Ram - Mikhail Peterov (Nocturn)

Post Reply
User avatar
Mikhail Peterov
Posts: 9
Joined: Wed Nov 06, 2019 6:05 pm

Ram - Mikhail Peterov (Nocturn)

Post by Mikhail Peterov »

Ram
Player Name: Jason
Google Handle: Leprecoon99
Name: Mikhail Peterov
Rank: Seasoned (7 advances) Advances Left: 0
Race: Nightbane

Facade Traits
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 7
Skills:
  • Athletics d8
  • Common Knowledge d4
  • Notice d6
  • Fighting d8
  • Focus d8
  • Intimidation d8
  • Persuasion d4
  • Occult d4
  • Stealth d4

Morphus Traits
  • Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d8
    Pace: 6; Parry: 8; Toughness: 17 (6)
    Skills:
    • Fighting d12
    * Encumbrance: For strength lift after d12 we are using the table from Rifts. Lift is 500 lbs, maximum is 2,000 lbs.


Hindrances
  • Hindrance (Major): Impulsive (Major): The hero leaps before he looks
  • Overconfident (Major): The hero believes he can do anything
  • Hindrance (Minor): Enemy (Minor): The character has a recurring nemesis. - maybe a local gang

Edges
  • Free Runner (Hindrance): Ignore Difficult Ground and add +2 to Athletics in foot chases and Athletics (climbing).
  • Brawny (Hindrance): The characters lift was increased by 1 die type. In addition toughness was increased by 1.
  • Dark Tidings - Nocturn (Interlude): San 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.
  • Immortal potential (Advance 1): The nightbane’s Morphus form increased in power by 2 build points. - +2 armor / +1 toughness
  • Strength +1d (Advance 2)
  • Martial Artist Martial Artist (Advance 3): Unarmed fighting +1d, fists and feet are considered natural weapons, +1d damage to unarmed fighting,
  • Brawler (Advance 4): Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.
  • Focus +1d (Advance 5)
  • Frenzy (Advance 6): Roll a second Fighting die with one melee attack per turn.
  • New Powers (Advance 7): The character learned two new powers for AB Dark Talents.

Nightbane Natural Abilities & Powers
  • 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.
  • Immortality: Nightbane do not age again 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 regenerate 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). Talents PPE 15
  • 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 allowing for 8 build points and a maximum of -4 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.
  • Horns: The being has a horn or horns that cause Str+d6. Combined with natural abilities this equals 1d12+1d8+2 damage.
  • Immune to Poison: The species is immune to poison
  • Toughness: The character has extremely dense tissue that increases his base Toughness by +1
  • Armor: The character has extremely dense tissue that increases his base Armor by +6
  • Infravision: The creature “sees” heat, either through eyes or other sensory organs. This halves Illumination penalties when attacking warm targets (including invisible beings).
  • Leaper: The character can jump twice as far as listed under Movement, page 92. In addition, he adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where he cannot leap horizontally or vertically— GM’s call).
  • Wall Walker: The species may walk on vertical surfaces normally, or inverted surfaces at half Pace.
  • Monstrous Size: The character has a giant size morphou gaining an additional +3 die type strength, +3 Toughness. (Giant Morphus x3, including Supernatural Physical Form bellow this makes +4d strength)
  • Big: The race is particularly large in a world where most others aren’t. 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, and clothing cost double the listed price.
  • All Thumbs: Something in the demonic nature of this being makes technology glitch.
  • Weakness Cold Iron: Mikhail’s morphus not only adopted so much of the power of the demonic form. But he likewise adopted the weaknesses of the form. He suffers +4 damage from Cold Iron, and is -4 to resist cold iron trapped powers.
  • 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.
  • Supernatural Physical Form*: The Morphus form is supernaturally powerful. They gain +1 die type to Strength and Vigor.
  • Supernatural Toughness*: The Morphus form has +2 Toughness, and Combat Reflexes.
  • Unique Nature*: All Nightbane begin with two unique Nightbane racial edges of choice (see below for options).
  • Animal Morphus (Goat) gains access to Animal related trappings for the type of animal in his morphus. gains +2 in Nightbane Racial Abilities to help represent the form and adds a +1 to Beast Friend, Shape Change, and Summon Ally which are added to their power list but limited to the appropriate animal related Trapping.
  • Demonic Morphus: The nightbanes Morphus form is demonic in appearance. gains the Fear ability as always on while in morphus. In addition, may use Focus for in place Intimidation for Tests and even as a replacement for edge qualifications while in morphus.
  • 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, Nightbane do 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.

TALENTS
  • Havoc: 2 PPE, Instant, Limitation -1 (no range). Targets in MBT or Cone are Distracted and may be hurled.
  • Speed/Slow: 2 PPE, Smarts range, Sloth is Instant, Speed is 5 rounds. Increases or decreases movement.
  • Healing: 3 PPE, touch, Instant, Restores Wounds less than an hour old.

Background
Mikhail Peterov doesn't remember much of his youngest years. He remembers monsters in the dark and then nothing till about 6 yrs old. This is when he believes he began living. He grew up in a shithole hood called Little Odessa. A hood in New Orleans.

Mikhail was raised in a loving but strict russian home. His “dad” was an ex-soldier who worked as a security at night in a museum. His “mom” was a stay at home wife, who earned an income as a caterer. Mikhail was loved but dad was strict. He was showered with as much love as violence. All in all he was a well cared for but angry child.

His parents could not understand why Mikhail was mean, and even brutal when angry. Not so much a serial killer but definitely the “don't piss him off” type. This led to Mikhail being a spoiled brat. At 8 yrs old he was beaten pretty badly by a gang of neighbourhood boys. The reason was because Mikhail was different. This, in turn, made him worse. His mom sensed something was off in her boy. She knew what is was but couldn't say anything. So she tried to teach him things to soothe the anger or take his mind off it. Cooking and fighting became favorites. This worked for awhile, even though fighting got to be more important than almost all else.

After a couple years, it happened. Dark Day!!

Mikhail was home with mom. Dad was at work. He was watching some tv show about a demon possessed guy who did good deeds when everything got dark. First the tv, then the lights went out. When the lights came back on Mikhail was gone and a giant demonic goat thing was there in his place. Mom screamed and then was gone in a cloud of smoke, replaced by a medusa looking creature. After a moment she managed to talk him down and get him back to his human form. After many talks and lessons, Mikhail understood what he was and why he was what he was. Apparently he was possessed as a child by a demon when a group of hounds travelled to Earth on a scouting mission. He was protected by the demon for some reason, then with time, Mikhailm accepted the fact he carried a piece of demon soul with in. He focused his mean streak into his extra curricular stuff. As he got older and bigger, he found himself outside a lot more. He got into martial arts, parkour, and other outdoor stuff. As he grew, he also learned about his other self and its abilities. So he sought out teachers.

Mikhail was fascinated by the lore and history of nightbane. This lead him to pursue a life of honour. But he was a good man doing bad things to keep the monsters away. He found after a few years he was good at fighting. He took to it naturally. This was exhibited by Mikhail’s desire to fight… Anyone at anytime. Thanks to his dad, who trained him, he wasn't scared, but he was good enough to get noticed by the military when he was 16. After a conversation with them, as well as a couple nice gifts (patron items) Mikhail accepted a scholarship from them for a special school they had for people like me, then after that, he was to join up.

Mikhail spent his days learning normal human school stuff, and at night, he learned how to be a nightbane and control his abilities. All went well for a few years, then some hounds used a mirror wall to breach the campus. Only a dozen or so students survived with the help of spook squad who showed up barely in time. Mikhail was badly hurt in this incursion, so he was taken to the nightlands hideout of the spook squad. Here he trained and healed, then when he was better he returned to Earth. He took up residence in a room in a little suburb of seattle. He spent his days as a student in local community college, where he works on his GED. At night he takes small missions, errands really, for the Nocturne till he can officially join up. In his free time, he tries to keep with his parkour and MMA training, while doing a small gig as a chef in a local diner that caters to those of a SN persuasion.
Advances
  • Initial Advances: (From Hindrances): Free Runner
  • Initial Advances: (From Hindrances): Brawny
  • Initial Advances: (From Interlude): Nocturn Faction
  • Novice 1 Advance: Immortal potential
  • Novice 2 Advance: Strength d8
  • Novice 3 Advance: Martial Artist
  • Seasoned 4 Advance: Immortal Potential
  • Seasoned 5 Advance: +1d Focus
  • Seasoned 6 Advance: Frenzy
  • Seasoned 7 Advance: New Powers
  • Veteran 8 Advance:
  • Veteran 9 Advance:
  • Veteran 10 Advance:
  • Veteran 11 Advance:
  • Heroic 12 Advance:
  • Heroic 13 Advance:
  • Heroic 14 Advance:
  • Heroic 15 Advance:
  • Legendary 16 Advance:
  • Legendary 17 Advance:
  • Legendary 18 Advance:
  • Legendary 19 Advance:
Light Bennies: 2
Dark Bennies:
User avatar
Mikhail Peterov
Posts: 9
Joined: Wed Nov 06, 2019 6:05 pm

Re: Ram - Mikhail Peterov (SWADE)

Post by Mikhail Peterov »

Gear (post gear as a reply to character sheet)
Item
  • Info
Light Bennies: 2
Dark Bennies:
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Ram - Mikhail Peterov (SWADE) Approved

Post by Ndreare »

Character Approved, needs an Avatar uploaded to your account.
  • 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 Archive”