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Joey Manegarm Scything
Char  Total  Base  Cost  Roll  Notes 
STR 15/30 10 5 12- / 15-   HTH Damage 3d6/6d6 END [1]
DEX 8 10 -4 11-  
CON 9/19 10 -1 11- / 13-  
INT 13 10 3 12-   PER Roll 14-
EGO 10 10 0 11-  
PRE 8/18 10 -2 11- / 13-   PRE Attack: 1 1/2d6 / 3 1/2d6
           
OCV 4/6 3 5
DCV 3/4 3 0
OMCV 0 3 -9
DMCV 3 3 0
SPD 2/3 2.0 0 Phases: 6, 12/4, 8, 12
           
PD 5 2 2 5 PD (1 rPD)
ED 3 2 0 3 ED (1 rED)
REC 4 4 0
END 20 20 0
BODY 10 10 0
STUN 24/36 20 2
           
Running 15m/20m, 12 3
Swimming 4m 4 0
Leaping 4m 4 0 4 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Demimonde (Not Concealable; Noticed and Recognizable; Detectable By Supernatural Awareness; Not Distinctive In Some Cultures)
30 Enraged: When reduced below 5 BODY (Common), go 14-, will not recover until BODY is 5 or greater
5 Social Complication: Adopted Infrequently, Minor, Lost Heritage
10 Social Complication: Minor (Teenager) Frequently, Minor
5 Marked By The Elder Things
55 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 55 30 155

Joey Manegarm Scything
SKILLS
Cost  Name
3 Student Enhancer
2 1) CK: Tierrasola (3 Active Points) 12-
2 2) Computer Programming 12- (3 Active Points)
2 3) KS: Pop Culture (3 Active Points) 12-
2 4) PS: Student (3 Active Points) 12-
1 WF: Shotguns
12 Total Skills Cost
PERKS
Cost  Name
125 Innatus Pool (plus Character Creation Resource Points)
4 Equipment Pool (20)
1 Permits: Supernatural Hunter License
130 Total Perks Cost
TALENTS
Cost  Name
3 Vampirism Immunity
3 Lycanthropy Immunity
3 Necromantic Immunity
9 Total Talents Cost

Joey Manegarm Scything
Innatus Pool (83/150), all slots Unified Power (Demimonde (Mánagarmr); -1/4)
1) Senses: Alertness : +2 PER with all Sense Groups (6 Active Points)
Notes: Real Cost: 5
0
2) Survival: Garmr Resilience : Regeneration (1 BODY per Segment), Can Heal Limbs, Per Segment (APG), STUN and BODY (APG I) (+1/2) (37 Active Points); Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 25
0
3) Survival: Garmrhide : Damage Negation (-6 DCs Physical, -6 DCs Energy, -3 DCs Mental) (75 Active Points); Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 50
0
4) Survival: Garmrhide : Resistant Protection (1 PD/1 ED), Impenetrable (+1/4) (4 Active Points)
Notes: Real Cost: 3
0
Innatus Pool - Only At Night (67/150), all slots Only At Night (-1/2), Unified Power (Demimonde (Mánagarmr); -1/4), Perceivable (-1/4)
Notes: Joey sets off Supernatural perceptions at night at about double the normal range / intensity, making stealth virtually impossible against foes with the ability to detect the supernatural (depending upon SFX).
1) Senses: Tracking Scent : Tracking with Smell/Taste Group (10 Active Points)
Notes: Real Cost: 5
0
2) Senses: Mooneyes : Nightvision (5 Active Points)
Notes: Real Cost: 2
0
3) Senses: Smell Supernatural : Detect Supernatural 14-/12- (Smell/Taste Group), Discriminatory (9 Active Points)
Notes: Real Cost: 4
0
4) Stats: Garmr Durability : +10 CON (10 Active Points)
Notes: Real Cost: 5
5) Stats: Garmr Durability : +12 STUN (6 Active Points)
Notes: Real Cost: 3
6) Stats: Garmr Presense : +10 PRE (10 Active Points)
Notes: Real Cost: 5
7) Stats: Garmr Quickness : +1 SPD (10 Active Points)
Notes: Real Cost: 5
8) Stats: Garmr Reflexes : +1 DCV (5 Active Points)
Notes: Real Cost: 2
9) Stats: Garmr Reflexes : +2 OCV (10 Active Points)
Notes: Real Cost: 5
10) Stats: Garmr Strength : +15 STR (Reduced Negation (6)), Reduced Endurance (0 END; +1/2) (40 Active Points)
Notes: Real Cost: 20
11) Stats: Garmr Fleetness : Running +5m (15m/20m total), x8 Noncombat, Reduced Endurance (0 END; +1/2) (22 Active Points)
Notes: Real Cost: 11

Equipment Pool (20/20)
1) Cell Phone - Reliable :
Notes: Real Cost: 1
2) Laptop :
Notes: Real Cost: 4
3) 12 Guage Pump-Action Shotgun : Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect Accurate (1m Radius; +1/2) (79 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Cannot Use Targeting (-1/2), Required Hands Two-Handed (-1/2), 4 clips of 8 Charges (Increased Reloading Time: 1 Turn; -1/2), Limited Range (16 Meters; -1/4), Real Weapon (-1/4), Reduced Penetration (-1/4)
Notes: Real Cost: 15 Points
[8]

Joey Manegarm Scything
APPEARANCE
Height:   5' 10" Hair:  Black
Weight:  145 lbs Eyes:  Grey
Joey appears to be an average suburban teenager of unremarkable mien and shaggy unkempt hair.
BACKGROUND
When the campaign began, Joey had not yet manifested his Innatus heritage. To all appearances, he was an ordinary high school student. He lived in a nice neighborhood with good schools, his parents were successful professionals, and everything was normal and ordinary. What Joey did not yet know was that he was adopted from a state-run agency while still an infant, and is a descendant of a powerful entity from olden times...a lunar deity of the line of Loki. His adopted name is Joey Robinson, but eventually he will discover that his true last name is Manegarm.

Joey was introduced to the Supernatural world quite by accident, when a Black Wizard attempted to resurrect long dead ancestors buried in the local cemetary of Joey's suburban neighborhood...built upon the site of a historical Ranchero of Spanish Colonial times. An experienced Hunter, Drew Altman "coincidentally" happened to be at the same coffee shop waiting on an online date to show up (nothing is truly coincidental where the lucky Mr. Altman is concerned). The unlikely duo...hardened SWAT officer and immature teenager...proved to be a surprisingly effective combination, and working together they found the Black Wizard, beat him into submission, and turned him over to the authorities...ending the waves of Revenants attacking the suburban homes of Tierrasola.

Sadly, Joey's house was one of the many overrun by zombies and his surrogate parents were killed. Despite his gruff demeanor and churlishness, in the aftermath Drew let Joey sleep on his couch long enough to finish highschool and wait for the slow wheels of bureaucracy to grind out Joey's check for his share of the bounty on taking down the Black Wizard and ending the Revenant attack. Joey graduated high school a couple of months later, but was still waiting on his check before deciding what to do next, when he and Drew recieved an invitation from Section M to take on a special mission along with a couple of other Hunters from other parts of the country...step through a rift between their own dimention into a darker one in the midst of being assimilated by Cthonic entities, find a powerful artifact and either destroy it or bring it back, and survive long enough to get extracted to return home. The prize: $1,000,000 to each survivor...a nearly unheard of bounty for a single contract.

Drew, Joey, and their new allies the grim sniper Killroy and the bookish wizard Murgatroyd, accepted the contract and soon found themselves in a horribly corrupted place populated by tentacular monstrosities. Despite his youth and the older hunters' concerns that he would be a liability, he proved his worth several times over and acquited himself very well. Maybe he has a future as a Hunter...
PERSONALITY
Joey was an ordinary high school student, scholastically inclined, with good university prospects. His motivations as such are not that well defined; go to school, get good grades, get accepted to a good college, get a good job, get married, get a house in suburbia somewhere, have some kids, and so on. He was on the middle class WASP assembly line, and trusted that his parents knew best. Now that they are dead and he's on his own, it remains to be seen what he does next. He hasn't decided yet if he will try to live a normal life, go on to college, and so forth...or if maybe the life of a Hunter is for him.
QUOTE
"...Geez, man, what do I know about killing zombies and stuff?..."
TACTICS AND COMBAT NOTES
By day, Joey appears to be a basically normal young man. However, he is substantially more durable than normal. Baring some accident where his superhuman resilience is revealed he blends in with "normies" easily.

Joey gains supernatural vigor at night, becoming quite strong and physically more capable as the sun sets. He is descended from a lunar diety with a wolf-like aspect (one of the sons of the entity known as Fenrir who in turn is a son of Loki), and has some wolf-like abilities such as heightened senses, and the ability to run very quickly. He also regenerates rapidly. A naive observer might assume that he is a werewolf, but he is not. He does not visibly look wolfish, cannot change into a wolf or wolf-man hybrid, and does not have lycanthropy. His regeneration works vs everything; silver or cold iron or other typical supernatural foils have no special effect vs him. Additionally, his physiology is robust and resistant to supernatural interference; Joey cannot be infected with Vampirism or Lycanthropy or Undead curses.
CAMPAIGN USE
Joey is a young Innatus, just coming into his supernatural heritage and until recently completely unaware of the existence of the supernatural. As his abilities develop, his involvement with the strange underworld of monsters and hunters will be a misadventure of discovery.

Joey Manegarm Scything
SPEED CHART DEX 8 SPD 2/3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES PD ED MD PowD
NONRESISTANT 5 3 0 0
RESISTANT 1 1    
FATIGUE & HEALTH CON 9/19 REC 4   
  BODY STUN END
MAXIMUM 10 24/36 20
CURRENT      
HIT LOCATION NOTES
 
RANGE MODIFIERS
 
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10
MOVEMENT
Type Total
Run (12m) 15m/20m, [120m/160m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4/6 3/4
MENTAL 0 3
HIT LOCATIONS
3d6 Roll Location N STUN BODYx STUNx To Hit rDEF
3 CROWN x2 x2 x5 -8  
4 TEMPLE x2 x2 x5 -8  
5 FACE x2 x2 x5 -8  
6 HANDS x1/2 x1/2 x1 -6  
7 RIGHT ARM x1/2 x1/2 x2 -5  
8 LEFT ARM x1/2 x1/2 x2 -5  
9 SHOULDERS x1 x1 x3 -5  
10 HI CHEST x1 x1 x3 -3  
11 LO CHEST x1 x1 x3 -3  
12 STOMACH x1 1/2 x1 x4 -7  
13 VITALS x1 1/2 x2 x4 -8  
14 THIGHS x1 x1 x2 -4  
15 HI LEGS x1/2 x1/2 x2 -6  
16 MID LEGS x1/2 x1/2 x2 -6  
17 LO LEGS x1/2 x1/2 x1 -8  
18 FEET x1/2 x1/2 x1 -8  

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