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Joey Manegarm Scything
Char  Total  Base  Cost  Roll  Notes 
STR 8/30 10 -2 11- / 15-   HTH Damage 1 1/2d6/6d6 END [1]
DEX 8 10 -4 11-  
CON 8/18 10 -2 11- / 13-  
INT 13 10 3 12-   PER Roll 14-
EGO 10 10 0 11-  
PRE 10/20 10 0 11- / 13-   PRE Attack: 2d6 / 4d6
           
OCV 3/5 3 0
DCV 3/5 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 3 5 PD (0 rPD)
ED 2 2 0 2 ED (0 rED)
REC 5 4 1
END 20 20 0
BODY 10 10 0
STUN 20/43 20 0
           
Running 12m/20m, 12 0
Swimming 4m 4 0
Leaping 4m 4 0 -10 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
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 10 135

Joey Manegarm Scything
SKILLS
Cost  Name
3 CK: Tierrasola 12-
3 Computer Programming 12-
3 KS: Pop Culture 12-
3 PS: Student 12-
12 Total Skills Cost
PERKS
Cost  Name
123 Innatus Pool (148) (plus Character Creation Resource Points)
1 Equipment Pool (5)
124 Total Perks Cost
TALENTS
Cost  Name
3 Vampirism Immunity
3 Lycanthropy Immunity
3 Necromantic Immunity
9 Total Talents Cost

Joey Manegarm Scything
Equipment Pool (5/5)
1) Cell Phone - Reliable :
Notes: Real Cost: 1
2) Laptop :
Notes: Real Cost: 4

Innatus Pool (148/148), all slots Unified Power (Demimonde (Mánagarmr); -1/4)
1) Senses: Garmr Alertness : +2 PER with all Sense Groups (6 Active Points); Only At Night (-1/2)
Notes: Real Cost: 3
0
2) Senses: Mooneyes : Nightvision (5 Active Points)
Notes: Real Cost: 4
0
3) Senses: Smell Supernatural : Detect Supernatural 14-/12- (Smell/Taste Group), Discriminatory (9 Active Points); Only At Night (-1/2)
Notes: Real Cost: 5
0
4) Senses: Tracking Scent : Tracking with Smell/Taste Group (10 Active Points); Only At Night (-1/2)
Notes: Real Cost: 6
0
5) Stats: Garmr Durability : +10 CON (10 Active Points); Only At Night (-1/2), Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 5
6) Stats: Garmr Durability : +23 STUN (12 Active Points); Only At Night (-1/2)
Notes: Real Cost: 6
7) Stats: Garmr Presense : +10 PRE (10 Active Points); Only At Night (-1/2), Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 5
8) Stats: Garmr Quickness : +1 SPD (10 Active Points); Only At Night (-1/2), Perceivable (Detectable by Supernatural Awareness; -1/4)
Notes: Real Cost: 5
9) Stats: Garmr Reflexes : +2 DCV (10 Active Points); Only At Night (-1/2), Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 5
10) Stats: Garmr Reflexes : +2 OCV (10 Active Points); Only At Night (-1/2), Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 5
11) Stats: Garmr Strength : +22 STR (Reduced Negation (5)), Reduced Endurance (0 END; +1/2) (48 Active Points); Only At Night (-1/2), Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 24
12) Survival: Garmr Fleetness : Running +8m (12m/20m total), x8 Noncombat, Reduced Endurance (0 END; +1/2) (27 Active Points); Only At Night (-1/2), Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 13
13) Survival: Garmr Resilience : Regeneration (1 BODY per Segment), Can Heal Limbs, Per Segment (APG) (25 Active Points); Only At Night (-1/2), Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 12
0
14) 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

Joey Manegarm Scything
APPEARANCE
Height:   5' 10" Hair:  Black
Weight:  145 lbs Eyes:  Grey
When the campaign begins, Joey appears to be an average suburban teenager of unremarkable mien. He dresses like the kids at his school dress, he wears his hair a little shaggy, and has a pair of fine-rimmed glasses (which he won't need anymore after his supernatural heritage manifests).
BACKGROUND
When the campaign begins, Joey has not yet manifested his Innatus heritage. To all appearances, he is an ordinary high school student, and this is what he believes himself to be. He lives in a nice neighborhood with good schools, his parents are successful professionals, and everything is normal and ordinary.

What Joey does not yet know is that he was adopted from a state-run agency while still an infant, and he is a descendant of a powerful entity from olden times, a lunar deity of the line of Loki.

After the campaign is underway, Joey's heritages will manifest, and his ordinary existence will be turned on its head. How he reacts to it and what happens next is to be determined.

Initially, he goes by his adopted name of Joey Robinson. His true last name in Manegarm, which he will discover in due time.
PERSONALITY
Joey is 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's on the middle class WASP assembly line, and trusts that his parents know best.
QUOTE
"...Geez, man, what do I know about killing zombies and stuff?..."
TACTICS AND COMBAT NOTES
By day, Joey is basically a normal young man of unremarkable physical attributes. After his abilities manifest, he is more durable than normal (Damage Negation) which a supernaturally sensitive observer can detect, but baring some accident where his superhuman resilience is revealed, he blends in with "normies" easily.

After his abilities manifest, 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 some kind of were creature, 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.

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 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 2 0 0
RESISTANT 0 0    
FATIGUE & HEALTH REC 5   
  BODY STUN END
MAXIMUM 10 20/43 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m/20m, [96m/160m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3/5 3/5
MENTAL 0 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 2d6/4d6 +/- 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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