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Skip Navigation LinksHere There Be Monsters>Paradigm>Abilities
Paradigm Key Notes Assumptions
Starting Abilities Gear
Custom Campaign Abilities
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.
POWERS
Exorcism is a universal ability in the Here There Be Monsters setting, and is fully described in its own document.
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.
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.
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.
SKILLS
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.
Cost Ability
3/1
2/1
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.
3/1
2/1
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.
3/1
2/1
KS: Supernatural World: This skill indicates a general awareness of the Supernatural World and the monsters, magickers, and misanthropes that comprise it.
3/1
2/1
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.
3/1
2/1
KS: Hermetic Lore: This skill provides information regarding Hermetic traditions, capabilities, and notable history.
3/1
2/1
KS: Elemental Lore: This skill provides information regarding Elementalist traditions, capabilities, and notable history.
3/1
2/1
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.
3/1
2/1
KS: Necromantic Lore: This skill provides information regarding Undead, capabilities, and notable history and is also used by Necromantists for their dark magic.
3/1
2/1
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.
3/1
2/1
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.
3/2 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.
PERKS
Cost Ability
1 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.
2 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.
TALENTS
Cost Ability
10 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.
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.
4 / d6 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.
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.
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).
Heroic Recovery is not visible per se, though a character benefitting from it will generally appear revitalized.
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).
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.
5 / d6 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.
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.
15 / d6 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.
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.
5 / d6 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.
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.
8 / use 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.
5 / use 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.
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.
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.
10 Supernatural Awareness, Discriminatory (Sense and Range are built in)
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.
3 / point 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.
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.
15 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).
5 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)).
5 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.
5 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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Suppressor
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Exorcism
Intervention
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Vampyrii
Daemonsouled
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Iconic \ Pregens
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DossiersExpand Dossiers
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The Morrigan
Tudor Brezak
Baraerazil
Cult Of The Red Hand
No Face Man
L'Éminence Nocturne
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Zombie Apocalypse
Banshee Troubles
Venus Malefica
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Venus Malefica MysteriaExpand Venus Malefica Mysteria
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Chapter 1
Chapter 2
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