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Joseph Blanc Manic Typist
Char  Total  Base  Cost  Roll  Notes 
STR 9 10 -1 11-   HTH Damage 2d6-1 END [1]
DEX 13 10 6 12-  
CON 10 10 0 11-  
INT 18 10 8 13-   PER Roll 13-
EGO 10 10 0 11-  
PRE 18 10 8 13-   PRE Attack: 3 1/2d6
           
OCV 5 3 10
DCV 5 3 10
OMCV 3 3 0
DMCV 3 3 0
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 3/13 2 1 3/13 PD (0/10 rPD)
ED 3 2 1 3 ED (0 rED)
REC 5 4 1
END 35 20 3
BODY 10 10 0
STUN 20 20 0
           
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 57 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Dependent NPC (Girlfriend): Cody Carpenter Infrequently (Normal)
5 Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
5 Enraged: Cody Is Threatened Or Endangered (Uncommon), go 8-, recover 14-
5 Negative Reputation: Unclear Provenance; Unknown Master; Plus He's Loud And Brash And So Very Young!, Infrequently (Extreme; Magi Society)
10 Psychological Complication: Cocky and Carefree Thrillseeker (Common; Moderate)
15 Psychological Complication: Holds His Secrets Tight; Very Uncomfortable And Unwilling To Discuss Personal Past (Common; Strong)
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Joseph Blanc Manic Typist
SKILLS
Cost  Name
3 Bring it on : PS: Hunter 13-
4 KS: Hermetic Lore 14-
0 KS: Secret Knowledge: Teen Wizard Novels (A Guilty Childhood Pleasure) 13-
3 KS: Supernatural World 13-
3 Streetwise 13-
1 TF: Two-Wheeled Motorized Ground Vehicles
14 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: Supernatural Hunter License
Notes: Joseph would refer to this as his "license to be a BADASS!"
43 Mystic Pool (68) (plus Character Creation Resource Points)
44 Total Perks Cost
TALENTS
Cost  Name
10 Supernatural Awareness
10 Total Talents Cost

Joseph Blanc Manic Typist
Mystic Pool (68/68)
This is My BOOMSTICK!!!! : Variable Power Pool (Magic Pool), 23 base + 45 control cost, No Skill Roll Required (+1) (68 Active Points); Arcane Magic Attacks Only (-1), OAF (Rod of Blasting; -1); all slots Extra Time (Full Phase, -1/2), Incantations (-1/4), Gestures (-1/4)
Notes: Real Cost: 34 points; Mystic Pool; Abilities Shown Are Just Examples
1) Take that! : Killing Attack - Ranged 3d6 (45 Active Points) Real Cost: 22 4
2) Didn't expect that, did you? : Killing Attack - Ranged 2d6, Affects Desolidified Any form of Desolidification (+1/2) (45 Active Points) Real Cost: 22 4
3) Behold! : Sight and Hearing Groups Flash 8d6 (45 Active Points) Real Cost: 22 4
4) Blast of GET THE HELL Back! : Killing Attack - Ranged 1d6+1, Double Knockback (+1/2), Area Of Effect (16m Long, 3m Tall, 3m Wide Line; +3/4) (45 Active Points) Real Cost: 22 4
Ebony wand : Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1), Gestures (Pointing or flicking the wand; -1/4)
Notes: Real Cost: 13 points, Mystic Pool
1) Alright, enough of that! : Dispel 6d6, Magic (+1/2) (27 Active Points)
Notes: Real Cost: 1 points
3
2) Get thee behind me! No, seriously, they're coming! : Barrier 6 PD/6 ED, 3 BODY (up to 4m long, 4m tall, and 1/2m thick) (30 Active Points)
Notes: Real Cost: 1 points
3
3) Whoa, down boy! : Drain STR 3d6 (30 Active Points)
Notes: Real Cost: 1 points
3
4) Don't worry, there's plenty of me to go around! : Sight Group and Normal Hearing Images, +/-5 to PER Rolls (28 Active Points)
Notes: Real Cost: 1 points
3
Ivory wand : Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1), Gestures (Pointing or flicking the wand; -1/4)
Notes: Real Cost: 13 points; Mystic Pool
1) Feel better? : Healing BODY 3d6 (30 Active Points)
Notes: Real Cost: 1 point
3
2) Bright Light! : Sight Group Flash 6d6 (30 Active Points)
Notes: Real Cost: 1 point
3
3) I'm glad I didn't sleep through Wards class! : Resistant Protection (10 PD) (Impermeable), Allocatable (+1/4), Variable Advantage (+1/4 Advantages; Limited Group of Advantages (Impenetrable, Hardened, Difficult to Dispel); +1/2) (26 Active Points)
Notes: Real Cost: 1 point
0
4) Ha! It's always smart to have a back up piece! : Blast 6d6 (30 Active Points)
Notes: Real Cost: 1 point
3

Joseph Blanc Manic Typist
APPEARANCE
Height:   5' 8" Hair:  Brown
Weight:  150 lbs Eyes:  Brown
Joseph is a cocky looking young white male tweener. He prefers alt-rock/indie/hipster clothing, and usually looks like he's on his way to a club somewhere. He likes sunglasses or anything else that makes him look "cool" and is image conscious.
BACKGROUND
Joseph Blanc (or JB as he prefers to be called) is a young man, early to mid-twenties, and if you were to ask him he'd probably tell you that's how old he's always been. He doesn't talk about his past much, and says he prefers to live "in the very now."

He started out doing odd jobs, amateur detective work and improvised "troubleshooting" for people who came to him with a lot of need but only a little cash. Case in point: Joseph met Cody on the job by saving her from a vampire who was about to feast on her (she was in a "vampire groupie" phase, but quickly got over that when she found out they were real and not at all romantic). She was panicking, the vampire was gloating, and Joseph was annoyed at having to take so many stairs. He blasted it off the skyscraper rooftop (it was a TALL building), and then he checked on Cody; it was love at first sight. Taking out a major Supernatural (or "preet" for preternatural as Joseph prefers to call them, much to the annoyance of his fellow Hunters) in such a spectacular fashion caught the attention of some people "in the know," and they helped Joseph become aware of and integrate with the Hunter community. He even got a license out of the deal!

Joseph loves danger, adventure, and living every moment to its fullest. How he came into his impressive power, and who taught him the Hermetic arts is a secret he keeps very much to himself, and he's alluded to some hard times in the past, but things have really been looking up for Joseph lately. He's making bank, dating an amazing girl, and is constantly testing himself and proving that he has what it takes to take on whatever challenges the supernatural world can throw at him. Money's not a huge concern to Joseph; rather the thrill of the hunt is the real reward, but its cool to be able to buy a nice present for Cody or score good concert tickets now and then.

Joseph likes rock shows, indie clothes, slinging spells, impressing people, and spending time with his girlfriend. He has a cocky, flashy manner to him that puts off a lot of more experienced or disciplined Hunters in general and Hermetics in specific (who tend to be an older and more staid lot). If they take time to get to know him, however, they discover that Joseph is genuniely a good person who cares about the people around him...and that he's not stupid, and more capable than his looks, age, and demeanor suggest.

He's generally pretty easy going (if loud, both visually and audibly) and irreverent, but that is likely a mask for some personal issues. Cody is the only person who seems to regularly have any affect on his behavior: he dotes on her completely and can practically never tell her no. He even (once) actually answered her when she asked him about his past (he usually brushes those questions off with a joke). He said that he spent some time in an orphanage, that he was adopted, and then he spent some time on the streets. Who he apprenticed with to learn his magic, or why he's so motivated to hunt lethal monsters for a living...that's something even Cody doesn't know.
PERSONALITY
JB has a lot of potential as a Hunter and as a person, but his vulnerabilities are very real. Without a trustworthy group of people to look after him and restrain his impulsive tendencies, it'd just be a matter of time until he bit off more than he could chew. As Wizards go, his youth shows out in his aggressiveness and heavy reliance on focused magic over rote magic. If Joseph Blanc were in the military, he'd be a fighter pilot. He likes being a part of a team but still retaining a strong sense of individual style and autonomy.
QUOTE
Alright, let's DO this!
TACTICS AND COMBAT NOTES
Joseph relies entirely upon focused wizardry and carries three items with which he is able to focus various effects. His two wands allow him to focus a variety of useful protective and offensive spells. His "Boomstick" allows him to focus pretty much any offensive effect he can think of and is his primary means of attack. He'll usually favor his Blasting Rod and Ivory Wand as he needs the Ivory Wand for his Wards spell, falling back on the Ebony Wand when its effects seem useful. JB tends to eschew heavy planning for fairly direct approaches, but he'll gladly listen to someone he respects if he or she asks him to hold off. He has yet to run into anything serious enough that the direct approach can't work...but if he survives long enough maybe he'll learn better.
CAMPAIGN USE
Basically a Blaster. Find some cover and start sending effects downrange.

Joseph Blanc Manic Typist
SPEED CHART DEX 13 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 3/13 3 0 0
RESISTANT 0/10 0    
FATIGUE & HEALTH REC 5   
  BODY STUN END
MAXIMUM 10 20 35
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 5 5
MENTAL 3 3
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
RANGE MODIFIERS  
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Block 1/2 +0 +0 Block, abort
0 Brace 0 +2 1/2 +2 vs. Range Mod.
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 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 Presense Attack 0 +0 +0 3 1/2d6 +/- modifiers
0 Set 1 +1 +0 Ranged Attacks only
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
0 Total Cost of Fighting Skills

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