Savage Brainstorming: Nightbane

New Hindrance

Caster (minor)
Note: Only available to humans with Arcane Background
Your powers require that you perform spells and incantations to use them. You must take the Requires Activation modifier for any power which is applicable. The reduced cost is still applied.

Denmark thought they could make a kaiju movie

So last Sunday, I along with many other Kickstarter backers got an early screening of the premiere episode of the revived Mystery Science Theater 3000. The film used was Reptilicus, the makers of which have a rather flawed understanding of how regeneration works with reptiles. Some random thoughts.

* The new doorway sequence is a treat for the eyes. However, it looks like it may be CG (not that there's anything wrong with that). If it isn't, color me impressed.

* While the Bots retain their original designs, Servo and Crow now have semi-functional arms.

* Of course there are the voice changes. The most startling is Gypsy, who has gone from Jim Mallon doing a falsetto to being performed by an actual female woman of the opposite sex.

* The film's half-baked understanding of regeneration inspired a host segment where we got multiple Servos, including Evil Servo and Southern Belle Servo.

* Some old standards that are making a return are the Invention Exchange and letter reading.

Savage Brainstorming: Nightbane

This conversion of the Nightbane setting will use the Super Powers Companion, using the Street Fighters power level and with Rising Stars being strongly recommended. Copycat, Invent, Minions, Sidekick, Undead, and the Device modifier are not available for selection.



Agile (2): A Guardian has a starting Agility of d6.

Memory Loss (-1): A Guardian only has ten skill points during character creation.

Paleface (-1): Thanks to their albino coloring, Guardians have the Distinctive Appearance Hindrance.

Power of Light and Mind (2): A Guardian gets the Arcane Background (Super Powers) Edge for free. All powers must have a light or psionic trapping.

Small (-2): A Guardian's slight build results in a -1 to Toughness.

Spirited (2): A Guardian has a starting Spirit of d6.


Adaptable (2): Humans start with a free Novice Edge for which they meet the Requirements.

Mystically Constricted (-1): A human who takes Arcane Background (Super Powers) has the Out of My League Hindrance.

Skilled (1): Humans get a free d6 in a skill of choice.


Alert (1): A Nightbane gets a free d6 in Notice.

The Becoming (2): A Nightbane gets the Arcane Background (Super Powers) for free. Power trappings should be based on the Morphus (See pages 91-106 of Nightbane for more on this).

Fugitive (-1): The Nightlords hate and fear the Nightbane above all others, and law enforcement is quick to respond to reports of them appearing. A Nightbane has the Wanted (minor) Hindrance.

Low Light Vision (1): A Nightbane ignores penalties for Dim and Dark Lighting.

The Masquerade (-2): A Nightbane cannot use powers while in the Facade except for Super Sorcery. Switching between the Facade and the Morphus requires an Action.

Through a Glass Darkly (1): A Nightbane can use a mirror to enter and leave the Nightlands, so long as there's a counterpart on the other side. While this ability always succeeds when used, a Spirit roll is required to determine how taxing the process was. On a failure, the Nightbane is Shaken upon arrival. On a Critical Failure, a level of Fatigue is taken. Another person can be taken along, but this applies a -2 to the Spirit roll and the passenger will also be Shaken or Fatigued on a failed roll.


Bite (1): A wampir's bite inflicts Str+d6 damage.

Bloodlust (-2): A wampir has the Dependency (human blood) Hindrance.

It Burns! (-1): While not deadly as with a regular vampire, wampirs are sensitive to sunlight and have a minor Allergy Hindrance.

Power of the Dead (2): A wampir gets the Arcane Background (Super Powers) Edge for free. All powers must have a psionic or physical enhancement trapping.

Quick Recovery (2): A wampir gets the Fast Healer Edge for free.

Savage Brainstorming: BtS Monsters Part 2

Death Weaver (WC)
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Climbing d6, Fighting d8, Knowledge (Arcana) d8, Notice d8, Spellcasting d8, Stealth d8, Survival d6, Tracking d8
Pace: 8 Parry: 6 Toughness: 9
Edges: Arcane Background (Magic), Master of Magic
Powers: armor, barrier, boost/lower Trait, environmental protection, invisibility, summon ally, and three others PPE: 25

Special Abilities

Bite Str+d6

Cocoon: A death weaver's webbing is highly suited for restraining victims. Treat as the entangle power, but no PPE is used, Agility takes the place of the arcane skill, and the area effect version is not available.


Size +2

Skitter: A death weaver has a Running Die of d8.

Wall Walker

Sowki (WC)
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Investigation d8, Knowledge (Arcana) d10, Notice d8, Persuasion d8, Shooting d6, Spellcasting d10, Stealth d6, Streetwise d8
Pace: 6 Parry: 6 Toughness: 10 (4)
Edges: Arcane Background (Magic), Master of Magic, Rapid Recharge
Powers: boost/lower Trait, confusion, detect/conceal arcana, disguise, dispel, illusion, puppet, shape change, speak language, and two others PPE: 30

Special Abilities

Armor 4: Scaly hide.

Bite Str+d6

Fear: Seeing an undisguised sowki invokes a Fear check.

Low Light Vision: Ignore Dim and Dark lighting penalties.

Poison: Delivered through its bite.

Weakness (Cold): A sowki is at -2 on all trait rolls while in below freezing temperatures.

Savage Brainstorming: BtS Monsters Part 1

Dybbuk (WC)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Climbing d6, Fighting d8, Notice d6, Stealth d6, Swimming d6, Tracking d8
Pace: 6 Parry: 6 Toughness: 8

Special Abilities

Bite: Str+d6

Corpse Possession: A dybbuk can discorporate and enter a recently deceased body that is in reasonably good condition. The body retains the original owner's Agility, Strength, Vigor, Pace, and base Toughness. All other traits are those of the dybbuk. While in this state, the only abilities it has access to are Low Light Vision and Weakness (Sunlight). However, it gains the Undead ability. Inflicting a Wound on the body forces the dybbuk out.

Fear: Seeing a dybbuk in its true form invokes a Fear check.

Grab 'n' Gouge: The dybbuk possesses two sets of arms. The upper set are massive things used to pin down an opponent, granting a +2 to all offensive Grappling rolls. The second set are more spindly with the fingers ending in razor sharp claws. A successful grappling damage attempt receives a +4 to the damage roll.

Low Light Vision: Ignore Dim and Dark lighting penalties.

Size +1

Weakness (Sunlight): A dybbuk has a -2 applied to all trait rolls while exposed to sunlight.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Driving d6, Fighting d6, Lockpicking d8, Notice d8, Piloting d6, Psionics d8, Repair d10, Shooting d6, Stealth d8
Pace: 6 Parry: 5 Toughness: 3
Edges: Arcane Background (Psionics), Telemechanics
Powers: bolt, damage field, havoc, stun, telepathy (electrical trappings where appropriate) ISP: 20

Special Abilities

Claws: Str+d6

Immunity (Electricity)

Size -2

Small: All attacks directed against a gremlin are at -2.

Spanner in the Works: As an action, a gremlin can target a technological item within a range of its Smarts with a Repair roll. If the item in question can be touched, the Repair roll receives a +2. On a success, the item suffers a Technical Difficulty. On a raise, a +1 is applied to the roll on the Technical Difficulty table.

Savage Brainstorming: Arcane Background (Warlock)

Warlocks are magicians who gain their power through making a pact with an alien intelligence that embodies one of the four classical elements. As a result, they use the mechanics of Arcane Background (Miracles). However, they cannot take Champion or Holy/Unholy Warrior, as the Good Vs. Evil premise intrinsic to these Edges is a concept foreign to elementals. A warlock must decide what type of elemental he's made a pact with. This will determine which powers can be selected.

Available Powers

Universal: banish (elementals only), elemental manipulation, summon ally (pact elementals only)
Air/Lightning: bolt, confusion, damage field, deflection, environmental protection (breathable air only), fly, illusion, intangibility, invisibility, pummel, slumber, speed, stun
Earth/Plant: armor, barrier, beast friend (terrestrial only), blast, burrow, confusion, entangle, growth, havoc, invisibility, obscure, pummel, slow
Fire: barrier, blast, blind, bolt, burst, damage field, darksight, environmental protection (fiery environments only), fear, healing, light/obscure, smite, stun
Water/Ice: barrier, beast friend (aquatic only), blast, burst, confusion, entangle, environmental protection (underwater only), fear, intangibility, obscure, pummel, stun, succor


Minor: Attacking a warlock without parleying first, failing to at least attempt to free an elemental from a non-warlock's bondage.
Major: Killing a warlock (except in self-defense), allowing an elemental to be killed.
Mortal: Allowing an elemental you summoned to be killed.

New Edge

Second Pact
Requirements: Seasoned, Arcane Background (Warlock), Smarts d6+, Spirit d8+, Faith d8+
You have made a pact with another elemental intelligence. As a result, you can now select powers from your new element's list. Should you possess any powers which the two lists share, you automatically gain the trappings of your new element. Selecting shared powers later gives you both sets of trappings. The only restriction is that your new element may not be opposed to the element from your first pact.