Simon Nash (Approved)

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Simon Nash (Approved)

Postby Simon Nash » Wed Feb 28, 2018 1:41 am

Player Name: Alex
G-Mail: taggartfnh@yahoo.co.uk

Character Name: Simon Nash
Alias: Simon Nolan
Race: Doppleganger
O.C.C.: Team Epsilon Soldier
Alignment: Unprincipled
XP Level: 3
XP Points: 3801
Next Level @ XP: 7300
Faction: Spook Squad (affiliate)
Sentiments/Nightlords: Hates them. They murdered his family. They will pay
Sentiments/Nightbane: Not human, but is the enemy of my enemy my friend or also my enemy? Jury is still out
Sentiments/Guardians: Angels? We could do with some help from on high if they are
Sentiments/Vampires: Misunderstood they aren't. Not really faced them, but they should be destroyed
Sentiments/Athanatos: WTF
Sentiments/Humans: He’s human; some are traitors and need to be dealt with. Others need protecting from the night.
Disposition: Very friendly, but there is an edge to him that occasionally he shows to scare people.
Insanity: dissociative identity disorder - he believes himself to be the real Simon Nash, having killed his doppleganger

ATTRIBUTES
I.Q.: 11
M.E.: 15
M.A.: 21
P.S.: 29
P.P.: 14
P.E.: 17
P.B.: 12
Speed: 22

PHYSICAL DATA
P.P.E.: 3
H.P.: 26
S.D.C.: 73
Age: 26
Sex: Male
Height: 6' 1"
Weight: 210lbs
Description: Tall, heavily built and muscular, with longish hair and a killer smile. He would be mistaken for a wrestler or boxer, if he wasn't wearing a suit or carrying tools.

Racial Abilities
Supernatural strength Inflicts 2D6 S.D.C. on a restrained punch, 4D6 on a full strength punch, or !D4xlO on a power punch (counts as two melee attacks).
Horror Factor 9 when their true nature is revealed.
Dopplegangers do not need food or water to survive, although they enjoy the experience of tasting food; instead, they live by absorbing ambient P.P.E. They heal
damage faster than humans: 1 Hit Point/S.D.C. plus P.E. bonuses (if any) of damage are healed every hour! Also, Dopplegangers are immune to the vampire's slow kill bite and cannot be turned into vampires; although they can be killed by them.
Supernatural Endurance Never feels Fatigued and needs only 3 hours of sleep per day

Natural Abilities
Perception Bonus: 37%
Charm/Impress: 10%
Invoke Trust/Intimidate: 65%
Max. Encumbrance: 231lbs
Max. Carrying Weight: 1450lbs
Max. Lifting Weight: 2900lbs
Max. Jumping Ability: Length 43.5ft Height 21ft

Special Abilities
Special Anti-Supernatural Bonuses: These bonuses apply only to soldiers who have been trained in methods to fight supernatural beings and who know how to target relatively weak areas. The monster species in question must be known to the soldier; a Lore: Demon and Monster skill roll may be required when facing a rare or possibly unfamiliar creature — that skill is a prerequisite. By carefully aiming his attacks (both ranged and hand to hand), the character can avoid or penetrate the creature's Armor Rating (A.R.), needing only a normal roll to strike to inflict damage (the target can still parry and dodge normally). This action counts as two normal melee attacks/actions. The damage is applied to the S.D.C./Hit Points of the opponent. If the supernatural being is also wearing regular body armor, the A.R. of the
armor will still function as normal, so the attack roll must be greater than its A.R

O.C.C. Skills
Language: Other: Arabic 71% (+3%)
Literacy: Other: Arabic 55% (+5%)
Climbing 67% (+5%)
Rappelling 57% (+5%)
Swimming 70% (+5%)
Radio: Basic 70% (+5%)
Computer Operation 65% (+5%)
Lore: Demons & Monsters 55% (+5%)
Detect Ambush 50% (+5%)
Military Etiquette 60% (+5%)
Strategy & Tactics 55% (+5%)
Wilderness Survival 50% (+5%)
Pilot:Automobile 74% (+2%)
Prowl 50% (+5%)
W.P. Rifles
+1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Handguns
+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
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.
HTH Martial Arts


O.C.C. Related Skills
Gymnastics
Sense of balance 65% (+5%)
Work parallel bars & rings 71% (+3%)
Climb rope 79% (+2%)
Back flip 85% (+5%)
Boxing
Demolitions 78% (+3%)
Demolitions Disposal 78% (+3%)
Intelligence 50% (+4%)
Streetwise 45% (+5%)
Mechanical Engineer 35% (+5%)
3rd Level Trap & Mine Detection 32% (+5%)
3rd Level Sniper

Secondary Skills
Body Building & Weight Lifting
W.P. Shotgun
Lore: Nightlands 35% (+5%)
Mathematics: Advanced 45% (+5%)
Basic Electronics 40% (+5%)
Running

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +1
Strike Bonus: +3
Parry Bonus: +6
Dodge Bonus: +6
HTH Damage Bonus: +14
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +5
Bonus to Disarm:
Other: boxers will automatically knockout opponents on a roll of a natural twenty. The victim of a knockout will remain unconscious for 1D6 melees. Unlike normal knockout/stun, the player does not have to announce that he is trying to knock out his opponent before making a roll to strike.
Kick attack 1d8 or 2d4



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
W.P. Rifles
[+2 to strike
W.P. Handguns
+1 to strike
W.P. Knife - +1 to strike +2 to parry +2 to strike when thrown
W.P. Shotgun
+2 to strike

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+):
Psionics (varies): +2
Horror Factor (varies): +4
Possession: +3
Last edited by Simon Nash on Wed Feb 28, 2018 4:07 am, edited 3 times in total.
Simon Nash
 

Re: Simon Nash

Postby Simon Nash » Wed Feb 28, 2018 1:43 am

Gear

When armed by the ADA
sidearm (typically a 9mm or 10mm pistol), a combat rifle (an M-16 or an MR-30;
other rifles are often substituted), a combat knife, basic survival
kit (canteen, matches, survival knife, compass, mealsready-
to-eat, insect repellent, flashlight), camo or black
fatigues, combat boots, and radio, and an improved suit of full
body armor (A.R. 15, 250 S.D.C.)

Standard Equipment: Cellular phone, three sets of government-
issue dark suits, a modest personal wardrobe, sidearm
(usually a 9mm or 10mm handgun), pocket knife or sap
gloves, nightstick, flashlight, a car, and $1D6x1000 in additional
equipment (not cash).

$3d6*1000 = 3000
Simon Nash
 

Re: Simon Nash

Postby Simon Nash » Wed Feb 28, 2018 1:53 am

Background
Simon Nash was a marine, decorated and a patriot. He had an elder brother, sister in law and niece. He served in the elite Team Epsilon and would have been at the forefront of the fight against the Nightlands if not for two important reasons; the first is that he died on Dark Day. The second was that the real Simon Nash was a somewhat conniving and nasty individual, who’d managed to hide his duplicitous dealings from his superiors.
The Prince believed that he would be a prime candidate to work with them to gain access to the military base and be able to eliminate Team Epsilon. However, not knowing exactly he was dealing with; he rejected their offer, at which the Prince took umbrage and quickly killed him, arranging for his Doppleganger, whom had already awoken, to take his place. The new Nash seeing the way the wind was blowing happily accepted the deal, especially as it would lead to a great deal of influence in the new Military.
Unfortunately, the real Simon Nash’s brother called him, demanding to talk to him. He had details of some of his brother’s corrupt dealings. The Ashmedei working with Nash took exception to this and killed the entire family to remove a threat. As the doppleganger had all of Simon Nash’s memories, the sudden and violent death of his family led to a psychotic episode for the doppleganger; a complete break from reality. No longer was he the replacement, but the real Simon Nash, the way most people believed him to be and the one who died was the Doppleganger whom had tried to replace him.
Unfortunately for the Ashmedei, Simon Nash was a highly trained marine and supernaturally strong, attacking with complete surprise. The Prince was able to cover it up as an animal attack, but the evidence was flimsy.

Simon disappeared into the night, knowing full well he could not return to his unit.

Simon Nash had a mental breakdown; He believes he is the real Simon Nash; he does not have supernatural abilities and is a normal man looking to get back at the Nightlords. However, somewhere in the back of his mind, he knows the truth, which is why he has never joined any of the factions. His rationales for feats of strength and the fact that he is not getting older are getting increasingly flimsy, but he maintains that he was experimented on as part of Team Epsilon and his training to explain matters, and his mind blanks over other incidents like kicking open chained up doors.

He is currently living under the name Simon Nolan, working for a small firm of mechanical engineers that has a contract with the city, having used a few criminal contacts to get a fake ID.
The local ADA have been in contact and occasionally he has gotten involved with operations, so far managing to subconsciously hide his abilities
Simon Nash
 


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