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[Homebrew] Playable Heroes As A Hurt Locker Style Micro Template

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  • [Homebrew] Playable Heroes As A Hurt Locker Style Micro Template

    What Is The Purpose Of This Document?
    To offer a playable version of Heroes from Beast: The Primordial that has similar mechanics to the Micro Templates from Hurt Locker. You are not obligated to use all of the rules from this document. By all means, use whatever works.

    What Parts Of The Core Template Have Been Changed?

    1) Heroes may track Aspirations and Beats. They also track Heroic Beats. Credit for this idea goes to Ye Of Little Faith.

    2) Hard To Kill: Heroes heal 1 Bashing each minute, 1 Lethal every 12 hours and 1 Aggravated every 2 days.

    3) Legend And Life: Heroes may regain all Willpower from their Life trait, unless otherwise indicated by their Destiny.

    4) Heroic Tracking: Since the focus has been shifted onto the Heroes, assume that this trait requires more "on-screen" activity.

    5) Heroic Stalking: This trait is replaced by the Investigation Rules found in the CoD Rule Book. Furthermore, the Hero may use dice pools other than Wits + Investigation and Wits + Composure. Lastly, since Heroes have Legend/Life instead of Virtue/Vice, the modifiers for Investigations that refer to Virtue/Vice do not apply. Instead, apply the normal modifiers for Heroic Stalking and others at ST discretion.

    6) Anathema: Placing Anathema does not prevent the spent Willpower from being recovered.

    7) Followers: These must be represented with appropriate Merits, such as Allies and Retainers. Alternatively, the Hero may spend 1 Willpower to gain a Perfect Impression for Social Maneuvering against NPCs for the rest of the scene, as long as it is to recruit them for hunting Beasts. This may not be done if the Impression Level is Hostile, and does not bypass the normal limits of Social Maneuvering. As always, Hard Leverage is an option.

    8) Gifts: These abilities have been redesigned as Merits, which must be bought with regular and/or Heroic Experiences as usual. However, they need not be acquired only when killing a Beast. Other narrative milestones decided by the ST are allowed, but depending on the Hero's Integrity, he may choose to kill regardless.

    9) Heroes do not suffer the Beaten Down Tilt from damage alone. However, certain supernatural powers (e.g. the Looming Presence Atavism) may inflict said Tilt. They also do not need the Tolerance For Biology Merit.

    10) Heroes gain an extra dot of Resolve, which may not take them above 5 dots. The Epic Potential Merit may change this.

    Creating A Hero
    Heroes follow the rules for creating a mortal, and start with 10 dots of Merits. The Hero also starts with one free dot in the Destiny Merit, a Specialty for Beasts in Occult or Investigation, and the Unseen Sense Merit for Beasts. They may acquire Supernatural, Advanced and Epic Merits at ST discretion as well.

    Destiny (•-•••••)
    Effect: Your character hears the call of the Primordial Dream to fulfill their Heroic role. Every dot in this Merit serves as a Supernatural Tolerance Trait, and determine whether or not he can acquire certain Gifts. He also becomes more resilient against psychological trauma directly caused by Beasts (and other monsters if he has Kinslayer). He adds [Destiny/2 round up] to all Breaking Point rolls for Integrity in such circumstances. Dots in this Merit are acquired for free when the Hero advances and spreads his Legend in a significant way. But he can also lose dots in this Merit when he goes too long without hunting or otherwise compromises his Legend in a significant way. Other narrative milestones for gaining and losing Destiny may be chosen by the ST.

    Drawback: The call to adventure is a powerful force and prevents many Heroes from having a normal life. The rating in this Merit determines how often the Hero must hunt Beasts before his self-image is consumed by the Monomyth. During each interval after that, the Hero must roll for a Breaking Point with a penalty equal to [Destiny/2 round up]. Furthermore, after the interval is over, he does not regain Willpower from rest and may only gain 1 Willpower from Life trait until he resumes the hunt. And last but not least, Heroes suffer from an uncontrollable version of the Omen Sensitivity Merit for the Primordial Dream, similarly to Stigmatics and the God-Machine. However, the Hero need not spend Willpower to use it: the ST chooses when to apply it. To compensate, the Hero adds his Destiny to the Wits + Occult dice pool.

    (•): Every 2 weeks.
    (••): Every week.
    (•••): Every 4 days.
    (••••): Every 2 days.
    (•••••): Every day.

    Sidebar: What Counts As A Hunt?
    It depends on the Hero’s Integrity. At 7 or thereabouts, a hunt can consist of convincing the Beast to Feed in less harmful ways (consider using Social Maneuvering), or just saving someone from a Feeding. At 4 or thereabouts, you have to kill the Beast. Generally speaking, Heroes with High Integrity favor hunting in ways that align with their Life, while Heroes with Low Integrity favor their Legend. Speak with your ST about what seems the most fitting and fun method.

    Heroic Gifts:

    Champion's Endurance (•-•••••)
    Prerequisite: Destiny Equal To Rating
    For every dot in this Gift, the Hero gains 1/0 Armor against Beasts and adds 1 to his Health. This stacks with other sources of Armor.

    Kinslayer (•)
    Same as the original.

    Chosen Blade (•)
    Prerequisite: Destiny •
    The Hero has access to a weapon with additional Durability equal to Destiny and which gives 8 Again versus Beasts. Despite the name of this Gift, the weapon can be ranged. The Hero may acquire additional Chosen Blades as 1 dot Merits, up to his Resolve. Such weapons are considered to be their ideal versions: swords do not become dull or rusty, and guns never run out of ammo or malfunction. Furthermore, he can wield the weapon effectively even if his Strength would be insufficient, and he does not suffer Initiative or Speed penalties from it. Lastly, such weapons are not affected by abilities that ignore or remove Durability, such as Corrosive, Decayed, Dragonfire, Heart Of The Ocean and Titanic Blow. Should the Chosen Blades be destroyed or lost, apply Sanctity Of Merits normally.

    Legendary Hunter (••)
    Prerequisite: Destiny ••
    Same as the original.

    Loremaster (•-••)
    Prerequisite: Destiny Equal To Rating
    Same as the original, but add Destiny to the dice pool. The 2 dot version gives an Exceptional Success with 3 Successes. Each additional Hero who invokes this Gift gives +1 to the dice pool, up to +5.

    Open Gate (••-•••)
    Prerequisite: Destiny Equal To Rating
    Same as the original, but the Hero rolls [highest Resistance Attribute] + Occult + Destiny. The 3 dot version gives Exceptional Success with 3 Successes. Each additional Hero who invokes this Gift need not spend Willpower and gives +1 to the dice pool, up to +5.

    Real World (••-•••)
    Prerequisite: Destiny Equal To Rating
    Same as the original, but add Destiny to the dice pool. The 3 dot version gives Exceptional Success with 3 Successes and imposes a penalty to the target equal to Destiny. Each additional Hero who invokes this Gift need not spend Willpower and gives +1 to the dice pool, up to +5.

    Saint's Whisper (•)
    Same as the original.

    Vanquisher's Strength (•-•••••)
    Prerequisite: Destiny Equal To Rating
    The Hero adds his [rating in this Gift] to all combat rolls against Beasts, both melee and ranged. They may also spend 1 Willpower point to add their [rating in this Gift] as bonus damage for the turn. The Willpower does not add dice to their roll.

    Warrior's Speed (•-•••••)
    Prerequisite: Destiny Equal To Rating
    The Hero adds his [rating in this Gift x 4] to his Speed when pursuing or escaping from Beasts. He also adds his [rating in this Gift] to Defense, Initiative and Chase rolls.

    Champion's Trophy (•••)
    Prerequisite: Destiny •••, Defeated A Beast With Lair 5+
    The Hero has an item that allows him to imitate an Atavism. Calculate its Structure normally, but add Destiny to its Durability. He is considered to have Normal Satiety and an effective Lair rating equal to Destiny. He may also mimic the Low Satiety Effect for the scene by spending 1 Willpower and the Satiety Expenditure by suffering 1 Resistant Aggravated damage or a severe Condition. If the Atavism uses current Satiety to determine an effect, the Hero is considered to have Satiety 5. The Hero may acquire additional Champion's Trophies as 2 dot Merits, up to his Resolve. Items represented by this Gift are not affected by abilities that ignore or remove Durability, same as with Chosen Blades. However, the same item cannot be both a Chosen Blade and a Champion's Trophy. Should the Champion's Trophies be destroyed or lost, apply Sanctity Of Merits normally.
    Note: The idea for this Gift is borrowed from Ye Of Little Faith.

    Fool's Feast (••)
    Prerequisite: Destiny ••
    The Hero may arrange an opportunity for the Beast to Feed their Hunger which leaves them incredibly vulnerable. First the Hero must place an Anathema on the Beast and meet their current Satiety Potential with the feast. High Integrity Heroes usually offer themselves as bait, while those with Low Integrity could not care less about collateral damage. Once the Beast digests the feast (which occurs at the end of the scene as usual, unless the Beast spends Willpower to quicken the process), add the Hero's Destiny to the amount of Satiety gained. If this brings the Beast to Satiety 10, they suffer the Slumbering Condition as usual.

    Beowulf's Fury (••••)
    Prerequisite: Destiny ••••
    By spending 1 Willpower point, the Hero enters a combat frenzy for the scene that lets him go up against even the most fearsome of Beasts, at the cost of losing the ability to tell friend from foe. The Hero can only use melee attacks during this frenzy, but he is considered to apply Down And Dirty Combat against all average and unimportant enemies, achieving automatic Successes equal to Destiny + 1. When fighting Beasts, the Hero uses normal combat rules, but is entirely immune to Physical Tilts, Nightmares and Social Maneuvering (if he has Kinslayer he also becomes immune to mind affecting powers of other monsters).

    Beasts must spend 1 Willpower point and roll Resolve + Composure - Destiny or gain the Frightened Condition. If the Hero has Vanquisher's Strength, he may use the active effect without spending Willpower. He downgrades the type of damage from all attacks by one step, down to a minimum of bashing. However, the Hero must succeed on a reflexive Wits + Composure – [10 – Integrity] roll, or they will not perceive the events of the scene accurately. They will often see innocents or those who get involved in the battle as foul enemies to be slain without a second thought. After the fact they may realize their error in perception and likely suffer a potent Breaking Point.

    Torch Of Clarity (••• Or ••••)
    Prerequisite: Destiny Equal To Rating
    The Hero spends 1 Willpower and rolls a Clash Of Wills using Wits + Occult + Destiny against all Beasts within [Destiny x 200] meters. Should the targets Fail, they gain the Revealed Horror Condition (see below). With the 4 dot version, whenever Beasts with the Condition must roll to resist it, Failures become Dramatic Failures. If the Hero has Kinslayer, this Gift reveals the equivalent true self of the monster and uses their respective traits. Changelings show their Mien, while Prometheans show their Disfigurements. This does not work on Unchained. Each additional Hero who invokes this Gift need not spend Willpower and gives +1 to the dice pool, up to +5.

    Revealed Horror (Persistent)
    Effect: Whenever you spend Satiety, roll Resolve + Composure - Lair. A Failure means that everyone can see your Horror for a number of turns equal to your Lair, or the whole scene on a Dramatic Failure. A Success cancels the Condition for the scene, while an Exceptional Success cancels it for the chapter. Impression Level becomes Hostile for everyone who does not have Family Ties Condition. Heroes within [Lair x 50] meters immediately know your exact location and receive 8 Again on Chases against you.
    Causing The Condition: Spending more Satiety in one scene than the lower of your Resolve and Composure, the Torch Of Clarity Heroic Gift
    Ending The Condition: Go [Lair] days without spending Satiety or regain all Willpower from Life trait.
    Beat: Draw the attention of Heroes, or face big issues for not being able to use Social Maneuvering.

    Provoke Rampage (••• Or ••••)
    Prerequisite: Destiny Equal To Rating
    The Hero spends 1 Willpower and rolls a Clash Of Wills using Manipulation + Occult + Destiny against a number of Beasts up to [Destiny + 1] within his direct line of sight. Should the target Fail, they gain the Discordant Horror Condition (see below). With the 4 dot version, whenever Beasts with the Condition must roll to resist it, Failures become Dramatic Failures. If the Hero has Kinslayer, he can provoke the monster's equivalent response (if any) and uses their respective traits. Werewolves go into Death Rage, Vampires go into Frenzy and Prometheans go into Torment. This does not work on Unchained. Each additional Hero who invokes this Gift need not spend Willpower and gives +1 to the dice pool, up to +5.

    Discordant Horror (Persistent)
    Effect: Whenever you spend Satiety, roll Resolve + Composure - Lair. A Failure means your Horror can override your self-control for a number of turns equal to your Lair, or the whole scene on a Dramatic Failure. During this, the Horror seeks to Feed its Hunger indiscriminately as if Ravenous. A Success cancels the Condition for the scene, while an Exceptional Success cancels it for the chapter. The Discordant Horror can make full use of Atavisms and Nightmares, as well as Open Primordial Pathways (in fact, it favors these abilities over mundane solutions unless it would be clearly suicidal). Heroes within melee combat distance ignore your Defense.
    Causing The Condition: Spending more Satiety in one scene than the lower of your Resolve and Composure, the Provoke Rampage Heroic Gift.
    Ending The Condition: Go [Lair] days without spending Satiety or regain all Willpower from Legend trait.
    Beat: Draw the attention of Heroes, or cause significant suffering to innocent bystanders and those you care about.

    Hallowed Ground (••••)
    Prerequisite: Destiny ••••
    By spending 1 Willpower point, the Hero blesses a location with a radius of [Destiny x 100] meters during this scene. All Beasts who enter this area must win a Clash Of Wills against the Hero's Resolve + Occult + Destiny or have their effective Lair reduced by 1 while inside. Every additional Hero who invokes this Gift need not spend Willpower, gives +1 to the Clash Of Wills and further decreases the effective Lair by 1 (maximum dice bonus of +5 and maximum decrease in Lair of -6, with a minimum effective Lair of 1). Traits which need a high Lair are likewise lost while inside. This effective Lair does not count for the purposes of Conditions caused by Gifts like Torch Of Clarity or Provoke Rampage: use the full Lair in those cases. If the Hero has Kinslayer, this Gift affects other monsters as usual. This Gift can only be used once each chapter.

    Heroic Leap (•-•••••)
    Prerequisite: Destiny Equal To Rating
    Multiply your jumping distance by [rating in this Gift x 2]. You do not suffer damage from falling after using this Gift, but you will still be harmed by a terminal velocity fall. By spending 1 Willpower point, you gain Rote Quality to jump for the rest of the scene.

    Swift Destruction (•-•••••)
    Prerequisite: Open Gate ••, Destiny Equal To Rating
    When trying to Destroy The Lair, the Hero has a dice pool and maximum number of rolls equal to Resolve + Composure + Rating in this Gift. He may spend 1 Willpower point to gain the Rote Quality for the roll.

    Dragon Slayer (Style, •-•••••)
    Prerequisite: Destiny Equal To Rating
    No matter where they are, no matter who they are, Heroes are the bane of a Beast's existence. Their Gifts can quickly overwhelm even the most resilient of Broods, provided they have enough experience (and a little bit of luck) to weaken them right away. Over the course of their Quests, however, some Heroes become particularly skilled in hunting the Children of the Dark Mother. Most Beasts who come across such individuals seldom walk away alive, much less unscathed.

    (•) - Relentless Pursuit: The greatest Heroes were able to pursue even the most elusive of Beasts to the furthest edges of the world. No matter where the Children ran, they seldom stayed hidden for long. The Hero adds his [dots in this Style/2 round up] to all Heroic Tracking/Stalking Rolls. This stacks with the Legendary Hunter Gift.

    (••) - Hunter's Fortitude: Once the Hero has laid eyes upon his quarry, he becomes more driven to slay it before it can harm innocents. Every Story, he may ignore a number of Conditions imposed by Failures on Extended Actions versus Beasts equal to rating in this Style. This includes Chases, Investigations, Gifts like Loremaster and Destroying The Lair.

    (•••) - Grandiose Resilience: The Hero does not suffer from fatigue, deprivation or wound penalties. Furthermore, he does not need to roll to stay conscious when his Health is filled with Bashing damage and his wounds do not roll over into Aggravated due to bleeding out when his Health is filled with Lethal damage. This Maneuver only applies when the Hero is hunting Beasts.

    (••••) - Fatal Flaw: After having acquired much experience in slaying the Begotten, the Hero's knack for 'finding' their weaknesses is honed into a fine edge. He may roll Wits + Occult + Destiny in a Clash of Wills against a Beast with High or Low Satiety. On a Success, he may force an Anathema. He must still spend 1 Willpower and cause at least 1 point of damage.

    (•••••) - Heroic Valor: The greatest Heroes are the stuff of nightmares for lesser Beasts, and have the potential to fight on equal footing against a Beast Incarnate. Attacks against Beasts now gain the Rote Quality OR deal Resistant damage, selected on each attack. If he receives the Rote Quality from other sources, he benefits instead from the Steadfast Condition.

    Note: The Dragon Slayer Merit was taken from a scrapped Hurt Locker concept and further redesigned by Arcanist and Deionscribe. I just changed some of the Maneuvers.
    Last edited by GibberingEloquence; 06-05-2019, 07:38 PM.


    Let Him Speak.

  • #2
    Perfect! It works also for my 'not-so-white-and-black' dichotomy of Heroes and Beasts! You may move paragraph or two of this topic goal outside of SPOILER tag, so users can read it, entering topic.
    Last edited by wyrdhamster; 03-27-2019, 09:47 PM.


    My stuff for Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E & BtP
    LGBT+ in CoD games

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    • #3
      This looks pretty useful! Thank you for sharing it.

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      • #4
        So Fatal Flaw lets you roll a Clash of Wills to... do something you can already do as a base ability without the Clash?

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        • #5
          Originally posted by Sith_Happens View Post
          So Fatal Flaw lets you roll a Clash of Wills to... do something you can already do as a base ability without the Clash?
          No. The base Anathema only applies if the Beast has High or Low Satiety.


          Let Him Speak.

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          • #6
            Originally posted by GibberingEloquence View Post
            No. The base Anathema only applies if the Beast has High or Low Satiety.
            Being susceptible to having Anathema applied to you is the one downside of Sated that isn't "there are no extra benefits to this Condition."


            Resident Lore-Hound
            Currently Consuming: Hunter: the Vigil 1e

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            • #7
              Originally posted by Satchel View Post
              Being susceptible to having Anathema applied to you is the one downside of Sated that isn't "there are no extra benefits to this Condition."
              Oh shit, I had it ass-backwards. I'll fix it.


              Let Him Speak.

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              • #8
                Very well-done. This reminded me how amazed I am that Heroes ever lose against Beasts at all. They just straight-up negate all of a Beast's strengths and even impose additional weaknesses and have insane dicepools to attack on top of that.

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                • #9
                  Added 3 new Gifts: Torch Of Clarity, Provoke Rampage and Hallowed Ground.

                  EDIT: Also changed how Destiny works.
                  Last edited by GibberingEloquence; 05-23-2019, 09:41 PM.


                  Let Him Speak.

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                  • #10
                    My main problem when adapting Heroes to be playable is that they need more to them than just anti-Beast abilities — because a playable Hero might never go up against a Beast. So either existing Gifts need to be given broader utility than just “mess with Beasts”, or new Gifts need to be introduced that have utility for a Hero who doesn't hunt Beasts.

                    The other thing that ought to be addressed is just what does a Hero do other than going after Beasts? Again, not important for Heroes as Antagonists; but very important if the Hero is to be a protagonist.


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                    • #11
                      Originally posted by Dataweaver View Post
                      My main problem when adapting Heroes to be playable is that they need more to them than just anti-Beast abilities — because a playable Hero might never go up against a Beast. So either existing Gifts need to be given broader utility than just “mess with Beasts”, or new Gifts need to be introduced that have utility for a Hero who doesn't hunt Beasts.

                      The other thing that ought to be addressed is just what does a Hero do other than going after Beasts? Again, not important for Heroes as Antagonists; but very important if the Hero is to be a protagonist.
                      I disagree. Heroes are defined by their relation to the Monomyth. Also, they have a sixth sense for the Primordial Dream. The chances that they'll never find Beasts when they have such an ability are inconsequential. It would be like STing Mage and saying that you don't find any Mysteries. And if Heroes wanna be more constructive for society, they should rely on their mundane abilities for the most part and step out of the spotlight, which most of them would find boring. That being said, I'll see if I can homebrew Gifts with broader applications regardless. Thank you for the feedback.


                      Let Him Speak.

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                      • #12
                        Yes, Heroes are defined by their relation to the Monomyth; and yes, they have a sixth sense for the Primordial Dream. But that doesn't necessarily mean that there's a Beast in a given Hero's Journey.
                        The reasonable, caring, “good” Heroes don't make much of an appearance in Beast, not because they don't exist, but because the role for the Hero in Beast is that of a violent, narcissistic antagonist.
                        Beast: the Primordial p.289.
                        The narcissistic Beast-slaying Heroes that are featured in the core book as antagonists are explicitly only some of the Heroes that exist. I would expect that when you shift the role of Hero from “antagonist” to “protagonist”, you're likely also shifting away from the murder-hobos that Beast typically features to the kinds of Heroes that exist but rarely deal with Beasts. I've seen others suggest that the proper prey for Heroes was supposed to be the Insatiable; but to me, that still casts the Heroes in the role of “monster slayer” — and the same page that I quoted above also made a point that the writers choose to call them “Heroes” and not “Slayers” for a reason.

                        As well, the Monomyth doesn't have to be about slaying monsters. “A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.” From what I understand, that's the Monomyth. The default Heroes found in Beast are presented in the context of Beasts being the fabulous forces that the Hero encounters, and the slaying of a Beast being the decisive victory; but again, those are the Heroes that are tailor-made for Beast's subversion of the Monomyth. A Hero protagonist still needs to be associated with the Primordial Dream, and the “call to adventure” still likely takes the form of sensing a disturbance in the Primordial Dream. And for a Hero's story to still be a subversion of the Monomyth, there still needs to be a questioning if following through the aforementioned Hero's Journey pattern is the right thing to do. But the aforementioned disturbance doesn't have to be caused by a Beast. The assumption in Beast is that it is; but that's part of its “Heroes slay Beasts” context. With the Hero as the protagonist, there should be other reasons to venture into the Primordial Dream, other fabulous forces to be encountered there, and other ways to achieve a decisive victory besides slaying a monster.
                        Last edited by Dataweaver; 05-26-2019, 09:01 AM.


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