Player's Name: Bryan
Link to PbP RPG Ledger: Ledger
G-Mail: bryancbrown87@gmail.com
Discord: _b_c_b_
Character Name: Benjamin Shepard
Alias:
Occupation: Federal Agent
O.C.C.: Demon/Witch Hunter
Alignment: Unprincipled
XP Level: 1
XP Points: 3,625 SoAF 30 SEP 24
Next Level @ XP: 2,050
Disposition: Shepard is generally amicable, but tends to keep to himself.
Insanity: Thinks he's being followed/watched
ATTRIBUTES
I.Q.: 13
M.E.: 25
M.A.: 9
P.S.: 15
P.P.: 12
P.E.: 13
P.B.: 12
Speed: 25
PHYSICAL DATA
P.P.E.: 25
H.P.: 20
S.D.C.: 30
Age: 34
Sex: Male
Height: 5'11
Weight: 180 lbs
Description: A dark-haired man sporting a week of stubble. He seems to be looking over his shoulder from time to time.
Natural Abilities
Perception: 15%
Charm/Impress: 20%
Invoke Trust/Intimidate: 20%
Max. Encumbrance: 54 lbs.
Max. Carrying Weight: 54 lbs.
Max. Lifting Weight: 54 lbs.
Max. Jumping Ability: 7ft length, 3ft height
Demon/Witch Hunter Abilities
Monster Hunting: Knows the habits, foibles, weaknesses, vulnerabilities and ways to fight and kill most (historically) well known (and some little well known) witches, demons, monsters, undead, werebeasts, spirits and gods. Fascinated by the subject, the demon and witch hunter is constantly studying the supernatural to learn more, and will commit to memory (and often a written jounal) firsthand experiences and observations. Also see the Lore Demons and Monsters skill.
Arcane Knowledge (38%): Has a good understanding of magic and the supernatural, but fears, loathes and rejects it, giving the DW Hunter greater resistance to it. The character recognizes components and symbols used in magic, signs of evil and magic rituals/ceremonies, as well as spell scrolls, simple magic weapons and devices, and enchantment and possession (36% + 2% chance per level of experience). Bonuses: +1 to save vs magic, +3 to save vs possession, +4 to save vs Horror Factor, and has a base PPE of 3d6 + PE attribute number.
Think Like the Demonic Enemy: Like any good man-hunter, the DW Hunter starts to think like his prey, giving him or her an insight to profile and predict the enemy's behavior, haunts and targets. This gives the DWH gut intuition and hunches that, more often than not, prove to be correct. Some Para-Arcane have suggested that these "hunches" are more like psychic flashes or even a loose link to the supernatural.
O.C.C. Skills
(s) Mathematics: Basic 85% +3%
(s) Computer Operation78% +3%
Language: Native Tongue 89% +1%
Literacy: Native Language 82% +2%: 86%
(s) Lore: Demons & Monsters - 80% +5%
(s) Lore: Magic - 55% +5%
(s) Lore: Mythology - 55% +5%
(s) Lore: Religion - 98% +3%
(s) Lore: Psychic & Psionics - 45% +5%
(s) Motorcycle - 74% +4%
(s) Automobile 68% +3%
(s) Radio: Basic - 60% +5%
(s) Land Navigation - 50% +4%
Tracking (people) - 40% +5%
(s) Climbing - 45%/35% +5%
Athletics (General)
W.P. (Sword)
W.P. (Grappling Hook)
W.P (Revolver)
W.P. (Automatic Rifle)
W.P. (Energy Pistol)
Hand-to-Hand (Expert)
Related O.C.C./Occupational Skills
(s) Cryptography - 30% +5%
(s) Fishing - 45% +5%
(s) Basic Electronics - 35% +5%
Interrogation Techniques - 40% +5%
(s) Horsemanship: General - 44%/24% +4%
(s) Basic Mechanics - 45% +5%
(s) First Aid - 50% +5%
Running
(s) Boat: Motor & Hydrofoil - 60% +5%
(s) Streetwise - 24% +4%
Anthropology - 45% +5%
(s) Lore: Indians - 47% +5%
W.P. (Energy Rifle)
(s) Wilderness Survival - 35% +5%
Secondary Skills
(s) Swimming - 55% +5%
Combat Data
HTH Type: Expert
Number of Attacks: 4
Initiative Bonus: 0
Strike Bonus: 0
Parry Bonus: +4
Dodge Bonus: +4
HTH Damage Bonus: 0
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: 0
Other: Kick Attack - 1d8 DMG
Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P. (Sword): +1 to strike and parry
W.P. (Grappling Hook): +1 to strike or entangle starting at lvl. 3
W.P (Revolver):
W.P. (Automatic Rifle):
W.P. (Energy Pistol):
W.P. (Energy Rifle):
Saving Throw Bonuses
Coma/Death: 0
Magic (varies): +1
Possession: +4
Lethal Poison (14+): 0
Non-Lethal Poison (16+): 0
Insanity (12+): +5
Psionics (varies): +5
Horror Factor (varies): +3
Special Agent Benjamin Shepard (Demon/Witch Hunter) Level UP
- Benjamin Shepard
- Posts: 42
- Joined: Mon Apr 29, 2024 8:12 am
Special Agent Benjamin Shepard (Demon/Witch Hunter) Level UP
Last edited by Benjamin Shepard on Thu Oct 03, 2024 8:44 am, edited 25 times in total.
- Benjamin Shepard
- Posts: 42
- Joined: Mon Apr 29, 2024 8:12 am
Re: Special Agent Benjamin Shepard (Demon/Witch Hunter)
Equipment
Allocate your items into the categories listed in green!
Vehicles/Mounts are listed first.
NEMA Humvee (Group vehicle)
Carried/In Hand
Worn on Person
- NEMA military fatigues
- NEMA standard body armor
- Shoulder Holster (Right): NEMA PLP-20 "Police Special" Laser Pistol
- Thigh holster (Left): Sacrificial Knife
- Slung over shoulder: Nema 5.56 Assault Rifle
LBV
- Two 48 round magazines for Assualt Rifle
- Spare E-Clips
- 2 Frag Grenades
- 1 Canteen
Stored in Vehicle
- Rucksack
- Bedroll (Rucksack)
- First Aid Kit (Rucksack)
- Vibro Sword
- Cold Weather Jacket
- Three 48-round magazines for assault rifle
- Camo Poncho (rucksack)
- 1 Canteen (rucksack)
Gear Stats
NEMA Standard Body Armor

M.D.C. by Location:
Weight: 12 lbs.
Modifiers: -5% to climb and -10% to physical skills
Features:
Book Reference: p.62-63, Chaos Earth
NEMA PLP-20 "Police Special" Laser Pistol

NEMA 5.56 mm Assault Rifle

Sacrificial Knife
Allocate your items into the categories listed in green!
Vehicles/Mounts are listed first.
NEMA Humvee (Group vehicle)
Carried/In Hand
Worn on Person
- NEMA military fatigues
- NEMA standard body armor
- Shoulder Holster (Right): NEMA PLP-20 "Police Special" Laser Pistol
- Thigh holster (Left): Sacrificial Knife
- Slung over shoulder: Nema 5.56 Assault Rifle
LBV
- Two 48 round magazines for Assualt Rifle
- Spare E-Clips
- 2 Frag Grenades
- 1 Canteen
Stored in Vehicle
- Rucksack
- Bedroll (Rucksack)
- First Aid Kit (Rucksack)
- Vibro Sword
- Cold Weather Jacket
- Three 48-round magazines for assault rifle
- Camo Poncho (rucksack)
- 1 Canteen (rucksack)
Gear Stats
NEMA Standard Body Armor

M.D.C. by Location:
- Helmet: 70
- Arms: 60 each
- Legs: 80 each
- Main Body: 120
Weight: 12 lbs.
Modifiers: -5% to climb and -10% to physical skills
Features:
- Voice-actuated support computer and database.
- Built-in loudspeaker: 80 decibels.
- Directional, short-range radio built into the helmet. Range: 5 miles
- Polarized visor.
- Color: (M.O.S. specific)
Book Reference: p.62-63, Chaos Earth
NEMA PLP-20 "Police Special" Laser Pistol

- Range: 1,000'
- Damage: 2D6 M.D. or 5D6 M.D. burst
- Rate of Fire: Single shots or 3-shot pulse bursts only
- Payload: 21 shots per E-Clip; 168 shots with Backpack Battery
- Weight: 2.6 lbs.
- Features: W.P. Energy Pistol
- Modifiers: +1 to strike on aimed shots
- Book Reference: p.55, CE
NEMA 5.56 mm Assault Rifle

- Range: 1,400'
- Damage: 5D6 or 1D6X10 burst
- Rate of Fire: Single shots & 3-round bursts only
- Payload: 48 round magazine or 144 round drum
- Weight: 6 lbs.
- Features: W.P. Rifle
- Modifiers: +1 to strike on aimed shots
- Book Reference: p.54, CE
Sacrificial Knife
- Damage: 1D4 M.D.
- Weight: 1 lbs.
- Features: Exerts some kind of influence over the user.
- Modifiers: None
- Book Reference: Created by Myth and Jest
Last edited by Benjamin Shepard on Thu Oct 03, 2024 8:34 am, edited 7 times in total.
- Benjamin Shepard
- Posts: 42
- Joined: Mon Apr 29, 2024 8:12 am
Re: Special Agent Benjamin Shepard (Demon/Witch Hunter)
Background Story
Special Agent Benjamin Shepard switched off the small TV set in his basement office in the Knoxville branch of the Federal Bureau of Investigation. Something about rising tensions in South America, but he hadn't really been paying attention.
Tennesse wasn't exactly a dream assignment, but his superiors back in Denver had wanted him gone. They'd tried to convince him to take a transfer and were overjoyed when he'd picked the Knoxville office. However, there was method to his apparent madness in transferring...
Shepard pulled a manila folder from the stack on his desk and opened it up. A photo showing the oddly charismatic features of the leader of The Children of the Three Gods, Sebastian Barrett, took up the upper left corner of the folder.
The Children had been brought to the attention of the Bureau months earlier, but no one an interest in a bunch of Satan-worshiping, drug-addled hippies. No one but Shepard.
He leaned back in his chair and glanced at the wall of books on the occult and demonology that flanked his office. Shepard didn't consider himself a religious man, but he'd immersed himself in a variety of sources from scripture to the scrawlings of madmen to better understand his quarry. He'd tracked the cult to Whitwell and tomorrow he'd show the evidence to the supervising agent.
It seemed the Children of the Three Gods had other plans.
Shepard awoke bound and gagged in a large hall flanked by other captives and masked cult members. The last thing he remembered was leaving his car and now here he was. Sebastian Barrett raised a bloody knife over the corpse of a young woman. Shepard couldn't make out what he was saying, but the ground began to shake and strange creatures began to pour out of a light behind the cult leader.
The next moments were chaos as the creatures tore both cultist and captive apart. In the scuffle, Shepard managed to free himself. Taking up one of the cultist's ceremonial blades, Shepard fought his way out of the house, completely unprepared for the pandemonium that awaited him.
Demon and Witch Hunter Experience
1. 0,000 - 2,050
2. 2,051 - 4,100
3. 4,101 - 8,250
4. 8,251 - 16,050
5. 16,051 - 24,600
6. 24,601 - 34,700
7. 34,701 - 49,800
8. 49,801 - 69,900
9. 69,901 - 95,000
10. 95,001 - 130,100
11. 130,101 - 180,200
12. 180,201 - 230,300
13. 230,301 - 280,400
14. 1280,401 - 340,500
15. 340,501 - 400,600
Special Agent Benjamin Shepard switched off the small TV set in his basement office in the Knoxville branch of the Federal Bureau of Investigation. Something about rising tensions in South America, but he hadn't really been paying attention.
Tennesse wasn't exactly a dream assignment, but his superiors back in Denver had wanted him gone. They'd tried to convince him to take a transfer and were overjoyed when he'd picked the Knoxville office. However, there was method to his apparent madness in transferring...
Shepard pulled a manila folder from the stack on his desk and opened it up. A photo showing the oddly charismatic features of the leader of The Children of the Three Gods, Sebastian Barrett, took up the upper left corner of the folder.
The Children had been brought to the attention of the Bureau months earlier, but no one an interest in a bunch of Satan-worshiping, drug-addled hippies. No one but Shepard.
He leaned back in his chair and glanced at the wall of books on the occult and demonology that flanked his office. Shepard didn't consider himself a religious man, but he'd immersed himself in a variety of sources from scripture to the scrawlings of madmen to better understand his quarry. He'd tracked the cult to Whitwell and tomorrow he'd show the evidence to the supervising agent.
It seemed the Children of the Three Gods had other plans.
Shepard awoke bound and gagged in a large hall flanked by other captives and masked cult members. The last thing he remembered was leaving his car and now here he was. Sebastian Barrett raised a bloody knife over the corpse of a young woman. Shepard couldn't make out what he was saying, but the ground began to shake and strange creatures began to pour out of a light behind the cult leader.
The next moments were chaos as the creatures tore both cultist and captive apart. In the scuffle, Shepard managed to free himself. Taking up one of the cultist's ceremonial blades, Shepard fought his way out of the house, completely unprepared for the pandemonium that awaited him.
Demon and Witch Hunter Experience
1. 0,000 - 2,050
2. 2,051 - 4,100
3. 4,101 - 8,250
4. 8,251 - 16,050
5. 16,051 - 24,600
6. 24,601 - 34,700
7. 34,701 - 49,800
8. 49,801 - 69,900
9. 69,901 - 95,000
10. 95,001 - 130,100
11. 130,101 - 180,200
12. 180,201 - 230,300
13. 230,301 - 280,400
14. 1280,401 - 340,500
15. 340,501 - 400,600
Last edited by Benjamin Shepard on Wed May 01, 2024 7:13 am, edited 2 times in total.
- Benjamin Shepard
- Posts: 42
- Joined: Mon Apr 29, 2024 8:12 am
Re: Special Agent Benjamin Shepard (Demon/Witch Hunter)
Dice Rolls
Attribute Rolls
4d6: [6, 3, 5, 5] = 19
(16)
Exceptional Attribute: 1d6: [6] = 6
Extra roll on a 6 for exceptional attribute: 1d6: [3] = 3
Final Total: 25
4d6: [1, 3, 6, 3] = 13
12
4d6: [4, 1, 3, 5] = 13
12
4d6: [3, 5, 1, 6] = 15
14
4d6: [5, 2, 5, 3] = 15
13
4d6: [3, 3, 2, 6] = 14
12
4d6: [6, 3, 3, 3] = 15
12
4d6: [3, 1, 3, 3] = 10
9
Roll for Psionics: 1d100: [30] = 30 None
General Athletics: Spd 1d6: [3] = 3 ; SDC 1d8: [7] = 7
Running: Spd 4d4: [1, 2, 3, 4] = 10 ; SDC 1d6: [6] = 6
PPE: 3d6+12: [5, 5, 3]+12 = 25
Base SDC: 2d6+12: [2, 3]+12 = 17
HP: 1d6+13: [2]+13 = 15
HP Level 2: 1d6: [5] = 5
Attribute Rolls
4d6: [6, 3, 5, 5] = 19
(16)
Exceptional Attribute: 1d6: [6] = 6
Extra roll on a 6 for exceptional attribute: 1d6: [3] = 3
Final Total: 25
4d6: [1, 3, 6, 3] = 13
12
4d6: [4, 1, 3, 5] = 13
12
4d6: [3, 5, 1, 6] = 15
14
4d6: [5, 2, 5, 3] = 15
13
4d6: [3, 3, 2, 6] = 14
12
4d6: [6, 3, 3, 3] = 15
12
4d6: [3, 1, 3, 3] = 10
9
Roll for Psionics: 1d100: [30] = 30 None
General Athletics: Spd 1d6: [3] = 3 ; SDC 1d8: [7] = 7
Running: Spd 4d4: [1, 2, 3, 4] = 10 ; SDC 1d6: [6] = 6
PPE: 3d6+12: [5, 5, 3]+12 = 25
Base SDC: 2d6+12: [2, 3]+12 = 17
HP: 1d6+13: [2]+13 = 15
HP Level 2: 1d6: [5] = 5
- Dice rolls
- 4d6: [5, 4, 2, 3] = 14
- 3d6: [3, 2, 3] = 8