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Clark Dugard Polk
Char  Total  Base  Cost  Roll  Notes 
STR 15 10 5 12-   HTH Damage 3d6 END [1]
DEX 10 10 0 11-  
CON 12 10 2 11-  
INT 10 10 0 11-   PER Roll 11-
EGO 10 10 0 11-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 7 3 20
DCV 5 3 10
OMCV 3 3 0
DMCV 3 3 0
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 5 2 3 5 PD (0 rPD)
ED 3 2 1 3 ED (0 rED)
REC 5 4 1
END 20 20 0
BODY 10 10 0
STUN 20 20 0
           
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 57 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
15 Psychological Complication: Shoot first, shoot last, shoot often (Common; Strong)
15 Psychological Complication: Thrillseeker (Common; Strong)
5 Distinctive Features: Tattoos (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Negative Reputation: Hot Shot / Loose cannon, Frequently (Hunters)
5 Psychological Complication: Attachment to Suzie n' Sallie (Uncommon; Moderate)
5 Karma - Unluck: 1d6
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 50 175

Clark Dugard Polk
SKILLS
Cost  Name
8 +2 with Good Ole Boy Hunter skills
2 Suzie n' Sallie : +1 with Desert Eagles
3 Good Ole Boy Hunter
4 1) Dual Cool : Two-weapon Fighting (You ignore the first -2 OCV modifier when making two or more attacks with Multiple Attack when using two pistols. You do not incur off-hand penalties for the second pistol.) (10 Active Points); Pistols Only (-1 1/2)
2 2) Fast Draw: Pistols 11-
1 3) KS: Supernatural World 11-
2 4) Mechanics 11-
1 5) PS: Hunter 11-
2 6) Shadowing 11-
2 7) Stealth 11-
4 8) Tracking 12-
1 9) WF: Small Arms
32 Total Skills Cost
FIGHTING SKILLS
Cost  Name
-31 Wrasslin, Professional Pool
0 1) Weapon Element: Barehanded
5 2) Breakin: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 3d6 , Disable
3 3) Grapplin: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
3 4) Smackin: 1/2 Phase, +1 OCV, +0 DCV, 7d6 Strike
4 5) Squeezin: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab
4 6) Reversal: var Phase, -1 OCV, -2 DCV, 40 STR to Escape; Grab Two Limbs
4 7) Twistin: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls
8 8) +2 HTH Damage Class(es)
0 Total Fighting Skills Cost
PERKS
Cost  Name
8 Equipment Pool (40)
1 Fringe Benefit: License to Hunt!
1 Positive Reputation: Erratic But Deadly Effective Hunter (A medium-sized group) 8-, +1/+1d6
28 Professional Pool (53) (plus Character Creation Resource Points)
5 Team Vehicle and Bases Pool (10)
5 Vehicle and Bases Pool (10)
48 Total Perks Cost
TALENTS
Cost  Name
18 Combat Luck (9 PD/9 ED)
15 Lucky Damage Dice (3d6)
Notes: This special form of Luck takes effect when a character rolls for damage, either Normal or Killing. When rolling for damage a character may roll a specially colored (or otherwise easily identified) die for each level of Lucky Damage a character has in place of a die they would normally roll. When a Lucky Damage die rolls a 6 the player can roll that die again and add the total to their damage total, continuing until that die stops rolling 6's. No matter how many Lucky Damage dice a character has, they do not roll more dice of damage than the attack they are using actually does. This form of Luck has no other effect.
5 Luck Dice (1d6)
Notes: At the beginning of each session or when otherwise indicated by the GM, a player rolls their character's Luck dice and totals the die roll. This total serves as a pool of points which the player can later use throughout the session to modify any standard 3d6 resolution roll made by their character up or down by one point per point of luck spent; thus to modify a 3d6 skill roll of 12 to an 8 would cost 4 Luck points. A player cannot effect other characters directly with this form of Luck; thus a player couldn't make it more difficult for an opponent to hit their character by modifying that character's attack roll, but they could opt to block or dive for cover and use their character's luck to modify their own 3d6 roll to successfully block or dive out of the way.
38 Total Talents Cost

Clark Dugard Polk
Professional Pool (22/53)
1) +1 Overall
Notes: Real Cost: 10
2) Weapon Master: +1d6 (Pistols)
Notes: Real Cost: 12

Equipment Pool (40/40)
1) Suzie (Desert Eagle .50) : RKA 2d6+1; OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 16 clips of 8 Charges (+1/4)
Notes: Real Cost: 12 points
[8]
2) Sally : x2 Desert Eagle .50 (5 Active Points)
Notes: Real Cost: 5 points
0
3) Pistol Holster : (Total: 10 Active Cost, 4 Real Cost)
  • +4 with Concealment (8 Active Points); Only for concealing a Pistol (-1 1/2), Only when wearing appropriate clothing (-1), IIF (Special harness; -1/4)
  • (Real Cost: 2) plus
  • +1 with Fast Draw: Pistols; IIF (Special Harness; -1/4)
  • (Real Cost: 2)
    Notes: Real Cost: 4
0
4) Hi-Power Pistol Sights : +2 versus Range Modifier for Sight Group (3 Active Points); OAF (Pistol Sights; -1)
Notes: Real Cost: 1 points
0
5) Blessed Bullets : Affects Desolidified Mystic Desolidification (+1/4), Line Of Sight (+1/2) for up to 45 Active Points of Ranged Killing Attack, If Fast Draw Skill Roll Failed, Takes A Full Phase To Load (+0) (34 Active Points); 2 clips of 8 Charges which Never Recover (-2 1/4), IAF (Special Bullets; -1/2), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; Fast Draw: Pistols; -1/4)
Notes: Real Cost: 8
[8 nr]
6) Silver Bullets : (1 Active Points); 2 clips of 8 Charges (Silver Bullets; -1/4)
Notes: Real Cost: 1 point
[8]
7) Spring-loaded Boot-tip Knives : Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Penetrating (+1/2) (15 Active Points); IAF (-1/2), Restrainable (-1/2), STR Minimum 4 (-1/4), Real Weapon (-1/4)
Notes: Real Cost: 6
1
8) Cell Phone - Reliable :
Notes: Real Cost: 1

Vehicle / Base Pool (10)
1) Camper Truck
Notes: Real Cost: 10 points


Clark Dugard Polk
APPEARANCE
Height:   6' 2" Hair:  Brown
Weight:  190 lbs Eyes:  Brown
Clark is a walking stereotype for bible-belt red-state redneck individualism. He's got trucker hats older than ashton kutcher, rattlesnake boots that have seen a lot of miles, and a belt buckle that could serve as a butter plate in a pinch. Oh yeah, and two really big Desert Eagle .50 pistols that he loves so much he got tattoos on either shoulder featuring them prominently in the hands of a pair of booby girls. He's getting on in years and is maybe not all muscle anymore, but he's still strong and can wrassle most things into the ground. He's on the LL Bean mailing list, and he thinks its great that throughout the Southland there are lots of places where he can buy his clothes and his ammunition from the same store. That pretty much sums up Clark Dugard.
BACKGROUND
Maybe it was all the action movies, hunting trips, sports (especially wrestling!) or just innate proclivity, but Clark has a thing for adventure. While out hunting one day in the back forty, he had just lined up in his sights a nice 14 pointer, when all of a sudden before Clark could pull the trigger something attacked the deer and took it down in a fountain of blood and furious violence.

At first, Clark thought it was a mountain lion but quickly realized it was like nothing he had ever seen before. Most people might have been frightened stiff at the sheer power and savagery of the unnatural beast Clark was looking at through his scope...but while Clark is a lot of things "most people" and "easily frightened" ain't two of em. Clark's only thought as he pulled the trigger was, "That's gonna look good on my mantle!". The thing turned out to have some spirit in it though. Even a headshot didn't kill it right away and it turned to charge, but Clark tapped the trigger a few more times and broght the critter down before it could clear the gap.

Of course, dragging his new trophy out of the woods he got stopped by two black unmarked gub'ment SUVs and the damn G-men took the carcass...but at least he got paid his first bounty on the spot, and more importantly got introduced into the big wide world of Hunting the Supernatural and a whole new world of thrills!
PERSONALITY
Clark loves "huntin critters", by which he means supernatural monsters. It more fun than hunting anything else. And he gets paid to do it. Hell yeah!
QUOTE
"Yehaw!"
TACTICS AND COMBAT NOTES
Guns ablazing! Two Desert eagles, incredible accuracy, and a whole lot of attitude. If all else fails, there ain't too many folks who have ever bested him in a good old fashioned grapple or bar brawl.
CAMPAIGN USE
Clark is a the Great White-bread Hunter. He loves to hunt big game and take it down with one (or more if necessary) shots from his two beloved Desert Eagle fifty-cals.

Clark Dugard Polk
SPEED CHART DEX 10 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 5 3 0 0
RESISTANT 0 0    
FATIGUE & HEALTH REC 5   
  BODY STUN END
MAXIMUM 10 20 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
COMBAT SKILL LEVELS
+1 with Desert Eagles
+1 Overall
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 7 5
MENTAL 3 3
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 +/- 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
5 Breakin 1/2 -1 -2 Grab One Limb; HKA 3d6 , Disable
3 Grapplin 1/2 -1 -1 Grab Two Limbs, 35 STR for holding on
3 Smackin 1/2 +1 +0 7d6 Strike
4 Squeezin 1/2 +0 +0 9d6 Crush, Must Follow Grab
4 Reversal var -1 -2 40 STR to Escape; Grab Two Limbs
4 Twistin 1/2 +1 +0 Grab One Limb; 2d6 NND ; Target Falls
0 Total Cost of Fighting Skills

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