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Joey Manegarm Scything
Char  Total  Base  Cost  Roll  Notes 
STR 23/33 10 8 14- / 16-   HTH Damage 4 1/2d6/6 1/2d6 END [0]
DEX 10 10 0 11-  
CON 11/21 10 1 11- / 13-  
INT 13 10 3 12-   PER Roll 14-
EGO 11 10 1 11-  
PRE 11/21 10 1 11- / 13-   PRE Attack: 2d6 / 4d6
OCV 5/7 3 10
DCV 4 3 5
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 5 4 1
END 22 20 1
BODY 11 10 1
STUN 25/37 20 3
Running 17m/20m, 12 5
Swimming 4m 4 0
Leaping 4m 4 0 32 Total Characteristics Points
Cost  Complication
5 Hunted: Cult of the Red Hand Infrequently (Mo Pow; Covert; Currently Just Curious; Watching (for now))
20 Hunted: L'Éminence Nocturne Infrequently (Mo Pow; Covert; Kill)
5 Marked By The Elder Things
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 Psychological Complication: Impetuous (Uncommon; Moderate)
5 Reputation: Word is starting to spread in certain circles about the nigh-invulnerable young godling, Infrequently (Known Only To A Small Group)
5 Social Complication: Orphaned / Alone In The World Infrequently, Minor, Lost Heritage
80 Total Complications Cost
Base Complications XP Total
125 80 86 211

Joey Manegarm Scything
6 +2 with Move Through, Grab, Strike
3 CK: Tierrasola 12-
3 Professional Monster Hunter / FBI Agent Training Enhancer
1 1) Bureaucratics (Section M) 10-
5 2) Computer Programming (Automation / Robotics Scripts, Cell Phones, Hacking, Internet) 13-
1 3) Criminology 10-
2 4) PS: Hunter 12-
2 5) PS: Small Office IT Management 12-
1 6) WF: Small Arms
3 Scholar
1 1) KS: Accords Law 10-
2 2) KS: Computer Science 12-
2 3) KS: Pop Culture 12-
1 4) KS: Supernatural World 10-
33 Total Skills Cost
-2 MVP x 2
5 Equipment Pool (25)
128 Innatus Pool (plus Character Creation Resource Points)
Professional Monster Hunter
1 1) Favor: SAIC Harker
1 2) Fringe Benefit: (Story Reward), Partner in Unconventional Solutions, LLC
1 3) Money (Bounty Pay-offs): Well Off
2 4) Permits: FBI: Section M Special Asset, Supernatural Hunter License
1 5) Positive Reputation: Capable Monster Hunter (A small to medium sized group) 11-, +1/+1d6
137 Total Perks Cost
3 Vampirism Immunity
3 Lycanthropy Immunity
3 Necromantic Immunity
9 Total Talents Cost

Joey Manegarm Scything
Innatus Pool (104/153), all slots Unified Power (Demimonde (Mánagarmr); -1/4)
1) Senses: Alertness : +2 PER with all Sense Groups 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) 0
3) Survival: Garmrhide : Damage Negation (-6 DCs Physical, -6 DCs Energy, -3 DCs Mental) (75 Active Points); Perceivable (Supernatural Awareness; -1/4) 0
4) Survival: Garmrhide : Resistant Protection (1 PD/1 ED), Impenetrable (+1/4) 0
5) Stats: Garmr Strength : +5 STR (Reduced Negation (5)), Reduced Endurance (0 END; +1/2) (Modifiers affect Base Characteristic)
Innatus Pool - Only At Night (49/153), 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: Mooneyes : Nightvision 0
2) Senses: Tracking Scent : Tracking with Smell/Taste Group 0
3) Senses: Smell Supernatural : Detect Supernatural 14- (Smell/Taste Group), Discriminatory 0
4) Stats: Garmr Durability : +10 CON
5) Stats: Garmr Durability : +12 STUN
6) Stats: Garmr Presense : +10 PRE
7) Stats: Garmr Quickness : +1 SPD
8) Stats: Garmr Reflexes : +2 OCV
9) Stats: Garmr Strength : +10 STR (Reduced Negation (2)), Reduced Endurance (0 END; +1/2)
10) Stats: Garmr Fleetness : Running +3m (17m/20m total), x8 Noncombat, Reduced Endurance (0 END; +1/2)

Equipment Pool (25/25)
1) Cell Phone: Reliable
2) Laptop - Gaming / Programming / Hacking (+1 w/ Computer Programming)
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) [8]
4) Murgatroyd's Teleport Tokens : (3)
Notes: One use items to teleport to one of the t-port circles Murgatroyd has set up, within 1000 miles. Cannot be used in combat, takes about 2 Turns of concentration to activate.

Joey Manegarm Scything
Height:   5' 10" Hair:  Black
Weight:  145 lbs Eyes:  Grey
Fresh out of basic agent training, Joey is sporting a clean new Fed-friendly look with close-cropped hair and respectable but not too flashy suits. He even learned how to tie a windsor knot!
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. Immediately following that harrowing adventure, he and his new compatriots jumped into action to contain a vampire outbreak in Los Angeles which led him afoul of a powerful secret society of vampires who now want Joey and his pals dead. Maybe he has a future as a Hunter or maybe he'll get scratched off by one of the growing list of enemies he is making...time will tell.
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.
"...Geez, man, what do I know about killing zombies and stuff?..."
By day, Joey appears to be a basically normal young man. However, he is substantially stronger and more durable than normal, and with extraordinarily keen senses. But baring some accident where his superhuman resilience is revealed he blends in with "normies" easily.

Joey gains supernatural vigor at night, becoming superhumanly 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.
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

Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 2d6/4d6 +/- 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 0 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 (resisted)
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

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