Announcement

Collapse
No announcement yet.

From Monsters to Hunters [Setting Hack]

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • LostLight
    started a topic From Monsters to Hunters [Setting Hack]

    From Monsters to Hunters [Setting Hack]

    Disclaimer- this is not about monsters who work with hunters, as hunters or anything like that. If that is what you are seeking, feel free to skip this thread.

    long time ago, I've had an idea for an alternative setting in which there are no "big monster societies" in the world- while occult and supernatural powers are a "thing", they are a scattered phenomena, better represented by Horrors and unexpected powers. While there may be an Iremite Mummy or a blood drinking vampire, there may be only one of those, lurking alone in the darkness. The idea was that in that world, the only stable occult societies are the Hunter organization, which compete against each other over occult resources and influence. Because of that, many groups which had a specific enemy would either change their focus to other hunters (like the Knights of St George) or have expand their niche (the Cainte Heresy wouldn't just recruit from those abused by vampires, but from anyone abused by the supernatural). While I've never developed that idea beyond the basic concept, lately I was remembered of that idea, and that made me think about something else- what if, in that world where only Hunters rule, there could be a way to represent the ideas of the other shadow societies in the new setting? Or, in sort, what if there was a way to re imagine monsters and/or their organizations as hunters?

    While I'm not going to develop the original idea, turning "monster groups" into "hunter groups" sounds like an interesting thought experiment, which could be used in a number of ways (for example, as mortal members of the monster groups), so feel free to rip the material posted in here to shreds and use it in anyway you feel like. While most groups would focus about the "major social splats", not every gameline has such complex societies, which would take a different approach (like using a single org to represent the whole splat), and as time would go on I may add some "lesser known" orgs to the list. Each group would also have an Endowment attached to it, which is totally optional for a "conspiracy version" of it. Anyway, I'm going to start with Vampire's Carthian Movement. Hope you'll like it!

    Carthian Movement/ The Burning Revolution
    In many ways, the Carthian Movement is an antithesis for what it actually is- where most of the occult societies of the world desire stasis and silence, the Movement demands change and transformation. Made mostly out of radical and ideologist individuals, the Carthian Movement believes that clinging to ages old traditions and trying to cover for the supernatural only increase the causalities. They say that the Vigil shouldn't burn like a candle, but like a wildfire- a legion of flames which devour anything in their way. While many hunters see them as reckless, inflamed mob, they are one of the few organizations which use democracy as a way to choose their leaders and the direction of the organization. They track their origin to the days of the French Revolution under a person using the persona of "Carth". While the true identity of their founder is unknown, his name was taken by many other leaders of the group since then- sometimes, there have even been a number of "Carths" in the same time, each taking the mantle independently. While the Movement looks like a chaotic, barely functioning group, there is logic in the madness- they believe in the "endless Revolution", and their understanding of political systems and the ways to manipulate them is quit exceptional. The hunters of the Movement, after all, aren't stupid- they are simply ideologists, and they truly believe that they could bring fourth a perfect world. They just need to burn the old one down.

    Status:
    0- you have just joined the Inflamed and embrace your ideology to the edge. You get a free Specialty in Expression, Intimidation or Persuasion.
    000- you have overthrown many tyrants and brought change to the world. Your will burns like flame, and burns any other. You get the Iron Will merit for free.
    00000- everyone know your name in the Movement, and it is only a matter of time before you'll have the name Carth given to you- or taken by force. You get the Inspiring merit for free, with a modifier equal to your status.

    Endowment- Carthian Law (0-00000)
    All societies operate in the same way, making rules and conventions in order to make the many different individuals work together like a greater system. The members of the Movement understand those dynamics and know how to manipulate them for their own advantage. Some say that there is some metaphysical weight that allows those effects to take hold, but the official stance is that the only power behind it is the power of the people. Members of the Movement may buy dots in any Carthian Law merit, as long as the total rating is less then 5. Lex Terrae effects immediately anyone to break into the forbidden area, while Mandate of the Masses reduce Willpower in case the target lacks a Potency trait.
    Last edited by LostLight; 09-24-2016, 03:07 PM.

  • Krat05
    replied
    Brethren of the Hundred Faces/Shackles of Identity
    One of the greatest threats the supernatural possesses is how it can break people's minds. The founders of the group that came to be known as the Shackles of Identity developed an ingenious solution. Wear the identities of other people to safeguard your own. Of course, it doesn't work exactly as they imagined it would, but close enough eh?

    Endowment: The Chosen Masks ● - ●●●●●
    The Chosen Masks is a one to five-dot Merit that provides some measure of protection against your morality going going gone.
    First, select a second identity. This identity will invariably be one of the identities of the "Founders". These "Founders" are the heads of the Shackles of Identity, though the group is too old & they too young for any of them to actually be founding members. You can switch between your identity & the Founder's identity as a single, deliberate action. When wearing the Founder's identity it acts as a sort of buffer between you & anything that may cause your morality to drop, mechanically this is represented by you adding the dots in this Endowment to your willpower & using the resulting number to fight off the drop.
    Next, with every dot you get access to one of the Skills the Founder uses. Put together a list of Skills your Founder uses & select one of them to put a dot in each time you get more dots in the Chosen Masks.
    There is however, a downside to the Chosen Masks. With every dot you take, devise some act your Founder would or would not do, kinda like a ban. Whenever wearing your Mask, you must abide by whatever "bans" you have accumulated by way of the Mask.
    Finally, if your morality ever drops to absolute minimum, the Mask takes over, permanently. This is not like you wearing the Mask but being unable to take it off, the Mask has effectively consumed & replaced your own self in its entirety.

    Leave a comment:


  • Krat05
    replied
    The Tenth Choir/Legacy of Cain
    The people of the Legacy of Cain claim to be cursed, cursed by God. Or so they say. They attribute many different reasons for why this is but the one most agree upon is that they are the inheritors of Cain's legacy. What do they do in response of this, not accept it oh no. The Legacy of Cain ask why are they still being punished, conclude that God is a cruel, hating monster, & plot to pull Him down from His throne & murder Him.
    So far they are having very little success in pursuit of this mighty goal.

    Endowment: The Blood of Angels ● - ●●●●●
    A form of blood magic kingdom to Cruac & Theban Sorcery. The Motifs are Insidious, Visceral, & Profane. Works especially well when doing so would violate a holy site.

    Leave a comment:


  • Krat05
    replied
    The Begotten/The Fearful Legion
    Fear is a powerful teacher. It's not the best, but it's still pretty powerful. The Fearful Legion knows its strength & uses it to keep people safe from the monsters hiding in the dark. And what keeps the Fearful Legion safe from the monsters hiding in the dark? The Fearful Legion counts themselves among the monsters.

    Endowment: Nightmares ● - ●●●●●
    Nightmares is a one to five-dot Merit that gives you a pool of Nightmares to draw from. The more dots in this Endowment, the greater chance you have at success.

    Leave a comment:


  • Krat05
    replied
    Bale Hounds/Hounds of Damnation
    Back in medieval Europe a small village was going through a bit of a famine. It looked like they were going to starve, when great monsters referred to as "Wolf-Gods of Damnation" appeared in the village. These terrors said they would ensure the people survived if they served the Wolves.
    The people accepted, & the first request of the monsters was to sacrifice their old priest to the Wolves, which the people complied with with gusto.
    The village is gone, but the people remain, no longer peasants but kings & queens.

    Endowment: Wounded Energies ● - ●●●●●
    Choose one Maeljin patron to serve. You draw power from this Maeljin. You have an Essence pool made by multiplying/adding your Willpower & the no. of dots you have in this Endowment. You can replenish your Essence pool by meditating on the nature of your patron & the pool itself can be used for any kind of influence that is in keeping with which Maeljin it is.

    Leave a comment:


  • Krat05
    replied
    Speakers of the Vine/The Spoken Pen
    Formed by the UN, sort of. International diplomats. A kind of supernatural Interpol.

    Endowment: Treaty ● - ●●●●●
    Treaty is a one to five-dot Merit that allows for the creation of mystically enforced treaties. The more dots, the greater the severity of breaking the treaty, the longer the treaty lasts, the more power the treaty holds, etc.

    Leave a comment:


  • Krat05
    replied
    So when I made the Crowned Ministry I didn't really know what Crown Attainments actually were & tried to make them the Endowment for this conspiracy. I apologize for this. Ever since my, blunder?, got pointed out to me I've been putting together a new Endowment (which I'm still calling Crown Attainments) to be used by the Crowned Ministry. Finally got all my t's crossed & my i's dotted on the issue, so here it is.

    ***

    Endowment: Crown Attainments
    The Exarchs give their loyal servants power, but that loyalty must be true, at least in one sense.
    First, add/multiply the number of dots in this Endowment with your willpower. Spread the resulting number among the Skills provided by your choice of Exarch. Do this spreading at the start of each session.
    Second, when you achieve five dots you gain access to a "Five-Dot Trick". Each Exarch provides a different one. This is a way of rewarding loyalty.
    Now, you can take more than one Crown Attainment, but this isn't recommended. First downside, you can no longer progress in the old Crown Attainment & are now locked out of getting any Five-Dot Tricks because they necessitate you having those five dots in one Crown Attainment.
    Second, because you are now limited to using only the Endowment dots to spend on whatever Skills you got with the old Crown Attainment.
    Third, because it looks really bad to the rest of the conspiracy & that gets worse the more you do this.
    The various Crown Attainments follow.

    Chancellor - Exarch of Matter: Crafts; Politics; Science
    Five-Dot Trick: lower the hardness of an object that you are trying to break.

    Eye - Exarch of Space: Athletics; Drive; Stealth
    Five-Dot Trick: shorten the distance/amount of time it takes to get to a place.

    Father - Exarch of Prime: Academics; Occult; Politics
    Five-Dot Trick: at the start of each session, select the Five-Dot Trick of another Exarch. You wield this for the session.

    Gate - Exarch of the Abyss: Investigation; Occult; Subterfuge
    Five-Dot Trick: immune to supernatural powers for a scene.

    General - Exarch of Forces: Brawl; Firearms; Weaponry
    Five-Dot Trick: telekinetic burst.

    Nemesis - Exarch of Spirit: Empathy; Expression; Socialize
    Five-Dot Trick: astral projection.

    Prophet - Exarch of Time: Brawl; Investigation; Stealth
    Five-Dot Trick: freeze time momentarily. There is enough time in this time stop for you to make a single action.

    Psychopomp - Exarch of Death: Academics; Streetwise; Survival
    Five-Dot Trick: commune with the deceased.

    Raptor - Exarch of Life: Animal Ken; Medicine; Survival
    Five-Dot Trick: fast healing.

    Ruin - Exarch of Fate: Larceny; Stealth; Survival
    Five-Dot Trick: perceive the threads of fate & dictate how one dice roll is going to end.

    Unity - Exarch of Mind: Academics; Socialize; Subterfuge
    Five-Dot Trick: pick a single thought out of someone's head.

    ***

    If you feel like any of the Five-Dot Tricks don't work for some reason, feel free to change that.
    If you feel like there needs to be more Skills for each Crown Attainment or that some of the Skills needs to be changed out, feel free to change that.

    Leave a comment:


  • Tessie
    replied
    Originally posted by Krat05 View Post
    Two, are you aware of the point of this thread? This thread started with the idea of a setting where there are no big monster organizations, & then took that & started translating those big monster organizations into Hunter groups. The Seers of the Throne do not exist here as the are detailed in the books, these are their stand-ins. LostLight explains this far better at the start of the thread than I am doing so right here.
    My bad.

    Leave a comment:


  • Krat05
    replied
    Originally posted by Tessie View Post

    I see a few problems with this. The most obvious is that the vast majority of Crown Attainments are completely worthless to non-mages. The second is that there's no good reason given for why a hunter might receive patronage from multiple Exarchs. The Seers, their favoured servants, may only receive exclusive patronage. This is doubly weird when angels and religious doctrine are heavily tied to a specific Exarch: the Father. Also, what's the purpose of giving Crown Attainments to hunters if they want to get rid of the hippie movement? Are they expected to hunt mortal hippies?
    One, I was unaware that the vast majority of Crown Attainments were completely useless to non-mages.

    Two, are you aware of the point of this thread? This thread started with the idea of a setting where there are no big monster organizations, & then took that & started translating those big monster organizations into Hunter groups. The Seers of the Throne do not exist here as the are detailed in the books, these are their stand-ins. LostLight explains this far better at the start of the thread than I am doing so right here.

    Three, the Exarchs are just using the angelic & religious stuff to get their chosen servants to do what they want.

    Four, it started back in the 60s with some Christians hating the newborn hippie movement, but it's not really about hating hippies. They say they're against anything that isn't based on Christian ideals & values, but that's just a lie they tell themselves & it's really about power & control.

    Leave a comment:


  • Tessie
    replied
    Originally posted by Krat05 View Post
    Seers of the Throne/The Crowned Ministry
    During the 60s the hippie movement was born. Over time it grew in strength & became hated by good, honest, Christian men & women. At some point, a group of them, somewhere in the Midwest found or were found by a small group of holy angels that called themselves the Exarchs. The Exarchs expressed displeasure with many things but it was the hippie movement that had forced them into action. Though they could not act upon the Earth themselves, they could infuse people with reflections of their power. And so the deal was struck. This group would grow, coming to be called the Crowned Ministry & wield the forces of Heaven in pursuit of good Christian values. At least, that's what they tell themselves. The reality of the situation is that this is about power, having it, & other people not having it.

    Endowment: Crown Attainments ● - ●●●●●
    Can take on Crown Attainments. You can only have one active Crown Attainment at a time. With more dots you access greater strengths of the Crown Attainments. Each Crown Attainment comes from one of the Exarchs, giving us a minimum of eleven individual Crown Attainments, though some of the Exarchs might provide more than one Crown Attainment. To learn a new Crown Attainment you must take an appropriate test to prove that you deserve to have this Crown Attainment.
    I see a few problems with this. The most obvious is that the vast majority of Crown Attainments are completely worthless to non-mages. The second is that there's no good reason given for why a hunter might receive patronage from multiple Exarchs. The Seers, their favoured servants, may only receive exclusive patronage. This is doubly weird when angels and religious doctrine are heavily tied to a specific Exarch: the Father. Also, what's the purpose of giving Crown Attainments to hunters if they want to get rid of the hippie movement? Are they expected to hunt mortal hippies?

    Leave a comment:


  • Krat05
    replied
    Seers of the Throne/The Crowned Ministry
    During the 60s the hippie movement was born. Over time it grew in strength & became hated by good, honest, Christian men & women. At some point, a group of them, somewhere in the Midwest found or were found by a small group of holy angels that called themselves the Exarchs. The Exarchs expressed displeasure with many things but it was the hippie movement that had forced them into action. Though they could not act upon the Earth themselves, they could infuse people with reflections of their power. And so the deal was struck. This group would grow, coming to be called the Crowned Ministry & wield the forces of Heaven in pursuit of good Christian values. At least, that's what they tell themselves. The reality of the situation is that this is about power, having it, & other people not having it.

    Endowment: Crown Attainments ● - ●●●●●
    Can take on Crown Attainments. You can only have one active Crown Attainment at a time. With more dots you access greater strengths of the Crown Attainments. Each Crown Attainment comes from one of the Exarchs, giving us a minimum of eleven individual Crown Attainments, though some of the Exarchs might provide more than one Crown Attainment. To learn a new Crown Attainment you must take an appropriate test to prove that you deserve to have this Crown Attainment.
    Last edited by Krat05; 05-06-2020, 04:52 AM.

    Leave a comment:


  • Krat05
    replied
    Predator Kings/Lords of the Hunt
    Might Makes Right. The Strong Rule. These beliefs have existed for a very long time, & some take them a bit further than most. The Lords of the Hunt number among those "some". Claiming to have been birthed in the metaphorical fire & iron of the Stone Age, they appear to be impossible to wipe out in their entirety for when all of them are killed, random people find these beliefs, learn the Endowment "To the Strongest", & thus resurrect the Lords of the Hunt once again.

    Endowment: To the Strongest ● - ●●●●●
    With To the Strongest you can take the powers of those enemies of yours, that you defeat. You must personally have a hand in defeating an enemy, then perform a ceremony over their corpse. With this you may select one of the powers that enemy wielded against you & take it for yourself. With one dot in this Endowment, you can only take a single one-dot power. With five dots, you may take five one-dot powers, one five-dot power, or anything in between.

    Leave a comment:


  • Krat05
    replied
    Savage Priests/House of Five Moons
    The Moon has always been with us. Her changing face looking out for us. Learn of the Moon & you shall find purpose. This is what is told to prospective members, those haven't committed to the House, complete outsiders get even less than this. Secretly, the House believes that some great crime against the Moon was committed long ago, & that this prevents them from reaching the greatness they once had. It is divided into "Floors" of which there are at least three.

    The Floor of Penance: this Floor believes in suffering for the crime. They are known to work against the efforts of the Floor of Recruitment & the Floor of Redemption. The whole idea behind this is that they (in a sense) did the crime, & thus must do the time.

    The Floor of Recruitment: this Floor builds up the House's numbers by drawing in suitable outsiders. They believe that when the House is large enough the path to fixing the crime will be shown to them.

    The Floor of Redemption: this Floor digs through whatever old stories they can find in an effort to conclusively identify the nature of the crime that was committed.

    Endowment: Blessings of the Moon ● - ●●●●●
    Choose one list of Moon Gifts. Each dot in this Endowment represents the next Facet in the list. Provide an Essence pool for yourself by multiplying/adding your Willpower to the dots you have in Blessings of the Moon.

    Leave a comment:


  • Krat05
    replied
    Fire-Touched/The Church of the Flame
    The Church of the Flame is a cult, there's just no way around that. Allegedly born from a splinter faction of the House of the Five Moons, though they claim that the House is the splinter faction. Instead of the Moon, the Church of the Flame worships a mysterious god of fire & disease. They take the belief of the Floor of Recruitment to a warped extreme, preaching that only when all humanity are "saved" (i.e. members of the Church) will they be redeemed for the crime. If these beliefs sound kind-of confusing when taken together, then let it be pointed out that they are focused on the belief that the punishment for the crime is that they cannot achieve the greatness they believe they once had.

    Endowment: Rites ● - ●●●●●
    A one to five dot power. The number of dots does not represent how many Rites you may learn, rather it represents your maximum Rite level. As long as you have one dot of the appropriate level in this Endowment, you may learn as many Rites of that level as you choose.

    Leave a comment:


  • Krat05
    replied
    Banishers/Circles of Guarding Powers
    Hurt by supernatural forces, you with your pain, decided to hurt back. The Circles are not comprised of stable people. It does not have anything in the way of proper organization, simply seperated into a multitude of little cults, each with its own practices & beliefs regarding the supernatural. All have, sadly, the same recruitment process. They basically just recreate the circumstances which caused their recruitment, pain caused by supernatural forces, & hope for the best.

    Endowment: Disruption ● - ●●●●●
    A one-to-five dot power which enables the Circle members to disrupt supernatural forces, causing them to just not work or otherwise go wrong for the user.

    Leave a comment:

Working...
X