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 All   Profile   Abilities   Vocations   Milestones 

Joey Manegarm

Distinctions

d8
or
d4 (+1 PP)
Clueless Godling
Inhumanly Resilient
Makers Lab Superstar

Tier

Competent
d6

Plot Points

1

Aptitudes

Violence
d4
Finesse
d4
Smarts
d6
Psyche
d4
Awareness
d6

Vocations

Scholar
d6
Techie
d6
 
 
 
Joey Manegarm

Stress

Body

Ego

Assets

Laptop: d6

Good laptop

Ability Sets

Godling (Lokispawn)

Durability: d6
Fortitude: d6
Warding: d6
Running: d6
Senses: d8
Stamina: d10
Strength: d6

SFX: Moon Wolf: You may step up one of this Ability Set's traits for free when adding it to a dice pool for an action or reaction taken at night.

SFX: Regeneration: When you are at d12 Body Stress and have some Body Trauma, you may continue to take actions if the Body Trauma step is not higher than this Ability Set's Stamina trait. At the start of each round of an Action Scene, any Body Stress and / or Body Trauma you have is automatically stepped down. During a Transition Scene, you may spend one (1) Plot Point to clear both your Body Stress and / or Body Trauma.

SFX: Supernatural Smasher: You do not have to step down this Ability Set's Strength trait when using Strength to make an Unarmed attack.

SFX: Supernatural Resilience: When making a reaction using one of this Ability Set's traits with the intent to avoid taking Stress or Trauma, you may keep an extra die for your total.

Limit: Supernatural Aura: You have a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.

Limit: Enraged: If you have suffered d6 or more Body or Ego Trauma, the GM may spend 1d12 from the doom pool to take control of your character (for a minimum of one Panel) until either the Scene ends or your character is stressed out or your character's Trauma is reduced below a d6, at which point control of the character returns to you. If this occurs all player characters sharing the Scene gain one (1) Advance at the end of the Scene.

Vocations

Scholar [  ]

The Scholar Vocation allows the following special Exploits:

  • Exploit: Recall useful information regarding an academic subject you might reasonably have learned a little something about in the past (GM's discretion applies).
  • Exploit: You may reroll a dice pool that includes your Smarts; the second result must be kept.
  • Exploit: During a Transition Scene you can create a knowledge related d8 Asset if you are able to cram information on that subject.

Techie [  ]

The Techie Vocation allows the following special Exploits:

  • Exploit: You may include both Finesse and Smarts in a dice pool related to interacting with technology and keep an extra die for your total.
  • Exploit: You may spend a Transition Scene to prepare a technology related Asset that is one step higher than your Techie Vocation trait, but it is only usable for a single Scene.
  • Exploit: You may remove from play a technology related Complication with a step equal to or less than your Techie Vocation trait die.

Standard Exploits

All Vocations have the following standard exploits available to them.

  • Exploit: Augment Dice Pool Result: for a dice pool result that inludes your Vocation trait die, you may either keep an extra die for your total or step up the effect die.
  • Exploit: Create a Asset: a Asset is a temporary d6 trait that represents a professional contact, a piece of equipment, or some kind of useful knowledge related to your Vocation. The Asset lasts until it is removed by someone or because it becomes no longer relevant to the narrative. Write down [Name of the Asset]: d6; you may add it as an additional die whenever the Asset is relevant to an action or reaction. How long it may take to create a particular Asset, and whether it can be done as part of an Action Scene or must be done in a Transition Scene is left to common sense and GM's discretion.
  • Exploit: Affect Complications: if there is a Complication that your Vocation pertains to, you can step it down or remove it from play by describing how your expertise allows you to overcome the Complication. If the Complication is a d6 eliminate it, if it is d8 or higher step it down. Alternately, if you can justify how your Vocation applies, you may create a d6 Complication and put it into play or step up an existing Complication.

Milestones

More Than You Seem

You don't know it yet, but you are adopted. You think your parents are successful suburban professionals, but your true heritage is potently supernatural. Descended from entities worshipped as gods in earlier times, it is only a matter of time before something occurs that forces you to realize you are not normal.

Goal
Reward

The first time in a session you use a Godling trait on an action or reaction.

+1 Plot Point

The first time you survive something that would have killed a normal person.

gain one (1) Advance

When you abandon the pretense of having a normal life and start a more supernaturally oriented existence.

gain two (2) Advances, then retire this Milestone Set and choose another one

Man-child

Though technically an adult per your culture's standards, you waver between acting maturely and childishly.

Goal
Reward

The first time in a session when you behave childishly.

+1 Plot Point

The first time in a session when you behave as a proper manly man should.

+1 Plot Point

When a major event occurs and you respond to it by finally growing up.

gain two (2) Advances, then retire this Milestone Set and choose another one