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My GURPS Monster Hunters Game

Started by trechriron, July 10, 2015, 02:29:19 AM

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trechriron

I thought I would share my initial post and stuff for your perusal. The Google Drive listed is open to the public. As more stuff ends up there, feel free to use it (or stuff posted here) for your games. :-) This was originally posted to the Seattle GURPS Meetup group. Cross-posted to sjgames forums.

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So we have a space and permission from the store owner of The Dreaming - Comics & Games to play on Sundays. I think starting at 2pm would be ideal meeting every two weeks. We will have 6 player slots per game as managed by Meetups - there will be a wait list! Curious and newbies welcome!

I want to run a GURPS Monster Hunters (of the PDF series for GURPS 4e) game using the templates, loadouts and suggestions provided in that series. An "out of the box" experience if you will. I want to see how well this approach works.

This thread is for discussions, planning, and seeing who's interested.

Characters will be a total of 500 points! You are required to use one of the templates listed in the PDF and to pick one of the Motivation templates (400 points).  In addition there is a required Background Template located in the thread below (MOTHERR [60] points).

You have 40 additional CP to customize your character. You should choose from any options in your template or increase skills. You CAN add something outside the template, just post here and I'll approve/disapprove. Remember, you can take up to 5 quirks for 5 additional CP. Normally you can take 5 Perks, but some special Perks are limited by how many points you put into certain things. See Gun-Fu for details.

This means your character's total points will come to 505 (if you take 5 quirks...).

Note: Disadvantages are built into the templates. You choose from the selections provided. Due to the required Background Template (MOTHERR [60]), you cannot choose Patron, Duty or Enemy. Please select from other options listed in the template (there are always several).

You only need to pick up the first PDF - Monster Hunters: Champions  -  to make a character.  There is a - Monster Hunters: Loadouts - PDF that will help you quickly pick useful equipment for your template (I highly recommend it!). In addition I will be allowing the listed Perks in Monster Hunters from Gu-Fu. They are very cinematic and effective!

Note: MOTHERR provides! Just pick equipment you feel is required for your character to be effective and include it. Don't sweat the money. If I see a bunch of stuff I don't like I will reduce your loadout via this discussion.

I would like interested players to make characters offline if possible and post them for review. If you have time, you can create a 2nd character as a pre-gen! I will also create a couple pre-gens. This way, we can have characters ready to go for any patrons, looky-loos and passer-by.

Here is the Google Drive share for our mission files.

GCS has Monster Hunter stuff already configured. It's free so I recommend we try it out for these characters.

I am working on a Monster Hunters template.html for GCS. I will share that once complete!

More to follow...

Required Background Template;

The Ministry of Ontology, Teratology, Hermeticism and Esoterica Research and Response "MOTHERR" [60]

You are a sworn member of MOTHERR, an unaffiliated international organization embedded within the secret, intelligence, military and research apparatus of many world governments. MOTHER was formed in the early 1900's with three primary branches. The first branch - LABCOM was chartered to research, identify, and categorize supernatural threats. In addition LABCOM determines how to eliminate these supernatural threats by devising magical rituals, technology, equipment and methods. The second branch - FIELDCOM was chartered to then control, mitigate, or eliminate them using the intelligence from LABCOM. The third branch - ORGCOM was chartered for the administration and leadership of the organization overall.

MOTHERR exists within the structure of other governments yet remains a well-guarded secret. When duty to the mission won't suffice, supernatural and advanced technological means have been used to secure MOTHERR's secrecy. The mission stands above all. As is true of other secret organizations some innocents have been "removed" as deemed necessary. Under most circumstances however innocent life is protected and stands at the core of the mission.

You are agents in FIELDCOM.

You will have access to powerful grimoires, techniques, training, equipment, monetary resources, legal papers or identities, and social connections. This comes with a Duty to The Mission that requires your loyalty, secrecy and most importantly - dedication. You are part of a team of Champions who work together to protect humanity and your allies from the machinations of The Enemy. You are the only thing standing between the innocent and the immensely powerful supernatural beings and human rogues who threaten them. MOTHERR will take care of your needs so you can focus on the mission at hand. Food, lodging, entertainment, transportation and logistics will never be a concern for an active agent in good standing.

Unfortunately, the success, longevity and intervention of MOTHERR has garnered the attention of a powerful supernatural alliance of beings who do not appreciate the meddling in their affairs. The Cabal are a constant threat to MOTHERR and agents on mission, often interfering even when a tangible connection between the mission and The Cabal is not apparent. Stay vigilant. We cannot allow The Cabal to triumph over MOTHERR.

Because this template is required, it does not "cost" you points. Simply record the advantage as "MOTHERR [60]" and note the included traits below. You should increase your character point total accordingly. Note that MOTHERR provides everything needed (requested and not denied). The Frequency of Appearance relates only to contacting or reaching out to your handler during a mission.

  • Patron (Very powerful large multi-national organization (20); quite often, 12 or less, x2; equipment, significant, +100%; special abilities, +100%) [120]
  • Duty (Almost all the time, 15 or less; extremely hazardous) [-20]
  • Enemy (Secret group of powerful supernatural entities; hunter, x1; fairly often, 9 or less, x1) [-40]
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

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D.O.N.G. Black-Belt (Thanks tenbones!)

dbm

Thanks for posting - sounds interesting! Wish I was on your side of the pond :)

A question for you: how do you intend to handle all the PCs having a patron, duty and enemies? Do you envisage rolling for each character every session to see if any enemies come into effect? Or if they have a specially impacting duty?

How will you handle six PCs wanting to call on their patron? Roll for each, roll once or not at all?

Are they actually 'wall paper' for the campaign, in effect free/cheap points as they come from the setup rather than driving complications?

trechriron

Quote from: dbm;840893Thanks for posting - sounds interesting! Wish I was on your side of the pond :)

A question for you: how do you intend to handle all the PCs having a patron, duty and enemies? Do you envisage rolling for each character every session to see if any enemies come into effect? Or if they have a specially impacting duty?

How will you handle six PCs wanting to call on their patron? Roll for each, roll once or not at all?

Are they actually 'wall paper' for the campaign, in effect free/cheap points as they come from the setup rather than driving complications?

Good questions.

I want MOTHERR to work like the BPRD in many respects. I will roll once at the beginning of the mission to see if The Cabal intervenes (for the group). I will prep a mission AND any possible Cabal interference.

Then, when they need to reach out to MOTHERR, the person doing so will roll vs. Patron. They will have one chance per mission per character (instead of "per adventure").

The beginning of the mission will be a Conspiracy X/A-Team/Mission Impossible kind of setup where their handler lays out the mission, they collect any specialty equipment needed, and then travel to a location. They may need to assume one or more cover identities, line up potential contacts, etc. BEFORE they embark.

The team will be solely responsible for figuring out HOW to deal with any supernatural threat. They come up with the plan, they execute it. ORGCOM collects data on threats and dispatches teams. LABCOM gathers what intelligence it can, but really focuses on broad anti-supernatural methods and analyzing data post-mission. The team will generally consult with them before embarkation to determine what, if any, rituals, weapons, technology and the like could be effective for what the collective believes they will dealing with.

In some respects I will run it "looser" because a) it's cinematic and b) they are "free" points. I wanted them to have a common connection so instead of leaving it to chance, I'm creating the impetus up front. Also, I think it will make a great shtick for serial missions where players can drop in our out in any given session.
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

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D.O.N.G. Black-Belt (Thanks tenbones!)

dbm

Sounds good. We've found 'directed campaigns' (where the group has a sponsor or superior who is the justification for giving out missions) works well.