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 All   Profile   Abilities   Vocations   Milestones 

Jack

Distinctions

d8
or
d4 (+1 PP)
Ordo Sanguine Brother
Driven by Tragic Past
Cloistered Upbringing

Tier

Competent
d6

Plot Points

1

Aptitudes

Violence
d6
Finesse
d6
Smarts
d4
Psyche
d6
Awareness
d6

Vocations

Monster Hunter
d6
Scholar
d6
Alchemist
d6
 
 
Jack

Stress

Body

Ego

Assets

Credentials: d6

FBI Asset credentials

Armored Van: d6

Rolling alchemical workshop

TacOps Kit: d8

Tactical gear and comms

Healing: d6

2 alchemical potions, instant

Vampire Repellant: d6

2 alchemical potions, 24 hours

Nightstalker: d6

2 alchemical potions, until dawn

Smoke: d6

2 alchemical bombs

Glue: d8

1 alchemical bomb

Holy Water: d6

2 vials

Ability Sets

Militant Monk

Durability: d6
Strength: d6
Stamina: d6
Night Vision: d6
Fortitude: d6
Reflexes: d6
Leaping: d6
Willpower: d6

Limit: Subject To Orders: You are an acoloyte of the Ordo Sanguine and are subject to orders from superiors. Gain one (1) Plot Point when this becomes a Complication for you.

Limit: Dependency (Night Vision): While not under the effects of an Alchemical Asset, shut down Night Vision.

Vampire Slayer

Armor: d6
Ranged: d6
Melee: d6
Unarmed: d6

SFX: Vampire Bane: When taking an attack action against a vampire using one of this Ability Set's traits, you may borrow a die from the doom pool and add it to your dice pool; if you do this you may keep an extra die for your total. After your action is completed step down the borrowed die and return it to the doom pool.

SFX: Martial Artist: All opponents who react to your Melee or Unarmed actions must replace the highest die in their dice pool with a d4.

Limit: Gear: This Ability Set's Ranged and / or Melee traits are shut down if you are disarmed or do not have an appropriate weapon available to you; gain one (1) Plot Point when this becomes a Complication for you. You may recover either or both traits when it is appropriate to the narrative; this may require you to activate an opportunity or take an action against the doom pool at the GM's discretion. You may shut down this Ability Set's Armor trait and gain one (1) Plot Point; if you do so you may recover Armor during a Transition Scene if it is appropriate to the narrative.

Vocations

Monster Hunter [  ]

The Monster Hunter Vocation allows the following special Exploits:

  • Exploit: With access to materials, during a Transition Scene you may acquire specialized ammunition or weapons useful for harming the kind of monster you are currently going after. You gain a Asset such as 'Special Ammo: d8' or 'Blessed Stakes: d8' or 'BFG: d8' (etc); you can give this Asset to someone else.
  • Exploit: You may avoid taking Stress from a single supernatural attack.
  • Exploit: You may step up and double Smarts for a single action when trying to investigate a supernatural crime scene or situation.
  • Signature Exploit: You may step up and double Violence on an attack versus a Vampire.

Scholar [  ]

The Scholar Vocation allows the following special Exploits:

  • Exploit: Recall useful information regarding an academic subject you might reasonably have learned a little something about in the past (GM's discretion applies).
  • Exploit: You may reroll a dice pool that includes your Smarts; the second result must be kept.
  • Exploit: During a Transition Scene you can create a knowledge related d8 Asset if you are able to cram information on that subject.

Alchemist [  ]

The Alchemist Vocation allows the following special Exploits:

  • Exploit: You can identify a chemical, biochemical, or alchemical substance with a whiff or a glance, at least well enough to know if it is safe to touch or consume.
  • Exploit: You may double a trait from an Alchemical Asset when adding it to one of your dice pools; if you do you may include one additional die in your total.
  • Exploit: You may spend a Transition Scene to create a single use Alchemical Asset with a step one higher than your Alchemical Vocation trait, or two single use Alchemical Assets with a step equal to your Alchemical Vocation trait. These Assets are typically a magical potion or bomb, with a wide variety of effects (GM's discretion applies), and they may be given to other characters to use.

Standard Exploits

All Vocations have the following standard exploits available to them.

  • Exploit: Augment Dice Pool Result: for a dice pool result that inludes your Vocation trait die, you may either keep an extra die for your total or step up the effect die.
  • Exploit: Create a Asset: a Asset is a temporary d6 trait that represents a professional contact, a piece of equipment, or some kind of useful knowledge related to your Vocation. The Asset lasts until it is removed by someone or because it becomes no longer relevant to the narrative. Write down [Name of the Asset]: d6; you may add it as an additional die whenever the Asset is relevant to an action or reaction. How long it may take to create a particular Asset, and whether it can be done as part of an Action Scene or must be done in a Transition Scene is left to common sense and GM's discretion.
  • Exploit: Affect Complications: if there is a Complication that your Vocation pertains to, you can step it down or remove it from play by describing how your expertise allows you to overcome the Complication. If the Complication is a d6 eliminate it, if it is d8 or higher step it down. Alternately, if you can justify how your Vocation applies, you may create a d6 Complication and put it into play or step up an existing Complication.

Milestones

Vampire Slayer

You have been raised in an esoteric Catholic religious order, trained from childhood to be a weapon in the order's ancient mission to root out and eradicate vampires. You've participated in so many vampire hunts with elder brothers in the order, you've lost count. You also spent many months working on loan to SAIC Harker as part of a clandestine operation to root out a particularly sophisticated and entrenched network of vampires operating in Greater Los Angeles.

Goal
Reward

The first time in a session you enter conflict with one or more vampires.

gain a Exploit invocation, gain a d6 Asset

The first time in a session you stress out or destroy a vampire.

gain a Exploit invocation, gain a d6 Asset

When you defeat and kill a vampire without assistance.

gain two (2) Advances, then retire this Milestone Set and choose another one

Tragic Parent Deaths

The monks of the order told you that your parents were Hunters killed by vampires when you were just an infant, and they took you in per your parents wishes. You yearn to learn more about your parents, and burn with vengeance against vampires.

Goal
Reward

The first time in a session when you follow the orders of the Ordo Sanguine.

gain a Exploit invocation

The first time in a session you learn a significant new piece of information about your parents or your own origin.

gain one (1) Advance

When you discover the truth about your parents death.

gain two (2) Advances, then retire this Milestone Set and choose another one