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Nightbreed The Nightfall Comes Sources of information: The Nightspawn/ Nightbane RPG written by C. J. Carella and published by Palladium Books. (This is modified conversion of Nightspawn) “Cabal”, “The Books of Blood” trilogy, “The Hellbound Heart” and other works by Clive Barker. Note that “Cabal” was made into the movie “Nightbreed” & “The Hellbound Heart” was made into the movie “Hellraiser” All the stories of boogey men, hidden dark fairy folk and the lost souls of the nether world. Special Thanks to Scott Lynch for releasing “Deeds Not Words” for the D20 system and allowing it all to be OGC. Several Talent Trees were taken from “22 Talent Trees” published by Bloodstone Press. Those Talent Trees that were taken from that publication have their names in Bold Italic. They are being used without permission. Version History: Beta V. 0.1 - Initial Release V. 0.2 - Clarification of rules; cleared out a lot of the math notes I left myself in the Breed form tables. Removed any reference to the made breed & infected breed, they may be reintroduced at a later date. I changed font size for page conservation; added an example of character creation; added an explanation of some of the abilities and powers gained in from the breed form tables at the end of that section; added an alternate Psionic Breed Advanced Class for those who do not have the Complete Psychic’s Handbook. This was to make the material as open to people as possible. I still strongly recommend the Complete Psychic’s Handbook by Green Ronin Publications. V. 0.3 - Expanded the Character creation example; Added additional Complications, Feats and the Animal Mastery Talent Tree that was supposed to be in here in the 1 st place; proofread the document more closely to fix formatting errors. All this and managed to make the file smaller even though it has more material and a larger page count! (That’s what cleaning up formatting does!!) V. 0.4 - Skipped. I added enough material to the next revision to go straight on to: V. 0.5 - Added additional breed forms & several new talents. Also cleaned up the rules a little bit more, based on feedback I received. Swarm Talent Tree is still under development at this time. V. 0.6 - Changed Font size again to allow for easier reading. Added a few pieces of art. Swarm Talent Tree is now written up and included. 1

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Nightbreed The Nightfall Comes

Sources of information: The Nightspawn/ Nightbane RPG written by C. J. Carella and published by Palladium Books. (This is modified conversion of Nightspawn) “Cabal”, “The Books of Blood” trilogy, “The Hellbound Heart” and other works by Clive Barker. Note that “Cabal” was made into the movie “Nightbreed” & “The Hellbound Heart” was made into the movie “Hellraiser” All the stories of boogey men, hidden dark fairy folk and the lost souls of the nether world. Special Thanks to Scott Lynch for releasing “Deeds Not Words” for the D20 system and allowing it all to be OGC. Several Talent Trees were taken from “22 Talent Trees” published by Bloodstone Press. Those Talent Trees that were taken from that publication have their names in Bold Italic. They are being used without permission. Version History: Beta

V. 0.1 - Initial Release V. 0.2 - Clarification of rules; cleared out a lot of the math notes I left myself in the Breed form tables. Removed any reference to the made breed & infected breed, they may be reintroduced at a later date. I changed font size for page conservation; added an example of character creation; added an explanation of some of the abilities and powers gained in from the breed form tables at the end of that section; added an alternate Psionic Breed Advanced Class for those who do not have the Complete Psychic’s Handbook. This was to make the material as open to people as possible. I still strongly recommend the Complete Psychic’s Handbook by Green Ronin Publications. V. 0.3 - Expanded the Character creation example; Added additional Complications, Feats and the Animal Mastery Talent Tree that was supposed to be in here in the 1st place; proofread the document more closely to fix formatting errors. All this and managed to make the file smaller even though it has more material and a larger page count! (That’s what cleaning up formatting does!!) V. 0.4 - Skipped. I added enough material to the next revision to go straight on to: V. 0.5 - Added additional breed forms & several new talents. Also cleaned up the rules a little bit more, based on feedback I received. Swarm Talent Tree is still under development at this time. V. 0.6 - Changed Font size again to allow for easier reading. Added a few pieces of art. Swarm Talent Tree is now written up and included.

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Note: This may be the last update I do. If I add more, it will be to bring back the idea of the created ‘breed I was toying with. To learn more about what I was thinking of when outlining them, read “Cabal” by Clive Barker. The character I got the idea from is Boon, who is bitten by a ‘breed then shot down by authorities, only to come back as something stronger and with a lust for blood not unlike that of a vampire.

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The Nightbreed The Nightbreed are shadowkind born to humans. How this happens, why it happens and to whom it can happen to are all completely

unknown. Nightbreed are born as completely normal humans, growing up without having any idea of their true nature. At some point in their lives, usually from the changes brought on by puberty or extreme traumatic stress, (this is the only explanation for pre-pubescent nightbreed, all of them share this common thread.) they undergo their first transformation into their ‘breed form. This traumatic experience is called The Becoming by the Nightbreed. However The Becoming happens, the ‘breed suddenly discovers that they have 2 forms, a human form they were born into and a “Breed” form. The ‘breed see this new, form as a “true” self that was hidden all these years, an often darker self, an embodiment of their fears and dark fantasies. For many, the change can drive them insane or in very rare instances, cause death by shear system shock. Those who survive The Becoming almost instinctually know how to change back to their human form. They also find themselves awakened into a new consciousness, a new awareness of the world around them. They are able to sense others of their kind. They can see more clearly at night. They tend to become introverted as they try to learn about their new abilities. Most are far too afraid to discuss this change with anyone. It is during this time that other, more experienced nightbreed will approach them to offer assistance and possibly to try and use them.

However they experience The Becoming and however they learn of their abilities, they do undergo The Becoming and they do learn to use their abilities. How those abilities are used depend on the individual. The ‘breed tend to have a leaning towards the chaotic bent, but one thing is for certain for all ‘breed: Their personalities are as varied as their ‘breed forms. Mechanic Note: This conversion uses a system from “Deed Not Words” called Enhancement Points. This is a granular point based system used to help balance out super heroes in DNW. You do not need to own DNW in order to use this system. I have included what information you need to know in order to play the ‘breed. In the following pages, for the various breed form tables, you will see an EP amount for each breed selection. These are to be added up and totaled. That total cannot exceed 31, the reason is explained below.

So you, the reader has an idea of just how EP is used to balance the powers out, 8EP is the rough equivalent to one level. That is why the Nightbreed start off with 8EP & has an ECL of +1. Breed Form Tables:

The breed form tables list the various aspects that can be chosen. Each selection has a set of abilities and powers that the breed gains for having that selection. In brackets after each power is an EP number. This is the cost for that specific ability. Next to the name of each selection is an EP total, this is the total cost for choosing that selection. To learn how these EP are used in making your Nightbreed Character, read the next section.

Certain tables have abilities that are common to all forms within that table. These abilities and costs are listed at the top of that table. Anyone choosing aspect from that table must also include those additional abilities and their costs. The tables that have additional abilities are: Canine, Equine/Bovine/Deer, Feline, Insectoid, Reptilian, Rodent, Snake and Stigmata.

In any situation where the character has the same ability (i.e.: bite, claw, flight, etc.), the player needs to choose which they are going to take. That one they have to add to their EP total & that is what will manifest for them in breed form, any duplicate abilities that are not chosen do not have their specific EP cost added to the total & does not manifest itself. In a situation where the ability is Darkvision +30’ on 2 different selections, they can choose to keep only one or add them together for an increased total bonus (i.e. 2 darkvision +30’ would mean getting a total of +60‘ to their darkvision). Enhancement Points (EP):

A 1st level Nightbreed gets a total of 8EP that they can use. 6 of these points are applied to the common powers. The remaining 2 can be taken from the breed form powers they gain. Additionally, the character can take complications in order to gain more starting EP. A maximum of 8 more EP can be gained this way.

Certain aspects also have some negative EP points, these point can be used to purchase some of the individual powers for that aspect similar to the way complications work, however they do not count toward your 8 point complication max. And again, they can only be used to purchase powers listed under that selection. (Ex: Bear Centaur gets a -2Dex for -2EP. Those bonus EP can only be used to buy powers under Bear Centaur)

The remaining powers and abilities must be bought as the nightbreed gains levels in the Nightbreed Base Class. The absolute most EP that can be chosen is 31, as this is the most that can be gained from the base starting amount, complications & character leveling. The character must be able to have all his abilities gained if he takes the base class to level 10. This means the character either takes just 17 points from the breed form tables or he must take enough complications to make up the difference from 18-25 EP from the breed form tables. (See character creation example) Keep in Mind: The all breed start out having the common powers. You cannot choose to forgo any of those powers in order to free up some of the 6EP the common powers cost. Limitation: The character cannot take any levels in an advanced class until he has gained all the non-ability score related abilities (such as flight, claws, darkvision, bonus feats, etc…) his breed form selections grant. The character must learn his newfound abilities before learning more advanced talents and powers. Characters, at the GM’s approval, may alternate a ‘Breed base class level and a normal D20 Modern base class level (Strong, Fast, Dedicated, etc..).

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Common Powers: ** Total EP for Common Powers: 6 EP ** These are powers common to all nightbreed. 6 of the initial 8EP they gain to buy abilities must go toward buying these abilities.

1- Transformation: The ability to transform between their human form & that of their Breed form. This process takes a full round action that provokes an attack of opportunity. This is a Supernatural Ability. 2- Enhanced Senses:

A- Vision: 1 Human: Low Light Vision

** 2 EP ** 2 Breed: Dark Vision 60’ ** 2 EP **

B- Sense Nightbreed: Can sense the presence of another Nightbreed up to 1500 feet. This does not allow the ‘breed to pinpoint the location of the other ‘breed. Can immediately recognize another ‘breed on site. Nothing can fool or prevent this ability. Any ‘breed seen by another ‘breed will be recognized. This is a line of sight ability. It doesn’t work if they are not seen by the naked eye (ie: video monitors, etc…) 3- Enhanced physical attributes:

A- Base: Con +2, Cha –2 (These apply to both forms) **0 EP ** B- Breed: Str +2, Dex:+2, +10’ added to movement speed. **5 EP **

4- Immunities: All forms of mind control, paralysis and polymorph. Gains a +4 species bonus to saves vs any form of level or attribute drain except those effects that specifically mention that they affect the ‘breed. **5 EP ** 5- Miscellaneous: Nightbreed do not gain the bonus feat at level 1; also when selecting a basic class other than the Nightbreed Class, they gain 4 fewer skill points at level one and 1 less skill point every level after 1st. This is similar to the Shadowkind skill restriction as found on page 17 & 18 of “Urban Arcana” Also, Nightbreed are considered Native Shadowkind. That is to say, they are affected by spells and effects that specifically target shadow/shadowkind, however, they are native to our realm and thus are not reclaimed by shadow when slain. **- 8 EP ** 6- Effective Character Level: Nightbreed are tougher and more powerful that a normal character. As a result they gain levels more slowly. To reflect this, all nightbreed characters have an ECL+1.

Character Creation Example To help illustrate how these characters get made. I've written up this sample creation. Bob the player decides to play a Nightbreed. He rolls up his stats as normal and applies the "Human" modifiers of +2 Con & -2 Cha. He also

records on a separate sheet of paper what his characters abilities are in 'breed form. He has 8EP to start out with. Now 6 are used right away for his "Common Powers" He then chooses to take the following selections from the breed form tables: Insectoid Centaur with Wings (Selection cost: 17EP) Razor Wire (Selection Cost: 3EP) Skull Face (Selection Cost: 2EP) Prehensile Tail (Selection Cost: 2EP)

Bob wants his 'breed form to look like a roach-centaur with an upper torso of a muscled human, the skull of a large lizard, a very expressive tail & it's body fully wrapped in razor wire that cuts into it's body in a painful looking way. Now the Insect Centaur has a –4 Cha, this give him 4 bonus points to spend on other abilities in the centaur selection, he chooses to take the full +4 Con with these bonus points. The total cost came to 24EP for the breed form selections.

Now, he does not automatically start out with all those bonuses & abilities. He has the 2EP to spend and takes a +2 Str bonus with it. That still leaves 22 un-purchased EP worth of abilities. Since he can only get a maximum of 15EP from the base class; that leaves him 7 points shy of being able to buy all his abilities. He must take at least 7 points worth of complications to balance his abilities out. He chooses: Accelerated Metabolism (3EP) Magic Vulnerability (4EP) This cancels out the 7 EP he "over chose" He uses these 7 EP to buy His flight ability, another +2 Str bonus and the 1D4 damage from razor wire when in a grapple..

This leaves him with 15 un-purchased EP that can be bought as he levels in the base class. Now Bob’s character must take levels in the base Nightbreed class until he’s managed to buy all the unspent EP worth of abilities. In this example, that would mean he needs to take all 10 levels of the class.

We have completed getting all the powers picked out for Bob’s new Nightbreed character. The Character has an Effective Character Level (ECL) of +1, since he will start out at level 1, his ECL is 2.

A 1st level Basic breed gets a +1 to BAB, Fort, Ref & Defense. They also gain 1 Talent which is chosen from the list of talents available to that class. Lastly, he gains (3 + Int. Modifier) x 4 skill points to use on purchasing skills and his starting pool of 4 action points.

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Breed FormFollowing is a list of breed form tables. Working with your GM. Select the features you want your breed form to have. Remember that the total amount of EP you can take is 31 & the common powers above use up 6 of those, leaving 25 for the following tables. Also keep in mind that all unspent EP must be purchased in the Nightbreed Base class before any advanced class can be taken. The character is not restricted from going into any of the standard base classes (strong, fast, tough, smart, dedicated & charismatic). NOTE: The EP costs are bracketed like so: [# EP]. The total cost for that breed form selection is listed after the selection in bold. The individual costs of all the breed form abilities are listed after each ability. These are the component parts that need to be purchased using the starting EP, complications & EP gained through level from the Base Breed Class. Amphibian These are people who tend to believe in the supernatural and fear magic and mages Were-Amphibian [10 EP]: A barely humanoid amphibian with over long fingers, and smooth, moist skin. Str+2[2 EP], Con+2[2 EP], Dex+2[2 EP], Cha-4[-4 EP]; Jump & Swim Checks +5[5 EP], natural bite: 1D4+1[3 EP] Amphibian Humanoid [8 EP]: The creature is more human, but with bowed legs, webbed hands and feet, smooth skin, and large eyes. Str+2[2 EP], Dex+2[2 EP], Cha-2[-2 EP]; jump & swim check +4[4 EP]. Bite: 1D3+1[2 EP] Amphibian Centaur [17 EP]: The Nightspawn has the upper body of a were-amphibian and the lower of a large amphibian. Str+4[4 EP], Con+2[2 EP], Dex+2[2 EP]; Large Size[2 EP], Jump & swim checks +4[4 EP], bite: 1D4+1[3 EP] Arachnid Spiders are schemers who like complex webs of intrigue. Scorpions are vicious predators, stubborn, and unwilling to compromise. Were-Arachnid [18 EP]: Your form is a vaguely humanoid creature with 2 legs and six arms if spider or 2 legs, 2 arms, 2 claws, and a tail if scorpion. The head is inhuman with 4-6 eyes, pincher mouth, and chitin or fur instead of skin. Str+2[2 EP], Dex+2[2 EP], Natural Armor +3[3 EP], Jump +4[2 EP]. In addition, choose one of the arachnid types below: Spider: Bite 1D4+1[3 EP] + poison (DC 10+ ½ level + Con modifier with primary and secondary damage of 1d6 strength) [4 EP], Climb +4[2 EP]. Scorpion: Claw: 1D6[3 EP] & Tail Stinger: 1D4[2 EP] + poison (as spider)[4 EP] Humanoid-Arachnid [10 EP]: A “man-spider” or “man scorpion” with a mostly human looking body except covered in fur or chitin. If spider then you have an extra pair of arms and a spider-like mouth; if scorpion then it is a scorpion’s tail. Str+2[2 EP],Plus choose one of the arachnid types below: Spider: Bite: 1D3+1[2 EP] + poison (as above)[4 EP], Climb+4 [2 EP] Scorpion: Tail Stinger: 1D4[2 EP] + Poison (as above) [4 EP], Jump +4[2 EP] Pinchers or Spider Limbs for hands [5 EP]: Your hands are replaced by either scorpion like pinchers or spider like claws. Str+4[4 EP], Con+2[2 EP], Claw: 1D6[3 EP], -4 to all Dex based skill checks[-4 EP]. Spider/Scorpion Centaur [13 EP]: Your lower body is either in the form of a scorpion or a spider. Str+4[4 EP], Con+2[2 EP], Dex+2[2 EP], Cha-4[-4 EP] In addition, choose one of the arachnid types below: Spider: Bite 1D4+1[3 EP] + poison (as above)[4 EP], Climb +4 [2 EP]

Scorpion: Claw: 1D6[3 EP] & Tail Stinger: 1D4[2 EP] + poison (as above)[4 EP] Unearthly Beauty These features are either the result of an inner beauty or an incarnation of some darker facet of the personality. Those who take on these aspects often have an innocence to them. Doll-Like [4 EP]: Your skin is unnaturally smooth and featureless, you are also shorter than normal, however your proportions are unaltered. Cha+2[2 EP]; in good light Will save (12) or become unsettled[2 EP], Character is Small (3’ + 2D6”) Animal Magnetism [6 EP]: You naturally exude that special something the opposite sex just craves. Cha+ 6[6 EP] Elfin Features [2 EP]: You are a slender build, have larger than normal eyes & slightly pointed ears. Reduce Height 1D6 inches. Cha+2[2 EP]. Physical Perfection [6 EP]: You appear as an example of physical perfection. Str+2[2 EP], Con +2[2 EP] & Cha+2[2 EP] Fallen Angel [8 EP]: Your strikingly beautiful features and feathered wings set you apart. Cha+4[4 EP], Feathered Wings that give you flight 20’ w/ Average Skill. To fly, character must be able to extend wings to full 20’ wingspan[4 EP].

Avian/Bird Table They are usually wanderers by heart, those that covet freedom, or “fly” away from their problems Were-bird [19 EP]: The breed is a birdman with hands at the end of wings, a bird like head, and feathers that cover the whole body.

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Dex+4[4 EP], Fly speed 60 w/ average ability. To fly, character must be able to extend wings to full 20’ wingspan[6 EP]. Spot +6[3 EP], Beak: 1D4+1[3 EP], Claw: 1D6[3 EP] Man-Bird [13 EP]: The character has separate wings and arms, body covered in feathers, and a small beak. Dex+2[2 EP], Spot +4[2 EP], Fly speed 30 w/ average ability. To fly, character must be able to extend wings to full 20’ wingspan[4 EP]. Beak: 1D3+1[2 EP], Claw: 1D6[3 EP] Bird Head [6 EP]: The player’s head is that of a bird. Spot +6[3 EP], Beak: 1D4+1[3 EP] Bird Face [5 EP]: The head is mostly normal except large eyes and a beak. Spot +6[3 EP], Beak: 1D3+1[2 EP] Talons [2 EP]: The player’s hands and feet turn into bird like talons. Claw: 1D6[2 EP] Winged Human [6 EP]: The character appears as a normal human except he also has a pair of wings. Fly speed 60 w/ average ability. To fly, character must be able to extend wings to full 20’ wingspan [6 EP]. Bat Table Bats are people fascinated with darkness, vampires and demons. Were-Bat [22 EP]: The breed is a bat-man with hands at the end of leathery wings, a bat like head, and thick short fuzz-like hair that covers the whole body. Str+2[2 EP], Dex+2[2 EP], Fly speed 60 w/ average ability. To fly, character must be able to extend wings to full 15’ wingspan[6 EP]. Listen +6[3 EP], Blind Fighting bonus feat[4 EP]. Bite: 1D4+1 [3 EP], Claws: 1D6[2 EP] Humanoid Bat [12 EP]: The skin is sparsely covered in fur, the face and features are almost humanoid, and bat like wings upon the back. Dex+2[2 EP], Fly speed 30’ w/ average ability. To fly, character must be able to extend wings to full 15’ wingspan[4 EP]. Listen +4[2 EP], bite:1D3+1[2 EP], Claw 1D6[2 EP] Bat Wings [4 EP]: He looks like a normal human with bat wings. Fly speed 60 w/ average ability. To fly, character must be able to extend wings to full 15’ wingspan[4 EP]. Bat Head [10 EP]: He has a normal human body with the head of a bat. Listen +6[3 EP], Blind Fighting Bonus Feat[4 EP], Bite: 1D4+1 [3 EP] Bear Table These are people slow to enrage, but fierce when they are. Big, gentle people or those strong at heart are also Bear’s in breed form. Were-Bear [17 EP]: This is a mixture of man and beast with the beast predominating. Str+6[6 EP], Con+4[4 EP], Bite: 1D6+1[4 EP], Claw 1D8[3 EP] Bear Humanoid [11 EP]: This is much more human like, though very muscular & hairy. Str+4[4 EP], Con+2[2 EP], Bite: 1D4+1[3 EP], Claw 1D6[2 EP] Bear Centaur [17 EP]: This creature has the top half of a were-bear and the lower half of a bear complete with four legs. Str+6[6 EP], Con+4[4 EP], Dex-2[-2 EP], Speed +10’[1 EP], Large Size[2 EP], Bite: 1D4+1[3 EP], Claw 1D8[3 EP]

Bear Head [4 EP]: The body is normal and the head is that of a bear. Bite: 1D6+1[4 EP]

Canine Table Wolves are often leaders or team players. Dogs can be any kind and each reflects a different personality trait. Foxes are tricksters All Get the Track Feat & Swim +2[3 EP] Were-Canine [13 EP]: This breed form is a humanoid-canine creature. Str+4[4 EP], Dex+2[2 EP], Listen +2[1 EP], Bite 1D6+1[4 EP], Claw 1D6[2 EP] Canine Humanoid [7 EP]: This breed is a lesser version of the one above. It more resembles the classic wolf man. Str+2[2 EP], Bite 1D4+1[3 EP], Claw 1D6[2 EP] Canine Centaur [14 EP]: The breed has the upper body of a were canine and the lower body of a dire canine. Str+4[4 EP], Dex+2[2 EP], Con+2[2 EP], Cha-2[-2 EP], Speed +10’[1 EP], Bite: 1D6+1[4 EP], Claw 1D6[2 EP], Listen +2[1 EP] Canine Head [5 EP]: The breed is a normal looking body with a dog or wolf head. Bite: 1D6+1[4 EP], Listen +2[1 EP]

Equine/Bovine/Deer Table These are symbols of power and strength All get Swim & Climb +2[2 EP] Were-Animal/Minotaur [12 EP]: The character is basically humanoid, but covered with fur, has a tail, cloven feet and has the head of the animal. Str+4[4 EP], Dex+2[2 EP], Con+2[2 EP], Cha-2[-2 EP], Horn Charge 2D6[4 EP], Kick 1D6[2 EP]

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Humanoid Shape [7 EP]: A less extreme version as above. The body is mostly human with hairy arms and chest. The feet are cloven and the head is mostly human except for horns or antlers and animal features like large eyes, long face, large flat teeth, etc. Str+2[2 EP], Dex+2[2 EP], Head But 1D6[1 EP], Kick 1D6[2 EP] Centaur/ Beast Man [16 EP]: The breed has the lower body of a horse, deer, cow, moose etc and the top body is human with horns or antlers. Str+6[6 EP], Con+2[2 EP], Cha-2[-2 EP], Speed +10’[1 EP], Large Size[2 EP], Horn Charge 2D6[4 EP], Kick 1D8[3 EP] Equine/Bovine Head [4 EP]: This breed is a normal looking human with animal head. Str+2[2 EP], Head Butt: 1D8[2 EP]

Feline Table These are independent, lazy, or sensual Nightbreed All felines get +2 to climb, balance, swim, and move silently[4 EP]. Were Cat [15 EP]: This Breed looks humanoid covered in fur with a full feline shaped head, body and tail. Str+2[2 EP], Dex+4[4 EP], Dark Vision + 30’[1 EP], Listen +2 [1 EP], Jump +4[2 EP], Bite 1D4+1[3 EP], Claw 1D6[2 EP] Fur Covered Human [11 EP]: This Breed looks more human with short fur, cat like ears and eyes, sharp teeth, and a small tail. Str+2[2 EP], Dex+2[2 EP], Dark vision + 30’[1 EP], Listen +2[1 EP], Bite 1D4+1[3 EP], Claw 1D6[2 EP] Cat-Like [6 EP]: Appears mostly human except for vertical slit eyes, fangs, and retractable claws. Dex+2[2 EP], Dark Vision + 30’[1 EP], Bite 1D3+1[2 EP], Claw 1D4[1 EP] Feline Centaur [19 EP]: The creature has a lower body of a cat and the upper body of a were cat. Str+4[4 EP], Dex+4[4 EP], Cha-2[-2 EP], Speed +20’[2 EP], Dark vision + 30[1 EP]’, Listen+2[1 EP], Jump +4[2 EP] Bite 1D6+1 [4 EP], Claw 1D8[3 EP] Cat Claws [2 EP]: The Nightspawn has retractable claws Claw 1D6[2 EP] Cat’s Head [5 EP]: Nightbreed has a human body with a cathead. Dark vision + 30’[1 EP], Listen +2[1 EP], Bite: 1D4+1[3 EP] Feline Feature [5 EP]: This is a lesser form of cat’s head above. The eyes are cat like, ears are pointed, and the mouth has fangs. Dark vision + 30[1 EP]’, Listen +2[1 EP], Bite: 1D4+1[3 EP]

Insectoid Table These are those Nightbreed who find themselves feeling alienated much of the time. All get +2 to swim, and climb[2 EP]. Were-Insect [13 EP+ 2 or 4 EP]: This breed is a bipedal combination of human and insect, with two pair of clawed, spindly arms, hands and legs, vaguely humanoid shape, and insectoid head complete with antennae, pincher-like mandibles, and multi faceted eyes. Str+2[2 EP], Dex+4[4 EP], Con+4[4 EP], Cha-4[-4 EP], Bite 1D8+1[5 EP], Claw 1D6[2 EP], Spot +4[2 EP] Special: Either Speed +20[2 EP] or Fly speed 30’ w/ average ability. To fly, character must be able to extend wings to full 15’ wingspan[4 EP]. Humanoid Insect [12 EP]: This breed is more human with an extra pair of arms, large round multi faceted eyes, and antennae. Str+2[2 EP], Dex+2[2 EP], Con+2[2 EP], Cha-2[-2 EP], Bite 1d4+1[3 EP], Claw 1D6[2 EP], Spot +4[2 EP] Speed +10’[1 EP] (if insect type has wings, they start out as non-functional) Insect Wings [4 EP]: This breed looks normal except for a pair of insect wings. Fly speed 30’ w/ average ability. To fly, character must be able to extend wings to full 15’ wingspan[4 EP]. Insect Head [6 EP]: This breed is an ordinary looking human with an insect head, usually that of a beetle or ant. Spot +4[2 EP], Bite 1d6+1[4 EP] Insect Eyes [2 EP]: The character has multifaceted eyes Spot +4[2 EP] Insectoid Centaur [17 or 19 EP]: The upper body is that of an insect humanoid and the lower body is that of an insect. Str+4[4 EP], Dex+2[2 EP], Con+4[4 EP], Cha-4[-4 EP], Large Size [2 EP], Bite 1D6+1[4 EP], Claw 1D8[3 EP] Special: Either Speed +20’[2 EP] or Fly speed 30’ w/ Average Ability. To fly, character must be able to extend wings to full 20’ wingspan[4 EP] Reptilian Table This form represented more of the cold blooded vicious Nightbreed. All get +4 to swim[2 EP] and +2 to climb[1 EP]. All are cold blooded, taking double damage from cold attacks[-2 EP]. Total Adjustment for this Breed Type: [1 EP] Were-Reptile [10 EP]: This is a bipedal mixture of reptile and man, with reptile being more prominent. Str+4[4 EP], Dex+2[2 EP], Con+2[2 EP], Cha-4[-4 EP], Bite 1D6+1[4 EP], Claw 1D6[2 EP] Human-Reptilian [9 EP]: A human shape covered with scales. Str+2[2 EP], Dex+2[2 EP], Bite 1D4+1[3 EP], Claw 1D6[2 EP] Reptilian Head [3 EP]: Human body with reptile head. Bite: 1D4+1[3 EP] Reptilian Centaur [13 EP]: This breed has the lower body of a reptile and the upper body of a were-reptile. Str+4[4 EP], Dex+2[2 EP], Con+2[2 EP], Cha-4[-4 EP], Speed +10’[1 EP], Large Size[2 EP], Bite 1D6+1[4 EP], Claw 1D6[2 EP] Rodent Table This breed is very common for city dwellers, Nightspawn with a huge will to survive, or someone who hides from darkness All rodents get +2 to hide & moves silently[2 EP]

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Were-Rat [11 EP]: This breed is vaguely humanoid with small arms and claws, a tail, a full rat head, but it does stand erect. Dex+2[2 EP], Con+4[4 EP], Cha-2[-2 EP], Darkvision +60’[2 EP], Bite 1D4+1[3 EP], Claw 1D6[2 EP] Humanoid Rodent [10 EP]: This is a fur covered human with a long weasel like face. Dex+2[2EP], Con+2[2 EP], Darkvision +60’[2 EP], Bite 1D4+1 [3 EP], Claw 1D4[1 EP] Rodent Head [4 EP]: The body is normal and the head is that of a rat. Darkvision +30’[1 EP], Bite 1D4+1[3 EP] Rodent Centaur [12 EP]: The Nightspawn has the upper body of a human with the lower body of a rodent. Str+2[2 EP], Dex+4[4 EP], Con+2[2 EP], Cha-4[-4 EP], speed +10’[1 EP], Dark vision + 60’[2 EP], Bite 1d4+1[3 EP], Claw 1D6 [2 EP] Snake Table Nightspawn with this form usually represent temptation, hunting, or subtlety. Cobras represent leadership and ambition All get +4 to swim[2 EP] and +2 to climb[1 EP]. All are cold blooded, taking double damage from cold attacks[-2 EP] Total Adjustment for this Breed Type: [1 EP] Limbed Snake [19 or 20 EP]: The body is that of a snake with a pair of legs and arms. Str+4[4 EP], Dex+4[4 EP], Cha-2[-2 EP], Blind Fighting Bonus Feat[4 EP]. Special: pick one of the following. Poisonous (adder, viper, cobra): Bite 1d6+1[4 EP] + poison (DC 10+1/2 level + Con modifier. Primary & Secondary damage: 1D6 Con)[5 EP] Constrictor (Bull, Boa): Improved grapple[4 EP], if grapple succeeds does 2D6 + double Str bonus in damage/ round[4 EP]. Bite: 1D3+1 [2 EP] Humanoid Snake [16 or 17 EP]: The body is basically human with scales, a tail, and head and neck of a snake. Str+2[2 EP], Dex+2[2 EP], Blind Fighting Bonus feat[4 EP] Special: pick one of the following. Poisonous (adder, viper, cobra): Bite 1d4+1[3 EP] + poison (DC 10+1/2 level + Con modifier. Primary & Secondary damage: 1D6 Con)[5 EP] Constrictor (Bull, Boa): Improved grapple[4 EP], if grapple succeeds does 2D6 + double Str bonus in damage/ round[4 EP]. Bite: 1D2+1 [1 EP] Scaly Skin [1 EP]: A normal human with scales for skin. Natural Armor +1 [1 EP] Half Man, Half Snake [14 or 15 EP]: Top half of a man, lower half of a snake (like Medusa w/ out the snake hair). Str+2[2 EP], Dex+4[4 EP] Special: pick one of the following. Poisonous (adder, viper, cobra): Bite 1d6+1[4 EP] + poison (DC 10+1/2 level + Con modifier. Primary & Secondary damage: 1D6 Con)[5 EP] Constrictor (Bull, Boa): Improved grapple[4 EP], if grapple succeeds does 2D6 + double Str bonus in damage/ round[4 EP]. Bite: 1D3+1 [2 EP]

Snake’s Head [7 OR 16 EP]: The Nightspawn has a human body and a snake’s head. Bite: 1D4+1[3 EP], Blind Fighting Bonus Feat[4 EP] Special: can choose poisonous, bite damage becomes 1d6+1[4 EP] + poison (as above) [5 EP] Stigmata Table Stigmata’s are usually the result of some psychological trauma. Other times they are caused when the Nightspawn receives great wounds during his first becoming. All gain +4 to Intimidate[2EP], -2 Cha[-2 EP] and fear aura effect to all those that can see the Stigmata (DC 10+1/2 level + Con Modifier. Failure: Shaken for 1D4 rounds) [2 EP] [2 EP TOTAL] Bloody Ooze [3 EP]: The Nightbreed’s body is covered in a slimy, blood like liquid that is very slippery. +4 to checks escape Artist or to escape any grapple[3 EP]. Corpse-Like [2 EP]: The Nightbreed’s skin is grayish-green, his eyes are sunken, and he looks like a days-old corpse. Con+2[2 EP]

Stitches [2 EP]: The crisscrossing of stitches all over the body gives the look of being rebuilt. Sometimes the limbs are of the wrong size or even of an animal. This is especially true of Nightspawn with animal and stigmata parts. Con+2[2 EP] Nails [3 EP]: This breed has metal nails, spikes, pins, or screw protruding from his body. They can be localized to a single area or cover the whole body. Unarmed Strike 1D6[2 EP], any grappler takes 1D4 damage[1 EP]. Razor Blades [3 EP]: Razor blades are unnaturally attached to the Nightspawn. They may replace the teeth or the fingers nails or even cover the body like a porcupine’s quills. Unarmed Strike 1D6[2 EP], any grappler takes 1D4[1 EP] damage. Broken Glass [3 EP]: Jagged pieces of glass are imbedded in the character’s flesh. They can cover a small part of the body or the whole thing. Unarmed Strike: 1D6[2 EP], any grappler takes 1D4[1 EP] damage.

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Barbed Wire/ Razor Wire [3 EP]: The head, arms, legs, or the entire body is covered in this stuff. Unarmed Strike 1D6[2 EP], any grappler takes 1D4[1 EP] damage. Eternal Wounds [2 EP]: The Nightspawn bears horrible wounds that never heal. Con+2[2 EP] Missing Skin [2 EP]: Patches of skin or all the skin of the Nightspawn are missing revealing muscle, bone and tendons underneath. Con+2[2 EP] Leather Boy/Girl [2 EP]: Leather or other S&M gear has replaced some or all of the characters skin. Natural Armor: +2[2 EP] Boils [2 EP]: Areas of the skin are covered with festering boils or open sores. Fort save +2[2 EP] Zippers [2 EP]: Horrible wounds are covered with zippers that can be opened or closed. Con+2[2 EP] Bones [2 EP]: Some or all of the Nightbreed’s flesh and muscle has been removed and only the bone remains. Con+2[2 EP] Biomechanical [Variable EP]: Choose something off the biomechanical table but any modification will appear to have been poorly attached and bleeding in some way. As Biomechanical choice. [Variable EP] Unusual Facial Features Table Oversized Carnivorous Mouth [4 EP]: The Nightbreed’s mouth is supernaturally strong and filled with nasty fangs and teeth. Bite: 1D6+1[4 EP] Glowing Eyes [2 EP]: The Nightbreed’s eyes glow with unnatural light. Darkvision: +60’[2 EP] Cyclops [3 EP]: The Nightbreed has only one eye in the middle of his forehead, but that eye sees with perfect clarity. Spot +4[2 EP], Dark Vision + 30’[1 EP]. Misshapen Facial Features [2 EP]: The facial features are in the wrong place. Some of them may even be missing. Con+2[2 EP] Extra Eyes [2 EP]: The Nightspawn has one to four additional eyes. They can be the same size or slightly smaller then normal eyes. Spot +4[2 EP] Sharp Teeth [3 EP]: The Nightspawn has long fang like teeth. Bite: 1D4+1[3 EP] Skull Face [2 EP]: The character’s head is a fleshless skull. It may be able to grow hair at the character’s option. Also, the skull could be surrounded by a nimbus of light or flame, can be completely fleshless and grotesquely protrudes from a flesh neck, look more like a bony helmet or mask, or has some other unusual feature like one of the other options from the Unusual Facial Features Table. Con+2[2 EP] Small Horns [1 EP]: The Nightspawn has small horns, similar to a goat or rams. Head But 1D6[1 EP] Large Horns [3 EP]: These horns are more like a deer or ram’s horns.

Head Butt 1D10[3 EP] Facial Tentacles [4 EP]: The face has small tentacles that can be on the chin, like a living beard, around the mouth like a squid, or replace the hair like a medusa. Improved Grapple Bonus Feat[4 EP] No Face [4 EP]: The character has a smooth face with absolutely no features. Despite this the character has all senses as usual. The character’s voice can be normal, muffled or have an inhuman quality. Alertness Bonus Feat[4 EP] Biomechanical [2 EP + Special]: Choose an item from the Biomechanical Table but the result only applies to the face. Con+2[2 EP], plus any bonuses from the biomechanical table. Alien Shape Table Plasmoid [6 EP]: This breed is shaped like normal but made out of a jelly like blood. The shape can be changed by stretching or puddle to fit through any space. Con+2[2 EP], By spending a full round action, can automatically succeed at any escape artist check[4 EP]. Bark-like Skin [2 EP]: Instead of skin the Nightspawn has bark. At the characters option the hair can be replaced with leaves and or vines. Natural Armor: +2[2 EP]

Bony Exoskeleton [4 EP]: The Nightbreed is covered with bone like plates or large scales. Natural Armor: +2[2 EP], Unarmed Attacks 1D6[2 EP] Thorns [3 EP]: Thorns protrude from the character’s skin. It can either appear natural or stigmata like and bleeding. Unarmed Attacks: 1D6[2 EP], any grapple checks deal 1D4[1 EP] damage to opponent. Crystalline [3 EP]: The breed has crystal like protrusions coming out of the Nightbreed’s skin. The fingernails are replaced by these and the line the arms along the bone lines and run down the center of the back. Natural Armor: +1[1 EP], Unarmed Attack 1D6[2 EP] Living Tattoos [0 EP]: This breed is covered with tattoos. These tattoos move around and change. They both reflect the character’s emotions and are not controlled by the character or the character controls how the tattoos react and change. No additional game effects.

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Unusual Skin Color [0 EP]: This breed’s skin color is too bright and vibrant to be dyes or paint. The character can pick the color and shades. No additional game effects. Hulking Monster [4 EP]: This breed is a huge, hulking brute with a large barrel chest, hunched back, long gorilla like arms, and comparatively (human sized) head. The height is over seven feet tall. Str+2[2 EP], Con+2[2 EP] Mouth-Covered Body [7 EP]: The body of the breed is covered in 2d6x10 tiny mouths. The mouths make gestures, stick out their tongues, hoot, whistle, growl, or even bellow hellish screams. If grappling an opponent, 1D4+1 mouth’s can make a bite attack at normal attack bonus for 1D4 damage per mouth. Fear Aura 10’ (DC 10 + ½ Level + Con Bonus. Failed check means targets are shaken for 1D4 rounds.) Once save is made, targets need not make another for this encounter[7 EP]. Unearthly Beauty These features are either the result of an inner beauty or an incarnation of some darker facet of the personality. Those who take on these aspects often have an innocence to them. Doll-Like [4 EP]: Your skin is unnaturally smooth and featureless, you are also shorter than normal, however your proportions are unaltered. Cha+2[2 EP]; in good light Will save (12) or become unsettled[2 EP], Character is Small (3’ + 2D6”) Animal Magnetism [6 EP]: You naturally exude that special something the opposite sex just craves. Cha+ 6[6 EP] Elfin Features [2 EP]: You are a slender build, have larger than normal eyes & slightly pointed ears. Reduce Height 1D6 inches. Cha+2[2 EP]. Physical Perfection [6 EP]: You appear as an example of physical perfection. Str+2[2 EP], Con +2[2 EP] & Cha+2[2 EP] Fallen Angel [8 EP]: Your strikingly beautiful features and feathered wings set you apart. Cha+4[4 EP], Feathered Wings that give you flight 20’ w/ Average Skill. To fly, character must be able to extend wings to full 20’ wingspan[4 EP]. Unnatural Limbs Table Prehensile Tail [2 EP]: The character has a prehensile tail that can pick up things and grab things. Gain +2 to balance checks[1 EP]. Tail slap 1D4[1 EP] Spiked Prehensile Tail [2 EP]: This is same as above except the tail has a weighted, thorny lump or mass at it’s end. Tail Slap 1D6[2 EP] Tentacles [3 EP]: The character has two tentacles in addition to his arms. Can grab items (This does not allow the tentacle to manipulate anything that requires manual dexterity such as a phone or gun) [1 EP]. Slap 1D6[2 EP] Long, sensitive Fingers [5 EP]: The character’s fingers are three times as long as normal +2 Bonus to Climb, Disable Device, Escape Artist, Open Lock, and Pick Pocket[5 EP].

2d4 Pairs of Tiny Arms and Hands [4 EP]: The arms are about a third of the size of real arms. They are either located on the forearm or around the shoulder. Each has a Str: 6 and can be used to manipulate tiny or smaller items. This does not grant any additional attacks.[4 EP] Four Arms [5 EP]: The Nightbreed has an extra set of arms that function just like the normal pair. Can take Multi-Attack feat instead of two-weapon fighting[4 EP]. Also gains a +1 to Grapple & Climb Checks[1 EP].

Pseudopods [3 EP]: The character has 1d4+1 of these that can burst from the character at any place. Can grab items (This does not allow the tentacle to manipulate anything that requires manual dexterity such as a phone or gun) [1 EP]. Slap 1D6[2 EP] Articulated Spikes [5 EP]: The character has four spikes anywhere on his body about the size of a survival knife. They can, however, grow to twice that size in an instant. They can move and rotate independently. Unarmed Attack 1D8[3 EP], when grappling, can make one free attack per turn at normal attack bonus[2 EP]. Antenna [6 EP]: The character has a pair of 1d4 feet Antenna on his head. They can resemble an insect or crustacean. Spot & Listen +2[2 EP], Blind Fighting Bonus Feat[4 EP]. Biomechanical Table Armor graft [4 EP]: The breed has archaic body armor that are fused with the skin. Natural Armor +4[4 EP] Plastic [2 EP]: The skin is replaced with either plastic or rubber. Natural Armor +2[2 EP] Rocket Jets [7 EP]: The Nightbreed has metallic exhaust tubes and a small engines growing out of his back. Fly speed 60’ w/ Average Ability, does not have any wingspan restriction [7 EP]. Metal Teeth and Talon [5 EP]: The character has metal teeth and talons that may be retractable. Bite 1D4+1[3 EP], Claw 1D6[2 EP]

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Metal Exoskeleton [4 EP]: The body is covered with either riveted metal plates or smooth, seamless chrome armor.

Metal Endoskeleton [4 EP]: Metallic bones mix with flesh in a grotesque way. There is always a place where the metal seems to rip out of the skin, usually on the hands, arms, neck, cheeks, and legs.

Str+2[2 EP], Natural Armor +2[2 EP] Metal Head and Camera Eyes [5 EP]: The head is either robot like, or a cyborg. The eyes are replaced with camera lenses. Str+2[2 EP], Light Fortification (25% chance to ignore a critical

hit)[2 EP] Dark vision + 30’[1 EP], Spot +4[2 EP], can have eye lenses project what the Nightbreed has seen within the past month.[2 EP]

Mechanical Limbs [4, 5 or 9 EP]: The limbs are obviously mechanical. They can be steam powered, piston driven, huge mechanisms of bronze and iron, or microchip covered or chrome-plated creations of “cyber punk” mythology.

Wheels or Treads [2 EP]: The upper body is normal but the lower is cyborg with either wheels or treads. Speed +20’[2 EP] Select one of the following. Character can chose both for a total

of 9EP. Gun Limbs [4 EP]: The Nightbreed has one or more guns built into his body. The kind of gun is up to the character with DM Approval.

Arms: Str+2[2 EP], Additional +2 Bonus to melee damage[2 EP].

Automatically proficient with the weapon limb (this does not automatically make them proficient w/ a normal version of that weapon), must have ammo for the gun (can hold double the normal capacity for the gun in question.[4 EP]

Legs: Speed +10’[1 EP], Run Bonus Feat[4 EP] Weapon Hand [3 EP]: On or both of the Nightbreed’s hands can metamorphosis into any melee weapon. The weapons cannot be broken or disarmed. Full round action: hand/ forearm can change into a melee weapon. Can only do one arm at a time (2 full round actions to change both hands)[3 EP]

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Explanation of Abilities Following is a brief explanation of the abilities that can be gained from the tables above. This should hopefully clarify many questions people have about them.

Attacks Note: Many breed forms list bite and claw attacks. In these instances, it usually shows a bite and 2 claw attacks. As a full round action, the character can choose to attack with both the bite and the 2 claws. When this is done, the Claws are considered the primary attack and the bite is secondary. Attribute Bonus: This is simply added to the listed attribute. Bite/ Beak: This allows, as a full attack, a bonus bite or beak attack in addition to the normal attacks the character gets. This attack is Considered a secondary attack and only ½ the Str bonus applies to the to hit & damage bonus. Claw: The character can make unarmed attacks as if he was armed, using the damage listed for the claws. Claws are considered primary when dealing with multiple natural attacks. Kick: This allows, as a full attack, a bonus kick attack in addition to the normal attacks the character gets. This attack is made at his full BAB, but can only be made against targets that are behind him. Tail Slap: This allows, as a full attack, a bonus tail slap attack in addition to the normal attacks the character gets. This attack is considered a secondary attack and can only be made against opponents behind or to the sides of the character, not in front. Horn Charge: The character can use this damage listed for any charge attacks. Head Butt: As a partial action, the character can perform a head butt, dealing this amount of damage. This does not grant a bonus attack for a full attack action, although it can be used as one of his available attacks (i.e.: character has BAB: +7 so he gets 2 attacks, one at +7 & one at +2 either attack can be the head butt, but only 1 attack can be used this way).

Natural Armor: This bonus is added to the Defense Value. Darkvision: This ability grants a bonus to how far out the darkvision will go. This can be stacked with multiple darkvision bonuses. Large Size: This ability changes the size of the breed form to Large from Medium. Gaining the following: Character gains a -1 AC penalty and a -1 penalty to BAB, a -4 size penalty to Hide checks, multiplies weight x 4, gains 2 + [Con Bonus] temporary Hit Points, a +1 size bonus to Fortitude Saves, x2 lifting/carrying capacity, a 10 ft. reach in melee combat Small Size: The character has become smaller than a normal human, as a result the character gains the following modifiers: Character gains a +1 size bonus to AC, a +1 size bonus to attack rolls, and a +4 bonus to Hide checks. Lift/Carry capacity decreases to 75% of normal. Bonus Feats: This simply grants that feat’s ability. Fly: This grants the character the ability to fly per the description in the selection. If the character does not have the minimum area for the wingspan, the character cannot take flight. Jet Pack has no wingspan restriction, therefore it is given a +1EP cost to it to reflect its more versatile ability. Starting ability is always average: Average Skill Minimum Forward Speed: Half Hover: No Fly Backward: No Reverse: – Turn: 45/5 ft. Turn in Place: +45/5 ft. Maximum Turn: 90 Up Speed: Half Down Speed: Double

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Complications Following is a list of complications that your Nightbreed character can take in order to offset some of his abilities. Complications are quirks and flaws that the character has. These are physical or mental limitations of some kind that help define the character. Keep in mind that the most EP you can gain from buying complications is 8EP. ACCELERATED METABOLISM [Restricted] Your character suffers from a metabolism that “burns” faster than an ordinary member of his species. This causes a variety of deleterious effects. 3 EPs: Your character must eat at least one meal every twelve hours or become automatically fatigued. Numerical fatigue penalties for your character are always doubled. Last but not least, your character’s body distributes chemicals so fast throughout his system that he suffers a -2 penalty to all rolls made to resist drugs, chemicals, poisons and their effects. 5 EPs: Your character must eat at least one meal every six hours or become automatically fatigued. Numerical fatigue penalties for your character are always doubled. Last but not least, your character’s body distributes chemicals so fast throughout his system that he suffers a -4 penalty to all rolls made to resist drugs, chemicals, poisons and their effects. Limitations: This complication is incompatible with any feat, power or ability that would allow the character to sidestep this complication’s effects. AMNESIA Your character’s life before now is a blank slate. He is unable to remember where he came from, what his real name is, and what he was doing for large portions of his life. Evidence pointing in any specific direction is also frustratingly thin. 2 EPs: In addition to the obvious difficulties this can cause, the character is also quite obsessed with discovering what his mind is concealing. Any time the chance presents itself to explore the mystery of his past, the character will have to exert an incredible force of will (The GM may even call for a Will Save against a high DC) to resist it. Special: Psionic or magical examination of the character’s mind will be unable to reveal any of the secrets behind his amnesia, beyond general flickers and glimpses of vague clues. ANIMAL ANTIPATHY Animals don’t like your character at all, and they make their distaste extremely obvious. 2 EPs: Your character suffers a -4 penalty to any roll involving an animal (except for rolls made to attack an animal). Dogs will bark at him, cats will hiss, and horses will buck and shy away. Any wild animals encountered will have their reactions toward your character shifted one column into the negative. 4 EPs: Your character suffers a -8 penalty to any roll involving an animal (except for rolls made to attack an animal). Dogs will howl at him, cats will hiss and scratch, and horses may attempt to kick him. Any wild animals encountered will have their reactions toward your character shifted one column into the negative, and animals that are already hostile will attack your character in preference to anyone else nearby.

Limitation: This complication is incompatible with any powers, feats or talents that grant you any level of affinity with animals. Your character may still have a familiar, since familiars are quasi-magical and intelligent versions of their species. BAD SHOT Your character isn’t an out-and-out klutz, but he has great difficulty throwing or firing anything at opponents more than a few feet away. 2 EPs: Your character is considered non-proficient with all ranged and thrown weapons, and may not become proficient with them. This enforces a -4 penalty on all ranged attack rolls. 4 EPs: Your character has the depth perception of an inanimate carbon rod. He suffers an additional -2 penalty to all ranged attack rolls, for a total penalty of -6. 1 EP Special Handicap (Uncoordinated): Your character’s positive Dexterity modifier does not improve his ranged Base Attack Bonus. It still affects all other Dexterity-related scores normally. Your character must have a Dexterity score of 12 or higher to take this handicap. This complication is incompatible with all firearms feats, the Weapon Finesse, Weapon Focus, Weapon Specialization, or any other similar feats (if applied to a ranged weapon). BANE [Restricted] Your character is extraordinarily vulnerable to injuries from a single material substance. A bane might be a specific metal (gold, silver, cold iron, etc.), a special wood (Rowan, Ash, Yew, etc.) or a completely fictional substance, as appropriate to your character’s background. Your character had best try to keep his vulnerability a closely-guarded secret. 2 EPs: Whenever your character is struck by a weapon shaped from or incorporating his Bane, the following must be noted: • No natural or implanted will reduce the bane damage at all. • All attacks with a bane weapon or substance have their critical threat ranges doubled against a vulnerable target. • Even simple contact with the bane substance will result in 1d3 points of irresistible damage to a vulnerable target. • If a character is reduced to 0 or fewer Hit Points by bane, damage, but not killed outright, the character will gain a permanent, livid scar and a -1 penalty to Charisma. 4 EPs: As above, and worse– all critical hits with a bane weapon deal an additional 2d6 points of irresistible damage. All attacks with a bane weapon have their critical threat ranges tripled against a vulnerable target. A character reduced to 0 or fewer Hit Points by bane damage must make a Fort Save against a DC of 20 or die immediately. Even simple contact with a bane substance will cause 1d6 points of irresistible damage. 2 EP Special Handicap (Common Bane): Iron, for example, is a great deal more common than silver.

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BIZARRE AREA EFFECT For some reason, your character is constantly plagued by some sort of bizarre cosmetic or environmental effect, emanating from him as a side-effect of his ‘breed form. Perhaps he exudes an unpleasant stench, or glows with a faint green light. Perhaps reality itself bends around him with a perceptible curve, or an aura of unpleasant coldness affects all who near him. 3 EPs: Your character suffers a -4 penalty to Hide and Disguise checks due to the obvious and annoying nature of his bizarre effect. 5 EPs: Your character also suffers a -2 penalty to Charisma as a result of the ridiculous, annoying, or eerie nature of his area effect. CHECKERED PAST Your character once engaged in criminal or near-criminal activities, and although he’s working to turn over a new leaf, he must still deal with the fallout of his past decisions. 2 EPs: Your character was convicted of misdemeanors, or merely suspected of his crimes. He suffers a -4 penalty to his Reputation score. 4 EPs: Your character is a convicted felon, possibly even a former super-criminal. He suffers a -8 penalty to his Reputation score. Limitation: This complication is incompatible with anything that, at 1st level, provides a bonus to the Reputation score other than starting occupation. CHEMICAL VULNERABILITY Your character’s body and immune system are incapable of fully resisting the effects of drugs, poisons, and other deleterious substances. 2 EPs: Your character suffers a -4 penalty to any Saving Throw made to resist the effect of a poison or a drug. Furthermore, the DC of any skill check made to aid or cleanse your character of a drug or poison rises by 2. 4 EPs: Your character suffers a -8 penalty to any Saving Throw made to resist the effect of a poison or a drug. Furthermore, the DC of any skill check made to aid or cleanse your character of a drug or poison rises by 4. 2 EP Special Handicap (Lingering Effects): When your character is affected by a drug or poison, he must make an additional save against a secondary effect one minute after his first secondary effect save, for a total of three saves. Limitation: This complication is incompatible with any feat or power that specifically improves the character’s chance of withstanding the effects of drugs or poisons. This can be combined with Accelerated Metabolism, the effects stack. CLUMSY Your character has great difficulty ducking and weaving in combat to avoid the blows of his opponents. Thus, he seems to get hit an awful lot more than he really should. 2 EPs: Your character suffers a permanent -2 penalty to his natural Armor Class. For example, a human with this flaw would find his naked base AC reduced to 8 rather than 10. 4 EPs: Your character suffers a permanent -4 penalty to his natural Armor Class.

6 EPs: Your character couldn’t duck a punch if warning was sent to him via first-class mail a week in advance. He suffers a permanent –6 penalty to his natural Armor Class. Limitation: This complication is incompatible with the Dodge Feat or any feat ability or effect that grants any kind of dodge bonus. This complication will always supercede those effects. COLD-BLOODED Your character’s circulatory system has difficulty maintaining his essential core temperature on its own. 2 EPs: Your character must spend at least one hour (preferably more whenever possible, but one is sufficient) out of every twenty-four basking in a heated environment, under a strong sun, or against a heated object. If he cannot, he will suffer a -2 penalty to Strength, Dexterity, and Wisdom until he is able to do so again. These penalties are cumulative, accruing every 24 hours if the character is denied external warmth for long periods of time. If any one of the listed abilities reaches 0, your character will enter a comatose state. When they all reach 0, he will die. Limitation: This complication is not incompatible with powers or special abilities that render the character resistant to damage from cold-based sources. However, such resistances will not affect this complication at all. CONSTANTLY DISTRACTED Your character is fairly intelligent, but lives a life so disorganized, chaotic, or frantic that he can never seem to find the time for extra study at his own leisure. 2 EPs: Your character’s Intelligence modifier is applied normally to all Intelligence-related skills, but he does not gain bonus skill points at each new level because of a positive Intelligence modifier. Special: A human character with this complication still gains one (and only one) bonus skill point at each level. Limitation: This complication may only be taken by a character with an Intelligence score of 12 or higher. DEPENDENCY Your character suffers an addiction to a chemical substance (for whatever reason appropriate to his background). This substance can be an illegal drug, a legal but expensive drug, or an unusual substance that the character must make or distill on his own. If the character must spend money to secure a dose of the substance, each dose should cost no less than DC 8 Wealth Check. If the character must create it himself, the raw materials should cost a DC 6 Wealth Check per dose and the DC of the skill check (Knowledge: Chemistry) made to create the chemical must be at least 15. 2 EPs: Your character must receive at least one dose of this substance every twenty-four hours or he will suffer a -1 penalty to all rolls, including attack rolls, skill checks, and saving throws. An additional cumulative -1 penalty will be applied for every twelve hours thereafter in which the character is deprived of the substance to which he is addicted, until craving and withdrawal render the character effectively helpless. 4 EPs: Rather than a -1 penalty, your character will suffer a –2 penalty after each listed interval of time passes. When

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this penalty reaches -10, your character must make a Fort Save (DC 18) or go into a comatose state from withdrawal shock. This save must be made every six hours. If the character is not given his substance or hospitalized within twenty-four hours of going comatose, he must begin making Fort Saves (DC 18) every six hours or die. 6 EPs: As above, and worse. The DC of each Fort Save starts at 20 and rises by 2 with every subsequent save. If a save is failed, your character immediately dies of withdrawal shock. 2 EP Special Handicap (Controlled Supply): The substance is rare and proprietary, and someone else has a monopoly on it. Your character is entirely dependent upon an NPC for his supply of the drug. 1 EP Special Handicap (Side Effects): The substance has an intoxicating or debilitating side effect. For one hour following the intake of each dose, your character suffers a -4 penalty to both Dex and Wis. 2 EP Special Handicap (Power-Linked): Your character’s breed powers are linked to the presence of the chemical in his system. When he begins to incur numerical penalties for withdrawal, he also loses the use of all of his breed-powers until he receives a dose of his required substance. Limitation: No power or feat granting resistance against poisons or chemicals will have any effect on this addiction. DIURNAL POWER CYCLE Your character’s intrinsic or granted breed-powers are closely attuned to the rising and setting of the sun, and are only useful for about half of each twenty-four hour day, allowing for seasonal variations. 4 EPs: Your character may access his powers only between dusk and dawn. During transitional periods (five minutes on either side of sunset or sunrise) there is only a 50% chance per attempted activation that your character will have the use of a power. Any power points spent for such a failed activation are not lost. ELITIST Your character is a genuine snob, and absolutely refuses to “demean” his breed-powers by using them on anyone without a comparable level of power. 2 EPs: Your character will not use his breed-powers on “normal” opponent, saving the power use for when you are confronted with a supernatural opponent or particularly tough human. Furthermore, once your character has taken the measure of a powerful opponent, he will refuse to use an overwhelming level of power, preferring to “tone down” his own power use to a comparable level. In moments of drastic need, your character may attempt a Will Save (DC dictated by the GM) to override this habit. FAINT SPARK OF LIFE Some characters cling grimly to life, even when mortally injured. Your character isn’t one of them. For some reason, once your character has been thoroughly incapacitated, his life just ebbs away, and he can’t (or won’t) do much about it.

2 EPs: Whenever your character is reduced to -1 or fewer hit points, he has no chance of stabilizing naturally. 4 EPs: Furthermore, your character dies at -5 hit points rather than - 10. Limitation: This complication may not be taken in conjunction with any power or ability that would make it tougher to kill him such as anything that would raise his MAS, any regenerative abilities etc…. FRAGILE Your character lacks some of the robust toughness that might be expected of a heroic adventurer. 2 EPs: The character suffers an inherent -2 penalty to his Fortitude Save. 4 EPs: The character suffers an inherent -4 penalty to his Fortitude Save. 6 EPs: The character suffers an inherent -6 penalty to his Fortitude Save. Special: This complication may be taken in conjunction with a feat or ability that improves the character’s Fort Save. GLASS JAW Like a second-rate boxer, your character just can’t seem to stay on his feet when opponents land a solid blow to the chin. 2 EPs: Whenever an opponent scores a successful critical hit against your character with an unarmed attack, that attack will cause an additional 1d8+1 points of subdual damage. 4 EPs: Whenever an opponent scores a successful critical hit against your character with an unarmed attack, that attack will cause an additional 2d8+2 points of subdual damage. Limitation: This complication is incompatible with any feats, powers or abilities that grants resistance to subdual damage or that grants more than 5 points of natural DR. ILLITERATE Your character cannot read. 2 EPs: Your character cannot read, and therefore cannot place skill ranks in Knowledge, Profession, or Craft/Repair skills that could reasonably be determined to require any element of book-learning (GM’s discretion). Your character also begins the game knowing only the spoken form of his native language. Limitation: This complication is incompatible with any feats or abilities that grant bonuses to any of the above listed skills. IMPAIRED HEARING Your character has, for whatever reason appropriate to his background, suffered damage to his auditory nerves. The nature of the condition prevents any form of magical or technological assistance from restoring his hearing, unless you wish to buy this complication off at 2nd level or higher. 2 EPs: Your character retains some auditory ability, but not much. He suffers an inherent -6 penalty to Listen checks, and may not spend Hero Points to re-roll them. The Listen skill will be forever considered cross-class for your character. 4 EPs: Your character is totally deaf. A deafened character cannot hear, suffers a -4 penalty to Initiative checks, and has

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a 20% chance of spell failure when casting spells with verbal components. He cannot make Listen skill checks. Limitation: This complication may not be taken in conjunction with any ability or power that modifies or enhances the sense of hearing. If you do wish to buy this complication off, you may do so in stages if you like. There is no need to turn all of the granted EPs into Uncompensated EPs at once. IMPAIRED MOBILITY Your character suffers from a physical condition that restricts his ability to move. The nature of this condition is such that no magical, technological, or other power can reverse or remove it. 2 EPs: Your character’s base Speed is reduced by 10 feet. 4 EPs: Your character’s base Speed is reduced by 10 feet. He suffers an intrinsic -1 penalty to AC and a -2 penalty to Climb, Jump, and Tumble checks. 6 EPs: Additionally, your character cannot run or charge. He suffers an intrinsic -2 penalty to AC and a -4 penalty to Climb, Jump, and Tumble checks. 8 EPs: Your character is paraplegic. He has lost all use of his legs and must rely upon a wheelchair or other conveyance. If removed from such a device, he may move only by crawling while prone, at a rate of 10 feet per round. At all times, he loses his Dex bonus to AC, suffers an intrinsic -2 penalty to AC, grants attackers a +2 bonus to attack rolls, and automatically fails Climb, Jump, and Tumble checks. 10 EPs: Your character is totally and absolutely immobile. He is considered helpless in his natural state. This complication is suitable only for truly bizarre character concepts such as brains in floating jars, hyper-developed infants, and the like. Such a character will have to be carried or moved by another character. Close GM oversight of the use of this Complication will be required. IMPAIRED VISION Your character has, for whatever reason appropriate to his background, suffered damage to his eyes or optic nerves. The nature of the condition prevents any form of magical or technological assistance from restoring his sight. 2 EPs: The character has some sight, enough to fumble through life and detect size, light, and color differences. He suffers a -1 penalty to all attack rolls and grants a +1 bonus on attack rolls to opponents facing him in combat. He suffers a -2 penalty on all Spot and Search checks. 6 EPs: The character cannot see at all, and thus everything has full concealment to him. He has a 50% chance to miss in combat, loses his positive Dexterity bonus to AC (if any), and grants a +2 bonus on attack rolls to opponents facing him in combat, just as if they were all invisible. He automatically fails all Search and Spot checks. Limitation: This Complication may not be taken in conjunction with any super-power that modifies or enhances vision. Blindsight is an exception. INATTENTIVE Your character is fairly oblivious to much of what transpires around him.

2 EPs: Your character suffers a -2 penalty to all Listen, Search, and Spot checks. 4 EPs: Your character suffers a -4 penalty to all Listen, Search, and Spot checks. Limitation: This complication is incompatible with the Alertness feat. It is also incompatible with full deafness, as granted by the Impaired Hearing complication. INSATIABLE CURIOSITY Your character is compelled at every step of his life by an incurable need to peek behind every closed door (metaphorically speaking) and unearth every secret he possibly can. This includes everything from the intricacies of super-villains’ plans to the hidden contents of their secret bases. Your character must be exceedingly cautious, lest he go the way of the proverbial cat. 2 EPs: Whenever your character is confronted with a chance to learn something new and interesting, especially if relevant to his current adventure or investigation, he must make a Will Save against a DC set by the GM in order to keep his mind on whatever else he needs to be doing. Special: No character with this complication is ever compelled to pry into the private lives and secrets of those he trusts, respects, and adventures with. Though surely a few questions every now and again can’t hurt a bit... LIGHT-HEADED As a result of either an old injury or simple fragility, your character suffers dizziness and frequent bouts of unconsciousness when he is seriously injured. 2 EPs: Any time your character suffers 10 or more points of damage from a single attack or incident (such as falling or being thrown into a wall), there is a 25% chance (non-cumulative) that he will immediately become stunned and remain that way for 1d4 rounds. If the damage is dealt by blunt impact (such as a fist, a kick, a trauma weapon, a fall, or a collision with a hard physical object), the chance rises to 45%. 4 EPs: Any time your character suffers 10 or more points of damage from a single attack or incident, there is a 45% chance (non-cumulative) that he will immediately become stunned and remain that way for 1d4 rounds. If the damage is dealt by blunt impact (such as a fist, a kick, a trauma weapon, a fall, or a collision with a hard physical object), the chance rises to 65%. 2 EP Special Handicap (Lights Out): Rather than becoming stunned, your character will fall unconscious. Special: This complication is incompatible with any combination of feats or powers that grants the character an intrinsic DR score greater than 5 at 1st level. LUMMOX Your character’s firm, bulging muscles reveal his obvious power, but maybe he should have cut back on the weight-lifting and taken some dance lessons. His clumsiness makes the practical application of his strength fairly difficult. 2 EPs: Your character suffers an inherent -2 penalty to his melee attacks. 4 EPs: Your character suffers an inherent -4 penalty to his melee attacks.

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Variable Special Handicap (Oafish): The character does not add his Strength modifier to his melee Base Attack Bonus. Strength still factors normally into damage, jumping, lifting and carrying, etc. This handicap is worth 1 EP for every +1 bonus to Strength possessed by the character, to a maximum of 4 EPs for Strength scores of 18 and above. Limitation: A character with the Lummox Complication cannot take the Dexterous Fighter feat or the Weapon Finesse Feat. MACHO/SPARTAN Your character makes a point to project himself as tough, bullish, and ready for anything. He’ll have nothing but scorn for anyone with a lesser tolerance for adversity and he certainly won’t back down from a challenge. 2 EPs: One central function of this complication is that your character will get on others’ nerves with amazing regularity. Furthermore, your character will routinely refuse to do things the easy and comfortable way. Waterbeds? Waterbeds are for sissies. Heavy clothing in freezing weather? Hey, freezing weather’s good for you. Grin and bear it! The GM may call for a Will Save if your character ever attempts to back down from a challenge to his machismo. MAGIC VULNERABILITY Your character suffers from a condition that weakens his defenses against magic spells and effects, both divine and arcane. 2 EPs: Your character suffers a -2 penalty to any saving throw made to avoid or lessen the effects of a magic spell or spell-like ability/effect. 4 EPs: Your character suffers a -4 penalty to any saving throw made to avoid or lessen the effects of a magic spell or spell-like ability/effect. 6 EPs: Your character suffers a -6 penalty to any saving throw made to avoid or lessen the effects of a magic spell or spell-like ability/ effect. Limitation: This complication is incompatible with any feat or power granting any special resistance whatsoever to magic spells or effects. OLD INJURY Your character suffers from the lingering effects of an old battle wound that never seems to leave him completely. 2 EPs: Whenever your character sustains a critical hit (regardless of whether or not it actually causes any damage once DR and other special abilities have been factored in), he must succeed in a Fortitude Save against a DC equal to 10 + [total points of damage dealt]. If he fails, he will suffer a -2 penalty to Dexterity and a –2 penalty to Strength for the next twenty-four hours. Multiple critical hits in that span of time will yield cumulative results. 4 EPs: As above, save that each critical hit will also deal an additional 2d6 points of damage and the ability penalties will last for forty-eight hours. Your character’s old injury (and its associated penalties) cannot be healed by any form of technological or supernormal intervention. Limitation: This complication is incompatible with any abilities or powers that allow regeneration or that speed up the restoration of lost ability points.

OVERCONFIDENT Your character is absolutely certain that he can take any challenge set before him, even if the odds against him are ridiculous. Unfortunately, your character is also pretty much wrong. 2 EPs: Your character scoffs at the idea that “discretion is the better part of valor.” He won’t back down from a fight, he dislikes calling for reinforcements, and he has a habit of constantly underestimating any danger or opponent placed in his way. Your character might be forced to make a Will Save any time he attempts to withdraw from danger or back down from a challenge. PHOBIA Your character has an unreasoning fear of a certain thing or situation. This phobia must center on an object or situation that is reasonably common, yet not entirely disruptive to the ongoing game. Possibilities include (but are not limited to): • Snakes • Firearms • Spiders • Sharp Objects • Darkness • Hospitals and Doctors • Heights • Aircraft • Water • Automobiles • Magic and the Occult 2 EPs: When your character is in the presence of the object of his phobia, he suffers a -2 penalty to all of his rolls, including skill checks, attack rolls, and saving throws. Furthermore, he may be required (GM’s discretion) to attempt a Will Save (DC 12) if forced to closely approach a phobia trigger or remain in its presence for very long. 4 EPs: The penalty to all rolls increases to -4, and the DC of the Will Save increases to 20. PHOTOPHOBIA[Restricted] Your character has a marked aversion to bright light in general and direct sunlight in particular. 2 EPs: Whenever your character is exposed to bright light without the benefit of protection (such as sunglasses), he will suffer a –2 penalty to all of his skill checks and saving throws. Whenever he is exposed to natural sunlight, he suffers that penalty automatically and loses 1 hit point per round of exposure. Only direct sunlight will cause this. Overcast days will only make the character uncomfortable. This damage is irresistible. 4 EPs: The effects of the complication are doubled– in bright light, the character suffers a -4 penalty to all skill checks and saving throws. When exposed to natural sunlight, he suffers that penalty automatically and loses 2 hit points per round of exposure to direct sunlight or 1 point per 2 rounds if overcast. This damage is irresistible. 6 EPs: The effects of the complication are tripled– in bright light, the character suffers a -6 penalty to all skill checks and saving throws. When exposed to natural sunlight, he suffers that penalty automatically and loses 3 hit points per round of exposure of direct sunlight or 1 point per round if overcast.. This damage is irresistible. 8 EPs: In bright light, the character suffers a -6 penalty to all skill checks and saving throws. When exposed to direct natural sunlight, he must make a Fortitude Save against a DC of 20 or suffer 4d6 points of irresistible damage per

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round of exposure, as he bursts into actinic flame. If he makes his save, he will suffer only 2d6 points of irresistible damage. If exposed to overcast conditions of natural sunlight, he will still suffer 4 points per round of irresistible damage. Limitations: This complication is incompatible with any resistance or immunity to light-based attacks and with any power that allows the creation of light. This complication also makes it impossible to gain any natural vision protection from bright lights. POOR HEALING Your character recovers from injury and illness at a rate much slower than normal. 2 EPs: Whenever your character rests or undergoes care to regain hit points, he regains them at half the ordinary rate. Furthermore, anyone using the First Aid skill on him suffers a -2 penalty to his skill check. Limitation: This Complication is incompatible with any feat or power that increases the character’s rate of healing. This includes any form of regeneration. PSYCHIC VULNERABILITY Your character suffers from a condition that weakness his defenses against psychic skills, talents, and effects. 2 EPs: Your character suffers a -2 penalty to any roll made to avoid or lessen the effects of a psychic ability. 4 EPs: Your character suffers a -4 penalty to any roll made to avoid or lessen the effects of a psychic ability. 6 EPs: Your character suffers a -6 penalty to any roll made to avoid or lessen the effects of a psychic ability. Limitation: This complication is incompatible with any feat or power granting any specific resistance whatsoever to psychic effects. SEVERE MAGNETIC SIGNATURE Unfortunately for your character, he generates a fairly potent magnetic field that causes all kinds of amusing trouble. 2 EPs: Your character sets off any metal detector, fixed or portable, regardless of whether or not he’s carrying anything made out of metal. The problems this can cause are extensive, to say the least, especially if your character ever wants to travel incognito via commercial airlines. Furthermore: • Your character cannot use a magnetic compass– it will always point to him, as long as it’s within 30 feet of him. • Your character suffers a -2 penalty to the Computer skill because his magnetic field makes computers behave strangely; and • Your character has a 50% chance (per handling) or erasing any small magnetic storage device he touches, be it a computer disk or his driver’s license. SLOW REFLEXES Your character’s nerves just don’t have the sort of pep they really need to yank his body out of immediate danger. 2 EPs: The character suffers an inherent -2 penalty to his Reflex Save. 4 EPs: The character suffers an inherent -4 penalty to his Reflex Save.

6 EPs: The character suffers an inherent -6 penalty to his Reflex Save. Limitation: This complication is incompatible with any feat or power that improves the character’s Reflex Save. SLOW-WITTED Your character does not think particularly fast in combat situations. 2 EPs: The character suffers an inherent -4 penalty to all Initiative rolls. 4 EPs: The character suffers an inherent -8 penalty to all Initiative rolls. Limitation: This complication is incompatible with any feat or power that improves the character’s Initiative score.

UNDEAD Your character is technically quite dead, although some strange supernatural force still animates him and allows him to mimic the outward flourishes of the living. 2 EPs: The undead condition is a complicated one, with advantages and drawbacks, but more of the latter. • Your character generates no body heat; • Your character has no pulse or other medical signs of life; • Your character need not breathe or eat; • Your character suffers a -2 Charisma penalty; • Your character suffers a -4 penalty to all rolls involving animals (save rolls made to attack or otherwise harm them); • Your character has no natural buoyancy and thus suffers a -8 penalty to all Swim checks; • Each time your character is reduced to 0 or fewer hit points by fire, energy attack, magic spell, or magic weapon, the scarring to his undead flesh will cause a permanent -1 Charisma penalty. • You character is still disabled at 0 hit points, and destroyed at -10. • First aid, medicine, healing powers, and healing magic have no effect on your character. • Your character is subject to turning and rebuking.

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Notes: Your character will most likely be nocturnal, though he does not by default suffer any penalty for acting by day. He must still rest for eight hours per day, in an unnatural trance-like state. This complication is frequently combined with Photophobia. UNLUCKY Nothing ever seems to go right for your character, and others frequently notice. 2 EPs: Your character cannot spend Action Points to roll two dice when making skill checks. 4 EPs: Any time your character spends one or more Action Points for any other reason, there is a non-cumulative 35% chance that the Action Point(s) will be lost without having any effect. VULNERABILITY Your character is unusually vulnerable to the harmful effects of one or more forms of attack. Select one of the following types of damage: • Sound/Vibration • Acid/Corrosives • Fire/Heat • Ice/Cold • Light • Darkness

• Electricity 2 EPs: Your character takes double damage from damage sources of the chosen type, and suffers a -2 penalty to all saves against an effect or hazard of that type. 4 EPs: As above, save that your character also suffers 2d6 points of additional damage from his chosen damage source as well as a –4 penalty to all saves against an effect or hazard of that damage type. Special: This complication may be taken multiple times. Each time it is taken, it applies to a different type of damage. Limitation: This complication is incompatible with any sort of specific resistance or immunity to the damage type in question. WEAK-WILLED Your character just doesn’t have the mental gumption required to stand up to the challenges he faces. 2 EPs: Your character suffers an inherent -2 penalty to his Will Save. 4 EPs: Your character suffers an inherent -4 penalty to his Will Save. 6 EPs: Your character suffers an inherent -6 penalty to his Will Save. Limitation: This complication is incompatible with any feat or power that improves the character’s Will Save.

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Classes of the Nightbreed The Nightbreed race has a series of classes that are restricted to them alone. These classes have abilities & talent trees that only a ‘breed can access. Following is a new base class and five advanced classes, including 2 psychically oriented classes. Talent Tree Note: Any Talent Trees that aren’t found in the D20 Modern Rulebook are described after the class section. Nightbreed Base Class: The Nightbreed do not start out knowing all there is to know about their newfound powers. They do not start out having all the EP worth of powers. Rather, as they level up in this base class, they gain EP to reflect their learning of their newfound abilities. After all, you have to crawl before you can run… **Note: They have relatively few skill points yet many class skills. This is intentional. This allows anyone to have all the needed skills for the advanced classes without ever needing to take another base class. This is to represent the fact that the ‘breed come from all walks of life yet have a common bond in their unnatural gifts.

Action Points: Character gains 4+1/2 character level, rounded down, action points at first level and each new character level. Class Skills: Balance(Dex), Climb(Str), Concentration (Con), Craft (Chemical, Mechanical, Writing)(Int), Computer Use (Int), Decipher Script(Int), Drive(Dex), Intimidate(Cha), Knowledge (Arcane Lore, Nightbreed, Psychic, Streetwise, Theology and Philosophy)(Int), Listen(Wis), Profession(Int), Read/Write Language(None), Research(Int), Sense Motive (Wis), Speak Language(None), Spot(Wis), Tumble(Dex). Skill Points at 1st Level: (3 + Int modifier) x 4 Skill Points at each additional Level: 3 + Int Modifier

Table: Nightbreed Hit Die: 1D8 Level BAB Fort Ref Will Special Def Rep 1 1 1 1 0 Talent 1 0 2 2 2 2 0 3 EP 2 0 3 3 2 2 1 Talent 2 0 4 4 2 2 1 Bonus Feat, 3 EP 2 0 5 5 3 3 1 Talent 3 1 6 6 3 3 2 3 EP 3 1 7 7 4 4 2 Talent 4 1 8 8 4 4 2 Bonus Feat, 3 EP 4 1 9 9 4 4 3 Talent 4 2 10 10 5 5 3 3 EP 5 2 Feats: At 4th & 8th Level, the Nightbreed can select a bonus feat from the following list. They must still meet all requirements for the feat in order to select it. Acrobatic, Alertness, Animal Affinity, Athletic, Blind Fight, Brawl, Combat Expertise, Combat Martial Arts, Creative, Defensive Martial Arts, Educated, Elusive Target, Focused' Frightful Presence, Great Fortitude, Iron Will, Lightning Reflexes, Medical Expert, Mobility, Quicken Change, Sense Shadowkind, Stealthy, Streetfighting, Track. Talents: At 1st, 3rd, 5th, 7th & 9th level, the Nightbreed can select a talent from the following talent trees. *=Restricted Talent Tree, see description below. Brute, Defensive, Elusive, Empathic, Flight*, Healing, Instinctive Response, Intimidating, Melee Smash, Mirror, Quick Thinking, Quicker Than the Eye

EP Bonus: At 2nd, 4th, 6th, 8th & 10th level the Nightbreed gains a bonus +3 EP in which to spend on gaining more of the abilities granted by his breed form selections. These can be saved up from level to level. These EP can only be used to acquire the abilities and powers specifically listed for their breed form selections, they cannot be used to gain any specialty abilities or elite talents.

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Elite Nightbreed This class allows characters to focus on developing the elite nightbreed talents available. The Talents available through this class are geared toward combat, travel & stealth. Other classes possess talents that are geared more for their specific specialty. Requirements: Skills: Knowledge (Nightbreed) 6 ranks, Must be Nightbreed Feats: Quicken Change

Action Points: Character gains 5+1/2 character level, rounded down, action points at first level and each new character level. Class Skills: Balance(Dex), Climb(Str), Concentration (Con), Craft (Chemical, Mechanical, Writing)(Int), Decipher Script(Int), Drive(Dex), Intimidate(Cha), Knowledge (Arcane Lore, Nightbreed, Psychic, Streetwise, Theology and Philosophy)(Int), Listen(Wis), Profession(Int), Read/Write Language(None), Research(Int), Sense Motive (Wis), Speak Language(None), Spot(Wis), Tumble(Dex). Skill Points per Level: 3 + Int Modifier

Table: The Elite Nightbreed Hit Die: 1D8 Level BAB Fort Ref Will Special Def Rep 1 1 0 0 0 Elite Talent, Power Points 1 0 2 2 1 1 1 Bonus Feat 2 0 3 3 1 1 1 Elite Talent 2 0 4 4 2 2 2 2 1 5 5 2 2 2 Elite Talent 3 1 6 6 2 2 2 Bonus Feat 3 1 7 7 3 3 3 Elite Talent 4 2 8 8 3 3 3 4 2 9 9 3 3 3 Elite Talent 4 2 10 10 4 4 4 Bonus Feat 5 3 Feats: At 2nd, 6th & 10th Level, the Nightbreed can select a bonus feat from the following list. They must still meet all requirements for the feat in order to select it. Acrobatic, Alertness, Animal Affinity, Athletic, Blind Fight, Brawl, Combat Expertise, Combat Martial Arts, Creative, Defensive Martial Arts, Educated, Elusive Target, Focused, Frightful Presence, Great Fortitude, Improved Brawl, Improved Combat Martial Arts, Improved Disarm, Improved Natural Attack, Iron Will, Lightning Change, Lightning Reflexes, Medical Expert, Mobility, Quicken Change, Seize Initiative, Sense Shadowkind, Stealthy, Streetfighting, Track Elite Talents: At 1st, 3rd, 5th, 7th & 9th level, the Nightbreed can select a talent from the following elite talent trees. These represent advanced abilities that a Nightbreed can learn. Most are restricted and require the breed that takes them to possess breed form selections from specific tables in order to be able to choose them. *=Restricted Talent Tree, see description below. Animal Mastery*, Blood*, Infectious Control*, Flight*, Machine Control*, Mirror, Portal, Shadow, Swarm*

Power Points: The Elite Breed gains a number of power points to use each day. This pool refreshes itself after a nights rest and a meditative period that lasts for 8 hours total. The number of power points available to the Elite Breed is as follows. Power Point Bonus: (Wis bonus + Con bonus) divided by 2 (round down). Ex: Wis bonus of +3 & Con bonus of +4 (3+4) /2 = 3.5 round down = 3 Power Points per level: 1 + the Power Point Bonus as determined above. These are used to power certain talent trees abilities. These can also be used to power psychic abilities if the character opts to take levels in the Psychic Breed Class.

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Nightbreed Mage This class focuses on magical practice for the ‘breed that feel so inclined. They study ancient tomes and scour the internet researching the next spell to add to their personal grimoire. Requirements: Skills: Concentration 6 ranks, Knowledge (Arcane Lore) 6 ranks, Decipher Script 4 ranks, Research 4 ranks, Must be Nightbreed. Action Points: Character gains 4+1/2 character level, rounded down, action points at first level and each new character level.

Class Skills: Computer Use (Int), Concentration (Con), Craft (Chemical, Pharmaceutical, Writing) (Int), Decipher Script (Int), Investigate (Int), Knowledge (Arcane Lore, Art, Current Events, Earth & Life Science, Nightbreed, Physical Science, Technology) (Int), Listen (Wis), Profession (Wis), Read/Write Language (None), Research (Int), Speak Language (None), Spellcraft (Int), Spot (Wis). Skill Points per Level: 5 + Int Modifier

Table: The Nightbreed Arcane Hit Die: 1D6 Level BAB Fort Ref Will Special Def Rep 1 0 0 0 1 Summon Familiar 1 0 2 1 0 0 2 Talent, Scribe Scroll 1 1 3 1 1 1 2 Bonus Feat 2 1 4 2 1 1 3 Brew Potion 2 1 5 2 1 1 3 Talent 2 2 6 3 2 2 4 Spell Mastery 3 2 7 3 2 2 4 Bonus Feat 3 2 8 4 2 2 5 Talent, Combat Casting 3 3 9 4 3 3 5 Spell Mastery 4 3 10 5 3 3 6 Talent 4 3 Feats: At 3rr & 7th Level, the Nightbreed can select a bonus feat from the Mage bonus feat list on page 321 of the D20 modern R.B. They must still meet all requirements for the feat in order to select it. Talents: At 2nd, 5th, 8th, & 10th Level, the Nightbreed gains a talent that he can choose form the following list of talent trees: Darkness, Mirror, Oracle, Weather Control Arcane Spells: The character follows all rules found under Arcane Spells on page 319 of the D20 Modern Rule Book. In addition to those rules, the Nightbreed character has the ability to

convert his spells into Power Points (PP) that he can use to power the Talents he has access to. The character gains 1 PP per level of the spell slot he “looses” for the day. 2 “0” level spells equals 1 PP. Example: If the character sacrifices a 3rd level spell slot for the day, he would gain 3 PP’s. PP gained in this fashion stay with him until the next time he studies to regain his spells. These are in addition to any PP he gains for taking levels in the Elite Breed Advanced Class. Summon Familiar, Scribe Scroll, Brew Potion, & Spell Mastery: These are all identical to the Mage Advanced Class as found on pages 318 – 322 in the D20 Modern R.B. The only thing changed is when the abilities become available to the Arcane Nightbreed.

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Nightbreed Faithful This class represents the most spiritual among the nightbreed. They draw spell power from faith and religious devotion rather than dusty tomes and cryptic lore. Requirements: Skills: Concentration 6 ranks, Knowledge (Theology and Philosophy) 6 ranks, Sense Motive 4 Ranks, Must be Nightbreed. Action Points: Character gains 4+1/2 character level, rounded down, action points at first level and each new character level.

Class Skills: Concentration (Con), Craft (Structural, Visual Arts, Writing) (Int), Diplomacy (Cha), Knowledge (Behavioral Science, Earth & Life Science, Theology & Philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (None), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Treat Injury (Wis) Skill Points per Level: 4 + Int Modifier

Table: The Nightbreed Faithful Hit Die: 1D6 Level BAB Fort Ref Will Special Def Rep 1 0 1 0 1 1 0 2 1 2 0 2 Talent, Turn/Rebuke Undead 1 1 3 2 2 1 2 Bonus Feat 2 1 4 2 3 1 3 Spontaneous Casting 2 1 5 3 3 1 3 Talent 2 2 6 4 4 2 4 Combat Casting 3 2 7 5 4 2 4 Bonus Feat 3 2 8 5 4 2 5 Talent 3 3 9 6 5 3 5 Turn/Rebuke Magical Beast 4 3 10 7 6 3 6 Talent, Turn/Rebuke Outsider 4 3 Feats: At 3rd & 7th Level, the Nightbreed can select a bonus feat from the Acolyte bonus feat list. Talents: At 1st, 2nd, 5th, & 8th level, the Nightbreed can select a talent from the following talent trees. Divination, Protection, Oracle, Weather Control Divine Spells: These are all identical to the Acolyte abilities found on pages 322 – 325 of the D20 Modern R.B. The character follows all rules found under Divine Spells on page 324 of the D20 Modern Rule Book. In addition to

those rules, the Nightbreed character has the ability to convert his spells into Power Points (PP) that he can use to power the Talents he has access to. The character gains 1 PP per level of the spell slot he “looses” for the day. 2 “0” level spells equals 1 PP. Example: If the character sacrifices a 3rd level spell slot for the day, he would gain 3 PP’s. PP gained in this fashion stay with him until the next time he prays to regain his spells. These are in addition to any PP he gains for taking levels in the Elite Breed Advanced Class. Turn/Rebuke, Spontaneous Casting, Combat Casting: These are all identical to the Acolyte abilities found on pages 322 – 325 of the D20 Modern R.B.

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Psychic Nightbreed This is the default psychic class for my conversions. It utilizes the rules found in “The Complete Psychic” by Green Ronin Publishing. I strongly recommend that book to anyone wanting to run this campaign. The system for psionic abilities fits the atmosphere better than the “Agents of Psi” campaign. Just my two bits. If you really prefer to stick with only needing the D20 Modern Core Book, then use the class listed after this one. This class allows the ‘breed to develop their mental powers. This represents those who have the devotion to exploring their inner Id or self. They learn to tap the unused energies of the mind. Requirements: Skills: Concentration 6 ranks, Knowledge (Psychic) 4 ranks, Sense Motive 4 Ranks Must be Nightbreed. Feats: Psychic Ability feat (Psychic’s Handbook) Action Points: Character gains 4+1/2 character level, rounded down, action points at first level and each new character level.

Class Skills: Bluff (Cha), Concentration (Con), Craft(Chemical, Mechanical, Writing) (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge(Arcane Lore, Nightbreed, Psychic, Streetwise) (Int), Listen (Wis), Perform (Cha), Profession(Wis), Read/Write Language (none), Search (Int), Sense Motive (Wis), Speak Language (none), and Spot (Wis). Additionally, all psychic skills are class skills. Skill Points per Level: 5 + Int Modifier

Table: The Psychic Nightbreed Hit Die: 1D6 Level BAB Fort Ref Will Special Def Rep 1 0 0 0 2 Bonus Feat 1 0 2 1 0 0 3 Bonus Feat 1 0 3 2 1 1 3 Talent 2 0 4 3 1 1 4 Bonus Feat 2 0 5 3 1 1 4 2 1 6 4 2 2 5 Bonus Feat, Talent 3 1 7 5 2 2 5 3 1 8 5 2 2 6 Bonus Feat 3 1 9 6 3 3 6 Talent 4 2 10 6 3 3 7 Bonus Feat 4 2 Feats: At 1st, 2nd, 4th, 6th, 8th & 10th Level, the Nightbreed can select a bonus psychic, psychic talent, or metapsychic feat from the Psychic’s Handbook. They must still meet all requirements for the feat in order to select it. Talent Trees: At 3rd, 6th, & 9th level, the Nightbreed gains an additional talent from the following talent trees: Empathic, Divination, Oracle.

Power Points: The Psychic gains a number of power points to use each day. This pool refreshes itself after a nights rest and a meditative period that lasts for 4 hours. The number of power points available to the Psychic is as follows. If the ‘breed has also taken levels in Elite Breed, the PP gained from that class stack with this one. Power Point Bonus: (Wis bonus + Con bonus) divided by 2 (round down). Ex: Wis bonus of +3 & Con bonus of +4 (3+4) /2 = 3.5 round down = 3 Power Points per level: 1D4 + the Power Point Bonus as determined above. These are used to power their psychic abilities as well as certain talent trees abilities. The psychic can use her psychic abilities (but not talent tree abilities) even if all her PP are used up. She may opt to take 1 point of STR damage (healed at 1 per hour, cannot be magically or psychically healed any faster) for an additional 2 PP. If character’s STR ever falls to 0, she immediately passes out and remains unconscious until she has at least 1 STR point back.

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Psionic Nightbreed (Alternative Class) Alternative Psionic Class using the “Telepath” on pg 305-307 from D20 Modern for those who prefer to stick with just the D20 Modern Core Rulebook.This class allows the ‘breed to develop their mental powers. This represents those who have the devotion to exploring their inner Id or self. They learn to tap the unused energies of the mind. Requirements: Skills: Bluff 4 ranks, Concentration 6 ranks, Knowledge (Psychic) 4 ranks, Sense Motive 4 Ranks, must be Nightbreed Feats: Wild Talent (see pg 362, D20 Modern) Action Points: Character gains 4+1/2 character level, rounded down, action points at first level and each new character level.

Class Skills: Bluff (Cha), Concentration (Con), Craft(Chemical, Mechanical, Writing) (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge(Arcane Lore, Nightbreed, Psychic, Streetwise) (Int), Listen (Wis), Perform (Cha), Profession(Wis), Read/Write Language (none), Search (Int), Sense Motive (Wis), Speak Language (none), and Spot (Wis). Additionally, all psychic skills are class skills. Skill Points per Level: 5 + Int Modifier

Table: The Psionic Nightbreed Hit Die: 1D6 Level BAB Fort Ref Will Special Def Rep 1 0 0 0 2 Psionic Skills, Psionic Powers 1 0 2 1 0 0 3 Bonus Feat 1 0 3 1 1 1 3 Talent 2 0 4 2 1 1 4 Trigger Power 2 0 5 2 1 1 4 Bonus Feat 2 1 6 3 2 2 5 Talent, Combat Manifestation 3 1 7 3 2 2 5 Trigger Power 3 1 8 4 2 2 6 Bonus Feat 3 1 9 4 3 3 6 Talent 4 2 10 5 3 3 7 Maximize Power 4 2 Feats: At 2nd, 5th & 8th Level, the Nightbreed can select a bonus feat. He His selection is identical to the Bonus Feats selection for the Telepath on page 307 of D20 Modern. Talent Trees: At 3rd, 6th, & 9th level, the Nightbreed gains an additional talent from the following talent trees: Empathic, Divination, Oracle.

Psionic Skills, Psionic Powers, Trigger Power, Combat Manifestation & Maximize Power: These are all identical to their descriptions under Telepath on pg 305 - 307 of D20 Modern. In addition, the Power Points the Psychic gains can also be used to power talent trees that require them. However, the Psionic Breed gains a bonus to his PP pool equal to his Power Point Bonus as described below. Power Point Bonus: (Wis bonus + Con bonus) divided by 2 (round down). Ex: Wis bonus of +3 & Con bonus of +4 (3+4) /2 = 3.5 round down = 3

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New Feats Below is a compilation of new feats that are available to the Nightbreed. Some of the feats are restricted to the nightbreed alone while others are open to any character. Those that are restricted to the ‘breed will state that in it’s title with a [Nightbreed] moniker. The Multiattak feat can be found on page 229 of the D20 Modern Rulebook. Daunting Presence [Nightbreed] (From Libris Mortis pg 25, modified for Nightbreed) You can use your breed form’s unnatural appearance to unsettle those around you. Prerequisite: Nightbreed, Character Level 4, Usable in breed form only. Benefit: You may take a Standard Action to ‘Awe’ an opponent with 30’, who can see you, and who has an Intelligence score. If the opponent fails a Will saving throw (DC 10 + ½ your character level + your Charisma modifier) it is Shaken for 10 minutes. This fear has no effect on a creature that is already Shaken Improved Natural Attack One of your natural weapons grows more dangerous Prerequisite: Natural Weapons, Base Attack Bonus +4. Benefit: Chose one natural melee weapon. The damage for this natural weapon increases by one step, as if your size had increased by one category. Special: You can take this feat multiple times, however it’s effect does not stack. Each time you take this feat, you must select a different natural melee weapon. Frightful Presence (From Draconomicon, pg 106) Your breed form naturally exudes an aura of fear. Prerequisite: Cha 15 or Nightbreed, Intimidate 9 ranks. If nightbreed, can only be used in breed form. Benefit: Whenever you attack or charge, all opponents within a 30’ radius, who have fewer levels/HD than you do become Shaken for (1d6 + Charisma modifier) rounds (Will Neg. DC = 10 + ½ character level + Charisma modifier). On a successful save, the opponent is immune to your Frightful Presence for 24 hours. This ability cannot affect creatures with Intelligence 3 or lower, nor does it work on Dragons.

Lightning Change [Nightbreed] You have mastered the ability to change between your two forms effortlessly. Prerequisite: Quicken Change . Benefit: You can change between forms as a move action that no longer provokes an attack of opportunity. Normal: Changing forms requires a full round action that provokes an attack of opportunity. Quicken Change [Nightbreed] You learn to quicken your change between your human and breed forms. Benefit: You can change between forms as a standard action. The change will still provoke an attack of opportunity. Normal: Changing forms requires a full round action Seize Initiative Your preternatural reflexes allow you to get the jump on others. Prerequisite: Dex 15, Wis 17, Initiative +4 Benefit: You may spend an action point to go first in the initiative order, without rolling for initiative. You may only do so when you would ordinarily roll for initiative. If more than one character uses this feat, those characters roll initiative and go in initiative order for themselves then all other participants will take their initiative in order. Sense Shadowkind You have an innate ability to sense when any shadowkind are nearby. Prerequisite: Must be Nightbreed, shadowkind or have class levels in a supernaturally oriented advanced class such as acolyte, mage or psychic. Benefit: You can sense when there is any shadowkind creature within 50’ + 10’/ character level to you. You are unable to pinpoint the location or direction, only that there is an unnatural creature or being nearby. Since Nightbreed are considered native Shadowkind, this ability will work on nightbreed the same as any shadowkind.

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New Talent Trees Following are new talent trees available to the nightbreed classes. Most of these reflect the supernatural powers that the breed develop over time. Many are restricted to certain breed-forms. They are noted in the title with the [restricted] moniker. The introductory description will go into detail on those restrictions. Note: Talent Trees that have the title Italicized are from “22 Talent Trees” published by Bloodstone Press. That product is a PDF available from RPGNow.com Animal Mastery Talent Tree [Restricted] In order to take talents from this tree, the ‘breed form must have chosen one animal based characteristic. The talents on this tree will only affect the types of animals you have chosen. The Nightbreed tables that allow access to this power are: Amphibian, Avian/Bird, Bat, Bear, Canine, Equine/Bovine/Deer, Feline, Reptilian, Rodent & Snake. Also, the character cannot possess traits from more than one animal table (cannot have bat/canine or even bat/insectoid as part of his ‘breed form)

Animal Affinity: The character has an unusual rapport with animals that share his animal type. The character gains a +2 bonus on all Animal Empathy, Handle Animal & Ride checks with their type of animal. For each additional talent taken from this tree, add an additional +2 to these checks. In addition to this skill bonus the character also gains the following: • Friendliness: No ordinary animal of the character’s

type will attack the character. Even hungry predators will leave the character alone. Only animals compelled or controlled by magic or supernatural means would harm the character.

• Sensitivity: The character can sense any animals within 10 feet of him, not just animals of his type. Additionally, the character can instantly gauge the physical health of any animals of his type on sight. This will tell the character how many hit points the animal has.

• Simple Commands: Once the character has taken an additional talent from this tree, he gains the ability to see what is on the animal’s mind. This may be used once per round as a free action, and will gain a quick, abstract impression of the subject animal’s main concern – “Predator near”, “scared of intruders”, “resting now, belly full” are examples.

Animal Control: The character can control a number of HD of his animal type equal to ½ his total Nightbreed class levels + his Cha modifier. It costs 1PP to initiate control of the animals and an additional 1PP per 10 minutes to maintain control. While controlling animals, he must maintain concentration and can only take move actions. This follows all the normal concentration check rules for distraction or injury. The character can give any type of command to the animals as if they had been trained with the handle animal skill. The animals must remain in sight and within 100 yards in order to keep them under his command. Prerequisite: Animal Affinity, Character level 6+

Animal Companion: This talent allows a character to gain a bonded animal companion. It follows all the rules for animal companions found under the Druid entry of the Player’s Handbook for D&D 3.5. The character uses all

his Nightbreed class levels, -4 to determine what special abilities his animal companion gains. Prerequisites: Animal Affinity, Character level 5+

Animal Possession: This talent allows the character to transport his consciousness into a single target animal, thus gaining the animal’s body and full access to it’s sensory abilities. In order to take possession of the animal, the user must spend 3PP +1 PP per HD of the animal. Additionally, the character must spend 1PP for every 5 minutes of possession. Once the character has taken possession of the animal, it is completely under his power and he will see and sense the world through the animal rather than his own body. The character cannot channel any of his abilities through the animal (such as spells or supernatural attacks). The character’s body will fall into a comatose state and be completely vulnerable while possessing the animal. Withdrawing from the animal back into his own body is a full round action, once back inside his body, the character is considered dazed for 1D4 rounds. There is no range limit for the possession. The only time limit is the PP reserve of the character. This power is ineffective against any bonded animal companions or familiars (except his own). Prerequisites: Animal Affinity, Character level 10+ Blood Talent Tree [Restricted] In order to take talents from this tree, the ‘breed must have at least one characteristic from the Stigmata table.

Blood Shower: By inflicting 1D6 damage to himself, the nightbreed can cause a fountain of blood to burst forth from his body. This acts as a ray touch attack. If the attack lands, the blood has struck the target in the face and poured into the nose and mouth. This causes the subject to immediately make a Fort save (DC 10 + ½ character level + Con bonus) or become nauseous. Additionally the victim starts to suffocate (follow drowning rules). If the save succeeds, then the effects of drowning last for a number of rounds equal to the breed’s con bonus, if the save fails the effects last for a number of rounds equal to the ‘breed’s Con bonus + 2D4 rounds. While under the effect of drowning, the victim is also considered blinded.

Infectious Spray: By inflicting 1D6 damage to himself, the nightbreed can cause a fountain of blood to burst forth from his body. This acts as a ray touch attack. If the attack lands, the blood has struck the target in the head and face and is blinded for 1 round. The target must make an immediate Fort save or be instantly infected with a painful blistering disease that spreads throughout his entire body. If the save is made, no other adverse effects take place. On the round after the save is failed, he takes 1D4 Dex damage. The next round, he takes 1D4 Con damage. Very large blisters & hives begin forming all over his body, all skill & attack rolls are made at -2 due to the pain and discomfort. After 8 hours, the target can

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make a 2nd Fort save, if it is successful, then the disease will go away slowly. He will regain lost Dex & Con at a rate of 1 each round (1 Dex & 1 Con/ hour). Once the last of the lost attributes are gained back, the penalty to skill & attack rolls is removed. If the 2nd Fort save fails, the disease has turned deadly. The target will loose 1 Con per hour until he has died or been healed either magically or in a hospital. If he is taken to a hospital, the heal check needed to defeat the disease is DC 25. At which point it will recede as if he made his 2nd save. Brute Talent Tree The character is remarkably effective at grappling. Rough: The character gains a +1 bonus to grapple checks. Rowdy: The character gains an additional +1 bonus to grapple checks (+2 total). Prerequisite: Rough Brutal: The character gains an additional +1 bonus to grapple checks (+3 total). Prerequisite: Rough, Rowdy Darkness Talent Tree The character has learned to manipulate darkness as a tangible force.

Dark Song: The character can emit a deafening, ear shattering sound. The exact type of sound depends on the breed form. It can be an animalistic howl, electronic feedback, an impossibly high blood curdling scream, etc. Each use of this talent uses 1 PP. When used, all those within 20’ of the character must make a Fort save (DC 10 + ½ character level + Con bonus) or be deafened and shaken for 1D6 rounds.

Nightbringer: This creates an aura of utter darkness 20’ in diameter. Only true seeing can penetrate the darkness & only the daylight spell can counteract it’s effects. While up, all attacks made against him are as if the attacker is blinded. It also makes them immune to any light based attacks. This power costs 2 PP for every 5 minutes it is up.

The Shroud: This is a particularly vicious power. It allows the character to become completely invisible to all normal & electronic vision. This includes darkvision, IR, UV & heat sensors. “See Invisibility” & True Seeing” will still allow someone to see the character. The unique ability of this power is that he can select one or more targets to still be able to see him. This has, in the past, been used to harass normal humans as the nightbreed would make himself invisible to all but the intended victim, who could see him clearly in his breed form. Many people have been declared insane as a result of this kind of harassment. The power is expensive to use, costing 5 PP per minute. Prerequisite: Character Level 5+ Divination Talent Tree

Glimpse Future: This ability allows the character to gain a sudden glimpse into the very near future. The character expends an

action point and gains a free partial action. In addition, the character can spend an action point to avoid being caught by surprise in an ambush situation. If used in this way, he does not loose a round from surprise and gains a +4 bonus to initiative.

Premonition: premonition can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If you do not act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct premonition is 70% + 1% per character level, to a maximum of 90%. If the dice roll fails, you know the attempt failed, unless specific powers yielding false information is at work. Multiple premonitions about the same topic by the same character use the same dice result as the first premonition use and yield the same answer each time. Each use of this ability costs 1 action point.

See Truth: By spending an action point, the character can essentially tell if anyone is lying for the next 15 minutes. This does not have to be someone lying to him, anyone he can hear and understand (i.e.: speaking a language he knows), he will automatically know if they are lying in the slightest. Elusive Talent Tree The character is known for her uncanny ability to avoid attacks & wriggle free of bonds & grapples. Slippery: The character gains a +3 bonus to all escape artist skill checks, including those to escape from grapples. Fancy Footwork: The character gains a +1 Dodge bonus to her defense against all attacks directed at her, provided she is not flat footed or otherwise denied her Dex bonus to Defense. Creeping Reflexes: The character adds her base reflex save to Hide & Move Silently skill checks. Prerequisite: Slippery Improved Fancy Footwork: The character gains an additional +1 Dodge bonus to her defense against all attacks directed at her, provided she is not flat footed or otherwise denied her Dex bonus to Defense. (+2 total). Prerequisite: Fancy Footwork Celeritous Skulking: The character can move at normal speed without suffering the normal -5 penalty to her hide check. Prerequisite: Slippery, Creeping Reflexes Flight Talent Tree[Restricted] Requirements: Must already possess ability to fly. Cannot be taken at 1st level.

Improved Mobility: This nightbreed has learned to better control his maneuvering in the air. Increase ability one step. (from average to good or good to excellent). This can be taken multiple times, each time it’s taken, it increases the maneuverability another step. The 2 Steps that flight can be increased to are: Good Skill Minimum Forward Speed: None Hover: Yes

Excellent Skill Minimum Forward Speed: None Hover: Yes

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Fly Backward: Yes Reverse: -5 feet Turn: 90/5 ft. Turn in Place: +90/5 ft. Maximum Turn: Any Up Speed: Half Down Speed: Double

Fly Backward: Yes Reverse: Free Turn: Any Turn in Place: Any Maximum Turn: Any Up Speed: Full Down Speed: Double

Increased Flight Speed: The ‘breed has become a faster flyer. Increase flight speed by 30’. This can be taken multiple times, each time it’s taken, the ‘breed’s speed is increased another 30’. This cannot be taken more than 3 times. Infectious Control Talent Tree[Restricted] This talent tree is limited to those breedforms with elements of Stigmata or Bio-mechanical tables

Infectious Control: Allows ‘breed to control another being by infecting the target with a portion of his own body. How the portion of the body is transferred into the victim is varied, depending upon what breed form characteristics possessed by the breed in question. It can be spines or quills shot into the target, spores that burrow into exposed flesh, stigmata types may spray the target with blood that seeps into the pores of the skin, a bio-mechanical may shoot circuitry or drill into the victim. However the infection is passed, 1 round after infection, the target must make a Will save (DC 10 + ½ character level + Con modifier). If the save succeeds, the target resists the mental hold and the portion of the breed’s body is flushed out of his system over the next 24 hours. If the save fails, he falls under the nightbreed’s control. The Nightbreed can give simple commands that do not put the victim or those the victim cares about in danger. If a command is given for the target to do something that goes against his beliefs or alignment (such as having a good cop steal a car), the target gets a new save with a +4 bonus to resist that command. The control lasts for 1D6 rounds + 1 for every point the save to resist is failed by. The maximum range to maintain control is 50’, if the breed is ever separated further than that from the target, the control immediately ends. The breed can only control 1 target at a time. This ability costs 1 action point to use.

Increase Control: Increases the difficulty of saves required to resist the control. This effectively increases the DC for the save by +4. It also increases the duration to 1D6 minutes + 1 minute for every point the save fails. Prerequisite: Infectious Control

Increase Range: Increases the distance the target can be from the controller. This increases the range in which the breed can control his target. The range increases by 20’ per character level. So a 7th level character could stay in control up to 170’ away. Prerequisite: Infectious Control

Control Mastery: Increases the duration between saves and allows the breed to make an attempt at forcing the target to do something that he would never normally do, including harming himself or a loved one. With this talent, the nightbreed can maintain control of the target for 1D6 Hours + 1 for every 2 points the Will save is failed by. The range at which he can maintain control

becomes 1 mile. The DC increases by another +2. The breed can now have the target do things he normally do such as a good cop stealing a car and can even attempt to have the target do something that would threaten his or a loved ones life, however the target does get an immediate Will save with a +5 bonus to the save, if successful, the target manages to break free from the control. Prerequisite: Infectious Control, Increase Control, Increase Range Instinctive Response Talent Tree The character gains the instinctual ability to react quickly and effectively to unexpected danger. Full Alert: The character gets a +4 circumstance bonus on initiative checks. This bonus stacks with the one provided by the Improved Initiative feat (providing a +8 bonus if the hero has both). Improved Evasion: If the character is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as getting caught in a grenade blast), the character suffers no damage if she makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor. Prerequisites: Full alert, evasion, increased speed. Heightened Reflexes: The character can choose to take 10 on any Reflex saving throw. She may also spend 1 action point to gain a +10 bonus on a Reflex saving throw. She may choose to take 10, spend an action point to gain the +10 bonus, or both. Prerequisites: Full alert, evasion, increased speed, improved evasion. Intimidating Talent Tree The character can develop a powerful force of character, becoming highly skilled at intimidating others. Intimidating Presence: With this talent the character applies his Nightbreed Base Class level as a bonus on any Intimidate, Gamble, or Gather Information checks when attempting to bully or cow others into a state of unease and submission. Shake: the character can spend an Action Point to attempt to shake their opponents. A single use of this ability can affect a number of creatures equal to the Nightbreed Base class level. Those targeted by the hero must make a Will save (DC 10 + Nightbreed Base class level + Cha bonus) or become shaken. A shaken creature suffers a –2 morale penalty on all attack rolls, saving throws, skill checks, and ability checks. Prerequisite: Intimidating Presence. Terrify: Characters can spend an Action Point to attempt to terrify their opponents. A single use of this ability can affect a number of creatures equal to the Nightbreed Base class level. Those targeted by the hero must make a Will save (DC 10 + Nightbreed Base class level + Cha bonus) or become terrified. A terrified creature suffers a –3 morale penalty on all attack rolls, saving throws, skill checks, and ability checks. Prerequisites: Intimidating Presence, Shake. Game Face: Characters can take on an appearance and manner of extreme gravity. Opponents who see this fearsome

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glare must make a Will save or suffer an additional 2 points of subdual damage every time the character inflicts Hit Point damage upon them. The character must spend a move action to “get his game face on.” After that time the effect continues for 3 rounds plus 1 round per level of Nightbreed Base Class. The hero may use this talent a number of times per day equal to his level in Nightbreed Base Class, but never more than one time per encounter. Prerequisites: Intimidating Presence, Shake. Machine Control [Restricted] In order to take talents from this tree, the ‘breed must have at least one characteristic from the Bio-Mechanical table.

Computer Interface: The character can remotely interface with any computer within 10’ per character level of him. He also gains a +6 Bonus on all computer use checks.

Control Appliances: This allows the character to remotely control appliances. This is anything from microwaves and blenders to lawn mowers and weed-eaters. This can also include guns and non-electrical devices. The character cannot make an item do something it could not normally do on it’ sown. That is to say, he can’t make a gun slide out of the holster & float around, however the character can cause the weapon to discharge a round. Also he can start a lawn mower but unless it is self-propelled, he cannot make it move on it’s own. Manipulating appliances such as microwaves & lawn mowers can be done as a standard action. Items like a gun require an action point to be spent as along with the standard action. Either way, the character can only control 1 item at a time. Control Vehicles: The character can control cars, vans,

busses, backhoes, etc. The character is limited to controlling only one vehicle at a time and cannot use the control appliance ability at the same time. He can make the vehicle do anything it could do normally, including opening it’s doors, and popping the hood as well as driving, turning, operating any accessories (including the aforementioned backhoe). This ability costs 1 action point each time it is used. Once the control is gained, the character can maintain it indefinitely for that vehicle so long as he stays within 300’ of the vehicle and he does not use the control appliance ability on this talent tree. Mirror Talent Tree

Mirror Sight: You have the ability to view into a mirror and peer into the nightlands. This only allows you to see the dimensional “flip side” of the mirror. You cannot see anything beyond the room that the mirror is in on the other side. This does not allow you to hear anything from the other side, this is purely visual. This costs nothing to activate but can only be used once per day per mirror. There are some denizens of the nightlands that can tell if someone is looking in on them, if they do notice, they will most likely attack through the mirror.

Mirror Search: Using a mirror, the nightbreed can search for a specific person or location in the normal world or the nightlands. The maximum range for this is 10 miles. This uses up 1 PP per search.

Prerequisite: Mirror Sight Mirror Step: This allows you to use a mirror as a portal to

the nightlands. Any mirror that is large enough for you to theoretically pass through is all that is required. It costs 1 PP to allow just yourself to pass through or 3 PP to cause the mirror to turn into a portal for 2 rounds and allow multiple people through. Any medium or smaller mirror will only allow 1 person/round to go through. Any large mirror will allow 2/round, huge mirrors allow 4/round. Prerequisite: Mirror Sight, Mirror Search Oracle Talent Tree Characters with this talent are endowed with an ability to sense the approach of future events and react appropriately.

Hunch: The character has an innate ability to sense trouble in the air. The hero can make a Will saving throw (DC 15). On a successful save, the character gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Nightbreed Base Class level. Prerequisite: Empathy (SRD).

Foretell: When the character is in a situation where she must select between two or more options or courses of action, she can spend 1 Action Point to attempt a Will saving throw (DC 10 + the EL of the encounter). If the save succeeds, the character can determine which option or course of action is potentially the least dangerous. In this case, “dangerous” is defined as being likely to cause personal injury to the character. It does not mean the option having the greatest chance of success. If two or more of the options are equally safe, the GM should inform the character that the possible outcomes are equally dangerous (or equally safe). Prerequisites: Empathy (SRD), Hunch.

Prophetic Vision: With this talent, the hero can spend an Action Point to gain insight into the immediate future. Although this glimpse is not enough for complete understanding of future events, it does grant the hero significant bonuses. These prophetic visions allow the hero to add his Wisdom modifier to his Defense (as a dodge bonus), Reflex saves, Initiative checks, and attack rolls for 1 round per level of his Nightbreed Base Class. Prerequisites: Empathy (SRD), Hunch, Foretell. Portal Talent Tree The breed has learned to use and access the portals going between our world and the shadow lands.

Doorway: This power allows the character to create a portal of pure black energy about the size of a standard door that will teleport any who pass through it to a location the nightbreed has been to or has line of sight to. This takes 1 full round of concentration that does provoke an attack of opportunity and costs 3 PP to activate. The doorway will stay open as long as the creator wishes up to a maximum of 4 rounds. The maximum range for the doorway is 1 mile per character level. For 6 PP, the doorway can be opened onto the nightlands. If used this way, it will only provide a portal to the corresponding location in the nightlands.

Lightning Rider: This very unique ability allows the nightbreed to transform into pure electrical energy who can

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then leap into a phone line and use it for travel. The character simply calls the phone number of the location he wants to travel to then “jumps” into the phone line. Travel takes about 1 round for every 100 miles traveled, so a call from Chicago to Los Angeles (about 1300 miles) would take just over 2 minutes to complete. Once the character has jumped into the line, the call does not need to remain open. Even if the phone is hung up or the cords is pulled from the wall, he will still make it to his destination. He will either knock the receiver off it’s hook as he appears or he will jump out of the wall jack. If the line is cut further up the stream (Say the line is cut at the junction box nearest the house) the character will emerge from where the line is cut. Each use of this talent costs 3 PP.

Teleport: This amazing ability allows the character to physically teleport himself per the Teleport spell found in the Players Handbook for D&D 3.5 except for range, which is 100 miles per character level. This ability costs a staggering 8 PP per use. Prerequisite: Either one of the other powers from this talent tree, character level 12. Protection Talent Tree This character has developed supernatural protective and healing abilities.

Soul Shield: This ability essentially protects the characters mind. It prevents the See Truth talent from working on the character, it also masks alignment and provides a +6 bonus to all Will saves against any type of mental contact, mind reading or control. The power costs 3 PP for every hour of use.

Sharing the Flesh: This power allows the Nightbreed to share of his own health in order to heal another. The power uses 1 PP to activate. To simply stabilize a dying person, the character willingly takes 1D6 subdual damage. To heal HP damage, the character takes 1D6+1 subdual damage for every 1D6 HP they wish to heal. In order to heal ability damage, the character can willingly take 1 point of ability damage in order to restore 2 points of ability damage of the target. The type of ability damage taken has to be the same type as that which was restored. (ie: to heal Con damage, the character must take Con damage himself.)

Anti-Magic Shell: This power creates a shell that radiates 20’ + 10’ per character level that renders all magic/ psionic spells, effects & items useless. This works just as anti-magic spell from the Player’s Handbook 3.5. The power costs 5 PP per minute to maintain. Shadow Force Talent Tree This character has learned to manipulate the shadows around him, even to the point of it becoming a semi-solid force.

Shadow Shield: This creates a sphere of utter darkness that surrounds the nightbreed. The size of the sphere is 6” larger that the breed is tall. This shield provides a 30% miss chance for all attack made against him. Additionally it provides DR:4/Light. This costs 1 PP to activate & 1 PP/ minute it is active.

Shadow Jump: This allows the ‘breed to use shadows for short distance teleports. The maximum range is 20’ per character level. The character must be within a shadow that completely covers his body and the destination shadow must also be large enough to cover his entire body. Activation costs 2 PP for every 100’ teleported or fraction thereof.

Shadow Blast: The Nightbreed can fire blasts of semi-solid black energy that deals 1D4 points of damage per PP spent. The range is 20’ + 10’ per character level. It acts as a ray touch attack and uses a standard action. Prerequisite: Either one of the other powers on this talent tree, base attack bonus of +4. Quicker Than the Eye Talent Tree Heroes with this talent tree can spend an Action Point to begin moving so rapidly that they are actually quicker than the eye, appearing as blurring streaks of color. This effect causes them to gain a concealment-based miss chance against all attacks directed at them. Quick: By spending one Action Point, the hero begins moving so rapidly that all attacks against him suffer a miss chance of 20%. This miss chance persists for 3 rounds plus 1 round per Fast hero level. Quicker: When the hero spends an Action Point to gain a miss chance, that chance is increased by 10% (total 30%). Prerequisite: Quick. Quickest: When the hero spends an Action Point to gain a miss chance, that chance is increased by 10% (total 40%). Prerequisites: Quick, Quicker. Quickest of Them All: When the hero spends an Action Point to gain a miss chance, that chance is increased by 10% (total 50%). Prerequisites: Quick, Quicker, Quickest. Quick Thinking Talent Tree These characters are capable of unheard of rapidity for extrapolation of logic.

Keen Reflexes: The character can add their Intelligence modifier to their Reflex save in addition to any normal modifiers (such as high Dexterity). Keenly Skilled: Select one skill from those listed below. The character can add his Intelligence modifier in addition to the normal modifiers when making a skill check with that skill. This can be taken multiple times, each time it’s taken, choose an additional skill. Bluff, Climb, Diplomacy, Disguise, Drive, Handle Animal, Jump, Perform (Any single skill), Pilot, Profession (any single skill), Ride, Sense Motive, Survival & Swim. Perspicacious Response: The character can add his Intelligence modifier to Initiative in addition to any normal modifiers such as Dexterity. Greater Perspicacious Response: The character can add their Base Will Save in addition to their Intelligence, Dexterity & any other modifiers to their Initiative. Prerequisite : Keen Reflexes, Perspicacious Response. Recovery Talent Tree The character has developed a heightened healing system. This system works more effectively in the breed form than it does in human form.

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Increased Healing: The character heals twice as fast as normal in human form and heals 4 times as fast in breed form. Fast Healing I: The character may spend 2 PP to gain fast healing 1 for 10 rounds (1 minute) in human form or fast healing 2 in Breed form. Prerequisite: Increased Healing Fast Healing II: The character may spend 4 PP to gain fast healing 2 for 10 rounds in human form or fast healing 4 in Breed form. Prerequisite: Increased Healing, Fast Healing I Regeneration: The character can regain lost ability points (including STR lost due to PP conversion ability of the Psychic Breed Class) at a rate of 1 point per ability per 30 minutes. The character can also re-grow lost limbs in 48 hours. This ability only works while in breed form. Prerequisite: Increased Healing, Fast Healing I, Fast Healing II Swarm Talent Tree [Restricted] The character has learned how to control swarms of vermin or insects and eventually be able to transform into such a swarm themselves. In order to select this talent tree, the ‘breed must have at least one characteristic from one or more of the following breed form tables: arachnid, bat, insectoid or rodent. If the ‘breed has abilities from more than one breed form table, they must choose one with which this power works.

Summon Swarm: The breed can summon a swarm of the vermin type he selected. This summons a swarm of the type of vermin your breed form is tied to (bats, rats or spiders) it appears at the ‘breeds feet and immediately attacks the summoner’s designated target. The ‘breed can control the direction of the swarm and denote who is friend or foe. This costs 2 PP to summon and lasts for as long as the ‘breed concentrates plus an additional 2 rounds.

Empower Swarm: By expending another 2 PP, the ‘breed can empower the summoned swarm so that it covers twice as much space, has maximized hit poits, and deals an additional +1D6 damage per round per person within the swarm’s area of effect. Prerequisite: Summon Swarm

Swarm Legion: The ‘breed can choose to summon additional swarms at a cost of 1 PP for each additional swarm, up to a maximum number of swarms equal to his CON bonus. If this is done and the ‘breed wishes to use empower swarm, all the swarms are empowered and it costs 2 + 1 PP per additional swarm to empower. Prerequisite: Summon Swarm, Empower Swarm

Become Swarm: The ‘breed can transform into a swarm, his body breaking up into the individual vermin. For all intents and purposes he is physically a swarm. He retains his own Hit points, Saves and mental abilities. Any damage he suffers in swarm form will transfer to him when he reverts back to his normal form again. If the swarm is destroyed, the ‘Breed can make a Ref & Fort save, both at a DC of 15 + the amount of damage the killing blow dealt. If he makes both saves, then at least one vermin survived the attack and was able to get away. This means he will survive but will only have 1 hit point

and half his normal Con score (round down). The hit points and lost CON will heal at the normal rate for lost hit points and ability scores. This ability costs 5 PP and lasts for a number of rounds equal to his CON score +10. He can extend this duration another 10 rounds by expending another 3 PP. Prerequisite: Summon Swarm, Empower Swarm, swarm Legion Weather Control Talent Tree When this tree is selected, character gains a new class skill: Control Weather. This is a very unique talent tree. The abilities gained allow the character to gain greater control of the weather in his surrounding area. This talent tree is skill based. Meaning the character needs to invest skill points into it in order to advance his power level or control over it. However, you do not roll a D20 to make a skill check with this power. Instead, the number of power points spent determines the effective roll made with this skill. In addition to the PP cost listed for the individual effects, the character must also spend PP per the following table to see how effective he was with the power. PP D20 “Roll” 0 5 1 10 3 15 5 20 The only exception to this rule is when two characters with this power are attempting opposed skill checks. This is handled as a normal opposed skill check with both characters rolling a D20 and adding there skill rank to the roll.

Basic Control: Allows for Fog. Max skill allowed is 10 ranks. The effectiveness of this ability is based upon the characters skill roll. The character can take a 10 or 20 using the skill in this way. Raising the fog costs 1 PP and remains for 1D6 minutes + 1 minute for every 5 points above 15 on the skill check., then it will disperse like normal fog (ie: if it is a very calm day, the fog may remain for quite a while, the windier it is the faster it will disperse.) Skill Roll Fog Thickness Radius of Effect Less than 10 None None 10-13 Light 50 ft. 14-17 Light 100 ft. 18-21 Normal 500 ft. 22-25 Normal 100 ft. 26-29 Pea Soup 1/2 mile 30-33 Pea Soup 1 mile 34-37 Pea Soup 2 miles 38-41 Pea Soup 5 miles 42 + Pea Soup 10 miles Light Fog: Obscures all sight, including Darkvision, beyond 30 feet. Creatures between 15 - 30 feet away have one-half concealment (attacks against them have a 20% miss chance). Normal Fog: Obscures all sight, including Darkvision, beyond 20 feet. Creatures between 10 – 20 feet away have one-half concealment (attacks against them have a 20% miss chance). Pea Soup Fog: Obscures all sight, including Darkvision, beyond 10 feet. Creatures between 5 - 10 feet away have one-half concealment (attacks against them have a 20% miss chance).

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Lowering Fog In order to lower fog, the character must spend 1 PP and make a Weather Mastery skill check. The fog will be lowered by one degree of severity within the radius of effect. Multiple applications of this power will have a cumulative effect. Prerequisite: Character level 4

Increased Control: This allows the character to have a max of 16 ranks in the skill and allows manipulation of wind. Summoning the wind costs 2 PP and will remain for 1D6 minutes + 1 minute for every 5 points above 15 on the skill check. Skill Roll Wind Force Area of Effect Less than 10 None None 10-13 Light 10 ft. x 20 ft. 14-17 Moderate 10 ft. x 30 ft. 18-21 Strong 20 ft. x 40 ft. 22-25 Strong 20 ft. x 50 ft. 26-29 Severe 20 ft. x 60 ft. 30-33 Severe 20 ft. x 70 ft. 34-37 Windstorm 20 ft. x 80 ft. 38-41 Windstorm 25 ft. x 100 ft. 42 + Hurricane 25 ft. x 150 ft. Wind effects are as follows: Light Wind (10 MPH): Light wind has little or no game effect, though it may provide a cooling breeze or prevent smoke, fog, or some form of harmful gas from approaching the character. Moderate Wind (20 MPH): A moderate wind has a 50% chance (per round) of extinguishing small unprotected flames, such as candles. Strong Wind (30 MPH): A strong wind will automatically extinguish small unprotected flames, and will impose a -2 penalty to ranged attacks and Listen checks within its area of effect. Tiny creatures or smaller must succeed in a Fort Save against a DC of 10 or be knocked down. Severe Wind (50 MPH): A severe wind imposes a -4 penalty on ranged attacks and Listen checks within its area of effect. Medium size creatures must succeed in a Fort Save against a DC of 15 or become checked. Small creatures must make the Fort Save or become knocked down. Tiny creatures (or smaller) must make the save or be blown away. Windstorm (70 MPH): Windstorms are powerful enough to tear down branches, if not entire trees. Unprotected flames are automatically extinguished. Protected flames (such as lanterns) or larger fires have a 75% chance of being extinguished. Ranged weapon attacks become impossible, although heavy weapons may still be used. Listen checks receive a -8 penalty. Large creatures must succeed in a Fort Save against a DC of 18 or become checked. Medium-size creatures must make the Fort Save or become knocked down. Small creatures (or smaller) must make the save or be blown away. Hurricane (150 MPH): All open and protected flames are extinguished regardless of size. Ranged attacks are impossible, unless made with heavy weapons, which receive a -4 penalty to attack. Listen checks are impossible. Trees will be uprooted, light structures will be blown down, and small vehicles will be flipped over or smashed by flying debris. Huge creatures must succeed in

a Fort Save against a DC of 20 or become checked. Large creatures must make the Fort Save or become knocked down. Medium-size creatures (or smaller) must make the save or be blown away. The following things might happen to a creature caught in an area of heavy wind effects: The following things might happen to a creature caught in an area of heavy wind effects: Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6 x 5 feet. Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are blown back 1d6 x 10 feet. Blown Away: Creatures on the ground are knocked prone and rolled 1d4 x 10 feet, sustaining 1d4 subdual damage per 10 feet. Flying creatures are blown back 2d6 x 10 feet and sustain 2d6 points of subdual damage due to battering and buffeting. A flying creature is always treated as though its size were one class smaller than its real size for determining heavy wind effects. Prerequisite: Basic Control, Character level 9

Storm Summoning: This allows the character to summon storms and increases the max number of ranks to 21. Summoning a Storm costs 3 PP and the storm will remain for 1D6 minutes + 1 minute for every 5 points above 15 on the skill check. Skill Roll Type of Storm Radius of Effect Less than 10 None None 10-13 Precipitation 50 ft. 14-17 Precipitation 100 ft. 18-21 Storm 500 ft. 22-25 Storm 100 ft. 26-29 Storm 1/2 mile 30-33 Powerful 1 mile 34-37 Powerful 2 miles 38-41 Powerful 5 miles 42 + Catastrophic 10 miles Precipitation: Most precipitation is in the form of rain, but in cold conditions it can manifest as snow, sleet, or hail. Precipitation of any kind followed by a cold snap in which the temperature dips from above freezing to 30° F or below may produce ice. Rain: Rain reduces visibility ranges by half, resulting in a –4 penalty to Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind. Snow: While falling, snow reduces visibility as rain (–4 penalty to ranged weapon attacks, Spot checks, and Search checks). Once on the ground, it reduces movement by half. Snow has the same effect on flames as moderate wind. Sleet: Essentially frozen rain, sleet has the same effect as rain while falling (except that its chance to extinguish protected flames is 75%) and the same effect as snow once on the ground. Hail: Hail does not reduce visibility, but the sound of falling hail makes Listen checks more difficult (–4 penalty). Sometimes (5% chance) hail can become large enough to deal 1 point of damage (per storm) to anything in the open. Once on the ground, hail has the same effect on movement as snow. Storms: The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by

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three quarters, imposing a –8 penalty to all Spot, Search, and Listen checks. Storms automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. Severe winds (50 MPH) rage across a storm’s area of effect. There are three kinds of storms: Duststorm: These desert storms differ from other storms in that they have no precipitation. Instead, a duststorm blows fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). Most duststorms are accompanied by severe winds (see above) and leave behind a deposit of 1d6 inches of sand. Snowstorm: In addition to the wind and precipitation common to other storms, snowstorms leave 1d6 inches of snow on the ground afterward. Thunderstorm: In addition to wind and precipitation (usually rain, but sometimes also hail), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter. As a rule of thumb, assume one bolt per minute at the center of the storm. Each bolt causes electrical damage equal to 1d10 eight-sided dice. One in ten thunderstorms is accompanied by a tornado (see below). Powerful Storms: Very high winds and torrential precipitation reduce visibility to zero, making Spot and Search rolls, Listen checks, and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and even protected flames have a 75% chance of being doused. Creatures caught in the area can make a Fortitude saving throw (DC 20) or face the following effects based on the size of the creature. Powerful storms are divided into the following four types: Windstorm: While accompanied by little or no precipitation, windstorms can cause considerable damage simply through the force of their wind (see Table: Wind Effects). Blizzard: The combination of high winds (see Table: Wind Effects), heavy snow (typically 1d3 feet), and bitter cold make blizzards deadly for all who are unprepared for them. Greater Duststorm: These duststorms deal 1d3 points of subdual damage each round on anyone caught out in the open without shelter and also pose a choking hazard (see The Drowning Rule—except that a character with a scarf or similar protection across his mouth and nose does not begin to choke until after a number of rounds equal to ten times his Constitution score). Greater duststorms leave 2d3–1 feet of fine sand in their wake.

Greater Thunderstorm: Greater thunderstorms are accompanied by more frequent lightning over a wider area. There is a 75% chance of a tornado forming within the area of a greater thunderstorm. Lowering a Storm In order to lower a storm, the character must spend 1 PP and make a Weather Mastery skill check. The storm will be lowered by one degree of severity within the radius of effect. Multiple applications of this power will have a cumulative effect. Opposed Weather Mastery Checks If two characters with this ability square off in an effort to control the weather in an area, they should face one another in an opposed Weather Mastery check. The winner controls the area for the next ten minutes, after which another opposed check may be attempted. Prerequisite: Basic Control, Increased Control, Character level 12

Weather Mastery: This allows the character to have as many ranks in this skill as normally allowed for any class skill (3+level) and also allows the summoning of lightning bolts. Each Lightning Bolt costs 1 PP and takes a standard action to do so. For individual Targets, it is a range touch attack. For those bolts that cover larger areas, all in the affected area can make a Reflex save (DC 10 + ½ Character Level + Caster stat modifier, Int for Arcane, Wis for Divine). Lightning Bolts cannot be summoned unless the sky is considered mostly cloudy. Skill Check Bolt Radius Bolt Damage* Less than 10 None None 10-13 1 opponent 1d6 14-17 1 opponent 2d6 18-21 5 ft. 3d6 22-25 5 ft. 4d6 26-29 5 ft. 5d6 30-33 5 ft. 7d6 34-37 10 ft. 8d6 38-41 10 ft. 9d6 42 + 10 ft. 10d6 *Bolt damage is increased by +1d8 if the bolt is drawn down out of a sky that is already heavily overcast. Prerequisite: Basic Control, Increased Control, Storm Summoning, Character Level 16

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