TEXT: NightBane: World War 2
         The lab was silent as the candlelight flared up and licked the ceiling around the 12
  scientists. The pentagram began to glow an eerie crimson red and rise from the floor, the
  light bathed the room in a creepy glow and a form started to materialize.  Moments later
  an Aryan stood in the pentagram, clad in demonic looking black armor, Price Rafu had
  arrived.
  Months later a team of SS soldiers uncovered a golden cup embedded with gemstones.
  Rafu stepped forward and took from his hands, raised it into the sun and cursed some
  long forgotten name.  He quickly placed the cup in a wooden crate and began the long
  journey back to the homeland, the only place he could keep it safe from the hands of the
  in-pure ones, those disgusting NightBane!
  NEW Skills and Skill Notes:
     Physical: Basic Training
                       Representative of the strenuous training one goes through when enlisted in
  the military. +4d6 SDC, +2 PS, +1d4 PE, +2 Spd
  Communications/Electrical: Radio Repair   35%+5%
                         This skill is the specialized ability to repair the 1-way radios of the civilian
  population. This skill can be used to repair 2 way radios at -5%. Requires: Basic
  Electronics and Radio: Basic
  Technical: Lore: Politics 45%+5%
                          Lore: Politics is the knowledge of how government works, the different
  types of government philosophies such as Marxism and the principal of laissez-faire.
  Also known is a general knowledge of government figureheads worldwide.
  Technical: Computer Operations 15% +2%
                         This is the operation of the VERY PRIMITIVE computers of the middle
  1900s, exclusive to the Communications Officer and Combat Engineer.
  Electrical: Basic Electronics (Note)
                          This skill advances slower than usual because of the general lack of
  knowledge about electronics at the time of World War 2.
  Military OCCs:
  
  Creation Note:
            Choose 4 Skills from the list below and give them a (+10%) bonus, they should
  reflect your character’s pre-military profession.  After that, choose 2 skills from any
  of the categories below, these reflect your character’s hobbies, and do not get any
  bonuses. At levels 3, 6, 9, and 14 choose 2 skills - start at level 1 proficiency.
  OCC: Communications Officer (Req: IQ: 13, PE: 11)
  Lang/Lit: Native 98%
  Lang/Lit: 2 of Choice (+10%)
  Math: Basic (+15%)
  Swimming (+5%)
  Climbing (+5%)
  Basic Training
  First Aid (+5%)
  Radio: Basic 98%
  Wilderness Survival (+5%)
  Cryptography (+15%)
  Radio: Scramblers (+15%)
  Surveillance Systems (+10%)
  Basic Electronics (+10%)
  Read Sensory Equipment (+10%)
  Math: Advanced (+5%)
  Computer Operation (+5%)
  WP: Pistol
  Hand to Hand: Basic
  Equipment: Canteen, 2 weeks rations, Helmet (15 SDC, AR: 14), 2 Field Uniforms, 1
  Dress Uniform, First Aid Kit, Pistol (6 clips), long range radio (25 miles), electronics
  repair kit, tent, 2d4 spare vacuum tubes, survival knife, and binoculars.
  OCC:  Infantry (Req:  PS: 8, PE: 8)
      These guys are the grunts and the backbone of the army. They take
    The bullets and dig in at the trenches.  Anyone in reasonably good health
    Can become a grunt. Many grunts become gruff and disillusioned by the
    Constant fighting, [OPTIONAL] in fact, after 2 years of fighting most
    Develop either an insanity (30%) or alcoholism (45%) if their mental
    endurance is under 14.
  Language: Native 98%
  Literacy: Native 98%
  Math: Basic (+15%)
  Swimming (+15%)
  Climbing (+15%)
  Basic Training
  First Aid (+15%)
  Radio: Basic (+15%)
  Wilderness Survival (+15%)
  WP: Pistol
  WP: Rifle
  WP: Bayonet
  WP: Heavy
  Running
  Boxing
  Pilot: Tanks & APCs (+10%)
  Demolitions (+5%)
  Hand to Hand: Expert
  Equipment: Canteen, 2 weeks rations, Helmet (15 SDC, AR: 14), 2 Field Uniforms, 1
  Dress Uniform, First Aid Kit, Pistol (6 clips), Rifle (10 Clips), Bayonet for rifle (1d6+1
  SDC), 8 grenades, and binoculars.
  OCC: Pilot (Req: IQ: 12, ME: 12, PE: 14)
    Perhaps the most romantic part of the war, these guys were often caught in dog fights or
  drop supplies to the guys in the front lines.  These “aces” were often
  celebrated in film and radio for years after the war.
  Lang/Lit: Native 98%
  Math: Basic (+15%)
  Swimming (+10%)
  
  Climbing (+10%)
  Basic Training
  First Aid (+12%)
  Radio: Basic (+10%)
  Wilderness Survival (+12%)
  WP: Pistol
  Pilot: Airplane (+15%)
  Weapon Systems (+10%)
  Navigation (+10%)
  Read Sensor Equip. (+10%)
  Parachuting (+10%)
  Astronomy (+5%)
  Aircraft Mechanics (+5%)
  Detect Concealment (+5%)
  Hand to Hand: Basic
  Equipment: Canteen, 2 weeks rations, Helmet (18 SDC, AR: 16), 2 Field Uniforms, 1
  Dress Uniform, First Aid Kit, Pistol (6 clips), survival knife, binoculars, parachute, flight
  jumpsuit, star maps, terrain map, survival kit, goggles, and assigned to a plane of player’s
  choice (usually small, such as the P-51 Mustang).
  OCC: Marine/OSS Agent (Req: IQ: 11, PS: 14, PE: 14, PP: 14, Spd: 12)
     The true elite of the Army, these men were trained much harder than the average
  soldier.  They were often sent in alone or in a small group (3-6) to enemy territory
  To accomplish objectives judged too dangerous for a large-scale attack.  They tend to
  rely on stealth and silent weapons, and try to avoid using guns if at all possible.
  Lang/Lit: Native 98%
  Math: Basic (+15%)
  Swimming (+10%)
  Climbing (+20%)
  Basic Training
  First Aid (+20%)
  Radio: Basic (+5%)
  Wilderness Survival (+20%)
  WP: Pistol
  WP: Rifle
  WP: Knife
  Sniper
  Tracking (+15%)
  Land Navigation (+15%)
  Detect Ambush (+15%)
  Detect Concealment (+10%)
  Trap Construction (+15%)
  Prowl (+15%)
  Athletics
  Boxing
  Hand to Hand: Martial Arts
  Equipment: Canteen, 2 weeks rations, Helmet (15 SDC, AR: 14), 2 Field Uniforms, 1
  Dress Uniform, First Aid Kit, Pistol (6 clips), tent, survival knife, and binoculars, high-
  power rifle (10 clips), 4 grenades, 50ft rope, terrain map, compass, garrote cord
  OCC: Sailor (Req: IQ: 10, ME: 15)
  Lang/Lit: Native 98%
  Math: Basic (+15%)
  Scuba (+15%)
  Climbing (+5%)
  Basic Training
  First Aid (+5%)
  Radio: Basic (+10%)
  Wilderness Survival (+10%)
  WP: Pistol
  Demolitions (+10%)
  WP: Harpoon Gun
  WP: Knife
  Detect Ambush (+10%)
  Prowl (+10%)
  Wrestling
  Astronomy (+10%)
  Pilot: Small Boats (+10%)
  Navigation (+10%)
  Equipment: Canteen, 2 weeks rations, Helmet (15 SDC, AR: 14), 2 Field Uniforms, 1
  Dress Uniform, First Aid Kit, Pistol (6 clips), tent, 2d4 knives, binoculars, inflatable raft,
  life vest, survival kit, 4d4x10 water-proof matches
  OCC: Medic (Req: IQ: 16, ME: 13, PP: 9)
  Lang/Lit: Native 98%
  Math: Basic (+15%)
  Swimming (+5%)
  Climbing (+5%)
  Basic Training
  Radio: Basic (+10%)
  Wilderness Survival (+5%)
  WP: Pistol
  WP: Knife
  Medical Doctor (+20%)
  Pilot: Automobile (+5%)
  Biology (+10%)
  
  Math: Advanced (+15%)
  Toxicology (+15%)
  Hand to Hand: Basic
  Equipment: Canteen, 2 weeks rations, Helmet (15 SDC, AR: 14), 2 Field Uniforms, 1
  Dress Uniform, First Aid Kit, Pistol (6 clips), long range radio (25 miles), tent, survival
  knife, binoculars, Field Surgeon’s kit, Jeep.
  OCC: Combat Engineer (Req: IQ: 15)
  Lang/Lit: Native 98%
  Math: Basic (+15%)
  Swimming (+5%)
  Climbing (+5%)
  Basic Training
  First Aid (+10%)
  Radio: Basic (+10%)
  Wilderness Survival (+5%)
  WP: Pistol
  Basic Electronics (+15%)
  Auto Mechanics (+15%)
  Math: Advanced (+20%)
  Mechanical Engineer (+20%)
  Demolitions (+10%)
  Demolitions Disposal (+10%)
  Pilot: Trucks (+10%)
  Read Sensory Equip. (+10%)
  Camouflage (+15%)
  Trap Construction (+15%)
  Hand to Hand: Basic
  Equipment: Canteen, 2 weeks rations, Helmet (15 SDC, AR: 14), 2 Field Uniforms, 1
  Dress Uniform, First Aid Kit, Pistol (6 clips), long range radio (25 miles), electronics
  repair kit, tent, 2d4 spare vacuum tubes, survival knife, binoculars, complete tool kit, 4d6
  lbs. of plastique, 6d6 yards of camouflage netting, Starting vehicle is a truck.
  Nocturne OCCs:
       About the Nocturnes:
       The Nocturnes were established by a mysterious entity around 1700.  A group of
  human slaves were fleeing from a pack of hounds and hunters in the nightlands
  After escaping a darkblade forge when a motley crew of 3 nightbane and 2 secondary
  vampires rescued them.  After taking haven in an abandoned mine the
  Nightbane offered to return to the Humans back to earth, most of the humans accepted
  but 4 decided they would stay.  These humans asked if they could visit Earth to gather
  supplies and get their affairs in order, then they would return. It was agreed that one
  of the nightbane, Leos, would accompany them and they would meet back here in 3
  weeks.  The weeks passed and the humans obtained everything they could and stored
  it in the nightlands.  By the end of the three weeks they had gotten a small arsenal of
  small arms and even a WASP armored vehicle.  Using this equipment they staged
  a number of raids on bordering slave pens and freed countless humans.  Although
  many of  these humans wished to return to earth, a few stayed behind to help the
  growing number, and a large amount of those even requested that the vampires
  of the group embrace them so they may better help their human allies.  As time
  went on, the group became stronger and the  9 remaining secondary vampires
  finally perfected a technique in which they could turn humans into Wampyres.
  Leading to a sharp decrease in humans in the Nocturne resistance.  As the stigma
  Of being a vampire disappeared many volunteered to risk becoming a wild vampire to
  be embraced while nearly all the rest became wampyres of their own free will.
   Nocturne Population:
  
     3,000 and growing
      12% Nightbane
     20% Human
    21% Vampire
   41% Wampyres
    6% Other
  Nocturne Resistance Fighter
     These guys are those that chose to stay in the nightlands and
  Fight after they were freed buy the nocturnes.  They were trained and given elementary
  weapons.   Anyone can become a fighter, it
  Doesn’t matter if you are nightbane, human, vampire, or something else.
  Requirements: NONE, only a will to fight
  Bonuses: +2d6 SDC, +2 PE
  Lang: American (+20%)
  Camouflage (+10%)
  Prowl (+20%)
  Wilderness Survival
  (+10%)
  Lore: Nighlands (+10%)
  Lore: Demon & Monster
  (+10%)
  WP: Sword
  WP: Rifle
  WP: Pistol
  Athletics
  Running
  HTH: Basic
   Select 4 OCC Related Skills (All categories open except medical)
   Select 7 Secondary Skills
  Equipment: Rifle with Bayonet and 2d6 clips, 1d4-1 Grenades (yes, it could be zero)
                     40% have a darkblade of some sort, Basic Survival Gear, 1 set of cheap
                    clothing.  Money: $2d6+5 (Remember, these guys are former slaves or other
                                             Nightlands denizens)
  Nightlands Tracker OCC
            The Tracker is a driven individual, always human, who woke up one day and
  found himself in the nightlands.  He is never certain how he got there, but he heard the
  mirror wall calling to him.  Telling him to become a defender against the dark and stop
  the nightlords from shattering it.
     Reality: Before dark day, mirror-walking had a strange effect.  Every time a minion of a
  nightlord crossed over to Earth, a small fragment of the mirror-wall always remained in
  the nightlands.  The fragments usually dissolve after only a number of minutes but
  sometimes they became permanent. Humans can only utilize these shards, but first they
  must be found.  They cannot be seen by any creature, supernatural or not except mirror-
  mages and the tracker.  Mirror Mages cannot use them, however, because they are
  already charged with large amounts of PPE.
  All trackers’ goal is to find a shard of the mirror wall and absorb it. Trackers will not use
  darkblades under any circumstance.
  Requirements: Good Alignment, IQ: 10, ME: 16, PS: 13, PE: 13, Spd: 13
  Skills:
  Lang/Lit: Native 98%
  Wilderness Survival
  (+15%)
  Tracking 98%
  Prowl (+15%)
  Pilot: Automobile (+10%)
  Climbing (+10/+10)
  
  Swimming (+10%)
  Boxing
  HTH: Martial Arts
  Choose 6 OCC related Skills and 4 secondary skills (any category except electrical,
  mechanical, and medical)
  Equipment:
        Starts with nothing
  The Tracker is a progressive OCC, as such he/she gains skills and abilities every new
  level
  Level 1:
     PS is supernatural
    Land Navigation 98%
    +1d4x10+10 PPE
   Globe of Daylight (Same as Spell, costs triple PPE but only 1 action to cast)
  Level 2:
     Mirror Walk (5 PPE, takes 1 melee. Self and 60 lbs only)
     +4d6 SDC, +1d6 HP
  Level 3:
    Sight of the Shard
     -Has learned enough to sense shards of the mirror wall. Will fight his/her shard in 1d6
  days.
      After shard has been found, he/she loses this ability.
  Level 4:
      2 new non-professional skills of choice (+15%)
  Level 5:
      Gain 2 spells from levels 1-3, each. (cannot learn new spells, intuitively known)
  Level 6:
      +3d6 PPE, Can take others across mirror wall with himself at 12 PPE per person.
  Level 7:
      Gain Spell: Invisibility Superior, +2d6 ME, +1d6 PE
  Levels 8-10:
      Learns 1 new skill at (+5%) and +5d6 PPE
  Levels 11-14: +4d6 PPE
  Level 15:
    Double PPE and add 2 attacks per melee
  ABSORBING THE SHARD:
            When the shard is located and the tracker picks it up, it melds in his/her hand and is
  absorbed into the skin.  The Tracker has a new sense of purpose (destroy the nightlords
  and their minions on earth and prevent  Humans from entering the nightlands)   To
  accomplish these goals, the shard instills a number of bonuses. +1d4x10 HP,  +2
  Strike/Parry/Dodge, Sense Minions of the nightlords (60ft radius, 30%/+2% per lvl)
  Summon MirrorWall Armor – 60 SDC, AR: 16, Duration: 30 minutes (20 PPE)
  
  Summon Reflective Sword – 2d6 Damage, +1d6 every other level; Duration: 30 minutes
  (20 PPE)
                                                Double damage to supernatural creatures
  Conversions: Vehicles
   
   Light Tanks
  Medium Tanks
  Heavy Tanks
  German SIG 33
  British Mk.VI.
  British Mk.VI. Crusader II
  Canadian Mk.I Ram
  Canadian Mk.II Ram
  German PzKpfw.II
  US M22 Locust
  French FT-17
  German PzKpfw.I
  British Sherman Firefly
  French S35
  US M4 General Sherman
  British Centurion
  French B1
  Infantry Tanks
  Anti-Armor Tanks
  British Mk.II. Matilda
  British Mk.III. Matilda
  British Mk.IV. Churchill
  German PanzerJager
  German Marder I
  Anti-Aircraft Tanks
  Scout & Recon Cars
  Canadian Crusader III  Anti-Aircraft Tank
  Canadian Skink Anti-Aircraft Tank
  Canadian Lynx Scout Car
  Canadian Otter Light Recon Car
  Light Tanks
  Medium Tanks
  Heavy Tanks
  Crew:
  2
  4
  5
  Speed:
  40 mph
  35 mph
  25 mph
  Engine Range:
  100 miles
  150 miles
  130 miles
  Armor:
  200 SDC, AR: 12
  300 SDC, AR: 14
  380 SDC, AR: 16
  Main Cannon
     Damage:
  6d6 SDC
  1d4+1x10 SDC
  1d6+1x10 SDC
     Range:
  600ft
  600ft
  600ft
    Payload:
  300 rounds
  300 rounds
  350 rounds
    Rate of Fire:
  4 per melee
  4 per melee
  3 per melee
  Canadian 15-CWT  -   Armored Truck
        Crew: 2 (Driver and Navigator)
        Passengers: 8
        Speed: 65 mph
        Engine: Gasoline (160 mile range)
        Armor: 120 SDC, AR: 14
  
  Canadian Kangaroo  APC
     Crew: 2 (Driver and Navigator)
     Passengers: 24
     Speed: 60 mph
     Engine: Gasoline (120 mile range)
     Armor: 200 SDC, AR: 16
  Canadian Mk.II Wasp - Flame Thrower Armored Car
    Crew: 3 (Driver, Navigator, and Gunner)
    Passengers: 1
    Speed: 60 mph
    Engine: Gasoline (120 mile range)
    Armor: 160, AR: !5
  Flame Thrower:
     Damage: 2d10x10 SDC
                      plus ignition of all combustibles
     Range: 1,500 ft
     Rate of Fire: Equal to gunner’s HTH attacks
     Payload:  Varies, Enough to last a good size battle
  A-2 & V-2 Rocket Bombs (Nazi)
   Armor: SDC: 40, AR: 8
   Max. Altitude: 35,000 ft
     Range: 4 miles (Usually less)
    Damage: 2d4x10 SDC to a 20ft Radius
  Nazi Biber midget Submarine
   Armor: SDC: 75, AR: 10
   Displacement: 6.25 tons
    Speed: 6.5 knots
    Range: 130 miles
    Crew: 1
    Armaments: 2 21-inch torpedoes (2d6x10 SDC)
  Nazi Potato Masher (Grenade)
  Damage: 5d6, Radius: 60ft
  US Military Tommy Gun
    Damage: 10 shot bursts does 1d4x10 SDC
    Range: 200ft
    Rate of Fire: Burst, Wild, Spray
    Payload: 30 round box or 50 round can
    Cost: $209.00
  Nazi Poison Gas
      Released by a variety of methods , Nazis often used it to clear hardened
     Allied lines and kill dug-in infantry.
      Victims must make a save vs. Lethal Poison
        Damage: 3d6 direct to HP if a save if made
  
                       6d6 direct to HP if the save is failed
        Area Effect:   Usually 40-60 feet
       In heavy winds the Area of effect is doubled.
      Duration:  The gas hangs in the air for 2d6x10 minutes
  Race: Wraith (Result of Death Camps)
        “Sir,  at 1500 hours a Jew climbed out of the grave.  He attacked and killed 19
  soldiers before the flamer crew finally cut him down.   This is the  8th incident this  month,
  wee must report this to the General.”
  “No, the occult division is already working on finding a solution, but personally,
   I fear that these incidents will continue to occur as long as we operate like this.
  Do not report these incidents to anyone, is that clear?”
  “Yes Sir.”
  Wraiths are the supernatural dead who have died horrible deaths.   There are a great many
  of these located around Death Camps, they seek a single goal (even if that goal cannot be
  obtained.) once that goal is obtained, and the Wraith passes on to the other side. They are
  incredibly resistant to damage, with only fire actually harming them.
     Optional Player Character
     IQ: 3d6 ME: 4d6 MA: 3d4 PS: 4d6 PP: 4d6 PE: 4d6 PB: 1d4+1 Spd: 4d6
     SDC: None  HP: 2d6x10  PPE: 5d6 HF: 12
     Special Abilities:
        Regen 4d6 hp per melee
        Turn intangible at will (Self and clothing only, once per melee)
        Takes only 1 point of damage from most attacks
        Fire does full damage, magic and psionics do double damage
   OCC Restrictions: No magic or Psionic OCCs
  
  Science of Death: The Chemical Zombie (Nazi Experiment)
    Dear Laura, I realize the censors will most likely cut this out but I must tell someone of
  my fears.  We were in the middle of a battle when my CO told myself and 8 others to
  circle around and blow the bridge.  We stumbled through the dense black forest avoiding
  the various traps and such that those Huns had laid for us when we came across the Nazi
  Medical tent.  Our Engineer said this would be a perfect opportunity to strike a blow for
  freedom and we went about setting a charge.
  God Laura, it was all my fault!  If I hadn’t have tripped we would all be alive today.  But
  I did,  the 2 guards ran out but we greatly outnumbered them. Then the doctor ran over to
  a table and grabbed a needle.  He opened several body bags and injected the bodies with
  some strange liquid.  Moments later these dead people rose and attacked us in a
  whirlwind frenzy.  Ensign Wartog and myself were the only 2 that survived.
  I had to have my leg amputated at the knee, so I should be coming home soon and we can
  get married, if you still want me.  I fear that Europe won’t last long though, the Nazis are
  very powerful….and if they can raise the dead, what else can they do?
    All my love,
     Bobby Smith
    One of the most successful Nazi Experiments was bringing back the dead. A special
  chemical cocktail is injected into a dead corpse after death, if injected within 6 hours of
  death the dead will raise and become essentially cannon fodder lashing out at everything
  it can find.  Nazi medics usually carry 12 doses and use them on the dead during battle.
  IQ: 1d4 (Low animal intelligence) ME: 1d4 MA: 1d4 PS: 1d4x10 PP: 2d6 PE: 6d6 PB:
  3d4 Spd: 2d6
   SDC: 1d4x100 HP:  1d6  AR:  10
  Hand-to-Hand:  5 Attacks, Only bonuses from Strength apply.
  They keep fighting until they are destroyed or until they Fatigue (see Physical
  Endurance)
  At the point of fatigue, the body goes limp and lifeless, it cannot be re-injected or
  resurrected by any means (Magic or medical)
  Nazi Occult Division:
    Head: Albert Schwartz (Prince Rafu)
   Magic Users: 3 Sorcerers and 1 Mirror Mage
  Personnel:
                     SS Officers: 420
          Disguised Hounds: 200
            Occult Scientists:   76 (Equivalent to Acolytes with many science skills)
                   Magic Users:     4 (3 Sorcerers and 1 Mirror Mage)
              Total Personnel: 700
  
  NPC: Rafu (Night Prince in Charge of Occult Division)
  Rafu was  summoned to earth in the by the Occult Division in the Early Days of World
  War 2. He masqueraded as an Aryan human sorcerer as quickly gained control of the
  Occult Division of the Military. He has increased the potential of the occult division
  100 fold. There are now 4 full-fledged sorcerers  (levels 5,2,1,3) instead of just the 1
  original
  and Rafu has summoned over 300 hounds to Earth. The hounds are almost exclusive
  assigned to the task of locating the Spear of Destiny, the exception to this is the 40
  Hounds that
  are always guarding the Holy Grail.  If Rafu is not defeated soon, the Allies may well
  lose the war and the Holocaust will continue, which is what he wants.  You see, the death
  camps
  play on Hitler’s Racism but they also serve the Ba’al a purpose.  They are currently
  fueling Rafu’s
  ritual for summoning hounds but if a few more can be completed and put into operation
  (total needed is 50).   It is possible that he will be able to permanently breach the mirror-
  wall and let Lord Magog come to Earth. 3 Hounds disguised as SS Soldiers always
  accompany Rafu, there are 4 more guarding Hitler, and usually at least 5 at each Death
  Camp.
  Level 7, Alias: Albert Schwartz
  IQ: 21  ME: 26  MA: 19  PS: 28  PP: 17  PE: 31 PB: 15 Spd: 23
   SDC: 200  HP:  121  PPE: 405
   All usual night Prince Knowledge and abilities
  Spear of Destiny
    The Roman Guards at the Crucifixion of Christ to stab him in the sides and torture him
  used this object.  As his blood ran down the spear tip, it was transformed into an object of
  profound mystic power.  Legend holds that the ruler of the Roman Empire found out
  about this artifact and carried it with him always, when he died it was to be buried with
  him.  Hundreds of years later his grave was robbed and the spear tip was taken (the shaft
  had rotted away).  No one knows where tip is currently but a good guess would be an
  antique shop or private collection.
    IQ: 32
    Alignment: Diabolic
   Shape-shift into Roman Helm
   Abilities:
    Artifact Armor, Anti-Magic, Energy Blast, Shatter the Mirror Wall*
    *Shatter the Mirror Wall: Using this power permanently destroys the mirror wall,
  allowing anyone to mirror-walk or cross from the nightlands to earth and vise-versa
  instantly and without PPE cost.
  
  Holy Grail
    A Simple Grail that Christ drank from at the last supper.  Jesus Christ, having the
  foreknowledge of what was to happen with the creation of the Spear of Destiny, decided
  he would need to leave behind a way to defeat those who would use the Spear of Destiny.
  Int: 34
   Alignment: Principled
   Shapeshift into Crusifix
   Abilities:
    Artifact Armor (1000 SDC, AR: 20), Anti-Magic, Dark Destroyer, Seal the Mirror
  Wall*
     *Seal the Mirror Wall:  This will permanently seal the mirror wall and prevent anyone
  in the
                                            nightlands from ever gaining access to earth, ever! Using this
  ability
                                            will permanently destroy the Holy Grail and the spear of
  destiny.
  Death Camps:
      The death camps serve to remind us the entire truly demented mind of Adolph Hitler,
  for some were already running before Rafu arrived but after his arrival, the death camp
  idea was re-designed and more actively pursued, many more were built. No one knows
  the true purpose of the Death Camps besides Prince Rafu, and, unless stopped, by the
  time everyone discovers the truth, it will be to late…
  The Death Camps created after Prince Rafu camp along are designed, not only to provide
  an agonizing to death to millions to store their PPE in large, underground vats until
  enough PPE can be collected to breach the mirror wall and allow the nightlords through.
  The PPE manifests in cisterns as a blood-like liquid that swirls constantly.
  Death Camp Stats:
             PPE: 4,000
            Alignment: Diabolic
           IQ: 6
               Personnel:  Hundreds of Human Nazis and every death camp has a group of at
  least 15
                                  hunters.
  Shining Legion (Nightbane Underground Railroad contact)
       Shining Legion was born in Russia in the late 1300s.  He was raised in a typical
  Russian family, with his father being a simple shoemaker.  He was caught out in the
  woods during a sudden snowstorm where he was forced to hide in a small cave and eat
  grubs for a number of days before
  His family found him.  While they were walking back to the village where they lived, a
  starving bear attacked, mauling his family and killing both of his parents, frightened and
  furious, he underwent his first becoming.  He transformed in a massive centuroid ant with
  a fiery aura and blasted the bear several times.  In the following weeks he was contacted
  
  by the Underground Railroad and escorted to France where he was taught about his race
  and the nightlands.
  Shining Legion is part of a growing faction in the railroad that wants to take an active
  stand against the Nazis, but the majority still wishes to remain out of human affairs.  He
  is currently helping prisoners escape death camps and giving the allies tips on prison
  trains and troop movements.
    No one has ever seen SL in his morphus (and lived), and he has never openly attacked
  anyone, he prefers to keep quite and let others fight.
  Viewpoints and Positions of the Factions in the 1940s.
        The Resistance:
              Is very small during this time period, only about 120 members strong.  They only
  have the vaguest ideas of Prince Rafu but have noticed a large increase in the number of
  hounds.
     The Nocturnes:
           The Nocturnes originated from this time period. Pendragon, a vampire created in
  the nightlands, organized them; he severed his link with vampire intelligence hundreds of
  thousands of years earlier. Contrary to popular belief, the nocturnes do not take their
  name from the fact vampires and nightbane walk among them but from the fact that the
  group was started in the Nightlands.
  It is uncertain exactly where they first met, but it is believed to be somewhere in the
  eastern coast of nightlands America.  The began to stage A large number of raids into
  New York, eventually they were forced underground, at that point, they fled to
  Nightlands Asia and began to Attack the nightlands versions of death camps, freeing
  countless humans, Most of whom returned home, but a few joined this group, even
  volunteering to become vampires!  They now have cells operating In Nightlands France
  (the largest group and the nightlands version of the allied underground), Nightlands
  Moscow (only about 60 members), Nightlands Britain, and a war camp in the Atlantic
  Desert that stages raids in both America and Europe.
  The Nightbane Underground Railroad:
     As usual, the railroad has taken a wait and see stance, preferring to stay out of human
  affairs, they continue to rescue and educate young nightbane.
  The Seekers:
     The seekers know a lot about the Nazi occult division and have staged several raids to
   Acquire objects that the Nazi Occult Division has had.  They know something is up, but
  they aren’t sure what yet or why there are hounds working for the Nazis.  There have
  been several run-ins between the hounds and seekers when pursuing spell tomes and
  magical artifacts around the world. Luckily, Rafu has more pressing matters to attend to
  than dealing with a few human “Dabblers”.
  Cults of the Night:
      Cults are springing up all over Germany.  It is even rumored that there is one operating
  in the American mid-west!  Generally speaking though, these groups are small (4-8
  members) and try to stay away from the
  
  General public.
  The Guardians:
     Few of these mysterious beings exist at this point in time, when they are seen, they are
  considered avenging angels by the Allies and Jewish people,
  The Nazis consider them angels as well, but they can’t understand why they attack
  them…    No human will willingly fight a guardian
  But hounds and Prince Rafu have no problems slaying them.
  Use of Trenches in Game Terms
      Infantry usually “dug-in” to defend and hold a position,
    Although it may seen silly to fight from a hole in the ground it was actually very
  effective at stopping the foot troopers of the Nazis.  Trenches
   That were combined with multiple machine guns were especially effective and very
  deadly.  Sometimes trenches were surrounded with barbed wire and mines as well to
  impede enemy troops even more. Trenches were usually 4-6 feet deep so that a normal-
  sized human could sit down and
  Be totally unhittable.
  In Game Terms this translates into giving attackers from the ground
   a –7 to strike anyone in a trench if the trench soldier is standing and
  if sitting down or hiding in the trench attackers are –14 to strike.
  However, if an enemy makes it up to the trench (Within 4 feet) or has high
  Ground where he can clearly shoot into the trench, all penalties are negated and the
  soldiers in the trench have a –4 to dodge because of the cramped space.
  Often times Nazis and Americans alike would use flamethrowers to quickly clear out a
  machine-gun nest or trench and the Nazis also made very good use of poison gases
  (described earlier).
  NPC:  Adolph Hitler
    Please tell me you don’t need a description for this guy.
   Age: 34 (Will vary according to your time-period)
      IQ: 11 ME: 18 MA: 24 PS: 12 PP: 10  PE: 16 PB: 12 Spd: 11
      SDC: 32  HP: 34
      Skills of Note: Public Oratory 98%, WP: Pistol, Rifle, Knife, Sniper,
                               Prowl  75%, Swim 80%, Climb 98%/98%,  Divination 40%
                               Lang/Lit German, French, and Italian 98%
    Has all of the Axis powers at his beck and call.
   Always accompanied by a human honor guard and at least 5 hounds.
  
SOURCE: textdata/thevault/Nightbane (palladium)/Nightbane - World War II.pdf