As with any Palladium setting, there are a LOT of character options in the original setting material. However, I feel that in the case of Nightspawn, the particular variety that they chose to include does a disservice to the game as a whole.
Some of the available options are simply innapropriate in certain genres. The setting attempts to be a mix of action and horror, and fails at both because of the greatly varried power levels of the character options available. Nightspawn RCCs along with Guardians are easily the biggest bads in town, and playing one effectively ruins any attempt at the horror genre. On the other hand, running an action game that is challenging for these characters means that any number of less combat effective OCCs are fairly worthless, reducing the fun of the game for them.
In addition, only the Nightspawn RCC was given any real attention. While other options are available as rule blocks, ability lists, and small blurbs they lack any serious development. While this makes them fun for both players and GMs from an “option for narrative development outside the constraints of the official setting” standpoint, it’s obvious on what the designers chose to focus.
Because I want to focus on the horror aspect of the game and because it reduces the need for large amounts of building d20 equivalents, I have instructed the player(s) to build only normal human characters.
Because I intend to focus on the horror aspect of the setting, the less familiar the player(s) are with the various factions and archetypes within the setting, the better. For all intents and purposes, the player(s) should treat the setting as if it were the earth of today. Though the offical setting is set in the (then) far off future of the year 2005, I will not be worrying about making such a minor distinction.