One Of Darkness
Dark Elf R.C.C.

Special Talents

Plots and Plans

Description

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     The One of Darkness is the name given to the being who lives on the south coast of Irian Jaya. The only KNOWN foreigner to have spent any amount of time on the island, no one knows anything about him. What is known is that he has mastered a bizarre form of magic (the tribal people consider it magic), he has been around for at least 300 years (he will occasionally talk about the Great Cataclysm to someone, but very few get the nerve to confront him), and is obviously from elsewhere. He speaks an alien form of language (anyone who speaks English will be able to converse with him instantly) and has alien customs.
    The truth behind the One of Darkness is that he is a very ancient and powerful Nightbane, who is currently biding his time. His palace is a dimensional rift between Rifts Earth and Nightbane Earth, and he occasionally travels back to Nightbane Earth to keep tabs on the Nightlords, especially Lord Moloch. The One of Darkness plans to sometime soon (for one such as himself, soon is within a few decades) launch an offensive against Moloch and drive him back to the Nightlands. Until then, he will keep tabs, continue to increase his army, and leave clues and ideas to the Resistence and other factions on Nightbane Earth.
    The One of Darkness is definitely more powerful than the typical Nightbane, and may be a match for a Nightlord in a one-on-one match. He will not explain to anyone where he got his powers from, and one better not force the issue with an individual such as the One of Darkness.

One of Darkness

Real Name:  Unknown
Alignment:  Abberent
Attributes(Facade): I.Q. 14, M.E. 9, M.A. 11, P.S. 8, P.P. 9, P.E. 9, P.B. 12, Spd. 10
Attributes (Morphus):  I.Q. 14, M.E. 9, M.A. 24, P.S. 24, P.P. 24, P.E. 24, Spd. 24
Hit Points(Facade):  59
S.D.C. (Facade): 35
Morphus (M.D.C. While on Rifts Earth): 526
Hit Points (Morphus, while on Nightbane Earth): 176
S.D.C. (Morpheus, while on Nightbane Earth): 350
Horror Factor:  None in Facade, 13 in Morphus
P.P.E.: 280
R.C.C.: Nightbane
Level of Experience: 17th!
Natural Abilities:  All the basic powers, abilities, and bonuses of the Nightbane R.C.C.; see Nightbane RPG pages 85-114 for details.
1.  The Becoming:  One of Darkness can transform from his facade to his morphus in one full melee round or by making an M.E. roll at +4.  Note that he has not assumed his facade form for over 400 years.
2.  Supernatural Senses: One of Darkness has nightvision in both facade (200 feet/61m) and morphus (500 feet/152m) and can sense the presence of other Nightbane up to 810 feet (247m) as well as recognize other Nightbane when face to face.
3.  Supernatural Attributes:  Nightbanes have supernatural strength and endurance, in addition, they regenerate from damage at a rate of 10 hit points/SDC (or M.D.C. on Rifts Earth) per melee round.
4.  Mirror Walk:  Nightbane can cross over to the Nightlands by spending two P.P.E. in their morphus form and using a miror of any size.   Can carry up to 100 pounds (45kg) of inanimate matter or can carry people at a cost of one P.P.E. per two pounds.
5.  Immunities: Nightbanes are immune to all forms of mind control, immune to a vampire's slow kill bite, and cannot be physically transformed by any means.
Disposition:  One of Darkness is an intense, introverted individual who rarely speaks to anyone, and even less so to strangers.  He is usually seen spending most of his time in his palace, which the locals do not realize is a dimensional portal to his home dimension.  He is not overly threatening, although he has an eerie calm about him, and you don't know what he's up to.  In general, he won't attack unless attacked upon first, and will often do what he can to help those whom he believes truly deserve it.
Description:  See seperate section.
Talents:  See seperate section.
Psionic Powers:  None
Combat Abilities (Facade): Hand to Hand:  Expert
Combat Abilities (Morphus):  Hand to Hand:  Martial Arts
Number of Attacks (Facade): 5
Number of Attacks (Morphus):  6
Damage (Facade): Normal Human Damage
Damage (Morphus): 2D4 S.D.C. Restrained Punch, 3D6 M.D.C. full strength punch, 6D6 M.D. power punch (counts as two attacks).
Bonuses (Facade):  +2 to strike, +5 to parry and dodge, +2 to roll/pull, +3 to damage, Critical Strike natural 18-20, KO/Stun natural 18-20, Death Blow natural 20, Critical Strike from Behind, 1D6 bodyflip/throw, 1D6 kick, Paired Weapons, +1 to save versus horror factor, +1 to save versus disease, +2 to save versus magic.
Bonuses (Morphus): +3 to save versus horror factor, +1 to initiative, +9 to strike, +9 to parry and dodge, +6 to pull, +10 to roll, +13 to damage, Critical Strike natural 18-20, Ko/Stun natural 18-20, Death Blow natural 20, 1D6 Bodyflip/throw, 1D8 kick, Paired Weapons, +3 to save versus disease, +4 to save versus magic, +3 to save versus psionics, 80% trust/intimidate, 70% charm/impress.
Vulnerabilities/Penalties: None
O.C.C. Skills Of Note:  All Science skills at 98%, all Lore at 98%, dozens of languages and literacy at 98%, All Wilderness skills at 96%, W.P. Sword, W.P. Shield, W.P. Lance, Horsemanship, as well as several ancient skills unknown to modern man.  More modern skills include Basic Radio 70%, Computer Operation 50%, Demolition 55%, Demolition Disposal 55%, Tracking 45%, Intelligence 85%, Detect Ambush 90%, Detect Concealment 85%, and Interrogation at 98%.
Allies of Note:  None, other than his minion race, the Dark Elves.
Minions: As Above
Weapons and Equipment of Note: Wears a magical cloak to cover up his stigmata, that has an M.D.C. of 80 and regenerates at a rate of 1D6 per minute (even if completely destroyed it will regenerate).  This cloak prevents all sensory probes (see aura, empathy) from registering anything about him.  The clock completely covers his body and shows just a small part of his face.  He also weilds a magic sword that does 1D6 x 10 damage against most foes, but 3D6 x 10 damage against Nightlords, their Avatars, and their Princes.  It does 2D6 x 10 damage against Hounds, Hunters, and Vampires.  The sword has no intelligence, no will, and can be used by anyone. 
Money:  has no use for it.