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From Monsters to Hunters [Setting Hack]

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  • #31
    Winter Court/ The Fog Platoon
    You can't kill what you can not see. Monsters think of themselves as the kings of hide-and-seek, protected by supernatural compulsion and humanity's desire to deny things it doesn't wish to exist. Doing so makes them into the ultimate predators- you never know when they are going to attack, and you can't catch them once they escape. That means that if you wish to defeat the monsters, you must do so in their own game- that is, you have to learn how to disappear. The members of the Silent Arrow have perfected the art of hiding in plain sight into perfection. They are spies and assassins, walking unseen among monsters and striking when are the most vulnerable only to mingle in the crowd a minute later. Trying to catch them is like grasping mist of water- and the chaos they bring with them is like a raging winter storm which covers up after their trails. They keep number of safe places and even few additional identities, so if comes a monster to strong for them to handle they can just burn their old life and start new ones. When a monster too strong for them to beat comes after them, they simply lay low and hide, letting the storm to pass only to dig themselves up from beneath the snow in its end. For that reason, few actually manage to create a stable family life- and those who do are always on alert, ready to abandon everything and run away once all goes to hell. The path of Winter is a lonely path, after all- but sorrow is all part of life. Getting killed by a crazy monster- not so much.

    Status:
    0- you have learned how to meld to your surroundings and hide in plain sight. All rolls to notice your presence suffer from a -1 die penalty.
    000- you are unknown to the world, lacking a memorable face for people to recognize. You get the Anonymity merit for 2 dots.
    00000- you have hidden yourself so well, that the Court lend its help for you in an attempt to make some semblance of normal life. You get the Alternative Identity merit for free for 3 dots. Each time such identity is "burned", you may replace it with a new one.

    Endowment: Mask (0-00000):
    It is interesting how easy is for people to confuse or forget faces. A change in eyes colour, dying your hair, doing a piercing, getting a tan- just a small detail or two, and you would simply won't recognize it. The hunters of the Silent Arrow know that truth more than any other, weaving illusions around themselves and twisting their faces like reflections in a rippled puddle. Treat the Endowment as the Many Masked merit, with the number of details being decided by the Endowment's rating. 5 dot rating would allow you to craft a "perfect Mask". Magics who try to pierce through the illusion requires a Clash of Wills against the hunter's Endowment. The same for spells meant to recognize the hunter (like recognizing her Aura), although not magics who target her through sympathy to deal damage still work as normally.


    My Homebrew Signature- Because I need one. If you use any of it, please share with me how it went!

    On a Dragonlance-reading break. Surprise homebrew may still happen :P
    I now blog in here

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    • #32
      Sin Eaters/ Twilight Network
      Since the early days of mankind, the ghosts of the past haunted humanity wherever it may go. The spirits of the dead followed the living, and the ruins of great civilizations left ghost towns and lost souls. Those shattered beings of memories and echoes of the past are being of anger and regret, easily offended by the living and quick to unleash their ancient rage. As such, as long as humanity stood, they offered their own people to the dead in order to speak with them, ease their pain and help them carry on. Those early necromancers and mediums grew independently in each community, yet slowly they started to commune with each other, leaving warning signs near haunted places and hiding ancient knowledge on the walls of caves and on buried gravestones. As humanity's level of communication grew, those primitive structures evolved, coalesced and fell apart. From time to time, such organization of mediums grew in power enough to become a true conspiracy- yet eventually the lack of unified vision as turned them into ash. The Underworld defies mappings and consistency, being made from one broken memory upon the other, and as such each new ghostwalker created his own vision of Death and built ceremonies unusable by any other but himself. It was only during the modern age, when mankind reached out through the glob, the the Twilight Network gained its true potential- with the ability to share their ceremonies, knowledge and visions world wide, the ghostwalkers have managed to create a very fluid social structure, ruled by the mysterious admins of their chats and forums in the Dark Net simply known as "the Death Lords". Today, the Twilight Network does not simply reacts passively to the commandments of the ancients- it can actively call upon the power of its members and share their metaphysics, allowing everyone to take apart each other's rituals and remake them under a new, personal vision of Death and the mysteries that lay beyond it.

      Status:
      0- you are a new member to the Network, devoting your life to help the dead and protect the living. You get a free specialty in Occult (Necromancy).
      000- you have became a local personality among the ghostwalkers, documenting haunted places and recording ancient knowledge. You gain Contacts for 2 dots among any other local occult society for your choosing.
      00000- you have survived countless assaults by the dead and those who abuse them for power, until you were given the ancient initiation ritual by one of the Death Lords- entering the Underworld and drinking the water of one of its cold Rivers of Death. You get the Gatekeeper merit for free.

      Endowment- Creation Myth (0-00000)
      Creation Myth represent the hunter's understanding of the Underworld and how detailed is their vision of life, death and the structure of reality. Each dot in the merit represent the highest level of ceremonies she may activate. Every time she gain a new dot in the Endowment, she gain one free Ceremony of that level or lower. More ceremonies may be bought as separate merits. Ceremonies cost one Willpower point to preform, and calls for Endowment instead of Psych. The structure of the ceremony should work inside the Creation Myth's paradigm. In an addition, the hunter's understanding of the nature of death gives her power over ghosts. While following the paradigm of the Creation Myth gives the hunter a modifier equal to half of its Endowment (rounded up) for any roll for Exorcism, Summoning, Warding, Binding and Abjuration against ghosts and other beings from the Underworld.


      My Homebrew Signature- Because I need one. If you use any of it, please share with me how it went!

      On a Dragonlance-reading break. Surprise homebrew may still happen :P
      I now blog in here

      Comment

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