|
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
|
|
|
|
|
|
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
|
|
Base
|
Complications
|
XP
|
Total
|
125
|
50
|
0
|
125
|
|
|
|
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
|
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
|
Cost
|
Name
|
12
|
Heroic Recovery 3d6
|
12
|
Total Talents Cost
|
|
|
|
|
|
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
|
|
|
|
|
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
|
|
|
|
|
|
1)
Small Van
Notes:
Real Cost: 5
|
|
|
|
|
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.
|
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.
|
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.
|
"The doc is in!"
|
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.
|
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.
|
|
|
|
|
Run (12m)
|
12m
[24m
NC]
|
Swim (4m)
|
2m
[4m
NC]
|
H. Leap (4m)
|
4m
|
V. Leap (2m)
|
2m
|
|
|
|
|
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
|
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
|
|
|
|