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Joe Tactical GM's Vault
Char  Total  Base  Cost  Roll  Notes 
STR 13 10 3 12-   HTH Damage 2 1/2d6 END [1]
DEX 10 10 0 11-  
CON 13 10 3 12-  
INT 10 10 0 11-   PER Roll 11-
EGO 10 10 0 11-  
PRE 13 10 3 12-   PRE Attack: 2 1/2d6
           
OCV 4 3 5
DCV 4 3 5
OMCV 2 3 -3
DMCV 2 3 -3
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 3/7 2 1 3/7 PD (0/4 rPD)
ED 3/7 2 1 3/7 ED (0/4 rED)
REC 5 4 1
END 20 20 0
BODY 13 10 3
STUN 30 20 5
           
Running 14m 12 2
Swimming 6m 4 1
Leaping 6m 4 1 38 Total Characteristics Points
Pose
EXPERIENCE POINTS
Base Complications XP Total
125 0 0 100

Joe Tactical GM's Vault
SKILLS
Cost  Name
3 +1 with Shoot, Strike, Aggressive Block
3 Tactical
2 1) Combat Driving 11-
4 2) Defense Maneuver I-II
2 3) Fast Draw 11-
1 4) PS: Soldier, Cop, Agent, or Similar 11-
5 5) Range Levels: +2 vs. Range Penalties with Everything
2 6) Streetwise 12-
1 7) Survival (Any 2) 11-
1 8) TF: Common Motorized Ground Vehicles, Large Motorized Ground Vehicles, Small Motorized Ground Vehicles
2 9) Tactics 11-
2 10) Teamwork 11- (3 Active Points)
3 11) WF: Common Melee Weapons, Small Arms
31 Total Skills Cost
FIGHTING SKILLS
Cost  Name
Basic Combatives
4 1) +1 HTH Damage Class(es)
3 2) Strike: 1/2 Phase, +1 OCV, +0 DCV, 5 1/2d6 Strike
3 3) Aggressive Blocking: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
5 4) Tactical Escape: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 5) Joint Manipulation: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1 1/2d6 NND ; Target Falls
5 6) Tactical Disarm: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 28 STR to take weapon away
24 Total Fighting Skills Cost
PERKS
Cost  Name
0 Professional Pool (12) (plus Character Creation Resource Points)
0 Equipment Pool (50) (plus Character Creation Resource Points)
0 Vehicles Pool (3) (plus Character Creation Resource Points)
0 Total Perks Cost
TALENTS
Cost  Name
3 Lightning Reflexes (+3 DEX to act first with All Actions)
4 Heroic Recovery 1d6
7 Total Talents Cost

Joe Tactical GM's Vault
Professional Pool (12/12) -- Choose ONE of the following:
1) Anti-personnel Grenades : RKA 3d6-1, Area Of Effect (4m Radius Explosion; +1/4); 3 Charges (-1 1/4), Cannot Use Targeting (-1/2), OIF (-1/2), Real Weapon (-1/4), Range Based On STR (-1/4), Can Be Deflected (-1/4) [3]
2) Joe Pro : +1 Overall plus Professional Edge (2) (, a character with this ability can force a re-roll once per session per level per segment. This can affect one of their own rolls, or the roll of an opponent in the same scene that would negatively impact the character. Any kind of dice roll, including 3d6 resolutions, damage, and effect rolls can be selected. If an opponent being forced to re-roll also has a level of Professional Edge available, they can expend a level to cancel the affect and thus avoid having to re-roll.) 0

Equipment Pool (35/50)
1) 9mm Colt Automatic : Killing Attack - Ranged 2d6; OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), 2 clips of 8 Charges (-1/4) [8]
2) Tactical Xenon Flashlight Attachment : (Provides Sufficient Illumination To See A 1 hex Area Within 10m); OIF Arrangement (Under-barrel Mount; -3/4)
3) Hi-Power Pistol Sights : +2 versus Range Modifier for Sight Group; OAF (Pistol Sights; -1) 0
4) Concealed Pistol Holster : +4 with Concealment; Only for concealing a Pistol (-1 1/2), Only when wearing appropriate clothing (-1), IIF (Special harness; -1/4)
5) Fighting Knife : Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR) (+1 OCV), Reduced Endurance (1/2 END; +1/4); OAF (-1), STR Minimum 8 (-1/4), Real Weapon (-1/4) 1
6) Concealed Bullet Resistant Vest : (4 PD/4 ED) (12 Active Points); Torso Coverage (-1 1/2), Half Mass (-1/2), IIF (-1/4), Real Armor (-1/4) 0
7) Night Vision Goggles : Nightvision; OIF (Night Vision Goggles; -1/2) 0
8) Basic First Aid Kit : +1 with Paramedics; OAF (Kit ; -1)
9) Tactical Harness : +1 with Fast Draw; OIF (-1/2), Only To Switch Out Equipment Carried On Harness (-1/2)
10) Multi Tool : +1 with all things a multitool can be applied to; OAF (-1)
11) Cell Phone : Reliable
Equipment Pool (15/50) -- Choose ONE of the following:
1) Steyr AUG HBAR Light Machinegun : Killing Attack - Ranged 2d6+1, Autofire (3 shots; +1/4) (61 Active Points); STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), 4 clips of 32 Charges (+1/2) [32]
2) M14 with 10x Scope : Killing Attack - Ranged 3d6-1, Half Range Modifier (+1/4) (60 Active Points); OAF (Rifle; -1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), 4 clips of 20 Charges (+1/4) [20]
3) 12 Guage Combat Shotgun : Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect Accurate (1m Radius; +1/2); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Cannot Use Targeting (-1/2), Required Hands Two-Handed (-1/2), 4 clips of 8 Charges (Increased Reloading Time: 1 Turn; -1/2), Limited Range (16 Meters; -1/4), Real Weapon (-1/4) [8]
4) Supernat Slayer : Mystic Rounds Enchanted Bullets (9mm), Reduced Negation (3); 4 clips of 8 Charges (-0) plus Wolfsbane Silver Bullets (9mm); 4 clips of 8 Charges (-0) plus Holy Crap Rounds Consecrated Bullets (9mm); 4 clips of 8 Charges (-0) plus +1 with Fast Draw: Speedloader (9mm clips); Only To Reload / Change Clips (-1) [8]

Vehicle and Bases Pool (6/6)
1) Van, Pickup, SUV, or Cruiser

Joe Tactical GM's Vault

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 2 1/2d6 +/- 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
3 Strike 1/2 +1 +0 5 1/2d6 Strike
3 Aggressive Blocking 1/2 +1 +1 Block, Target Falls
5 Tactical Escape 1/2 -- +4 Dodge All Attacks, Abort; FMove
4 Joint Manipulation 1/2 +1 +0 Grab One Limb; 1 1/2d6 NND ; Target Falls
5 Tactical Disarm 1/2 +0 +0 Grab Weapon, 28 STR to take weapon away
24 Total Cost of Fighting Skills

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