|
Char
|
Total
|
Base
|
Cost
|
Roll
|
Notes
|
STR
|
15
|
10
|
5
|
12-
|
HTH Damage 3d6 END [1]
|
DEX
|
10
|
10
|
0
|
11-
|
|
CON
|
15
|
10
|
5
|
12-
|
|
INT
|
10
|
10
|
0
|
11-
|
PER Roll 11-
|
EGO
|
10
|
10
|
0
|
11-
|
|
PRE
|
15
|
10
|
5
|
12-
|
PRE Attack: 3d6
|
|
|
|
|
|
|
OCV
|
6
|
3
|
15
|
|
|
DCV
|
6
|
3
|
15
|
|
|
OMCV
|
2
|
3
|
-3
|
|
|
DMCV
|
2
|
3
|
-3
|
|
|
SPD
|
3
|
2.0
|
10
|
|
Phases: 4, 8, 12
|
|
|
|
|
|
|
PD
|
3/7
|
2
|
1
|
|
3/7 PD (0/4 rPD)
|
ED
|
3/7
|
2
|
1
|
|
3/7 ED (0/4 rED)
|
REC
|
5
|
4
|
1
|
|
|
END
|
20
|
20
|
0
|
|
|
BODY
|
13
|
10
|
3
|
|
|
STUN
|
30
|
20
|
5
|
|
|
|
|
|
|
|
|
Running
|
14m
|
12
|
2
|
|
|
Swimming
|
2m
|
4
|
-1
|
|
|
Leaping
|
4m
|
4
|
0
|
61
|
Total Characteristics Points
|
|
|
|
|
|
Cost
|
Complication
|
20
|
Enraged: When Fighting Vampires (Common), go 11-, recover 11-
|
5
|
Negative Reputation: Dangerous Loose Cannon, Frequently (Hunters)
|
20
|
Psychological Complication: Vengeance Seeker (Very Common; Strong)
|
5
|
Section M Watch List; Hunted: FBI: Section M Infrequently (Mo Pow; NCI; Passive; Watching )
|
0
|
Social Complication: Heavy New York Accent Infrequently, Minor, Not Limiting In Some Cultures
|
50
|
Total Complications Cost
|
|
Base
|
Complications
|
XP
|
Total
|
125
|
50
|
0
|
125
|
|
|
|
Cost
|
Name
|
3
|
Former Street Cop
|
2
|
1)
Combat Driving 11- (3 Active Points)
|
4
|
2)
Fast Draw 12- (5 Active Points)
|
1
|
3)
PS: Cop (2 Active Points) 11-
|
2
|
4)
Streetwise 12- (3 Active Points)
|
1
|
5)
TF: Common Motorized Ground Vehicles, Large Motorized Ground Vehicles, Small Motorized Ground Vehicles (2 Active Points) (2 Active Points)
|
3
|
6)
WF: Common Melee Weapons, Small Arms (4 Active Points)
|
16
|
Total Skills Cost
|
Cost
|
Name
|
|
Basic Combatives
|
3
|
1)
Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike
|
3
|
2)
Aggressive Blocking: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
|
5
|
3)
Tactical Escape: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
|
4
|
4)
Joint Manipulation: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
|
5
|
5)
Tactical Disarm: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away
|
20
|
Total Fighting Skills Cost
|
Cost
|
Name
|
0
|
Professional Pool (25) (plus Character Creation Resource Points)
|
10
|
Equipment Pool (50)
|
3
|
Vehicles Pool
|
1
|
Supernatural Hunter License
|
14
|
Total Perks Cost
|
Cost
|
Name
|
3
|
Vampirism Immunity
|
3
|
Fugue Immunity
|
3
|
Lightning Reflexes (+3 DEX to act first with All Actions)
|
5
|
Heroic Resilience: 5 (A character with this ability is harder to get rid of than appearances might suggest. Each level of Heroic Resilience is equivalent to a level of Physical Damage Mitigation, usable once per day. The character may chose to use levels of Heroic Resilience against an attack after they have been hit and before damage is resolved. The SFX of each usage is left to narrative resoltion as suits the situation.)
|
14
|
Total Talents Cost
|
|
|
|
|
|
1)
+1 with All Attacks (10 Active Points); Only vs. Vampires (-2)
Notes:
Real Cost: 3
|
|
2)
Mental Defense (5 points total)
Notes:
Real Cost: 5
|
0
|
3)
Deadly Blow: +1d6 (Vampires)
Notes:
Real Cost: 12
|
|
|
|
1)
Bullet-resistent Trenchcoat
:
Resistant Protection (4 PD/4 ED) (12 Active Points); OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4), Torso, Arms, Legs (-1/4)
Notes:
Real Cost 5
|
0
|
|
|
|
|
1)
Desert Eagle .50
:
Killing Attack - Ranged 2d6+1 (35 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 4 clips of 8 Charges (-0)
Notes:
Real Cost: 10 Points
|
[8]
|
2)
12 Guage Combat Shotgun
:
Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect Accurate (1m Radius; +1/2) (79 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Cannot Use Targeting (-1/2), Required Hands Two-Handed (-1/2), 4 clips of 8 Charges (Increased Reloading Time: 1 Turn; -1/2), Limited Range (16 Meters; -1/4), Real Weapon (-1/4)
Notes:
Real Cost: 15
|
[8]
|
3)
Heavy Fighting Knife With Integrated Brass Knuckles
:
(Total: 35 Active Cost, 15 Real Cost) - Fighting Knife: Killing Attack - Hand-To-Hand 1d6+1 (+1 OCV), Reduced Endurance (1/2 END; +1/4) (27 Active Points); OAF (-1), STR Minimum 8 (-1/4), Real Weapon (-1/4) (Real Cost: 11) plus
- Brass Knuckles : HA +1 1/2d6; OIF (-1/2), Hand-To-Hand Attack (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 4)
Notes:
Real Cost: 15
|
2
|
4)
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
|
5)
Night Vision Goggles
:
Nightvision (5 Active Points); OIF (Night Vision Goggles; -1/2)
Notes:
Real Cost: 3
|
0
|
6)
Consecrated Bullets
:
Killing Attack 1 point (Reduced Negation (5)) (15 Active Points); Only vs Supernatural Creatures (-1/2), 4 clips of 8 Charges (-0)
Notes:
Real Cost: 10
|
[8]
|
7)
Tactical Xenon Flashlight Attachment
:
(Provides Sufficient Illumination To See A 1 hex Area Within 10m) (2 Active Points); OIF Arrangement (Under-barrel Mount; -3/4)
Notes:
Real Cost: 1
|
|
8)
Hi-Power Pistol Sights
:
+2 versus Range Modifier for Sight Group (3 Active Points); OAF (Pistol Sights; -1)
Notes:
Real Cost: 1 points
|
0
|
9)
Cell Phone - Reliable
:
Notes:
Real Cost: 1
|
|
|
|
|
|
1)
Small Van
Notes:
Real Cost: 6 points
|
|
|
|
|
Antony has slicked back black hair, and favors matte black combat-ready apparel. He maintains a low profile and lives on the low down as off the radar as he can get. He does not like to stand out or draw attention to himself, and projects the image of a lone wolf whom it is best not to fuck with.
|
Log: Dec 24
The leeches are busy tonight. All the idiots drunk on false commercialism and promises of yuletide bliss come morning make them even easier prey than usual. It turns my stomach to see their spoor and do nothing. But we are seeking bigger fish tonight. The word is, Lucas is in town. Lucas! Oh, if only. What I would love to do to that bloodsucking bastard. I paid good money to Jake the Nose and he gave me some solid info in exchange; I was able to use it to pick up the trail of some of Lucas's blood dolls two days ago in Hoboken. Yeah, I was slumming in Jersey. Sue me. I followed em back across the river, and I've been watching and learning. They are obviously just errand boys, running around doing another's bidding. A big shindig planned for tonight, no doubt. A typical vamp blood revel.
Not if I have anything to say about it.
Log: Dec 26
Patience paid off. My stalking horses eventually led me home to papa holed up in a gentrified townhouse. Used to be a warehouse where they kept fish off the boats until teamsters could load it off to grocery stores. I love New York, but when I see idiots spending millions of dollars for converted warehouse space I gotta wonder.
Anyway, I set my traps and wove my webs. I let the festivities begin and get good and started, allowing enough pad for late arrivals to show. I firebombed the building at 11:53 PM. Effect on target was excellent, considering how little time I had to prep. There were civilian casualties, but they were likely corrupted already. Acceptable losses. Some of the more durable fangs managed to survive and attempted to escape. I hosed a couple down, but at least three got away. Unfortunately, Lucas was one of them. That bastard is damn near impossible to kill.
I tried to hound Lucas, and give him no room to breathe, but he slipped the noose somehow. Again. The motherfucker.
Fuck it then; so be it. I'll get him eventually. He is, afterall, on the List. I guess this year I'll have to settle for having given him the gift of napalm wrapped with a bow. Merry Christmas, bloodsucker.
|
Antony does not talk about the tragic event that lead to him becoming a Hunter, most particularly of Vampires, but whatever it was it clearly made an impression. Vengeance is first thing on his mind when he wakes, and the last thing on his mind before he sleeps, and at practically every other moment in between. He's not in it for money; he uses bounty payouts to fuel his personal war. He's not in it for thrills; hunting Vampires is practically suicidal and frequently terrifying. And he's definitely not in it for glory; he could give two shits what anyone else thinks about anything. Revenge. Vendetta. There is no greater complexity to it than that.
|
"Suck lead, leech!"
|
Antony is basically a killing machine honed to fight Vampires, one of the most dangerous groups of Supernaturals known. He's survived thus far, which is more than most who go after the ticks can say. If he continues to survive, he'll likely just get even more lethal.
Antony was once a NY street cop and might even have done some military time. He's definitely a brutally effective urban assault combatant, and he employs a wide variety of deadly equipment; whatever it takes to get the job done.
Further, he's learned much about his chosen prey, and is able to exploit the weaknesses and natures of Vampires to his own advantage.
|
Antony is primarily a Vampire Slayer, but he can certainly take on lesser foes as well.
|
|
|
|
|
Run (12m)
|
14m
[28m
NC]
|
Swim (4m)
|
2m
[4m
NC]
|
H. Leap (4m)
|
4m
|
V. Leap (2m)
|
2m
|
|
+1 with All Attacks (10 Active Points); Only vs. Vampires (-2)
|
|
|
|
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
|
|
|
|
|
|
|
|
0-8
|
9-16
|
17-32
|
33-64
|
65-125
|
126-250
|
0
|
-2
|
-4
|
-6
|
-8
|
-10
|
|
|
|
|
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
|
3d6
+/- 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
|
5d6 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; 1d6 NND ; Target Falls
|
5
|
Tactical Disarm
|
1/2
|
+0
|
+0
|
Grab Weapon, 25 STR to take weapon away
|
20
|
Total Cost of Fighting Skills
|
|
|
|