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- | [[start|Grampa' | ||
====== Grampa' | ====== Grampa' | ||
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No Canadians! | No Canadians! | ||
- | New Character | + | I'm not going to lie, the end of MST3K Final Sacrifice where they talk about Zap Rowsdower tv series would make for a funny show. JL |
- | 10 | + | ===== Rules Changes ===== |
- | Dhampyr | + | * [[Arcane Background Information]] |
- | Dhampyrs are the offspring of a vampire | + | * [[Races|New Player |
- | • Sense Vampire: With an action Dhampyrs can detect vampires (and other dhampyrs) up to 20 yards distant. If masked by conceal arcana, the dhampyr opposes it with his Notice skill. | + | * [[Hindrances|New Hindrances]] |
- | • Sire’s Strength: Dhampyr player characters start with a d6 in Strength rather than a d4. | + | * [[Edges|New Edges]] |
- | • Weakness (Sunlight): Dhampyrs don’t catch fire like vampires, but they do find it extremely uncomfortable. All physical tasks made in sunlight (or UV lighting) are made at –2. | + | * [[Fear|Fear |
+ | * [[Bounties|Bounties, | ||
+ | * [[Notoriety]] | ||
+ | * [[Belief]] | ||
+ | * [[Aliens]] | ||
+ | * [[House Rules]] | ||
+ | * [[Civilian Weapons | ||
+ | * [[Military Weapons and Gear]] | ||
- | New Hindrances and Edges | + | =====Records===== |
- | Hindrances | + | * [[Session Logs|Session Logs]] |
- | Bleeder (Major) | + | * [[Our Heroes|Our Heroes]] |
- | Some individuals bleed much more freely than others. Maybe it’s an actual genetic condition, or maybe the victim is just unlucky and nicks a vein every time he gets stuck by some psycho with a knife. Any time the victim suffers a wound that doesn’t Incapacitate him, he begins to bleed. Each round after suffering the wound he must make a Vigor roll or suffer a level of Fatigue that can lead to death. The bleeding can be stopped with a successful Healing roll, and is recovered at the rate of one level per hour afterwards—assuming reasonable food or fluids. | + | |
- | Bullet Magnet (Major) | ||
- | Sometimes a person just winds up in the wrong place at the wrong time. Some people seem to make a habit out of it. This unfortunate soul is hit by accidental fire (using the Innocent Bystander rules) on a 1–2 for single-shot weapons, and a 1–3 for shotguns or full-auto fire. | ||
- | Combat Shock (Minor/ | + | ===== Links ===== |
- | Some people freeze up when things get dangerous, and your hero is one of them. It could be due to fear, flashbacks, or something else; whatever the reason, in the first round of any combat, you must make a Fear check. If you have the Major version, this roll is at –2. | + | |
- | Jumpy (Minor) | + | * [[https:// |
- | Every little thing makes this individual nervous and scared. Any time there’s a sudden noise, shock, or surprise, the Jumpy hero must make a Fear test. | + | |
- | Screamer (Minor) | ||
- | No matter how much this investigator fights it, fear and terror elicits an ear-splitting scream. The scream might alert other enemies, and it certainly unnerves the character’s nearby companions. Any time the character fails a Fear test, she automatically screams at the top of her lungs. The worse the Fear modifier, the louder and longer the scream. Anyone within a Large Burst Template of the victim suffers a –1 to their Fear tests as well from the startling and disturbing scream! | ||
- | Slow (Major) | ||
- | This character has cat-like reflexes—if the cat was dead and decayed, that is. He’s often slow to act in stressful situations—but just might be the first to die. The victim draws two cards in combat and acts on the worst. If he draws a Joker, he uses it normally and ignores his Hindrance for the round. Slow characters cannot take the Quick Edge, but they can actually improve their reaction time by taking the Level Headed Edge (but not during character creation). For this hero, Level Headed allows them to draw one card and act normally. Improved Level Headed grants them two cards and they act on the best of the two. | ||
- | Victim (Minor or Major) | ||
- | We’ve all seen the movies. Some lone hero or heroine is destined to survive while her friends are slowly picked off one by one. Your hero is one of the “unlucky ones.” Anytime the group encounters a hostile threat and there’s no clear indication another individual should be the target, this character draws the short straw. As a Major Hindrance, she’s the first target and all her Soak rolls are made at –1. | ||
- | Edges | ||
- | Background Edges | ||
- | Relentless | ||
- | Requirements: | ||
- | Your slayer is truly driven to defeat evil. He must seek it out wherever he suspects it lies, and brooks no interference from those he thinks bar his way. In exchange for this dogged determination and unflinching dedication to the chase, Relentless characters may take a single action at –2 to any Trait roll while Shaken. | ||
- | Leadership Edges | ||
- | Fanaticism | ||
- | Requirements: | ||
- | This Edge is most appropriate for members of the military, but the leader of a seasoned band of monster hunters might develop it as well. When under this character’s command, his followers gain great courage and add +2 to their Fear checks. | ||
- | Professional Edges | ||
- | Exorcist | ||
- | Requirements: | ||
- | The character is a member of the clergy trained to drive demonic spirits from human bodies. Anytime he makes an opposed Spirit or Faith test versus demons or supernaturally evil forces, he adds +4 to his roll. | ||
- | |||
- | Talisman Craftsman | ||
- | Requirements: | ||
- | This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) or Spirit (miracles) roll. | ||
- | |||
- | Monster Hunter | ||
- | Requirements: | ||
- | The character is completely immune to Fear checks from one broad type of creature, such as ghosts, werewolves, vampires, or constructs. If applied to spellcasters, | ||
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- | Social Edges | ||
- | Sound Mind | ||
- | Requirements: | ||
- | This investigator has learned to cope with the terrors he must face and the dark things that lurk in his world. +2 to fear checks. | ||
- | - Hardened | ||
- | Requirements: | ||
- | This monster slayer has seen things that would make most men lose their minds. Somehow he’s hardened himself to it and can live with it. +4 to fear checks. | ||
- | |||
- | Tower of Will | ||
- | Requirements: | ||
- | Some people know their minds better than others and have trained to keep it that way. A character with this Edge may add +2 to any attempt to resist being mentally controlled by unnatural means, whether by a creature’s Special Ability, magical artifact, or magical spell. The +2 bonus also applies to resisting Tests of Wills. | ||
- | |||
- | One of the Chosen | ||
- | Requirements: | ||
- | Your investigator gains either a +1 to attack rolls vs. supernatural evil or they suffer a –1 penalty to attack rolls to hit him—your choice. You may take this Edge a second time but only after achieving a new Rank to gain the other ability. | ||
- | |||
- | Visions | ||
- | Requirements: | ||
- | Dark dreams or flashing visions of doom and dread fill this person’s thoughts. While they are disturbing, they are often useful as well. Once per game session, the visionary is granted a vision. This may be a sudden flash that can occur at any time, a nightmare that only happens when sleeping, or it may be an active process such as reading tea leaves or tarot cards. Immediately after, the visionary must make a Spirit roll. If the roll is failed, the visions take their toll on her mind, confusing fantasy with reality, the past with the present, or simply straining the mind with arcane energy. The seer is then considered to be shaken until a successful Spirit check is made. | ||
- | |||
- | Fear and fear tests | ||
- | Many aspects of the unknown will shock and frighten the average person. | ||
- | |||
- | Upon encountering a particular type of monster or horror for the first time, the agent must roll a Spirit check. | ||
- | Example: A single zombie, or small group of zombies, are encountered by the party. | ||
- | Example: An oversized mutant humanoid with a chainsaw is encountered. | ||
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- | A Spirit check failure means the character is afraid. | ||
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- | A critical failure on the Spirit check (rolling a 1 on the Spirit dice and the hero dice) means the character is automatically shaken for that round only. They are able to reroll the fear test and accept the actions on each following round. | ||
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- | Bounties, paperwork, and you! | ||
- | Players will make money via bounties paid by the government. | ||
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- | Notoriety | ||
- | Notoriety is gained by public activity of an unusual, but mundane, nature. | ||
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- | Having a high notoriety makes life difficult for the monster hunters, but in a mundane way (initially, at least). | ||
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- | Notoriety is lost by staying inconspicuous. | ||
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- | Belief | ||
- | Belief is gained when supernatural, | ||
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- | Belief in the supernatural causes the fabric of reality to weaken, empowering monsters that already exist, | ||
start.1575673072.txt.gz · Last modified: 2019/12/06 22:57 by andrew