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Drew Altman Wily Quixote
Char  Total  Base  Cost  Roll  Notes 
STR 15 10 5 12-   HTH Damage 3d6 END [1]
DEX 10 10 0 11-  
CON 15 10 5 12-  
INT 13 10 3 12-   PER Roll 12-/13-
EGO 10 10 0 11-  
PRE 20 10 10 13-   PRE Attack: 4d6
           
OCV 5 3 10
DCV 4 3 5
OMCV 3 3 0
DMCV 3 3 0
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 5/14 2 3 5/14 PD (0/9 rPD)
ED 2/11 2 0 2/11 ED (0/9 rED)
REC 5 4 1
END 20 20 0
BODY 12 10 2
STUN 30 20 5
           
Running 10m 12 -2
Swimming 2m 4 -1
Leaping 2m 4 -1 55 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: Psychic (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
5 Emnity: Professional (Garrett; Rival is As Powerful; Seek to Defame Rival; Rival Aware of Rivalry)
5 Negative Reputation: Reckless Hunter, Frequently (Known Only To A Small Group)
10 Psychological Complication: Adrenaline Junky (Uncommon; Strong)
10 Psychological Complication: Reckless (Common; Moderate)
5 Susceptibility: When He Runs Out Of Luck Points 3d6 END Instant (Uncommon)
10 Susceptibility: When an 18 is rolled for this character -2d6 Luck Points Instant (Uncommon)
75 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 75 87 212

Drew Altman Wily Quixote
SKILLS
12 +1 Overall
3 +1 with CQB
3 +1 with Pistols
4 Accurate: +2 vs. Range Penalties with Pistols
3 Ex-SWAT Turned Monster Hunter Enhancer
2 1) AK: Greater San Diego 12-
1 2) Bureaucratics 13-
6 3) Combat Driving 13-
0 4) Criminology 8-
0 5) Demolitions 8-
1 6) Fast Draw 10-
1 7) KS: Supernatural World 10-
1 8) PS: Hunter 11-
1 9) PS: SWAT Officer 11-
2 10) Teamwork 11-
3 11) WF: Common Melee Weapons, Small Arms
1 Language: Spanish (basic conversation; literate)
1 Survival (Central America) 12-
45 Total Skills Cost
FIGHTING SKILLS
CQB
4 1) +1 HTH Damage Class(es)
3 2) Bodydrop: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls
5 3) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 4d6 Strike
4 4) Grapple Break: 1/2 Phase, +0 OCV, -2 DCV, 35 STR vs Grabs, Abort
4 5) Ground & Cuff: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1 1/2d6 NND ; Target Falls
4 6) Gun!: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 30 STR to Disarm
4 7) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC
4 8) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm
3 9) Spearing: 1/2 Phase, +0 OCV, -1 DCV, 4d6 +v/10 Strike; You Fall, Target Falls; FMove
2 10) Weapon Element: Blades, Empty Hand, Handguns
37 Total Fighting Skills Cost
PERKS
-1 MVP x 1
1 Fringe Benefit: (Story Reward), Partner in Unconventional Solutions, LLC
Professional Monster Hunter
1 1) Money (Bounty Pay-offs): Well Off
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
8 1) Equipment Points: 40
5 2) Follower/Contact Points: 10
57 3) Psychic Points: 82
75 Total Perks Cost

Drew Altman Wily Quixote
+1 PER with Sight Group 0

Contacts (10/10)
1) Old Cop Buddies : Contact (Contact does not know about the supernatural, Contact has useful Skills or resources), Group Contact (x3) 11-
2) Special Agent Benjamin Matthews : Contact (Contact has very useful Skills or resources) 11-

Equipment Pool (40/40)
1) Concealed Bullet Resistant Vest : (4 PD/4 ED); Torso Coverage (-1 1/2), Half Mass (-1/2), IIF (-1/4), Real Armor (-1/4) 0
2) 10mm Glock 20 : RKA 2d6 (37 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 4 clips of 16 Charges (+1/4) [16]
3) Smooth Trigger Action : +2 to offset Called Shot Penalties with Glock 20 (2 Active Points); OAF (-1)
4) 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)
5) Mystic Rounds : Enchanted Bullets 10mm, Reduced Negation (3); 4 clips of 16 Charges (-0) [16]
6) Holycrap Rounds 10mm : Blessed Bullets; 4 clips of 16 Charges (-0) [16]
7) Sheath Knife : HKA 1d6 (1d6+1 w/STR) (15 Active Points); OAF (-1), STR Minimum 9 (-1/2), Real Weapon (-1/4) 1
8) Cop-style Flashlight : (+1D6 Hand Attack, Provides Sufficient Illumination To See A 3 hex Area Within 20m)
9) Cell Phone : Reliable
10) Murgatroyd's Teleport Tokens : (3)
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.

Lucky Psi (82/82), all slots Unified Power (-1/4)
1) Lucky Shots : +6 to offset Called Shot Penalties with All Attacks
2) Lucky You Missed : Combat Luck (9 PD/9 ED)
3) Lucky Breaks : Extreme Luck Dice (1D6+1D3) ()
4) Lucky Bastard : Luck Dice (5d6) ()
5) Lucky Hit : Lucky Damage Dice (2d6)
6) Lucky Guess : (1) ()

Drew Altman Wily Quixote
APPEARANCE
Height:   6' 2" Hair:  Brown
Weight:  230 lbs Eyes:  Brown
Drew is a large hulking guy. He was once an all-muscle football jock, but he's in his early 40's now. He is still imposing. He dresses like a plain clothes cop or military contractor, and wears rugged but comfortable jeans over laced up combat boots. He rarely smiles, but when he does it is usually not a good sign.
BACKGROUND
    Andrew Atlas Altman is a large middle aged man of mixed race, slowly losing his once-impressive physical stature. A footbal star and adrenaline junky in high school and playing for the local college, Drew joined the police force after college and quickly worked his way into SWAT. The same natural athleticism and serendipity that had allowed him to succeed in sports translated well towards SWAT work. Drew proved to be an excellent shot, a good hand to hand fighter, a cool hand under pressure, and blessed by uncommonly good luck.
    The first six years of Drew's service were routine police procedure, as SWAT work goes, and Drew rose as a well decorated and regarded Sergeant. Then his unit was called in on a reported gun battle occurring in a run-down industrial district near downtown, which turned out to be a barely-contained firefight between a group of rough-looking hardcases and some dude who was literally glowing and shooting lightning bolts and less recognizeable blasts of energy from some kind of ornate staff. The para-military looking twips flashed some fancy government ids which the lieutenant seemed to recognize, claimed control over the crime scene, and ordered the lieutenant to have the SWAT squad scour the area to establish a perimeter to "contain the breach" and to quarantine any witnesses for debriefing. One of them, a grey-haired guy with wild eyes, looked at Drew quizically and said that he could stay as a liason.
    Drew added his gun to the firefight and after an intense five or six minutes of near-continual barrage the perp seemed to finally tire, and the grey-haired guy cautiously stepped out of cover and...no kidding...started chanting some kind of nonsense and waving his hands around. The perp unleased a few more desperate salvos at the old guy, but they seemed to fizzle within a few inches before striking their target. The perp's glow diminished and guttered out and several of the para-military guys rushed in, knocked the staff away, forced an actual ball gag on the perp and threw a bag over his head, cuffed him hard both hands and feet, picked him up laterally and hussled him into the back of one of their vans in under a minute. Drew admired the precision of it; these guys seemed to know what they were doing.
    Before Drew could really take charge or even stock of the situation most of the para-military types jumped into their vehicles and sped off lickety-split, no fuss or chatter, forming a moving wedge around the van holding the perp. The grey-haired one who shut the perp down with little more than mumbo jumbo stayed behind with a couple of younger guys and secured the staff, using tongs to put the thing into a metal box that they latched and locked in a hurry. The older guy beckoned Drew over and said "Ok, we've got the situation in hand now. The FBI will be along shortly; they'll manage the sanitizing. Make sure any witnesses are held until the feebs debrief them. You know how they get about this sort of thing.". But, judging by Drew's baffled look it was apparent that he did not in fact know; "Huh...ok so I guess not...this is all new to you? Heh. Well, ok. I don't have time to talk about it right now; but here's my card. Call me and we'll talk. There's some things you need to know about. Oh...and when they get here don't let the FBI agents see you if you can avoid it; they have tech that lets even the normal ones see auras and they'll spot yours just like I did."
    Drew looked at the card as if it had simply materialized into his hand. It was a simple white busines card with a single name "Donnovan", and a phone number. Drew was surprised the next day to see that the entire episode was officially written up as industrial sabotage, thwarted by the timely joint action of SWAT and federal law enforcement agencies. Drew's lieutenant told him to just keep whatever he'd seen to himself. Drew called the number. He had to know. Over the course of a prolonged acquaintence that turned into a friendship Donnovan kindly told Drew about the supernatural, the Accords, bounties, the whole enchilada. More interetingly, Donnovan informed Drew of his own psychic aura, and eventually they figured out that it has something to do with Drew's unusual luck. Drew stayed on the police force, but started doing some Hunting on the side, moonlighting on Donnovan's crew on some local jobs. On the job Drew eventually replaced his lieutenant when he retired, and it became known that Drew's squad was the one to send out on any "odd jobs". Donnovan eventually got his ticket punched on a Hunt, and Drew had never gotten along well with the Hunter that became the leader of the remaining group, a guy named Garret, so Drew re-focused on his police work. But after twenty years Drew retired, and found he missed the excitement. Thus, Drew has started Hunting again, but full time and mostly on his own so far. He is careful about the jobs he takes on, and thus far his luck and training has been enough to keep him alive. But he knows that Hunting is a dangerous game, and he misses the security of having a squad at his back; he's eager to hook up with some other Hunters that he can work with.
PERSONALITY
Drew might be getting on in years, but he's still as strong as a bull and tactically smart. He was good at being a cop, and he's good at being a Hunter, and he sees no compelling reason to not Hunt enough to build up his retirement fund a bit. But Drew is so used to things "working out" in his favor that he can be fairly reckless by normal people's standards, and has developed something of a reputation along those lines.
QUOTE
"A perimeter would be nice; but I guess we'll have to make do..."
TACTICS AND COMBAT NOTES
Drew is an experienced former SWAT lieutenant with 20 years under his belt, and has also been involved on almost a dozen respectable Hunts, mostly as an extra gun. He is smart, determined, and no-nonsense. Drew is a physical guy. He is an effective hand to hand combatant, and a decent shot. Additionally Drew is a Psionic with subtle subconscious probability manipulation abilities that manifest as "good luck". Drew can routinely pull off "lucky shots", and things fall his way more often than they should statistically. He can also sometimes make "lucky guesses", intuitively arriving at a correct answer or realizing he needs to be somewhere at just the right time. His abilities are very subtle and not entirely predictable or reliable, and only someone in close association with him who is paying attention would notice the statistical unlikeliness; but the cumulative benefit for Drew is measurable. However, sometimes Drew's luck seems to "dry up" for a day or so, and sometimes he "uses up" his luck which leaves him feeling fatigued and off his game.
CAMPAIGN USE
Drew is an effective journeyman Hunter, and can lend his considerable capabilities to taking down physically dangerous targets. *Original character by Killer Shrike

Drew Altman Wily Quixote

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 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
3 Bodydrop 1/2 +2 -1 5d6 Strike, Target Falls
5 Defensive Strike 1/2 +1 +3 4d6 Strike
4 Grapple Break 1/2 +0 -2 35 STR vs Grabs, Abort
4 Ground & Cuff 1/2 +1 +0 Grab One Limb; 1 1/2d6 NND ; Target Falls
4 Gun! 1/2 +2 -2 Disarm, 30 STR to Disarm
4 Offensive Shot 1/2 -1 -1 Strike, +4 DC
4 Ranged Disarm 1/2 +0 +0 Disarm, +3 DC to Disarm
3 Spearing 1/2 +0 -1 4d6 +v/10 Strike; You Fall, Target Falls; FMove

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