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Jonas Mailer Jason Good
Char  Total  Base  Cost  Roll  Notes 
STR 10/30 10 0 11- / 15-   HTH Damage 2d6/6d6 END [1/7]
DEX 10 10 0 11-  
CON 23 10 3 14-  
INT 23 10 16 14-   PER Roll 14-
EGO 10 10 0 11-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 4 3 5
DCV 4 3 5
OMCV 3 3 0
DMCV 3 3 0
SPD 3 2.0 0 Phases: 4, 8, 12
           
PD 8 2 0 8 PD (8 rPD)
ED 6 2 0 6 ED (6 rED)
REC 15 4 1
END 40 20 4
BODY 10 10 0
STUN 30 20 5
           
Running 12m/20m, 12 0
Swimming 4m 4 0
Leaping 4m/14m 4 0 44 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Anathema: Immuno Suppressant Cocktail Implanted Powers Gain 11- Activation Roll (Uncommon; 1 Day)
0 Distinctive Features: Magi (Easily Concealed; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
5 Distinctive Features: Supernatural Abomination (Easily Concealed; Extreme Reaction; Detectable Only By Special Abilities)
10 Known Supernatural; Hunted: FBI: Section M Infrequently (Mo Pow; NCI; Watching )
5 Negative Reputation: An asshole with questionable ethics, Frequently (co-workers only)
10 Psychological Complication: Compulsive risk taker, esp. when supernatural knowledge/discovery is at stake (Common; Moderate)
10 Social Complication (Dark Secret): Has stolen pharma and broken ethical restrictions Infrequently, Major
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 50 175

Jonas Mailer Jason Good
SKILLS
Cost  Name
12 +1 Overall
3 +1 with Ogrish Brawling
3 Doctor Demento Crypto Pathologist
2 1) Deduction 14- (3 Active Points)
2 2) Forensic Medicine 14- (3 Active Points)
2 3) KS: Alchemy (3 Active Points) 14-
2 4) KS: Supernatural World (3 Active Points) 14-
1 5) PS: Hunter (2 Active Points) 10-
2 6) PS: Surgeon (3 Active Points) 14-
2 7) Paramedics 14- (3 Active Points)
2 8) SS: Pharmacology 14- (3 Active Points)
1 9) TF: Common Motorized Ground Vehicles, Large Motorized Ground Vehicles, Small Motorized Ground Vehicles (2 Active Points) (2 Active Points)
2 10) WF: Small Arms, Blades, Unarmed Combat (3 Active Points)
36 Total Skills Cost
FIGHTING SKILLS
Cost  Name
Ogrish Brawling
4 1) +1 HTH Damage Class(es)
4 2) Punishing Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 / 9d6 Strike
4 3) Shake Loose: 1/2 Phase, +0 OCV, +0 DCV, 30 STR / 50 STR vs. Grabs
5 4) Trample: 1/2 Phase, +0 OCV, +0 DCV, 3d6 / 7d6 +v/10; Target Falls; FMove
3 5) Up-end: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
1 6) Weapon Element: Empty Hand, Fist-Loads
21 Total Fighting Skills Cost
PERKS
Cost  Name
9 Equipment Pool (45)
50 Mystic Pool (75) (plus Character Creation Resource Points)
2 Permits and Membership: Licensed Doctor, Supernatural Hunter License
3 Money: Well Off
10 Team Vehicle and Bases Pool (20)
74 Total Perks Cost

Jonas Mailer Jason Good
Alchemical Recipes (Mystic Pool; 5/75), all slots: 1 point each
1) Recipe: Injection of Supernaphedrolox
2) Recipe: Distillations of Supernal Fluids
3) Recipe: Vials of Vampire Blood
4) Recipe: Distillations of Dwarven Virtue
5) Recipe: Alchemical Immuno Suppressant
Patch of Ogre Skin (Mystic Pool; 26/75), all slots Perceivable (Supernatural Awareness; -1/4), Unified Power (-1/4)
1) +10 REC (10 Active Points)
Notes: Real Cost: 7
2) +5 CON (5 Active Points)
Notes: Real Cost: 3
3) +10 STR (10 Active Points); Increased Endurance Cost (x4 END; -1 1/2)
Notes: Real Cost: 3
4
4) +10 STR (10 Active Points); Increased Endurance Cost (x2 END; -1/2)
Notes: Real Cost: 5
2
5) +4 ED, Impenetrable (+1/4), Resistant (+1/2) (8 Active Points) (Modifiers affect Base Characteristic)
Notes: Real Cost: 4
6) +4 PD, Impenetrable (+1/4), Resistant (+1/2) (8 Active Points) (Modifiers affect Base Characteristic)
Notes: Real Cost: 4
Adrenal Gland of a Jackanape (Mystic Pool; 10/75), all slots Unified Power (-1/4), Perceivable (Supernatural Awareness; -1/4)
1) Lightning Reflexes (+5 DEX to act first with All Actions) (5 Active Points); Costs Endurance (-1/2)
Notes: Real Cost: 2
1
2) Leaping +10m (4m/14m forward, 2m/7m upward) (5 Active Points); Increased Endurance Cost (x2 END; -1/2)
Notes: Real Cost: 2
2
3) Running +8m (12m/20m total), x4 Noncombat (13 Active Points); Increased Endurance Cost (x2 END; -1/2)
Notes: Real Cost: 6
2
Implanted Pituitary Gland of a Werewolf (Mystic Pool; 17/75), all slots Unified Power (-1/4), Perceivable (Supernatural Awareness; -1/4)
1) Nightvision, 1 END (5 Active Points); Costs Endurance (-1/2)
Notes: Real Cost: 2
1
2) +1 SPD (10 Active Points)
Notes: Real Cost: 7
3) Retractable Claws / Fangs : Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 / 3d6-1 w/STR) (And / Or Fangs, Reduced Negation (3)) (21 Active Points); Restrainable (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), -1 Decreased STUN Multiplier (-1/4)
Notes: Real Cost: 8
2
Troll-marrow Transplants (Mystic Pool; 17/75), all slots Unified Power (-1/4), Perceivable (Supernatural Awareness; -1/4)
1) +2 PD, Impenetrable (+1/4), Resistant (+1/2) (4 Active Points) (Modifiers affect Base Characteristic)
Notes: Real Cost: 2
2) +5 CON (5 Active Points)
Notes: Real Cost: 3
3) Regeneration (1 BODY per Segment), Resurrection, Can Heal Limbs, Per Segment (APG), STUN Also (APG) (+1/2) (67 Active Points); Time Limit (1 Minute; -2), 3 Charges (-1 1/4), Does Not Work On Some Damage ([Common attack]; Burn damage; -3/4)
Notes: Real Cost: 12
[3]

Equipment Pool (44/45)
1) Brass Knuckles : HA +2d6 (10 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)
Notes: Real Cost: 5
1
2) Injection of Supernaphedrolox : +40 END (8 Active Points); 4 Continuing Charges lasting 1 Minute each which Never Recover (-2 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect occurs when character stops using power; 1d6 DRAIN vs RECOVERY after Charge Expires with FADE Rate 1/Hour; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 2
3) Alchemical Immuno-Suppressant : (10 Active Points); 6 Charges which Never Recover (-2 3/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 2
[6 nr]
4) Distillations of Supernal Fluids : Supernatural Awareness (10 Active Points); 6 Continuing Charges lasting 5 Minutes each which Never Recover (-1 3/4), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect occurs when character stops using power; -1 To All Actions For 10 Minutes After Charge Expires; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (Drink Distillation; -1/4)
Notes: Real Cost: 3; Used 1 charge, has not yet replaced
5) Distillations of Dwarven Virtue : (Total: 39 Active Cost, 12 Real Cost)
  • +5 CON (5 Active Points); 2 Continuing Charges lasting 1 Hour each which Never Recover (-2), Extra Time (Full Phase, Only to Activate, -1/4)
  • (Real Cost: 1) plus
  • +5 STR (5 Active Points); 2 Continuing Charges lasting 1 Hour each which Never Recover (-2), Extra Time (Full Phase, Only to Activate, -1/4)
  • (Real Cost: 1) plus
  • +10 END (2 Active Points); 2 Continuing Charges lasting 1 Hour each which Never Recover (-2), Extra Time (Full Phase, Only to Activate, -1/4)
  • (Real Cost: 1) plus
  • Life Support (Immune To Temperature Extremes +/- 1 Level; Resistance (CON Roll) All terrestrial diseases; Resistance (CON Roll) All terrestrial poisons) (6 Active Points); 2 Continuing Charges lasting 1 Hour each which Never Recover (-2), Extra Time (Full Phase, Only to Activate, -1/4)
  • (Real Cost: 4) plus
  • Supernatural Resistance: 5 (15 Active Points); 2 Continuing Charges lasting 1 Hour each which Never Recover (-2), Extra Time (Full Phase, Only to Activate, -1/4)
  • (Real Cost: 5)
    Notes: Real Cost: 10
[2 cc]
6) Vials of Vampire Blood : (Total: 93 Active Cost, 19 Real Cost)
  • Aid STR, REC, CON, SPD 3d6+1 (standard effect: 10 points) (+1 max (20 max)), Constant (+1/2), Expanded Effect (x4 Characteristics or Powers simultaneously) (+1 1/2) (63 Active Points); 3 Continuing Charges lasting 1 Minute each which Never Recover (-2 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect occurs when character stops using power; -1D6 DRAIN vs END when Charge Expires with FADE 1/Hour; -1/2), Gestures (Drink Distillation; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 14) plus
  • Damage Negation (-3 DCs Physical, -3 DCs Mental) (30 Active Points); 3 Continuing Charges lasting 1 Minute each which Never Recover (-2 1/2), Damage-Based Endurance Cost (-1/2), Not vs Faith Damage, Or UV Based Damage (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect occurs when character stops using power; -1D6 DRAIN vs END when Charge Expires with FADE 1/Hour; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (Drink Distillation; -1/4) (Real Cost: 5)
    Notes: Real Cost: 19
3
7) Field Medical Kit : +2 with Paramedics (4 Active Points); OAF (Field Medical Kit ; -1)
Notes: Real Cost: 2
8) Wound Sealant : Healing BODY 1 point (3 Active Points); 3 Charges (-1 1/4), Requires A Roll (Skill roll; Paramedics; -1/2), IAF (Sealant Packs; -1/2)
Notes: Real Cost: 1
[3]

Jonas Mailer Jason Good
APPEARANCE
Height:   5' 11" Hair:  Black
Weight:  170 lbs Eyes:  Black
Overworked, overtired, driven...on the edge...and that's on a good day. Dr. Jonas Mailer pushes himself beyond the limits of good health and perhaps reason. To normal eyes he looks like an over-serious professional. To supernatural eyes...an abomination.
BACKGROUND
Despite his severe intellectual prowess, Dr. Jona Mailer has long been considered a frustrating waste of talent by his peers and a cautionary tale for brash young medical students.

With an IQ that’s off the charts, Jonas developed into a man with a superior and condescending personality, constantly pushing himself and testing his limitations and always in a desperate search for something

After breezing through medical school the actual work in the ER became an insufferable bore within months, and despite his uncanny abilities, he could hardly be bothered to go through the motions with his patients, or co-workers. His lack of passion, tact, empathy, and social acumen, relegated him from what should have been a rising young star in the medical field, to the smug asshole that wasn’t going anywhere and always got handed the shit shifts.

This went on for years, with Jonas doing just enough to stay employed and keep the money coming in so he could pursue his own intellectual interests.

Everything changed when the paramedics started wheeling women torn to shreds into the ER. They’d rave about a beast, a wolf, that had attacked them before they’d bleed out. Four nearly identical cases passed through his ward in the span of a few months, and the police thought they had a serial killer on their hands. For Jonas the forensic evidence was just too strange, and nothing added up. It was a mystery he couldn’t solve, a challenge he couldn’t overcome, which was completely irresistible to him.

He took a month of vacation, and without really knowing it, began his first hunt. When he learned the truth, where some would have been broken or filled with dread, Jonas rejoiced; for here was a new world, untapped, unexplored, and infinitely interesting.

He’s since spiraled into the world of the supernatural completely obsessed with his hunts and research, even going so far as to experiment on himself. His tenuous grasp on his day job has grown even weaker, but he’s found his calling – at least until things get boring again.
PERSONALITY
Jonas is motivated by a sense of superiority, which isolates him from others but also drives him to be better than everyone else...including those with supernatural advantages.
QUOTE
"Hmm...subject displays heightened awareness...speed...agility...intiguing."
TACTICS AND COMBAT NOTES
Dr. Jonas Mailer is techncially an "Alchemist", but he is braving his own path and discovering his own brand of Alchemy.

He harvests parts from his hunts, when he can. Through trial and error he has discovered alchemical processes that have allowed him to successfully prepare and implant several supernatural organs into himself. These implants grant him various mild supernatural abilities, though they are tiring for him to use. In the process he also learned how to make a few of distillations that are temporarily efficacious.

Thanks to his unnatural enhancements Jonas is surprisingly physical, but he tires quickly and has to be careful to pace himself. He is also a skilled doctor, and his sharp mind allow him to quickly master academic pursuits.
CAMPAIGN USE
Jonas is an alchemist with a dangerous twist, on the darker end of the spectrum.

Jonas Mailer Jason Good
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 8 6 0 0
RESISTANT 8 6    
FATIGUE & HEALTH REC 15   
  BODY STUN END
MAXIMUM 10 30 40
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m/20m, [48m/80m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m/14m
V. Leap (2m) 2m/7m
COMBAT SKILL LEVELS
+1 Overall
+1 with Ogrish Brawling
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 4
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
4 Punishing Strike 1/2 +2 +0 5d6 / 9d6 Strike
4 Shake Loose 1/2 +0 +0 30 STR / 50 STR vs. Grabs
5 Trample 1/2 +0 +0 3d6 / 7d6 +v/10; Target Falls; FMove
3 Up-end 1/2 +1 +1 Block, Target Falls
21 Total Cost of Fighting Skills

Character created with Hero Designer (version 20130424 )