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
Facade
Bennies 3
2 Golden Bennies
0 Wounds, 0 Fatigue