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Killroy King Red
Char  Total  Base  Cost  Roll  Notes 
STR 20 10 10 13-   HTH Damage 4d6 END [2]
DEX 13 10 6 12-  
CON 15 10 5 12-  
INT 13 10 3 12-   PER Roll 12-
EGO 10 10 0 11-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
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 8/16 2 6 8/16 PD (0/8 rPD)
ED 3/11 2 1 3/11 ED (0/8 rED)
REC 8 4 4
END 25 20 1
BODY 15 10 5
STUN 30 20 5
           
Running 14m 12 2
Swimming 4m 4 0
Leaping 4m 4 0 83 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
20 Hunted: L'Éminence Nocturne Infrequently (Mo Pow; Covert; Kill)
5 Marked By The Elder Things
5 Distinctive Features: A big man, stands out in a crowd. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Negative Reputation: Hardcore Hardass Hunter; Uncompromising; Not Always A Team Player, Frequently (Hunters)
10 Psychological Complication: Loyal, Will keep his Word. (Common; Moderate)
10 Psychological Complication: Unwilling to Sacrifice the Life of an Innocent, even if it is for the Greater Good. (Uncommon; Strong)
5 Rivalry: Professional (Other Shooters; Rival is As Powerful; Rival is a Group; Seek to Outdo; Rival Unaware of Rivalry)
5 Social Complication: Conspiracy Theorist Infrequently, Minor
10 Social Complication: Intense And Driven; Makes Some People Uncomfortable Frequently, Minor
75 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 75 63 188

Killroy King Red
SKILLS
Cost  Name
3 Urban Hunter
2 1) Climbing 12-
2 2) Concealment 12-
2 3) KS: Supernatural World 12-
2 4) PS: Hunter 12-
0 5) Paramedics 8-
2 6) Stealth 12-
0 7) Tracking 8-
2 8) WF: Small Arms, Recoilless Guns
3 Wheeler and Dealer Enhancer
1 1) Bureaucratics 10-
1 2) Conversation 10-
1 3) High Society 10-
1 4) PS: Real Estate Speculator 10-
22 Total Skills Cost
PERKS
Cost  Name
5 Wealthy : Money: Well Off
Professional Monster Hunter
1 1) Favor: SAIC Harker
4 2) Permits: FBI: Section M Special Asset, Heavy Weapon Permit, Supernatural Hunter License
1 3) Positive Reputation: Capable Monster Hunter (A small to medium sized group) 11-, +1/+1d6
Resource Pools
5 1) Equipment Pool (25)
67 2) Professional Pool (92) (plus Character Creation Resource Points)
83 Total Perks Cost

Killroy King Red
Professional Pool - Superskills (66/92)
1) +2 Overall
2) +2 with Barret 95
3) Range Levels: +2 vs. Range Penalties with Barret 95
4) Eyes of a Hawk: +4 vs. Range Penalties with All Range Penalties
5) Heavy Hitter : Hand-To-Hand Attack +2d6, Penetrating (+1/2); Hand-To-Hand Attack (-1/4) 1
6) Ain't Got Time To Bleed : Resistant Protection (8 PD/8 ED); Does not protect from first point of body (-1/2) 0
Professional Pool - Gear (26/92)
1) SpecTech Contact Lenses : Supernatural Detection (Partially Discriminatory (can tell relative power only)) (7 Active Points); IIF (Contact Lenses; -1/4)
2) Rapelling Gun : Swinging 45m, Usable By Other (+0), Recipient must remain close to Grantor, Grantor can take back power at any time (23 Active Points); OAF (-1), 1 Recoverable Continuing Charge lasting 1 Turn (-3/4), Straight Lines Only (-1/2), no Noncombat movement (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Leaves A Trail (-1/4) [1 rc]
3) Barret 95 .50 Caliber Rifle : Killing Attack - Ranged 3d6+1, Armor Piercing (+1/4), +1 Increased STUN Multiplier (+1/4) (75 Active Points); STR Minimum 19+ (STR Min. Cannot Add/Subtract Damage; -1 1/2), OAF (-1), Required Hands Two-Handed (-1/2), Side Effects, Always Occurs (Extremely Loud; -1/2), Beam (-1/4), Real Weapon (-1/4), Not Usable In Confined Spaces (-1/4), 8 clips of 6 Charges (-0)
Notes: Custom CQB/Sniper 50 Cal. Barret 95, 20" Barrel, 36" Length; 17 lbs
[6]

Equipment Pool (25/25)
1) S&W .460 Caliber, Model 460 XVR Revolver - 8 3/8" : Killing Attack - Ranged 2 1/2d6 (40 Active Points); STR Minimum 14-18 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), 4 clips of 6 Charges (-1/4), Real Weapon (-1/4) [6]
2) Acog Doc Reflex Scope : +2 versus Range Modifier for Sight Group; OAF (Acog Doc Reflex Scope; -1) 0
3) Acog Doc Reflex Scope : +2 with Barret 95; OAF (Acog Doc Reflex Scope; -1)
4) Concealed Rifle Harness : +7 with single Skill or Characteristic Roll (14 Active Points); Only for concealing Rifles (-1 1/2), Only when wearing a trench coat (-1), Requires A Roll (Characteristic roll; Requires a Dex roll if engaged in vigorous movement.; -1/2), IIF (Special harness; -1/4)
5) Holycrap Rounds (.50) : Blessed Bullets; 6 Charges (-3/4) [6]
6) Holycrap Rounds (.460) : Blessed Bullets; 6 Charges (-3/4) [6]
7) Spring-loaded Folding Pocket Knife : Killing Attack - Hand-To-Hand 1 point (1d6+1 w/STR) (5 Active Points); IAF (-1/2), STR Minimum 4 (-1/4), Real Weapon (-1/4), -1 Decreased STUN Multiplier (-1/4) 1
8) Flashlight : (Provides Sufficient Illumination To See A 1 hex Area Within 10m)
9) Basic First Aid Kit : +1 with Paramedics; OAF (Kit ; -1)
10) Cell Phone : Reliable

Killroy King Red
APPEARANCE
Height:   6' 7" Hair:  Clean Shaven
Weight:  220 lbs Eyes:  Brown
Killroy is a big man, the kind that sometimes needs to duck when entering a room. That's useful when concealing a custom .50 caliber sniper rifle under a trench coat. Killroy is not one for small talk. He's not been hunting monsters all that long, but he hunts them intensely and he already comes across as a combat vet who's seen a bit too much ugly business than any given person probably should.
BACKGROUND
James Killroy does not need to hunt, or rather he does not need bounties to hunt. Killroy would be hunting monsters even if there were no licence to allow it or money for doing it. Killroy kills monsters because monsters need killing, and because never again will an innocent die because he failed to act.

Killroy used to be a fairly normal fellow, an up and comer in the business world, making a decent fortune for himself speculating in housing and being smart enough to get out before it all collapsed. His only oddity was his love for big game hunting and big guns to do it with. But his normal life was shattered when his niece went missing under mysterious circumstances and he made the mistake of leaving it in the hands of the authorities to find her. Well, find her they did, her corpse mangled and half eaten. When Killroy bribed the coroner for more information and woke to the world of monsters and the supernatural, his reaction was not the normal one of fear and retreat. His reaction rather was to arm himself as well as his money could allow and go on the offensive.

Something clearly had to be done. Clearly.
PERSONALITY
Killroy is a hard-bitten hard-nosed hard-case. Everything about him is hard...except his decision making process when it comes to taking down monsters; that part is quite easy.
QUOTE
"While we stand around "planning" what we're going to do next, monsters are out there terrorizing people. Lets get a move on already!"
TACTICS AND COMBAT NOTES
Killroy never goes anywhere unarmed. He'll carry his S&W revolver into the bathroom with him (though if anyone is around, he'll do the curtesy of having it under a towel). If the situation will allow it he'll wear a trench coat and be packing his Barret as well as his revolver. He has a few different outfits made for him out of Dyneema fabric, including a tux, that handily is made to conceal his shoulder holster. If there is a threat, he'll have his best firepower out and ready.

Killroy is a good talker and at ease dealing with lawyers, bureaucrats and the authorities. He's good to liase, but also sometimes to glean information from those authorities as well. Generally though, what Killroy is aiming for, is aiming with his gun. There is nothing Killroy has yet met that cannot be stopped with a well placed shot with his Barret.
CAMPAIGN USE
Killroy is best when he can set up a clean shot and take things down before they know they are in danger. Baring that he'll do it at closer range.

Killroy King Red

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