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 All   Profile   Abilities   Vocations   Milestones   Notes 

Killroy

Distinctions

d8
or
d4 (+1 PP)
Obsessed Monster Hunter
Ruthless and Intimidating Killer
Tycoon and Cabalist

Tier

Veteran
d8

Plot Points

2

Aptitudes

Violence
d8
Finesse
d6
Smarts
d6
Psyche
d8
Awareness
d6

Vocations

Businessman
d8
Sniper
d8
Monster Hunter
d8
Connected
d6
 
Killroy

Stress

Body

Ego

Assets

Credentials: d8

FBI Consultant credentials

First Class Flyer: d6

VIP treatment, upgrades

Pocket Money: d6

A wallet full of cash and plastic

Barrett Custom: d8

Scoped mil-spec sniper rifle

Ruger: d6

Revolver hand cannon

Tactical-weave suits: d6

Bullet-resistent clothing

Ability Sets

Rugged Individualist

Durability: d6
Unarmed: d6
Strength: d6
Fortitude: d6
Stamina: d6
Willpower: d6

SFX: Big Punch: You may include this Ability Set's Unarmed trait and Strength trait in your dice pool when making an Unarmed attack action if you start and end your action in your target's zone. If you do this and your attack is successful, you may step up the effect die.

SFX: Tough: When using a trait from this Ability Set as part of a reaction to avoid taking Stress, if Stress is inflicted on you step it down before it is applied.

SFX: Implacable: If you are taking an action or reaction that includes the Willpower trait from this Ability Set in its dice pool and are successful, you may spend one (1) Plot Point to move your Ego Stress die to the doom pool.

SFX: Unstoppable: If you are taking an action or reaction that includes the Stamina trait from this Ability Set in its dice pool and are successful, you may spend one (1) Plot Point to move your Body Stress die to the doom pool.

Limit: Hit Man Appearance: You look exactly like a hit man. Gain one (1) Plot Point when this becomes a Complication for you.

Limit: Obsessed With Belphegor: You are obsessed with the pursuit of the daemon known as Belphegor and constantly suspect the influence of that entity directly or indirectly. Additionally, you have a certain reputation in some circles that think you are an eccentric crackpot due to your obsession. Take d6 Ego Trauma, gain an Exploit invocation, and gain one (1) Plot Point the first time in a Scene this becomes a Complication for you.

Limit: Marked By The Elder Gods: You have been marked by a cthonic cosmic entity which is detectable by those with special senses and draws unwanted attention from cthonic minions and cultists. Gain one (1) Plot Point when this becomes a Complication for you.

Kit

Ranged: d10
Grapnel Gun: d6

SFX: Rifle Specialist: You are specialized in the use of Rifles; you may step up and double Ranged when using such a weapon and must step down Ranged when using any other sort of weapon.

Limit: Gear: This Ability Set's Ranged and / or Grapnel traits are shut down if one or more items of gear are unavailable or rendered inoperable; gain one (1) Plot Point when this becomes a Complication for you. You may recover traits shut down in this way 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.

Vocations

Businessman [  ][  ]

The Businessman Vocation allows the following special Exploits:

  • Exploit: You can assess the market value of a commodity relevant to your type of business at a glance or by description.
  • Exploit: You may add Finesse, Smarts, and Psyche to your dice pool on an action or reaction related to making a deal or bargain; if you do remove the highest rolling die from the result or step down the effect die.
  • Exploit: During a Transition Scene you may conduct business related to commerce 'off screen' with a favorable outcome (GM's discretion applies).

Sniper [  ][  ]

The Sniper Vocation allows the following special Exploits:

  • Exploit: When making an attack with a rifle you may attack a target one (1) zone further away than your normal maximum range.
  • Exploit: You may make preparations to improve your chances of success from a specific shooting position; you gain the Asset 'Sniper Preparation: d10' which only you can use and only while holding your current position.
  • Exploit: If you successfully use a rifle to attack a target who is not yet aware of you, step up the effect die.
  • Signature Exploit: If attacking with a rifle before rolling you may step up the lowest die in your dice pool and after you roll you may keep an extra die for your total.

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.

Connected [  ]

The Connected Vocation allows the following special Exploits:

  • Exploit: With access to one or more contacts and opportunity, during a Transition Scene you may acquire an appropriate d8 Asset of some kind (GM's discretion applies); you can give this Asset to someone else to use.
  • Exploit: With access and opportunity, if you are able to get in touch with a contact you may call in a favor of some kind (GM's discretion applies).
  • Exploit: Spend a Transition Scene to gain a d6 Tier minion or up to three d4 Tier minions for use in the next Action Scene (GM's discretion applies).

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

Driven By Vengeance And Also Belphegor

Your niece was sacrified to the daemon Belphegor to your eternal shame. You swore revenge. Belphegor has proven difficult to hunt down, though you keep trying, so you assuage your guilt by killing any other kind of predatory monster that you encounter along the way.

Goal
Reward

The first time in a session when you drive the narrative towards a violent resolution to a monster problem.

+1 Plot Point

The first time in a session when you take out a supernatural threat who is endangering innocents or a teammate.

gain a Exploit invocation

When you make significant progress on your ultimate agenda to take vengeance on Belphegor.

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

Complex Man of Mystery

Businessman, sniper, vengeance seeking hunter, member of a secret esoteric society, conspiracy theorist, cigar aficionado...you are more complicated than your hit man like appearance suggests.

Goal
Reward

The first time in a session when you enrich the narrative by pursuing a business objective.

+1 Plot Point

The first time in a session you do something clandestine related to the Societatis ex Monstrum Interfectorum

gain one (1) Advance

When forced to ultimately choose between your team and your membership in the Societatis ex Monstrum Interfectorum.

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