12-31-2014, 04:48 PM | #1 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Monster Hunters: Justice (OCC)
I'm starting up a Monster Hunters campaign. It will have a lot of Dresden files influence, but with even less lovecraft.
Heroes motivations should be such that they hunt down supernatural atrocities because that's what they do. Foes will consist mostly of fae and other spirit monsters, vampires, creations of curses, rouge humans, and powerful ancient undead called immortals. Supernatural organization is fairly high: many slain creatures will be noticed if slain, and evading detection and suspicion is an important element. Government involvement in the supernatural is non-existant, at least organizationally. Individuals can and will be wise to the supernatural, from detectives who specialize in the right kinds of serial killers to congressmen who leverage supernatural skills to maintain worldly power. All the characters should live in the same city (Portland) and many adventures will be centered there, but the plot will range all over the united states, and possibly the world. Gates will be provided for travel. 'Other Dimensions' will focus mainly on faerie and pocket dimensions, but Heaven and Hell are around (for 20 energy, not 10) and its worth remembering that faerie is a BIG place. Cursed Humans: Curses are not contagious, though they can be hereditary. They also don't have to be purely negative, nor maliciously granted. They do have to have aspects that are difficult to control or have dehumanizing supernatural aspects. The classic version is turning into a wolf at the full moon (other werewolf aspects may or may not be kept -- except contagion, which is not). A 'positive' example would be a man cursed to die only of old age: he has regeneration, regrowth and immunity to metabolic hazards, but using them puts him in extreme agony and gives him bestial for a while afterwards, or is conditional on consuming the liver of another. Or someone who can read the mind of another, but aquires some of their personality traits in doing so. The Fae: Fae are powered by human concepts and emotions emotions. Some require specific emotions or environments to survive, but most only crave them. They are usually fairly simple-minded creatures, focused on their one driving force. Most of the time mortal causalities are bystanders caught in crossfire or the result of faeries hired as thugs. The fae have a large variety of shapes, forms and motivations. Examples include , trolls that try to stake out gateways and control supernatural access to them, and invisible creatures obsessed with finding out secrets. Fae generally are either subtle in getting what they want from mortals ('Cupids' thrive on romance [not lust or sex, romance] setting up couples), do not need mortals directly (an elf lord who gets his sustanance from commanding other fae, a fire spirit who merely wants to relax in the local power plant), or are not able to enter the mortal realm on their own (Battle fae consumed with blood lust). Immortals: Former humans how have gained immortality by living off others in some way. While similar to vampires, immortals are unique, tend to have more varied weaknesses, are typically much better at blending with humans, wealthier, and harder to keep dead -- most of them have unkillable 3 of some sort or the other. Mummies and liches are typical immortals. Every Immortal is a cold blooded murderer. Vampires: There are many different strains of vampires, and none of them are the default. Almost all of them require the life energy of intelligent beings -- pig's blood doesn't cut it. Each bloodline has its own method of feeding. While each kind has its own weaknesses, very few require staking and while sunlight tends to reduce their powers or even cause damage most of the time its not deadly. Vampires are reasonable social creatures and recognize each other as kin, but tend to associate with their own blood lines and never forget the other side is competition. All vampires can intentionally create more of their own kind, though the processes differ. Angels,Devils, Gods and Demons: These are quite rare. Gods and devils will always act through agents, and most of these will be mortal. Devils must be invited into the mortal world and even then have difficulty taking overt power. An angel is used only when a mortal won't work, and even then the angle will usually remain in the background. Any Angel, Devil, or God is a foe to be feared if they appear in their full form. Demons are a different matter. Demons are a subset of the fae with a cruel and nasty streak. They can't get to the mortal world on their own, and thus require help. They may be used much as in monster hunters.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
12-31-2014, 04:50 PM | #2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: Monster Hunters: Justice (OCC)
Character Creation:
All Characters:
Witches/Sages
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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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! Last edited by ericthered; 01-04-2015 at 03:43 PM. |
12-31-2014, 04:50 PM | #3 |
Join Date: May 2005
Location: Lynn, MA
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Re: Monster Hunters: Justice (OCC)
I'm down for this one!
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12-31-2014, 04:56 PM | #4 |
Join Date: Sep 2004
Location: Detroit, Michigan
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Re: Monster Hunters: Justice (OCC)
Me too....laying claim to a Bioenhnaced super solider....
Will need several days to come up with something.
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You can get more with a 2X4 and a kind word then with just a kind word! Randal Kane - Trent Bauer |
01-01-2015, 07:18 AM | #5 |
Join Date: Jun 2013
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Re: Monster Hunters: Justice (OCC)
I'm up for it but I've never played any monsters hunter game.
Is magic an important part of the game? I bought the RPM book some time ago, I'd love to play a modern day wizard. Does that fit the campaign? |
01-01-2015, 09:26 AM | #6 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Monster Hunters: Justice (OCC)
The Hermit
Updated 1/16 Charecter Sheet
Spoiler:
Gear 2 decks of Egyptian (Toth deck matchs Paths) style Tarot cards Full set of expensive (+1) Tokens $41,600 Akashic Lantern (3 lbs.) $2,600 Grimoire; Hall of Records +4; Written Symbols for +1 and 2 minute gathering time. This is an ornately carved iron lantern with glyphs carved and gems placed inside it for focusing. A number of items with symbols written on them for specific Rituals which lets him gather energy at 1 minute per attempt. Triple Amulet Written Symbols (Ghostly Movement; Fleetness of the Raven; Fools Balance) Mages Staff Banish; Behold; Necrosis; Shadow March; Snickersnack (staff); Spell Ward Wand of Ennui Ennui Wand of Fear Terrify Intercom Ring (Left) Intercom Bracelet (Left) Swing and a Miss! [I]Knife[/] Snickersnack; Also has conditional drawn on blade Card plaques for each ritual in spell list stored in a mahagony box. Background The Hermit is a reclusive Mystic who lives in a cave deep in the woods. He was taught by another mystic so far in the past no one really knows where or when he started (and he isnt telling). He keeps himself young using Hibernate spells and comes to town or seeks out those in need of guidance when the cards or other signs tell him to. the ritual is a closely guarded secret and questions abound on if he is human, some kind of Immortal (and how he must feed) or supernatural creature or even more intriguing if has some powerful immortality spell. He delibertely works on being mysterious to cultivate caution and restraint in his opponents as he prefers to avoid direct combat. He is regarded as one of the best at Divination and learning secrets. His travel magic is also talked about and it appears as if he is always in flux, leading to more speculation as it seems as if he is always connected to a gate. He can not drive and doesnt understand modern technology (though he is aware of its dangers) and uses Gate Lore and Crossroads to get around. He uses a Tarot deck for most of his rituals and natural materials for many conditional ones. Appearance: An average looking black man, no one can mistake him for entirely human due to a shifting and disturbing haze that seems to hang about him. Plot Intro: He woke up a few months ago after sleeping since the 60s when he was awake for about a year. The cards and signs tell him of a potential Champio in the Portland area and he is evaluating prospects. He encountered Marcus Savage after watching him for a bit. He thought he was hidden but Marcus somehow noticed him and then approached him after querying his friends on who or what seemed to be stalking him. Mr. H (alias he uses) has since provided minor magical aid.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries Last edited by Refplace; 01-16-2015 at 02:06 PM. |
01-01-2015, 07:30 PM | #7 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Monster Hunters: Justice (OCC)
Be aware its getting a good character in that saves your spot...
Quote:
Quote:
Magic is a core part of the game, and I expect at least one mage among the team. Please take note of the options for RPM listed under 'witch/sage' (RPM adepts are called witches in MH, and the sage template lacks adept). We are using MH grimoire prices. Thats a good start. Please take a look at the options above. Higher Purpose (Magical Style) is highly suggested. Please also consider the state of mind magic in the arcane community.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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01-02-2015, 01:39 AM | #8 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Monster Hunters: Justice (OCC)
Standard Conditional and Charm load
Spoiler:
Hermits Favorite Spells Primary and Custom Rituals:
Spoiler:
Clear Vermin Control Mind to have them leave the area. Iron Fist Bestows a Bonus to punch damage.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries Last edited by Refplace; 01-21-2015 at 02:59 AM. |
01-02-2015, 12:24 PM | #9 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: Monster Hunters: Justice (OCC)
Solid Concept.
Notes:
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
01-02-2015, 04:19 PM | #10 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Monster Hunters: Justice (OCC)
Standard spells
RPM Spells
Spoiler:
Pyramid 3/56
Spoiler:
Pyramid 3/48
Spoiler:
Unseen Obscure with Stealth and Defensive and a limitation that its ignored by people you attack. ------------------------------- Armored Duster Altered Traits (DR) + Subject Weight + Strengthen Matter.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries Last edited by Refplace; 01-16-2015 at 02:10 PM. |
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