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Beretta Colt Steve
Char  Total  Base  Cost  Roll  Notes 
STR 15 10 5 12-   HTH Damage 3d6 END [1]
DEX 15 10 10 12-  
CON 15 10 5 12-  
INT 8 10 -2 11-   PER Roll 12-
EGO 8 10 -2 11-  
PRE 20 10 10 13-   PRE Attack: 4d6
OCV 5 3 10
DCV 6 3 15
OMCV 0 3 -9
DMCV 3 3 0
SPD 4 2.0 20 Phases: 3, 6, 9, 12
PD 5/11 2 3 5/11 PD (0/6 rPD)
ED 2/8 2 0 2/8 ED (0/6 rED)
REC 6 4 2
END 30 20 2
BODY 12 10 2
STUN 30 20 5
Running 14m 12 2
Swimming 4m 4 0
Leaping 8m 4 2 80 Total Characteristics Points
Cost  Complication
20 Hunted: L'Éminence Nocturne Infrequently (Mo Pow; Covert; Kill)
5 Distinctive Features: Mildly Supernatural (Blood) (Not Concealable; Noticed and Recognizable; Detectable By Supernatural Awareness; Not Distinctive In Some Cultures)
20 Enraged: When reduced below 5 BODY (Uncommon), go 11-, will not recover until BODY is 5 or greater
5 Distinctive Features: Athletic, Busty Young Woman (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Psychological Complication: Hunting Supernatural Monsters That Prey On Humanity (Uncommon; Strong)
10 Psychological Complication: Looks Out For Number One / Always Stays Armed (Common; Moderate)
5 Social Complication: Tends to attract unwanted male attention (Infrequently; Minor)
75 Total Complications Cost
Base Complications XP Total
125 75 120 245

Beretta Colt Steve
2 +1 with Colt 9mm
3 Monster Hunting Former Cheerleader
2 1) Acting (imitate dialects) 10-
8 2) Athletics (Acrobatics, Breakfall, Climbing, Combat Driving [Cars]) 13-
4 3) Fast Draw 13-
1 4) KS: Supernatural World 11-
0 5) PS: Cheerleader 8-
1 6) PS: Monster Hunter 11-
2 7) Paramedics 11-
4 8) Sneaky (Concealment, Stealth) 13-
5 9) Social (Charm, Conversation, Persuasion) 13-
0 10) Survival (Parks) 11-
2 11) WF: Common Melee Weapons, Handguns
34 Total Skills Cost
Final Girl Fu
5 1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 3) Run And Gun: 1/2 Phase, +1 OCV, +2 DCV, Range +0, Weapon, Strike, Half-Move Required
1 4) Weapon Element: Empty Hand, Handguns
16 Total Fighting Skills Cost
-3 MVP x 3
-25 Resource Pools, (including Character Creation Resource Points)
10 1) Equipment Pool: 50
2 2) Follower/Contact Pool: 4
62 3) Professional Pool: 62
32 4) Innatus Pool: 27; Extra Origin Unlock
6 5) Vehicle/Base Pool: 12
1 Favor: SAIC Harker
2 Money: Well Off (4)
3 Permits: Concealed Weapon Permit, FBI: Section M Special Asset, Supernatural Hunter License
1 Positive Reputation: Capable Monster Hunter (other Hunters) 11-, +1/+1d6
91 Total Perks Cost
5 Alert : Special 10- PER check to avoid surprise
3 Ambidexterity : Full (no Off Hand penalty)
1 Breath Control : Hold Breath twice as long as normal
10 Fear Resistance : The effect of all fear and intimidation based abilities (including PRE Attacks) is halved vs this character.
2 Quick : Lightning Reflexes (+2 DEX to act first with All Actions)
2 Sexy : +1/+1d6 Striking Appearance (vs. most men and some women)
1 Tough Cookie : Resistance (+3 to roll); Only Vs. Charm Used For Sexual Seduction (-1)
24 Total Talents Cost

Beretta Colt Steve
Innatus Pool (27)
1) Observant : +1 PER with all Sense Groups 0
2) Engram of Rejuvenation : Regeneration (1 BODY per Minute), Can Heal Limbs; Perceivable (Supernatural Awareness; -1/4) 0
3) Strong Lifeforce : Necromantic & Vampirism & Lycantrhopic Immunity

Professional Pool (62)
1) Professional Edge : ([5]: [ ][ ], a character with this ability can force a re-roll once per session per level per segment. This can affect one of their own rolls, or the roll of an opponent in the same scene that would negatively impact the character. Any kind of dice roll, including 3d6 resolutions, damage, and effect rolls can be selected. If an opponent being forced to re-roll also has a level of Professional Edge available, they can expend a level to cancel the affect and thus avoid having to re-roll.)
2) Heroic Recovery : (3d6: [ ][ ][ ])
3) Combat Roll : Trigger (Takes no time, Resets automatically & immediately, NCC; automatically move out of the way when attacked by an AoE (if able); +3/4) for up to 14 Active Points of Running and/or Leaping, Two Movement Modes (+1/4); RSR (Athletics; Must be made each use; -1), Restrainable (-1/2) 1
4) Crack Shot : Weapon Master: +2d6 (Pistols); Generalized Damage Only (-1)
5) Get Dolled Up : +1/+1d6 Striking Appearance (vs. most men and some women); Extra Time (20 Minutes, Only to Activate, -1 1/4)
6) Bang Bang : Autofire (2 shots; +1/4) for up to 30 Active Points of firearms; OIF Arrangement (firearm of opportunity; -3/4) 1
7) Kentucky Windage : Half Range Modifier (+1/4) for up to 30 Active Points of firearms; OIF (firearm of opportunity; -1/2) 1
8) Final Girl Survivability : Resistant Protection (6 PD/6 ED), Impenetrable (+1/4); Nonpersistent (-1/4) 0

Equipment Pool (35/50)
1) 9mm Colt Automatic : Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), 2 clips of 8 Charges (-1/4) [8]
2) 9mm Colt Automatic : Second Pistol 0
3) Holycrap Rounds : Blessed Bullets (.45 ACP); 2 clips of 12 Charges (-0) [12]
4) Mystic Rounds : Enchanted Bullets (.45 ACP), Reduced Negation (3); 2 clips of 12 Charges (-0) [12]
5) Wolfsbane Rounds : Silver Bullets (.45 ACP); 2 clips of 12 Charges (-0) [12]
6) Wooden Stakes : Weaponized Pointy Sticks; 4 clips of 1 Charge (-1 1/4) [1]
7) Adventuring Wardrobe : +1/+1d6 Striking Appearance (vs. most men and some women); IAF (-1/2)
8) Cell Phone : Reliable
9) Cool Shades : Sight Group Flash Defense (3 points); OAF (-1) 0
10) Emergency Rations : (1 person / 1 week)
11) Field Medical Kit : +2 with Paramedics; OAF (Field Medical Kit ; -1)
12) Miscellaneous Camping Gear : Rope, Tent, Camp Stove, etc
13) Murgatroyd's Teleport Tokens : (2)
Equipment Pool (15/50) -- Custom Punching Gloves And Combat Boots, all slots OIF (Boots & Gloves; -1/4)
1) +1 with Climbing
2) HA +2d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/4) 0
3) Resistant Protection (2 PD/2 ED), Impenetrable (+1/4); Hit Locations 6, 17, 18 (-1) 0

Follower/Contact Pool (4)
1) Section M Researcher/Wannabe Boyfriend : Contact: Eric Cohen (Contact has very useful Skills or resources) 11-

Vehicle Pool (12)
1) Berettas Car

Beretta Colt Steve
Height:   5' 8" Hair:  Blonde
Weight:  139 lbs Eyes:  Brown
Beretta is a square-jawed, almost mannish-looking young woman with a face that isn't classically beautiful but has a certain distinctive character to it that is attractive in its own way. However, most men don't pay very much attention to her face, their gazes usually becoming fixated on her busty, well-defined physique instead. She uses this to her advantage against men, dressing in rather skimpy clothing that makes her look like a Lara Croft cosplayer. She prefers the freedom to move such outfits allow her, so she has so far avoided the use of body armor, finding that she can avoid most damage through employing her innate agility and putting any of her human enemies down faster with the distracting charms of her body.
Beretta is the twenty-four year old daughter of a former pro football cheerleader who retired after an injury early on in her career and married her high school sweetheart. While she inherited the full measure of her mother's shapely figure, she received relatively little of her beautiful face, her features more resembling that of her father instead. She had just finished her third year of college on a cheeleading scholarship when she suffered her first brush with the Supernatural World. While working for the first time as a counselor at a summer cheerleader training camp for high school girls, the camp was targeted just a few days before busloads of teenage girls were scheduled to arrive by a creepy necromancer who had been rejected by one of Beretta's fellow counselors. The crazed spellcaster raised up several zombies from an abandoned cemetary just a few miles away from the camp and sent them to attack. Everyone died except for Beretta, who hid throughout most of it, then managed to end the threat by surprising the necromancer and stabbing him with a butcher knife taken from the kitchen, gutting him before she could be torn apart by the zombies. It was the first time she was the "Final Girl" in such a situation but definitely not the last. About a year later, just before graduation, her fiance at the time died in her next encounter with the supernatural along with several of their closest friends, killed by a crazed slasher, an ex-boyfriend of hers empowered by a cursed dagger, and she ended up the sole survivor again after putting the madman down with a crowbar. Several months later, she was back home after failing her first audition to become a professional cheeleader, and one of her former high school classmates who had been forcibly turned into a vampire just a week before suddenly embarked on a killing spree, murdering both of her parents and then feeding from her a bit, intending to turn her, but she managed to put an end to him with her father's Colt M1911. At that point, enough was enough, and she used the sizable amount of insurance money from her parents' death to begin training and equipping herself. Over time, she learned quite a bit about the Supernatural World and eventually became a hunter, part-time at first, working with different hunter teams on a few cases. She's been working at it full-time for the last couple of months, looking for a regular team she can fit into.
Beretta Colt was once a rather vapid young woman getting by on her looks and natural athletic talent, but now she has a serious hatred for the monsters of the Supernatural World that have taken so much from her. Having been victimized by their kind in the past, she now hunts them with a vigilante-like focus, living off the bounties she's earned while remaining in her parents' home and improving her private arsenal kept in her father's old gun safe in its basement. She endures a rigorous, daily training regimen, pushing her body to perform far beyond anything she would have ever needed for chearleading, discovering her natural talent at shooting handguns in the process. While the women in town often give her cold looks whenever they catch their husbands or boyfriends lingeringly eyeing her lush physique, Beretta coolly ignores their gossip about what she must be doing to earn money, since she has no apparent job. Lacking any close friends in town aftter having been away for several years, she prefers keeping to herself now and avoids any romantic entanglements with anyone, still suffering from significant emotional pain and feelings of guilt over the death of her fiance. She quietly leaves town whenever a mission comes up that can use her expertise with guns or her abilities at wrangling men. Not yet knowing who she can really trust among her fellow hunters, she's gotten used to looking out for herself. She's also suffering from a bit of PTSD from her past episodes of being the "Final Girl" in deadly encounters with the supernatural, and her rage at this sometimes explodes out of her whenever she find herself in any similar situations, fighting on her own. Dealing with women who remind her of the weakling she now sees herself as once being irritate her, since she blames herself for her fiance's death, who died while trying to protect her.
I'm not gonna give you the chance to make me the final girl again, you ugly bastard!
Beretta primarily relies on her matched set of customized Colt M1911s she wears holstered at each thigh, each of them loaded with reversed ogive ammunition to give them even more stopping power. She is able to shoot a handgun equally well with either hand due to her ambidexterity, allowing her to alternate between her weapons rather than trying to imitate the movies and blaze away with both of them at the same time. Due to her intensive practice at drawing and holstering them speedily, she sometimes holds one of them with both hands and leaves the other one holstered as an alternate form of reloading. She wears a customized set of gloves and boots to aid her in climbing and HTH combat and carries a sturdy hatchet for dealing with things that get too close for her to use her pistols effectively.

Alert: In any situation where this character would normally be surprised, the character may make a special Perception check to avoid being surprised even if their lack of awareness is caused by a previously failed Perception check. This special Alert Perception check cannot be reduced to less than a 10- roll regardless of penalties; however if it is failed the character suffers the normal outcome of being surprised with no further chances to avoid it.
Heroic Recovery: Heroic Recovery dice work like Self-Only simplified Healing (the face value equals Stun and the "body count" equals Body); the additional STUN and BODY can only take a character up to their normal STUN and BODY, and is not subject to a Fade rate. When using Heroic Recovery, a player can roll as few as one die or as many as all their available dice, or any increment in between. However, each die of Heroic Recovery is only usable once per day. A player can choose to use their character's Heroic Recovery at any time as a Non-Action, even if their character is currently unconscious. If a character is staggered (CON Stunned), they immediately recover from it when they use any number Heroic Recovery dice. If a character is bleeding out, the usage of Heroic Recovery stabilizes the character (though other later actions might cause them to start bleeding out again). Heroic Recovery is not visible per se, though a character benefitting from it will generally appear revitalized.
Beretta Colt was the "Final Girl" in several past encounters with the supernatural, and she's had enough of that. She's taking the fight to the bad guys now rather than waiting for them to come for her.

Beretta Colt Steve

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 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
5 Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
5 Defensive Block 1/2 +1 +3 Block, Abort
5 Run And Gun 1/2 +1 +2 Weapon, Strike, Half-Move Required

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