|
Char
|
Total
|
Base
|
Cost
|
Roll
|
Notes
|
STR
|
10
|
10
|
0
|
11-
|
HTH Damage 2d6 END [1]
|
DEX
|
10
|
10
|
0
|
11-
|
|
CON
|
10
|
10
|
0
|
11-
|
|
INT
|
18
|
10
|
8
|
13-
|
PER Roll 13-
|
EGO
|
15
|
10
|
5
|
12-
|
|
PRE
|
15
|
10
|
5
|
12-
|
PRE Attack: 3d6
|
|
|
|
|
|
|
OCV
|
4
|
3
|
5
|
|
|
DCV
|
5
|
3
|
10
|
|
|
OMCV
|
4
|
3
|
3
|
|
|
DMCV
|
4
|
3
|
3
|
|
|
SPD
|
2
|
2.0
|
0
|
|
Phases: 6, 12
|
|
|
|
|
|
|
PD
|
2/8
|
2
|
0
|
|
2/8 PD (0/6 rPD)
|
ED
|
2/8
|
2
|
0
|
|
2/8 ED (0/6 rED)
|
REC
|
6
|
4
|
2
|
|
|
END
|
30
|
20
|
2
|
|
|
BODY
|
10
|
10
|
0
|
|
|
STUN
|
20
|
20
|
0
|
|
|
|
|
|
|
|
|
Running
|
12m
|
12
|
0
|
|
|
Swimming
|
2m
|
4
|
-1
|
|
|
Leaping
|
2m
|
4
|
-1
|
41
|
Total Characteristics Points
|
|
|
|
|
|
Cost
|
Complication
|
5
|
Marked By The Elder Things
|
20
|
Hunted: L'Éminence Nocturne Infrequently (Mo Pow; Covert; Kill)
|
5
|
Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
|
20
|
Loses His Cool: Heightened Circumstances (Very Common), go 8-, recover 11-
|
5
|
Negative Reputation: Bookish Academic Magi Ill-suited To Violent Circumstances, Infrequently
|
10
|
Psychological Complication: Aloof And Elitist Attitude (Common; Moderate)
|
5
|
Psychological Complication: Starting To Pick At The Frayed Edges Of What Is And Is Not "Real" (Uncommon; Moderate)
|
5
|
Social Complication: Slightly Anachronistic, Behind The Times On Technology And Pop Culture Infrequently, Minor
|
75
|
Total Complications Cost
|
|
Base
|
Complications
|
XP
|
Total
|
125
|
75
|
75
|
200
|
|
|
|
Cost
|
Name
|
2
|
+1 with Ring of Arcane Blasting
|
3
|
+1 with Warding
|
7
|
Power Focus
:
+3 with Arcane Magic; Only for OCV or OMCV (-1)
|
4
|
Secrets Man Was Not Meant To Know
:
+1 Any 3d6 roll pertaining to Cthonic SFX; (-2)
|
3
|
Conversation 12-
|
3
|
High Society 12-
|
2
|
Linguist
|
0
|
1)
Language: Aramaic (basic conversation; literate)
|
0
|
2)
Language: English (idiomatic; literate)
|
1
|
3)
Language: Hebrew (Israeli) (fluent conversation; literate)
|
1
|
4)
Language: Latin (fluent conversation; literate)
|
0
|
5)
Language: Yiddish (basic conversation; literate)
|
2
|
Jack of All Trades
|
1
|
1)
PS: CEO 13-
|
1
|
2)
PS: FBI Special Asset 13-
|
1
|
3)
PS: Wizard 13-
|
3
|
Scholar
|
1
|
1)
KS: Cthonic Lore 13-
|
3
|
2)
KS: Hermetic Lore 14-
|
2
|
3)
KS: History of the Last Century 13-
|
1
|
4)
KS: L'Éminence Nocturne 10-
|
1
|
5)
KS: Mystic Lore 13-
|
2
|
6)
KS: Secrets of Life and Death 13-
|
2
|
7)
KS: Supernatural World 13-
|
46
|
Total Skills Cost
|
Cost
|
Name
|
-2
|
MVP x 2
|
1
|
Fringe Benefit: (Story Reward), CEO / Partner in Unconventional Solutions, LLC
|
78
|
Mystic Pool (103) (plus Character Creation Resource Points)
|
|
Professional Monster Hunter
|
1
|
1)
Favor: SAIC Harker
|
2
|
2)
Permits: FBI: Section M Special Asset, Supernatural Hunter License
|
1
|
3)
Positive Reputation: Capable Monster Hunter (A small to medium sized group) 11-, +1/+1d6
|
6
|
The Magic of Compound Interest (Money): Wealthy
|
87
|
Total Perks Cost
|
Cost
|
Name
|
21
|
Supernatural Resistance: 7
|
5
|
Miraculous Survival
|
26
|
Total Talents Cost
|
|
|
|
|
1)
Teleportation: Fixed Location
:
Section M Headquarters Quantico Teleportation Circle
|
0
|
2)
Cognitive Cantrip
:
Improved Cramming (Rapid Assimilation)
|
|
3)
Working towards Immortality
:
Life Support (Longevity: 400 Years)
|
0
|
4)
Amulet of Clear Seeing
:
Detect Supernatural 13- (Sight Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Perceive into Astral Plane (20 Active Points); Requires A Roll (Hermetic Lore Skill roll; Must Be Deliberately Turned "On", Requiring A Hermetic Lore Skill roll; -1/2), IIF (Small Amulet On Chain Around Neck; -1/4)
|
0
|
5)
Wristbands of Warding
:
Resistant Protection (6 PD/6 ED) (Impermeable) (18 Active Points); IIF (-1/4), Perceivable (Those With Supernatural Awareness Can Detect This Ability Being Used If Its "On"; -1/4)
|
0
|
6)
Ring Mastery
:
Variable Advantage (+1/2 Advantages; Limited Group of Advantages (IPE: Sight Group, Autofire x3, Affects Desolid (Spirits), Variable SFX (UV / Fire)); +3/4) for up to 45 Active Points of Blast (34 Active Points); OIF (Ring; -1/2), Linked (Ring of Arcane Blasts; -1/2), Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2)
|
3
|
:
Multipower, 45-point reserve, (45 Active Points); all slots Requires A Roll (Skill roll, -1 per 20 Active Points modifier; Must be made each Phase/use; Hermetic Lore Skill roll, -1 per 20 Active Points modifier; -3/4), OIF (Ring; -1/2)
|
|
1)
Arcane Blast
:
Blast 9d6; No Knockback (-1/4), Beam (-1/4)
|
4
|
2)
Arcane Shield
:
Barrier 8 PD/8 ED, 5 BODY (up to 3m long, 3m tall, and 1/2m thick), Impenetrable (+1/4) (45 Active Points); Unanchored, Cost Endurance To Maintain, Emanates From Ring, Limited Range (up to 3'' away from self) ((Green Lantern style force shield); -1)
|
4
|
3)
Arcane Invisibility
:
Invisibility to Sight, Hearing and Smell/Taste Groups and Supernatural Awareness , No Fringe (43 Active Points); Only When Not Attacking (-1/2), Costs END To Maintain (Half END Cost; -1/4)
|
4
|
4)
Arcane Counter
:
Dispel Mystical Magic 10d6, +10, Mystical Magic (+1/2) (45 Active Points)
|
4
|
:
Variable Power Pool (Magic Pool), 20 base + 50 control cost; Hermetic Lore Skill is used to change Spells, (45 Active Points); Hermetic Wizardry Rote Spells Only (-1/2), Variable Limitations (requires -1 worth of Limitations; Extra Time, Concentration, Ritual, Window Of Opportunity, Incantations, Increased END Cost, Side Effects, Gestures, Requires a Roll; -1/2); -1/2)
Notes:
See Demonstrated Spells for examples.
|
|
|
|
|
Murgatroyd is a slight fellow of difficult to determine but vaguely semitic heritage, with just a touch of receding hairline. He looks to be in his late forties, but in reality is nearly one hundred years old.
|
Murgatroyd was never stupid or naive, he has known about the realities of the supernatural world virtually from the day he was born. But he had always been able to conceal his existence from that reality, all the while working towards perfecting his understanding of the mystic properties of the universe, pursuant to his ultimate goal of true immortality. And he was so close!
But he made a mistake, his proximity to his ultimate goal had made him for a brief moment just a little too bold, and the supernatural world became aware of his existence. And now his greatest goal, to never die, is threatened by the imminent death that reality portends. Out of desperate terror, Murgatroyd has sought to surround himself with strong, capable Hunters who might protect him. He is able to lend his craft to their hunting, in exchange for their protection.
Murgatroyd knows intellectually that he is safer seeking out the danger in the company of strength, rather than simply waiting for it to come to him, without the benefit of powerful allies. Emotionally however he can appear to be quite the wreck when in the face of danger. It won't stop him from doing what is necessary, usually, but he will never be the one to volunteer for the dangerous part of the plan. He feels his best strength is to hold the rear (except when something might be there), provide for a safe haven, and support his more reckless fellow Hunters.
|
Ordinarily Murgatroyd is a jovial fellow and quite pleasant to be around and glimmerings of that can be seen if he happens to be feeling secure. Unfortunately these days, those are rare moments.
|
While stinking of fear induced adrenalin; KABLAM! "Take that you fiend!" KABLAM! "Oh, you want some of this?" KABLAM! "You too?" KABLAM!
|
Murgatroyd will avoid combat if at all possible, very much preferring a less risky approach to solving problems. If combat happens anyway, he is very likely to hunker down in the most defensible corner he can find, cast his 'hermetic circle' and blast away at whatever seems to be most threatening to his personal survival.
|
Murgatroyd is not an offensive character, though not exactly a slouch defensively. His inability to move with defenses up compliments nicely his desire to not walk 'into' a fight. His greatest utility is his ability to pull a rabbit out of his hat, literally as well as figuratively, as is needed to advance the game. *Original character by Panpiper
|
|
|
Cost
|
Maneuver
|
Phase
|
OCV
|
DCV
|
Effect
|
0
|
Presense Attack
|
0
|
+0
|
+0
|
3d6
+/- modifiers
|
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
|
Brace
|
0
|
+2
|
1/2
|
+2 vs. Range Mod.
|
0
|
Set
|
1
|
+1
|
+0
|
Ranged Attacks only
|
0
|
Block
|
1/2
|
+0
|
+0
|
Block, abort
|
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
|
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
|
|
|
|