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This document details a number of assumptions involving the creation of new Player
Characters in the Here There Be Monsters setting. Individual GM's may vary on specific
details.
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ABILITIES
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In a Here There Be Monsters campaign characters are limited to spending their points
on Characteristics, Talents, Perks, and Skills. Special abilities and outright Powers
are available, but only via specific Special Resource Pools, depending upon
their SFX. For instance "Super Skills" (which are called signature abilities in
Here There Be Monsters campaigns) are only available via the Professional Pool,
and mystical "Spells" are only available via the Mystic Pool, and so forth.
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ORIGIN
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All Players must pick one of the provided Origins
for their character, which among other things will indicate the sort of Special
Resource Pool available to that character when starting play. Origins are a very
soft limitation for Here There Be Monster characters as all of the Special Pools
can be unlocked by a given character if the GM allows; characters simply get a "freebie"
unlock based upon their Origin.
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ARCHETYPE
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For each Origin a handful of Archetypes are presented describing various sorts of
characters often associated with each Origin; for instance the Professional Origin
discusses Ex-Military, Survivors, Cryptozooligists, and other backgrounds one might expect to find
among Professionals within the setting. Archetypes are elective; they merely
provide some structure to well recognized broad skills sets that are useful to Hunting
the Supernatural in a general sense. Players are free to use or ignore the idea
of Archetypes to inform their character design.
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RESOURCE POOLS
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Players start with free points with which to seed Resource Pools. The Resource Pools
start off empty, and players use the free points they are granted plus any additional
Character Points they elect to spend. Each character has an allotment of 25 free points to seed their Resource Pools with
during character creation, in addition to their normal Character Points.
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Equipment
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1 : 5
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Vehicles \ Bases
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1 : 2
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Contacts \ Followers
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1 : 2
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Special Pools
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1 : 1
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These 25
free points are not counted as part of a character's point total. Characters can
also spend their Character Points and later Experience Points to further increase
their Resource Pools.
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Every 5 points of Equipment Pool costs 1 Character Point, every 2 points of Contact
/ Follower or Vehicle / Base Pool costs 1 Character Point, and every point of Special
Pools costs 1 Character Point. However, the special costing for Vehicles, Bases,
and Followers applies. For instance, each point of the Contact and Followers Pool
spent on Followers grants 5 points with which to build a Follower per the Follower
rules. This can get a little confusing in theory, but it works out in practice.
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RESOURCE POOLS DESCRIBED
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- Equipment Pool: a characters normal gear, including basic weapons (publically
available handguns, rifles, shotguns), simple body armor, and consumer electronics.
The Kit and Armory concept applies to Equipment; the number rating of the Resource
Pool indicates how much gear a character can carry with them (their Kit); however
they can have more things that are availble to them with time and access (their
Armory). Gear that would be considered "standard" or "street" level in a typical
Dark Champions campaign can be taken in a character's Equipment Pool; more uncommon
and special gear must be taken in an appropriate Special Pool.
- Vehicles and Bases Pool: any vehicles and or bases a character might have.
This Pool is particularly efficient as the normal pricing of Vehicles and Bases
applies, so each point of Vehicle and Bases Pool spent on Vehicles is really 5 points
of Vehicle effect, and similarly each point spent on a Base is effectively 5 points
worth of Base.
- Contacts and Followers Pool: any contacts a character might have; the Well-Connected
Perk reduces the cost of these Contacts as normal. With GM permission this Pool
can also be used to pay for Followers; the normal cost structure for Followers applies
so each point of Contacts and Followers Pool spent on Followers is effectively 5
points worth of Followers.
- Special Pools: Special Pools control a character's access to various sorts
of special abilities and unusual gear. A character's Origin unlocks one Special
Pool during character creation, but the other Special Pools are attainable as well
with extra expenditure and GM permission. Each type of Special Pool is usable for
different things, as described below. The Kit and Armory concept does not apply
to the Special Pools, and a character can only change out abilities in their Special
Pools with GM permission or as a reaction to events that transpire during the game
as the campaign unfolds (such as if special gear is lost or destroyed).
- Mystic Pool: a character pays for enchanted items, spells, mystic powers,
and other supernatural abilities they have out of their Mystic Pool.
- Psychic Pool: a character pays for any psychic items or powers they have
out of their Psychic Pool.
- Believer Pool: a character pays for any relics and / or faith-based abilities
they may have out of their Believer Pool. They can also take something ephemeral
like a one-time boon granted by a powerful being.
- Innate Pool: a character pays for any innate Supernatural abilities, such
as Lycanthropy or Immortality or other abilities that represent a Supernatural character's
normal state of existence from their Innate Pool.
- Professional Pool: a character pays for any special or one-of-a-kind custom
gear and / or signature abilities (i.e. Super Skills) they may have out of their
Professional Pool. "Mundane" equipment considered to be Military or Advanced Military
in a typical Dark Champions campaign can be taken in a Professional Pool by characters
who can justify it with their concept.
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UNLOCKING ADDITIONAL SPECIAL RESOURCE POOLS
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Players can spend extra character points to unlock additional Special Resource Pools beyond
the one they have access to for free via their Origin. First, this requires conceptual
justification and GM's approval. Second it requires the purchase of a custom Talent
per Special Resource Pool.
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Cordelia Voss
is an example of a character that has unlocked a second Origin; in her case she is both a Psychic and a Mystic.
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5 each
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Unlock Special Resource Pool
(Mystic, Psychic, Believer, Innate, or Professional)
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INCREASING RESOURCE POOLS
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Players can spend extra character points to increase the size of their Resource
Pools at the costs indicated previously. A GM might opt to limit the sizes of Resource
Pools on a case by case basis, but by default there is no cap.
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Extra points are purchased as a Perk (if using HERO Designer, use the Custom Perk
and name it appropriately according to what Pool you are increasing).
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MONETARY COSTS OF STARTING EQUIPMENT
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Characters do not have to pay the monetary cost of stuff that they start with in
their Resource Pools; it's assumed that they acquired the stuff (whatever it might
be) prior to coming into the spotlight of the campaign. In the case of Resource
Pools that use the Kit and Armory concept, a character that has more stuff than
they can fit into their Resource Pool must pay the monetary cost for the extra stuff
in their kit from their starting funds.
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AVAILABILITY OF STUFF
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Characters can have mundane, normal, off the self gear in their Equipment Pool.
More unusual items, up to and including rare or unique items, can be taken in Special
Pools based upon their nature and the nature of a given character. Thus a fancy
one of a kind custom gun could be taken in a Professional Pool by a gun-oriented
character, while a Staff of Power could be taken in a Mystic Pool by a magic-oriented
character.
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STARTING FUNDS
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The following assumptions are in effect for starting funds that are easily and freely
available to a character:
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Destitute
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$50
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Poor
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$500
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Normal
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$2,500
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Wealth (1)
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$10,000
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Wealth (2)
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$20,000
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Wealth (3)
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$30,000
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Wealth (4)
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$40,000
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Wealth (5)
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$50,000
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Wealth (6)+
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Not Available for starting PC's
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CHARACTER POINT LEVELS
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This paradigm is expected to be mid powered and to rise into high power as Hunters
gain experience. The assumed point level range of Here There Be Monsters is detailed
under Assumptions.
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It is assumed that new characters in this paradigm start with 75 Base Points and
up to 50 points from Disadvantages (5e, 75+50), or 125 Base Points and up to 50
points of matching Complications (6e, 125/50). This value can be altered by the
GM at will.
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Rather than the starting levels of Resource Pools being arbitrarily set, Player
Characters also get 25 "free" points to seed their Resource Pools with as their
players see fit to allocate them. These extra points do not count as part of the
character's total points. However, a character making full use of Disadvantages (5e) / Complications (6e)
and all of the 25 extra points gained to seed Resource Pools with is effectively a 150 point character.
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CUSTOM GAME ELEMENTS
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The Abilities page details various Skills,
Perks, and Talents that are in use in a Here There Be Monsters campaign. These abilities
count as standard abilities paid for normally by any character regardless of Origin,
not abilities that must or should be taken in Special Resource Pools.
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