Stuff flanked by * * is a link to my main blog, which has a lot of real world stuff and if you're trying to avoid doom scrolling, be aware that drifting from that post may lead to that.
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Nora(Spooktacular): Regan (Abandoned) go get a snake skin! Cyfrin (bleeding Gumshoe), you sit there and stay still!
Regan: *has task* Going! Let's see... not going to get a king snake. King snakes are friends.
Nora: Yeah, I didn't mean kill one, just find like a cast off skin or something. *starts drawing Celtic knot-work inspired snake symbol in blood on Cyfrin*
Regan: Here! *thinking* She seems certain, this must be an old spell of hers. I'm confident.
Nora: I've never done this before.
Regan: No longer confident! No longer confident!
(note, the spell worked and stabilized the bleeding)
There is a curious thing that happens most of the time when you come to a world setting for a TV Show like Supernatural or TTRPG like World of Darkness, something in the vein of urban fantasy and horror that is rooted in the myths and folklore of our world. And that is that they will set down to determine rules for how different creatures work.
For example, they will take a broad category like "vampire" and create one set of rules for it that all vampires follow. This is how it works in Vampire Dairies, Supernatural, Buffy the Vampire Slayer, Dungeons and Dragons, and many other settings.
Even in the case of World of Darkness with all its clans, the vampires still fall under an overall united set of rules and characteristics. There's less metaphysical difference between a Nosferatu and a Toreador than there is between either clan and a vampire from the Palladium TTRPG multiverse. And both are of course worlds apart from an Underworld vampire like Selene.
You might encounter other creatures that drink blood in these settings such as the existence of both vampires and vetala in the Supernatural TV show. But by and large terms like "vampire", "werewolf", and "ghost" indicate a very specific sort of creature.
This is, of course, in the name of simplicity for storytelling so that the characters don't have to re-learn everything whenever they meet a new vampire.
Meanwhile, in real-life the term "vampire" is a very imprecise one that could apply to any of dozens or even hundreds of separate creatures out of folklore. For example:
Eretnik
Vyrkolakas
Moroi
Striga
Jiangshi
Camazotz
Leanansidhe
Lamia
And so on. These are all beings that have had the label "vampire" applied to them but they all function in different ways with different powers and different ways to deal with them.
Basically, in the modern parlance, "vampire" is very much a layman's term that has lost much of its meaning. It is traced originally to 1690s French and German references and is probably a derivation of words found in Slavic and other Eastern European cultures.
And yet, fiction often treats this imprecise, blanket term with a relatively young history as a specific type of creature.
This is not universal, of course, but it's often more notable when a setting doesn't do this than when it does. The Dresden Files novels are an example of this as it has various types of both werewolf and vampire that occur within its world.
For vampires specifically, we have the courts:
Black Court
Jade Court
Red Court
White Court
But wait, isn't that just the clans from Vampire the Masquerade? No, it's not. The clans in VtM have a unified, if mysterious, origin and follow the same general metaphysical rules as each other. By comparison, the courts in Dresden Files have little to no relationship or similarity with each other besides feeding on life and dominating human servants.
Black Court are the typical Bram Stoker vampires walking corpses, often feral. Blatantly dead creatures that feed on living blood.
The Red Court are bat-like demons based on the Camazotz myth who wear a skin-mask to disguise themselves.
The White Court are human-beings bonded from birth to a demon of hunger within them that keeps them from aging. Feeding directly on life-force through extreme emotional states.
The Jade Court we know next to nothing about save that they apparently feed on breath and can kill you from across the street in a hotel.
They have some similarities:
Superhuman strength.
Immunity to age.
Feeding on human life-force via blood (Red & Black), raw emotion (White), or breath (Jade)
Creating thralls
Requiring a human host to create new ones
They all seem to have connection to something that was never human to begin with. But each of these demons is completely different from each other.
But there are also differences
White and Red Court are typically inhumanly beautiful, though for the Red Court it is just a flesh-mask.
Black Courts are obviously corpses either withered and dried out or actively rotting and smell like it.
Potential White Court vampires are born and can avoid becoming vampires if they find true love before their first feeding.
Black Court work pretty much exactly like Bram Stoker's story and the novel Dracula was partially published to make the ways to deal with them common knowledge. A drained human might become a vampire. (not sure if it takes three days like in the novel, I recall a section that feels like they reproduce faster)
Red Courts reproduce by infecting a human with the vampiric thirst for blood. If the human gives in and feeds, then they will become a demonic bat-creature like other Red Court vamps and lose their soul.
Both Red and Black courts have trouble with thresholds and needing invitations. Black Courts can't pass them at all, Red Courts will be possibly paralyzed if they do.
White Courts might have trouble with thresholds, but no more so than wizards and other magical creatures since all magical creatures find thresholds interfere with them and inviting them is necessary to avoid that. (So, if you want the wizard to help you, make sure to invite them).
Red Courts have less trouble with holy items than Black Courts and White Courts have no trouble at all.
Cutting a Red Court's belly will cause it to lose the blood it's consumed and may kill it.
Only Red and Black courts have trouble with sunlight. (well, we don't know about the Jade Court)
They have different methods of creating thralls. Black Courts directly control minds. Red Courts use addictive saliva. White Courts twist emotions.
White Court vampires still have human souls and thus have free will. Red and Black courts do not.
It seems like only Red Court vampires have proper fangs. Black Courts might appear to do so due to the decay of their gums and muscles but they just have human teeth.
Similarly, the Dresden Files also has several types of werewolves.
Humans that use specialized magic to become a wolf. They don't have a specific name other than werewolf and are the only characters with a recurring role in the series. The ones in the book were taught by a wolf that had learned to become human.
Lycanthropes who channel a spirit of rage and only change in their mind. Though it is a proper change including enhanced strength, speed, and resilience.
Hexenwolves use a talisman of some kind (like wolf-pelt belts) to become wolves. Distinct from the first group because they don't use their own power to change.
Loup-Garou who were cursed by something extremely powerful to become a wolf-like demon, usually on the full moon. The example in the books had a hereditary curse. Far and away the most dangerous.
So, when we are designing our urban fantasies and horrors, we should take a moment and decide if you are going to have a single universal style of vampire or other creature with some minor variations... or if you are going to use vampire and werewolf as lay terms that cover a wide-variety of creatures.
You might also split the difference and have the terms come with certain objectively similar features. This could then become something like a taxonomical system.
For example:
In this case, the term "vampire" is more than just a layman's term though it may get picked up and misused by the layman. Some element of the metaphysics is shared across the board though there may still be hefty differences otherwise.
For example, perhaps the use of blood in attaching a soul to a dead body results in the common issues with daylight, but how that expresses varies. Maybe one type becomes mortal and living in daylight while another variety burns to death and another simply ceases to function and enters a coma til night returns.
Perhaps there are many shapeshifters that take on a wolf-like shape but werewolves specifically shift into a semi-humanoid form and are influenced by the moon.
This would imply a world where some things are universal, but those universal elements represent only a single element of that appears across the board but the originators of the creature used wildly different other ingredients.
Similar to how there's lots of deserts out there that use sugar, but many of them are vastly different from each other.
By comparison, the vampire clans of Vampire the Masquerade is more like how there's many different ways to prepare coffee or make pizza.
Also note that taxonomies are not perfect and may produce confusion. In the one above I split the undead based on what they needed to do to maintain their existence with revenants not needing to do anything in particular, ghouls eating flesh, and vampires drinking blood.
Now, in fiction, some vampires do not actually need to drink blood and continue just fine without worry if they don't drink blood. The blood might empower them or they might be addicted to it, but they don't strictly need it. In the above taxonomy those types would be revenants since the blood drinking is not needed. On the other hand, an undead being who has a set of tentacles to stab and drain victims might not fit the pop culture image of a vampire but would likely be considered that by the above taxonomy.
On the other hand, the taxonomy I used for ghosts was about how present they were. So a phantom is a ghost that is more or less an echo of a soul rather than a soul itself, so it's not really sapient or a person. It may dangerous or benign, but it won't generally react to other beings. A specter has not really passed on at all and maintained their personality and memories for the most part. Death gods and psychopomps might not even consider them as needing to pass on. Meanwhile the wraith is mostly passed on but holding to the world of the living for one reason or another. Wraiths are more likely to be vengeful spirits or the sort that are waiting to deal with some unfinished business. In addition, I'd probably expand the term "spirit" to refer to ghosts that are almost entirely gone but might be called out to serve as guides or advisors via a seance, like the spirit guides in Wednesday.
Regardless, whether for fiction or a roleplaying game, consider how you plan to organize your taxonomy.
Do terms like "vampire" or "werewolf" refer to a broad category with certain distinct traits? Are they a very specific kind of creature? Or are they totally a layman's term applied based on vibes?
How is your taxonomy organized? What does this say about the perspectives of the people that created it?
Who created the taxonomy? Was it scholars? Gods? The creatures themselves?
Where are some overlaps that feel like very different things but the taxonomy says are the same? What are places where two things feel like the same kind, but are considered different?
What are some confusing edge cases?
Also be aware that you don't have to build this up along the way. In a game like Monster of the Week you might develop the taxonomy as you play through the various sessions and you might hit a point you need it in a story. Just be sure to take notes as you add things so you can maintain consistency.
So, I ran the Wait, monsters are real?! scenario "Slasher Party" from Codex of Worlds: Apocrypha today for five players. Some of whom had never played Monster of the Week or any PbtA game, and none of whom had ever played a Survivor scenario.
The one with the horrible old rancher ghost who wants his land that he stole fair and square back (the government forced him to sell it... he still died rich and comfortable) and hates the degenerate modern day. Rancher Carl.
Organized by character not chronology:
-----
Greaser dude complete with pompadour, comes in with a friend as a designated driver.
Sees splatter of red in a window, goes to tell the host. She rolls her eyes and follows him into the house where they're attacked by Rancher Carl.
Greaser dude saves the host (Susannah) and gets stabbed in the shoulder.
Decides to run and pull the knife out of the ghost's hands so it stays in his shoulder.
Tosses it randomly off into the woods.
Gets to the driveway and finds all the cars sabotaged.
He and someone else try to leave through the suburb... end up back in the house driveway.
Hides in the trunk of a car until daylight.
-----
Preppy bimbo girl took This old thing? and we settled on an heirloom gold bracelet. I decide that the way it is useful is that Carl isn't going to immediately try to kill her because it marks her as his descendant.
She watches Carl pull Susannah over the fence and listens to her being beaten to death and runs... along with pretty much everyone else.
Flees into the forest.
Carl catches up to her and tries to turn her to his side. Her response: "I politely decline" and throws one of her stiletto heeled shows at him and runs.
Tries to hide in a tree, is recognized by ghosts of people Carl killed in life while stealing the land and flees calling out "I politely decline!"
Later hears her lesbian friends getting menaced by Carl, rushes in to save them. Throws her other show at Carl and manages to grab his gun and take off running.
(for those keeping track, the survivors have now stolen all of Carl's big damage weapons)
Survives with her lesbian friends by fleeing through the forest.
Still has the ghost gun with her.
-----
Local store-kid shows up to deliver some booze to the party and, like so many other people, flees while Susannah is beaten to death.
Gets to the driveway and is shot by Carl fleeing. Realizes Carl hates late and tries to get out of the suburb running from light to light.
Relaxes at the wrong time and his head is ripped off when he stumbles right into Carl. Has his head ripped off.
-----
Spooky goth girl runs from the house and gets to her own home... and finds her family slaughtered.
Decides "well, I hated them anyway but DAMN?".
Started with Self-Taught Magician and had a banishment spell.
Leaves her house with her book and some gear and Carl starts attacking her.
Fails to cast her banishment and then is tossed into a wall and down on the ground.
As Carl is about to step on her, she casts the banishment spell and tears up her body to successfully cast.
Limps to the edge of the cursed area and manages to call an ambulance.
Health never recovers, but survives.
-----
Local kid here to see his fellow outsider friends.
Like most people, flees while Susannah is being killed.
Gets into the drive way like shop-kid and greaser-guy.
He and the greaser guy try to run through the streets but show up back at the party house.
Unsuccessfully hides but runs away, dodges a spare tire thrown at him. (It hits the car the greaser guy is hiding in... greaser guy stays calm and does not react.)
Since he's already felt the spell redirecting him once, he's able to avoid it the second time and escapes... taking the only flashlight with him.
-----
A local witch girl starts with self-taught magician and chooses a summoning spell to summon a being of shadow and violence.
First roll, 10+ roll of summoning her monster to send it after her bullies.
There are now two monsters on the field. Because this spell also broke the banishment on Carl early.
Second roll, fails to hold it together, understands exactly what she's done, and revels in it. Now a new monster. Spends the rest of the scenario wandering around sucking souls out of people and causing suffering herself.
-----
Biker dude came in looking for his friend who was supposed to meet him at this party they were crashing.
Screaming lady comes running of the house? Meh, ignoring that going back to the party.
My friends head impaled on a weather vane? Yup, nope, let's keep drinking and walking into the party.
Lights go out and the party goers freak out and scatter? Get absolutely plastered and wander into the woods.
Nah. Nah. Nah. Nah. I can't hear you!
Slips and falls underneath the dripping half-body of Patrick (Susannah's brother).
Freaks out and runs smack into Carl.
Fails to fight off Carl.
While crawling away, reflexively grabs something and hurls it at Carl. Carl catches his knife and stabs the biker with it.
Biker struggles to his feet, flees to the house and almost walks through witch-girl's shadow monster.
Is devoured.
-----
Himbo guy shows up late to the party. Wanders around the empty place and eventually finds Susannah's brutalized corpse.
Decides it's one of Patrick's stupid Jackass jokes.
Gets into his car and tries to drive away. The curse redirects him and he somehow finds himself driving into the pool.
Almost drowns getting out. Cuts himself on the car window.
Wanders up to the house and suddenly is attacked by a creepy shadow monster that might have arms with fingers or maybe tentacles with suckers, it's hard to tell.
Successfully flees.
Having been redirected once, he manages to flee.
-----
Two characters didn't get used.
The government right this off as a terrorist attack by home grown militia.
Preppy has a cursed cowboy rifle.
Witch girl is now a slaughtering sorcerer herself.
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Here's screenshots of the various minis on my shelf memorializing past games.
This is the shelf.
Now on to the minis.
Aisha Yethtai, D&D 5e, Tiefling Battlemaster, Knight background, from Silverymoon. The campaign never finished, I think she got to about level 6.
Aramis Hopps, D&D 5e, Harengon Drunken Master monk/Mastermind Rogue. 17/3. Brother's homebrew world setting with lots of materia-like items. So her stats are nearly all 20 due to enchantments, also the entire party earned a sort of immortality mid-campaign.
Cadynce and Dorisa, Cadynce (purple with the mirror) is my character and Dorisa (green with weapons) is her sister. They are demons of protection and destruction. Cadynce was the blessing and protection demon and thus she couldn't direct attack and even finding work arounds had ruined her health in her backstory. (At start of campaign, Dorisa was sealed). They're from a Buffy the Vampire Slayer campaign that was run off Sword & Scroll by Aliza Pearl.
Caress Melani, D&D 5e yuan-ti pureblood Ancient Paladin, Courtesan of Sharess, Cheval of the Order of the Gauntlet. Instead of armor she used a barrier tattoo and her primary stat was Charisma. She used a variation of the Shillelah cantrip created by the GM and another player that was meant to work with whips and daggers and cause radiant damage. Caress is ace and yes she is a sex worker though she specializes in bondage and the more therapeutic side of Sharess's following. She got to about 8th level at the end of Hoard of the Dragon Queen.
Emma Tereal, Sin-Eater from Geist 1e from a mixed splat Chronicles of Darkness campaign. At the time she was a reaper (in 2e reapers are an antagonist faction). She was a bank accountant left in a vault by robber to suffocate but bonded with her geist, The Auditor, someone who died of starvation in a lost colonial era village. Emma has a strong sense of justice and a book which records the manner of deaths of many people. Mostly those that died on a Tuesday.
Hero System superhero. 18-year old fangirl who knew she had alien ancestry and would get powers, but acquired her powers in an accident that left her heavily scarred. She has desolidification powers which she parlayed into an ad hoc super strength. She could also thread her body, mind, and soul through multiple dimensions simultaneously, leaving her slow-aging and resistant to most means of attack. Very much the tank of the group and yes, she did go into fights with her autograph book on hand.
Jocasta, Dresden Files RPG, a librarian in Turkey with a mix of Japanese and Greek heritage. Her Japanese mother was the head of a sect of assassins and her father may have been a god. She was the sorceress of the group and spent the entire campaign attracting the wrong sort of attention from white court vampires, fae, wardens, and everything else.
Juri Como, Scion 1e, a divinely cute and adorable Japanese-Australian mangaka whose webcomic, Combat Hurricane, was in the process of being made into an anime. She was well known for pretended to be stupid as a means to deceive and frustrate enemies. At one point she gave up her right eye to a juruougumo prophet in exchange for his unending pledge of service to her. The lost eye was replaced with a prosthetic one by her mother Benzaiten.
Kanti Messner, D&D 5e, Changeling Lore Bard/Celestial Warlock. 14/6. From one of my brother's campaigns. She (in this identity) was originally from Urban Arcana Earth where she had trained at Oxford and was eventually scouted and recruited by secret organization Department 7. She was deployed to investigate eldritch cults and was eventually catapulted into the section of the multiverse my brother's world-hopping campaign occurred.
Keina Isawa and Lacey Chambers. Shadowrun (I think 5th edition, but not sure). An oni Shintoist mage (Charisma heavy orc-variant) and a human adept (pistol and social).
Keina had initially wanted to be an idol singer before she gobilinized into an oni. She had studied magic at university and parlayed that into some freelancing but got stuck in with some shadowrunners by accident and had to flee to Denver.
Lacey is a spy for one of the American continental governments and found herself burned for an unknown reason. She has been given a chance to redeem herself by infiltrating the shadowrunner community.
Both from the same campaign. We only had two players and my brother thus let us each play two characters. I played the mage and the face while the other player played the hacker (a technomancer) and muscle (a troll physical adept). And yes, it turned out our entire team was magic based in one way or another.
Meesha Canidae originally made for D&D 4e but eventually played in a D&D 5e one-shot in Eberron run by Aliza Pearl. A shifter merchant and wizard of the divination school. Meesha was seeking information on what happened to her family while she was away for her apprenticeship.
Nesali, a yuanti Beast Barbarian archeologist. She was played in both a short Candlekeep game and a one-shot run by Eric Campbell. She had 16 intelligence, her rage was something of a panic, and her Barbarian subclass was how I represented her malison mutation.
Niamh Miller at both 15 and 25 years old. Monster of the Week, Searcher > Covenant > Expert. Sil (Project Silverfish) Abandoned > Envoy
At 15 she was a searcher looking into answers for how she gained the ability to become a shark (a move I picked up later and pretended she was just hiding it until then). At 25 she was a Covenant with connections to various women she had gone to college with (and had accidentally turned into weresharks like her). Now a competent witch, she eventually moved into a lighthouse with her two girlfriends and at end of season retired from hunting to become a folklorist and stay-at-home witch.
Sil was a character I started up late into season 2 of this series. She had been kidnapped by the campaign's evil corporation and kept in a lab-facility that had been made up to look like a 1980s sitcom house. The other heroes freed her and she spent a lot of time trying to figure out the world she had missed. She had the ability to spawn large centipedes out of her body for different purposes but that was very painful. Thus the way her multicolored 80s Punky-Brewster-esque jacket is also covered in blood.
Persia Mason, Monster of the Week, Changeling. Above are both the version on my shelf (right) and the version I've redesigned now that gorgon snake-hair is an option. I haven't repurchased the mini yet. She was my original playtest changeling and was played in a single playtest. You can also see hints of some of her possible adventures in the Hunter's Journal art for Changelings and on the cover of Hunter's Journal.
Proper Ruin, yuanti battlesmith, adoptive daughter of Allura Vysoren and Kima of Vord. Call of the Netherdeep. Proper Ruin took her name from the time she met her adoptive mother Kima the first time while being rescued from the hands of a cult. Kima looked at the branding burn on her face and said "Proper ruin they made of you." And Proper has accepted no other name since then. A very autistic and awkward person, she was trying well to represent her parents as heroes and the school she learned her craft.
Her steel guardian was named Amity and her bat familiar was named Luz.
Queen Snake (Mutants and Masterminds 3rd edition) and Serpent Princess (Masks - Beacon playbook). Queen Snake is a medical doctor and ritual magician who acquired snake like powers when injected with a serum she was working on by an intruder. Queen Snake picked up martial arts later to help her trying to confront other people changed by her serum. Serpent Princess is her daughter, a much more enthusiastic hero who initially was doing the hero thing under her mother's nose.
Random/Riley Davis, City of Mist, Rift of the Movie Monster. They are a feral teen raised trapped in a lab that was experimenting with controlling the process of creating a rift. Random has next to know understanding of society or human behavior except how it is fltered through the lens of monster movies. They have the ability to emulate any movie monster and mix up to three such things. Two of their favorites are Kayako from the Juon (Grudge in the US) movies and the xenomorphs from the Aliens franchise. But they are able to emulate so many other movies.
Ranveig, D&D 5e, a scourge aasimar valor bard. Ranveig was meant to be in a longer campaign but only ever managed to have one session. She was a very viking like half-celestial and owned a bag of tricks originally made for a fae princess. As a result, the animals that came out of it were very pastel in color.
Ide Shika, Pathfinder 1e, Fighter/Chavlier. No I didn't play the samurai class, it looked poorly made. A death-seeking former clan daimyo, Shika was trying to lead attention away from the rest of her clan and her younger sister who was taking on the position of clan leader as assassins were trying to track down and eliminate the family. I'm not sure she hit 20th level, but she got close.
Patricia Althius (blonde) and her girlfriend Hayley Hayami. Honestly, they never got to this point and when the campaign ended, they were both poor and barely in control of their own powers. Rift of Count of Monte Cristo (with Lamashtu as a ride along) and Rift of Medusa (with hints of Greek Princess from the Count of Monte Cristo novel, though not sure she was actually connected to that). Patricia was still working through PTSD, emerging vampirism, and the way having two Mythoi was eroding her self-identity while Hayley hadn't discovered her power yet and was recovering from abuse and betrayal.
Vihra of Charity, Pathfinder 2e Remaster, Scalekeeper Vishkanya Witch/Familiar Sage/Exorcist. from an urban fantasy rework of Season of Ghosts mixing in bits of Starfinder. Vihra was originally a human who had died in a manufactured disaster meant to clear an apartment complex. Before she could become an evil spirit her patron found and resurrected her as a Vishkanya. Later she learned who the patron was and approached about becoming a witch. Her patron serves Nocticula and thus so does Vihra.
Weary, D&D 5e winged tiefling, monster hunter ranger. Curse of Strahd. A former erinyes, Weary lost faith in the mission of the Baatezu and dwindled into mortality once her nature drifted too far away from evil. Chaotic Neutral (or Chaotic Grumpy as the group said), Weary was mostly about taking care of herself, her comrades, and her loved ones. She suffered from the trauma of losing her spouse, thinking she'd found them again, only for that to turn out to be a succubus imposter.
Zihu Asutali, yuanti-pureblood Celestial Warlock. Zihu went on the run after innocently pacting with an ancient couatl and starting a small cult of other young yuan-ti interested in this benevolent snake god. Their parents discovered it and most of her friends were slaughtered. She now seeks a place where she can found a safe haven that other yuan-ti who did not wish to continue in the wicked ways of their kind could settle.
So, I've been running a TTRPG campaign set in Maine around 2005. Idea being that Tolkien's premise that the books were a real history are true, though since the books exist in-universe I'm taking a trace of unreliable narration.
But here are some of the ways my players have walked into the whole premise:
Character Creation (before they knew the premise of the game)
one player wanted their survivor from the prologue to be played as The Monstrous playbook and be a shadow-walking life-draining creature... the prologue scenario was set in an Ungoliant tainted house
another player was The Spooky and says she got her powers when a cult tried to rip her soul from her body so something else can have the body
characterized the something else as "Vetala"
... at that point I said "Okay, Thuringwethil is making a play for coming back by possessing a mortal"
Player later suggested "what if I was targeted due to my lineage" - me: okay *jots down descent from Luthien and Beren*
Other player talks about being an author whose books are unknowingly something deeper and also her mother (character from the prologue) left her an amulet that might have saved the mother if she had it - me immediately: Okay it's a clear and transparent gem of some unknown type with three golden strands within it.
In general.
Being self-sacrificing hero types.
Using storytelling and music as the foundation of their magics.
Impassioned pleas to each other to live.
The way their motivations are heavily leaning toward their friends being the priority in the moment, but always collectively tossing themselves into the fire because no one else will.
The Ungoliant Monstrous moving to the Curse Eater and actively devouring elements of the bad guys' power.
Being generally merciful to people when they can be
they transplanted a blind flightless dragon to an uninhabited Atlantic island rather than kill it
they interrupted a process to change frat boys into orcs and some of the already orcs they simply separated a bit from direct influence
One player starting a second character who's just the most normal person wandering off on their own and frequently getting into trouble. Sells weed.
they've been cut by a wraith knife but had it healed
Has some serious "I am no man!" vibes going on.
Being appropriately terrified of anything Maiar-coded (including their spider friend)
Especially the moment they realized that Mayor Barbara Delles was a Balrog. (one player joking called it and then started chanting "I was joking! I was joking!" while I was describing the reveal.
Also the moment they poked at a temple to Morgoth and found "the world" fighting them back. There was a degree of "flee" going on there.
Upsetting the Huorns unnecessarily
Appealing to ghosts for aid.
The Ungoliant-tainted spider-lady making an impassioned call-out on the balrog and cultists for being cowards who can't face the creator's judgment. (Yes, the spider lady did that)
Being appropriately terrified of their own powers.
The author character with low control over her supernatural sensitivity and just... touching all the cursed things.
In the flashback sequences where they play survivors rather than hunters
dying or going insane like flies
being the cause of their present-day character's problems
Well, specifically one particular player has been responsible for accidentally showing fallen maiar how to possess mortals and also releasing Barbara from her ages-long prison.
Digging too far and too deep
walking into all the sign-posted doom
also being heroic self-sacrificing fools... without the power of the modern day characters
Me: You're watching the Spell-Slinger sweat blood because she's trying to use tainted magic her body no longer accepts. You have three questions on Read a Bad Situation
Celebrity: Okay, what's the best way to protect the victims?
Me: Well, you have "But I played one on TV", so you could take Lay on Hands and heal the harm she's inflicting on herself…. ooorr you could take Ritual Use to give yourself a better chance on the ritual where you plan to write a storm into existence to put out the wildfire.
Celebrity:
Me: Do you make it easier to save your friend or do you make it easier to save the town?
(chose her friend)
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With the Spell-Slinger:
Me: You've completed the spell to observe another place and the pain from Morgoth's twisted essence being pulled through your body to cast the spell has focused you. You find yourself in a high place overlooking two scenes. In one a firefighter helicopter has been shot down as soldiers move in closer to them… in another, Barbara Delles, aka Mayor Barbie, aka the Balrog… is directing a line of mercenaries and directing the flow of wind to drive a raging fire closer and closer to town.
Spell-Slinger: Okay I…
Me: Moment. You can choose ONE of these scenes to get a closer look at with either Read a Bad Situation or Investigate a mystery.
(Chose the to look on the Balrog)
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With the Mundane (a mild one here)
Me: You come to a fork in the road. Are you going to meet up with your friends to help them do something about the fire? Or are you going to go up to where you saw the firefighters shot down on TV?
(Choose to go off alone and save the fire-fighters with their mithril knife)
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With the Curse-Eater
Me: You've exchanged blows with this Balrog, fire versus spider, and now Avani has appeared and summoned the ghost warden spell she learned from the bundle of stuff with the WWI film. You know you you can't kill her… yet. But... you have a chance while she's otherwise occupied fighting ghosts... to eat a piece of her and weaken her for a time. You're riding high on Corruption... do you want to try?
(chose to eat Balrog)
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One of the big parts of playing the Spooky is the Dark Side where the Keeper can ask terrible things of you or else withhold your powers until you give in. So this is an important thing for the Keeper and Spooky to find a good common ground on.
The phrasing of the Dark Side "asking" you to do things is easy to conceptualize when the Dark Side involves stuff like Poor Impulse Control or Dark Bargain representing a possessing entity. But how does pain from barely controlled powers "ask" you to do anything? And what exactly does the game mean by "Secrets" as a Dark Side?
I talk about this in the Spooky advice in Hunter's Journal. But it's a topic with a lot of room to talk about. So, I'm going to do something here where I look into five extended examples.
Before I move on, some thoughts:
Be Sparing
If every scene the Spooky involves their Dark Side then it gets to be a little one note. One way to cover it is to only bring it out with more stand out cases. A psychic getting angry at a murderer is not really something worth pinging them on Rage for, they're already pretty justified in retaliating. But inflicting someone with a bad case of the flu in response to having a paper ball thrown at their heads over over is definitely the sort of nasty thing the Dark Side tags are meant to push you toward.
Signpost Everything
The Hunter might not know exactly what the consequences of their choices are, but player should be making an informed choice about moving forward. If the nasty thing is that the hunter will forget something important, tell them that they will forget something important. You don't have to tell them what it is, but let them know the broad strokes of the consequence coming for them. You'll see me say this a few times below but it's important enough that I decided to come back up here and say it as a general consideration.
Giving in vs Resisting
In a lot of cases, I am presenting inversions of the normal expectations for one tag or another. In these cases, "giving in" to the dark side is actually long term a healthier thing. But for game play purposes focus on how that makes things a lot harder in the short term.
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NOTE: I'm listing some inspiration characters, but in some cases I'm including tags that don't fit the inspiring character.
Eldritch Exposure (Heather Morell - Katalepsis)
Yes, her name is a link.
In this example, the character's powers come due to exposure to some sort of supernatural or eldritch power that is causing them to change in fundamental ways that are wreaking havoc with their mental and physical health as they become something that doesn't easily work with normal physics or human biology. This dark side is not intelligent, but merely a progression that is hard to deal with.
For this I'm using the following Dark Side tags:
Hallucination
Pain
Paranoia
For hallucinations. This is a matter of senses beginning to adapt or new senses starting to form. In the interim, the hunter is getting a lot of junk information that serves no useful purpose. The result of a still human brain trying its hardest to parse a very much not human array of senses.
Pain is similar, the body is reshaping itself to account for developing powers and in the meantime, the spooky can't easily handle the strain and thus experiences chronic extreme pain. This could also come with intense nausea and other symptoms.
Finally you come to Paranoia, which may be the easiest tag to work with in the way Dark Side is phrased. With the hunter having difficulties understanding what's real and what's a glitch in their sensory abilities and constant worry about when their pain might make itself an issue leads the character to become constantly anxious about what's coming next.
This is inspired by the character Heather Morell from Katalepsis. The only reason I opted not to use Hallucinations in my reworking of Katalepsis as an MotW series is because Heather has the Sight and is reliably seeing actual spirits. So as much as she tries to convince herself they're hallucinations, they are not. Also note that you could easily present a young Heather as a Spooky who does have another voice in their head pushing them places. But early on in the story, she isolates herself from the entity that started her change and is mostly dealing with issues inherent to who she herself is.
Now, how to apply these tags in a game. What are some terrible things that these powers can ask of you?
Pain
We're going to start with Pain here. What can pain ask of you? Quite simply... the pain itself. Using the powers causes pain and the hunter knows that. The dark side asks the hunter to accept that using their power is likely to cause them pain. Most of the time, this pain will be at a level that the hunter is used to and thus not worthy of an experience point.
The Keeper should sign post when the spooky is about to a level of pain that is not ordinary for them with the "ask" the dark side is coming with is to ask the hunter not to do the thing they were just about to do and force the hunter to use other means to handle the situation. If they go through with it, though, they will mark one experience as well as suffer some other consequence due to the dark side such a -1 forward until the character has a chance to rest.
Example: Powers cause pain.
Nasty Thing: The pain this time is going to be really bad.
Give in: experience pain and nausea maybe taking -1 forward or ongoing, but can use powers.
Resist: They can't use their powers and must find alternate means to help the situation.
This covers the situation of "do nasty things" (experience pain) with the consequence of "your powers are not available" if you don't go through with it.
Hallucinations and Paranoia
Moving on to Hallucinations and Paranoia which I've bundled together because the answer to dealing with each of these is very similar. In some ways you still have an entity trying to push you to do something terrible, only the entity is yourself rather than something truly external. (That said, both of those could also be played as the result of direct manipulation by some possessing spirit.
In this case, the "ask" comes of the false information and urgency these Dark Side tags provide. For example, if you suddenly describe fire catching all over the building. Maybe it's real, maybe it's a hallucination. Likewise, the hunter might suddenly be struck with an absolute certainty that some bystander is lying to them or maybe following them. You might also combine the two and have the hunter "notice" that something seems to be moving under the skin of some person.
Example: Spooky hallucinates that a fire is happening.
Nasty Thing: Start a panic, pull fire alarms, get people out!
Give in: They rush about causing problem when there's no danger and have to deal with the fall out.
Resist: The effort to shut out the hallucinations prevents them from focusing on their powers.
Example: Spooky convinced that person is lying!
Nasty Thing: Confront them, interrogate them.
Give in: Spooky gets in the person's face and awkward social situations insue.
Resist: Not trusting themselves or their powers, they instinctively shut them off until they have a chance to calm down somehow.
Example: Spooky convinced that person is possessed/replaced!
Nasty Thing: Attack that person. Kill or exorcise them.
Give in: Has to be stopped by other hunters. Or maybe they hurt the person in the attempt to exorcise them.
Resist: As with above, the immediate revulsion as they realize their powers are lying to them causes the Spooky to shut them off for a time.
But. Here's a thing with these tags. You can also turn them around like so:
Example: Spooky doesn't believe the fire in front of them is real.
Nasty Thing: Ignore it, do nothing.
Give in: The fire spreads out of control, people are hurt, possibly including the Spooky.
Resist: The close call and confusion leads to the same instinctual power shut down.
Example: Spooky worries that their distrust of a person is delusional.
Nasty Thing: Let the person get away with lying.
Give in: Believe them. Maybe even defend them from other Hunters.
Resist: Mind is in chaos and indecision on some levels. Can still act mostly normally, but their powers are inaccessible.
Example: Spooky thinks they were seeing things and person isn't really possessed or replaced.
Nasty Thing: Let the monster/minion go.
Give in: That monster attacks someone, maybe even the hunter.
Resist: Same sort of instinctual shut down as above.
Regardless of whether the hunter is faced with some real thing they're doubting or a threat that isn't really and they're only imagining, the Keeper should make it clear which choice provides XP and which choice takes away their powers. Yes, this does make it obvious whether something is true or imagined, but that should be fine. The player deserves to know which story direction they're taking at the moment.
Lab Rat (Eleven - Stranger Things)
In this case, the Spooky's power is as a result of being experimented upon to bring out their raw latent supernatural abilities. They've been subjected to various drugs and training regimens that have left all sorts of impact on them. Then there is also the matter of the culture surrounding them as they go through all this.
For this I'm using the following Dark Side tags:
Secrets
Rage
Greed for Power
For Secrets, the Spooky has been in an environment in which everyone is keeping secrets from them. The people running their experiment know things about the character that the Spooky doesn't and they may know many other secrets besides. This may also be portrayed as the Spooky becoming obsessed with keeping their origin a secret out of some sort of shame.
Years of abuse and torture have given the Spooky a hair-trigger temper. There's very little space between calm and absolutely berserk for this character. It may have even been vital to what allowed them to escape. They overreact to things, taking mild threats to be a matter of life and death.
In this case, the lab experiments found the Spooky feeling powerless for a long time. So now, they are driven to get more and more power for the simple reason that it makes them feel safe. There's also a potential for falling into the cycle of abuse where the abused becomes the abuser. Though ideally as a hunter, this doesn't last long.
Aside from the Greed for Power element, this is Eleven from Stranger Things. Instead of that, I would give her Poor Impulse control. But otherwise this example is entirely inspired by her circumstances. Her reactions to bullies are extreme and she spends most of the season chasing secrets that people refused to tell her about.
Secrets
So how does the matter of people keeping secrets from you lead to your powers potentially shutting down? One of the big ones is secrets that the experimenters know about just how the hunter's powers work. This could be a maintenance cycle that the character doesn't know about. Or an inherited genetic disorder that a biological ancestor had which will cause problems.
An interesting interpretation on this approach is that the powers starting to fail could be the inciting event rather than the consequence of the choice. This is certainly something you would want to talk about with your Spooky ahead of time as normally the loss occurs after the choice and you'll want to make sure they're okay with that reversal.
Example: Power shut down.
Nasty Thing: The Spooky needs to contact the people that experimented on them or maybe break into a facility.
Give in: A scene around the above need occurs at the end of which the hunter should get their powers back somehow.
Resist: The hunter continues on the mystery without their powers. If this goes on to the end of mystery their powers will come back but there's no way of knowing what triggered the loss in the first place.
Rage
The many sorts of terrible things that can result from Rage are pretty obvious. This Dark Side is going to push the Spooky into conflict with other people possibly even more than Violence does. And the kicker is that this might a situation one can turn to Billy Joel about because the anger isn't always evil and it isn't always wrong. (for those that don't know, that's a reference to the lyrics of The Stranger.) The Rage might very well be a part of how the character escaped in the first place.
Another take on this might be that currently the character can only use their powers while their veins are filled with the hormones that come with being angry. So, instead of having someone with a hair trigger temper, you might have someone that has to make the effort to build up their anger anytime they want to use their powers. In this case, I would only pull this dark side if the Spooky is feeling happy or joyful about something. Basically, the need for their powers ruining one of the few times they don't feel angry.
Example: An annoying bystander makes the Spooky mad.
Nasty Thing: Go overboard in reacting to them.
Give In: The Spooky terrifies or hospitalizes the bystander.
Resist: The mental stress makes it impossible to reach the powers for some time.
Example: The Spooky needs to make themselves angry.
Nasty Thing: There will be collateral damage.
Give In: The Spooky is in an enraged state lashing out verbally, physically, and psychically.
Resist: The Spooky is unable to reach the heights of anger necessary to use the powers.
Greed for Power
This isn't a very difficult tag to work around. Greed for Power is going to push the Spooky to do questionable things pretty easily. Where this becomes a problem from a gameplay perspective is in how to explain the powers not functioning when the Spooky resists. When the Dark Side represents a sapient entity manipulating the hunter, that's easy, but as an internal function or malfunction it's a little bit different.
That said, we've been making use of the idea of the mind instinctively shutting down the powers as a response to sudden shocks about terrible things it almost pushed the Spooky to do, and that still works for this one. That does sound like "hey isn't that just the same answer to all these questions" and sure, but so is "the creature giving you power punishes you by taking it away."
Example: The Spooky is tempted to use a machine to boost their power.
Nasty Thing: The machine will over stress the local power grid or maybe just the building.
Give In: Danger power fluctuations, rolling brown outs, or shorted fuses.
Resist: The Spooky cuts the experiment off just before bad stuff happens, but the effort to that point temporarily exhausts their powers.
But less turn this on its head again. What if instead of actually being greedy for power, the Spooky is terrified of themselves giving in to the lure of power. In this case, the Dark Side might pop up in cases where the Spooky feels like powers aren't needed and refuses to use them. The problem here is that on its face, then giving in to the impulse means not using their powers where as resisting it means using the powers.
The best way to handle this sort of thing is to reverse some of the way the Dark Side works.
In this case the "Nasty Thing" is not having powers because you're resisting the urge to use them. In which case you would get an experience for not using your power in this one instance. But in this case, I would again only award the experience if the character resolves the entire situation without using powers that would really make it a lot easier. So, at the end of the whole scene.
Example: The Spooky is concerned about using their telepathy and other powers to invade someone's privacy.
Nasty Thing: The Spooky has to investigate without powers.
Gives in: The Spooky doesn't use powers.
Resist: The Spooky does use powers.
Vow of Purity (The Golden Child)
In this case, the Spooky's powers extend from a staying true to a code of intense virtue. If they fall off the proper path then their powers may weaken or fail them completely, and the demands of the path might be something that's easy to hold to in a temple, but much less so when you are faced with the threat of a monster about to eat one of your friends.
For this, I'm using the following Dark Side tags:
Violence
Rage
Guilt
And all of these are going to be used in their inverse.
Part of the code the Spooky must follow is that they must eschew violence to keep their powers. In this case, they may be placed into a position where they see a monster about to eat a bystander and have to make a choice between their vow and that person's life in the moment. Or at least it may appear so in that moment of crisis.
Contrary to the Lab Rat above, the Spooky with this vow of purity must not give in to rage or else they will find their powers failing them. This means that they may have to tolerate a lot of petty abuse without resorting to any sort of retaliation on their tormentors.
Finally, we have Guilt. As I said, it is easier to be virtuous in an isolated temple where the sources of temptation are few and far between. Once out in the world, the Spooky is going to find themselves presented with situations where they maybe could have done something to prevent a terrible thing if only they had acted rather than cling to their vow.
The Golden Child is never really shown being tempted in the movie, rather the movie is spent with the villains are trying to undo the child's supernatural protections in other ways. However, this felt like the best example I could think of for this sort of character.
Violence
So let's start with violence. The life of a hunter is generally filled with violence so the character is going to be seeing a lot of it. More than that, they may find themselves in a position where none of the rest of the team is around to help and someone's life is at stake. The obvious route is to fight off the villain or monster but that will mean the loss of their powers until they get a chance to atone. So how do they solve it?
An important part of this approach is to not punish the Spooky for solving the problem without using violence. If the Spooky protects someone by simply standing between them and the monster, that's not violence. The challenge here is to create a scenario where violence presents itself as desirable but is also definitely not the best choice for the situation. Immediate self-defense or defense of other I'd probably not punish.
Example: The Spooky is speaking to a villain who is gleefully explaining all his plans. Nobody else in the team is nearby.
Nasty Thing: You could kill them right now, but it would break your vow.
Gives In: Holds back on attacking the villain and letting them live.
Resists: Takes the opportunity to kill the villain right there. Ending the threat. You can atone later.
Rage
As an inverse in the case above and also a Dark Side point, you have to be a bit more strict on what is considered acting in anger. A Spooky calmly using their spells to ward or even rebuking a demon is not going to be running afoul of their Dark Side tag. However, if a bunch locals start harassing the Spooky in petty ways, like hitting their head with tiny paper balls over and over, then telling them off might be considered breaking the tenet.
Also note that in even in cases where some manner of anger is proper and necessary, the Spooky might be tempted to still go beyond that point. Consider bringing out this Dark Side in the middle of a tense moment to tempt the Spooky into going over board. Show them a friend harmed in the crossfire and ask them what they are going to do about it. Nasty things in this case is again going to be letting the monster free.
The other thing to be aware of is that Rage and Violence have a lot of overlap, but are not the same thing.
Example: Some locals are harassing the Spooky with petty things like tripping them, calling them names, or getting in their face.
Nasty Thing: Let the bullies continue to harass you without retaliation.
Gives In: The Spooky is distracted by their tormentors until they get bored or someone else interferes.
Resist: Tell off the bullies, maybe humiliate them.
Example:
Nasty Thing: Something or someone the Spooky cares about is threatened or harassed. Deadly harm is not at immediate risk.
Gives in: The Spooky focuses on supporting the friend and repairing the damage done.
Resist: The Spooky resorts to retaliating against the tormentor, perhaps even using their powers against the villain.
Guilt
This is a matter of always feeling like there was something more the Spooky could have done. The constant worry that their vows cause more harm than good and that there's seemingly no permanent solution available that doesn't involve breaking one tenet or another.
The sort of acts this can lead to might be similar to those presented in Rage and Violence, just with a different internal motivation. But in the interest of avoiding every Dark Side situation feeling the same again focus on what could be different.
Example: The Spooky is aware that someone they are tempted to hurt is going to be somewhere and it isn't a clear final confrontation.
Nasty Thing: The Spooky refuses to go with the team to do that part of the investigation.
Gives In: The Spooky is not around to provide their help in the investigation.
Resists: The Spooky goes, but refuses to use any of their powers around that person for fear of accidentally breaking their vow.
The Drunken Medium (Winter Mullins - Dark Quarter)
In this case, the Spooky's powers are heavily tied up in an addiction of some sort. Perhaps their powers only work while they are engaging in the addiction, or maybe the addiction interferes with those powers. Regardless, the addiction and assorted feelings come around over and over for the character. In all honesty, this is one of the more straight-forward of these example characters, even with a second mind pressing the issues.
I'm using these Dark Sides for this.
Addiction
Mood Swings
Self-Destruction
Addiction is the most prevalent in this theme on the face of it, the title and inspiring character to lean this toward alcohol, but any addiction can be worked around. And again, this could be a case where the powers only work while you're engaged in the addictive behavior. Or it could be the powers are inhibited by the addictive behavior.
In chasing the highs of whatever addictive behavior or substance is involved comes the wildly swinging moods of the character. They'll be joyous and happy one moment, filled with rage the next, and completely chill and laid back soon after. They are mercurial, and if that comes a wide range of erratic behavior.
Recklessness and self-recrimination alike both tend to lead addicts into some form of self-harm either intentional or incidental. And this is something that definitely cause issues in a hunter's career. This isn't always about causing one's self physical injury, but also covers sleep deprivation and financial ruin.
Winter Mullins from the board game Dark Quarter is a good example of this. I've only seen one or two of his scenes in the game, but I do know that his story line revolves around his addiction. Unfortunately his ability to speak to ghosts only works while he is inebriated.
Addiction
Whether the addictive behavior is needed to use the powers, then hype up the cost on the hunter's personal life and the toll that addiction has. You might start to ask questions as to whether the power is something toxic that is overall unhealthy, or perhaps the addiction is a crutch the hunter uses to do something they should be able to do without it.
On the other hand, when the addiction causes the powers to fail, then you'll be focused on the sort of harsh experiences the hunter has while trying to keep away from the addiction. Withdrawal, temptation, shakes. In this case giving in is actually the healthier option, but it will come with downsides in the short term. In this case, assume that downtime does involve some addictive behavior and make that clear with the player.
To be clear. If the powers come with the addiction give the hunter gameplay downsides to go with being drunk or sleep deprived or stressed out from losing money. If the powers come by avoiding the addiction, then avoid mechanical downsides for "resisting" and instead give them for the downsides of staying away from addiction: withdrawal, temptations etc. Among other things, this would make the "resist" path of, say, getting drunk have the "benefit" of not have that -1 ongoing for going through withdrawal symptoms.
Example: The hunter needs the addiction in order to use their powers.
Nasty Thing: Getting into the addiction is definitely going to ruin something.
Give in: The hunter goes deep into drink, gambling, adrenaline chasing, or whatever and the damage is immediate apparent.
Resist: The hunter avoids the addiction and has to do without their powers.
Example: The hunter needs to avoid addiction in order to use their powers.
Nasty Thing: Withdrawal, shakes, distraction and temptation.
Give in:The short-term downsides of resisting addiction cause noticeable obstacles, but you do have your powers.
Resist: Get drunk, go to the casino, who cares. Everything is smooth and easy.
Mood Swings
There is a common thought that happiness is always better than sorrow or anger, but toxic positivity and unhealthy elation are definitely things. When the character is riding high on their emotions they are prone to forget important things and let stuff slide. The downward swing of this equation uses the same sort of suggestions you can see above in rage and guilt.
Another thing about mood swings is that you can have them going on in the midst of addictive behavior or in the midst of a period of trying to stay on the wagon. So this presents a way to change up the depiction of the situation by not mentioning the addiction directly but instead focus on the emotions going on. If the hunter brings up the addiction themselves, well, then you're doing your job.
Example: The hunter is excited/depressed and letting the rest of the world go by without thinking about it.
Nasty Thing: The hunter will forget to do something that is very important.
Give In: The hunter will only remember the important thing when it is either too late or almost too late.
Resist: The shock to the hunter's mind and system on remembering to do the thing causes disrupts their powers.
Self-Destruction
In a lot of ways, this entire concept is self-destruction. The addiction is the cause and the mood swings are part of the symptoms. But here we get to the core of the matter. However, this tag can be treated on its own merits. Perhaps the hunter has something of a martyr complex so that even without the addiction they may be self-destructive.
Another way to address this is maybe the self-destruction presents a way around one of the other two tags. If instead of giving in to the addiction they can suggest to the Keeper that they start using pain as a way to distract them from the temptation and stay focused on using their powers.
Example: A bystander is danger.
Nasty Thing: Regardless of what action the hunter takes the first thing they do is put themselves in the line of danger. Even if another hunter is ready to protect the bystander.
Gives in: They face the danger the bystander would have.
Resist: They stay where its safe and their lack of confidence in themselves causes their powers to slip away for now.
Example: The hunter is tempted to go back to drinking.
Nasty Thing: The hunter periodically gives themselves small cuts and jabs to stay focus and not think of the addiction.
Give In: The hunter takes 1 Harm past any means of harm reduction.
Resist: The hunter avoids harming themselves but will lose their powers due to the effort of resisting both the addiction and the self-destructive thoughts.
The Sleepy Psychic (Taniyama Mai - Ghost Hunt)
In this case, I'm going to actually create one of my own Dark Side tags. The game doesn't expressly say that you can do this, but it's part and parcel to the way a lot of the game works. In any case, this is a case where the Spooky's powers mostly only work while they're asleep leaving them vulnerable to other dangers.
In this case I'm using the following tags:
Lethargy
Paranoia
Poor Impulse Control
Lethargy in this case comes from the fact that while the Spooky has several minor or passive abilities that just function all the time, their biggest powers only happen while they are asleep. And they have an instinct for when they need to use these powers resulting in them periodically going to sleep when it would be inconvenient for other purposes.
Paranoia here is less about the Spooky and more about the monsters and villains. Monsters and curse-wielders tend to figure out the Spooky is a threat to their plans very quickly and then identify them as a major target even if they're not the most physically or magically dangerous. This is partially based on picking up things the Spooky says but could also be due to a lot of the passive level supernatural stuff the Spooky is doing.
Since the Spooky at least initially isn't aware of how much of what they do involves using psychic senses and premonitions, they also don't have the awareness of when something may or may not be dangerous. Their instinct tells them that something should be looked at or someone should be defended and they do it without even thinking about questioning it.
The inspiration character for this is Taniyama Mai who throughout the series shows herself to have excellent instincts for the core of any particular problem, who is innocent, and what is dangerous. This is even well before she or anyone else are aware that she's a psychic. The other psychics on the team eventually teach her some self-defense magics and the last graphic novel (never adapted to the anime) has her almost solo saving the whole group from a haunt. But still, the big bursts of knowledge she gets comes from her dreams which seem to be a combination of several Spooky moves.
Lethargy
I'm going to go over two ways that this can be interpreted and I'll start with the interpretation Mai has: several of her major powers only work while she's asleep. In this case, there's an instinct that comes with these powers that will push her to fall asleep when there's something her she's subconsciously aware of that needs a dream in order for her to be consciously aware of it. This can even come to her when falling asleep is dangerous.
The other interpretation is that using the powers causes the character to become incredibly sleepy and tired. Such that they must choose to either not use the power and stay awake or else use the power and be forced to get a lot of sleep afterwards. I'm pretty sure there is a character that has this sort of price to their powers, but I'm not sure where I saw it.
If the character does fall asleep while a villain, minion, or monster is nearby and they're alone, then they'll wake up just barely at the last moment where they can do something to get away. If it is just dangerous to their personal life, then they'll be woken up by their teacher, boss, parent, or such.
Example: Something dangerous is coming and instincts demand the Spooky sleep.
Nasty Thing: Falling asleep right now is at least inconvenient. Maybe you're at work or school. Or maybe something dangerous is physically near.
Give In: The Spooky falls asleep and has to deal with whatever sort of fallout that comes with.
Resist: The character stays awake and misses out on the chance to use their powers to learn more detail about whatever's going on.
Example: Using their power might give a vital bit of intel.
Nasty Thing: They'll fall asleep right after using their power and passing on whatever they've learned... or finished starting fires, or whatever.
Give in: The hunter gets the chance to use their power and stay awake long enough to pass on info or complete a task. But then falls asleep immediately and needs to be protected.
Resist: The character stays awake and has to help in less supernatural ways. Missing out on whatever they could have done.
Paranoia
I'm going to start with the weird interpretation here, that being this represents the paranoia of the people around the Spooky. In this case not giving means that those unconscious powers the Spooky uses without thinking just don't go off at the moment and thus they don't do anything to alert the villain. Otherwise, it means that villains, minions, hostile bystanders, and monsters will become suspicious of the character either because they say something that says they know more than they should or because the creature can actually feel the Spooky's power, consciously or otherwise. Meaning that annoying and abusive high school teacher who may not be the villain but is still bad immediately dislikes the Spooky.
The other interpretation is more expected. The Spooky's instincts and gifts have left them nervous and jumping at shadows. They're never sure when their powers are warning them of a danger or whether they're just imagining things. They are right often enough to never disregard it but wrong often enough to never totally trust their feelings.
Example: A potential suspect for casting the curse is being accused and the Spooky might instinctively reach out to see if it's valid.
Nasty Thing: Someone will immediately dislike or suspect the Spooky of being a problem.
Give in: Use your power, get some feeling about the truth of the matter. You're now a target.
Resist: Go unnoticed but also not learn anything to see if the accused is guilty.
Example: The Spooky has doubts about a recent feeling they had.
Nasty Thing: You will have no confidence in what you sensed.
Give In: Don't say anything to anybody else yet, even the other hunters. It will be almost too late when you suggest it.
Resist: Tell the others what you sensed but immediately feel like it was worthless and your powers fail for now.
Poor Impulse Control
The most obvious interpretation of poor impulse control is the idea of a character who instantly gives in to any whim. Buys the stuff at the impulse buy shelves. Says things without thinking. All that sort of stuff that one associates with over enthusiastic dogs in movies. Or memes about ADHD.
Another option for poor impulse control could be far more directed and focused on a particular type of impulse. Maybe the hunter is instinctual about protecting people and will move to defend people or check things out without considering that that might put them in danger. They never seem to learn. It's part of their power, but gets them in danger regularly. In some ways this will work like the Mundane's don't worry I'll check it out as it encourages going into danger while providing an experience point.
Example: There's a pretty necklace there on the cultist's desk.
Nasty Thing: Take the necklace that is almost certainly cursed or extremely important to some ritual.
Give In: The curse or attention of the cult is firmly targeted on the Spooky.
Resist: Your brush with the curse or enchantment has left your powers bound up for the moment.
Example: You immediately want to go to the person you saw when you tuned in to the monster.
Nasty Thing: Go to the potential victim first. Then call the other hunters.
Give in: You're firmly in the path of danger with the other hunters far away when trouble starts.
Resist: You get help, but working against your instincts shuts down your power.
-----------------
Some other thoughts. The Dark Side ramps up over time as you spend Luck just like a Monstrous curse, so a lot of the advice from my post on escalating curses can be useful.
For another consideration, you might decide that different Dark Side tags mostly affect different aspects of the Spooky's power.
For example, using Taniyama Mai:
Mai's Lethargy associated powers are The Sight, Tune In, and Premonitions as well as a Guardian spirit she talks to often. Essentially she astrally projects and is able to observe the psychic environment while asleep. Her Premonitions are a result of observing patterns of behavior during this time, and also conversations with her guardian.
Mai's Paranoia connected powers would mostly be her basic weird move: Trust Your Gut and Hunches. Because again, she is almost unerring at realizing who's innocent or needs protecting which makes villains really not like her.
Almost all of Mai's information gaining powers trigger into her Poor Impulse Control because while she often tells people what she saw, she also has bad habits of rushing to try to do things herself and get in over her head as well.
So... I've seen this with ZacSpeaksGiant and now it's here with PunkyDoodles and it's a reading of a post by @prokopetz.
I couldn't find the post easily, but here are both YouTube videos. (Same audio for both)
So... let's do this.
First of all, I am certainly going to use the optional rules of using a team playbook and I'm going with one of the light hearted ones due to the comedic overtones. I considered going for Mundane Monstrosities, but I really don't think the high schoolers are innately magical as that team playbook assumes. At least not in ways I can't cover by just basic weird move choices. I also considered Mystery Club, but that team book is very much about people earnest to be do-gooders a la Scooby Doo. So, instead, I'm going with Suburban Watch Group.
First step: pick your style and I almost considered doing a custom one, then I looked at the first option:
Thrown in the Deep End - You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”
For people unfamiliar with Monster of the Week the style gives question which is used to determine if the Team Playbook accumulates XP for a session or not. If the answer is "Yes" the playbook gets 1 XP. If the answer is "Yes, and it came up a lot." then the playbook gets 2 XP. Every 5 xp is an upgrade.
Anyway, on to the team creation.
The next step is to choose a main Team Enemy and Team Ally.
Now, the post doesn't really specify an enemy, so, I'm just going to choose one of the set of five sample main villains.
Bradshaw, a property developer who wants to rebuild the city—by
any means necessary.
So while this "Bradshaw" won't be involved in every misadventure, he'll be behind a lot of them. The other four sample enemies are:
The Pale Man, the powerful and malevolent ghost of a mass murderer from a long time ago.
All the ghouls attracted to the local cemetary
Discord, goddess of chaos and disorder
A conspiracy of vampires trying to take over your community.
My experience with Team Playbooks is players are usually happy to say "You pick the main villain" to the Keeper and skip this part as they want to discover the villain slowly over time. Of the five options Bradshaw and the Pale Man are the most interesting, but Bradshaw sort of feels like the most amusing.... depending on how prone your particular group is to complaining about the ongoing capitalist hellscape.
On to Allies.
So... our high school wannabe satanists... the temptation is strong to make the Mithraic fertility goddess the ally, but it's so much fun if she's one of the hunters and is basically the only one that knows anything about anything.
The sample allies here include:
Asani, an old and knowledgeable witch
Petersen, a community-minded cop
Red, cafe/bar/restaurant manager. Always welcome at their place.
The SWG, an ally team that does patrols around the neighborhood.
The sports club, an ally team. Assumes the hunters are part of the club.
Asani feels like it would be too much access to knowledge for the style of being thrown in the deep end. Not sure a friendly cop is right for this group.
Neither of the friendly teams feel right... heck, I'd expect a local other watch group would consider these kids villains to be and would end up being played as Bystanders with the Busybody (to interfere in other people's plans) motivation.
Red is a possibility... but know what. I'm going to say that the team ally is the School Librarian.
Hannah, school librarian, probably the only adult that interacts with the kids with appropriate respect. Kind but also doesn't take crap from them.
Now we move on to their starting Team Move the moves of this playbook are:
Earned Trust - The community know you and know you mean well. HAHAHAHAHAHAHA. No.
Familiarity: Always recognize when something's changed. Pfft. Right.
Domestic Wardings: You know how to protect houses from evil influenes. This bares looking at, they might have learned this since the first summoning.
Backyard Allies: Animal friends. Maybe, not terrible.
Craft Circle: When you need a physical item for a magical spell or ritual, you can craft a substitute together.
Then there's the option to take a move from another Team Playbook or change the Team Style... neither of which feel good for a starting Team.
And I think I'm going to go with Craft Circle because these goobers will go "oh we don't have the cast bronze dagger... hmmm, maybe a prop from theater class will work?"
Granted, all members of the team need to be involved in the Craft Circle, so now we have this Mithraic Fertility Goddess needing to supervise arts and crafts for a bunch of teens... and, hey, this might also cover gardening to make herbs for rituals too.
The full text of the move is as follows.
Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.
Now we move on to Team Assets. We get two points worth of this.
I'm going spend both points and take "Sacred Site"
Sacred Site: A place outdoors that has reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.
That's probably the graveyard they originally did the ritual.
That covers the team playbook, let's get to the hunters, starting with the kids. (The goddess will be later)
We don't have much characterization of the individual characters in this group of "high school satanists" aside from "goobers" so we'll go with Punky Doodles designs there and me picking playbooks that seem fitting.
I'm going to avoid any of the outright magic playbooks like Spooky because I don't think they have innate powers even after this. I'm going to go with the following:
Hoodie Kid - The Abandoned - A playbook for someone that has experienced abandonment or neglect.
Book Kid - The Crooked - A playbook involved with shady practices and some heat after him.
Pigtailed Kid - The Searcher - A playbook about a person who had a close encounter with something supernatural and now wants all the answers.
For those unfamiliar with Monster of the Week:
Charm usually covers any social interaction ranging from encouragement and persuasion to deception and intimidation.
Cool usually covers things where you need to keep a clear head. Team work, escaping hazards, pulling off stunts, and stuff like that.
Sharp is used when you're doing something that involves observing your surroundings or studying and remembering information.
Tough is used for fighting and protecting people most of the time.
Weird is used for anything paranatural ranging from premonitions to unnatural physical capability and performing magic.
As a side note, even if people don't have the Use Magic weird move, every character can do Big Magic. (Rituals)
Now time for Fantasy Name Generators
Let's name the hoodie kid, Atticus. Probably goes by Addie.
The line I'm choosing for them is as follows.
Charm -1
Cool +2
Sharp +1
Tough +0
Weird +1
It makes me a bit amused that they're actually very reliable when there's a crisis and is a bit more observant that most people assume, but is very shy and retiring, so isn't good with people.
From there, I'm going to say his Abandonment is Neglected:
I think I am going to give them trust your gut instead of use magic as a basic weird move. I want to give them something more low-key anyway, and trust your gut is just a fun move (especially when it goes badly). I know several players that take the move as their base weird move purely because of the fun a missed roll will get them.
Trust your gut is basically a built in way to ask the Keeper for hints on what to do next. With how much improv is involved in MotW it's basically passing the baton back to the Keeper who will give good, iffy, and bad options based on your roll.
This means they'll be able to use tradecraft once per session. That move is meant to represent someone who's tactical acumen is preternatural to the point of having something like instinct mode from Hitman games, detective mode from Batman Arkham games, or eagle's eye from Assassin's Creed. But it can be used for just being weirdly aware of the tactical and strategic situation. It just creates a list of potential objectives that could help out. In this case, it's basically someone used to taking care of themselves having an instinct for it.
Anyway, beyond Abandonment, we need to give Addie two more moves.
It feels like trusting the book kid got them in trouble here, so I'm giving him somewhere out there and I do like the idea of them being a bit underestimated constantly so giving them underdog which gives them bonuses to rolls if they're bleeding badly and resilience to damage if they're suffering a penalty to rolls.
And hey, let's go further into Gear choices.
Momento - A diary of stories you told yourself about your "real family".
Sneaky Weapon - Slingshot (1-harm close quiet useful)
Secret Gear - Lots of long-lasting food, Smartphone
Yup... the family must be fun with that memento.
On to book kid. He looks like a Thaddeus. Probably has a nickname like "Pick" that he pretends isn't because he got caught picking his nose in elementary school and insists it's short for "Ice Pick"
Now on to the playbook.
I think Thaddeus is all about that Charm and talking his way around things. So I'll pick one of the two Crooked rating sets that has high Charm.
Charm +2
Cool +0
Sharp +1
Tough -1
Weird +1
So, wimpy, okay in a crisis, but not great or even good. He was good enough to get the ritual to work even if he definitely had a major glitch to it. So, yeah.
For his Crooked background... I'm juggling burglar, grifter, and charlatan. But I think I'll go with grifter.
I'm then going to pick his other two moves and going to make artifact and driver. And the artifact isn't going to be the obvious Grimoire since the book they have is.... less than reliable. Instead, it's going to be a Lucky Charm. Having a single use of Luck doesn't seem like much but Luck is powerful in this game and is an ever dwindling resource. So starting with an extra point is rather large.
The artifact is clearly his new age mishmash book of spells and rituals. For Driver, I'm going to see he's from a well-off family and he has his own car as a gift, a used old RX-7 that he had to rebuild, and access to the family SUV as well.
For Gear, the older playbooks mostly only offer weapon choices and I'm going to avoid guns and give him a baseball bat.
Baseball bat (1-harm hand)
For his basic weird move.... hmmm. I thought about giving him use magic that's part of why I gave artifact intending to give him the grimoire at first. I've obviously changed my mind on that. In fact, I'm going to give him another low key weird move that he might not have even realized he had. One that will work with his manipulative ways: empath.
One of these days, I'll get a hunter who takes empath and I'm going to freak them out when I talk about how the room is angry. Yes, I said the room.
Now we have to go back to talk about his Heat. A lot of the example Heat options are intended for serious adult criminals, so not great for a high school punk. So we'll make something new instead.
Let's say that he managed to rather severely embarrass one of the rich kids when he sold a bunch of test answers that were for tests used by teachers two years ago. Got him a neat video game console and an enemy for life.
And of course the origin of his true connection with the supernatural was when he summoned the goddess.
Now we come to pig-tailed kid. And I'm going to say her name is Rain but it's actually Raine, but she tries to encourage people to not use the extra "e" because it's not as Goth then. Endless frustrations when dealing with any official listing of her name.
I was thinking about giving her a bit more Tough, but I forgot that The Searcher has no rating line that gives it more than a +0 Tough. Ah well, let's make her the weird one and go totally stereotypical by saying that the one girl has the best current magical aptitude. With the following ratings.
Charm +0
Cool -1
Sharp +2
Tough +0
Weird +2
Oh look at that, I also made her the smart one. Really doubling down on the stereotypes. Okay.
Anyway, her first encounter that she has questions about is pretty definitely going to be the summoning of the goddess which you'd think said character would be able to give her answers but nope. (Except then I went ahead and instead made it her parents had witnessed Mothman).
You know what. I'm leaning in to her being the smart and weird one. For her mandatory first encounter option I'm going with some of the stuff that lets her get info just off the cuff.
And having just read that the First Encounter can be "someone close to you" as well as you. Maybe her parents saw mothman as kids and she grew up hearing about all their stories and they do all the cryptozoologists stuff and she'd been out on expeditions to find like Bigfoot or such in the past.
Then on to her open choices. As kid of the local cryptozoologists nuts, everybody knows she's prone to believe anything weird. Probably what caused her to fall in with Thaddeus and Addie in the first place. So that sounds like fellow believer then I think I'm going to give her just another day so that she may not be able to handle teens calling her a freak or adults lecturing her or losing control of a car, but hey, put something magic in her way and she'll just walk through it.
As to Gear:
Investigation Tools: Historical documents and witness reports of strange events, Cryptid hunting gear
Self-Defense Weapon: Incapacitating Spray (0-harm hand irritating)
And for her weird move... how about Sensitive. So she has a sense for the psychic environment and supernatural presence.
Now... it's time to get to the Mithraic goddess. Let's name her Ytuna, Goddess of Work, Autumn, and Fertility. (no that's not a proper Mithraic name, I am still using Fantasy Name Generators)
Now, there's a few clear options for this eminently supernatural entity. The most obvious of which is The Divine which is a champion sent down from a heavenly realm to perform some sort of ongoing mission. Think Castiel from Supernatural, Michael Carpenter from Dresden Files (yes, he's human, but his status as a Knight of the Sword counts), or several interpretations of Thor.
However. The Divine is a very much battle oriented playbook and while I have zero doubt that a fertility goddess can do some extreme violence. I'm also looking at the nature of her task here. And I'm going to go with The Envoy, which is an person that has been sent by unseen "Overseers" to perform some strange, cryptic task. I originally wrote to be a bit more sci-fi in nature, drawing on Babylon 5's Kosh and Mr. Morden in particular, but I also point to Gandalf as an example of an Envoy.
You know what, I'm also going to lean into her being a specifically minor goddess and give her average weird instead of high weird. Envoys all have good Cool like Divines always have good Tough... the other ratings are a bit more variable. This is the rating line I'm giving her:
Charm -1
Cool +2
Sharp +1
Tough +1
Weird +0
She is expressly described as someone who hasn't spoken to humans in ages and, sure, Charm also cover intimidation unless you have a move like fervor from the Wronged playbook, but that face up there does not scream "good with people" and there are ways to intimidate that don't depend on a die roll.
This also means she's the only person in the group that has a decent Tough score.
The next step is her Overseers. I'm going to assume they're part of the forces that establish the rules of her summoning and binding. Overseers are distant, most Envoys do not have a way to reliably contact them and instead depend on their Overseers appearing to give instruction as opportunities to discuss anything with them. So we pick two values the Overseers have and one Concern the Envoy has.
Values: Order, Honesty
Concern: Narrow-Focused
So, the gods and powers that enforce Ytuna's binding find both honesty and order important, but Ytuna is concerned that they are far too narrowly focused on details.
Now, we have to choose her task and the accompanying secret wisdom option. This is an easy one: Guide.
As a note, start-of-mystery and start-of-session moves aren't usually the sort of things that a character can narratively predict are going to happen and thus ask for help to perform them it's stuff like sudden visions of the future for the Spooky or orders from their Sect for the Initiate. So the ability to provide help on such a move is pretty big. As is the ability to help someone without being in the vicinity.
Now, on to her optional moves, she gets two. One of these is going to be about her frustrations with the way her advice never gets followed, no one listens to Zathras and the other is going to be about her disobeying her bosses: the council has made a decision.
As to gear she gets two:
Resources - Mysterious financial assets.
Weapon - Rebuking Touch (1-harm hand holy)
So yeah, she gets money from ... who knows where. She just has money as she needs it. She's a goddess, who's going to question it? Also, yes, most gear is actual gear that you hold... but sometimes its stuff like martial arts or being a goddess that can painfully rebuke you with a simple touch.
As to her basic weird move? I'm going to give her the games original and still default basic weird move: use magic.
This move is a full page in the core rulebook, so I'm only going to paste the very top of it. The rest is a list of possible effects and glitches the hunter can choose as well as a list of possible requirements the Keeper can insist on you having.
And that gives us the following:
Goobernatorial Council of Maybe Mages
Team Playbook: Suburban Watch Group
Style: Thrown in the Deep End.
Team Enemy: Bradshaw, the property developer. ("Which is he?" "The evil one" "That doesn't narrow it down any.")
Team Allies: Hannah Grimes, school librarian, likes and helps them out, but also won't take nonsense from them.
Team Move: Craft Circle
Team Asset: Sacred Site
Atticus "Addie" Myers - The Abandoned
Charm -1
Cool +2
Sharp +1
Tough +0
Weird +1
Moves
Abandonment: Neglected
Abandoned Moves: Underdog, Somewhere Out There
Basic Weird Move: Trust Your Gut
Gear
Slingshot (1-harm close quiet useful)
Diary of stories told to themself about their "real family".
Harm: OOO|OOOO - (Unstable at 4, Dead at 8)
Luck: OOOOOOO (7/7)
Abandoned Special: When you mark a Luck, you find something or
someone you thought was lost forever, or someone or something you
hoped you’d never see again.
Thaddeus "Ice Pick" Larimie - The Crooked
Charm +2
Cool +0
Sharp +1
Tough -1
Weird +1
Moves
Background: Grifter
Crooked Moves: Driver, Artifact
Basic Weird Move: Empath
Heat
Scammed some rich bullies on fake test answers.
Gear
Restored RX-7
Access to Family SUV
Lucky Charm (Shark tooth on a chain)
Baseball Bat (1-harm hand)
Harm: OOO|OOOO - (Unstable at 4, Dead at 8)
Luck: OOOOOOO (7/7)
Crooked special: Whenever you spend a Luck point, someone from
your past (heat or underworld) will re-appear in your life. Soon.
Raine "Rain" Soto - The Searcher
Charm +0
Cool -1
Sharp +2
Tough +0
Weird +2
Moves
First Encounter: Cryptid Sighting (her parents saw Mothman)
Searcher Moves: Fellow Believer, Just Another Day
Basic Weird Move: Sensitive
Gear
Historical documents and witness reports of strange events.
Cryptid Hunting Gear
Incapacitating Spray (0-harm hand irritating)
Harm: OOO|OOOO - (Unstable at 4, Dead at 8)
Luck: OOOOOOO (7/7)
Searcher Special: When you spend a point of Luck, your first encounter
comes up in play. It could be a flashback, new occurrence, or related event.
Ytuna the Aggravated - The Envoy
Charm -1
Cool +2
Sharp +1
Tough +1
Weird +0
Overseers: The Powers that Be
Values: Order, Honesty
Ytuna's Concern: Narrow-Focused
Task: Guide
Moves
Secret Wisdom: Guide
Envoy Moves: The Council Has Made a Decision, No One Listens to Zathras
Basic Weird Move: Use Magic
Gear
Mysterious Financial Assets
Rebuking Touch (1-harm hand holy)
Harm: OOO|OOOO - (Unstable at 4, Dead at 8)
Luck: OOOOOOO (7/7)
Envoy Special: Whenever you spend a point of Luck, your actions
come under intense scrutiny, or the Overseers demand something
specific and troublesome.
So, I did say I'd look at how Heroes Unlimited does Psionics as compared to the way Beyond the Supernatural does. As a note, the first edition of Beyond the Supernatural was first printed about four years after the first edition of Heroes Unlimited. Beyond the Supernatural does present the way psionics as a whole is usually presented, powers split into categories and psychics having clear themes to them. Though the severity with each Beyond the Supernatural holds most of its psychics to a single category of powers is a bit unusual.
That said, while I've never owned the original edition of Heroes Unlimited, the edition I do have presents a lot of the same mechanics you'd find in other games with psionics front and center. A lot of the same powers and inner strength points are present. By comparison, magic in Heroes Unlimited may use a lot of the same spells but does not depend upon using PPE to fuel them.
Anyway, let's move on with it.
Step One - The Eight Attributes
Step Two - Hit Points and SDC
Step Three - Occupational Character Class
Step Four - Equipment and Money
Step Five - Alignment/Rounding out the Character
Step One - The Eight Attributes
IQ: 10
ME: 14
MA: 14
PS: 15
PP: 20
PE: 10
PB: 14
Spd: 11
Step Two - Hit Points and SDC
Psionics start with a base of 30 SDC.
Hit Points: 15
SDC: 30
These will increase with skill selections and we will be adding Inner Strength Points, ISP, to this set of traits.
Step Three - Occupational Character Class
You can get Psionics through three categories in Heroes Unlimited. Mutants, Aliens, and Psionics.
If you roll Psionics straight up, as we have done here, then you are what the game calls a "natural psionic". The game is very specific that these are humans (and that italic emphasis is in the text) rather than mutants. It also says that mutants and aliens are less powerful than natural psionics.
There's something rather distasteful about that emphasis on the distinction between a "natural" human psionic and a mutant one. For all that the game tends to frame the idea of human supremacy as a villainous trait... it does build it into a lot of the mechanics. So it starts to feel like "yes, we're superior, but we shouldn't boast about it and treat our lessers fairly" after a certain amount of time.
I feel like some of that comes with the idea of people unconsciously channeling their PPE into different directions. Under that logic, a mutant would have channeled some of their PPE into their physical mutations, leaving a bit less to form psionic powers out of. This doesn't really explain aliens unless the game assumes that "human" is the default form of mortals unaffected by environmental issues and that the aliens burn some of their PPE to be born in a shape that will survive their environment.
Which... is still... kind ick. Honestly, I think it most likely that Kevin Siembada and other developers just didn't consider the implications of their design.
Anyway, on to those mechanics.
All types of Psionic Superhero gain the following:
+2d4 ME (5)
+1d4 MA (3)
But when we come to the ISP we see some differences:
Natural Psionics: MEx2 + 1d20
Alien/Mutant Psionics: MEx2 + 1d8
Also, both types get +10 ISP per level, but the Natural Psionic specifies that starts at level 1 and the Alien/Mutant doesn't.
That's a pretty severe difference. I rolled an 11 and with the bonuses above we have the following.
ME: 19
MA: 17
ISP: 59
I'd like to note that they flat have a higher ISP here than what you'd see in a Beyond the Supernatural character. This is because Heroes Unlimited is mostly about mortal superheroes and villains and while supernatural horrors show up, they aren't usually the focus. So the game doesn't use that "proximity of the supernatural" rule that Beyond the Supernatural does. So instead of having ramping power based on the threats they face, Heroes Unlimited Psionics have a base level of power that they always have access to.
Then we move to the selection of powers and we see this distinction again.
Natural Psionics: Three major and six secondary powers.
Alien/Mutant Psionics: Two major and four secondary powers.
That does point out the big difference between psionics in Heroes Unlimited from other Palladium games.
Instead of splitting into categories of Healer, Sensitive, Pyrokinetic, Physical, or the like... you instead just have Major and Secondary. Oddly, the list of major powers is much longer than the list of Secondary powers.
Another big difference between a Heroes Unlimited Psychic and a Beyond the Supernatural psionic is that psionics in Beyond the Supernatural gain new powers as they level. Reptan ended up with 22 powers while Riyo ended up with 13. By comparison, this character will start with 9 powers and never get anymore. And it also won't get a lot of the side powers that the PCCs of Beyond the Supernatural get. So they are, by and large, inferior psionics though they don't suffer from having less power around non-believers, so most of the time they will act stronger... just never reach the heights of power of a Beyond the Supernatural psychic facing off against an Ancient Evil.
Oddly enough for Heroes Unlimited there's also not a chart for randomly choosing powers.
So, we're going to choose the following powers:
Major
Astral Projection
Telekinesis
Telepathy
Secondary
Alter Aura
Mind Block
See Aura
Sixth Sense
Speed Reading
Summon Inner Strength
We also have a section for Psionic Combat providing the following:
2 Psionic Attacks per Melee
This increases at levels five, seven, nine, and twelve.
From here we move on to Education. We roll on the same table most Heroes Unlimited characters do:
High School Graduate
Military
Trade School
One Year of College
Two Years of College
Three Years of College
Four Years of College
Military Specialist
Bachelor's Degree (College)
Master's Degree (College)
Doctorate or PhD (College)
I'm going to point out here, that Palladium acts as if you will never get past this level of education. I'm going to point at the way Medusa of the Gorgon Sisters is just short of being able to get the Medical Doctor skill and leveling up will never get her the ability to graduate to being an actual doctor. This system also hits upon the 80s-90s attitude that college is the proper right way to progress and everything else is inferior.
Anyway, I rolled a trade school, which gets this character 2 skill programs and 8 secondary skills. With the skill programs getting +20%.
I am choosing Physical and Mechanical Program. Then I'm getting or choosing the following skills:
Trained
Mechanical Engineer (+20%)
Locksmith (+20%)
Aircraft Mechanics (+20%)
Robot Mechanics (+20% - 40% = -20%)
Acrobatics (+20%)
Boxing
Climbing (+20%)
Swimming, Advanced (+20%)
Secondary
HTH: Martial Arts*
Basic Electronics
Basic Mechanics
Auto Mechanics
Running
Athletics (general)
Language: Japanese
HTH: Martial Arts costs 2 skills as a Secondary and 3 as a trained skill in this game.
So both Robot Electronics and Robot Mechanics have those skills start at -40% unless you're the mechanical genius hero. I ignored that for Maesoko because she's an alien from a space-faring race, but I'll apply it here.
The physical skills provide the following bonuses:
+1d4+4 PS (7)
+1d4 PP (4)
+4 PE
+5d4 Spd (19)
+6d6+1d8 SDC (34)
+2 to Dodge underwater
+3d4 (9) Speed Underwater
Side Note: What's the point of a Spd bonus underwater when PS determines swimming speed? I guess if someone got the swimming speed powers that would matter.
Step Four & Five - Money and Alignment
Psionics have an 89% chance to own a car and 4d4x$1000 of finances. I rolled yes to the car and about $10,000 of savings.
Alignment will be Unprincipled and I'll roll up the backstory. Starting with country of origin on the Ninjas and Superspies chart to keep the odds of the character being East Asian high.
Okay, boy does this date this game. I just rolled the country of origin of Czechoslovakia. That split into the Czech Republic and Slovakia back in 1992 and hasn't been a combined nation since that time. Given this edition was published in 1993 that kind of tells me that they just reprinted a lot of the stuff from the original 1984 printing without checking if things needed to be updated.
I imagine that would also explain a lot of the income and price information.
Anyway, Czech. Since I've been placing these people in the same general region of Date-Fukushima, I'm assuming they got there.
Side note... I'm beginning to feel like I should place the Beyond the Supernatural people with the Nightbane character instead of the Ninjas and Superspies and Heroes Unlimited characters. Heroes Unlimited expressly works with TMNT and Other Strangeness, Ninjas and Superspies, and Mystic China. Meanwhile, Nightbane has information about using Beyond the Supernatural in its setting. Alternately, they might all be separate.
Anyway... something to consider on the base page instead of this one. Back to rolling this character's backstory. Using a mix of Heroes Unlimited, Ninjas and Superspies, and Beyond the Supernatural background tables.
Countryside, small town or village
Laborer, Middle Class
Powers manifested in early teens
Alignment change, at some point in the past she was a villain
Orphan raised by elderly relatives on mother's side: great aunt/uncle couple.
No psychic phenomena in the last two generations, but her great-aunt and uncle told stories about relatives they remember having odd powers.
Pleased with their powers.
Anyway, that brings us to the following complete character:
Běla Čechová
1st Level Natural Psionic
IQ: 10
ME: 19
MA: 17
PS: 22
PP: 24
PE: 14
PB: 14
Spd: 30
Vital Statistics
Hit Points: 19
SDC: 64
ISP: 59
Powers
Major
Astral Projection
Telekinesis
Telepathy
Secondary
Alter Aura
Mind Block
See Aura
Sixth Sense
Speed Reading
Summon Inner Strength
Traits
Carry 1,100 lbs, Lift 2,200 lbs.
Run 600 yd/m per minute
Swim 88 yd/m per melee (15 seconds)
Sustain highest swimming speed for 14 minutes
Leap 4ft High/5ft Long
45% chance to Intimidate or Invoke Trust
Fearless of Heights
Skills
Trained
Mechanical Engineer 65%
Locksmith 50%
Aircraft Mechanics 65%
Robot Mechanics 10%
Acrobatics: Sense of Balance 80%
Acrobatics: Walk Tightrope or High Wire 80%
Acrobatics: Climb Rope 98%
Acrobatics: Back Flip 80%
Acrobatics: Prowl 50%
Boxing
Climbing 85% / Rappelling 65%
Swimming, Advanced 70%
Secondary
Athletics (general)
Auto Mechanics 50%
Basic Electronics 40%
Basic Mechanics 40%
HTH: Martial Arts
Language: Japanese 55%
Running
Combat Bonuses
3 HTH Attacks per Melee
2 Psionic Attacks per Melee
+5 to Strike
+6 to Strike with Body Block/Tackle
+8 to Parry
+8 to Dodge
+7 to Damage
+8 to Roll with Punch/Fall/Impact
+2 to Save vs Psionics
+2 to Save vs Insanity
Underwater Bonuses
+2 to Dodge
+9 Speed
Moves
Body Block/Tackle - 1d4 damage
Leveling Up
The only thing that's going on with leveling is numbers getting bigger and the acquisition of some new secondary skills as follows:
Level 3: Two Secondary Skills: Chinese, Prowl
Level 6: Two Secondary Skills: Sing, Dance
Level 9: Two Secondary Skills: Art, Cook
Level 12: Two Secondary Skills: Pilot: Automobile, English
Level 15: Two Secondary Skills: Computer Operation, Mathematics: Advanced
Which brings us to the following Level 15.
Běla Čechová
15th Level Natural Psionic
IQ: 10
ME: 19
MA: 17
PS: 22
PP: 24
PE: 14
PB: 14
Spd: 30
Vital Statistics
Hit Points: 62
SDC: 64
ISP: 199
Powers
Major
Astral Projection
Telekinesis
Telepathy
Secondary
Alter Aura
Mind Block
See Aura
Sixth Sense
Speed Reading
Summon Inner Strength
Traits
Carry 1,100 lbs, Lift 2,200 lbs.
Run 600 yd/m per minute
Swim 88 yd/m per melee (15 seconds)
Sustain highest swimming speed for 14 minutes
Leap 4ft High/5ft Long
45% chance to Intimidate or Invoke Trust
Fearless of Heights
Skills
Trained
Mechanical Engineer 98%
Locksmith 98%
Aircraft Mechanics 98%
Robot Mechanics 80%
Acrobatics: Sense of Balance 98%
Acrobatics: Walk Tightrope or High Wire 98%
Acrobatics: Climb Rope 98%
Acrobatics: Back Flip 98%
Boxing
Climbing 98% / Rappelling 98%
Swimming, Advanced 98%
Secondary
Art (6th) 60%
Athletics (general)
Auto Mechanics 92%
Basic Electronics 98%
Basic Mechanics 96%
Computer Operation (1st) 60%
Cook (6th) 80%
Dance (9th) 88%
HTH: Martial Arts
Language: Chinese (12th) 98%
Language: English (3rd) 65%
Language: Japanese 98%
Mathematics: Advanced (1st) 64%
Pilot: Automobile (3rd) 88%
Prowl (12th) 98%
Running
Sing (9th) 80%
Combat Bonuses
6 HTH Attacks per Melee
6 Psionic Attacks per Melee
+7 to Strike
+6 to Strike with Body Block/Tackle
+11 to Parry
+11 to Dodge
+11 to Damage
+8 to Roll with Punch/Fall/Impact
+2 to Save vs Psionics
+2 to Save vs Insanity
Underwater Bonuses
+2 to Dodge
+9 Speed
Moves
Body Block/Tackle - 1d4 damage
Karate Kick - 1d8 damage
Jump Kick (Critical Strike)
Leap Attack (Critical Strike)
Judo-style Body Flip/Throw 1d6 target loses initiative and one attack
Latent Psychic, psychics in Beyond the Supernatural are generally only able to access one category.
Sensitives only have access to sensitive
Physicals only have access to physical
Fire Walkers only have access to pyrokinesis (which is separate form Physical)
Healers only have access to healing
Psi-Mechanics only have access to mechanical
It's a bit aggravating that the game never lets you diverge from that category at all. And is further aggravated when you stumble upon the rare NPC where they've decided to give them two different OCCs or PCCs.
Or when you look at an OCC that is basically "well they used to be thing A but then they retired from that and became thing B but you can only do that if you choose this OCC and then it has already happened and you will never play through it."
I wasn't originally going to also do the psychics in Heroes Unlimited, but I think I will because of the differences between the two approaches. I might also do the animal psionics from TMNT and Other Strangness.
Anyway. On to the build.
Step One - The Eight Attributes
Step Two - Hit Points & SDC
Step Three - Select a PCC (Psychic Character Class)
Step Four - Selecting Psychic Abilities
Step Five - Choosing an Occupation & Skills
Step Six - Picking an Alignment
I can tell you that I've already chosen the PCC. I will likely also do a spirit medium after this at some point.
Step One - The Eight Attributes
IQ 15
ME 21
MA 12
PS 13
PP 15
PE 11
PB 15
Spd 20
Step Two - Hit Points & SDC
From the basics.
HP: 14
SDC: 20
Step Three - Select a PCC
I'm choosing the the Psychic Sensitive which comes with these following traits:
Sense Supernatural Evil
Opening Oneself to the Supernatural
Recognizes Possession
Recognizes Magic Enchantment
Step Four - Selecting Psychic Powers
The Sensitive starts with two set powers:
Meditation: Advanced
Empathy
Plus 1d6+5 other Psychic Sensitive abilities at level one and then get one additional Psychic Ability per level of advancement starting at second level. I rolled a four, so a total of nine other powers at the least.
Clairvoyance
Dispel Spirits
Mind Block
Mind Block Auto-Defense
Precognition
See Aura
See the Invisible
Thought-Reading
Total Recall
Also, I never got around to spending PPE for the Latent Psychic, but it turns out the Sensitive gets some set bonuses.
+1d4 ME (2)
+1d4 IQ or PE - Choosing PE (3)
And gets the following Bonuses as well:
Save vs Psychic Attacks on 10 or higher
+3 on Perception rolls
+3 to Save vs Horror Factor
+3 to Save vs Possession
+1 to Save vs Magic
+3 to Save vs Mind Altering Drugs, Magical Charms, and Mental Confusion
+20% to Lore: Demons & Monsters
And the following vital characteristics:
PPE: 3
ISP: 11 (22, 44, 66, 110)
To explain the numbers in parentheses, ISP in Beyond the Supernatural ramps up based on the circumstances. Specifically, what sort of danger they are facing.
Being examined by normals x1
Actively investigating x2
Lesser Demons & Supernatural Predators x4
Greater Demons & Demonic Servants x6
Ancient Evil & Alien Intelligences x10
Now moving on.
Step Five - Choosing an Occupation
So, I'm going with this character being a Psychiatrist/Psychologist and that provides the following skills.
Anthropology (+20%)
Biology (+10%)
Chemistry (+10%)
Chemistry: Pharmaceutical OR Parapsychology (+20%)
Research (+15%)
Computer Operation (+10%)
Lore: Superstitions (+20%)
Lore of Choice (+15%)
Psychology (+25%)
Technical: Writing (+20%)
Toxicology (+20%)
Then nine Elective Skills from the "standard available categories" (not clear on what these are). They gain +15% on Medicine and Science skills and +5% on Communication, Paranormal Studies, and Technical Skills.
And finally, four secondary skills from the standard available categories.
I'm going with the following:
Parapsychology (+20%)
Lore: Cults & Secret Societies (+15%)
Electives
Lore: Demons & Monsters (+20%)
Chemistry: Pharmaceutical (+15%)
First Aid (+15%)
Medical Doctor (+15%)
Language: Japanese (+5%)
Pathology (+15%)
Athletics (general)
Physical Labor
Running
Secondary
HTH: Martial Arts
Literacy: Japanese
Because this doesn't have a separate Secondary Skills list, I have to spend three skills to get HTH: Martial Arts. Ah Well... it also means as I level up and gain skills I can get from the whole list.
Nevermind. Apparently Psychologists and Psychiatrists don't learn new skills as they move through the world.
-_-
Also... there's no retail worker or restaurant worker for occupation options.
And now I'll summarize all the bonuses involved.
+2 ME
+5 PE
+3 PS
+13 Spd
+22 SDC
Step Six - Alignment and Character Details
Huh, Beyond the Supernatural has its own character background charts buried near the experience point charts. I should go back and roll these for Riyo.
Country of Origin: Tibetan (actually rolled this on N&S)
Second Born
Husky build
Tall
Thirties, I think 37.
Psionics only recently manifested.
All around good person
Raised in a country village
Family has no known history of psychic powers
Family members died in supernatural tragedy
Embarrassed about her powers, use them responsibly, but doesn't like talking about them.
As a note, apparently Tibetans don't normally have surnames but may adopt one if they live in a society that expects one. So I gave her a very common Japanese surname. She very much won't appear on any family registry though.
Tanaka Rapten
1st Level Psychic Sensitive
IQ 15
ME 23
MA 12
PS 16
PP 15
PE 16
PB 15
Spd 33
Vital Statistics
HP: 14
SDC: 42
PPE: 3
ISP: 11 (22, 44, 66, 110)
Powers
Clairvoyance
Dispel Spirits
Mind Block
Mind Block Auto-Defense
Precognition
See Aura
See the Invisible
Thought-Reading
Total Recall
Traits
Carry 320 lbs, Lift 640 lbs
Run 660 yd/m per minute
Save vs Psychic Attacks on 10 or higher
Sense Supernatural Evil 300 ft radius
Opening Self to the Supernatural 600 ft radius.
Recognize Possession: 50%
Recognize Magic Enchantment 30%
Recognize Evil Magic Enchantment 40%
Recognize Magic Item Possessed by Evil Beings 50%
Skills
Anthropology 60%
Biology 50%
Chemistry 60%
Research 55%
Computer Operation 70%
Lore: Superstitions 50%
Lore: Cults & Secret Societies 35%
Parapsychology 50%
Psychology 60%
Technical: Writing 50%
Toxicology 60%
Electives
Lore: Demons & Monsters 50%
Chemistry: Pharmaceutical 55%
Language: Japanese (55%)
Medical Doctor 75%/65%
Paramedic 55%
Pathology 55%
Athletics (general)
Physical Labor
Running
Secondary
HTH: Martial Arts
Literacy: Japanese 40%
Combat Bonuses
4 Attacks per Melee
+1 to Damage
+3 to Pull Punch
+3 to Roll with Punch/Fall/Impact
+3 on Perception rolls
+3 to Save vs Horror Factor
+3 to Save vs Possession
+2 to Save vs Magic
+3 to Save vs Mind Altering Drugs, Magical Charms, and Mental Confusion
+4 to Save vs Psionics
+6 to Save vs Insanity
+1 to Save vs Poisons
+4% to Save vs Coma/Death
Moves
Body Flip/Throw does 1d6 damage, victim loses initiative and one attack.
Leveling Up
Honestly, since the only leveling is the character gaining 14 more powers, meaning I don't have to track what happened when. And we're going straight to Level 15, might as well just jump to the level chart.
Tanaka Rapten
1st Level Psychic Sensitive
IQ 15
ME 23
MA 12
PS 16
PP 15
PE 16
PB 15
Spd 33
Vital Statistics
HP: 14
SDC: 42
PPE: 3
ISP: 39 (78, 156, 234, 110)
Powers
Astral Projection
Clairvoyance
Commune with Spirits
Dispel Spirits
Mask ISP & Psionics
Mask PPE
Mind Bolt
Mind Block
Mind Block Auto-Defense
Object Read
PPE Shield
Precognition
Presence Sense
Remote Viewing
See Aura
See the Invisible
Sense Dimensional Anomaly
Sense Evil
Sixth Sense
Telepathy
Thought-Reading
Total Recall
Traits
Carry 320 lbs, Lift 640 lbs
Run 660 yd/m per minute
Save vs Psychic Attacks on 10 or higher
Sense Supernatural Evil 300 ft radius
Opening Self to the Supernatural 600 ft radius.
Recognize Possession: 98%
Recognize Magic Enchantment 98%
Recognize Evil Magic Enchantment 98%
Recognize Magic Item Possessed by Evil Beings 98%
Skills
Anthropology 98%
Biology 98%
Chemistry 98%
Research 98%
Computer Operation 98%
Lore: Superstitions 98%
Lore: Cults & Secret Societies 98%
Parapsychology 98%
Psychology 98%
Technical: Writing 98%
Toxicology 98%
Electives
Lore: Demons & Monsters 98%
Chemistry: Pharmaceutical 98%
Language: Japanese (97%)
Medical Doctor 98%/98%
Paramedic 98
Pathology 98%
Athletics (general)
Physical Labor
Running
Secondary
HTH: Martial Arts
Literacy: Japanese 98%
W.P. Paired Weapons
Combat Bonuses
7 Attacks per Melee
+2 to Initiative
+2 to Strike
+5 to Parry
+5 to Dodge
+5 to Damage
+3 to Pull Punch
+3 to Roll with Punch/Fall/Impact
+4 Disarm
+3 on Perception rolls
+3 to Save vs Horror Factor
+3 to Save vs Possession
+2 to Save vs Magic
+3 to Save vs Mind Altering Drugs, Magical Charms, and Mental Confusion
+4 to Save vs Psionics
+6 to Save vs Insanity
+1 to Save vs Poisons
+4% to Save vs Coma/Death
Moves
Body Flip/Throw does 1d6 damage, victim loses initiative and one attack.
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Still doing a bit of this rabbit hole. Let's make another Heroes Unlimited character.
I rolled up ahead of time what this would be,
As usual, find other Palladium character builds here:
Palladium Character Builds
This character will be part of the Date-Fukushima group that vaguely live in the same place.
Anyway
Step One - The Eight Attributes
Step Two - Hit Points and SDC
Step Three - Occupational Character Class
Step Four - Equipment and Money
Step Five - Alignment aka Rounding out Your Character
Also, a note here, I've already done the first part of step three, and step two is hard to finish up until you've completed step three and gotten all the alterations you're expecting to get. So... yeah, do things in whatever order makes sense.
Step One - The Eight Attributes
IQ 12
ME 13
MA 13
PS 11
PP 15
PE 20
PB 12
Spd 12
Step Two - Hit Points & SDC
Alright, for now Aliens start with SDC 20 and Hit Points is standard so PE plus 1d6. These will both be subject to change but currently we have:
Hit Points: 22 (yes, I rolled a 2 on the 1d6)
SDC: 20
Step Three - Occupational Character Class
And now we move on to the Alien which, like the Experiment, has it's own sub-steps to this overall step three. I didn't write these out for Experiment, but maybe I'll go back and edit that in.
Step One - The Usual Stuff (see above)
Step Two - Alien Appearance
Step Three - Physiological Modification Due to Unearthly Environments
Well, for the appearance I rolled "Humanoid: Canine" so basically they look like a dog, wolf, or fox person. The intention is to be on the more animalistic side. Think SWAT Kats or TMNT and Other Strangeness.
I think I'll go with fox-lady because sure, why not?
Anyway, that adds:
+1d4 PS (1)
+1d4 Spd (4)
+10 SDC
Huh, those rolled bonuses do lean into fox a bit.
For Physiology, I got a "Frozen World"
So, she needs to where a special suit to survive temperatures above freezing. This also gives us:
Height: 5ft +13 inches (13) - so 6'1" - tall fox lady
Weight: 190 lbs. At 6'1"? That's pretty svelte.
+40 SDC
Impervious to even Deadly Cold
For determining super abilities I rolled on a table which has the following options:
1-49: Super Abilities
50-60: Psionics
61-69: Experiment
70-79: Robotics
80-89: Alien Mystic
90-00: Bionics
So, you can see that this type of hero sort of exists as a cross section of most of the other possible types of hero.
And I rolled a 30, so, Super Abilities it is. It says "One Major and One Minor" or "roll on Random Ability Table".
I think we'll go with the One Major + One Minor.
And I rolled up Karmic Power... and just to be silly and fun: Impervious to Fire & Heat.
So, she's from a Frozen Planet but immune to fire and heat... huh.
Karmic Power is interesting. As long as the cause is good and just, the character receives a lot of bonuses. She might also be able to focus on other people to give good people bonuses or evil people penalties.
Bonuses to Self when acting in the name of good and just things.
+6 to Roll with Punch/Fall/Impact
+2 to Strike
+4 to Parry
+6 Dodge
+6 to save vs poisons/toxins/gases
+6 to save vs psionics
+4 to save vs magic
+20% to save vs coma/death
Death Blows only stun the character
Critical Strikes only do normal damage
Knocks opponent unconscious on a roll of natural 20 to strike. 3d4 melees.
+10% on a skill if it is to save a life or help an important cause.
+1d4x10 SDC (40)
Opponents to the Karmic character get no bonuses to their rolls against said character.
They can, as said, also focus on other people giving them cheers like "you can take this guy! I know it!" or "you can do it!". Giving these bonuses:
+1 to Strike
+2 to Parry
+2 to Dodge
+4 to Roll with Punch/Fall/Impact
+2 to Save vs Poison/Toxins
+10% to Save vs Coma/Death
+10% on a crucial skill action.
And if focusing on an evil opponent ("Villains never win!") they can apply the following:
-1 to Strike
-2 to Parry
-2 to Dodge
-10% on a crucial skill action
However, if they do something evil or cruel their powers go to zero and if they double down, they gain the penalties for an evil person.
So, basically, even more paladin than most D&D paladins.
Step 3.5 - Education
So, for rolling Education and Skills I rolled "Engineer" so six skills from electronics, mechanical, and computer. Two science skills, one communication, and five secondary. With a +20% bonus to the skills other than secondary skills. She could also learn up to three secondary skills from friendly Earth natives. And I'm going to assume the same leveling Secondary skill gain buried in the FAQ page.
Side note, I am a bit irritated that there is no way for a medical student to pick up medical doctor skill according to the rules as written. Only secondary skills are gained on leveling. But that's a gripe for another character, really.
I'm going with the following:
Trained Skills
Computer Operation
Computer Programming
Mechanical Engineering
Electrical Engineer
Robot Mechanics
Robot Electronics
Astrophysics
Mathematics: Advanced
Laser Communications
Secondary Skills
HTH: Martial Arts*
Athletics (general)
Cook
Pilot Automobile
I may add more secondary skills based on what I get for their familiarity with Earth.
Side note, reason I always take HTH: Martial Arts as a Secondary rather than a trained skill... it counts as THREE skill selections when taken trained and only TWO when taken as a secondary skill.
Step 3.6-3.7 - Arrival and Familiarity with Earth
For the reason they came to Earth, and reading this now it might have influenced how I wrote the Visitor playbook for Monster of the Week without me knowing it, the options are:
1-19 Last of their People
20-38 Crash landed!
39-55 Outcast!
56-70 Intergalactic Champion of Justice
71-85 Glory Hound
86-00 Came to Study Earth
I hit "Crash landed!" with a roll for what they feel about earth being "It's a nice place. likes it here."
Then on to familiarity with Earth we have the following:
No familiarity
Some familiarity
Has studied Earth
The difference here is mostly RP but also presents the ability to speak some Earth languages and how well. I rolled "Some Familiarity" so I got the following which means she speaks four Earth languages at 90%.
I'm going to go with:
Japanese
English
Korean
Chinese
Also, that feels good enough to justify the extra three Secondary Skills so that will be:
Dance
Sing
Art
Step 3.8 - Equipment and Money
There are several tables here and I'm just going to give their results:
Earth Clothes/Disguises: None
Special Weapon: Ion Blaster (100ft range, 3d6 damage, 20 shot clip)
Two extra clips
Anti-Gravity Flight Ring: (max 40mph, Hovers 1-600 ft above ground, SDC 8, maximum weight 500 lbs)
4d4 x $1000 worth of valuables = $10,000 (in 1980s money)
And yeah, I haven't been changing it to yen, because the books change everything to dollars regardless.
Step 4 - Education and Skills
This was determined above but I'll bring it all together here and also combine all the attribute bonuses involved:
Trained Skills
Computer Operation 80%
Computer Programming 60%
Mechanical Engineering 65%
Electrical Engineer 65%
Robot Mechanics 50%
Robot Electronics 50%
Astrophysics 50%
Mathematics: Advanced 74%
Laser Communications 60%
Familiarity Languages
Japanese 90%
English 90%
Korean 90%
Chinese 90%
Secondary Skills
Art 40%
Athletics (general)
Cook 50%
Dance 40%
HTH: Martial Arts*
Pilot: Automobile 80%
Sing 40%
Bonuses from powers, alien origin, and skills. (The provisional bonuses for Karmic Power will be set aside since they don't always apply... just mostly apply.)
+2 PS
+6 Spd
+58 SDC
+1 Parry/Dodge
+1 to Strike with Body Block/Tackle
+1 to Roll with Punch/Fall
Maesoko
1st Level Alien
IQ 12
ME 13
MA 13
PS 13
PP 15
PE 20
PB 12
Spd 18
Vital Statistics
Hit Points: 22
SDC: 78 (118 vs Evil)
6'1" - 190lbs
Alien Appearance
Humanoid Fox
Frozen World
Crash Landed
Likes it here
Some familiarity with Earth
Powers
Karmic Power
Impervious to Fire and Heat
Traits
Intolerance for heat canceled by Impervious to Heat power
Impervious to Cold
Carry 130 lbs, Lift 260 lbs
Run 360 yd/m per minute
Skills
Trained Skills
Computer Operation 80%
Computer Programming 60%
Mechanical Engineering 65%
Electrical Engineer 65%
Robot Mechanics 50%
Robot Electronics 50%
Astrophysics 50%
Mathematics: Advanced 74%
Laser Communications 60%
Familiarity Languages
Japanese 90%
English 90%
Korean 90%
Chinese 90%
Secondary Skills
Art 40%
Athletics (general)
Cook 50%
Dance 40%
HTH: Martial Arts*
Pilot: Automobile 80%
Sing 40%
Gear
Earth Clothes/Disguises: None
Special Weapon: Ion Blaster (100ft range, 3d6 damage, 20 shot clip)
Two extra clips
Anti-Gravity Flight Ring: (max 40mph, Hovers 1-600 ft above ground, SDC 8, maximum weight 500 lbs)
4d4 x $1000 worth of valuables (gems/precious metals) = $10,000 (in 1980s money)
Combat Bonuses
General
2 attacks per melee
+1 Parry
+1 Dodge
+1 Strike with Body Block/Tackle
+4 roll with Punch/Fall/Impact
+3 to Save vs Magic
+3 to Save vs Poisons
+10% to Save vs Coma/Death
Karmic Power
Bonuses to Self when acting in the name of good and just things.
+6 to Roll with Punch/Fall/Impact
+2 to Strike
+4 to Parry
+6 Dodge
+6 to save vs poisons/toxins/gases
+6 to save vs psionics
+4 to save vs magic
+20% to save vs coma/death
Death Blows only stun the character
Critical Strikes only do normal damage
Knocks opponent unconscious on a roll of natural 20 to strike. 3d4 melees.
+10% on a skill if it is to save a life or help an important cause.
+1d4x10 SDC (40)
Opponents to the Karmic character get no bonuses to their rolls against said character.
Encouraging Others
+1 to Strike
+2 to Parry
+2 to Dodge
+4 to Roll with Punch/Fall/Impact
+2 to Save vs Poison/Toxins
+10% to Save vs Coma/Death
+10% on a crucial skill action.
Lecturing Evil-Doers
-1 to Strike
-2 to Parry
-2 to Dodge
-10% on a crucial skill action
Step Five - Rounding Out Character
Most of the stuff you'd do in this step was covered by the Alien stuff. So all that's left is to choose the alignment, and I think this will be the Principled character to go with the Karmic Power (Scrupulous and Unprincipled also work, despite Unprincipled being technically Selfish, the game thinks it's good enough) but just the full on girl scout Principled feels best.
Leveling Up
Not much to this, just the gaining new secondary skills mentioned on page 36 of the Heroes Unlimited book. Ninth Printing, 1993.
Level 3
Two Secondary Skills: Language: Vietnamese, Spanish
Level 6
Two Secondary Skills: Language Thai, Automotive Mechanics
Level 9
Two Secondary Skills: Writing, Escape Artist
Level 12
Two Secondary Skills: Prowl, Photography
Level 15
Two Secondary Skills: Running, Body Building
Maesoko
15th Level Alien
IQ 12
ME 13
MA 13
PS 15
PP 15
PE 21
PB 12
Spd 27
Vital Statistics
Hit Points: 68
SDC: 92 (132 vs Evil)
6'1" - 190lbs
Alien Appearance
Humanoid Fox
Frozen World
Crash Landed
Likes it here
Some familiarity with Earth
Powers
Karmic Power
Impervious to Fire and Heat
Traits
Intolerance for heat canceled by Impervious to Heat power
Impervious to Cold
Carry 300 lbs, Lift 600 lbs
Run 540 yd/m per minute
Skills
Trained Skills
Computer Operation 98%
Computer Programming 98%
Mechanical Engineering 98%
Electrical Engineer 98%
Robot Mechanics 98%
Robot Electronics 98%
Astrophysics 98%
Mathematics: Advanced 98%
Laser Communications 98%
Languages
Japanese 98%
English 98%
Korean 98%
Chinese 98%
Vietnamese (12th) 98%
Thai (9th) 95%
Spanish (12th) 98%
Secondary Skills
Art 96%
Athletics (general)
Automotive Mechanics (9th) 74%
Body Building (1st)
Cook 98%
Dance 98%
Escape Artist (6th) 55%
HTH: Martial Arts*
Photography (3rd) 60%
Pilot: Automobile 98%
Prowl (3rd) 62%
Running (1st)
Sing 98%
Writing (6th) 54%
Gear
Earth Clothes/Disguises: None
Special Weapon: Ion Blaster (100ft range, 3d6 damage, 20 shot clip)
Two extra clips
Anti-Gravity Flight Ring: (max 40mph, Hovers 1-600 ft above ground, SDC 8, maximum weight 500 lbs)
4d4 x $1000 worth of valuables (gems/precious metals) = $10,000 (in 1980s money)
Combat Bonuses
General
5 attacks per melee
+6 Parry
+6 Dodge
+2 to Strike
+3 to Strike with Body Block/Tackle
+4 roll with Punch/Fall/Impact
+4 Damage
+3 to Save vs Magic
+3 to Save vs Poisons
+12% to Save vs Coma/Death
Moves
Karate Style Kick 1d8
Jump Kick (Critical Strike)
Entangle
Leap Attack (Critical Strike)
Judo-style Body Flip/Throw 1d6 victim loses initiative and one attack
Critical Strike on natural 18-20
Knock-Out Stun on natural 18-20
Death Blow on natural 20
Paired Weapons
Karmic Power
Bonuses to Self when acting in the name of good and just things.
+6 to Roll with Punch/Fall/Impact
+2 to Strike
+4 to Parry
+6 Dodge
+6 to save vs poisons/toxins/gases
+6 to save vs psionics
+4 to save vs magic
+20% to save vs coma/death
Death Blows only stun the character
Critical Strikes only do normal damage
Knocks opponent unconscious on a roll of natural 20 to strike. 3d4 melees.
+10% on a skill if it is to save a life or help an important cause.
+1d4x10 SDC (40)
Opponents to the Karmic character get no bonuses to their rolls against said character.
Keeper: Well, whatever you do, this is going to have to be a big magic ritual. You're going to have to expose the record to either high heat or direct sunlight. You need to supply the rest of the elements.
Nora (Spooktacular): Okay, we'll take it to the burnt down speakeasy on the edge of town.
Regan (Abandoned): Whatever we do, I can try to summon the ghost here to force him to stay for the ritual.
Cyfrin (Gumshoe): How about I just sing the song really relally badly so that it completely ruins the song.
Nora (Spooktacular): And I can Jinx you to make it go off really badly.
Keeper: After you've all forced him into attendance while you absolutely butcher the song he bound his soul and mind to and also physically destroy the last recording of him singing it, he vanishes in a burst of anger and frustrated vainglory.
Regan (Abandoned): Of course he was a sleazy mediocre white man.