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16:28, 1st May 2024 (GMT+0)

Fellhunters.

Posted by The GMFor group 0
The GM
GM, 189 posts
Wed 19 Apr 2023
at 13:55
  • msg #1

Fellhunters

--Thinking:
--using logic
--solving puzzles
--outwitting someone

--Fighting:
--up-close combat with weapons,
--weaponless brawling,
--feats of strength

--Foraging:
--surviving (in the wild),
--medicine,
--archery (incl. crossbows and using thrown weapons, but not firearms),
--using firearms,
--guiding,
--scouting,
--riding (includes driving a carriage or wagon)

--Sneaking:
--dodging,
--escaping bonds,
--hiding,
--concealing something,
--moving quietly


--Crafting:
--forging (doesn't include guns/ammo),
--repairing,
--building,
--appraising,
--gunsmithing (includes ammo)


--Carousing:
--drinking,
--cooking,
--charming,
--bargaining (includes haggling),
--making music,
--telling stories (includes Knowing Lore),
--gambling


--Magic:
--Elemental missile (Magic)
(fire=burn, ice=freeze, lightning=shock, air=knockdown, etc.)
--Piercing missile (Magic) (ignores armor AND can ignore cover)
--Sacred Shield (Sacred Magic) (chance to block or weaken one magical effect
--Heal Wounds (Sacred Magic)
--Turn Undead (Sacred Magic)
--Sanctify Ground/Water (Sacred Magic)
 (You may create new ones with the GM.)




--Gear: It's presumed that EACH PC will start adventuring with the basics of what you need:
----clothes, AND 1 change of clothes OR 1 item of armor, if you want it
----2 non-magical weapons of your choice (and ammo, if needed) OR 1 non-magical weapon (and ammo, if needed) and 1 shield, if you prefer
----a big backpack, including bedroll for camping
----won't-spoil-soon types of food and water to last for many days
----Supplies (coins to buy stuff, in other words)
----and 3 uses of Adventuring Gear. When you need something specific-- rope, a crowbar, a piece of flint for starting a fire-- just mark off one of your three uses of Adventuring Gear, and say "I pull a length of sturdy rope from my pack." You can get more Adventuring Gear (up to 3 again) at any Haven.






Character Kits:

--Witch Hunter:
--up-close combat with weapons,
--using firearms,
--Sacred Shield (Sacred Magic) (chance to block or weaken one magical effect)
6/4
sword

--Interrogator
--using logic
--outwitting someone
--charming
3/7
dagger


--Sun soldier
--up-close combat with weapons,
--archery (incl. crossbows and using thrown weapons, but not firearms)
--using firearms
8/2
sword and shield, leather armor


--Mine delver
--hiding
--moving quietly
--telling stories (includes Knowing Lore)
5/5
pickaxe but the axe part is a hammerhead instead


--Sun Scholar
--using logic
--solving puzzles
--telling stories (includes Knowing Lore)
3/7
dagger


--Wise Man/Woman
--using logic
--solving puzzles
--telling stories (includes Knowing Lore)
3/7
flintlock pistol


--Consecrator
--Sacred Shield (Sacred Magic) (chance to block or weaken one magical effect
--Turn Undead (Sacred Magic)
--Sanctify Ground/Water (Sacred Magic)
3/7
mace


--Gunner
--using firearms,
--gunsmithing (includes ammo)
--repairing
4/6
wheellock pistols


--Knight
--up-close combat with weapons,
--riding (includes driving a carriage or wagon)
--repairing
8/2
sword and shield, plate armor (2/2)


--Star Scholar
--telling stories (includes Knowing Lore)
--Elemental missile (Magic) (fire=burn, ice=freeze, lightning=shock, air=knockdown, etc.)
--Piercing missile (Magic) (ignores armor AND can ignore cover)
3/7
flintlock pistols


--Torcher
--up-close combat with weapons,
--archery (incl. crossbows and using thrown weapons, but not firearms)
--gunsmithing (includes ammo)
4/6
Bow and arrows, torch


--Woodman
--surviving (in the wild),
--archery (incl. crossbows and using thrown weapons, but not firearms)
--scouting
5/5
Bow and arrows


--Spy
--hiding
--concealing something
--moving quietly
3/7
daggers







Witch: Confuse, scream, float
3/7
dagger


Berserker: berserk, roar, break through
8/2
big axe


Werewose: change to animal, scout, escape bonds
6/4
dagger


Black reader:
--medicine
--up-close combat with weapons
--escaping bonds
3/7
scalpel


abomination: feat of strength, weaponless brawling, escaping bonds
7/3



Lakeman, bogman: hiding, feats of strength, escaping bonds
4/6


Vampyr: change form, summon animals, feats of strength
6/4
dagger


Ghoul: feats of strength, weaponless brawling, move silently
5/5



Archfey: hiding, confuse, charming
3/7
+1 dagger, may become cursed (or may not)


Black graverobber: feats of strength, move silently, up-close combat with weapons
8/2
shovel



Blackguard:
--up-close combat with weapons
--riding (includes driving a carriage or wagon)
--feats of strength
8/2
sword and shield, plate armor



Starless: extinguish normal light, move silently, elemental missile
3/7
flintlock pistols


Black gunner: using firearms, elemental missile, move silently
4/6
wheellock pistols


Defiler: Magical Armor, Summon Undead, Desanctify Ground/Water
3/7
dagger


Dwarven:
--up-close combat with weapons
--forging (doesn't include guns/ammo)
--repairing
8/2
pickaxe


Pixies: Magical Healing, escaping bonds, telling stories (includes Knowing Lore)
3/7
Special armor: Tiny, hard to hit 2


Elf: hiding, move silently, scouting
3/7
bow and arrows, short sword
This message was last edited by the GM at 20:00, Wed 19 Apr 2023.
The GM
GM, 190 posts
Wed 19 Apr 2023
at 20:01
The GM
GM, 191 posts
Wed 19 Apr 2023
at 20:36
  • msg #3

Fellhunters

The Roman Empire never fell.

The calendar was reset in year 0, for that is the year that holy men became able to work small miracles.

That was the year the monsters became more active, too, especially the Slavic vampyrs.

The Church of Apollo organized and fought back, hard, and started taking over territory and expanding, west and north... Soon the Church absorbed not only the celtic Lugh and the Norse Sol but also the Slavic Dazhbog, the Lusitanian Neto (Portugal), the Basque Eki, and the Gaulic Belenus.

So it is that the symbol of the septagon became the symbol of the Church (with one point always pointing upward.

For 1000 years, the Church grew, and increasingly fought.

In the year 1000, the Church grew so strong that the reports of monsters slowly decreased.

Then, in 1500, this reversed.

Vampyrs staged and organized and very successful attack on Rome, although it descended into chaos after a few days as the newly-turned vampyrs began to attack one another. The damage, however, was done. The Black Forest began to grow once more to its ancient boundaries. Copies of the forbidden Black Book began to once again circulate.

Worst of all, though, the forces of darkness decided that the best way to break the strength of the Church was to subvert the agents of the Church itself.

It was a gambit that the forces of both light and darkness came to regret, for the agents of the Church, turned to darkness, turned out to be worse than the worst monsters had ever been.

It is now 1523.

Humanity lives by day only, huddling by night behind sturdy doors and strong walls. Contact with the rest of the world has been cut off-- there has been no word for 23 years from Africa, nor from the New World, nor from the Ottoman Empire nor Russia. Europe is alone.

What's left of the Church's forces have been forced to work with the more cooperative of the well-meaning monsters, not just against them.

Elves, dwarves, werewoses, and pixies and more can earn the trust of the Church's agents in fighting greater evils: vampyrs, blackguards, starless, and defilers.
This message was last edited by the GM at 21:36, Wed 19 Apr 2023.
The GM
GM, 192 posts
Thu 20 Apr 2023
at 01:02
  • msg #4

Fellhunters


Londinium (London)

Dubris (Dover)

Olissipo, Hispania (Lisbon, Portugal)

Antwerp, Belgium

Hammaburg, Germania

Berlin, Brandenberg

Turicum (Zurich)

Treverorum (Trier, Germany), on the edge of the black forest

Aquincum (Budapest, Hungary)
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