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 Post subject: Nightbane/HU
Unread postPosted: Tue Jan 19, 2010 12:46 pm
  

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Champion

Joined: Sun Nov 05, 2000 2:01 am
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Years ago, I posted some of my ideas about how to better mix Heroes Unlimited Material in the Nightbane Setting.
Now I feel mor eor less in the same mood and I thought , why not do another try, an upgrade if you like the term?
So..yeah, nothing else to say rather than post the stuff.

Table for HU/Nightbane

Sponsoring Organization
01-20 The seekers
21-40 Renegade independent Faction
41-60 the Spook Squad
61-00 The Nightlord

Nature of the procedure
01-25 Bio-chemical/Alchemical
26-50 Supernatural/Alien being organ transplant
51-75 Exposure to un-earthly energies/Magic rituals
76-00 "Hey let's just implant this thing in the subject and see what's gonna happen".


Supersoldier Tables
01-10 Two Natural&Genius Special Abilities and add +10% to three skill of choice
11-30 Latent Psionic Power Awakening: Kinetic P.C.C.
31-50 Latent Metahuman gene Awakening: Two Minor superabilities and either one superpsionic powers or 4 minor psionic from either Sensitive, Physical or Healing ISP 6d6+ME plus 1d4+2 per level of experience Roll on the Experiment Side Effect
51-60 Roll four Aptitude Bonuses(Nightbane Survival guide Page 51)
61-70 Weird Physical Mutation. Roll once on New nightbane characterisitc table, ignore any roll of 96-00 and replace the Fantasy/Medieval with a roll on table of choice. Note that dislike Nightbanes these are always on and do not get the standard nightbane bonus and regeneration power only those from the morphus form.
71-80 Mutant Animal with an extra 1d4x10 bio-e or roll on Animal Morphus Table
81-90 Latent Psionic Power Awakening: Psychic P.C.C.
91-00 Experimental Cybermagic/Psi-mechanic/Bionic devices: Has 2-4 features from Endoskeletal replacement
Also, as usual, roll for 1d4 on the supersoldier enhancement table
Modification: Bionic Sensor System: to the list add also Cybermagic/Psi-mechanic See Aura; Sense Evil and See the Invisible. These one can be quite visibile.

Education and Skill
01-50 Military/Soldier(page 64 of Nightbane Survival Guide) plus 1d4 extra Espionage or Rogue Related Skills
51-76 ADA Field Agent OCC
77-00 PAB Field Agent OCC

Special Equipment -
Armor:
01-20 Tailor-Made clothing with 1d6 secret pockets and light armored AR 10 SDC 20
21-60 Modern Style(Half Suits)
61-90 Modern Style(Full Suits)
91-00 Portable Force Field Belt (Very experimental and rare, is lost or destroyed there will lot of people unhappy. 70% of being Psi-mechanic device and so requiring ISP to recharge . 30 ISP replenish the belt completely)

Special Weapons: No change but 50% chance of being a Psi-mechanic/Cybermagic device. Cybermagic weapons have HF of 10, as they are, well you know Cybermagic...so. Yeah.
Prototype Vehicle:
01-20 None
21-50 Combat Car
51-60 Jet Powered Glider
61-80 Battle Bike
81-00 Jet Pack(by the way present on page 229 of Nightbane Main book too, of all the places :))

________________________________________________________________________
Natural&Genius P.C.C. Upgrade with HU material
Mental genius - Upgrade
The Mental Genius special ability choose two favored skill from one "mental" category, and get a fruther 15% of bonus in these skill that can advance beyond 98%
Weapon Expert - Upgrade
The weapon expert automatically have Sharpshooting skill(every sharpshooting trick count as one skill, but only weapon geinus can learn all of them) and can choose Paired weapons: Pistols and Revolvers as related skill
Note: also The ADA Field Agent OCC can choose Paired weapon: Handguns and Sharpshooting, but only as Specialty Skill, they count as W.P (can take only one sharpshooting trick)
Quick-Draw initiative Handguns Or Rifle, only if favored weapons is an handgun or rifle
If the weapon of focus, is an ancient one can choose one Ancient Melee Weapon Master Expertise trick/skill(each one count as related skill, except Weapon Master(choose one WP to be master with) and Bow Mastery that cost as TWO PCC related skill and replace the WP related
Mechanical Genius: PPE cost 16
Basic Mechanics at base skill fo 65% +% per level(+15% to all mechanical skills) Recognize Machine Quality: 50% +5%
Hot-Wiring Automobile: 66% +2% per level
NOTE: building Electronics and Super Vehicles is possible to anyone with the proper skill(Electrical engineer, Robot Electronics, Aircraft MEchanics, Automotive Mechanics, Mechanical Engineer, Armorer, robot Mechanics, Weapons engineer and such skills) but Natural Genius are just better are doing that.
Channel and unleash Physical Energy: PPE cost 18
Pre-requisite: Bio-feedback
can summon and direct his chi to unleasha damagin blast of heat and force Damage is 1d6 per 5 point of PE plus 2 per level of experience, double damage against undead and effective against intangible or otherwise invulnerable characters, also this energy cannot be dispersed or rechanneled by Nightlords, Range is 5ft per level, cost two attack per melee
All Mental Disciplines, except Mind over Matter ones, can be acquired spending 15 PPE for each. But have Mental Genius as pre-requisite
Mind over Matter Mental disciplines require Bio-Feedback or a ME of 14 or better and cost 16 PPE
HTH Physical Training – Aggressive and Deadly cost: 14 PPE +2 for Power Punch, +2 for Power Kick.
Prerequisite: Exceptional Physical Strenght.
HTH Physicak Training – Defensive and Fast cost: 14 PPE +2 for Power Punch, +2 for Power Kick.
Prerequisite: Exceptional Physical Prowess.
Force Of Will: PPE cost 16
Prerequisite: Exceptional Physical Endurance.
NOTE: Physical Training(Physical Genius?) that have both Exceptional PS Or PP , Exceptional PE and an HTH Physical Training, get +5% on all Physical Skill selected as Related skill, plus has a +10% to save vs. Coma/Death


________________________________________________________________________
Mystical Bestowed for Nightbanes
In Nigtbane world there are already many forms of Mystical Bestowed, as the Night Priest or the Channeler. But there are others. The fact is that the Dark Day acted as beacon to many many powerfull being form the megaverse, who took instant intereste into that dimensional plane. Of course it was more a cautious interest as, well, the heard rumors about the Dark, and want to know exactly who or what it is and what is the full extent of its powers, also they knew Nightlords fame from their encounter with Red Flames Demon and their feat of crushing one dimensional layer. And there is those Nightbanes and Guardians. No rather than act directly better release some “champions” to act as the ears and eyes on this world and get some useful intelligence about this twin world.
They generlaly leave certain degree of autonomy to their “champion”, for the same reason to get better intelligence and also because they careful choose them, so their behavious is predictable and do not need to be manipulated all that much.
Mystical Bestowed Powers:
01-07 Intangibility or any ecoplasmic Major power and 6 minor Psionic Powers. The Major Powers Require 15 ISP to activate. ISP: 1d4x10+40 +1d6 per level
08-14 Mystic: Sam powers and Abilities as Mystic OCC but in addition has one superpsionic power plus another at 3rd level.
15-30 Three Energy Related Minor Powers or one energy related Major power(note power weapon do count as one), but all require PPE to Activate , Energy Expulsion/Damagin energy attacks cost 1 PPE per dice of damage, all other minors cost 10 PPE while Major Energy powers cost 1d6+10 PPE(roll once to know how muhc PPE). PPE: 2d6x10+PE +1d6+1 per level
31-39 One APS(or one morphus trait from mineral, plant or bio-mechanical table) plus 1d4+3 sensitive or Physical psionic. The APS subpowers and ME require PPE to work. Minimum of of 5 PPE to mantain the APS power , this PPE is not needed for activation but simple the minimum PPE value for the APS to work; any subpowers need 2 PPE to activate. PPE: 1d4x10+PE(4d6+PE for APS powers like Metal and Stone without subpowers) ISP:1d6x10+ME
40-47 Get all the standard attribute bonuse for Mystical Bestowed(Page 154 HU main book)plus Healing Factor and one Minor power of choice(this will generally reflect the bestowing entity)
48-55 Energy Weapon Extension(special): The weapon is reflection of the soul and Mind of the Bestowed. Damage: Normal Weapon damage +2d6 +2 per 4 PPE spent. Also the Weapon enjoy 2 Greates Artifact/Enchanted Weapon unusual power. PPE:6d6+ME(not PE) +1d6+4 per level.
56-60 Natural Combat Ability or Alter Metabolism or Defensive immunity, plus one Minor power from Enhanced Attirbutes, Heightened Senses, Mental Abilities, Psychic Abilities or Enhanced Biology and 4 spells from level 1-5 PPE 2d4x10+PE +1d6+4 per level
61-75 SuperFamiliar, actually a part of Bestowed body and soul: Create as you would per expanded Famliar rules on Through the Glass Darkly. In addition to the ususal Familair Power available can buy Mutant Animal human features , animal psionic and size increase(PPE cost is equal to Bio-E), Heightened Senses and super version of normal animal sense(like sonar or radar or supervision) 10 PPE, 15 PPE for any “extraordinary” power, Supernatural Bite, Energy Claw, Venomous Attack or Abnormal Energu Sense 20 PPE, any minor energy power or damaging power like detonation 25 PPE, “Immune to” powers and flight glide or hover cost 40 PPE, 1d6+40 for any other minor power. Also the Familiar base SDC is equal to Bestowed PE+40. PPE to create the familiar 2d4x10+20 add 2d6+4 PPE at level 3, 6, 9, 12 and 15 ths can be stored to buy other . As Side Effect the familiar share hit points with its master, so if the Familiar die...well, ya know.
76-80 Total of ten magic spells from level 1-6 and total of 1d4+2 Spells from level 7-9 and 2 ritual spells from level 10-12 PPE: 3d4x10+PE +1d6+4 per level
81-90 Mystical Armor, born from the soul of bestowed and with imprint of the bestowing force. The Armor is essentially the Bio-Armor Major Power, but AR is equal to the ME of the Bestowed character +1d4(Max 18) and SDC is equal PEx10 +10 per 2 PPE spent in the creation. In Addition the armor could be equipped with following features, spending the PPE cost: Built in Weapon: Has one weapon of choice as part of the armor, sometimes in scabbard sometimes as forearm weapon, forearm claws are equal to short sword: Damage as per weapon +1d6, Bonus + 1 strike and Parry cost 2 PPE per lbs of weight of the weapon rounded up; Immunity: any one immune power or Resistance power each cost 15 PPE, except Immune to magic, psionic or energy that cost 25 PPE; Superhuman PS: add 2d6 to PS and is considered Supernatural PPE cost 16; Flight capability: Winged PPE 12, Wingless PPE 16; Shot Fire or Lighting Bolts from Hands: Damage 1d6 per 4 PPE spent Range 100ft Rate of fire: one per melee attack; Nightvision: Range 50 ft per 5 PPE spent. PPE for creating the Armor: 2d6x10+PE, but the armor need a minimum of 5 PPE left in order to be used.
91-00 One Nightbane Talent of choice(regardless of level and morphus requirement) and 8 spells from level 1-5 PPE:3d4x10+PE +2d6 per level
Special Bonuse and Abilities:
+ 1 to save vs. Magic
+ 2 to save vs. HF
Automatically has SV: supernatural minor power but does not increase with level.
+1 to save vs. possession and mind control ever 4 level fo experience
S.D.C: 20 plus those from powers and skills
RCC skills: Roll one Skill package from one of those available to nightbanes(Nightbane Survival Guide, page 60-64)


Note on EX Speed and Flight powers: Flight Winged speed, is 160 Mph and does not grow with experience, EX Speed top spedd is Spdx8 MPH and Flight Wingless and Energy Speed is 2d6x10 MPH +10MPH per level(15 for Flight: Energy). Note tha tthese are the Max speed that can be mantained only for a numbe rof melee round equal to PE, while they can run/fly at half that speed for number of minutes equal to PEx4 minutes. Note that these value could drop if fatigued, wounded or carrying heavy weights.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Sun Jan 24, 2010 10:53 pm
  

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Knight

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ok...i get it what your doing now.
You converting HU2 stuff into Nightbane...cool.

Just as the Nightbane corebook said, Nightbane's make great Dark Superheroes.
I see Nightbane taking the place of the Freaky "Mutants" in many ways. The nightbane seem to scream Xmen, Midnight Suns, Legion of Night, etc...as their place in a world of superheroes.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Wed Jan 27, 2010 10:05 am
  

Champion

Joined: Sun Oct 01, 2000 1:01 am
Posts: 2782
One thing to remember is that most of the playable races in Nightbane are hellishly twinky by HU2 standards. A typical Nightbane has a fairly high supernatural PS, a PP that's high enough to give combat bonuses (on top of the ones he gets just for being a Nightbane), hundreds of SDC and hit points, ridiculously awesome regeneration, immunities to this that and the other, and a bunch of Talents that can potentially make him a fairly versatile guy outside of combat as well. And if you feel like it you can make him a spellcaster, which makes him even more versatile. He outclasses pretty much any HU character who was given randomly rolled powers, and he's even badass enough to hold his own against tailor-made combat wombat characters.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Wed Jan 27, 2010 3:01 pm
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
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Rallan wrote:
One thing to remember is that most of the playable races in Nightbane are hellishly twinky by HU2 standards. A typical Nightbane has a fairly high supernatural PS, a PP that's high enough to give combat bonuses (on top of the ones he gets just for being a Nightbane), hundreds of SDC and hit points, ridiculously awesome regeneration, immunities to this that and the other, and a bunch of Talents that can potentially make him a fairly versatile guy outside of combat as well. And if you feel like it you can make him a spellcaster, which makes him even more versatile. He outclasses pretty much any HU character who was given randomly rolled powers, and he's even badass enough to hold his own against tailor-made combat wombat characters.


So you think Nightbane, Vampires and Nightlords (and Guardians to a somewhat lesser extent) are actually Mega-Hero characters? Wampyres could make interesting super soldiers, Artifact Bearers could benefit from Mystically Bestowed and a few Psychic Ex-Government Agents could really help the game from being too focused on the Nightbane/Nightlord dichotomy. And Combat Wombats are freaking cool.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Wed Jan 27, 2010 4:40 pm
  

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Knight

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Oh yeah NB are Mega-heroes. Artifact Bearers = Mystic weapons.

:D

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 Post subject: Re: Nightbane/HU
Unread postPosted: Thu Jan 28, 2010 12:38 am
  

Champion

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Mephisto wrote:
So you think Nightbane, Vampires and Nightlords (and Guardians to a somewhat lesser extent) are actually Mega-Hero characters?


Pretty much. They get beefy stats, some of the best regeneration in town, phat combat bonuses, and pretty much everything you need to be better at combat than most HU characters who aren't tailor-made for fighting, and the get a bunch of spells/psionics/talents (depending on what kind of critter we're talking about) that'll give them a fair bit of non-combat versatility on the side.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Thu Jan 28, 2010 6:47 am
  

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Monk

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Comment: The Munchkin Fairy
Rallan wrote:
Mephisto wrote:
So you think Nightbane, Vampires and Nightlords (and Guardians to a somewhat lesser extent) are actually Mega-Hero characters?


Pretty much. They get beefy stats, some of the best regeneration in town, phat combat bonuses, and pretty much everything you need to be better at combat than most HU characters who aren't tailor-made for fighting, and the get a bunch of spells/psionics/talents (depending on what kind of critter we're talking about) that'll give them a fair bit of non-combat versatility on the side.


True, on the other hand, the average thug in Nightbane has supernatural strength, which isn't true in HU.

The entire setting is higher powered, good guys and bad guys alike. A high end nightbane is more or less Rifts minus power armor.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Thu Jan 28, 2010 11:54 pm
  

Champion

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Nekira Sudacne wrote:

True, on the other hand, the average thug in Nightbane has supernatural strength, which isn't true in HU.

The entire setting is higher powered, good guys and bad guys alike. A high end nightbane is more or less Rifts minus power armor.


Yeah there's that too. HU characters who haven't twinked out tend to end up dead pretty quickly in a game where the default mooks are heavily armed SWAT teams and the occasional squad of Hounds.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Fri Jan 29, 2010 12:07 pm
  

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Champion

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All interesting points guys, yes Nightbane is quite tough as setting, Hounds are expecially nasty. Only main difference I noticed is Speed. HU can access greater speed than most beings of Nightbane.
Oh before I forget

Ancient Masters
Ancient Masters are the other side of the coin that Geomantic immortals are. While the latter reched immortality bonding witht he mystical aspect of the dragon lines, the Ancient Masters did it developing and exploring the physical aspect of them. Amongst them, Geo-immortals refer the Ancient Masters as "the dragons of earth" while themselves are "the dragons of sky". Note that like Geo-Immortal the attitude toward nightlords vary from Masters to Master, some are champions of good others..well..not so much.
The Ancient Master roll for actual age as usual but do enjoy the same ley line healing and longevity as Geo-Immortals. So most look muhc more younger than they should be.
Skill and Education: In addition to their OCC(because let's call them for what they are) they do have the following: Lore: Geomancy(+20%), Phylosoph(generally Zen) (+20%) and one lore of choice(+15%).
The special abilities remain unchanged mostly except as following:
While feigning death is invisible to all form of supernatural detection as well as to astral beings; Cleansing Spirit give a +3 to save vs. Curse magic +1 at level 7,9, 11 and 13; while in positive energy charged, the ancient master is considered a supernatural creature and can be tracked down, they take half damage from talents while using positive energy. Note Positive Energy can be mantained only for one minute per level of experience, as is very physically taxing; The Chi blast does double damage against most supernatural creatures, normal damage to creatures otherwise invulnerable or astrals(like werewolf or Torturians), and triple damage against undeads(vampire and undead morphus nightbane), due being pure CHI blast; Instead of Extraordinary Power can opt to chose 1d6+1 spells from level 1-6. These ar eperformed as katas. Do not require spoken words but can be use/casted only once at times . PPE: PE+6d6

________________________________________________________________________

Hunter/Vigilante
Favored Prey roll once:
Nightbanes: Has Lore-Nightbane(+20%), plus can guess a Nightbane Talents one succesfull role on Lore at -10%
Vampires: Lore-Vampire(+20%), can recognize and track a Vampire at 45%+5% per level, can also recognize clues about vampire rpesence in an area
Entities/Ghost(include Torturians and Necrophim): Lore-Astral(+20%) and Lore-Psychic(+10%), can build electrical based(protonic?) BULLET or SPEARHEAD that can HURT the astral beings. Use the Modify weapon cartridge skill at -30% require basi electronics skills.
Hounds(included hunters and houndmasters): Lore-Nightlands(+20%) plus has the same Anti-supernatural bonus as PAB field agent
Fakers(Doppelgangers, Namtar and Ashmedai): Lore-Nightlands(+15%) and on succesfull roll on Lore can recognize them for what they are.
Demons: Has Lore-Demons&Monster(+20%) plus has the same Anti-supernatural bonus as PAB field agent, plus +15% to track demons
Spellcasters(include mystics and living spells): Lore Magic(+10%) and is +2 to save vs. Magic
In addition has two other Lore skill of choice, but without any bonuses.

Other changes for Nigthbane Setting:
+2 on all perception roll, +2 save vs. HF
Disguise scent can be used to disguise ones psychic pattern. Work like Mind Block but only at -20%, is a strong effort of willpowers and halve the attacks per melee while using it.
Trap/Snar Animal: on succesful roll on lore, can add +10% to create trap for the favored prey(generally using a suitable, unwilling, bait.)
Modify WEapon Cartridges: the anti-ghost bullet had alreayd be covered, but there are also Silver bullets, Armor Piercing Bullet and Explosive Bullets. And any of those awesome shotgun shells, and remeber one thing . Depleted Uranium Core bullet F**K UP supernatural healing factor as long as they are stuck inside and is so exceptional that negat esusual Hound invulnerbaility(not counitng its PV). Just keep in mind that they are RARE and EXPENSIVE, in nightbane setting the price to maker and buy is 5d times as much)
Optional - choose one of the following:
Minor Psionic: has total of 1d4+4 psionic powers from Sensitive and Physical Category ISP ME+1d4x10+10 +1d6 per level
Minor Artifact: common amongst legacy hunters, who pass this weapon from father to son. Is an ancient weapon with 2 Lesser artifact powers.
Familiar: Has a companion pet that share with him a bond , identical to the Familiar Link spell. Generally a dog or a falcon.
Minor Magical Knowledge: Same as Arcane Detective minus the bonuses and can't learn new spells, he only has those he can figure out per level.
_______________________________________________________________________
Experiment - also called Nightfakers
Since the Dark Day there are fews, expecially the spook squad, that rushed quickly in the Supersoldier bandwagon. In most case this is limited in searching some latentpsionic and forefully awaken his powers trought cybernetic implants(see above under supersoldiers). But latents are quite as rare as fully developed psionic, sometimes you want to turn a normal human into something more. Sadly 90% of these attmept result in gruesome deaths, and the other 10% well...
Nature of the procedure
01-25 Bio-chemical/Alchemical - in some case even an attempt to implant Nightbane DNA on human!
26-50 Supernatural/Alien being organ transplant - Nightbanes and Hounds organs, and 99,99% of times is not voluntary thing
51-75 Exposure to un-earthly energies/Magic rituals - This is often the result of some permanent Rifts spotted and exploited before it close.
76-00 "Hey let's just implant this thing in the subject and see what's gonna happen". Yeah nothing bad would come from injecting this weird parasite bacteria we found inside a vampire stomach inside a convicted criminal.

General Type of Experiment - No change same as HU

The Number and Type of Superabilities:
01-20 One Major and three Minors or Two major and one minor or five minors - one of the major power or two minors are always on
21-35 Physical Perfection Minor Power, plus three Enhanced attributes and biology realted minor powers. Has 45% chance to have AWe Factor or HF too (depending on Alignemt)
36-45 One Control Energy Power plus either APS Energy/Light/Fire or one Energy Expulsion and Flight energy(speed is equal to the EE maximu damage x5 MPH, so at fourth level EE: Fire will give 120 mph of flight speed)
46-60 Monstrous Form or Lycanthropy(You could roll them as a morphus form, but ingnore Bio-mechanical and most Stigmata) plus two minor powers that work only in the powered form. The other form has completely different personality and mental attirbutes, roll as multiple personality
61-70 Two APS: Limb plus three limb related minor powers(like gun limb, multiple limb, Body WEapons, bt also energy fist, Helaing Touch, Heightened Sense of touch or EE will work), This is constant and quite hard to hide, albeit having an arm made of darkmetal does not hurt.
71-75 Unstable Molecular Structure: Has automatically the Major power of Rechannel&Expel Energy or Superregeneration or Rechannnel Kinetic energy plus one of the following power that activate automatically whenever 50 point of damage or energy damage: Monstrous Form, Copy Physical Structure, Copy Energy Pattern, Growth, Mimic(mime the PHYSICAL attirbute of the closest being, not talent or magical powers, but PS and SDc are fair play), Copy animal Attributes(roll on Animal Morphus tabel to see what animal is simulating eacht ime this power is activated), Supernatural Strength(also add 2 ft to height and add 100lbs of weight ALL pumped up, vein covered, MUSCLES!!), Multiple Beings(one for each 50 point, but they do not have hit points at all. also after 5 doubles there is risk for the doppelganger to develope insanities and behave more indepedently and wild. Thankfully they last only a nubmer of minutes equal to PE), tentacles(one pair of tentacles for 50 point, yes good chance you end up looking ******* weird), Sonic Speed( well more or less, Speed is equal to point suffered in MPH, with Mach being the absolute max), Defensive immunity(Well of course, generally manifes itself wiht minimal mutation of the body).
76-80 One Mind Control or Force Field or Divine Healing Major power and 5 minor psionic
81-95 Two Superpsionic powers of choice(can include Psi sword) plus Two minors from Psychic, Mental or Kinetic attacks
96-00 Invulnerability or Immortality plus one Extraordinary attribute, and either 3 minors of the similar types(example all energy related) or one super psionic power and 4 minor psionic from one category

Experiment Side Effect
No change except as following:
Must Physical Transform: Strength is considered Lesser Supernatural(as per nightbane), and roll for on Aline Morphus Table
Require Energy for Nourishment: 30 PPE are eqaul to the 200'000 amp needed
Chemical Resistance add +2 to save vs Fleshsculpting magic
Chronic pain add +2 to save vs. Agony and bio-manipulation Pain(i think this should be also in Normal HU campaign, he is so attuned to pain that can reasist pain easier than most)
No Facial Feature: Roll on Nightbane unusual Facial Features

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 Post subject: Re: Nightbane/HU
Unread postPosted: Fri Jan 29, 2010 6:05 pm
  

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Monk

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Comment: The Munchkin Fairy
Question: Where did you get that ancient masters are in any way immortal? The age chart makes it fairly clear that while they're in great shape they are definatley still mortal.

EDIT: Also, Depleted Uranium rounds do nothing to screw up supernatural healing, they just deal more damage than a regular round. You have to use a LIVE Uranium (One that's not depeleted and still radioactive) round to screw up supernatural healing.

_________________
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


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 Post subject: Re: Nightbane/HU
Unread postPosted: Fri Jan 29, 2010 7:53 pm
  

Palladin

Joined: Fri Jun 26, 2009 4:11 pm
Posts: 7125
Nekira Sudacne wrote:
Question: Where did you get that ancient masters are in any way immortal? The age chart makes it fairly clear that while they're in great shape they are definatley still mortal.

EDIT: Also, Depleted Uranium rounds do nothing to screw up supernatural healing, they just deal more damage than a regular round. You have to use a LIVE Uranium (One that's not depeleted and still radioactive) round to screw up supernatural healing.

depleted uranium rounds are still quite radioactive. just because it's the leftover stuff after they take all the most radioactive stuff out of it doesn't mean it isn't still quite radioactive.

http://en.wikipedia.org/wiki/Depleted_uranium

however, the point about needing U-rounds to disrupt bio-regeneration is correct. DU-rounds would probably cause all kinds of nasty side-effects in people who get it into their body in some way, at least for normal people.


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 Post subject: Re: Nightbane/HU
Unread postPosted: Sat Jan 30, 2010 7:28 pm
  

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Champion

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Nekira Sudacne wrote:
Question: Where did you get that ancient masters are in any way immortal? The age chart makes it fairly clear that while they're in great shape they are definatley still mortal.

Well I just added some notes to make them the polar opposite of geomantic immortal, but ignore that, after all is not that important.

Nekira Sudacne wrote:
EDIT: Also, Depleted Uranium rounds do nothing to screw up supernatural healing, they just deal more damage than a regular round. You have to use a LIVE Uranium (One that's not depeleted and still radioactive) round to screw up supernatural healing.


Hmm I've to check it. As shark force said is still quite radioactive. But all considered, it would be just a bonus. As they alreayd have a good PV and increased damaga. Just wanted to add somethign to mark better difference between DUC rounds and Armor Piercing Rounds. Raidation Poison could be a nice add on(and big limiting factor to an abuse of DUC rounds all considered).

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 Post subject: Re: Nightbane/HU
Unread postPosted: Sat Jan 30, 2010 8:10 pm
  

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Monk

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Comment: The Munchkin Fairy
The Baron of chaos wrote:
Nekira Sudacne wrote:
Question: Where did you get that ancient masters are in any way immortal? The age chart makes it fairly clear that while they're in great shape they are definatley still mortal.

Well I just added some notes to make them the polar opposite of geomantic immortal, but ignore that, after all is not that important.


Fair enough.

The Baron ofchaos wrote:
Nekira Sudacne wrote:
EDIT: Also, Depleted Uranium rounds do nothing to screw up supernatural healing, they just deal more damage than a regular round. You have to use a LIVE Uranium (One that's not depeleted and still radioactive) round to screw up supernatural healing.


Hmm I've to check it. As shark force said is still quite radioactive. But all considered, it would be just a bonus. As they alreayd have a good PV and increased damaga. Just wanted to add somethign to mark better difference between DUC rounds and Armor Piercing Rounds. Raidation Poison could be a nice add on(and big limiting factor to an abuse of DUC rounds all considered).


I just double checked to be sure, it's live uranium rounds only. Palladium defines Depeleted Uraium to refer to radiation levels and not merely weapons grade status.

Also, who abuses DUC rounds? I've never had anyone use them in a game Ever. Also, they already had a disginsuishing feature above and beyond regular armor peircing rounds: they deal 25% more damage.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Sun Jan 31, 2010 12:45 pm
  

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Adventurer

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i believe is in triax book or rifter but it says that damage from ur rounds stop the regen of supernatural creatures until it is taken out.


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 Post subject: Re: Nightbane/HU
Unread postPosted: Mon Feb 01, 2010 6:03 pm
  

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Yepp BARQ your right.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Tue Feb 02, 2010 12:58 am
  

Palladin

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Nekira Sudacne wrote:

I just double checked to be sure, it's live uranium rounds only. Palladium defines Depeleted Uraium to refer to radiation levels and not merely weapons grade status.

Also, who abuses DUC rounds? I've never had anyone use them in a game Ever. Also, they already had a disginsuishing feature above and beyond regular armor peircing rounds: they deal 25% more damage.


if it wasn't radioactive, it wouldn't be uranium. depleted uranium exists today, and it is the stuff left over after you suck most of the weapons-grade uranium out. it is *less* radioactive (in fact, relative to weapons-grade material, it's probably a *lot* less radioactive, since the tiny portion of weapons-grade stuff they remove accounts for less than 1% of the composition of the uranium and apparently 40% of the radioactivity, based on the wikipedia article i listed earlier), but it can by no means be described as being not radioactive.


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 Post subject: Re: Nightbane/HU
Unread postPosted: Tue Feb 02, 2010 1:04 am
  

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Comment: The Munchkin Fairy
Shark_Force wrote:
Nekira Sudacne wrote:

I just double checked to be sure, it's live uranium rounds only. Palladium defines Depeleted Uraium to refer to radiation levels and not merely weapons grade status.

Also, who abuses DUC rounds? I've never had anyone use them in a game Ever. Also, they already had a disginsuishing feature above and beyond regular armor peircing rounds: they deal 25% more damage.


if it wasn't radioactive, it wouldn't be uranium. depleted uranium exists today, and it is the stuff left over after you suck most of the weapons-grade uranium out. it is *less* radioactive (in fact, relative to weapons-grade material, it's probably a *lot* less radioactive, since the tiny portion of weapons-grade stuff they remove accounts for less than 1% of the composition of the uranium and apparently 40% of the radioactivity, based on the wikipedia article i listed earlier), but it can by no means be described as being not radioactive.


And the point is...depeleted uraium isn't radioactive ENOUGH.

The difference is slight, true, but there is a threshold.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Tue Feb 02, 2010 7:58 am
  

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Champion

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Nekira Sudacne wrote:
Shark_Force wrote:
Nekira Sudacne wrote:

I just double checked to be sure, it's live uranium rounds only. Palladium defines Depeleted Uraium to refer to radiation levels and not merely weapons grade status.

Also, who abuses DUC rounds? I've never had anyone use them in a game Ever. Also, they already had a disginsuishing feature above and beyond regular armor peircing rounds: they deal 25% more damage.


if it wasn't radioactive, it wouldn't be uranium. depleted uranium exists today, and it is the stuff left over after you suck most of the weapons-grade uranium out. it is *less* radioactive (in fact, relative to weapons-grade material, it's probably a *lot* less radioactive, since the tiny portion of weapons-grade stuff they remove accounts for less than 1% of the composition of the uranium and apparently 40% of the radioactivity, based on the wikipedia article i listed earlier), but it can by no means be described as being not radioactive.


And the point is...depeleted uraium isn't radioactive ENOUGH.

The difference is slight, true, but there is a threshold.

I have to agree with nekira this time. Depleteed uranimua is not enough radioactive , at leas tnot as the bullet used by Triax on rifts earth. Probably one bullet won't be enough but 100 will do the work...Still 100 DUC rounds are expensive and hard to get on a setting like Nightbane. By the way all this arise an interesting question, only marginally addressed in Palladium Games. How radioactivity affect supernatural creatures. Undeads are of course immune, because well they are dead. But othe rsupernatural creatures. Do injecting radiocative isotope(enough to kill a human) force an ashmeday assume his true form, or interfer with his shapechanging power and healing? And on nightbane? (by the way this si true for all the Paladium Megaverse in general) Of course remain true the fact that Radioactive material is not that easy to get..well more or less Raidoactive Ore at Fair Prices

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 Post subject: Re: Nightbane/HU
Unread postPosted: Tue Feb 02, 2010 10:32 am
  

Champion

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Nekira Sudacne wrote:
Question: Where did you get that ancient masters are in any way immortal? The age chart makes it fairly clear that while they're in great shape they are definatley still mortal.

EDIT: Also, Depleted Uranium rounds do nothing to screw up supernatural healing, they just deal more damage than a regular round. You have to use a LIVE Uranium (One that's not depeleted and still radioactive) round to screw up supernatural healing.


Assuming of course that something which was mentioned in a Rifts worldbook counts as Nightbane canon.

If it doesn't, you're gonna look mighty silly when none of hte baddies notice the difference and you get cancer :)

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 Post subject: Re: Nightbane/HU
Unread postPosted: Tue Feb 02, 2010 10:59 am
  

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The Baron of chaos wrote:
Of course remain true the fact that Radioactive material is not that easy to get


If "live" uranium screws up supernatural regeneration, and if people know about it, there's gonna be some LU ammo out there somewhere. For starters, some of the agencies which helped create the Spook Squad were heavily involved in researching (or just plain killing) the supernatural, and they're likely to have figured it out. For seconds, other countries probably had similar agencies who might also have worked it out. For thirds, the Seekers are basically a global network of mystical researchers, so there's a good chance they'll have stumbled upon it. And for fourths... well, pretty much every country that makes uranium, uses nuclear power, or has nuclear bombs is ran by the Nightlords now, so if any government's paranormal agencies worked out the properties of LU rounds, the Nightlords probably know it too.

Of course it's still gonna be rare, hideously expensive, and not for sale. Just because the PCs are in the Seekers or Spook Squad and it knows about live uranium doesn't mean that the PCs are gonna be told what it does, let alone issued LU rounds. And even if the do know about it, they're not gonna be told where they can get it and they're certainly not gonna be able to buy it.

Plus there's the fact that it's kinda useless against the Nightlords anyway. In Rifts it made sense for the New German Republic to use LU rounds because they're fighting a war of attrition, and every monster who survives a fight but can't regenerate is an easier mark next time around. In Nightbane there are always more Hounds, more Hunters (not that you can get a uranium bullet into a vampire anyway), and more everything, so plugging a monster with LU rounds is kinda pointless unless he's the sort of critter who can normally regenerate lots of SDC during combat.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Tue Feb 02, 2010 2:00 pm
  

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Champion

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Rallan wrote:
The Baron of chaos wrote:
Of course remain true the fact that Radioactive material is not that easy to get


If "live" uranium screws up supernatural regeneration, and if people know about it, there's gonna be some LU ammo out there somewhere. For starters, some of the agencies which helped create the Spook Squad were heavily involved in researching (or just plain killing) the supernatural, and they're likely to have figured it out. For seconds, other countries probably had similar agencies who might also have worked it out. For thirds, the Seekers are basically a global network of mystical researchers, so there's a good chance they'll have stumbled upon it. And for fourths... well, pretty much every country that makes uranium, uses nuclear power, or has nuclear bombs is ran by the Nightlords now, so if any government's paranormal agencies worked out the properties of LU rounds, the Nightlords probably know it too.

Of course it's still gonna be rare, hideously expensive, and not for sale. Just because the PCs are in the Seekers or Spook Squad and it knows about live uranium doesn't mean that the PCs are gonna be told what it does, let alone issued LU rounds. And even if the do know about it, they're not gonna be told where they can get it and they're certainly not gonna be able to buy it.

Plus there's the fact that it's kinda useless against the Nightlords anyway. In Rifts it made sense for the New German Republic to use LU rounds because they're fighting a war of attrition, and every monster who survives a fight but can't regenerate is an easier mark next time around. In Nightbane there are always more Hounds, more Hunters (not that you can get a uranium bullet into a vampire anyway), and more everything, so plugging a monster with LU rounds is kinda pointless unless he's the sort of critter who can normally regenerate lots of SDC during combat.


Ah yes this is true too. In rifts is more open warfare, with the LU rounds being more of support of other weapons and troops. In Inghtbane world things ar emore undercover. Sure there can be some epic fight(and how!! Expecially in Nightlands!), but the fact that the Nightlords can quickly replace their minion do not help , as their regeneration is never an issue. I some way the big strenght and weakness of Nightlords army is that is essentially an almost endless mass of expendable cannon fodder. (not tha tother demon lords and eivl force did not hav etheirs....hell even Prosek seem to NEVER RUN OUT OF COALITION SOLDIER! Sorry I know is wrong board but is just to point out how villains in Megaverse have a F***load of expendable minions! :lol: ).
So yeah LU can be an option, but more special bullet for sniping/assasination attempts. ANd of course we have to see if and how radiation affect supernatural beings native of Nightlands

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 Post subject: Re: Nightbane/HU
Unread postPosted: Tue Feb 02, 2010 9:53 pm
  

Palladin

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i'm pretty sure the triax and the NGR book actually explicitly goes out of it's way to let you know it's not the radiation of U-rounds that does anything, going so far as to state that even creatures immune to radiation still have their bio-regeneration impeded by U-rounds. it's not the radiation, it's something else special about that specific isotope of uranium that does the job.


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 Post subject: Re: Nightbane/HU
Unread postPosted: Wed Feb 03, 2010 6:24 am
  

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Comment: The Munchkin Fairy
Shark_Force wrote:
i'm pretty sure the triax and the NGR book actually explicitly goes out of it's way to let you know it's not the radiation of U-rounds that does anything, going so far as to state that even creatures immune to radiation still have their bio-regeneration impeded by U-rounds. it's not the radiation, it's something else special about that specific isotope of uranium that does the job.


Nope, it's wonderfully unclear.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Thu Feb 04, 2010 3:18 am
  

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Imagine is Moloch gets a hold of DU Rounds, the Lightbringers are in for a world of hurt.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Wed Jul 28, 2010 4:45 am
  

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Mephisto wrote:
Imagine is Moloch gets a hold of DU Rounds, the Lightbringers are in for a world of hurt.

ANd vice versa. Though it's ulnknown if Guardians LIght healing is affected by Uranium either way.

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 Post subject: Re: Nightbane/HU
Unread postPosted: Thu Oct 28, 2010 6:27 am
  

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I've always loved the notion of combining Heroes Unlimited with Nightbane, although I'm not sure how much conversion is really necessary. Nightbane is a higher-powered setting, but I think this is because the game assumes that most of the player characters are going to be Nightbane. Back when I used to run it, I never had a player say, "You know, I think I'm going to skip turning into a big, messed up looking critter and just play a human sorcerer." So the bulk of things you run into are going to be geared towards the notion that either A, it's going to be a slugfest between very powerful creatures, or B, it's going to be a bug-hunt between humans and a single specimen. Probably in that order.

What I always thought - and it's just my opinion, take it as you will - is that HU adds to the spectrum. The non-Mega character types from HU can, with little to no statistical tinkering and a bit of flavor modification, could add to the less powerful end of the antagonists, as well as offering lower-caliber player character options. Likewise, the Mega-Heroes could give a gamemaster more options for enemies that are on scale with the Nightbane, and Nightbane and the associated nasties could show up to provide a challenge to Heroes Unlimited characters. I think it all just depends on which one you're using as your primary coat on that particular canvas, and what it is exactly your players are interested in doing.


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