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Jake Donaldson The Rose
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 18 10 8 13-   PER Roll 15-
EGO 10 10 0 11-  
PRE 13 10 3 12-   PRE Attack: 2 1/2d6
           
OCV 4 3 5
DCV 4 3 5
OMCV 3 3 0
DMCV 3 3 0
SPD 2 2.0 0 Phases: 6, 12
           
PD 3/6 2 1 3/6 PD (0/3 rPD)
ED 2/5 2 0 2/5 ED (0/3 rED)
REC 4 4 0
END 20 20 0
BODY 10 10 0
STUN 20 20 0
           
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 34 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Negative Reputation: Couldn't Hold It Together, Frequently (Washed Out Of The Force; Other Cops)
10 Psychological Complication: "I finish what I start!" (Uncommon; Strong)
15 Psychological Complication: Obsessed with the Supernatural (Common; Strong)
15 Psychological Complication: Paranoid (Common; Strong)
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Jake Donaldson The Rose
SKILLS
Cost  Name
3 Former Police Detective
2 1) Combat Driving 12-
2 2) Criminology 13-
4 3) Deduction 14-
2 4) Interrogation 12-
2 5) Security Systems 13-
2 6) Streetwise 12-
1 7) WF: Small Arms
3 Jack of All Trades
1 1) PS: Detective 11-
2 2) PS: Hunter 13-
2 3) PS: Researcher 13-
0 Language: English (idiomatic; literate)
1 Language: Latin (basic conversation ; literate)
3 P.I.
2 1) Acting 12-
2 2) Bribery 12-
2 3) Concealment 13-
1 4) Forgery (Documents) 13-
2 5) Lockpicking 12-
2 6) Shadowing 13-
2 7) Sleight Of Hand 12-
2 8) Stealth 12-
2 9) Tracking 13-
3 Scholar
2 1) KS: Cult of the Red Hand 13-
2 2) KS: Laws and Regs 13-
2 3) KS: Occult 13-
2 4) KS: Supernatural World 13-
3 Traveler
2 1) CK: Hudson City 13-
2 2) CuK: Criminals and Criminal Organizations 13-
1 3) CuK: Cult of the Red Hand 11-
66 Total Skills Cost
PERKS
Cost  Name
0 Contacts & Followers Pool (6) (plus Character Creation Resource Points)
0 Equipment Pool (30) (plus Character Creation Resource Points)
2 Permits: Private Investigator License, Supernatural Hunter License
1 Positive Reputation: Competent Hunter (A medium-sized group) 11-, +1/+1d6
14 Professional Pool (25) (plus Character Creation Resource Points)
0 Vehicles & Base Pool (10) (plus Character Creation Resource Points)
17 Total Perks Cost
TALENTS
Cost  Name
3 Lightsleep
5 Miraculous Survival
8 Total Talents Cost

Jake Donaldson The Rose
Professional Pool (25/25)
1) +1 Overall (Professional Discount)
Notes: Real Cost: 10
2) Trained Senses : +2 PER with all Sense Groups
Notes: Real Cost: 6 points
0
3) Good Shooting Technique : Area Of Effect Accurate (1m Radius; +1/2) for up to 40 Active Points of RKA (20 Active Points); OIF (Pistol of Opportunity; -1/2), Extra Time (Full Phase, -1/2), Only While Using Brace Maneuver (-1/4)
Notes: Real Cost: 9 points
2

Equipment Pool (30/30)
1) S&W .460 Caliber, Model 460 XVR Revolver - 8 3/8" w/ Aftermarket Counter-weighted Barrel : Killing Attack - Ranged 3d6-1 (40 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: 11 points
[6]
2) Custom Pistol Grip : +1 with Attached Pistol; OAF (S&W .460 Caliber, Model 460 XVR Revolver; -1)
Notes: Real Cost: 2 points
3) Custom Pistol Sights : +2 versus Range Modifier for Sight Group; OAF (S&W .460 Caliber, Model 460 XVR Revolver; -1)
Notes: Real Cost: 1 points
0
4) Brass Knuckles : HA +2d6; OIF (-1/2), Hand-To-Hand Attack (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)
Notes: Real Cost: 5 points
1
5) Body Armor : Resistant Protection (3 PD/3 ED); Normal Mass (-1), OIF (Body Armor; -1/2), Torso and Chest only (-1/2), Real Armor (-1/4)
Notes: Real Cost: 3 points
0
6) Binoculars : +4 versus Range Modifier for Sight Group, Required Hands One Handed (+0); OAF (Binocs; -1), Inaccurate (0 OCV; -1/2), Concentration (1/2 DCV; -1/4)
Notes: Real Cost: 2 points
0
7) Flashlight : (Provides Sufficient Illumination To See A 1 hex Area Within 10m)
Notes: Real Cost: 2 points
8) Anti Security System Kit : +1 with Security Systems; IAF (Tools; -1/2)
Notes: Real Cost: 3 points
9) Lockpicking Tools : +2 with Lockpicking; OIF (Various Equipment; -1/2)
Notes: Real Cost: 3 points
10) Reliable Cell Phone : Radio Perception/Transmission (Radio Group); Only usuable with other phones, must have phone numbers (-2), OAF (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Sense Affected As More Than One Sense Hearing & Radio (-1/2), Restrainable (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Real Item (-1/4), 1 Continuing Fuel Charge lasting 6 Hours (Wall Charger; Need Power Adaptor and Place To Plug In; -1/4)
Notes: Real Cost: 1 Points
[1 cc]

Contacts & Followers (6/6)
1) Contact: Doctor Allosius Jones (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 11-
Notes: Real Cost: 6

Vehicle Pool (10/10)
1) Street Cruiser
Notes: Real Cost: 10

Jake Donaldson The Rose
APPEARANCE
Height:   5' 9" Hair:  Brown
Weight:  175 lbs Eyes:  Brown
Jake is an "old" 46. 20 years on the force and a couple years investigating dark doings and Hunting Monsters has not helped him stay youthful; he visibly carries the weight of his years.
BACKGROUND
Jake Donaldson was one of the best Detectives on the Hudson City PD; sharp, alert, and with great powers of deduction. It was really only a matter of time before he became exposed to the Supernatural.

Jake's great strength and flaw as a cop was that he couldn't let a case go. He had an almost perfect record of closed cases, thanks entirely to his dogged refusal to stop working the clues on even the most apparantly unsolvable of mysteries. Yet when he encountered his first Supernatural case, a curious locked door murder scenario, he was stymied. The facts of the case required the existence of things that clearly could not actually exist...and yet there it was. He didn't solve that one, but a few months later when a similar case occured involving a man killed inside of a secured safe room with no way in or out and surveillance video that strangely "fuzzed out" the critical few minutes in which the deed was done, Jake refused to just let the case file slide onto the "unsolveable" pile.

Turning all his abilities and experience to the task, Jake eventually made his case...but there was no way he could turn it in or move forward with it officially. Now, Jake had heard other older cops talking from time to time about "weird stuff" cases, but he'd always blown it off as nonsense. However he now had evidence of it for himself, for the culprit he had successfully hounded down appeared to be some kind of evil apparition...i.e., a ghost!

Making a few tactful inquiries led him to Doctor Allosius Jones who saw fit to educate the conflicted Detective on the realities of the Supernatural World and the actual existence of all manner of Supernaturals and monsters. Doc called a couple of friends and the apparation was taken care of, but Jake's eyes were now opened...perhaps a little too far. Faced with the new knowledge of the esoteric things he had previously not believed in, Jake started seeing Supernatural doings behind even the most mundane of crimes. His ability to solve crimes was impaired, and eventually he was put on a suspension without leave or pay which he's just never returned from.

Instead Jake opened a private detective agency, and he specializes in the sorts of "weird cases" other PI's don't want to deal with. They don't all have a supernatural angle, but some do, and those are the ones Jake looks foward to. Jake still generally prefers to do investigative and leg work to puzzle out the details of a case and find the baddies, but then report the information to Doc Allosius or the Feds to do the dirty work. Jake gets a smaller share of the Bounty to be sure, but his interest and passion is in solving the cases and removing monsters from the streets; the money just keeps food in his belly and a roof over his head.
PERSONALITY
Jake isn't entirely sure what his motivation is, but he can't not get to the bottom of mystery once he's caught the scent of it... In a lot of ways, the lure of puzzling out the next mystery is the only thing that keeps him going. In particular, Jake has put together enough pieces of the puzzle that is the Cult of the Red Hand to make him suspect that there is far more at play...and at stake...than anyone else seems to think. When he's not working some more immediate case, gathering more clues on the Red Hand and their shadowy master is what occupies Jake's hours and minutes.
QUOTE
"Okay, fair enough. Now howabout you actually tell me the truth?"
TACTICS AND COMBAT NOTES
Investigation is Jake's expertise. He avoids violence instinctively, and is not particularly good at it, though he can defend himself if he has too.
CAMPAIGN USE
Joseph is a detective of the first water, with a broad array of sleuthy options available to him to solve a crime.

Jake Donaldson The Rose
SPEED CHART DEX 13 SPD 2 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 3/6 2/5 0 0
RESISTANT 0/3 0/3    
FATIGUE & HEALTH REC 4   
  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 Overall (Professional Discount)
+1 with Attached Pistol; OAF (S&W .460 Caliber, Model 460 XVR Revolver; -1)
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 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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