1st Level
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Talents Available at 1st Level:

Air Grab (BtS 133)
Astral Self (BtS 133)
Darkbonds (NL 144)
Darksong (NB 108)
Darkwave (BtS 133)
Darkwhip (NB 108)
Dervish Dance (BtS 133)
Dreamer (DtS 134)
Lightning Rider (NB 109)
Mirror Search (NB 110)
Mirror Sight (NB 109)
Nightbringer (NB 110)
Piecework (BtS 134)
Premonition (NB 110)
See Truth (NB 111)
Shadow Blast (NB 111)
Shadow Shield (NB 111)
Shadow Slide (NB 111)
Shadows of Fear (NL 143)
Sharing the Flesh (NB 112)
Shroud (NB 112)
Soul Shield (NB 112)
Splittin' Image (NB 112)


Talent: Air Grab
The Nightbane can ‘grab’ someone up to 50 feet (30.5 m) away +10 feet (3 m) per additional level by making a grabbing gesture at the direction of the target. The grab simply holds a person for two melee actions, or roughly 5 seconds, during which time he cannot move or physically attack. The captive of an air grab can break free with, one, flexing, melee action of his own, but only if his strength is equal to or greater than the Nightbane’s.
An “air squeeze” does supernatural PS damage; use the Nightbane’s PS minus five points, and counts as two melee attacks.
The Nightbane can also use the power to grab and bring/pull the victim to him in one melee action (2 seconds), The captive of an air grab can break free or resist being pulled only if his own PS is equal or greater than the Nightbane, instead of pulling the grabbed character to him, the Nightbane can throw him up to 10 feet (3 m) away. Unless the victim makes a successful roll with PIF he takes 1d6 SDC damage and loses two melee actions/attacks and initiative.
Victims must know they are being targeted with this power to avoid it, and even then they need to roll a 16 or higher to dodge.
Limitations: Usable in Morphus only. Each action or attack costs 8 PPE
Cost: 10 PPE are permanently spent to acquire it and 8 PPE are needed per grabbing action.
Book/Page: Between the Shadows 133
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Talent: Astral Self
The Nightbane becomes an astral being with no physical body. In this form, the character has all the abilities and limitations of an astral projection (see Nightbane RPG, page 70), but without the silver cord, or any physical body left behind. The SDC of the astral self is equal to the combined SDC and hit points of the Nightbane, times two! While in astral form, the character can enter the Astral Plane, affect insubstantial creatures and other astral beings, and visit astral domains or kingdoms. Once transformed, the Nightbane can stay in astral form indefinitely, although changing back will use up PPE.
Limitations: Usable in Morphus only.
Cost: 8 PPE are permanently spent to acquire it and 8 PPE are needed every time to activate it and 8 PPE to return to the physical form (the character must have returned to the physical world, either Earth or the Nightlands, to return to his normal state).
Book/Page: Between the Shadows 133
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Talent: Darkbonds
The Nightbane creates black bonds of some sort (they could be tendrils of energy, or chains, ropes, etc.) and controls them to hold captives. The bonds do no damage other than restrain the character just like real rope or chain. To break free, the opponent must roll 1d20 and add PS bonuses if any. The total rolled muse be equal or exceed the PS number of the bonds (minimum 18). The PS of the Bonds is equal to 18 at the base PPE cost. One additional point of PS can be added to the dark bonds for even 2 extra PPE spent on it.
Limitations: Usable in Morphus only. Last for 1 minute (4 melee) per level of experience.
Cost: 8 PPE are permanently spent to acquire it and 6 PPE are needed every time to activate with a PS of 18; each additional +2 PPE adds one PS point to the bonds. There is no limit other than the character’s PPE reserve.
Book/Page: Nightlands 143
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Talent: 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 10, they are stunned for 1d4 melee rounds. The attacker can raise the number needed to save by expending additional PPE: +1 point per 3 PPE 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, nut they are +4 to resist.
Limitations: Usable in Morphus only
Cost: 7 PPE are permanently spent to acquire it and 5 PPE are needed every time to activate it (+3 PPE to raise the save number by +1).
Book/Page: Nightbane RPG 108
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Talent: Darkwave
The Nightbane becomes a simi-liquid mass of pure darkness that can engulf and injure opponents. An engulf counts as a normal melee attack. An intended victim can try to dodge but does so with a –4 penalty. Once engulfed, the victim is helplessly confined to absolute darkness, and possibly made suffer 2d6 SDC per melee round locked within the darkwave. This damage cannot regenerate until the victim is free of the darkness. While trapped, the victim looses half his attack/actions per melee round, and all combat bonuses. The use of spells and Psionics are impossible.
The size of the darkwave is determined by the level of the Nightbane. At levels one & two, the character can engulf one victim, two victims at level three, three at level six, and one additional victim ate levels nine, twelve and fifteen. Multiple victims get a dodge defense against the Nightbane’s single attack without penalty.
While in this state, the Nightbane take half damage from physical attacks directed at the darkness, and double damage from energy and magical attacks from those not trapped inside. Furthermore, strong light will inflict damage: no damage from street lamps, 1d6 from a pen light (range: 5 feet/1.5 m), 3d6 from a commercial flashlight (range: 10 feet/3.0 m), 5d6 from a high-powered or police flashlight, and 1d6x10 from a spotlight, magic light or Guardian. This damage can be inflicted once per melee round per light wielder. The power cannot be used during the day; or the Nightbane will take 1d6x10 points of damage at the end of every melee round.
Limitations: Usable in Morphus only, vulnerable to light, and not advisable in daylight.
Cost: 12 PPE are permanently spent to acquire it and 6 PPE per 30 seconds (2 melee rounds)
. Book/Page: Between the Shadows 133
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Talent: Darkwhip
Creates tendrils of darkness that inflict supernatural damage with a P.S. equal to the amount of PPE spent on creating them. The tendrils may have any shape, not limited to whips and tentacles, although those are the most common. The Darkwhip can be used to strike and also entangle or disarm, provided those skills are known to the wielder. 4 melee rounds (one minute), after which they must be recreated.
Range: 60 feet (18.3 m)
Limitations: Usable in Morphus only.
Cost: 8 PPE are permanently spent to acquire it and 4 PPE are needed every time to activate it (additional PPE increases the amount of damage the whip inflicts with each strike).
Book/Page: Nightbane RPG 108
Please note: GM clarification: because the damage factor here is very vague, when activated the tendrils have the same PS as the Nightbane activating this talent. Therefore the damage caused by the tendril is equal to the PS damage bonus, i.e. PS of 17 has a +2 damage bonus, so 4PPE would cause 2 points of damage per successful strike. The additional PPE added would increase the damage by 1 point per PPE. If your PS is less than 17 you must put enough PPE into activating the tendril to bring it the PS of the tendril up to 17+, i.e. PS of 10 would require 11 PPE (4 for activating + 7 to bring the PS up to 17, to cause 2 points of damage.
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Talent: Dervish Dance
The Nightbane can move in a circular pattern and make spinning attacks with incredible speed. Basically, the character spins at blurring speeds in a large circle – an area 10 feet (3.0 m) in diameter. All opponents within, or who enter the dance zone gets attacked as if the Nightbane had made an attack roll of 10+1 per level of the Nightbane (max 19). Everybody in the dance circle is attacked again if anyone in the zone tries to attack the Nightbane dervish dancer. Opponents can try to dodge the dervish attack as normal, parry –6, or try to roll with the PIF after being struck. The Nightbane also uses the attack roll number (10+1 per level) to automatically parry all incoming attacks, even bullets, arrows and similar missile attacks (but not energy attacks – they strike and damage as normal). The dervish dance lasts on entire melee round (15 seconds), must be the Nightbane’s first attack of that melee round, and counts as all the character’s melee attacks for that round. Any within the circle is attacked with the activation of the talent, and are attacked with any attack towards the Nightbane, any who runs away is likely to get outside the diameter of the dance and be safe from further attacks. However, looking at the blur of action, he can still try to strike the whirling Nightbane but he still must roll (10+1 per level) or higher to hit the Nightbane. At the end of the melee round, The Nightbane stops and prepares to fight them normally. If he wanted to keep going, he would have to spend an additional 20 PPE.
Limitations: Usable in Morphus only and limited to a 10 foot (3 m) diameter striking range.
Cost: 15 PPE are permanently spent to acquire it and 20 PPE are needed every time to activate it.
Book/Page: Between the Shadows 133
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Talent: Dreamer
With this power, the Nightbane can enter the Dreamstream, body and soul. While in Dreamstream, the Nightbane has a “psychic SDC” equal to his normal SDC and hit points combined. The character can use his other talents normally, and can enter Dream Pools of other people. Although Nightbane’s cannot manipulate dreamstuff to terrorize dreamers, their mere shape and appearance are often enough to create nightmares.
Limitations: Usable in Morphus only.
Cost: 10 PPE are permanently spent to acquire it and 10 PPE are needed every time to enter or leave the Dreamstream. Once there, the Nightbane can stay indefinitely.
Book/Page: Between the Shadows 134
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Talent: Lightning Rider
The Nightbane becomes a being of pure energy! Unless a great deal of PPE 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 speed.
Limitations: Usable in Morphus only.
Cost: 15 PPE are permanently spent to acquire it and 10 PPE are needed every time to activate it per minute (it takes one melee round of concentration to activate). The Nightbane can increase the voltage to inflict damage: 1d6 SDC per 5 PPE, per attack; 8 points of damage will fry most electronics like radios, computers, etc. Tempest-hardened systems will survive as much as 40 SDC points before being disabled.
Book/Page: Nightbane RPG 109
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Talent: 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 the effectively scans a 10 mile radius (more if additional PPE 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 from the bathroom mirror 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 in Morphus only.
Cost: PPE are permanently spent to acquire it and PPE are needed every time to activate it.
Book/Page: Nightbane RPG 110
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Talent: 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 Nightlords. This talent enables the Nightbane to see the other side of the 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 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 [of Nightbane RPG] for more information.
Limitations: Requires a mirror; can be used by both Morphus and Façade. Duration is limited to 10 minutes per level of the characters experience.
Cost: 5 PPE are permanently spent to acquire it and 2 PPE are needed every time to activate it.
Book/Page: Nightbane RPG 109
Note: Both Mirror Sight and Mirror Search show only images, not sound - it's like looking through the glass of a closed window into a 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 such clothe or tarp. However, painting the mirror will prevent such passage as well as the use of the mirror as a window
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Talent: Nightbringer
Absorbs light around the Nightbane, creating an area of darkness equal to 10 feet (3.0 m) in diameter per every 2 PPE spent. The power also absorbs energy attacks, except Shadow Blast and other darkness-based attacks and magic. People caught in the unnatural darkness are at a -6 to strike, parry and dodge, and -4 on their perception rolls (penalties are half for creatures with nightvision).
Limitations: Usable in Morphus only.
Cost: 5 PPE are permanently spent to acquire it and 2 PPE minimum are needed every time to activate it. Each additional 2 PPE increases the diameter of the darkness be 10 feet (3.o m).
Book/Page: Nightbane RPG 110
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Talent: Piecework
By using this power, the Nightbane can remove a part of his own flesh and place it somewhere as a spying device; some remove an eye, ear or other sensory body parts, but a finger or toe will do just as well. The body part will be able to hear, see and feel everything around it, although may be limited by where it has been placed and cannot move or communicate. The Nightbane cannot learn anything from the detached appendage until he reattaches it. When the piece is reattached, the character remembers everything experienced by the piece as if he had been there himself. Each piece has 10 SDC and 4 hit points (these cannot be regenerated until the piece is destroyed or reattached).
Limitations: Usable in Morphus only.
Cost: 10 PPE are permanently spent to acquire it and 8 PPE are needed every time to activate the missing piece. Every hour after the first that the piece is missing, the Nightbane must spend an additional 6 PPE, or the missing piece will disappear. If this occurs the Nightbane regenerates the damage and the item, but loses any information the original might have gained. If the part or piece of flesh is burned, eaten or otherwise destroyed, it ceases to exist, with the same effects.
Book/Page: Between the Shadows 134
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Talent: Premonition
Gives the character feelings and visions about the future, often at unexpected times (ultimately, when the GM 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 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 shadows so his features cannot be seen, but the vision always ends with the image of a stylized eagle. The one day, the Nightbane meets a person with a tattoo of the 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 in Morphus only. A premonition can happen spontaneously, or when the Nightbane actively attempts to sense the future.
Cost: 2 PPE are permanently spent to acquire it and 2 PPE are needed every time to activate it and 2 PPE when a spontaneous occurrence happens.
Book/Page: Nightbane RPG 110
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Talent: 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 Façade 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 a 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 PPE; every 4 PPE raises the save number by +1 (maximum of 18, for 24 PPE).
Limitations: Range: line of sight up to 300 feet (91.4 m) away.
Cost: 3 PPE are permanently spent to acquire it and 2 PPE are needed every time to activate it, +4 PPE to increase the save number by one.
Book/Page: Nightbane RPG 111
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Talent: Shadow Blast
Fires a black bolt that does 1d4 SDC for every point of PPE spent on it, so 10 PPE would result in a 1d4x10 SDC bolt and so on.
Limitations: Usable in Morphus only. The Nightbane can only spend 4 PPE per level of experience. Range: 500 feet (152 m).
Cost: 8 PPE are permanently spent to acquire it and 1 PPE are needed for every 1d4 points of damage, with limitations.
Book/Page: Nightbane RPG 111
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Talent: Shadow Shield
Creates a force field of dark energy around the Nightbane, providing 20 SDC per 2 PPE spent (PPE 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 SDC of the shadow shield is used up.
Limitations: Usable in Morphus only.
Cost: 7 PPE are permanently spent to acquire it and 2 PPE are needed every time to activate it with 20 SDC plus additional PPE to increase the level of protection.
Book/Page: Nightbane RPG 111
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Talent: 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 PPE cost (2 PPE per pound/0,45 kg of weight).
Limitations: Usable in Morphus only.
Cost: 8 PPE are permanently spent to acquire it and 10 PPE are needed every time to activate it, and 10 PPE per each minute the talent is maintained.
Book/Page: Nightbane RPG 111
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Talent: Shadows of Fear
This talent must be used in a shadowy or dark area. Throughout the area of effect, the shadows seem to move (can only be seen from the corner of one’s eye) and strange and frightening noises can be heard coming from every shadow. Some are like rustling sounds of small animals, while others sound like deep growls and the shuffling steps of some large creature. While the power is on, Perception rolls are at –4, as everyone in the area is distracted by the noises. Also, some people or creatures (especially normal humans) may need to save vs. a horror factor of 12 (at the GM’s discretion).
Limitations: Usable in Morphus only. The base area is a 20-foot (6 m) radius; for every 2 PPE spent add an additional 10 feet (3 m) to the radius. Duration is one minute (4 melees) per level of experience.
Cost: 5 PPE are permanently spent to acquire it and 4 PPE are needed every time to activate it plus 2 PPE spent add an additional 10 feet (3 m) to the radius.
Book/Page: Nightlands 143
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Talent: 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 only a little amount to all. This is actually a painful sacrifice on the part of the Nightbane as he/she heals normal - fortunately, these creatures heal rapidly compared to humans.
Limitations: Usable in Morphus only 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 PPE points and 100 of his SDC 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 into a coma for 2d4x10 minutes. A Nightbane with less than 100 SDC/hit points available at the time can perform the same healing but will die in the process.
Cost: 2 PPE are permanently spent to acquire it and 8 PPE are needed every time to activate it (see above for coma cases).
Book/Page: Nightbane RPG 112
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Talent: Shroud
This powerful talent enables a Nightbane to become invisible and noiseless to both 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.
This power is very expensive to maintain for long periods of time (10 PPE 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 in Morphus only.
Cost: 12 PPE are permanently spent to acquire it and 10 PPE are needed every time to activate it per each minute.
Book/Page: Nightbane RPG 112
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Talent: Soul Shield
Protects against mental attacks/probes and see truth Talent. The Soul Shield acts like a psychic mind block, preventing most magical or Psionic probes from intruding into the Nightbane's mind. More importantly, while 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 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 in Morphus only.
Duration: one Hour.
Cost: 6 PPE are permanently spent to acquire it and 4 PPE are needed every time to activate it.
Book/Page: Nightbane RPG 112
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Talent: Splittin' Image
This powerful ability enables the Nightbane to separate his Façade 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 -2 on all combat and perception rolls, has half the normal attacks per melee, and is at -40% to perform any skills.
Limitations: Usable in Morphus only. Not available until 5th level.
Duration: One or more hours depending on the amount of PPE expended. The character can merge back into one body at will.
Cost: 15 PPE are permanently spent to acquire it and 20 PPE are needed every time to activate it for one hour and 10 PPE per each additional hour (can spend the PPE "up front" or as needed).
Book/Page: Nightbane RPG 112
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Copyright ©:2004/2005 Don Peppers
Revised - March 25, 2005
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