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Neil Fell Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 13 10 3 12-   HTH Damage 2 1/2d6 END [1]
DEX 10 10 0 11-  
CON 13 10 3 12-  
INT 13 10 3 12-   PER Roll 12-
EGO 13 10 3 12-  
PRE 15/35 10 5 12- / 16-   PRE Attack: 3d6 / 7d6
           
OCV 5 3 10
DCV 5 3 10
OMCV 3 3 0
DMCV 3 3 0
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 3 2 1 3 PD (0 rPD)
ED 3 2 1 3 ED (0 rED)
REC 5 4 1
END 40 20 4
BODY 12 10 2
STUN 30 20 5
           
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 61 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
20 Hard-won Life Experience (Paid Off Complications)
10 Dependent NPC: Mabel (wife) Infrequently (Normal)
5 Distinctive Features: Marked By Old Magic (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
10 Negative Reputation: Accords Hardliner, Frequently (Extreme; Among Supernaturals, particularly Innati who can't pass as human)
5 Social Complication: Farm Expenses Infrequently, Minor
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 112 237

Neil Fell Killer Shrike
SKILLS
Cost  Name
3 Folksy Enhancer
2 1) Stealth 11-
3 2) Survival (Arctic/Subarctic, Mountain) 12-
2 3) Tracking 12-
2 PS: Hunter 11-
3 Scholar
2 1) KS: Ghoul Lore 12-
2 2) KS: Mystical Lore (Folk Magic) 12-
2 3) KS: Necromantic Lore (Folk Magic) 12-
2 4) KS: Supernatural World 12-
2 5) KS: Wilderness Lore 12-
1 TF: Small Motorized Ground Vehicles
4 WF: Common Melee Weapons, Small Arms
30 Total Skills Cost
PERKS
Cost  Name
2 Positive Reputation: Experienced and Reliable Hunter (A small to medium sized group) 14-, +2/+2d6
Resource Pools
8 1) Equipment Pool (40)
49 2) Mystic Pool (74) (plus Character Creation Resource Points)
81 3) Professional Pool (76) (Pool Unlock)
5 4) Vehicle Pool (10)
1 Supernatural Hunter License
146 Total Perks Cost

Neil Fell Killer Shrike

Professional Pool (76/76)
1) +2 Overall (Pro)
2) +1 with All Attacks; Only vs Supernatural (-1/2)
3) Combat Luck : (3 PD/3 ED)
4) Quiet Confidence : +20 PRE; Defensive Use Only (-1)
5) Folk Lore Lethality : Deadly Blow: +1d6 (vs Supernatural); Costs Endurance (-1/2) 2
6) Heroic Recovery : 5d6 ()
Notes: 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.

Mystic Pool (74/74)
1) Folk Magic Wards : Supernatural Resistance: 5
2) Folk Magic Wards : Damage Negation (-3 DCs Physical, -3 DCs Energy); IIF (-1/4) 0
3) Folk Magic Scythe : Killing Attack - Ranged 4d6 (Reduced Negation (5)), Area Of Effect (8m Cone; +1/4); 3 Charges (-1 1/4), OAF (-1), Only vs Supernatural (-1/2), Extra Time (Full Phase, -1/2) [3]
4) Folk Magic Alertness : Alert
Notes: A character with this ability is very difficult to surprise. In any situation where they would normally be surprised due to being asleep or unaware of a foe due to some circumstance, the character gets to 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.
5) Folk Magic Fortune : Miraculous Survival ()
Notes: This ability allows a character to escape certain death...once. If a character with this ability would be killed, the GM is obligated to orchestrate some scenario or chain of events whereby the character instead escapes, scrapes through, were playing possum, weren't as dead as they seemed, it all turns out to be part of an elaborate sham, or something else even more unlikely. No matter how disbelief-suspending the character's continued existence may seem, they somehow manage to avoid doom for at least the duration of a scene. After this ability is used it is permanently gone, and the points for it are not regained. A player can opt to purchase multiple levels of this ability at character creation and after play starts, if they wish.

Equipment Pool (36/40)
1) Cell Phone : Reliable
2) Miscellaneous Camping Gear : Rope, Trail Supplies, Etc
3) Multi Tool : +1 with all mechanics, repair or related skills; OAF (-1)
4) Knife : Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR); OAF (-1), STR Minimum 5 (-1/4), Real Weapon (-1/4) 1
5) Axes (x2) : Killing Attack - Hand-To-Hand 2d6-1; OAF (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4) 2
6) Hunting Rifle : Killing Attack - Ranged 2d6+1; OAF (Rifle; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), 4 clips of 6 Charges (-1/4) [6]

Vehicle & Bases Pool (10/10)
1) Farm Truck

Neil Fell Killer Shrike
APPEARANCE
Height:   5' 8" Hair:  Silvery Black
Weight:  165 lbs Eyes:  Gray
Neil Fell is a puckish middle aged man with a bushy beard and a twinkle in his eyes. He dresses in farm attire appropriate to the current weather, and carries "vintage" equipment with a lot of years of hard use.
BACKGROUND
Neil Fell is a well known hunter, particularly in the northeast of the United States. He's known to be especially skilled at killing ghouls and similar lesser undead, but he's got several kills of more significant types of monsters on his resume.

He comes from a long line of farmers and mountain folk, practical survivors and salt of the earth, and a heritage of old folk magic handed down from mother to daughter, father to son for generations. While learned wizards and mystics of more academic backgrounds may sneer or scoff at the limited homespun magic of these people, there is power in it all the same.

Neil never planned to become a professional Monster Hunter, but a few lean years on the farm and threat of bank repossession forced him to get creative over a decade ago. Neil has survived many a harrowing hunt since then, and made a name for himself. Now he gets called in by several groups of hunters around the country to assist on hunts whenever his particular skills might be helpful.
PERSONALITY
Neil deals with local monster problems out in the wilderness around his home as a matter of course, as his ancestors have done going back as far as family lore is aware of. However, given the struggles felt by modern small farmers, he began to go out and hunt further afield for bounty money to keep his farm going in lean times. Over the years, it became more lucrative even in good years. Now he farms enough to provide cover for his true career as a part-time Monster Hunter. He takes no particular enjoyment in this kind of work, it is purely a form of livelihood, to be done long enough to build up some money to leave behind for his wife Mabel.
QUOTE
"I should get a business card...certified, licensed, and bonded ghoul wrangler"
TACTICS AND COMBAT NOTES
Neil Fell is a competent woodsman, and has some limited but powerful Folk Magic ability which he applies towards protecting himself from supernatural effects and damaging supernatural creatures. He also knows how to make some basic wards vs scrying and to hedge out the undead.
CAMPAIGN USE
An experienced hunter that can help augment a group of PC's without overshadowing them.

Neil Fell Killer Shrike

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 3d6/7d6 +/- 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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