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Jack Maywood (Guede Loa) L0rd Magg0t
Char  Total  Base  Cost  Roll  Notes 
STR 25 10 5 14-   HTH Damage 5d6 END [2]
DEX 18 10 6 13-  
CON 25 10 5 14-  
INT 15 10 5 12-   PER Roll 12-
EGO 15 10 5 12-  
PRE 20 10 10 13-   PRE Attack: 4d6
           
OCV 8 3 25
DCV 7 3 20
OMCV 7 3 12
DMCV 7 3 12
SPD 4 2.0 10 Phases: 3, 6, 9, 12
           
PD 8/16 2 6 8/16 PD (0/8 rPD)
ED 2/20 2 0 2/20 ED (0/18 rED)
REC 17 4 3
END 70 20 0
BODY 25 10 5
STUN 50 20 5
           
Running 14m 12 2
Swimming 2m 4 -1
Leaping 4m 4 0 135 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
20 Hunted: L'Éminence Nocturne Infrequently (Mo Pow; Covert; Kill)
5 Distinctive Features: Innati (Not Concealable; Noticed and Recognizable; Detectable By Supernatural Awareness; Not Distinctive In Some Cultures)
5 Monitored By Organization: Ordo Sanguine Infrequently (Mo Pow; NCI; Passive; Watching )
5 On Section M Watch List: FBI: Section M Infrequently (Mo Pow; NCI; Passive; Watching )
Possessed
10 1) Social Complication: Eerie Aura; Freaks Normals Out; Animals Consider Him To Be Dangerous And React Accordingly Very Frequently, Minor, Not Limiting In Some Cultures
10 2) Distinctive Features: Daemonic Aura (Concealable; Extreme Reaction; Detectable By Unusual Senses; Not Distinctive In Some Cultures)
55 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 55 277 402

Jack Maywood (Guede Loa) L0rd Magg0t
SKILLS
Cost  Name
4 Good Memory : +1 with all Knowledge Skills
3 Scholar
1 1) KS: Alchemical Lore 11-
1 2) KS: Catholicism 11-
1 3) KS: Necromantic Lore 11-
1 4) KS: Philosophy and Theology 11-
1 5) KS: Supernatural World 11-
3 Vampire Hunter (Ordo Sanguine)
2 1) Breakfall 13-
2 2) Combat Driving 13-
2 3) Fast Draw 13-
0 4) Language: Latin (basic conversation; literate)
1 5) PS: Hunter 11-
1 6) TF: Common Motorized Ground Vehicles, Large Motorized Ground Vehicles, Small Motorized Ground Vehicles
3 7) WF: Common Melee Weapons, Small Arms
1 8) Weaponsmith 13-
27 Total Skills Cost
FIGHTING SKILLS
Cost  Name
Ordo Sanguine
8 1) +2 HTH Damage Class(es)
3 2) Divine Justice: 1/2 Phase, +1 OCV, +0 DCV, 9d6 Strike
5 3) Final Judgement: 1/2 Phase, +1 OCV, +0 DCV, Weapon +6 DC, Strike with Stake
5 4) Leap of Faith: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 5) Stalwart Perseverance: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
3 6) Turning the other cheek: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
1 7) Weapon Element: Empty Hand, Stakes
29 Total Fighting Skills Cost
PERKS
Cost  Name
Professional Monster Hunter
1 1) Favor: SAIC Harker
3 2) Permits: Concealed Weapon Permit, FBI: Section M Special Asset, Supernatural Hunter License
1 3) Positive Reputation: Capable Monster Hunter (A small to medium sized group) 11-, +1/+1d6
Resource Pools
5 1) Contacts Pool (10)
16 2) Equipment Pool (80)
7 3) Innati Pool (7) (plus Character Creation Resource Points, Unlock (Professional Origin))
7 4) Mystic Pool (7) (plus Character Creation Resource Points, Unlock (Professional Origin))
0 5) Professional Pool (15) (plus Character Creation Resource Points)
3 6) Vehicles Pool (15)
43 Total Perks Cost

Jack Maywood (Guede Loa) L0rd Magg0t
Guede Loa Skills
10   1)   +1 with all Non-Combat Skills
3   2)   Bureaucratics 13-
3   3)   Charm 13-
3   4)   Gambling 12-
3   5)   High Society 13-
4   5)   KS: Loa Knowledge (plot skill) (5 Active Points) 14-
Notes: The Guede Loa has the ability to know things that it's host knows. Basic knoweldge imposes no penalty to the roll, more specific, advanced, esoteric, or distantly remembered knowledge imposes penalties ranging from -1 to -10.
Gift of the Guede Loa
12   1)   +1 Overall
10   2)   +10 STR 1
10   3)   +5 DEX
10   4)   +10 CON
10   5)   +10 BODY
10   6)   +1 SPD
10   7)   +10 REC
10   8)   +20 STUN
10   9)   +50 END
40   10)   Damage Negation (-2 DCs Physical, -2 DCs Energy, -2 DCs Mental), Mental Damage Negation does not provide protection from Guede Loa's Possession 0
10   11)   Supernatural Awareness
168 Total Powers Cost

Jack Maywood (Guede Loa) L0rd Magg0t
Professional Pool (15/15)
1) Bullet-resistent Trenchcoat : Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4), Torso, Arms, Legs (-1/4) 0
2) Mental Discipline : Mental Defense (5 points total) 0

Innati Pool (7/7)
1) Unnatural Vigor : Cannot Be Stunned; Side Effects, Side Effect occurs automatically whenever Power is used (Suffers -D3 BODY Instead; -1) 0

Mystic Pool (6/6)
1) Elixir Recipes : Health, Enhanced Awareness, Vampire Repellant
2) Alchemical Bomb Recipes : Glue, Smoke
3) Unguent Recipes : Unburning, Virtue

Equipment Pool (80/80)
1) Desert Eagle .50 : Killing Attack - Ranged 2d6+1 (35 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 4 clips of 8 Charges (-0) [8]
2) Hi-Power Pistol Sights : +2 versus Range Modifier for Sight Group; OAF (Pistol Sights; -1) 0
3) Tactical Xenon Flashlight Attachment : (Provides Sufficient Illumination To See A 1 hex Area Within 10m) (2 Active Points); OIF Arrangement (Under-barrel Mount; -3/4)
4) Holycrap Rounds .50 : Blessed Bullets; 4 clips of 8 Charges (-0) [8]
5) Holycrap Rounds .50 : Blessed Bullets; 4 clips of 8 Charges (-0) [8]
6) Holy Water Capsules : 3 Hex AoE splash, Range Based On Strength, Triggers Susceptible to Holy Within Affected Area; 5 Charges (-3/4) [5]
7) Old Faithful : Wooden Stakes; 4 clips of 1 Charge (-1 1/4) [1]
8) Old Faithful : Wooden Stakes; 4 clips of 1 Charge (-1 1/4) [1]
9) Cell Phone : Reliable
10) Elixir of Health : Healing Simplified 5d6, Can Heal Limbs (55 Active Points); 6 Charges which Never Recover (-2 3/4), Extra Time (Full Phase, -1/2), Restrainable (Only to Activate; -1/4) [6 nr]
11) Elixir of Enhanced Awareness : Supernatural Awareness and +1 PER and Night Vision (18 Active Points); 6 Continuing Charges lasting 1 Night each which Never Recover (-1), Restrainable (Only to Activate; -1/2) [6 cc]
12) Elixir of Vampire Repellent : Vampirism Immunity and +15 PRE vs Vampires and trigger Vampiric Susceptibility vs Garlic (18 Active Points); 3 Continuing Charges lasting 1 Night each which Never Recover (-1 1/2), Restrainable (Only to Activate; -1/2) [3 cc]
13) Unguent of Virtue : Does Not Bleed & No Hit Locations (25 Active Points); 4 Continuing Charges lasting 1 Minute each which Never Recover (-2 1/4), Restrainable (Only to Activate; -1/2) [4 cc]
14) Unguent of Unburning : Resistant Protection (10 ED/5 Flash Defense: Sight Group), Impenetrable (+1/4) (30 Active Points); 3 Continuing Charges lasting 1 Hour each which Never Recover (-1 3/4), Restrainable (Only to activate; -1/4) [3 cc]
15) Alchemical Smoke Bomb : Change Environment (-4 to Sight Group PER Rolls, Long-Lasting 5 Minutes), Personal Immunity (+1/4), Area Of Effect (32m Radius Explosion; +1/2) (31 Active Points); 2 Charges which Never Recover (-3 1/2), Can Be Deflected (-1/4), Range Based On Strength (-1/4), Restrainable (Only to Activate; -1/4) [2 nr]
16) Alchemical Glue Bomb : Entangle 4d6, 4 PD/4 ED, Area Of Effect (8m Radius; +1/2) (60 Active Points); 3 Charges which Never Recover (-3 1/4), Can Be Deflected (-1/4), Restrainable (Only to Activate; -1/4), Range Based On Strength (-1/4) [3 nr]

Contacts Pool (9/10)
1) Ordo Sanguine : Contact (Contact has access to major institutions, Contact has significant Contacts of their own, Contact has useful Skills or resources, Favors Owed In Return, Good relationship with Contact, Membership Discount), Group Contact (x3) (9 Active Points) 12-

Vehicle and Bases Pool (15/15)
1) Armored Van

Jack Maywood (Guede Loa) L0rd Magg0t
APPEARANCE
Height:   5' 11" Hair:  Black
Weight:  190 lbs Eyes:  Black
Jack keeps his hair very short, and wears a tactical trenchcoat that affords little to grip onto. While on a mission, he uses his van as a mobile headquarters, living out of the back of it for weeks at a stretch. He is often mistaken for a war veteran struggling with the return to civilian life; he has the same general look, social awkwardness, and thousand yard stare.
BACKGROUND
A Guede Loa is a moderately powerful possessor daemon bound to this world long ago by shamanistic magic originating in Africa and still manipulatable by practitioners of traditions descended from that ancient art such as Voudon and Santeria. However, a Guede Loa is too powerful to be controlled indefinitely, and the magic that allows them to be bound is time limited. Very powerful practitioners can control a Guede Loa for no longer than one lunar cycle, most practitioners can only bind them for a single night, and weak practitioners may only control them for a matter or hours on auspicious occassions or by making some form of sacrifice.
PERSONALITY
A Guede Loa currently under the control of a mystic acts according to their current binding, subservient to their current controllers direct commands. When not under direct control, Guede Loas tend to prefer to leave the material plane unless they have some strong reason not to.
It is important to note that Guede Loas are not overtly malevolent...they are primarily associated with the boundary between life and death, and transitions between them. Most Guede Loas can be bargained with, and some have what could be characterized as a dark sense of humor and may reward or favor someone who does or says something they find amusing.
TACTICS AND COMBAT NOTES
Jack is a member of a small but elite international vatican-sponsored religious based secret society whose purpose it is to oppose vampires, Jack was trained from childhood specifically to fight Vampires. He exploits the weaknesses and base natures of vampires to eliminate them as expediently as possible. Additionally, Jack is well equipped and can call upon the resources of his order (within reason) while in pursuit of his mission. Beyond the essentials such as bullets and band aids, he is sometimes able to requisition sanctified bullets, holy water, and some simple alchemical items made from a small selection of recipes known to his order.
CAMPAIGN USE
Possessed Jack is a very dangerous foe, combining finely tuned tactical capabilities, alchemical enhancements, and mundane weapons with the gifts of the Loa riding him. He is easily capable of taking on a team of Hunters if prepared.

Jack Maywood (Guede Loa) L0rd Magg0t

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 4d6 +/- 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
3 Divine Justice 1/2 +1 +0 9d6 Strike
5 Final Judgement 1/2 +1 +0 Weapon +6 DC, Strike with Stake
5 Leap of Faith 1/2 -- +4 Dodge All Attacks, Abort; FMove
4 Stalwart Perseverance 1/2 +0 +0 50 STR vs. Grabs
3 Turning the other cheek 1/2 +1 +1 Block, Target Falls
29 Total Cost of Fighting Skills

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