Allies & Adversaries

Ba'al-ze-Neckt: The Nightlords

There is a significant power disparity between the Nightbane and the Nightlords and this is intentional. The Nightlords are cosmic, god-like beings and defeating one is a nigh-impossible feat. It is more likely that a Nightbane cell will foil a Nightlord's plans than defeat it in direct combat. These villains are best suited to run schemes in the background, their stats provided for inclusion in a truly epic Nightbane campaign.

Attributes: Agility d12, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Athletics d8, Battle d6, Common Knowledge d4, Fighting d8, Focus d12, Intimidation d8, Notice d8, Occult d12, Stealth d6, Survival d6, Taunt d10

Pace: 6; Parry: 7; Toughness: 21 (12)

Hindrances: Dependency (Life Force Energy)
Edges: Alertness, Arcane Resistance (Imp), Block (Imp), Calculating, Champion (Evil), Command, Fervor, Dodge, Mighty Blow, No Mercy, Tactician

Special Abilities

  • Absorption (2): All Energy (+4). Require Activation (-1).
  • Ageless (1)
  • Armor (6): +12 Armor.
  • Energy Control (5): Electricity, Fire (+1), Light (+1). Area Effect (+2). Requires Material (-1).
  • Fear (-2): Anyone seeing a nightlord in its true form make a Fear roll at -2. Note: This is a special ability and not a Super Power.
  • Fearless (2)
  • Infection (2): Lethal (+1).
  • Matter Control (5): Earth, Metal (+1), Synthetic (+1).
  • Melee Attack (4): Armor Piercing (+3). Str+2d6, AP 6.
  • Ranged Attack (9): Armor Piercing (+2). Range 12/24/48, 4d6 damage, AP 4.
  • Telekinesis (3): Fine Control (+3). Power (+4). Strength d10.
  • Teleport (2): Portal (+2). Traverse (+3).
  • Toughness (6)
  • Unstoppable (2)

Mechanics

Savage Nightbane

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