The dark side of the traits coin, these are your notable flaws and vices. Finally, there are skills. Once you hit d6 in a skill, you can start taking dice in specialties.
What are specialties, you ask? Well, they are basically subsets of an overarching skill, and are sometimes actually shared between skills. Animals: Skills related to non-supernatural critters. Artistry: You are a regular bohemian Athletics: Strength or agility in some way or another. Covert: The sneaky stuff. Craft: The making-stuff type of stuff. Discipline: The mental sort, not the bondage sort. Drive: You can do stuff with land vehicles. Guns: Your pew-pew levels.
Heavy Weapons: Stuff that goes boom and how to fix stuff after it goes boom. Influence: Your charismatic sway. Knowledge: General non-paranormal knowledge. Lore: Paranormal knowledge. Mechanic: Things involving metal or plastic.
Medicine: Healing and knowledge of healing. Melee Weapons: All the skill you need for assault and battery. Performance: More of the arts, just in a more direct form. Pilot: You can fly. Ranged Weapons: Skill for non-firearm ranged combat. Science: What you get blinded with. Survival: Arguably the most important skill for Hunters. Tech: Working with high technology. Unarmed Combat: Fighting with your bare hands, feet, and other extremities. The big problem with these skills is that the specialties are undefined, and only a few vague examples of average uses of each skill are given.
The final segment of chapter 4, oddly enough, is a set of four character sheets for Sam and Dean, their father John, and the ever-reliable Bobby Singer.
I can only presume they are present at the end of this chapter as an example of combining what you have learned in it and chapter 3. Gear posted by Fossilized Rappy Original SA post We interrupt your regularly scheduled samurai-fighting game talk with blatant Amerocentric roleplaying. Supernatural Roleplaying Game, chapter 4 posted: We're guessing your hunters are driving around the US of A, so everybody's assumed to speak English.
Bringing different languages into the game can be interesting, especially if there's a story hook involved or it helps the hunter solve the mystery of the week. But it can also be a pain in the ass to deal with if it isn't an issue on a hunt. This game don't concern itself with detailed rules for language.
Supernatural Roleplaying Game, chapter 5 posted: Again, Supernatural's not about making a shopping list each session and spending all your dimes.
If you've got the Lifestyle for it, and the Game Master doesn't think it's outside the realms of possibility, then it's all good.
If not, better start thinking creatively. Core mechanics aren't too hard beyond the slightly mindbaking dice system , so that's gonna be my next project. Supernatural Roleplaying Game, chapter 7 posted: "First off, match the show's setting. Hunters never go to bright, cheerful places - don't set your game in a spotless theme park or a nice friendly suburban neighborhood.
Supernatural Roleplaying Game, chapter 7 posted: Is it a bear's fault that it savages campers stupid enough to get in its way?
Is it a pack of wild dogs' fault when they tear apart a wayward cyclist? The same question applies to some supernatural threats. Sometimes the creature lived in its area long before humans arrived. It has a right to defend itself against invaders, doesn't it? And if the creature is in the right, doesn't that mean the hunters are in the wrong?
The Supernatural posted by Fossilized Rappy Original SA post Pre-emptive note: I could have sworn that the djinn were in the core rulebook of the Supernatural RPG, but they aren't, so my statement earlier about using hallucination rules right out of the box was an unintentional red herring. If you've watched the show, don't expect to be getting a Kurdish slaying knife, as the game doesn't expect you to have those kind of Winchester toys: Again, I swear I don't edit these quotes posted: Most agree these tales, specially the ones about weapon, are just stories.
Best stick with the stuff that more readily available and that works. Just in time for the end times of this thread. Stats are provided for alligators, birds of prey, boars, brown bears, bulls, dogs, great cats, goats, horses, insect swarms, and sharks. Ordinary People The generic NPCs for paranormal "templates" such as vampires or ghosts, as well as when you need a witness, normal person encounter, or the like.
They are all pretty stereotypical, and are ordered by either location or function. The Bar: As the modern equivalent of a tavern, bars have sort of integrated themselves pretty stiffly into modern-set roleplaying games. High School Students: Pretty much the bog standard stereotypes straight up, nothing special. Others: The collection of riff-raff that doesn't really fit any other category.
Locations The location listings are more or less a quick way to form up a set piece, as each entry has a look at the location during the day, the location at night, skills that are likely to be useful at the location, and a pre-made history you could use if you don't want your location to have a unique one of your own craft. Sadly, there's not really anything specifically stated about how to integrate the supernatural into the natural in these locations.
Some you can pretty much guess on your own - after all, what else would you find in a graveyard but the dead? It's certainly It's very much rooted in the show itself, to the point that it almost feels a bit strangled.
If you want to play a heroic Witch like the one from season 8, you're both SOL and implicitly told by the game that you should just go and play your Dungeons and Dragons. If you want to play an atypical Hunter, you have some groundwork, but it is ill-advised. Even the sample supernatural enemies are almost entirely those the Winchesters have already fought and killed, save for a few exceptions, when a fair amount of new iconic enemies could have been forged.
Silver bullets optional. Ghosts are real. Demons too, along with those bumps in the night and maybe even the monster under your bed. So you decide to fight back. But you can stop being the hunted and become the hunter.
In the Supernatural Role Playing Game you and your friends play hunters from the world of the hit television series. You have leapt into the abyss and have crawled out alive. You know that the monsters are real. You know You are a Supernatural Hunter, a member of a highly trained secret society of humans, dedicated to the protection of mankind from the paranormal and the otherworldly.
You'll face dangerous missions with difficult objectives where you must gather information, investigate, document, and ultimately overcome whatever threat awaits. This will require dedication, cunning, courage and skill. But you do not have to face this alone. There are options. For safety in numbers, you may turn to a network of powerful faction willing to take you in and provide you with support, training and guidance.
As a faction member, help is available for the asking and a clear, established direction drives you and your faction forward. Should you prove yourself a valuable asset and a keen survivor, you may be contacted by a wealthy and mysterious benefactor willing to invest top dollar into a strong, promising, capable hunter willing to follow directions without too many questions.
While in the field, build a strong reputation through hard work, courage and dedication to the cause which will help to enlist the assistance of the "Runner Network". These anonymous technicians can provide anything and everything you might need As a Supernatural Hunter, you must remain in the shadows to protect those in the light.
For the world is ignorant to the threat of the unknown. Society fears what it does not understand and will seek to destroy what it fears. To the rest of the world, you and the things you face are the stuff of legends and myths. For the sake of mankind, it must remain this way. The innocents must not know. From axe murders and cults to werewolves, vampires and curse born zombies, this has everything you need to keep your Supernatural Hunters fighting for their lives.
This collection of random generation features will make creating bizarre and deadly physical plane critters easy and exciting! And coming soon The Faction File is the complete rules for creating and managing your own faction.
Includes costs and guidelines for building permanent and mobile headquarters as well as creating a detailed faction identity. Mapping grid included. Contained within the mission are fully detailed locations for the town of Denmark, Nebraska, as well as all of the clues, hints, G.
Shadows of the Knight is designed for for 3 - 6 players. Most people don't believe in monsters, but you know the truth. They're real, and it's your task to bring them down. This revised edition of Monster of the Week brings that adventure to life. Monster of the Week is a standalone action-horror RPG for people. Hunt high school beasties a la Buffy the Vampire Slayer, travel the country to bring down unnatural creatures like the Winchester brothers of Supernatural, or head up the government investigation like Mulder and Scully.
This book contains everything you need to tackle Bigfoot, collar a chupacabra, and drive away demons. The less a hunter knows about a given threat, the bigger the risk of judging it wrong. When that happens people dieusually messily. Hunting Heres where the rubber meets the road. Hunters are all about the hunt.
Find whatever creeps are hurtin people and put an end to them, once and for all. Some folks are born hunterstheir parents were hunters and taught them the trade, or theyve simply got it in their blood. Others discover, or more likely are. Ghosts, creatures, and demonsthats not all thats out there. Some horrors have their own gig. Usually, they dont play nice with others. Thats good when the others are different nasties. Thats bad, very bad, when the others are humans. Take vampires, for example.
They might have been mortal folk once upon a time, but after they change, they no longer age, sleep, or breathe. They possess phenomenal strength and speed. You might be able to slow them down, but you cant really hurt them with most weapons.
They survive by drinking blood, which makes them bad neighbors unless you too want to be undead. Good thing they cant cross running water, are burned by sunlight, and can be killed by a wooden stake through the heart or decapitation. At least, thats the case with most of them. Other evils exist in legend but seem so farfetched even hunters have a hard time believing theyre real.
The djinn, or genies, are like that. These bad boys can alter reality, messing with your head and changing the world at a whim. They can vanish, turn immaterial, change their appearance, and have an annoying habit of being immortal. Fortunately djinn are few and far between, and seem more interested in amusing themselves and whiling away the long centuries than in actively hurting humans.
Would be nice if the other supernaturals were so indifferent. The most dangerous of the others are the unique ones. Each one is hard to identify cause its the only one of its kind. Some dont even have a name, cause the few people who might have survived its attacks cant write or talk about it in detail. Evidence about its existence and habits is sketchy, amounting to, at most, vague rumors.
A fewa precious fewget enough of a mad on to arm themselves and go out and face the bad guys. Those poor bastards are the hunters. Others join the hunt after theyre full-grown. They mightve had mundane careers and even families before Hell came acallin.
For most, the kick-starts the samea supernatural run-in. Happens all the time, all over the country. People encounter ghosts, demons, spirits, vampires, whatever.
Most dont survive that first encounter. Those who do probably werent the bastards target, or got damn lucky. They write off the experience as stress or hallucination or an overactive imagination, or some sort of vicious prank. A few allow themselves to really see whats happening around them. They realize that whatever it was, it cant be explained away. Something mean and dark and butt ugly tried to do them a world of hurt.
They accept that it wasnt natural or remotely human. It was real and it was real scary. Of these folks, most try and hide from the new world theyve discovered. Some have the balls to study it,. Not surprisingly, hunters dont have much lifeexpectancy.
Hell, the point is to find and battle supernatural creatures. Nearly all of those suckers are stronger, faster, and tougher than any human. And they dont much appreciate folks who try to blast, burn, or ritualize them into little pieces. Those who live more than a few days do their best to stack the odds. Weapons are key, but so is protection, both mundane and supernatural. Some hunters learn rotes and spells and rituals, fighting brimstone with brimstone. Some augment vehicles, creating warded armored cars and trucks that can literally crush ghosts and other spirits beneath their wheels.
A few have tattoos and other marks, amulets and pendants, wards and charmsall designed to protect them from dismemberment, possession, and damnation. No matter what, theres no way to get it right percent of the time.
Nature of the job is risk. Gotta accept that. Most of the risk comes from uncertainty. Every so often a hunter busts down the door knowing exactly what hes dealing with. Most times its just a guess, based on news reports about recent victims, lore dragged out of obtuse texts, or raw gut instinct.
The hunter prepares as best he can, but if he makes the wrong call, he may not have the right tool or mumbo-jumbo for the job. That can get downright uglymost of the nasties out there arent much for giving a guy a second shot.
Taking on the critter isnt the only risk. Lots of creatures have lairsdark, skanky, pits that are just as unforgiving as their inhabitants. Some boltholes are trapped against intruders; others are just way off the OSHA charts. Fighting a doppelganger in an old abandoned mine is tough enough, but afterward you still have to make your way back out through closed-down tunnels and collapsed shafts. After tangling with a shapechanger and comin out alive, it would suck hard to be taken out by a cave-in.
Some monsters live on cliffs or mountain peaks, or in dank underground cellars, or in sewers, or in derelict complexes. None of these are garden spots at the best of timeswith a vengeful spirit or slavering beast on the loose theyre out-and-out unpleasant.
Oh, did I mention that most fiends abhor bright light? If I was that ugly, Id stay out of any spotlights too. Anyway, hunters get awful good at moving around, and fighting in less than ideal lighting. Still, bad light increases the chance of falling through rotten floorboards or running into rusted nails or head-butting something a hell of a lot harder than your noggin. None of this keeps a good hunter down though. If you want a nice, safe, long life, stay home and let the pros handle it.
Hunters do damned important work. The most successful hunters are responsible for saving dozens, maybe even hundreds of lives. Entire communities are in their debt. Not that most of those folks know it, or appreciate it, however. Hunters are unsung heroes.
They take their lumps in the shadows. Worse, hunters are unpaid heroes. They work at a job most people dont believe exists, and no one is willing to pay for. Even if some sucker was willing to put up cash for kills, most of the time, hunters cant hand over the dead monsters.
Thats cause most supernatural bastards disintegrate or crumble or melt away when theyre aced. Thats alright thoughmakes covering your tracks a hell of a lot easier. So how do hunters survive? Some have other work, like running an auto salvage yard or a bookstore or being a traveling salesman. Some had a regular job before hunting got all-consuming, and saved up enough to keep them going for years afterward. A few real lucky ones are independently wealthy. The rest make ends meet any way they can.
That usually means doing things that arent exactly on the up-and-up. Pawning loot, for example. Usually a monster that drags people back to its lair and devours them has little use for their money, credit cards, clothes, jewelry, or gold fillings.
That crap just lays around the place collecting dust. So a hunter comes along and takes out the beast. Suppose he could spend a bunch of time trying to track down the victims next of kinfat chance thats gonna happen. To the victor go the spoilsmany hunters collect any valuable remains, pawn them, and use that money to cover expenses. Its only fairthe hunter killed the creature that killed those people, preventing more from dying in the future.
Some hunters sideline as they go. They roll into a town and look for odd jobs, working and learning the area at the same time. Hunters best keep themselves in shape. A little manual laborll help with that, and it gives them a chance to observe the locals unnoticed. Most folks dont pay much attention to a workin man. The majority of hunters make money the old fashioned waycrime. Credit card scams are commonapply under a fake name, using a forged ID, rack up a few thousand, then ditch the plastic and move on.
Hustling pool, flipping card tricks, palming wallets or jewelrywhatever it takes. Hell, it aint easy being a hunter and most folks got more than they really need anyway.
Beside, hunters protect everyone from far worse stuff. Whats a little con, identity theft, or fraud, compared to dying in the clutches of something that liquefies your bones? The local law man takes a dim view of all this, but that doesnt cause many hunters a lot of lost sleep. Cops are part of the clueless masses. They handle mundane crimes. Hunters take on the supernatural ones, which in their minds puts them higher on the pecking order. FBI agents dont worry much about stepping on toes or laws, so why should hunters?
The things they stalk and kill are far worse than any terrorist. The laws hunters break often involve trespassing and trashing private property. The most common, and the most disgusting, though, is desecrating a grave. Ghosts are usually banished by salting the remains and then burning them.
Gettin to the remains means digging them up first. Among normal folks, thats a definite no-no. Not that hunters care much. Sure its safer to wait til after dark, just to avoid complications, but if the situation is dire enough a hunterll dig up a coffin, break it open, salt it, and ignite it in broad daylight. Most of the other wreckage hunters cause is incidental. Assuming it would work, you dont plan to take out a monster by droppin a house on it.
Still, when youre fighting something strong enough to smash through walls and the battle takes place inside the house its been using as a lair, theres a good chance somebodys gonna tear through a support beam or two.
Is it really the hunters fault that the house collapses afterward? With the monster, who the neighbors all knew as nice Mr. Melman, still apparently inside? Maybe, but he aint the only one to blame. Try tellin that to the authorities. Planned or not, hunters get blamed for destructive acts and other situations that arent their doing, or at least not entirely. When the true culprit was supernatural, and left no clear remains after the hunter killed it, who else are the normals gonna blame?
Sure as hell the hunter cant prove his innocence. No one but another hunter or anyone who faced the creature with them would believe such a wild story anyway. Worse still is when an ugly looks like Joe Average human to everyone else. The hunter knows better, and sees the creatures true face, but no one else does.
Naturally, when the hunter takes the bastard down, everyone else call it murder. A charge like that can haunt a hunter for the rest of his life, and make doing his job a damned sight more difficult. Thats the pride of being a hunter: no good deed goes unpunished. Hunting Grounds Supernatural stuff exists in other countries and on other continents, but America seems to be home to lots of vile.
More than one hunter lives, works, and has been forced into a dirt nap in the good ol U. You got miles of mostly empty land, and nearly as much filled with clueless humanity. You got. Most hunters arent much for obeying laws. That doesnt mean they rob and steal at the drop of a hat, but when youre fighting a ghoul or a demon or an ancient.
So many people, all rushing around, all focusing on their own goals and their own activitiesmost folks never even glance around. They dont look too hard at those around themthats just asking for a faceful of angry. With so many different types all mashed togetherso many looks and garb and disguiseswhos gonna notice a weirdo. The bad stuff and those that do it get lost in all the smoke and noise and bother. As if all that werent cause enough for supernatural celebrating, cities gather up big ol groups of homeless.
The larger the burg, the more folks fall through the cracks. They lose jobs or homes or both, and wind up on the street, begging and stealing and scavenging to survive. Many huddle under bridges or in subway stations, straggling from shelter to shelter in search of food and warmth. No one misses those bastards. Hell, most folks are just as happy to have them disappear. Any badness that cares to think about it could see themselves as public servantsthey take out the garbage and recycle the trash.
Course, having a home is no guarantee of safety. Thats cause most big-city dwellers like their privacy. They expect to be left alone, and they dont get involved if they dont have to. Most folks have no idea who their neighbors are, and dont much care. If someone down the hall or in the house next door disappears, its not their problem. People come and go all the time in the big towns. Sure a landlord notices when his tenants up and vanish, but that doesnt cause any alarm.
No doubt they skipped out cause they couldnt pay the rentthe deadbeats even left nasty stains in the bedroom and whos stuck cleanin up that crap?
Good riddance to bad rubbish. Small Towns farmland, badland, deserts, big-ass lakes, mountains, mines, and everything in between. Cultures, and their horror stories, mix it up, bringing their traditions, their history, and their demons along for the ride. Creatures of any origin could wind up in the United States, and theres usually some group of people who tell tales about them in the area.
Americas got some seriously big cities. Millions of two-legged monster snacks gather in places like Chicago, New York, and Atlanta. They all teem together in massed rat warrens, blurring together into a single monstrous entity. For nasties that prey on humans, a big city is little more than a smorgasbord. Damn spread is so big, no ones gonna notice if an apple or two goes missing. For those who can look human, even if only in seriously dim light, or who can move around on the down-low, cities offer handy concealment.
America isnt all big cities, not by a long shot. Its filled with small townsa whole other world from the big cities. A small town might have only a few thousand or a few tens of thousands of people, max. The residents know each other and call each other by name. Often they know everything about everyone elsegossip is king in a small town and news travels fast.
Small towns cant offer what a big city canthere might be three or four restaurants, only one movie theater, one dentist, one doctor and one school. That keeps the place close-knitthey all go to the same places to do the same things with the same people. That drives some folks batshitmore than one small-town kid dreams of growing up and running away to the big city some day. Strangers are noticed right away in a small town, and it doesnt take long for the entire community to hear about it.
That can be good and it can be bad. Makes a hunters investigation easierhe can go to the local diner, ask a few people if theyve seen anything strange, and hear all about the recent deaths in gruesome detail. Makes the hunt harder though. The local sheriff hears about the hunter. Given what hunters usually ask about, thats gonna get the lawman damned curious, if not outright hostile. Wandering uglies pass through small towns quick enough.
As mentioned, its hard to hide there. Those that set up shop in a place, posing as humans and doing their business over time, can be particularly stubborn though. These monsters often become established members of the community. Taking them down forces the hunter to go up against the entire town.
Some hickvilles are even responsible for their monsters, summoning spirits and other entities to protect their town and sacrificing strangers and passersby in exchange. The good newsits not hard to notice when an entire town is acting peculiar. The bad newsa hunters gotta take on the whole place and the creature. Might be better to let it go and leave the folks to their just deserts. The Midwest is the perfect place for ghosts. Farmhouses might stay in the family for generations, but if the last owner dies the house can sit vacant and untouched for decades, the land around it going fallow or reverting to untamed prairie.
After the kids run off to better, or at least more interesting lives, some old farmers die alone, bitter and twisted by the hard, unrewarding, solitary lives they led. That makes for vengeful ghosts that prey on anyone foolish enough to enter their territory.
And that territory has stretched pretty far afield. If you divy up the U. This vast stretch has a handful of large cities, dozens of small towns, and vast farmland in between.
Most of the nations grain, produce and meat come from this Bread Basket. The Midwest poses serious problems for hunters. First of all, its damn big. Getting from one town to the next can take an entire day, Hell, sometimes farmhouses are eight or more hours apart. That means canvassing an area looking for a monster can take weeks instead of hours. Meantime, the nasty is going on its merry killing way.
Even when you narrow it down, hunting in open expanses aint easy. A field of grain or corn or a pasture can literally stretch for miles. Sure theres miles and miles of road, but that dosent cover anywhere near all there is. Monsters have a buttload of ground to hide in. If the hunter doesnt happen have a four-wheeler, all that areas gotta be searched on foot. Portions of the Midwest are flat, of course, but other areas are rocky or mountainous or hilly or forested. The Mississippi River cuts right through the country, forming a natural barrier and a beacon to water-based creatures.
Countless small lakes and ponds dot the land, as do copses and orchards. If a monster gets the chance to go to ground, it could take literally years of searching to find it. Large swathes of the Midwest are conservative, in thought and tradition and politics. Superstitions are alive and well in many farming communities; the locals may still speak German or Irish or Dutch as well as English.
The good newsa hunter might be taken seriously when he asks about people vanishing into thin air or changing appearance or leaping up into the trees. The bad news those holding to the old ways are more likely to summon monsters themselves, leaving the hunter with both a supernatural adversary and a mortal one. America happened first in New England. It was the center of commerce and politics for many years. That means lots of history is tied up in those old places.
The area was famous for its whaling towns, ports and factories. All those areas are full up with legends about wronged men and women, about greedy plots and violent ends.
All are ideal spawning grounds for ghosts. Worse still are the old cemeteries. Hidden, out of the way, long overgrownwho knows whats been bubbling up from down there. In the Midwest, many old traditions are kept alive. In New England, they tend to be buried just beneath the surface. Most people dont believe the old stories, but that doesnt affect the gravestones that still stand or the stone buildings and wooden piers that are still in use.
Angry spirits had long-standing anchor points or frames of referenceand plenty of fresh victims. New Englanders might still believe deep in their hearts, but theyll never admit it. Mysterious deaths are explained away as bizarre accidents or crimes of passion and added to the long history of weird stuff thats already happened.
Investigations are quick and cursorythe police really dont want to find anything out of the ordinary. That attitude just gives monsters more freedom to indulge their bloodlust hatred and hunger freely. It can also be frustrating for hunters trying to discover the truth, especially when the local law gets defensive. Investigations in the northeast are a pain. Its not that records dont exist; its that they are more often than not a mess. In the Midwest, a family might stay in one place for six generations.
Lots of immigrants arrived in New England but moved on, following new industries or just their fame and fortune. Towns merged together, or were abandoned. Companies shifted two towns over, taking their workers with them but losing half their old records in the move.
Tracking down genealogies and old events can be a bitch, especially for anything before the twentieth century. Buildings are reconfigured, repurposed, or rebuilt on top of the burned out remains of old ones.
0コメント