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From Monsters to Hunters [Setting Hack]

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  • #16
    Bone Shadows/ Order of Anubis
    During the days of Ancient Egypt, things lurked in the shadows of the great kingdom. Spirits moved unseen, rising sand storms or flooding the Nile. The ghosts of the dead protected the holy graves and punished those who forgot them. Beings of shimmering metal took heads of the gods and mislead fools into worshiping them. Those were the days when the Cult of the Phoenix walked the land and fought monsters with human skin, while the Cult of Set used said monsters in their battle against horrors from beyond the world. As they fought with each other, only one group could have protected both flesh and spirit, finding balance between the two- the Cult of Anubis the Death Wolf, the Bone Shadows. At first they were no mote than a small ancestor cult among the tribes which would unite as Kemet, serving as slave-priest to ancient ghosts and darker horrors. It was only after pleading for Death itself ans passing Anpu's seven trails of the Underworld that they gained the ability to ward against the shadows and banish beings from the Beyond. They gained his songs and learned his spells, and in exchange they promised to not abuse their abilities and pay each spirit in kind. During the early times of Egypt, they were a respected cult- warders of graves and mediators between gods and men. Both people and spirits recognized their role and respected their place as the messengers of Anubis. Eventually, when Egypt fell from grace- the Bone Shadows remained behind to treat the dying kingdom with the respect it deserved, burying many of its dangerous treasures in unknown graves so no one would try to disturb their rest. Up to this day, the Seekers has survived, and they still serve the old duty Anubis has given them. Walking between the worlds, the have collected their fair share of occult knowledge about the Worlds Beyond, and used the favors they gained from the spirit world in order to maintain their stability and gather their resources. No other group is as based around its secrets ceremonies as the Bone Shadows- and anyone who would try to steal their secrets would end up dead by unseen claws and shadows on the wall.

    Status:
    0- you are a new Seeker, just after the initiation ceremony and taking an oath to serve Anubis the Death Wolf as mediator among both flesh and spirit. You gain one dot in the Library merit based around Occult to represent your access to hidden secrets, and you get an Honorary Rank of 1 among Ghosts.
    000- you have bound spirits to your service and served as mediator between the people and their ancestors. You get the Piercing Eyes Tell for free as a gift from Anubis, and you could either rise your Honorary Rank by 1 among ghosts or gain a Honorary Rank of 1 among spirits.
    00000- you are a true child of the Death Wold, and he claims you as his own. You get the Kamduis Ur's Blood merit for free, and get +1 Honorary Rank to either ghosts or spirits.

    Endowment- Rites:
    The Seekers collect the occult secrets of the spirits beyond the world and invoke Death Wolf's might as a weapon. The hunter may learn Rites as if she was a werewolf, although she has to pay one Willpower per dot of the Rite in order to do so. The hunter may not learn any Rite with a rating higher than her Occult rating, and must either have access to the written form of the Rite (in her Library, for example) or have read it for one hour per dot of Intelligence. The hunter may still try to cast the Rite if at least 24 hours hasn't passed since she just read the Rite, but she suffer from -3 modifier to the rolls. When an hunter gets to Status: Bone Shadows of 3, she may take a Dalu form once per Scene for two turns per Honorary Rank (stack both Spirit and Ghost for that purpose), a sign for Anubis's watchful presence. While in Dalu, all Rites gain +2 modifier. Replace total Honorary Rank with Primal Urge when relevant.
    Last edited by LostLight; 09-24-2016, 03:15 PM.


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    • #17
      Hunters in Darkness/ Hueste de Animas
      The Chasers are among the oldest sects to protect the wilderness against supernatural influence. Tracking their origin to the the ancient lands of Gaul, the Hunters were a small cult based around Cernunnos, the Horned God. As a god of both the wilderness, the hunt and hidden things, the Hunters in Darkness based themselves around going out to the wilds and search for places of mystical importance, which they kept protected from being abused by monsters. After the Roman conquest, many features of their culture and behavior were lost- yet their faith in the Horned God of the Hunt and their ancient obligation has remained the same. In modern times, the Hunters search for "sacred sites" where the primal power of nature resides, be them both in and outside city borders. Each cell usually dedicates itself to few such sites (some even maintain steady watch around a single one), although some are explorer who go outside in their search for new places to protect. While protecting those territories from invading monsters is a regular practice (for they are simply drawn to such places like moths to fire), many of those sites already have their own guardians when the Chasers arrive, or are being used as portals for other, stranger realms which allow weird things to get in. For those reasons, the Hunter are always on the watch even on their own sites, not knowing when an ancient guardian will awaken or a gate to another world would open. Worse, such beings don't always kill the hunters they find- sometimes, they corrupt them, enslaving them for their own causes. More than once did the Hunters had to hunt for their own former members, and such traitors are usually the most deadly of all prey- for they know every tactic, every plan and every trick in the book the Chasers has, and more. However, no matter how heavy the price they'll have to pay, the Hunters on Darkness won't rest until their former brethren would be stopped. They won't let any sacred ground be violated- especially by their own kind.

      Status:
      0- you are a new Chaser, committed to protecting holy sites and territories from unseen threats. You get free Survival Specialty.
      000- you have moved through the wilds and chased down enemies who planned to invade your territory, thinking they can beat you at surviving in the wilds. They were wrong. You get Iron Stamina for 3 dots.
      00000- you are a great hunter, perhaps a reincarnation of the Horned God himself, and every monster would think twice before entering your sacred ground, and that bond gives you power. As long as you are in the boundaries of your sacred ground, get Psychokinesis of your choice for 3 dots.

      Endowment- Wild Hunt (0-00000):
      The blessing of the Horned God follows its hunters, lending them help in times of the the hunt as they hunt for violators of sacred grounds. By investing a Willpower point and declaring an opponent, the hunter may gain the Siskur Dah Condition. In case the hunt is successful, she gains that Willpower point back. In case she fails, she loses that Willpower. Each dot in the Endowment represent a single benefit, either Tribal or Lodge, modified when appropriate (for example, at the Blood Talon benefit, replace Renown for Potency or Status). While casting the rite, choose one of those benefits to come to effect. She can not switch benefits as long as the Wild Hunt takes place, unless she breaks the hunt (which means the Willpower point goes to waste). The hunter may not have more than 5 suich benefits, and they can not be replaced once taken.
      Last edited by LostLight; 09-24-2016, 03:19 PM.


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      • #18
        Iron Masters/ Wardens of Man
        Where certain hunters may focus only on banishing the darkness using few burning candles, the Iron Masters believe that humans should learn how to see in the dark- they don't focus on fighting monsters as much as reshaping society into adapting to the situation. Seeing how so many people waste their life and die in hopeless battle, they on the other hand believe that in order to make a difference, you must change to fit the new situation. Adaptation is the key for survival, and by accepting the existence of monsters humanity could deal with them properly. They always try to think like monsters, and are even not above working with them if the conditions demand it. Most of their members rarely think on small scales- they focus on making lasting, wide change. They don't just go after lone monsters in the night, they work to make surveillance cameras, equip insular cells and monitor potential threats. While hunting monsters is all good and well, their greatest enemies walk among mankind- from rouge hunter, mad cultists or murderous slashers, the greatest threat for a stable society are enemies who walk form within. For that reason, they use all the technology they can buy not only to track monsters, but other hunters too. Considering the amount of time and resources they spend on specific places, there is no wonder that they are a very territorial group- although thanks to modern technology the many, lonely cells are bound together using cellphones, the internet and any other advanced communication equipment. As a group, the Iron Masters has worked together since the Industrial Revolution, and they have never stopped adapting since. Where certain groups use ancient rituals, dusty tomes and ages old relics, the Wardens has adapted, mixing the old with the new and show little worries about mixing occult energies with high tech equipment. Sure, it does sometimes blow up in the face- but those who aren't good with changes should have never stepped into the group's territory in the first place.

        Status:
        0- you have joined the local Warden's cell and have gained access to their information network. You get 1 dot in Contacts for free to use for matters of the Vigil.
        000- you have showed your worth and stopped countless potential threats. The Iron Masters show their gratitude by helping you improve your Safe House- you get 3 dots in the merit for free.
        00000- you are a master of your territory and no one would dare to challenge on your home turf. She gets a device which takes a part of the information network of the group, represented by the Clairvoyance merit.

        Endowment- Fetish Craft (0-00000):
        By controlling occult energies and the powers from beyond the world, the hunter can mix the supernatural technological items. Choose an Attribute and a Skill when taking that Endowment. Those traits can not be changed later. By using a ceremony which invokes the two, the hunter may roll for [Skill]+[Attribute]+[Endowment] in order to craft a Fetish or Talen. Most of the crafted items take the form of high tech devices, but it is not required. Any attempt to craft such item suffers for -1 modifier per desired rating above the Endowment's, but gets +2 if it takes the form of a technological device. In an addition, as long as she tries to activate a Fetish she made herself and that its rating is equal or lower than her Endowment, she does not need to roll in order to use that Fetish.
        Last edited by LostLight; 09-24-2016, 03:19 PM.


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        • #19
          Storm Lords/ Kings of Winter
          In England and France, it was said that a king could heal with a touch. The House of Habsburg could cure with a kiss. The Monarchs of Castile could have even exorcised demons and evil spirits. Those ideals of sacred kingship and the power of royalty are as ancient as mankind, with such examples were shown through the world- the Irish High King married the land, the Pharaoh was Osiris incarnated, the emperor of China ruled under the Mandate of Heaven. While the expressions of the practice were different, there was one common thing- royalty meant for something, being a king meant you touched the heavens, granting you both power and authority over the land. That is even more true in the spirit worlds- those of high Rank rule by right over those of lower ones, their very touch could be used as a weapon against their peers. The whole wild and chaotic hierarchy of the spirits beyond the world is based around that practice- honor and renown are equivalent to raw power, giving a semblance of order to the ephemeral realms. The Storm Lords don't only recognize that fact- they embrace it- each is (or at least, claims to be) a part of royal lineage dating up to the ancient times, either as bastards, adopted or even legitimate heirs to the old blood. The truth of those claims is not important- only that those around them accept them as truth, and bow their head before you. The group has originated, if the stories are to believed, in the ancient, pre-christian Germanic Kingdoms, where the king served as both a judge and a priest, supervising the blots as they were given to the gods. While the king was the sovereign with power over the land, his descendants carried some of his authority- yet where he used his influence to rule, they used it to protect. Those early "winter kings" acted as the shadows of their ruler, using the shadow of his power as a weapon against the unseen horrors from beyond the world. While the old faith has died out with the rise of Christianity, monarchy still stood strong- and the blood of the kings kept serving as a secret "royal house" which used their status as nobles to protect their people and banish dark spirits. The rise of democracy was, however, a bigger "problem" to deal with, for as the masses stopped recognizing the power that the monarchs had over them, that power has simply ceased to exist- making the former kings of the shadows into commoners and prey to angry spirits. While it was an harsh time, eventually a solution was found- instead of using the recognized royal lines as a focus, they instead created their own hierarchy, uniting together many "shadow houses" under a single throne and becoming the power behind many smaller cells who served as "commoners" to the might of the kings. While the world has since changed and the influence of the Storm Lords has been reduced, the might of the Scions over the worlds beyond has remained strong. The Wild Kings of the Winter don't hold a candle to fight those shadows- but they bring cold and storm, and those who don't recognize their authority would perish in its rage.

          Status:
          0- you are either a scion to the old blood or have been adopted by one of the shadow houses of the winter. You get Fame for one dot among hunters, and an Honorary Rank of 1 among spirits.
          000- you have shown your superiority over the shadow worlds and forced horrors to bow before you cut their heads. You are recognized as judge for the Vigil and many turn to you to solve their problems. You get the Impartial Mediator merit for free, using your Status instead of Honor. You Honorary Rank rise to 2.
          00000- you are truly a king incarnated, and you can invoke the legendary powers of the monarchs to your help. You get the Laying on Hands merit for free, and your Honorary Rank rise to 3.

          Endowment- Royal Influence (0-00000):
          A true king is one with the land, one with the people and one with the world. The hunter may buy Influences which their total value in no more than his Status, and he has an "Essence pool" equal to his Endowment's rating. The "Essence" is not a true Essence, bu the energy given through the hunter's connection to the land and people beneath him. A fall in Status would block the ability to use said Influence until the Status is regained. In order to use an Influence, roll for Manipulation+Presence. The "Essence" can be replenished through service to the community (such as serving as a judge in a trail, or helping a lower Status member in a task). Doing so would give you a single "Essence", and it can be used only once per Scene. Putting yourself in danger in order to protect a subordinate would replenish your "Essence pool" fully, and it can be done only once per Chapter. Only Influences related to storm, cold and winter could be bought by the hunter.
          Last edited by LostLight; 09-24-2016, 03:20 PM.


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          • #20
            added an optional name for every such "translation". So finished with Werewolf now- later I'll add the Pure, Bale Hounds, maybe some lodges and shapeshifters. Next- mages.


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            • #21
              some musing about how both the version of a "monster" group and an "hunter" group may coexist-

              Hunters and Monsters, Monsters and Hunters
              - the Burning Revolution is independent of the Carthian Movement. The only thing which is required to allow both of them coexist is using a different alias for the Revolution instead of Carth. Their ability to you "Carthian Laws" (or "City Laws") may be based around the Carthian merits, but considering that their access to them is a lot more limited I don't think it would break the game.

              - the Priesthood of Eternal Blood may be bitter enemies of the Circle of the Crone. The Circle sees their magic as sacred expression of being a vampire, and the Priesthood breaks that rule. How did they managed to steal the Circle's Blood Magic is a mystery- the Priesthood claims to develop it on their own, but some wonder if perhaps their founding members were former ghouls of the Circle, or if they have some ties with the Sons of Phobos.

              -the Aeternum Custodiam also lacks any connection to the Invictus, other than ages old mutual hatred originated from the time of the Roman Empire. Blood Oaths are a wide enough concept that both organizations may share it, even if in variant forms and methods.

              -the Church of the Night sees itself as the spiritual guide of the Vigil, similarly to how the Lancea style itself among the vampires. Some changes to the Church's mythology are needed (like the use of Amoniel), having their divine power coming from St Michael the Archangel perhaps, or even their own separate "Patron Saint" or "angel" unrecognized by canon. Their core theme should still be that "the end justify the means", and that as hunters they are doomed to go to hell. Their bastardized version of Theban Sorcery would, undoubtedly, make many of the Sanctified annoyed, perhaps tracking their origin to a branch of their Church in the time before they separated the living from the dead.

              -among all of the groups, the Followers of the Dragon are the only ones top actually work with their monster parallel. Both of them try to cheat the Curse, both of them follow the same patron and both of them has interest in dark mysteries of the world. Other hunters may condemn them for being a "Cancer Conspiracy", but their goal always was transcending humanity, which means becoming monsters- and if it means they have to work with monsters to do so, so be it.

              -the Army of Fenris may track its origin to an early group of human-Uratha packs from Scandinavia which lost their werewolves yet maintained connection with their Totem. In fact, they may be all connected to some Lodge connected to Fenris-Ur's Secondborn which had all of its Uratha killed, leaving behind with only Wolf Blooded and mortals. Through epic tasks and spirit quests, they have managed to summon an aspect of Destroyer Wolf and gain its blessing.

              -the Order of Anubis is an old Egyptian cult, lacking any connection to the werewolf society. The true identity of Anubis is left open- he may be an aspect or a servant of Death Wolf, a manifestation of its Astral representation, Anpu the Nameless Jackal or even something else entirely.

              -the Hueste de Animas also lack any connection to the Uratha, but their ability to gain the gifts of Sacred Hunt does indicate on some connection to the Firstborn. The Wild Hunt, however, don't recognize their name- but it does know of the Hounds of Gabriel which serve the Horned Hunter. In a way, their mythology and faith may be an adaptation of an ancient, Neolithic cult who worshiped Father Wolf and the Firstborn, and while their mythology was corrupted in time the pacts with the Shadow are as strong as ever.

              -the Wardens of Man's only connection to the Shadow is through their ability to bind spirits into technology, which they use to supervise their territory and collect information. Their tendency for territoriality may put them in odds with the Iron Masters- but so with other hunters or any other occult group.

              -the Kings of Winter could also exist independently from their origin- their power comes, according to their faith, from the Divine Right of Kings and how the Shadow accept it. Like the Storm Lords, they work against the Ridden and the Claimed, as they defy their authority as the masters of their people. Unlike the Storm Lords, they may allow supervised possessions as long as they ask for their approving, which may pout them in odds with the Storm Lords.


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              • #22
                Adamant Arrow/Vajraraaja
                Indra's thunder rages through heavens, striking down gods, demons and mortals as one. Originating from the Kashatriya caste in India, the Thunderbolt Kings are trained martial artists with ancient and celebrated history. Since the old days, they have hunted for hidden monsters and terrors, using their own body as a tool in their mission. While time has passed and things have changed in their homeland, the self proclaimed messengers of Indra still stand vigilant in their homeland, for they believe that mankind is found under constant assault, and if they'll waver then the monsters would run them down. While they are loyal to their roots, they know that in the constant arms race, unless they'll grow and adapt they would be left to ruin. And so, while melee weapons and martial styles are still important part of their operations, they don't shy from guns and hot weapons when needed. They believe that those who survive through the war achieve some sort of enlightenment and self perfection, and thought they are honorable people they serve as mercenaries and assassins on the hands of other hunters- be them loners or grand conspiracies. The reason is that in order to avoid pride, they believe that they must work on the behalf of another, and by limiting their own desires and wishers they turn into terrors, living weapons which fright the monsters of the night and break their influence. Of course, they are the ones who choose who to serve- and those who aren't worthy usually end up dead, usually struck by lightning.

                Status:
                0- you have shown a potential at your skills at martial arts, drawing the attention of your higher ups. Get one free dot in a Fighting Style to your choosing.
                000- you have forged your body and soul through fighting monsters and demons. Get the Hardy merit for two dots.
                00000- your are a true incarnation of thunder, tamed by none unless by your free will. You are immune for being possessed, ridden or claimed by ephemeral beings and their like.

                Endowment- Adamant Way:
                you body is your weapon, and the might of the gods burns through your body. Each Adamant Way is a single merit with a 1-5 rating representing a single Rote. Unlike other Endowments, Adamant Way is not an independent merit- instead, each new Rote has to be attached to a single Fighting Style rating which is equal or lower than the Rote's (that is, a 3 dot Fighting Style may have three different Rotes attached to it). By rolling for an Attribute+Skill associated with the Fighting Style (if there are. If there aren't, consult your ST) and expanding a Willpower point, you may activate the chosen Rote. Dramatic Failure cause an amount of Bashing Damage equal to the Rote's rating, while Exceptional Success grants you that Willpower back. In case the maneuver to which the Rote is attached requires a certain condition to be used, the Rote requires the same conditions to be activated.


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                • #23
                  Guardians of Veil/ Festival of Masks
                  Souls are fragile thing. Not everyone can withstand the truth, and when they break bad things happen. Until the world would be perfect and the darkness would forever be banished, a guardian is required to keep an open eye on both monsters and the hunters who hunt them. Among all the different organizations, no one is committed to secrets as the Guardians. Even their own existence is no more than rumors, as they make sure to clean up after themselves and get rid of any evidence. While they do hunt after monsters, they chase only those who threat to break the delicate balance between the worlds of light and darkness, and are not above working with those monsters who try to keep their existence secret. The Guardians lie, cheat and kill in order to keep the supernatural hidden, even more than any other group in the world. Only the righteous, most perfect souls can withstand the night, and the recruit those individuals to their ranks. They work out of strong faith in what they do, supported by their mystery cult mythology which speaks about a future messiah which would one day come and save the world from monsters once and for all. Until that day, they must to make sure things won't get worse and the darkness won't spread. They strongly believe in reincarnation, and that souls become stronger at each cycle until them messiah would be finally born. Every time a new member joins their ranks, they connect him with his former life (or, at least, who they think he was), as all members of the Guardians eventually return to the order, as fate dictates. While they have to commit sins in the name of their cause, strong souls become stronger through withstanding sins- and those who don't, the Guardians would be more than happy to send for another attempt at the Diamond Wheel.

                  Status:
                  0- you have been chosen by the order's scholars and supervises as someone worthy to know the truth and guard the world from it. You get the Investigative Aide merit in relation for Occult for free.
                  000- you learned to recognized the signs when you see them, allowing you to track down breaches in the wall between the worlds of light and darkness. Get the Eye for the Strange merit for free.
                  00000- your loyalty to the Vigil guides you like a candle through the night, protecting your soul. Every time you suffer from a Breaking Point while serving the Vigil, get +3 modifier for all rolls.

                  Endowment- Masque(0-00000, Style):
                  The Guardians understand the nature of the soul more than almost any other, allowing them to shape and twist it to their will. You gain access to the Masque merit, with the following changes- at three Dots, abilities which can see Aura or track people would treat your Masque as a different person, and at 4 dots, choose two Breaking Points to which you are immune.


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                  • #24
                    Mysterium/The Black Library
                    Knowledge is a living thing. Occult is an aware power. Supernatural beings and phenomena are the ripples created by the movement of magic, echos of great force of existence formed as it rise and falls, grows and shifts. In order to understand the supernatural, you have to understand it as a system, as a whole, as a single ecosystem which is alive by its own right. By understanding the rules of the occult, you could fight and tame it. Knowledge is power, and ignorance has killed its fair share of people. The Mysterium is founded under those beliefs- that if one wish to hunt after monsters, she must understand the occult as whole- how it breaths and thinks and acts. They collect information, gathering everything they can find about the occult and organize it in their libraries for "safe keeping" as they search archaeological sites and mysterious places untouched by man. Knowledge must be preserved, unbound by dogma and faith- for every piece of knowledge lost is another victory of the darkness over the light. Yet knowledge is not free for all- only those who are willing to pay the price for knowing the shadows should gain it. Sacrifice and pain make you ready for the learning, and without them knowledge would be abused. Very few people outside the Mysterium's libraries have read their hidden documents, and those who did don't always come out happy. But that's ok- for if you wished to stay happy, you should have never looked into the darkness. Ignorance is bliss. Knowledge is not.

                    Status:
                    0- you have been accepted into the hidden libraries and gained access to the occult information. You get one Specialty in Occult for free.
                    000- you have discovered hidden secrets from the past and fought the shadows who try to keep it hidden. You get the Eidetic Memory merit for free.
                    00000- you are one with the unknown, understanding it on intuitive level most people don't have access to. You get the Mind of a Madman merit, yet instead of targeting culprits and criminals it targets supernatural beings and occult investigations.

                    Endowment- Egregore (0-00000)
                    The occult is alive, and it reacts to the world around it. By understanding its nature, the Mysterium has managed to create a metaphysical center of their collective knowledge, which units their hunters through time and space. Hunters of the conspiracy may buy dots at the Egregore merit with the following changes- the first dot grants +2 for all Tactics preformed by the cell, assuming they all share that level of connection. The second applies the Status: Mysterium effect to every Compact or Conspiracy as if it was 2 dots lower (minimum of 1). The third dot grants all kinds of information related to the Vigil. The fourth dot grants access to a single Dread Power or other Conspiracy's Endowment (could be changed once per 24 hours). Finally, the last grants a form of Unseen Senses related to other Mysterium hunters.


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                    • #25
                      Silver Ladder/Tower of Heaven
                      Humanity is bound by its fear from the dark, manipulated by monsters and the lies they tell. Mankind is bound in invisible chains, forced to serve instead of ruling the world as it should. So many wonders and creations have been denied because of those hidden threats- and through structured, well defined path humanity can overthrow the manipulative gods which ruled it for thousands of years and become masters of its own fate. The Silver Ladder believes that the world belongs to mankind by right, and that a day would come in which the tyrannical monsters would fall and a new age of enlightenment would rise. In order to do so, mankind must awaken to the truth- it just spreading it would either play to the hands of monsters or spread chaos. Instead, they work through strict paradigm and well understood laws, creating mystery cults and small compacts which are meant to guide the ignorant toward understanding. While they stand on their own, they maintain connections with many of the other organizations- they offer their services as neutral party to many disputes, and try to establish the closest thing to "court" and "order" the vigil knows, working as judges and jury. They do so, for they believe that all virtuous hunters must unite if their utopia is to be achieved, and that by turning upon each other or hide information is to serve the monsters. Unlike other organizations, the Ladder is a rigid society- hunters are chosen into the group, not the other way around, and each has a role decided in advanced. You have a fate to fulfill, things you are good at and things you don't. The hunters has a duty to clear the path for the rest of mankind to gain freedom from the darkness- they are the ladder upon which humanity would achieve greatness. And if some hunters has to be sacrificed in order to reach that destination- well, that is part of their role, too.

                      Status:
                      0- you have been found worthy and joined the Ladder to serve in a way only you can. Get one free Specialty for your choosing.
                      000- you are recognized judge among hunters, and have broke the chains of servitude. You get 2 dots in Contacts among another hunter organization.
                      00000- you are not only one step in the Ladder- you are the path itself, and people go through you toward freedom. Get Mystery Cult Influence for 3 dots.

                      Endowment- Lex Vigilia (0-00000):
                      The power of the Ladder is in how other hunters recognize it- and it is their duty to shepherd the masses toward the right choice and make order in the chaos. Lex Vigilia works as Lex Magica with the following changes- first, instead of referencing to Status, reference to the Merit's rating. Second, instead of immunity to mind influencing magic, such abilities have their Dicepool reduced by the Endowment's rating. Finally, instead of using it as Yantra, once per Chapter you may roll for Lex Vigilia+Status: Silver Ladder. In case of Success, you may get access to a single Endowment of another conspiracy to the rest of the chapter. Dramatic Failure would make you suffer -2 to all future Social Modifiers with that group for the rest of the Chapter, and Exceptional Success gives you a Willpower point as you show your superiority.


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                      • #26
                        Free Council/ Disparate Alliance
                        The world if full with secrets hidden in plain sight. Grand occult societies investigate the unknown, and secret hunter groups waste years in searching after methods in order to defeat the monsters. They fight with each other over their secrets, keeping them tightly to themselves and vanquish or absorb any lesser groups. If hunters would invest the same amount of time they do in fighting each other in actually work together, things may turn out quit differently. Yet conspiracies hide their true abilities and agenda, and compacts and cells are vulnerable to attacks of monsters and other organizations. Each hides its secrets, protects its resources and information- where, in truth, it is not needed. Humanity instinctively knows how to fight monsters, and by harnessing that knowledge and uniting against the darkness the change could finally happen. The Free Council is, in fact, a group of many compacts, cells and cults, all united in order to stand against the efforts of foreign organizations and fight monsters together. Each has its own agenda, its own voice which it pronounce in the gatherings of the different assemblies, and they work together in order to bring change and fight the night. They are democratic, and see democracy as a tool against the monster- the monsters greatest fear is all of humanity working together toward a solution, and as such decisions made by the collective are better than those made by selfish individual. In fact, they believe that mankind has the natural ability to fight monsters, and instead of relaying on ages old relics, occult ceremonies or advanced weapons, they simply do what everyone could, just better. Many of them call for an open war against the monsters, bring down the masqueraded and send humanity as whole to fight the servants of the lie- and some even support fighting other conspiracies and compacts who work to cover things up- but for now, most members prefer to be careful than zealot. Still, it is a matter of time, Democracy would bring the truth, and that red sunset would be something no monster would forget for a long, long time.

                        Status:
                        0- you have added your voice to the Council and joined their fight against the night. You get the Fast Talk merit at one dot for free.
                        000- your will stand strong against the servants of the lie, and they can't bend or break it. You get the Indomitable merit for free.
                        00000- the truth burns strongly in your eyes, revealing the agents of the night. You get an Unseen Senses merit, which isn't focused around a certain monster.

                        Endowment- Techne (0-00000, special):
                        Humanity is not weak- its will is strong, and it express itself through its creations. Each Techne is a single, 1-5 merit which revolves around a single occult style or tradition (like kabbalah, voodoo, catholicism or techno-magic), a single supernatural being or phenomena (like vampires, werewolves, spirits, ghosts, etc) and a practice (Exorcism, Summoning, Abjuration and Warding). That Endowment has number of effects- first, it allows the use of the said practice against the said target in case it was allowed beforehand, while using the rites connected to the chosen style. Second, it serves as Esoteric Armory merit related to the monster in question through the chosen style. Finally, when preforming such practice, you made add your Endowment to the Dice pool. Each another person with the same type of style may serve as an assistant in the practice, giving you +1 modifier per such help (up to +3).


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                        • #27
                          Promethean/ The Pilgrimage
                          No hunter really chose her Vigil- it is forced upon her. One night, she stumbles upon something which she shouldn't and survive, only to return to the darkness once more in an attempt to protect what she cares about. As far as the hunter is concerned, that was her only choice- yet, in truth, she had another option. To forget, to try and ignore everything which happened to her and live normal life- although she'll always look at the shadows in the same way. Many people actually make that choice, but for those who become hunters it feels like they never had the option to do so. For some hunters, it was even worse- those who belong to the Lucifuge, for example, are born to their Vigil, giving them only two options- join or die. Still, death is an option, a way to escape the choice. But for some, even that wasn't an option. The hunters of the Pilgrimage have the most in common with the Lucifuge- for both were forced to their Vigil by higher power, and both are touched by the supernatural by nature. Yet, unlike the Lucifuge, which usually had some semblance of normal life before their Becoming, the Pilgrimage didn't had anything- each of them simply awakened one day, fire burning through his veins and before him the image of a terrible, flaming angelic being. Those things, (or Qashmalim as they are called inside the group) tell them their duty- that they were chosen by the "Principle" to hunt through the night, and if they'll show themselves worthy they would get their former life back. Then, they vanish- showing up only in order to guide the hunter as he falls in his way, or when he tries to avoid his duty and try to rebuild new life for himself. Those fiery agents are not above destroying anything the hunter cares about if it would make him moving, and so most of the members of the group stay among themselves, always on the move as they hunt through the night. No once actually knows how or when an hunter should she himself as worthy before the Qashmalim, but there are more than enough rumors about hunters who achieved that "New Dawn" and reclaimed their life from the hands of Heaven to motivate the rest of the Pilgrimage in their quest. In the Eternal Night to which they awaken to, the only light their have in their way in their hope- and if it would ever fail, the darkness would devour them whole.

                          Status:
                          0- you have just awakened by the Fires of Heaven and were guided by the Qashmal to your cell. and it strength you a bit more to help you survive you first nights. You get one dot in Iron Stamina for free.
                          000- you have lived long among the shadows of society, traveling in your search after redemption. You get the Anonymity merit for 2 dots.
                          00000- you are known among the Pilgrimage, and as stories about you spread they see you as a buddhistava on the verge of New Dawn. You get the Repute merit for 3 dots.

                          Endowments- Bestowments(0-00000):
                          The Fire of Heavens burns in your body and soul, forging them in your battle against the night. You can buy Bestowments as if they were one dot merits, maximum of 5 Bestowments. You may switch Bestowments through a journey called "Going to the Wastes", which includes fulfilling a specific mission by the orders of a Qashmal, usually in a faraway land. The only exception is Revivification, which can only be bought once and after use is "expanded", granting you another Bestowment for free. Revivification brings you to life with half of your maximal Health. Ephemeral Flesh use Willpower.


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                          • #28
                            Spring Court/ Celebration of Decadence
                            For most people, the supernatural is scary- the monsters in the dark are terrible beings who prey on humanity, and the night if full of violence and murder and many other things it is better to not talk about. However, as anyone know, there are two sides to every thing- and just as there is ugliness, there is beauty. The Antler Crown seeks for that beauty- a vampire is a blood sucking parasite, for, but it moves with the grace of a dancer. A werewolf is a shapeshifting terror, but there is nothing more majestic than a beast howling to the moon. The Emerald Court search for that beauty, surrounding itself with majestic objects, pictures and events which would terrify most people. They seek after the wonder in the supernatural, about the striking awe and terrible majesty and take them to themselves. If you wish to defeat a monster, you must be be more beautiful then it could ever be- and do so with style. While many hunters see them as madmen who live in denial, but the courtiers reply that they simply don't understand their way of life- that by accepting the beauty of the Vigil, the monsters lose their greatest weapon- fear. They dance their way through the night, fighting the supernatural by their own idealistic terms and make sure that no matter how dire is the situation, and even if their own death is written in the end of the story, they would make sure things would go as elegant as possible. After all, tragedy could be beautiful too.

                            Status:
                            0- you have joined the Court in search after beauty in the darkness, and as such you learn how to create beauty on your own. Get one artistic Specialty for your choosing.
                            000- you have watched many dark wonders and recorded them into your art, and your creations amaze all who watched them. You get Fame for 2 dot in relation to your art.
                            00000- you no longer just finding and making beauty, but you have learned to recognize the patterns the world make to create its own stories. You get Unseen Senses (Talecrafting) for free.

                            Endowment- Talecrafting (0-00000):
                            The world is full of beauty, potential meant to be weaved together into elegant stories. While everyone could find the beauty of the world, the Antler Crown are special in that they know how to make it happen- the world should be beautiful, and if it isn't naturally it is their duty to make it- and the Vigil- into the most wonderful thing which ever existed. You may use Talecrafting as if you were a changeling, substituting Glamour for Willpower and Wyrd for the Endowment+Skill, when the skill in question is one used in order to make a form of art. Unlike the changelings, the hunters of the Court has to actually craft the story into truth, either by song, dance or regular brush and paint. Destroying or disturbing the art would immediately stop the Talecrafting from taking place. Replace Clarity for Integrity in the list of modifiers used for Talecrafting, and ignore anything which isn't relevant. You also get +1 for anyone who help you in the creation of the art (up to +3), and +1 for any additional form of art which participate in the Talecrafting (for example, playing the violin while another dance to its sounds), up to +3.


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                            • #29
                              Summer Court/ Sun Shield
                              The Vigil is meant to protect. You shouldn't fight for yourself- you should fight for your friends, family and loved ones. You should bring the sun into the depths of the night and defend those who can't defend themselves, be a shining spear who pierce the heart of darkness and burn the monsters into crisp. That's, at least, what the Summer Court believes in- they fight for noble goals, a burning watch motivated by the wrath against the monsters. Each of them has lost a loved one to the monsters, and each of them took an oath to never let it happen again. They are all trained warriors, people who vowed to fight to the last drop of their blood in order to spit in the eyes of their enemies. They worship strength, work together as a strong brotherhood against the hidden terrors. They would fight their way out of slavery by the monsters, and burn those who stand in their way with the might of the sun itself.

                              Status:
                              0- you have joined the Court and were trained in the ways of battle, learning hot to get extra strength out of pure will. You add 4 dice to a Strength based roll instead of 3 when spending Willpower on it.
                              000- your senses as grew sharp for the experience of battle, and you are always aware to your surroundings. You get the Danger Sense merit for free.
                              00000- the bonds of loyalty give you strength, and the sun itself shine behind you as a shield. You get one extra Health level.

                              Endowment- Pledges:
                              The Sun watches over oaths, and it sanctified your words with both reward and punishment. Each Pledge is to bought as a separate 1 dot merit, and needs to be "crafted" by the hunter in question when bought. The Pledge itself is to be designed according to the rules presented in C:tL. The hunter may not gain Glamour from the Pledge, but she may get Willpower instead. The Pledges must be taken under the light of the sun, and are usually meant to be at the service of the Vigil. While nothing stops the hunter from using the Endowment for personal gain, such acts are frowned upon, and may result in the loss of Status.


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                              • #30
                                Autumn Court/ Witches of the Twilight House
                                There is power in embracing the darkness. Hunters are touched by the unseen and decide to fight it- but some choose to take their fears and turn them into wonder, delving in the hidden secrets of the unknown and get what is theirs by right. The Vigil changes those who join it- but the Leaden Mirror are changed even more than they should. They hunt after secrets, after magical spells and occult mysteries. They seek to become witches and warlocks of old, manipulating the supernatural to do their bidding. By becoming more like monsters and less like people, the Autumn Witches walk in the shadows and force them to spill out their secrets. They travel to the deepest forests and bind the most powerful spirits to their will, carrying silver swords and iron blades. While they would work with monsters when needed, they also won't flatter from tormenting them for their knowledge, inspiring in them the same terror they do in others. In this horror story, the Autumn Court would act as the evil queen, the wolf of the forest, the witch which lurks in the twilight- and to the monsters, this story is not going to end happily ever after.

                                Status:
                                0- you are a new witch, joining a network of occult and hidden secrets. You get one free Occult Specialty for your choosing.
                                000- you have walked down the paths of the shadows and learned the ways of their denizens. You get +2 modifier for any Social roll involving a supernatural being.
                                00000- You have learned the ways of magic, granting you insight for secrets of the otherworld. Once per Chapter, you may re-roll an Occult roll. You must take the results of the second roll.

                                Endowment- Goblin Vows (0-00000):
                                The magic of the Autumn Witches is a subtle one, based around the various pact she makes with magic, fate and the world itself. She may buy dots in the Goblin Vows merit as if she was a Changeling.


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