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Alphabetical Nightbane Talents List
Topic Started: Jan 16 2011, 06:34 PM (949 Views)
Ares
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Administrator
Anti-Arcane
Borrow Morphus
Darksong
Darkwhip
Doorway
Infectious Control
Lightning Rider
Mirror Search
Mirror Sight
Nightbringer
Premonition
Reshape Facade
See Truth
Shadow Blast
Shadow Shield
Shadow Slide
Sharing the Flesh
Shroud
Soul Shield
Splittin' Image
Storm Maker
Elite Nightbane Talents
Bloodbath
Deus Ex Machina (Machine Control)
Lord/Lady of the Wild (Animal Control)
Swarm Self

Common Nightbane Talents

Anti-Arcane
When activating this Talent, the Nightbane is surrounded by an aura of black light (easily confused with the Shadow Shield described below). While this aura is in effect, the Nightbane is utterly invulnerable to the effects of magic! Any magical spell that can be resisted by a save against magic will have no effect on the character. Spells that must be dodged, or have no saving throw, will work normally. The Anti-Arcane will last one minute 4 melees), at which time it must be reactivated. Limitations: Usable only by the Morphus. Not available until the character has reached fifth level.
Cost: 15 P.P.E. are permanently spent to acquire it and 20 are needed every time to activate it.

Borrow Morphus
This rare power allows a Nightbane to assume the Morphus of another of his kind! The "other" Nightbane whose likeness is being'copied suffers no ill effect other than the shock of seeing his double. The character gains the shape, all physical attributes, S.D.C. and hit points of the "borrowed" shape. He can also use any of the Talents possessed by the Nightbane he is imitating, but only abilities that the borrowing character knew the other possessed. Furthermore, the borrowing Nightbane cannot use his own Talents until he resumes his true form. He also uses his own combat skills (modified by the borrowed form's attribute bonuses) and his normal skills — the Talent borrows only the other person's physical body and does NOT include the character's memories, knowledge, or insanities. The transformation lasts 4 melee rounds (one minute).
Limitations: Usable by the Morphus only. Not available until fifth level.
Cost: 15 P.P.E. permanent; 15 to activate, plus 15 P.P.E. for each additional minute the borrowed Morphus is kept.

Darksong
The Nightbane can emit a piercing, deafening sound; it can be an inhuman howl, a mighty roar, an ultrasonic keening, or even electronic feedback, depending on the Nightbane's Morphus. Targets must make a roll to save (P.E. bonuses apply); if they roll under a 10, they are stunned for 1D4 melee rounds. The attacker can raise the number needed to save by expending additional P.P.E.: +1 point per 3 P.P.E. The Darksong can be used against an area (60 feet/18.3 m radius); in that case, everyone in the area, friend or foe, must make a save, but they are at +4 to resist.
Limitations: Usable by the Morphus only.
Cost: 7 P.P.E. are permanently spent to acquire it; 5 P.P.E. are needed to activate it (+3 to raise the save number by +1).

Doorway
Creates a door of dark energy that leads to a specific location desired by the creator of it. Takes one melee round (15 seconds) of concentration. Range: To a location up to 1 mile (1.6 km) per 2 P.P.E. spent. The Nightbane must have been to the destination point at least once in his life, or he must have line of sight. Limitations: Usable by the Morphus only. Not available until reaching 5th level.
Cost: 15 P.P.E. to permanently acquire it, and a minimum of 2 P.P.E. to activate (see above). This power can also open a doorway to the Nightlands or back, but this costs 40 P.P.E., plus 5 P.P.E. per mile (1.6 km).

Darkwhip
Creates tendrils of darkness that inflict supernatural damage with a P.S. equal to the amount of P.P.E. spent on creating them. Lasts for 4 melee rounds (one minute), after which they must be recreated. Range is 60 feet (18.3 m). The tendrils can have any shape, not limited to whips and tentacles, although those are the most common. The Darkwhip can be used to strike and also to entangle or disarm, provided those skills are known to the wielder.
Limitations: Usable by the Morphus only.
Cost: 8 permanent to acquire; 4 to activate (additional P.P.E. increases the amount of damage the whip inflicts with each strike).

Infectious Control
This often repulsive Talent allows the Nightbane to take over a person by "infecting" him with a portion of his body. The manifestations of this power are varied. Some Nightbane shoot spines or needles that pierce the flesh of the target, allowing them to take over. Others create little "parasites" that burrow into the victim's body. Biomechanicals often drill or shoot wires or microchips into the victim. Some Stigmata sufferers actually force-feed the victim some of their blood to infect them. Once the infection is complete (usually takes one melee round from the time the piece of the Nightbane has entered the body of the victim), the subject is controlled by the Nightbane for one melee round (15 seconds). At the end of the round, the victim can try to resist (save vs magic); if he fails the save, he is under the control of the Nightbane for 30 minutes. New saves are allowed every 10 minutes.
While in control, the Nightbane can see, hear and experience everything his victim does while he acts as a puppeteer, controlling every word and movement of the victim. The main drawback is that the Nightbane has to split his concentration and attention between his own body and that of his victim. Thus, his attacks/actions per melee round are divided evenly between the two bodies. He has no initiative bonus, and combat bonuses and skill performance is reduced by half, unless he relinquishes his control over his puppet.
The "infection" also allows the Nightbane to search the memories of his victim; one piece of information can be extracted by spending an additional 5 P.P.E. (and the victim gets a separate save to resist against the intrusion; this save is against psionic attack rather than magic). Each "memory search" takes 1D6 minutes and is limited to one small bit of information at a time.
Limitations: Usable only in Morphus form and is not available until 6th level.
Cost: 20 P.P.E. are permanently spent to acquire it; 20 P.P.E. to activate, plus 20 P.P.E. every additional half hour. The memory of the victim can be searched for an additional 5 P.P.E. per piece of information.
Note: Victims who have an M.E. of 7 or less are controlled for an hour at a time rather than the usual half an hour.

Lightning Rider
The Nightbane becomes a being of pure electrical energy! Unless a great deal of P.P.E. is spent, the electrical charge is weak and does not inflict damage. However, while in electrical form, the Nightbane can travel through conductive materials at enormous speeds. When the power is activated, the Nightbane disappears in a flash of electricity and "leaps" onto the nearest conductive material (metal and exposed wires works best). If no such material is around, the Nightbane appears to become a small pool of sparks, or a small crackling lightning ball that crawls around at a speed of 8.
With the invention of the telephone and electrical wires, this Talent came into its own and enables Nightbane to travel from one corner of the world to the next in a matter of minutes through them. Some Nightbane become extremely proficient in navigating through telephone exchanges. The easiest way, of course, was to call the place one wished to travel to and then travel through the phone lines and jump out of the receiver! With the advent of computers and the Internet, this power has become even more influential. A character with Computer Operations can understand the information superhighway and hitch rides on modem calls. A character with Computer Programming can become the ultimate hacker!
Limitations: Usable by the Morphus only.
Cost: 15 P.P.E. to permanently acquire it; 10 to activate per minute (it takes one melee round of concentration to activate). The Nightbane can increase the voltage to inflict damage: 1D6 S.D.C. per 5 P.P.E., per each attack; 8 points of damage will fry most electronics like radios, computers, etc. Tempest-hardened systems will survive as much as 40 S.D.C. points before being disabled.

Mirror Sight
This and other mirror related talents and natural abilities give the archaic name of "looking glass" great new significance when dealing with the Nightbane and the Nightlords. This Talent enables the Nightbane to see the other side of a mirror, into the Nightlands, and vice versa, as if it were a window. A mirror or any highly reflective surface (glass, polished metal, a quiet body of water) must be available. The character can only see what the mirror image faces in the Nightlands, and vice versa. Some Nightlands creatures may sense they are being "looked at" and could cross over to confront or attack the "peeper" (see the Nightlands Section for more information).
Limitations: Requires a mirror; can be used by both Morphus and Facade. Duration is limited to 10 minutes per level of the character's experience.
Cost: 5 P.P.E. for permanent acquisition; 2 to activate.

Mirror Search
Prerequisite: Mirror sight
The Nightbane is able to see through the mirror closest to the person or object he seeks. This is an area effect Talent that effectively scans a 10 mile radius (more if additional P.P.E. are expended) in search of the person or item sought. This does not mean that the nearest mirror will reveal the target of the search, but the closest area and mirror to it. For example: Searching for a kidnapped friend, the mirror search may reveal the image of a bathroom in a hotel. The name of the hotel is visible from the hanging towels, which may be enough to figure out, at least roughly, where the person is. Or there may actually be a mirror in the hotel room (there usually is) that shows the Nightbane's friend bound to a chair and being interrogated by two thugs and a Hound.
Limitations: Usable only by the Morphus.
Cost: 10 P.P.E. to acquire permanently; 15 to activate for a 10 mile area, +5 P.P.E. per additional 10 miles (16 km).
Note: Both mirror sight and mirror search show only images, not sound — it's like looking through the glass of a closed window into the room or area where the mirror is located (which may show parts of other rooms or a hallway, things outside the windows in that room, etc.).
Covering a mirror with a blanket, towel, or other covering will prevent a character from effectively using mirror sight and mirror search, because all the mirror will show is that it is covered. However, it does not prevent a Nightlord or other so empowered being from traveling and entering that room through the covered mirror, even if wrapped snugly — the monster tears right through the cloth or tarp. However, painting the mirror will prevent such passage as well as the use of the mirror as a window.

Nightbringer
Absorbs light around the Nightbane, creating an area of darkness equal to 10 feet (3.0 m) in diameter per every 2 P.P.E. spent. The power also absorbs energy attacks, except Shadow Blast, Darkwhip and other darkness-based attacks and magic. People caught in the unnatural darkness are at -6 to strike, parry and dodge, and -4 on their perception rolls (penalties are half for creatures with nightvision).
Limitations: Usable by the Morphus only.
Cost: 5 P.P.E. to acquire permanently; 2 minimum to activate. Each additional 2 P.P.E. increases the diameter of the darkness by 10 feet (3 m).

Premonition
Gives the character feelings and visions about the future, often at unexpected times (ultimately, when the Game Master decides the character should get a vision, he does) or at moments of crisis. For the most part, a premonition will give the character a feeling that something good, bad or dangerous is going to happen soon, or at some particular place, or to some particular person. These feelings are just that, and do not come with any dreams or images.
"Visions" on the other hand, are usually images and/or short dream sequences that are accompanied by "feelings." These images are often symbolic omens and can be cryptic (but G.M.s, not too cryptic) and may give some hints of things to come. For example: The Nightbane may have a reoccurring vision about a man or Nightlord, or minion slaughtering innocent people, his friends or even himself. The murderous figure is always in shadow so his features cannot be seen, but the vision always ends with the image of a stylized eagle. Then one day, the Nightbane meets a person with a tattoo of that eagle, indicating that this person is the culprit, but not always. The tattoo could be the symbol of a gang or cult worn by all its members in one fashion or another. Or it could be the logo for a corporation, or the emblem for a special police squad, the hilt of a magic sword, a statue, the cover of a book, and so on. At any rate, it gives our hero some warning about danger and who or what might be involved.
Limitations: Usable by the Morphus only. A premonition can happen spontaneously, or when the Nightbane actively attempts to sense the future.
Cost: 2 P.P.E. to acquire it permanently; 2 to activate and 2 when a spontaneous occurrence happens.

Reshape Facade
Although contemptuously called the Facade, the Nightbane's human form is as unique and real to him or her as the superhuman Morphus. Nightbane with this Talent can temporarily alter the shape of the Facade, changing the features, hair color and even the size of their human form. The more extensive the change, the more P.P.E. the transformation will cost. Imitating a particular person is possible, but very difficult to get right (20% plus I.Q. bonus, plus 3% per level of experience).
Limitations: Usable by the Facade only. Not available until the 3rd level.
Cost: 12 P.P.E. to acquire it permanently, 6 to activate plus 4 per additional hour the disguise is desired.

See Truth
Every time this power is activated, the Nightbane will be able to see the true nature of one person or object. In the case of Nightbane, the character will be able to see the target's true Facade and Morphus forms, superimposed on one another. The alignment of the target can also be seen by the character; applicable to humans and Nightbane (in the latter case, counts as a separate use of this Talent). Furthermore, it will reveal strong magic emanations, the undead/vampires, serious illness, and strong emotions (hatred when the person is smiling and being nice, etc.); all considered aspects of the soul and/or personality of the target.
The subject saves against magic (12 or higher) to resist revealing the truth. The Nightbane can increase the difficulty of the save by expending more P.P.E.: every additional 4 P.P.E. raises the save number by +1 (maximum of 18, for 24 P.P.E.).
Limitations: Range: line of sight up to 300 feet (91.4 m) away.
Cost: 3 permanent, 2 points to activate, +4 to increase save number by one.

Shadow Shield
Creates a force field of dark energy around the Nightbane, providing 20 S.D.C. per 2 P.P.E. spent (P.P.E. spent cannot exceed 4 per level of experience). The Shadow Shield completely surrounds the character, protecting him from toxic gases, disease, punches, bullets, heat, fire, and similar dangers as long as it remains in force; it is the shield that takes the damage inflicted by such attacks.
Duration: 30 minutes per level of experience or until all the S.D.C. of the shadow shield is used up. Limitations: Usable by the Morphus only; 4 P.P.E. points or 40 S.D.C. per level of experience.
Cost: 7 P.P.E. to acquire it permanently; 2 P.P.E. to activate with 20 S.D.C. plus additional P.P.E. to increase the level of protection.

Shadow Slide
The Nightbane must be in Morphus form for this power to work. The character becomes an insubstantial shadow, or, more accurately, like one of those mirages you can see on a paved road during a sunny day — a flickering shadow that seems to sink into the earth and fades away as if it never was. While in this two-dimensional form, the Nightbane can slither along walls or across the ground, virtually invisible and able to slide through any opening, no matter how narrow (only air tight containers will prevent the shadow-slider from coming through). The Nightbane's clothing and small personal effects are transformed automatically; additionally, he can carry objects at an additional P.P.E. cost (2 P.P.E. pet povmd/0.45 kg of weight).
Limitations: Usable by the Morphus only.
Cost: 8 P.P.E. to acquire it permanently; 10 points to activate and 10 per each minute the Talent is maintained.

Shadow Blast
Fires a black energy bolt that does 1D4 S.D.C. for every point of P.P.E. spent on it, so 10 P.P.E. would result in a 1D4xl0 S.D.C. bolt, and so on.
Limitations: Usable by the Morphus only. The Nightbane can only spend 4 P.P.E. per level of experience. Range: 500 feet/152 m.
Cost: 5 P.P.E. to permanently acquire it; one P.P.E. per every 1D4 points of damage, with limitations.

Sharing the Flesh
This is a strange and horrific healing spell. The Nightbane touches an injured person to magically transfer the other person's wounds, injury and pain to himself. The person being healed falls into a coma or sleep that lasts 1D4 melee rounds and then awakens completely well. The effect is often gruesome, with nasty wounds spontaneously appearing on the Nightbane as the subject heals. The Nightbane can transfer as much damage as he or she can tolerate, which may be a little amount to all. This is actually a painful sacrifice on the part of the Nightbane as he/she heals as normal — fortunately, these creatures heal rapidly compared to humans.
Limitations: Usable only while in the Morphus form and the Nightbane must perform this act of sacrifice of his own free will. Healing critically injured/comatose characters requires the Nightbane to temporarily expend 24 P.P.E. points and 100 of his S.D.C. and/or hit points to stabilize the injured person and heal the most serious injuries (brings the character up to 2D6 hit points). However, the pain and shock to his system will put the Nightbane in a coma for 2D4xlO minutes. A Nightbane with less than a 100 S.D.C./hit points available at the time can perform the same healing but will die in the process.
Cost: 2 P.P.E. to acquire it permanently; 8 to activate (see above for coma cases).

The Shroud
This powerful Talent enables a Nightbane to become invisible and noiseless to both the normal vision and senses as well as to electronic devices like cameras, motion detectors, heat sensors, etc. This ability can be used selectively, enabling some people to see the character while others can't. Vengeful Nightbane have been known to drive a human insane by pursuing him in plain sight, invisible to everyone else. The victim's cries for help would be useless, for nobody else can see the monster threatening him!
The power is very expensive to maintain for long periods of time (10 P.P.E. per minute). Also, the moment the Nightbane attacks anybody (he can threaten, scream or make gestures all he wants), the Talent stops working and he becomes visible for all to see. Likewise, a Nightbane actively engaged in combat or other activity, or standing in plain sight, cannot activate this Talent to disappear. First, he must get out of sight.
Limitations: Usable only by the Morphus.
Cost: 12 P.P.E. to acquire it permanently; 10 P.P.E. to activate per each minute in effect.

Soul Shield
Protects against mental attacks/probes and the See Truth Talent. The Soul Shield acts like a psychic mind block, preventing most means of magical or psionic probes from intruding into the Nightbane 's mind. More importantly, while the Soul Shield is up, any spell or power that tries to control or dominate the Nightbane 's mind will automatically fail.
Those who attempt to read the protected character's mind will see only a pool of utter darkness. The mind reader/psychic will find it very difficult to pry himself from that darkness (a save versus psionics is necessary; roll every melee round), and until he does, he will be unable to do anything other than stare vacantly into space.
Limitations: Usable by the Morphus only. Duration: One hour.
Cost: 6 P.P.E. to acquire it permanently; 4 to activate.

Splittin' Image
This powerful ability enables the Nightbane to separate his Facade and Morphus forms and act normally in both of them! The Nightbane in effect, becomes two people. The character is aware of what both sides are doing, but his consciousness must be focused on one form or the other (he can switch viewpoints at will). The form his consciousness is focused on acts normally; the other appears to lapse into a trance-like state and is at -2 on all combat and perception rolls, has half the normal attacks per melee round, and is at -40% to perform any skills.
Limitations: Usable only by the Morphus only. Not available until 5th level. Duration: One or more hours depending on the amount of P.P.E. expended. The character can merge back into one body at will.
Cost: 15 P.P.E. to acquire it permanently; 20 to activate it for one hour and 10 P.P.E. per each additional hour (can spend the P.P.E. "up front" or as needed).

Storm Maker
This powerful talent enables the Nightbane to control the weather. Rain, winds and the temperature can be altered. The more extreme the changes and the greater the area affected, the more P.P.E. the character must spend. This talent is particularly powerful because two or more Nightbane who know it can combine their efforts (and P.P.E.) to produce an even more powerful effect. There are legends of ancient Nightbane groups sending hurricanes and tornadoes against people who offended or injured them.
The P.P.E. cost varies; the effects take !D6xlO minutes to manifest, and then lasts one hour. At the end of the hour, the same amount of P.P.E. must be spent to keep it going or it fades away. Some guidelines are given below:
A minor change in existing weather conditions like raising the wind.by up to 5 mph (8 kmph), increasing or decreasing cloudiness, intensifying already existing rain, raising or lowering overall temperature by 4 degrees Fahrenheit: 5 P.P.E.
A moderate change of weather conditions like starting rain on an overcast day, turning a downpour into a storm or vice versa, raising or lowering overall temperature by 10 degrees Fahrenheit: 10 P.P.E.
Sudden, major change in weather like starting rain during a clear, sunny day, stopping a downpour, or creating a major thunder or electrical storm during a rainy day, raising or lowering overall temperature by 20 degrees Fahrenheit: 20 P.P.E.
Extreme changes in weather like creating a fog, or starting a hailstorm or electrical storm during a clear, sunny day — or turning a storm into a sunny day, turning a thunderstorm into a tropical storm with near-hurricane winds (70 mph/112 kmph), raising or lowering overall temperature by 30 degrees Fahrenheit: 40 P.P.E.
Total upheaval in weather such as starting a hurricane or tornado from scratch (90+ mph/144 km winds), create a blinding snowstorm, dissipating a hurricane or terrible storm, raising or lowering overall temperature by 50 degrees Fahrenheit: 80 P.P.E.
The base area affected has a radius of one mile (1.6 km). Each additional mile of radius doubles the previous P.P.E. cost. For example: causing a moderate change in the weather costs 10 P.P.E. for one mile/1.6 km, 20 P.P.E. for two miles/3.2 km, 40 P.P.E. for three miles/4.8 km, and 80 P.P.E. for a four mile/6.4 km radius.
Limitations: Usable only by the Morphus. Not available until reaching 5th level.
Cost: 20 P.P.E. to acquire it permanently; P.P.E. cost varies as described above.

Elite Nightbane Talents
These powers have certain prerequisites. For instance, animal control abilities apply only to Nightbane who have some elements of those animals in their Morphus.
Elite Talents seem to be an extension of the Nightbane's selfconception, i.e. a machine-man might see himself capable of controlling other machines, but not animals. On the other hand, a biomechanical-animal Nightbane would have access to both types of powers.

Bloodbath
This grotesque power allows the Nightbane to use his own blood to suffocate victims. A stream of blood pours from the character (this inflicts 1D6 points of damage to the character, activating the Talent). The Nightbane is at +3 to strike with it. On a successful hit, the blood will rush into the victim's nose and throat, and cause him to choke! While drowning in blood, the victim is at -2 on all combat actions and is unable to use spells, Talents or any skill that requires concentration. The blood remains alive for 1D4 melee rounds, inflicting 2D6 points of damage at the end of each melee round. A successful save versus non-lethal poison will avoid damage for that round, but the penalties remain. Additionally, a victim unfamiliar with that attack must save versus a Horror Factor of 12 to avoid panicking. If panicked, the penalties for the victim are doubled.
Prerequisite: At least one characteristic from the Stigmata Table.
Limitations: Usable only by the Morphus. Not available until 3rd level. Duration: 1D4 melee rounds.
Cost: 15 P.P.E. for permanent acquisition; 8 to activate plus it inflicts 1D6 S.D.C. points of damage on the user.

Deus Ex Machina (Machine Control)
The Nightbane can control machines from cars to microwaves, to lamps or weapons. One device can be controlled for every three points of I.Q. he has (thus, a Nightbane with an I.Q. of 13 could control 4 machines). The machines can then be made to do anything within their capabilities. For example, a lamp can turn itself on or off, but nothing else. A car or a motorcycle could start its motor and ride off (until it left the range of the effect). While the Nightbane can control several machines, only one of them can be directly controlled on an action-by-action basis. The remaining mechanisms can be given a general order for the rest of the round.
Example: The aforementioned Nightbane is trapped in a house by a number of NSB agents. Trying to create a diversion, he activates Deus Ex Machina and takes control of four machines, including a desk-top computer, a laser printer, a lawn mower just outside the house, and a lamp on the desk. He first orders the office machines to start the diversion, the lamp will turn itself on and off for a melee round, the computer will start making noise at the top of its Soundblaster speakers, and the laser printer will start spitting blank pieces of paper. As the NSB are distracted by the noises coming from the office, the Nightbane takes full control of the lawn mower and sends it roaring into their midst! As the agents shoot the hapless machine to pieces, the Nightbane quietly slips out the back. In a pinch, the character can also seize control of guns and even explosive devices to prevent them from firing (or detonating) or to shoot (explode) whether the user wants them to or not.
Prerequisite: At least one biomechanical characteristic.
Limitations: Usable by the Morphus only. Not available until the third level. Duration of control: One minute; Range: 300 feet (91.4m).
Cost: 12 P.P.E. to acquire permanently; 4 to activate plus 6 for each additional minute of control or 20 for an additional 100 foot (30.5 m) radius of control.

Swarm Self
Causes the Nightbanes body to separate into 2D4xl0 tiny animals of the same animal type as the character (see prerequisites, below). The Nightbane controls this swarm and is aware of everything they do or see. Each swarm member has 5 S.D.C. and 1 Hit Point. In combat, they do 1 point of S.D.C. damage individually or 5D6 S.D.C. from a group or swarm of 10 or more every melee round (all 10 attack one target; several groups of 10 can attack different targets).
The swarmlings have the same combat bonuses as the Nightbane when attacking individually; they are small targets, requiring a called shot at -5 to hit! If attacking as a group, each group of 10 will automatically swarm over a target in 3-5 seconds (equivalent to a melee attack/action) and inflict the damage at the end of each melee round. Attacks on the swarm have no modifiers to hit; a swarm of 10 critters will have 50 S.D.C. and 10 Hit Points. If the swarm takes more than half its S.D.C. damage, it means that half of the critters are dead, damage is reduced to 2D6. When all the S.D.C. is depleted, this means that only two swarmlings remain, and they attack and defend normally (see above).
The hit point (not S.D.C.) damage taken by the swarm carries over to the Nightbane's hit points after the swarm is destroyed or recalled. The swarmlings do not regenerate damage and the character must switch back to his normal Morphus form and limp away. At least two of the swarmlings must be present for the Nightbane to rebuild himself, but most retreat and reform when reduced to 10 or 15. If all are destroyed, then the Nightbane is slain.
Prerequisite: At least one characteristic from the Animal or Insect Form Table. The creatures will be small versions of the animal. For example: A character with avian characteristics will be able to separate into a swarm of birds, a rodent into a swarm of rats or mice, arachnids into spiders or scorpions, insects into wasps bees or biting flies and so on.
Limitations: Usable by the Morphus only. Range: Self; once a swarm, the range is unrestricted.
Cost: 15 P.P.E. to acquire permanently; 10 to activate for the first two minutes and an additional 10 points for each additional two minutes.

Lord/Lady of the Wild
(Animal Control)
The Nightbane gains mastery over any animal species he/she is associated with; thus, a wolf-life Nightbane will be able to control wolves and any canine animal, while a bird-like character would gain powers over all birds. The power has variable range and effects, depending on the amount of P.P.E. the Nightbane spends. Simple commands like "Come here," "Attack this man," "Go," or "Make a lot of noise" will be readily heeded. A character with this power can also make animals behave in unnatural ways, like attacking armed men, something most animals will never do, dance in circles, leap through a wall of fire, etc., but this will cost more P.P.E. Some guidelines are described below:
Calling animals: Any animals of the appropriate species will come from up to a one mile (1.6 km) radius per level of experience: Costs 2 P.P.E. Once they get there, the animals will revert to normal unless new commands are given.
Minor, non-dangerous actions: Like making noise, hiding, fluttering about, or acting in fairly normal ways: Costs 1 P.P.E. per large animal or per group of up to ten small animals (rat/pigeon- sized or smaller).
Dangerous actions: Threatening humans, bite/attack, leap at, block or otherwise hindering armed humans, or behavior that goes against the animal's normal behavior (asking a nocturnal animal to operate in the daytime, etc.): Costs 5 P.P.E. per large animal or per group of up to ten small animals.
Suicidal actions: Recklessly attacking humans or supernatural beings, intercepting vehicles (a flock of birds can bring down a plane by flying into its engines), fight to the death, and other suicidal or utterly unnatural acts: Costs 10 P.P.E. per large animal or per group of up to ten small animals.
Prerequisite: At least one characteristic from the Animal Form Table.
Limitations: Usable by the Morphus only. Not available until fourth level. Control is limited to the appropriate species. Range: One mile (1.6 km) to summon, 500 feet (152 m) to control/command. Duration: 15 minutes.
Cost: 15 to acquire permanently; activation varies as described above.
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