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JB Rochefort Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 13 10 3 12-   HTH Damage 2 1/2d6 END [1]
DEX 13 10 6 12-  
CON 15 10 5 12-  
INT 10 10 0 11-   PER Roll 11-/14-
EGO 8 10 -2 11-  
PRE 13 10 3 12-   PRE Attack: 2 1/2d6
           
OCV 4 3 5
DCV 4 3 5
OMCV 1 3 -6
DMCV 1 3 -6
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 4/8 2 2 4/8 PD (0/4 rPD)
ED 2/6 2 0 2/6 ED (0/4 rED)
REC 5 4 1
END 30 20 2
BODY 13 10 3
STUN 30 20 5
           
Running 14m 12 2
Swimming 2m 4 -1
Leaping 6m 4 1 38 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Anathema: Advanced Technology; Incompetence: -1 to Skill Rolls (Common; Instant; JB suffers -1 to any 3d6 resolution that involves one or more pieces of electronic, computerized technology)
0 Distinctive Features: Balding (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Negative Reputation: Unreliable On Weekends Due To Climbing Trips, Frequently (Known To Friends And Associates)
10 Physical Complication: Mildly Blurry Vision (But Wears Glasses) (Infrequently; Slightly Impairing)
15 Psychological Complication: Crazed Adrenaline Junky (Common; Strong)
5 Social Complication: Bad Luck With The Ladies Frequently, Minor, Not Limiting In Some Cultures
5 Unluck: 1d6
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

JB Rochefort Killer Shrike
SKILLS
Cost  Name
3 Former Navy Corpman Turned EMT Enhancer
1 1) AK: Street Addresses (2 Active Points) 11-
2 2) Combat Driving 12- (3 Active Points)
1 3) Forensic Medicine 10- (2 Active Points)
1 4) PS: EMT (2 Active Points) 11-
1 5) PS: Navy Corpsman (2 Active Points) 11-
4 6) Paramedics 12- (5 Active Points)
1 7) Teamwork 10- (2 Active Points)
1 8) WF: Small Arms (2 Active Points)
3 Outdoorsman Enhancer
2 1) Acrobatics 12- (3 Active Points)
2 2) Breakfall 12- (3 Active Points)
2 3) Climbing 12- (3 Active Points)
1 4) KS: Trails And Climbing Sites (2 Active Points) 11-
1 5) Navigation (Land) 11- (2 Active Points)
1 6) PS: Hunting (2 Active Points) 11-
2 7) Shadowing 11- (3 Active Points)
3 8) Survival (Temperate/Subtropical, Mountain) 11- (4 Active Points)
2 9) Tracking 11- (3 Active Points)
34 Total Skills Cost
PERKS
Cost  Name
6 Equipment Pool (30)
37 Professional Pool (62) (plus Character Creation Resource Points)
3 Vehicles Pool (6)
1 Supernatural Hunter License
47 Total Perks Cost
TALENTS
Cost  Name
6 Combat Luck (3 PD/3 ED)
6 Total Talents Cost

JB Rochefort Killer Shrike
Professional Pool (62/62)
1) +1 Overall
Notes: Real Cost: 10
2) Excellent Climber : Clinging (normal STR) (10 Active Points); Requires A Roll (Skill roll; Climbing; -1/2)
Notes: Real Cost: 7
0
3) Mountain Climber : Environmental Movement (no penalties on rocky / steep terrain)
Notes: Real Cost: 2
4) Field Dressings : Healing Simplified Option 1d6, Decreased Re-use Duration (6 Hours; +1/4) (12 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Requires A Roll (Skill roll; Paramedics; -1/2)
Notes: Real Cost: 4
1
5) Good Balance : Knockback Resistance -1m
Notes: Real Cost: 1
0
6) Incredible Hearing : +3 PER with Normal Hearing
Notes: Real Cost: 3
0
7) Luck Bastich : Luck Dice (3d6)
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. Real Cost: 15
8) Keep Your Head Down : No Hit Locations (If A Opponent Declares a Shot vs JB Rochefort's Hit Locations 3-5, He May Expend 1 Luck Point To Negate The Increased Stun And Body Multiples) (10 Active Points); Head Hit Locations Only (-1 1/2), Consumes 1 Luck Point Each Use (-1/2)
Notes: Real Cost: 3
0
9) Roll With It : Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A Roll (Skill roll, -1 per 20 Active Points modifier; Must be made each Phase/use; Breakfall; -3/4)
Notes: Real Cost: 17
0

Equipment Pool (30/30)
1) Colt Python .357 Combat Magnum (Custom) : Killing Attack - Ranged 2 1/2d6, Knockdown (+1/4) (50 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), 4 clips of 6 Charges (-1/4), Real Weapon (-1/4)
Notes: Real Cost: 13
[6]
2) Colt .45 M1911 (GI issue) : Killing Attack - Ranged 2d6-1 (25 Active Points); OAF (Colt .45 M1911 ; -1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 4 clips of 8 Charges (-0)
Notes: Backup Pistol, Real Cost: 7
[8]
3) Field Medical Kit : +2 with Paramedics (4 Active Points); OAF (Field Medical Kit ; -1)
Notes: Real Cost: 2
4) Climbing Gear : +2 with Climbing, Usually Kept In Jeep Or At Apartment Rather Than Carried (+0) (4 Active Points); OIF Arrangement (Ropes, Crimps, Shoes, Harness, Etc; Requires Multiple Foci or functions at reduced effectiveness; -1/2), Trail (Leaves A Trail Of Crimps And Ropes Which Must Be Recovered; -1/4)
Notes: Real Cost: 2
5) Cell Phone - Reliable :
Notes: Real Cost: 1
6) Spring-loaded Folding Pocket Knife : Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR) (5 Active Points); IAF (-1/2), STR Minimum 4 (-1/4), Real Weapon (-1/4), -1 Decreased STUN Multiplier (-1/4)
Notes: Real Cost: 2
1
7) Concealed Bullet Resistant Vest : (4 PD/4 ED) (12 Active Points); Torso Coverage (-1 1/2), Half Mass (-1/2), IIF (-1/4), Real Armor (-1/4)
Notes: Real Cost: 3
0

Vehicle Pool (6/6)
1) Jeep : (Total: 6 Active Cost, 6 Real Cost) Vehicle (Real Cost: 6) 0

JB Rochefort Killer Shrike
APPEARANCE
Height:   5' 8" Hair:  Dark Brown
Weight:  180 lbs Eyes:  Blue
Aside from a somewhat simian appearance, with arms that look slightly too long for his body, broad sloping shoulders, and knobbly oversized hands, JB looks like an average middle aged military veteran who has kept himself in good shape and has little patience for fashion. Off the clock he wears comfortable jeans and t-shirts, and usually a beat up and faded championship Steelers ballcap around town, and climbing gear otherwise.
BACKGROUND
After serving 5 years as a hard-charging life-saving Navy Corpsman attached to a Marine Corps Light Armored Reconnaisance company, JB Rochefort became a hard-driving life-saving EMT with a preference for working the calls going into the worst neighborhoods, or anything during rush hour. That wasn't thrilling enough, so he also took up rock climbing and outdoor survival as hobbies and spent most weekends and holidays doing that. He wanted to take up skydiving, but it was too expensive on a EMT's salary, and bungee jumping was just lame.

Eventually even scaling mountains and sleeping out the night clipped to the side of a ledge hundreds of feet off the ground started to get routine and boring, but luckily for JB fate took a hand. While hiking around off the beaten path, perhaps on private property but prove it, JB found a sweet face that looked pristine...maybe even virgin. Excited to maybe be the first ascender and thus earn the right to bestow the climb with a goofy name, JB quickly started up...without a spotter but clipping in as he went. A few hundred feet up he got up into a cleft and made good headway, rapidly rising a few dozen more feet within it. However, JB soon found a narrow cave opening leading in and down hidden in the shadow of the cleft.

JB clipped in more securely and began to investigate the cave opening...but was unexpectedly set upon by a hooting, hissing, howling, and very angry...THING...living within. All fur, fangs, and claws, a two foot tall creature looking like a cross between a chimpanzee and a demon pounced at the precariously perched JB who pulled back in shock and launched the both of them off the rockface and flailing back into open space. Luckily, though several popped loose, enough of JB's chocks held and he fell back to the rockface after half a dozen feet. Thinking fast, JB timed it with the impact and propelled the thing clawing at him out and away into space, and it fell to its unlamented death on the rocks far below. After climbing back up to the cave mouth, JB investigated further and found a nest with several bits of what he was pretty sure were human remains...and three mewling baby things. JB mercilessly lit the nest on fire with a camp stove he had in his kit and killed the foul little bastards.

After returning to his Jeep, JB called an old climbing guru he knew called Sappy Stannard who often told campfire stories of weird stuff climbers had supposedly found out on the trails. JB had always just assumed such things were stories, but the usually garulous Sappy proved to be super serious when JB described his encounter. Turned out, the old man wasn't just spinning yarns...some of that crap was actually true (or true-ish at least). Sappy gave JB a number to call...at the FBI no less...and after some red tape, hoop jumping, officiousness, and paperwork JB was awarded a bounty for a clutch of devil monkeys; one adult and three young. But that was small potatoes compared to the revelation that there really were supernatural creatures in the world and the government would even pay you to kill some of them, so long as you kept it all quiet and on the low down. Awesome!

So, JB soon started a new and even more dangerous hobby...hunting monsters. He went through all the hooplah with the FBI to get registered as a Hunter, and now he's trying real hard to meet up with a group of hard core Hunters to take him under their wing. He wants another adrenaline rush like he got when the devil monkey leapt at his face, and he's willing to put his time in as low man on the totem pole of an established group to get it.
PERSONALITY
JB is a simple soul, always looking for the next big thrill. He may not have much of a life expectancy, but he'll enjoy the hell of whatever time he gets.
QUOTE
"So what we want to do here is kill the guys on the demon-horses, right?"
TACTICS AND COMBAT NOTES
JB Rochefort is a competant normal with useful paramedic and outdoorsman skills. Though somewhat green, he's a well rounded and capable Hunter and general "man of action".
CAMPAIGN USE
A skilled Professional, whose skills can help keep a team of Hunters alive.

JB Rochefort Killer Shrike
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 4/8 2/6 0 0
RESISTANT 0/4 0/4    
FATIGUE & HEALTH REC 5   
  BODY STUN END
MAXIMUM 13 30 30
CURRENT      
MOVEMENT
Type Total
Run (12m) 14m [28m NC]
Swim (4m) 2m [4m NC]
H. Leap (4m) 6m
V. Leap (2m) 3m
COMBAT SKILL LEVELS
+1 Overall
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 4
MENTAL 1 1
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 2 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
0 Total Cost of Fighting Skills

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