Gryphon

Ancient Nightbane from Wales in the 11th Century

Description:

Real Name: Emrys ap Gruffydd
Age 950 – ish (Doesn’t keep track much anymore)
OCC/RCCC: Ancient Nightbane Knight
Level: 9th

FACADE MORPHUS
I.Q.: 11 (+0% to skills) I.Q.: 11 (+0% to skills)
M.E.: 15 +0 vs. PSI/Insanity M.E.: 15 +0 vs. PSI/Insanity
M.A.: 12 +0% to Trust/Intimidate M.A.: 21 +65% to Trust/Intimidate
P.S.: 26 + 11 to Dam. P.S.: 45 + 30 to Dam.
( + 6 Excep Stat.)Supernatural
P.P.: 22 + 4 to S/P/D P.P.: 31 + 8 to S/P/D
( + 4 Excep Stat.)
P.E.: 24 +18% vs. Coma/Death +5 vs. Poi/Mg P.E.: 44 +50% vs. Coma/Death +15 vs. Poi/Mg
( + 6 Excep Stat.)Supernatural
P.B.: 14 +0% Charm/Impress P.B.: 21 +55% Charm/Impress
SPD: 20 400/yds minute SPD: 48 960/yds minute
WingedFlight85MPH + 10/lvl = 165 MPH
M.D.C. (Facade): None M.D.C. (Morphus): 434
S.D.C. (Facade): 61 S.D.C. (Morphus): 270
Hit Points (Facade): 65 Hit Points (Morphus): 164
Natural Armor Rating (Facade): None Natural Armor Rating (Morphus): 6 (Only applicable to S.D.C. attacks)
Height (Facade): 5ft 9in Height (Morphus): 9 ft
Weight (Facade): 198 lbs. Weight (Morphus): 594 lbs.
HF (Facade): None Awe Factor (Morphus): 14
P.P.E.: 297 I.S.P. & Psi-Powers: None
Nightbane lack the capability to use psionic powers.
HtH (Facade) Expert (See SKills): 7 A.P.M.
+0 on initiative+ 6 to strike+ 9 to parry+ 9 to dodge
+11 to Dam.+2 to pull punch+ 2 to roll w/ punch/fall/impact+2 save vs Disease
+5 save vs Horror Factor+5 vs Poison+18% vs Coma/Death+7 save vs magic
Body block/tackle: 2D4 + P.S.Crush/squeeze: 2D4 + P.S.Pin/incapacitate on a natural roll of 18, 19, or 20.Crit. strike on a natural roll of 18, 19, or 20.
Kick Attack: 2D4 + P.S.Roundhouse Kick: 3D6 + P.S.Backward Sweep: Cannot be parried.Body flip/throw: 1D6 + P.S.
Horsemanship: Knight (Facade) Expert (See SKills): 7 APM
+ 1 on initiative+ 2 (11) parry and dodge+ 1 (3) to roll w/ punch/fall/impact+ 1D6 to Dam. w/ mounted
+ 2D6 Dam. w/ charge using lance,pole-a., spear2D6 Front mount kick4D6 Rear mount kick
HtH (Morphus) Martial Arts: 8 APM +1 to Initiative
+ 12 to strike+ 15 to parry+ 15 to dodge +2 to disarm
+30 to Dam.+6 to pull punch+ 7 to roll w/ punch/fall/impact+3 save vs Disease
+19 save vs magic+15 vs Poison+7 save vs Horror Factor+50% vs Coma/Death
+3 save vs psionics+15 vs Poison+4 save vs Horror Factor+50% vs Coma/Death
Body block/tackle: 2D4 + 30Crush/squeeze: 2D4 + 30Pin/incapacitate on a natural roll of 18, 19, or 20.Crit. strike on a natural roll of 18, 19, or 20.
Kick Attack: 2D4 + 30Roundhouse Kick: 3D6 + 30Backward Sweep: Tripping Leg Hook: Cannot be parried.
Jump Kicks: ALL + 30Leap Attack (critical)Paired Weapons W.P.
Beak Bite: 2D8 + 30Beak Peck: 1D6 + 15 Claw Attack 3D6 + 30
NB-KnightFamilySkillsNew knight: Make selections from the rogue, physical or weapon proficiency categories.
BoxingN/AN/AThe classic art of fighting with fists. Training helps build the body and reflexes. Skilled boxers will automatically knockout opponents on a roll of a natural twenty. The victim of a knockout will remain unconscious for 1D4 melees rounds. Unlike normal knockout/stun, the player with the boxing skill does not have to announce that he is trying to knockout his opponent before making a roll to strike. The following bonuses are provided:
+ One additional attack per melee round.
+ 2 to parry and dodge.
+ 1 to roll with punch or fall.
+ 2 to P.S.
+ 3D6 on S.D.C. = (11)
RunningN/AN/AA routine of running and exercise to build running speed and endurance. Provides the following:
+ 1 to P.E.
+ 4D4 to SPD = (11)
1D6 to S.D.C. = (2)
WrestlingN/AN/AWrestling is more of a sport than a combat skill, but it does provide some useful combat moves and bonuses.
Wrestling Special Moves:
1. Body block/tackle does 1D4 damage (double if the wrestler is 8 to 12 feet/2.4 to 3.6 m tall, and 3D6 damage if larger). The opponent must dodge or parry (push away/deflect attacker) to avoid being knocked down. If knocked down, the opponent loses one melee attack/action and initiative for the rest of that round.
2. Pin/incapacitate on a natural roll of 18, 19, or 20. This means that the wrestler can hold his opponent in such a way that his opponent can-not physically attack or move. However, the character who is using the “pin” hold cannot attack or move without releasing his opponent.
3. Crush/squeeze does 1D4 damage per squeeze attack (double dam-age if 8 to 12 feet/2.4 to 3.6 m tall, and 3D6 damage if larger). Each
“squeeze” counts as one melee action/attack.
Wrestling Bonuses:
+ 1 to roll with punch, fall or impact.
+ 1 to P.S.
+ 4D6 to S.D.C. = (18)
NB-KnightO.C.C.Skills
Dance5%/Lvl85%A practiced skill in the art of dancing. The character is especially smooth and graceful, a joy to dance with. Can learn new dance steps/moves much more quickly than somebody who can not dance.
Heraldry5%/Lvl80% / 85%A surprising number of players have inquired about heraldry or coats of arms, so we include a brief description courtesy of Michael Kucharski:
The heraldry skill is really two-fold. First, it offers political knowledge regarding ruling governments/powers, kingdoms and royal families. The heraldry symbols are often .genealogical and political stamps that can reveal a great deal to those familiar with world politics and political intrigue. Such emblems can reveal at a glance what kingdom the wearer represents, his royal family, social status, reputation, military strength, wealth, etc.
The second is the ability to correctly create (or devise) or blazon a heraldic mark in accordance to the rules of the land and court. Punishment for stealing or forgery of another’s insignia can be quite severe, and can lead to lengthy imprisonment, torture, or death at the hands of an irate noble, knight or royalty.
The first number indicates the character’s ability to recognize and interpret the political significance of a coat of arms (as described above). The second number indicates the character’s ability to recognize whether the emblem is correctly emblazoned, as well as to make a proper coat of arms himself (as described below). Add a +5% bonus if the character also has the intelligence skill.
Horsemanship: Knight5%/Lvl90% / 80%Ride & care of horses: The first percentile number indicates the character’s riding ability and a fundamental knowledge of feeding, car-ing, and grooming of horses.
Recognize quality/breed: The first percentile number also indicates the success ratio of recognizing the breed quality, age, strength, speed, health, and general attributes/capabilities (race horse, workhorse, warhorse, etc.) of the animal.
Breed horses: The second percentile number indicates the knowledge in the raising, breaking, training and breeding of horses. It includes shoeing horses, giving birth, and curing minor ailments and injuries.
Jumping: The second percentile number also indicates the success ratio of NOT being thrown from the horse when jumping, charging, kicking or performing some other difficult maneuver or trick, character must roll under his percentage to remain in the saddle and in control of his animal. Damage from being thrown off a horse is typically 1D6.
Racing: The second percentile number also indicates the success ratio of maintaining control and getting maximum speed while racing at full gallop. A failed roll means the horse runs quickly but 10% short of its maximum speed attribute. A successful roll not only means running at maximum speed, but the rider can coax that little extra spirit and speed out of the animal. Once every four minutes, the rider can get the horse to kick into overdrive and run at 25% faster than its normal maxi-mum. However, this speed can only be maintained for one minute at a time and cannot be done more than three times in a 15 minute period. Maximum running speed can be maintained for a period of minutes equal to the horse’s P.E. attribute. Pushing the horse beyond its endurance will cause it to slow down by 30% and after 4D4 minutes, collapse from exhaustion (requires at least a half hour rest and light activity for another hour).
Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not the horse. The rider gains a combat advantage from the height and speed of being
mounted.
• + 1 on initiative when on horseback.
• + 1 to roll with fall or impact when knocked from a horse.
• + 2 to parry or dodge while on horseback.
• Inflicts + 1D6 to damage when on horseback.
• Charge attack (running horse) with a lance, pole-arm or spear: + 2D6 damage. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee actions/attacks.
• Horse attack: This indicates that the rider is skilled enough to remain saddled while he attacks and has his horse rearing or kicking in simultaneous attack (roll under second percentile number). Damage from the kick of a horse will vary with the size and breed of the animal; generally 2D6 from the front legs and 4D6 from the rear legs.
Land Navigation4%/Lvl72%This skill enables the person to stay on course while traveling over land by means of observation. It includes mentally marking/recognizing geographic landmarks, estimating distance and movement, recognizing sounds, night travel, and other navigational tricks. The player should roll once for approximately every three miles (4.8 km) traveled. A failed roll means the character is drifting off course; 2D10xlOO yards/meters. Consecutive failed rolls means the individual does not realize that he’s off course and continues in the wrong direction.
Note: A group of average men can cover about five miles (8 km) an hour at a brisk but relaxed pace through grasslands, along dirt roads or pavement. Travel at a cautious pace, with eyes open for danger, through dense forest, jungle, or difficult terrain is about one or two miles (1.6 or 3.2 km) an hour. Heavy rain or snow, fog, swamps, etc., will also reduce speed.
Map reading is done by looking at symbols (not words) and is -20%. The use of navigational instruments is not possible. Literacy and math are not required to use this skill.
Lang: Welsh5%/Lvl98%Characters with a language skill can understand and speak a language other than their own native tongue. Language is one of the few skills that can be selected repeatedly in order to select several different languages. Each selection gives the character knowledge of a different language and costs one skill selection each time.
Lang: German5%/Lvl98%Characters with a language skill can understand and speak a language other than their own native tongue. Language is one of the few skills that can be selected repeatedly in order to select several different languages. Each selection gives the character knowledge of a different language and costs one skill selection each time.
Lang: English/American5%/Lvl98%Characters with a language skill can understand and speak a language other than their own native tongue. Language is one of the few skills that can be selected repeatedly in order to select several different languages. Each selection gives the character knowledge of a different language and costs one skill selection each time.
Literacy: Welsh 5%/Lvl90%Many men of arms, adventurers and most common folk are totally illiterate. Even those who can read and write are not necessarily well practiced in reading and writing.
Military Etiquette5%/Lvl90%This skill grants a basic understanding of the way the military works, including basic rules of behavior (when to salute, how to address superiors/subalterns, etc.), common routines, basic military procedures, standard issue weapons, common attack and defense formations, the chain of command and how to deal with military bureaucracy, who to contact to get things done, and other useful information.
Math: Basic5%/Lvl98%Knowledge of basic math, including the ability to count, addition, subtraction, multiplication, division, and fractions.
W.P.: LanceN/AN/AThe knight is skilled in the use of the lance as a weapon in combat and for tournaments. The knight gets the equivalent of W.P. Lance with the following abilities and bonuses: The roll of a “natural” 20 (unmodified die roll) means the lance strike inflicts triple damage (instead of double; an otherwise successful strike does normal damage, including bonuses for being on horseback), or the strike can be used to unseat his opponent. An opponent may also be unseated with a modified strike roll that is 20 or greater. Opponents knocked from horseback take 1D6 damage from the lance, are knocked off their horse and take an additional 1D6 damage unless they successfully roll with impact/fall. The fallen rider also loses initiative and one melee action/attack. An opponent who is not on horseback, but standing on the ground can be similarly knocked off his feet and on his backside with the same result, except no additional dam-age from the fall. The player must announce his character’s intention as to whether he intends to inflict damage or unseat his opponent.
W.P.: ShieldN/AN/ACombat skills with large and small shields used primarily for parrying and self defense.
Bonuses: + 1 to parry at levels 1, 3, 6, 9, 12 and 15. A shield can be used in one hand and a weapon in the other. + 1 to strike with a shield (1D4 damage) at levels 4, 8, and 12. No bonus to strike when thrown.
W.P.: BluntN/AN/ATraining with all types of blunt weapons, including maces, hammers, cudgels, pipes, staves, and clubs.
Bonuses: + 1 to strike and parry at levels 1, 3, 6, 9 and 12. + 1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P.: SwordN/AN/ACombat skills with large and small swords, including fencing type training. Includes rapiers, sabers, two handed, and short swords.
Bonuses: +1 to strike and parry at levels one and three, and add another at levels seven, eleven, and fourteen.
Hand to Hand: ExpertN/AN/A1 Starts with two attacks per melee round. +2 to roll with punch/fall/impact, +2 to pull punch.
2 +3 to parry and dodge.
3 +2 to strike.
4 One additional attack per melee round.
5 Kick attacks: Karate style kick does 2D4 damage and any two of choice.
6 Critical strike on an unmodified roll of 18, 19 or 20.
7 Paired weapons.
8 Body throw/flip and disarm.
9 One additional attack per melee.
10 +3 to damage and an additional +2 to pull punch.
11 Knockout/stun on an unmodified roll of 18, 19 or 20.
12 An additional +2 to parry and dodge.
13 Critical strike (triple damage) or knockout from behind.
14 One additional attack per melee round.
15 Death Blow on a roll of a natural 20 (if desired)
NB-KnightRelatedSkills
Lit: English/American5%/Lvl80%Many men of arms, adventurers and most common folk are totally illiterate. Even those who can read and write are not necessarily well practiced in reading and writing.
Lit: German 5%/Lvl80%Many men of arms, adventurers and most common folk are totally illiterate. Even those who can read and write are not necessarily well practiced in reading and writing.
Falconry5%/Lvl80%The art of training and handling falcons, and other birds of prey. The use of these animals is much more limited than many fan-tasy gamers would believe. Falcons were used specifically for the enter-tainment of the rich and hunting game fowl. A standard hunt would entail a game bird, such as a quail, pheasant, duck, etc., being flushed out into the air by dogs, and the falcon released to strike it down.
Players take note! For game purposes, let us presume that these avian predators can be trained to pursue and attack any, visible, flying foe or target, strike down other birds, and return it to its master. Let us further suppose that they can be trained to strike at any “moving” target that they are directed at. This means a falcon could be sent to fly in the face of an opponent and slash at him with its claws for up to two attacks per melee round before returning to its master or flying into the sky. These trained birds respond to hand signals and whistles. They are trained to strike and return, little more. Under no circumstance can these birds fly alongside its master or follow even simple instructions — this is a dumb bird, not a dog with wings.
Note: Falcons or any uncaged bird cannot be taken into under-ground dwellings or inside buildings without panicking. This is one rea-son they are always blinded with a leather hood. Another reason is that they instinctively attack any small, moving prey and are easily startled. Furthermore, it is impossible to engage in combat with a falcon on one’s wrist or shoulder without injuring the falcon or oneself. Trainers must roll two out of three successful rolls to succeed in training their bird. Failure means that the animal cannot be broken of bad habits and training is a general failure.
Detect Concealment & Traps5%/Lvl80%This is a skill which enables the individual to spot and recognize camouflage, concealed structures, buildings, shelters, and caches of equipment, as well as concealed traps. Detecting a trap enables the character to avoid or safely “spring” it without injury to himself or those around him. He cannot otherwise deactivate or reset traps.
Reduce the character’s skill by half when looking for secret doors and compartments.
Detect Ambush5%/Lvl85%Training which develops an eye for spotting locations and terrain suitable for ambushes and being ambushed. It also provides a rudimentary knowledge of guerilla tactics used by bandits and soldiers.
Intelligence4%/Lvl74%This is specific training in the practices and principles of recognizing and analyzing sources of information about the enemy, observation techniques, counterintelligence measures and proper procedure. This includes the practical assessment of sights and sounds, estimation of ranges, what to report, handling prisoners of war, and handling captured documents and equipment (tagging and reporting to group leader or proper authority). This means the character will be able to accurately estimate distances, the number of enemies, direction, purpose, and assess the importance of specific information. Further intelligence training includes a working knowledge of indigenous guerilla warfare, enemy practices, appearance, and current activities. This enables the character to recognize suspicious activity as guerilla actions and identify guerilla operatives and spies. For Example: A particular type or design of a booby trap, weapon, armor, mode of travel, or method of operation may be indicative of a particular race (wolfen, ogre, goblin, etc.) or a particular group of bandits active in the area. It may be up to the character to confirm the existence of the enemy
and their strength, numbers, and current location. Another area of training made available to intelligence is the identification of enemy troops, officers, and foreign advisers. This means the character learns the many distinguishing ranks and marks that identify specific military units, special forces, groups, gangs, and leaders of the enemy. Such identification can pinpoint and confirm enemy operations, goals, and movement, as well as confirm outside intervention/aid.
Note: A failed roll in any of the areas of intelligence means that evidence is inconclusive, or that the character has incorrectly assessed the information/situation and is uncertain. A failed roll involving individual clues may mean the character has dismissed it entirely as being meaningless (G.M.s use your discretion).
Track Humanoid5%/Lvl75%Visual tracking is the identification of tracks, and following the path of men or animals by the signs they leave on the ground and vegetation. Tracking is a precise art, requiring much practice. The skill includes the evaluation of tracks, indicating whether the person being tracked is loaded down with equipment, running, moving slowly (by measuring the space between steps), and so on. By this means, the tracker can estimate the person’s rate of movement, apparent direction, the number of persons in the party, and whether the person knows he is being followed. Other methods of tracking require recognizing other telltale signs, such as blood and other stains, broken and displaced vegetation, overturned rocks, waste, litter (such as bits of clothing, empty bottles, butts or ash from cigars or pipes, food scraps and bones, wrappers, soiled bandages and signs of a campfire), and even odors carried by the wind. Likewise, the tracks of riding animals and wagons can reveal much, such as the size and type of the animal or wagon, the weight of its load,
speed, direction, etc.
Counter-Tracking techniques are also known, such as covering one’s trail, misdirection, parallel trails, avoiding obvious pitfalls like littering and so on. A failed roll means that the signs are inconclusive, vague or misleading. Additional signs must be found to verify or clarify (roll again). Three consecutive failed rolls means the tracker has completely lost the trail. Roll once every 40 yards/meters when following a trail, unless it is
very obvious (like a caravan of wagons, or company of soldiers/120+ troops). Characters attempting to follow a skilled tracker who is deliberately trying to conceal his trail suffer a penalty of -25% to stay on him. However, the character engaged in counter-tracking techniques travels at slow speeds, about half that of a casual rate of speed (or 1/4 his maxi-mum speed). The character trained in tracking humanoids can also attempt to track animals but at half his normal skill ability
Surveillance5%/Lvl75%The study of the operation, methods, and techniques used in surveillance and taking a strategic position. Including the use of common magic items, magic potions, and magic scrolls/spells. This skill also includes the art of tailing, or following someone without being noticed, and includes stake-out procedures and some basic stealth practices (same as prowl). A failed surveillance roll indicates that the tail was spotted and the subject of surveillance is aware of being fol-lowed/observed.
Bonuses: +5% to recognize others in disguise, and +5% on the following skills (if known): disguise, detect ambush and imitate voices/impersonation.
3-Lvl: Wilderness Survival5%/Lvl60%Techniques for getting water, food, shelter, and help when stranded in wilderness regions: forests, deserts, mountains, etc. Characters without this skill will not be able to stay healthy for more than a few days in the wilderness after their supplies run out.
6-Lvl: Climbing / Rappeling5%/Lvl55% / 50% // M: 85% / 80%Knowledge of the tools and techniques for
climbing up sheer surfaces, be they natural mountains or man-made. Players should roll once for every 20 feet (6.1 m) of a vertical climb. If the roll fails, it means he is losing his grip; however, every “skilled” climber gets a chance to regain his grip, roll again. Two consecutive
failed rolls means the character falls.
Rappelling is a specialized, rope climbing skill used in scaling walls, towers, and cliff facings. For game purposes, rappelling will include ascending and descending climbs.
9-Lvl: Recognize Weapon Quality5%/Lvl35%The ability to determine the level of a weapon’s quality, including craftsmanship, weight, balance, edge, metal strength, and so on. The character can also recognize if the weapon is crafted by a dwarf, kobold or other master weaponsmiths, and if it may have bonuses to strike, parry or damage, or other special (magic) properties. Although the person may be able to tell that a weapon is superbly crafted, with bonuses, it is impossible to determine exactly what these bonuses are until used in combat or intense practice.
________________12-Lvl__%
NB-KnightSecondarySkills
Breed Dogs5%/Lvl80% / 60%The first percentile number indicates the art of raising, mating/breeding, taming and training domestic and wild canines, as well as a knowledge about canines in general.
The second percentile number is used to attempt to tame a wild ca-nine, teach a dog tricks, or to train the animal for a specific task like tracking, retrieving, pointing, herding animals, attack on command, and so on. A failed roll means that the animal refuses to learn that particular trick or specialty.
Note: These are trained work animals or pets, not familiars.
Sailing5%/Lvl75% / 60%A rudimentary knowledge about sailing vessels, large and small, as well as the terms and principles of sailing. The first number is for small sailing vessels, the second for piloting ships.
Rope Works5%/Lvl70%This is a skill that takes into account the various needs and uses of rope. The character knows a variety of ways to tie knots, the advantages to various types of ropes and cords, their tensile strength and how to weave/make rope. A failed roll to tie a knot means that it is loose and sloppy and easy to untie, slip out of, or likely to unravel or snap when strained. Characters bound/tied by this character are -10% to escape/slip knots
Astronomy & Navigation5%/Lvl70%The study of the stars and other celestial bodies, their movements, positions, cycles, alignments, and interrelations with the earth and each other (including the ebb and flow of mys-tic energy along ley lines). Training includes reading maps and star charts, course computation, following landmarks, and the use of navigational equipment. Includes land, air, and water navigation, as well as piloting by the stars and instruments alone. This ability is ideal for sailors and characters who can fly.
A failed roll means the navigator is off course. To determine how many miles/kilometers off course, roll…
2D6 miles when traveling on foot.
1D6x10 when traveling by horse/animal.
2D4x10 when flying or using a boat.
Roll once for every hour that one travels in uncharted territory or seas
Requires: Basic mathematics and literacy to use instruments, read maps, and to chart a course by the stars. Also see Land Navigation under the Wilderness Category.
5-Lvl: First Aid5%/Lvl50%Rudimentary medical treatment which includes how to stop bleeding, bandage wounds, administer CPR/artificial respiration, and the treatment of fevers, rashes, minor burns and minor cuts, bruises and injury.
___________________10-Lvl__%
________________15-Lvl__%

NIGHTBANEMORPHUSFORM
Noble Beast:The Nightbane combines an appearance with rolls on the Animal Tables, Medieval Fantasy Morphus Table, and the Nightbane Characteristics Table.
Rolls:

  1. Animal Table: Griffin Table
  2. Medieval Fantasy Table: Roll 3 Times
  3. Nightbane Characteristics: Bio – Mechanical
Griffin TableWere-GriffinCan stand on two legs, but is between seven and nine feet (2.1 to 3 meters) tall. Cannot be disguised as a human because of large beak, long lion’s tail and wings. +7 to P.S., +2 to P.P., +9 to P.E., +4 to P.B., +2D8 to Spd. (9), +2D6xlO S.D.C. (100), flight speed is 85mph plus lOmph (137km/h, plus 16km/h) per level of experience. The Morphus is +3 to any perception rolls involving gold or precious gems. Vision is roughly twice as powerful as a normal human’s. Beak does 2D8 damage for a bite or 1D6 for a peck. 70% chance of retractable claws that do 3D6 damage for a swipe, as well as granting a +30% climbing bonus. Delicate skills can be done, but are somewhat difficult with the over-sized paws/hands (-30%). Adds 1D6 to Horror/Awe factor (4)
Medieval Fantasy Morphus TableRolls:Apparent Nobility – Roll Twice
Sorcerer – Amulet
Armored Warrior – Scale & Chainmail Armor; Shield
Biomechanical TableMetal ExoskeletonThe time period of 1001 A.D. to 1100 A.D. (i.e. the 11th Century) saw a great deal of iconography in the form of stone statues or cast metal. This Nightbane is no different in that all of his body looks as though he was cast from blackened iron and burnished gold (the colors of his Welsh family heraldry).
This part affects in game terms the whole of his body because he looks like a cast, polished metal statue come to life! Add 3D6xlO (60) to S.D.C., +2 to P.S., and +1 to P.E. Add 1D4 (2) to Horror Factor.
Apparent Nobility / RoyaltyPrinceGraceful and attractive, this Nightbane looks like he has just stepped out of a fairy tale. He is dressed in fine clothing and if he has armor it looks as though the finest craftsmen worked on it. He also possesses a small golden circlet on his head.
+ 3 to P.B., +1 to P.P., +1 to Awe Factort.
Apparent Nobility / RoyaltyVoice of CommandThis Nightbane has a commanding voice that people want to listen to. People will tend to be swayed by his words, and will often do what he tells them to do.
By exppending 10 P.P.E., the Nightbane can issue a command as if he cast the spell Compulsion, with all the limitations of that spell. (page 136 Main NB-Book)
Compulsion
Range: 60 ft (18.3 m); must be line of sight.
Duration: 24 hours.
Saving Throw: Standard
P.P.E.: 10 (Special)
The spell caster can implant a sudden desire or need in another person’s mind. The focus of the irresistible impulse should be something reasonable and attainable, although the motive may seem quite irrational. The enchanted person will be consumed with the object or action of the implanted compulsion, whether it be something very simple, like a craving for a candy bar, or the need to visit somebody or something more extravagant. The victim will be obsessed with attaining whatever it is for the full du-ration time of the incantation or until it is attained. A remove curse spell will also negate the compulsion.
NOTE: The command must be spoken, and can be directed at severalpeople at once (must pay for each person to be affected separately, though). Beings whom are impervious to mind control cannot be commanded in this fashion, but may still be swayed by his words and obey. Those whom fail their save vs. his Awe Factor are – 1 to save against his commands.
+ 5 to M.A. (21 minimum), +1 to Awe Factor.
Armored Warrior / KnightScale & Chainmail Armor:An impressive suit of scale and chainmail armor is worn by the Nightbane. The scale portion seems to extend only on the shoulders and upper chest as a bishop’s mantle giving a further appearance of feathers coming down off the griffin head. The chainmail covers any other opening and works in conjunction with the Princely clothing to give a commanding presence. The sculpted looking with clawed fingers are actually his hands with scale plating. The helm has the circlet worked into a unique design. The armor doubles the Nightbane’s weight.
+ 2D4 x 10 (40) to S.D.C.
Natural A.R. is improved by +2 (Now a 6; A base roll of 7 or better is need harm the Nightbane).
Armored Warrior / KnightShieldThe Nightbane carries a shield with him in his Morphus. The shield can be of any size or any design the Nightbane wishes (he decides each time he takes his Morphus), and can parry any attack that can be parried. If it is loaned out or thrown he must retrieve it to use it again or wait the next time he assumes his Morphus after returning to his facade, in which case it disappears. The shield has 50 S.D.C. (M.D.C. in Rifts or other like worlds) and is only damaged by attacks that specifically target it.
EQUIPMENT:PROPERTIES / DESCRIPTION
BMW M3 1999Color: green
Body style 4-door sedan
Engine 3.2 L I6
Transmission 6-speed manual
Wheelbase 106.3 in (2,700 mm)
Length 174.5 in (4,432 mm)
Width 67.3 in (1,709 mm)
Height 52.6 in (1,336 mm)
Curb weight 1,460 kg (3,219 lb)
IBM Thinkpad 380Z – NotebookThe 380Z was the last model of the 380 series to be produced. It introduced the optional 300 MHz Pentium II mobile processor into the line, and included advance features such as a S.M.A.R.T. hard drive, a larger 13.3 in (340 mm) TFT LCD screen with a maximum resolution of 1024×768 (compared to the dual-scan 800×600 maximum on the older models), ACPI support, the integration of higher-quality speakers with the addition of an internal sub-woofer, and its own port replicator that would only work with the 380Z.
Cash$1400 U.S. dollars on him and $56,000 in his trust fund/college.
Occult LibraryContains transcriptions of Ancient Egyptian on parchment with several spells and brief torn pages about the Nightlands as the lands of the dead. He has all 15 volumes but has only been successful in translating Volumes 1-4. Of those four volumes he has gotten through 60%-80% of each tome.
NIGHTBANETALENT DESCRIPTION
Blue Talent were the free ones at: 1, 4, 7, 10, & 12
LEVELONE
Dervish DanceThe 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 (maximum 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 at -6, or try to roll with the punch, fall or impact after being struck. The Nightbane also uses the attack roll number (10 + 1 per level of experience) 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 one 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.
Example: Sargon the Uncanny, 6th level Nightbane, attacks a group of three Hounds with his Dervish Dance. All fall within the diameter of his attack (10 ft/3 m). He activates the power and wades into the group, striking at each one with a 16 to hit (no die roll is necessary). Each Hounds tries to dodge; rolls are a 10, a 15, and a 3, all fail, so each takes damage as if Sargon had punched them individually. The Hounds then all attack back; their attack rolls must exceed a 16 to harm Sargon; only one attack roll in the entire melee round does so, lightly injuring Sargon. Because they retaliated, Sargon’s dervish dance enables him to strike again, this time the Hounds roll a 14, a 16 and a 19 respectively. Only the 14 suffers damage. The 16 ties, so the dodge was successful and the 19 dodged with ease (but all attempting the dodge use up one melee attack/action). Now, if none of the Hounds attack again, Sargon cannot strike again. But if even one Hound attacks, Sargon parries with a 16 (17 or higher hits) and all three are attacked again. Of course, any Hound that runs away is likely to get outside the diameter of the dance and be safe from any further attacks. However, looking at the blur of action, he can try to strike the whirling Nightbane but still must roll a 17 or higher to hit him. At the end of the melee round, the Nightbane stops and prepares to fight them normally. If he had wanted to keep the power going, he would have had to spend an additional 20 P.P.E.
Limitations: Only usable in the Morphus form and limited to a 10 foot (3 m) diameter striking range.
Cost: 15 to acquire permanently; 20 P.P.E. per melee round.
DarksongThe 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).
Mirror SightThis 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
LEVELTWO
NightbringerAbsorbs 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).
Shadow ShieldCreates 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, dis-ease, 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. On Rifts this is M.D.C.
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
LEVELTHREE
PremonitionGives 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 cri-sis. For the most part, a premonition will give the character a feeling that something good, bad or dangerous is going to hap-pen soon, or at some particular place, or to some particular per-son. 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 im-ages 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 Night-bane 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.
Sharing the FleshThis 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 rap-idly 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).
LEVELFOUR
Lord of the Wild~ Griffin = Avian & Cats are the animals effected. ~
The Nightbane gains mastery over any animal species he/she is associated with. 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 un-natural 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 ani-mal 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.
Shadow BlastFires 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 1D4xlO 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.
See TruthEvery 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 beingnice, etc.); all considered aspects of the soul and/or personality of the target. The subject saves against magic (12 or higher) to resist re-vealing 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.
LEVELFIVE
Air GrabThe Nightbane can “grab” somebody up to 50 feet (15.2 m) away +10 feet (3 m) per additional level (Level-9: 140 feet) by making a grabbing gesture in 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 Night-bane’s.
An “air squeeze” does supernatural P.S. damage; use the Nightbane’s P.S. 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 P.S. is equal to 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 fall/impact he takes 1D6 S.D.C. 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 by the Morphus only. Each action or at-tack costs 8 P.P.E.
Cost: 10 P.P.E. to acquire it permanently; 8 P.P.E. per grabbing action.
Astral SelfThe Nightbane becomes an astral being with no physical body. In this form, the character has all the abilities and limita-tions of an astral projection (see Nightbane RPG, page 70), but without a silver cord, or any physical body left behind. The S.D.C. of the astral-self is equal to the combined S.D.C. and hit points of the Nightbane, times two! While in astral form, the character can enter the Astral Plane, affect insubstantial crea-tures and other astral beings, and visit astral domains or king-doms (see the Astral Plane section for more information). Once transformed, the Nightbane can stay in astral form indefinitely, although changing back will use up P.P.E.
Limitations: Usable by the Morphus form only.
Cost: 8 P.P.E. to acquire permanently. 8 P.P.E. to activate, and 8 P.P.E. to return to physical form (the character must have returned to the physical world, either Earth or the Nightlands, to return to his normal state).
LEVELSIX
LEVELSEVEN
LEVELEIGHT
LEVELNINE
Astral SelfThe Nightbane becomes an astral being with no physical body. In this form, the character has all the abilities and limita-tions of an astral projection (see Nightbane RPG, page 70), but without a silver cord, or any physical body left behind. The S.D.C. of the astral-self is equal to the combined S.D.C. and hit points of the Nightbane, times two! While in astral form, the character can enter the Astral Plane, affect insubstantial crea-tures and other astral beings, and visit astral domains or king-doms (see the Astral Plane section for more information). Once transformed, the Nightbane can stay in astral form indefinitely, although changing back will use up P.P.E.
Limitations: Usable by the Morphus form only.
Cost: 8 P.P.E. to acquire permanently. 8 P.P.E. to activate, and 8 P.P.E. to return to physical form (the character must have returned to the physical world, either Earth or the Nightlands, to return to his normal state).

=======
The Natural Powers of the Nightbane
=======

The following are abilities common to ALL Nightbane . None are available for use until after the first manifestation of the Becoming. Some of these supernatural abilities are only available to the character when in Morphus form. In other cases, the power may be increased in Morphus form but is also avail-able, in a weaker state, while in human shape.

1. The Becoming: Nightbane appear to be normal humans until they experience their Becoming transformation. From that day forward they have two identities, human and superhuman monster. After the first Becoming, the Nightbane have the ability to shift at will from their human Facade to their Nightbane shape, the Morphus. The Becoming takes one full melee round (15 seconds), unless the Nightbane makes a Mental Endurance save (12 or higher; use M.E. bonuses, and is +1 at first level, and an additional +1 for every two levels after the first). A successful M.E. save means the Becoming will take less than one melee at-tack/action (about 3 seconds). The transformation process varies widely from one Nightbane to another. In some cases (especially when the Morphus is a lot larger than the Facade), clothes disappear, coming back only when the Nightbane returns to his Facade. In other cases, the Nightbane appears wearing the same clothing he had in his Facade, or is wearing a different set altogether. Players should decide which effect occurs with their character, subject to approval by the Game Master.

2. Supernatural Senses: The Nightbane have nightvision in both the Morphus and the Facade, but the range changes dra-matically; 200 feet (61.0 m) in the Facade, or 500 feet (152 m) in Morphus form. Some Nightbane have Morphus with even more powerful nightvision, and can see in total darkness for 1000 feet (305 m). Nightbane in either form can sense the pres-ence of other Nightbane (but not other supernatural creatures). The range of this sense is determined by the relative power of each specific character. The base range is 300 feet (91.4 m) plus 30 feet (9.1 m) per level. If the character can see his fellow Nightbane and he is in range, he will automatically know whether or not that person is a member of his race, regardless of the person’s current form. If the Nightbane cannot see the per-son, he may still be able to sense the near presence, general di-rection and distance of a Nightbane by making a perception roll; this is a conscious effort.

3. Supernatural Attributes: Nightbane have supernatural strength and endurance. In addition to their great amount of S.D.C. and hit points, they can regenerate damage at the rate of 10 S.D.C./hit points at the end of each melee round! Massive damage (being hit by automatic weapons, for example) will overwhelm this regenerative power causing a coma or death.
Nightbane are not invulnerable and they can be hurt or killed by any weapon!

4. Mirror Walk: While wearing their Morphus form, the Nightbane can use mirrors to cross over into and out of the Nightlands. To perform this ability, a mirror of any size, even a small hand mirror, will do, but the mirror must have a counter-part in the Nightlands. Typically, mirrors built into homes and buildings will have a counterpart in the alien dimension. Mirrors on vehicles rarely do because there are no cars in the Nightlands. Once the mirror walk is begun, the Nightbane’s body will flow like thick liquid to pour through a mirror of any size. Seeing a
Nightbane pour himself into a small mirror has a Horror Factor of 12 for those not familiar with the process. The Mirror Walk costs 2 P.P.E. points and takes one melee round (15 seconds) to
perform. A Nightbane can carry additional cargo or equipment (not counting clothes) of up to 100 Ibs (45 kg). The character can also transport other people through the mirror but at the incredible P.P.E. cost of one point per every two pounds (0.9 kg) transported in this matter. For example, carrying a 160 Ib. (72.5 kg) person across the Mirrorwall will cost the Nightbane 80 P.P.E.!

5. Immunities: Nightbane are immune to all forms of mind control, including vampiric control, spells, and psionic powers. They are also immune to the vampire’s slow kill bite (see the Vampire Threat Section). All other forms of attack inflict normal damage and magic or psionics can be very effective against them.

6. Morphus Powers and Bonuses: The actual appearance of the Morphus will grant the Nightbane a number of attribute bonuses and other abilities. Among them is the ability to fly, a higher Horror Factor, and bonuses to attributes and S.D.C. See the Creating the Nightbane Section for more information.

7. Talents: Nightbane instinctively master a number of pow-erful abilities collectively known as Talents. Nightbane gain more Talents as they advance in level, or can acquire them by "burning off P.P.E. At first level, Nightbane gain one Talent at no cost; they can select more Talents by permanently spending P.P.E. Select one more “free” Talent at levels four, seven, ten and twelve.

8. Immune to Transformations: The Nightbane cannot be physically transformed by any means, including but not limited to the following: metamorphosis potions and spells, the transformation ritual, vampire transformation, petrification, turn to mist, curses, wishes, or any form of magic or supernatural transformation, spell or enchantment.



=======
The Nightbane Knight O.C.C.
=======

Abilities and Bonuses:

1. Knights & Armor: A knight can wear any type of armor, but usually prefers the heavy armor types, including double chain mail, scale mail, and full suits of splint or plate armor. Specifically trained in the use of these armors, they experience minimal restrictions of movement. Knights are -10% to prowl and -15% to climb/scale walls in full splint or plate armor. -5% to prowl or climb in chain or scale mail. No penalties while on horseback.

2. The Way of the Horse: Horsemanship: Knight, see that skill description for full details regarding the knight’s riding prowess, combat bonuses while on horseback, and knowledge about horses. Knights are excellent horsemen, able to make jumps, perform tricks and make special maneuvers on horseback even in full plate armor!

3. The Way of the Lance: The knight is skilled in the use of the lance as a weapon in combat and for tournaments. The knight gets the equivalent of W.P. Lance with the following abilities and bonuses: The roll of a “natural” 20 (unmodified die roll) means the lance strike inflicts triple damage (instead of double; an otherwise successful strike does normal damage, including bonuses for being on horseback), or the strike can be used to unseat his opponent. An opponent may also be unseated with a modified strike roll that is 20 or greater.
Opponents knocked from horseback take 1D6 damage from the lance, are knocked off their horse and take an additional 1D6 damage unless they successfully roll with impact/fall. The fallen rider also loses initiative and one melee action/attack. An opponent who is not on horseback, but standing on the ground can be similarly knocked off his feet and on his backside with the same result, except no additional dam-age from the fall. The player must announce his character’s intention as to whether he intends to inflict damage or unseat his opponent.

4. Other O.C.C. Bonuses: + 1 on initiative, + 2 to pull punch, and + 1 to save vs horror factor at levels 1, 3, 6, 8, 10 and 12.

Bio:

Bastard son of Gruffydd ap Llywelyn a Welsh Lord of the 11th Century that rebelled against England.

Gryphon

MY PC'S AZ_RUNE AZ_RUNE