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Old 08-17-2015, 07:14 PM   #1
scc
 
Join Date: Mar 2013
Default [MH] Things Which Go Bump In The Dark

OK, so I've got three players lined for a potential Monster Hunters campaign and I want to start running stuff past the hive mind to see if it's OK.

First thing is setting, the PC will be working for a large multinational company that provides policing of supernatural creatures, particularly those that attack humans and/or don't obey the laws, and related phenomena. This means that they will get issue weapons, have a steady source of income (No dealing with the job system, yes!), have a Duty, Patron (Probably Loaded/Heavy in MH terms, but with some quirks, government work), Legal Enforcement Powers (With some MAJOR Limitations, they'll only apply to supernatural creatures etl and those that cause trouble are not likely to recognize the PC authority at ALL).

I won't be using the any of the powers in MH1, but Powers will be in play, it's just that you'll have to work a little harder to get them. I haven't decided weather or not any magic system will be used, but I am leaning towards the version of RPM in MH1, more because of it's low-key nature then anything else.

Supernatural things fall into three categories: Those that as a rule don't do anything against the law, those that do break the law, and things that a simply animals. The first category is open to PCs and some of it's member species reproduces by turning humans (In less then scientifically sound classifications it actually includes certain humans), they aren't to be bothered until evidence of a crime comes to light. The second are to be investigated, but no action can be taken until court provable evidence of wrong doing can be produced. The third are to killed on sight.

Now templates.

Ogre 48.5 points
Advantages: Alternate Form(Ogre Form, Power Modifier:Biological, -10%) [13.5 + 27 = 40.5]; ST +1 [10]; A further 27 points chosen from amoung ST [10/level†], HT [10/level], HP [2/level†], Damage Resistance (Tough Skin, -40%) [3/level], Lifting ST [3/level†], Night Vision [1/level], Striking ST [5/level†]
† Subtract 10% from the cost of Orge Form ST if taken for normal form
Disadvantages: IQ -1 [-20]; Appearance (Unattractive) [-4]; Secret (Serious Embarrassment)†† [-5]

Orge Form
Advantages: ST +4 (-10% size) [35]; HT +2 [20]
Disadvantages: DX-1 [-20]; Social Stigma (Monster, -2)†† [-5]
†† In Ogre Form an Ogre loses Secret and instead gain Social Stigma (Monster), if their secret ever gets out, they replace it with that and remove it from the Ogre Form entirely (No duplicate entry)

Troll 47.7 points
Advantages: Alternate Form(Troll Form, Power Modifier:Biological, -10%) [13.5 + 5.4 = 19.9]; A further 35 points chosen from amoung DX [20/level], HT [10/level], HP [2/level†], Per [5/level], Discriminatory Smell [15], Night Vision [1/level], Resistant to Metabolic Hazards (+3) [10], Teeth (Sharp) [1],
Disadvantages: Appearance (Unattractive) [-4]; Secret (Serious Embarrassment)†† [-5]

Troll Form
Advantages: DX + 1 [20]; HT + 1 [10]; HP +1 [2]; Regeneration (Regular; Not vs. Fire or Acid, -20%) [20]; Universal Digestion [5]
Disadvantages: Bad Temper (12) [-10]; Appearance (ugly) [-4]; Social Stigma (Monster, -2)†† [-5]; Vulnerability (Fire X2) [-30]

Minotaur
Advantages: Alternate Form(Minotaur Form, Power Modifier:Biological, -10%) [13.5 + 19.8 = 34.3]; A further 35 points chosen from amoung ST [10/level†], HT [10/level], DX [20/level], HP [2/level†], Per [5/level], Acute Hearing 2 [4], Damage Resistance (Tough Skin, -40%) [3/level], Lifting ST [3/level†], Night Vision [1/level], Peripheral Vision [15], Striking ST [5/level†]
Disadvantages: Appearance (Unattractive) [-4]; IQ - 1 [-20]; Secret (Serious Embarrassment)†† [-5]

Minotaur Form
Advantages: HT +2 [20]; Per +2 [10]; Absolute Direction [5]; Damage Resistance 2 (Tough Skin, -40%) [6]; Hard To Kill +4 [8]
Disadvantages:Appearance (Hideous) [-12]; Bad Temper (12) [-10]; Secret (Serious Embarrassment)†† [-5]
Features: Bull’s face and shaggy neck.

Meta-Trait: Succubus [47.6]
Advantages: Attractive[4]; Alternate Form(Succubus Form, Power Modifier:Magic, -10%) [13.5 + 8.1]; Racial Learned Skills(Erotic Art, Flight, Sex Appeal) [3]; Perk: Succubus [1]; And a further 24 points of Succubus Abilities, per the rules of Succubus Level below
Disadvantages: Secret (Serious Embarrassment)†† [-5]; Unnatural Features 1 [-1]
Features:Female

Meta-Trait: Succubus Form 9 points
Advantages: Affliction(No Signature, +20%; Malediction(-1 per yard), +100%; Disadvantage(Lecherousness(15)(Afflictor Only, -80%) [2]) +20% Melee Attack, Reach C, No Parry, -35%; Power Modifier:Magic, -10%; Sense-Based(Smell), -20%; Always On, -10%) [17]; Upgrade Attractive to Beautiful[8]; Flight (Winged, -25%; Power Modifier:Magic, -10%) [26]
Disadvantages: Bloodlust[-10]; Lecherousness(12*) [-15]; Social Stigma (Monster, -2)†† [-5]; Uncontrollable Appetite (12*) [-15]; More Unnatural Features [-1]; Unusual Biochemistry [-5]

Now the PM for the first 3 prevents them from drinking or using drugs without losing their transform power, but I'm thinking that a Trolls regen should also suffer this modifier. You can have one of the first 3 and the 4th but no other combinations are possible, if you do this the two AFs merge, creating a headache for the GM. All 4 are built on giving the player 100 points to spend on stuff he might not always be able to buy and Self-Control number are variable, but this changes template cost, not points spent. Only the Succubus will be using my power levels for monster stuff (More on that in a later post)
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Old 08-17-2015, 10:40 PM   #2
scc
 
Join Date: Mar 2013
Default Re: [MH]Things Which Go Bump In The Dark

OK, I mentioned Power Levels above and here's the explanation. Power Levels are the readings on a Supernatural Signature Detection Device giving a rough idea of how powerful a given creature is. Humans, including Minotaurs, Ogres and Trolls, don't have power signatures, along with all natural creatures.

Depending on the size and complexity of the device used you get different information. Scouter-style sunglasses units (Developed from 60's-era devices that where combined with night vision gear) have very short range, no more then 20 yards, and merely glow in the region the signature comes from, enough to tell you the little girl in front of you isn't human.

Handheld devices the size of a TNG tricorder are directional (60-degree cone), good out to 100 yards and will tell you how many of each type by Power Signature. From there there is a laptop sized version with 10" screen that provides radar out to 1,000 yards, all larger versions that bigger screens, larger radius and are vehicle mounted.

Meta-game a Power Level is a measure of how many points have been invested in Advantages via that race, so skills and points spent otherwise do not count, however Disadvantages do not lower this number. Level 1 is 25 points, for each doubling of this total increase level by one. Thus 50 points is level 2 and 100 is level 3 (This is why monster templates are built upon a 100 points spent rationale). Points may be spent on monster abilities by buying Monster Levels, which in turn allow you to spend the same number of points on abilities, possibly with restrictions.

There may or may not be rules regarding the spending of monster points, below is the listing for Succubus Level, which costs 50 points.

A PC or NPC with the Perk: Succubus may purchase levels of Succubus at 50 points per level, allowing them to buy 50 points worth of Succubus abilities. Of all points the character spends on Succubus Abilities, at least 40% must be spent on A List Abilities, the rest may be spent on A List Abilities or B List Abilities.

A List
Accessory (Outfit) [1/level] ††, Affliction(Disadvantage(Lecherousness)) varies ††, Allure [5/level], Alternate Form varies ‡‡, Attractive varies, Claws varies †, Charisma [5/level], Detect ††, Dominance[20]††, Enhanced Move (Air)†, Fashion Sense [5], Scanning Sense varies ††, Striker varies †, Succubus Talent [5], Versatile [5], Voice [10]

B List
ST [10/level]‡, HT [10/level]‡, DX [20/level]‡, HP [2/level]‡, FP [3/level]‡, Damage Resistance 1-10 (Tough Skin, -40%) [3/level]†, Innate Attack (Burning or Cutting) varies †

† May only be purchased for Alternate Form
†† May only be purchased for Alternate Form unless Succubus has at least Supernatural Power Signature (Succubus) 3
‡ Purchase allowed beyond human limits, but at least half must be in Alternate Form
‡‡ Only the Alternate Form itself counts as an A List abilities, all Succubus Abilities gained in the Alternate Form count against the list they come from's cap.

And argh, I've just realized I forgot to update my notes, a Succubus has Scanning Sense (Field Sense) (Power Modifier:Magic, -10%) [9] to represent her ability to find other Supernatural things. Please note that SSDD's looks for use of this Advantage, you turn it off you can't find you, at least without going active themselves.
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Old 08-20-2015, 01:28 AM   #3
scc
 
Join Date: Mar 2013
Default Re: [MH] Things Which Go Bump In The Dark

OK, I've been struck by inspiration and made some changes to the races, so here they are:

These first are only available at character creation and in place of the default human:\, their a lot cheaper now, and to a certain extent act as an Unusual Background for buying abilities normal humans can't, I may bring back the AF, allowing/forcing high level abilities behind it.

Racial Template: Minotaur 15 points
Advantages: Absolute Direction [5]; Acute Hearing 2 [4]; Damage Resistance 2 (Tough Skin, -40%)[6]; Hard To Kill +4 [8]; Night Vision 2 [2];
Disadvantages: Appearance (Unattractive) [-4]; Secret (Serious Embarrassment)‡‡ [-5]; Unnatural Features 1 [-1]
Feature: Minotaur

Minotaur Level
A PC or NPC that has the Feature: Minotaur may purchases levels of Minotaur at 25 points per level, allowing them to buy 25 points worth of Minotaur abilities.
ST [10/level], HT [10/level], DX [20/level], HP [2/level], Per [5/level], Acute Hearing [2/level], Damage Resistance (Tough Skin, -40%) [3/level], Hard To Kill [2/level], Lifting ST [3/level], Night Vision [1/level], Peripheral Vision [15], Striking ST [5/level]

Racial Template: Troll 15 points
Advantages: Per +1 [5]; Rapid Healing [5]; Resistant to Metabolic Hazards (+3) [10]; Universal Digestion [5]
Disadvantages: Appearance (Unattractive) [-4]; Secret (Serious Embarrassment)‡‡ [-5]; Unnatural Features 1 [-1]
Feature: Troll

Troll Level
A PC or NPC that has the Feature: Troll may purchases levels of Troll at 25 points per level, allowing them to buy 25 points worth of Troll abilities.
ST [10/level], HT [10/level], DX [20/level], HP [2/level], Per [5/level], Damage Resistance (Tough Skin, -40%) [3/level], Discriminatory Smell [15], Lifting ST [3/level], Night Vision [1/level], Regeneration (Regular; Not vs. Fire or Acid, -20%) [20], Striking ST [5/level], Teeth (Sharp) [1], Very Rapid Healing [15]

The Succubus is back as well, and for around the same price point and function in a similar way. Note that Succubii are out and out Supernatural, granting them more exotic abilities, but greater costs at the same time.

Meta-Trait: Succubus 14 points
Affliction(Cosmic: Ignores DR (Excludes Absorption, Force Field and Reflection, -20%) +40%; Disadvantage(Lecherousness(15)(Selective Effect, +20%; Accessibility, Caster Only,-20%) [7]) +70%; No Signature, +20%; Always On, -10%; Dissipation -50%; Emanation, -20%; Onset (1 minute), -10%; Power Modifier:Magic, -10%) [18];
Scanning Sense (Supernatural) (Always On,(Dangerous), -40%; Power Modifier:Magic, -10%) [5]; Racially Learned Skills (Sex Appeal, Errotic Art, 1 Point each) [2]
Disadvantages: Secret (Serious Embarrassment)‡‡ [-5]; Unnatural Features 1 [-1]; Unusual Biochemistry [-5]
Features: Female, Succubus, Supernatual Power Signature 1

Succubus Level
A PC or NPC with the Feature: Succubus may purchase levels of Succubus at 25 points per level, allowing them to buy 25 points worth of Succubus abilities. Of all points the character spends on Succubus Abilities, at least 40% must be spent on A List Abilities, the rest may be spent on A List Abilities or B List Abilities.

A List
Accessory (Outfit) [1/level], Affliction(Disadvantage(Lecherousness)) varies, Allure [5/level], Alternate Form varies†, Attractive varies, Claws varies ††, Charisma [5/level], Dominance[20]††, Enhanced Move (Air) ††, Fashion Sense [5], Flight(Small Wings or Winged, Cannot Hover, Controlled Gliding or Gliding) varies ††, Scanning Sense varies, Striker varies ††, Succubus Talent [5], Versatile [5], Voice [10]

B List
ST [10/level]‡, HT [10/level]‡, DX [20/level]‡, HP [2/level]‡, FP [3/level]‡, Damage Resistance 1-10 (Tough Skin, -40%) [3/level], Innate Attack (Burning or Cutting) varies ††

† Only the Alternate Form itself counts as an A List abilities, all Succubus Abilities gained in the Alternate Form count against the list they come from's cap. AF can not be purchased until all Always On Limitations have been brough off. Supernatual abilities may be moved to the AF when the AF is brought
†† May only be purchased for Alternate Form
‡ Purchase allowed beyond human limits, but at least half must be in Alternate Form
‡‡ If revealed replace with Social Stigma (Monster, -2) [-10]

And I promised default weapons load-outs before, so here they are. Note that this is what is provided by their employer, June Security, Inc. they can buy their own weapons if they want, but ammo might be a problem in a pinch.

Weapons:
Code:
Day-to-day
Weapon                    Damage  Acc   Range       Weight   RoF Shots   ST   Bulk Rcl Cost       LC Notes
Colt Government, .45 ACP  2d pi+  2     150/1,600   2.8/0.5  3   7+1(3)  10   -2   3   $850/$27   3

Mission
IMI Desert Eagle, .50 AE  4d pi+  2     220/2,500   4.6/0.6  3   7+1(3)  12   -4   4   $1,250/$45 3  [1]
FN MK 16 MOD 0, 5.56x5mm  4d+2 pi 4     750/2,900   8/1      9   30+1(3) 9†   -4*  2   $1,500/$34 2  [8]
FN MINIMI, 5.56x45mm      5d pi   5     800/3,500   22.6/7   12! 200(5)  11B† -6   2   $3,300     1
H&K AG36, 40x46mmSR   4d-1 [2d] cr ex 1 30/440      3.8/0.5  1   1(3)    9†   –    2   $1,550     1 [1, 5]
The Colt Government was selected as a day-to-day weapon for undercover work because it's so common, while the Desert Eagle gets picked for the back up weapon on missions for it's firepower. The FN MK 16 got picked because it's one of the few weapons in that class that can carry a grenade launcher out of the box, and with the FN MINIMI coming from the same manufacturer and using the same ammo, that's a pretty good choice. The H&K AG36 is more of a default choice, there's not that much variety among grenade launchers.

And finally the character template at 230 points for a 250 campaign I think that's pretty good, with the leftover points they can either buy the other skill package, or a race, and in both cases have something leftover. More points can be gotten for other things by taking disadvantages

Common Agent 230 points
Attributes: ST 12 [20]; DX 13 [60]; IQ 13 [60]; HT 12 [20].
Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 14 [5]; Per 13 [0]; FP 12 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0].
Advantages: Combat Reflexes [15]; Fit [5]; Patron (June Security, Large Corpration, 9 or less) [25]; Security Clearance (“Need to know” military and operational secrets beyond normal rank clearance) [5];
Disadvantages: Duty (June Security, Inc, 15 or less; Extremely Hazardous) [-20];
Primary Skills: Guns/TL8 (Pistol) (E) DX+2 [4]-15; Occultism IQ+1 [4]-14;
Secondary Skills: Armoury/TL8 (Small Arms) (A) IQ-1 [1]-12; Fast-Draw/TL8 (Ammo) (E) DX [1]-13; First Aid/TL8 (E) IQ [1]-13; Karate (H) DX-1 [2]-12; Navigation/TL8 (Land) (A) IQ-1 [1]-12; Running (A) HT-1 [1]-11; Savoir-Faire (Military) (E) IQ [1]-13; Stealth (A) DX [1]-13; Soldier/TL8 (A) IQ [2]-13;
Background Skills: Driving/TL8 (Automobile) (A) DX-1 [1]-12;

Plus one of these skill packages
Tactical Training:
Climbing (A) DX [1]-9, Electronics Operation/TL8 (Comm) (A) IQ-1 [1]-9, Electronics Operation/TL8 (Sensors) (A) IQ-1 [1]-9, Forced Entry (E) DX [1]-10, Guns/TL8 (Rifle) (E) DX+2 [3]-12*, Hiking (A) HT [1]-9, Jumping (E) DX [1]-10, Knife (E) DX [1]-10, Tactics (H) IQ [4]-10, Throwing (A) DX-1 [1]-9

Intelligence Training:
Disguise/TL8 (A) IQ-1 [1]-9, Fast-Talk (A) IQ [2]-10, Holdout (A) IQ [2]-10, Intelligence Analysis/TL (H) IQ [4]-10, Interrogation (A) IQ-1 [1]-9, Intimidation (A) Will-1 [1]-9, Observation (A) Per [1]-9, Tracking (A) Per [2]-10, Streetwise (A) IQ-1 [1]-9

Additionally you may pick this skill package
Heavy Weapons Training (Only available to those you have Tactical Training)[7]:
Guns/TL8 (LMG) (E) DX+2 [3]-12*, Guns/TL8 (Grenade Launcher) (E) DX+2 [4]-12

* Default from Guns/TL8 (Pistol)
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