Special Talents
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Important Note:  The One of Darkness possesses ALL of the following Talents.  He does not possess any of the Talents out of the Nightbane RPG, or any of the supplements from that book.

Basic Talents:

Flight
      This Talent enables the Nightbane to hover and fly up to 200 mph. While in flight between 100-200 mph, the ‘Bane is +2 to strike and +4 to dodge. The character does not need wings to fly.
     Limitations: Usable by the Morphus form only.
     Cost: 4 P.P.E. for permanent acquisition. 4 P.P.E. to activate it. The character can stay in flight for 5 minutes per level of experience.

Turn Invisible
     This Talent enables the Nightbane to turn invisible. The effects are identical to the spell Invisibility: Lesser.
     Limitations: None; usable by both Façade and Morphus.
     Cost: 6 P.P.E. for permanent acquisition, 3 P.P.E. to activate it. The character can stay invisible for 3 minutes per level of experience.

See Invisible
     This Talent simply enables the character to see invisible opponents. The range is equal to normal line of sight.
     Limitations: None; usable by both Façade and Morphus.
     Cost: 2 P.P.E. for permanent acquisition; 1 P.P.E. to activate it. The character can see the invisible for 10 minutes per level of experience.

Mind Control Talents:

Way of the Zombie
     This Talent emits a black cloud that enters the mouth, nose, and ears of the victim. This causes the opponent to become basically mindless (reduce I.Q. to 4) and is only able to punch for the duration of the magic. All spell knowledge, martial arts, and special abilities are temporarily forgotten. As well, the enchanted character can not physically harm the Nightbane for the duration of the effect. The victim gets to save versus magic of 14 or higher.
     Limitations: Usable by the Morphus only. Not available until fifth level.
     Cost: 10 P.P.E. for permanent acquisition, 10 P.P.E. to activate. The victim remains under the Nightbanes control for 12 hours per level of experience.

Disorientation
     Another black cloud effect if the character fails a save against the black cloud they lose all sense of balance and is confused. All physical attacks are impossible (one attack per melee and all strike, parry, dodge, roll, pull, etc bonuses are –5) without the character falling over. Psionic and spell attacks are unaffected. The character can only move at a maximum speed of 5 without risk of falling over. The risk is 10% per 3 points of speed over 5, every melee round. The victim gets to save versus magic of 14 or higher.
     Limitations: Usable by the Morphus only.
     Cost: 6 P.P.E. for permanent acquisition, 5 P.P.E. to activate. The character remains disoriented for 5 minutes per level of experience.

Induce Terror
    This Talent induces a phobia towards darkness, to the point where the character can not function in even the slightest darkness, and only thinks of escaping and hiding from the darkness. No combat actions are allowed, except defensive actions (at full bonuses), the character will try to run away at the first opportunity. The victim gets to save versus magic of 14 or higher.
     Limitations: Usable by the Morphus only.
     Cost: 4 P.P.E. for permanent acquisition, 4 P.P.E. to activate. The character remains in a phobic state for 2 minutes per level of the Nightbanes experience.

Defensive Talents:

Negate Spell
     This Talent instantly negates any spell attack leveled at Mephisto. Must be a magic spell. The physical effect is a puff of black smoke or a black ball counteracting the spell effect. The spell that the Nightbane is trying to cancel gets a saving throw vs. magic of 14 or higher. The spell trying to be cancelled gets no bonuses to save.
      Limitations: Usable by Morphus only. Not available until third level. Can only be attempted on spells as they are currently being cast.
      Cost: 6 P.P.E. for permanent acquisition. 6 P.P.E. per each spell cancellation attempt.

Aura of Darkness
     This Talent creates an aura of protective energy around the Nightbane; it looks like crackling black energy surrounding him. Protects from all physical attacks, as it takes the damage from physical attacks. The Aura provides 200 S.D.C. (or M.D.C. in Rifts), plus energy attacks do half damage, those who physically touch the Aura suffer 3D6 points of damage from the crackling energy.
     Limitations: Usable by Morphus only.
     Cost: 8 P.P.E. for permanent acquisition. 8 P.P.E. per activation. Lasts 4 minutes per level of experience.

Attack Redirection
    This talent will redirect the force of an attack away from the Nightbane. The attack must be a distant energy/projectile attack (such as natural energy blasts or gunfire). The Nightbane upon using the talent, will create a black surface in midair which will redirect the attack elsewhere. The character can attempt to hit targets on his left or right side with this, at –5 to strike (takes place of the character’s normal defensive action). Only one attack at once can be redirected. Normal parry bonuses don’t apply to the attack redirection, but a special +6 bonus applies to this defensive move.
     Limitations: Usable by Morphus only.
     Cost: 6 P.P.E. for permanent acquisition; 6 P.P.E. per attack redirection attempt.

Offensive Talents:

Fist of Darkness
     When the Nightbane throws a punch, kick, knee, or elbow, a huge black fist, knee, foot, or elbow (same as the Nightbane’s attack) appears and strikes his opponent, regardless of how far away his opponent is, up to 500 feet (152m) away. This basically allows the Nightbane to hit two people in one attack!  The person being attacked by the Fist of Darkness gets to defend against it like a normal, physical attack.
     Limitations: Usable by Morphus only. Not available until third level.
     Cost: 10 P.P.E. for permanent acquisition. 10 P.P.E. per attack attempt.

Cold of Death
     This Talent creates a huge cutting wind that causes the opponent to be bombarded by a blast of super-freezing cold. The victim of this attack can try to dodge the cutting wind at a natural 18, or 22 with bonuses. The attack does 4D6 S.D.C. (or M.D.C. in Rifts Earth damage) plus 1D6 per level of the Nightbane. Those vulnerable to cold suffer double damage.
     Limitations: Usable by Morphus only.
     Cost: 6 P.P.E. for permanent acquisition. 6 P.P.E. per activation.

Energy Drain
   This debilitating Talent drains the opponent of their psionic and/or magic reserves; rending them unable to cast spells or use psychic attacks. The energy drain drains 10 P.P.E. and/or I.S.P. (in any combination, such as 7 P.P.E. and 3 I.S.P.) per level of the Nightbane. The victim gets a save versus magic at 14 or higher.
     Limitations: Usable by Morphus only. Not available until fifth level.
     Cost: 12 P.P.E. for permanent acquisition. 12 P.P.E. per activation.

Dark Strike
   This Talent creates a powerful blast of three nearly simultaneous force blasts, one right after the other. These are jet-black blasts and are a hard, pounding force. They do a total of 3D6 S.D.C. damage (or M.D.C. in Rifts), plus 3D6 every 3 levels of experience. At fifth level, the character is skilled enough to divide the attacks amongst three separate targets. However, the secondary attack is –3 to strike, and the tertiary attack is –6. This still counts as only one melee attack, but all the targets must be within the line of sight of the Nightbane. The attacks do 1/3 of their normal damage each if they are divided.
     Limitations: Usable by Morphus only. Not available until third level.
     Cost: 12 P.P.E. for permanent acquisition. 12 P.P.E. per activation.

Elite Talents:

Spiral of the Void
     A highly volatile Talent, this Talent has the single effect of creating a huge spiral of magic energy with a microgram of anti-matter in the middle, and the spiral is then sent towards an opponent. The anti-matter then reacts with the matter and creates a tremendous explosion. An extremely powerful opponent won't be killed by this, but WILL be extremely injured. The person caught in the epicenter will suffer 1D6 x 100 S.D.C. (or M.D.C. in Rifts) damage, and those within a 10 foot range will suffer 3D6 damage (the blast is fairly contained). The opponent may try to dodge the Spiral; it requires a dodge roll of 16 or higher including bonuses.
     Limitations: Usable by the Morphus only. Not available until 10th level.
     Cost: 50 P.P.E. for permanent acquisition, 40 P.P.E. per activation. An instantaneous effect.

Columns of the Damned
     This Talent creates four columns of black crackling energy that spin towards the desired target; and releases a strong damaging paralyzing electrical shock to the opponent. The victim can attempt to save against the attack by making a saving throw against magic at 14 or higher. Inside the column can be seen jet black screaming faces. Once struck by one of the columns, the opponent is subjected to their most horrifying fear in the form of a nightmare, while their body lay in a completely vulnerable state. The attack does no damage, but places them in a very deadly situation.  
      They will also be overwhelmed by the cause of the stigmata of the Nightbane and will hear many horrific screams and images of torture and degradation. The attack is so traumatizing that a save versus insanity must be made once the effects end. While in the dream-state, the victim is totally oblivious to what is happening outside in the real world. Conversely, no one will be able to help the character either.
     Limitation: Usable by the Morphus only. Not available until 7th level.
     Cost: 15 P.P.E. for permanent acquisition. 12 P.P.E. per activation. The columns last for 1 minute per level of experience, while those stuck in the dreamlike state are there for 1 hour per level of experience.

Damnation
     This Talent transforms the victim into one the Dark Elves. The victim effectively dies and gets all their memories and experience wiped clean. The physical effect of this Talent is that the victim is engulfed in a hard black liquid that pours from the Nightbane. The victim stays engulfed for 3 hours upon which the black ooze starts to evaporate, leaving the person there a new Dark Elf. The only way to save the character once they are in the black shell are to either kill the Nightbane, or break the shell which has an A.R. of 15 and 600 S.D.C. If they are breaking the shell past the first hour, the victim will be in shock; 15% chance of being in a coma, plus 2% per 10 minutes past one hour. As well, the transformation will have begun, so the character will have features of both their native race and the Dark Elf. Once they are transformed, they can not be transformed back. Note however, that this Talent can not be used against Nightbane.
     Limitations: Usable by Morphus only. Not available until 5th level.
     Cost: 35 P.P.E. to permanently acquire. 35 P.P.E. per activation, plus 1 P.P.E. from the characters permanent base! The effects are permanent.

Shadow Drifting: Special Talent
    A form where the Nightbane generates a pocket dimension around himself and he at the same time straddles several dimensions simultaneously. He loses a physical form while doing this, and only the following select Talents are available to him. Conversely, he's also unaffected by all attacks except those that specifically target dimensional-capable opponents. Note that the Shadow Drifting Talents are not available in any other form.
     Limitations: Usable by Morphus only. Not available until 10th level.
     Cost: 80 P.P.E. to permanently acquire. 30 P.P.E. per activation. Lasts 20 minutes per level of the Nightbane. The acquisition cost is so high because all of the special Shadow Drifting Talents can be used at no cost while in Shadow Drifting form!

Shadow Drifting Talents

Shadow of the Spectre
     The opponent is blinded by MAGIC darkness and unable to see. To everyone watching, including victim, the person is engulfed in a complete darkness, so those bystanders won't see the attacker either. Of course, the Nightbane isn't affected by this darkness. The dark cloud will appear to come out of nowhere (actually it appears like the darkness is coming from within the victim) and is not able to be dodged. While in the cloud, the victim is –6 to strike, parry, and dodge any attacks.

Force Bolt
    A hard impacting bolt is directed at an opponent. Does 5D6 S.D.C. (or M.D.C. in Rifts). Limited to one Force Bolt attack per melee round while Shadow Drifting.  Gets a magical bonus of +4 to strike.

Wracked With Pain
    Opponent is struck with incredible pain that rushes through their whole body. Lasts for one hour per level of the Nightbane. The character is unable to move without intense pain wracking their whole body. They must make a save versus pain (14 or higher, P.E. bonuses applicable) or suffer the following: -2 attacks, -4 on all combat attacks, plus speed is reduced by 70% and P.S. and P.E. are reduced by 25%. Doing this Talent to the same target has no cumulative effect, and does no S.D.C. damage.

Tendrils of Darkness
     Several magical tentacles are formed which can interact with an opponent. They are jet black in colour. 10 tentacles are formed. Can't be cut by normal weapons. They are strong, long, and agile, and ideal for hand to hand combat.
Combat Stats:
Attacks Per Melee: 10 attacks per melee in total (one attack per tentacle)
Bonuses:  Each is +4 to strike, +6 to parry, and +8 to auto dodge (the tentacle can dodge without using up a melee attack).
Damage: A tentacle swat does 4D6 S.D.C. (or M.D.C. in Rifts) and a choking attack does 3D6 S.D.C. (or M.D.C. in Rifts).
Note: Each tentacle can engage a different opponent, or several tentacles can attack the same target.
Attributes of Note: P.S. 40, P.P. 22, all others not applicable.  Each has an A.R. of 15 and 150 S.D.C. (no hit points as they are not alive.)