Cortex System - Demon Hunters Role Playing Game.pdf

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Who’s to blame
W
riters
Jamie Chambers, Brian Clements, Jimmy McMichael, Matt Vancil, Nathan Rice, Nathan Rockwood, Andy Vetromile
A
dditionAl
d
esign
Cam Banks, Ben Dobyns, Chris Duppenthaler, Don Early, Steve Wolbrecht
e
diting And
d
evelopment
Cam Banks
p
roofreAding
Liz Wilhelm
g
rAphic
d
esign
/ l
Ayout And
t
ypesetting
Digger Hayes
A
rt
d
irection
Renae Chambers
i
nterrior
i
llustrAtion
/ p
hotogrAphy
Jason Engle, Cornelia D. Moore, Marc Studer
s
peciAl
t
hAnks
Leila Aram-Panahi, Lizz Baldwin, Tony Becerra, Scott C. Brown, Stacy Chambers, Chris Clark, Jessica Clements, Cobbler’s
Crystals, Matt DeMille, Tamia Diaz, Andy Dotson, Christian Doyle, Jason Doyle, Shawn Franklin, Mike Gallagher,
Jennifer Gilbert, HeadGames Podcast, Tracy Hickman, Kevin Inouye, Kirk Isaacson, Matt Jay, Barry Johnson, Dirk Kahler,
Anne Kennedy, Brian Lewis, Patrick Levad, Tish Lopez, Jaime Mastromonica, Cindy Messler-Early, Milton Eng, Phil Misner,
Bill Murray, Emily Olson, Jen Page, Kristen Paulson, Steve Payne, Kevin Pitman, Phil M. Price, Cindi Rice, Aaron Rose,
John Frank Rosenblum, John Schock, Shawn Shelton, Matt Shimkus, Jeremy Spray, Jesse Stratton, Wayne Tapia, Tree,
Adam Utley, Margaret Weis, Katy Williams, TJ Williams, Airan Sea Wilson, Kat Wood, Phil Woodard,
Camille Vancil, Greg Vancil, Dom Zook, and the Purple Ninja
d
edicAtion
To each and every teacher, friend, supporter, and fan that we’ve worked, played, and laughed with over these many years:
You’re too numerous to name, and you are reading this due-in-part to, well, you. Remember to not take yourselves too
seriously. From all of us: Thanks, Love, and Butt Kicks
Margaret Weis Productions, the MW Logo, Cortex System, and the Cortex System logo are trademarks owned by Margaret Weis Productions, Ltd. Demon
Hunters Characters and World created by Matt Vancil. Used with permission. © 2008 Dead Gentlemen Productions, LLC. All rights reserved.
I
ntroductIon
.
........................................ 4
Table of Contents
Nationality, Ethnicity, and Origin–icity ........................ 25
Attributes ................................................................. 25
Traits......................................................................... 27
Skills ......................................................................... 28
Skill Rolls ................................................................... 29
Derived Attributes .................................................... 30
Gear ........................................................................ 30
Plot Points................................................................. 31
Character Development ........................................... 31
Advancement Points.................................................. 32
Example of Demon Hunter Creation ........................ 33
D
ice
....................................................... 4
W
arning
.
for
.n
oobs
. ............................. 4
c
hapter
.o
ne
:.a.W
orld
.
of
..
d
ark
.….
er
.….
dImness
............................ 5
Join.THe.War.on.Horror!........... 6
b
roTHerHooD
.
of
.
THe
.c
elesTial
.T
orcH
.... 6
Mission of the Brotherhood ........................................ 7
Brotherhood Training and Recruitment ........................ 7
Mission of the Order................................................... 8
Order Recruitment and Training .................................. 8
T
He
.o
rDer
.
of
.
THe
.i
nfernal
.s
cepTer
........ 8
c
hapter
.o
mega
.f
Ifteen
.......................36
T
He
.e
arTHWalkers
.................................. 9
T
He
.W
orlD
.
of
.D
imness
. ......................... 9 T
raiTs
.................................................. 43
T
He
.g
ooD
.g
uys
. .................................. 11
Clueless Mortals ....................................................... 12
Vampires, Werewolves, and
Demons—Oh, My! .................................................... 9
Assets ....................................................................... 43
Complications .......................................................... 44
Scaling Traits ............................................................. 44
Assets ....................................................................... 46
c
hapter
.t
hree
:.W
hat
.I
t
.t
akes
.............. 42
T
He
.b
ig
-a
ss
.l
isT
.o
f
.T
raiTs
.................. 45
H
isTory
................................................ 12
Complications ........................................................... 66
m
yTHic
.H
isTory
.................................... 12 s
kills
................................................... 73
a
ncienT
.H
isTory
.................................. 13
Benchmarks of Proficiency ........................................ 74
Skill Descriptions ....................................................... 74
p
reTTy
.D
amn
.o
lD
.H
isTory
................... 14
20
TH
.c
enTury
.H
isTory
......................... 15
r
ecenT
.H
isTory
.................................... 16
c
hapter
.f
our
:.W
e
.r
Ide
.......................80
T
erresTrial
.g
eograpHy
. ....................... 17 p
laying
.
THe
.g
ame
................................. 81
Africa ........................................................................ 17
America, North ........................................................ 17
America, South ......................................................... 18
Antarctica.................................................................. 18
Asia .......................................................................... 18
Australia .................................................................... 19
Europe ..................................................................... 19
Hell .......................................................................... 19
Heaven .................................................................... 20
Technology ............................................................... 20
Quantum Magic ........................................................ 21
Ritual Magic .............................................................. 21
Using the Dice .......................................................... 81
When to Roll ............................................................ 82
Unopposed Rolls ...................................................... 82
Opposed Rolls ......................................................... 83
Attribute Rolls ........................................................... 83
Skilled Rolls ............................................................... 84
Unskilled Rolls .......................................................... 84
Complex Actions ...................................................... 84
Modifiers .................................................................. 85
Assistance ................................................................. 86
Gaining Plot Points .................................................... 87
Spending Plot Points .................................................. 88
c
elesTial
.g
eograpHy
............................ 19
m
aD
.s
cience
.
anD
.m
ysTic
.a
rTs
............. 20 p
loT
.p
oinTs
. ........................................ 86
s
pellcasTing
.101:.T
He
.m
ysTic
.a
rTs
..... 90
Mystic Arts Requirements.......................................... 91
Rituals ....................................................................... 91
Sacrifice .................................................................... 91
Playing it Out ............................................................ 92
Getting Distracted ..................................................... 93
Getting Kicked in the Junk by the Universe ................ 93
Ritual Threshold Guidelines....................................... 93
Cheating the Universe .............................................. 95
c
hapter
.t
Wo
:.r
ecruItment
.................... 22
c
HaracTers
.
anD
.s
Tory
......................... 23
c
reaTing
.
a
.n
eW
.c
HapTer
. .................... 23
Recruit ..................................................................... 23
Veteran..................................................................... 23
Seasoned Veteran ..................................................... 23
Concept .................................................................. 24
c
ombaT
................................................ 96
g
eTTing
.H
urT
..................................... 106
Damage Types ........................................................ 107
Fallout..................................................................... 107
Other Injury ........................................................... 107
Conditions .............................................................. 108
The Turn .................................................................. 96
Movement................................................................ 99
Attacking ................................................................. 100
Defense ................................................................. 103
Special Situations ..................................................... 105
Adventure Concepts ............................................... 143
Adventure Structure................................................ 143
Scenes ................................................................... 146
Events, Adventures, and Campaigns ........................ 147
Playing the Parts ...................................................... 149
Game Mechanics and Storytelling ............................ 151
Technology and Magic ............................................. 153
Game Mastering Tips .............................................. 154
H
oW
.
iT
.a
ll
.p
lays
.o
uT
:.a.T
acTical
..
e
xample
. ............................................ 109 b
roTHerHooD
.
of
.
THe
..
H
ealing
.
anD
.r
ecovery
. ...................... 110 c
elesTial
.T
orcH
................................. 160
v
eHicles
............................................. 113
Recovering Stun Damage ........................................ 111
Recovering Wound Damage ................................... 111
Medical Assistance................................................... 111
Hazardous Conditions ............................................ 113
Getting Wrecked .................................................... 114
Vehicle Weapons .................................................... 115
Brotherhood Vehicles ............................................. 115
Chase Scenes ........................................................ 115
Types of Vehicles ..................................................... 115
c
hapter
.e
Ight
:.d
emons
,.a
ngels
,..
and
.I
nnocent
.
bystanders
..................... 159
Anti-Tank Sally ......................................................... 160
Brotherhood Recruit ............................................... 161
Cipher (Standard) ................................................... 161
Cipher (Glitchy) ...................................................... 161
Cipher (Human) ..................................................... 162
Grizzled Veteran ..................................................... 162
Kincaid.................................................................... 162
Purple Ninja............................................................ 163
St. Peter.................................................................. 163
Tree........................................................................ 164
The Amazing Velma ................................................ 164
Demon of the Order .............................................. 165
Sam Hell................................................................. 165
Missy ...................................................................... 165
Order Recruit ......................................................... 166
Johnny “The Demon” Ossesso................................ 167
Master Wu.............................................................. 167
Ninja Vampire ......................................................... 168
Syphilitic Ninja Vampire ........................................... 168
Pound Agent ........................................................... 169
c
hapter
.f
Ive
:.t
he
.W
arehouse
.............. 116
o
rDer
.
of
.
THe
.i
nfernal
.s
cepTer
........... 164
T
He
.W
areHouse
.................................. 117
D
oors
................................................ 117
e
quipping
.y
our
.c
HapTer
.................... 117
Bureaucracy............................................................ 117
Availability ............................................................... 118
Cash Money ........................................................... 118
The Black Market .................................................... 118
General Gear ......................................................... 119
Omega–class Standard Gear ................................... 119
Clothes................................................................... 120
Weapons and Armor .............................................. 122
Specialty Equipment ................................................ 128
Holy Relics ............................................................. 131
Upgrading Your Equipment ..................................... 132
Services .................................................................. 134
c
lan
.
of
.
THe
.g
olDen
.f
ang
.................. 167
T
He
.p
ounD
......................................... 168
s
isTers
.
of
.D
ivine
.r
eTribuTion
. ........... 169
Sister Mary Dillinger ................................................ 169
Nun with a Gun...................................................... 170
Revout.................................................................... 170
Frightened Teenager................................................ 170
High School Witch .................................................. 170
Local Sheriff ............................................................ 171
Mad Scientist .......................................................... 171
Overzealous Hunter ............................................... 171
Tabloid Reporter ..................................................... 172
Tourist with a Camera ............................................. 172
Tweedy Academic................................................... 172
Chris Weiner .......................................................... 173
Vampire .................................................................. 173
Werewolf ............................................................... 174
Zombie .................................................................. 174
c
hapter
.s
Ix
:.h
oW
.n
ot
.
to
.d
Ie
.............136
c
hapter
.s
even
:.p
layIng
.g
od
. ..............137
f
oolisH
.m
orTals
................................ 170
r
ole
.
of
.
THe
.g
ame
.m
asTer
. ................. 138
Running a Game ..................................................... 139
Portraying the World ............................................... 140
D
emon
.H
unTer
.c
onvenTions
..
anD
.T
Hemes
........................................ 140
r
anDom
.s
upernaTs
. ........................... 173
c
ampaign
.s
Tyles
. ............................... 140
Half-Demon ........................................................... 173
m
issions
. ........................................... 141
D
esigning
.a
DvenTures
. ...................... 142
Serious ................................................................... 140
Dead Gentlemen Style............................................ 141
Goofy ..................................................................... 141
Introduction
Greetings, recruit! Welcome to the Brotherhood
of the Celestial Torch. You’ve joined the war on
horror, and you’re ready to fight for heaven to track
down demons, monsters, and prevent Hell on Earth.
Read the tome you now hold very carefully, as it
may hold the keys to survival—though careless use of
this knowledge might well lead to your own doom.
You’ve seen the orientation film—er, you have
watched the film, haven’t you? If not, you might want
to do that right away as it contains the basics—so
now you’re ready to dive into the deep and
dangerous waters of Demon Hunter lore.
This volume contains information on the
Brotherhood and the many terrifying, evil,
supernatural villains that will most likely rip your
entrails out through your eyesockets. Everything
from our history, standard procedures, information
on both high-level Hunters and the most notorious
bad guys, the Warehouse and the most important
Hunting gear, and other stuff that would make this
sentence far too long, will all be found within these
pages.
Another purpose this book serves is to hold
the rules for one of our most important training
tools: Tabletop Simulations. Using the information
in this book, a Demon Hunter team can undertake
a simulated mission and practice tactics and strategy
while honing teamwork and problem-solving skills.
Pay attention during these sessions and you might
last an extra day out in the field. Of course, you
could
just use the rules to play a ridiculously fun game
while eating pizza and drinking high-caffeine soda all
night—but that would be a complete waste of your
time and ours.
D
ice
Nothing is certain in life except death and taxes,
unless you’re a vampire or an accountant. The
randomness is represented in our simulations by the
use of polyhedral dice. We use everything except
d20s, because they are too random even for us. I
mean, seriously. Here’s what you need, at least one
of each—though things’ll go much faster if every
team member brings their own dice.
d
2.•.
d
4.•.
d
6.•.
d
8.•.
d
10.•.
d
12
W
arning for
n
oobs
We’re not going to hold your hand or wipe
your ass for you. You’re going to be thrown into the
deep end of the pool—and it’s probably infested
with radioactive sharks. If you don’t know what a
role playing game is, or think you need an easier
introduction, we’ve got one for you. Go to
www.margaretweis.com
and look for the
Brotherhood of the Celestial Torch Recruitment
Manual. It’s free, and may even be available from
your favorite online hobby vendor. Maybe you
know a fellow recruit who has a copy of the thing
lying conveniently on his nightstand with the trashy
romance novel he pretends he reads just for the sex
parts. It doesn’t matter how you get it—you should
make use of this resource. Just remember, there’s
no crying in the Brotherhood (except when you get
junked
).
Flip the page, and you’ll be ready to learn about
the world we live in, which should provide enough
nightmare fuel to last you a month.
  Junked means “kicked in the ‘nads.”
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