Tania Kirn (Nightbane - Nocturne)

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Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Tania Kirn (Nightbane - Nocturne)

Post by Tania »

SWD version
Tania Kirn
Player Name: Alan
Google Handle: ADGunhouse
Rank: Novice Experience: 5 Advances Left: 0
Race: Nightbane
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 7; Toughness: 5; Strain: 0
Skills:
  • Fighting d10
  • Intimidation d6
  • Notice d6
  • Survival d6
  • Stealth d6
  • Tracking d6
Hindrances
  • Hindrance (Major): Code of Honor (Honor is the heart of Martial Arts)
  • Hindrance (Minor): Loyal (Would give their life for their friends)
  • Hindrance (Minor): All Thumbs (Just does not get along with modern machinery)
Edges
  • Edge: Undead Morphus
  • Edge: New Power
  • Martial Artist
Powers (post background as a reply to character sheet)
Arcane Background: Dark Talents

Grasping Hands of the Dead [Entangle] (PPE/ISP Cost) [Novice]
Range: Smarts
Duration: Special
Trapping: Undead hands reach from the ground to grasp the target
Effect: When invoked, hands and arms made of rotting flesh and bone reach out of the ground to grasp the target, slowing them (on a success) or stopping them completely (on a raise). An opposed roll of Spirit vs enemy Agility is made to invoke the power.

Bone Guardian [Summon Ally: Bodyguard] (PPE/ISP Cost) [Novice]
Range: Smarts
Duration: 3 rounds
Trapping: Summons a loyal skeletal ally dressed in armor of melded bone and wielding a bone sword.
Effect: Calls forth a Bone Guardian (Retrapped Bodyguard)
A bone guardian is a humanoid soldier made of bone.
[*]Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 10 (4)
Gear: Long sword (Str+d8)
Special Abilities:
  • Armor +4: Stone skin.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
  • Fearless: Bodyguards are immune to fear and Intimidation.

Gear (post gear as a reply to character sheet)
Item
Info

Credits: 500?

Contacts



MORPHUS
Attributes Agility: d8 Smarts: d6 Spirit: d8 Strength: d8 Vigor: d8
Charisma -4, Pace 6, Parry 8, Toughness: 10
Skills:
  • Fighting d12
  • Intimidation d6
  • Notice d6
  • Survival d6
  • Stealth d6
  • Tracking d6
Edges:
  • Improved Martial Arts
  • Combat Reflexes; +2 to recover from Shaken
  • Undead (Monstrous Edge: +2 toughness, +2 to recover from being shaken, No extra damage from Called shots, Never suffers from Wound Modifiers, Immune to Disease and Poison)
Talents: Entangle (grasping hands of the dead), Summon Ally (Bone Guardian)

Racial Framework
Benefits:
Dark Sight
Immortality
Mirror Wall
Sense Nightbane
Regeneration
Supernatural Becoming (Dark Champion, Dark Talents, Inhuman Shape ("Ghoul" - Undead, Hideous, Ability Increase: Strength, Natural Weapon: Teeth), Limited Invulnerability to Mental Manipulation, Natural Combat Ability, Supernatural Physical Form, Supernatural Toughness, Unique Nature)
Sorcerous Potential

Drawbacks
Call to Action
Demonic Aversion
"Human"
Hunted by Evil
Morphus Form
Vulnerable to Darkblades

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Advances
  • Initial Advances: (From Hindrances): Increased Agility, Increased Spirit
    Novice 1 Advance: Add Martial Arts Edge
    Novice 2 Advance:
    Novice 3 Advance:
    Seasoned 1 Advance:
    Seasoned 2 Advance:
    Seasoned 3 Advance:
    Seasoned 4 Advance:
    Veteran 1 Advance:
    Veteran 2 Advance:
    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:
Version 2
Tania Kirn
Player Name: Alan
Google Handle: ADGunhouse
Rank: Seasoned Advances Left: 0
Race: Nightbane
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 7; Toughness: 5; Strain: 0
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Fighting d10
  • Intimidation d6
  • Notice d8
  • Persuasion d4
  • Survival d6
  • Stealth d8
  • Tracking d6
Hindrances
  • Hindrance (Major): Code of Honor (Honor is the heart of Martial Arts)
  • Hindrance (Minor): Loyal (Would give their life for their friends)
  • Hindrance (Minor): All Thumbs (Just does not get along with modern machinery)
Edges
  • Edge: Undead Morphus
  • New Power
  • Martial Artist
  • Edge: Immortal Potential
Powers (post background as a reply to character sheet)
Arcane Background: Dark Talents

Grasping Hands of the Dead [Entangle] (PPE/ISP Cost) [Novice]
Range: Smarts
Duration: Special
Trapping: Undead hands reach from the ground to grasp the target
Effect: When invoked, hands and arms made of rotting flesh and bone reach out of the ground to grasp the target, slowing them (on a success) or stopping them completely (on a raise). An opposed roll of Spirit vs enemy Agility is made to invoke the power.

Bone Guardian [Summon Ally: Bodyguard] (PPE/ISP Cost) [Novice]
Range: Smarts
Duration: 3 rounds
Trapping: Summons a loyal skeletal ally dressed in armor of melded bone and wielding a bone sword.
Effect: Calls forth a Bone Guardian (Retrapped Bodyguard)
A bone guardian is a humanoid soldier made of bone.
[*]Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 10 (4)
Gear: Long sword (Str+d8)
Special Abilities:
  • Armor +4: Stone skin.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
  • Fearless: Bodyguards are immune to fear and Intimidation.
Grave Touched Weapon [Smite] (PPE/ISP Cost) [Novice]
Range: Smarts
Duration: 5
Trappings: The weapon this power is placed on becomes coated with a reddish stain, like half-dried blood, that shows a ghostly foxfire glow in darkness and faintly moans like a tormented soul.
Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows,
or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.


Gear (post gear as a reply to character sheet)
Item
Info

Credits: 500?

Contacts



MORPHUS
Attributes Agility: d8 Smarts: d6 Spirit: d8 Strength: d8 Vigor: d8
Charisma -4, Pace 6, Parry 8, Toughness: 10
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Fighting d12
  • Intimidation d6
  • Notice d8
  • Persuasion d4
  • Survival d6
  • Stealth d8
  • Tracking d6
Edges:
  • Martial Warrior: +2 bonus to fighting rolls, 1d6 base unarmed damage
  • Combat Reflexes; +2 to recover from Shaken
  • Undead (Monstrous Edge: +2 toughness, +2 to recover from being shaken, No extra damage from Called shots, Never suffers from Wound Modifiers, Immune to Disease and Poison)
Talents: Entangle (grasping hands of the dead), Summon Ally (Bone Guardian), Smite (Grave Touched Weapon)

Racial Framework
Benefits:
Dark Sight
Immortality
Mirror Wall
Sense Nightbane
Regeneration
Supernatural Becoming (Dark Champion, Dark Talents, Inhuman Shape ("Ghoul" - Undead, Hideous, Ability Increase: Strength, Natural Weapon: Teeth, Improved Regeneration, Tracking), Limited Invulnerability to Mental Manipulation, Natural Combat Ability, Supernatural Physical Form, Supernatural Toughness, Unique Nature)
Sorcerous Potential

Drawbacks
Call to Action
Demonic Aversion
"Human"
Hunted by Evil
Morphus Form
Vulnerable to Darkblades

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Advances
  • Initial Advances: (From Hindrances): Increased Agility, Increased Spirit
    Novice 1 Advance: Add Martial Arts Edge
    Novice 2 Advance: add "Immortal Potential" Racial Edge
    Novice 3 Advance: Add Sweep Edge
    Seasoned 1 Advance: Increase skill- Athletics to 1d6 and Intimidation to 1d8
    Seasoned 2 Advance: Add New Powers Edge: to gain Warrior's Gift and Boost/Lower Trait
    Seasoned 3 Advance: Add Elan Edge
    Seasoned 4 Advance:
    Veteran 1 Advance:
    Veteran 2 Advance:
    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:
Last edited by Tania on Wed Oct 17, 2018 7:15 pm, edited 2 times in total.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: Tania Kirn (Nightbane) - WIP

Post by Tania »

BACKGROUND

When Tania was young, she was greatly annoying to her family, who were out in silicon valley doing computer things. Whenever she got her hands on a computer, however, things went wrong. It seemed like mhe higher the technology of something she worked with, the quicker it would break down in her hands.

During a time when her parents were doing crucial work, she was sent to live with her Uncle, who lived at a Dojo in the mountains, helping teach Martial Arts and living a primitive life style. Tania thrived in the environment and begged her parents to stay. She was refused, as they wanted her to finish school at least, but she was allowed to return at frequent intervals, where she quickly became good at the physical disciplines. She was not particularly interested in the philosophical and religious sides, though that might have changed if SHE had not changed.

One night while at home, she had a nightmare, a dream in which she was a horrid creature, half Hyena and half rotting zombie. Something with teeth that can break bone and mold instead of fur in many areas. When she woke up she thought she was still in her nightmare, because physically she was. Fortunately she transformed back eventually, but before then her father took a shotgun to her, thinking her some kind of monster, and she had to run for it.

Her training in survival served her well, she lived off the land as she tried to find her way to the Dojo. She tried her hand at hunting, and discovered the fact that, while slower than many animals, she had great endurance. Still, there did come a time when she got tired of her prey outrunning her and somehow called up undead arms to hold her prey back.

Eventually she reached the Dojo, by then able to be in either form at will, but the police were watching, thinking she had run away from home. She was taken away to Juvie, where the other girls soon found out not to mess with her, she was a decent Martial Artist already.

Not wanting to be exposed as a monster, which she generally considered herself to be, she fled from the authorities and out into the bush. Needing someone to watch her back, she accidentally called up her first Bone Guardian. Unfortunately it did not last all that long, but after that she found it easier to escape pursuit by having the Guardian lead foes astray.

Tania headed North, avoiding people, until the day she saw someone with whom she felt a strange sense of kinship. The person also somehow divined her presence, and asked her to come down. She was reluctant, until the person turned into a strange construct made of wood and bark and he informed her he was like her.

Unfortunately for her, this was the traitor Grimm, and he lead her to where the Night Prince used his reality warping powers to build a prison around her. She as no idea how long she remained a prisoner, being tortured at whim, but eventually the two tired of her passive self discipline.

Temporarily ignored, she began plotting an escape...
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: Tania Kirn (Nightbane) - WIP

Post by Tania »

Tania Kirn
Player Name: Alan
Google Handle: ADGunhouse
Rank: Seasoned Advances Left: 0
Race: Nightbane
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 7; Toughness: 5; Strain: 0
Skills:
  • Athletics d6 (Core +1 advance)
  • Common Knowledge d4 (Core)
  • Fighting d10 (5 points)
  • Focus d6 (2 points)
  • Intimidation d8 (2 points + 1 advance)
  • Notice d8 (Core + 2 points)
  • Persuasion d4 (Core)
  • Survival d6 (+ 2 points)
  • Stealth d8 (Core + 2 Points)
Hindrances
  • Hindrance (Major): Code of Honor (Honor is the heart of Martial Arts)
  • Hindrance (Minor): Loyal (Would give their life for their friends)
  • Hindrance (Minor): All Thumbs (Just does not get along with modern machinery)
Edges
  • Undead Morphus
  • New Power
  • Martial Artist
  • Immortal Potential
  • Elan
  • Sweep
  • Martial Warrior
  • Dark Tiding (Nocturne Faction)
Powers (post background as a reply to character sheet)
Arcane Background: Dark Talents, PP=15

Grasping Hands of the Dead [Entangle] (PPE/ISP Cost) [Novice]
Range: Smarts
Duration: Special
Trapping: Undead hands reach from the ground to grasp the target
Effect: When invoked, hands and arms made of rotting flesh and bone reach out of the ground to grasp the target, slowing them (on a success) or stopping them completely (on a raise). An opposed roll of Spirit vs enemy Agility is made to invoke the power.

Bone Guardian [Summon Ally: Bodyguard] (PPE/ISP Cost) [Novice]
Range: Smarts
Duration: 5 rounds
Trapping: Summons a loyal skeletal ally dressed in armor of melded bone and wielding a bone sword.
Effect: Calls forth a Bone Guardian (Retrapped Bodyguard)
A bone guardian is a humanoid soldier made of bone.
[*]Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 10 (4)
Gear: Long sword (Str+d8)
Special Abilities:
  • Armor +4: Stone skin.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
  • Fearless: Bodyguards are immune to fear and Intimidation.
Grave Touched Weapon [Smite] (PPE/ISP Cost) [Novice]
Range: Smarts
Duration: 5
Trappings: The weapon this power is placed on becomes coated with a reddish stain, like half-dried blood, that shows a ghostly foxfire glow in darkness and faintly moans like a tormented soul.
Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows,
or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.


Gear (post gear as a reply to character sheet)
Item
Info

Credits: 500?

Contacts



MORPHUS
Attributes Agility: d8 Smarts: d6 Spirit: d8 Strength: d8 Vigor: d8
Pace 6, Parry 8, Toughness: 10
Skills:
  • Athletics d6 (Core +1 advance)
  • Common Knowledge d4 (Core)
  • Fighting d12+1 (5 points + Morphus bonus)
  • Focus d6 (2 points)
  • Intimidation d8 (2 points + 1 advance)
  • Notice d8 (Core + 2 points)
  • Persuasion d4 (Core)
  • Survival d6 (+ 2 points)
  • Stealth d8 (Core + 2 Points)
Edges
  • Edge: Undead Morphus
  • New Power
  • Martial Artist
  • Edge: Immortal Potential
  • Elan
  • Sweep
  • Martial Warrior: +2 bonus to fighting rolls, 1d6 base unarmed damage (Increased to 1d8 with claws)
  • Dark Champion: Treated as the Champion edge in Morphus form only
  • Natural Combat Ability: +2 to damage (in addition to other applicable bonuses)
  • Combat Reflexes; +2 to recover from Shaken
  • Undead (Monstrous Edge: +2 toughness, +2 to recover from being shaken, No extra damage from Called shots, Never suffers from Wound Modifiers, Immune to Disease and Poison)
Talents: Entangle (grasping hands of the dead), Summon Ally (Bone Guardian), Smite (Grave Touched Weapon)

Racial Framework
Benefits:
Dark Sight
Immortality
Mirror Wall
Sense Nightbane
Regeneration
Supernatural Becoming (Dark Champion, Dark Talents, Inhuman Shape ("Ghoul" - Undead, Hideous, Ability Increase: Strength, Natural Weapon: Teeth, Improved Regeneration, Tracking), Limited Invulnerability to Mental Manipulation, Natural Combat Ability, Supernatural Physical Form, Supernatural Toughness, Unique Nature)
Sorcerous Potential

Drawbacks
Call to Action
Demonic Aversion
"Human"
Hunted by Evil
Morphus Form
Vulnerable to Darkblades

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Advances
  • Initial Advances: (From Hindrances): Increased Agility, Increased Spirit
  • Novice 1 Advance: Add Martial Arts Edge
  • Novice 2 Advance: add "Immortal Potential" Racial Edge
  • Novice 3 Advance: Add Sweep Edge
  • Seasoned 1 Advance: Increase skill- Athletics to 1d6 and Intimidation to 1d8
  • Seasoned 2 Advance: Add New Powers Edge: to gain Warrior's Gift and Boost/Lower Trait
  • Seasoned 3 Advance: Add Elan Edge
  • Seasoned 4 Advance: Add Martial Warrior Edge
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • 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:
Last edited by Tania on Sat Dec 07, 2019 4:42 am, edited 3 times in total.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: Tania Kirn (Nightbane) - WIP

Post by Mel Richter »

Review!

The Good!:

Tania looks like a very solid melee damage dealing build! In Morphus she does 2d8+10 damage to Hounds (when Smited with base success) and can bring in a buddy to help watch her back. Very handy! Elan and Combat Reflexes give her some extra bonuses when she really needs them, and her attacks are hyper-accurate, allowing her to call her shots or otherwise accept penalties to hit for spiffs. Sweep and Entangle give her some crowd control ability as well. Tania's skills in stealth and perception make her a good scout as well.

The Bad:
Tania is pretty squishy for a front liner. Yes, she's very hard to keep Shaken, with +4 (!!) to recover, but Toughness 10 won't go far to stop Darkblades, and recovering from Shaken doesn't keep you from being wounded. She doesn't suffer from the penalties of wounds, but they will bring her down in the end, just like anyone else. Even riskier, Sweep means you may be tempted to throw Tania into the thick of things, and groups of even relatively minor foes can bring her down with even a little luck.

The Nitpicky:
You still have Charisma modifiers listed.
Doublecheck the duration of Summon Ally; it's listed as 3 here, but I thought it went to 5 in SWADE.
You might want to list your power points for Dark Talents somewhere more obvious, I couldn't find them.
Listing the Nightbane 'build points' per trait would probably be useful just to help numberchecking.

For Consideration
You could replace Sweep with a more defensive combat edge, like Block or similar. Or, you could get New Powers with it, and select Protection and/or Deflection. This would go a long way towards making Tania able to hold her ground in melee, even against groups of foes. Then you can get Sweep next advance. :)
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Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: Tania Kirn (Nightbane) - WIP

Post by Tania »

I was trying to keep her as close to the same as possible, since she had (and used) sweep, I would keep it. I admit, she could stand to be tougher. Fortunately her high attack also comes with a high parry, so she is a bit hard to hit.

Do need to review the details of Gifted to check Power Points ad of her talents.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: Tania Kirn (Nightbane) - WIP

Post by Mel Richter »

Gifted start with 1 power and 15 points. Each New Power edge gives another 2 powers.
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Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: Tania Kirn (Nightbane) - WIP

Post by Tania »

Which is what I have now.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Tania Kirn (Nightbane) - WIP

Post by Ndreare »

The setting rules allowed you a faction edge in exchange for a 250 word interlude on how you got it.
Technically undead is too many points (and always has been) for a Nightbane. However I ignored it before and will ignore it now, because honestly it really fits and the mechanical effect could be built by buying stuff one off.
You wrote an interlude, but you did not include the free faction edge.
I moved your intermediate version to the top post and merged the two versions together to make this more readable.


TLDR
1) Undead works keep it.
2) select a Faction Edge.
  • 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
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Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: Tania Kirn (Nightbane - SWADE) Approved

Post by Tania »

While the Resistance edge sounds more useful, Nocturne sounds more in character for the group that would invite her. Therefore I take the Nocturne edge:

Dark Tidings - Nocturn
Requirements: Novice, Faction
You have lived and worked with the creatures we would most like to deny. Vampires, and agents of the dark are only the beginning. You can sense and identify supernatural beings of any type you have encountered on a Notice roll, within your line of sight. Using this ability is a free action, cost no power points, and can be persistent throughout the scene.
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
User avatar
Tania
Posts: 123
Joined: Wed Oct 10, 2018 5:02 pm

Re: Tania Kirn (Nightbane) - WIP

Post by Tania »

Tania Kirn
Player Name: Alan
Google Handle: ADGunhouse
Rank: Seasoned Advances Left: 0
Race: Nightbane
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Pace: 6; Parry: 7; Toughness: 6; Strain: 0
Skills:
  • Athletics d6 (Core +1 advance)
  • Common Knowledge d4 (Core)
  • Fighting d10 (5 points)
  • Focus d6 (2 points)
  • Intimidation d8 (2 points + 1 advance)
  • Notice d8 (Core + 2 points)
  • Persuasion d4 (Core)
  • Survival d6 (+ 2 points)
  • Stealth d8 (Core + 2 Points)
Hindrances
  • Hindrance (Major): Code of Honor (Honor is the heart of Martial Arts)
  • Hindrance (Minor): Loyal (Would give their life for their friends)
  • Hindrance (Minor): All Thumbs (Just does not get along with modern machinery)
Edges
  • Undead Morphus
  • New Power
  • Martial Artist
  • Immortal Potential
  • Elan
  • Sweep
  • Martial Warrior
  • Dark Tiding (Nocturne Faction)
Racial Abilities: Facade
  • Dark Sight
  • Hidden Nature
  • Immortality
  • Regeneration
  • Mirrorwall
  • Sense Nightbane
  • Supernatural Becoming
  • Call To Action
  • Demonic Aversion
  • Hunted by Evil
  • Morphus Form
  • Vulnerable to Darkblades
Powers (post background as a reply to character sheet)
Arcane Background: Dark Talents, PP=15

Grasping Hands of the Dead [Entangle] (PPE/ISP Cost) [Novice]
Range: Smarts
Duration: Special
Trapping: Undead hands reach from the ground to grasp the target
Effect: When invoked, hands and arms made of rotting flesh and bone reach out of the ground to grasp the target, slowing them (on a success) or stopping them completely (on a raise). An opposed roll of Spirit vs enemy Agility is made to invoke the power.

Bone Guardian [Summon Ally: Bodyguard] (PPE/ISP Cost) [Novice]
Range: Smarts
Duration: 5 rounds
Trapping: Summons a loyal skeletal ally dressed in armor of melded bone and wielding a bone sword.
Effect: Calls forth a Bone Guardian (Retrapped Bodyguard)
A bone guardian is a humanoid soldier made of bone.
[*]Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 10 (4)
Gear: Long sword (Str+d8)
Special Abilities:
  • Armor +4: Stone skin.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
  • Fearless: Bodyguards are immune to fear and Intimidation.
Grave Touched Weapon [Smite] (PPE/ISP Cost) [Novice]
Range: Smarts
Duration: 5
Trappings: The weapon this power is placed on becomes coated with a reddish stain, like half-dried blood, that shows a ghostly foxfire glow in darkness and faintly moans like a tormented soul.
Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows,
or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.


Gear (post gear as a reply to character sheet)
Item
Info

Credits: 500?

Contacts



MORPHUS
Attributes Agility: d10 Smarts: d6 Spirit: d8 Strength: d10 Vigor: d12
Pace 6, Parry 8, Toughness: 12
Skills:
  • Athletics d6 (Core +1 advance)
  • Common Knowledge d4 (Core)
  • Fighting d12+1 (5 points + Morphus bonus)
  • Focus d6 (2 points)
  • Intimidation d8 (2 points + 1 advance)
  • Notice d8 (Core + 2 points)
  • Persuasion d4 (Core)
  • Survival d6 (+ 2 points)
  • Stealth d8 (Core + 2 Points)
Edges
  • Edge: Undead Morphus
  • New Power
  • Martial Artist
  • Edge: Immortal Potential
  • Elan
  • Sweep
  • Martial Warrior: +2 bonus to fighting rolls, 1d6 base unarmed damage (Increased to 1d8 with claws)
  • Dark Champion: Treated as the Champion edge in Morphus form only
  • Natural Combat Ability: +2 to damage (in addition to other applicable bonuses)
  • Combat Reflexes; +2 to recover from Shaken
  • Undead (Monstrous Edge: +2 toughness, +2 to recover from being shaken, No extra damage from Called shots, Never suffers from Wound Modifiers, Immune to Disease and Poison)
Talents: Entangle (grasping hands of the dead), Summon Ally (Bone Guardian), Smite (Grave Touched Weapon)

Morphus Framework
Benefits:
Dark Sight
Immortality
Mirror Wall
Sense Nightbane
Regeneration
Supernatural Becoming (Dark Champion, Dark Talents, Inhuman Shape ("Ghoul" - Undead, Hideous, Ability Increase: Strength, Agility, Vigor, Natural Weapon: Teeth, Enhanced Regeneration, Tracking), Limited Invulnerability to Mental Manipulation, Natural Combat Ability, Supernatural Physical Form, Supernatural Toughness, Unique Nature)
Sorcerous Potential

Drawbacks
Call to Action
Demonic Aversion
"Human"
Hunted by Evil
Morphus Form
Vulnerable to Darkblades

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Advances
  • Initial Advances: (From Hindrances): Increased Agility, Increased Spirit
  • Novice 1 Advance: Add Martial Arts Edge
  • Novice 2 Advance: add "Immortal Potential" Racial Edge
  • Novice 3 Advance: Add Sweep Edge
  • Seasoned 1 Advance: Increase skill- Athletics to 1d6 and Intimidation to 1d8
  • Seasoned 2 Advance: Add New Powers Edge: to gain Warrior's Gift and Boost/Lower Trait
  • Seasoned 3 Advance: Add Elan Edge
  • Seasoned 4 Advance: Add Martial Warrior Edge
  • Veteran 1 Advance: Increase Vigor to 1d8
  • Veteran 2 Advance:
  • 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:
Morphus Form: Charisma -4, Pace 6, Parry 8, Toughness: 10
Current wounds = 0
current bennies = 4
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