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Skip Navigation LinksHere There Be Monsters>Paradigm>Assumptions
Paradigm Key Notes Assumptions Starting
House Rules Gear Abilities (Summary) Abilities (Skills)
Abilities (Talents) Abilities (Perks) Abilities (Powers)  
Assumptions
The following options are assumed to be in effect for this paradigm.

Option

Selected

Option

 
No NCM   X NCM
Powers Available O   Powers Not Available
Super Skills Available O   No Super Skills Available
Combat Luck Allowed X   No Combat Luck Allowed
No Deadly Blow Allowed   O Deadly Blow Allowed
 
Literacy Standard X   Literacy Not Standard
No Weapon Familiarity   X Weapon Familiarity
No Armor Familiarity X   Armor Familiarity
No Transport Familiarity   X Transport Familiarity
No Skill Maxima 14- Skill Maxima
No STR Minima   X STR Minima
Superheroic CSL Conversion   X Heroic CSL Conversion
 
No Encumbrance   X Encumbrance
Knockback   X Knockdown
Generalized Damage   X Hit Location Damage
No Long Term Damage X   Injury & Impairment Damage
Normal Damage Default   X Killing Damage Default
No Long Term Endurance   X Long Term Endurance
END Cost = Active Points / 10 X   END Cost = Active Points / 5
 
Equipment Costs Points   X Equipment Doesn't Cost Points*
Bases & Vehicles Cost Points   X Bases / Vehicles Don't Cost Points*
Followers Cost Points   X Followers Don't Cost Points*
 

*Resource Pools as described in the Starting Character guidelines are in effect

O: By Origin X: Selected
HEALING: COMMON TO RARE
Combat effective Healing is somewhere between common to rare depending on how much of a role the Supernatural plays in a given Hunter team. A group with one or more Mystics, Psychics, or Believers might have quite good access to better than modern medical healing on a frequent basis. On the other hand, it is equally likely that a given Hunter team has no such access. In addition to Supernatural options, some high tech first aid kits might be represented by Healing at the GM's discretion.
Here There Be Monsters characters get hurt often and might have some residual damage from previous encounters. However, out of combat healing is fairly common assuming a character can afford professional medical treatment in a high tech facility.
It is expected to be very common for characters to have various means of self-healing or recovering, and / or lots of BODY.
Here There Be Monsters is primarily episodic in nature, and characters will generally have time to recover off-screen between episodes.
While high tech medical facilities can save a character from the verge of death if they are accessible, there is no mundane form of resurrection. Some Supernatural aspects might allow resurrection, but nevertheless it should be an edge case.
A GM might want to consider having all players prepare and maintain an "understudy" character that is ready to be brought into play fairly quickly in the case of the untimely death of their primary character.
CHARACTER POINT LEVELS
This paradigm is expected to be mid powered and to rise into high power as Hunters gain experience. It is assumed that new characters in this paradigm start with 75 Base Points and up to 50 points from Complications. This value can be altered by the GM at will.
HIGH / LOW
A GM can easily kickstart the campaign to a higher level of play by granting Experience to characters to represent their status as veteran adventurers when the campaign starts, but this is not as common in this paradigm. Similarly the GM could downscale the characters to represent that they are somewhat green when the campaign starts
EXPERIENCE
In play GMs should be somewhat fluid with XP awards to encourage a sense of growing power and so that the scale of the antagonists can be ramped up as the group gets saltier. Without this feeling of ascending scale a sense of boredom can set in; you can only kill so many zombies before it becomes boring and routine. There are always bigger, more dangerous missions that can be cooked up to maintain the challenge level, and when a GM starts to feel like the game is in a comfortable place the XP flow can be tapered off to keep the PC's in that point range for a while.
RELATIVE POINT LEVELS
The following chart vaguely indicates relative status levels by adjusted character points. The titles are not intended to have any literal meaning; they are just intended to give an idea of the status of a character with that many character points relative to the setting.
Relative Status Character Points Max Complications Starting Experience Total Points
 
Noob 25 25 0 25
Neophyte 100 50 0 100
 
Youngblood 125 50 0 125
 
Pro 125 50 25 150
Veteran 125 50 75 200
Hero 125 50 125 250
Champion 125 50 175 300
Famous 125 50 225 350
Legend 125 50 300 425+
 
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InnatusExpand Innatus
Professional
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Alchemist
Occultist
Wizard
Mysterian
Spellbinder
Elementalist
Invoker
Necromantist
Daemonologist
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Suppressor
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Exorcism
Intervention
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Daemonsouled
Demimonde
Eld Folk
Immortal
Lycanthrope
Prophesized
Vampyrii
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Iconic \ Pregens
NPCs
DossiersExpand Dossiers
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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
Scroll up
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Shticks
Dossier
Best Served Cold
On The Road Again
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Shticks
Dossier
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Shticks
Scroll up
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Shticks
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Session 1
Session 2
Session 3
Session 4
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Session 1
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