So I've got a little time before I have to go get a PPD, so I thought I'd write up a super-light "rewrite" of the Hunter template. You know, just for fun.
The status quo in the World of Darkness is keeping your head down - don't look too hard at the shadows, because the shadows might look back... and probably have teeth. But sometimes, people can't keep their heads down. Their friends and loved ones get involved with the occult, or are taken away by monsters.
Lynch mobs have been formed for less.
So they do what every underdog in history has done; they get organized.
They get armed.
And they won't sit down and take it anymore.
Advantages
Merits: Hunters begin with 10 dots of Merits, representing their experiences with the occult underbelly of society.
Nerves of Steel: Hunters have one additional Willpower dot on top of those given by their Resolve + Composure, to a maximum of 11 dots. Once per Scene, they may spend two Willpower in one turn; they may spend both points on a single roll.
Disadvantages
Obsession: All Hunters start play with the Obsession [Persistent] condition, related in some way to their hunt for the Occult.
Creating A New Hunter
When creating a Hunter, replace the five questions related to Breaking Points with the following:
There are certain secret societies hidden out in the World of Darkness who are dedicated to "the good fight"; each society has its own strange bylaws, ceremonies, and entry requirements. Regardless, they all supply training, back-up, materiel, and moral support to Hunters; some even offer a pension (or a paid position) to any Hunter who is too far gone to function in polite society.
Hunters
The ones who won't take it any longer
The ones who won't take it any longer
The status quo in the World of Darkness is keeping your head down - don't look too hard at the shadows, because the shadows might look back... and probably have teeth. But sometimes, people can't keep their heads down. Their friends and loved ones get involved with the occult, or are taken away by monsters.
Lynch mobs have been formed for less.
So they do what every underdog in history has done; they get organized.
They get armed.
And they won't sit down and take it anymore.
Advantages
Merits: Hunters begin with 10 dots of Merits, representing their experiences with the occult underbelly of society.
Nerves of Steel: Hunters have one additional Willpower dot on top of those given by their Resolve + Composure, to a maximum of 11 dots. Once per Scene, they may spend two Willpower in one turn; they may spend both points on a single roll.
Disadvantages
Obsession: All Hunters start play with the Obsession [Persistent] condition, related in some way to their hunt for the Occult.
Creating A New Hunter
When creating a Hunter, replace the five questions related to Breaking Points with the following:
What's the worst thing your character has ever done?
What's the worst thing your character can imagine themselves doing?
What's the worst thing your character can image somebody else doing?
What's the most traumatic thing that ever happened to your character?
What made your character stop hiding?
Secret SocietiesWhat's the worst thing your character can imagine themselves doing?
What's the worst thing your character can image somebody else doing?
What's the most traumatic thing that ever happened to your character?
What made your character stop hiding?
There are certain secret societies hidden out in the World of Darkness who are dedicated to "the good fight"; each society has its own strange bylaws, ceremonies, and entry requirements. Regardless, they all supply training, back-up, materiel, and moral support to Hunters; some even offer a pension (or a paid position) to any Hunter who is too far gone to function in polite society.
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