All  Profile  Abilities  Resources  Bio  Combat 
 
Shannon O'Grady Panpiper
Char  Total  Base  Cost  Roll  Notes 
STR 13 10 3 12-   HTH Damage 2 1/2d6 END [1]
DEX 13 10 6 12-  
CON 13 10 3 12-  
INT 13 10 3 12-   PER Roll 12-
EGO 13 10 3 12-  
PRE 18 10 8 13-   PRE Attack: 3 1/2d6
           
OCV 5 3 10
DCV 5/6 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 2 2 0 2 ED (0 rED)
REC 6 4 2
END 20 20 0
BODY 11 10 1
STUN 30 20 5
           
Running 14m 12 2
Swimming 4m 4 0
Leaping 4m 4 0 69 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Aura of an Honest Man (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Hunted: Police Higher-ups Infrequently (Mo Pow; NCI; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Watching)
5 Negative Reputation: Cop, Frequently (Known To Supernatural Community)
10 Psychological Complication: Decent and Honest (Uncommon; Strong)
10 Psychological Complication: Protect and Serve (takes his police officer duties very seriously). (Common; Moderate)
10 Social Complication: Serving police officer: subject to orders Infrequently, Major
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 75 200

Shannon O'Grady Panpiper
SKILLS
Cost  Name
12 +1 Overall
6 +2 with Pistols
3 Expert: Police Detective
2 1) Bureaucratics 13-
2 2) Conversation 13-
2 3) Criminology 12-
2 4) Deduction 12-
2 5) Fast Draw: Handguns 12-
2 6) Interrogation 13-
2 7) KS: Criminal Underworld 12-
2 8) PS: Police Officer 12-
2 9) Paramedics 12-
2 10) Persuasion 13-
2 11) Security Systems 12-
2 12) Streetwise 13-
0 13) WF: Handguns
5 KS: Supernatural World 14-
2 Language: Gaelic (fluent conversation; literate)
52 Total Skills Cost
FIGHTING SKILLS
Cost  Name
Crack Shot
8 1) +2 Ranged Damage Class(es)
4 2) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +4 DC
3 3) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike +2 DC
5 4) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike +2 DC
5 5) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +4 DC to Disarm
0 6) Weapon Element: Pistols
25 Total Fighting Skills Cost
PERKS
Cost  Name
3 Cop: Local Police Powers, Police officer
5 Equipment Pool
13 Professional Pool
1 Supernatural Hunter License
22 Total Perks Cost
TALENTS
Cost  Name
10 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.
12 Combat Luck (6 PD/6 ED)
10 Supernatural Awareness
32 Total Talents Cost

Shannon O'Grady Panpiper
Equipment Pool (24/25)
1) Glock 20, 10mm Automatic : Killing Attack - Ranged 2d6 (37 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Beam (-1/4), 4 clips of 16 Charges (+1/4)
Notes: (x2 number of items) Real Cost: 15 points
[16]
2) Spot the Dot : +2 with attached Pistol (4 Active Points); OAF (-1) plus +2 to vs Range Modifier with Attached Weapon
Notes: (x2 number of items) Real Cost: 9 points
0
Professional Pool (13)
1) Concealed Vest : Resistant Defense (5 PD/5 ED) (15 Active Points); Hit Locations 10-13 (-1 1/4), Half Mass (-1/2), IIF (-1/4), Real Armor (-1/4), Half effect versus blades (-1/4)
Notes: Real Cost: 4 points
0
2) Defensive Gunfighting : +1 DCV (5 Active Points); Only versus ranged combat (-1)
Notes: Real Cost: 2 points
3) Hail Of Gunfire : Autofire (3 shots; +1/4) for up to 50 Active Points of Ranged Killing Attack (12 Active Points); OAF (Requires two pistols of opportunity; Requires Multiple Foci or functions at reduced effectiveness; -3/4)
Notes: Real Cost: 7 points
1

Shannon O'Grady Panpiper
APPEARANCE
Height:   5' 11" Hair:  Reddish Brown
Weight:  176 lbs Eyes:  Hazel
Shannon is not a particularly imposing fellow, of not much more than average height and weight. He usually has a smile on his freckled face, topped with an unrully reddish brown hair. He looks more like a professor than a cop with his casual attire and penchant for sweaters and jackets (to conceal his Glock holsters and three clips of extra ammo under each shoulder).
BACKGROUND
PERSONALITY
Shannon O'Grady's father was a cop, as was his grandfather, and great grandfather before that. Being a cop is a tradition in Shannon's family, a tradition taken very seriously. With four straight generations of real deal gritty street cops, it was practically a given that the family would become Aware at some point, and Shannon grew up knowing that his destiny was not just to protect the citzenry from Mundane dangers, but also strange and unnatural Supernatural threats.

His family legacy, growing up steeped in cop culture and stories, has gifted him with an extraordinary knack for the job. He has risen quickly through the department, his broad talents being appreciated by many. It was however his propensity for bagging monsters that gave him the most distinction, though unofficially and only amongst those "in the know". Nowadays he's largely left to liase between the Hunter community and the blue brotherhood. He does his part helping proven Hunters with access to police resources, and those Hunters do their part to help Shannon protect his City from hidden menaces. Its a win win.

Shannon has an ease about him that comes from having been born into the weird wide Supernatural world rather than starting off ignorant and finding out the hard way that all is not as it seems. He is not overly paranoid, or freaked out by the true reality complete with things that go bump in the night; it is all more or less normal to him. He is the one who is most likely to be chipper when the chips are down, and his constant good spirits is one of the things that people most remember about him. He is of course sensitive to the plight of others, and would not be so crass as to be anything other than serious and businesslike in the face of another person's tragedy, but he's seen the dark side far too often for it to get him down much and he has a certain can-do equanimity about him.

Shannon knows his job and is a cop first and foremost. He does detective work to catch the bad guys, and is perfectly willing and able to use any and all police resources to do so, though he greatly prefers to keep cops that have not yet been exposed to the Supernatural out of the loop whenever possible to protect them from things they might not be able to handle. Shannon feels his time is best spent chasing down abnormals, so he passes ordinary human bad guys on to uniformed policemen when possible, but he'll nab a perp when they cross his path whether they're Mundane or not.
QUOTE
"Condolences for your troubles, mam. We'll get the bastards, I promise you."
TACTICS AND COMBAT NOTES
Shannon is extremely expert with his 'two guns blazing' style of gun fighting. He's been training with handguns since the age of four and is very adept with them.
CAMPAIGN USE
Shannon is equally at home with combat and investigation. There is little he cannot uncover given time and detective work, and once found he is very capable of bagging the Monsters.

Shannon O'Grady Panpiper
SPEED CHART DEX 13 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 5 2 0 0
RESISTANT 0 0    
FATIGUE & HEALTH REC 6   
  BODY STUN END
MAXIMUM 11 30 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 14m [28m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
COMBAT SKILL LEVELS
+1 Overall
+2 with Pistols
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 5 5/6
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 3 1/2d6 +/- 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 Basic Shot 1/2 +0 +0 Strike, +4 DC
3 Defensive Shot 1/2 -1 +2 Strike +2 DC
5 Far Shot 1/2 +1 -1 Strike +2 DC
5 Offensive Ranged Disarm 1/2 +1 -1 Disarm, +4 DC to Disarm
25 Total Cost of Fighting Skills

Character created with Hero Designer (version 20130424 )