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