Some players might have the preconception that in a setting with Supernaturals in
it a mere "mundane" is not worth playing. Nothing could be further from the truth.
Professionals are the most flexible, least limited Origin. Professionals practically
never need to worry about hiding their abilities to avoid Sanctioning, and with
the use of some of the custom Talents and Super Skills available in Here There Be
Monsters settings they can be incredibly competent.
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Characters that are not themselves Supernatural and rely upon special gear and /
or extreme "skill" should choose the Professional Origin, which unlocks the Professional
Special Resource Pool for free.
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PROFESSIONS
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Professionals can come from any "mundane" background, have any set of skills, and
any sort of justification for how they became aware of the Supernatural World and
got involved in it as a Hunter. Revenge is a common theme with Professional Hunters,
but so is greed (monster bounties are quite lucrative...assuming you survive to
collect), and thrillseeking (taking on a hostile and capable Supernatural is an
extreme adrenaline rush).
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Some Professionals are full time Hunters, making their living entirely off of bounties
or personal investments and wealth, but others still have a "day job" and labor
in the mundane world in between Hunts.
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ABILITIES
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Professionals can use their Professional Pool for special gear, signature abilities
(Super Skills), martial arts styles, and combat skills.
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Overall Skill Levels
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Overal Skill Levels purchased in a Professional Pool benefit from a 2 point price
discount. Thus in 5e they cost 8 points each, and in 6e they cost 10 points each.
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Signature Abilities (Super Skills)
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Some professionals have developed signature abilities, also known as "super skills",
which mark them out as more competent than the average person.
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All signature abilties have the special effect (SFX) of extreme but mundane competence.
The Professional is doing something that a sufficiently well-trained and capable
normal person could theoretically do under ideal conditions, but very reliably,
or to an unusual level, while in difficult circumstances, etc. This is the stuff
of action movie stars and pulp heroes.
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- All signature abilties (Super Skills) should comply with at least one of
the following:
- Have a Real Cost of 10 points or less
- Require a Skill Roll (Limitation)
- Be constructed as a Skill or Skill Level
- Have at least -1/2 in total Limitations
- Represent a common trope of the action-adventure genre or "heroic cinema"
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Some example signature abilities are included
below for reference, but Professionals that are considering one or more such abilities
are encouraged to make custom signature abilities to personalize themselves.
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Martial Arts and Combat Skills
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While characters of all Origins can buy martial art manuevers and combat skills
in the normal fashion, a Professional can also opt to purchase some or all of their
martial arts manuevers and combat skills via their Professional Pool.
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This allows a Professional character to use some or all of their 25 free Resource
Points at Character Creation to offset the cost of martial arts manuevers and combat
skills.
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High End Gear
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In the Here There Be Monsters setting, Military grade or equivalent gear can only
be taken in a Professional Pool (rather than the price-discounted Equipment Pool).
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Such rare (perhaps even unique) gear is part of the character's identity. Professionals
that have invested in such items can reasonably expect to be able to replace them
with same or equivalent items via in-game means should theirs be lost or broken.
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With GM's permission a Professional can also occasionally swap out such items for
other high-end gear, though not with the same ease and frequency as gear can be
swapped in and out of the Equipment Pool. This allows a Professional to occasionally
"upgrade" their stuff or just decide to change their focus.
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NOTE: While advanced body armor, grenades, customized firearms, and similar high
end combat oriented gear is taken in a character's Professional Pool, a player still
must justify such items via their character's concept and backstory.
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Deadly Blow and Weapon Master Talents
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NOTE: this one is kind of a big deal...
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In the Here There Be Monsters setting, the Deadly Blow and Weapon Master
Talents can only be taken in a Professional Pool.
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This allows Professionals to remain competitively lethal in the company of supernatural
Hunters with strange powers, spells, innate abilities, and so forth.
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Professional Edge Talent
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In the Here There Be Monsters setting, the following custom Talent can only be taken
in a Professional Pool
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1 / level
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Professional Edge: a character with this ability can force a re-roll once
per session per level per segment. This can affect one of their own rolls, or the
roll of an opponent in the same scene that would negatively impact the character.
Any kind of dice roll, including 3d6 resolutions, damage, and effect rolls can be
selected.
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If an opponent being forced to re-roll also has a level of Professional Edge available,
they can expend a level to cancel the affect and thus avoid having to re-roll.
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ARCHETYPES
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- Former Miltary: (JB
Rochefort) a seemingly disproportionate number of Hunters have a military background;
whether because they deliberately became involved in Hunting during or after their
military service, of if they just happened to get attacked and survived thanks to
their training varies.
- Ex-Cop: (Jake Donaldson)
Cops are more likely than just about any "mundane" career to come face to face with
monsters, and some of them drop out of the thin blue line to become Hunters after
being exposed to something far worse than a merely human mugger or murder.
- Occult Investigator: (Alyssa
Meeks) some Hunters have the sleuthy detective skills and detailed esoteric
knowledges to allow them to detect the handiwork of monsters, follow the clues,
nail the bastards down, and solve crimes of a Supernatural nature.
- Cryptozooligist: (Miriam
Warren) some Hunters were once fringe-scientists whose hunts for cryptids and
other odd creatures led them into the dark world of monsters and Hunting.
- Slayer: (Antony
Scantanelli) some Hunters are specifically bent on Hunting and being a general
nemesis to a particular type of monster; Vampires most commonly. They may or may
not bother with other types of targets along the way.
- Martial Artist: (Jimmy
Chen) some Hunters are world-class martial artists, fighters, and scrappers,
who dare to pit their hand to hand expertise against monsters.
- Survivor: (Killroy)
some Hunters were once normal folks from just about any walk of life, whose safe
little world was shattered by some kind of contact with a monster. They survived
and somehow became involved in Hunting monsters down...maybe for revenge, maybe
just because its more exciting than being a CPA or a cubicle-dwelling wage slave.
- Mercenary: (Trey Halford)
some Hunters are just in it for the money. Guns for hire, or big bounty chasers,
for them Hunting is simply a business. And business is good!
- Big Game Hunter: (Clark
Dugard) some Hunters started out as simple mundane hunters of deer and such,
and had a brush with the supernatural while pursuing their hobby out in the wilderlands
and got a taste for a new kind of prey.
- Legacy: (Amanda Knox)
some Hunters are raised to "the life" by Hunter parents. For them, Hunting is
normal. They often have deep practical knowledge regarding Hunting, and sometimes
have access to information or family contacts. A few even inherit "family reputations";
and enemies to go with them.
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Example Signature Abilities
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Defensive Attack (Ranged)
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When making a Multiple / Autofire Attack (APG 38), the character suffers -2 DCV
penalty instead of the normal 1/2 DCV penalty (10 Active Points); Ranged (-1)
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Real Cost: 5 points
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Defensive Gunfighting
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+1 DCV (5 Active Points); Only versus ranged combat (-1)
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Real Cost: 2 points
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Excellent Climber
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Clinging (normal STR) (10 Active Points); Requires A Roll (Skill roll; Climbing;
-1/2)
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7 points
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Good Balance
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Knockback Resistance -1m
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Real Cost: 1
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Good Shooting Technique
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Area Of Effect Accurate (1m Radius; +1/2) for up to 40 Active Points of RKA (20
Active Points); OIF (Pistol of Opportunity; -1/2), Extra Time (Full Phase, -1/2),
Only While Using Brace Maneuver (-1/4)
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2 END
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Real Cost: 9 points
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Hail Of Gunfire
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Autofire (3 shots; +1/4) for up to 50 Active Points of Ranged Killing Attack (12
Active Points); OAF (Requires two pistols of opportunity; Requires Multiple Foci
or functions at reduced effectiveness; -3/4)
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1 END
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Real Cost: 7 points
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Heavy Hitter
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Hand-To-Hand Attack +2d6, Penetrating (+1/2) (15 Active Points); Extra Time (Full
Phase, -1/2), Hand-To-Hand Attack (-1/4)
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1 END
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Real Cost: 8 points
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Heroic Healing Rate
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Regeneration (1 BODY per Day)
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Real Cost: 4 points
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Intense Resilience
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Resistant Protection (8 PD), Hardened (+1/4) (15 Active Points); Restrainable (-1/2),
Nonpersistent (-1/4)
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Real Cost: 8 points
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Melee Awareness
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+2 DCV; HtH (-1)
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Real Cost: 5 points
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Only a Flesh Wound
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Resistant Protection (8 PD/8 ED) (24 Active Points); Does not protect from first
point of BODY (-1/2)
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Real Cost: 16 points
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Roll With It
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Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A Roll (Skill
roll, -1 per 20 Active Points modifier; Must be made each Phase/use; Breakfall;
-3/4)
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Real Cost: 17 points
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Trained Senses
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+2 PER with all Sense Groups
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Real Cost: 6 points
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