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Jon Bregg Dave C
Char  Total  Base  Cost  Roll  Notes 
STR 18 10 8 13-   HTH Damage 3 1/2d6 END [2]
DEX 10 10 0 11-  
CON 15 10 5 12-  
INT 13 10 3 12-   PER Roll 13-
EGO 13 10 3 12-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 4 3 5
DCV 3 3 0
OMCV 3 3 0
DMCV 3 3 0
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 5 2 3 5 PD (0 rPD)
ED 3 2 1 3 ED (0 rED)
REC 5 4 1
END 20 20 0
BODY 13 10 3
STUN 30 20 5
           
Running 13m 12 1
Swimming 4m 4 0
Leaping 6m 4 1 54 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Accidental Change: New Moon 11- (Uncommon)
10 Distinctive Features: Lycanthrope (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Supernatural Awareness; Not Distinctive In Some Cultures)
10 Known Lycanthrope; Hunted: FBI: Section M Infrequently (Mo Pow; NCI; Watching )
10 Psychological Complication: Hates Wild Lycanthropes (Plus A Little Quiet Self Loathing) (Uncommon; Strong)
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 Dave C
SKILLS
Cost  Name
3 +1 with AR-15, Colt Anaconda, Punch
4 +1 with Survivalist Skills
3 Survivalist Enhancer
2 1) AK: San Diego County (3 Active Points) 12-
2 2) CuK: Gun Nut Community (3 Active Points) 12-
1 3) Climbing 10- (2 Active Points)
2 4) Streetwise 12- (3 Active Points)
2 5) Shadowing 12- (3 Active Points)
2 6) Stealth 11- (3 Active Points)
1 7) Survival (Urban) 12- (2 Active Points)
2 8) Tracking 12- (3 Active Points)
1 9) KS: Supernatural World (2 Active Points) 11-
2 10) WF: Small Arms, Blades, Unarmed Combat (3 Active Points)
2 PS: Hunter 11-
29 Total Skills Cost
PERKS
Cost  Name
9 Equipment Pool (45)
3 Vehicle and Bases Pool
18 Innatus Pool (43) (plus Character Creation Resource Points)
1 Permits: Supernatural Hunter License
1 Competent : Positive Reputation: Capable, Successful Hunter (Monster Hunters In The Area) 14-, +1/+1d6
32 Total Perks Cost
TALENTS
Cost  Name
10 Supernatural Awareness
10 Total Talents Cost

Jon Bregg Dave C
Innatus Pool (43/43)
1) +1 PER with all Sense Groups
Notes: Real Cost: 3 points
0
2) Wereform : Multiform (125 Character Points in the most expensive form)
Notes: Real Cost: 25 points
0
3) Nightvision
Notes: Real Cost: 5 points
0
4) Regeneration (1 BODY per Turn), Can Heal Limbs (21 Active Points); Does Not Work On Some Damage ([Common attack]; Damage From Silver; -3/4), Perceivable (by Supernatural Awareness; -1/4)
Notes: Real Cost: 10 points
0

Equipment Pool (45/45)
1) Miscellaneous Camping Gear, Rope, Trail Supplies
Notes: Real Cost: 1
2) Cell Phone - Reliable :
Notes: Real Cost: 1
3) AR-15 with basic 10x Scope : Killing Attack - Ranged 3d6-1, Half Range Modifier (+1/4) (70 Active Points); OAF (Rifle; -1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), 16 clips of 16 Charges (+1/2)
Notes: Real Cost: 17
[16]
4) Silencer : Invisible Power Effects (Inobvious to Hearing Group; +1/4) for up to 50 Active Points of AR-15 RKA, Reduced Endurance (0 END; +1/2) (18 Active Points); OIF (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 10
0
5) Colt Anaconda .44 Magnum (Custom) : Killing Attack - Ranged 3d6-1, Knockdown (+1/4), +1 Increased STUN Multiplier (+1/4) (60 Active Points); STR Minimum 15 (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)
Notes: Real Cost: 15
[6]
6) Silver Bullets; 2 clips of 6 Charges (Silver Bullets; -1/2)
Notes: Real Cost: 1
[6]

Vehicle and Bases Pool (6/6)
1) Pickup Truck
Notes: Real Cost: 6 points

Jon Bregg Dave C
APPEARANCE
Height:   6' 4" Hair:  Reddish Brown
Weight:  250 lbs Eyes:  Hazel
Jon is a large, burly, hirsute man...and that's when he's not "wolfed out". He dresses simply and comfortably, with a wardrobe featuring a lot of black, plaid, and well-worn jeans.
BACKGROUND
John was almost dead when dropped off at a fire station as a baby. A werewolf in hiding working as a fireman, Anna Bregg, breast fed him to health in a last ditch attempt to save him, since the fire station was snowbound due to a blizzard. Some of the lycanthropy passed into him at this point, which strengthened him and allowed him to live. Anna monitored his childhood in foster care, and eventually convinced herself he was free of the taint and slowly faded away into less and less visits. However, John did have some residual signs of lycanthropy. A hunter group confused his trail with that of a violent, feral werewolf, known locally as The Allagash Beast.
The group raided his foster house, and due to a violent response from John’s foster father, things escalated quickly. John managed to escape, with some severe burns, but his entire foster family was killed. The hunters burned the house to the ground to cover up their mistake. John has blocked out most memories of this attack.

John had nowhere else to turn, so he tracked down Anna. She took him in, afraid that if she didn’t, he would be hunted again and killed. As puberty took hold of John, his lycanthropy became more and more evident. He ended up hunting with Anna, and learning to control his changes with her help. They lived in a mountain cabin on Anna’s fireman’s retirement pension. John became isolated and paranoid. He also developed a swift temper and resentment to authority.

Eventually they crossed paths with the real Beast of the Allagash, who wanted to mate with Anna and saw John as a threat. With John’s help, Anna fought off the Beast, wounding him enough that he fled. Anna sustained a mortal wound in this encounter and died shortly after, left on the road in wereform and taken for a normal wolf. John broke into a nearby liquor store to drown his sorrow, and was arrested.

After the arrest and a short stay in a mental hospital, John escaped and fled as far away as he could - to the pacific northwest. He decided to live a hermit lifestyle, living mostly as a wolf. However, he found the remote forests full of lycanthropes, and moved from area to area as a young male wolf would, looking to establish a territory. He was constantly evicted by more powerful lycanthropes. His hated of the unreasonable animals grew, as he saw it wasteful that they needed so much space. He constantly tried to bargain with them about sharing territory, to no avail, and was always greated with violence. He also learned to resent the woodlands, and began to prefer city life, where his lycanthropy was more empowering and he felt less belittled.

Considering Alaska, John eventually decided to move away from the large unpopulated areas to a more urban environment, assuming there would be less competition. After a long,slow trip south with multiple stops along the way, eventually he settled in Southern California. His current view of lycanthropes is that there is a huge line between how he and Anna behaved and how the more feral, wild ones do. He considers them lost causes and death is a mercy to them, because they obviously cannot control themselves. This has expanded into his entire view of the occult: anyone who cannot control their powers to live within normal societal bounds needs to be put down, so that those like himself can continue to live within ‘normal’ human society.
PERSONALITY
Jon is a practical man, with a personal sense of right and wrong. He does what he thinks needs doing, whether its a popular choice or not. He is short on mercy and shorter on giving a shit about stupid nonsense. He gets the job done, and never you mind exactly how.
QUOTE
"Am I wrong? I am not wrong."
TACTICS AND COMBAT NOTES
Jon is a skilled survivalist and avid gun nut. He is a decent shot, and he always makes sure to have a few silver bullets handy. When that fails he allows himself to "wolf out" a little, and closes to hand to hand combat range to rend and tear with his supernaturally potent claws.
CAMPAIGN USE
Jon is a competent hunter, skilled and capable in rural areas. And if things get really bad, he's got something a little extra to fall back on to see him through the rough spots. Word of his deeds and dedication has been spreading, and despite his relatively young age Jon has a fair amount of credibility among Hunters in the Campaign region and a little beyond. He's particularly well known as a resource for those hunting rogue werewolves.

Jon resists the taint within him constantly, and is not very progressed in what for him is a slow and gradual transformation into a full-on werewolf. He can take on a more feral aspect at will, and change back at will, but every time he does he he's giving in just a little bit and doing it too often will surely result in him becoming more wolfish. When the full moon is out he will almost certainly change (Accidental Change Complication) and stay changed while the moon is out, but he has mastered his personality and isn't a danger to others (unless he wants to be). Jon is not infectious himself as he is not a true-born werewolf, but any child he might father likely would be born a true werewolf.

Jon Bregg Dave C
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 0 0    
FATIGUE & HEALTH REC 5   
  BODY STUN END
MAXIMUM 13 30 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 13m [26m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 6m
V. Leap (2m) 3m
COMBAT SKILL LEVELS
+1 with AR-15, Colt Anaconda, Punch
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 3
MENTAL 3 3
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 3d6 +/- 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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