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Beretta Colt Steve
Char  Total  Base  Cost  Roll  Notes 
STR 15 10 5 12-   HTH Damage 3d6 END [1]
DEX 15 10 10 12-  
CON 14 10 4 12-  
INT 8 10 -2 11-   PER Roll 11-/12-
EGO 8 10 -2 11-  
PRE 15 10 5 12-   PRE Attack: 3d6
OCV 4 3 5
DCV 5 3 10
OMCV 0 3 -9
DMCV 3 3 0
SPD 3 2.0 10 Phases: 4, 8, 12
PD 5/11 2 3 5/11 PD (0/6 rPD)
ED 2/8 2 0 2/8 ED (0/6 rED)
REC 5 4 1
END 20 20 0
BODY 12 10 2
STUN 30 20 5
Running 14m 12 2
Swimming 4m 4 0
Leaping 6m 4 1 50 Total Characteristics Points
Cost  Complication
5 Distinctive Features: Athletic, Busty Young Woman (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Enraged: when fighting zombies, vampires or slashers while alone (Uncommon; go 8-; recover 14-)
5 Negative Reputation: Women whose boyfriends/husbands 'react' to her (Infrequently)
5 Psychological Complication: Avoids Any Romantic Entanglements / Chaste Heroine (Uncommon; Moderate)
10 Psychological Complication: Hunting Supernatural Monsters That Prey On Humanity (Uncommon; Strong)
10 Psychological Complication: Looks Out For Number One / Always Stays Armed (Common; Moderate)
5 Rivalry: Professional ("helpless" types of women that remind her of her past self; Rival is A Group; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)
5 Social Complication: Tends to attract unwanted male attention (Infrequently; Minor)
50 Total Complications Cost
Base Complications XP Total
125 50 25 150

Beretta Colt Steve
Cost  Name
3 Cheerleader / Multiple Supernatural Event Survivor
2 1) Don't You Die On Me! : Paramedics 11-
1 2) Hiding : Concealment 11-; Self Only (-1/2)
2 3) Acrobatics 12-
2 4) Breakfall 12-
2 5) Charm 12-
2 6) Climbing 12-
1 7) KS: Supernatural World 11-
0 8) PS: Cheerleader (1 Active Points) 8-
2 9) Persuasion 12-
2 10) Stealth 12-
0 11) Survival (Parks) 11-
3 Fast Draw 12-
2 PS: Monster Hunter 11-
1 TF: Small Motorized Ground Vehicles
3 WF: Common Melee Weapons, Handguns
28 Total Skills Cost
Cost  Name
1 Money: Well Off
1 Fringe Benefit: Supernatural Hunter License
Pools (plus Character Creation Resource Points)
7 1) Equipment Pool: 35
3 2) Vehicle/Base Pool: 6
20 3) Professional Pool: 45
32 Total Perks Cost
Cost  Name
2 +1/+1d6 Striking Appearance (vs. most men and some women)
5 Alert (In any situation where this character would normally be surprised, the character may make a special Perception check to avoid being surprised even if their lack of awareness is caused by a previously failed Perception check. This special Alert Perception check cannot be reduced to less than a 10- roll regardless of penalties; however if it is failed the character suffers the normal outcome of being surprised with no further chances to avoid it.)
3 Ambidexterity (no Off Hand penalty)
1 Breath Control (Hold Breath twice as long as normal)
10 Fear Resistance (The effect of all fear and intimidation based abilities (including PRE Attacks) is halved vs this character.)
12 Heroic Recovery: 3d6 (, Heroic Recovery dice work like Self-Only simplified Healing (the face value equals Stun and the "body count" equals Body); the additional STUN and BODY can only take a character up to their normal STUN and BODY, and is not subject to a Fade rate. When using Heroic Recovery, a player can roll as few as one die or as many as all their available dice, or any increment in between. However, each die of Heroic Recovery is only usable once per day. A player can choose to use their character's Heroic Recovery at any time as a Non-Action, even if their character is currently unconscious. If a character is staggered (CON Stunned), they immediately recover from it when they use any number Heroic Recovery dice. If a character is bleeding out, the usage of Heroic Recovery stabilizes the character (though other later actions might cause them to start bleeding out again). Heroic Recovery is not visible per se, though a character benefitting from it will generally appear revitalized.)
3 Necromantic Immunity
1 Resistance to Charm (+3 to roll); Only Vs. Charm Used For Sexual Seduction (-1)
3 Vampirism Immunity
40 Total Talents Cost

Beretta Colt Steve
Equipment Pool (19/35)
1) Adventuring Wardrobe : +1/+1d6 Striking Appearance (vs. most men and some women); IAF (-1/2)
2) Cell Phone : Reliable
3) Cool Shades : Sight Group Flash Defense (3 points); OAF (-1) 0
4) Emergency Rations : (1 person / 1 week)
5) Field Medical Kit : +2 with Paramedics; OAF (Field Medical Kit ; -1)
6) Hatchet : Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), Real Weapon (-1/4), STR Minimum 6 (-1/4)
Notes: Real Cost: 10
7) Miscellaneous Camping Gear, Rope, Trail Supplies :
8) Holycrap Rounds : Blessed Bullets; 13 Charges (-1/4) [13]
9) Wolfsbane Rounds : Silver Bullets; 13 Charges (-1/4) [13]
Equipment (15/35) -- Custom Punching Gloves And Combat Boots, all slots OIF (Boots & Gloves; -1/4)
1) +1 with Climbing
2) HA +2d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/4) 0
3) Resistant Protection (2 PD/2 ED), Impenetrable (+1/4); Hit Locations 6, 17, 18 (-1) 0

Professional Pool (25/45)
1) Observant : +1 PER with Normal Sight 0
2) Crack Shot : Weapon Master: +2d6 (Pistols); Generalized Damage Only (-1)
3) Final Girl Survivability : Resistant Protection (6 PD/6 ED), Impenetrable (+1/4) (22 Active Points); Restrainable (-1/2), Nonpersistent (-1/4) 0
Professional (20/45) -- A Pair Of Custom Colt M1911's
1) Custom Grips & Trigger Action : +2 with Colt M1911; OIF (Glock 21; -1/2)
2) Fast Draw Modification : +1 with Fast Draw: Colt M1911; OIF (Glock 21; -1/2)
3) Colt M1911 : Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4), Half Range Modifier (+1/4), Penetrating (+1/2); STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), OIF (Colt M1911; -1/2), Real Weapon (-1/4), Beam (-1/4), 8 clips of 13 Charges (+1/4) [13]

Vehicle Pool (6/6)
1) Small Sports Car :

Beretta Colt Steve
Height:   5' 8" Hair:  Blonde
Weight:  139 lbs Eyes:  Brown
Beretta is a square-jawed, almost mannish-looking young woman with a face that isn't classically beautiful but has a certain distinctive character to it that is attractive in its own way. However, most men don't pay very much attention to her face, their gazes usually becoming fixated on her busty, well-defined physique instead. She uses this to her advantage against men, dressing in rather skimpy clothing that makes her look like a Lara Croft cosplayer. She prefers the freedom to move such outfits allow her, so she has so far avoided the use of body armor, finding that she can avoid most damage through employing her innate agility and putting any of her human enemies down faster with the distracting charms of her body.
Beretta is the twenty-four year old daughter of a former pro football cheerleader who retired after an injury early on in her career and married her high school sweetheart. While she inherited the full measure of her mother's shapely figure, she received relatively little of her beautiful face, her features more resembling that of her father instead. She had just finished her third year of college on a cheeleading scholarship when she suffered her first brush with the Supernatural World. While working for the first time as a counselor at a summer cheerleader training camp for high school girls, the camp was targeted just a few days before busloads of teenage girls were scheduled to arrive by a creepy necromancer who had been rejected by one of Beretta's fellow counselors. The crazed spellcaster raised up several zombies from an abandoned cemetary just a few miles away from the camp and sent them to attack. Everyone died except for Beretta, who hid throughout most of it, then managed to end the threat by surprising the necromancer and stabbing him with a butcher knife taken from the kitchen, gutting him before she could be torn apart by the zombies. It was the first time she was the "Final Girl" in such a situation but definitely not the last. About a year later, just before graduation, her fiance at the time died in her next encounter with the supernatural along with several of their closest friends, killed by a crazed slasher, an ex-boyfriend of hers empowered by a cursed dagger, and she ended up the sole survivor again after putting the madman down with a crowbar. Several months later, she was back home after failing her first audition to become a professional cheeleader, and one of her former high school classmates who had been forcibly turned into a vampire just a week before suddenly embarked on a killing spree, murdering both of her parents and then feeding from her a bit, intending to turn her, but she managed to put an end to him with her father's Colt M1911. At that point, enough was enough, and she used the sizable amount of insurance money from her parents' death to begin training and equipping herself. Over time, she learned quite a bit about the Supernatural World and eventually became a hunter, part-time at first, working with different hunter teams on a few cases. She's been working at it full-time for the last couple of months, looking for a regular team she can fit into.
Beretta Colt was once a rather vapid young woman getting by on her looks and natural athletic talent, but now she has a serious hatred for the monsters of the Supernatural World that have taken so much from her. Having been victimized by their kind in the past, she now hunts them with a vigilante-like focus, living off the bounties she's earned while remaining in her parents' home and improving her private arsenal kept in her father's old gun safe in its basement. She endures a rigorous, daily training regimen, pushing her body to perform far beyond anything she would have ever needed for chearleading, discovering her natural talent at shooting handguns in the process. While the women in town often give her cold looks whenever they catch their husbands or boyfriends lingeringly eyeing her lush physique, Beretta coolly ignores their gossip about what she must be doing to earn money, since she has no apparent job. Lacking any close friends in town aftter having been away for several years, she prefers keeping to herself now and avoids any romantic entanglements with anyone, still suffering from significant emotional pain and feelings of guilt over the death of her fiance. She quietly leaves town whenever a mission comes up that can use her expertise with guns or her abilities at wrangling men. Not yet knowing who she can really trust among her fellow hunters, she's gotten used to looking out for herself. She's also suffering from a bit of PTSD from her past episodes of being the "Final Girl" in deadly encounters with the supernatural, and her rage at this sometimes explodes out of her whenever she find herself in any similar situations, fighting on her own. Dealing with women who remind her of the weakling she now sees herself as once being irritate her, since she blames herself for her fiance's death, who died while trying to protect her.
I'm not gonna give you the chance to make me the final girl, you ugly bastard!
Beretta primarily relies on her matched set of customized Colt M1911s she wears holstered at each thigh, each of them loaded with reversed ogive ammunition to give them even more stopping power. She is able to shoot a handgun equally well with either hand due to her ambidexterity, allowing her to alternate between her weapons rather than trying to imitate the movies and blaze away with both of them at the same time. Due to her intensive practice at drawing and holstering them speedily, she sometimes holds one of them with both hands and leaves the other one holstered as an alternate form of reloading. She wears a customized set of gloves and boots to aid her in climbing and HTH combat and carries a sturdy hatchet for dealing with things that get too close for her to use her pistols effectively.
Beretta Colt was the "Final Girl" in several past encounters with the supernatural, and she's had enough of that. She's taking the fight to the bad guys now rather than waiting for them to come for her.

Beretta Colt Steve
SPEED CHART DEX 15 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
NONRESISTANT 5/11 2/8 0 0
RESISTANT 0/6 0/6    
MAXIMUM 12 30 20
+2 with Colt M1911; OIF (Glock 21; -1/2)
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10
Type Total
Run (12m) 14m [28m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 6m
V. Leap (2m) 3m
3d6 Roll Location N STUN BODYx STUNx To Hit rDEF
3 CROWN x2 x2 x5 -8  
4 TEMPLE x2 x2 x5 -8  
5 FACE x2 x2 x5 -8  
6 HANDS x1/2 x1/2 x1 -6  
7 RIGHT ARM x1/2 x1/2 x2 -5  
8 LEFT ARM x1/2 x1/2 x2 -5  
9 SHOULDERS x1 x1 x3 -5  
10 HI CHEST x1 x1 x3 -3  
11 LO CHEST x1 x1 x3 -3  
12 STOMACH x1 1/2 x1 x4 -7  
13 VITALS x1 1/2 x2 x4 -8  
14 THIGHS x1 x1 x2 -4  
15 HI LEGS x1/2 x1/2 x2 -6  
16 MID LEGS x1/2 x1/2 x2 -6  
17 LO LEGS x1/2 x1/2 x1 -8  
18 FEET x1/2 x1/2 x1 -8  

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

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