John Hex
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   John is a fair-haired occult meddler.  He is a manipulator, an off-white knight, a rogue, a wise-ass, a seeker, a wise fool, a bastard,
a world-saver, a cosmic kibitzer, and a doomed and tragic hero.  He is a restless wanderer, a nexus for weirdness, and a court jester to
the Eternal and the Infernal hosts.
   In the year 1425 he was born to one of the richest family in the land in a difficult delivery that killed his mother.  His father never
quite forgave the boy for being born, and they had a stormy relationship.  During his childhood, John was inexorably attracted to
magic and he became involved with the occult at a very early age.  At first he was a mere dabbler, interested in magic more for kicks
and chicks than because of any appreciation for the art.  He soon discovered that he had a genuine aptitude for magic.  In time, he
found out why.
   His great-grandfather had made a deal with a demon for power, for wealth, for himself and all of his descendants.  All it cost was
their souls.  When it came time for John to renew the contract, he told the demon, {Go to Hell} his great grandfather and the demon
were not happy, not at all.  
   John started to study the enemy, so he began to traveling the world as it was; he was seeking old texts and artifacts that may work
on stopping evil.  Some are in Churches, so he simply keeps tabs on those.  As the world grew, so did his travels.  Over the years, he
built up a large collection of occult books.  His travels were interrupted from time to time by wars, and he would always return to fight
for England.  
   At the end of World War I, John returned to the family Castle to heal.   He took a bullet to the leg, and was force to stay in an old
church that was made into a hospital.  He found that the damage to his lag was permanent, due too being on Holy ground.  His father
started to work on him, and the fights started after the first day back home.
   One day, as a result of one of their fights, his father burned John’s occult books.  In retaliation, John cast a spell of revenge that
caused his father to waste away.  Frightened his father might die, and it might cost him his soul.  He preserved the cat he used in his
ritual by putting it in formaldehyde.  This kept his father from deteriorating further, saving his lift and John’s soul.  “The cat was not
too happy about it, though.”  He cast a forget spell on himself, so he would not be tempted to use magic agent.
   The path Hex has chosen through the invisible maze has led him to betray all those he loves.  It is as if he is doomed to succeed at
the price of those dearest to him.  His father, his teammates, and his lovers have all suffered some sad fate as a result of contact with
him.  It is clear that everyone who gets close to him is doomed.  What’s unclear is wheter he seeks out people who are doomed for
failure or whether it is his company that dooms them.
Some say the betrayal that enfolds him like a shroud is some sort of repayment for a karmic debt incurred by his ancestor, Kon-Sten-
Tyn, a great pagan king who betrayed his people and was responsible for scourging magic from England.
   The ghosts of the people who have died because of their contact with him often haunt John.  It’s not clear whether these are real
ghosts or figments of his imagination.  Some times the ghosts mock him, and sometimes they give him insight.  They usually show up
when Hex has a quiet moment, over a bottle or three.
   He faces tremendous threats armed only with his wits, his charm, and a few tricks.  He knows a little hypnosis, a little lock-picking
and simple divining.  He is not a precognitive, but he can sympathetic magic to locate things.  
   Sometimes his knowledge and abilities frighten him, and he feels the burdens of unwanted power.  Deep down inside, hidden by a
mask of bastard and bravado, he a decent, compassionate man who cares deeply about upholding the good.
John Hex

Base OCV:  5 Base DCV:  5
Adjustment+    Adjustment+    
Final OCV:    Final DCV:    
Val Char Base Cost
15 STR
14 DEX
14 CON
15 BODY  
20 INT
20 EGO
20 PRE
18 COM
06 PD
05 ED
03 SPD
06 REC
28 END
030 STUN
05" RUN
02" SWIM
03" LEAP
STR Roll: 12- Run:  5"
DEX Roll: 12- Swim:  2"
CON Roll: 12- Leap:  3"
INT Roll: 13-
EGO Roll: 13-
PER Roll 13-
Disadvantages Pts
Normal Characteristic Maxima  0
Psychological Limitation Bad leg -1 to Running: MAX of 5" running
(Common, Total)  20
Psychological Limitation Overconfidence: (Common, Strong)  15
Psychological Limitation Vengeful: (Common, Total)  20
Distinctive Features Limp: (Concealable; Noticed and Recognizable;
Detectable By Commonly-Used Senses)  10
Distinctive Features Walks with a cane: (Easily Concealed; Noticed
and Recognizable; Detectable By Commonly-Used Senses)  5
Reputation Occult Meddler: , 11-  10
The Unknown  15
Unluck: 1d6  5
Pts.  Skill/Perk/Talent/Power END
8   Life Support (Immunity: Disease; Longevity: Immortal)  0
19   Healing BODY 1 point, Can Heal Limbs, Resurrection, Reduced
Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); Extra
Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2), Not on Holy
Ground (-1/4)  0
6   Mental Defense (10 points total)  0
18   Hypnosis 9d6 (45 Active Points); Increased Endurance Cost (x3
END; -1), Activation Roll 14- (Must make eye contact; -1/2)  12     
4   Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR    
4   Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm    
5   Fleche: 1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/5; FMove    
4   Lunge: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike    
4   Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort    
5   Slash: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike    
5   Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to
take weapon away    
5   Thrust: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike       
3   Acting 13-    
3   Bureaucratics 13-    
3   Combat Driving 12-    
3   Concealment 13-    
3   Conversation 13-    
3   Cryptography 13-    
3   Disguise 13-    
3   Fast Draw 12-    
3   Forensic Medicine 13-    
2   Gambling (Card Games) 13-    
3   High Society 13-    
3   Interrogation 13-    
3   Scholar    
2   1) KS Alchemy (3 Active Points) 13-    
3   2) KS Demonology (4 Active Points) 14-    
1   3) KS Fencing 8-    
2   4) KS Magic Items (3 Active Points) 13-    
2   5) KS Magic Lore (3 Active Points) 13-    
2   6) KS Necromancy (3 Active Points) 13-    
4   7) KS Occult (5 Active Points) 15-    
2   8) KS Occult Areas (3 Active Points) 13-    
2   9) KS Occult Items (3 Active Points) 13-    
1   10) KS Poisons (2 Active Points) 11-    
2   11) KS Ritual Magic (3 Active Points) 13-    
2   12) KS Supernatural Creatures (3 Active Points) 13-    
1   13) KS World Religions (2 Active Points) 11-    
3   Linguist    
2   1) Language: French (completely fluent) (3 Active Points)    
3   2) Language: Gaelic (idiomatic) (4 Active Points)    
2   3) Language: German (completely fluent) (3 Active Points)    
2   4) Language: Greek (completely fluent) (3 Active Points)    
2   5) Language: Hebrew (completely fluent) (3 Active Points)    
2   6) Language: Italian (completely fluent) (3 Active Points)    
3   7) Language: Latin (idiomatic) (4 Active Points)    
2   8) Language: Russian (completely fluent) (3 Active Points)    
2   9) Language: Spanish (completely fluent) (3 Active Points)    
3   Lockpicking 12-    
3   Security Systems 13-    
3   Seduction 13-    
3   Shadowing 13-    
3   Sleight Of Hand 12-    
3   Stealth 12-    
3   Streetwise 13-    
6   WF: Blades, Blowguns, Bows, Crossbows, Handguns, Rifles        
11   Money: Filthy Rich      
Swordcane, 25-point reserve, (25 Active Points); all slots Independent
(-2), OAF (-1)   
u   1) Sword Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), +1
Increased STUN Multiplier (+1/4) (25 Active Points); Independent
(-2), OAF (-1)  2
u   2) Cane Hand-To-Hand Attack +1 1/2d6 (8 Active Points);
Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2)  1
Height: 1.83 m Hair: Blonde
Weight: 84.00 kg Eyes: Blue
Appearance: Height 6' 0" Weight 185 lbs Age 569 Bace out of San
                                                         The Hex Family

Freki the red 7’4” 500# of Northman was born October 31st 743.  He gained the knowledge to
make the first of the Viking’s Longboat by giving his family to a Demon “
Belial”.  The Demon
was not satisfied, and made Fálki rip out his left eye.  The deal was that all of the lives that he
took would be a offerings to the Demon.  For all of his offering, Fálki gained immortal, power
and wealth.  After a bloody life he retires to the South of France with the family’s Demon in

Jacquerie Le Sortilège, born October 31st 800 the first of the Hex’s from France.     

Jonathan Hex, born October 31st 870 he changed the family’s name to Hex when he move to
England around 1065.  

John Hex born, October 31st 1425

On paper John is still on the board of Hexcorp, but he has not been to a meeting for over 100
years.  On paper John is still part of Hexcorp, but insiders, know that John and his father has try
to kill each other for over 500 years.  He still has 20% of HexCorp stocks, but most of his money
is tied up by the Attorneys.
On paper Hex’s net is round 100 billion dollars, but he can only tap into around million or two at
a time.
If Microsoft is a 'Great White Sharks*, them Hexcorp is a Megalodon** in the world of big
business. Hexcorp is trying to take over the world, by buying bit by bit. Freki, (John's great
grandfather) started to buy up land around 500 AD, and he still working on it.
*Great whites average 12-16 feet long (3.7-4.9 m) long.
**Megalodon was an ancient shark that may have been 40 feet (12 m) even longer.
                                                                                  The lead into the game:

   John, after your father’s latest attempt at talking you into the family business, you think it’s best to put some space between you
and him or you’re going to try to kill him again.  You catch yourself looking for the cat.  After a week on the road, you find yourself in
Eerie, Indiana, a town so small it’s not on the map.  You find a nice mom and pop English pub outside of town.  You’ve been in town
about two weeks when the barkeeper gives you a letter.  She tells you that she’s been holding it for three weeks.
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