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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 18 10 8 13-   PRE Attack: 3 1/2d6
OCV 6 3 15
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 91 Total Characteristics Points
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; New Member)
5 Distinctive Features: A big man, stands out in a crowd. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Negative Reputation: "Belphegor" Ravings, Frequently (Section M Call Center Staff)
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 Social Complication: Conspiracy Theorist Infrequently, Minor
10 Social Complication: Intense And Driven; Makes Some People Uncomfortable Frequently, Minor
80 Total Complications Cost
Base Complications XP Total
125 80 116 241

Killroy King Red
20 +2 Overall
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 13-
2 2) Conversation 13-
2 3) High Society 13-
1 4) PS: Business Management 11-
2 5) PS: Real Estate Speculator 12-
2 KS: Conspiracy Theories 11-
58 Total Skills Cost
-2 MVP x 2
1 Fringe Benefit: (Story Reward), Partner in Unconventional Solutions, LLC
1 Societatis ex Monstrum Interfectorum: Membership (Interfector)
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 (12) (Monitored Complication Offset)
10 2) Equipment Pool (50)
71 3) Professional Pool (96) (plus Character Creation Resource Points)
92 Total Perks Cost

Killroy King Red
+1 PER with all Sense Groups 0

Professional Pool - Superskills (82/96)
1) +1 with Ranged Combat
2) Eyes of a Hawk : Range Levels: +6 vs. Range Penalties with Everything
3) Highly Accurate Shooter : Weapon Master: +1d6 (Firearms)
4) Heavy Hitter : Hand-To-Hand Attack +3d6, Penetrating (+1/2); Hand-To-Hand Attack (-1/4) 2
5) Ain't Got Time To Bleed : Resistant Protection (8 PD/8 ED); Does not protect from first point of body (-1/2) 0
6) Already A Little Crazy To Begin With : +5 EGO; Only for Purposes of Suffering EGO Damage (-2)
Professional Pool - Gear (14/96)
1) SpecTech Contact Lenses : Supernatural Detection (Partial Night Vision (reduce low-light penalty by -2), Partially Discriminatory (can tell relative power only)); 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; 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]

Equipment Pool - Sniper Rifle & Kit (17/50)
1) Sniper Rifle (.50) : Killing Attack - Ranged 3d6-1 (Magazine Takes 1 Phase To Swap & Holds 6 Rounds But Weapon Can Be 1/2 Phase Breach Loaded), x10 Scope (Half Range Modifier) (+1/4), Silencer (Inobvious to Hearing - Reduces Noise To A Crack Instead Of A Boom; +1/4) (60 Active Points); STR Minimum 18 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (Rifle; -1), Required Hands Two-Handed (-1/2), 32 clips of 1 Charge (-1/2), Extra Time (Full Phase, -1/2), Must Set & Brace (-1/2), Real Weapon (-1/4), Beam (-1/4) [1]
2) Interfector Round (.50) : Max Damage for Sniper Rifle; 1 Charge (Difficult To Replace (Approx Once Per Arc); -2) [1]
3) Holycrap Rounds (.50) : Blessed Bullets; 8 clips of 1 Charge (-1) [1]
4) Mystic Rounds (.50) : Reduced Negation (3) for Sniper Rifle; 8 clips of 1 Charge (-1) [1]
5) Eldritch Rounds (.50) : +2 DC vs Elder Things for Sniper Rifle; 8 clips of 1 Charge (-1) [1]
6) Incendiary Rounds (.50) : +1 pip K vs ED Penetrating DoT 6 Segments (Fire); 8 clips of 1 Charge (-1) [1]
7) Armor Piercing Rounds (.50) : Armor Piercing for Sniper Rifle; 8 clips of 1 Charge (-1) [1]
8) Overcharged Rounds (.50) : Penetrating for Sniper Rifle; 8 clips of 1 Charge (-1) [1]
Equipment Pool - Other Weapons (23/50)
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 for Revolver, (+1/2); 2 clips of 6 Charges (-1/2) [6]
3) Mystic Rounds (.460) : Reduced Negation (3) for Revolver, (+1/2); 2 clips of 6 Charges (-1/2) [6]
4) Hi-power Rounds (.460) : Roll -1D6 Knockdown for Revolver, (+1/2); 2 clips of 6 Charges (-1/2) [6]
5) 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 (10/50)
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) Brushed Chrome Flip Lighter : Reliable
5) 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 (12)
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), Group (x3) (12 Active Points) 11-

Killroy King Red
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.
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 rarely 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. So...though conflicted, he did nothing...too 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 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. Nothing is as it seems. True evil does exist. It must be hunted. It must be killed.
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.
"While we stand around "planning" what we're going to do next, monsters are out there terrorizing people. Lets get a move on already!"
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.
Killroy is a cinematic "hit man" sort of action hero, able to shrug off damage that would kill most "normal" men, adept with guns, blessed with a knockout punch, and incredibly dangerous. He has earned a reputation as a very effective Hunter and is respected in that role despite being intensely driven and a little bit on the crazy side. He attracted the eye of the secretive and ancient Societatis ex Monstrum Interfectorum and after suitably clandestine vetting he was formally invited to become a member of the group, serving as a Interfector. Additionally, Killroy pursues a personal vendetta against a demon lord he claims is known as Belphegor...but Killroy is never able to prove the demon's involvement in anything, prompting most to doubt Killroy's sanity on that particular subject.

Killroy King Red

Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 3 1/2d6 +/- 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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