Coming in 2016 - Bump in the Night
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@Lithium said:
Not sure if I like the direct movie connection or not, but whoever this mortal is, he's a bad ass to take on 5 vamps, kill 3, and kidnap one
The cheesily named D.B. Hellsing is going to be a folkloric figure who probably embellished a lot of things. His notes will be a thing people can find and interact with.
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So development is humming along quickly. We have the basics of the setting hammered out, a few house rules and overall guidelines up and running. Hosting is managed, wiki is under construction.
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Post links!
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@Miss-Demeanor - We aren't that far ahead of schedule yet, there would be nothing there to see but some skeletal wiki stuff.
However, here is a nice juicy preview for everyone.
Factions on BITN: Cooperatives and Posses.
BITN has two levels of factions a player character can belong too: The Cooperative (Co-op) and the Posse.
A Cooperative is a larger group, which is often made of various Possees and free members. They are the BITN equivalent to the "choice" splat in various CofD games (Tribe, Covenant, etc). All Cooperatives on BITN are represented by the Cooperative merit, which is rated 1-5 dots. At game launch we will have 4-6 pre-made cooperatives, as well as guides to create your own.
There are three general classes of Cooperatives, based on how they hunt, called a Cause. Territorial cooperatives, philosophical cooperatives, and prey cooperatives. Territorial cooperatives specialize in defending a particular geographic area, such as a town or a university or mall. Philosophical cooperatives protect a type of person, such as women, children, or wealthy white men. Finally, prey cooperatives focus on a particular monsters, such as ghosts, vampires, or aliens.
A Posse, on the other hand, is the individual group of hunters who take the fight to the supernatural. A Posse is a group of 3-8 PCs that can share certain merits (Safe Place primarily) and work as a unit. Most members of a Posse belong to the same Co-op but this is not mandatory.
And for a bonus, a preview Co-Op:
Barrack Y
Overview: A group of Maryland State Police Troopers and retirees who have come together to protect the people from threats outside the law.Class: Philosophical
Cause: Supernatural crimes that have come to the attention of law enforcement but have been deemed โunsolvableโ. Barracks Y doesnโt officially exist, obviously, but many cops, prosecutors and other Criminal Justice professionals will bring a case to their attention, and their cause will be to solve that case, off the books.
Prerequisite: 2 or more dots of Social Merits related to Maryland State PoliceBenefits:
1 - Investigation (Supernatural Crime Scene)
2 - 9 Again for rolls related to the Cause.
3 - Merit: Eye for the Strange.
4 - Trained Observer 3
5 - Characters with this much clout either have access to staggering amounts of information they can access (Library 3: Occult); or a large, communal stash of materials and weapons specially designed to combat the supernatural (Esoteric Armory 3). -
Cool to see progress. Hope it all goes smoothly and y'all have plenty of fun with it.
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Should I keep teasing people with previews, or just show up one day and be like "We open bitches!"?
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@tragedyjones said:
Should I keep teasing people with previews, or just show up one day and be like "We open bitches!"?
I like the previews, but then I'm privy to them early.
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@tragedyjones I demand updates, sir!
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I enjoy the previews!
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Since I won't be playing, the actual opening announcement will mean little to me, but showing off neat bits in previews is fun. So I vote more previews.
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Fine, ugh!
Here we have the second of our pre-generated PC factions, The Redeemers.
The Redeemers
Overview: Not everyone who takes up arms against the night does so to kill. Some hunters find the term monster hunter to be too violent and permanent. These men and women seek not to kill, but, whenever able, to convert the monsters to the side of Humanity. The Redeemers are one of the larger cooperatives in the region. While they are certainly aware of and influenced by the Compendium, they clearly do not hold the same ideals as the author. As a larger organization, the Redeemers have divulged into two branches, the Apprehenders and the Rehabilitators. Both hold the same goal, but they work at different ends of the spectrum.
Class: Philosophical (Rehabilitators)/Prey (Apprehenders)
Cause: The Redeemers seek to convert the more human of monsters back to the flock of humanity. While many Redeemers come from a religious background, not all do. They are simply men and women of good intentions, if not questionable logic and sanity. Apprehenders take up arms and do everything in their power to bring monsters into custody, without permanently maiming or killing them. Rehabilitators, meanwhile, are the more scholarly branch of the Redeemers, who utlize psychology, biology, faith, mysticism and pseudoscience in an effort to cure the afflicted.
Pre-Requisites: Empathy 2+, Academics, Occult or Science 2+ (Rehabilitators) / Empathy 2+, Brawl, Athletics or Weaponry 2+ (Apprehenders)Benefits (Rehabilitators):
1 Rehabilitators gain a specialty in Academics, Empathy, Occult or Science related to their Cause
2 9-Again on rolls related to curing and integrating Monsters
3 Access to regional Redeemer support, in the form of 2 dots assigned to Mentor or Safe Place
4 Two dots of Sympathetic Monster and Interdisciplinary Specialty for their bonus specialty
5 The Rehabilitator may spend a Willpower Point every day to empower a Safe Place that is constructed to Redeemer Guidelines (either one they created or one provided through this merit) to apply a penalty equal to the Safe Place on the use of all Supernatural Effects not used by a Redeemer.Benefits (Apprehenders):
Apprehenders gain a specialty in Athletics, Brawl, Empathy or Weaponry related to their Cause
2 9-Again on all rolls to apprehend and investigate their prey.
3 Access to Regional Redeemer support, in the form of 2 dots assigned to Allies or Safe Place
4 Aura Reading
5 Three dots of Numbing Touch -
Also, what, you may ask, is a Sympathetic Monster? It is a homebrew Supernatural Merit!
Sympathetic Monster (1-5 dots)
Effect:Your character has a friend, family member, or other associate who, in general is fairly kind to them. Along with the Storyteller, you can design a creature with up to one Dread Power or dot of Potency for each point invested in this merit. This creature is not a retainer, but will be available to assist the character when relevant, usually in plots. Storytellers should be inclusive of Sympathetic Monsters where reasonable.Drawback: The more powerful the creature, however, the more likely it is to betray you. Once per week, staff will roll a dice pool equal to your Integrity minus the dots in this merit. On a failured roll, the Monster grows more powerful, granting a temporary dot in this merit, but the monster's actions result in an immediate need for a Breaking Point roll. Furthermore, Sympathetic Monsters over 2 dots gain a Bane and other characters may react poorly to those who are chummy with their vampire sister.
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@tragedyjones said:
Also, what, you may ask, is a Sympathetic Monster? It is a homebrew Supernatural Merit!
Sympathetic Monster (1-5 dots)
Effect:Your character has a friend, family member, or other associate who, in general is fairly kind to them. Along with the Storyteller, you can design a creature with up to one Dread Power or dot of Potency for each point invested in this merit. This creature is not a retainer, but will be available to assist the character when relevant, usually in plots. Storytellers should be inclusive of Sympathetic Monsters where reasonable.Drawback: The more powerful the creature, however, the more likely it is to betray you. Once per week, staff will roll a dice pool equal to your Integrity minus the dots in this merit. On a failured roll, the Monster grows more powerful, granting a temporary dot in this merit, but the monster's actions result in an immediate need for a Breaking Point roll. Furthermore, Sympathetic Monsters over 2 dots gain a Bane and other characters may react poorly to those who are chummy with their vampire sister.
Once per week staff will roll dice? Will this be based on a job entered by the player?
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It should probably be automated.
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@skew said:
@Sovereign said:
Since I won't be playing...
Why not?!
Because he has no soul and cannot feel joy.
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Ugh at this rate I am going to be ready to open by March. The horror.
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Double Post: Does anyone have any ideas they would like to see for a pre-created Cooperative?
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YAY! And yes!
I would love to see a group that's kinda mad science-y. People that want to know everything about the monsters, so they try to capture and experiment/dissect them. Proooooooobably not the nicest people ever... but its for SCIENCE!
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@Miss-Demeanor said:
YAY! And yes!
I would love to see a group that's kinda mad science-y. People that want to know everything about the monsters, so they try to capture and experiment/dissect them. Proooooooobably not the nicest people ever... but its for SCIENCE!
We were actually talking about mad scientist co-op the other day.