I finally burned through enough of my TV backlog to start watching Supernatural from the beginning. One of the interesting things about the show setup is that most monsters seem more than a match for even the most elite of humans (at least in season 1; I’ve heard there may be a bit of power creep later). Even the guy with the best combat training in the world is screwed going up against any monster, if he doesn’t have tools to exploit their weaknesses. The monster hunters that scare the things that go bump in the night don’t do so because they’re inherently badass, and able to win a straight fight. Instead, competence is defined by knowledge of monster weaknesses, skill at exploiting them, access to materials and rituals, and ability to track them while remaining off the grid.
This is not typical for RPGs.
Normal character advancement, particularly in level-based games but even in skill-based ones, allows an ongoing ramping of combat capability. Something that is a tough fight when you start out becomes a speedbump later on, just based on sheer defense and offense.
This rules hack looks to move the cheese a bit: combat capability becomes directly tied to knowledge of creature weaknesses and ability to exploit them. Importantly, even a highly trained hunter isn’t able to mow through a squad of cops or soldiers, and is also vulnerable to unexpected or unknown monstrous threats. Your power is highly invested in your ability to cheat against the supernatural, not in becoming superhuman yourself.
The system is phrased generically, for a skill-based game with a fairly linear progression of trait ratings to power level. It probably works directly with something like Storyteller or Unisystem, but needs some additional hacking for other systems with different ways of expressing competence. It’s also deliberately simple, so it’s easy to make threats on the fly. If you prize more simulationist outputs, it makes sense to move the benefits into specific things like damage and damage resistance.
Core System Elements
- Supernatural creatures generally have combat dice pools beyond the maximum available to even highly-trained mortals. In a stand-up fight, even the weakest creature has an advantage against a mortal with maxed-out combat traits. The most powerful creatures have somewhere around double the trait total available to mortals (e.g., in Storyteller, creatures generally have combat pools from 11-20).
- Characters can buy Lore skills for different creature types. These are fairly granular by type: knowing how to fight vampires doesn’t help against witches or ghosts, and may not even help against ghouls. The GM should create these skills based on similarities of in-setting combat capabilities and weaknesses. For things that are similar, but not totally similar, you might allow the player to apply the similar lore at a penalty, or just roll things up into hierarchical groups (e.g., having good ratings in Vampire, Ghoul, and Zombie lore also buys up a Corporeal Undead catchall that applies to a newly encountered undead monster).
- Characters can also buy gear access traits, which represent having reliable, fast, cheap sources for custom weaponry, ritual components, and other monster-hunting tools. These are broken up by rough classification as makes sense to the GM (e.g., Custom Metal Weapons, Herbs and Oils, Unusual Ammunition, Ritual Tools, etc.; basically anything you might be like, “I know somebody that can probably get us…”). Improving these specific gear access traits should also gradually improve a Standard Loadout trait that represents common monster-hunting tools easy to hand; high ratings represent having highly-customized weapons good against a wide range of threats, and other gear that’s been extremely efficiently arranged to be quick and easy to hand. You might make these a shared expenditure for the whole party.
- Experience pricing should make it cheap enough to have an extensive assortment of Lores and Gear traits by the end of the campaign, along with a moderate improvement in non-hunting traits.
- If you are blindsided by a monster and you can barely figure out what you’re dealing with, your combat total is your appropriate Lore plus Standard Loadout if that’s smaller than your normal combat total. For example, if you’re jumped by a vampire, your normal Dex + Melee 7 is superseded by your Vampire Lore + Standard Loadout 4. Monsters go through highly trained combatants with no monster lore just as easily as total bystanders, because they’re all basically limited to trait 0s due to their lack of lore and gear.
- If you’re going on the offensive with a solid idea of what the target is weak to (or at least have time to set up an intentional defensible position) you can instead add your appropriate Lore plus Standard Loadout to your total. In the original example, Dex + Melee + Vampire Lore + Standard Loadout 11 is used to attack vampires on purpose.
- If you have a lot of time to prepare, you can replace everyone you equip’s Standard Loadout with a higher total based on acquiring customized exploits (the rolls and costs involved left as an exercise for the GM, based on the world simulation and how a monster’s specific weaknesses work; you may need to combine weapons, ammo, herbs, etc. to get the right mix of exploits).
- Even neophyte hunters/interested bystanders/potential victims with Lore 0 can be included in the second and third point with a briefing by a character with the right Lore. A non-superstitious combat badass might go down as easily to a vampire as anyone else when blindsided, but becomes a big asset when told, “Those were vampires. Here are the things you need in order to kill them…” (Lore remains relevant, as it covers knowing a lot of very specific tricks and maneuvers beyond just a general weakness overview.)
For the full Supernatural feel, it’s also worth emphasizing investigative traits and things that let you escape from danger and remain hidden from organized foes until you’re ready to strike. Even a totally clued-in master hunter would prefer to attack from surprise rather than being ambushed.