NBN Characters

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Infohazard
Original poster
FOLKLORE MEMBER
Invitation Status
  1. Look for groups
Posting Speed
  1. 1-3 posts per day
Writing Levels
  1. Advanced
  2. Adaptable
Preferred Character Gender
  1. Male
Genres
Horror, fantasy, sci-fi.
SIGNUP & OOC: OPEN SIGNUPS - NINE BILLION NAMES
Don't worry about the numbers, yet. We'll get to those once you have a clearer idea of your character.

Sheet Template

  • Name:
    Epithets:
    Circle:
    Rank:
    Resonance: 2

    Goals:

    Connections:

    History:

  • Expressions
    These are the signature powers and effects of your Demon.

    Blasphemies
    The powers of your Circle.


  • Physical
    Strength
    Dexterity
    Fitness

    Mental
    Intellect
    Intuition
    Willpower

    Social
    Bearing
    Guile
    Composure

  • Physical
    Athletics
    Awareness
    Defense
    Melee
    Piloting
    Ranged
    Stealth
    Thievery
    Unarmed

    Mental
    Academics
    Administration
    Artisan
    Craft
    Investigation
    Lore
    Medicine
    Survival

    Social
    Beastmastery
    Empathy
    Mingling
    Perform
    Persuade
    Subterfuge

  • Knowledge:

    Familiarity:

    Training:

  • Worry about this in a while.


Code:
[tabs]
[tab=Bio]
Name:
Epithets:
Circle:
Rank:
Resonance: 2

Goals:

Connections:

History:
[/tab]
[tab=Powers]
Expressions
These are the signature powers and effects of your Demon.

Blasphemies
The powers of your Circle.

[/tab]
[tab=Attributes]
Physical
Strength
Dexterity
Fitness

Mental
Intellect
Intuition
Willpower

Social
Bearing
Guile
Composure
[/tab]
[tab=Skills]
Physical
Athletics
Awareness
Defense
Melee
Piloting
Ranged
Stealth
Thievery
Unarmed

Mental
Academics
Administration
Artisan
Craft
Investigation
Lore
Medicine
Survival

Social
Beastmastery
Empathy
Mingling
Perform
Persuade
Subterfuge
[/tab]
[tab=Advantages]
Knowledge:

Familiarity:

Training:
[/tab]
[tab=Combat Block]
Worry about this in a while.
[tab]
[/tabs]

EXAMPLE:

  • Name: Dashen
    Epithets: The Third Sword
    Circle: The Hellsun
    Rank: Rabble
    Resonance: 2

    Goals: Usurp the Solar Throne

    Connections:
    Zang, a monk.
    Tetrana, a former lover who runs a tavern in the wilds.

    History:

    Dashen considers himself the mightiest swordsdemon in Hell, and everyone who fails to recognize this is a fool. He believes he deserve the Solar Throne of the Hellsun, because in his mind he has the power to take it from the current King - if only the other Kings of Hell had not interfered and trapped him under a lead pillar for five hundred cycles. Now, in exchange for your freedom, he is sworn to the service of an accursed Drowner, Zang, as she carries some ridiculous scroll to Pandemonium. At least on the way he should find no shortage of opponents to demonstrate his power, since the ridiculous monk has forsaken violence and will require his protection.

    He is brash, arrogant, and wholly irrepressible. He hates to be disrespected and will often be extremely rude to anyone who fails to acknowledge his strength, but on the other hand tends to be loyal to and considerate of those who recognize his skill.

    He takes oaths very seriously, and nothing is of greater insult than someone suggesting he would not keep his word or honour those obligations he feels are worthy of service. He despises cheating.

    He stands nearly eight feet tall, with long limbs and handsome face. He often foregoes armour to bare his golden skin and ties his hair in a high knot. Anything he does wear is finely and simply made from the highest quality materials. It is his opinion that only a master craftsman can make something simple beautiful. Hisweapon of choice is a no-dachi, a long curved blade of excellent construction.


  • Expressions
    Golden Flesh: You really only need armour for decoration; most weapons simply bounce off you.
    Wellspring of Power: Channeling Essence heals your wounds and refreshes your body, suffusing you with a sunlight glow, but be mindful of depleting your reserves.

    Blasphemies
    Excellence – Spend 5 Essence to add Training specific to any weapon when you pick that weapon up. If you already have Training for that weapon, spend 2 Essence per die to reroll failed dice up to your Resonance when using that weapon.

    Brilliance – Spend 5 Essence to add a bonus die, up to your Resonance to rolls with a weapon in which you have Training.

    Dominance – Spend 10 Essence per die to convert Bearing dice to automatic successes

    Blinding – Spend 2 Essence to apply +1 difficulty to enemy efforts to hit you, up to your Bearing. Spend 5 to deal Condition damage equal to your Bearing in searing radiance to anyone within your Bearing x2 in feet, damage decreasing by 1 the further from you they are.

  • Physical
    Strength 4
    Dexterity 5
    Fitness 4

    Mental
    Intellect 2
    Intuition 3
    Willpower 3

    Social
    Bearing 4
    Guile 1
    Composure 2

  • Physical
    Athletics 3
    Awareness 3
    Defense 3
    - Parry 2
    Melee 3
    - No-Dachi 2
    Piloting
    Ranged
    Stealth
    Thievery
    Unarmed 3

    Mental
    Academics 1
    Administration
    Artisan
    Craft
    Investigation
    Lore
    Medicine
    Survival 2

    Social
    Beastmastery
    Empathy 2
    Mingling 2
    Perform 3
    Persuade 3
    Subterfuge

  • Knowledge: Outcast
    +1 die surviving the wildernesses of the Hellsun

    Familiarity: Irrepressible!
    +1 die Mingling, Perform and Persuade when being enthusiastic and arrogant.

    Training: Supernal Blade Mastery
    When using Supernal Blade Mastery techniques, gain +1 die.

  • Worry about this in a while.


Character Creation

All Demons start at least Resonance 2. I will mete out additional Resonance to support character concepts as I see fit.

Essence is equal to Resonance x5.

Essence regenerates according to local Essence flows and resonant acts; an Unseen low on Essence who successfully learns a secret or a Brute who destroys a statue will recover Essence.

Essence will recover at a rate equal to Resonance per 10 minutes; the amount is doubled if the area is resonant with a Demon i.e. an Unseen recovers faster in Hell's Night.

Praying at a Shrine will restore Essence to full.


All Attributes start at 1. Circle Attributes increase by 1 point for free.

Demons have 72XP to spend on Attributes, at 0/3/6/9/12 cumulative.

Circle Attributes are uncapped, all others capped at 3+Resonance.


Skills start at 0. Demons have 60XP to spend on them.

Circle Skills are priced 1/0/1/2/3/6. All other Skills are priced normally, at 2/1/2/3/6/9.


Every character receives one of each Advantage; a Familiarity, a Knowledge, and a Training.

Devourers and Drowners receive +2 dice from Familiarity bonuses.

Breakers and Unseen receive +2 dice from Knowledge bonuses.

Lightbringers and Brutes receive +2 dice from Training bonuses.


All Demons also have Expressions; unique powers tied to the Demon's personality and Resonance. Every Demon has one Expression per Resonance, of increasing power. Every Expression has an aesthetic component. For example, Hardalkin Darkeye, Breaker Trapsmith has a gaping black hole where one eye should be, a hungry void that light cannot escape - this allows Hardalkin to take in every detail of an object with a glance, augmenting Investigation rolls by 2 dice at the cost of 1 Essence.


Lightbringers

Circle Attributes: Bearing & Dexterity

Circle Skills: Melee, Athletics, Defense, Perform, Persuasion, Artisan

Blasphemies: Excellence, Brilliance, Dominance, Radiance

Bonus Focus: Melee - Swords


Unseen

Circle Attributes: Intellect & Guile

Circle Skills: Ranged, Stealth, Investigation, Lore, Academics, Interface

Blasphemies: Hallucination, Telekinesis, Telepathy, Teleportation

Bonus Focus: Ranged - Casters


Brutes

Circle Attributes: Strength & Fitness

Circle Skills: Unarmed, Awareness, Craft, Athletics, Survival, Beasthandling

Blasphemies: Resurgence, Retribution, Rage, Steelburn

Bonus Focus: Melee - Axe


Drowners

Circle Attributes: Guile & Intuition

Circle Skills: Mingling, Subterfuge, Stealth, Alchemy, Melee, Craft

Blasphemies: Curse, Spite, Tearstorm, Venom

Bonus Focus: Melee - Whips


Devourers

Circle Attributes: Bearing & Fitness

Circle Skills: Beasthandling, Mingling, Persuasion, Unarmed, Subterfuge, Athletics

Blasphemies: Mutation, Genesis, Consumption, Seduction

Bonus Focus: Unarmed - Natural Weapons


Breakers

Circle Attributes: Intellect & Composure

Circle Skills: Craft, Academics, Alchemy, Ranged, Investigation, Interface

Blasphemies: Hyperappraisal, Omnisavantism, Integration, Rendering

Bonus Focus: Ranged - Firearms
 
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Snicker Snack

  • Name: Snicker-Snack
    Rank: Rabble
    Epithets: Unknown
    Circle: 6th
    Description: So named for the sound of the moving track of a tank, Snicker-Snack is a wispy weed of a girl. Her frame is thin and fluid, flesh almost silvery, hidden amongst a few layers of odd clothing, and a banded eyepatch crosses her right eye. Black, oily hair coats her skull, a rainbow's sheen across the slick surface, reaching behind her pointed, blade-like ears. A wide, pointed grin, verging on mild overbite sits beneath a single bared eye, iris glimmering with the sheen of burning metal. Snicker-Snack's identity as a Demon of Greed could not be any more apparent.

    With quick movements, and playful tongue, the girl seems somewhat childlike, including her fascinated attraction to loud sounds, bright lights and the thundering of heavy machinery. Despite this apparent simplicity, Snicker-Snack's devious intuition is always ready at the fore, and she displays a surprising level of intellect to back it up.

    Her capabilities towards things of a military nature is surprisingly vast, and she handles machine of war with relative ease, ranging from upkeep and use of ranged weapons, to piloting and maintenance of tanks and similar vehicles.

    History: Snicker-Snack's experience comes from her days maintaining the mobile battle shrine, Fortuitousness in Hallowed Ordnance, a reliquary for the Sacred Yrvan Munition No.1425. The shrine was located in the Greed Wastelands, and was an occasional pilgrimage site for passing warriors and mercenary companies, who would offer ammunition in hopes of greater luck upon the battlefield. Those who thought the tank would make good salvage material were soon disabused from the notion by the sheer battle ready nature of the vehicle in contrast with the relative worth of the goods it contained, and the majority left it alone.

    However, eventually the Sacred Munition was stolen, and without its power fueling the shrines weapons and mobility systems, Snack was forced to leave it behind or face being subsumed into the wastelands themselves.
  • Personality: A self loving, and easily distracted, demon of greed, Snack's exterior hides a mind like a hatchet. Sharp, forceful and to the point. Others tend to disregard or demean her because of the odd, whimsical way she acts, but she is fully aware of the impression that she gives, and while it is an entirely natural demeanor, it does not stop her from capitalising on it.

    "The more stupid people think you are, the more surprised they'll be when you shoot them~"

    Mostly, Snack is in it for fun. She may have fallen on hard times recently, but she's generally pretty chipper, ready with a quick joke or non-sequitur. She's got a fast mouth, fast enough to get her out of trouble at the right times, or into worse trouble at the wrong ones. Her poor impulse control often doesn't help.

    Occasionally, she will fall prey to delusions of grandeur, and generally, with it comes her startling knowledge of strategical warfare, troop direction and general military convention. Were she to properly apply herself, she would be more than an able battle commander, but mostly, these traits only come to the fore when needed, not forced, and to do this full time would take Snack out of the "action" for a much longer period than she could abide.

    If at all possible, she would return to the Fortuitousness in Hallowed Ordnance, and hoards ammunition in hopes of that day, but occasionally forgets where she keeps these piles, and loses their location.
  • Physical Mental Social
    Strength: 2 Intellect: 3 Bearing: 2
    Dexterity: 4 Intuition: 4 Guile: 3
    Fitness: 3 Willpower: 1 Composure: 2
  • Physical Mental Social
    Awareness: 1 Academics: 3 Animal Handling -
    Athletics: - Administration: - Empathy: -
    Defence: 2 Applied Magical theory: - Language: -
    Melee: - Artisan: - Mingling: -
    Piloting: 6 Craft: 3 Perform: 3
    Ranged: 6 Investigation: 3 Persuasion: -
    Stealth: - Lore: 6 Subterfuge: 3
    Unarmed: - Medicine: - - -
    - - Navigation: - - -
    - - Survival: - - -
    Skill Focus
    Piloting Land-Based Vehicles
    Ranged Guns
    Lore Demonic Religions
  • Familiarity: A Wastrel of the Wastes
    Cast adrift in the rust deserts of Greed, Snicker-Snack knows how to deal with denizens of her circle, or rather, she knows how to deal with the hungry. Snicker-Snack gets a bonus to dealing with individuals who wish to harm or rob her, getting bonuses to Persuasion, Empathy, and Subterfuge regarding them.

    Knowledge: A Machine for Prayers
    Being the sole operator and caretaker for a Battle Shrine requires knowledge and know how, about everything from how tanks operate, to who's going to want to pillage you today. Bonuses to Craft: Vehicles, Lore: Demonic Religions, and Strategy: Artillery.

    Training: I DRIVE THE TANK!
    She drives the tank. Bonuses to Pilot: Land-Based Vehicles, Ranged: Guns, and Defence: Dodge.
  • Health: 10 Condition: 20
    Offence Defence Speed
    Offence: Melee: 4 Defend Rating: 6 Speed: 3
    Offence: Unarmed: 4 Soak 2 Combat Pool 7
    Offence: Ranged : 10 Magic Resist - Ranged Pool 9
  • Expressions:
    Vorpal Cannon
    I AM THE TANK
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  • Name: Sahat Gyr
    Epithets: the Broken Gear
    Circle: The Infernal Machine
    Rank: Rabble
    Resonance: 2

    Goals: To build a transcendent body, something that transcends the coils of Hell

    Connections: The monk

    Description
    Sahat's current vessel is humanoid in form. The head has a single optic lens made of crystal glowing a violet color; housing it is a gear mounted on the head, almost constantly rotating. While usually covered in clothes or armor, His limbs are constructs of steel fibers sheathed in scaling plates of metal, allowing flexibility of his extremities. At the joints covered in a thin metal weave, you can catch vague images of gears turning and cords of wires contracting and loosening as he moves. His torso is also made in segmented sheets, allowing the corded metal to move in a way reminiscent of human muscles.

    Sahat is a reserved being. He isn't cowardly, but he won't go out of his way to be brave. He's polite, though he will try to milk any advantage for all its got. However, he values life heavily. He won't go out of his way to kill anyone until he finds it necessary to remove a threat. He may value life in general, but he doesn't put himself below others. If his capabilities are pushed to the brink, then he may become enraged. When he makes friends, Sahat will support them quietly, helping when he can, though he will still voice his reservations if he finds an idea to be risky.

    Due to his desire to create a vessel that can house the ever-expanding potential of his soul, Sahat is constantly looking for new mechanisms to learn. If he encounters something new, he will instantly do his best to inspect, understand, and replicate it before modifying it for his own use.

    History
    Some time ago, a breaker made an ambitious attempt to create a machine capable of being considered a new life. The machine worked, but not the way the demon intended. The machine imbued a nascent soul into a piece of itself, a gear. The machine then exploded, having borne a soul with potential it was incapable of housing. It launched debris in arcs across the sky. Despite her attempts, the breaker couldn't trace where the soul-bearing gear flew. The gear landed in a dilapidated area of the Infernal Machine. For millennia, the soul within developed. As time passed, uncountable others passed by, of that number many met their physical demise, leaving remnants of themselves that the soul would study with its growing conscious. Eventually, the soul grew to the maximum potential the gear could sustain, it decided to use its affinity for machinery to pull pieces of broken devices into the form of a humanoid machine. The gear soul then spent years building improved constructs to house itself, constantly trying to remove more of the limitations the constructs put on its soul. Realizing that it had reached point where new designs only provided limited returns, the soul named itself and began traveling to learn new construction methods to improve its own designs, hoping to create a perfect construct to house itself, remembering the explosion that occurred at its birth.


  • Expressions
    Soul Origin - Due to the nature of his existence, Sahat cannot be slain unless the gear housing his soul is destroyed. With his soul's natural affinity for machinery, given enough time Sahat's soul can repair and/or reconstruct a basic vessel by using his soul's potential. As this occurs, Sahat's soul gear will start to emit a violet glow that will emanate out from the seams of Sahat's current vessel (Unless he has no vessel, then it can be directly seen).

    Overdraft - Sahat can sacrifice a portion of his soul's strength to overclock his machinery and maximize its power and efficiency. Given his soul's infinitely growing potential, Sahat's soul will recover with time, but for a certain amount of time, he will function in a low-power state with limited functionality. Overdrafting again before he fully recovers threatens the stability of Sahat's soul. During overdraft, Sahat's optics will change from violet to red and the gear housing his optics will rotate at a much higher velocity, emitting a sharp mechanical whirring.

    Blasphemies
    Hyper-Appraisal – Spend 5 Essence to add your Resonance in dice to any roll to assess value or detect weakness

    Craft-Savant – Spend 10 Essence to add a Craft Focus and Knowledge for a specific project, or 2 Essence for a bonus die on an existing Craft Focus for every hour spent on a project. This allows you to use materials which shouldn't be fit for the purpose, such as swords of bone.

    Integration – Integrate devices and objects into the body. 1 Essence per Condition replaced with machine.

    Rendering – Rip Attributes, Skills, and Advantages from other characters. They will be reified as physical symbols which can then be Integrated or fashioned into items. 10 Essence a point.


  • Physical
    Strength: 2
    Dexterity: 3
    Fitness: 3

    Mental
    Intellect: 4
    Intuition: 3
    Willpower: 4

    Social
    Bearing: 2
    Guile: 1
    Composure: 3


  • Physical
    Athletics: 3
    Awareness: 3
    Defense: 3
    Melee: 0
    Piloting: 0
    Ranged: 0
    Firearms: 6
    -Pistols​
    Stealth: 0
    Thievery: 0
    Unarmed: 1

    Mental
    Academics: 3
    Administration: 0
    Alchemy: 3
    Artisan: 0
    Craft: 6
    -Mechanical Life (Machines reminiscent of biological organisms)​
    Interface: 3
    Investigation: 6
    -Reverse-Engineering​
    Lore: 0
    Medicine: 0
    Survival: 1

    Social
    Beastmastery: 0
    Empathy: 0
    Mingling: 0
    Perform: 0
    Persuade: 0
    Subterfuge: 0


  • Knowledge
    To Make My Own: Sahat's experiences plays a large role when learning or modifying unfamiliar technology. (Craft, Investigation, Interface)

    Familiarity
    Composed: Sahat's nature allows him to maintain his cool while deceiving others. (Subterfuge, Perform, Persuasion)

    Training
    Caged Hailstorm
    Linked Skills: Ranged(Firearms), Defend, Athletics. Focus: Dual Pistols

    Rank 1: Caged Hailstorm Stance
    The martial artist can parry with their firearms, and gains +2 Parry against melee attackers, +2 Dodge against ranged. They suffer no penalties for firing in melee.

    Rank 2: Storm Batters Fortress Approach
    The martial artist can substitute their Ranged for their Melee to determine Offence. A successful Parry counts as an Aim action against targets other than the attacker and negates recoil penalties.

    Rank 3: Storm Passes Wall Technique
    The Martial Artist can add 1 success to any gunshot immediately following a Parry against their Parry target, provided the target has no Combat Pool left.

    Rank 4: Irresistible Deluge
    Gunshots do not count for determining maximum offensive actions per Round. Recoil can be used to add +1 damage to melee strikes and break Grapples or Locks.

    Rank 5: Wind-Blown Bulwark
    Following a successful Parry, the martial artist can choose to use their opponent like a human shield as if grappled and move them accordingly for the remainder of their turn.


  • Yup, this is blank.
 
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  • Name: Eiromandros
    Epithets: --
    Circle: Hell's Night (Sloth)
    Rank: Rabble
    Resonance: 2

    Goals: Return to Pandemonium

    Connections: Countess Hesperia, Keening Moura of the Garden of Nocturnes


    History
    Eiromandros takes the shadowy outline of a giant, upright salamander as his form. He loiters about with pipe in his mouth, napping in odd places and begging wordlessly for a pinch of the good stuff. Being a demon of few words and simple pleasures, most consider him on the level of a Demonic Beast. So he lumbered through Pandemonium, steadily gathering information about ongoing politics for the Countess he serves.

    But an ill-timed weather phenomenon here an unfortunate event there transported him far beyond the walls of the Ur-City. Now he seeks to make his way back, though he does not know what to tell the Countess when he does.


  • Expressions
    Shadow Kinesis – His tail stretches out behind him, as material as a shadow. Entwining with other shadows, he can manipulate the solid bodies they're attached to. If no shadow can be cast on the surface he walks or crawls upon, then his tail snaps off and he is unable to use this ability until it regenerates.

    Shadow Colossus – Imbibing smoke, Eiromandros solidifies into a more imposing being. The effect dissipates prematurely if he is injured.


    Blasphemies
    Hallucination – Inflict Hallucinations in enemies, 5 Taint per internal penalty applied

    Telekinesis – Manipulate objects with your mind with an effective Strength equal to your Rank. 1 Taint per Point

    Telepathy – Read minds or communicate with them by rolling Intuition + Rank against the target's Willpower; gain 5 Taint per die to convert them to successes

    Teleportation – 5 Feet per Rank, any direction, no line of sight. 5 Taint per Rank increment traveled

  • (NOTE: Need to Double-Check with latest Chargen)
    Physical
    Strength 1
    Dexterity 4
    Fitness 3

    Mental
    Intellect 2
    Intuition 4
    Willpower 1

    Social
    Bearing 1
    Guile 4
    Composure 4
  • (NOTE: Need to Double-Check with latest Chargen--why six focuses?) at 66 pts, fix
    Physical
    Athletics 4 (Climbing)
    Awareness 3
    Defense 2
    Stealth 4 (Sneaking)
    Unarmed 4 (Wrestling)

    Mental
    Academics 2
    Investigation 5 (Cui Bono)
    Lore 2
    Medicine 4 (Hallucinogenics)

    Social
    Beastmastery 3
    Empathy 4 (Body Language)
    Persuasion 3
    Subterfuge 2

  • Familiarity: Said the Caterpillar

    Eiromandros is used to visitors of the Fevered Dreams of Hell. He gains bonuses to Empathy, Subterfuge, and Persuasion with hallucinogenic users and those inflicted with Hallucinations.


    Knowledge: Motes in a Sunbeam (additional dice as Sloth)

    Eiromandros just wants a toke and his choice of shady spots to lie in. Bonuses to Medicine (Hallucinogenics), Investigation (Hallucinogenics), and Beastmastery (Discouraging Predators).


    Training: Grasping Shadows

    It's a tricky matter, pinning down shadows. Bonuses to Unarmed (Wrestling), Stealth (Sneaking), and Subterfuge (Feinting).

  • --
 
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