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Old 12-31-2014, 04:50 PM   #2
ericthered
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Join Date: Mar 2012
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Default Re: Monster Hunters: Justice (OCC)

Character Creation:
All Characters:
  • MH templates are highly suggested, but not required.
  • All characters should have the rounded quality of the templates in MH: they should all have good combat ability AND mental skills.
  • IQ, Per, and Will are separate
  • Build is 450 points with -75 disadvantage limit (including quirks). Please note as mental attributes cost more, do not simply take a MH template and add 50 points -- substract cost of Per and Will first.
  • Regrowth is 10 points.
  • Indefatigable (can sprint and fight without penalty without spending FP, new trait) is 30 points.
  • Negatively adjusted attributes do not count against disad limit. However, see the note about being well rounded.
  • Wild-cards are legal but must be bought at the 12 point level or more.
  • Talents are greatly encouraged, and will be liberally accepted, as long as they are thematic. The DX/IQ barrier will be largely preserved.
  • Combat talents will be accepted as long as they are bundled with other combat talents of the same type, good combat support skills (stealth), or a single combat skill not of the type and appropriate (Riffle and knife is fine, Riffle and sword is not).
  • Making up new abilities is welcome, but this is a MH game, not a supers game: flavour and choose accordingly. GM reserves right to agressively modify final form.
  • A different Limitations scheme is used: if the limitation is greater than 50%, halve the cost and subtract -50% from the limitation. Do this until the limitation is under -50%, then figure the cost with the new numbers. For example, a 20 point advantage with -70% has a limitation of over -50%, so we halve the cost (20 becomes 10) and subtract -50% from the limitation (-70%--50%=-20%), then apply it normally: 10*.8 = 8. If Instead the numbers were 100 and -140%, we halve (50 and -90%) and halve again (25 and -40%) before finally applying the number 25*.6=15.
  • Hidden Lore (Gates) allows one to travel throughout the world. Take an area class (as in area knowledge). The first step of penalties is ignored. For example, a character with Hidden Lore (Gates, United States) is at no penalty to go from any one state to any other, but if he wants to get from Cleaveland to Columbus he is at -4 (he went two steps down each way), has a -2 to get to India (without specifying where in india), and so forth. Some supernatural practitioners will sell routes from one place to another. Gates tend to shift around, and are mildly unpredictable: use range modifiers (reading yards as days) for a route in the future. Trying to work out a route from a previous route requires another roll, modified by the distance to the previous route and the distance the previous route was calculated in advance. A Lore roll modified by the location and at +4 grants a +2 bonus.
  • Characters have levels of involvement in the occult community:
    • Inducted -- such a character has contacts, occult friends, and is a full and connected member of the society (5 points)
    • Empowered -- The character has access to the supernatural, but it is limited: they have it themselves, have a limited and specific number of contacts, and so forth
    • Aware -- The character has knowledge of the supernatural in general, but extremely limited actual access. (-5 points)
  • Houses lived in and religious buildings have threshholds. These are effective against almost all types of the supernatural, weakening magic, holding out many supernatural creatures and impairing those that can make it through.
Crusader Characters:
  • Voodoo Characters do not exist
  • Individual powers and role of crusader need very solid backstory.
Inhuman
  • Most templates as written are not valid
  • Lycanthropes don't work that way. Ask GM to create cursed template.
  • A cursed player can have many forms. Feel free to ask the gm if ideas are valid and to suggest types.
  • Vampires are more diverse and the generic vampire does not exist. Most vampires cannot work as monster hunters. Feel free to suggest template ideas for the GM to flesh out
  • Angel PC's do not exist: you will likely not see angels at all.
  • Demons are valid and also have expanded variety as fae. Consider if you really want a demon or if a fae creature is more appropriate.
  • Valid Vampire Types include:
    • Zorstan Line (Hyper-Vampire): flies, lives off of supernatural beings rather than humans, weaker than most, Destroyed by sun.
    • Gorzani Line (Pyschic-Vampire): Can blend in with humans, lives off of strong emotion, mind powers, weak to opposite of emotion.
    • Papuan Line (Flesh-Vampires): Can live off of any animal or human, Addictive vision, Can repulse as true faith, Infra-vision, Counts as alive for many purposes.

Witches/Sages
  • Ritual Symbols is valid variant. In general it allows more power but takes longer.
  • May buy alternate on magery: 10 energy reserve per magery level but may only spend magery level of reserve on one spell.
  • Magic as powers is available, particularly with gadgets. Costs energy is -20%+5%/level for a long spell, double that for a short one. Total spent on a single effect is limited to 40 points. GM oversight is required.
  • Experiments
Experiments are quite legal, but should consider if they want a supernatural or biological ORIGIN. the powers remain the same (barring additional powers keyed to magic), but the background changes markedly. It can also be used as the basic template of a cursed character.
Psis do not exist

Required Character Background:
How they are connected to the supernatural world
A list of family and friends. This need not be long, nor represented on the sheet as anything else.
What they do for work, including basic location and setting if its a company, and if they are self employed how they find new work.
Where they live -- house, appartment, pocket dimension, ect.

Organizations:
Crusaders: Crusaders can have religious organizations associated with them. Most crusaders with organizations either deal with equals in an order or are the special forces of a larger organization.
Witches/Sages: Magicians are extremely found of mystic orders, and there are lots of them. Most of the time they are united by style of casting, history, and culture. While organizations that recruit only the most powerful exist, they are a minor part of arcane society. It should be remembered that PC's will be in the upper echelons of their order as far as power goes. Many schools have codes of honor, but they differ widely in the details.
Experiments: Experiments can be found in any organization or none at all, but the magically created ones have a tendency to be found in mostly mage organizations.
Inhumans: Vampires and Fae are usually less part of a formal organization and more part of a group of kin. These include not only their closest allies but also their fiercest competitors. Cursed ones usually have either family, those with similar curses, or still associate with the beings who 'cursed' them.

Ethics of Magic:
Mages being mages, this is a common topic of contention. Every order has its own standard, with wings of the argument. The most common arguments are center around two fields:
Necromancy: At least something resembling a soul exists in this setting, and binding a corpse to it after it has died definitely damages it. The debate centers around whether this is the actual soul, and situations in which it is not immoral to damage it (animals and criminals are central to this).
Mind Control: This comes in all flavors. Some forbid it entirely, some distinguish between reading and surgery, some advocate extreme skill and care, and some don't see anything wrong with it.
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Last edited by ericthered; 01-04-2015 at 03:43 PM.
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