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Jon Bregg (Were) Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 25 10 20 14-   HTH Damage 5d6 END [2]
DEX 10 10 0 11-  
CON 15 10 5 12-  
INT 8 10 -2 11-   PER Roll 13-
EGO 13 10 3 12-  
PRE 20 10 10 13-   PRE Attack: 4d6
           
OCV 4 3 5
DCV 3 3 0
OMCV 2 3 -3
DMCV 2 3 -3
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 5 2 3 5 PD (5 rPD)
ED 3 2 1 3 ED (3 rED)
REC 5 4 1
END 20 20 0
BODY 13 10 3
STUN 30 20 5
           
Running 12m 12 0
Swimming 4m 4 0
Leaping 8m 4 2 60 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Accidental Change: New Moon 11- (Uncommon)
10 Battlelust: Combat (Common), go 8-, recover 14-
10 Distinctive Features: Feral Wolf-man (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Distinctive Features: Lycanthrope (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Supernatural Awareness; Not Distinctive In Some Cultures)
10 Vulnerability: 1 1/2 x BODY Silver Weapons (Common)
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Jon Bregg (Were) Killer Shrike
SKILLS
Cost  Name
4 +2 with Claws
4 Total Skills Cost
TALENTS
Cost  Name
10 Supernatural Awareness
10 Total Talents Cost

Jon Bregg (Were) Killer Shrike
14 Claws :  Killing Attack - Hand-To-Hand 1d6 (2 1/2d6 w/STR) (Reduced Negation (3)) (21 Active Points); Restrainable (-1/2) 2
1 Durable :  Resistant (+1/2) applied to ED
2 Durable :  Resistant (+1/2) applied to PD
6 Sharp Senses :  +2 PER with all Sense Groups 0
5 Sharp Senses :  Nightvision 0
5 Sharp Senses :  Tracking with Normal Smell 0
18 Regeneration (1 BODY per Segment), Can Heal Limbs, Per Segment (APG), STUN Also (APG) (+1/2) (37 Active Points); Does Not Work On Some Damage ([Common attack]; Damage From Silver; -3/4), Perceivable (by Supernatural Awareness; -1/4) 0
51 Total Powers Cost

Jon Bregg (Were) Killer Shrike
APPEARANCE
Height:   6' 4" Hair:  Reddish Blonde
Weight:  250 lbs Eyes:  Hazel
In his full on werewolf form Jon still looks more or less human from a distance, but up close his feral appearance is unmistakeably wolfish and inhuman, and the ugly yellowed claws on his hands are an open threat. He does sprout extra hair as part of his transformation but not a full on wolf pelt, his muscles do bulge, and he hunches over a bit, but unlike in the movies Jon's basic anatomy remains essentially human. This will change if he survives and grows in power and closeness to the wolf inside of him.
BACKGROUND
See main character sheet
PERSONALITY
In his were form, Jon is less logical and more instinctual but still generally in command of his personality and essential factulties...though he does feel the pull of the wolf when in combat.
QUOTE
'AAAAAAWWWWW-RRRRRROOOOOOOOOOOOO!!!!!!!!!"
TACTICS AND COMBAT NOTES
Jon is a young and inexperienced Werewolf, and has only the most rudimentary abilities of his kind, including sharp senses, shockingly fast regenerative capabilities and supernaturally significant claws.
CAMPAIGN USE
Jon is very physically capable in his were form, and his claws make him dangerous close in.

Jon Bregg (Were) Killer Shrike
SPEED CHART DEX 10 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 5 3 0 0
RESISTANT 5 3    
FATIGUE & HEALTH REC 5   
  BODY STUN END
MAXIMUM 13 30 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 8m
V. Leap (2m) 4m
COMBAT SKILL LEVELS
+2 with Claws
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 3
MENTAL 2 2
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
RANGE MODIFIERS  
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Block 1/2 +0 +0 Block, abort
0 Brace 0 +2 1/2 +2 vs. Range Mod.
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 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 Presense Attack 0 +0 +0 4d6 +/- modifiers
0 Set 1 +1 +0 Ranged Attacks only
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
0 Total Cost of Fighting Skills

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