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Skip Navigation LinksHere There Be Monsters>Playable Origins>Innatus
Innatus Origin
This origin is for characters who are intrinsically Supernatural. As there are no complex magic systems to learn or "spells" to fumble with, this affords a much more straightforward play experience than the Mystic Origin. However, an Innati's abilities tend to be much more narrowly defined than a Mystic, and also it can be difficult for an Innati to differentiate themselves from other Innati of the same type.
Characters that have innate Supernatural aspects and abilities should choose the Innatus Origin, which unlocks the Innate Special Resource Pool for free.
INNATE ABILITIES
Innately Supernatural people are quite varied in their backgrounds and specifics. What they all have in common is that as not-entirely-human persons they are all subject (whether they like it or not) to the Esoteric Accords of Secrecy and Abeyance and should they be found guilty of violations they can be Sanctioned for Hunting with a price upon their head.
A number of allowable innately Superhuman character types are provided. Players are free to attempt to talk the GM into allowing other types, and GM's are free to say no. Some types of Supernaturals exist in the Here There Be Monsters setting but are never intended to be permissable for player characters, such as Vampires. Such types of Supernaturals are always considered to be monsters and are permanently Sanctioned as valid Hunting targets categorically.
Players and GM's should also keep in mind that the Esoteric Accords of Secrecy and Abeyance are heavy on the "Secrecy" concern. Cooperative non-Sanctioned Supernaturals are expected to do their absolute best to stay on the low-down and to exert all reasonable efforts to avoid any sort of scenario where their Supernatural nature is revealed publically. Players with ideas for Innati who are blatantly or obviously Supernatural and lack reliable ways to blend in or pass amongst the norms without arousing alarm are probably headed in the wrong direction.
RESTRICTIONS
Each different type of Innatus category or individual have their own particulars of what they are about and self-define what is and is not allowed. However collectively Innatus abilities are, as the name indicates, innate; which is to say part of who and what a character is. Innati may be "mostly human" or they might be entirely inhuman, but either way they are Supernatural creatures and their abilties stem from this fact.
ARCHETYPES
The following are common Archetypes among those of an Innatus Origin.
  • Daemonsouled: (Cyrus Cimmeriad)
Some rare characters are Possessed by a Daemon, but have managed to retain or regain their free will. Such characters are an odd blend of Daemon and mortal, bending the mystical potency of their Daemon to their own ends and becoming intertwined in a symbiotic relationship, perhaps inextricably.
Typically possessing superhuman physicality, and often various personalized abilities reflective of the personality of the human half of the equation, Daemonsouls are quite probably Damned in the hereafter but can be quite powerful here on earth.
  • Demimonde: (Michaila Bast (descendant of Bast), Ailis McKenzie (descendant of the Morrigan))
Whether they know it or not (and most don't) some characters are the descendants of powerful beings that visited the world in the distant past that were often worshipped as gods, and might display traits associated with such a being.
Thus a distant descendent of the Norse "god" Thor might have unusual strength and an affinity for storms, while a descendent of the Egyptian "god" Thoth might have unusual magical abilities or great natural resistance to magic, and so forth. A player should work with the GM to identify an appropriate being for their character to be descended from and what thematic powers and abilities the chosen being justifies.
  • Eld Folk: (Amani, Griz, Horace Logres)
Mankind is not the only people to walk the Earth, in antiquity or now. Some departed this dimension long ago, others went extinct, but yet still some remain. Some of the Eld Folk are so bizarre or obvious that they must hide themselves, but others can pass as human and live among us. Some kinds of Eld Folk are related to humanity and some can even interbreed.
  • Lycanthrope: (Beau Givens)
Some characters are either hereditary Lycanthropes or have been infected by being bitten themselves. Many Lycanthropes cannot control their urges and bestial natures, but particularly strong willed characters can through force of will maintain their human intelligence, sense of self, and self control. A player should work with the GM to determine what sort of Lycanthrope their character is and the nature of their powers.
If a player character ever loses control (of which there should always be a small chance) and commits some act that would warrant it, they will likely have a bounty placed on their head and become Hunted. Lycanthropic player characters generally should have unusually high EGO and PRE to indicate the abnormal strength of will that allows them to control their state.
  • Prophesized: (Moralynn)
Some characters are the subjects of a prophesy; players should work with the GM to construct a suitable prophesy, inject it into a historical and / or mythological context, and determine what sort of special abilities or benefits it might justify the character to have. Prophesized characters are often quite difficult to kill or permanently harm and often benefit from unusual luck, at least until their prophesy has been fulfilled.
  • Immortal:
Some (very rare) characters have long life or even true immortality stemming from some source. Perhaps a curse, a blessing, a powerful spell or potion, as a side effect of a mystical event, or even just from birth.
Some Immortals regenerate, others ressurect, others reincarnate, and still others simply respawn from some source or phylactery. Regardless of the source or explanation, the practical effect is very long life. Though grouped together for convenience sake, very few Immortals have anything in common other than the fact that they are very difficult or impossible to permanently kill.
  • Vampyrii: (Nikole Thrace)
Some characters are among a very rare few who have been infected by vampirism, either in the womb, by exposure to vampiric blood, or by being deliberately infected by a vampire but not fully turned, but have not actually died and risen again.
Until such a time as they are slain, such characters gain some benefits from their infection, consisting of watered-down versions of typical vampiric physical and mental abilities but not the full-blown Supernatural powers of a true Vampire. Sunlight, vessels of upper planar power (such as Faith), and garlic make a Vampyrii uncomfortable (they suffer a -1 to all resolutions while exposed), but are not directly harmful to them.
Vampyrii feel the attraction to blood, though nowhere near as strongly or as frequently as a full Vampire and feeding on blood does energize them somewhat, but animal blood and chemically produced surrogates are sufficient to slake their thrist. Once a Vampyrii is slain and rises again as a Vampire, they generally should no longer be considered a playable character, as Vampires are on the permanent Hunted list.
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Exorcism
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Daemonsouled
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Iconic \ Pregens
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The Morrigan
The Ancient Mariner
Tudor Brezak
Baraerazil
Cult Of The Red Hand
No Face Man
L'Éminence Nocturne
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Zombie Apocalypse
Bjorn To Ride Easy
Banshee Troubles
Tomorrows Passed
Venus Malefica
Tears of Tierrasola
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We Too Unto DarknessExpand We Too Unto Darkness
Be At Ease, Hunters
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Jon BreggExpand Jon Bregg
Miles HendricksExpand Miles Hendricks
Ebon BelaskoExpand Ebon Belasko
Jonas MailerExpand Jonas Mailer
Clark Dugard
Arc 1Expand Arc 1
Arc 2Expand Arc 2
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Shticks
Dossier
Best Served Cold
On The Road Again
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Shticks
Dossier
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Shticks
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