Nightbane

Fan art, fiction, OOC commentary and whatever else you want to chime in with.

Moderator: Augur

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 A.D.A. or some other organization.
(8 EP) Access Unlock: Influential Contact within A.D.A. or some other organization.
(15 EP) Access Unlock: Powerful Contact within A.D.A. or some other organization.
(20 EP) Access Unlock: Powerful Contact: Nightbane Ancient

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.
(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 Fri Dec 08, 2017 4:37 pm, edited 6 times in total.
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Re: Nightbane

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

Augur wrote:EU 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:
Sentiments/Non-Humans:
Sentiments/Coalition:
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

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

Spell Knowledge
Spell Strength: (starts at 12 in most cases)
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]Sentiments/Non-Humans:[/b]
[b]Sentiments/Coalition:[/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]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]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]

Need to do a character sheet similar to this, but setting specific.
Last edited by Spiderweb on Fri Dec 08, 2017 8:16 pm, edited 1 time 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.

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.
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Spiderweb
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