A (not so) new idea!

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Shawn Merrow
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Re: A (not so) new idea!

Unread post by Shawn Merrow »

Have you read the Nightgane/HU2nd crossover adventure in the HU2nd GM Guide?
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Re: A (not so) new idea!

Unread post by Jockitch74 »

Darkechilde wrote:Hello, all. I am about to launch a nightbane/HU game. I really liked the idea in the back of the Nightlands book about the two being combined.

However. (Ever notice how there is almost always one of those?)

Two things have come to my attention that I think need to be addressed.

1) Nightbane, on average, will put a heap-o-hurtin' on almost all the super powered characters from HU!! The Mega-Hero can match the power of a nightbane, and even surpass it in some cases, but for the most part, its not much of a contest. There are a whole slew of possible "fixes" for this. One is to just up the bonuses that are given by the super power categories. But how much? Another would be to give more powers to the various power categories. Maybe an additional minor power here, or even a major over there...

2) the organizations of the Heroes Unlimited universe. I don't want to throw out the various groups found there in, but how exactly should I change them? S.C.R.E.T. being a government run group certainly means they are compromised by the Nightlords and there take over of the government. But, should I have some portion maybe go underground with the Spook Squad? Or maybe with out the Spook Squad?

And lets not forget the Mutant Underground. Now, the easy fix would be to just throw this group in as another facet of the Underground Railroad. Might be just the thing, there.

At any rate, I have some basic ideas for this stuff, but I want to know what you guys might think are good mediators for the power difference between Nightbane and Heroes, and what would be good ideas for the various organizations of Heroes Unlimited in a Nightlord run world.

Don't forget the lovable S.H.O.C.K., or those merchants of mass merriment, Fabricators Inc.!! To name a few.

Oh, and yes, aliens will exist in this world as much as they do in HU, so Upwatch and the like would be around.

Thanks in advance for any ideas you toss my way!!


Heh, funny I'm about to start a Nightbane/HU campaign myself with pretty much the same ideas. Almost exactly how you seem to be handling it (noting from your previous thread). I have some faction ideas as well writen up... long time ago, but I still have the info if you want it.
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Re: A (not so) new idea!

Unread post by drewkitty ~..~ »

NB and NS would still be quite quite rare in a combined heros NB/S world. While some are more powerful then Megas, some are only as powerful as heros with just minors.
I once created a NS with only "Animal Magnetism" and "Legendary Weapon" and ended up with a NS with stats much less then the "normal" heros more people make.
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Re: A (not so) new idea!

Unread post by Rallan »

Darkechilde wrote:
drewkitty ~..~ wrote:NB and NS would still be quite quite rare in a combined heros NB/S world. While some are more powerful then Megas, some are only as powerful as heros with just minors.
I once created a NS with only "Animal Magnetism" and "Legendary Weapon" and ended up with a NS with stats much less then the "normal" heros more people make.

Yes, there is a HUGE power range in this game... but, the Bane tend to be on the beefy side, while only the right combo of powers from HU can be at that power level.

Yes, Jockitch74, yes I would, that would be very useful!


Yeah but we've been over this in other threads. Nightbane don't just get beefy physical attributes and oodles of SDC, they get a whole bunch of other stuff for free as well. A typical Nightbane with perfectly average rolls and no morphus form bonuses (which is a bit unrealistic since _all_ NBs get morphus form bonuses) has the following:

- PS, PE, and Spd at 21 each, PP at 17. Supernatural strength.
- 100 SDC plus skill bonuses
- 47 HP at level 1, +7 per level
- HF 6
- 135 PPE (which is important, since their powers run on PPE), +11 per level
- immortality
- 1000' nightvision
- regenerate 10 SDC or HP per melee round (which I believe is pretty much the best regeneration rate in any SDC game ever, apart from what Nightlords get)
- mirrorwalk (an ability which no HU power emulates, so only critters from NB canon can follow them if they run away through a mirror, and they can use it to infiltrate pretty much any building on Earth that wasn't designed with mirror-walking intruders in mind)
- immunity to mind control and transformation of any kind
+ Hand-to-Hand: Martial Arts for free, with 2 extra actions per round.

Then there's the morphus stuff. This is almost guaranteed to give them a higher horror factor, a bunch of extra SDC, and some attribute bonuses. It may also give them other bonuses or some unique abilities if they're lucky

They also start with a free Talent and can pick 2 more at a permanent PPE cost if they want. They can also buy another 2 every time they level up, and get freebies every few levels. These have a wide variety of effects, which means that they can make themselves infiltration specialists, masters of disguise, or various other kinds of superpower specialist on top of being able to beat up most HU characters in a fight. And if you really want to be a bastard you can also make your Nightbane a spellcaster, so he gets all of the above and the added versatility of learning magic. which will further cement his position as a character who can fight like a "brick" hero and still be a versatile all rounder.

And this is all from a perfectly average character with no Physical Skills and completely average rolls. Only some very specific HU builds that are tailor-made to create combat specialists can match a Nightbane on raw asskicking power, and none of them will have anywhere near the flexiblity of a Nightbane when it comes to non-combat powers because they had to put everything they had into asskicking powers to be able to match the Nightbane physically.
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