Darkness Unlimited
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- The Baron of chaos
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- Joined: Sun Nov 05, 2000 2:01 am
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Darkness Unlimited
Or Nightbane HU my way. Well is not that much , just my idea of how some stuff of HU could fit Nightbane. Expecially mutants. I've done a little, humble, work on making Mutant more fitting the nature of Nightbane, Hope you like.
Mutant in Nightbane Earth
The Dark Day brought lot of changes in the world. The most obvious was the “awakening” of many Nightbanes in the world, who suddenly found themselves bestowed, or cursed, with supernatural abilities and shapes. The influence of the nightlords entering our world did not “triggered” just the ‘Banes. Psionic and Mystics saw a sudden increase in their numbers due to the fluctuations in the reality barriers. But there is a third factions that got boosted in numbers, since the Dark Day: The Mutants.
Mutants existed since the begin of times, and shared a lot with the Nightbanes. Their inhuman powers make them feared and hunted by humankind. And like Nithbanes they are somehow linked to the nightlords, somehow. Sadly while the ‘Banes can easily hide amongst humans in their façade, this is not as easy for mutants , also called NightFreaks, who are unable to hide their monstrous shapes. This in centuries was enough to create a strong division between the two races, who rarely , if ever, allied to each other. The Freaks never forget that in year of persecution by the Holy Inquisition the Banes did nothing to help them, keeping themselves safe in Façade form. The Banes on other hand consider the Freaks inferiors to them, and in old times some Nightbanes faction evne considered using them as salve race. Before Dark Day the Mutants were very low in number due to all such reasons, included the Vampire’s love for their mutated blood(see below Vampires and Mutants), but since the breach in the Mirror Wall, dormant genes laying in unwary humans awoke, cuasing a significant boost in the number of Nightfreaks. Too bad that the Freaks do not possess the same detecting powers as ‘Banes, and many got captured or killed by Nightlords Minions before they could actually learn how to sue their abilites to defend themselves. Still the Nightfreaks started grouping , to better fight off the many menace that this Dark New World is offering.
The Mutant / NightFreaks R.C.C.
Alignments: Any
Attributes: Same As standard humans, except for mutant trait and powers
Size and Weight: Vary greatly
S.D.C.: 1d4x10 plus additional SDC from Mutant Traits, Skills and Powers
Hit Points: PE + 1d6 per level
Base Horror Factor: 8
P.P.E: 4d6+PE
Mutations
Mutants in Nightbane are different in that they all share a sort of uneasy link with the supernatural. The mutants were always present ion human history but after the dark day their numbers suffered a birth explosion, with their numbers doubling literally.
All mutants in Nightbane fall into one of these category. Roll or choose one.
01-25 Dark Child: Once time the Nightlords and Nightprince were humans, and these mutants are the unfortunate descendents of those monsters. Their blood share an unwanted link with the dark that warp their bodies and soul.
Bonus: Can detect nightlords and their minion in radius of 50ft and can instantly recognize their ancestor and their avatar when faced with one.
26-50 Homunculus: Most spellcaster at some point of their life want to play god and create life, new life. The homunculus are the unhappy, desperate, result of those arrogant attempt, these are the most unstable of all mutants
Bonus: Homunculus are considered supernatural creatures and all their attacks are considered magical. Too bad they are detectable by hounds with bonus of +10%(unless the got un-trackable power)
51- 75 Magic Touched: This is similar to the birth of a living spell. In some special condition, in some special place, sometimes a spell goes wrong, and this cause a weird genetic reaction in those so unfortunate to be hit by magic and survive.
Bonus: The power of magic touched enjoy same bonus as magic spell, this means at ley line nexus , on full moon and in such similar spell enhancing situation their power are increased as well. Note Magic touched power often are the reflection of a spell, making them sort of mutant living spells
76-00 Dimensional warped (Nightland child): These are the result of direct action of the Nightlord. Any child that is born in Nightland generally has good chance to develop visible deformities and outstandish mutations. Is rare but it does happen, some theorized is a reaction to the hostile environment, sort of codified trick in the human d.n.a. to help them to survive in Nihgtlands.
Bonus: Can travel trough the mirror wall , same as Nightbane.
Mutant Trait: roll on the following
01-12 Classic Mutant: 1d4+2 Mutant Characteristic from Mutant Trait Table(HU2nd, Rifter or Kittenstomp ones) or Nightbane Characteristic , roll powers as usual
13-24 Technarch: Roll 2 times on Nightbane Biomechanical table and once on mutant trait table(look will always biomechanical) Powers are rolled as usual but appear to be machine based, example EE will appear as forearm or shoulder blaster , claws appears as scissor hands and so on
25-36 Biobeast: Roll 1d4 times on Mutant trait, most will be animal-like.. Automatically has Animal Ability or Lycanthropy or Animal Metamorphosis or instead could roll on Nightbane Animal Tables . Plus roll for powers as usual but reduce the result by one major or two minors.
37-48 Freakish Beauty: Automatically has Angelic Beautiful face , plus one roll on Unearthly Beauty Nightbane Tables. But Also roll once one on Invisible Mutations and two times on Mutant Characteristic table, roll powers as usual
49-60 Localized mutations: The mutant trait and powers are located on a specific part of the freak body that generally look oversized and unnatural. Roll for 1d4 Mutant or Nightbane Characteristic associated with that part of the body(arms, legs, eyes, mouth, head, hair, left half of the body). Roll for 1 major and three minor or five minors or two Majors that manifest ONLY from that location
61-72 Mystic Mutant: Roll for 1 Major power and 2 minors. These powers work much like Nightbane talents , instead of growing with experience, they increase in intensity upon the P.P.E: activate the powers cost 5 P.P.E while increasing the level of intensity cost additional 3 P.P.E.. consumed in it. P.P.E. bonus 1d4x10+20 +6 per level of experience. Roll also for 1d4+1 mutant traits.
73-84 Abomination: Roll 1d6+2 times on Mutant Characteristic Table, roll once On Nightbane Characteristic table and once on invisible Mutations. PB and IQ can never be more than 10. Roll one major and two minor or 4 minors or Two Majors then roll on unstable powers table
85-96 Invisible Mutation: Even if looking roughly human, the mutants in Nightbane earth always carry some freak trait that is visible only to really close inspection. Roll 1d4+1 Invisible Mutations, alos roll once on this table is no mutant traits is rolled elsewhere.
01-08 Odd Colored Blood: The blood of the Mutant is different from normal human, roll once time on weird color table. Add +2 to HF if the Mutant is cut and bleeding
09-16 Multiple Hearts: The mutant possess 1d4 additional hearts pumping blood in his bloodstream, only medical inspection or a careful perception roll will perceive the excessive heartbeat. Bonus: +5% to save vs. coma/death for each additional heart.
17-25 P.P.E. Vampire: The mutant need to drain psychic energy in order to survive. Feed of 50 P.P.E. per day. Feeding is made by practicing a cut, even small, on victim on successful strike . Can’t be done during a fight
26-34 Night Creature: The NightFreak look normal on daylight, but when the sun goes away the powers and the mutant trait manifest automatically. Roll for 1d4+1 Mutant trait and for powers normally, but manifest only at night.
35-42 Alien Mind: The Cerebral pattern have changed so much to make for a complete alien thoughts. This often is perceived as a form of insanity, except is related to the different neuron scheme of the brain and alien mental process. Roll for one insanity and reduce MA by 1d4 Bonus: the completely alien structure also add + 2 to save vs. mind probing
43-51 Simple Mind: The Freak’s mind is very simple working , on the level of dog or 5 years old child. Naive and not exactly brilliant, is often the victim of some nasty jokes and tricks , he accept with smile on his face, not realizing it. IQ is only 1d4+2 and reduce secondary skills by 1d4+4 skills he can get. And of course complicated “brainy” skills are definitely out of question
52-60 Powers are always on: Half of the powers are always on, generally the major power. This become a problem in case of APS powers
61-69 Achille’s Heel: There is one part of the body of the Freak that if hit, even slightly, inflict double damage to Hit Point. Damage suffered to the “heel” will heal two times slower than normal and is strongly impairing. Is generally a small location, 2d4 cm diameter
70-78 Lack of Nervous termination: The Freak lack some nervous termination, reducing his perception of cold, heat and preventing him to feel pain. While all this seem great, the Mutant lose the chance to judge how badly hurt he is and his perception of the surrounding world is strongly reduced(-2 to perception rolls).
79-87 Power Focus: The Mutant Powers work only if a focus made of specific material is in physical contact, can be a wood staff, a stone amulet or a cloak. Without it , no powers.
88-96 Unusual Temperature: The Body of the mutant is too cold or too warm compared to normal humans. This become obvious touching the character who always feel feverish or freezing.
97-00 Odd Sounding Voice: The character voice sound very weird, unnatural and definitely unique. It can range from animalistic growling to gravely low tones to acid running along concrete. This add + 2 to HF whenever the character talk
97-00 Living Powers: Much like living spells, the powers of the mutant do are alive. And in some case they manifest physically as living being! Roll on the following to see exactly how the living power manifest. The Living powers share hit points and attacks per melee with their owners, and wounds of living powers translates into damage to mutant at 2 to 1 ration and their death would cause 1d4x10 to hit points of the mutant and strip him of his powers for 2d6 months.
01%-20% Critter: 1d4 small worm like critters with 4d6 SDC each
21%-40% Phantasm: Ectoplasmic construct: stats are identical to that of an Astral form, is generally transparent. Roll once on Nightbane Traits plus has all the mutant trait of the mutant
41%-60% Mini clones: The powers manifest like a little , dwarfish copy of the mutant roughly one third the mutant size, same mutant traits but stats are reduced by 1d6
61%-80% Animal: The powers manifest like a small animal, a crow , a ferret, or a snake. Typical attributes of animal in question
81%-00% Weird shapes: Look like anything , A solid energy sphere , a giant eye ball, a pyramid with tentacles. The SDC is 1d6x10 , Size is never more than 4ft diameter
Skills: Same as Nightbane or roll as usual HU character
Relations with other factions:
Nightbane: As said above there is a strong animosity between the two race. Animosity that is on the edge of becoming full racial hate. Figure it that most Club Freaks do not allow mutant inside. A club freak with a “No Freak” sign on the door, weird isn’t it?
Spook Squad: Before the Dark day there were project in hunting down special gifted youth, mutants and psionics, for use them as living weapons. After The nightlord invasion this forced recruiting had become more pressing , with Pandora project craving for mutant DNA, hoping to use it for the creation of supersoldiers.
Vampires: This is touchy point. Vampire love Mutants blood. Is like ecstasy for them. A real trip. But not only. In some case there is a good chance that a mutant will keep his powers if turned in a vampire, well only 20% for each power possessed and only in case of secondary vampires, but still is a good reason or a master vampires to hunt down some powerful mutants.
Nightlords: The Nightlords look at Mutants as a nuisance and an obstacle to get rid very fast. Against them they built a mediatic campaign that fuelled the already present racism and hate. They also enjoy manipulating the anger and resentment amongst Nightbane and Mutants to cause a bloodfeud between the two race.
Lightbringers: The two factions see each other in positive light. The guardians always acted in fair way toward the mutants, and some mutants also joined the lightbringer faction, especially those with some “angelic” traits.
Nocturnes: The Faction with the strongest presence of Mutant in their ranks. Many mutant end up in their rank mostly in search of hiding, shelter and purpose. Of course the Nocturnes take advantage of this, often putting young naïve mutant on the front line without them even realizing it.
Mutant in Nightbane Earth
The Dark Day brought lot of changes in the world. The most obvious was the “awakening” of many Nightbanes in the world, who suddenly found themselves bestowed, or cursed, with supernatural abilities and shapes. The influence of the nightlords entering our world did not “triggered” just the ‘Banes. Psionic and Mystics saw a sudden increase in their numbers due to the fluctuations in the reality barriers. But there is a third factions that got boosted in numbers, since the Dark Day: The Mutants.
Mutants existed since the begin of times, and shared a lot with the Nightbanes. Their inhuman powers make them feared and hunted by humankind. And like Nithbanes they are somehow linked to the nightlords, somehow. Sadly while the ‘Banes can easily hide amongst humans in their façade, this is not as easy for mutants , also called NightFreaks, who are unable to hide their monstrous shapes. This in centuries was enough to create a strong division between the two races, who rarely , if ever, allied to each other. The Freaks never forget that in year of persecution by the Holy Inquisition the Banes did nothing to help them, keeping themselves safe in Façade form. The Banes on other hand consider the Freaks inferiors to them, and in old times some Nightbanes faction evne considered using them as salve race. Before Dark Day the Mutants were very low in number due to all such reasons, included the Vampire’s love for their mutated blood(see below Vampires and Mutants), but since the breach in the Mirror Wall, dormant genes laying in unwary humans awoke, cuasing a significant boost in the number of Nightfreaks. Too bad that the Freaks do not possess the same detecting powers as ‘Banes, and many got captured or killed by Nightlords Minions before they could actually learn how to sue their abilites to defend themselves. Still the Nightfreaks started grouping , to better fight off the many menace that this Dark New World is offering.
The Mutant / NightFreaks R.C.C.
Alignments: Any
Attributes: Same As standard humans, except for mutant trait and powers
Size and Weight: Vary greatly
S.D.C.: 1d4x10 plus additional SDC from Mutant Traits, Skills and Powers
Hit Points: PE + 1d6 per level
Base Horror Factor: 8
P.P.E: 4d6+PE
Mutations
Mutants in Nightbane are different in that they all share a sort of uneasy link with the supernatural. The mutants were always present ion human history but after the dark day their numbers suffered a birth explosion, with their numbers doubling literally.
All mutants in Nightbane fall into one of these category. Roll or choose one.
01-25 Dark Child: Once time the Nightlords and Nightprince were humans, and these mutants are the unfortunate descendents of those monsters. Their blood share an unwanted link with the dark that warp their bodies and soul.
Bonus: Can detect nightlords and their minion in radius of 50ft and can instantly recognize their ancestor and their avatar when faced with one.
26-50 Homunculus: Most spellcaster at some point of their life want to play god and create life, new life. The homunculus are the unhappy, desperate, result of those arrogant attempt, these are the most unstable of all mutants
Bonus: Homunculus are considered supernatural creatures and all their attacks are considered magical. Too bad they are detectable by hounds with bonus of +10%(unless the got un-trackable power)
51- 75 Magic Touched: This is similar to the birth of a living spell. In some special condition, in some special place, sometimes a spell goes wrong, and this cause a weird genetic reaction in those so unfortunate to be hit by magic and survive.
Bonus: The power of magic touched enjoy same bonus as magic spell, this means at ley line nexus , on full moon and in such similar spell enhancing situation their power are increased as well. Note Magic touched power often are the reflection of a spell, making them sort of mutant living spells
76-00 Dimensional warped (Nightland child): These are the result of direct action of the Nightlord. Any child that is born in Nightland generally has good chance to develop visible deformities and outstandish mutations. Is rare but it does happen, some theorized is a reaction to the hostile environment, sort of codified trick in the human d.n.a. to help them to survive in Nihgtlands.
Bonus: Can travel trough the mirror wall , same as Nightbane.
Mutant Trait: roll on the following
01-12 Classic Mutant: 1d4+2 Mutant Characteristic from Mutant Trait Table(HU2nd, Rifter or Kittenstomp ones) or Nightbane Characteristic , roll powers as usual
13-24 Technarch: Roll 2 times on Nightbane Biomechanical table and once on mutant trait table(look will always biomechanical) Powers are rolled as usual but appear to be machine based, example EE will appear as forearm or shoulder blaster , claws appears as scissor hands and so on
25-36 Biobeast: Roll 1d4 times on Mutant trait, most will be animal-like.. Automatically has Animal Ability or Lycanthropy or Animal Metamorphosis or instead could roll on Nightbane Animal Tables . Plus roll for powers as usual but reduce the result by one major or two minors.
37-48 Freakish Beauty: Automatically has Angelic Beautiful face , plus one roll on Unearthly Beauty Nightbane Tables. But Also roll once one on Invisible Mutations and two times on Mutant Characteristic table, roll powers as usual
49-60 Localized mutations: The mutant trait and powers are located on a specific part of the freak body that generally look oversized and unnatural. Roll for 1d4 Mutant or Nightbane Characteristic associated with that part of the body(arms, legs, eyes, mouth, head, hair, left half of the body). Roll for 1 major and three minor or five minors or two Majors that manifest ONLY from that location
61-72 Mystic Mutant: Roll for 1 Major power and 2 minors. These powers work much like Nightbane talents , instead of growing with experience, they increase in intensity upon the P.P.E: activate the powers cost 5 P.P.E while increasing the level of intensity cost additional 3 P.P.E.. consumed in it. P.P.E. bonus 1d4x10+20 +6 per level of experience. Roll also for 1d4+1 mutant traits.
73-84 Abomination: Roll 1d6+2 times on Mutant Characteristic Table, roll once On Nightbane Characteristic table and once on invisible Mutations. PB and IQ can never be more than 10. Roll one major and two minor or 4 minors or Two Majors then roll on unstable powers table
85-96 Invisible Mutation: Even if looking roughly human, the mutants in Nightbane earth always carry some freak trait that is visible only to really close inspection. Roll 1d4+1 Invisible Mutations, alos roll once on this table is no mutant traits is rolled elsewhere.
01-08 Odd Colored Blood: The blood of the Mutant is different from normal human, roll once time on weird color table. Add +2 to HF if the Mutant is cut and bleeding
09-16 Multiple Hearts: The mutant possess 1d4 additional hearts pumping blood in his bloodstream, only medical inspection or a careful perception roll will perceive the excessive heartbeat. Bonus: +5% to save vs. coma/death for each additional heart.
17-25 P.P.E. Vampire: The mutant need to drain psychic energy in order to survive. Feed of 50 P.P.E. per day. Feeding is made by practicing a cut, even small, on victim on successful strike . Can’t be done during a fight
26-34 Night Creature: The NightFreak look normal on daylight, but when the sun goes away the powers and the mutant trait manifest automatically. Roll for 1d4+1 Mutant trait and for powers normally, but manifest only at night.
35-42 Alien Mind: The Cerebral pattern have changed so much to make for a complete alien thoughts. This often is perceived as a form of insanity, except is related to the different neuron scheme of the brain and alien mental process. Roll for one insanity and reduce MA by 1d4 Bonus: the completely alien structure also add + 2 to save vs. mind probing
43-51 Simple Mind: The Freak’s mind is very simple working , on the level of dog or 5 years old child. Naive and not exactly brilliant, is often the victim of some nasty jokes and tricks , he accept with smile on his face, not realizing it. IQ is only 1d4+2 and reduce secondary skills by 1d4+4 skills he can get. And of course complicated “brainy” skills are definitely out of question
52-60 Powers are always on: Half of the powers are always on, generally the major power. This become a problem in case of APS powers
61-69 Achille’s Heel: There is one part of the body of the Freak that if hit, even slightly, inflict double damage to Hit Point. Damage suffered to the “heel” will heal two times slower than normal and is strongly impairing. Is generally a small location, 2d4 cm diameter
70-78 Lack of Nervous termination: The Freak lack some nervous termination, reducing his perception of cold, heat and preventing him to feel pain. While all this seem great, the Mutant lose the chance to judge how badly hurt he is and his perception of the surrounding world is strongly reduced(-2 to perception rolls).
79-87 Power Focus: The Mutant Powers work only if a focus made of specific material is in physical contact, can be a wood staff, a stone amulet or a cloak. Without it , no powers.
88-96 Unusual Temperature: The Body of the mutant is too cold or too warm compared to normal humans. This become obvious touching the character who always feel feverish or freezing.
97-00 Odd Sounding Voice: The character voice sound very weird, unnatural and definitely unique. It can range from animalistic growling to gravely low tones to acid running along concrete. This add + 2 to HF whenever the character talk
97-00 Living Powers: Much like living spells, the powers of the mutant do are alive. And in some case they manifest physically as living being! Roll on the following to see exactly how the living power manifest. The Living powers share hit points and attacks per melee with their owners, and wounds of living powers translates into damage to mutant at 2 to 1 ration and their death would cause 1d4x10 to hit points of the mutant and strip him of his powers for 2d6 months.
01%-20% Critter: 1d4 small worm like critters with 4d6 SDC each
21%-40% Phantasm: Ectoplasmic construct: stats are identical to that of an Astral form, is generally transparent. Roll once on Nightbane Traits plus has all the mutant trait of the mutant
41%-60% Mini clones: The powers manifest like a little , dwarfish copy of the mutant roughly one third the mutant size, same mutant traits but stats are reduced by 1d6
61%-80% Animal: The powers manifest like a small animal, a crow , a ferret, or a snake. Typical attributes of animal in question
81%-00% Weird shapes: Look like anything , A solid energy sphere , a giant eye ball, a pyramid with tentacles. The SDC is 1d6x10 , Size is never more than 4ft diameter
Skills: Same as Nightbane or roll as usual HU character
Relations with other factions:
Nightbane: As said above there is a strong animosity between the two race. Animosity that is on the edge of becoming full racial hate. Figure it that most Club Freaks do not allow mutant inside. A club freak with a “No Freak” sign on the door, weird isn’t it?
Spook Squad: Before the Dark day there were project in hunting down special gifted youth, mutants and psionics, for use them as living weapons. After The nightlord invasion this forced recruiting had become more pressing , with Pandora project craving for mutant DNA, hoping to use it for the creation of supersoldiers.
Vampires: This is touchy point. Vampire love Mutants blood. Is like ecstasy for them. A real trip. But not only. In some case there is a good chance that a mutant will keep his powers if turned in a vampire, well only 20% for each power possessed and only in case of secondary vampires, but still is a good reason or a master vampires to hunt down some powerful mutants.
Nightlords: The Nightlords look at Mutants as a nuisance and an obstacle to get rid very fast. Against them they built a mediatic campaign that fuelled the already present racism and hate. They also enjoy manipulating the anger and resentment amongst Nightbane and Mutants to cause a bloodfeud between the two race.
Lightbringers: The two factions see each other in positive light. The guardians always acted in fair way toward the mutants, and some mutants also joined the lightbringer faction, especially those with some “angelic” traits.
Nocturnes: The Faction with the strongest presence of Mutant in their ranks. Many mutant end up in their rank mostly in search of hiding, shelter and purpose. Of course the Nocturnes take advantage of this, often putting young naïve mutant on the front line without them even realizing it.
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- The Baron of chaos
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Here some additional info. More will come when i'll find the time to finish it.
The Mutant Factions
The Caliban Child: Caliban , was a Mutant who experienced on his own scales the biases and enslavement by the hand of Nightbanes, at least those elitarian nightbanes who run place like Club Freak. For countless years he had lived under an oppressive and abusive master, with too much sitgmatas and too little heart. Legend say that this Nightbane just to show how loyal his pet was , killed his wife in front of his eye. This was too much. Caliban freed himself and ripped the Nightbane’s head off his body and vowed eternal enmity between the Banes and his brethren. The child of Caliban believe this legend to be the truth, and are ruthless in their bloodfeud against the Nightbane, Humankind and Nihgtlords alike. They are the smallest faction but on of the most ferocious and resourceful ones. More like a zealot religion than a true faction, their leaders all goes by name of Caliban.
Prometheans: This is the largest faction, working much like the underground railroad, helping Mutant survive this dangerous world and giving them a place they could call home. The founder and still leader is the immortal mutant known as Prometheus , who rumors said having fought in the great Battle that exiled the Nightlords in the Nightlands. Like the Underground they are more concerned in survival of their species than fighting the Nightlords . One of the most infamous settlement is located in an underground complex of tunnels under an abandoned asylum in Wetschester.
They prometheans do not hold such a grudge toward Nightbanes and allow them in their refugee, provided they remain in their façade form(think about like letting the guns at the doors)
Note: Prometheus is very old and share some personal history with Moloch in person.
Psycho Slasher: Is not a faction. Rather a large gang of sociopaths , whose only purpose is mass murders, rape and cannibalism. They are responsible of the bad fame most mutants have. They don’t like Nightlords, but could collaborate with them if they are promised massacre and bloodbaths in large quantity. They do not have a very structured organization and generally amongst them Might make Right, often they are all parents and siblings, a large psychopathic incestuous happy family of cannibalistic freaks.
Revelation XVII : This is not exactly a faction OF mutants but more properly a faction ON the mutants. Is cadre of mad scientist, fleshsculptors, necromancers, cybermancers and alchemists who since world war 2 started a series of studies on the mutants, who proved to be much more suitable material than Nightbanes, whose unstable nature make them very hard to study. The Laboratory create lot of homunculus and free them just to see the effect on society, but also work on bacteriological warfare, weapons designs, medicine discoveries and much more. Even after the Dark Day the maintained their power positions, after all in their eyes is just another chance of research and profit
One of their most profitable investments is the production and distribution of a particular drug called “Dark seed” , based upon the refined blood of Nightbanes and Mutants alike. The effect tof this drug is simple, it does bestow upon the addicted the Monstrous Form Major Power (PU3) plus one roll on Nightbane Traits Table , the drug effect are always different, and each does last only for 3d4+10 minutes Its side effect are tremendous: not only a physical and psychological addiction, but each assumption of the drug, wear off some of the victim life force, permanently lose 1d4 Hit Points and 1 point of PE for each additional dose beyond the first. Overdose(2 or more dose at the same time) always result in a massive power surge(make another roll on Nightbane trait table and add 2d6 to PS) too bad it result AUTOMATICALLY in a painful death when the effect of the drug expire. The cost for a dose of “Dark Seed” vary a lot, but never less that 500$ per dose. Its high price somehow limit its spreading, thankfully. This in addition that the “ingredients” for this drug are not easy to find. Yet the selling are good and all who tasted it would do the impossible to get more.
The Mutant Factions
The Caliban Child: Caliban , was a Mutant who experienced on his own scales the biases and enslavement by the hand of Nightbanes, at least those elitarian nightbanes who run place like Club Freak. For countless years he had lived under an oppressive and abusive master, with too much sitgmatas and too little heart. Legend say that this Nightbane just to show how loyal his pet was , killed his wife in front of his eye. This was too much. Caliban freed himself and ripped the Nightbane’s head off his body and vowed eternal enmity between the Banes and his brethren. The child of Caliban believe this legend to be the truth, and are ruthless in their bloodfeud against the Nightbane, Humankind and Nihgtlords alike. They are the smallest faction but on of the most ferocious and resourceful ones. More like a zealot religion than a true faction, their leaders all goes by name of Caliban.
Prometheans: This is the largest faction, working much like the underground railroad, helping Mutant survive this dangerous world and giving them a place they could call home. The founder and still leader is the immortal mutant known as Prometheus , who rumors said having fought in the great Battle that exiled the Nightlords in the Nightlands. Like the Underground they are more concerned in survival of their species than fighting the Nightlords . One of the most infamous settlement is located in an underground complex of tunnels under an abandoned asylum in Wetschester.
They prometheans do not hold such a grudge toward Nightbanes and allow them in their refugee, provided they remain in their façade form(think about like letting the guns at the doors)
Note: Prometheus is very old and share some personal history with Moloch in person.
Psycho Slasher: Is not a faction. Rather a large gang of sociopaths , whose only purpose is mass murders, rape and cannibalism. They are responsible of the bad fame most mutants have. They don’t like Nightlords, but could collaborate with them if they are promised massacre and bloodbaths in large quantity. They do not have a very structured organization and generally amongst them Might make Right, often they are all parents and siblings, a large psychopathic incestuous happy family of cannibalistic freaks.
Revelation XVII : This is not exactly a faction OF mutants but more properly a faction ON the mutants. Is cadre of mad scientist, fleshsculptors, necromancers, cybermancers and alchemists who since world war 2 started a series of studies on the mutants, who proved to be much more suitable material than Nightbanes, whose unstable nature make them very hard to study. The Laboratory create lot of homunculus and free them just to see the effect on society, but also work on bacteriological warfare, weapons designs, medicine discoveries and much more. Even after the Dark Day the maintained their power positions, after all in their eyes is just another chance of research and profit
One of their most profitable investments is the production and distribution of a particular drug called “Dark seed” , based upon the refined blood of Nightbanes and Mutants alike. The effect tof this drug is simple, it does bestow upon the addicted the Monstrous Form Major Power (PU3) plus one roll on Nightbane Traits Table , the drug effect are always different, and each does last only for 3d4+10 minutes Its side effect are tremendous: not only a physical and psychological addiction, but each assumption of the drug, wear off some of the victim life force, permanently lose 1d4 Hit Points and 1 point of PE for each additional dose beyond the first. Overdose(2 or more dose at the same time) always result in a massive power surge(make another roll on Nightbane trait table and add 2d6 to PS) too bad it result AUTOMATICALLY in a painful death when the effect of the drug expire. The cost for a dose of “Dark Seed” vary a lot, but never less that 500$ per dose. Its high price somehow limit its spreading, thankfully. This in addition that the “ingredients” for this drug are not easy to find. Yet the selling are good and all who tasted it would do the impossible to get more.
"The baron is made of raw win. Search your feelings, you know it to be true."
- BookWyrm
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Each faction could have it's own symbol.
The Caliban Child (or maybe Caliban's Children) symbol is a sylized hand (3 to 6 fingers, depending on the artist) crushing a broken manacle.
The Prometheans symbol is a take on the classical legend: a open-palm hand cradleing a small flame.
The Psycho Slashers is a bit grusome: a human skull split diagonally & bleeding.
Revelation XVII, the source needs to be more defined. I did a Google search & I got so many Bible refernces it made my eyes hurt. Maybe the members just 'tag' spots with a '17'.
The Caliban Child (or maybe Caliban's Children) symbol is a sylized hand (3 to 6 fingers, depending on the artist) crushing a broken manacle.
The Prometheans symbol is a take on the classical legend: a open-palm hand cradleing a small flame.
The Psycho Slashers is a bit grusome: a human skull split diagonally & bleeding.
Revelation XVII, the source needs to be more defined. I did a Google search & I got so many Bible refernces it made my eyes hurt. Maybe the members just 'tag' spots with a '17'.
Last edited by BookWyrm on Thu Mar 29, 2007 1:40 am, edited 1 time in total.
"Yes, I know I'm going to hell; I'm bringing marshmallows."
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.
- The Baron of chaos
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Thanks. I've lot of ideas about this. Here some info about revelation XII.
The revelation XII was founded in 1942 in Berlin, during the great world war, by the hand of Konstantin Kroeger , a psychotich nazist scientis, who happened to be also a Nightbane. One of the closest friend of the infamous Doctor Mengele, he discovered his own true self when one of his victim freed itself and stabbed him. His first becoming was seen as a sign. He knew there was more in the world of nature that meet the eyes, something that could lead him to the realization of the dream of nazism: the creation of a new kind of perfect being. It was a Revelation.
After the fall of Berlin in thehand of enemies , he escaped, thank also to his new abilities, and even meet other like him, albeit in his eyes, inferior, for no other reason that their facade were not arian enough. He also stole a lot of gold, that he used to fund his organization for keeping his experiments running. Later he found kindred spirit , people that shared his view of a glorious future, in the search of the ultimate truth. Together they formed the seven head of the dragon, the inner circle running the revelation XII affairs. Since then they made experiments, run profitable market of weapons , biological and not, and influenced human society in sublte but deep way. Who do you think come up with new fertilizers or hormones for the cows? And do you really think that they limit to grow a cow to obscnous fat level? They also engaged in recovery and study of unusual relic of powers form ancient times, an activity that cause thems oem contrast with the seekers(they see the revelation XII as a distorted reflection of their methods).
The seven head of the dragon knew of the coming of the Dark Day, and they could have stopped its coming. But instead they decided to actually HELP the nightlords to
breach the mirrorwall, becasue they were curious, after all, to see what's going to happen.
The revelation XII was founded in 1942 in Berlin, during the great world war, by the hand of Konstantin Kroeger , a psychotich nazist scientis, who happened to be also a Nightbane. One of the closest friend of the infamous Doctor Mengele, he discovered his own true self when one of his victim freed itself and stabbed him. His first becoming was seen as a sign. He knew there was more in the world of nature that meet the eyes, something that could lead him to the realization of the dream of nazism: the creation of a new kind of perfect being. It was a Revelation.
After the fall of Berlin in thehand of enemies , he escaped, thank also to his new abilities, and even meet other like him, albeit in his eyes, inferior, for no other reason that their facade were not arian enough. He also stole a lot of gold, that he used to fund his organization for keeping his experiments running. Later he found kindred spirit , people that shared his view of a glorious future, in the search of the ultimate truth. Together they formed the seven head of the dragon, the inner circle running the revelation XII affairs. Since then they made experiments, run profitable market of weapons , biological and not, and influenced human society in sublte but deep way. Who do you think come up with new fertilizers or hormones for the cows? And do you really think that they limit to grow a cow to obscnous fat level? They also engaged in recovery and study of unusual relic of powers form ancient times, an activity that cause thems oem contrast with the seekers(they see the revelation XII as a distorted reflection of their methods).
The seven head of the dragon knew of the coming of the Dark Day, and they could have stopped its coming. But instead they decided to actually HELP the nightlords to
breach the mirrorwall, becasue they were curious, after all, to see what's going to happen.
"The baron is made of raw win. Search your feelings, you know it to be true."
- BookWyrm
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I can see the Revelation XII / XVII symbol as a seven-headed Hydra wreathed around the Roman Numeral of the group.
Members will have a specialized tattoo of this on their person (usually under the left inner-bicep) done in a special mystical ink that can only be detected by fellow members.
Members will have a specialized tattoo of this on their person (usually under the left inner-bicep) done in a special mystical ink that can only be detected by fellow members.
Last edited by BookWyrm on Sat Mar 31, 2007 8:51 pm, edited 1 time in total.
"Yes, I know I'm going to hell; I'm bringing marshmallows."
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.
- The Baron of chaos
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Bookwyrm I liek your ideas A lot. I wish i could add more detail, but i'm kinda busy with other stuff, non related to gaming sadly, that is chewing my time.
Anyway here is a brief first look at the seven head of the dragon
I Head - The reaper Konstantin Kroeger , leader and founder. 10th level nightbane sorcerer , 4th level cybermancer
II Head- The priestess Yuriko Nishima, second in command, Immortal Human(see PU2),9th level chinese alchemist(albeit she is japanese, actually) she is also the leader of a secret cult of assassins
III Head- The pretender Giovanni Donetti, 8th level fleshsculptor
IV Head- The Serpent Angelique Desangcrux , Mutant human, 5th level Pandora Researcher (Between the shadow), 2nd level Sorcerer(she is Konstantin's apprentice and lover)
V Head- The madman Doctor C. Reept, Human, 6th level cybermancer, 2nd level necromancer and 2nd level Analytical Genius!!(You won't believe the things this guy do to human body!)
VI Head- The Shadow, Norman Smithson, a fake name, his identity is unknown, Possibly an Astral Lord, but onlythe number I know the complete truth about him
VII Head- The Ambassador, Grigori Derenko, Avatar of the infamous Lord Mock
Anyway here is a brief first look at the seven head of the dragon
I Head - The reaper Konstantin Kroeger , leader and founder. 10th level nightbane sorcerer , 4th level cybermancer
II Head- The priestess Yuriko Nishima, second in command, Immortal Human(see PU2),9th level chinese alchemist(albeit she is japanese, actually) she is also the leader of a secret cult of assassins
III Head- The pretender Giovanni Donetti, 8th level fleshsculptor
IV Head- The Serpent Angelique Desangcrux , Mutant human, 5th level Pandora Researcher (Between the shadow), 2nd level Sorcerer(she is Konstantin's apprentice and lover)
V Head- The madman Doctor C. Reept, Human, 6th level cybermancer, 2nd level necromancer and 2nd level Analytical Genius!!(You won't believe the things this guy do to human body!)
VI Head- The Shadow, Norman Smithson, a fake name, his identity is unknown, Possibly an Astral Lord, but onlythe number I know the complete truth about him
VII Head- The Ambassador, Grigori Derenko, Avatar of the infamous Lord Mock
"The baron is made of raw win. Search your feelings, you know it to be true."
- Nekira Sudacne
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Eh, if you want to use Mutants in Nightbane, go ahead and just use 'em straight out.
to make them into freakish nightbane wannabes dosn't really add anything.
to make them into freakish nightbane wannabes dosn't really add anything.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
That is YOUR OPINION.Nekira Sudacne wrote:Eh, if you want to use Mutants in Nightbane, go ahead and just use 'em straight out.
to make them into freakish nightbane wannabes dosn't really add anything.
I however like this spin on the situation and could definately see this as a Rifter article.
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Nekira Sudacne wrote:Eh, if you want to use Mutants in Nightbane, go ahead and just use 'em straight out.
to make them into freakish nightbane wannabes dosn't really add anything.
at least hes actually posting somthing on the boards besides bashing noobs for thier supposed wrongful interpretation of the rules...
- The Baron of chaos
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thank to all guys.
Nekira i wanted to do a conversion for Nightbane setting, for all the HU stuff, that could fit. And you should agree that NOT all the stuff of HU fit. Example Mega hero DO NOT fit very well in Nightbane setting. As well as backgrounds , too science based, while in NB there shoudl be more mystical based. And to be honest is the Nighbane that are WANNABE, mutant animal, Mutant, cyborg, undead. WANNABES, is their own nature!(their morphus is reflection of their soudl, of what they see or wish themselves).
Anyway Peace and love dude. The Board is a large place, no need to look at my sutff if you don't like it.
Nekira i wanted to do a conversion for Nightbane setting, for all the HU stuff, that could fit. And you should agree that NOT all the stuff of HU fit. Example Mega hero DO NOT fit very well in Nightbane setting. As well as backgrounds , too science based, while in NB there shoudl be more mystical based. And to be honest is the Nighbane that are WANNABE, mutant animal, Mutant, cyborg, undead. WANNABES, is their own nature!(their morphus is reflection of their soudl, of what they see or wish themselves).
Anyway Peace and love dude. The Board is a large place, no need to look at my sutff if you don't like it.
"The baron is made of raw win. Search your feelings, you know it to be true."
- Nekira Sudacne
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Allright everyone, I apologise for the tersly worded reply.
I'm not saying the conversions listed are bad, actually, Baron, you had a number of very cool ideas. The "badard child of a nightlord" and other mutation possibilites add some real spice.
It was just when I noticed you basically trying to redo facade forms for all mutants that I began to feel it was unecessary. Not bad, mind you, but uncessary. if your going to play a superpowered freak in Nightbane, I've found simply converting HU Superpowers to Talent form works quite well for me.
To be fair, I should have included the "I prefer converting Nightbane to Superheros rather than Superheros into Nightbane" in my origional post.
Again, not bashing anybody here, just wanted to state an alternate veiwpoint.
I'm not saying the conversions listed are bad, actually, Baron, you had a number of very cool ideas. The "badard child of a nightlord" and other mutation possibilites add some real spice.
It was just when I noticed you basically trying to redo facade forms for all mutants that I began to feel it was unecessary. Not bad, mind you, but uncessary. if your going to play a superpowered freak in Nightbane, I've found simply converting HU Superpowers to Talent form works quite well for me.
To be fair, I should have included the "I prefer converting Nightbane to Superheros rather than Superheros into Nightbane" in my origional post.
Again, not bashing anybody here, just wanted to state an alternate veiwpoint.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
I LOVE IT!
This is really cool stuff. I like the Revelations and Prometheans factions a lot. Prometheus as an elder Nightbane is a neat play on Prometheus, the Titan, as father and caretaker of the human race, especially in regards to fire. This would certainly make a wonderful Rifter article.
I dunno, I'm with Nekira on this one. It doesn't really add much to the game except a Nightbane Lite character class. It's pretty much redundant, and I don't think Nekira should have to apologise for "bashing noobs" when all she did was say she didn't think an idea was any good.
I mean come on people, as long as we're not insulting or belittling anyone, we are allowed to flat-out say that we didn't like someone's latest work. Do we really want to turn these forums into a place like DeviantArt where giving any opinion other than gushing praise is potentially bannable?
I mean come on people, as long as we're not insulting or belittling anyone, we are allowed to flat-out say that we didn't like someone's latest work. Do we really want to turn these forums into a place like DeviantArt where giving any opinion other than gushing praise is potentially bannable?
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Rallan wrote:I dunno, I'm with Nekira on this one. It doesn't really add much to the game except a Nightbane Lite character class. It's pretty much redundant, and I don't think Nekira should have to apologise for "bashing noobs" when all she did was say she didn't think an idea was any good.
I mean come on people, as long as we're not insulting or belittling anyone, we are allowed to flat-out say that we didn't like someone's latest work. Do we really want to turn these forums into a place like DeviantArt where giving any opinion other than gushing praise is potentially bannable?
You take the good...
You take the bad...
You take it all and there you've got the facts of life...
The facts of life!!!
Seriously, everyone won't like everything and criticism can help to make a product better. Perhaps Nekira's not liking it can point out some things that a player in OP's game might not like about it. Maybe her suggestions can be used to make the product better.
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Who say you've to like my work? You can hate it, sput on it, print it to use as toilete paper. I mean is not tha ti'm goign to take money for this or else. Actually is sad to say but i'm close to dropping all roleplaying completely. I've no more the time to develope my dieas as I wished. Worst all the Palladium setting rip my mind apart, making me less than focused. Splicer or HU or RIfts or Nightbane or After the Bomb...what i shoudl choose? Only thing i feel bad is that some ideas were worth of developement (like a third race of mutant freaks who dilike banes can't hide themselves..I never truly liked the fact that ALL the banes kept the facade)
"The baron is made of raw win. Search your feelings, you know it to be true."