 Dodge All Attacks, Abort; FMove
4 Joint Manipulation 1/2 +1 +0 Grab One Limb; 1 1/2d6 NND ; Target Falls
5 Tactical Disarm 1/2 +0 +0 Grab Weapon, 35 STR to take weapon away
24 Total Cost of Fighting Skills

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