Signal - Nightbane (SWD)

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Signal
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Joined: Wed Jun 27, 2018 11:53 am

Signal - Nightbane (SWD)

Post by Signal »

Player Name: Timmy
Google Handle: MyDogIsAnEquestrian
Manny “Signal” Gipson
Rank: Seasoned Experience: 28xp (note: replacement character started with +9 xp, +1 more for interlude, +1 for training montage) Advances Left: 1
Race: Human/Nightbane
Attributes: Agility d6 (1), Smarts d8 (2), Spirit d8 (2), Strength d6 (1), Vigor d6 facade/d8 Morphus (1)
Charisma: 0; Pace: 0; Parry: 6 in Morphus, 5 in facade; Toughness: 10(2) against most attacks, 12(4) against bullets (and negates 4 points of AP from ballistics), 5 in facade w/o armor
Skills:
  • Fighting d6 (2)
  • Stealth d6 (2)
  • Lockpicking d4 (1)
  • Notice d6 (2)
  • K/Computers d8 (3)
  • K/Electronics d8 (3)
  • Investigation d6 (2)
  • Streetwise d6 (2)

Hindrances
  • Enemy (Major): Andrian Habrand works for Microtech in Seattle and is secretly one of the Night Princes of the setting. Manny suspects that Habrand is indirectly responsible for the death of Manny’s father, and he has crossed Habrand one too many times...
  • Cautious (Minor): You don’t stay alive by taking stupid chances. Manny likes to plan things out and minimize risk wherever possible.
  • Quirk (Minor): He loves computers and technology and will look for a technological solution to every problem first before considering any other avenues. He is convinced that technology is the key to his (and once he learns of the others like him, all Nightbanes’) survival.

Edges
  • Cybernetic Morphus (Electrical Trappings) (Nightbane): The nightbanes Morphus includes components of a cybernetic nature. The character gains access to Cybernetic or Electrical as a Trapping. In addition character gains +2 in Nightbane Racial Abilities to help represent the form and adds +1 to Darksight, Detect Arcane, Divination and Light for characters who select Cybernetic trappings which are added to the nightbanes power list, but are restricted to the Cybernetic Trapping.
    +1 to Bolt, Damage Field, Lightning Rider and Speed for characters who select Electrical trappings which are added to the nightbanes power list, but are restricted to the Electrical Trapping. (This edge may be taken twice to gain access to the trapping not selected Cybernetic or Electrical trappings, an additional +2 Nightbane Racial Abilities points. But you do not increase your talent bonus above +1.)
  • Cybernetic Morphus (Cybernetic Trappings) (Nightbane): Cybernetics.
  • Alertness (Himdrances): A natural result of healthy paranoia, Manny is very observant and perceptive and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
  • Immortal Potential (5xp): Not all nightbane are equal: some are born to more power than others, and all gain power as they age. This edge grants the Nightbane 2 additional points for Nightbane Racial Abilities. This edge can be selected once per rank, and once for every 20 experience once the character is Legendary.

Racial Features
  • Dark Sight: Supernatural awareness allows the Nightbane to ignore dim and dark lighting penalties in either form.
  • 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 (for games not using the No Power Points setting rule, this ability costs 1 PPE). The Nightbane may take others across with her as well. For each additional character transported, the Nightbane incurs a -1 to her Spirit roll (or, for games not using the No Power Points rule, for 3 PPE each). 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. If a Nightbane attempting to avoid detection by using conceal arcana encounters another Nightbane, the two make an opposed roll between the conceal arcana power skill (generally a Spirit roll for Dark Talents) and notice.
  • 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. 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).
    • Inhuman Shape*: The Morphus form is a horrific expression of the Nightbane’s subconscious. The Nightbane is uniquely inhuman and may take 8 points of abilities from the Nightbane Racial Abilities table found below. (Combined with Unique Nature below this effectively gives a starting Nightbane 10 build points in addition to any gained from other edges taken.) All such Racial Abilities must be representative of the physical change in the Nightbane’s anatomy.
    • Natural Combat Ability*: While in Morphus form the Nightbane benefits from d6 Fighting (or a die increase in fighting over their facade, whichever is higher) and the Martial Arts Edge. If the character already has Martial Arts, then it is increased to Improved Martial Arts. In addition if the Nightbane has natural weaponry such as claws or tentacles, they may still add the d4 damage from the Martial Arts Edge damage rolls from their natural weapons.
    • Supernatural Physical Form*: The Morphus form is supernaturally powerful. They gain +1 die type to Vigor.
    • Supernatural Toughness*: The Morphus form has +2 Toughness, and Combat Reflexes.
    • Unique Nature*: All Nightbane begin with one unique racial edge of choice.
  • Sorcerous Potential: A Nightbane may choose Arcane Background (Magic), however it does not gain any additional PPE and the Spellcasting skill must be learned separately. This dual arcane nature also means that whenever the character selects the New Power edge, the new power must be either a spell or a talent. In all ways other than sharing PPE the two edges are mechanically separated.
  • 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, Demons or Devils. The occasional evil Nightbane without this drive is not appropriate as a player character.
  • Demonic Aversion: Something in their nature causes vampires, demons and devils to react badly towards the Nightbane. They suffer -4 charisma 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.
  • Human: Only humans can be Nightbane; no other race can be selected. Note: Although human, Nightbane do not receive the “free” human edge at character creation.
  • Hunted by Evil: Due to their inherent fight against evil, supernatural evil beings are subconsciously drawn to the Nightbane. As a result, supernatural enemies will always target Nightbane in combat.
  • 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 (6 on the die) to transform as a single action. If the character rolls a raise (10 on the die) the transformation is a free action.
  • 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. Note: if playing a Nightbane on Rifts earth, this will include any weapon crafted by a Demon or Devil.
Morphus
Lightning Mask.jpg
Facade
Miles Hoodie.jpg
Bennies 3
3 starting
2 Golden Bennies
+1 for Hardin's Blaze of Glory in the 99
+1 for Christmas
0 Wounds, 0 Fatigue
Wound and Fatigue tracker.
2 Wounds from Hound ambush, healed by Raphael
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet
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Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: Signal - Nightbane

Post by Signal »

Dark Talents
Arcane Background: Dark Talents
PP: N/A - Recovery: N/A

Lightning Rider [Lightning Rider] (-1 to activate) [Novice]
  • Range: Smarts x2
  • Duration: 3
  • Trapping: Electricity
  • Effect: The nightbane’s form changes to one like living lightning. While in this form the nightbane can move through highly conductive paths such as metal, phone lines, electrical panels and computer modems. This movement take the place of normal movement and does not count as an action. The nightbane’s speed is limited to Smarts x2” per turn as he navigates the aether of the cybernetic world. A lightning rider can attempt to surprise a foe (even one who saw him go jump into a outlet) by making an opposed Stealth versus Notice roll. If the lightning rider wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual. (This is a retrapping of Burrow for rules questions.)

Morphus Form Abilities (Total Build Cost: 14 Points)

Morphus [Altered Form] (3 points) [1 level, no modifiers]
  • Range: N/A
  • Duration: N/A
  • Trapping: Manny turns into a creature of pure electricity with a cybernetic faceplate/mask that helps him control his powers and manipulate electronics.
  • Effect: The hero can stretch or contort his body into basic shapes, raising or lowering his effective Size by 3. This isn’t actual mass, however, so he doesn’t gain or lose Toughness. Altered heroes have no vital organs (or they’re very resistant, protected, or hidden). Called shots have no effect on them. They also take only half damage from falling or collisions, both of which can only Incapacitate—not kill them.

Signal Jack [Broadcast] (2 points) [1 level, no modifiers]
  • Range: 1 mile
  • Duration: Indefinite
  • Trapping: The cybernetics in his mask, powered by the living energy from his form, pick up radio, television and other signals with ease, allowing him to listen in on even secure communications.
  • Effect: The hero can tap into radio and television broadcasts as long as there’s a connection to the network within one mile. Connecting to an encrypted transmission requires a Smarts roll at –2.

Electric Manipulation [Energy Control] (5 points) [1 level, no modifiers]
  • Range: 12”
  • Duration: Instant
  • Trapping: Manny summons electricity and directs it to a MBT within his area of effect.
  • Effect: The controller can manipulate enough energy to fill a Medium Burst Template up to 12” distant. As a free action, he can perform and maintain minor effects appropriate to his power type (electricity). He can also cause more intense effects, including:
    • Control: With a Smarts roll and an action, the controller can make the environment within his zone of control distracting or extremely uncomfortable. This inflicts a –2 penalty to Trait rolls within the area of effect until his next action (–4 with a raise).
    • Damage: Energy control can be used to injure targets by striking them with electricity. The controller may use an action to make a Spirit roll. If successful, everyone within the area of effect suffers 2d6 damage.
    • Nullify: With a Spirit roll and an action, the controller can completely contain or otherwise negate the selected energy type in a Medium Burst Template. Extremely intense sources of energy might inflict a –2 or –4 penalty as determined by the Game Master. If the roll is successful, the energy causes no harm to those inside. Direct attacks of the same type that enter or occur within the protected area do half damage (round down).

Electronic Savant [Interface] (3) [1 level, includes +1 “Code Breaker” modifier]
  • Range: Touch (inferred from description)
  • Duration: Indefinite
  • Trapping: Signal sends some of his own electric essense into the computer or electronic device, giving him a greater understanding and control over its workings. The incoming signals are interpreted and manipulated by his cybernetic faceplate.
  • Effect: Your hero can interface with electronic gadgets, giving him much greater access to their inner workings than others. He gains +4 to rolls involving the use of computers or other electronics. In addition, the super can open electronic locks, bypass security systems, and override other similar protection devices without any tools. This requires a Lockpicking roll modified for the quality of the lock. The character can even try if unskilled and normally not allowed an attempt, and still adds the +4 bonus for interface. It takes 1d6 rounds to bypass a system or half that (round down) on a raise.

Electric Resistance [Resistance] (1 point) [1 level, no modifiers]
  • Range: Self
  • Duration: Constant
  • Trapping: Electricity
  • Effect: Your hero is resistant to a particular type of damage or effect chosen from the Power Types (page 21). For 1 point, this grants her +4 Toughness against damage of that type, and +4 to rolls made to resist opposed rolls or effects of that type. She's generally immune to all but the most intense background effects (but not attacks) of the Power Type as well. A fire controller could enter a burning building at no risk, for example, but still burns should she end up in lava.

Pulse [Malfunction] (2 points) [1 level, includes -1 limitation modifier]
  • Range: 12"
  • Duration: Instant
  • Trapping: Signal lets out a targeted electro-magnetic pulse, shutting down electronic devices in his path.
  • Effect: He picks a target within 12” and makes a Spirit roll, minus the modifiers below. If successful, the device malfunctions in some way. Simple to moderately complex devices just stop working. Complex devices lose a random sub system, determined by the Game Master. Particular sub-systems of complex devices can be selected as well. This incurs a further –2 penalty on the device. Causing a tank’s gun to malfunction, for example, is a total modifier of –6 (–4 for complex device, –2 for a subsystem). The hero can tap into radio and television broadcasts as long as there’s a connection to the network within one mile. Connecting to an encrypted transmission requires a Smarts roll at –2. This only works on devices with an electronic component (rendering it useless against more mundane devices, like handguns).
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Signal
Posts: 95
Joined: Wed Jun 27, 2018 11:53 am

Re: Signal - Nightbane

Post by Signal »

Background

Manny, short for “Manuel”, was one of the lucky ones. Though an orphan, he was adopted at a young age by a couple in their mid-40s who were never able to have children of their own. He grew up in a loving family in the city proper, which is more than many Nightbane can say. His father was a decorated police officer and his mother worked for a small insurance company, and they had a good life.

When the Becoming came upon Manny, everything changed. He was alone playing video games in his room when it happened (thankfully), and he wrecked most of the electronic devices he owned when his electric form overloaded them and then drew them in. Subconsciously, he formed his faceplate from the innards of his now-ruined computer, radio, game console, TV, and bits of every other electronic device he had once had lying around. Once formed, the mask became a permanent part of his Morphus, giving Manny control over his electric form and presenting him with familiar sensory input: a HUD with various bits of useful information, not unlike one would find in any modern first-person shooter video game.

He tried to keep his new powers secret, but he couldn’t resist the urge to change whenever he thought he could get away with it. The ability to influence and control computers was intoxicating, and the expanded awareness he felt at being able to listen in on any broadcast signal whenever he wanted gave Manny a sense of control and belonging.

It was while listening to random radio signals one day that he recognized his father’s voice on a police frequency reporting a “10-33,” code for an officer needing immediate assistance. Manny perked up, paying closer attention. His father was only blocks away! Without thinking, Manny jumped into the nearest power line and was gone, speeding toward his father and focusing furiously on the radio signal. His dad’s voice kept breaking up, and Manny couldn’t get a good description of what was happening.

It took him only moments, but by the time he arrived, it was too late. Manny’s father lay dead, draped across the hood of his car with no wound to be seen, his weapon drawn and still clutched in his hand. Sirens wailed in the distance, but Manny barely heard them. His dad… gone.

In his grief, his power went haywire, and he accidentally hacked a secure signal he hadn’t even realized was there. He heard a male voice say, “Is it safe?” and another respond, “Yeah, a cop might have seen me leave, but it’s taken care of.”

-------------

After the funeral, he wasn’t sure what to think. He felt like he was in a haze, and he couldn’t get those two voices out of his head. “Is it safe?” What was it? Was his dad the cop? Or was that signal about something unrelated?

It wasn’t long before the first of the servants of ba’al came for him, and he began to realize he was part of a bigger world. He escaped by transforming and jumping into a wire, but he was afraid to go home; his mother had just lost her husband; she didn’t need creatures of the dark knocking down her door.

He made one stop at home to grab his dad’s old spare kevlar vest, but didn’t bother taking anything else he wasn’t already carrying. He was picked up first by the Underground Railroad and thought he could find a purpose with them for a time, until he heard an interview on the local news with an up and coming star in the tech world, a man named Andrian Habrand. Habrand was jabbering on about some new product or another, but the broadcast immediately caught Manny’s attention for another reason. That voice!

Habrand had been the male voice Manny heard the day his father died; he was sure of it. “Is it safe?” Habrand had wanted to know. Manny determined he would find out what the it was, and he would find out if it was connected to his father’s killing. The UR refused to help him because it would deviate from their mission, so Manny sought out and joined the Resistance. In exchange for his help in the struggle against the dark, they agreed to help him find out what he could about this Andrian Habrand and the night of his father’s death. Unfortunately, Habrand has taken notice of Manny’s inquiries and is none too pleased at the boy’s interference with his affairs...
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Signal
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Joined: Wed Jun 27, 2018 11:53 am

Re: Signal - Nightbane

Post by Signal »

Gear
Item
  • Kevlar Vest: Taken from his home before he ran away, the vest had belonged to his deceased father who, despite department regs, had always kept a spare at home. The vest covers Manny’s torso and provides +2 armor against most attacks. Against bullets, however, it provides +4 armor and negates up to 4 points of AP. (8 lbs) ($250)
  • Smartphone: It does what a smartphone does. Of course Manny has rooted it (jailbroken) and made some customizations of his own, mostly to help him bypass manufacturer controls and avoid detection when using it on a cell network. (1 lb) ($250, based on “pocket computer” price in SWD)

Cash: $0

Contacts
  • Michael Powell (GM bribery contact for joining the Resistance)
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
Character Sheet
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Signal
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Re: Signal - Nightbane

Post by Signal »

Advances
Please list all Edges and Advances taken for your character here

Attributes
Agility: d6
Smarts: d8
Spirit: d8
Strength: d6
Vigor: d6 facade/d8 Morphus

Skills:
  • Fighting d6 (2)
  • Stealth d6 (2)
  • Lockpicking d4 (1)
  • Notice d6 + 2 (2)
  • K/Computers d8 (3)
  • K/Electronics d8 (3)
  • Investigation d6 (2)
  • Streetwise d6 (2)


Advances
  • Initial Advances: (From Hindrances): Raise Smarts, Alertness
  • Nightbane Racial Edges: Cybernetic Morphus (Electricity Trappings), Cybernetic Morphus (Cybernetic Trappings)
  • Novice 1 Advance: Immortal Potential
  • Novice 2 Advance: Raise Spirit
  • Novice 3 Advance: 2 Skill Points
  • Seasoned 1 Advance: Immortal Potential
  • 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:
Signal
Signal
Parry: 5 facade | 6 morphus; Toughness: 4 facade, 6(2) w/kevlar | 7 morphus, 9(2) w/kevlar
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Ndreare
Savage Siri
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Re: Signal - Nightbane

Post by Ndreare »

This looks great. reading this I feel like you really got the idea of the super/horror setting I want to create.


Let me know when you get Signal created as an account so I can add him to the Nightbane game.
  • 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
Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: Signal - Nightbane

Post by Gravely »

Well crafted Timmy. Another impressive character. Glad to be in another campaign with you.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
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