Difference between revisions of "GURPS Monster Hunters Houserules"

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(New Maneuver Options)
(Character Creation)
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== Character Creation ==
 
== Character Creation ==
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 +
;DOD Template
  
 
The DOD/HPLD Template includes the following:
 
The DOD/HPLD Template includes the following:
:Duty (Department of Occult Defense; 15-; Extremely Hazardous) [-20]
+
:'''Duty''' (Department of Occult Defense; 15-; Extremely Hazardous) [-20]
:Legal Enforcement Powers (International Jurisdiction; Covert Investigations; License to Kill; may violate Civil Rights) [15]
+
:'''Legal Enforcement Powers''' (International Jurisdiction; Covert Investigations; License to Kill; may violate Civil Rights) [15]
:Legal Immunity (Strict Behavior) [5]
+
:'''Legal Immunity''' (Strict Behavior) [5]
  
 
; Initial Point Totals
 
; Initial Point Totals

Revision as of 00:27, 23 March 2015

Character Creation

DOD Template

The DOD/HPLD Template includes the following:

Duty (Department of Occult Defense; 15-; Extremely Hazardous) [-20]
Legal Enforcement Powers (International Jurisdiction; Covert Investigations; License to Kill; may violate Civil Rights) [15]
Legal Immunity (Strict Behavior) [5]
Initial Point Totals

As per MH: Champions, each character is a 400 point PC built around a template from Monster Hunters 1: Champions. Starting wealth is $20,000 modified by Wealth or Patron.

Each character also starts with an additional pool of 50 CP to spend freely. Consider languages, techniques, and perks - in general, use this to 'round out' the player character rather than to boost the core of the template (which doesn't need a lot of help).

In addition, once the character is built, erase 25 points worth of disadvantages - you have to keep the Duty to the DOD and any racial disadvantages (an Experiment's Unusual Biochemistry, a Vampire's need to feed on blood, etc), but the default templates are some pretty maladjusted people and it's probably best to fix that.

Imbuements

Crusaders, Experiments, Demons, Outcast Angels, and Psis may purchase Imbuements (both skills and the base advantage) from their Advantage points, applying their normal power modifiers if applicable. The GM will veto inappropriate imbuement skills depending on the template.

Traits, Templates, and Skills

Attributes

Skills

Advantages and Disadvantages

  • I'm adopting Emily's rules on Appearance, for many of the same reasons.
  • A clarification and rework of Pyromania - this is a 5 point disadvantage and thus equivalent to needing to shower more regularly, not Compulsive Arsonist.
  • Clarifications on Insubstantial and how some of its modifiers work are found here.

Contacts

Contacts and Contact groups are overpriced, especially beside Allies in high point value games. Remove 'Contact Group' entirely; a Contact purchased at the normal point cost provides access to an appropriate Wildcard skill; for instance, a friend in the police department would provide "Police!", while a member of an ancient magical order might provide "Magical Research!". Describe your Contact and work out appropriate skills with the GM. For base cost, the contact is available only in the campaign's primary area. For a network of contacts that stretches through a nation or other large area, pay double cost; for a network that stretches through the civilized world, pay five times cost. Effective Skill and Reliability costs are as normal.

Example: "Knife", the super-powered vampire hunter, has a friend who runs an occult shop in the city. This is a Magical Research! contact; Knife could bring him strange items for identification (Hidden Lore), ask his advice on the weaknesses of monsters (Occultism), or find out who's who in the magical underworld (Area Knowledge/Current Affairs). This is an example of a contact in a single city. (Contact: Magical Research!-12 (12 or less*2, Somewhat Reliable*1, Single City*1) [2])

Example 2: Dr. Odd, The Master of Mystic Arts, has a worldwide network of contacts and friends who can provide him aid. Whether he's in Beijing, Abu Dhabi, or Moose Jaw, a successful Frequency of Appearance roll will let him find someone friendly who understands local magical practices, knows which of the local legends might be true, and can help him in the same ways as the contact described above. (Contact: Magical Research!-12 (9 or less*1, Usually Reliable*2, Worldwide*5) [10])

Better Vehicles

Base Vehicles
Vehicle Type ST/HP Hand/SR HT Accel/Move LWt Load SM Occ Cost Range
Motorcycle 30? 1/2 11f 5/45* .4 .22 +2 1+1 $8K 250
Enviro-Car 40? 0/3 9f 2/40* .8 .25 +3 1+1 $8K 200
Coupe 50? 0/4 11f 3/55* 1.5 .4 +4 1+3 $16K 300
Subcompact Sedan 50? 0/3 10f 3/45* 1.5 .4 +4 1+3 $12K 350
Midsize Sedan 50? 0/4 11f 3/50* 1.8 .6 +4 1+4 $18K 400
Luxury Sedan 50? 0/4 11f 3/50* 2 .7 +4 1+5 $25K 400
Light Pickup Truck 60? 0/4 11f 3/50 2.2 .8 +4 1+2 $20K 300
Heavy Pickup Truck 60? -1/4 11f 3/45 3 1.2 +4 1+3 $30K 300
Small SUV 60? -1/4 11f 3/50 2 .6 +4 1+4 $25K 300
Large SUV 60? -1/4 11f 3/45 2.7 1 +4 1+6 $40K 300
Minivan 60? -1/4 11f 2/45 2.5 .8 +4 1+6 $20K 300
Panel Van 60? -1/4 11f 2/45 3.5 1.5 +4 1+7 $30K 300

All vehicles have DR5.

Enhancements
Name CF Benefits
Improved Engine 0.5 Accel +1, Move +10%
High Performance Engine 1 Accel +2, Move +20%
Sport Engine 4 Accel +3, Move +40%
Racing Engine 9 Accel +5, Move +70%, HT -1
Super Engine 19 Accel +7, Move +100%, HT -1
Sport Suspension 4 Hnd +1
Racing Suspension 9 Hnd +2, add * to Move
Off-Road Suspension 0.5 Hnd -1, Remove * from Move
Racing Off-Road Suspension 2 Remove * from Move
Extra Tanks 0.5 Double range, Reduce load by 0.1
Light Armor 1 +5 DR, increase LWt by 10%
Medium Armor 4 +10 DR, increase LWt by 20%, -10% to Move and Range
Heavy Armor 9 +20 DR, increase LWt by 40%, -20% to Move and Range
Rugged 1 HT +1
Very Rugged 2 HT +2
Sport Styling 0.5 Gives +1 reaction on a 10-
Superior Styling 2 Gives +2 reaction
Unsafe -0.3 No airbags, ALB, etc makes collisions more dangerous
included in cost for motorcycles
TL7 Design Final Cost 1/2 -1 HT, -20% to Move and Range, Unsafe

Any vehicle with better engines or suspension can either be custom or factory models. Factory models cost 25% less overall, but must have Sport Styling (if all extra components are Sport level or worse) or Superior Style (if any component is Racing or better). It's the difference between dropping a hemi in a junker and buying a Porsche - both may be just as fast, but one looks better.

Vehicles with armor, rugged, or off-road options must be custom jobs.

Vehicles may be bought used. For each 10% reduction in price (maximum 60% off), roll once on the Used Vehicle table on AH1 p34. TL7 designs may be bought used by really desperate adventurers.

Examples

A top of the line European sports car (Porsche 911 or Bugatti, etc) is a factory model Coupe with Racing Suspension, Super Engine, and Superior Styling ($16K * (1 + 9 + 19 + 2) * 0.75) for $372,000. The same model car from 30 years ago would only cost $186,000 but would less safe and slightly slower. An adventurer could own for as little as $30,000, but there's a 30% chance that the engine would be unreliable and a near guarantee that something would be wrong with it.

A monster hunter team's battle van might be a Panel Van with Very Rugged, Racing Off-Road Suspension, Improved Engine, and Medium Armor options. At a relatively cheap ($30K * (1 + 2 + 2 + 0.5 + 4)) $285,000, it will transport the full team and all their stuff across most terrain while protecting them from small arms fire and weak (ST35 or so) monster attacks.

Cheaper Vehicles

There's an example in Action: Heroes! of a guy spending $680,000 on a pimped out sports car. While this is a reasonable price for a top brand sports car, it has the huge problem that no sane player is going to put 50+ CP into owning a vehicle because that's a crappy investment. Similarly, the average MH champion has $20K to spend on a vehicle (and all other gear), which gets them a motorbike (and no weapons)... they need to spend 9 CP to get an entry-level sports car, which is sad and disappointing. So, the following applies to vehicles purchased BEFORE PLAY BEGINS:

Vehicles cost 1/5th normal for the purpose of SigGear or buying them before play starts. That top brand, pimped out sports car is now 13 CP, which is slightly insane but not beyond the realm of reason. Alternately, even a struggling character can afford a small car ($3000) and reasonable amounts of gear ($7000). The Very Wealthy character can actually own a helicopter ($100,000 effectively) along with some other gear, as opposed to having to buy a used, falling apart chopper.

Vehicles bought in play have full price, so if the team just wrecked their ride and needs to get a van in a hurry, they need to scrounge up $30,000 - reasonably doable if a couple of people have patrons or if someone is a Philanthropist and can just spend $40,000 in a month.

Wealth rules

Buying wealth in 5 pt increments is possible; use the following values for Wealth:

Level CP Wealth Multiplier
Average 0 10,000 x1
Above Average 5 17,500 x1.75
Comfortable 10 32,000 x3.2
Very Comfortable 15 56,000 x5.6
Wealthy 20 100,000 x10
Extra Wealthy 25 175,000 x17.5
Very Wealthy 30 320,000 x32

Which lets the Very Wealthy Philanthropist own a helicopter, a pimped out sports car, a couple of vans & SUVs for mission work (including some armored ones), a collection of ghost/psi-hunting beam weapons, and still have $10,000 or so left over for regular personal equipment.

New Maneuver Options

All-Out Ready: The character takes a Ready action as a free action and may still take his full maneuver. However, he loses all defenses until his next turn. This cannot be combined with an All Out Attack, Committed Attack, Defensive Attack, or All Out Defense.
Committed Ready: The character readies an object as a free action and may use it to attack; readying the object requires a DX+2 roll. He may move one step. Failure means that he still readies the object, but his turn ends and he suffers the defensive penalties for this maneuver. The character may not retreat or use the object to defend, and gets -2 to other defenses until his next turn.
Move and Ready: The character takes a Ready action as part of a Move. This requires an unmodified DX roll; failure means he fails to ready the object at all, but still suffers the defensive penalties for this maneuver. He may not use the object to defend, may not retreat, and suffers -2 to other defenses until his next turn.
Extra Effort - Fast Ready: The character spends 1 FP and rolls DX; on a success, he readies an object as a free action. On a failure, he readies the object as if with a standard Ready maneuver. There are no penalties to attack or defense. This is an 'offensive' Extra Effort option.
All-Out Stand: Go from Prone to Standing with a roll against Acrobatics+4 or DX-2. Failure leaves the character Kneeling. Critical failure leaves him prone. Lose all defenses until next turn. (This is effectively +10 to an Acrobatic Stand check.)
Committed Stand: Roll against unmodified Acrobatics or DX-6 to go from Prone to Standing. Failure leaves the character Kneeling. Critical failure leaves the character prone. Regardless, the character may not Dodge or retreat and gets -2 to defenses until his next turn. (This is effectively +6 to an Acrobatic Stand check.)
Extra Effort - Quick Stand: The character spends 1 FP and gains +4 to an Acrobatic Stand check, defaulting to Acrobatics-2 or DX-8. This is an 'offensive' Extra Effort option.
All-Out Concentrate: The character may move up to half his Move while concentrating, and gets +1 to rolls made for appropriate skills (spellcasting, psionics, etc), but lose all defenses until next turn. For spells with a casting time greater than one second, you must All-Out Concentrate for the entire casting time in order to get the +1 bonus.
Committed Concentrate: The character may move two steps while Concentrating, OR get +1 to rolls made for appropriate skills. All defenses are at -2, and the character may not retreat until next turn. For spells with a casting time greater than one second, you must use this maneuver for the entire casting time in order to get a skill bonus.
Move and Concentrate: The character may move up to his full move as part of a Concentrate action. Any rolls for skills (including spells) are at -4 and are capped at 11, similar to a Move and Attack. The character may not Dodge, and other defenses are at -2 until his next turn. For spells with a casting time greater than one second, the skill cap applies even if the roll occurs on a later turn!
Characters with Heroic Evoker reduce the skill penalty to -2 and are not affected by the skill cap.
Extra Effort: Mobile Concentration: As for Move and Concentrate, above, but the skill cap does not apply. The defense penalties still do! This is an 'offensive' Extra Effort option and costs 1 FP.