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Old 03-16-2024, 12:28 PM   #1
Michael Thayne
 
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Default Creating a flexible set of Monster Hunters pregens suitable for GURPS newbies

I'm thinking about trying to create a set of Monster Hunters pregens that can handle a wide-array of monster hunting adventures, AND are suitable for GURPS newbies. "Suitable for newbies" probably means no Ritual Path Magic, since I've consistently found it (and similar systems) to be not very suitable to "pick up a character sheet and go" games. I think a good five-member party might look something like this:
  • A Warrior (with the Chosen One lens): Classic Buffy type, a nice flexible combat specialist who doesn't have the Commando's issues with Unliving and Homogenous enemies.
  • A Sage (with the Holy Sage lens from MH 5, plus either Clergy or Operative): the Sage is important to gaurantee you don't have any gaps in your Know Thy Enemy skills. Being part of a monster-hunting organization helps explain explains why you have such broad knowledge, while Holy Sage lets you take Blessed (Ghost Weapon) and True Faith so you have tools for dealing with supernatural threats without the complexity of Ritual Path Magic. Combine the two ideas, and you get something like a urban fantasy interpretation of the Knights Templar.
  • A Sleuth (with what motivational lens???): Something to round out your set of "ordinary humans with wildcard skills". I'd be inclined to interpret this as a Dean Winchester "dedicated monster hunter who relies more on cunning than brute force" type, though I'm not sure what motivational lens goes with that. Could be Accidental Hero or Hired Gun, or even Criminal (give how Supernatural portrays the Winchesters as funding their monster-hunting via activities like hustling pool and credit card fraud).
  • Inhuman (Demonspawn with the Atoner lens): scratches the itch of players who want to be a monster, while being fairly straightforward to play. The Dhampir is similar in many ways, but some players might be squicked out by the whole "feeding on the blood of your enemies" angle.
  • Psi (with the Accidental Hero or Hired Gun lens???): I would use the alternate psionics system in GURPS Powers: Psionic Powers. Those rules make psis a bit more flexible while keeping the list of options distinctly finite. I would definitely take some psychic healing abilities (so you aren't waiting weeks between fights so party members can heal naturally), plus ESP or maybe astral projection (the latter is useful for scouting and has potential for dealing with ghosts).

I'll try to work up some specific builds later. Happy to hear from others who've tried to do something like this.
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Old 03-16-2024, 02:17 PM   #2
ericthered
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Default Re: Creating a flexible set of Monster Hunters pregens suitable for GURPS newbies

Looking forward to your results!


I posted a set of Monster Hunter pregens on my blog a few years ago. Their gimmick is that they're all inhumans with one of the more specialized lenses from Monster Hunters 4: Sidekicks. The inhumans are also mostly from pyramid articles and blogs, and about half of them play "Against Type", like the Golem Whitecoat.


Despite all the complicated build options, playing them is really easy, and really fun: everyone has something unique to contribute in every scene, no one is useless in combat, and the wide range of inhuman powers give the group some really nice flexibility. And yes, I've played them as a group myself and they are just really fun to play, especially with lateral thinking. They are probably a touch underpowered.
Back in 2016, I was going to make a set of all powers and a set of all wildcards to go with them, but I didn't finish those groups.
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Old 03-17-2024, 11:52 AM   #3
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Default Re: Creating a flexible set of Monster Hunters pregens suitable for GURPS newbies

Name: Zumbadiel (aka "Zoom") (Inhuman / Accidental Hero) [400]

Culture: TL: 8 [0]; Familiarity: Western [0]; Languages: Adamic (Native / Native) [0], English (Native / Native) [6];

Image: A tall, athletic, androgynously handsome early-80s hair-metal throwback. Ripped jeans, leather jacket, flowing blow-dried locks, egregious studs and fringes.

Attributes: ST 15 [50]; DX 14 [80]; IQ 15 [100]; HT 15 [50];

Secondaries: SM: 0 [0]; Dam: 1d+1 / 2d+1; BL: 45#; Spd: 7.0 [-5]; Mov: 7 [0]; HP: 15 [0]; FP: 15 [0]; Per: 15 [0]; Will: 15 [0];

Advantages: Appearance (Handsome: Androgynous +0%, Universal +25%) [15]; Charisma x3 [15]; Combat Reflexes [15]; Detect (Evil Supernatural Beings) [10]; Doesn't Sleep [20]; Immunity (Metabolic Hazards) [30]; Luck (Regular) [15]; Regeneration (Slow) [10]; Talent (Close to Heaven x1) [5]; Unfazeable [15];

Perks: Schtick (Hide Wings Under Clothing Thicker Than T-Shirt) [1];

Disadvantages: Charitable (15-) [-7]; Code of Honor (Angelic) [-10]; Divine Curse (Cannot Act Directly Against God) [-5], (Monster Magnet) [-15]; Lecherousness (12-) [-15]; OPH -1 (Vain) [-5]; Paranoia [-10]; Reputation -4 ("Traitor," Outcast Angels, 10-) [-5]; Vow (Never Kill a Human) [-10]; Xenophilia (15-) [-5];

Quirks: Heightened Sense of the Dramatic [-1]; Fashion Time-Warp [-1]; Pretends to be Voluntarily Sober - Rock is His Only Drug! [-1]; Proud [-1]; Unfortunate Attraction to Demon Chicks [-1];

Skills: Acting (A) IQ [2]-15; Body Language (A) Per [2]-15; Brawling (E) DX+2 [4]-16; Broadsword (A) DX+1 [4]-15; Carousing (E) HT [1]-15; Diplomacy (H) IQ [4]-15; Driving/TL8 (A) (Automobile) DX-1 [1]-13, (Motorcycle) DX-1 [1]-13; Exorcism (H) Will+1c [4]-16; Fast Talk (A) IQ+1 [4]-16; First Aid/TL8 (E) IQ+1 [2]-16; Guns/TL8 (E) (SMG) DX+1 [2]-15; Hidden Lore (A) (Angels) IQ+1 [4]-16, (Demons) IQ [2]-15; Hobby (E) (Music Trivia) IQ [1]-15; Knife (E) DX+2 [4]-16; Musician (H) (Guitar) IQ-2 [1]-13; Occultism (A) IQ+1 [4]-16; Psychology (H) (Human) IQ [4]-15; Sex Appeal (A) HT-1 [1]-14; Stealth (A) DX [2]-14; Theology (H) (Abrahamic) IQ+1c [4]-16; Wrestling (A) DX [2]-14;

c = +1 for Close to Heaven

Features: Affected by Path of Spirit Instead of Mind/Body Magic [0]; Sterile [0]; Unpenalized Exorcism [0]; Vestigial Wings [0];

Background: An ancient being created as an intercessor between man and the divine, Zumbadiel is a People Angel - Some might say a little too much. Distracted one time too many by the pleasures of the fleshly world, he was cast down from the Heavenly Host forty years ago, charged with a mission of self-redemption of indefinite duration and hazily-defined terms. To give him ample opportunity to test his merit, he has been "blessed" with the "power" to draw monsters to his own orbit, which has unfortunately left him a bit of a nervous wreck with major trust issues. Fortunately he has managed to pretend to be a team player enough to align himself with a team of people who specialize in killing the kind of things that relentlessly harass him, capably filling in as a tough but charming generalist with a surprising intellect that matches any other in the group. But he's always watching for them to turn on him, and he never sleeps.

Notes: A straightforward Inhuman with a mostly benevolent but colorful and somewhat troubled temperment, created using only Monster Hunters 1.
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Old 03-17-2024, 12:42 PM   #4
Michael Thayne
 
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Default Re: Creating a flexible set of Monster Hunters pregens suitable for GURPS newbies

Here's a draft of Lizzie Winters, the obvious Buffy expy. Quirks are a TODO (I always struggle to come up with good ones, suggestions welcome).
Lizzie Winters
400 Points

ST 17 [70]; DX 14 [80]; IQ 10 [0]; HT 14 [40].
Damage 2d-1/3d+1; BL 58 lbs.; HP 23 [6]; Will 13 [15]; Per 12 [10]; FP 14 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0].

Advantages
Combat Reflexes [15]; Destiny 3 [15]; Enhanced Parry 1 (All) [10]; High Pain Threshold [10]; Improvised Weapons (Blade!) [1]; Luck [15]; Night Vision 3 [3]; Off-Hand Weapon Training (Blade!) [1]; Reputation +4 (Chosen One; Other hunters) [10]; Serendipity [15]; Striking ST 2 [10]; Weapon Master (All Weapons) [45].

Disadvantages
Divine Curse (Monster Magnet) [-15]; Guilt Complex [-5]; Nightmares (12) [-5]; Overconfidence (12) [-5]; Sense of Duty (Teammates) [-5]; Vow (Never kill a human) [-10]; Wealth (Struggling) [-10]; Weirdness Magnet [-15].

Skills
Armoury (Melee Weapons) (A) IQ [2]-10; Armoury (Missile Weapons) (A) IQ [2]-10; Breath Control (H) HT-2 [1]-12; Climbing (A) DX [2]-14; Crossbow (E) DX+1 [2]-15; Driving (Automobile) (A) DX-1 [1]-13; First Aid (E) IQ+1 [2]-11; Forced Entry (E) DX+1 [2]-15; Gesture (E) IQ [1]-10; Hidden Lore (Demons) (A) IQ [2]-10; Hidden Lore (Lycanthropes) (A) IQ [2]-10; Hidden Lore (Restless Undead) (A) IQ [2]-10; Hidden Lore (Vampires) (A) IQ [2]-10; Karate (H) DX [4]-14; Judo (H) DX [4]-14; Lifting (A) HT-1 [1]-13; Occultism (A) IQ+1 [4]-11; Power Blow (H) Will [4]-13; Push (H) DX [4]-14; Stealth (A) DX [2]-14; Swimming (E) HT [1]-14; Throwing Art (H) DX [4]-14.

Wildcard Skills
Blade! (VH) DX+2 [48]-16.

Equipment ($10,000, 70 lbs., Light Encumbrance)
Backpack, Small. $150, 1.5 lbs.*
Bolts ×18. $36, 1.08 lbs.
Bolts, Silver ×2. $80, 0.12 lbs.
Cash. $128, neg.
Cell Phone, Good-Quality. $500, 0.5 lbs.
Clothing. $0, 2 lbs.
Clothing, Extra Outfit ×7. $840, 14 lbs.*
Coat, Long. $50, 5 lbs.
Computer, Laptop. $2,050, 2.5 lbs.*
Crossbow, Compound. $300, 6 lbs.
Gloves, Shooting. $50, 0.5 lbs.
Glow Sticks ×6. $12, 0.6 lb.
Hat, Leather. $60, 0.5 lbs.
Katana, Good-Quality. $650, 5 lbs.
Leggings, Sharp Proof. $100, 4 lbs.
Load Bearing Vest. $30, 2 lbs.
Multi-Tool. $50, 0.5 lbs.
Shoes, Climbing. $80, 1 lb.
Sleeves, Sharp Proof. $100, 2 lbs.
Sling. For Crossbow. $10, 1 lb.
Tactical Light. For Crossbow. $100, 0.2 lb.
Vest, Advanced. $4,600, 17 lbs.
Wooden Stake ×6. $24, 3 lbs.

* Typically left in the van, reducing weight to 52 lbs., No Encumbrance.
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Old 03-17-2024, 01:22 PM   #5
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Default Re: Creating a flexible set of Monster Hunters pregens suitable for GURPS newbies

Quote:
Originally Posted by Michael Thayne View Post
...
Clothing. $0, 2 lbs.
Clothing, Extra Outfit ×7. $840, 14 lbs.*
Coat, Long. $50, 5 lbs.
Hat, Leather. $60, 0.5 lbs.
]
Two (or is it three?) sets of normal clothing and one set of outdoor clothing for your environment is included in your cost of living. I wouldn't make her pay for these items.

If you raise her IQ by one [20], you would get a rebate of [-9] on her IQ skills and [-5] for each of Will and Per at their same level. Worth digging [1] out of something else perhaps (e.g Forced Entry).

Last edited by Donny Brook; 03-17-2024 at 01:33 PM.
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Old 03-17-2024, 02:14 PM   #6
Michael Thayne
 
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Default Re: Creating a flexible set of Monster Hunters pregens suitable for GURPS newbies

Quote:
Originally Posted by Donny Brook View Post
Two (or is it three?) sets of normal clothing and one set of outdoor clothing for your environment is included in your cost of living. I wouldn't make her pay for these items.
I think that's only if you devote 80% of your starting wealth to non-murder-hobo gear, which is not what Monster Hunters assumes. Admittedly, if she has to fit all her clothes in a "small" backpack, she may not have room for a week's worth of clothes plus a change on laundry day, 50 lb. capacity be damned. (I'm very much assuming a group of traveling "occult consultants", in other words murder er, uh, exorcism hobos.)

Quote:
Originally Posted by Donny Brook View Post
If you raise her IQ by one [20], you would get a rebate of [-9] on her IQ skills and [-5] for each of Will and Per at their same level. Worth digging [1] out of something else perhaps (e.g Forced Entry).
I'm pretty committed to sticking to the templates for these builds, plus Monster Hunters has a rule that you need to invest a minimum of 2 points in each Know Thy Enemy skill (see Champions p. 16).
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Old Yesterday, 10:50 AM   #7
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Default Re: Creating a flexible set of Monster Hunters pregens suitable for GURPS newbies

Name: Kimmy DeWitt, Crusading Journalist (Sleuth / Avenger) [400]

Culture: TL: 8 [0]; Familiarity: Western [0]; Languages: English (Native / Native) [0];

Image: An athletic young woman with red hair and glasses. She normally favors the "girl next door" look in her downtime, but is a bit of a chameleon on the job.

Attributes: ST 11 [10]; DX 14 [80]; IQ 15 [100]; HT 14 [40];

Secondaries: SM: 0 [0]; Dam: 1d-1 / 1d+1; BL: 24#; Spd: 7.0 [0]; Mov: 7 [0]; HP: 15 [8]; FP: 14 [0]; Per: 16 [5]; Will: 16 [5];

Advantages: Appearance (Attractive) [4]; Combat Reflexes [15]; Contact Group (Media: 15, 9-, Somewhat Reliable) [10]; Eidetic Memory (Photographic) [10]; Fearlessness x2 [4]; Higher Purpose x1 (Hunt Demons) [5]; Intuition [15]; Luck (Regular) [15]; Night Vision x5 [5]; Rapier Wit [5]; Talent (Craftiness x2) [10];

Perks: Brave [1]; Classic Features (Adorkable) [1];

Disadvantages: Bad Sight (Mitigator: Glasses -10%) [-10]; Chummy [-5]; Curious (6-) [-10]; Delusion ("Every Strange Occurrence Has a Supernatural Angle!") [-10]; Fanaticism (The Mission) [-15]; Nightmares (12-) [-5];

Quirks: Agoraphile [-1]; Imaginative [-1]; Mildly Stubborn [-1]; Playful [-1]; Soft Spot for Kids [-1];

Skills: Brawling (E) DX+1 [2]-15; Camouflage (E) IQ+2c [1]-17; Climbing (A) DX [2]-14; Computer Operation/TL8 (E) IQ [1]-15; Current Affairs/TL8 (E) (Headline News) IQ [1]-15; Detective! (WC) IQ+1 [36]-16; Disguise (A) IQ+2c [2]-17; Driving/TL8 (Automobile) DX-1 [1]-13; Escape (H) DX-1 [2]-13; Fast-Draw (E) (Pistol) DX [1]-14; First Aid/TL8 (E) IQ [1]-15; Guns/TL8 (E) (Pistol) DX+2 [4]-16, (Shotgun) DX+2 [4]-16; Hidden Lore (A) (Demons) IQ+2 [8]-17, (Sacred Places) IQ+1 [4]-16; Judo (H) DX-1 [2]-13; Occultism (A) IQ [2]-15; Photography/TL8 (A) IQ [2]-15; Stealth (A) DX+4c [8]-18; Talker! (WC) IQ [24]-15; Thaumatology (VH) IQ-1 [4]-14;

c = +2 for Craftiness

Background: Kidnapped as a young girl by a cult of demon-worshippers and raised as one of their own, until she grew disenchanted with the lifestyle and escaped using only her own wits. At first she was very awkward and unsure as an adult in the modern world but eager to spread the truth and bring about justice through due process, and she still maintains that image to keep people off-guard, but deep down she's a stone cold killer hell-bent on retribution by any means necessary. Notably, she has no qualms whatsoever about torturing or killing (adult) humans to achieve her goals, a fact that she reveals to other hunters on a need-to-know basis only.

Notes: A straightforward Sleuth whose sunny disposition hides multiple dark secrets, created using only Monster Hunters 1.

Last edited by Gold & Appel Inc; Yesterday at 11:38 AM.
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Old Yesterday, 11:15 AM   #8
Michael Thayne
 
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Default Re: Creating a flexible set of Monster Hunters pregens suitable for GURPS newbies

Quote:
Originally Posted by Gold & Appel Inc View Post
Name: Zumbadiel (aka "Zoom") (Inhuman / Accidental Hero) [400]
Quote:
Originally Posted by Gold & Appel Inc View Post
Name: Kimmy DeWitt, Crusading Journalist (Sleuth / Avenger) [400]
Curious if you've GM'd a game with players using these characters. If so, how did it go?
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Old Yesterday, 11:37 AM   #9
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Default Re: Creating a flexible set of Monster Hunters pregens suitable for GURPS newbies

Quote:
Originally Posted by Michael Thayne View Post
Curious if you've GM'd a game with players using these characters. If so, how did it go?
Nope, just made 'em up for your thing. :)
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Old Yesterday, 01:40 PM   #10
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Default Re: Creating a flexible set of Monster Hunters pregens suitable for GURPS newbies

Name: Ben Silverman, Hard-Boiled Rabbi (Crusader / Hired Gun) [400]

Culture: TL: 8 [0]; Familiarity: Western [0]; Languages: English (Native / Native) [0], Hebrew (Accented / Native) [5];

Image: A robustly-built but graceful man pushing middle-aged, with a receding hairline and lantern jaw. His yarmulke remains solidly affixed to his bare scalp no matter what life throws at him, through the magic of spirit gum.

Attributes: ST 15 [50]; DX 13 [60]; IQ 14 [80]; HT 15 [50];

Secondaries: SM: 0 [0]; Dam: 1d+1 / 2d+1; BL: 34#; Spd: 7.0 [0]; Mov: 7 [0]; HP: 17 [4]; FP: 15 [0]; Per: 14 [0]; Will: 16 [10];

Advantages: Blessed (Ghost Weapon: Mysticism -10%) [14]; Clerical Investment [5]; Combat Reflexes [15]; Contact Group (Congregation: 15, 9-, Somewhat Reliable) [10]; Contact Group (Underworld: 15, 9-, Somewhat Reliable) [10]; Detect (Supernatural Beings: Mysticism -10%) [18]; Healing (Affects Self +50%, Faith Healing +20%, Mysticism -10%) [48]; Luck (Regular) [15]; Reputation +2 ("Handles Impossible Problems," Aware / Open-Minded People, Always) [5]; Resistant +8 (Evil Supernatural Powers: Mysticism -10%) [7]; Talent (Mysticism x2) [10];

Perks: Brave [1]; Patience of Job [1];

Disadvantages: Code of Honor (Professional) [-5]; Easy to Read [-10]; Enemy (Vengeful Werewolves, 6-, Hunter) [-10]; Guilt Complex [-5]; Sense of Duty (Humanity) [-15]; Vow (Help Those in Need Who Ask) [-10]; Wealth (Struggling) [-10];

Quirks: Attentive [-1]; Humble [-1]; Mild Bad Temper [-1]; Serious [-1]; Uncongenial [-1];

Skills: Armoury/TL8 (Melee Weapons) IQ [2]-14, (Small Arms) IQ [2]-14; Brawling (E) DX+2 [4]-15; Computer Operation/TL8 (E) IQ [1]-14; Current Affairs/TL8 (E) (Local) IQ [1]-14; Detect Lies (H) Per-1 [2]-13; Diplomacy (H) IQ-1 [2]-13; Driving/TL8 (A) (Automobile) DX-1 [1]-12; Esoteric Medicine (H) Per-1 [2]-13; Exorcism (H) Will-1 [2]-15; Guns/TL8 (E) (Pistol) DX+1 [2]-14, (Rifle) DX+1 [2]-14; Hidden Lore (A) (Free-Willed Spirits) IQ [2]-14, (Lycanthropes) IQ [2]-14, (Restless Undead) IQ [2]-14; Holdout (A) IQ [2]-14; Merchant (A) IQ [2]-14; Occultism (A) IQ [2]-14; Public Speaking (A) IQ [2]-14; Religious Ritual (H) (Abrahamic) IQ-1 [2]-13; Research/TL8 (A) IQ [2]-14; Stealth (A) DX [2]-13; Streetwise (A) IQ [2]-14; Swimming (E) HT [1]-15; Theology (H) (Abrahamic) IQ-1 [2]-13; Wrestling (A) DX+1 [4]-14;

Background: Son of a long line of famous werewolf-hunters, Ben is just plying the family trade the best he can. Beneath his serious business exterior beats the heart of a man who is always broke because he can't say no to a hard luck story.

Notes: A straightforward Crusader balancing the roles of fighter, social connection, and HP-dispenser, created using only Monster Hunters 1.

Last edited by Gold & Appel Inc; Yesterday at 01:45 PM.
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