|
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
|
13
|
10
|
3
|
12-
|
PER Roll 12-
|
EGO
|
20
|
10
|
10
|
13-
|
|
PRE
|
15
|
10
|
5
|
12-
|
PRE Attack: 3d6
|
|
|
|
|
|
|
OCV
|
4
|
3
|
5
|
|
|
DCV
|
5
|
3
|
10
|
|
|
OMCV
|
6
|
3
|
9
|
|
|
DMCV
|
6
|
3
|
9
|
|
|
SPD
|
3
|
2.0
|
10
|
|
Phases: 4, 8, 12
|
|
|
|
|
|
|
PD
|
3/6
|
2
|
1
|
|
3/6 PD (0/3 rPD)
|
ED
|
2/5
|
2
|
0
|
|
2/5 ED (0/3 rED)
|
REC
|
10
|
4
|
6
|
|
|
END
|
50
|
20
|
8
|
|
|
BODY
|
10
|
10
|
0
|
|
|
STUN
|
30
|
20
|
5
|
|
|
|
|
|
|
|
|
Running
|
12m
|
12
|
0
|
|
|
Swimming
|
2m
|
4
|
-1
|
|
|
Leaping
|
4m
|
4
|
0
|
80
|
Total Characteristics Points
|
|
|
|
|
|
Cost
|
Complication
|
5
|
Distinctive Features: Occultist (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
|
15
|
Psychological Complication: Hyper-curious (Common; Strong)
|
15
|
Subconsciously Affects The Weather Sympathetically When In An Emotional State
|
10
|
They're Clueless: Professional (Mundane Police Investigators; Rival has Significant Advantages; Rival is a Group; Seek to Outdo Rival; Rival Unaware of Rivalry)
|
5
|
Unluck: 1d6
|
50
|
Total Complications Cost
|
|
Base
|
Complications
|
XP
|
Total
|
125
|
50
|
175
|
300
|
|
|
|
Cost
|
Name
|
24
|
+2 Overall
|
3
|
KS: Supernatural World 12-
|
3
|
PS: Hunter 12-
|
9
|
Power: Occultism 15-
|
3
|
Street Sleuth
|
2
|
1)
Charm 12- (3 Active Points)
|
2
|
2)
Conversation 12- (3 Active Points)
|
2
|
3)
Deduction 12- (3 Active Points)
|
8
|
4)
Lockpicking 14- (9 Active Points)
|
2
|
5)
Security Systems 12- (3 Active Points)
|
2
|
6)
Shadowing 12- (3 Active Points)
|
2
|
7)
Streetwise 12- (3 Active Points)
|
1
|
8)
Survival (Urban) 12- (2 Active Points)
|
63
|
Total Skills Cost
|
Cost
|
Name
|
3
|
Equipment Pool
|
1
|
Money: Well Off
|
106
|
Mystic Pool
|
1
|
Permits and Membership: Supernatural Hunter License
|
1
|
Positive Reputation: Very Competent Hunter (Supernatural World) 14-, +1/+1d6
|
112
|
Total Perks Cost
|
Cost
|
Name
|
12
|
Combat Luck (6 PD/6 ED)
|
5
|
Miraculous Survival
|
10
|
Supernatural Awareness
|
18
|
Supernatural Resistance: 6
|
45
|
Total Talents Cost
|
|
|
|
|
Occultism
:
Multipower, 140-point reserve, (140 Active Points); all slots Requires A Roll (Occultism Skill roll, -1 per 20 Active Points modifier; Must be made each Phase/use; -3/4)
Notes:
Real Cost: 78 points
|
|
1)
Hexer
:
Hex: 8d6, Reduced Endurance (1/2 END; +1/4), 1 Day (+1/2) (140 Active Points)
Notes:
Real Cost: 8 points
|
6
|
2)
Nullifier
:
Dispel Supernatural Powers 20d6, Reduced Endurance (1/2 END; +1/4), Supernatural Powers (+1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2) (135 Active Points)
Notes:
Real Cost: 8 points
|
6
|
3)
Stormcaller
:
Change Environment (-2 to Sight Group PER Rolls, +2 Temperature Level Adjustment, +2 Wind Levels, -2 Dex Roll and all Skill Rolls based on Dex, Long-Lasting 20 Minutes, Varying Combat Effects), Area Of Effect (16m Radius; +3/4), MegaScale (1m = 1 km; +1) (132 Active Points); No Range (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2)
Notes:
Real Cost: 5 points
|
13
|
4)
Slayer
:
Killing Attack - Ranged 3d6-1, Alternate Combat Value (uses OMCV against DMCV; +1/4), Reduced Endurance (1/2 END; +1/4), Line Of Sight (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Invisible to [two Sense Groups]; +1) (140 Active Points); No Knockback (-1/4)
Notes:
Real Cost: 7 points
|
6
|
|
|
1)
Bullet Proof Vest
:
Resistant Protection (3 PD/3 ED); Normal Mass (-1), OIF (Body Armor; -1/2), Torso and Chest only (-1/2), Real Armor (-1/4)
Notes:
Real Cost: 3 points
|
0
|
2)
Flashlight
:
Sight Group Images, +4 to PER Rolls, Area Of Effect (16m Cone; +1/2) (33 Active Points); OAF (Flashlight; -1), Only To Create Light (-1), No Range (-1/2), Required Hands One-Handed (-0), 1 Continuing Fuel Charge lasting 1 Hour (-0)
Notes:
Real Cost: 9 points
|
[1 cc]
|
3)
Lockpicking Tools
:
+2 with Lockpicking; OIF (Various Equipment; -1/2)
Notes:
Real Cost: 3 points
|
|
|
|
|
Michael is a decent looking man in his mid-thirties who dresses in urban casual attire, light sweaters dockers and birkenstocks. Going prematurely bald, he affects a clean shaven look which works well for him. Affable and easy going, but with a certain understated competent confidence, few ever suspect or see the hard inner core of his strong will and willingness to face down dark evils.
|
|
Born with Occult powers into an old line of Occultists with a long history, Michael was raised by his family to use his abilities carefully and appropriately. While most of his extended family members who had "the Talent" opted to keep their abilities private and pursue mainstream careers Michael was determined to develop his gifts as much as he could, but considering the nature of them it was difficult to practice. When he was 16 Michael went to Montreal to study with Arnaud Blaise, a distant cousin a few times removed who was among other interesting things a Hunter.
Arnaud taught Michael well, and Michael soon joined his mentor in the field Hunting down a variety of minor and middling supernatural threats, which mostly consisted of doing a lot of snooping around and chasing down leads. But every now and then a real threat would materialize and Michael would get a chance to cut loose with his potent Occult powers.
Arnaud eventually retired, but Michael carried on and eventually became a far better Hunter than Arnaud ever was, developing a reputation in the Supernatural community as a good ally to have and a bad man to have on your trail.
Less than a year ago Michael was dealing with a Daemon Possession of a young girl, and bereft of other alternatives attempted an Exorcism. Though not particularly well suited to Exorcisms, Michael had been successful before due to his very strong will. However this time it wasn't enough and failing Michael became the new host of Aurhabazu and thus a minion of Tudor Brezak.
|
"I'll look into it; we'll see if anything turns up."
|
When under his own control, Michael is an inquistive and skilled amateur detective with a special talent for investigating the esoteric. He is very urban and can find his way around just about any city in the English speaking world. Additionally he is a very potent Occultist with a number of mystical talents. Michael can curse or kill with a thought, call storms, and cancel out most supernatural phenomena at will.
|
Michael is a very competent veteran Hunter.
Currently Michael is Possessed by the Daemon Aurhabazu and is not in control of himself and is mercifully in a blacked out state completely unaware of what he is being made to do.
As a result of his failed Exorcism, Michael is suffering from a -12 point drain of his EGO with a Fade rate of 5 / Year.
While Possessed by Aurhabazu, Michael's body is benefiting from an Aid to STR, DEX, CON, BODY, SPD, REC, STUN for +10 points each which Aurhabazu applies daily, and +2 Overall levels. Aurhabazu has access to all of Michael's physical abilities and powers, and it's own mental abilities and INT, EGO, PRE.
|
|
|
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
|
|
|
|