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 All   Profile   Abilities   Vocations   Milestones   Notes 

Joey Manegarm


d4 (+1 PP)
Godling Monster Hunter
Nearly Unkillable
FBI Academy Graduate



Total Advances: 58

Plot Points


Advances: 0



Advances: 8


Monster Hunter

Advances: 10

Joey Manegarm





Credentials: d8

FBI Consultant credentials

Laptop: d8

Top end hacker box

Shotgun: d8

Area Effect, same zone

Ability Sets

Godling (Lokispawn)

Durability: d10
Fortitude: d6
Warding: d6
Stamina: d12
Running: d8
Senses: d10
Strength: d10
Willpower: d6

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: Move Through: You may include this Ability Set's Running trait and Strength trait in your dice pool when making an Unarmed attack action if you start your action at least one zone away from your target. If you do so and are successful, you may step up the effect die.

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: Marked By The Elder Gods: You have been marked by a cthonic cosmic entity which is detectable by those with special senses and draws unwanted attention from cthonic minions and cultists. Gain one (1) Plot Point when this becomes a Complication for you.

Limit: Direct Sunlight: When you enter direct sunlight step down all of the traits in this Ability Set. When you are no longer in direct sunlight step them back up.

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.

Advances: 40


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.

Monster Hunter [  ]

The Monster Hunter Vocation allows the following special Exploits:

  • Exploit: With access to materials, during a Transition Scene you may acquire specialized ammunition or weapons useful for harming the kind of monster you are currently going after. You gain a Asset such as 'Special Ammo: d8' or 'Blessed Stakes: d8' or 'BFG: d8' (etc); you can give this Asset to someone else.
  • Exploit: You may avoid taking Stress from a single supernatural attack.
  • Exploit: You may step up and double Smarts for a single action when trying to investigate a supernatural crime scene or situation.

Agent [  ]

The Agent Vocation allows the following special Exploits:

  • Exploit: You may step up or double Finesse for one action or reaction.
  • Exploit: You may add a d8 to one social action or reaction and keep an extra die for your total.
  • Exploit: You may remember your training in a difficult situation; clear your Ego Stress.

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.

Signature Exploits Advances: 0


Supernatural Spoiler

Though you don't look all that impressive to mundane eyes, to those with supernatural awareness you shine like a magnesium flare. Incredibly potent, you have surprised black wizards, cthonic grotesqueries, daemonsouled fiends, and even blood-gorged vampires with your incredible strength and durability. Your team relies on you to be their ace in the hole against supernatural brutes and gun wielding mooks alike...a responsibility you take seriously.


The first time in a session you use a Godling trait to do something your teammates aren't capable of while sharing a Scene with at least two of your teammates.

+1 Plot Point

The first time in a session when you take out a significant supernatural threat using your Godling abilities.

+1 Plot Point, clear a Stress Track

The first time in a session when you protect your teammates by soloing a significant physical threat in the Scene.

gain one (1) Advance

Careerist Hunter and Special Asset

You were offered the opportunity to become a Special Asset for the Bureau, and were even given special dispensation to go through the FBI Academy which you excelled at. You also found yourself a partner and acting CTO of Unconventional Solutions, LLC. You've grown up quite a bit in the last year and have really applied yourself to taking Monter Hunting seriously as a viable profession.


The first time in a session you are able to use your case file knowledge or agent training in the field.

gain a Exploit invocation

When you participate in the successful conclusion of a significant case or special situation Section M requested yours or the team's assistance on.

gain one (1) Advance

When you are forced to make a hard choice between your Section M affiliation and loyalty to your team.

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