Character Name: Zeke (PDF)
Alternate Identities: Ezekiel Winston
Player Name: Clinton Menezes
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
17 DEX 10 21 17 12- OCV 6 DCV 6
20 CON 10 20 20 13-
15 BODY 10 10 15 12-
15 INT 10 5 15 12- PER Roll 12-
20 EGO 10 20 20 13- ECV: 7
10 PRE 10 0 10 11- PRE Attack: 2d6
10 COM 10 0 10 11-
8 PD 2 6 8/16 8/16 PD (8/16 rPD)
8 ED 4 4 8/16 8/16 ED (8/16 rED)
3 SPD 2.7 3 3 Phases: 4, 8, 12
7 REC 6 2 7
40 END 40 0 40
33 STUN 30 3 33
6" Running 6 0 6"
2" Swimming 2 0 2"
2" Leaping 2 0 2" 94 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 18
Spent: 18
Unspent: 0
Base Points: 125
Disad Points: 75
Total Points: 218
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
DEFENSES
Type Amount
Physical Defense 8/16
Res. Phys. Defense 8/16
Energy Defense 8/16
Res. Energy Defense 8/16
Mental Defense 9
Power Defense 10
 
COMBAT INFORMATION
Level OCV To Hit
(OCV + 11)
DCV
Base 6 17 6
"Half" 3 14 3
"Zero" 0 11 0
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12
Die Roll Hit Location KA Stun X NA Stun X Body X OCV
3-5 Head x5 x2 x2 -8
6 Hands x1 x1/2 x1/2 -6
7-8 Arms x2 x1/2 x1/2 -5
9 Shoulders x3 x1 x1 -5
10-11 Chest x3 x1 x1 -3
12 Stomache x4 x1 1/2 x1 -7
13 Vitals x4 x1 1/2 x2 -8
14 Thighs x2 x1 x1 -4
15-16 Legs x2 x1/2 x1/2 -6
17-18 Feet x1 x1/2 x1/2 -8

Character Name: Zeke
Alternate Identities: Ezekiel Winston
Player Name: Clinton Menezes
SKILLS
Cost  Name
Everyhero
0
1) Climbing 8-
0
2) Native Language: English (idiomatic; Literate) (4 Active Points)
0
3) Paramedics 8-
Investigation Skills
5
1) +1 with DCV
0
2) AK: Vibora Bay 8-
1
3) Combat Driving 8-
3
4) Concealment 12-
0
5) Conversation 8-
1
6) Criminology 8-
1
7) Cryptography 8-
1
8) Deduction 8-
1
9) Interrogation 8-
1
10) Lockpicking 8-
0
11) Persuasion 8-
3
12) Shadowing 12-
3
13) Stealth 12-
3
14) Streetwise 11-
Krav Maga
1
1) WF: Blades
1
2) Breakfall 8-
1
3) KS: Krav Maga 8-
Previous Life
0
1) Acting 8-
1
2) High Society 8-
1
3) KS: History 8-
1
4) KS: Literature & Poetry 8-
0
5) PS: Poet (Everyman Skill) 11-
0
6) TF: Common Motorized Ground Vehicles, Everyman
Warlock/Magic Skills
6
1) CSL: : +2 with Warlock Spells
3
2) Natural Magician (Warlock): Expert
6
3) Practical Magic: +2 w/ Warlock; KS: Angels, Devils & Demons; KS: Bindings & Wards
1
4) Spell Research: Inventor 8-
3
5) Warlock: Power 13-
1
6) CuK: Demon cults (Natural Magician) 11-
2
7) KS: Angels, Devils, & Demons (Natural Magician) 12-
2
8) KS: Bindings & Wards (Natural Magician) 12-
1
9) KS: Mystic World (Natural Magician) 11-
1
10) KS: Warlock Magic (Natural Magician) 11-
4
11) Language: Demon Tongue (completely fluent; literate, Non Human Language) (5 Active Points)
61 Total Skills Cost
PERKS
Cost  Name
Resource Pools
0
1) Equipment Points: 20
0
2) Vehicle/Base Points: 10
0
3) Follower/Contact Points: 10
0 Total Perks Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Krav Maga
4
1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm
4
3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
12 Total Martial Arts Cost
 
POWERS
Cost  Power END
12 Warlock Spells: Multipower, 70-point reserve, all slots Delayed Effect (+1/4) (87 Active Points); all slots Ritual Time (1 hour; -3), Side Effects - Spell Power Drain (-1), Spell (-1/2), Variable Limitations (requires -1 worth of Limitations [OAF(Rod) or (x2End plus Full Phase)]; -1/2), Gestures (-1/4), Incantations (-1/4), Warlock Skill (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Extra Time (Delayed Phase, -1/4)
1u
1) Call Demon: Summon 200-point Demons, Friendly (+1/4), Expanded Class of Beings Limited Group (+1/2) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Requires Warlock and KS: Demons (-3/4), Limited Power Only at Night (-1/4)
7
1u
2) Demon of Corruption: Contact (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Spirit Contact (x2 1/2) (15 Active Points); Will call in Favor (-1/4) 11-
1u
3) Hellfire: EB 9d6, 16 Charges (+0) (45 Active Points); Costs Endurance (-1/2)
4
1u
4) Resist the Infernal: (Total: 44 Active Cost, 4 Real Cost) Damage Resistance (8 PD/8 ED), 1 Continuing Fuel Charge lasting 1 Hour (+0), Persistent (+1/2), Usable Simultaneously (up to 8 people at once; +1) (20 Active Points); Only vs Infernal Powers (-1), Costs Endurance (-1/2) (Real Cost: 2) plus Power Defense (5 points), 1 Continuing Fuel Charge lasting 1 Hour (+0), Persistent (+1/2), Usable Simultaneously (up to 8 people at once; +1) (12 Active Points); Costs Endurance (-1/2), Only vs Infernal Powers (-1/2), Does Not Stack (-1/2) (Real Cost: 1) plus Mental Defense (5 points), 1 Continuing Fuel Charge lasting 1 Hour (+0), Persistent (+1/2), Usable Simultaneously (up to 8 people at once; +1) (12 Active Points); Costs Endurance (-1/2), Only vs Infernal Powers (-1/2), Does Not Stack (-1/2) (Real Cost: 5)
4
1u
5) Sense Demon: Detect Demons 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, 1 Continuing Fuel Charge lasting 1 Hour (+0) (20 Active Points); Costs Endurance (-1/2)
2
1u
6) Sense Magical Energy: Detect Magic 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, 1 Continuing Fuel Charge lasting 1 Hour (+0) (25 Active Points); Costs Endurance (-1/2)
2
1u
7) Weaken the Infernal / Human's Weakness: Suppress Defense Power 6d6, Two Defense Powers simultaneously (+1/2), 1 Continuing Fuel Charge lasting 1 Hour (+0), Multiple Special Effects (Any defensive Power; +1/2) (60 Active Points); Costs Endurance (-1/2), Infernal Only (-1/4)
6
Demon Host
1
1) Environmental Tolerance: Custom Power (1 Active Points)
0
10
2) Multiform (200 Character Points in the most expensive form) (40 AP); Expanded Personality Loss (-1 1/2), Extra Time (1 Turn, -1 1/4), Not on Holy Ground (-1/4)
0
 
Gear
8
1) Armor (8 PD/8 ED) (24 Active Points); Long Vest (Protects Locations 10-13) (-1 1/2), OIF (-1/2)
0
Misc
5
1) Damn Stubborn: Mental Defense (9 points total)
0
3
2) Protection Tattoos/Scars: Power Defense (5 points) (5 Active Points); Limited Power Only vs Magic and Infernal Powers (-1/2)
0
5
3) Luck 2d6, Every Hero Gets 1
0
49 Total Powers Cost
EQUIPMENT
Cost  Equipment END
Contacts (10);
5
1) Mystic Arts Supplier: Contact: Alex Kingston (Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-;
5
2) Police: Contact: Detective Mariska Alerton (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11-;
5
3) Retired Exorcist: Contact: Father Charley (Contact has useful Skills or resources, Good relationship with Contact) 12-;
;
Equipment (20);
7
1) Binoculars: (Total: 15 Active Cost, 7 Real Cost) +8 versus Range Modifier for Sight Group (12 Active Points); OAF (Binoculars; -1) (Real Cost: 6) plus Absolute Range Sense (3 Active Points); OAF (Binoculars; -1) (Real Cost: 1);
0
9
2) Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Set Effect (Hands Only/Feet Only) (-1), Does Not Prevent The Use Of Accessible Foci (-1), No Range (-1/2), Can be escaped automatically with Lockpicking or Controtionist rolls (-1/2), Must follow Grab or target must be willing (-1/2), Cannot Form Barriers (-1/4);
[1 rc]
3
3) Police Scanner: Radio Perception, Transmit, 1 Continuing Fuel Charge lasting 6 Hours (+0) (10 Active Points); OAF (Police Scanner; -1), Sense Affected As More Than One Sense Hearing (-1/4);
[1 cc]
2
4) Tools: +2 with Lockpicking (4 Active Points); OAF (-1);
1
5) Uber sunglasses: Sight Group Flash Defense (3 points) (3 Active Points); OAF Fragile (-1 1/4);
0
2
6) Video Camera: Eidetic Memory, 1 Continuing Fuel Charge lasting 6 Hours (+0) (5 Active Points); OAF Fragile (-1 1/4);
6
7) Sight Group Images 1" radius, +/-4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (+0) (22 Active Points); OAF (-1), Limited Power Only to Create Light (-1), No Range (-1/2);
[1 cc]
;
Vehicles (10);
9
1) Motorcycle: Vehicle;
6
2) Studio Apartment (Workshop): Base;

Character Name: Zeke
Alternate Identities: Ezekiel Winston
Player Name: Clinton Menezes
DISADVANTAGES
Cost  Disadvantage
5 Dependence: Suffering/Pain of others Takes 3d6 Damage (Common, 1 Week)
15 Distinctive Features: Demon inside (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)
5 Distinctive Features: Scars/Tattoos in binding symbols (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: All those who hate Demon-Kind 8- (As Pow, Harshly Punish)
10 Hunted: Demon Lord 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
0 Normal Characteristic Maxima
10 Psychological Limitation: Anger/Hatred of Beautiful Women (Uncommon, Strong)
10 Psychological Limitation: Enjoys the misery/torment/pain of others (Common, Moderate)
5 Psychological Limitation: Protective of Innocents (Uncommon, Moderate)
5 Psychological Limitation: Tormented by Internal Demon (Uncommon, Moderate)
75 Total Disadvantages Cost
APPEARANCE
Hair Color: Black (Blue Highlights)
Eye Color: Green w/red
Height: 5' 8"
Weight: 141 lbs
BACKGROUND
  • Ezekiel Joshua Winston
  • Born: December 13th; 21 years old.
  • Lower upper class upbringing. Father is in business and mother is a lawyer. Had a life of privilige and comfort, but wanted more and felt put upon.
  • College life involved complaining and creating lousy poetry.
  • At a party met a beautiful women that seemed quite taken with him. Invited him to a private party. They were luring him to a ritual summoning as the vessel for a demon. Something went very wrong. Zeke does not remember clearly several days after the incident. He remebers his mind beginning to clear and seeking a small church in hopes of finding relief.
  • This is where he met the priest (retired exorcist) contact.
  • The priest educated him in some of what he knows and also discovered that Zeke is not actually possessed.
  • Began educating himself about demons and the magic surrounding them. Met supplier here.
  • Decided to protect other people from the bad things that exist out there and started seeking cults to undermine/destroy them. Came to the notice of the council when he crossed paths with one of their investigators.
  • Rescued daughter of cop (14) from a cult.. This is how they met.
  • The demon is almost always talking to him; taunting or tempting him.
QUOTE
Playing with demons is really stupid.
POWERS/TACTICS
Zeke stores spells in the runes tattoed and scarred into his body for release at need. He uses demonic animals to help in hunting and scouting.
Character created with Hero Designer (version 2008071012)