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Urban Fantasy Setting: Here There Be Monsters


Killer Shrike

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Don't forget that as it currently stands Psychics have AP and RC limits:

 

In a Here There Be Monsters campaign, Psychics have the following restrictions:

 

* Psychic Power Real Cost Limit: ((Base Points + Max Complications + Experience Points) / 4)

* Psychic Power Active Point Limit: ((Base Points + Max Complications + Experience Points) / 2)

* Power Frameworks:

o Elemental Controls (5e) and Unified Powers (6e) are allowed

o Once a character's (Base Points + Max Complications + Experience Points) equals or exceeds 200 points, they can purchase a Multipower for their Psionic abilities

+ A character upgrading to a Multipower can choose to collapse an existing Elemental Control or set of Unified Powers into their new Multipower Pool as they prefer

 

 

In Demon Hunter FBI, I allowed Suppressors to be a special case due to the cost of building such an ability properly, but they had to take a specific Package Deal. This is around 12 years old and from 4e, but the package was:

 

 

Suppressor Package

Skills Cost

Unbelief: 4d6 Suppress vs all

Paranormal/Dimensional powers all at once (+2),

Radius (+1), 0 END, Continuous, Uncontrolled

(+2), Invisible to Normal Senses (+1), No Range

(-½), Always On (-½), Wielder Unaware of

Power (-1)

56

 

Doubt: Mental Defense +10

10

 

Physical Lim: Will Not Remember Paranormal

Activities; They are Blotted Out and ‘Revised’

Subconsciously After the Event Takes Place

(Freq, Sli)

-10

 

Psych: Total Skeptic (VCom, Total)

-25

 

Package Bonus

-1

Total Cost 30

 

Optional

var +xd6 Suppress

 

 

I could come up with a similar package for 6e and allow Suppressors to still be a special case exempt from the normal RC / AP caps but not permitted to purchase any other sort of psychic ability.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Tracking the characters that are yet to be posted...

 

No HDC:

 

Anotherskip

http://www.herogames.com/forums/showthread.php/77481-Urban-Fantasy-Setting-Here-There-Be-Monsters?p=1958828#post1958828 Professional

 

yes HDC:

 

AnotherSkip

Allosius Jones - Mystic / Professional - NPC

 

Panpiper

Shannon O'Grady - Professional - NPC

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Re: Urban Fantasy Setting: Here There Be Monsters

 

 

Post 113 has my transfer of this character.

 

 

Post 123 has my transfer of this character.

 

La Rose.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Ok...so,

 

1) Psionics and Magic are two different things in HtbM -> Psionics is purely internal, Magic is external.

2) a person that is deliberately manipulating or interacting with magical forces is by definition a Mystic of some sort. Believers do not conceptualize what they do in such a fashion; they believe that the supernatural things that happen around them (if they even notice them or perceive them to be supernatural in the first place) is the hand of God or the Gods or whatever it is that they worship.

 

So, in the case of a "Atheist Believer", on the face of it, it seems unlikely. Your character description is totally doable and could exist in HtbM, but they really seem to fit the Mystic model. You could also go the other way with such a concept, trimming the ability to do Magic themselves, and make a Psionic Suppressor as described in the Psychic document -> they suppress the Supernatural subconsciously to reinforce their logical disbelief.

 

Ack! My bad! I forgot a Believer technically uses Magic. The Psionic Suppressor route sounds much more likely... and actually could make for a fun, quirky character. Someone who might vaguely annoy everyone around him for his disbelief of what they know to be true... but they can't prove him wrong because things stop working when he's around...

 

I think you will need to make a decision of some type for Suppressors, since apparently their schtick will end up costing a great deal. How do you feel about permitting an additional Limitation of something along the lines of Only When Conscious (probably -1/2 to -3/4)?

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Ack! My bad! I forgot a Believer technically uses Magic. The Psionic Suppressor route sounds much more likely... and actually could make for a fun, quirky character. Someone who might vaguely annoy everyone around him for his disbelief of what they know to be true... but they can't prove him wrong because things stop working when he's around...

 

I think you will need to make a decision of some type for Suppressors, since apparently their schtick will end up costing a great deal. How do you feel about permitting an additional Limitation of something along the lines of Only When Conscious (probably -1/2 to -3/4)?

 

Yes; in the Demon Hunter FBI campaign one of the primary PC's was Jerrin Kole, a Suppressor. The "Scully Effect", as we called it, was great for laughs and situational dramedy.

 

I'll try to get the Suppressor Package slapped together before the end of the weekend.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

The history is interesting. I have some thoughts on the unification of Germany under Prussian rule in the 1870's, the alliance between the Austrian Emperor and the Magyars to create the Austria-Hungary Empire, Italy trying to stay out of WW1 until it was clear who was winning, how Germany tricked/forced the Ottomans on to thier side, The Czar manipulated by Rasputin leading to the Russian Revolution... a subtext (or hidden history) could tie it all in.

 

I could kill many hours speculating, but I'd need some bread, cheese and wine* to do it right.

 

*a pretty girl to be impressed would be useful too, but not required.

 

there was a note in buffy about the sleeping habits of prussian generals... (inferenced by me to indicate they were possibly vampires and a slayer may have changed the world...)

 

 

La Rose the limitation not vs called shots should have the descriptor of not vs called heart shots. not not vs called shots, Huuuuge difference IMNSHO....

 

Ah and the Gear Pool calculation is way off. the normal gear secion does not cost one for one but instead costs 1/5 because it is normal real world accesible gear and specifically not Professsional pool material.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

I have an idea for an Innatus.

 

Silas Cimmeriad: a heavy metal singer who got involved in a dark cult, ended up possessed by a daemon named Draimaniel, but ultimately managed to win control of his mind back and cage the daemon within himself -- effectively Binding the daemon. Now he focuses his efforts on saving other doomed souls who are possessed, in the sway of a cult, or suffering from the depredations of dark powers. He has some supernatural abilities based upon his mastery of the daemon within himself, focused mostly through his singing but including some basic physical advantages.

 

He should also have unusually high EGO and PRE.

 

I'm almost done with this character, but real life keeps interfering.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

...I don't get it. Is this rock sexual slang?

 

No, the guy used to be an Upholsterer before becoming a rock star. It's a complex reference

 

A) A lot of the wacky outfits of rock stars in the 60's and 70's were made from upholstery materials rather than traditional fabrics, though not necessarily by upholsterers.

 

B) Jack White of the White Stripes etc was an upholsterer before becoming a rock star; an early band of his was called The Upholsterers

 

Worst Pre-Rock Star Jobs: No. 19

Jack White: Furniture Upholstery Apprentice

 

After working as a teenager at an upholstery shop in his hometown of Detroit, the White Stripes and Raconteurs frontman started his own one-man business, called Third Man Upholstery. His slogan was "Your furniture's not dead."

 

 

C) Also, the infamous "rock & roll beds", ie beds in the back of vans ideal for shaggin, are typically custom built by upholsterers or a combination of an upholsterer and a carpenter. If you were conceived in the 70's, there's fair odds the blessed event occurred on a rock & roll bed.

 

D) Upholstery is kind of like being a tailor or a fashion designer in the materials and skills involved; a good amount of overlap. But Upholsterers tend to be more mannish and even blue collar. I've known a couple of Upholsterers, mostly custom vehicle work, and they were pretty crude and rough-edged. It's kind of an interesting dichotomy of a skill set that seems more feminine (fabrics and sewing) in a masculine context (making seats and such for cars and boats, and furniture).

 

So, it was just kind of a funny little character depth adder.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Updated Combat Averages:

 

Name		OCV	DCV	OMCV	DMCV		Levels					Gear					Maneuvers	Speed	Origin
Father Jacob	3	6	6	6												N		2	Believer
Big T		4	3	3	3		+2 w Bare Knuckle Brawlin							Y		2	Believer

Cyrus Cimmeriad	4	3	3	4		+1 w Heavy Metal Scream								N		3	Innatus
Michaila Bast	3	6	3	3		+3 w Retractable Claws								N		5	Innatus

Clark Dugard	5	5	3	3		+3 w Desert Eagle								Y		3	Professional
Jimmy Chen	5	5	3	3		+1 w Insidious Snake Style							Y		4	Professional
Killroy		4	8	3	3		+2 w Barret 95				Scope +2 w Attached Gun			N		3	Professional
Jack Donaldson	4	4	3	3		+1 Overall									N		2	Professional

Ben Newman	4	7	3	3		+1 w Pistols				Scope +2 w Attached Gun			N		3	Psychic
Sabrina		3	5	3	5		+2 with Glock 20			Scope +2 w Attached Gun			N		3	Psychic
Franken-Doc	3	3	3	3		+1 Overall									N		2	Psychic
Jennifer Hale	2	2	7	7												N		2	Psychic

Joseph Blanc	5	5	3	3												N		3	Mystic
Murgatroyd	4	4	4	4		+1 w Ring of Arcane Blasting, 							N		2	Mystic
						+3 with Arcane Magic (Offensive Use Only)



Average		3.79	4.71	3.57	3.79														2.78	

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Re: Urban Fantasy Setting: Here There Be Monsters

 

This is a rough draft for Alchemists (Mystic Archetype)

 

 

Alchemists

 

Instead of Spells or similar casted / activated abilities Alchemists know Recipes that enable them to brew or create Alchemical substances without actually being able to cast a corresponding Spell or activate a magical effect at will.

 

Alchemical substances can be just about any sort of compound or inert substance; common examples include potions, elixirs, salves, powders, explosives, agents and reagents, glues, solvents, and poisons.

 

Creation of Alchemical substances can be a little bit time consuming, but given sufficient lead time and raw materials an industrious Alchemist can churn out quite an array of goodies. Alchemical substances never cost character points to create; they do cost money and or materials and time to make.

 

 

RESTRICTIONS

 

KS: Alchemy

A large part of Alchemy is scholarly knowledge and lore. This is represented by the KS: Alchemy skill, which is required for a character to be an Alchemist. This is a Knowledge Skill, thus standard pricing options apply, the Scholar enhancer reduces it's cost, and so forth.

 

 

Alchemists must pay for a 1 point Familiarity for each Recipe they know.

 

Conceptually a Recipe describes how to make an Alchemical Supstance potion, ink, dust, cream, salve, unguent, elixir, or similar substance imbued with magical power.

 

Mechanically a Recipe represents a single Power construct that defines what effect the Alchemical substance has in game terms.

 

Once an Alchemical effect has been defined mechanically, it cannot be changed; to make a similar but different substance an Alchemist must learn a new Recipe corresponding to the the altered mechanical definition.

 

 

* Alchemy Active Point Limit: Alchemists (INT + (KS: Alchemy - 10) * 15)

 

Example: Karl Bocher is a bright and skilled Alchemist; his Alchemy skill is 14-, and his intelligence is 15. He can understand Recipes that describe effects with up to 15 + ((14-10 = 4) * 15) = 75 Active Points.

 

* The total Real Cost of Innate abilities cannot exceed the Alchemist's ((Base Points + Max Complications + Experience Points) / 10).

 

Example: Karl Bocher has 75 Base Points, 50 points Max Complications, and no Experience; he can have up to (125 / 10) = 12.5 points worth of Innate abilities.

 

 

Alchemy Rules

 

* An Alchemist cannot have a Power Framework for Alchemical abilities

* All Alchemical effects must:

o Have Non-Recoverable Charges

o Are Built As Restrainable (Only To Activate, -1/4)

o Are Not Built As Foci

o Cannot be Independent

o Cannot be defined as a Power Framework

 

 

RECIPES

 

Each distinct Power write up, no matter how similar, requires a separate Recipe.

 

Alchemical Recipes can only be purchased in a Mystic Pool.

 

The learning and creation of Recipes is left to the GM's discretion on a case by case basis, but learning a Recipe requires the following:

 

Alchemist has a written out copy of the Recipe:

 

* 1 day per Real Cost of the Power write up the Recipe represents

 

 

Alchemist does not have a written out copy but has at least one usage of an exiting Alchemical substance to reverse engineer from (expending the usage):

 

* 1 day per Real Cost of the Power write up the Recipe represents multiplied by 1d3

 

 

Nothing to go off of / brand new effect:

 

* 1 day per Real Cost of the Power write up the Recipe represents multiplied by 2d3

 

 

At the end of the relevant amount of time the Alchemist makes a KS: Alchemy Skill Roll at -1 per 20 Active Points in the Power construct the Recipe represents. Failure indicates that the Recipe is not learned at that time; the Alchemist may try again however, starting over at the beginning.

 

If the Alchemist already knows a very similar Recipe they may gain a +1 bonus to their KS: Alchemy Skill Roll at the GM's discretion. If the Alchemist has the Research skill, they may use it as a complementary skill.

 

An Alchemist can attempt to rush the process and take xd3 days fewer than normal to learn a new Recipe, but suffers a -1 to the Skill roll for each 1d3 days trimmed off in this fashion. Thus an Alchemist could opt to trim the time by 3d3 days, in which case he would suffer a -3 to his eventual KS: Alchemy Skill roll. The time required can never be reduced to less than 6 hours in any event.

 

The time spent on learning a Recipe does not have to be consecutive. For purposes of calculation, each "day" is considered to consist of a minimum of 8 hours spent working in an alchemical lab or equivalent. A character spending, say, 16 hours per day could reasonably cut the time required to learn a Recipe in half at the GM's discretion.

 

 

CREATING AN ALCHEMICAL SUBSTANCE

 

Assuming an Alchemist knows the appropriate Recipe, it's a relatively straightforward function of time and material to create a new batch of an Alchemical substance as described below.

 

Creating an Alchemical substance requires:

 

* Knowledge of the Recipe

* Available substances (GM's discretion)

* 1 minute per point of Real Cost of the Power construct the Recipe represents

* A successful KS: Alchemy Skill Roll at -1/10 Real Cost

 

If the required KS: Alchemy Skill Roll is failed, the attempt fails and any raw materials used are wasted.

 

 

PORTABILITY

 

Once created, Alchemical substances are treated as Equipment, and are considered to be portable gear that any character of any Origin can use in an Equipment Pool. In the case of a character that does not have an Equipment Pool a GM might make an occasional exception, but characters that want to use gear on a regular basis should seed their Equipment Pool accordingly. Thus an Alchemist can create potions and sell or distribute them, and characters of non-Mystic background can use them.

 

The Non-Recoverable Charge aspect of Alchemical substances indicates that Alchemical substances are expended entirely when used, freeing up the Equipment Pool allocated to them for other things, and not that the points of Equipment Pool are themselves permanently gone. A GM might require that a character have access to their "Armory" to reset Equipment Pool points previously allocated to expended Alchemical substances for purposes of game balance if players abuse this.

 

 

Innate Abilities

 

Alchemists sometimes have or eventually develop subtle abilities stemming from their close contact with magical compounds. Innate Abilities are purchased in an Alchemist's Mystic Pool. A couple of very common Innate abilities are provided below.

 

Innate Ability: Purified Flesh

Alchemists can take any Life Support option, at any level desired. GM permission is required.

 

Innate Ability: Insolvent Form

Alchemists can take any amount of Power Defense and Mental Defense.

 

 

 

Distinctive Features: Magi

Unlike Wizards and Occultists, Alchemists are much more difficult to detect using Supernatural Awareness and similar abilities. Alchemical substances are detectible, emanating a faint aura of Supernatural potency in their inert form, and a much stronger emanation when the effects of an Alchemical substance are active.

 

Other Supernaturals can detect the Alchemist when they are actively in the process of creating Alchemical items, and for a little while afterwards (1 Minute per Active Point of the Alchemical substances they recently created) until the vestiges fade away. An Alchemist should take the following Distinctive Feature Complication.

 

Distinctive Features: Magi (Easily Concealable; Detectable Only By Special Abilities; Not Distinctive In Some Cultures); -0 points

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Re: Urban Fantasy Setting: Here There Be Monsters

 

* Alchemy Active Point Limit: Alchemists (INT + (KS: Alchemy - 10) * 1.5)

 

Example: Karl Bocher is a bright and skilled Alchemist; his Alchemy skill is 14-, and his intelligence is 15. He can understand Recipes that describe effects with up to 15 + ((14-10 = 4) * 1.5) = 75 Active Points.

 

Er...

15 + ((14-10 = 4) * 1.5) =

15 + (4 * 1.5) =

15 + 6 = 21

 

I think maybe you meant: * Alchemy Active Point Limit: Alchemists (INT + (KS: Alchemy - 10) * 15)

 

That's a 15 instead of a 1.5.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Er...

15 + ((14-10 = 4) * 1.5) =

15 + (4 * 1.5) =

15 + 6 = 21

 

I think maybe you meant: * Alchemy Active Point Limit: Alchemists (INT + (KS: Alchemy - 10) * 15)

 

That's a 15 instead of a 1.5.

 

Yes, sorry. Good catch. Fixed.

 

Other than that, thoughts on the mini system?

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Rough cut on an Alchemist:

 

Karl Bocher

 

8 STR -2

8 CON -2

8 DEX -4

15 INT +5

10 EGO

10 PRE

 

4 OCV +5

4 DCV +5

3 OMCV

3 DMCV

 

5 REC +1

3 SPD +10

 

20 END

10 BODY

20 STUN

 

12 Run

4 Swim

4 Leap

 

18 Characteristics

 

Scholar +3

KS: Alchemy (INT) 14- +7-1 +6

KS: Superhuman World (INT) +3-1 = +2

KS: Occult Lore (INT) +3-1 = +2

 

PS: Hunter (INT) +3

 

Trading +3

 

SS: Chemistry (INT) +3

 

22 Skills

 

 

Supernatural Hunter License +1

Wealth: 2 +2

Mystic Pool: 15 (15 points from Character Creation)

Equipment Pool: 50 (10 points from Character Creation)

Vehicle & Base Pool: 20 +10 points

Contacts & Followers Pool: 30 +15 points

 

28 Perks

 

 

Luck 3d6 +15

Supernatural Resistance: 5 +15

Supernatural Awareness: +10

Miraculous Survival x1 +5

Combat Luck: 6/6 +12

 

57 Talents

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Re: Urban Fantasy Setting: Here There Be Monsters

 

The "Rough cut on an Alchemist:" helps, as it illustrates to me that I really do not have the slightest clue as to how to implement an alchemist. What I do not understand is how a potion is defined, and how it is paid for. (You've illustrated very well how much 'game time' it takes to create a new potion recipe and how long it takes to create one charge, but none of that tells me how I am supposed to record any of that, or justify it for that matter, on a character sheet.) For that matter, how does another non-alchemist character pay for it in 'their' equipment pool. Can an alchemist simply have as many 75 active point cost effects as they have bought 1 point knowledge skills for? Or is the example potion below meant to be paid for out of the 15 point mystic pool maybe, leaving one point for some other very minor effect?

 

"Healing Potion" Regeneration (1 BODY per Turn), Can Heal Limbs, Trigger - Drink Potion (+1/4), Usable By Other (+1/4) (31 Active Points); 1 Continuing Charge lasting 5 Minutes (-3/4), Restrainable (-1/2) (14 Real Points)

 

Do all recipes have only a single charge? Or could an alchemist not create multiple charges from the same recipe?

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Re: Urban Fantasy Setting: Here There Be Monsters

 

The "Rough cut on an Alchemist:" helps' date=' as it illustrates to me that I really do not have the slightest clue as to how to implement an alchemist. What I do not understand is how a potion is defined, and how it is paid for. (You've illustrated very well how much 'game time' it takes to create a new potion recipe and how long it takes to create one charge, but none of that tells me how I am supposed to record any of that, or justify it for that matter, on a character sheet.) For that matter, how does another non-alchemist character pay for it in 'their' equipment pool. [/quote']

 

 

The section on Portability describes how Alchemical substances are paid for. The short version is, Alchemical substances are treated as Equipment, both for others and the Alchemist themselves.

 

PORTABILITY

 

Once created, Alchemical substances are treated as Equipment, and are considered to be portable gear that any character of any Origin can use in an Equipment Pool. In the case of a character that does not have an Equipment Pool a GM might make an occasional exception, but characters that want to use gear on a regular basis should seed their Equipment Pool accordingly. Thus an Alchemist can create potions and sell or distribute them, and characters of non-Mystic background can use them.

 

The Non-Recoverable Charge aspect of Alchemical substances indicates that Alchemical substances are expended entirely when used, freeing up the Equipment Pool allocated to them for other things, and not that the points of Equipment Pool are themselves permanently gone. A GM might require that a character have access to their "Armory" to reset Equipment Pool points previously allocated to expended Alchemical substances for purposes of game balance if players abuse this.

 

 

Can an alchemist simply have as many 75 active point cost effects as they have bought 1 point knowledge skills for? Or is the example potion below meant to be paid for out of the 15 point mystic pool maybe, leaving one point for some other very minor effect?

 

 

Recipes are paid for in the Mystic Pool, manufactured Alchemical substances are paid for in the Equipment Pool.

 

 

"Healing Potion" Regeneration (1 BODY per Turn), Can Heal Limbs, Trigger - Drink Potion (+1/4), Usable By Other (+1/4) (31 Active Points); 1 Continuing Charge lasting 5 Minutes (-3/4), Restrainable (-1/2) (14 Real Points)

 

You don't need to apply Usable By Other or Trigger.

 

I don't have HD w/ me to check the math, but more like:

"Healing Potion" Regeneration (1 BODY per Turn), Can Heal Limbs, (? Active Points); 1 Non-Recoverable Continuing Charge lasting 5 Minutes (-?), Restrainable (Only To Activate, -1/4) Real Cost: ? points

 

Do all recipes have only a single charge? Or could an alchemist not create multiple charges from the same recipe?

The write up can have multiple charges, and an alchemist can make multiple batches of the same write up.

 

Thus, if a given effect had 1 NR Charge in its build, each batch would have 1 use but the Alchemist can make 10 batches if they spend the time and material to do so and make the applicable creation rolls.

 

The same is true if a given effect had 3 NR Charge, save that each batch would have 3 uses rather than 1.

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