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Jack Maywood L0rd Magg0t
Char  Total  Base  Cost  Roll  Notes 
STR 15 10 5 12-   HTH Damage 3d6 END [1]
DEX 14 10 8 12-  
CON 16 10 6 12-  
INT 10 10 0 11-   PER Roll 11-
EGO 14 10 4 12-  
PRE 17 10 7 12-   PRE Attack: 3d6
           
OCV 8 3 25
DCV 7 3 20
OMCV 1 3 -6
DMCV 3 3 0
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 8/15 2 6 8/15 PD (0/7 rPD)
ED 2/9 2 0 2/9 ED (0/7 rED)
REC 7 4 3
END 20 20 0
BODY 15 10 5
STUN 30 20 5
           
Running 14m 12 2
Swimming 2m 4 -1
Leaping 4m 4 0 99 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 Horse of the Loas: Loa's attempting to possess Jack gain +5 to their level of control effect
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 )
10 Psychological Complication: PTSD from Childhood Trauma (Uncommon; Strong)
15 Psychological Complication: Vengeance Seeker (Common; Strong)
10 Social Complication: Subject To Orders Infrequently, Major
75 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 75 83 208

Jack Maywood L0rd Magg0t
SKILLS
Cost  Name
12 KS: Scholarly Knowledge (Alchemical Lore, Catholicism, Necromantic Lore, Philosophy / Theology (-1), Supernatural World) 12-
3 Vampire Hunter (Ordo Sanguine)
2 1) Breakfall 12-
2 2) Combat Driving 12-
2 3) Fast Draw 12-
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 12-
27 Total Skills Cost
FIGHTING SKILLS
Cost  Name
Ordo Sanguine
4 1) +1 Ranged Damage Class(es)
4 2) +1 HTH Damage Class(es)
3 3) Divine Justice: 1/2 Phase, +1 OCV, +0 DCV, 6d6 Strike
5 4) Final Judgement: 1/2 Phase, +1 OCV, +0 DCV, Weapon +5 DC, Strike with Stake
5 5) Leap of Faith: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 6) Stalwart Perseverance: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs
3 7) Turning the other cheek: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
4 8) Snap Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Shoot Weapon +3 DC, +2 vs Range
2 9) Weapon Element: Empty Hand, Handguns, Stakes
34 Total Fighting Skills Cost
PERKS
Cost  Name
-2 MVP x 2
1 Fringe Benefit: (Story Reward), Partner in Unconventional Solutions, LLC
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)
17 2) Equipment Pool (85)
12 3) Innati Pool (32) (plus Character Creation Resource Points)
7 4) Mystic Pool (7) (Extra Origin Unlock, plus Character Creation Resource Points)
3 5) Vehicles Pool (15)
48 Total Perks Cost

Jack Maywood L0rd Magg0t
Innati Pool (32/32)
1) Resilient Mind : Mental Defense (5 points total) 0
2) Possession Subversion : Regain Player Character Agency For 1 Phase, ∀: see SPECIAL ABILITIES; Only Usable If Possessed (-2), 6 Charges (-3/4) [6]
3) Supernatural Overcharge : +1 Melee & +1 Ranged Martial Damage Classes, (∋: see SPECIAL ABILITIES); Only While Affected By A Supernatural Effect (-1/2) 0
4) Unnatural Resistance : Resistant Protection (7 PD/7 ED) (∋: see SPECIAL ABILITIES); Only While Affected By A Supernatural Effect (-3/4), Perceivable (Supernatural Senses; -1/4) 0
5) Unnatural Vigor : Cannot Be Stunned; Side Effects, Always Occurs when 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 (83/85)
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) Holy Water Capsules : 3 Hex AoE splash, Range Based On STR, Triggers 'Susc. to Holy' Within Affected Area; 5 Charges (-3/4) [5]
6) Old Faithful : Wooden Stakes; 4 clips of 1 Charge (-1 1/4) [1]
7) Old Faithful : Wooden Stakes; 4 clips of 1 Charge (-1 1/4) [1]
8) Cell Phone : Reliable
9) 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]
10) 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]
11) 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]
12) 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]
13) 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]
14) 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]
15) 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]
16) Murgatroyd's Teleport Tokens : (3); ∇: see SPECIAL ABILITIES.

Contacts Pool (9/10)
1) Ordo Sanguine : Contact (Access to major institutions, Favors Owed In Return, Good relationship, Membership Discount, Significant connections), Group Contact (x3) (9 Active Points) 12-

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

Jack Maywood 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
Jack had a routine middle class American existence...so normal and unremarkable that it would make you yawn to hear about it. All that changed one fateful night though when a pack of vampires passing through town needed a place to hole up during the day and chose Jack's idyllic suburban home to do it in. Feeding on Jack's parents and siblings, the vampires killed their way through his family while Jack hid in his secret hidey place under the stairs, so still and so quiet they didn't realize he was there. But Jack could hear his family's tortured screams, then whimpers....then nothing. His sister was turned, the others...mercifully...died. In the aftermath, Jack was placed in a church run orphanage per his parents' will. Wracked with nightmares every night, Jack came to the attention of Father Jaweki, a Polish priest participating in a inter-church loan program. In the aftermath of the event, Jack's ravings of vampires had been hushed up and written off as the deranged interpretations of a child to what was actually just a violent home invasion / robbery gone wrong. Jack continued to insist...vampires did it. The adults either "became concerned" for his mental health, or just felt sorry for him and refused to take it seriously.

Unlike all the other adults though, Father Jaweki took it seriously indeed. As it turned out, in his youth Father Jaweki had been closely associated with Ordo Sanguine, a vatican sponsored secret society dedicated to rooting out vampires wherever they have run amok. Contacting his old order, Father Jaweki put into motion a process which took many months of coordination and management but resulted in Jack being transferred to a different "orphanage" which turned out to be a training facility operated by Ordo Sanguine. Jack was then honed, willingly, into a weapon against the bloodsuckers, and after attaining adulthood he has gone out into the world to hunt down and slay the cursed leeches.
PERSONALITY
Jack has never fully recovered, psychologically, from the tragedy of his youth. The death of his family and severing of his childhood innocence is not some faded memory of long ago; he recalls it nearly every night in lurid detail courtesy of sem-lucid nightmares. His psychological trauma is fuel for his unending, uncompromising crusade against vampires wherever he can root them out of their secreted dens and posh nests. The only other thing in his life is gratitude and observience to the religious order that took him in after his life imploded, Ordo Sanguine. He is loyal to the organization, and puts his trust in its cloistered leadership.

But if duty to his order interfered with his obsession for killing vampires, it is unclear which way Jack would go. Fortunately, as his order is all about killing vampires, that sort of conflict of interest is unlikely to arise...
QUOTE
"To the eternal pit with you!"
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.
SPECIAL ABILITIES
Possession Subversion: If this character is currently possessed, the player may choose to expend a Charge from this ability to temporarily regain control over their character, regardless of the level of control their possessor has acheived. For each Charge used, the player regains control for the character's current Phase until immediately before the character's next Phase. The character retains any buffs or benefits applied to them by their possessor during the time the player regains control.
∋: Only While Affected By A Supernatural Effect: Jack has some abilities which are "on" if he is currently affected by one or more supernatural effects which have a duration greater than Instant.
∇: Teleport Tokens: 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.
CAMPAIGN USE
Jack was honed to be a weapon against vampires, but real life experience has demonstrated he is capable of much more.

Jack Maywood L0rd Magg0t

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 3d6 +/- 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 6d6 Strike
5 Final Judgement 1/2 +1 +0 Weapon +5 DC, Strike with Stake
5 Leap of Faith 1/2 -- +4 Dodge All Attacks, Abort; FMove
4 Stalwart Perseverance 1/2 +0 +0 35 STR vs. Grabs
3 Turning the other cheek 1/2 +1 +1 Block, Target Falls
4 Snap Shot 1/2 +0 +0 Shoot Weapon +3 DC, +2 vs Range
34 Total Cost of Fighting Skills

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