Rank: Veteran; Advances Gained: 8; Advances Unspent: 0
Race: Nightbane
Facade Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6(d6); Parry: 6; Toughness: 7(2)
Skills:
- Athletics d6
- Battle d6
- Common Knowledge d6
- Focus d6
- Notice d6
- Stealth d4
- : Seraph's armored form and wings together increase his bulk to the point that he has difficulty fitting into tight spaces or trying to use items made for mortal use.
- (Major): Seraph has lived through humanity’s greatest and most terrible moments and is better for it. Unfortunately, he also believes all that time honing his skills means he’s also better than everyone else.
- Basically Human: Nightbane Facade always appears human and they count as both nightbane and human for any effects, edges or restrictions.
- Demonic Aversion: Nightbane suffer -4 to all persuasion/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.
- : Seraph prefers to avoid confrontation, pain, and any threat to his life in his facade, but like all nightbane he feels the pull to oppose the forces of evil and darkness. He's a steadfast if reluctant champion of good.
- : Begin play knowing half his Smarts die type in different Language skills of her choice at d6.
- (Minor): Seraph attempts to solve problems peacefully, and violence is always his last resort except against the forces of evil and darkness.
- Quirk (Minor): Seraph has lived literally for ages. He is intelligent and an eloquent speaker but sometimes struggles to identify with modern humanity.
- Shining Warrior: Seraph's gleaming armor and angelic presence make it difficult for him to move stealthily. He suffers a -2 penalty to Stealth rolls.
- 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.
- Wanted (Major): Nightlords and their minions.
- Command: +1 to allies’ Shaken recovery rolls in Command Range (5”).
- Dark Sight: Ignore dim/dark lighting penalties, but not Supernatural or total darkness.
- Fast Regeneration: The character no longer rolls regeneration twice per time interval. Instead the character may now make a natural healing roll at the start of every turn (immediately before rolling to unshake if needed). Whenever the creature gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals in 1d6 hours. Even on a failure the character may roll again after 1 day, until the permanent injury is healed.
Note: For a Nightbane with this ability, both Facade and Morphus gain fast regeneration. - : Roll a second Fighting die with one melee attack per turn.
- Hidden Nature: -4 to detect/notice the facade form using any AB other than Dark Talents or by other Nightbane.
- Immortality: Nightbane age at one tenth the normal rate after their first transformation, called becoming.
- Natural Leader: Leadership Edges now apply to Wild Cards.
- : Draw two extra Action Card each turn that may be assigned to any allies in Command Range (5”).
- 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.
- Unaligned: +1 Light Benny/quarter.
- Seraph has lived a long life, and in his experience organizations bring with them limitations. More potential comes with greater restrictions. Seraph only seeks to do good deeds (and more importantly, in facade form, stay alive). He remains aloof to avoid attaching himself to any one group for too long a time.
- 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.