John "Jack" Sullivan

Description:

John “Jack” Sullivan

jack.jpg

Primal Urge 2 Harmony 6
Essence 10/1 Willpower 7
Virtue Fortitude Vice Pride

__________________________________________________

ATTRIBUTES
POWER Intelligence 2 Strength 2 Presence 1
FINESSE Wits 3 Dexterity 4 Manipulation 1
RESISTANCE Resolve 3 Stamina 2 Composure 4

__________________________________________________

SKILLS
- MENTAL SKILLS -
Skill Name Dots Speciality
Academics 0
Computers 0
Crafts 2 Gunsmithing
Investigation 3
Medicine 2
Occult 0
Politics 0
Science 0
- PHYSICAL SKILLS -
Skill Name Dots Speciality
Athletics 1
Brawl 1
Drive 1
Firearms 4 Rifles, Sniping
Larceny 0
Stealth 2 Ambush, Camouflage
Survival 2
Weaponry 1
- SOCIAL SKILLS -
Skill Name Dots Speciality
Animal Ken 2
Empathy 1
Expression 0
Intimidation 1
Persuasion 1
Socialize 1
Streetwise 1
Subterfuge 0

__________________________________________________

MERITS
Armory: Private Gun Collection (•••): Your character can draw upon an array of weapons and armor. This Merit could represent a large gun collection, the ability to call in favors for arms or ownership of a firearms or martial arts supply store. When you select this Merit, give it a descriptor such as “dojo weapons” or “hunting club.” This will guide your use of the Merit. 3

Each dot provides five “points” of weapons and armor. The pool of dots provides a vaguely defined assortment of available arms. You may use weapons and armor equal to your pool total at any given time. The base pool cost for a weapon is equal to its Damage rating. Add 1 to the cost if the weapon is a firearm. Armor has a pool cost equal to its Defense bonus. Add 1 to the cost of any weapon or piece of armor if it’s illegal or highly restricted.

The maximum Damage or Defense rating possible for any Armory equipment is equal to the Merit’s dots +1. Firearms come with a full load or magazine. One Armory point adds an additional load or magazine. You don’t need to account for every single knife and gun, and in fact, there are more parts and arms than the pool would allow — the equivalent of the classic briefcase or rack full of guns. Your total represents arms in good enough repair to actually use. You may change weapon selections freely as long as the choices could plausibly fit under the general descriptor.

Similar to the Sanctum or Library Merits, it’s possible to purchase this Merit collectively, dividing its benefits among the entire group.

Drawback: Unlike arms and armor purchased with standard Resources, Armory gear is gray market at best. It includes a selection of stolen, illegally modified or improperly registered weapons. If the authorities discover your Armory, you might incur a fine or imprisonment.

Combat Marksmanship (•): Your character is not only proficient with firearms, but has trained extensively to maintain her accuracy in the stress of combat. She most likely has experience in law enforcement or the military, though she may simply be a self-defense advocate or a dedicated hobbyist with uncommon self-possession. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Tactical Reload” until she has “Shoot First.” The maneuvers and their effects are described below, most of which are based on the Firearms Skill. 1

Shoot First (•): Your character’s trained reflexes give her a split-second edge in a gunfight. Whenever she begins a combat with a firearm already in her hand, she gains a bonus to her Initiative roll equal to her Firearms Skill. If she also has the Quick Draw Merit for firearms (see the World of Darkness Rulebook, p. 113) and draws a firearm during the first turn of combat, this bonus is added retroactively, starting at the beginning of the second turn of combat.

Resources (•••): This Merit measures your character’s material resources, both possessions and wealth. All characters are assumed to have a job or a source of income (trust fund, parents) that is sufficient to cover their basic needs: food, shelter and transportation. Dots in this Merit represent disposable income – wealth and assets that can be liquidated for more money in case of emergency. The number of dots indicates your character’s general level of wealth. 3

● suggests low disposable income: $500 a month and approximately $1,000 worth of assets.●● suggest moderate disposable income: $1,000 a month and approximately $5000 worth of assets.●●● suggest significant disposable income: $2000 a month and maybe $10,000 worth of assets.●●●● suggest substantial disposable income: $10,000 a month and $500,000 worth of assets.●●●●● suggest significant wealth: $50,000 a month and as much as $5,000,000 worth of assets.

Resources can be used to determine if your character can reasonably afford a purchase or expenditure. Equipment, weapons and items throughout these rules are assigned costs in dots. The Storyteller can assign cost dots to other items during play based on what’s here. If your character has the same or more dots in Resources, he can afford the item on his disposable income. That doesn’t mean he has a blank check with which to buy everything he sees. He might be able to afford one or two items with a cost equal to his Resources dots in a single month. Items with lower costs can be acquired more often. The Storyteller has final say on what’s too much or what’s too often.

Your character’s Resources dots aren’t spent and don’t go away. They represent available cash at any given moment. The only means by which your character’s Resource dots might decrease is if story events conspire against them. Perhaps your character’s fortune is wiped out, he loses his job or his company is subjected to a hostile takeover. The Storyteller therefore influences how your character’s dots might decrease, and whether they can be salvaged.

Sniping (•••••): A sniper is the antithesis of a gunfighter, patient and serene rather than swift and ruthless. Your character, through life-long experience or intensive military training, is patient and skilled enough to spend hours staring through a rifle scope before taking one perfect shot that decides the fate of a hostage or a nation. 5

Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Battlesight Zero” until she has “On Scope.” The maneuvers and their effects are described below, most of which are based on the Firearms Skill. All of the following maneuvers work only with rifles (including assault rifles).

On Scope (•): Your character has an intuitive understanding of long-range ballistics and has spent countless hours straining to pick out tiny details through a telescopic sight. The maximum bonus she may receive from aiming (see the World of Darkness Rulebook, 162) is increased to her Composure +1 for semi-automatic and automatic rifles and her Composure +2 for break-action, bolt-action and lever-action rifles. In addition, when using a scope or other long-range optic device (e.g., binoculars), she receives a +2 bonus to all perception rolls (see the World of Darkness Rulebook, p. 45).

Battlesight Zero (••): Once your character is familiar with the capabilities of a rifle, she can wring unparalleled performance from it. Whenever your character sights in a rifle (see “Sighting Tools,” p. 164), she doubles the number of attacks that receive the bonus from this process. In addition, whenever she makes an attack with a rifle that receives this bonus, the weapon’s short range is increased by five yards times her Wits, medium range by twice this amount and long range by three times this amount.

Focused Shot (•••): Your character can lurk motionless in ambush for days, ignoring sleep deprivation, temperature extremes and even life-threatening injuries in the name of putting lead on target. When making an aimed shot, she may ignore an amount of penalties for wounds, drugs, disease, pain, fatigue, environmental conditions and similar factors equal to her Resolve. For example, if your character has Resolve 4, has two points of Health remaining (–2), has gone without sleep for 36 hours (–2) and has ingested strong hallucinogens (–3), her aimed shots suffer only a –3 penalty instead of the –7 that affects all her other dice pools.

Tactical Intervention (••••): Split-second timing and nerves of steel enable your character to take advantage of the smallest opportunities for accurate shot placement. When making an aimed shot, all penalties for shooting into close combat and for concealment are halved, rounding down.

One Shot, One Kill (•••••): When your character picks up her rifle, people fall down. It’s just that simple. When making an aimed shot, do not add the rifle’s Damage rating to the attack dice pool (though “9 again” or “8 again” still applies if it would normally). Instead, if the attack succeeds, add the rifle’s Damage rating as extra successes. Drawback: Spend one Willpower per attack. Note that this Willpower expenditure does not add three dice to the attack.

__________________________________________________

RENOWN
Cunning 2 Glory 0 Honor 0 Purity 0 Wisdom 0

__________________________________________________

GIFTS
- DOMINANCE -
Dominance 1 Warning Growl
Cost 1 Willpower
Dice Presence + Intimidation + Glory vs. Composure + Primal Urge
Action Contested; Resistance is reflexive
Dramatic Failure The Gift fails completely. The werewolf cannot use any Dominance Gifts on the subject for the rest of the scene.
Failure Successes rolled tie or the subject gets the most. The target feels no particular dread of the werewolf.
Success The most successes are rolled for the Gift user. This Gift affects a single target. The Gift user gains a +2 Defense bonus against any close-combat attacks made by the affected target for the duration of the scene – the target is literally too wary of the werewolf to attack with full vigor. This Gift can be used on multiple opponents during a scene, but the werewolf must use the Gift separately against each one (spending Willpower and making a contested roll each time).
Exceptional Success As success, but the Defense bonus against the Gift’s target rises to +3.
Dominance 2 Luna’s Dictum
Cost 1 Willpower
Dice Presence + Intimidation + Glory vs. Composure + Primal Urge
Action Contested; Resistance is reflexive
Dramatic Failure The Gift fails completely. The werewolf cannot use any Dominance Gifts on the subject for the rest of the scene.
Failure Successes rolled tie or the subject gets the most. The target feels no compulsion to obey.
Success The most successes are rolled for the Gift user. This Gift affects a single target, who must obey the command given. The words a character selects for his order must be specific and straightforward, and the command cannot take more than a minute to carry out. The user can’t direct a target to take any action that would conceivably bring harm to herself or others, or to do anything that would be drastically out of character. In particular, the Gift does not function at all if the subject is in combat or otherwise distracted by a very real danger to her safety. It’s a useful Gift, however, for telling a person to “step outside for a minute.” The target remembers that her will was not her own but might rationalize her obedience as a moment of weakness rather than supernatural coercion
Exceptional Success As Success, but the target is sure to rationalize her obedience.
- GIBBOUS MOON -
Gibbous Moon 1 Pack Awareness
Cost None
Dice Wits + Empathy + Wisdom
Action Reflexive
Dramatic Failure The awareness of her packmates’ situation overwhelms the Cahalith momentarily and proves distracting. Her actions incur a -1 penalty for one turn per packmate (not counting herself). She cannot invoke this Gift again until the penalty passes.
Failure The character gains no special awareness of her packmates.
Success The character learns the listed information about her packmates.
Exceptional Success One pack member (not the character herself) regains a point of spent Willpower for knowing that his Cahalith is there to support him. The Cahalith’s player decides who gets this point.

__________________________________________________

HISHU
Human Form
Intelligence 1 Strength 1 Presence 1
Wits 1 Dexterity 1 Manipulation 1
Resolve 1 Stamina 1 Composure 1
Size 5 Defense 1 Armor 0
Speed 7 Initiative 2 Perception 2
Health 6
DALU
Near-Human Form
Intelligence 1 Strength 2 Presence 1
Wits 1 Dexterity 1 Manipulation 1
Resolve 1 Stamina 2 Composure 1
Size 6 Defense 1 Armor 0
Speed 8 Initiative 2 Perception 4
Health 7
GAURU
Wolf-Man Form
Intelligence 1 Strength 4 Presence 1
Wits 1 Dexterity 2 Manipulation 1
Resolve 1 Stamina 3 Composure 1
Size 7 Defense 1 Armor 1/1
Speed 11 Initiative 3 Perception 5
Health 8
Bite 6L Claw 5L
URSHUL
Near-Wolf Form
Intelligence 1 Strength ? Presence 1
Wits 1 Dexterity ? Manipulation ?
Resolve 1 Stamina ? Composure 1
Size ? Defense ? Armor 0
Speed ? Initiative ? Perception ?
Health ?
Bite 2L
URHAN
Wolf Form
Intelligence 1 Strength ? Presence 1
Wits 1 Dexterity ? Manipulation 1
Resolve 1 Stamina ? Composure 1
Size 4 Defense ? Armor 0
Speed ? Initiative ? Perception ?
Health ?
Bite 2L
Bio:

John “Jack” Sullivan

Born and raised in Utah on a cattle ranch, Jack grew up on the modern western frontier. He learned how to ride a horse, shoot his grandfather’s Winchester rifle, and drive a cattle train at a young age. However, he had aspirations that went beyond the land his family owned outside of Arsenal so the day he turned 18 he enlisted in the United States Army. The military was a part of his family’s legacy after all – his father had fought in Desert Storm, his grandfather had fought in Vietnam, and his great-grandfather had fought in World War II.

He followed in his family footsteps and joined the Infantry, went to Airborne school, and later Ranger School. After being qualified to join a Ranger Battalion he deployed to Iraq and then Afghanistan where he fought the insurgency and terrorist cells as part of his mission. After eight years he decided he had enough and got out of the service to come home. He had gotten his fill of the military life and wanted to work the ranch again.

John had benefits he could even fall back on and fancied the idea of attending a local community college. He was a good shot from being an Infantryman for eight years and had great leadership skills; he had earned the Rank of Sergeant First Class before he got out so he wondered how he might translate that to the civilian sector if the ranch didn’t work out.

When he returned home with little more than a duffel bag on his shoulder he was surprised to find the family ranch in disrepair. He hadn’t been home in two years but all his phone calls home had seemed to imply life was okay on the homestead. His father seemed to have hit a patch of debt that pulled the ranch under when they lost cattle over the last few years. They had found cattle butchered in the middle of the night, so much that it was unlike anything that had been seen before. The slaughter had continued and despite pleas to the local Sheriff, no one investigated the matter.

Jack reckoned the ranch only had a few months left before the bank foreclosed on the property so he decided to pump his personal funds into it to keep the family legacy alive. He just had one problem: they were still finding dead cattle in the mornings. So, Jack needed to stake out whatever was stalking their herds and he’d need help too.

John "Jack" Sullivan

Arsenal Ashidaka_Koutetsu