NBN - Characters

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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Alhambra Dún

This man is one of those oddities: a man in Hell.

Once upon a time, Alhambra Dún was a heroic knight in the mortal realm. Perhaps I could offer you a description of his time and his place, but in truth, does it matter? Consider him to have come from a faerie tale into a nightmare. And yet, the nightmare which came upon him was not and is not Hell. It is the curse and blessing which dwells within his bones and trapped within his skin. Dún is cursed by the aftereffect of having been at the epicentre of the fatal magical breakdown of a Communer, a master life mage, and this is the nature of his change: the greatest and most terrible lycanthropy which has ever existed.

In search of a cure for this affliction, Alhambra traveled far and wide, and committed many heroic deeds, and sordid acts of violence, before pursuing a demon through a gate into Hell itself. And here, in Hell, he has found some small measure of serenity.

At the monastery, Alhambra embraced the discipline of the monks, and Infernal artistry crafted a cage and a dream for the beast which lurks within him. He is, at least, at peace.

Alhambra is a burly and somewhat hairy man of average height. His dusky skin is marked with the scars of his life as a questing knight, but is more dramatically engraved with a singular tattoo, that of a vast forest, with hundreds of trees inked upon his flesh, forming thickets, paths, and groves. It is through this eternal forest, drawn upon his skin, that the Beast wanders, hopefully never to be set free. This, Alhambra prays for.


Alhambra Dún