Seraph, Angelic Nightbane (Unaligned)

Against The Dark: 2 Openings
GM: Ndreare
Post Reply
User avatar
Seraph
Posts: 22
Joined: Wed Jul 15, 2020 12:55 am

Seraph, Angelic Nightbane (Unaligned)

Post by Seraph »

Seraph
Rank: Veteran; Advances Gained: 8; Advances Unspent: 0
Race: Nightbane
Facade Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6(d6); Parry: 6; Toughness: 7(2)
Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d10
Pace: 6(d6); Flight: 6(d6); Parry: 9; Toughness: 16(6)


Skills:
  • Athletics d6
  • Battle d6
  • Common Knowledge d6
  • Morphus: Fighting d12 (+2 Martial Warrior)
  • Focus d6
  • Notice d6
  • Morphus: +2 to those who find Males/Angels attractive
  • Morphus: +2 to those who find Males/Angels attractive, free Reroll
  • Stealth d4
Hindrances
  • Seraph subtracts 2 from Trait rolls when using equipment that wasn't specifically designed for his race and cannot wear their armor or clothing. Equipment/Food/clothing cost double the listed price.
    : Seraph's armored form and wings together increase his bulk to the point that he has difficulty fitting into tight spaces or trying to use items made for mortal use.
  • Your hero doesn’t think he’s the best—he knows he is. Whether it’s swordsmanship, kung fu, or painting, few compare to his skills and he flaunts it every chance he gets.
    Winning isn’t enough for this champion.He wants to dominate his opponent and prove there’s no one better. He’s the kind of fighter who disarms an opponent in a duel just to pick the sword up and hand it back with a smirk. Arrogant individuals look for the greatest threat in battle, hacking their way through lesser minions only because they’re in the way.
    (Major): Seraph has lived through humanity’s greatest and most terrible moments and is better for it. Unfortunately, he also believes all that time honing his skills means he’s also better than everyone else.
  • Basically Human: Nightbane Facade always appears human and they count as both nightbane and human for any effects, edges or restrictions.
  • Demonic Aversion: Nightbane suffer -4 to all persuasion/positive interaction rolls when dealing with all three groups of monsters. In addition, all Nightbane are actively hunted by the Nightlord’s forces in a system that only allows “join or die” options.
  • This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
    : Seraph prefers to avoid confrontation, pain, and any threat to his life in his facade, but like all nightbane he feels the pull to oppose the forces of evil and darkness. He's a steadfast if reluctant champion of good.
  • English d8; Latin d6, Mandarin Chinese d6, Russian d6, Spanish d6
    : Begin play knowing half his Smarts die type in different Language skills of her choice at d6.
  • Your hero absolutely despises violence. Minor pacifism means he only fights when given no other choice and never allows the killing of prisoners or other defenseless victims.
    Note that undeniably evil creatures, undead, demons, and the like are fair game!
    (Minor): Seraph attempts to solve problems peacefully, and violence is always his last resort except against the forces of evil and darkness.
  • Quirk (Minor): Seraph has lived literally for ages. He is intelligent and an eloquent speaker but sometimes struggles to identify with modern humanity.
  • Shining Warrior: Seraph's gleaming armor and angelic presence make it difficult for him to move stealthily. He suffers a -2 penalty to Stealth rolls.
  • Vulnerable to Darkblades: The character takes +4 Damage from magical weapons crafted with demonic magic. In addition, the character has trouble healing wounds inflicted by evil weapons and suffers a -2 to Vigor rolls for natural healing when wounded by Darkblades.
  • Wanted (Major): Nightlords and their minions.
Edges and Abilities
  • Command: +1 to allies’ Shaken recovery rolls in Command Range (5”).
  • Dark Sight: Ignore dim/dark lighting penalties, but not Supernatural or total darkness.
  • Fast Regeneration: The character no longer rolls regeneration twice per time interval. Instead the character may now make a natural healing roll at the start of every turn (immediately before rolling to unshake if needed). Whenever the creature gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals in 1d6 hours. Even on a failure the character may roll again after 1 day, until the permanent injury is healed.
    Note: For a Nightbane with this ability, both Facade and Morphus gain fast regeneration.
  • A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
    : Roll a second Fighting die with one melee attack per turn.
  • Hidden Nature: -4 to detect/notice the facade form using any AB other than Dark Talents or by other Nightbane.
  • Immortality: Nightbane age at one tenth the normal rate after their first transformation, called becoming.
  • Natural Leader: Leadership Edges now apply to Wild Cards.
  • The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat or a chase—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    : Draw two extra Action Card each turn that may be assigned to any allies in Command Range (5”).
  • Mirror Wall: By taking a full minute of concentration while staring into a reflective surface, Nightbane are able to enter the Shadowlands with a successful Spirit roll. The Nightbane may take others across with her as well. For each additional character transported, the Nightbane incurs a -1 to her Spirit roll. Each passenger crossing with the Nightbane must make a Vigor roll or suffer 1 level of Fatigue.
  • Sense Nightbane: The Nightbane can automatically sense others with Arcane Background: Dark Talents within Smarts x2 inches as if activating Detect Arcana with a roll of 4.
  • Unaligned: +1 Light Benny/quarter.
    • Seraph has lived a long life, and in his experience organizations bring with them limitations. More potential comes with greater restrictions. Seraph only seeks to do good deeds (and more importantly, in facade form, stay alive). He remains aloof to avoid attaching himself to any one group for too long a time.
  • Supernatural Becoming: The Nightbane has the ability to turn into their Morphus form by concentrating for one full round doing nothing else. The Nightbane can make a Spirit Roll at -2 to transform as a single action, on a raise this action does not inflict a multiple action penalty to other actions in the turn.
    • Dark Champion: Nightbane are natural enemies with the forces of darkness and gain the
      Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
      The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.
      Edge whenever in their Morphus Form.
    • Seraph is Very Attractive and adds +2 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.). He is also Charismatic and gains a free reroll when using Persuasion.
      : Seraph’s angelic morphus is so flawlessly human that it’s nearly inhuman in its beauty. More than that, Seraph’s usual manner of a silver-tongued devil transforms into something more. When Seraph’s angelic morphus speaks, his words carry meaning. Anyone who hears them knows they are words of truth and can feel any emotion Seraph is conveying to be genuine and moving.
    • Limited Invulnerability: Nightbane are immune to mind control, possession, transformation, and similar powers or abilities not specifically designed to work against them. Such powers/abilities simply roll off of the targeted Nightbane. (However some spells such as, by way of example, a power trapped specifically to force Nightbane to switch between their Facade and Morphus forms, or Repel a Nightbane, do have full effect).
    • The fighter has trained in basic martial arts. Her fists and feet are weapons (see Natural Weapons, page 104) so she’s always considered armed. She adds +2 when striking with them and causes Strength+d6 damage. If she already has a Strength damage die from the Claws racial ability (page 18) or the Brawler Edge, increase the damage two die types.
      Martial Artist does not add to damage from other Natural Weapons such as fangs or horns.
      : Unarmed Fighting +2, fists and feet count as Natural Weapons, add d6 damage die to unarmed Fighting attacks (or increase die two steps if you already have it).
    • Seraph's Morphus form gains +3 Toughness and +6 Armor from its angelic plate armor. It's blade of light (Natural Weapons) deals Str+d6 damage, AP 2 with +1 to parry. (Martial Warrior bumps this to Str+d10.)
      : Seraph's morphus form is clad in gleaming silver plate capable of repelling even the most brutal attacks from the creatures of the dark. It also wields a blade of divine light capable of burning through the toughest denizens of the night.
Seraph, Angelic Nightbane (Koshnek#3472)
Pace: 6(d6); Parry: 6; Toughness: 7(2)
Pace: 6(d6); Flight: 6(d6); Parry: 9; Toughness: 16(6)

  • Command: +1 to allies’ Shaken recovery rolls in Command Range (5”).
  • Dark Sight: Ignore dim/dark lighting penalties, but not Supernatural or total darkness.
  • Fast Regeneration: The character no longer rolls regeneration twice per time interval. Instead the character may now make a natural healing roll at the start of every turn (immediately before rolling to unshake if needed). Whenever the creature gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals in 1d6 hours. Even on a failure the character may roll again after 1 day, until the permanent injury is healed.
    Note: For a Nightbane with this ability, both Facade and Morphus gain fast regeneration.
  • Frenzy: Roll a second Fighting die with one melee attack per turn.
  • The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat or a chase—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    : Draw two extra Action Card each turn that may be assigned to any allies in Command Range (5”).
  • Supernatural Becoming: The Nightbane has the ability to turn into their Morphus form by concentrating for one full round doing nothing else. The Nightbane can make a Spirit Roll at -2 to transform as a single action, on a raise this action does not inflict a multiple action penalty to other actions in the turn.
    • Dark Champion: Nightbane are natural enemies with the forces of darkness and gain the
      Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
      The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.
      Edge whenever in their Morphus Form.
    • Seraph is Very Attractive and adds +2 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.). He is also Charismatic and gains a free reroll when using Persuasion.
      : Seraph’s angelic morphus is so flawlessly human that it’s nearly inhuman in its beauty. More than that, Seraph’s usual manner of a silver-tongued devil transforms into something more. When Seraph’s angelic morphus speaks, his words carry meaning. Anyone who hears them knows they are words of truth and can feel any emotion Seraph is conveying to be genuine and moving.
    • Limited Invulnerability: Nightbane are immune to mind control, possession, transformation, and similar powers or abilities not specifically designed to work against them. Such powers/abilities simply roll off of the targeted Nightbane. (However some spells such as, by way of example, a power trapped specifically to force Nightbane to switch between their Facade and Morphus forms, or Repel a Nightbane, do have full effect).
    • Martial Warrior: Unarmed Fighting +2, fists and feet count as Natural Weapons, add d6 damage die to unarmed Fighting attacks (or increase die two steps if you already have it).
    • Radiant Armaments: Seraph's Morphus form gains +3 Toughness and +6 Armor from its angelic plate armor. It's blade of light (Natural Weapons) deals Str+d6 damage, AP 2 with +1 to parry. (Martial Warrior bumps this to Str+d10.)

Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Light Bennies: 3/3; Dark Bennies: 0/1; Golden Bennies: 1/1
Edit Signature
User avatar
Seraph
Posts: 22
Joined: Wed Jul 15, 2020 12:55 am

Re: Seraph, Angelic Nightbane

Post by Seraph »

Powers
Arcane Background: Dark Talents (Gifted)
PPE/ISP: 15 - Recovery: 5/hour
Note: Dark Talents may only be used in morphus form.

Take the Pain [Healing] (3 PPE) [Novice]
Range: Touch
Duration: Instant
Trapping: With a touch, Seraph gives a portion of his divine energy to the wounded and heal them by taking on their injuries instead.
Effect: Healing requires no roll, even for permanent injuries, and can heal as many wounds as desired. However, the Nightbane takes all wounds and injuries healed.
Seraph, Angelic Nightbane (Koshnek#3472)
Pace: 6(d6); Parry: 6; Toughness: 7(2)
Pace: 6(d6); Flight: 6(d6); Parry: 9; Toughness: 16(6)

  • Command: +1 to allies’ Shaken recovery rolls in Command Range (5”).
  • Dark Sight: Ignore dim/dark lighting penalties, but not Supernatural or total darkness.
  • Fast Regeneration: The character no longer rolls regeneration twice per time interval. Instead the character may now make a natural healing roll at the start of every turn (immediately before rolling to unshake if needed). Whenever the creature gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals in 1d6 hours. Even on a failure the character may roll again after 1 day, until the permanent injury is healed.
    Note: For a Nightbane with this ability, both Facade and Morphus gain fast regeneration.
  • Frenzy: Roll a second Fighting die with one melee attack per turn.
  • The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat or a chase—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    : Draw two extra Action Card each turn that may be assigned to any allies in Command Range (5”).
  • Supernatural Becoming: The Nightbane has the ability to turn into their Morphus form by concentrating for one full round doing nothing else. The Nightbane can make a Spirit Roll at -2 to transform as a single action, on a raise this action does not inflict a multiple action penalty to other actions in the turn.
    • Dark Champion: Nightbane are natural enemies with the forces of darkness and gain the
      Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
      The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.
      Edge whenever in their Morphus Form.
    • Seraph is Very Attractive and adds +2 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.). He is also Charismatic and gains a free reroll when using Persuasion.
      : Seraph’s angelic morphus is so flawlessly human that it’s nearly inhuman in its beauty. More than that, Seraph’s usual manner of a silver-tongued devil transforms into something more. When Seraph’s angelic morphus speaks, his words carry meaning. Anyone who hears them knows they are words of truth and can feel any emotion Seraph is conveying to be genuine and moving.
    • Limited Invulnerability: Nightbane are immune to mind control, possession, transformation, and similar powers or abilities not specifically designed to work against them. Such powers/abilities simply roll off of the targeted Nightbane. (However some spells such as, by way of example, a power trapped specifically to force Nightbane to switch between their Facade and Morphus forms, or Repel a Nightbane, do have full effect).
    • Martial Warrior: Unarmed Fighting +2, fists and feet count as Natural Weapons, add d6 damage die to unarmed Fighting attacks (or increase die two steps if you already have it).
    • Radiant Armaments: Seraph's Morphus form gains +3 Toughness and +6 Armor from its angelic plate armor. It's blade of light (Natural Weapons) deals Str+d6 damage, AP 2 with +1 to parry. (Martial Warrior bumps this to Str+d10.)

Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Light Bennies: 3/3; Dark Bennies: 0/1; Golden Bennies: 1/1
Edit Signature
User avatar
Seraph
Posts: 22
Joined: Wed Jul 15, 2020 12:55 am

Re: Seraph, Angelic Nightbane

Post by Seraph »

Background

Seraph Morphus.jpg


Seraph is one of a small number of ancient nightbane who still walk the earth. His age numbers in centuries, not years. He knows he was born in the early 1600s, but the circumstances of his becoming left him without a prior memory.

His earliest memory was one of waking inside of a monastery bedroom. He was greeted by a bustle of wary monks who told him his story. Traveling merchants saw Seraph fall, or possibly jump, from the cliffs in the distance. Certain the young man was little more than a mangled body, they decided to haul his corpse to the nearby monastery.

What they retrieved was an unconscious yet still breathing young man. Their course of action was unchanged but carried out with far more urgency. The merchants pushed their horses hard and made good time to the monastery where the monks took charge.

The merchants’ tale concerned the monks, but they performed tests upon Seraph while he was unconscious that alleviated any of their fears that he might possibly be monstrous or demonic. The monks told Seraph that he laid unconscious for a week. They sustained him with little more than a trickle of water prepared with medicinal herbs.

Several meals and a day of rest later and Seraph felt good as new. He bid the monks and their monastery farewell with neither a name nor any kind of past to speak. Seraph then decided to travel and find himself.

He quickly became aware of the inhuman creatures that prey upon humans in the dark of the night. Despite his hesitancy, for as well as he could tell he was no warrior, he felt a responsibility to confront the darkness where he found it. And he found that with this responsibility came the power to oppose the darkness.

His mind did not recall shifting into a winged, angelic being when he fell - or jumped - off that cliff, but his body did. His morphus form as he would come to learn it was called was that of an Angel. He spent the long years to follow hiding in the shadows by day while shining his purifying light into the darkest of night.

Over the centuries, Seraph’s facade has taken on whatever name was most convenient or struck his fancy at the time. However, those who learned of his morphus came to call him Seraph. It is the only name he has been called that has stood the test of time.
Seraph, Angelic Nightbane (Koshnek#3472)
Pace: 6(d6); Parry: 6; Toughness: 7(2)
Pace: 6(d6); Flight: 6(d6); Parry: 9; Toughness: 16(6)

  • Command: +1 to allies’ Shaken recovery rolls in Command Range (5”).
  • Dark Sight: Ignore dim/dark lighting penalties, but not Supernatural or total darkness.
  • Fast Regeneration: The character no longer rolls regeneration twice per time interval. Instead the character may now make a natural healing roll at the start of every turn (immediately before rolling to unshake if needed). Whenever the creature gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals in 1d6 hours. Even on a failure the character may roll again after 1 day, until the permanent injury is healed.
    Note: For a Nightbane with this ability, both Facade and Morphus gain fast regeneration.
  • Frenzy: Roll a second Fighting die with one melee attack per turn.
  • The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat or a chase—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    : Draw two extra Action Card each turn that may be assigned to any allies in Command Range (5”).
  • Supernatural Becoming: The Nightbane has the ability to turn into their Morphus form by concentrating for one full round doing nothing else. The Nightbane can make a Spirit Roll at -2 to transform as a single action, on a raise this action does not inflict a multiple action penalty to other actions in the turn.
    • Dark Champion: Nightbane are natural enemies with the forces of darkness and gain the
      Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
      The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.
      Edge whenever in their Morphus Form.
    • Seraph is Very Attractive and adds +2 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.). He is also Charismatic and gains a free reroll when using Persuasion.
      : Seraph’s angelic morphus is so flawlessly human that it’s nearly inhuman in its beauty. More than that, Seraph’s usual manner of a silver-tongued devil transforms into something more. When Seraph’s angelic morphus speaks, his words carry meaning. Anyone who hears them knows they are words of truth and can feel any emotion Seraph is conveying to be genuine and moving.
    • Limited Invulnerability: Nightbane are immune to mind control, possession, transformation, and similar powers or abilities not specifically designed to work against them. Such powers/abilities simply roll off of the targeted Nightbane. (However some spells such as, by way of example, a power trapped specifically to force Nightbane to switch between their Facade and Morphus forms, or Repel a Nightbane, do have full effect).
    • Martial Warrior: Unarmed Fighting +2, fists and feet count as Natural Weapons, add d6 damage die to unarmed Fighting attacks (or increase die two steps if you already have it).
    • Radiant Armaments: Seraph's Morphus form gains +3 Toughness and +6 Armor from its angelic plate armor. It's blade of light (Natural Weapons) deals Str+d6 damage, AP 2 with +1 to parry. (Martial Warrior bumps this to Str+d10.)

Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Light Bennies: 3/3; Dark Bennies: 0/1; Golden Bennies: 1/1
Edit Signature
User avatar
Seraph
Posts: 22
Joined: Wed Jul 15, 2020 12:55 am

Re: Seraph, Angelic Nightbane

Post by Seraph »

Gear

Police Baton
Dmg: Str+d4
Weight: 1 (Min Str: d4)
Cost: 10

Pepper Spray
Range: 2"/10 ft
Dmg: -
RoF: 1
Shots: 5/5
Notes: Uses Shooting (or Fighting if engaged). The victim must make Vigor roll at -2 or be Stunned.
Weight: .5
Cost: 15

Radiant Sword (Morphus)
Damage: Str+d10, AP 2
Notes: +2 to hit (Martial Artist), +1 Parry.


Smoke Grenade (2)
Range: 5/10/20
Dmg: -
Notes: Creates an area of smoke in a LBT that obscures vision (-4)
Weight: 1; 2 Total
Cost: 50; 100 Total

Stun Grenade (1)
Range: 5/10/20
Dmg: -
Notes: LBT; Targets must make a Vigor roll (at -2 with a raise) or be Stunned.
Weight: 1
Cost: 50

Streetsweeper
Range: 12/24/48
Dmg: 1-3d6
RoF: 1
36 Shells, ~2 lbs
: 12/12
Notes: +1 to Shooting at Short/Medium Range (Red Dot Sight).
Weight: 10 (Min Str: d6)
Cost: 600


Kevlar Riding Leathers
Armor: +2 (torso, arms, legs)
Weight: 12 (Min Str: d4)
Cost: 525

Motorcycle Helmet
Armor: +3 (Head)
Weight: 3 lbs (Min Str: d4)
Cost: 100

  • Canteen (1 lb, $5)
  • Crowbar (2 lb, $10)
  • Lighter (- lb, $2)
  • Rope, Nylon 10" (3 lbs, $10)
(2 lbs, $50; Contains 6 lbs of gear)

Old Motorcycle
Wounds: 0/3
Toughness: 8; Size: 1
Handling: +1; Crew: 1+1
Top Speed: 120
Notes: 50% chance any uncalled shot hits the character instead.
Cost: $500

Funds: $1

Contacts
Michael?
Mary?
Seraph, Angelic Nightbane (Koshnek#3472)
Pace: 6(d6); Parry: 6; Toughness: 7(2)
Pace: 6(d6); Flight: 6(d6); Parry: 9; Toughness: 16(6)

  • Command: +1 to allies’ Shaken recovery rolls in Command Range (5”).
  • Dark Sight: Ignore dim/dark lighting penalties, but not Supernatural or total darkness.
  • Fast Regeneration: The character no longer rolls regeneration twice per time interval. Instead the character may now make a natural healing roll at the start of every turn (immediately before rolling to unshake if needed). Whenever the creature gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals in 1d6 hours. Even on a failure the character may roll again after 1 day, until the permanent injury is healed.
    Note: For a Nightbane with this ability, both Facade and Morphus gain fast regeneration.
  • Frenzy: Roll a second Fighting die with one melee attack per turn.
  • The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat or a chase—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    : Draw two extra Action Card each turn that may be assigned to any allies in Command Range (5”).
  • Supernatural Becoming: The Nightbane has the ability to turn into their Morphus form by concentrating for one full round doing nothing else. The Nightbane can make a Spirit Roll at -2 to transform as a single action, on a raise this action does not inflict a multiple action penalty to other actions in the turn.
    • Dark Champion: Nightbane are natural enemies with the forces of darkness and gain the
      Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
      The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.
      Edge whenever in their Morphus Form.
    • Seraph is Very Attractive and adds +2 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.). He is also Charismatic and gains a free reroll when using Persuasion.
      : Seraph’s angelic morphus is so flawlessly human that it’s nearly inhuman in its beauty. More than that, Seraph’s usual manner of a silver-tongued devil transforms into something more. When Seraph’s angelic morphus speaks, his words carry meaning. Anyone who hears them knows they are words of truth and can feel any emotion Seraph is conveying to be genuine and moving.
    • Limited Invulnerability: Nightbane are immune to mind control, possession, transformation, and similar powers or abilities not specifically designed to work against them. Such powers/abilities simply roll off of the targeted Nightbane. (However some spells such as, by way of example, a power trapped specifically to force Nightbane to switch between their Facade and Morphus forms, or Repel a Nightbane, do have full effect).
    • Martial Warrior: Unarmed Fighting +2, fists and feet count as Natural Weapons, add d6 damage die to unarmed Fighting attacks (or increase die two steps if you already have it).
    • Radiant Armaments: Seraph's Morphus form gains +3 Toughness and +6 Armor from its angelic plate armor. It's blade of light (Natural Weapons) deals Str+d6 damage, AP 2 with +1 to parry. (Martial Warrior bumps this to Str+d10.)

Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Light Bennies: 3/3; Dark Bennies: 0/1; Golden Bennies: 1/1
Edit Signature
User avatar
Seraph
Posts: 22
Joined: Wed Jul 15, 2020 12:55 am

Re: Seraph, Angelic Nightbane

Post by Seraph »

Advances

  • Dark Sight: Supernatural awareness allows the Nightbane to ignore dim, and dark lighting penalties in either form. They are still affected by Supernatural or total darkness.
  • Facade: All Nightbane have a unique Facade form that looks and seems human in every way. This allows them to move undetected in mortal society. Nightbane grow and live their young lives in the facade form most not discovering their true nature or morphus until exposed to extreme stress or life threatening events.
  • Faction: Select one Faction edge, and explain your relationship with that faction.
  • Hidden Nature: While in their facade form Nightbane do not radiate a supernatural aura, unless they have active talents or other abilities to make them stand out. This gives a -4 on rolls to detect/notice them using any arcane background other than Dark Talents or by other Nightbane.
  • Immortality: Nightbane age at one tenth the normal rate after their first transformation, called becoming.
  • Mirror Wall*: By taking a full minute of concentration while staring into a reflective surface, Nightbane are able to enter the Shadowlands with a successful Spirit roll. The Nightbane may take others across with her as well. For each additional character transported, the Nightbane incurs a -1 to her Spirit roll. Each passenger crossing with the Nightbane must make a Vigor roll or suffer 1 level of Fatigue.
  • Sense Nightbane: The Nightbane can automatically sense others with Arcane Background: Dark Talents within Smarts x2 inches as if activating Detect Arcana with a roll of 4.
  • Regeneration: Nightbane regenerates quickly in either form and may make a natural Healing roll once per day (rather than once per week). Whenever the Nightbane gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation that caused the injury. On a success, the injury heals after 1d6 days.
  • Supernatural Becoming*: The Nightbane has the ability to turn into their Morphus form by concentrating for one full round doing nothing else. The Nightbane can make a Spirit Roll at -2 to transform as a single action, on a raise this action does not inflict a multiple action penalty to other actions in the turn. While in their Morphus form the character gains the following abilities:
    • Dark Champion*: Nightbane are natural enemies with the forces of darkness and gain the Champion edge whenever in their Morphus Form.
    • Dark Talents*: The character has Arcane Background: Dark Talents (See below for details).
    • Enhanced Regeneration: In Nightbane form regeneration occurs once per minute.
    • Inhuman Shape*: The Morphus form is an expression of the Nightbane's subconscious that is unique and inhuman. The nightbane’s morphus form is built using the race creation rules beginning with 8 points of Positive Racial Abilities. Additional positive abilities must be countered with an equal value of negative ones up to a maximum of -4 points in negative racial abilities. All such Racial Abilities must be representative of the physical change in the Nightbane’s anatomy/appearance. If the Super Powers Companion option is used as per SWADE page 19 no single power may cost more than 8 points before limitations/reductions.
    • Limited Invulnerability: Nightbane are immune to mind control, possession, transformation, and similar powers or abilities not specifically designed to work against them. Such powers/abilities simply roll off of the targeted Nightbane. (However some spells such as, by way of example, a power trapped specifically to force Nightbane to switch between their Facade and Morphus forms, or Repel a Nightbane, do have full effect).
    • Natural Combat Ability*: While in Morphus form the Nightbane benefits from +2 die types increase in fighting over their facade and the Martial Arts Edge. If the character already has Martial Arts then it inflicts +2 damage bare handed or with natural weapons.
    • Supernatural Physical Form*: The Morphus form is supernaturally powerful. They gain +2 die types to Agility, Strength and Vigor.
    • Supernatural Toughness*: The Morphus form has +2 Toughness (may use racial build points to buy an additional +1 Toughness if appropriate to form), and +2 to recover from shaken (stacks with other edges and abilities). If the form is exotic enough in such a way as to prevent wearing additional armor they begin with +2 Armor (may use racial build points to buy an additional +4 armor which becomes Heavy armor at +6 total or higher).
    • Unique Nature*: All Nightbane begin with two unique Nightbane racial edges of choice (see below for options).
  • Sorcerous Potential: A Nightbane may choose Arcane Background (Magic), they have no potential for Psionics or ISP based abilities.
  • Basically Human: Nightbane Facade always appear human and they count as both nightbane and human for any effects, edges or restrictions. Note: Although human, a Nightbane does not receive the “free” human edge at character creation.
  • Call to Action: Something in the Nightbane causes them to be unable to stand by and do nothing in the face of evil. The Nightbane is compelled to oppose supernatural evil in the form of Vampires, and servants of The Dark and begin play with the heroic hindrance. The occasional evil Nightbane without this drive is not appropriate as a player character.
  • Demonic Aversion: Something in their nature causes vampires, and servants of The Dark to react badly towards the Nightbane. They suffer -4 to all persuasion and positive interaction rolls when dealing with all three groups of monsters. In addition, all Nightbane are actively hunted by the Nightlord’s forces in a system that only allows “join or die” options.
  • Hunted by Evil: Due to their inherent fight against evil, supernatural evil beings are subconsciously drawn to the Nightbane.They begin play with the major hindrance Wanted (Night Lords and their Minions).
  • Morphus Form: The character must transform to use any Morphus form abilities. This transformation requires a concentration action for 1 full turn. However, the character can make a Spirit Roll at -2 to transform as a single action. If the character rolls a raise the transformation does not incur a multiple action penalty.
  • Vulnerable to Darkblades: The character takes +4 Damage from magical weapons crafted with demonic magic. In addition, the character has trouble healing wounds inflicted by evil weapons and suffers a -2 to Vigor rolls for natural healing when wounded by Darkblades.



Build Points:

Base: 8
Angelic Morphus: +2 Maximum Build Points
Immortal Potential: +2 Maximum Build Points
Immortal Potential: +2 Maximum Build Points

Armor (+2; 6 points total, two from Supernatural Toughness)
Big (-2)
Claws (+4)
Edges (+8; (Very) Attractive, Charismatic, Martial Warrior)
Flight (+2; 6(d6), Maneuver with Athletics)
Parry (+1)
Skill Penalty (-2): Stealth
Toughness (+1, 3 points total, two from Supernatural Toughness)

  • Angelic Form (-2): Seraph's armored form and wings together increase his bulk to the point that he has difficulty fitting into tight spaces or trying to use items made for mortal use. He subtracts 2 from Trait rolls when using equipment that wasn't specifically designed for his race and cannot wear their armor or clothing. Equipment/Food/clothing cost double the listed price.
  • Divine Grace (+6): Seraph’s angelic morphus is so flawlessly human that it’s nearly inhuman in its beauty. More than that, Seraph’s usual manner of a silver-tongued devil is transformed to something more. When Seraph’s angelic morphus speaks, his words have weight and meaning. Anyone who hears them knows they are truth and any emotion Seraph is conveying is genuine. (Attractive, Very Attractive, Charismatic)
  • Flight (+2): Seraph’s angelic morphus grants him angelic wings which allow him to soar into battle and allows him to the reach those in need. (Pace 6, Run 1d6, Maneuver with Athletics)
  • Radiant Armaments (+10): Seraph's morphus form is clad in gleaming silver plate capable of repelling even the most brutal attacks from the creatures of the dark. It also wields a blade of divine light capable of burning through the toughest denizens of the night.
    (+3 Toughness and +6 Armor [including the bonuses from Supernatural Toughness]; Str+1d10, AP 2 damage +1 Parry [sword/claws + Martial Artist {from Natural Combat Ability} and Martial Warrior])
  • Shining Warrior (-2): Seraph's gleaming armor and angelic presence make it difficult for him to move stealthily. He suffers a -2 penalty to Stealth rolls.


Attributes (6/6):
Agility: d6(d10) (1)
Smarts: d8 (1 + N3)
Spirit: d8 (1 + Initial)
Strength: d6(d10) (1)
Vigor: d6(d10) (1)

Skills (15/15):
Athletics (Ag) - d6 (Core + 1)
Battle (Sm) - d6 (2)
Common Knowledge (Sm) - d6 (Core + 1)
Fighting (Ag) - d8 (3)
Focus (Sp) - d6 (2)
Notice (Sm) - d6 (Core + 1)
Performance (Sp) - d6 (2)
Persuasion (Sp) - d8 (Core + 2)
Stealth (Ag) - d4 (Core)

Advances
Initial Advances: (From Hindrances): (Spirit d8, Linguist, Angelic Morphus, Immortal Potential)
Novice 1 Advance: Command
Novice 2 Advance: Improved Regeneration
Novice 3 Advance: Smarts d8
Seasoned 1 Advance: Frenzy
Seasoned 2 Advance: Natural Leader
Seasoned 3 Advance: Tactician
Seasoned 4 Advance: Immortal Potential
Veteran 1 Advance: Master Tactician
Veteran 2 Advance: Fast Regeneration
Veteran 3 Advance:
Veteran 4 Advance:
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:
Seraph, Angelic Nightbane (Koshnek#3472)
Pace: 6(d6); Parry: 6; Toughness: 7(2)
Pace: 6(d6); Flight: 6(d6); Parry: 9; Toughness: 16(6)

  • Command: +1 to allies’ Shaken recovery rolls in Command Range (5”).
  • Dark Sight: Ignore dim/dark lighting penalties, but not Supernatural or total darkness.
  • Fast Regeneration: The character no longer rolls regeneration twice per time interval. Instead the character may now make a natural healing roll at the start of every turn (immediately before rolling to unshake if needed). Whenever the creature gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals in 1d6 hours. Even on a failure the character may roll again after 1 day, until the permanent injury is healed.
    Note: For a Nightbane with this ability, both Facade and Morphus gain fast regeneration.
  • Frenzy: Roll a second Fighting die with one melee attack per turn.
  • The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat or a chase—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    : Draw two extra Action Card each turn that may be assigned to any allies in Command Range (5”).
  • Supernatural Becoming: The Nightbane has the ability to turn into their Morphus form by concentrating for one full round doing nothing else. The Nightbane can make a Spirit Roll at -2 to transform as a single action, on a raise this action does not inflict a multiple action penalty to other actions in the turn.
    • Dark Champion: Nightbane are natural enemies with the forces of darkness and gain the
      Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
      The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.
      Edge whenever in their Morphus Form.
    • Seraph is Very Attractive and adds +2 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.). He is also Charismatic and gains a free reroll when using Persuasion.
      : Seraph’s angelic morphus is so flawlessly human that it’s nearly inhuman in its beauty. More than that, Seraph’s usual manner of a silver-tongued devil transforms into something more. When Seraph’s angelic morphus speaks, his words carry meaning. Anyone who hears them knows they are words of truth and can feel any emotion Seraph is conveying to be genuine and moving.
    • Limited Invulnerability: Nightbane are immune to mind control, possession, transformation, and similar powers or abilities not specifically designed to work against them. Such powers/abilities simply roll off of the targeted Nightbane. (However some spells such as, by way of example, a power trapped specifically to force Nightbane to switch between their Facade and Morphus forms, or Repel a Nightbane, do have full effect).
    • Martial Warrior: Unarmed Fighting +2, fists and feet count as Natural Weapons, add d6 damage die to unarmed Fighting attacks (or increase die two steps if you already have it).
    • Radiant Armaments: Seraph's Morphus form gains +3 Toughness and +6 Armor from its angelic plate armor. It's blade of light (Natural Weapons) deals Str+d6 damage, AP 2 with +1 to parry. (Martial Warrior bumps this to Str+d10.)

Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Light Bennies: 3/3; Dark Bennies: 0/1; Golden Bennies: 1/1
Edit Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Seraph, Angelic Nightbane

Post by Ndreare »

I really like how you used the comment feature to embed the notes. Makes it easier to break down. But you are two points over (likely because you forgot the 2 point tax on SPC abilities).


I would only consider this a questionable limitation. Balancing out as it will almost always work in your benefit. (Possibly even be worth a +1 to cost for the selected nature).
Limitation (-2): Does not harm humans/nightbane, not even those serving evil or with truly evil intentions, and cannot affect objects.
Help me understand "one arm"

Also limitations on SPC abilities would be applied versus the total -4 in limitations allowed for the race. That is a deliberate cap to power, so adding those limitations from multiple angles should not allow it to be exceeded.


PS: Looks really awesome. I am curious why you did not include him as "Naturally Armored" in his morphus?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Koshnek
Diamond Patron
Diamond Patron
Posts: 427
Joined: Tue Jul 17, 2018 8:43 pm

Re: Seraph, Angelic Nightbane

Post by Koshnek »

@Ndreare *mutters something about dang gm's not letting someone munchkin to their heart's content* :P

Alan brought up the armor thing in NB chat, too. I felt like the write up didn't support it for an angelic amorphous.
Supernatural Toughness*: The Morphus form has +2 Toughness (may use racial build points to buy an additional +1 Toughness if appropriate to form), and +2 to recover from shaken (stacks with other edges and abilities). If the form is exotic enough in such a way as to prevent wearing additional armor they begin with +2 Armor (may use racial build points to buy an additional +4 armor which becomes Heavy armor at +6 total or higher).
I'm not opposed to his morphus forming with armor included, although alan brought up a good point of in that case, its part of the morphus unlike with armor as a talent. Seraph would never be unarmored, if it ever came to matter, in morphus form. If it is an option, I may take a second look and possibly shuffle things around, especially if this is an option: Can I use Renfry's weapon power to create a sword with my dark talent?

So, I didn't realize the -4 points in SPC were not allowed to balance out the SPC power....so I will have to play with that, assuming I keep the Attack, Melee.

I'm not sure how the limitation is not a limitation, though? It's kind of like the cyber-knights potential inability to use their psi swords against the unworthy, except even worse because Seraph cant use his psi sword against the unworthy even if the need was terrible. Regardless, I'm not hard opposed to anything you're suggesting.


Build points Available: 12 (up to 16 with up to -4 in negative traits)
Code of Honor: -2 (I really played into the nightbane subconscious thing written in the writeup. In his Facade Seraph is adverse to violence and danger even though deep down he is really a good guy. That heroism and honesty bursts out and is hyped up to 20 by his morphus, so I don't want to change either of his hindrances)
Divine Grace: +6 (Seems real angel-y to me, so I would like to keep this as is. I really like this feature even though I'm not sure how much it will come up - I could dock it an edge and just be attractive if needed for +4 instead of +6.)
Flight: +4 (Obviously, the angel's angel wings stay. I'm not opposed to dropping it down to +2 to make things work.)
Impulsive: -2 (Same as above for Code of Honor.)
  • Total: -2+6+4-2=+6/12
Radiance: +6 (The biggy. Detailed analysis to follow)
  • Super Powers Racial Trait (+2 Build Points)
  • Attack, Melee 1 (+2 PP/BP) - Gain +1d6 damage to one unarmed fighting roll.
  • AP 2 (+2 PP/BP) - Gain +4 AP to the power's damage. This is just a bonus, and I can reduce or eliminate this completely.
  • Multiple Attacks (+2 PP/BP) - The big one. This lets me use my sword for as many attack rolls per round as I like. Without it, I would only be able to attack once per round no matter what with Radiance. This lets me use it with frenzy, or form two blades, or what have you up to the maximum number of attacks possible.
  • Stackable (+2 PP/BP)- This isn't strictly necessary, but I liked the functionality of it. I would much prefer to keep it, but it can go away. This lets me super-smite an existing sword instead of forming one from energy.
  • Limitation (-2 PP/BP) - I feel like I described this well, and I could see it being a -1 instead of a -2, but I don't understand why you'd think it might even be worth a +1?? Anyhow, it seems like it needs to go based upon the -PP = -BP argument. Which is fine, I like his hindrances and would not want to dock them for more power here.
  • One Arm (-1 PP/BP) - This is an Attack, Melee inherent limitation built into the power entry. It means that I don't have enough energy to form two swords or to smite two weapons. I can use it with "one arm" which I have translated to one radiant blade or one "smited" weapon at a time. And, due to your above -PP = -BP argument and my unwillingness to drop Code of Honor or Impulsive means that this one will need to go away, too.
  • Lethal (-1 PP) - Kind of munchkin, but not really? I can't easily try to intimidate or trick shot a demon. Its like with a human, if you try to attack a human with a plasma torch nonlethally....well, maybe you can get the distance right to give him a rad sunburn? But its not going to be pretty unless you really know your shit. Like the previous two, this one will have to go away as well.
    • PP Total=2+2+2+2=8-2-1-1=4, PP=BP; +4 BP
    • 2 BP (Super Power Racial Trait cost) + 4 BP (Attack, Melee cost) = +6 BP (Radiance Total) + 6 BP (Morphus Build Total without Radiance) = 12/12 BP


Radiance Rework
Available BP: 6/12 (Possible docks: Flight +4 -> +2 / Edges +6 -> +4 (-Very Attractive)
Radiance
Super Power Racial Ability: +2 BP
Melee, Attack 1: +2 BP
Multiple Attacks: +2 BP
Total: +2 BP +4 PP/BP = +6 BP. (Legit Math, but I would really prefer to have that Stackable)

Wings +4 -> +2 for 6(d6) Flight instead of 12(d6). Pros/Cons?
+Stackable +2 BP = 12/12 BP

I suppose I could go the DnD route, and swap Stackable in for Multiple Attacks instead of docking wings. The effect would be a DnD Paladin-esque smite once a round. I could frenzy, and unless im reading the power description wrong, My first attack would deal the "smited" damage, but there wouldn't be enough energy left that round for a second smited attack.
IZ3 GM Bennies 5/5
User avatar
Koshnek
Diamond Patron
Diamond Patron
Posts: 427
Joined: Tue Jul 17, 2018 8:43 pm

Re: Seraph, Angelic Nightbane

Post by Koshnek »

Oh, I also meant to ask, is Natural Leader required here? Some GM's rule wild cards are affected by command edges, some don't. I assumed it was needed because I couldn't find it anywhere in the setting rules or nightbane write up. Also, am I limited to affecting those within my 5" command radius? Or can I affect people through comms as it is sometimes ruled in games?

I'm fine either way, I went into this decision planning raw but hoping house rule :D.
IZ3 GM Bennies 5/5
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Seraph, Angelic Nightbane

Post by Ndreare »

I suggest your radiant blade just be a retapping of Claws that way it Benifits from all the other mechanics like Martial arts, brawler or whatever.
SWADE pg 18 wrote:Claws (1): The race has claws that cause Str+d4 damage. One more point may be spent to increase their damage to Strength+d6, and/or another to add AP 2. See Natural Weapons, page 104 for more information.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Koshnek
Diamond Patron
Diamond Patron
Posts: 427
Joined: Tue Jul 17, 2018 8:43 pm

Re: Seraph, Angelic Nightbane

Post by Koshnek »


Build Points:

Base: 8
Angelic Morphus: +2 Maximum Build Points
Immortal Potential: +2 Maximum Build Points
Immortal Potential: +2 Maximum Build Points

Edges (+8; (Very) Attractive, Charismatic, Martial Warrior)
Flight (+2; 6(d6), Maneuver with Athletics)
Major Hindrances (-4; Code of Honor, Impulsive)
Toughness (+1, 3 points total, two from Supernatural Toughness)
Armor (+2; 6 points total, two from Supernatural Toughness)
Parry (+1)
Claws (+4)

  • Code of Honor (-2): Seraph will not, or maybe even cannot, lie in his morphus form. He does not cheat nor steal, and he will never go against his word. While Seraph is in his morphus form, he will even go so far as to try to right any wrongs his facade has wrought.
  • Divine Grace (+6): Seraph’s angelic morphus is so flawlessly human that it’s nearly inhuman in its beauty. More than that, Seraph’s usual manner of a silver-tongued devil is transformed to something more. When Seraph’s angelic morphus speaks, his words have weight and meaning. Anyone who hears them knows they are truth and any emotion Seraph is conveying is genuine. (Attractive, Very Attractive, Charismatic)
  • Flight (+2): Seraph’s angelic morphus grants him angelic wings which allow him to soar into battle and allows him to the reach those in need. (Pace 6, Run 1d6, Maneuver with Athletics)
  • Impulsive (-2): Seraph knows right and wrong, and while he may be able to look the other way in his facade form, he will always choose to do good when he is in his morphus form, no matter the cost.
  • Radiant Armaments (+10): Seraph's morphus form is clad in gleaming silver plate capable of repelling even the most brutal attacks from the creatures of the dark. It also wields a blade of divine light capable of burning through the toughest denizens of the night.
    (+3 Toughness and +6 Armor [including the bonuses from Supernatural Toughness]; Str+1d10, AP 2 damage +1 Parry [sword/claws + Martial Artist {from Natural Combat Ability} and Martial Warrior])
IZ3 GM Bennies 5/5
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Seraph, Angelic Nightbane (Unaligned)

Post by Ndreare »

Looks very good, except...

Your negative racial traits are limited to those defined by the physical form. So while I love the idea of you have Code of Honor, and am okay with Impulsive. Both of those are mental limitations, not physical limitations.

I would suggest;
"Big" representing you wings and plate armor getting in the way and restricting you from sitting in a car and stuff.
- and -
"Shining Warrior" -2 to stealth rolls (because of the blazing awesomeness)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Koshnek
Diamond Patron
Diamond Patron
Posts: 427
Joined: Tue Jul 17, 2018 8:43 pm

Re: Seraph, Angelic Nightbane

Post by Koshnek »


Build Points:

Base: 8
Angelic Morphus: +2 Maximum Build Points
Immortal Potential: +2 Maximum Build Points
Immortal Potential: +2 Maximum Build Points

Armor (+2; 6 points total, two from Supernatural Toughness)
Big (-2)
Claws (+4)
Edges (+8; (Very) Attractive, Charismatic, Martial Warrior)
Flight (+2; 6(d6), Maneuver with Athletics)
Parry (+1)
Skill Penalty (-2): Stealth
Toughness (+1, 3 points total, two from Supernatural Toughness)

  • Angelic Form (-2): Seraph's armored form and wings together increase his bulk to the point that he has difficulty fitting into tight spaces or trying to use items made for mortal use. He subtracts 2 from Trait rolls when using equipment that wasn't specifically designed for his race and cannot wear their armor or clothing. Equipment/Food/clothing cost double the listed price.
  • Divine Grace (+6): Seraph’s angelic morphus is so flawlessly human that it’s nearly inhuman in its beauty. More than that, Seraph’s usual manner of a silver-tongued devil is transformed to something more. When Seraph’s angelic morphus speaks, his words have weight and meaning. Anyone who hears them knows they are truth and any emotion Seraph is conveying is genuine. (Attractive, Very Attractive, Charismatic)
  • Flight (+2): Seraph’s angelic morphus grants him angelic wings which allow him to soar into battle and allows him to the reach those in need. (Pace 6, Run 1d6, Maneuver with Athletics)
  • Radiant Armaments (+10): Seraph's morphus form is clad in gleaming silver plate capable of repelling even the most brutal attacks from the creatures of the dark. It also wields a blade of divine light capable of burning through the toughest denizens of the night.
    (+3 Toughness and +6 Armor [including the bonuses from Supernatural Toughness]; Str+1d10, AP 2 damage +1 Parry [sword/claws + Martial Artist {from Natural Combat Ability} and Martial Warrior])
  • Shining Warrior (-2): Seraph's gleaming armor and angelic presence make it difficult for him to move stealthily. He suffers a -2 penalty to Stealth rolls.
IZ3 GM Bennies 5/5
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Seraph, Angelic Nightbane

Post by Ndreare »

Koshnek wrote: Sun Aug 30, 2020 6:27 pm

Build Points:

Base: 8
Angelic Morphus: +2 Maximum Build Points
Immortal Potential: +2 Maximum Build Points
Immortal Potential: +2 Maximum Build Points

Armor (+2; 6 points total, two from Supernatural Toughness)
Big (-2)
Claws (+4)
Edges (+8; (Very) Attractive, Charismatic, Martial Warrior)
Flight (+2; 6(d6), Maneuver with Athletics)
Parry (+1)
Skill Penalty (-2): Stealth
Toughness (+1, 3 points total, two from Supernatural Toughness)

  • Angelic Form (-2): Seraph's armored form and wings together increase his bulk to the point that he has difficulty fitting into tight spaces or trying to use items made for mortal use. He subtracts 2 from Trait rolls when using equipment that wasn't specifically designed for his race and cannot wear their armor or clothing. Equipment/Food/clothing cost double the listed price.
  • Divine Grace (+6): Seraph’s angelic morphus is so flawlessly human that it’s nearly inhuman in its beauty. More than that, Seraph’s usual manner of a silver-tongued devil is transformed to something more. When Seraph’s angelic morphus speaks, his words have weight and meaning. Anyone who hears them knows they are truth and any emotion Seraph is conveying is genuine. (Attractive, Very Attractive, Charismatic)
  • Flight (+2): Seraph’s angelic morphus grants him angelic wings which allow him to soar into battle and allows him to the reach those in need. (Pace 6, Run 1d6, Maneuver with Athletics)
  • Radiant Armaments (+10): Seraph's morphus form is clad in gleaming silver plate capable of repelling even the most brutal attacks from the creatures of the dark. It also wields a blade of divine light capable of burning through the toughest denizens of the night.
    (+3 Toughness and +6 Armor [including the bonuses from Supernatural Toughness]; Str+1d10, AP 2 damage +1 Parry [sword/claws + Martial Artist {from Natural Combat Ability} and Martial Warrior])
  • Shining Warrior (-2): Seraph's gleaming armor and angelic presence make it difficult for him to move stealthily. He suffers a -2 penalty to Stealth rolls.
Looks great, please incorporate above and delete all the extra posts.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Post Reply

Return to “Nightbane”