Character Level | Night Abilities | Night Bonus | Special |
---|---|---|---|
1st-2nd | 0 | +0 | Watcher Initiation, Decipher Nightscript |
3rd-4th | 1 | +1 | Night Shift (Full-Round Action) |
5th-6th | 2 | +1 | Integral Theory |
7th-8th | 3 | +2 | Night Shift (Standard Action) |
9th-10th | 4 | +2 | Description Theory |
11th-12th | 5 | +3 | Night Shift (Move Action) |
13th-14th | 6 | +3 | Summation Theory |
15th-16th | 7 | +4 | Night Shift (Swift Action) |
17th-18th | 8 | +4 | Encompassing Theory |
19th-20th | 9 | +5 | Night Shift (Free Action) |
Watcher Initiation – As part of initiation into the Watchers, you receive a set of Watcher Implants. These bits of biotechnology are reverse-engineered Nightlord tech, which serve to allow the Watcher to control his abilities. Additionally, it functions as a translation device, holding an infinite amount of languages and learning new languages as they are encountered (after a few days of exposure). You can understand the language without penalty, but speaking the language imposes a -6 penalty to social interaction skills when using the translator – this penalty is reduced to -3 one month after receiving the implant. Since this is organic technology, you do not become susceptible to ion damage.
Detect Night – You receive a +5 bonus to notice nightscript. Further, if you pass within 1 square of a nightbridge or character with one or more Night feats you immediately sense that the place or character is touched by the Night.
Decipher Nightscript – You are able to pick out bits of Nightscript from your environment. You may make an Intelligence check (DC 15) to read Nightscript – you add your Night Bonus to this check as well. If successful, you may identify the contents of a night scribble or determine the intentions of a strange inscription or strange verse. To those without this ability Nightscript appears to be meaningless or random symbols which are frequently entirely overlooked.
Night Shift – As a full-round action, you can shift into the Night. While in the Night, your movement speed is quadrupled, but you cannot interact with anything outside of the Night. As you gain levels, the ease with which you can enter the Night increases. Returning from the Night to reality is a free action that can only be taken on your turn. You can only enter the Night once per turn. When you Night Shift, you can also shift a number of adjacent creatures equal to your Night Bonus, however creatures who have the Night Shift ability cannot be shifted in this manner. Unwilling creatures can be shifted in this fashion, however you must make a melee touch attack against them to shift them.
Night Abilities – As you gain experience you learn to manipulate the Night and its effects in more advanced ways. Each time you gain a Night Ability, choose one from the list below that you meet the prerequisites for.
- All or Nothing (Prerequisite: Unshakeable) – The Night’s effects on reality can be inherently random, sometimes allowing you to succeed in the face of overwhelming odds while at other times making you fail where you might have normally succeeded. Once per session before making a roll, you may increase the auto-succeed and auto-fail ranges of that roll by 5. For rolls that did not normally auto-succeed or auto-fail, this becomes a range of success on 16-20 and failure on 1-4. For attack rolls, auto-success on this roll counts as a critical threat as well as an automatic hit, however this critical threat must be confirmed as normal. You may not take 10 or take 20 with a roll affected by this ability.
- Black Cat – Strange and unfortunate accidents tend to plague your enemies. Rolls that automatically fail on a given die roll now increase the range that they fail on by 1. This only affects the highest-level opponent you are in direct conflict with. This ability may be taken multiple times. For each additional time you take it, Black Cat affects the next highest-level opponent.
- Night Dodge (Prerequisite: Tough Luck, Character Level 12 or higher) – Due to your ability to duck into the Night as needed, sometimes attacks miss you, even when you would have otherwise been hit. You may spend a hero point and make the usual hero point roll the beginning of any round (Things Get Weird applies if you have it). For a number of rounds equal to the result of your action point roll plus your Night bonus, any successful attack against you has a 20% chance of missing you after all.
- Night Fetch (Prerequisite: Night Scrounge) – You are now able to pull useful items from the Night faster and more reliably. Roll a d20, adding your Intelligence, Wisdom, or Charisma modifier (whichever is highest). If the roll * 1000 exceeds the desired item’s cost, you’re able to acquire it in one round. Otherwise, fetching the item takes a number of minutes equal to the difference between the cost and 1000 * the roll. The moment the item is no longer being held or watched it returns to the Night.
- Night Scrounge (Prerequisite: INT, WIS, or CHA 13 or higher) – Sometimes items that are cast away or lost find their way into the Night. While the most of these are lost keys or lone socks, sometimes some are more useful. Once per session you may spend an hour to find a weapon or piece of gear. The cost of this equipment cannot exceed your 1000 * (Wisdom, Intelligence, or Charisma modifier (whichever is highest) plus your Night bonus. If the item is a weapon, attacks with it fail on a natural 1 or 2 – if the weapon already has an increased failure range than increase the range by 1. The item automatically breaks at the end of the session. You may take this ability up to three times, each time allowing you to find an item once per session.
- Night Stash (Prerequisite: Night Fetch) – You are able to shift normal items into the Night, to be recovered later. You may place a single item into the Night, where you can retrieve it later. Unlike items discovered with the Night Scrounge feat, items stashed in the Night don’t gain increased failure ranges or any special tendency to break. You must spend an hero point and take one minute to place an item in the Night. Afterward, you may retrieve the item at any time as a full round action (even if you’re in a different location). When the item is retrieved, you must roll a d20, adding your Intelligence, Wisdom, or Charisma modifier (whichever is highest), add your Night Bonus to this roll as well. If the result of this roll * 1000 is equal to or less than the item’s cost, it becomes lost in the Night. The item can be returned to the Night as a full-round action, allowing you to retrieve it again at a later point in time. The character may only have one item stashed in the Night at any one time.
- Scribble (Prerequisite: Level 7 or higher) – Your knowledge of nightscript allows you to create self-delivering messages. You may write a short nightscript message (one sentence) that makes itself plain to one individual of your choice. The message can move instantly to any desired location up to 10 kilometers from the point it was created and lingers for 24 hours, or until it is read by the intended recipient, whichever comes first. Creating the scribble requires one full round per word in the message, and you may create one scribble per session per point of Night bonus you have.
- Spoil (Prerequisites: Unshakable) – You are naturally resistant to the power of the mystic world. The DC of all invocations targeting you, and your defense scores any spell, incantation, true incantation, or nanospell, are increased by double your Night bonus.
- Strange Inscription (Prerequisite: Scribble, Level 12 or higher) – You can create bits of nightscript that influence the minds of others. You may create a piece of nightscript that immediately imposes itself on another character within your line of sight. Doing so requires 2 full rounds. You must make an attack against the target’s Will defense – this attack bonus is equal to your Intelligence, Wisdom, or Charisma modifier (whichever is highest) plus quadruple your Night bonus. Success on the attack causes the target to suffer one of the following effects. The target of a strange inscription cannot be affected by another piece of nightscript until this piece has run its full course (alleffects comes to an end and all temporary attribute damage is recovered). Each use of this ability counts as a use of your Scribble ability.
- Blindness: The target is blinded for 2d4 rounds.
- Confusion: The target suffers 2d4 points of temporary Intelligence damage. This damage recovers at the rate of 1 point per minute.
- Depression: The target suffers 2d4 points of temporary Charisma damage. This damage recovers at the rate of 1 point per minute.
- Fear: The target attempts to flee the area at his top speed for 2d4 rounds.
- Generosity: The target’s disposition toward everyone is improved by two grades for 2d4 minutes.
- Indecision: The target is stunned for 1d6 rounds.
- Lethargy: The target loses their Dexterity bonus to Reflex Defense and may only take one move or standard action per round for 2d4 rounds.
- Malice: The target’s disposition towards everyone is worsened by two grades for 2d4 minutes.
- Pain: The target takes 2d8 subdual damage. This damage is recovered at the rate of 2 points per minute.
- Strange Verse (Prerequisite: Strange Inscription, Level 17 or higher) – You can create complex snippets of nightscript with a variety of results. Once per session, you may create a string of nightscript that immediately imposes itself on another character within line of sight. Creating the string requires four full rounds. You must make an attack against the target’s Will defense – this attack bonus is equal to your Intelligence, Wisdom, or Charisma modifier (whichever is highest) plus quadruple your Night bonus. Success on the attack causes the target to suffer one of the following effects:
- Song of…: As any of the Strange Inscription effects except that the number of dice rolled is increased by 1.
- Song of Blood: The target suffers 3d8 damage.
- Song of Death: You must immediately make an additional attack (at the same bonus) against the target’s Fortitude defense. If the attack succeeds, the target is immediately reduced to –1 HP and begins dying.
- Song of Obedience: The target’s disposition toward you becomes “Ally” until they next rest.
- Tough Luck (Prerequisite: Black Cat, Level 6 or higher) – You’re more than just a jinx, you’re a magnet for unlucky breaks. Opponents affected by your Black Cat ability must spend either a hero point or their next available swift action to avoid losing any critical hit or auto-success made against you.
- Things Get Weird (Prerequisite: All or Nothing, Level 12 or higher) – Any time you roll a ‘6’ with an hero point roll, the die explodes (roll the die again and add the new result to it). However, any time that you roll a 1 on the hero point roll, you subtract one from the end result of the hero point roll. If you only roll 1 hero point die, you gain no effect from the hero point instead.
- Unshakable – You remain calm and collected even in the face of the utterly bizarre and incomprehensible. You add your Night Bonus to your Will defense. Further, you take no penalties to Initiative and can still take 10 when in the Night.
Integral Theory – You are a student of exotic mathematics that describe the operation of a theoretical world, mathematics that have a profound impact on the Night. You may use mathematical formulas to influence the base workings of the Night, providing yourself with one of the following benefits while in an area where the Night is present or while within in the Night. The ‘bonus’ referred to is your Night Bonus, as determined by your Night User Character Advancement. Once chosen this bonus remains in effect until you leave the Night. The next time you enter the Night, a new bonus may be chosen.
- A bonus to all attack rolls and either unarmed damage or damage.
- A dodge bonus to Reflex Defense equal to 2x your Night Bonus
- A bonus to all defenses
- DR against physical attacks
- Resistance equal to 2x your Night Bonus against one energy type, chosen upon activation of Integral Theory
- A number temporary hit points equal to three times your Night Bonus.
Description Theory – Your mathematical formulae that grant you the ability to create more potent alterations within the Night now create alterations and make those alterations persist even after the Night has departed or you have left the Night. When you depart the Night you may retain your Integral Theory bonus. This effect immediately ends when the character next enters the Night, regardless of if that entry into the Night was of their own volition.
Summation Theory – You can now extend the benefits of Integral Theory to a number of allies equal to your Night Bonus. This does not allow you to apply the benefits of Description Theory to them.
Encompassing Theory – You can now extend the benefits of Description Theory to a number of allies equal to your Night Bonus.