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Joe Revenant GM
Char  Total  Base  Cost  Roll  Notes 
STR 18 10 8 13-   HTH Damage 3 1/2d6 END [0]
DEX 8 10 -4 11-  
CON 8 10 -2 11-  
INT 8 10 -2 11-   PER Roll 11-
EGO 8 10 -2 11-  
PRE 15/30 10 5 12- / 15-   PRE Attack: 3d6 / 6d6
           
OCV 3 3 0
DCV 2 3 -5
OMCV 0 3 -9
DMCV 0 3 -9
SPD 2 2.0 0 Phases: 6, 12
           
PD 0 1 -6 0 PD (0 rPD)
ED 0 1 -6 0 ED (0 rED)
REC 0 4 -4
END 0 20 -4
BODY 8 10 -2
           
Running 12m 12 0
Swimming 3m 4 0
Leaping 4m 4 0 -42 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
15 Distinctive Features: Animated Dead (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Physical Complication: Does Not Heal Normally (Frequently; Greatly Impairing)
5 Vulnerability: 1 1/2 x Effect Faith (Uncommon)
10 Vulnerability: 2 x Effect Hit Locations (Head) (Uncommon)
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 75 200

Joe Revenant GM

Joe Revenant GM
Animated Dead
15   1)   Biter :  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Restrainable (-1/2) 0
15   2)   Dead Flesh :  Does Not Bleed 0
60   3)   Dead Flesh :  Takes No STUN 0
32   4)   Dead Support :  Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0
45   5)   Deadhead :  Mental Defense (15 points total) 0
1   6)   Mob Rulez :  Teamwork 11- (3 Active Points); Only w/ Other Animated Dead of Same Type (-1)
1   7)   Tireless :  Reduced Endurance (0 END; +1/2) applied to Leaping
6   8)   Tireless :  Reduced Endurance (0 END; +1/2) applied to Running
9   9)   Tireless :  Reduced Endurance (0 END; +1/2) applied to STR
1   10)   Tireless :  Reduced Endurance (0 END; +1/2) applied to Swimming
45   11)   Undead :  Damage Negation (-1 DCs Physical, -1 DCs Energy, -1 DCs Mental) 0
7   12)   Unimpressed :  +15 PRE (15 Active Points); Defensive Use Only (-1)
5   13)   Revenant of Life :  Remembered Stuff From Life Before Death 12-
242 Total Powers Cost

Joe Revenant GM
APPEARANCE
Height:   5' 10" Hair:  Brown
Weight:  150 lbs Eyes:  Brown
Initially, they look however the undertaker left them and however decayed they might be (depending on how long they've been in the ground). But they cannot heal, so any damage they suffer is permanent.
BACKGROUND
Various...who and whatever the revenant was in life.
PERSONALITY
Revenants initally mean well (usually), having more or less the personality they had in life...but after a day or so they begin to hunger for human flesh, and their minds start to go.
QUOTE
"...what was I talking about?...I'm sorry that I'm so distracted...I'm just so hungry it's hard to concentrate..."
TACTICS AND COMBAT NOTES
Reventants are dangerous to normals, but most hunters can easily handle them.
CAMPAIGN USE
Non-infectious Zombie alternative.

Joe Revenant GM
SPEED CHART DEX 8 SPD 2 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 0 0 15 0
RESISTANT 0 0    
FATIGUE & HEALTH REC 0   
  BODY STUN END
MAXIMUM 8 0
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 3m [6m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3 2
MENTAL 0 0
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 3d6/6d6 +/- 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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