|
Char
|
Total
|
Base
|
Cost
|
Roll
|
Notes
|
STR
|
15
|
10
|
5
|
12-
|
HTH Damage 3d6 END [1]
|
DEX
|
13
|
10
|
6
|
12-
|
|
CON
|
13
|
10
|
3
|
12-
|
|
INT
|
13
|
10
|
3
|
12-
|
PER Roll 12-
|
EGO
|
10
|
10
|
0
|
11-
|
|
PRE
|
13
|
10
|
3
|
12-
|
PRE Attack: 2 1/2d6
|
|
|
|
|
|
|
OCV
|
5
|
3
|
10
|
|
|
DCV
|
4
|
3
|
5
|
|
|
OMCV
|
3
|
3
|
0
|
|
|
DMCV
|
3
|
3
|
0
|
|
|
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
|
5
|
4
|
1
|
|
|
END
|
20
|
20
|
0
|
|
|
BODY
|
10
|
10
|
0
|
|
|
STUN
|
26
|
20
|
3
|
|
|
|
|
|
|
|
|
Running
|
14m
|
12
|
2
|
|
|
Swimming
|
2m
|
4
|
-1
|
|
|
Leaping
|
4m
|
4
|
0
|
51
|
Total Characteristics Points
|
|
|
|
|
|
Cost
|
Complication
|
10
|
Physical Complication: Revisionist Memory: Cannot Retain Memory Of Any Witnessed Supernatural Events; Memories Are Subconsciously Modified To A More Rational Explanation Or Are Forgotten Entirely (Infrequently; Slightly Impairing)
|
20
|
Psychological Complication: Cannot Accept The Supernatural; Must Rationalize Everything Away; Will Become Agitated If Forced On The Issue (Common; Total)
|
15
|
Psychological Complication: Must Maintain Integrity (Common; Strong)
|
5
|
Social Complication: Suspended Cop Infrequently, Minor
|
50
|
Total Complications Cost
|
|
Base
|
Complications
|
XP
|
Total
|
125
|
50
|
25
|
150
|
|
|
|
Cost
|
Name
|
3
|
+1 with Pistols
|
6
|
+2 with Grab, Shove, Trip
|
3
|
Cop
|
1
|
1)
Bureaucratics 12-; American Law Enforcement and Criminal Legal System Only (-1)
|
1
|
2)
Combat Driving 10-
|
2
|
3)
Conversation 12-
|
2
|
4)
Criminology 12-
|
2
|
5)
Deduction 12-
|
1
|
6)
Demolitions 12-; Only To Discern Real Bombs From Fake Bombs (-1)
|
2
|
7)
Fast Draw: Pistols 12-
|
1
|
8)
Interrogation 10-
|
2
|
9)
KS: Laws and Regs 12-
|
2
|
10)
PS: Cop 12-
|
1
|
11)
Paramedics 10-
|
1
|
12)
Security Systems 10-
|
2
|
13)
Shadowing 12-
|
2
|
14)
Streetwise 12-
|
1
|
15)
WF: Small Arms
|
35
|
Total Skills Cost
|
Cost
|
Name
|
3
|
Equipment Pool
|
1
|
Permits: Police sergeant; Currently Suspended (-1)
|
60
|
Psychic Pool
|
64
|
Total Perks Cost
|
|
|
|
|
1)
9mm Glock Automatic
:
RKA 2d6-1 (Improved sights: +2 vs Range Modifier, Modified Trigger: +2 to "Covering" Rolls); OAF (Gun; -1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), 4 clips of 15 Charges (+1/4)
Notes:
Real Cost: 12 points
|
[15]
|
2)
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
|
|
|
1)
Supernatural Suppression: 4
Notes:
- Required Roll Penalty:
- The primary effect of Supernatural Suppression is to render Supernatural abilities affected by it unreliable; this is measured as a -1 penalty per level of Supernatural Suppression applied to all obvious Supernatural abilities within Line of Sight of the Suppressor.
- This penalty is applied to any affected Supernatural ability that already requires a roll, whether it be a Skill, Characteristic, or Activation Roll.
- Abilities that do not already require a roll have such a roll imposed upon them when affected by Supernatural Suppression, with an assumed base of 18-.
- Supernatural abilities with the Unified Limitation applied to them are even more affected by Supernatural Suppression, incurring an extra -2 penalty.
- Disruption of Pre-existing Effects
- Supernatural Suppression can Dispel pre-existing Supernatural artifacts or effects that entered play prior to a Suppressor becoming aware of them. Supernatural Suppression Dispels 15 Active Points of pre-existing effect per level of Supernatural Suppression.
- This only works againts things that are clearly Supernatural; pre-existing effects that are inobvious, invisible, or cloaked in a semblance of mundanity are not affected.
- Supernatural Suffocation
- As a tertiary effect, at level 4 and higher Supernatural Suppression is also disruptive and uncomfortable to Supernatural creatures and people.
- Prolonged exposure can kill. A Supernatural Creature is unable to Recover (including Post-Segment 12 Recoveries) while affected by Supernatural Suppression: 4+; they lose 1 Endurance per Turn of exposure and will eventually lose STUN and then BODY.
|
|
|
|
|
Jimmy is a rugged man in his mid 30's with a "man of action" look that suggests military, cop, fireman, or something along those lines. Off duty he dresses in WASP casual attire; knit sweaters, polo shirts, and so forth.
|
|
Jimmy Hunt is a cop in a city about a day away from the Campaign City. He's a serious, competent character, but his inability to believe in things that Hunters know to be true can make him seem obstinate to the point of bufoonishness.
Jimmy had a run in with "Zombie" Daile, and saw some Supernatural things which his subconscious mind revised and edited after the fact. Jimmy shut Daile down, his Suppression wreaking havok on her magical abilities, cuffed her and took her in. However as he wasn't able to creditably explain why he beat her down and arrested her thanks to his own mental blocks, so she was set free and Jimmy was suspended pending investigation.
Though he can't explain why, even to himself, Jimmy is convinced that Daile is dangerous and is determined that to get to the bottom of it, He's been following the Zombie Bus for a couple of days and is basically stalking Daile, though she has managed to give him the slip a couple of times. Jimmy's Suppression shuts down Daile's spells, including her Cloak of Normalcy and Jimmy has seen several of the Zombies clearly, but his mind simply can't accept that and thus he believes them to be actors in makeup after the fact.
Daile doesn't understand what's going on, but she knows that Jimmy somehow short circuits her abilities and her control over the Zombies, so she has kept them out of line of sight in the back of the truck or indoors as much as possible. She's unsettled by the situation but hasn't really figured out what to do about it yet and is continuing to maintain her long-running charade as much as possible despite Jimmy's interference.
Jimmy wants vindication, but his own subconscious is working at cross purposes to his best interests, and things may not work out in his favor.
|
"I'm not going to listen to any more of this crazy talk. There's no such thing as animated dead Zombies in real life! It was just punk kids with a lot of stage makeup"
|
Jimmy is a skilled cop and also, though he doesn't know it, a Psychic Suppressor who short circuits Supernatural abilities with the power of his disbelief.
|
Jimmy is a cops cop, but his inability to believe in the Supernatural and the irrational rationality he applies can make him a real obstacle to Hunters.
|
|
|
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
|
0
|
Total Cost of Fighting Skills
|
|
|
|