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start [2019/12/06 22:58] andrewstart [2020/01/06 12:09] (current) dave
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-[[start|Grampa's Assignment Infinity]] 
 ====== Grampa's Assignment Infinity ====== ====== Grampa's Assignment Infinity ======
  
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 No Canadians!  DLN No Canadians!  DLN
  
 +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
 ===== Rules Changes ===== ===== Rules Changes =====
 +  * [[Arcane Background Information]]
   * [[Races|New Player Character Races]]   * [[Races|New Player Character Races]]
 +  * [[Hindrances|New Hindrances]]
 +  * [[Edges|New Edges]]
 +  * [[Fear|Fear and Fear Checks]]
 +  * [[Bounties|Bounties, Paperwork, and You!]]
 +  * [[Notoriety]]
 +  * [[Belief]]
 +  * [[Aliens]]
 +  * [[House Rules]]
 +  * [[Civilian Weapons and Gear]]
 +  * [[Military Weapons and Gear]]
  
 +=====Records=====
 +  * [[Session Logs|Session Logs]]
 +  * [[Our Heroes|Our Heroes]]
  
  
 +===== Links =====
  
-New Hindrances and Edges +  * [[https://www.dokuwiki.org/wiki:syntax|Wiki Formatting]]
-Hindrances +
-Bleeder (Major) +
-Some individuals bleed much more freely than othersMaybe 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 knifeAny 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/Major) +
-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) +
-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 +
-RequirementsNovice, Spirit d8+ +
-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: Seasoned, Command, Persuasion d8+ +
-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: Novice, Arcane Background (Miracles), Spirit d8+, Faith d10+ +
-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: Novice, Smarts d8+, Spirit d8+, Arcane Background (Magic or Miracles), Knowledge (Occult) d8+, arcane skill d8+ +
-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: Seasoned, Spirit d6+ +
-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, it includes the fear spell as well. The Game Master is the final arbiter of whether or not the Edge applies to a particular horror. The Edge may be taken multiple times, each applying to a different creature type. +
- +
- +
- +
-Social Edges +
-Sound Mind +
-Requirements: Novice, Spirit d6+ +
-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: Seasoned, Spirit d8+, Sound Mind Edge +
-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.  This edge replaces the Sound Mind Edge. +
- +
-Tower of Will +
-Requirements: Novice, Spirit d8+, Vigor d8+ +
-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: Novice, Spirit d6+ +
-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: Novice +
-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.  However, continually seeing the horrific or unusual eventually makes the viewer jaded, no matter how bizarre.  Therefore, there are certain changes to fear and fear tests. +
- +
-Upon encountering a particular type of monster or horror for the first time, the agent must roll a Spirit check.  Pass or fail, they will not have to do another fear check for that type of monster or horror again, unless something particularly different or gruesome is encountered.   +
-Example: A single zombie, or small group of zombies, are encountered by the party.  The group survives the encounter, and basically after that zombies really aren’t that frightening.  However, the group comes across a swarm of zombies piling up against the side the building, climbing higher and higher.  They would then have to make another fear check. +
-Example: An oversized mutant humanoid with a chainsaw is encountered.  The party makes their fear check and wins the following battle, blasting the mutant to pieces.  Some time later, they are escaping the haunted camp with some NPCs, and suddenly a chainsaw is shoved through a wall, ripping one of the NPCs in half and revealing the mutant humanoid.  The party would then have to make another fear check. +
- +
-A Spirit check failure means the character is afraid.  The character is considered ‘Shatnered’ at that point, being able to move but unable to act, until a fear test is passed. The player is encouraged to come up with some sort of fearful response for their character (running away, standing in place and gibbering to oneself, maybe trying to hide behind other characters, dropping what they’re carrying, etc).  Hysterical actions may be allowed, if they’re funny enough at the time (blazing away with full auto weapons blindly, throwing a grenade without pulling a pin, maybe pushing another person between you and what’s got you scared, slamming a door shut, etc), but should not always be expected to be the norm. +
- +
-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.+
  
-Bounties, paperwork, and you! 
-Players will make money via bounties paid by the government.  Upon clearing an area of supernatural threats, they are required to call in a Monster Control Board cleaner, as well as provide an after-action report to said team.  The monster hunters will be given a cash base amount bounty depending on the creatures defeated (zombies are the lowest base bounty on the list).  During the MCB cleaning process, a monster’s remains, residue, ashes, etc, will be taken in and analyzed to determine exactly what kind of creature was killed, as well as any number of other factors or information can be obtained.  Once the lab work is complete, further bonuses will given to the monster hunters depending on a number of factors about each individual monster killed.  In addition, there will be sizable bonuses for magical or technological artifacts turned in, information obtained (in written form or confirmable 2nd hand information in verbal form), magical or technological labs/lairs, as well as for live specimens obtained of new or unusual creatures.  However, all of this is dependent on filling out a very basic after-action report.  This report should provide basic numbers of monsters encountered, abilities observed, tactics, operation of technology of any sort, apparent cooperation of other earthlings, any observations of languages, strengths and weaknesses.  Monster hunters must provide these reports before anything beyond the base bounty is paid out.  In addition, monster hunters must secure the area around the remains of supernatural threats to prevent the public wandering across/through them.  
  
-Notoriety 
-Notoriety is gained by public activity of an unusual, but mundane, nature.  Having a shoot out in town, carrying around (or using) military weapons, driving around in a military vehicle (or a civilian vehicle with military weapons), being seen pushing around civilian authorities or breaking laws, etc.  Being seen harming civilians (or things that look like civilians…) or causing collateral damage is a huge boost. 
  
-Having a high notoriety makes life difficult for the monster hunters, but in a mundane way (initially, at least).  The people who sell the monster hunters their military weapons and other gear are not supposed to make it publicly known that they do what they do, so they will slow down or stop.  Onlookers, busybodies, and reporters will appear faster, when greater regularity, when the monster hunters have a high notoriety, causing all kinds of problems.  High notoriety makes it easier for the monster hunters to be tracked down by anybody who wishes (whether for good or for bad).  If monster hunter notoriety gets high enough, the MCB will cut all ties, and the hunters could find themselves in serious legal trouble. 
  
-Notoriety is lost by staying inconspicuous.  It can also be reduced by removing/hiding evidence, or even leaving no witnesses, as well as being mitigated by clever plans or communication with witnesses. 
  
-Belief 
-Belief is gained when supernatural, fantastic, or super-science abilities, creatures, activities or weapons/equipment are seen or encountered in public.  The bulk of the Monster Control Board is composed of personnel who are trained just to deal with, and prevent the spread of, belief in the supernatural.  In addition, the ancients built numerous structures with the purpose of bleeding off the belief energy, without it causing weaknesses in the fabric of reality. 
  
-Belief in the supernatural causes the fabric of reality to weaken, empowering monsters that already exist,   
  
start.1575673134.txt.gz · Last modified: 2019/12/06 22:58 by andrew