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The following custom Skills, Perks, and Talents are in effect in Here There Be Monsters
campaigns. Note that these abilities are purchaseable by any character as standard
abilities, not via Special Resource Pools, except where specifically noted.
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POWERS
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Exorcism is a universal ability in the
Here There Be Monsters setting, and is fully described in its own document.
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Intervention is an ability available
in the Here There Be Monsters setting to characters that have an Believer Resource
Pool, and is fully described in its own document.
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Invocation is an ability available
in the Here There Be Monsters setting to characters that have a Mystic Resource
Pool, and is fully described in its own document.
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Hex is an ability available in the Here There
Be Monsters setting to characters that have a Believer, Mystic, or Psychic Resource
Pool, and is fully described in its own document.
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SKILLS
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Lore Options are provided as an optional
add on to a campaign allowing characters with an unlocked Mystic Pool and one or
more of the Mystic Lore Skills additional Mystical effects.
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3/1
2/1
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PS: Hunter: this skill indicates working professional knowledge related to
being a Hunter, what laws and statutes apply in practice, how to collect on bounties,
and how to make a successful living as a Hunter.
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3/1
2/1
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KS: Crypto-History: This skill provides knowledge of the hidden, aka "crypto",
history of the Here There Be Monsters setting. It provides information of the unreported
Supernatural perspective that has been removed from the "official" historical record.
Just as KS: History can be specialized, so to can Crypto-History. Thus, a character
might have KS: Ancient Crypto-History or KS: Age of Reason Crypto-History. If using
the Ultimate Skill, detailed rules are provided therein for Skill specialization
and applicable bonuses and penalties.
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3/1
2/1
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KS: Supernatural World: This skill indicates a general awareness of the Supernatural
World and the monsters, magickers, and misanthropes that comprise it.
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3/1
2/1
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KS: Mystical Lore: This skill provides very broad information regarding Magic
in general. It is not as precise as a more specific skill such as KS: Hermetic Lore
or KS: Alchemy, but it grants a high level picture of Mystical concerns.
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3/1
2/1
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KS: Hermetic Lore: This skill provides information regarding
Hermetic traditions, capabilities, and notable history.
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3/1
2/1
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KS: Elemental Lore: This skill provides information regarding
Elementalist traditions, capabilities, and notable history.
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3/1
2/1
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KS: Nomen Lore: This skill provides information regarding the theory of true
names, recognizing true names, as well as the traditions, capabilities, and notable
history related to Invocation.
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3/1
2/1
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KS: Necromantic Lore: This skill provides information regarding Undead, capabilities,
and notable history and is also used by
Necromantists for their dark magic.
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3/1
2/1
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KS: Daemonic Lore: This skill provides information regarding the various
kinds of Daemons, their capabilities, and notable history and is also used by Daemonologists for their malevolent
magic.
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3/1
2/1
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KS: Alchemical Lore: This skill provides information regarding
Alchemical traditions, capabilities, notable history, and sufficient recognition
to allow a character to make educated guesses as to the nature of Alchemical compounds.
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3/2
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Power Skill: Occultism (EGO): This skill is used by
Occultists to learn, understand, and know of ancient magics as well as to
use the abilities they already know. Though it has some Knowledge Skill-like functions,
it is not a Knowledge Skill and does not benefit from the Scholar enhancer.
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PERKS
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1
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Supernatural Hunter License: This perk indicates that a character has registered
with the applicable government offices and is recognized and authorized to hunt
supernatural creatures that have a bounty issued against them. However, Hunters
must still obey state and federal handgun, rifle, and ordinance laws.
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2
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Heavy Weapons Permit: this perk indicates that a character has registered
with the applicable government offices and is authorized to own and use military
grade firearms in any state or US territory pursuant to their use in the hunting
of sanctioned supernatural targets.
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TALENTS
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10
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Alert: a character with this ability is very difficult to surprise. In any
situation where they would normally be surprised due to being asleep or unaware
of a foe due to some circumstance, the character gets to make a special Perception
check to avoid being surprised even if their lack of awareness is caused by a previously
failed Perception check. This special Alert Perception check cannot be reduced to
less than a 10- roll regardless of penalties; however if it is failed the character
suffers the normal outcome of being surprised with no further chances to avoid it.
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Example: Sabrina has the Alertness
talent; going about her business one evening she is set upon by a Vampire using
supernatural abilities to blend into shadows. The GM secretly made a PER check for
Sabrine which was failed miserably due to the Vampire's extremely high Concealment
result. However, thanks to having the Alertness Talent Sabrina gets a special additional
Perception check to not be surprised by the Vampire's assault, and this roll can't
be less than 10- regardless of the steep penalties that are in effect.
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4 / d6
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Heroic Recovery: a character with this ability can somehow make a heroic
comeback, springing back into action despite seemingly serious injuries or fatigue.
Conceptually the character wasn't as badly hurt as they appeared to be, or are made
of sterner stuff than less heroic individuals.
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Heroic Recovery dice work like Self-Only simplified Healing (the face value equals
Stun and the "body count" equals Body); the additional STUN and BODY can only take
a character up to their normal STUN and BODY, and is not subject to a Fade rate.
When using Heroic Recovery, a player can roll as few as one die or as many as all
their available dice, or any increment in between. However, each die of Heroic Recovery
is only usable once per day.
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A player can choose to use their character's Heroic Recovery at any time as a Non-Action,
even if their character is currently unconscious. If a character is staggered (CON
Stunned), they immediately recover from it when they use any number Heroic Recovery
dice. If a character is bleeding out, the usage of Heroic Recovery stabilizes the
character (though other later actions might cause them to start bleeding out again).
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Heroic Recovery is not visible per se, though a character benefitting from it will
generally appear revitalized.
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Example: Tyrone "Big T" Jackson
has 5d6 Heroic Recovery. At any time, Tyrone's player can opt roll 1d6 to 5d6, adding
the "face" total to Tyrone's current Stun, and the "body" total to Tyrone's current
Body (up to normal values).
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In a life and death battle with a monster, Big T takes a massive blow to the head
and is badly hurt; he is also CON Stunned. To avoid almost certain death, Big T's
player opts to use 3d6 of Big T's total of 5d6 dice of Heroic Recovery immediately,
saving 2d6 for later use. In addition to the Stun and Body healed, Big T also recovers
from being CON Stunned. Amazingly, Big T shakes off the blow and keeps on fighting
the good fight.
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5 / d6
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Luck: The standard form of Luck used in Here There Be Monsters uses the following
resolution. At the beginning of each session or when otherwise indicated by the
GM, a player rolls their character's Luck dice and totals the die roll. This total
serves as a pool of points which the player can later use throughout the session
to modify any standard 3d6 resolution roll made by their character up or down by
one point per point of luck spent; thus to modify a 3d6 skill roll of 12 to an 8
would cost 4 Luck points.
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A player cannot effect other characters directly with this form of Luck; thus a
player couldn't make it more difficult for an opponent to hit their character by
modifying that character's attack roll, but they could opt to block or dive for
cover and use their character's luck to modify their own 3d6 roll to successfully
block or dive out of the way.
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15 / d6
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Extreme Luck: This form of Luck works exactly the same as the default Luck
described previously, except that Luck points generated from Extreme Luck dice can
be used to modify other character's 3d6 resolution rolls positively or negatively
if the outcome of the modified resolution would benefit the Extreme Luck having
character. Range is effectively Line of Sight.
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A character targeted by a harmful use of Extreme Luck can opt to respond by using
their own Luck to improve the roll, and this can go back and forth until no one
else wants to spend further Luck points to modify the roll.
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5 / d6
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Lucky Damage Die: This special form of Luck takes effect when a character
rolls for damage, either Normal or Killing. When rolling for damage a character
may roll a specially colored (or otherwise easily identified) die for each level
of Lucky Damage a character has in place of a die they would normally roll. When
a Lucky Damage die rolls a 6 the player can roll that die again and add the total
to their damage total, continuing until that die stops rolling 6's. No matter how
many Lucky Damage dice a character has, they do not roll more dice of damage than
the attack they are using actually does. This form of Luck has no other effect.
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Example: Clark Dugard
has 2d6 Lucky Damage; shooting a werewolf with one of his Desert Eagles that does
2d6+1 killing damage he rolls 2 Lucky Damage dice and adds 1 to the result. One
of the Lucky Damage dice is a 4, and the other is a 6. The sub-total is 11, but
the Lucky Damage die that rolled a 6 is rolled again, and comes up with another
6 bringing the subtotal to 17, and is then rolled again for a 3 which stops the
chain and leaves Clark with a final total of 20 Body inflicted.
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8 / use
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Lucky Clue: the player of a character with this ability can demand that the
GM provide them with one solid clue or lead per usage per session, sufficient to
allow the character to move on to the next scene. The proferred clue can take the
form of reminding the player out of character of various things that have already
been revealed but were not picked up on, or a little deus ex machina in game as
the current scene progresses, as the GM prefers.
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5 / use
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Miraculous Survival: This ability allows a character to escape certain death...once.
If a character with this ability would be killed, the GM is obligated to orchestrate
some scenario or chain of events whereby the character instead escapes, scrapes
through, were playing possum, weren't as dead as they seemed, it all turns out to
be part of an elaborate sham, or something else even more unlikely. No matter how
disbelief-suspending the character's continued existence may seem, they somehow
manage to avoid doom for at least the duration of a scene.
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After this ability is used it is permanently gone, and the points for it are not
regained. A player can opt to purchase another level if they wish.
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Example: Michaila Bast's
player bought several levels of Miraculous Survival at character creation, and kept
reinvesting in it with experience points as time went on. In play Michaila somehow
against all odds has survived all manner of harrowing experiences relatively unscathed
and even was seemingly blown up and beleived to be dead but somehow reemerged later.
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10
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Supernatural Awareness, Discriminatory (Sense and Range are built in)
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The Supernatural exists in the world of Here There Be Monsters, and some people
are preternaturally sensitive to this fact even if they are otherwise normal...or
perhaps have innate potential they are not tapping. Either way, such an ability
is a very useful thing for a Hunter to have.
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3 / point
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Supernatural Resistance: the character is more difficult to damage using
Supernatural forces. Each point of Supernatural Resistance negates a point of damage
or effect caused by any sort of ability with a Supernatural SFX. Supernatural Resistance
counts as Resistant Defense and can be applied against attacks that normally target
any standard or exotic defense, and can be stacked with any other relevant defense
a character might have.
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Example: Murgatroyd has
Supernatural Resistance: 5. Hunting down a rogue Warlock, Murgatroyd is attacked
by a mystic bolt, an attempted mind control spell, and a curse; 5 points of damage
and / or effect are subtracted from each attack.
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15
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Possession Immunity: a character with this ability cannot be Possessed; they
are immune to any use of the Possession Power against them. They are still able
to be affected by Mind Control directly; their immunity only protects against abilities
bought using the Possession Power described in the Advanced Players Guide (APG;
6e).
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5
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Vampirism Immunity: a character with this ability cannot be turned into a
Vampire; they are immune to the Infectious Bite ability all true Vampires possess
(which is built as a Minor Transform Xd6 (Person Into Vampirism Infected Person,
Permanent)).
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5
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Fugue Immunity: a character with this ability is immune to the effects of
mesmerism, toxins, pheremones, drugs, and similar mechanisms of willpower sapping
that use the Stun option for Change Environment described in the Advanced Players
Guide (APG; 6e) on page 83. For example, the Ecstasy of Blood ability contained in the bite
of a Vampire.
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5
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Lycanthropy Immunity: a character with this ability cannot be turned into
a lycanthrope of any kind (such as a werewolf); they are immune to the Infectious
Bite ability all true-born were-creatures possess (which is built as a Minor Transform
Xd6 (Person Into Lycanthropy Infected Person, Permanent)).
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