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==CHARACTER CREATION== Characters are standard base characters from the Dungeon Fantasy Adventure (250pts). All the templates and races found there are being used. For each template fitting in the setting... [[File:DF Adv Heroes 2.jpg | 450px | right]] : *''Barbarians'' are from the trible lands of the Great Grass Sea, into the Orcs (and Half Orcs who suffer little Social Stigma in Orc culture) and Cat Folk but also Human tribles in the Iron Spear Mountains. Many of these groups have little problems adapting outsiders (including other races) into their tribes with little social stigma suffered by them. : *''Bards'' and travelling minstralls are fairly common throughout the lands. Their counter-song magic and other specialized songs can come in handy against many of the creatures of darkess. : *''Clerics'' are followers of the Old Faith. This is the state religion and while itself is very laws oriented player-characters reflect the 'Good' side of the religion (which the leadership or individual might not always be). Clerics of non-Humans might also follow the Old Faith but could be memebers of their races own Gods. And of course those with True Faith find their gifts in high demand with the rise of the Restless Death. : *''Druids'' follow even older faiths that honor natural spirits and are concerns about the protection and promotion of the natural world. : *''Holy Warriors'' of the Old Faith and other religions are uncommon but welcome throughout the lands, especially now. Their holy attacks against demons and the restless dead put to good use. : *''Knights'' are common throughout the lands at guards, warriors, landless knights and brawlers. These warrior are needed in every group and make up a large part of the Monster Hunters org. : *''Martial Artists'' are wanders from the Far East whom travelled the Long Spice Road to come to these lands. A few have chose to remain and has started small isolated schools where the have trained locates in these arts. : *''Scouts'' are common throughout the lands, working as hunters and guides through the wilderness and protectors of such areas. They are often experts at placing their arrows in the weak or chinks in monsters armor. : *''Swashbucklers'' are uncommon in the region and often hail from the southern '''Inner Sea''', where great gallery ships pry their wares over these mighty waters to the various city-states and islands located there. : *''Thieves'' are more common in the few cities but can make a living as Monster Hunters who might specialize in knowledge and attacking from advantage (i.e. backstabbing and then running away). They would also be good characters to know about poisons and toxins and how they might be applied to the various monsters for the best effects. : *''Wizards'' are uncommon in the lands but their magic and insights are invaluble. [[File:DF Adv Wizard.jpg | 250px | left]] '''''A Special Note on Templates''' - as many Templates they apply penalties to Seconardy attributes. These points count towards your characters total Disadvantages of 50. If applying a Racial Template or blumping these or other stats with would affect this (i.e. "further XX points on...") then the character can choice additional Disadvantage options often by the Template to bring their total up to 50 again.''</br> ''For example the Holy Warrior template has a -10 to Base Speed (bring it back down to the base speed of 6.00). But the character applies the Elf Template that gives its +1 to DX and the with further points the player also improves its HT by +1. If the chose not to apply -10 to that Stat they could take an additional -10 Disadvantage points from any of the optional Disadvantage points of the template.''' Characters also start with an addition 10 points to spent on skills from Know Thy Enemy. This is an expanded Hidden Lore found in DF. From the GURPS Monster Hunters --"Monster hunting without knowledge is nothing but a waste of time . . . and lives. For every enemy, one or more skills exist to provide insight into how to defeat it. These are not necessarily the skills required to defeat monsters β just the ones required to answer questions about them (including how to defeat them)." From the skill breakdown below a minimum of 2 points must be spent on each skill. Spending 4 points instead adds +1 to the skill level shown here, while spending 8 points adds +2. DF Hidden Lores for monsters in the setting include Demons, Divine Servitors, Elder Things, Elementals, Faeries, Natural Spirits, Spirits, or Undead. To expand on this characters can spend these points in the following ways... β’ '''''Demons''''': Hidden Lore (Demons) (A) IQ [2]; Theology (the Old Faith) (H) IQ-1 [2].</br> Dark summoned monsters from some hell like dimension. They are more interested in causing choas and destructions but also might try to make deals and bargins with the foolish. β’ '''''Elder Beings''''' (Dwellers of the Edge, old ones and their servitor races): Hidden Lore (Elder Things) (A) IQ [2]; Theology (the Old Faith (H) IQ-1 [2].</br> Creatures from beyond reality and tend to wrap it and drive those whom encounter them mad. They servitors might once have been Humans or other such but over the centuries have been corrupted and driven insane by their masters. They tend to be unknownable and make little sense to motral minds. β’ '''''Elementals''''' (fire elemental, earth elemental, ash mephits, etc.): Hidden Lore (Elementals) (A) IQ [2]; Thaumatology (VH) IQ-2 [2].</br> Summon spirit types from certain dimensions tied to their nature. Are often unfeeling or unknowable and single minds... doing excately what they are ordered to do by the ones whom summoned them to this realm. β’ '''''Faeries''''' (fae, in-betweeners, etc.): Hidden Lore (Faeries)* (A) IQ [2]; Theology (Shamanic or the Old Faith) (H) IQ-1 [2].</br> Fea creatures like sprits, winged faeries, brownies, red caps, seelie and unseelie court, the wild hunt, etc. Some are harmless and even helpful, others dangerous, dark and hold a great deal of malice towards the common folk. β’ '''''Ghosts''''': Hidden Lore (Restless Undead) (A) IQ [2]β‘; Theology (Shamanic or the Old Faith) (H) IQ-1 [2].</br> Renamed Spirits from DF, the spirits of the dead that are trapped here on this side of the viel. Often angry or confused they lash out at the living often in jeolousy or hatred of what they have lost. β’ '''''Lycanthropes''''': Hidden Lore (Lycanthropes) (A) IQ [2]; Naturalist (H) IQ-1 [2]; Veterinary (H) IQ-1 [2].</br> Shapeshifters whom can change between a human like form and a predatory animal form, or even a hybride like form. Are often hostile to common folk, seeing them as little better then any other prey animal. They maybe non-predatory shifters but they are rare. [[File:DF Adv MH beast.jpg | 350px | left]] β’ ''''''Magical Beast''''' (dragons, giants, etc.): Hidden Lore (Magical Beasts) (A) IQ [2]; Thaumatology (VH) IQ-2 [2].</br> These creatures are strongly tied to magic, either having been created through magical means or they themselves have strong ties to magic. They are often hostile to others and eat the common folk out in the open having little to fear from them. β’ '''''Mummies''''': Archaeology (H) IQ-1 [2]; Hidden Lore (Mummies) (A) IQ [2]β‘.</br> Ancient mages, priests and rulers who underwent forbiddening burial rituals to preserve their bodies into the future and often tied their souls to their undead body. They often inhabit long forgotten barrows, burial mounds or kurgans. β’ '''''Natural Spirits''''': Hidden Lore (Natural Spirits) (A) IQ [2]*; Naturalist (H) IQ-1 [2].</br> Supernatural beings of any class dwelling in and tied to Nature; e.g., spirit animals, βwildβ elementals (fire in volcanoes, water in lakes, etc.), nymphs, fauns, and spirits of place (entities embodying forests, rivers, and so on). β’ '''''Outcast Angels''''': Hidden Lore (Divine Servitors) (A) IQ [2]; Theology (the Old Faith) (H) IQ-1 [2].</br> Fallen or outcast divine servants of the Old Gods, acting once as guardians, messengers, soldiers and punishers. They had some past failure and have been cast out of the God's services. They are often hateful and angry at their plight and now lash out at others to vent their anger and rage. β’ '''''Parasites''''': Biology (VH) IQ-2 [2]; Diagnosis (H) IQ-1 [2].</br> These are diseases or micro-creatures that either feed off the living in some terrible and horrid way or whom uses the bodies of larger creatures to move about and act (either dead bodies or controlling living one against their will). β’ '''''Vampires''''': Hidden Lore (Vampires) (A) IQ [2]β‘.</br> The much feared and hatred undead that require the blood of the living to sustain their unnatural existance. They are hated and fears as they could appear as a lost love one or other person one might now when they first appear. They are ruthless and uncaring, having been driven to see the living as only prey.</br> This might also include their Ghoul servants, undead whom eat the rotting flesh of the recent dead and whom might serve a vampire as a day time protector. β’ '''''Witches and Warlocks''''': Hidden Lore (Sacred Places) (A) IQ [2]; Psychology (H) IQ-1 [2]; Thaumatology (VH) IQ-2 [2].</br> Cursed or fell mages whom turn to demonology and necromancy to fuel their powers. They seek out sacred places to preform their fell magic, allowing to perform magic on a far grander scale then even most well trained wizards. β’ '''''Zombies''''' (and skeletons, etc.): Hidden Lore (Restless Undead) (A) IQ [2]β‘; Theology (Shamanism or the Old Faith) (H) IQ-1 [2].</br> Raised bodies and corpses of the recent dead (or ancient in the case of skeletons), these unthinking and unfeeling beings serve some fell master whom raised them or wander about restlessly feeding on the flesh of the living much like ghouls (but uncaring if its fresh or long rotted). β‘ The Mummies, Restless Undead, and Vampires specialties of Hidden Lore default to each other at -2. ''As a note, for my campaign I will probably focus on Magical Beasts, Vampires and the Restless Dead. The other types of creatures and dangers will appear but they are rarer or at least generally less interested to me a GM so they might not show up as often as the others.''
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