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 All   Profile   Abilities   Vocations   Milestones   Notes 

Horace

Distinctions

d8
or
d4 (+1 PP)
Ogre Bouncer
Doggedly Determined
Simple & Direct

Tier

Competent
d6

Plot Points

1

Aptitudes

Violence
d6
Finesse
d4
Smarts
d4
Psyche
d4
Awareness
d4

Vocations

Warrior
d6
 
 
 
 
Horace

Stress

Body

Ego

Ability Sets

Ogre

Strength: d10
Durability: d8
Stamina: d8
Senses: d6

SFX: Burly Brawler: You may use this Ability Set's Strength trait as if it were the Unarmed trait without stepping it down.

SFX: Grappler: When inflicting a Grapple Complication on a target you may add a d6 to your dice pool and step up your 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: Tracking Scent: You may step up and double this Ability Set's Senses trait when using it to track by scent. If you do, discard the highest die rolled but include an additional die in your total.

Limit: Ogre: You are descended from Ogres, an old Eldfolk bloodline possessed of great strength and durability but nearly extinct in the modern age. Though you are able to pass as an extremely large and stocky human being, your very large stature and the necessity of keeping your supernatural nature hidden can both present problems. Gain one (1) Plot Point when this becomes a Complication for you.

Limit: Delayed Reactions: You cannot act first when an Action Scene begins unless no one else in the scene is able to act. Additionally, you cannot spend a Plot Point to gain the initiative.

Limit: Supernatural Aura: You have a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.

Vocations

Warrior [  ]

The Warrior Vocation allows the following special Exploits:

  • Exploit: When making a Melee or Unarmed attack you may activate an opportunity to shut down one of the opponent's Ability traits that has an applicable Gear Limit.
  • Exploit: You may avoid having an opponent disarm you by activating your Gear Limit.
  • Exploit: You may avoid taking Body Stress or Body Trauma from a single attack.

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

''I wanna be a Hunter.''

Now that you know about the existence of the supernatural world, the Accords, and all that stuff, you've decided you want to become a Hunter and get paid. You don't know much and lack technical skills, but you're very tough and willing to brawl with supernatural threats, which has got to count for something.

Goal
Reward

The first time in a session you come into contact with something to do with the supernatural that is new to you.

gain a Exploit invocation

The first time in a session when you are in a physical conflict with 2+ allies and you are the only one of your group who is not stressed out.

gain one (1) Advance

The first time in a session when you have a clear Body Stress track at the end of a panel in which you stressed out a higher Tiered opponent in a physical conflict.

gain one (1) Advance

''You callin' me stoopid?''

Though you are usually calm and unemotional, you can be riled to anger by those mocking your mental capabilities. You also take quiet pride in learning new things and extending your limited skill set.

Goal
Reward

The first time in a session when you react with anger because someone deprecated your intelligence or otherwise mocked your lack of wit or knowledge.

gain a Exploit invocation

The first time in a story arc when you gain a new Vocation.

gain one (1) Advance

The first time in a campaign you single handedly defeat in combat a higher Tiered opponent who insulted your intelligence.

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

 

Horace grew to maturity in a string of foster homes and state run instituitions, largely neglected and not mistreated per se but certainly not valued or cultivated. Freakishly large his entire life, Horace was as big as a full grown (and burly) man by 13, and gigantic by his late teens. His size and strength at least guaranteed that he did not have to worry about physical mistreatment, though his slow wit left him vulnerable to other kinds of verbal and intellectual abuse. After aging out of the foster care system, he found work as a bouncer, sometime enforcer, and bodyguard, working in the shady area between legal and not, and managing to survive.

A somewhat disreputable Hunter named Trevor Greely stumbled across Horace a couple of months ago and tried to collect a bounty off of him, but Horace survived Greely's attack and hospitalized him to boot. Section M became involved but determined that Horace had not actually violated the Accords (the existence of which he was unaware of), had not been sanctioned, and Greely was in the wrong. Incidentally, Horace was informed about his true nature, the Accords, and so forth. He didn't quite understand all of it, but he got the gist of it. Especially the part about bounties, which sounded a lot better than the crap wages bouncing pays.

Now Horace is trying to become a Hunter himself, but needs someone to show him the ropes and help him avoid making mistakes. However, his natural durability and physical might offers a powerful advantage to a Hunter team willing to take him on and walk him through the learning curve.

Horace is as simple as they come. He eats, he breathes, he sleeps, he lives. Horace realizes that he is not very smart and under educated and is a bit insecure about it; he can be enraged if mocked or belittled due to his lack of intelligence or knowledge. Unusual for an ogre, he does actively try to "get smarter", but it takes him a long time and a good deal of repetition to understand all but the most direct of ideas, and few have the patience to walk him through things over and over again. He enjoys watching educational shows intended for children when the opportunity arises; a wise person would resist the urge to comment on this.