Nightbane

Character creation process, setting information, and RULES are located here.

Moderators: Zilant, Game Masters, AGMs

Would you be interested in Nightbane?

Poll ended at Tue Nov 21, 2017 5:10 pm

Yes
10
56%
Yes, but not the suggested setting
0
No votes
Yes, but with a different Game Master
2
11%
No
6
33%
 
Total votes : 18

Re: Nightbane

Postby Spiderweb » Sun Dec 03, 2017 12:22 pm

Weiss wrote:When is the planned start date?

F&G rolls - i guess we can use the main ones as a basis, but we will need to modify some of the items like contacts and special items


I am pretty sure F&G rolls will not work here. The only group that could take them would be Humans/Doppelgangers with neither a Magic or Psionic class, which will be a small minority of characters.
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Re: Nightbane

Postby Spiderweb » Sun Dec 03, 2017 12:32 pm

EXPLORER POINTS REWARDS MENU

Skill Rewards
(1 EP) Upgrade Existing Skill One Level
(2 EP) Skill Download: New Secondary Skill
(4 EP) Skill Download: New O.C.C. Related Skill
(5 EP) Upgrade Existing Combat Skill One Level (W.P., HTH, Robot Combat, etc.)
(6 EP) Skill Download: Normally Unavailable Skill

Intrinsic Rewards
(1 EP) Perception Boost (+1)
(3 EP) Perception Boost (+3)
(5 EP) Perception Boost (+5)
(5 EP) Master New Minor Psychic Ability of choice
(10 EP) Master One New Super Psychic Ability of choice
(2 EP + 1 EP per 5 PPE of the Talent) Manifest One New, Common Nightbane Talent
(4 EP + 1 EP per 5 PPE of the Talent) Manifest One New, Elite Nightbane Talent
(2 EP + 1 EP per 3 existing functions) add another 1d4 options to a Morpheus Multifunction trait

Magic Rewards
(2 EP) Access Unlock (Low): New Spell (from Incantation Levels 1-4, 1-2 for Specialty Magic)
(4 EP) Access Unlock (Mid): New Spell (from Incantation Levels 5-8, 3-4 for Specialty Magic)
(10 EP) Access Unlock (High): New Spell (from Incantation Levels 9-12, 5-6 for Specialty Magic)
(15 EP) Access Unlock (Very High): New Spell (from Incantation Levels 13-15, 7-8 for Specialty Magic)
(20 EP) Access Unlock (Legend): New Spell of Legend

Meta Rewards
(# EP) Start a New Character at a higher than standard experience level.
(1 EP) Attribute Boost (applicable to attributes under 16, +1D6)
(1 EP) Automatic Critical Success (includes skill rolls, combat actions, scroll study, tinkering attempt, etc.)
(5 EP) Deus ex machina (Ex post facto EP expenditure for one Automatic Critical Success as above.)
(1 EP) Automatic save vs. Insanity during character creation
(3 EP) Special Item such as a Darkmetal Blade
(5 EP) I.S.P. Boost (+1D4x10)
(5 EP) P.P.E. Boost (+1D4x10)
(5 EP) S.D.C. Boost (+1D4x10)
(5 EP) Attribute Boost (applicable to attributes 16+, +1D6)
(5 EP) Access Unlock: Favorable Contact within Spook Squadron or some other organization.
(8 EP) Access Unlock: Influential Contact within Spook Squadron or some other organization.
(15 EP) Access Unlock: Powerful Contact within Spook Squadron or some other organization.
(20 EP) Access Unlock: Powerful Contact: Nightbane Ancient or Arbiter

Account Rewards
See EU's Standard EP Rewards Menu

Character Unlock Rewards
Note: any Class Unlock is in addition to any Racial Unlock
(1 EP) Access Unlock: Nightbane Race - Doppleganger
(1 EP) Access Unlock: Nightbane Class - Vaash Shaman
(2 EP) Access Unlock: Nightbane Race - Snake Bird or Vaash
(2 EP) Access Unlock: Nightbane Class - Mind Master, Doppleganger Warlord, or Fallen Guardian
(2 EP) Access Unlock: Beyond the Supernatural Class: Nearly any BtS Psychic may be taken
(3 EP) Access Unlock: Nightbane Race - Guardian or Wampyr
(3 EP) Access Unlock: Nightbane Class - Hell Rider or Psychic Bloodhound
(3 EP) Access Unlock: Heroes Unlimited Class - Physical Training or Special Training (EXCEPT the Ancient Master) may be unlocked as a native Natural/Genius Psychic
(4 EP) Access Unlock: Nightbane Race - Flint People
(5 EP) Access Unlock: Nightbane Race - Athanatos
(5 EP) Access Unlock: Nightbane Class - Dream Dancer or Psi-Shaper
(6 EP) Access Unlock: Nightbane Race - Necrophim
(7 EP) Access Unlock: Nightbane Class - Astral Lord or Dream Maker
(9 EP) Access Unlock: Nightbane Class - Astral Mage

Morpheus Creation Rewards
(1 EP) Morpheus Manifestation - Reroll on one Specific Morpheus Table on Random Selection OR Select a Second Morpheus Table if selecting specific tables OR for each extra word after five (5) required to describe a Custom Character OR for every Table specified on the Nightbane Appearance Table if selecting an Appearance from the table (if the table specifies a random number, such as 1d4, the maximum number is used to determine the EP cost)
(2 EP) Morpheus Manifestation - Select a Third Random Morpheus Table on Random Selection OR Pick a Second Specific Morpheus Trait if selecting specific traits OR Select one trait on Eclectic Morpheus as a Fully Expressed Trait
(3 EP) Morpheus Manifestation - Re-roll on any one random table before a Specific Morpheus Table while creating a randomly rolled character OR Select a Fourth Random Morpheus Table on Random Selection OR create an Eclectic Morpheus using selected rather than random traits, create a Demi-Designer Morpheus.
(4 EP) Morpheus Manifestation - Select a Fifth Random Morpheus Table on Random Selection OR a Third Specific Morpheus Trait
(5 EP) Morpheus Manifestation - Select a Sixth Random Morpheus Table on Random Selection
(6 EP) Morpheus Manifestation - Make a Semi-Random table roll OR Select a Seventh Random Morpheus Table on Random Selection, OR Take a second fully manifested Morpheus trait on an Eclectic Morpheus OR Select a third specific trait on a Designer Morpheus
(# EP) Morpheus Manifestation - Any Random Morpheus Table after the first on Random Selection
(2*# EP) Morpheus Manifestation - Any Specific trait after the first on a Designer Morpheus

Usage Notes
:arrow: Each EP award/transfer/transaction will be noted in the player's ledger, or will be considered invalid and subject to removal without warning upon discovery.
:arrow: EP are units of currency that are transferable between players, and are bound to players--not characters.
Last edited by Spiderweb on Thu Dec 14, 2017 6:33 pm, edited 8 times in total.
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Re: Nightbane

Postby Spiderweb » Sun Dec 03, 2017 12:39 pm

Nightbane CHARACTER SHEET TEMPLATE

Player Name: Your first name only--for real! What yo' momma gave ya!
G-Mail: Make sure this is in your profile too, or I'll send you a computer virus!

Character Name:
Alias:
Race:
O.C.C.:
Alignment:
XP Level:
XP Points:
Next Level @ XP:
Faction:
Sentiments/Nightlords:
Sentiments/Nightbane:
Sentiments/Guardians:
Sentiments/Vampires:
Sentiments/Athanatos:
Sentiments/Humans:
Disposition:
Insanity: TO BE DETERMINED VIA YIM CHAT WITH THE GAME MASTER ONCE PC SHEET IS COMPLETED

ATTRIBUTES
I.Q.:
M.E.:
M.A.:
P.S.:
P.P.:
P.E.:
P.B.:
Speed:

PHYSICAL DATA
P.P.E.: Delete if not applicable
I.S.P.: Delete if not applicable
H.P.: Delete if not applicable
S.D.C.: Delete if not applicable
Age:
Sex:
Height:
Weight:
Description: Be brief here folks, just a few lines at most

Racial Abilities
Delete if not applicable

Natural Abilities
Perception Bonus: see rules here
Charm/Impress: (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: (M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: see rules here
Max. Carrying Weight:
Max. Lifting Weight:
Max. Jumping Ability: see rules here

Special Abilities
Delete if not applicable

Morpheus/Gregorian Traits
Delete if not applicable

Psionics
Minor, Major, Master Psionic?
Delete if not applicable

Spell Knowledge
Spell Strength: (starts at 12 in most cases)
Delete if not applicable

Nightbane Talents
Delete if not applicable

O.C.C. Skills
Skill name--Totaled %

O.C.C. Related Skills
Skill name--Totaled %

Secondary Skills
Skill name--Totaled %

Combat Data
HTH Type:
Number of Attacks:
Initiative Bonus:
Strike Bonus:
Parry Bonus:
Dodge Bonus:
Auto-Dodge Bonus: Delete if not applicable
HTH Damage Bonus:
Bonus to Roll w/Punch:
Bonus to Pull a Punch:
Bonus to Disarm:
Other:

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. name--List totaled bonuses from W.P. only

Saving Throw Bonuses
Coma/Death:
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):
Horror Factor (varies):
Add others as needed

NOTE: Do not include leveling information on your character sheet. Gaining a new level is fairly infrequent in Palladium's games, so the inclusion of such is deemed to be CLUTTER, and you will be notified to remove such.

Code: Select all
Player Name: [color=#FF0000]Your first name only--for real! What yo' momma gave ya![/color]
G-Mail: [color=#FF0000]Make sure this is in your profile too, or I'll send you a computer virus![/color]

[b]Character Name:[/b]
[b]Alias:[/b]
[b]Race:[/b]
[b]O.C.C.:[/b]
[b]Alignment:[/b]
[b]XP Level:[/b]
[b]XP Points:[/b]
[b]Next Level @ XP:[/b]
[b]Faction:[/b]
[b]Sentiments/Nightlords:[/b]
[b]Sentiments/Nightbane:[/b]
[b]Sentiments/Guardians:[/b]
[b]Sentiments/Vampires:[/b]
[b]Sentiments/Athanatos:[/b]
[b]Sentiments/Humans:[/b]
[b]Disposition:[/b]
[b]Insanity:[/b] [color=red]TO BE DETERMINED VIA YIM CHAT WITH THE GAME MASTER ONCE PC SHEET IS COMPLETED[/color]

[u][b]ATTRIBUTES[/b][/u]
I.Q.:
M.E.:
M.A.:
P.S.:
P.P.:
P.E.:
P.B.:
Speed:

[b][u]PHYSICAL DATA[/u][/b]
P.P.E.: [color=red]Delete if not applicable[/color]
I.S.P.: [color=red]Delete if not applicable[/color]
H.P.: [color=red]Delete if not applicable[/color]
S.D.C.: [color=red]Delete if not applicable[/color]
Age:
Sex:
Height:
Weight:
Description: [color=red]Be brief here folks, just a few lines at most[/color]

[b][u]Racial Abilities[/u][/b]
[color=red]Delete if not applicable[/color]

[b][u]Natural Abilities[/u][/b]
Perception Bonus: [size=85][url=http://www.explorersunlimited.com/eu/viewtopic.php?f=14&t=4177]see rules here[/url][/size]
Charm/Impress: [color=#008000][size=85](P.B. 15=25%, 14=20%, etc.)[/size][/color]
Invoke Trust/Intimidate: [color=#008000][size=85](M.A. 15=35%, 14=30%, etc.)[/size][/color]
Max. Encumbrance: [size=85][url=http://www.explorersunlimited.com/eu/viewtopic.php?f=14&t=4619]see rules here[/url][/size]
Max. Carrying Weight:
Max. Lifting Weight:
Max. Jumping Ability: [size=85][url=http://www.explorersunlimited.com/eu/viewtopic.php?f=14&t=4619]see rules here[/url][/size]

[b][u]Special Abilities[/u][/b]
[color=red]Delete if not applicable[/color]

[b][u]Morpheus/Gregorian Traits[/u][/b]
[color=red]Delete if not applicable[/color]

[b][u]Psionics[/u][/b]
[color=#0040FF][i]Minor, Major, Master Psionic?[/i][/color]
[color=red]Delete if not applicable[/color]

[b][u]Spell Knowledge[/u][/b]
[i][color=#0040FF]Spell Strength: (starts at 12 in most cases)[/color][/i]
[color=red]Delete if not applicable[/color]

[b][u]Nightbane Talents[/u][/b]
[color=red]Delete if not applicable[/color]

[b][u]O.C.C. Skills[/u][/b]
[color=red]Skill name--Totaled %[/color]

[b][u]O.C.C. Related Skills [/u][/b]
[color=red]Skill name--Totaled %[/color]

[b][u]Secondary Skills[/u][/b]
[color=red]Skill name--Totaled %[/color]

[u][b]Combat Data[/b][/u]
HTH Type:
Number of Attacks:
Initiative Bonus:
Strike Bonus:
Parry Bonus:
Dodge Bonus:
Auto-Dodge Bonus: [color=red]Delete if not applicable[/color]
HTH Damage Bonus:
Bonus to Roll w/Punch:
Bonus to Pull a Punch:
Bonus to Disarm:
Other:

[b][u]Weapon Proficiencies[/u][/b]
[size=85][color=#0000FF][i]Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost[/i][/color][/size]
[color=red]W.P. name--List totaled bonuses from W.P. only[/color]

[b][u]Saving Throw Bonuses[/u][/b]
Coma/Death:
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):
Horror Factor (varies):
[color=red]Add others as needed[/color]
Last edited by Spiderweb on Fri Dec 15, 2017 8:18 pm, edited 4 times in total.
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Re: Nightbane

Postby Spiderweb » Fri Dec 08, 2017 3:55 am

Finally got to the part of the Nightbane Survival Guide where they posted 12 common Nightbane occupations and a skill list for each. I can not cut and paste from the NSG, but I will copy those in by hand in the near future.

Note 1: Any skill that has an "or" listing you only get the choice of one of the skills as an Occupation skill.

Note 2: Anyone who wants to take advantage of a previous occupation for the reduced cost secondary skills needs to select skills listed as occupational or related skills.

Note 3: "Other" Related skills are generally selected from a list very close to the same as the secondary skills list, though possibly with a few skills added or removed. If a skill seems appropriate to the character occupation, is not on the secondary list, and is not listed in the occupation, ask if it is on the Related Skills list for the class (for the moment, I am not going to spend the time to hand copy all ten related skill lists).

01%-10% Street Schooled: Occupation Skills - Hand to Hand: Basic, Barter +12%, Begging +20%, Bicycling +10% (or Automobile +4%), Language: Native +10%, Literacy +5%, Lore: Nightbane (or Nightlands) +25%, Roadwise +12%, Salvage +15%, Streetwise +30%, WP Knife (or WP Blunt). Related Skills - One Rogue, one Domestic, one Technical (3 other skills). Note: Available to children under 16

11%-20% Street Thug: Occupation Skills - Hand to Hand: Expert, Language: Native +15%, Literacy +10%, Lore: Nightlands (or Factions) +25%, Wrestling (or Boxing), Roadwise +10%, Streetwise +30%, Streetwise: Drugs +25%, WP Knife (or Blunt), and WP Automatic Pistol. Related Skills: 2 Espionage Skills, 2 Rogue Skills, 1 Physical skill (2 other skills). Note: Characters 16+

21%-25% High School Graduate: Occupation Skills - Hand to Hand: Basic, Bicycling +10%, Computer Operation +15%, Language (Native) +15%, Literacy +20%, Math: Basic +20%, Pilot: Automobile +4%. Related Skills: 3 Domestic, 1 Technical, (5 other skills)
Note: Characters 17+

25%-30% Associates Degree or Vocational Training Occupation Skills - Hand to Hand: Basic, Bicycling +6%, Computer Operation +20%, Language (Native) +25%, Literacy +30%, Math: Basic +20%, Pilot: Automobile +10%. Related Skills: 2 Domestic (or Piloting), 3 skills from one area of expertise (Communications, Electrical, Mechanical, Medical or Science) at +10% (5 other skills)
Note: Characters 19+

31%-35% College Graduate (Bachelor's Degree) Occupation Skills - Hand to Hand: Basic, Bicycling +6%, Computer Operation +25%, Language (Native) +30%, Literacy +40%, Math: Basic +30%, Pilot: Automobile +10%. Related Skills - 3 skills from one area of expertise (Communications, Electrical, Mechanical, Medical, Science, or Technical) at +20% (9 other skills)
Note: Characters 22+

35%-40% First Responder/Rescue Worker/Law Officer Occupation Skills - Hand to Hand: Basic, Climbing +20%, Combat Driving, Computer Operations +20%, Paramedic (+20%), Language: Native (+25%), Literacy (+30%), Math: Basic (+30%), Pilot: Automobile (+ 12%) or Pilot: Truck (+16%), and Radio: Basic (+20%). Related Skills -Select two Pilot or Pilot Related skills and two from Medical or Technical skills that relate to the character's role as a First Responder (e.g. Excavation, Firefighting, Law, Rope Works, etc.; +20% skill bonus) as the character's area of special training (6 other skills)
Note: Age 22+

41-50% Laborer/Worker: Light Occupation Skills - Hand to Hand: Basic, Aerobic Athletics, Computer
Operation (+20%), General Repair & Maintenance (+15%), Language: Native (+25%), Literacy (+30%), Math: Basic
(+20%), and Pilot: Automobile or Truck(+ 10%). Related Skills - Select three skills from one of the
following skill categories as the character's area of work/special training (Communications, Domestic, Mechanical, Science or Technical) +15%
Note: Age 17+

51-60% Heavy Laborer/Construction Occupation Skills - Hand to Hand: Basic, Barter ( + 16% ), Computer Operation
(+30%), General Repair & Maintenance (+20%), Jury-Rig (+15%), Language: Native (+25%), Literacy (+30%),
Math: Basic (+30%), Physical Labor, Pilot: Automobile or Truck (+10%), Radio Basic (+10%), and Salvage (+15%). Related Skills - Select three skills from one of the following skill categories as the character's area of work/speciality
(Electrical, Mechanical, Pilot, or Technical) +15%, (7 other skills)
Note: 21+

61-70% Mechanic & Repair Occupation Skills - Hand to Hand: Basic, Basic Electronics (+15%), Computer Operation (+25%), General Repair & Maintenance (+20%), Jury-Rig (+10%), Language: Native (+25%), Literacy (+30%), Math: Basic (+20%), Pilot: Automobile (+10%), and Salvage (+15%). Related Skills - 4 Mechanical Skills +15% (7 other skills)
Note: 18+

71-80% Computer/Electronics Occupation Skills - Hand to Hand: Basic, Bicycling (+4%), Computer Hacking (+25%), Computer Operation (+30%), Computer Programming (+30%), Computer Repair (+20%), Language: Native
(+30%), Literacy (+40%), Math: Basic (+30%), Netwise (+25%) and Pilot: Automobile (+6%). Related Skills - 2 Skills each from Communications and Technical at +15% (6 other skills)
Note: 16+

81-90% Military/Soldier Occupation Skills - Hand to Hand: Basic, Climbing (+20%), Computer Operation (+25%), Language: Native (+30%), Literacy (+35%), Math: Basic (+30%), Military Etiquette (+20%), Pilot: Automobile
(+10%), Radio: Basic (+20%), Running, W.P. Knife and W.P. Automatic Rifle. Related Skills - Select three skills from Military, two from Physical, and two from Communications or Espionage, and two W.P.s (any) of choice (each of these military related skills gets a +20% bonus; not applicable to Physical skills). (5 Other Skills)
Note: 20+

91-00% Driver/Delivery/Trucker Occupation Skills - Hand to Hand: Basic, Combat Driving, Computer
Operation (+15%), Land Navigation (+20%), Language: Native (+25%), Literacy (+30%), Math: Basic (+20%), Pilot: Automobile(+12%), Pilot: Truck (+20%), and Roadwise (+30%). Related Skills - Select three Technical (+15%) or Pilot (+20%) skills (any except military vehicles) for the character's area of expertise (5 Other Skills)
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Re: Nightbane

Postby Spiderweb » Fri Dec 08, 2017 7:12 pm

Common Nightbane Insanity Table:
01-10% Death Wish
11-15% Superman Syndrome
16-20% Doctor Jekyll & Mister Hyde Syndrome
21-25% Recluse
26-30% Nightbane-centric
31-40% Scared secret identity will be discovered
41-45% Gloom and Doom
46-50% Performance Anxiety
51-55% Post-Traumatic Syndrome
56-60% Evil Seed Syndrome
61-70% Common Nightbane Phobia
71-80% Common Nightbane Obsession
81-85% Roll on the Random Phobia or Obsession Table in the RPG.
86-90% Roll on the Random Insanity Table in the RPG.
91-95% Roll on the Neurosis Table in the RPG.
96-00% Roll on the Psychosis Table in the RPG
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Re: Nightbane

Postby Spiderweb » Sat Dec 09, 2017 5:55 pm

So the steps in character creation should be:
  • Make sure you have an open character slot.
  • Select a Race.
  • Roll Dice...for all races roll one more die of the same type and drop the lowest.
  • For Humans, Nightbane, Doppelgangers, and Wampyrs: If the attribute roll is over 15, roll for exceptional attributes.
  • If Playing a Nightbane, determine Morpheus effects.
  • Select a Character class (assuming it is not predetermined by Race)
  • Select a former occupation (optional) preferably roll this randomly.
  • Determine Skills.
  • Get Gear.
  • Check for Insanity.
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Re: Nightbane

Postby Spiderweb » Sun Dec 10, 2017 7:01 am

Nightbane Skill List

  • It is highly recommended that everyone who makes a character use this list.
  • It will save you quite a bit of headache during both the creation and review process.
  • Skills do not stop advancing at 98%.
  • A skill roll of 97-00 is always a critical failure regardless of one's level of skill.

SECONDARY SKILL SELECTION: Only those skills listed below and marked with an (s) are selectable as a secondary skill.

Key:
    * These skills provide additional percentage bonuses or special skills. Full details can be found under the appropriate skill description.
    + This skill has prerequisites. See skill description for full details.
    (s) Indicates the skill can be taken as a secondary skill.
    Skills in orange can be found in The Nightbane Survival Guide.
    Skills in blue are not from Nightbane, but seem reasonable for the setting and are therefore included.

Communications
+ Cryptography 25% (+5%)
+ Laser Communications 30% (+5%)
(s) * Optic Systems 30% (+5%)
(s) * Performance 30% (+5%)
(s) * Public Speaking 30% (+5%)
(s) Radio: Basic 45% (+5%)
(s) Sign Language 25% (+5%)
+ Surveillance 30% (+5%)
    Tailing 30% (+5%)
T.V./Video 25% (+4%)

Code: Select all
Cryptography 25% [size=85](+5%)[/size]
Laser Communications 30% [size=85](+5%)[/size]
Optic Systems 30% [size=85](+5%)[/size]
Performance 30% [size=85](+5%)[/size]
Public Speaking 30% [size=85](+5%)[/size]
Radio: Basic 45% [size=85](+5%)[/size]
Sign Language 25% [size=85](+5%)[/size]
Surveillance 30% [size=85](+5%)[/size]
[list]Tailing 30% [size=85](+5%)[/size][/list]
T.V./Video 25% [size=85](+4%)[/size]


Domestic
(s) * Brewing: Basic 25%/30% (+5%)
(s) Cook 35% (+5%)
(s) Dance 30% (+5%)
(s) Fishing 40% (+5%)
(s) Gardening 36% (+4%)
(s) Housekeeping 35% (+5%)
(s) Play Musical Instrument 35% (+5%)
(s) Sewing 40% (+5%)
(s) Sing 35% (+5%)
(s) Wardrobe & Grooming 50% (+4%)
Code: Select all
Brewing: Basic 25%/30% [size=85](+5%)[/size]
Cook 35% [size=85](+5%)[/size]
Dance 30% [size=85](+5%)[/size]
Fishing 40% [size=85](+5%)[/size]
Gardening 36% [size=85](+4%)[/size]
Housekeeping 35% [size=85](+5%)[/size]
Play Musical Instrument 35% [size=85](+5%)[/size]
Sewing 40% [size=85](+5%)[/size]
Sing 35% [size=85](+5%)[/size]
Wardrobe & Grooming 50% [size=85](+4%)[/size]


Electrical
(s) Basic Electronics 30% (+5%)
(s) Computer Repair 30% (+5%)
+ Electrical Engineer 35% (+5%)
Code: Select all
Basic Electronics 30% [size=85](+5%)[/size]
Computer Repair 30% [size=85](+5%)[/size]
Electrical Engineer 35% [size=85](+5%)


Espionage
Detect Ambush 30% (+5%)
* Detect Concealment 25% (+5%)
* Disguise 25% (+5%)
* Escape Artist 30% (+5%)
* Forgery 20% (+5%)
* Impersonation 30%/16% (+4%)
Intelligence 32% (+4%)
Interrogation 40% (+5%)
Pick Locks 30% (+5%)
Pick Pockets 25% (+5%)
* Sniper
Tracking: People 25% (+5%)
    Counter Tracking 25% (+5%)
Undercover Ops 30% [size=85](+5%)
Wilderness Survival 30% (+5%)
Code: Select all
Detect Ambush 30% [size=85](+5%)[/size]
Detect Concealment 25% [size=85](+5%)[/size]
Disguise 25% [size=85](+5%)[/size]
Escape Artist 30% [size=85](+5%)[/size]
Forgery 20% [size=85](+5%)[/size]
Impersonation 30%/16% [size=85](+4%)[/size]
Intelligence 32% [size=85](+4%)[/size]
Interrogation 40% [size=85](+5%)[/size]
Pick Locks 30% [size=85](+5%)[/size]
Pick Pockets 25% [size=85](+5%)[/size]
Sniper
Tracking: People 25% [size=85](+5%)[/size]
[list]Counter Tracking 25% [size=85](+5%)[/list]
Undercover Ops 30% [size=85](+5%)[/size]
Wilderness Survival 30% [size=85](+5%)[/size]


Mechanical
Aircraft Mechanics 25% (+5%)
(s) Automotive Mechanics 25% (+5%)
(s) Basic Mechanics 30% (+5%)
+ Locksmith 25% (+5%)
+ Mechanical Engineer 25% (+5%)
* Vehicle Armorer 30% (+5%)
* + Weapons Engineer 25% (+5%)
Code: Select all
Aircraft Mechanics 25% [size=85](+5%)[/size]
Automotive Mechanics 25% [size=85](+5%)[/size]
Basic Mechanics 30% [size=85](+5%)[/size]
Locksmith 25% (+5%)
Mechanical Engineer 25% [size=85](+5%)[/size]
[color=orange]Vehicle Armorer 30% [size=85](+5%)[/size]
Weapons Engineer 25% [size=85](+5%)[/size]


Medical
* + Crime Scene Investigation 35% (+5%)
(s) First Aid 45% (+5%)
+ Forensics 35% (+5%)
* Holistic Medicine 30%/20% (+5%)
+ Medical Doctor 60%/50% (+5%)
* + Pathology 40% (+5%)
Paramedic 40% (+5%)
+Toxicology 40% (+5%)

Code: Select all
* + Crime Scene Investigation 35% [size=85](+5%)[/size]
First Aid 45% [size=85](+5%)[/size]
Forensics 35% [size=85](+5%)[/size]
Holistic Medicine 30%/20% [size=85](+5%)[/size]
Medical Doctor 60%/50% [size=85](+5%)[/size]
Pathology 40% [size=85](+5%)[/size]
Paramedic 40% [size=85](+5%)[/size]
Toxicology 40% [size=85](+5%)[/size]


Military
(s) Camouflage 20% (+5%)
Demolitions 60% (+3%)
Demolitions Disposal 60% (+3%)
Demolitions: Underwater 56% (+3%)
[color=orange]* Field Armorer & Munitions Expert 40% (+5%)
Military Etiquette 35% (+5%)
Strategy & Tactics 30% (+5%)
[color=orange](s) Recognize Weapon Quality 25% (+5%)

Trap Construction 20% (+4%)
Trap & Mine Detection 20% (+5%)
Code: Select all
Camouflage 20% [size=85](+5%)[/size]
Demolitions 60% [size=85](+3%)[/size]
Demolitions Disposal 60% [size=85](+3%)[/size]
Demolitions: Underwater 56% [size=85](+3%)[/size]
Field Armorer & Munitions Expert 40% [size=85](+5%)[/size]
Military Etiquette 35% [size=85](+5%)[/size]
Strategy & Tactics 30% [size=85](+5%)[/size]
Recognize Weapon Quality 25% [size=85](+5%)[/size]
Trap Construction 20% [size=85](+4%)[/size]
Trap & Mine Detection 20% [size=85](+5%)[/size]


Physical
No HTH Training
(s) HTH Basic
HTH Expert
HTH Martial Arts
HTH Commando
HTH Assassin
* Acrobatics
(s) * Aerobic Athletics
(s) * Athletics (General)
(s) * Body Building & Weight Lifting
* Boxing
(s) Climbing 40% (+5%)
    Rappelling 30% (+5%)
* Gymnastics
* Kick Boxing
+ * Outdoorsmanship
* Physical Labor
Prowl 25% (+5%)
(s) * Running
(s) Swimming 50% (+5%)
+ S.C.U.B.A. 25% (+5%)
* Wrestling
Code: Select all
HTH Basic
HTH Expert
HTH Martial Arts
HTH Commando
HTH Assassin
Acrobatics
Aerobic Athletics
Athletics (General)
Body Building & Weight Lifting
Boxing
Climbing 40% [size=85](+5%)[/size]
[list]Rappelling 30% [size=85](+5%)[/size][/list]
Gymnastics
Kick Boxing
Outdoorsmanship
Physical Labor
Prowl 25% [size=85](+5%)[/size]
Running
Swimming 50% [size=85](+5%)[/size]
S.C.U.B.A. 25% [size=85](+5%)[/size]
Wrestling


Pilot
Civilian
Airplane 50% (+4%)
(s) Automobile 60% (+2%)
(s) Bicycling 44% (+4%)
(s) Boats: Motorboat, Race & Hydrofoil 55% (+5%)
(s) Boats: Paddle/Canoe Types 50% (+5%)
(s) Boats: Sail Types 60% (+5%)
Boats: Ships/Seamanship (Sailing Ships: 45% (+5%; Motor Driven Ships: 40% [size=85](+5%)
Helicopter 35% (+5%)
(s) Horsemanship: General 40%/20% (+4%)
(s) Hover Craft (Ground) 50% (+5%)
Jet Aircraft 40% (+4%)
(s) Motorcycles & Snowmobiles 60% (+4%)
Tracked & Construction Vehicles 40% (+4%)
Truck 40% (+4%)
Military:
* Combat Driving
Jet Fighters 40% (+4%)
Jet Packs 42% (+4%)
Submersibles 40% (+4%)
Tanks & APCs 36% (+4%)
Code: Select all
Airplane 50% [size=85](+4%)[/size]
Automobile 60% [size=85](+2%)[/size]
Bicycling 44% [size=85](+4%)[/size]
Boats: Motorboat, Race & Hydrofoil 55% [size=85](+5%)[/size]
Boats: Paddle/Canoe Types 50% [size=85](+5%)[/size]
Boats: Sail Types 60% [size=85](+5%)[/size]
Boats: Ships/Seamanship (Sailing Ships: 45% [size=85](+5%; Motor Driven Ships: 40% [size=85](+5%)[/size]
Helicopter 35% [size=85](+5%)[/size]
Horsemanship: General 40%/20% [size=85](+4%)[/size]
Hover Craft (Ground) 50% [size=85](+5%)[/size]
Jet Aircraft 40% [size=85](+4%)[/size]
Motorcycles & Snowmobiles 60% [size=85](+4%)[/size]
Tracked & Construction Vehicles 40% [size=85](+4%)[/size]
Truck 40% [size=85](+4%)[/size]
Combat Driving
Combat Helicopters 52% [size=85](+4%)[/size]
Combat Jump Bike 45% [size=85](+5%)[/size]
Combat Pod (Naruni Vehicle) 40% [size=85](+4%)[/size]
Jet Fighters 40% [size=85](+4%)[/size]
Jet Packs 42% [size=85](+4%)[/size]
Submersibles 40% [size=85](+4%)[/size]
Tanks & APCs 36% [size=85](+4%)[/size]


Pilot Related
+ Navigation 40% (+5%)
Sensory Equipment 30% (+5%)
* Weapon Systems 40% (+5%)
Code: Select all
Navigation 40% [size=85](+5%)[/size]
Sensory Equipment 30% [size=85](+5%)[/size]
Weapon Systems 40% [size=85](+5%)[/size]


Rogue
* + Computer Hacking 20% (+5%)
Concealment 20% (+4%)
* Find Contraband 26% (+4%)
I.D. Undercover Agent 30% (+4%)
Netwise
* Palming 20% (+5%)
Pick Locks 30% (+5%)
Pick Pockets 25% (+5%)
Prowl 25% (+5%)
Roadwise 26% (+4%)
* + Safe-Cracking 20% (+4%)
* Seduction 20% (+3% plus Attribute bonuses)
* Streetwise 20% (+4%)
Streetwise: Drugs 25% (+5%)[/color]
Code: Select all
Cardsharp 24% [size=85](+4%)[/size]
Computer Hacking 20% [size=85](+5%)[/size]
Concealment 20% [size=85](+4%)[/size]
Find Contraband 26% [size=85](+4%)[/size]
I.D. Undercover Agent 30% [size=85](+4%)[/size]
Palming 20% [size=85](+5%)[/size]
Pick Locks 30% [size=85](+5%)[/size]
Pick Pockets 25% [size=85](+5%)[/size]
Prowl 25% [size=85](+5%)[/size]
Roadwise 26% [size=85](+4%)[/size]
Safe-Cracking 20% [size=85](+4%)[/size]
Seduction 20% [size=85](+3% plus Attribute bonuses)[/size]
Streetwise 25% [size=85](+5%)[/size]
Streetwise: Drugs 25% [size=85](+5%)[/size]
Tailing 30% [size=85](+5%)[/size]


Science
* Anthropology 30% (+5%)
* Archaeology 30%/20% (+5%)
(s) * + Astronomy 30% (+5%)]
Biology 30% (+5%)
Botany 25% (+5%)
Chemistry 30% (+5%)
+ Chemistry: Analytical 25% (+5%)
(s) Mathematics: Basic 45% (+5%)
(s) * Mathematics: Advanced 45% (+5%)
Code: Select all
Archaeology 30%/20% [size=85](+5%)[/size]
Astronomy 30% [size=85](+5%)[/size]
Biology 30% [size=85](+5%)[/size]
Botany 25% [size=85](+5%)[/size]
Chemistry 30% [size=85](+5%)[/size]
Chemistry: Analytical 25% [size=85](+5%)[/size]
Mathematics: Basic 45% [size=85](+5%)[/size]
Mathematics: Advanced 45% [size=85](+5%)[/size]


Technical
(s) Art 35% (+5%)
(s) *Barter 30% (+4%)
(s) Begging 30% (+3%)
(s) + Computer Operation 40% (+5%)
(s) + Computer Programming 30% (+5%)
(s) * Excavation 30% (+5%)
(s) Firefighting 30% (+5%)
(s) General Repair & Maintenance 35% (+5%)
(s) History 32%/24% (+4%)
(s) + Jury-Rig 25% (+5%)
(s) Language: Native Tongue 88% (+1%)
(s) Language: Other 50% (+3%)
    American (English)
    Chinese
    Demogogian (Demons, and other Supernatural Beings)
    Dragonese/Elven
    Japanese
    Russian
    Spanish
    Other (Specify)
(s) Law (+5%)
(s) Literacy: Native Language 40% (+5%)
(s) Literacy: Other 30% (+5%)
(s) Lore: Demons & Monsters 30% (+5%)
(s) Lore: Geomancy & Ley Lines 30% (+5%)
(s) * Lore: Magic
    General Knowledge: 25% (+5%)
    Recog. Magic Circles, Runes, etc: 15% (+5%)
    Recognize Enchantment 10% (+4%)[/size]

(s) Lore: Vampires 20% (+5%)
(s) Lore: Factions 30% (+5%)
(s) Lore: Nightbane 30% (+5%)
(s) * Lore: Nightlands
(s) Lore: Religion 20% (+5%)
(s) * Mythology 30% (+5%)
(s) Philosophy 30% (+5%)
(s) Photography 35% (+5%)
(s) Recycling 30% (+5%)
(s) * Research 40% (+5%)
(s) Rope Works 30% (+5%)
(s) Salvage 35% (+5%)
(s) + Writing 25% (+5%)
Code: Select all
Art 35% [size=85](+5%)[/size]
Begging 30% [size=85](+3%)[/size]
Computer Operation 40% [size=85](+5%)[/size]
Computer Programming 30% [size=85](+5%)[/size]
Excavation 30% [size=85](+5%)[/size]
Firefighting 30% [size=85](+5%)[/size]
General Repair & Maintenance 35% [size=85](+5%)[/size]
History 32%/24% [size=85](+4%)[/size]
Jury-Rig 25% [size=85](+5%)[/size]
(s) Language: Native Tongue 88% [size=85](+1%)[/size]
(s) Language: Other 50% [size=85](+3%)[/size]
[list]American (English)
Chinese
Demogogian (Gargoyles, Brodkil, Daemonix, Deevils, Demons, and other Supernatural Beings)
Dragonese/Elven
Japanese
Russian
Spanish
Other (Specify)[/list]
Law: General 35% [size=85](+5%)[/size]
(s) Literacy: Native Language 40% [size=85](+5%)[/size]
(s) Literacy: Other 30% [size=85](+5%)[/size]
Lore: Demons & Monsters 30% [size=85](+5%)[/size]
Lore: Geomancy & Ley Lines 30% [size=85](+5%)[/size]
Lore: Magic
[size=85]--General Knowledge: 25% (+5%)
--Recog. Magic Circles, Runes, etc: 15% (+5%)
--Recognize Enchantment 10% (+4%)[/size]
Mythology 30% [size=85](+5%)[/size]
Philosophy 30% [size=85](+5%)[/size]
Photography 35% [size=85](+5%)[/size]
Recycling 30% [size=85](+5%)[/size]
Research 40% [size=85](+5%)[/size]
Rope Works 30% [size=85](+5%)[/size]
Salvage 35% [size=85](+5%)[/size]
Writing 25% [size=85](+5%)[/size]


Weapon Proficiency
Ancient Weapons
(s) W.P. Archery
    +1 to strike at levels 1, 2, 4, 6, 8, 10, 12,and 14. +1 to parry with the bow itself at level 1, and +1 to disarm at levels 2, 5, 10,and 15.
    Rate of Fire: As per the character's hand-to-hand attacks per melee.
    Range: Range is listed on page 326 of RUE, but a trained archer can try a shot at 50% greater distance but does so without the benefit of any bonuses to strike or disarm.
(s) W.P. Axe
    +1 to strike and parry at levels 2, 5, 8, 12, and 15. +1 to strike when thrown at levels 5, 8, and 12; not designed for throwing.
(s) W.P. Blunt
    +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
(s) W.P. Chain
    +1 to strike at levels 1, 3, 7, 10, and 13. +1 to parry at levels 4, 8, and 12. Cannot be used to entangle, and cannot be thrown with any accuracy (-3 to strike when thrown).
(s) W.P. Knife
    +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
(s) W.P. Pole Arm
    +2 to damage at levels 2 and 8. +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 3, 8, and 12; not designed for throwing.
(s) W.P. Rope
    +1 to strike at levels 1, 4, 8, 12, and 15. +1 to entangle, and +1 to disarm.
    Note: the Roping skill gives an additional bonus of +2 to strike and +2 to disarm when using against humanoid targets.
(s) W.P. Sword
    +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
(s) W.P. Whip
    +1 to strike, disarm, or entangle at levels 2, 4, 7, 10, and 13. +1 to damage at levels 2, 4, 8, and 12. Cannot be used to parry, nor can it be thrown.
(s) W.P. Handguns
    +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
(s) W.P. Rifles
    +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
(s) W.P. Shotgun
    +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun
    +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Heavy Military Weapons
    +1 to strike at levels 1, 3, 6, 10, and 14.
Code: Select all
W.P. Archery - [size=85]+1 to strike at levels 1, 2, 4, 6, 8, 10, 12,and 14. +1 to parry with the bow itself at level 1, and +1 to disarm at levels 2, 5, 10,and 15.
[u]Rate of Fire:[/u] As per the character's hand-to-hand attacks per melee.
[u]Range[/u]: Range is listed on page 326 of RUE, but a trained archer can try a shot at 50% greater distance but does so without the benefit of any bonuses to strike or disarm.[/size]
W.P. Axe - [size=85]+1 to strike and parry at levels 2, 5, 8, 12, and 15. +1 to strike when thrown at levels 5, 8, and 12; not designed for throwing.[/size]
W.P. Blunt - [size=85]+1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.[/size]
W.P. Chain - [size=85]+1 to strike at levels 1, 3, 7, 10, and 13. +1 to parry at levels 4, 8, and 12. Cannot be used to entangle, and cannot be thrown with any accuracy (-3 to strike when thrown). [/size]
W.P. Knife - [size=85]+1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13. [/size]
W.P. Paired Weapons (see RUE p. 327)
W.P. Pole Arm - [size=85]+2 to damage at levels 2 and 8. +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 3, 8, and 12; not designed for throwing. [/size]
W.P. Rope - [size=85]+1 to strike at levels 1, 4, 8, 12, and 15. +1 to entangle, and +1 to disarm. Note: the Roping skill gives an additional bonus of +2 to strike and +2 to disarm when using against humanoid targets. [/size]
W.P. Sword - [size=85]+1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing. [/size]
W.P. Targeting - [size=85]+1 to strike at levels, 1, 3, 7, and 10. If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both proficiencies.[/size]
W.P. Whip - [size=85]+1 to strike, disarm, or entangle at levels 2, 4, 7, 10, and 13. +1 to damage at levels 2, 4, 8, and 12. Cannot be used to parry, nor can it be thrown.[/size](s) W.P. Handguns
[list]+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14. [/list]
(s) W.P. Rifles
[list]+1 to strike at levels 1, 3, 5, 7, 9, 11, and 13. [/list]
(s) W.P. Shotgun
[list]+1 to strike at levels 1, 3, 6, 10, and 14. [/list]
W.P. Sub-Machine Gun
[list]+1 to strike at levels 1, 3, 6, 9, 12, and 15. [/list]
W.P. Heavy Military Weapons
[list]+1 to strike at levels 1, 3, 6, 10, and 14. [/list]


Wilderness
Boat Building 25% (+5%)
(s) * Carpentry 25% (+5%)
(s) * Hunting
(s) Identify Plants & Fruit 25% (+5%)
(s) Land Navigation 36% (+4%)
(s) Preserve Foods 30% (+5%)
(s) * Skin & Prepare Animal Hides 30% (+5%)
(s) Track & Trap Animals 20%/30% (+5%)
Code: Select all
Boat Building 25% [size=85](+5%)[/size]
Carpentry 25% [size=85](+5%)[/size]
Hunting
Identify Plants & Fruit 25% [size=85](+5%)[/size]
Land Navigation 36% [size=85](+4%)[/size]
Preserve Foods 30% [size=85](+5%)[/size]
Skin & Prepare Animal Hides 30% [size=85](+5%)[/size]
Track & Trap Animals 20%/30% [size=85](+5%)[/size]
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Spiderweb
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Re: Nightbane

Postby Spiderweb » Mon Dec 11, 2017 12:15 am

General Rules for all characters:
  • In general, only one morpheus ability can affect any given body part. For example, you can not have a proboscis and fangs on the same character unless you also have multiple mouths. An exception can be made if one ability is substance based and the other is form based...for example one trait says you are stone or metal or biomechanical in an arm area and another says the arm area is in the form of Bear's Leg, then you can combine to get say a biomechanical bear's leg.
  • This also goes for weapon and tool morpheus abilities: you only get one hand-held weapon, one ranged weapon, and one set of special tools at maximum (note that several Morpheus ability count as a sets of tools, like Pills, Mushrooms, or a game controller). If random rolling gives you more than one, pick one and re-roll the other. Exception 1: If a single Morpheus roll grants the character multiple weapons of the same type (like a Soldier with a Rifle and Pistol), then they count as only one item. Exception 2: If the character rolls multiple tools, they may, if they wish, add extra options or uses to an existing tool morpheus. They may pick which of the Tool based Morpheus traits manifests, but the other is still counted as having been rolled.
  • Natural weapons are different from hand held weapons, a character may have claws, fangs, a tail with a stinger, and spiny skin all on the same character and still have something like a sword or gun. However, if a morpheus from does not have hands or otherwise could not use a hand held weapon such as by having large non retracting claws, they should not also have hand held weapons. In the case of such a roll contradiction, the character must select which trait manifests and which is discarded (generally the discarded one is rerolled).
  • Biologists tend to divide the body into 11 body areas...and one can have the weapons and tool traits as well, so no more than 14 Morpheus traits per character.

A) Random Rolling (Select only one version of Random rolling to use)
1) An entirely random Morpheus is free, one roll on the base table and all required later tables. This roll must be public.
1a) A second completely random roll costs 3 EP
1b) A reroll on any one specific morpheus table costs 1 EP
1c) A second reroll on any table is not allowed on a "random" morpheus

2) A single roll on a single specific morpheus table of choice is free.
2a) Any additional roll on any specific morpheus table costs a number of EP Equal to the number of previous table rolls made. That means to roll on 5 morpheus tables, you need to spend 1+2+3+4=10 EP. A Reroll on any table costs the same number of EP as the first roll plus one.

3) A Complex table roll may be selected for a number of EP equal to the number of rolls the table requires you to make. IE, if you want a "Living Myth", then you spend 4 EP.

4) A "Semi Random" Roll. You have the choice of 3 Rolls. These 3 rolls can be made either on the Appearance table (IE greater choice of Trait Table) OR on one of the final tables (IE, Greater choice of individual Trait)...all other rolls are random as normal. You may not spend EP to reroll. You must choose before rolling whether to use the appearance table or the final table. This costs 6 EP.

5) Eclectic Morpheus. You get the choice of 3 rolls on the the Appearance Table and 3 on each end table BUT you are more limited on the bonuses you can accumulate. Because their wide variety of Nightbane Abilities, Eclectics tend to lack the focus of other Nightbane, and fail to fully manifest their abilities. All attribute bonuses from talents are averaged between talents that effect the same attribute (IE, everything that has a +PS bonus would be added together and then divided by the number of bonuses/penalties. Nightbane abilities that do not add together are not counted for division purposes.) For 2 EP, a single Nightbane ability may be fully manifest, a fully manifest ability has all bonuses and is not included with other Eclectic abilities when it comes to addition or division. For 6 EP a second Nightbane ability may be fully Manifest. No more than 2 abilities should be Fully Manifest on an Eclectic.

B) Designer Character
1) Standard: Any single nightbane trait is free.
1a) All additional nightbane traits cost TWICE as much in EP as the number of traits the character possesses already (IE 4 traits is 12 EP)

2) Designer Eclectic Morpheus - Some people just like to look freaky, so if you really want to you may pick a number of traits for your Morpheus, but follow the Eclectic rules above regarding the effects of stacking. This costs 3EP.

3) Demi Designed Morpheus - Pick one trait you feel is required for the character you want, then roll randomly and subtract one morpheus trait from those rolled. This costs 3 EP.

C) Custom Character
1) Describe your nightbane in prose terms. Pay a number of EP Equal to the number of words needed to describe what you want. The GM assigns you traits based upon your description. The first five words are free.

2) Roll 1d4+2, pick that many personality traits of the character to manifest as Morpheus traits. Describe each personality trait and have the GM create a Morpheus based on them.
Last edited by Spiderweb on Wed Dec 13, 2017 7:00 pm, edited 1 time in total.
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Spiderweb
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Re: Nightbane

Postby Spiderweb » Wed Dec 13, 2017 5:04 pm

Table from Nightbane Survival guide
New Appearance Table
Roll percentile dice or, if the G.M. allows it, select one of the
following.
01-05% Almost Human: This is your "Ken" or "Barbie" a
Nightbane Morphus that looks almost totally human, except for
one inhuman trait. Roll once on the Disproportion Table or Unusual
Facial Features Table to determine the type of unusual
characteristic. If the result asks for more than one characteristic,
ignore it and re-roll. Bonuses: In addition, the Almost Human
Nightbane gets + 1D4 to M.A., + 1D4 to P.B., +2D6 to S.D.C.
and + 1 to Perception Rolls.
06-10% Inhuman but Beautiful: The Nightbane's Morphus
combines a beautiful appearance with a touch of the bizarre and
inhuman. Roll once on the Unearthly Beauty Table (page 92 of
the Nightbane® RPG) and then once on the New Nightbane
Characteristics Table that follows.
11-15% Marred Beauty: The character has a beautiful
Morphus, but it is marred by a gruesome stigmata. Roll on the
Unearthly Beauty Table (page 92 of the Nightbane® RPG), the
Stigmata Table (page 101 of the Nightbane® RPG or the one
in this book) and once on the New Nightbane Characteristics
Table that follows.
16-20% Dimensional Traveler: A blending of science and
magic, this Nightbane appears to be something from an alien dimension.
Roll 1D4 times on the Extraterrestrial Table or New
Nightbane Characteristics Table, or roll once on each of the following
tables: Biomechanical Table (any), Fantasy Table, and
Stigmata or Undead Table. Ignore and re-roll any result that
calls for multiple rolls.
21-25% Lycanthrope: The Nightbane's Morphus is a mixture
of animal and humanoid traits. Roll on the Animal Form
Table or on any of the Aquatic Animal tables.
26-30% Anthromorph: The Nightbane's Morphus is an odd
blend of human and animal characteristics that borders on caricature.
Roll once on the Unearthly Beauty or Angelic Table, and
once each on the Animal Form (any) and New Nightbane Characteristics
Tables.
31-35% Monstrous Lycanthrope: Not only is the Morphus
animal-like, it has hideous deformities that give it a terrifying
appearance. Roll once each on the Animal Form, Stigmata
(found in the Nightbane® RPG or this sourcebook) and New
Nightbane Characteristics Tables.
36-40% Carnifern: This Morphus appears to be a walking,
talking plant come to life. Roll once each on the Plant Life Table
and the New Nightbane Characteristics Table.
41-45% Inorganic: The Nightbane appears to be made of
stone or some other material that is not flesh and bone. Roll
once on the Mineral(Table I or II) or Artificial Appearance Table,
plus once on the Biomechanical (any) or the New Nightbane
Characteristics Table.
46-50% Inhuman Shape: The Nightbane's Morphus is a
gruesome mockery of humanity. Roll on the Stigmata Table
(any) and once on the Nightbane Characteristics Table.
51-55% Patchwork Horror: The Nightbane's Morphus appears
to be stitched together as if made from spare parts that did
not quite match. Roll once each on Unusual Facial Features,
Disproportion, Unnatural Limbs, and Stigmata Table (any). Additionally,
all the limbs are connected to the torso by some form
of artificial attachment, such as large staples, heavy stitches or
even duct tape.
56-60% Amalgam: Ever play the game of trying to guess
whether something is animal, vegetable or mineral? Well this
Morphus falls under the category of "All of the Above." Roll
once each on the Animal Form (any), Plant Life, and Mineral (I
or II) Tables.
61-65% Morbid: This Morphus has a connection with the
dark. Roll once each on the Infernal, Stigmata, and Undead Tables.
66-70% Bizarre: Roll on the Unearthly Beauty, New
Nightbane Characteristics, Animal Form (any, or Aquatic Animal,
any), and Aquatic Biomechanical Table or Unusual Limbs
Table II. Then exercise your imagination to combine the results.
71-75% Chosen One: Roll once on each of following tables:
Unearthly Beauty Table, Angelic and New Nightbane Characteristics
Table. If the table asks for more than one characteristic,
ignore the result and re-roll.
76-80% Condemned: These Nightbane often believe they
are a product of supernatural evil, demonic forces or cursed.
Roll once on each of the following tables: Infernal, Stigmata
(any), Unusual Facial Feature, and Biomechanical (any) -orUndead,
Alien Shape, and Unnatural Limbs. If the table asks for
more than one characteristic, ignore the result and re-roll.
81-85% Dinosaur Freak: This Morphus is a blend of human
and dinosaur. Roll once each on the Dinosaur, Animal: Reptilian
(see the Nightbane® RPG) and Unusual Facial Features
Table.
86-90% Victim: This Nightbane bears deep psychological
and/or emotional scars from some trauma which has manifested
as his Morphus. Roll once each on the Victim, Unearthly
Beauty, and New Nightbane Characteristics tables or once on
the Victim Table and twice on the Stigmata Table (any).
91-95% The Drowned: This Nightbane looks like a nightmarish
monstrosity from the ocean depths. Roll once each on
the Aquatic Animal Table (any), Biomechanical: Aquatic Table,
a Undead Table.
71
96-00% Living Myth: Everything about this Nightbane's
Morphus seems derived from medieval times, fantasy and/or
pop culture mythology. Roll once on the Fantasy, Extraterrestrial,
and Angelic or Infernal tables.
New Nightbane Characteristics Table
This new table replaces the original and takes into account all
of the current Morphus Tables.
01-05% Geo-Creature: Roll on the Mineral Table I or II.
06-10% Divine: Roll on the Angelic or Unearthly Beauty
Table.
11-15% Depraved: Roll on the Infernal or Undead Table.
16-20% Unusual Facial Features: Roll on the Unusual Facial
Features Table (any) of choice.
21-30% Facsimile: Roll on the Artificial Appearance Table.
31-40% Biomechanical: Roll on the Biomechanical Table
(any) of choice.
41-45% Prehistoric Nightmare: Roll on the Dinosaur Table.
46-55% Alien Creature: Roll on either the Alien Shape Table
or Extraterrestrial Table.
56-65% Misshapen Freak: Roll on the Disproportion Table.
66-75% Unnatural: Roll on the Unnatural Limbs or Undead
Table.
76-85% Fantasy/Medieval: Roll on the Fantasy Table.
86-90% Botanical: Roll on the Plant Life or Mineral Table
(any).
91-95% Underwater: Roll on any one of the Aquatic
Morphus Tables of choice.
96-00% Two Characteristics: Roll or select two categories,
ignoring andre-rolling any result above 95%.
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Re: Nightbane

Postby Spiderweb » Thu Dec 14, 2017 5:41 pm

Factions in Toledo:

Faction Name: Club Freak
Faction HQ: Mobile
Faction Demographics: Roughly 30 Location Scouts, hosts and bouncers. Large numbers of guests.
Faction Attitude towards Nightbane: All Nightbane are welcome, though Barbies and Kens are mildly frowned upon.
Faction Attitude towards Nightlords: Party Poopers
Faction Activities: Club Freak is a Rave open to all Nightbane who can find it, only Nightbane in Morphus form may enter. The Nightlords would love to catch them, which is why them move every time they meet and share the locations of the meetings in code and by word of mouth or via blind internet drop boxes.
Faction Resources:


Faction Name: Demons
Faction HQ:
Faction Demographics: roughly 30
Faction Attitude towards Nightbane: Hate them
Faction Attitude towards Nightlords: Reluctantly serve them
Faction Activities:
Faction Resources:

Faction Name: Lightbringers
Faction HQ: Toledo Hospitals (all of them)
Faction Demographics: 25 Guardians, 2 Athanatos, 12 Nightbane with "Angelic" Morphus traits.
Faction Attitude towards Nightbane: They are a possible threat to humanity, but right now we must work together against the greater threat.
Faction Attitude towards Nightlords: An evil long banished returned to claim the world, they must be destroyed lest they return again.
Faction Activities: Mainly research and support
Faction Resources:

Faction Name: Night Lords
Faction HQ: 1 Government Center (Mayoral office)
Faction Demographics: roughly 3000 current Doppelgangers, mainly in positions of authority including the Mayor and the City Council and most of the upper levels of the police and all major News producers. Has roughly 150 hounds, 10 hound masters, and 40 Hunters on call. The Night Prince in charge splits his time between the Toledo area and it's Nightlands counterpart, Glass City.
Faction Attitude towards Nightbane: Find them, turn them against each other to weaken them, then destroy them.
Faction Attitude towards Nightlords: I serve them
Faction Activities: Rule the humans, prevent any word of out presence, destroy the other factions.
Faction Resources: The Night Prince has other forces in the Nightlands (about ten times what he has here) he can bring them over as needed, but only a few at a time. Mainly is keeping things low key.

Faction Name: Nocturnes
Faction HQ:
Faction Demographics: 17 Secondary Vampires and 2 Wampyrs, 57 Nightbane
Faction Attitude towards Nightbane: They are useful against our enemies.
Faction Attitude towards Nightlords: Must be stopped.
Faction Activities: Mostly sabotage of the Nightlords and research.
Faction Resources: A decent magical library, most of the Nightbane are Mystics or Sorcerers.

Faction Name: Resistance
Faction HQ:
Faction Demographics: At 235 members, the largest Nightbane faction in Toledo, however due to the cell structure, few members know who the others are outside their own cell.
Faction Attitude towards Nightbane:
Faction Attitude towards Nightlords: Kill them all and let god sort them out.
Faction Activities: Varies, but generally aimed at exposing the Nightlords or destroying their minions.
Faction Resources:

Faction Name: Seekers
Faction HQ: Elsewhere, thought to be an astral or dream domain.
Faction Demographics: 89 humans, 14 Nightbane, 1 Snake-bird, all some form of magic wielder.
Faction Attitude towards Nightbane: In general, we are not sure if they can be trusted, but wi give them a chance and recruit those who earn it.
Faction Attitude towards Nightlords:
Faction Activities: Gathering information on the weaknesses of the Nightlords and distributing that information where it will do the most good.
Faction Resources: A pocket dimension with a good magical library and a few things they have scavenged f a magical nature

Faction Name: Spook Squadron
Faction HQ: Toledo Express Airport (Air Force Section)
Faction Demographics: 53 humans, 7 Nightbane
Faction Attitude towards Nightbane: Nightbane are bastard children of the Alien Invaders, use them, but do not trust them
Faction Attitude towards Nightlords: Alien invaders who must be defeated
Faction Activities: carefully planned surgical strikes
Faction Resources: Extensively armed, some contacts.

Faction Name: Underground Railroad
Faction HQ: Toledo Public Schools (Junior High and above) and Universities
Faction Demographics: 109 active Nightbane members, many more in safe houses
Faction Attitude towards Nightbane: Our job is to find them, protect them, and train them.
Faction Attitude towards Nightlords: The greatest threat to our cause, we avoid them when possible
Faction Activities: Seeking out Nightbane who have recently experienced Becoming
Faction Resources:

Faction Name: Vampires
Faction HQ: Many work out of the strip clubs and massage parlors
Faction Demographics: 154 Secondary Vampires, 83 Wild Vampires, many human thralls, a handful of Nightbane who work for them
Faction Attitude towards Nightbane: They are annoying, but can be manipulated
Faction Attitude towards Nightlords: They kill us when they find us, we return the favor when we can
Faction Activities: Prostitution and blackmail mostly
Faction Resources: control a number of Deputies in the Lucas County Sheriff Department and a few bureaucrats that have not been replaced by Doppelgangers.
Notes: Hates the fact that their former controlled minions in the Police, Media, and Mayor's office have been replaced by Doppelgangers.

Faction Name: Warlords
Faction HQ: Mainly between Airport Highway and the Maumee River
Faction Demographics: roughly 450 humans and 35 Nightbane (Possibly more)
Faction Attitude towards Nightbane: You are with us or our rivals.
Faction Attitude towards Nightlords: Poppycock, they are a faerie tale
Faction Activities: Criminal activities such as extortion and drugs
Faction Resources:
Notes: Believe Nightbane are the next evolution of Humanity and should be ruling the world/
Last edited by Spiderweb on Sun Dec 17, 2017 10:04 am, edited 3 times in total.
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Re: Nightbane

Postby Dhaltuun Onyxforge » Sat Dec 16, 2017 7:42 am

done
[dice:d0m37o73]0[/dice:d0m37o73]
[dice:d0m37o73]1[/dice:d0m37o73]
[dice:d0m37o73]2[/dice:d0m37o73]
[dice:d0m37o73]3[/dice:d0m37o73]
Last edited by Dhaltuun Onyxforge on Sun Dec 17, 2017 7:23 am, edited 1 time in total.
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Re: Nightbane

Postby Spiderweb » Sat Dec 16, 2017 12:35 pm

Put this as a separate thread in the character section please. Also, the rolls should be posted as a reply.
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