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Darren Walters The Rose
Char  Total  Base  Cost  Roll  Notes 
STR 8 10 -2 11-   HTH Damage 1 1/2d6 END [1]
DEX 8 10 -4 11-  
CON 8 10 -2 11-  
INT 18 10 8 13-   PER Roll 13-
EGO 13 10 3 12-  
PRE 8 10 -2 11-   PRE Attack: 1 1/2d6
           
OCV 2 3 -5
DCV 2 3 -5
OMCV 5 3 6
DMCV 5 3 6
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 2 2 0 2 PD (0 rPD)
ED 2 2 0 2 ED (0 rED)
REC 10 4 6
END 50 20 6
BODY 13 10 3
STUN 40 20 10
           
Running 12m 12 0
Swimming 2m 4 -1
Leaping 4m 4 0 37 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Distinctive Features: Scarred Eye (left) (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Physical Limitation: One Eye: 1/2 OCV w/ Range (Infrequently; Greatly Impairing)
15 Psychological Complication: Monsters aren't people! (Common; Strong)
10 Social Complication: Eerie Aura; Freaks People Out; Animals Consider Him To Be Dangerous And React Accordingly Very Frequently, Minor, Not Limiting In Some Cultures
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Darren Walters The Rose
SKILLS
Cost  Name
3 PS: Hunter 13-
3 Scholar
2 1) KS: Medicine 13-
2 2) KS: Monsters 13-
2 3) KS: Supernatrual world 13-
3 Scientist
2 1) SS: Anatomy 13-
2 2) SS: Biology 13-
2 3) SS: Chemistry 13-
2 4) SS: Surgery 13-
1 Street Doctor Enhancer, SS: Anatomy, SS: Surgery
2 1) Combat Driving 11- (3 Active Points)
1 2) Forensic Medicine 10-
1 3) PS: Street Surgeon 11-
2 4) Paramedics 13-
1 5) Persuasion 10-
2 6) Streetwise 11-
2 7) WF: Small Arms, Surgical equipment (scapple)
35 Total Skills Cost
PERKS
Cost  Name
2 Equipment Pool (10/10)
1 Positive Reputation: Honest Street Doctor (A small to medium sized group) 14-, +1/+1d6
35 Psychic Pool (60) (plus Character Creation Resource Points)
1 Supernatural Hunter License
2 Vehicle Pool (5)
41 Total Perks Cost
TALENTS
Cost  Name
12 Heroic Recovery 3d6
12 Total Talents Cost

Darren Walters The Rose
Psychic Pool (60/60)
1) Psychic Healing : Healing BODY 1d6, Can Heal Limbs, Decreased Re-use Duration (1 Turn; +1 1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration (0 DCV; -1/2), Increased Endurance Cost (x4 END; Only In Certain Circumstances Uncommon; When Healing Limbs; -1/2), Unified Power (Psychic Powers; -1/4)
Notes: Real Cost: 10
4
2) Psychic Leech : (Total: 46 Active Cost, 21 Real Cost)
  • Readjust: Drain BODY 1d6, Alternate Combat Value (uses OMCV against DMCV; +1/4), Constant (+1/2), Invisible Power Effects (Fully Invisible; +1) (27 Active Points); Extra Time (Full Phase, -1/2), Unified Power (Psychic Powers; -1/4)
  • (Real Cost: 15) plus
  • Regain: Healing BODY 1d6 (10 Active Points); Don't Roll For This Component Of The Power; Roll Drain And This Effect Equals However Much Drain Gets Thru (-3/4), Self Only (-1/2), Extra Time (Full Phase, -1/2), Unified Power (Psychic Powers; -1/4)
  • (Real Cost: 3) plus
  • Rejuvenate: Aid 1d6, Characteristics (+1/2) (9 Active Points); Don't Roll For This Component Of The Power; Roll Drain And This Effect Equals However Much Drain Gets Thru (-3/4), Self Only (-1/2), Extra Time (Full Phase, -1/2), Unified Power (Psychic Powers; -1/4)
  • (Real Cost: 3)
    Notes: Real Cost: 21
5
3) Psychic Scalpel : Mental Blast 2d6, Constant (+1/2), Does BODY (+1) (50 Active Points); No Range (-1/2), Restrainable (-1/2), Extra Time (Full Phase, -1/2), Unified Power (Psychic Powers; -1/4), Can Be Blocked (-1/4), No Knockback (-1/4)
Notes: Real Cost: 15
5
4) Psychic Bioshield : Damage Negation (-9 DCs Physical) (45 Active Points); Only While Using A Psychic Power (-2), Unified Power (Psychic Powers; -1/4)
Notes: Real Cost: 14
0

Equipment Pool (10/10)
1) Cell Phone - Reliable :
Notes: Real Cost: 1
2) 9mm Holdout Pistol : RKA 1 1/2d6; OAF (Gun; -1), STR Minimum 7 (STR Min. Cannot Add/Subtract Damage; -3/4), 2 clips of 8 Charges (-1/4), Beam (-1/4)
Notes: Real Cost: 8 points
[8]
3) Small Flashlight : (Provides Sufficient Illumination To See A 1 hex Area Within 5m)
Notes: Real Cost: 1

Vehicle Pool (5/5)
1) Small Van
Notes: Real Cost: 5

Darren Walters The Rose
APPEARANCE
Height:   5' 9" Hair:  Dark Brown
Weight:  165 lbs Eyes:  One Brown, One milked over
Darren typically wears a cheap and beat up trench coat with ratty scrubs on underneath, and carries a doctor's case of surgical tools. Darren is pallid and does not take good care of himself. His most noticeable feature is the ghastly scar over his left eye, which has been left ghostly white and partially unlidded.
BACKGROUND
Darren Walters is a Med-School drop-out. However, it wasn't for a lack of ability that his lifelong dream of becoming a surgeon came to naught. Three years ago Darren was finishing up his last year of medocal school before starting his residency as a Surgeon and traveled home to Hudson City for Christmas vacation with a bright future ahead of him.

December 29 will forever be etched into his mind as the night he awakened to the world around him, and the powerful psychic abilities trapped by his subconsciousness as nothing more than a glimmer of potential for the first two decades of his life. That fine white Christmas the Walters family was paid a visit by a dark traveler seeking shelter...and blood. Darren was forced to witness first hand the horror of his mother and father being slain and eaten as he lay stunned by a casual back blow adminstered by the fiendish beast, his face shredded and eye destroyed.

But Darren felt a deep upwelling of power behind his ravaged eye; a churning maelstrom of inner energy. Staring at the back of the thing chewing upon the carcass of the elder Walters Darren began to feel stronger, and impossibly the monster appeared to be getting weaker. Baffled, the fiendish thing flailed around and struck Darren a terrible blow in the process but Darren felt strangely invulnerable and continued to stare upon the increasingly paniced creature. And then it simple keeled over with a plaintive mewling sound and a few seconds later expired.. In pain and rage Darren crawled over on hands and knees and proceeded to maul and mutilat the carcass of the beast, leaving little but a bloody pile of fur and black blood.

The Feds came around and sanitized the scene, dealt with the norm cops...and realized Darren as a newly manifested psychic. They offered Darren counseling and a rudimentary education into the realities of the Supernatural world, and even eventually offered him a job if he wanted to finish med school and become a staff support member of the section...but Darren had other ideas.

Consumed by hate and a burning desire for revenge, he took to the dark alleys and urban sprawl of Hudson City...Hunting the streets for monsters to slake his thirst for vengeance upon. Monsters have learned that they do not want to be taken alive by Darren...the things he's been known to do to captured supernaturals makes it difficult to tell who the real monster is. Other Hunters have taken to calling him "Franken-Doc", and some are unwilling to allow him to treat them - particularly those who are themselves Supernatural in some way as Darren's ability to distinguish between "good supernaturals" and "monsters" is very precarious.

He supplements his bounties doing off-the-books medical care for those willing to pay. Sometimes he can land a few hours on a truck as a Paramedic, but the weird vibe he gives off makes it an unusual occurence.
PERSONALITY
Darren is motivated by bitterness and unfocused revenge. He blames all supernaturals for what he sees as the destruction of his life and what he has lost, and he is determined to extract whatever vengeance he can manage.
QUOTE
"The doc is in!"
TACTICS AND COMBAT NOTES
Darren can repair severe biological trauma, including loss of limbs; but he cannot bring the dead back to life. Darren can heal himself as well as others. Obversely Darren can also manifest what he thinks of as an invisible "psychic scalpel" that can wreak grievous harm on living things.

However Darren's most notable ability is that he can invisibily siphon the life energy from lifeforms around him, both healing and mildly augmenting himself.

While Darren is actively using his psychic powers, he experiences an altered physiological and metaphysical state in which his own flesh is almost impervious to harm; most physical injuries fail to even leave a mark or else heal up immediately.
CAMPAIGN USE
Darren's ability to heal almost any non-fatal injury would benefit any team able to tolerate post traumatic stress disorder extra baggage he carries.

Darren Walters The Rose
SPEED CHART DEX 8 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 2 2 0 0
RESISTANT 0 0    
FATIGUE & HEALTH REC 10   
  BODY STUN END
MAXIMUM 13 40 50
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 2m [4m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 2 2
MENTAL 5 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 1 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
0 Total Cost of Fighting Skills

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