Nightbane Test

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Venatus Vinco
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Nightbane Test

Post by Venatus Vinco »

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Re: Nightbane Test

Post by Venatus Vinco »

Dr. Anthony Giatrós

Rank: Novice Experience: 5 Advances Left: 0
Race: Nightbane
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d6
Charisma: -1; Pace: 4; Parry: 2; Toughness: 5
Skills:
  • Knowledge (Medicine) d8+2
  • Healing d6
  • Knowledge (Biology) d8+2
  • Driving d4
  • Investigation d8
  • Notice d6
  • Streetwise d8
Special Abilities
  • Dark Sight: Ignore dim and dark lighting penalties in either form.
  • Immortality: Nightbane do not age.
  • Mirror Wall*: Nightbane are able to enter the Shadowlands.
  • Sense Nightbane: Automatically sense others with Arcane Background: Dark Talents within Smarts x2 inches.
  • Regeneration: May make a natural Healing roll once per day (rather than once per week).
  • Supernatural Becoming*: Turn into Morphus form by concentrating for one full round. Gains the following abilities:
    • Dark Champion*: Champion edge.
    • Dark Talents*: Arcane Background: Dark Talents
    • Inhuman Shape*: Morphus form is a monstrous wraith-like creature with solid black eyes and a swarm of flies flowing from his head like hair. His body is gray and emaciated looking half dead from disease. His appearance his hideous and frightening while whatever he touches rots and decays with the stench of death and the flies swarm over a person biting and infecting them with disease. (Decay 3 (Midas Touch -2/Strong +1), Poison Touch 3, Immune to Poison and Disease 2, Hideous -1, Monstrous 1, Animal Control (Insects) 2)
    • Natural Combat Ability*: d6 Fighting and the Martial Arts Edge.
    • Supernatural Physical Form*: +1 die type to Vigor.
    • Supernatural Toughness*: +2 Toughness and Combat Reflexes.
    • Undead Morphus*: Necromantic Trapping Talents, +2 Nightbane Racial Abilities, +1 to Barrier, Fear, Summon Ally, and Zombie if using undead trapping.
Hindrances
  • Medical Condition (Major): Charisma -1; Fatigue rolls when deprived of medication
  • Sickly (Minor): -2 to Fatigue Tests
  • Muscle Atrophy: -2 Pace, Run die d4
Edges
  • Investigator: +2 Investigation, Streetwise, and Notice when following clues
  • Scholar: +2 to Knowledge Medicine and Knowledge Biology
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Re: Nightbane Test

Post by Venatus Vinco »

Powers & Abilities
Arcane Background: Dark Talents

Animate the Dead [Zombie] [Veteran]
  • Range: Smarts
  • Duration: Special
  • Trapping: Flies swarming cadavers and bring them to life.
  • Effect: With a success, the dead remain animated for 1 hour. With a raise, they remain animated for 1d6 hours. With two raises, they remain animated for an entire day
Death Rot [Decay]
  • Range: Touch
  • Duration: Immediate
  • Trapping: Items wither and rot
  • Effect: Each full round spent in contact with a substance destroys 10 pounds of matter. Harming living beings requires a Touch Attack. If successful, victims must make a Vigor roll or suffer a wound. Extremely thick clothing (up to Armor +1) absorbs a wound the first time the character is hit (unless circumvented via a Called Shot), and Armor +2 or more absorbs two. After that, the clothing or armor is effectively ruined.
Disease [Poison Touch]
  • Range: Touch
  • Duration: Immediate
  • Trapping: Swarming biting flies
  • Effect: On a touch make a Vigor roll at -2 or suffer a level of fatigue.
Pestilence [Animal Control - Insects]
  • Range: 1 mile
  • Duration: Constant
  • Trapping: Mental communication
  • Effect: The hero has the ability to mentally control and communicate with insects up to one mile distant. The character can 1 medium or 2 small swarms at once. Medium-sized swarms can split, use a Medium Burst Template, and count as two creatures. Small swarms (Small Burst Template, cannot split) count as 1.
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Re: Nightbane Test

Post by Venatus Vinco »

Background
A medical researcher before the Dark Day, Anthony worked tirelessly to discover a cure to a wasting disease that was slowly killing his wife. To speed up his research he inflicted the disease upon himself to study it more closely. He was unable to develop a cure but did create a treatment that keeps the disease at bay but requires a daily dose of medication. Unfortunately, by that time his wife was too far gone.

Alone and suffering from illness Anthony was despondent and went into a long period of depression. During that time he was afflicted by disturbing dreams about death, rot, and decay. Then, in an instant his dreams became a horrific reality as he found he could transform into a creature that wasted and rotted things with a mere touch. It was like the disease inside him had become personified.

Soon he discovered others like himself and offered his services as a medic to the Resistance.
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Re: Nightbane Test

Post by Venatus Vinco »

Advances
  • Initial Advances: (From Hindrances): Investigator, Scholar
    Novice 1 Advance: +1 Notice & Healing
    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:
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Re: Nightbane Test

Post by Ndreare »

Looks solid, but you would have to work out one small change.

We are not using Born a Hero, so to gain access to Zombie at first level you will need to take the Necromancer edge from Horror Companion.
  • 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!
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Re: Nightbane Test

Post by Venatus Vinco »

Yeah,

I could trade that for "Burrow" I had an idea to call it "Rise from the Grave" . So that could work too.

VV
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