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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 13-
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 Monitored By Organization: Societatis ex Monstrum Interfectorum Infrequently (Mo Pow; NCI; Passive; Possible Recruit)
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
80 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 80 84 209

Killroy King Red
SKILLS
20 +2 Overall
3 +1 with Pistols
3 Urban Hunter
2 1) Breakfall 12-
2 2) Climbing 12-
2 3) Concealment 12-
2 4) Fast Draw 12-
2 5) KS: Supernatural World 12-
2 6) Paramedics 12-
2 7) PS: Hunter 12-
2 8) Stealth 12-
2 9) Tracking 12-
3 10) WF: Small Arms, Blades, Recoilless Guns
3 Wheeler and Dealer Enhancer
2 1) Bureaucratics 12-
2 2) Conversation 12-
2 3) High Society 12-
1 4) PS: Business Management 11-
2 5) PS: Real Estate Speculator 12-
2 KS: Conspiracy Theories 11-
61 Total Skills Cost
PERKS
-1 MVP x 1
1 Fringe Benefit: (Story Reward), Partner in Unconventional Solutions, LLC
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
0 1) Contacts Pool (10) (Monitored Complication Offset)
7 2) Equipment Pool (35)
47 3) Professional Pool (72) (plus Character Creation Resource Points)
65 Total Perks Cost

Killroy King Red
+1 PER with all Sense Groups 0

Professional Pool - Superskills (66/72)
1) Barret 95 Mastery : +2 with Barret 95
2) Barret 95 Mastery : Range Levels: +2 vs. Range Penalties with Barret 95
3) Eyes of a Hawk : Range Levels: +4 vs. Range Penalties with Everything
4) Heavy Hitter : Hand-To-Hand Attack +2d6, Penetrating (+1/2); Hand-To-Hand Attack (-1/4) 1
5) 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 (26/72)
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) Sniper Rifle : Killing Attack - Ranged 3d6+1 (Custom CQB/Sniper 50 Cal. Barret 95, 20" Barrel, 36" Length; 17 lbs), 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) [6]

Equipment Pool - Sniper Rifle Kit (8/35)
1) Acog Doc Reflex Scope : +2 versus Range Modifier for Sight Group; OAF (Acog Doc Reflex Scope; -1) 0
2) Acog Doc Reflex Scope : +2 with Barret 95; OAF (Acog Doc Reflex Scope; -1)
3) 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)
4) Holycrap Rounds (.50) : Blessed Bullets; 6 Charges (-3/4) [6]
Equipment Pool - Other Weapons (18/35)
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) Holycrap Rounds (.460) : Blessed Bullets; 6 Charges (-3/4) [6]
3) Fairbairn Sykes Fighting Knife : Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Penetrating (+1/2) (22 Active Points); OAF (-1), STR Minimum 6 (-1/4), Real Weapon (-1/4), No Knockback (-1/4), -1 Decreased STUN Multiplier (-1/4) 2
Equipment Pool - Misc (9/35)
1) Flashlight : (Provides Sufficient Illumination To See A 1 hex Area Within 10m)
2) Basic First Aid Kit : +1 with Paramedics; OAF (Kit ; -1)
3) Cell Phone : Reliable
4) Murgatroyd's Teleport Tokens : (5)
Notes: One use items to teleport to one of the t-port circles Murgatroyd has set up, within 1000 miles. Cannot be used in combat, takes about 2 Turns of concentration to activate.

Contacts Pool (9/10)
1) Societatis ex Monstrum Interfectorum : Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of their own, Favors Owed In Return), Cell Contact (x3) (9 Active Points) 8-

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
As an act of tough love wealthy oil man Patrick Killroy made a lot of big talk about how he'd officially disinherited the boy. All of Patrick's money, he said, would go to his daughter Mallory, charities, and other worthy causes...but that his son would be forced to earn his own fiefdom, to become a man of consequence on his own merits. That was Patrick in a nutshell...all machismo, high principles, extreme positions, and little common sense or empathy. James' mother Edith was a passive doormat of a woman who offered no resistance to her husband's notions, and had little maternal attention to offer her children. Raised half wild on the family estate in the oil country of Texas, reminded weekly that none of it was to be his, James learned to hunt and to fend for himself. Guns were everywhere on the ranch and easily available, but when he was 15 James saved up all his pennies from odd farm hand jobs and bought himself a rifle of his very own and promptly wandered off into the scrublands of Texas for the entire summer. Having lived off the land for the duration of his "vacation", he returned both rugged and quite skilled with his chosen weapon. After that, James began participating in shooting competitions, taking home various prize money awards, which he showed an unusual maturity in smartly investing.

Patrick was true to his word, tossing James out of the house as soon as he graduated high school and providing no financial assistance for college or anything else...fortunately James had done will enough academically to gain admittance and a modest scholarship. That plus his shooting prize money was enough for him to make it on his own and he obtained an MBA which he immediately put to use by getting a job at a large land development firm in Dallas. Starting off on the bottom rung, James showed a predatory skill in finding undervalued properties to acquire and flip and rose quickly in the firm. Success also afforded more time and dispensible income for James to continue to pursue his hobbies of match shooting and eventually big game hunting.

Meanwhile, James' younger sister Mallory, spoiled and coddled, had grown up to be a wild and irresponsible young woman. At college she got mixed up with an intense crowd of hard partiers...some of whom were not just hedonists but also heading into ill-advised occult pursuits. Unbeknownst to her family, Mallory was drawn in and became impregnated by the group's leader. Eventually daddy found out she was pregnant and pulled her out of college back to the ranch. Mallory gave birth to a beautiful daughter a few months later, whom she named Melody. James only occasionally visited his parent's home, but became quite fond of little Melody as she grew from infant to schoolgirl. Eventually Patrick died, and Mallory took her child and returned to the fold of her "friends" in Austin...the group of which had secretly blossomed into a full blown cult. Visting his sister after this a few times, James started to become suspicious of her "boyfriend", the living conditions his neice was being subjected to, and the general state of his sister's life. However, due to the schism in the way their father had raised the two of them, James was ambivalent about whether he should interfere or not. And of course he did not know anything about the supernatural or that his sister's weird friends were actual sorcerers and cult members. Though conflicted, to his later eternal shame, he did nothing to protect or shield his niece. When Melody was 13, her own father sacrificed her to gain favor with the demon Belphegor, while her own drugged out and euphoric mother participated in the horrific ritual.

James did not immediately discover that his niece was dead...it was a couple of months later when he tried to get in touch with Mallory to schedule a visit and could not reach her that James began to become aware that something wasn't right. Eventually, he filed mission person reports on his sister and niece. Finally tiring of the lack of progress made by the police, he retained the services of a private eye...who also failed to come up with anything useful. Deciding to take matters into his own hands, James cancelled a hunting safari he had been planning and spent a week in Austin looking for his sister and niece himself...and bit by bit began to put the entire story together which led him inevitably into a crash course encounter with the supernatural. Though not unscathed, James survived; the members of that particular cult most assuredly did not. James was no longer the same man as when he had started his investigation...he could never put the blinders back on and return to a normal life. He knows now that almost nothing is as it seems, and that true evil does exist. That it must be hunted. That it must be killed.
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 0 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 (resisted)
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

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