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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 Form
Following 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 Scorpion: Claw: 1D6[3 EP] & Tail Stinger: 1D4[2 EP] + poison
These are people who tend to believe in the supernatural and fear (as above)[4 EP] Unearthly Beauty
magic and mages These features are either the result of an inner beauty or an
Were-Amphibian [10 EP]: A barely humanoid amphibian with incarnation of some darker facet of the personality. Those who
over long fingers, and smooth, moist skin. take on these aspects often have an innocence to them.
Str+2[2 EP], Con+2[2 EP], Dex+2[2 EP], Cha-4[-4 EP]; Jump & Doll-Like [4 EP]: Your skin is unnaturally smooth and
Swim Checks +5[5 EP], natural bite: 1D4+1[3 EP] featureless, you are also shorter than normal, however your
Amphibian Humanoid [8 EP]: The creature is more human, but proportions are unaltered.
with bowed legs, webbed hands and feet, smooth skin, and large Cha+2[2 EP]; in good light Will save (12) or become unsettled[2
eyes. EP], Character is Small (3’ + 2D6”)
Str+2[2 EP], Dex+2[2 EP], Cha-2[-2 EP]; jump & swim check Animal Magnetism [6 EP]: You naturally exude that special
+4[4 EP]. Bite: 1D3+1[2 EP] something the opposite sex just craves.
Amphibian Centaur [17 EP]: The Nightspawn has the upper Cha+ 6[6 EP]
body of a were-amphibian and the lower of a large amphibian. Elfin Features [2 EP]: You are a slender build, have larger than
Str+4[4 EP], Con+2[2 EP], Dex+2[2 EP]; Large Size[2 EP], normal eyes & slightly pointed ears.
Jump & swim checks +4[4 EP], bite: 1D4+1[3 EP] Reduce Height 1D6 inches. Cha+2[2 EP].
Physical Perfection [6 EP]: You appear as an example of
Arachnid physical perfection.
Spiders are schemers who like complex webs of intrigue. Str+2[2 EP], Con +2[2 EP] & Cha+2[2 EP]
Scorpions are vicious predators, stubborn, and unwilling to Fallen Angel [8 EP]: Your strikingly beautiful features and
compromise. feathered wings set you apart.
Were-Arachnid [18 EP]: Your form is a vaguely humanoid Cha+4[4 EP], Feathered Wings that give you flight 20’ w/
creature with 2 legs and six arms if spider or 2 legs, 2 arms, 2 Average Skill. To fly, character must be able to extend wings to
claws, and a tail if scorpion. The head is inhuman with 4-6 eyes, full 20’ wingspan[4 EP].
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]. Avian/Bird Table
Spider/Scorpion Centaur [13 EP]: Your lower body is either in They are usually wanderers by heart, those that covet freedom, or
the form of a scorpion or a spider. “fly” away from their problems
Str+4[4 EP], Con+2[2 EP], Dex+2[2 EP], Cha-4[-4 EP] In Were-bird [19 EP]: The breed is a birdman with hands at the
addition, choose one of the arachnid types below: end of wings, a bird like head, and feathers that cover the whole
Spider: Bite 1D4+1[3 EP] + poison (as above)[4 EP], Climb +4 body.
[2 EP]

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Dex+4[4 EP], Fly speed 60 w/ average ability. To fly, character Bear Head [4 EP]: The body is normal and the head is that of a
must be able to extend wings to full 20’ wingspan[6 EP]. Spot bear.
+6[3 EP], Beak: 1D4+1[3 EP], Claw: 1D6[3 EP] Bite: 1D6+1[4 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 Canine Table
full 20’ wingspan [6 EP]. Wolves are often leaders or team players. Dogs can be any kind
and each reflects a different personality trait. Foxes are tricksters
Bat Table All Get the Track Feat & Swim +2[3 EP]
Bats are people fascinated with darkness, vampires and demons. Were-Canine [13 EP]: This breed form is a humanoid-canine
Were-Bat [22 EP]: The breed is a bat-man with hands at the end creature.
of leathery wings, a bat like head, and thick short fuzz-like hair Str+4[4 EP], Dex+2[2 EP], Listen +2[1 EP], Bite 1D6+1[4 EP],
that covers the whole body. Claw 1D6[2 EP]
Str+2[2 EP], Dex+2[2 EP], Fly speed 60 w/ average ability. To Canine Humanoid [7 EP]: This breed is a lesser version of the
fly, character must be able to extend wings to full 15’ one above. It more resembles the classic wolf man.
wingspan[6 EP]. Listen +6[3 EP], Blind Fighting bonus feat[4 Str+2[2 EP], Bite 1D4+1[3 EP], Claw 1D6[2 EP]
EP]. Bite: 1D4+1 Canine Centaur [14 EP]: The breed has the upper body of a
[3 EP], Claws: 1D6[2 EP] were canine and the lower body of a dire canine.
Humanoid Bat [12 EP]: The skin is sparsely covered in fur, the Str+4[4 EP], Dex+2[2 EP], Con+2[2 EP], Cha-2[-2 EP], Speed
face and features are almost humanoid, and bat like wings upon +10’[1 EP], Bite: 1D6+1[4 EP], Claw 1D6[2 EP], Listen +2[1
the back. EP]
Dex+2[2 EP], Fly speed 30’ w/ average ability. To fly, character Canine Head [5 EP]: The breed is a normal looking body with a
must be able to extend wings to full 15’ wingspan[4 EP]. Listen dog or wolf head.
+4[2 EP], bite:1D3+1[2 EP], Claw 1D6[2 EP] Bite: 1D6+1[4 EP], Listen +2[1 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] Equine/Bovine/Deer Table
Bear Humanoid [11 EP]: This is much more human like, These are symbols of power and strength
though very muscular & hairy. All get Swim & Climb +2[2 EP]
Str+4[4 EP], Con+2[2 EP], Bite: 1D4+1[3 EP], Claw 1D6[2 EP] Were-Animal/Minotaur [12 EP]: The character is basically
Bear Centaur [17 EP]: This creature has the top half of a were- humanoid, but covered with fur, has a tail, cloven feet and has
bear and the lower half of a bear complete with four legs. the
Str+6[6 EP], Con+4[4 EP], Dex-2[-2 EP], Speed +10’[1 EP], head of the animal.
Large Size[2 EP], Bite: 1D4+1[3 EP], Claw 1D8[3 EP] 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 Insectoid Table
body is mostly human with hairy arms and chest. The feet are These are those Nightbreed who find themselves feeling
cloven and the head is mostly human except for horns or antlers alienated much of the time.
and animal features like large eyes, long face, large flat teeth, etc. All get +2 to swim, and climb[2 EP].
Str+2[2 EP], Dex+2[2 EP], Head But 1D6[1 EP], Kick 1D6[2 Were-Insect [13 EP+ 2 or 4 EP]: This breed is a bipedal
EP] combination of human and insect, with two pair of clawed,
Centaur/ Beast Man [16 EP]: The breed has the lower body of spindly arms, hands and legs, vaguely humanoid shape, and
a horse, deer, cow, moose etc and the top body is human with insectoid head complete with antennae, pincher-like mandibles,
horns or antlers. and multi faceted eyes.
Str+6[6 EP], Con+2[2 EP], Cha-2[-2 EP], Speed +10’[1 EP], Str+2[2 EP], Dex+4[4 EP], Con+4[4 EP], Cha-4[-4 EP], Bite
Large Size[2 EP], Horn Charge 2D6[4 EP], Kick 1D8[3 EP] 1D8+1[5 EP], Claw 1D6[2 EP], Spot +4[2 EP]
Equine/Bovine Head [4 EP]: This breed is a normal looking Special: Either Speed +20[2 EP] or Fly speed 30’ w/ average
human with animal head. ability. To fly, character must be able to extend wings to full 15’
Str+2[2 EP], Head Butt: 1D8[2 EP] 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
Feline Table insect humanoid and the lower body is that of an insect.
These are independent, lazy, or sensual Nightbreed Str+4[4 EP], Dex+2[2 EP], Con+4[4 EP], Cha-4[-4 EP], Large
All felines get +2 to climb, balance, swim, and move silently[4 Size
EP]. [2 EP], Bite 1D6+1[4 EP], Claw 1D8[3 EP]
Were Cat [15 EP]: This Breed looks humanoid covered in fur Special: Either Speed +20’[2 EP] or Fly speed 30’ w/ Average
with a full feline shaped head, body and tail. Ability. To fly, character must be able to extend wings to full 20’
Str+2[2 EP], Dex+4[4 EP], Dark Vision + 30’[1 EP], Listen +2 wingspan[4 EP]
[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 Reptilian Table
with short fur, cat like ears and eyes, sharp teeth, and a small tail. This form represented more of the cold blooded vicious
Str+2[2 EP], Dex+2[2 EP], Dark vision + 30’[1 EP], Listen +2[1 Nightbreed.
EP], Bite 1D4+1[3 EP], Claw 1D6[2 EP] All get +4 to swim[2 EP] and +2 to climb[1 EP]. All are cold
Cat-Like [6 EP]: Appears mostly human except for vertical slit blooded, taking double damage from cold attacks[-2 EP].
eyes, fangs, and retractable claws. Total Adjustment for this Breed Type: [1 EP]
Dex+2[2 EP], Dark Vision + 30’[1 EP], Bite 1D3+1[2 EP], Claw Were-Reptile [10 EP]: This is a bipedal mixture of reptile and
1D4[1 EP] man, with reptile being more prominent.
Feline Centaur [19 EP]: The creature has a lower body of a cat Str+4[4 EP], Dex+2[2 EP], Con+2[2 EP], Cha-4[-4 EP], Bite
and the upper body of a were cat. 1D6+1[4 EP], Claw 1D6[2 EP]
Str+4[4 EP], Dex+4[4 EP], Cha-2[-2 EP], Speed +20’[2 EP], Human-Reptilian [9 EP]: A human shape covered with scales.
Dark vision + 30[1 EP]’, Listen+2[1 EP], Jump +4[2 EP] Bite Str+2[2 EP], Dex+2[2 EP], Bite 1D4+1[3 EP], Claw 1D6[2 EP]
1D6+1 Reptilian Head [3 EP]: Human body with reptile head.
[4 EP], Claw 1D8[3 EP] Bite: 1D4+1[3 EP]
Cat Claws [2 EP]: The Nightspawn has retractable claws Reptilian Centaur [13 EP]: This breed has the lower body of a
Claw 1D6[2 EP] reptile and the upper body of a were-reptile.
Cat’s Head [5 EP]: Nightbreed has a human body with a Str+4[4 EP], Dex+2[2 EP], Con+2[2 EP], Cha-4[-4 EP], Speed
cathead. +10’[1 EP], Large Size[2 EP], Bite 1D6+1[4 EP], Claw 1D6[2
Dark vision + 30’[1 EP], Listen +2[1 EP], Bite: 1D4+1[3 EP] 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. Rodent Table
Dark vision + 30[1 EP]’, Listen +2[1 EP], Bite: 1D4+1[3 EP] 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]
7
Were-Rat [11 EP]: This breed is vaguely humanoid with small Snake’s Head [7 OR 16 EP]: The Nightspawn has a human
arms and claws, a tail, a full rat head, but it does stand erect. body and a snake’s head.
Dex+2[2 EP], Con+4[4 EP], Cha-2[-2 EP], Darkvision +60’[2 Bite: 1D4+1[3 EP], Blind Fighting Bonus Feat[4 EP]
EP], Bite 1D4+1[3 EP], Claw 1D6[2 EP] Special: can choose poisonous, bite damage becomes 1d6+1[4
Humanoid Rodent [10 EP]: This is a fur covered human with a EP] + poison (as above) [5 EP]
long weasel like face.
Dex+2[2EP], Con+2[2 EP], Darkvision +60’[2 EP], Bite 1D4+1 Stigmata Table
[3 EP], Claw 1D4[1 EP] Stigmata’s are usually the result of some psychological trauma.
Rodent Head [4 EP]: The body is normal and the head is that of Other times they are caused when the Nightspawn receives great
a rat. wounds during his first becoming.
Darkvision +30’[1 EP], Bite 1D4+1[3 EP] All gain +4 to Intimidate[2EP], -2 Cha[-2 EP] and fear aura
Rodent Centaur [12 EP]: The Nightspawn has the upper body effect to all those that can see the Stigmata (DC 10+1/2 level +
of a human with the lower body of a rodent. Con Modifier. Failure: Shaken for 1D4 rounds) [2 EP]
Str+2[2 EP], Dex+4[4 EP], Con+2[2 EP], Cha-4[-4 EP], speed [2 EP TOTAL]
+10’[1 EP], Dark vision + 60’[2 EP], Bite 1d4+1[3 EP], Claw Bloody Ooze [3 EP]: The Nightbreed’s body is covered in a
1D6 slimy, blood like liquid that is very slippery.
[2 EP] +4 to checks escape Artist or to escape any grapple[3 EP].
Corpse-Like [2 EP]: The Nightbreed’s skin is grayish-green, his
Snake Table eyes are sunken, and he looks like a days-old corpse.
Nightspawn with this form usually represent temptation, hunting, Con+2[2 EP]
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: Stitches [2 EP]: The crisscrossing of stitches all over the body
1D6 Con)[5 EP] gives the look of being rebuilt. Sometimes the limbs are of the
Constrictor (Bull, Boa): Improved grapple[4 EP], if grapple wrong size or even of an animal. This is especially true of
succeeds does 2D6 + double Str bonus in damage/ round[4 EP]. Nightspawn with animal and stigmata parts.
Bite: 1D2+1 Con+2[2 EP]
[1 EP] Nails [3 EP]: This breed has metal nails, spikes, pins, or screw
Scaly Skin [1 EP]: A normal human with scales for skin. protruding from his body. They can be localized to a single area
Natural Armor +1 [1 EP] or cover the whole body.
Half Man, Half Snake [14 or 15 EP]: Top half of a man, lower Unarmed Strike 1D6[2 EP], any grappler takes 1D4 damage[1
half of a snake (like Medusa w/ out the snake hair). EP].
Str+2[2 EP], Dex+4[4 EP] Razor Blades [3 EP]: Razor blades are unnaturally attached to
Special: pick one of the following. the Nightspawn. They may replace the teeth or the fingers nails
Poisonous (adder, viper, cobra): Bite 1d6+1[4 EP] + poison (DC or even cover the body like a porcupine’s quills.
10+1/2 level + Con modifier. Primary & Secondary damage: Unarmed Strike 1D6[2 EP], any grappler takes 1D4[1 EP]
1D6 Con)[5 EP] damage.
Constrictor (Bull, Boa): Improved grapple[4 EP], if grapple Broken Glass [3 EP]: Jagged pieces of glass are imbedded in
succeeds does 2D6 + double Str bonus in damage/ round[4 EP]. the character’s flesh. They can cover a small part of the body or
Bite: 1D3+1 the whole thing.
[2 EP] Unarmed Strike: 1D6[2 EP], any grappler takes 1D4[1 EP]
damage.

8
Barbed Wire/ Razor Wire [3 EP]: The head, arms, legs, or the Head Butt 1D10[3 EP]
entire body is covered in this stuff. Facial Tentacles [4 EP]: The face has small tentacles that can be
Unarmed Strike 1D6[2 EP], any grappler takes 1D4[1 EP] on the chin, like a living beard, around the mouth like a squid, or
damage. replace the hair like a medusa.
Eternal Wounds [2 EP]: The Nightspawn bears horrible Improved Grapple Bonus Feat[4 EP]
wounds that never heal. No Face [4 EP]: The character has a smooth face with absolutely
Con+2[2 EP] no features. Despite this the character has all senses as usual. The
Missing Skin [2 EP]: Patches of skin or all the skin of the character’s voice can be normal, muffled or have an inhuman
Nightspawn are missing revealing muscle, bone and tendons quality.
underneath. Alertness Bonus Feat[4 EP]
Con+2[2 EP] Biomechanical [2 EP + Special]: Choose an item from the
Leather Boy/Girl [2 EP]: Leather or other S&M gear has Biomechanical Table but the result only applies to the face.
replaced some or all of the characters skin. Con+2[2 EP], plus any bonuses from the biomechanical table.
Natural Armor: +2[2 EP]
Boils [2 EP]: Areas of the skin are covered with festering boils Alien Shape Table
or open sores. Plasmoid [6 EP]: This breed is shaped like normal but made out
Fort save +2[2 EP] of a jelly like blood. The shape can be changed by stretching or
Zippers [2 EP]: Horrible wounds are covered with zippers that puddle to fit through any space.
can be opened or closed. Con+2[2 EP], By spending a full round action, can automatically
Con+2[2 EP] succeed at any escape artist check[4 EP].
Bones [2 EP]: Some or all of the Nightbreed’s flesh and muscle Bark-like Skin [2 EP]: Instead of skin the Nightspawn has bark.
has been removed and only the bone remains. At the characters option the hair can be replaced with leaves and
Con+2[2 EP] or vines.
Biomechanical [Variable EP]: Choose something off the Natural Armor: +2[2 EP]
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
Bony Exoskeleton [4 EP]: The Nightbreed is covered with bone
eyes. They can be the same size or slightly smaller then normal
like plates or large scales.
eyes.
Natural Armor: +2[2 EP], Unarmed Attacks 1D6[2 EP]
Spot +4[2 EP]
Thorns [3 EP]: Thorns protrude from the character’s skin. It can
Sharp Teeth [3 EP]: The Nightspawn has long fang like teeth.
either appear natural or stigmata like and bleeding.
Bite: 1D4+1[3 EP]
Unarmed Attacks: 1D6[2 EP], any grapple checks deal 1D4[1
Skull Face [2 EP]: The character’s head is a fleshless skull. It
EP] damage to opponent.
may be able to grow hair at the character’s option. Also, the skull
Crystalline [3 EP]: The breed has crystal like protrusions
could be surrounded by a nimbus of light or flame, can be
coming out of the Nightbreed’s skin. The fingernails are replaced
completely fleshless and grotesquely protrudes from a flesh neck,
by these and the line the arms along the bone lines and run down
look more like a bony helmet or mask, or has some other unusual
the center of the back.
feature like one of the other options from the Unusual Facial
Natural Armor: +1[1 EP], Unarmed Attack 1D6[2 EP]
Features Table.
Living Tattoos [0 EP]: This breed is covered with tattoos. These
Con+2[2 EP]
tattoos move around and change. They both reflect the
Small Horns [1 EP]: The Nightspawn has small horns, similar
character’s
to a goat or rams.
emotions and are not controlled by the character or the character
Head But 1D6[1 EP]
controls how the tattoos react and change.
Large Horns [3 EP]: These horns are more like a deer or ram’s
No additional game effects.
horns.
9
Unusual Skin Color [0 EP]: This breed’s skin color is too bright 2d4 Pairs of Tiny Arms and Hands [4 EP]: The arms are about
and a third of the size of real arms. They are either located on the
vibrant to be dyes or paint. The character can pick the color and forearm or around the shoulder.
shades. Each has a Str: 6 and can be used to manipulate tiny or smaller
No additional game effects. items. This does not grant any additional attacks.[4 EP]
Hulking Monster [4 EP]: This breed is a huge, hulking brute Four Arms [5 EP]: The Nightbreed has an extra set of arms that
with a large barrel chest, hunched back, long gorilla like arms, function just like the normal pair.
and comparatively (human sized) head. The height is over seven Can take Multi-Attack feat instead of two-weapon fighting[4
feet tall. EP]. Also gains a +1 to Grapple & Climb Checks[1 EP].
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]. Pseudopods [3 EP]: The character has 1d4+1 of these that can
Physical Perfection [6 EP]: You appear as an example of burst from the character at any place.
physical perfection. Can grab items (This does not allow the tentacle to manipulate
Str+2[2 EP], Con +2[2 EP] & Cha+2[2 EP] anything that requires manual dexterity such as a phone or gun)
Fallen Angel [8 EP]: Your strikingly beautiful features and [1 EP]. Slap 1D6[2 EP]
feathered wings set you apart. Articulated Spikes [5 EP]: The character has four spikes
Cha+4[4 EP], Feathered Wings that give you flight 20’ w/ anywhere on his body about the size of a survival knife. They
Average Skill. To fly, character must be able to extend wings to can, however, grow to twice that size in an instant. They can
full 20’ wingspan[4 EP]. move and rotate independently.
Unarmed Attack 1D8[3 EP], when grappling, can make one free
Unnatural Limbs Table attack per turn at normal attack bonus[2 EP].
Prehensile Tail [2 EP]: The character has a prehensile tail that Antenna [6 EP]: The character has a pair of 1d4 feet Antenna on
can pick up things and grab things. his head. They can resemble an insect or crustacean.
Gain +2 to balance checks[1 EP]. Tail slap 1D4[1 EP] Spot & Listen +2[2 EP], Blind Fighting Bonus Feat[4 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. Biomechanical Table
Tail Slap 1D6[2 EP] Armor graft [4 EP]: The breed has archaic body armor that are
Tentacles [3 EP]: The character has two tentacles in addition to fused with the skin.
his arms. Natural Armor +4[4 EP]
Can grab items (This does not allow the tentacle to manipulate Plastic [2 EP]: The skin is replaced with either plastic or rubber.
anything that requires manual dexterity such as a phone or gun) Natural Armor +2[2 EP]
[1 EP]. Rocket Jets [7 EP]: The Nightbreed has metallic exhaust tubes
Slap 1D6[2 EP] and a small engines growing out of his back.
Long, sensitive Fingers [5 EP]: The character’s fingers are three Fly speed 60’ w/ Average Ability, does not have any wingspan
times as long as normal restriction [7 EP].
+2 Bonus to Climb, Disable Device, Escape Artist, Open Lock, Metal Teeth and Talon [5 EP]: The character has metal teeth
and Pick Pocket[5 EP]. and talons that may be retractable.
Bite 1D4+1[3 EP], Claw 1D6[2 EP]
10
Metal Endoskeleton [4 EP]: Metallic bones mix with flesh in a Metal Exoskeleton [4 EP]: The body is covered with either
grotesque way. There is always a place where the metal seems to riveted metal plates or smooth, seamless chrome armor.
rip out of the skin, usually on the hands, arms, neck, cheeks, and Str+2[2 EP], Natural Armor +2[2 EP]
legs. Metal Head and Camera Eyes [5 EP]: The head is either robot
Str+2[2 EP], Light Fortification (25% chance to ignore a critical like, or a cyborg. The eyes are replaced with camera lenses.
hit)[2 EP] Dark vision + 30’[1 EP], Spot +4[2 EP], can have eye lenses
Mechanical Limbs [4, 5 or 9 EP]: The limbs are obviously project what the Nightbreed has seen within the past month.[2
mechanical. They can be steam powered, piston driven, huge EP]
mechanisms of bronze and iron, or microchip covered or chrome- Wheels or Treads [2 EP]: The upper body is normal but the
plated creations of “cyber punk” mythology. lower is cyborg with either wheels or treads.
Select one of the following. Character can chose both for a total Speed +20’[2 EP]
of 9EP. Gun Limbs [4 EP]: The Nightbreed has one or more guns built
Arms: Str+2[2 EP], Additional +2 Bonus to melee damage[2 into his body. The kind of gun is up to the character with DM
EP]. Approval.
Legs: Speed +10’[1 EP], Run Bonus Feat[4 EP] Automatically proficient with the weapon limb (this does not
Weapon Hand [3 EP]: On or both of the Nightbreed’s hands automatically make them proficient w/ a normal version of that
can metamorphosis into any melee weapon. The weapons cannot weapon), must have ammo for the gun (can hold double the
be broken or disarmed. normal capacity for the gun in question.[4 EP]
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]

11
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. Natural Armor: This bonus is added to the Defense Value.
In these instances, it usually shows a bite and 2 claw Darkvision: This ability grants a bonus to how far out the
attacks. As a full round action, the character can choose to darkvision will go. This can be stacked with multiple
attack with both the bite and the 2 claws. When this is done, darkvision bonuses.
the Claws are considered the primary attack and the bite is Large Size: This ability changes the size of the breed form
secondary. to Large from Medium. Gaining the following:
Attribute Bonus: This is simply added to the listed Character gains a -1 AC penalty and a -1 penalty to BAB, a
attribute. -4 size penalty to Hide checks, multiplies weight x 4, gains
Bite/ Beak: This allows, as a full attack, a bonus bite or 2 + [Con Bonus] temporary Hit Points, a +1 size bonus to
beak attack in addition to the normal attacks the character Fortitude Saves, x2 lifting/carrying capacity, a 10 ft. reach
gets. This attack is in melee combat
Considered a secondary attack and only ½ the Str bonus Small Size: The character has become smaller than a
applies to the to hit & damage bonus. normal human, as a result the character gains the following
Claw: The character can make unarmed attacks as if he was modifiers: Character gains a +1 size bonus to AC, a +1 size
armed, using the damage listed for the claws. Claws are bonus to attack rolls, and a +4 bonus to Hide checks.
considered primary when dealing with multiple natural Lift/Carry capacity decreases to 75% of normal.
attacks. Bonus Feats: This simply grants that feat’s ability.
Kick: This allows, as a full attack, a bonus kick attack in Fly: This grants the character the ability to fly per the
addition to the normal attacks the character gets. This attack description in the selection. If the character does not have
is made at his full BAB, but can only be made against the minimum area for the wingspan, the character cannot
targets that are behind him. take flight. Jet Pack has no wingspan restriction, therefore it
Tail Slap: This allows, as a full attack, a bonus tail slap is given a +1EP cost to it to reflect its more versatile ability.
attack in addition to the normal attacks the character gets. Starting ability is always average:
This attack is considered a secondary attack and can only be Average Skill
made against opponents behind or to the sides of the Minimum Forward Speed: Half
character, not in front. Hover: No
Horn Charge: The character can use this damage listed for Fly Backward: No
any charge attacks. Reverse: –
Head Butt: As a partial action, the character can perform a Turn: 45/5 ft.
head butt, dealing this amount of damage. This does not Turn in Place: +45/5 ft.
grant a bonus attack for a full attack action, although it can Maximum Turn: 90
be used as one of his available attacks (i.e.: character has Up Speed: Half
BAB: +7 so he gets 2 attacks, one at +7 & one at +2 either Down Speed: Double
attack can be the head butt, but only 1 attack can be used
this way).

12
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] Limitation: This complication is incompatible with any


Your character suffers from a metabolism that “burns” faster powers, feats or talents that grant you any level of affinity
than an ordinary member of his species. This causes a with animals. Your character may still have a familiar, since
variety of deleterious effects. familiars are quasi-magical and intelligent versions of their
3 EPs: Your character must eat at least one meal every species.
twelve hours or become automatically fatigued. Numerical
fatigue penalties for your character are always doubled. Last BAD SHOT
but not least, your character’s body distributes chemicals so Your character isn’t an out-and-out klutz, but he has great
fast throughout his system that he suffers a -2 penalty to all difficulty throwing or firing anything at opponents more
rolls made to resist drugs, chemicals, poisons and their than a few feet away.
effects. 2 EPs: Your character is considered non-proficient with all
5 EPs: Your character must eat at least one meal every six ranged and thrown weapons, and may not become proficient
hours or become automatically fatigued. Numerical fatigue with them. This enforces a -4 penalty on all ranged attack
penalties for your character are always doubled. Last but not rolls.
least, your character’s body distributes chemicals so fast 4 EPs: Your character has the depth perception of an
throughout his system that he suffers a -4 penalty to all rolls inanimate carbon rod. He suffers an additional -2 penalty to
made to resist drugs, chemicals, poisons and their effects. all ranged attack rolls, for a total penalty of -6.
Limitations: This complication is incompatible with any 1 EP Special Handicap (Uncoordinated): Your character’s
feat, power or ability that would allow the character to positive Dexterity modifier does not improve his ranged
sidestep this complication’s effects. Base Attack Bonus. It still affects all other Dexterity-related
scores normally. Your character must have a Dexterity score
AMNESIA of 12 or higher to take this handicap. This complication is
Your character’s life before now is a blank slate. He is incompatible with all firearms feats, the Weapon Finesse,
unable to remember where he came from, what his real name Weapon Focus, Weapon Specialization, or any other similar
is, and what he was doing for large portions of his life. feats (if applied to a ranged weapon).
Evidence pointing in any specific direction is also
frustratingly thin. BANE [Restricted]
2 EPs: In addition to the obvious difficulties this can cause, Your character is extraordinarily vulnerable to injuries from
the character is also quite obsessed with discovering what a single material substance. A bane might be a specific metal
his mind is concealing. Any time the chance presents itself (gold, silver, cold iron, etc.), a special wood (Rowan, Ash,
to explore the mystery of his past, the character will have to Yew, etc.) or a completely fictional substance, as appropriate
exert an incredible force of will (The GM may even call for to your character’s background. Your character had best try
a Will Save against a high DC) to resist it. to keep his vulnerability a closely-guarded secret.
Special: Psionic or magical examination of the character’s 2 EPs: Whenever your character is struck by a weapon
mind will be unable to reveal any of the secrets behind his shaped from or incorporating his Bane, the following must
amnesia, beyond general flickers and glimpses of vague be noted:
clues. • No natural or implanted will reduce the bane damage at all.
• All attacks with a bane weapon or substance have their
ANIMAL ANTIPATHY critical threat ranges doubled against a vulnerable target.
Animals don’t like your character at all, and they make their • Even simple contact with the bane substance will result in
distaste extremely obvious. 1d3 points of irresistible damage to a vulnerable target.
2 EPs: Your character suffers a -4 penalty to any roll • If a character is reduced to 0 or fewer Hit Points by bane,
involving an animal (except for rolls made to attack an damage, but not killed outright, the character will gain a
animal). Dogs will bark at him, cats will hiss, and horses permanent, livid scar and a -1 penalty to Charisma.
will buck and shy away. Any wild animals encountered will 4 EPs: As above, and worse– all critical hits with a bane
have their reactions toward your character shifted one weapon deal an additional 2d6 points of irresistible damage.
column into the negative. All attacks with a bane weapon have their critical threat
4 EPs: Your character suffers a -8 penalty to any roll ranges tripled against a vulnerable target. A character
involving an animal (except for rolls made to attack an reduced to 0 or fewer Hit Points by bane damage must make
animal). Dogs will howl at him, cats will hiss and scratch, a Fort Save against a DC of 20 or die immediately. Even
and horses may attempt to kick him. Any wild animals simple contact with a bane substance will cause 1d6 points
encountered will have their reactions toward your character of irresistible damage.
shifted one column into the negative, and animals that are 2 EP Special Handicap (Common Bane): Iron, for
already hostile will attack your character in preference to example, is a great deal more common than silver.
anyone else nearby.

13
BIZARRE AREA EFFECT 6 EPs: Your character couldn’t duck a punch if warning was
For some reason, your character is constantly plagued by sent to him via first-class mail a week in advance. He suffers
some sort of bizarre cosmetic or environmental effect, a permanent –6 penalty to his natural Armor Class.
emanating from him as a side-effect of his ‘breed form. Limitation: This complication is incompatible with the
Perhaps he exudes an unpleasant stench, or glows with a Dodge Feat or any feat ability or effect that grants any kind
faint green light. Perhaps reality itself bends around him of dodge bonus. This complication will always supercede
with a perceptible curve, or an aura of unpleasant coldness those effects.
affects all who near him.
3 EPs: Your character suffers a -4 penalty to Hide and COLD-BLOODED
Disguise checks due to the obvious and annoying nature of Your character’s circulatory system has difficulty
his bizarre effect. maintaining his essential core temperature on its own.
5 EPs: Your character also suffers a -2 penalty to Charisma 2 EPs: Your character must spend at least one hour
as a result of the ridiculous, annoying, or eerie nature of his (preferably more whenever possible, but one is sufficient)
area effect. out of every twenty-four basking in a heated environment,
under a strong sun, or against a heated object. If he cannot,
CHECKERED PAST he will suffer a -2 penalty to Strength, Dexterity, and
Your character once engaged in criminal or near-criminal Wisdom until he is able to do so again. These penalties are
activities, and although he’s working to turn over a new leaf, cumulative, accruing every 24 hours if the character is
he must still deal with the fallout of his past decisions. denied external warmth for long periods of time. If any one
2 EPs: Your character was convicted of misdemeanors, or of the listed abilities reaches 0, your character will enter a
merely suspected of his crimes. He suffers a -4 penalty to his comatose state. When they all reach 0, he will die.
Reputation score. Limitation: This complication is not incompatible with
4 EPs: Your character is a convicted felon, possibly even a powers or special abilities that render the character resistant
former super-criminal. He suffers a -8 penalty to his to damage from cold-based sources. However, such
Reputation score. resistances will not affect this complication at all.
Limitation: This complication is incompatible with
anything that, at 1st level, provides a bonus to the CONSTANTLY DISTRACTED
Reputation score other than starting occupation. Your character is fairly intelligent, but lives a life so
disorganized, chaotic, or frantic that he can never seem to
CHEMICAL VULNERABILITY find the time for extra study at his own leisure.
Your character’s body and immune system are incapable of 2 EPs: Your character’s Intelligence modifier is applied
fully resisting the effects of drugs, poisons, and other normally to all Intelligence-related skills, but he does not
deleterious substances. gain bonus skill points at each new level because of a
2 EPs: Your character suffers a -4 penalty to any Saving positive Intelligence modifier.
Throw made to resist the effect of a poison or a drug. Special: A human character with this complication still
Furthermore, the DC of any skill check made to aid or gains one (and only one) bonus skill point at each level.
cleanse your character of a drug or poison rises by 2. Limitation: This complication may only be taken by a
4 EPs: Your character suffers a -8 penalty to any Saving character with an Intelligence score of 12 or higher.
Throw made to resist the effect of a poison or a drug.
Furthermore, the DC of any skill check made to aid or DEPENDENCY
cleanse your character of a drug or poison rises by 4. Your character suffers an addiction to a chemical substance
2 EP Special Handicap (Lingering Effects): When your (for whatever reason appropriate to his background). This
character is affected by a drug or poison, he must make an substance can
additional save against a secondary effect one minute after be an illegal drug, a legal but expensive drug, or an unusual
his first secondary effect save, for a total of three saves. substance that the character must make or distill on his own.
Limitation: This complication is incompatible with any feat If the character must spend money to secure a dose of the
or power that specifically improves the character’s chance of substance, each dose should cost no less than DC 8 Wealth
withstanding the effects of drugs or poisons. This can be Check. If the character must create it himself, the raw
combined with Accelerated Metabolism, the effects stack. materials should cost a DC 6 Wealth Check per dose and the
DC of the skill check (Knowledge: Chemistry) made to
CLUMSY create the chemical must be at least 15.
Your character has great difficulty ducking and weaving in 2 EPs: Your character must receive at least one dose of this
combat to avoid the blows of his opponents. Thus, he seems substance every twenty-four hours or he will suffer a -1
to get hit an awful lot more than he really should. penalty to all rolls, including attack rolls, skill checks, and
2 EPs: Your character suffers a permanent -2 penalty to his saving throws. An additional cumulative -1 penalty will be
natural Armor Class. For example, a human with this flaw applied for every twelve hours thereafter in which the
would find his naked base AC reduced to 8 rather than 10. character is deprived of the substance to which he is
4 EPs: Your character suffers a permanent -4 penalty to his addicted, until craving and withdrawal render the character
natural Armor Class. effectively helpless.
4 EPs: Rather than a -1 penalty, your character will suffer a
–2 penalty after each listed interval of time passes. When
14
this penalty reaches -10, your character must make a Fort 2 EPs: Whenever your character is reduced to -1 or fewer hit
Save (DC 18) or go into a comatose state from withdrawal points, he has no chance of stabilizing naturally.
shock. This save must be made every six hours. If the 4 EPs: Furthermore, your character dies at -5 hit points
character is not given his substance or hospitalized within rather than - 10.
twenty-four hours of going comatose, he must begin making Limitation: This complication may not be taken in
Fort Saves (DC 18) every six hours or die. conjunction with any power or ability that would make it
6 EPs: As above, and worse. The DC of each Fort Save tougher to kill him such as anything that would raise his
starts at 20 and rises by 2 with every subsequent save. If a MAS, any regenerative abilities etc….
save is failed, your character immediately dies of withdrawal
shock. FRAGILE
2 EP Special Handicap (Controlled Supply): The Your character lacks some of the robust toughness that
substance is rare and proprietary, and someone else has a might be expected of a heroic adventurer.
monopoly on it. Your character is entirely dependent upon 2 EPs: The character suffers an inherent -2 penalty to his
an NPC for his supply of the drug. Fortitude Save.
1 EP Special Handicap (Side Effects): The substance has 4 EPs: The character suffers an inherent -4 penalty to his
an intoxicating or debilitating side effect. For one hour Fortitude Save.
following the intake of each dose, your character suffers a -4 6 EPs: The character suffers an inherent -6 penalty to his
penalty to both Dex and Wis. Fortitude Save.
2 EP Special Handicap (Power-Linked): Your character’s Special: This complication may be taken in conjunction with
breed powers are linked to the presence of the chemical in a feat or ability that improves the character’s Fort Save.
his system.
When he begins to incur numerical penalties for withdrawal, GLASS JAW
he also loses the use of all of his breed-powers until he Like a second-rate boxer, your character just can’t seem to
receives a dose of his required substance. stay on his feet when opponents land a solid blow to the
Limitation: No power or feat granting resistance against chin.
poisons or chemicals will have any effect on this addiction. 2 EPs: Whenever an opponent scores a successful critical hit
against your character with an unarmed attack, that attack
DIURNAL POWER CYCLE will cause an additional 1d8+1 points of subdual damage.
Your character’s intrinsic or granted breed-powers are 4 EPs: Whenever an opponent scores a successful critical hit
closely attuned to the rising and setting of the sun, and are against your character with an unarmed attack, that attack
only useful for about half of each twenty-four hour day, will cause an additional 2d8+2 points of subdual damage.
allowing for seasonal variations. Limitation: This complication is incompatible with any
4 EPs: Your character may access his powers only between feats, powers or abilities that grants resistance to subdual
dusk and dawn. During transitional periods (five minutes on damage or that grants more than 5 points of natural DR.
either side of sunset or sunrise) there is only a 50% chance
per attempted activation that your character will have the use ILLITERATE
of a power. Any power points spent for such a failed Your character cannot read.
activation are not lost. 2 EPs: Your character cannot read, and therefore cannot
place skill ranks in Knowledge, Profession, or Craft/Repair
ELITIST skills that could reasonably be determined to require any
Your character is a genuine snob, and absolutely refuses to element of book-learning (GM’s discretion). Your character
“demean” his breed-powers by using them on anyone also begins the game knowing only the spoken form of his
without a comparable level of power. native language.
2 EPs: Your character will not use his breed-powers on Limitation: This complication is incompatible with any
“normal” opponent, saving the power use for when you are feats or abilities that grant bonuses to any of the above listed
confronted with a skills.
supernatural opponent or particularly tough human.
Furthermore, once your character has taken the measure of a IMPAIRED HEARING
powerful opponent, he will refuse to use an overwhelming Your character has, for whatever reason appropriate to his
level of power, preferring to “tone down” his own power use background, suffered damage to his auditory nerves. The
to a comparable level. In moments of drastic need, your nature of
character may attempt a Will Save (DC dictated by the GM) the condition prevents any form of magical or technological
to override this habit. assistance from restoring his hearing, unless you wish to buy
this complication off at 2nd level or higher.
FAINT SPARK OF LIFE 2 EPs: Your character retains some auditory ability, but not
Some characters cling grimly to life, even when mortally much.
injured. Your character isn’t one of them. For some reason, He suffers an inherent -6 penalty to Listen checks, and may
once your not spend Hero Points to re-roll them. The Listen skill will
character has been thoroughly incapacitated, his life just be forever considered cross-class for your character.
ebbs away, and he can’t (or won’t) do much about it. 4 EPs: Your character is totally deaf. A deafened character
cannot hear, suffers a -4 penalty to Initiative checks, and has
15
a 20% chance of spell failure when casting spells with verbal 2 EPs: Your character suffers a -2 penalty to all Listen,
components. He cannot make Listen skill checks. Search, and Spot checks.
Limitation: This complication may not be taken in 4 EPs: Your character suffers a -4 penalty to all Listen,
conjunction with any ability or power that modifies or Search, and Spot checks.
enhances the sense of hearing. If you do wish to buy this Limitation: This complication is incompatible with the
complication off, you may do so in stages if you like. There Alertness feat. It is also incompatible with full deafness, as
is no need to turn all of the granted EPs into Uncompensated granted by the Impaired Hearing complication.
EPs at once.
INSATIABLE CURIOSITY
IMPAIRED MOBILITY Your character is compelled at every step of his life by an
Your character suffers from a physical condition that incurable need to peek behind every closed door
restricts his ability to move. The nature of this condition is (metaphorically speaking) and unearth every secret he
such that no magical, technological, or other power can possibly can. This includes everything from the intricacies of
reverse or remove it. super-villains’ plans to the hidden contents of their secret
2 EPs: Your character’s base Speed is reduced by 10 feet. bases. Your character must be exceedingly cautious, lest he
4 EPs: Your character’s base Speed is reduced by 10 feet. go the way of the proverbial cat.
He suffers an intrinsic -1 penalty to AC and a -2 penalty to 2 EPs: Whenever your character is confronted with a chance
Climb, Jump, and Tumble checks. to learn something new and interesting, especially if relevant
6 EPs: Additionally, your character cannot run or charge. He to his current adventure or investigation, he must make a
suffers an intrinsic -2 penalty to AC and a -4 penalty to Will Save against a DC set by the GM in order to keep his
Climb, Jump, and Tumble checks. mind on whatever else he needs to be doing.
8 EPs: Your character is paraplegic. He has lost all use of Special: No character with this complication is ever
his legs and must rely upon a wheelchair or other compelled to pry into the private lives and secrets of those
conveyance. If removed from such a device, he may move he trusts, respects, and adventures with. Though surely a few
only by crawling while prone, at a rate of 10 feet per round. questions every now and again can’t hurt a bit...
At all times, he loses his Dex bonus to AC, suffers an
intrinsic -2 penalty to AC, grants attackers a +2 bonus to LIGHT-HEADED
attack rolls, and automatically fails Climb, Jump, and As a result of either an old injury or simple fragility, your
Tumble checks. character suffers dizziness and frequent bouts of
10 EPs: Your character is totally and absolutely immobile. unconsciousness when he is seriously injured.
He is considered helpless in his natural state. This 2 EPs: Any time your character suffers 10 or more points of
complication is suitable only for truly bizarre character damage from a single attack or incident (such as falling or
concepts such as brains in floating jars, hyper-developed being thrown into a wall), there is a 25% chance (non-
infants, and the like. Such a character will have to be carried cumulative) that he will immediately become stunned and
or moved by another character. Close GM oversight of the remain that way for 1d4 rounds. If the damage is dealt by
use of this Complication will be required. 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
IMPAIRED VISION 45%.
Your character has, for whatever reason appropriate to his 4 EPs: Any time your character suffers 10 or more points of
background, suffered damage to his eyes or optic nerves. damage from a single attack or incident, there is a 45%
The nature of the condition prevents any form of magical or chance (non-cumulative) that he will immediately become
technological assistance from restoring his sight. stunned and remain that way for 1d4 rounds. If the damage
2 EPs: The character has some sight, enough to fumble is dealt by blunt impact (such as a fist, a kick, a trauma
through life and detect size, light, and color differences. He weapon, a fall, or a collision with a hard physical object), the
suffers a -1 penalty to all attack rolls and grants a +1 bonus chance rises to 65%.
on attack rolls to opponents facing him in combat. He suffers 2 EP Special Handicap (Lights Out): Rather than
a -2 penalty on all Spot and Search checks. becoming stunned, your character will fall unconscious.
6 EPs: The character cannot see at all, and thus everything Special: This complication is incompatible with any
has full concealment to him. He has a 50% chance to miss in combination of feats or powers that grants the character an
combat, loses his positive Dexterity bonus to AC (if any), intrinsic DR score greater than 5 at 1st level.
and grants a +2 bonus on attack rolls to opponents facing
him in combat, just as if they were all invisible. He LUMMOX
automatically fails all Search and Spot checks. Your character’s firm, bulging muscles reveal his obvious
Limitation: This Complication may not be taken in power, but maybe he should have cut back on the weight-
conjunction with any super-power that modifies or enhances lifting and taken some dance lessons. His clumsiness makes
vision. Blindsight is an exception. the practical application of his strength fairly difficult.
2 EPs: Your character suffers an inherent -2 penalty to his
INATTENTIVE melee attacks.
Your character is fairly oblivious to much of what transpires 4 EPs: Your character suffers an inherent -4 penalty to his
around him. melee attacks.

16
Variable Special Handicap (Oafish): The character does OVERCONFIDENT
not add his Strength modifier to his melee Base Attack Your character is absolutely certain that he can take any
Bonus. Strength still factors normally into damage, jumping, challenge set before him, even if the odds against him are
lifting and carrying, etc. This handicap is worth 1 EP for ridiculous. Unfortunately, your character is also pretty much
every +1 bonus to Strength possessed by the character, to a wrong.
maximum of 4 EPs for Strength scores of 18 and above. 2 EPs: Your character scoffs at the idea that “discretion is
Limitation: A character with the Lummox Complication the better part of valor.” He won’t back down from a fight,
cannot take the Dexterous Fighter feat or the Weapon he dislikes calling for reinforcements, and he has a habit of
Finesse Feat. constantly underestimating any danger or opponent placed in
his way. Your character might be forced to make a Will
MACHO/SPARTAN Save any time he attempts to withdraw from danger or back
Your character makes a point to project himself as tough, down from a challenge.
bullish, and ready for anything. He’ll have nothing but scorn
for anyone with a lesser tolerance for adversity and he PHOBIA
certainly won’t back down from a challenge. Your character has an unreasoning fear of a certain thing or
2 EPs: One central function of this complication is that your situation. This phobia must center on an object or situation
character will get on others’ nerves with amazing regularity. that is reasonably common, yet not entirely disruptive to the
Furthermore, your character will routinely refuse to do ongoing game.
things the easy and comfortable way. Waterbeds? Waterbeds Possibilities include (but are not limited to):
are for sissies. Heavy clothing in freezing weather? Hey, • Snakes • Firearms
freezing weather’s good for you. Grin and bear it! The GM • Spiders • Sharp Objects
may call for a Will Save if your character ever attempts to • Darkness • Hospitals and Doctors
back down from a challenge to his machismo. • Heights • Aircraft
• Water • Automobiles
MAGIC VULNERABILITY • Magic and the Occult
Your character suffers from a condition that weakens his 2 EPs: When your character is in the presence of the object
defenses against magic spells and effects, both divine and of his phobia, he suffers a -2 penalty to all of his rolls,
arcane. including skill checks, attack rolls, and saving throws.
2 EPs: Your character suffers a -2 penalty to any saving Furthermore, he may be required (GM’s discretion) to
throw made to avoid or lessen the effects of a magic spell or attempt a Will Save (DC 12) if forced to closely approach a
spell-like ability/effect. phobia trigger or remain in its presence for very long.
4 EPs: Your character suffers a -4 penalty to any saving 4 EPs: The penalty to all rolls increases to -4, and the DC of
throw made to avoid or lessen the effects of a magic spell or the Will Save increases to 20.
spell-like ability/effect.
6 EPs: Your character suffers a -6 penalty to any saving PHOTOPHOBIA[Restricted]
throw made to avoid or lessen the effects of a magic spell or Your character has a marked aversion to bright light in
spell-like ability/ effect. general and direct sunlight in particular.
Limitation: This complication is incompatible with any feat 2 EPs: Whenever your character is exposed to bright light
or power granting any special resistance whatsoever to without the benefit of protection (such as sunglasses), he
magic spells or effects. will suffer a –2 penalty to all of his skill checks and saving
throws. Whenever he is exposed to natural sunlight, he
OLD INJURY suffers that penalty automatically and loses 1 hit point per
Your character suffers from the lingering effects of an old round of exposure. Only direct sunlight will cause this.
battle wound that never seems to leave him completely. Overcast days will only make the character uncomfortable.
2 EPs: Whenever your character sustains a critical hit This damage is irresistible.
(regardless of whether or not it actually causes any damage 4 EPs: The effects of the complication are doubled– in
once DR and other special abilities have been factored in), bright light, the character suffers a -4 penalty to all skill
he must succeed in a Fortitude Save against a DC equal to checks and saving throws. When exposed to natural sunlight,
10 + [total points of damage dealt]. If he fails, he will suffer he suffers that penalty automatically and loses 2 hit points
a -2 penalty to Dexterity and a –2 penalty to Strength for the per round of exposure to direct sunlight or 1 point per 2
next twenty-four hours. Multiple critical hits in that span of rounds if overcast. This damage is irresistible.
time will yield cumulative results. 6 EPs: The effects of the complication are tripled– in bright
4 EPs: As above, save that each critical hit will also deal an light, the character suffers a -6 penalty to all skill checks and
additional 2d6 points of damage and the ability penalties will saving throws. When exposed to natural sunlight, he suffers
last for forty-eight hours. Your character’s old injury (and its that penalty automatically and loses 3 hit points per round of
associated penalties) cannot be healed by any form of exposure of direct sunlight or 1 point per round if overcast..
technological or supernormal intervention. This damage is irresistible.
Limitation: This complication is incompatible with any 8 EPs: In bright light, the character suffers a -6 penalty to all
abilities or powers that allow regeneration or that speed up skill checks and saving throws. When exposed to direct
the restoration of lost ability points. natural sunlight, he must make a Fortitude Save against a
DC of 20 or suffer 4d6 points of irresistible damage per
17
round of exposure, as he bursts into actinic flame. If he 6 EPs: The character suffers an inherent -6 penalty to his
makes his save, he will suffer only 2d6 points of irresistible Reflex Save.
damage. If exposed to overcast conditions of natural Limitation: This complication is incompatible with any feat
sunlight, he will still suffer 4 points per round of irresistible or power that improves the character’s Reflex Save.
damage.
Limitations: This complication is incompatible with any SLOW-WITTED
resistance or immunity to light-based attacks and with any Your character does not think particularly fast in combat
power that allows the creation of light. This complication situations.
also makes it impossible to gain any natural vision 2 EPs: The character suffers an inherent -4 penalty to all
protection from bright lights. Initiative rolls.
4 EPs: The character suffers an inherent -8 penalty to all
POOR HEALING Initiative rolls.
Your character recovers from injury and illness at a rate Limitation: This complication is incompatible with any feat
much slower than normal. or power that improves the character’s Initiative score.
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. UNDEAD
2 EPs: Your character sets off any metal detector, fixed or Your character is technically quite dead, although some
portable, regardless of whether or not he’s carrying anything strange supernatural force still animates him and allows him
made out of metal. The problems this can cause are to mimic the outward flourishes of the living.
extensive, to say the least, especially if your character ever 2 EPs: The undead condition is a complicated one, with
wants to travel incognito via commercial airlines. advantages and drawbacks, but more of the latter.
Furthermore: • Your character generates no body heat;
• Your character cannot use a magnetic compass– it will • Your character has no pulse or other medical signs of life;
always point to him, as long as it’s within 30 feet of him. • Your character need not breathe or eat;
• Your character suffers a -2 penalty to the Computer skill • Your character suffers a -2 Charisma penalty;
because his magnetic field makes computers behave • Your character suffers a -4 penalty to all rolls involving
strangely; and animals (save rolls made to attack or otherwise harm them);
• Your character has a 50% chance (per handling) or erasing • Your character has no natural buoyancy and thus suffers a
any small magnetic storage device he touches, be it a -8 penalty to all Swim checks;
computer disk or his driver’s license. • Each time your character is reduced to 0 or fewer hit points
by fire, energy attack, magic spell, or magic weapon, the
SLOW REFLEXES scarring to his undead flesh will cause a permanent -1
Your character’s nerves just don’t have the sort of pep they Charisma penalty.
really need to yank his body out of immediate danger. • You character is still disabled at 0 hit points, and destroyed
2 EPs: The character suffers an inherent -2 penalty to his at -10.
Reflex Save. • First aid, medicine, healing powers, and healing magic
4 EPs: The character suffers an inherent -4 penalty to his have no effect on your character.
Reflex Save. • Your character is subject to turning and rebuking.

18
Notes: Your character will most likely be nocturnal, though • Electricity
he does not by default suffer any penalty for acting by day. 2 EPs: Your character takes double damage from damage
He must still rest for eight hours per day, in an unnatural sources of the chosen type, and suffers a -2 penalty to all
trance-like state. This complication is frequently combined saves against an effect or hazard of that type.
with Photophobia. 4 EPs: As above, save that your character also suffers 2d6
points of additional damage from his chosen damage source
UNLUCKY as well as a –4 penalty to all saves against an effect or
Nothing ever seems to go right for your character, and others hazard of that damage type.
frequently notice. Special: This complication may be taken multiple times.
2 EPs: Your character cannot spend Action Points to roll Each time it is taken, it applies to a different type of damage.
two dice when making skill checks. Limitation: This complication is incompatible with any sort
4 EPs: Any time your character spends one or more Action of specific resistance or immunity to the damage type in
Points for any other reason, there is a non-cumulative 35% question.
chance that the Action Point(s) will be lost without having
any effect. WEAK-WILLED
Your character just doesn’t have the mental gumption
VULNERABILITY required to stand up to the challenges he faces.
Your character is unusually vulnerable to the harmful effects 2 EPs: Your character suffers an inherent -2 penalty to his
of one or more forms of attack. Select one of the following Will Save.
types of damage: 4 EPs: Your character suffers an inherent -4 penalty to his
• Sound/Vibration Will Save.
• Acid/Corrosives 6 EPs: Your character suffers an inherent -6 penalty to his
• Fire/Heat Will Save.
• Ice/Cold Limitation: This complication is incompatible with any feat
• Light or power that improves the character’s Will Save.
• Darkness

19
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 Action Points: Character gains 4+1/2 character level,
know about their newfound powers. They do not start out rounded down, action points at first level and each new
having all the EP worth of powers. Rather, as they level up character level.
in this base class, they gain EP to reflect their learning of Class Skills: Balance(Dex), Climb(Str), Concentration
their newfound abilities. After all, you have to crawl before (Con), Craft (Chemical, Mechanical, Writing)(Int),
you can run… Computer Use (Int), Decipher Script(Int), Drive(Dex),
**Note: They have relatively few skill points yet many Intimidate(Cha), Knowledge (Arcane Lore, Nightbreed,
class skills. This is intentional. This allows anyone to have Psychic, Streetwise, Theology and Philosophy)(Int),
all the needed skills for the advanced classes without ever Listen(Wis), Profession(Int), Read/Write Language(None),
needing to take another base class. This is to represent the Research(Int), Sense Motive (Wis), Speak
fact that the ‘breed come from all walks of life yet have a Language(None), Spot(Wis), Tumble(Dex).
common bond in their unnatural gifts. 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: EP Bonus:
At 4th & 8th Level, the Nightbreed can select a bonus feat At 2nd, 4th, 6th, 8th & 10th level the Nightbreed gains a
from the following list. They must still meet all bonus +3 EP in which to spend on gaining more of the
requirements for the feat in order to select it. abilities granted by his breed form selections. These can be
Acrobatic, Alertness, Animal Affinity, Athletic, Blind saved up from level to level. These EP can only be used to
Fight, Brawl, Combat Expertise, Combat Martial Arts, acquire the abilities and powers specifically listed for their
Creative, Defensive Martial Arts, Educated, Elusive Target, breed form selections, they cannot be used to gain any
Focused' Frightful Presence, Great Fortitude, Iron Will, specialty abilities or elite talents.
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

20
Elite Nightbreed
This class allows characters to focus on developing the elite Action Points: Character gains 5+1/2 character level,
nightbreed talents available. The Talents available through rounded down, action points at first level and each new
this class are geared toward combat, travel & stealth. Other character level.
classes possess talents that are geared more for their Class Skills: Balance(Dex), Climb(Str), Concentration
specific specialty. (Con), Craft (Chemical, Mechanical, Writing)(Int),
Requirements: Decipher Script(Int), Drive(Dex), Intimidate(Cha),
Skills: Knowledge (Nightbreed) 6 ranks, Must be Knowledge (Arcane Lore, Nightbreed, Psychic, Streetwise,
Nightbreed Theology and Philosophy)(Int), Listen(Wis),
Feats: Quicken Change 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: Power Points:


At 2nd, 6th & 10th Level, the Nightbreed can select a bonus The Elite Breed gains a number of power points to use each
feat from the following list. They must still meet all day. This pool refreshes itself after a nights rest and a
requirements for the feat in order to select it. meditative period that lasts for 8 hours total. The number of
Acrobatic, Alertness, Animal Affinity, Athletic, Blind power points available to the Elite Breed is as follows.
Fight, Brawl, Combat Expertise, Combat Martial Arts, Power Point Bonus: (Wis bonus + Con bonus) divided by
Creative, Defensive Martial Arts, Educated, Elusive Target, 2 (round down). Ex: Wis bonus of +3 & Con bonus of +4
Focused, Frightful Presence, Great Fortitude, Improved (3+4) /2 = 3.5 round down = 3
Brawl, Improved Combat Martial Arts, Improved Disarm, Power Points per level: 1 + the Power Point Bonus as
Improved Natural Attack, Iron Will, Lightning Change, determined above.
Lightning Reflexes, Medical Expert, Mobility, Quicken These are used to power certain talent trees abilities. These
Change, Seize Initiative, Sense Shadowkind, Stealthy, can also be used to power psychic abilities if the character
Streetfighting, Track opts to take levels in the Psychic Breed Class.

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*

21
Nightbreed Mage
This class focuses on magical practice for the ‘breed that Class Skills: Computer Use (Int), Concentration (Con),
feel so inclined. They study ancient tomes and scour the Craft (Chemical, Pharmaceutical, Writing) (Int), Decipher
internet researching the next spell to add to their personal Script (Int),
grimoire. Investigate (Int), Knowledge (Arcane Lore, Art, Current
Requirements: Events, Earth & Life Science, Nightbreed, Physical
Skills: Concentration 6 ranks, Knowledge (Arcane Lore) 6 Science, Technology)
ranks, Decipher Script 4 ranks, Research 4 ranks, Must be (Int), Listen (Wis), Profession (Wis), Read/Write Language
Nightbreed. (None), Research (Int), Speak Language (None), Spellcraft
Action Points: Character gains 4+1/2 character level, (Int), Spot (Wis).
rounded down, action points at first level and each new Skill Points per Level: 5 + Int Modifier
character level.

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: convert his spells into Power Points (PP) that he can use to
At 3rr & 7th Level, the Nightbreed can select a bonus feat power the Talents he has access to. The character gains 1
from the Mage bonus feat list on page 321 of the D20 PP per level of the spell slot he “looses” for the day. 2 “0”
modern R.B. They must still meet all requirements for the level spells equals 1 PP. Example: If the character sacrifices
feat in order to select it. 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
Talents: studies to regain his spells. These are in addition to any PP
At 2nd, 5th, 8th, & 10th Level, the Nightbreed gains a he gains for taking levels in the Elite Breed Advanced
talent that he can choose form the following list of talent Class.
trees:
Darkness, Mirror, Oracle, Weather Control Summon Familiar, Scribe Scroll, Brew Potion, & Spell
Mastery:
Arcane Spells: These are all identical to the Mage Advanced Class as
The character follows all rules found under Arcane Spells found on pages 318 – 322 in the D20 Modern R.B. The
on page 319 of the D20 Modern Rule Book. In addition to only thing changed is when the abilities become available
those rules, the Nightbreed character has the ability to to the Arcane Nightbreed.

22
Nightbreed Faithful
This class represents the most spiritual among the Class Skills: Concentration (Con), Craft (Structural, Visual
nightbreed. They draw spell power from faith and religious Arts, Writing) (Int), Diplomacy (Cha), Knowledge
devotion rather than dusty tomes and cryptic lore. (Behavioral Science, Earth & Life Science, Theology &
Requirements: Philosophy) (Int), Listen (Wis), Profession (Wis),
Skills: Concentration 6 ranks, Knowledge (Theology and Read/Write Language (None), Sense Motive (Wis), Speak
Philosophy) 6 ranks, Sense Motive 4 Ranks, Must be Language (None), Spellcraft (Int), Spot (Wis), Treat Injury
Nightbreed. (Wis)
Action Points: Character gains 4+1/2 character level, Skill Points per Level: 4 + Int Modifier
rounded down, action points at first level and each new
character level.

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: those rules, the Nightbreed character has the ability to


At 3rd & 7th Level, the Nightbreed can select a bonus feat convert his spells into Power Points (PP) that he can use to
from the Acolyte bonus feat list. 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”
Talents: level spells equals 1 PP. Example: If the character sacrifices
At 1st, 2nd, 5th, & 8th level, the Nightbreed can select a a 3rd level spell slot for the day, he would gain 3 PP’s. PP
talent from the following talent trees. Divination, gained in this fashion stay with him until the next time he
Protection, Oracle, Weather Control prays to regain his spells. These are in addition to any PP he
gains for taking levels in the Elite Breed Advanced Class.
Divine Spells: These are all identical to the Acolyte
abilities found on pages 322 – 325 of the D20 Modern R.B. Turn/Rebuke, Spontaneous Casting, Combat Casting:
The character follows all rules found under Divine Spells These are all identical to the Acolyte abilities found on
on page 324 of the D20 Modern Rule Book. In addition to pages 322 – 325 of the D20 Modern R.B.

23
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. Class Skills: Bluff (Cha), Concentration (Con),
This represents those who have the devotion to exploring Craft(Chemical, Mechanical, Writing) (Int), Diplomacy
their inner Id or self. They learn to tap the unused energies (Cha), Gather Information
of the mind. (Cha), Intimidate (Cha), Knowledge(Arcane Lore,
Requirements: Nightbreed, Psychic, Streetwise) (Int), Listen (Wis),
Skills: Concentration 6 ranks, Knowledge (Psychic) 4 Perform (Cha),
ranks, Sense Motive 4 Ranks Must be Nightbreed. Profession(Wis), Read/Write Language (none), Search
Feats: Psychic Ability feat (Psychic’s Handbook) (Int), Sense Motive (Wis), Speak Language (none), and
Action Points: Character gains 4+1/2 character level, Spot (Wis). Additionally, all psychic skills are class skills.
rounded down, action points at first level and each new Skill Points per Level: 5 + Int Modifier
character level.

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: Power Points:


At 1st, 2nd, 4th, 6th, 8th & 10th Level, the Nightbreed can The Psychic gains a number of power points to use each
select a bonus psychic, psychic talent, or metapsychic feat day. This pool refreshes itself after a nights rest and a
from the Psychic’s Handbook. They must still meet all meditative period that lasts for 4 hours. The number of
requirements for the feat in order to select it. power points available to the Psychic is as follows. If the
‘breed has also taken levels in Elite Breed, the PP gained
Talent Trees: from that class stack with this one.
At 3rd, 6th, & 9th level, the Nightbreed gains an additional Power Point Bonus: (Wis bonus + Con bonus) divided by
talent from the following talent trees: Empathic, Divination, 2 (round down). Ex: Wis bonus of +3 & Con bonus of +4
Oracle. (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.

24
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. Class Skills: Bluff (Cha), Concentration (Con),
This represents those who have the devotion to exploring Craft(Chemical, Mechanical, Writing) (Int), Diplomacy
their inner Id or self. They learn to tap the unused energies (Cha), Gather Information
of the mind. (Cha), Intimidate (Cha), Knowledge(Arcane Lore,
Requirements: Nightbreed, Psychic, Streetwise) (Int), Listen (Wis),
Skills: Bluff 4 ranks, Concentration 6 ranks, Knowledge Perform (Cha), Profession(Wis), Read/Write Language
(Psychic) 4 ranks, Sense Motive 4 Ranks, must be (none), Search (Int), Sense Motive (Wis), Speak Language
Nightbreed (none), and Spot (Wis). Additionally, all psychic skills are
Feats: Wild Talent (see pg 362, D20 Modern) class skills.
Action Points: Character gains 4+1/2 character level, Skill Points per Level: 5 + Int Modifier
rounded down, action points at first level and each new
character level.

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: Psionic Skills, Psionic Powers, Trigger Power, Combat


At 2nd, 5th & 8th Level, the Nightbreed can select a bonus Manifestation & Maximize Power:
feat. He His selection is identical to the Bonus Feats These are all identical to their descriptions under Telepath
selection for the Telepath on page 307 of D20 Modern. on pg 305 - 307 of D20 Modern. In addition, the Power
Points the Psychic gains can also be used to power talent
Talent Trees: trees that require them. However, the Psionic Breed gains a
At 3rd, 6th, & 9th level, the Nightbreed gains an additional bonus to his PP pool equal to his Power Point Bonus as
talent from the following talent trees: Empathic, Divination, described below.
Oracle. 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

25
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] Lightning Change [Nightbreed]


(From Libris Mortis pg 25, modified for Nightbreed) You have mastered the ability to change between your two
You can use your breed form’s unnatural appearance to forms effortlessly.
unsettle those around you. Prerequisite: Quicken Change .
Prerequisite: Nightbreed, Character Level 4, Usable in Benefit: You can change between forms as a move action
breed form only. that no longer provokes an attack of opportunity.
Benefit: You may take a Standard Action to ‘Awe’ an Normal: Changing forms requires a full round action that
opponent with 30’, who can see you, and who has an provokes an attack of opportunity.
Intelligence score. If the opponent fails a Will saving throw
(DC 10 + ½ your character level + your Charisma modifier) Quicken Change [Nightbreed]
it is Shaken for 10 minutes. This fear has no effect on a You learn to quicken your change between your human and
creature that is already Shaken breed forms.
Benefit: You can change between forms as a standard
Improved Natural Attack action. The change will still provoke an attack of
One of your natural weapons grows more dangerous opportunity.
Prerequisite: Natural Weapons, Base Attack Bonus +4. Normal: Changing forms requires a full round action
Benefit: Chose one natural melee weapon. The damage for
this natural weapon increases by one step, as if your size had Seize Initiative
increased by one category. Your preternatural reflexes allow you to get the jump on
Special: You can take this feat multiple times, however it’s others.
effect does not stack. Each time you take this feat, you must Prerequisite: Dex 15, Wis 17, Initiative +4
select a different natural melee weapon. Benefit: You may spend an action point to go first in the
initiative order, without rolling for initiative. You may only
Frightful Presence do so when you would ordinarily roll for initiative. If more
(From Draconomicon, pg 106) than one character uses this feat, those characters roll
Your breed form naturally exudes an aura of fear. initiative and go in initiative order for themselves then all
Prerequisite: Cha 15 or Nightbreed, Intimidate 9 ranks. If other participants will take their initiative in order.
nightbreed, can only be used in breed form.
Benefit: Whenever you attack or charge, all opponents Sense Shadowkind
within a 30’ radius, who have fewer levels/HD than you do You have an innate ability to sense when any shadowkind
become Shaken for (1d6 + Charisma modifier) rounds (Will are nearby.
Neg. DC = 10 + ½ character level + Charisma modifier). On Prerequisite: Must be Nightbreed, shadowkind or have
a successful save, the opponent is immune to your Frightful class levels in a supernaturally oriented advanced class such
Presence for 24 hours. as acolyte, mage or psychic.
This ability cannot affect creatures with Intelligence 3 or Benefit: You can sense when there is any shadowkind
lower, nor does it work on Dragons. 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.

26
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] his Nightbreed class levels, -4 to determine what special
In order to take talents from this tree, the ‘breed form abilities his animal companion gains.
must have chosen one animal based characteristic. The Prerequisites: Animal Affinity, Character level 5+
talents on this tree will only affect the types of animals Animal Possession: This talent allows the character to
you have chosen. The Nightbreed tables that allow access transport his consciousness into a single target animal, thus
to this power are: Amphibian, Avian/Bird, Bat, Bear, gaining the animal’s body and full access to it’s sensory
Canine, Equine/Bovine/Deer, Feline, Reptilian, Rodent & abilities. In order to take possession of the animal, the user
Snake. Also, the character cannot possess traits from more must spend 3PP +1 PP per HD of the animal. Additionally,
than one animal table (cannot have bat/canine or even the character must spend 1PP for every 5 minutes of
bat/insectoid as part of his ‘breed form) possession.
Animal Affinity: The character has an unusual rapport Once the character has taken possession of the animal, it is
with animals that share his animal type. The character completely under his power and he will see and sense the
gains a +2 bonus on all Animal Empathy, Handle Animal world through the animal rather than his own body. The
& Ride checks with their type of animal. For each character cannot channel any of his abilities through the
additional talent taken from this tree, add an additional +2 animal (such as spells or supernatural attacks). The
to these checks. character’s body will fall into a comatose state and be
In addition to this skill bonus the character also gains the completely vulnerable while possessing the animal.
following: Withdrawing from the animal back into his own body is a full
• Friendliness: No ordinary animal of the character’s round action, once back inside his body, the character is
type will attack the character. Even hungry predators considered dazed for 1D4 rounds.
will leave the character alone. Only animals There is no range limit for the possession. The only time
compelled or controlled by magic or supernatural limit is the PP reserve of the character. This power is
means would harm the character. ineffective against any bonded animal companions or
• Sensitivity: The character can sense any animals familiars (except his own).
within 10 feet of him, not just animals of his type. Prerequisites: Animal Affinity, Character level 10+
Additionally, the character can instantly gauge the
physical health of any animals of his type on sight. Blood Talent Tree [Restricted]
This will tell the character how many hit points the In order to take talents from this tree, the ‘breed must have at
animal has. least one characteristic from the Stigmata table.
• Simple Commands: Once the character has taken an Blood Shower: By inflicting 1D6 damage to himself, the
additional talent from this tree, he gains the ability to nightbreed can cause a fountain of blood to burst forth from
see what is on the animal’s mind. This may be used his body.
once per round as a free action, and will gain a quick, This acts as a ray touch attack. If the attack lands, the blood
abstract impression of the subject animal’s main has struck the target in the face and poured into the nose and
concern – “Predator near”, “scared of intruders”, mouth. This causes the subject to immediately make a Fort
“resting now, belly full” are examples. save (DC 10 + ½ character level + Con bonus) or become
Animal Control: The character can control a number nauseous. Additionally the victim starts to suffocate (follow
of HD of his animal type equal to ½ his total Nightbreed drowning rules). If the save succeeds, then the effects of
class levels + his Cha modifier. It costs 1PP to initiate drowning last for a number of rounds equal to the breed’s con
control of the animals and an additional 1PP per 10 bonus, if the save fails the effects last for a number of rounds
minutes to maintain control. While controlling animals, equal to the ‘breed’s Con bonus + 2D4 rounds. While under
he must maintain concentration and can only take move the effect of drowning, the victim is also considered blinded.
actions. This follows all the normal concentration check Infectious Spray: By inflicting 1D6 damage to himself,
rules for distraction or injury. The character can give any the nightbreed can cause a fountain of blood to burst forth
type of command to the animals as if they had been from his body. This acts as a ray touch attack. If the attack
trained with the handle animal skill. The animals must lands, the blood has struck the target in the head and face and
remain in sight and within 100 yards in order to keep is blinded for 1 round. The target must make an immediate
them under his command. Fort save or be instantly infected with a painful blistering
Prerequisite: Animal Affinity, Character level 6+ disease that spreads throughout his entire body. If the save is
Animal Companion: This talent allows a character to made, no other adverse effects take place. On the round after
gain a bonded animal companion. It follows all the rules the save is failed, he takes 1D4 Dex damage. The next round,
for animal companions found under the Druid entry of the he takes 1D4 Con damage. Very large blisters & hives begin
Player’s Handbook for D&D 3.5. The character uses all 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
27
make a 2nd Fort save, if it is successful, then the disease action point and gains a free partial action. In addition, the
will go away slowly. He will regain lost Dex & Con at a character can spend an action point to avoid being caught by
rate of 1 each round (1 Dex & 1 Con/ hour). Once the last surprise in an ambush situation. If used in this way, he does
of the lost attributes are gained back, the penalty to skill not loose a round from surprise and gains a +4 bonus to
& attack rolls is removed. If the 2nd Fort save fails, the initiative.
disease has turned deadly. The target will loose 1 Con per Premonition: premonition can provide you with a useful
hour until he has died or been healed either magically or piece of advice in reply to a question concerning a specific
in a hospital. If he is taken to a hospital, the heal check goal, event, or
needed to defeat the disease is DC 25. At which point it activity that is to occur within one week. The advice can be
will recede as if he made his 2nd save. 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,
Brute Talent Tree the conditions may change so that the information is no
The character is remarkably effective at grappling. longer useful. The base chance for a correct premonition is
Rough: The character gains a +1 bonus to grapple 70% + 1% per character level, to a maximum of 90%. If the
checks. dice roll fails, you know the attempt failed, unless specific
Rowdy: The character gains an additional +1 bonus to powers yielding false information is at work. Multiple
grapple checks (+2 total). premonitions about the same topic by the same character use
Prerequisite: Rough the same dice result as the first premonition use and yield the
Brutal: The character gains an additional +1 bonus to same answer each time. Each use of this ability costs 1 action
grapple checks (+3 total). point.
Prerequisite: Rough, Rowdy See Truth: By spending an action point, the character can
essentially tell if anyone is lying for the next 15 minutes. This
Darkness Talent Tree does not have to be someone lying to him, anyone he can
The character has learned to manipulate darkness as a hear and understand (i.e.: speaking a language he knows), he
tangible force. will automatically know if they are lying in the slightest.
Dark Song: The character can emit a deafening, ear
shattering sound. The exact type of sound depends on the Elusive Talent Tree
breed form. It can be an animalistic howl, electronic The character is known for her uncanny ability to avoid
feedback, an impossibly high blood curdling scream, etc. attacks & wriggle free of bonds & grapples.
Each use of this talent uses 1 PP. When used, all those Slippery: The character gains a +3 bonus to all escape
within 20’ of the character must make a Fort save (DC 10 artist skill checks, including those to escape from grapples.
+ ½ character level + Con bonus) or be deafened and Fancy Footwork: The character gains a +1 Dodge bonus to
shaken for 1D6 rounds. her defense against all attacks directed at her, provided she is
Nightbringer: This creates an aura of utter darkness not flat footed or otherwise denied her Dex bonus to Defense.
20’ in diameter. Only true seeing can penetrate the Creeping Reflexes: The character adds her base reflex save
darkness & only the to Hide & Move Silently skill checks.
daylight spell can counteract it’s effects. While up, all Prerequisite: Slippery
attacks made against him are as if the attacker is blinded. Improved Fancy Footwork: The character gains an
It also makes them additional +1 Dodge bonus to her defense against all attacks
immune to any light based attacks. This power costs 2 PP directed at her, provided she is not flat footed or otherwise
for every 5 minutes it is up. denied her Dex bonus to Defense. (+2 total).
The Shroud: This is a particularly vicious power. It Prerequisite: Fancy Footwork
allows the character to become completely invisible to all Celeritous Skulking: The character can move at normal
normal & electronic speed without suffering the normal -5 penalty to her hide
vision. This includes darkvision, IR, UV & heat sensors. check.
“See Invisibility” & True Seeing” will still allow someone Prerequisite: Slippery, Creeping Reflexes
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 Flight Talent Tree[Restricted]
him. This has, in the past, been used to harass normal Requirements: Must already possess ability to fly. Cannot be
humans as the nightbreed would make himself invisible to taken at 1st level.
all but the intended victim, who could see him clearly in Improved Mobility: This nightbreed has learned to better
his breed form. Many people have been declared insane as control his maneuvering in the air. Increase ability one step.
a result of this kind of harassment. The power is (from
expensive to use, costing 5 PP per minute. average to good or good to excellent). This can be taken
Prerequisite: Character Level 5+ multiple times, each time it’s taken, it increases the
maneuverability another step.
Divination Talent Tree The 2 Steps that flight can be increased to are:
Glimpse Future: This ability allows the character to Good Skill Excellent Skill
gain a sudden glimpse into the very near future. The Minimum Forward Speed: Minimum Forward Speed:
character expends an None None
Hover: Yes Hover: Yes
28
Fly Backward: Yes Fly Backward: Yes becomes 1 mile. The DC increases by another +2. The breed
Reverse: -5 feet Reverse: Free can now have the target do things he normally do such as a
Turn: 90/5 ft. Turn: Any good cop stealing a car and can even attempt to have the
Turn in Place: +90/5 ft. Turn in Place: Any target do something that would threaten his or a loved ones
Maximum Turn: Any Maximum Turn: Any life, however the target does get an immediate Will save with
Up Speed: Half Up Speed: Full a +5 bonus to the save, if successful, the target manages to
Down Speed: Double Down Speed: Double break free from the control.
Prerequisite: Infectious Control, Increase Control, Increase
Increased Flight Speed: The ‘breed has become a Range
faster flyer. Increase flight speed by 30’. This can be
taken multiple times, each Instinctive Response Talent Tree
time it’s taken, the ‘breed’s speed is increased another The character gains the instinctual ability to react quickly and
30’. This cannot be taken more than 3 times. effectively to unexpected danger.
Full Alert: The character gets a +4 circumstance bonus on
Infectious Control Talent Tree[Restricted] initiative checks. This bonus stacks with the one provided by
This talent tree is limited to those breedforms with the Improved Initiative feat (providing a +8 bonus if the hero
elements of Stigmata or Bio-mechanical tables has both).
Infectious Control: Allows ‘breed to control another Improved Evasion: If the character is exposed to any
being by infecting the target with a portion of his own effect that normally allows a character to attempt a Reflex
body. How the portion of the body is transferred into the saving throw for half damage (such as getting caught in a
victim is varied, depending upon what breed form grenade blast), the character suffers no damage if she makes a
characteristics possessed by the breed in question. It can successful saving throw and only half damage on a failed
be spines or quills shot into the target, spores that burrow save. Improved evasion can only be used when wearing light
into exposed flesh, stigmata types may spray the target armor or no armor.
with blood that seeps into the pores of the skin, a bio- Prerequisites: Full alert, evasion, increased speed.
mechanical may shoot circuitry or drill into the victim. Heightened Reflexes: The character can choose to take 10
However the infection is passed, 1 round after infection, on any Reflex saving throw. She may also spend 1 action
the target must make a Will save (DC 10 + ½ character point to gain a +10 bonus on a Reflex saving throw. She may
level + Con modifier). If the save succeeds, the target choose to take 10, spend an action point to gain the +10
resists the mental hold and the portion of the breed’s body bonus, or both.
is flushed out of his system over the next 24 hours. If the Prerequisites: Full alert, evasion, increased speed, improved
save fails, he falls under the nightbreed’s control. The evasion.
Nightbreed can give simple commands that do not put the
victim or those the victim cares about in danger. If a Intimidating Talent Tree
command is given for the target to do something that goes The character can develop a powerful force of character,
against his beliefs or alignment (such as having a good becoming highly skilled at intimidating others.
cop steal a car), the target gets a new save with a +4 Intimidating Presence: With this talent the character
bonus to resist that command. The control lasts for 1D6 applies his Nightbreed Base Class level as a bonus on any
rounds + 1 for every point the save to resist is failed by. Intimidate, Gamble, or Gather Information checks when
The maximum range to maintain control is 50’, if the attempting to bully or cow others into a state of unease and
breed is ever separated further than that from the target, submission.
the control immediately ends. The breed can only control Shake: the character can spend an Action Point to attempt
1 target at a time. This ability costs 1 action point to use. to shake their opponents. A single use of this ability can
Increase Control: Increases the difficulty of saves affect a number of creatures equal to the Nightbreed Base
required to resist the control. This effectively increases class level. Those targeted by the hero must make a Will save
the DC for the save by +4. It also increases the duration to (DC 10 + Nightbreed Base class level + Cha bonus) or
1D6 minutes + 1 minute for every point the save fails. become shaken. A shaken creature suffers a –2 morale
Prerequisite: Infectious Control penalty on all attack rolls, saving throws, skill checks, and
Increase Range: Increases the distance the target can ability checks.
be from the controller. This increases the range in which Prerequisite: Intimidating Presence.
the breed can control his target. The range increases by Terrify: Characters can spend an Action Point to attempt
20’ per character level. So a 7th level character could stay to terrify their opponents. A single use of this ability can
in control up to 170’ away. affect a number of creatures equal to the Nightbreed Base
Prerequisite: Infectious Control class level. Those targeted by the hero must make a Will save
Control Mastery: Increases the duration between saves (DC 10 + Nightbreed Base class level + Cha bonus) or
and allows the breed to make an attempt at forcing the become terrified. A terrified creature suffers a –3 morale
target to do something that he would never normally do, penalty on all attack rolls, saving throws, skill checks, and
including harming himself or a loved one. With this ability checks.
talent, the nightbreed can maintain control of the target Prerequisites: Intimidating Presence, Shake.
for 1D6 Hours + 1 for every 2 points the Will save is Game Face: Characters can take on an appearance and
failed by. The range at which he can maintain control manner of extreme gravity. Opponents who see this fearsome
29
glare must make a Will save or suffer an additional 2 Prerequisite: Mirror Sight
points of subdual damage every time the character inflicts Mirror Step: This allows you to use a mirror as a portal to
Hit Point damage upon them. The character must spend a the nightlands. Any mirror that is large enough for you to
move action to “get his game face on.” After that time the theoretically
effect continues for 3 rounds plus 1 round per level of pass through is all that is required. It costs 1 PP to allow just
Nightbreed Base Class. The hero may use this talent a yourself to pass through or 3 PP to cause the mirror to turn
number of times per day equal to his level in Nightbreed into a portal for 2 rounds and allow multiple people through.
Base Class, but never more than one time per encounter. Any medium or smaller mirror will only allow 1
Prerequisites: Intimidating Presence, Shake. person/round to go through. Any large mirror will allow
2/round, huge mirrors allow 4/round.
Machine Control [Restricted] Prerequisite: Mirror Sight, Mirror Search
In order to take talents from this tree, the ‘breed must
have at least one characteristic from the Bio-Mechanical Oracle Talent Tree
table. Characters with this talent are endowed with an ability to
Computer Interface: The character can remotely sense the approach of future events and react appropriately.
interface with any computer within 10’ per character level Hunch: The character has an innate ability to sense trouble
of him. He also gains a +6 Bonus on all computer use in the air. The hero can make a Will saving throw (DC 15).
checks. On a successful save, the character gets a hunch that
Control Appliances: This allows the character to everything is all right, or the hero gets a bad feeling about a
remotely control appliances. This is anything from specific situation, based on the GM’s best guess relating to
microwaves and blenders to the circumstances. This talent is usable a number of times per
lawn mowers and weed-eaters. This can also include guns day equal to the character’s Nightbreed Base Class level.
and non-electrical devices. The character cannot make an Prerequisite: Empathy (SRD).
item do something it could not normally do on it’ sown. Foretell: When the character is in a situation where she
That is to say, he can’t make a gun slide out of the holster must select between two or more options or courses of action,
& float around, however the character can cause the she can spend 1 Action Point to attempt a Will saving throw
weapon to discharge a round. Also he can start a lawn (DC 10 + the EL of the encounter). If the save succeeds, the
mower but unless it is self-propelled, he cannot make it character can determine which option or course of action is
move on it’s own. Manipulating appliances such as potentially the least dangerous. In this case, “dangerous” is
microwaves & lawn mowers can be done as a standard defined as being likely to cause personal injury to the
action. Items like a gun require an action point to be spent character. It does not mean the option having the greatest
as along with the standard action. Either way, the chance of success. If two or more of the options are equally
character can only control 1 item at a time. safe, the GM should inform the character that the possible
Control Vehicles: The character can control cars, vans, outcomes are equally dangerous (or equally safe).
busses, backhoes, etc. The character is limited to Prerequisites: Empathy (SRD), Hunch.
controlling only one vehicle at a time and cannot use the Prophetic Vision: With this talent, the hero can spend an
control appliance ability at the same time. He can make Action Point to gain insight into the immediate future.
the vehicle do anything it could do normally, including Although this glimpse is not enough for complete
opening it’s doors, and popping the hood as well as understanding of future events, it does grant the hero
driving, turning, operating any accessories (including the significant bonuses. These prophetic visions allow the hero to
aforementioned backhoe). This ability costs 1 action point add his Wisdom modifier to his Defense (as a dodge bonus),
each time it is used. Once the control is gained, the Reflex saves, Initiative checks, and attack rolls for 1 round
character can maintain it indefinitely for that vehicle so per level of his Nightbreed Base Class.
long as he stays within 300’ of the vehicle and he does not Prerequisites: Empathy (SRD), Hunch, Foretell.
use the control appliance ability on this talent tree.
Portal Talent Tree
Mirror Talent Tree The breed has learned to use and access the portals going
Mirror Sight: You have the ability to view into a between our world and the shadow lands.
mirror and peer into the nightlands. This only allows you Doorway: This power allows the character to create a
to see the dimensional “flip side” of the mirror. You portal of pure black energy about the size of a standard door
cannot see anything beyond the room that the mirror is in that will teleport any who pass through it to a location the
on the other side. This does not allow you to hear nightbreed has been to or has line of sight to. This takes 1 full
anything from the other side, this is purely visual. This round of concentration that does provoke an attack of
costs nothing to activate but can only be used once per opportunity and costs 3 PP to activate. The doorway will stay
day per mirror. There are some denizens of the nightlands open as long as the creator wishes up to a maximum of 4
that can tell if someone is looking in on them, if they do rounds. The maximum range for the doorway is 1 mile per
notice, they will most likely attack through the mirror. character level. For 6 PP, the doorway can be opened onto the
Mirror Search: Using a mirror, the nightbreed can nightlands. If used this way, it will only provide a portal to
search for a specific person or location in the normal the corresponding location in the nightlands.
world or the nightlands. The maximum range for this is Lightning Rider: This very unique ability allows the
10 miles. This uses up 1 PP per search. nightbreed to transform into pure electrical energy who can
30
then leap into a phone line and use it for travel. The Shadow Jump: This allows the ‘breed to use shadows for
character simply calls the phone number of the location short distance teleports. The maximum range is 20’ per
he wants to travel to then “jumps” into the phone line. character level. The character must be within a shadow that
Travel takes about 1 round for every 100 miles traveled, completely covers his body and the destination shadow must
so a call from Chicago to Los Angeles (about 1300 miles) also be large enough to cover his entire body. Activation
would take just over 2 minutes to complete. Once the costs 2 PP for every 100’ teleported or fraction thereof.
character has jumped into the line, the call does not need Shadow Blast: The Nightbreed can fire blasts of semi-
to remain open. Even if the phone is hung up or the cords solid black energy that deals 1D4 points of damage per PP
is pulled from the wall, he will still make it to his spent. The range is 20’ + 10’ per character level. It acts as a
destination. He will either knock the receiver off it’s hook ray touch attack and uses a standard action.
as he appears or he will jump out of the wall jack. If the Prerequisite: Either one of the other powers on this talent
line is cut further up the stream (Say the line is cut at the tree, base attack bonus of +4.
junction box nearest the house) the character will emerge
from where the line is cut. Each use of this talent costs 3 Quicker Than the Eye Talent Tree
PP. Heroes with this talent tree can spend an Action
Teleport: This amazing ability allows the character to Point to begin moving so rapidly that they are actually
physically teleport himself per the Teleport spell found in quicker than the eye, appearing as blurring streaks of color.
the Players Handbook for D&D 3.5 except for range, This effect causes them to gain a concealment-based miss
which is 100 miles per character level. This ability costs a chance against all attacks directed at them.
staggering 8 PP per use. Quick: By spending one Action Point, the hero begins
Prerequisite: Either one of the other powers from this moving so rapidly that all attacks against
talent tree, character level 12. him suffer a miss chance of 20%. This miss chance persists
for 3 rounds plus 1 round per Fast hero level.
Protection Talent Tree Quicker: When the hero spends an Action Point to gain a
This character has developed supernatural protective and miss chance, that chance is increased by 10% (total 30%).
healing abilities. Prerequisite: Quick.
Soul Shield: This ability essentially protects the Quickest: When the hero spends an Action Point to gain a
characters mind. It prevents the See Truth talent from miss chance, that chance is increased by 10% (total 40%).
working on the character, it also masks alignment and Prerequisites: Quick, Quicker.
provides a +6 bonus to all Will saves against any type of Quickest of Them All: When the hero spends an Action
mental contact, mind reading or control. The power costs Point to gain a miss chance, that chance is increased by 10%
3 PP for every hour of use. (total 50%).
Sharing the Flesh: This power allows the Nightbreed Prerequisites: Quick, Quicker, Quickest.
to share of his own health in order to heal another. The
power uses 1 PP to Quick Thinking Talent Tree
activate. To simply stabilize a dying person, the character These characters are capable of unheard of rapidity for
willingly takes 1D6 subdual damage. To heal HP damage, extrapolation of logic.
the character takes 1D6+1 subdual damage for every 1D6 Keen Reflexes: The character can add their Intelligence
HP they wish to heal. In order to heal ability damage, the modifier to their Reflex save in addition to any normal
character can willingly take 1 point of ability damage in modifiers (such as high Dexterity).
order to restore 2 points of ability damage of the target. Keenly Skilled: Select one skill from those listed below.
The type of ability damage taken has to be the same type The character can add his Intelligence modifier in addition to
as that which was restored. (ie: to heal Con damage, the the normal modifiers when making a skill check with that
character must take Con damage himself.) skill. This can be taken multiple times, each time it’s taken,
Anti-Magic Shell: This power creates a shell that choose an additional skill.
radiates 20’ + 10’ per character level that renders all Bluff, Climb, Diplomacy, Disguise, Drive, Handle Animal,
magic/ psionic spells, effects & items useless. This works Jump, Perform (Any single skill), Pilot, Profession (any
just as anti-magic spell from the Player’s Handbook 3.5. single skill), Ride, Sense Motive, Survival & Swim.
The power costs 5 PP per minute to maintain. Perspicacious Response: The character can add his
Intelligence modifier to Initiative in addition to any normal
Shadow Force Talent Tree modifiers such as Dexterity.
This character has learned to manipulate the shadows Greater Perspicacious Response: The character can add
around him, even to the point of it becoming a semi-solid their Base Will Save in addition to their Intelligence,
force. Dexterity & any other modifiers to their Initiative.
Shadow Shield: This creates a sphere of utter darkness Prerequisite : Keen Reflexes, Perspicacious Response.
that surrounds the nightbreed. The size of the sphere is 6”
larger that the Recovery Talent Tree
breed is tall. This shield provides a 30% miss chance for The character has developed a heightened healing system.
all attack made against him. Additionally it provides This system works more effectively in the breed form than it
DR:4/Light. This costs 1 PP to activate & 1 PP/ minute it does in human form.
is active.
31
Increased Healing: The character heals twice as fast as and half his normal Con score (round down). The hit points
normal in human form and heals 4 times as fast in breed and lost CON will heal at the normal rate for lost hit points
form. and ability scores. This ability costs 5 PP and lasts for a
Fast Healing I: The character may spend 2 PP to gain number of rounds equal to his CON score +10. He can extend
fast healing 1 for 10 rounds (1 minute) in human form or this duration another 10 rounds by expending another 3 PP.
fast healing 2 in Breed form. Prerequisite: Summon Swarm, Empower Swarm, swarm
Prerequisite: Increased Healing Legion
Fast Healing II: The character may spend 4 PP to gain
fast healing 2 for 10 rounds in human form or fast healing Weather Control Talent Tree
4 in Breed form. When this tree is selected, character gains a new class skill:
Prerequisite: Increased Healing, Fast Healing I Control Weather. This is a very unique talent tree. The
Regeneration: The character can regain lost ability abilities gained allow the character to gain greater control of
points (including STR lost due to PP conversion ability of the weather in his surrounding area. This talent tree is skill
the Psychic Breed Class) at a rate of 1 point per ability per based. Meaning the character needs to invest skill points into
30 minutes. The character can also re-grow lost limbs in it in order to advance his power level or control over it.
48 hours. This ability only works while in breed form. However, you do not roll a D20 to make a skill check with
Prerequisite: Increased Healing, Fast Healing I, Fast this power. Instead, the number of power points spent
Healing II determines the effective roll made with this skill. In addition
to the PP cost listed for the individual effects, the character
Swarm Talent Tree [Restricted] must also spend PP per the following table to see how
The character has learned how to control swarms of effective he was with the power.
vermin or insects and eventually be able to transform into PP D20 “Roll”
such a swarm themselves. 0 5
In order to select this talent tree, the ‘breed must have at 1 10
least one characteristic from one or more of the following 3 15
breed form tables: arachnid, bat, insectoid or rodent. If the 5 20
‘breed has abilities from more than one breed form table, The only exception to this rule is when two characters with
they must choose one with which this power works. this power are attempting opposed skill checks. This is
Summon Swarm: The breed can summon a swarm of handled as a normal opposed skill check with both characters
the vermin type he selected. This summons a swarm of rolling a D20 and adding there skill rank to the roll.
the type of vermin your breed form is tied to (bats, rats or Basic Control: Allows for Fog. Max skill allowed is 10
spiders) it appears at the ‘breeds feet and immediately ranks. The effectiveness of this ability is based upon the
attacks the summoner’s designated target. The ‘breed can characters skill roll.
control the direction of the swarm and denote who is The character can take a 10 or 20 using the skill in this way.
friend or foe. This costs 2 PP to summon and lasts for as Raising the fog costs 1 PP and remains for 1D6 minutes + 1
long as the ‘breed concentrates plus an additional 2 minute for every 5 points above 15 on the skill check., then it
rounds. will disperse like normal fog (ie: if it is a very calm day, the
Empower Swarm: By expending another 2 PP, the fog may remain for quite a while, the windier it is the faster it
‘breed can empower the summoned swarm so that it will disperse.)
covers twice as much space, has maximized hit poits, and Skill Roll Fog Thickness Radius of Effect
deals an additional +1D6 damage per round per person Less than 10 None None
within the swarm’s area of effect. 10-13 Light 50 ft.
Prerequisite: Summon Swarm 14-17 Light 100 ft.
Swarm Legion: The ‘breed can choose to summon 18-21 Normal 500 ft.
additional swarms at a cost of 1 PP for each additional 22-25 Normal 100 ft.
swarm, up to a maximum number of swarms equal to his 26-29 Pea Soup 1/2 mile
CON bonus. If this is done and the ‘breed wishes to use 30-33 Pea Soup 1 mile
empower swarm, all the swarms are empowered and it 34-37 Pea Soup 2 miles
costs 2 + 1 PP per additional swarm to empower. 38-41 Pea Soup 5 miles
Prerequisite: Summon Swarm, Empower Swarm 42 + Pea Soup 10 miles
Become Swarm: The ‘breed can transform into a Light Fog: Obscures all sight, including Darkvision, beyond
swarm, his body breaking up into the individual vermin. 30 feet. Creatures between 15 - 30 feet away have one-half
For all intents and purposes he is physically a swarm. He concealment (attacks against them have a 20% miss chance).
retains his own Hit points, Saves and mental abilities. Normal Fog: Obscures all sight, including Darkvision,
Any damage he suffers in swarm form will transfer to him beyond 20 feet. Creatures between 10 – 20 feet away have
when he reverts back to his normal form again. If the one-half concealment (attacks against them have a 20% miss
swarm is destroyed, the ‘Breed can make a Ref & Fort chance).
save, both at a DC of 15 + the amount of damage the Pea Soup Fog: Obscures all sight, including Darkvision,
killing blow dealt. If he makes both saves, then at least beyond 10 feet. Creatures between 5 - 10 feet away have one-
one vermin survived the attack and was able to get away. half concealment (attacks against them have a 20% miss
This means he will survive but will only have 1 hit point chance).
32
Lowering Fog a Fort Save against a DC of 20 or become checked. Large
In order to lower fog, the character must spend 1 PP and creatures must make the Fort Save or become knocked down.
make a Weather Mastery skill check. The fog will be Medium-size creatures (or smaller) must make the save or be
lowered by one degree of severity within the radius of blown away. The following things might happen to a creature
effect. Multiple applications of this power will have a caught in an area of heavy wind effects:
cumulative effect. The following things might happen to a creature caught in an
Prerequisite: Character level 4 area of heavy wind effects:
Increased Control: This allows the character to have a Checked: Creatures are unable to move forward against the
max of 16 ranks in the skill and allows manipulation of force of the wind. Flying creatures are blown back 1d6 x 5
wind. Summoning the wind costs 2 PP and will remain feet.
for 1D6 minutes + 1 minute for every 5 points above 15 Knocked Down: Creatures are knocked prone by the force of
on the skill check. the wind. Flying creatures are blown back 1d6 x 10 feet.
Skill Roll Wind Force Area of Effect Blown Away: Creatures on the ground are knocked prone and
Less than 10 None None rolled 1d4 x 10 feet, sustaining 1d4 subdual damage per 10
10-13 Light 10 ft. x 20 ft. feet. Flying creatures are blown back 2d6 x 10 feet and
14-17 Moderate 10 ft. x 30 ft. sustain 2d6 points of subdual damage due to battering and
18-21 Strong 20 ft. x 40 ft. buffeting. A flying creature is always treated as though its
22-25 Strong 20 ft. x 50 ft. size were one class smaller than its real size for determining
26-29 Severe 20 ft. x 60 ft. heavy wind effects.
30-33 Severe 20 ft. x 70 ft. Prerequisite: Basic Control, Character level 9
34-37 Windstorm 20 ft. x 80 ft. Storm Summoning: This allows the character to summon
38-41 Windstorm 25 ft. x 100 ft. storms and increases the max number of ranks to 21.
42 + Hurricane 25 ft. x 150 ft. Summoning a Storm costs 3 PP and the storm will remain for
Wind effects are as follows: 1D6 minutes + 1 minute for every 5 points above 15 on the
Light Wind (10 MPH): Light wind has little or no game skill check.
effect, though it may provide a cooling breeze or prevent Skill Roll Type of Storm Radius of Effect
smoke, fog, or some form of harmful gas from Less than 10 None None
approaching the character. 10-13 Precipitation 50 ft.
Moderate Wind (20 MPH): A moderate wind has a 50% 14-17 Precipitation 100 ft.
chance (per round) of extinguishing small unprotected 18-21 Storm 500 ft.
flames, such as candles. 22-25 Storm 100 ft.
Strong Wind (30 MPH): A strong wind will automatically 26-29 Storm 1/2 mile
extinguish small unprotected flames, and will impose a -2 30-33 Powerful 1 mile
penalty to ranged attacks and Listen checks within its area 34-37 Powerful 2 miles
of effect. Tiny creatures or smaller must succeed in a Fort 38-41 Powerful 5 miles
Save against a DC of 10 or be knocked down. 42 + Catastrophic 10 miles
Severe Wind (50 MPH): A severe wind imposes a -4 Precipitation: Most precipitation is in the form of rain, but in
penalty on ranged attacks and Listen checks within its cold conditions it can manifest as snow, sleet, or hail.
area of effect. Medium size creatures must succeed in a Precipitation of any kind followed by a cold snap in which
Fort Save against a DC of 15 or become checked. Small the temperature dips from above freezing to 30° F or below
creatures must make the Fort Save or become knocked may produce ice.
down. Tiny creatures (or smaller) must make the save or Rain: Rain reduces visibility ranges by half, resulting in a –4
be blown away. penalty to Spot and Search checks. It has the same effect on
Windstorm (70 MPH): Windstorms are powerful enough flames, ranged weapon attacks, and Listen checks as severe
to tear down branches, if not entire trees. Unprotected wind.
flames are automatically extinguished. Protected flames Snow: While falling, snow reduces visibility as rain (–4
(such as lanterns) or larger fires have a 75% chance of penalty to ranged weapon attacks, Spot checks, and Search
being extinguished. Ranged weapon attacks become checks). Once on the ground, it reduces movement by half.
impossible, although heavy weapons may still be used. Snow has the same effect on flames as moderate wind.
Listen checks receive a -8 penalty. Large creatures must Sleet: Essentially frozen rain, sleet has the same effect as rain
succeed in a Fort Save against a DC of 18 or become while falling (except that its chance to extinguish protected
checked. Medium-size creatures must make the Fort Save flames is 75%) and the same effect as snow once on the
or become knocked down. Small creatures (or smaller) ground.
must make the save or be blown away. Hail: Hail does not reduce visibility, but the sound of falling
Hurricane (150 MPH): All open and protected flames are hail makes Listen checks more difficult (–4 penalty).
extinguished regardless of size. Ranged attacks are Sometimes (5%
impossible, unless made with heavy weapons, which chance) hail can become large enough to deal 1 point of
receive a -4 penalty to attack. Listen checks are damage (per storm) to anything in the open. Once on the
impossible. Trees will be uprooted, light structures will be ground, hail has the same effect on movement as snow.
blown down, and small vehicles will be flipped over or Storms: The combined effects of precipitation (or dust) and
smashed by flying debris. Huge creatures must succeed in wind that accompany all storms reduce visibility ranges by
33
three quarters, imposing a –8 penalty to all Spot, Search, Greater Thunderstorm: Greater thunderstorms are
and Listen checks. Storms automatically extinguish accompanied by more frequent lightning over a wider area.
candles, torches, and similar unprotected flames. They There is a 75% chance of a tornado forming within the area
cause protected flames, such as those of lanterns, to dance of a greater thunderstorm.
wildly and have a 50% chance to extinguish these lights. Lowering a Storm
Severe winds (50 MPH) rage across a storm’s area of In order to lower a storm, the character must spend 1 PP and
effect. There are three kinds of storms: make a Weather Mastery skill check. The storm will be
Duststorm: These desert storms differ from other storms lowered by one degree of severity within the radius of effect.
in that they have no precipitation. Instead, a duststorm Multiple applications of this power will have a cumulative
blows fine grains of sand that obscure vision, smother effect.
unprotected flames, and can even choke protected flames Opposed Weather Mastery Checks
(50% chance). Most duststorms are accompanied by If two characters with this ability square off in an effort to
severe winds (see above) and leave behind a deposit of control the weather in an area, they should face one another
1d6 inches of sand. in an opposed
Snowstorm: In addition to the wind and precipitation Weather Mastery check. The winner controls the area for the
common to other storms, snowstorms leave 1d6 inches of next ten minutes, after which another opposed check may be
snow on the ground attempted.
afterward. Prerequisite: Basic Control, Increased Control, Character
Thunderstorm: In addition to wind and precipitation level 12
(usually rain, but sometimes also hail), thunderstorms are Weather Mastery: This allows the character to have as
accompanied by lightning that can pose a hazard to many ranks in this skill as normally allowed for any class
characters without proper shelter. As a rule of thumb, skill (3+level) and also allows the summoning of lightning
assume one bolt per minute at the center of the storm. bolts. Each Lightning Bolt costs 1 PP and takes a standard
Each bolt causes electrical damage equal to 1d10 eight- action to do so. For individual Targets, it is a range touch
sided dice. One in ten thunderstorms is accompanied by a attack. For those bolts that cover larger areas, all in the
tornado (see below). affected area can make a Reflex save (DC 10 + ½ Character
Powerful Storms: Very high winds and torrential Level + Caster stat modifier, Int for Arcane, Wis for Divine).
precipitation reduce visibility to zero, making Spot and Lightning Bolts cannot be summoned unless the sky is
Search rolls, Listen checks, and all ranged weapon attacks considered mostly cloudy.
impossible. Unprotected flames are automatically Skill Check Bolt Radius Bolt Damage*
extinguished, and even protected flames have a 75% Less than 10 None None
chance of being doused. Creatures caught in the area can 10-13 1 opponent 1d6
make a Fortitude saving throw (DC 20) or face the 14-17 1 opponent 2d6
following effects based on the size of the creature. 18-21 5 ft. 3d6
Powerful storms are divided into the following four types: 22-25 5 ft. 4d6
Windstorm: While accompanied by little or no 26-29 5 ft. 5d6
precipitation, windstorms can cause considerable damage 30-33 5 ft. 7d6
simply through the force of their wind (see Table: Wind 34-37 10 ft. 8d6
Effects). 38-41 10 ft. 9d6
Blizzard: The combination of high winds (see Table: 42 + 10 ft. 10d6
Wind Effects), heavy snow (typically 1d3 feet), and bitter *Bolt damage is increased by +1d8 if the bolt is drawn down
cold make blizzards deadly for all who are unprepared for out of a sky that is already heavily overcast.
them. Prerequisite: Basic Control, Increased Control, Storm
Greater Duststorm: These duststorms deal 1d3 points of Summoning, Character Level 16
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.

34
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35

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