|
Char
|
Total
|
Base
|
Cost
|
Roll
|
Notes
|
STR
|
15
|
10
|
5
|
12-
|
HTH Damage 3d6 END [1]
|
DEX
|
15
|
10
|
10
|
12-
|
|
CON
|
13
|
10
|
3
|
12-
|
|
INT
|
18
|
10
|
8
|
13-
|
PER Roll 13-
|
EGO
|
14
|
10
|
4
|
12-
|
|
PRE
|
15
|
10
|
5
|
12-
|
PRE Attack: 3d6
|
|
|
|
|
|
|
OCV
|
5
|
3
|
10
|
|
|
DCV
|
5
|
3
|
10
|
|
|
OMCV
|
0
|
3
|
-9
|
|
|
DMCV
|
3
|
3
|
0
|
|
|
SPD
|
3
|
2.0
|
10
|
|
Phases: 4, 8, 12
|
|
|
|
|
|
|
PD
|
5
|
2
|
3
|
|
5 PD (0 rPD)
|
ED
|
2
|
2
|
0
|
|
2 ED (0 rED)
|
REC
|
5
|
4
|
1
|
|
|
END
|
30
|
20
|
2
|
|
|
BODY
|
10
|
10
|
0
|
|
|
STUN
|
30
|
20
|
5
|
|
|
|
|
|
|
|
|
Running
|
14m
|
12
|
2
|
|
|
Swimming
|
4m
|
4
|
0
|
|
|
Leaping
|
10m
|
4
|
4
|
73
|
Total Characteristics Points
|
|
|
|
|
|
Cost
|
Complication
|
5
|
Distinctive Features: Extremely Pretty (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
|
5
|
Distinctive Features: Psychic Potential (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
|
15
|
Psychological Complication: Determined To Be Taken Seriously Despite Her Beauty (Common; Strong)
|
15
|
Psychological Complication: Heroic Mindset (Common; Strong)
|
5
|
Rivalry: Professional (Macho Macho Men Who Disrespect Her; Rival is a Group; Seek to Outdo or Embarrass Rival; Rival Unaware of Rivalry)
|
5
|
Social Complication: Attracts unwanted attention from besotted males Infrequently, Minor
|
50
|
Total Complications Cost
|
|
Base
|
Complications
|
XP
|
Total
|
125
|
50
|
0
|
125
|
|
|
|
Cost
|
Name
|
3
|
+1 with Kickboxing
|
3
|
Stunt Woman / Actress / Kickboxer / Hottie
|
2
|
1)
Acrobatics 12- (3 Active Points)
|
2
|
2)
Acting 12- (3 Active Points)
|
2
|
3)
Breakfall 12- (3 Active Points)
|
2
|
4)
Charm 12- (3 Active Points)
|
1
|
5)
KS: Professional Fighting (2 Active Points) 11-
|
1
|
6)
PS: Actress (2 Active Points) 11-
|
1
|
7)
PS: Kickboxer (2 Active Points) 11-
|
2
|
8)
Streetwise 12- (3 Active Points)
|
19
|
Total Skills Cost
|
Cost
|
Name
|
|
Kickboxer
|
5
|
1)
Jabs And Low Kicks: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike
|
4
|
2)
Block-Stop Smash: 1/2 Phase, +2 OCV, +2 DCV, 5d6 Strike, Must Follow Block
|
4
|
3)
Counter-punches and kicks: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
|
4
|
4)
Step Aside: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
|
5
|
5)
Big Spinny Kicks: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
|
5
|
6)
Flying Jump Kick: 1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/10; FMove
|
3
|
7)
Low Spinning Sweep Kick: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls
|
30
|
Total Fighting Skills Cost
|
Cost
|
Name
|
0
|
Psychic Pool (25) (plus Character Creation Resource Points)
|
0
|
Total Perks Cost
|
Cost
|
Name
|
3
|
+1/+1d6 Striking Appearance (vs. all characters)
|
3
|
Total Talents Cost
|
|
|
|
, all slots Perceivable (Supernatural Awareness; -1/4)
|
|
1)
Find Weakness
:
Hand-To-Hand Attack +4d6 (Reduced Negation (1)) (22 Active Points); Requires A Roll (PER roll, -1 per 20 Active Points modifier; Must be made each Phase/use; -3/4), Hand-To-Hand Attack (-1/4), Perceivable (Supernatural Awareness; -1/4)
Notes:
Real Cost: 10
|
2
|
2)
Psychic Precision
:
+2 with Kickboxing (6 Active Points)
Notes:
Real Cost: 5
|
|
3)
Psychic Avoidance
:
Combat Luck (6 PD/6 ED) (12 Active Points)
Notes:
Real Cost: 10
|
|
|
|
|
Dorothy is simply beautiful, and way too cute and way too blond to be thought anywhere near as intelligent or as physically bad-ass as she really is. She's very feminine; she takes care of herself, showers every day, is meticulous about her teeth, wears good clothes and is smart about makeup...but she's not afraid to break a nail and she kicks like a pissed off mule.
|
Dorothy got beat up as a kid. She was too cute, both the boys and the teachers paid her more attention, and other girls resented it. And so it was that Dorothy discovered the security of a Dojo and training to make the bullying stop. She discovered that she in fact had quite the knack for it, especially for kicking. It didn't happen overnight or in a single montage, but she was advanced for her age, and eventually got to a point where the bullying ended abruptly after a couple of decisive little set-tos. But martial arts quickly became about something other than fighting for Dorothy, it was the training itself that mattered, the pursuit of perfection. Other girls her age were enrolled in dance, music, gymnastics...but the fighting mat was the only place Dorothy wanted to be.
Her passion for kickboxing survived middle school, puberty, boyfriends, and the prom and she became a recognized master, won or placed in numerous tournaments, and developed into a truly capable all around warrior. Post-high school she deffered going to college despite her extremely high test scores to pursue a career in the professional fighting community and maybe action movies. She is aware however that her lack of ground fighting technique could be a problem and so she has only recently started studying jujitsu to make up for the lack.
In the meantime, she saw a casting call put out by Zachary for an actress for the lead in an action movie and figured that her martial arts would make her a shoo in for the action-heavy female lead. She was quite chagrined when she was cast in the role of the blond bimbo, but the pay was good and so she took the job grimacing inside everytime she had to watch the vacuous Raven stumble through what she could do in her sleep. However, Dorothy does not resent Raven; she's is too smart to be petty, and also when it became clear that the movie had about as many soft porn worthy love scenes between Zachary and Raven's characters as actual zombie killing it turned out to be a blessing in disguise.
Dorothy played the screaming ditz in the movie and near the end died in a rather decent, very gory scene. She knows it is a bad movie, but Zachary continued to pay her to accompany the "tour", and it was all going into a bank account for later use. It seemed like a good gig at the time...right up until it turned out that the "SFX" expert "Zombie" Daile was actually a necromancer and the "extras" were really actual zombies Daile had been raising as the filming and tour went along. Daile was using some of her dark magic to cloud the minds of Dorothy and the others, but when a group of suspicious Hunters showed up at yet another stop along the way on the "never a dull moment Zombie Apocalypse bus tour" and forced Daile to show her hand, it all went very bad very quickly.
Dorothy helped fight some zombies and survived, but now that she's aware of the existence of the supernatural her heroic tendencies are encouraging her to enter this strange new world of Monster Hunting.
|
Dorothy is a smart, pragmatic girl, and takes the long view. Despite being cute as a button and young, she's got a level head on her shoulders and keeps her own counsel on what she ought to be doing. Once she sets her mind upon a thing, she has an uncanny ability to filter out distractions and focus.
|
"You know the story about the velvet glove?"
|
Dorothy is fairly straight forward....but not stupid. She will assess a situation and then do what is necessary. She will not blindly rush into danger but she also knows what she is capable of and is confident. She will fight the good fight if that is called for. She will risk herself to save an innocent, but she will try to be smart about it.
Dorothy does not realize that her unusual skill with kickboxing is the result of her innate but largely untapped abilities as a Psychic Savant. Though impressive already, she has barely scratched the surface of what she is capable of.
|
Dorothy is a physical psychic with a lot of potential. She can fight many supernaturals toe to toe, if she is smart and stays dodgy, and packs a surprising whallop. With honing, she can develop further into a more well-rounded Hunter.
|
|
|
|
|
Run (12m)
|
14m
[28m
NC]
|
Swim (4m)
|
4m
[8m
NC]
|
H. Leap (4m)
|
10m
|
V. Leap (2m)
|
5m
|
|
+1 with Kickboxing
+2 with Kickboxing (6 Active Points)
|
|
|
|
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
|
5
|
Jabs And Low Kicks
|
1/2
|
+1
|
+3
|
3d6 Strike
|
4
|
Block-Stop Smash
|
1/2
|
+2
|
+2
|
5d6 Strike, Must Follow Block
|
4
|
Counter-punches and kicks
|
1/2
|
+2
|
+2
|
Block, Abort
|
4
|
Step Aside
|
1/2
|
--
|
+5
|
Dodge, Affects All Attacks, Abort
|
5
|
Big Spinny Kicks
|
1/2
|
-2
|
+1
|
7d6 Strike
|
5
|
Flying Jump Kick
|
1/2
|
+1
|
+0
|
3d6 +v/10; FMove
|
3
|
Low Spinning Sweep Kick
|
1/2
|
+1
|
+1
|
3d6 Strike; Target Falls
|
30
|
Total Cost of Fighting Skills
|
|
|
|