Supernatural RPG - Corebook - Ebook download as PDF File .pdf), Text File .txt ) or read book online. May 1, Supernatural RPG - Corebook - Free ebook download as PDF File ( .pdf), Text File .txt) or read book online for free. In the Supernatural Role Playing Game you and your friends play hunters from the world of The "Supernatural" Book of Monsters, Spirits, Demons, and Ghouls .
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Supernatural Role Playing Game book. Read 6 reviews from the world's largest community for readers. The truth hurts and there's no use sugarcoating it. G. I am desperatly searching for a copy (book or pdf) of both the Supernatural RPG Corebook and Guide to the Hunted, but neither the Margaret. Supernatural: Role Playing Game is a role playing game (RPG) developed by Single copies of the Supernatural Role Playing Game Corebook were sold at.
Ill just say that theres something about experiencing scary stuff thats more satisfying when youre with other people, all freaking out together. So Im glad this game has come into being. You can gather in a like-minded group, turn down the lights, and egg each other on.
Dont forget the pie. For extra veracity, someone should probably wear a trucker hat. If youre of age, by all means have a beer. Lucifer could rise at any time. Might as well party. And seriously: thanks for watching. We make the show for you. Sera Gamble swallows light and bring up bile.
Youre alone, crouched in a corner. The wind howlsor is that a scream? Scratching sounds at the window, creaking in the floorboards, hinges groan as a door slides open. The arrhythmic thump of footsteps moves steadily across the floor. Something is headed your way. Whatever it is, it cant be good. More than likely, its gonna be a real bitch. They say the nights alive, but you know whatevers coming aint animals, insects, or some insomniac.
Other things are out thereseriously bad stuff that lives in the darkness. This ugly, relentless evil is hungry. Hungry for flesh and blood, sure, but also fear, terror, and life. The worst of it starves for your soul.
Surviving such a world aint easy. In fact, its hard as hell. At times, it is Hell. No one lasts long if they arent prepared. To do that, you gotta know just what sort of world youre living in.
You also gotta learn the kind of nasties that can rear up and take a bite out of you and your buddies. No tellin when something might come for you out of the shadows. If you arent ready, youre as good as dead. Its the world you see every morning when you wake up. People tool around in cars, listen to iPods, heat up coffee in microwaves, curse the ATM for their own pathetic bank account, and surf the Internet when work gets old say, five minutes in.
Its the same dreary world youve always known, with all the same boring people. Youre born, you learn to walk and talk, you go to school, you graduate, you get a job, you retire, and you die.
End of story. At least, thats how it is for most folks. What most people dont know is theres a lot more crap going on. Some people aint most folksthey aint as lucky, or as ignorant. Theyve had their eyes opened, usually by force. Theyve witnessed firsthand what haunts the shadows. They know a nice, neat life is a lie. Beyond itand not nearly far enough beyondis something much worse. The Supernatural Nature and human effort dont explain everything.
If anything, that stuff just covers over a badness that, thankfully, most people never experience. That horror has a name: the supernatural. This deeper world is filled with ghosts and spirits and demons and all manner of monsters. These creatures piss on the normal rules. Most are stronger, faster, tougher and way more vicious than humans. Some only need to eat once a decade, but feed much more often cause they like it.
Some are made of stone, or breathe fire, or turn into bugs, or paralyze with a touch, or transform into smoke, or do something really mind-blowing. The ugly stuff cant die by normal means. The really ugly stuff lives forever. Now were talking about the real world.
The big, bad, scary, rip-out-your-organs world. The one where those who battle the supernaturalthe huntersstrive every hour of every day to buy normal folks what safety they can. On the upside, its a thousand times more exciting than classes or carpooling to your CPA job. Its also an important job. Somebodys gotta do it. Thats about it for the positives. On the flipside, its also stupidly dangerous. A few supernatural creatures just want to be left alone, but dont count on it. Most are hip-deep in messing with normal humans.
Some want people for entertainment, but more often theyre just lookin for a food source. That might be blood and guts, but others suck out emotions, memories, or life energy. Since most folks cant even accept the idea that such creatures exist, their nasty habits usually go unpunished, written off as the deranged crimes of unknown assailants. Hell, half the time no one even looks into the thing. What used to be a living, loving human becomes just another missing person, bizarre accident, or elaborate suicide.
Hunters know better. Like we said, someones gotta fight back, protect the innocents, blah, blah, blah. Hunters take on a job few know about, and even fewer want anything to do with. One monster at a time, they risk everything. The lucky ones that dont have their hearts ripped out more often than not go insane. Most just hope they can take down the sons of bitches before they cash it in. So what sort of beasties inhabit the darkness beyond the light? The unfortunate truth is its anything you can imagine, and a whole mess of stuff you cant, or dont want to.
Every myth, legend, and ghost story began as some kind of true account. Later generationsfolks that didnt want to believediscounted them as empty tales. Partially thats cause most supernatural creatures dont die away, they simply adapt to whatever life and society humans create.
That helps them hide better and keep on killing. If youve ever been spooked by a story or a hunch, that son of a bitch is probably out there somewhere. Heres the nickel tour. Stay sharp, some of this information could save your sorry ass. Ghosts You live, you die, you move on. If youre lucky, you avoid goin someplace nasty, but no one really knows exactly where you go. At least, thats the case with most folks. Then therere those who dont, or cant, move on.
Some men, womenhell, even children or animals linger after death. They dont pass through the veil to whatever comes next. They stick around and become ghosts. Spooks seem to turn up in the majority of our scary jobs. Thats cause theyre the single most common supernatural creature in our world. You can find ghosts almost anywhere: in the city, in the country, in a house, in an apartment, along a road, attached to an object, attached to a person, hovering over your shoulder right now.
If you know where to look, theyre all around. Whenever something supernatural occurs, its usually a safe bet that a spook is involved. Of course, not all specters are the same. Some cant be seen; others get their kicks by gettin in your face. Some are uglier than your fat aunt Mildred, sporting open wounds or horrid signs of what caused them to stop livin.
Some appear so normal that most people seeing them dont notice anything out of the ordinary. Some spooks are sad, pining for their living, breathing days, or trying to change something that happened so long ago no one remembers. Some are protective, watching over loved ones. More than youd like, however, ghosts are just plain angry, seeking payback for whatever happened to them while they were still alive.
Ghosts run the gambit in power and ability. The one thing all spooks share is intangibility. They are shadows of their former, living selves, and spend most of their time with no real physical substance. Some are permanently immaterial, but many can get tangible when riled up.
Solid or not, many ghosts can make stuff move with nothing but a stare, flinging items and even people around. Most ghosts can turn invisible, and tend to stay hidden when not gettin medieval on someone.
A few of the more powerful spooks may be able to read minds, to alter weather, to cause heart attacks, or even to bend time and space. Now thats downright frightenin. No one knows what causes one persons spirit to linger while another faced with similar bad stuff moves on.
Maybe its willpower, or faith, or intensity, or some combination. The good news is that ghosts were once human, and tend to think just like when they were alive.
They can be tricked, manipulated, or outmaneuvered by using their own memories, interests, and emotions against them. Others are more twisted, shunning meat and blood in favor of emotions, thoughts, or some other esoteric feedbag.
They are as subtle as they are cruel, and they are always, always hungry. The upside is that creatures have substanceliving beings with physical bodies. That means you can kick them in the head, blow holes in them, or run them over with a car. The trick is figuring out what type of ugly it is and what its weaknesses are.
Most flesh-and-blood creatures can be damaged by fire. Many can be hurt by knives, bats, and guns. Best count on them being a lot tougher than any regular animal though. For creatures made of weird substances, like rock or thousands of bugs, whatever damages that stuff can probably hurt it.
Chisel the rock thing, spray down the bugs with poisonyou get the drift. The other good thing about creatures is that they are limited by their bodies. A ghost can pass through walls, vanish from sight, and reappear anywheremakes it damn tough to ambush or trap. Creatures can usually only sense whats around them at any given time, and can be hemmed in with walls or nets or powerful enough tranqs. That means hunting a creature is much the same as hunting any wild beast.
The biggest difference is that most creatures are smarter than animals, and have unusual strength and endurance. Even worse are those sons of bitches that move like lightning, or fly, or shape-shift, or shoot venom from places you dont want to know. Just gotta out-tough those bastards. Demons Creatures Some of these things were never human.
Not even close. Lots of these creeps arent even flesh and blood. They could be made of stone, wood, plants, or stuff you dont want to get near, much less on the bottom of your shoes. Many could never be mistaken for us, while others are close enough to pass among regular people when necessary. Ultimately all of them are inhuman, with inhuman needs and desires.
Usually, these creatures live apart from humanity, preying on us when the mood strikes them. Some are like wild beasts, only more cunning.
Some relish the chase, hunting people with the patience Ghosts were human at one point. Creatures are physical and, in the end, mortal. Both are part of this world, even if its a screwed-up part. Really vicious horrors come from beyond. And the worst of those are demons. Hate to say it, but Father Christopher was right. There really is a Hell. Thats something every hunterevery one who lives more than a couple weekslearns for absolute certain. No one knows if Heaven exists, but sure We know that cause sadistic, pitiless things keep crawling out of it.
These beings are powerful and utterly ruthless. Theyre known to those in the trade as demons. Demons have no physical form of their ownnot in our world, anyway. Some huntersthose who can string together more than two sentences at a timedebate whether demons have bodies in Hell.
Most dont bother, or try not to think too much about the place down below. In the real world, demons possess regular people and use their bodiestheir meat suits as the hellions like to call their rides. They can access the host bodys memories, pulling off a nearly perfect imitation, right down to knowing the meats work routine, loved ones, financial arrangements, and even kinky pleasures.
Demons are abnormally strong in their host bodies, fueled by their infernal power. Whacking or shooting the meat doesnt do a damn thing to the demon, cept maybe tickle them. A demon can simply vacate a damaged ride and go find another one. When outside a host, a demon looks like a cloud of black smoke, roiling and moving with overwhelming force and focus. Fighting a demon aint much different than suicide maybe a bit slower and more painful.
The better approach is to bind it. Wards work to contain or block them, and holy water burns them something fierce. Salt can turn them away too. The more powerful demons ignore the simple stuff, but a proper ward, like a Devils Trap, should stop even the strongest from entering a room. Then again, stopping a demon physically doesnt always keep you safe.
Hellions can move things with their minds, cause fires by willpower alone, and get weak-willed humans to do their dirty work. The older, more powerful demons are very good at manipulating normal people, promising them gotta-have-it things in exchange for their help.
Once a demon has its hooks in you, free will is little more than an illusion that helps you sleep at night. That means a hunter is stuck fighting a mostly unknown evil. Makes it damn difficult to figure out its capabilities and weaknesses. A werewolf or vampire is powerful, but at least a huntera hunter with any decent amount of training or experienceknows enough to prepare for those threats.
When a creature is unknown its potential danger is limitless. Will fire affect it? Will salt? Will guns? Can it only come out at night, or can it hunt during the day?
Does it need to breathe? Can it hear heartbeats, or thoughts? The less a hunter knows about a given threat, the bigger the risk of judging it wrong. When that happens people dieusually messily. Hunting Heres where the rubber meets the road. Hunters are all about the hunt. Find whatever creeps are hurtin people and put an end to them, once and for all.
Some folks are born hunterstheir parents were hunters and taught them the trade, or theyve simply got it in their blood. Others discover, or more likely are Others Ghosts, creatures, and demonsthats not all thats out there. Some horrors have their own gig. Usually, they dont play nice with others.
Thats good when the others are different nasties. Thats bad, very bad, when the others are humans. Take vampires, for example. They might have been mortal folk once upon a time, but after they change, they no longer age, sleep, or breathe. They possess phenomenal strength and speed. You might be able to slow them down, but you cant really hurt them with most weapons.
They survive by drinking blood, which makes them bad neighbors unless you too want to be undead. Good thing they cant cross running water, are burned by sunlight, and can be killed by a wooden stake through the heart or decapitation. At least, thats the case with most of them. Other evils exist in legend but seem so farfetched even hunters have a hard time believing theyre real. The djinn, or genies, are like that. These bad boys can alter reality, messing with your head and changing the world at a whim.
They can vanish, turn immaterial, change their appearance, and have an annoying habit of being immortal. Fortunately djinn are few and far between, and seem more interested in amusing themselves and whiling away the long centuries than in actively hurting humans. Would be nice if the other supernaturals were so indifferent. The most dangerous of the others are the unique ones. Each one is hard to identify cause its the only one of its kind.
Some dont even have a name, cause the few people who might have survived its attacks cant write or talk about it in detail. Evidence about its existence and habits is sketchy, amounting to, at most, vague rumors willing to give the urban legends and old tales a fresh look. A fewa precious fewget enough of a mad on to arm themselves and go out and face the bad guys.
Those poor bastards are the hunters. Dangerous Work forced into hunting at an early age, having run face first into nasty as youths. Others join the hunt after theyre full-grown. They mightve had mundane careers and even families before Hell came acallin.
For most, the kick-starts the samea supernatural run-in. Happens all the time, all over the country. People encounter ghosts, demons, spirits, vampires, whatever. Most dont survive that first encounter. Those who do probably werent the bastards target, or got damn lucky. They write off the experience as stress or hallucination or an overactive imagination, or some sort of vicious prank. A few allow themselves to really see whats happening around them. They realize that whatever it was, it cant be explained away.
Something mean and dark and butt ugly tried to do them a world of hurt. They accept that it wasnt natural or remotely human. It was real and it was real scary. Of these folks, most try and hide from the new world theyve discovered. Some have the balls to study it, 10 Not surprisingly, hunters dont have much lifeexpectancy.
Hell, the point is to find and battle supernatural creatures. Nearly all of those suckers are stronger, faster, and tougher than any human. And they dont much appreciate folks who try to blast, burn, or ritualize them into little pieces. Those who live more than a few days do their best to stack the odds. Weapons are key, but so is protection, both mundane and supernatural.
Some hunters learn rotes and spells and rituals, fighting brimstone with brimstone. Some augment vehicles, creating warded armored cars and trucks that can literally crush ghosts and other spirits beneath their wheels. A few have tattoos and other marks, amulets and pendants, wards and charmsall designed to protect them from dismemberment, possession, and damnation. No matter what, theres no way to get it right percent of the time.
Nature of the job is risk. Gotta accept that. Most of the risk comes from uncertainty. Every so often a hunter busts down the door knowing exactly what hes dealing with.
Most times its just a guess, based on news reports about recent victims, lore dragged out of obtuse texts, or raw gut instinct. The hunter prepares as best he can, but if he makes the wrong call, he may not have the right tool or mumbo-jumbo for the job.
That can get downright uglymost of the nasties out there arent much for giving a guy a second shot. Taking on the critter isnt the only risk. Lots of creatures have lairsdark, skanky, pits that are just as unforgiving as their inhabitants. Some boltholes are trapped against intruders; others are just way off the OSHA charts. Fighting a doppelganger in an old abandoned mine is tough enough, but afterward you still have to make your way back out through closed-down tunnels and collapsed shafts.
After tangling with a shapechanger and comin out alive, it would suck hard to be taken out by a cave-in. Some monsters live on cliffs or mountain peaks, or in dank underground cellars, or in sewers, or in derelict complexes.
None of these are garden spots at the best of timeswith a vengeful spirit or slavering beast on the loose theyre out-and-out unpleasant. Oh, did I mention that most fiends abhor bright light?
If I was that ugly, Id stay out of any spotlights too. Anyway, hunters get awful good at moving around, and fighting in less than ideal lighting. Still, bad light increases the chance of falling through rotten floorboards or running into rusted nails or head-butting something a hell of a lot harder than your noggin. None of this keeps a good hunter down though. If you want a nice, safe, long life, stay home and let the pros handle it. No Pay Hunters do damned important work.
The most successful hunters are responsible for saving dozens, maybe even hundreds of lives. Entire communities are in their debt.
Not that most of those folks know it, or appreciate it, however. Hunters are unsung heroes. They take their lumps in the shadows. Worse, hunters are unpaid heroes.
They work at a job most people dont believe exists, and no one is willing to pay for. Even if some sucker was willing to put up cash for kills, most of the time, hunters cant hand over the dead monsters.
Thats cause most supernatural bastards disintegrate or crumble or melt away when theyre aced. Thats alright thoughmakes covering your tracks a hell of a lot easier. So how do hunters survive?
Some have other work, like running an auto salvage yard or a bookstore or being a traveling salesman. Some had a regular job before hunting got all-consuming, and saved up enough to keep them going for years afterward. A few real lucky ones are independently wealthy. The rest make ends meet any way they can. That usually means doing things that arent exactly on the up-and-up. Pawning loot, for example. Usually a monster that drags people back to its lair and devours them has little use for their money, credit cards, clothes, jewelry, or gold fillings.
That crap just lays around the place collecting dust. So a hunter comes along and takes out the beast. Suppose he could spend a bunch of time trying to track down the victims next of kinfat chance thats gonna happen.
To the victor go the spoilsmany hunters collect any valuable remains, pawn them, and use that money to cover expenses. Its only fairthe hunter killed the creature that killed those people, preventing more from dying in the future. Some hunters sideline as they go. They roll into a town and look for odd jobs, working and learning the area at the same time. Hunters best keep themselves in shape. A little manual laborll help with that, and it gives them a chance to observe the locals unnoticed.
Most folks dont pay much attention to a workin man. The majority of hunters make money the old fashioned waycrime. Credit card scams are commonapply under a fake name, using a forged ID, rack up a few thousand, then ditch the plastic and move on.
Hustling pool, flipping card tricks, palming wallets or jewelrywhatever it takes. Hell, it aint easy being a hunter and most folks got more than they really need anyway. Beside, hunters protect everyone from far worse stuff. Whats a little con, identity theft, or fraud, compared to dying in the clutches of something that liquefies your bones? The local law man takes a dim view of all this, but that doesnt cause many hunters a lot of lost sleep.
Cops are part of the clueless masses. They handle mundane crimes. Hunters take on the supernatural ones, which in their minds puts them higher on the pecking order. FBI agents dont worry much about stepping on toes or laws, so why should hunters? The things they stalk and kill are far worse than any terrorist. The laws hunters break often involve trespassing and trashing private property. The most common, and the most disgusting, though, is desecrating a grave.
Ghosts are usually banished by salting the remains and then burning them. Gettin to the remains means digging them up first. Among normal folks, thats a definite no-no. Not that hunters care much. Sure its safer to wait til after dark, just to avoid complications, but if the situation is dire enough a hunterll dig up a coffin, break it open, salt it, and ignite it in broad daylight. Most of the other wreckage hunters cause is incidental. Assuming it would work, you dont plan to take out a monster by droppin a house on it.
Still, when youre fighting something strong enough to smash through walls and the battle takes place inside the house its been using as a lair, theres a good chance somebodys gonna tear through a support beam or two. Is it really the hunters fault that the house collapses afterward?
With the monster, who the neighbors all knew as nice Mr. Melman, still apparently inside? Maybe, but he aint the only one to blame. Try tellin that to the authorities.
Planned or not, hunters get blamed for destructive acts and other situations that arent their doing, or at least not entirely. When the true culprit was supernatural, and left no clear remains after the hunter killed it, who else are the normals gonna blame?
Sure as hell the hunter cant prove his innocence. No one but another hunter or anyone who faced the creature with them would believe such a wild story anyway. Worse still is when an ugly looks like Joe Average human to everyone else.
The hunter knows better, and sees the creatures true face, but no one else does. Naturally, when the hunter takes the bastard down, everyone else call it murder. A charge like that can haunt a hunter for the rest of his life, and make doing his job a damned sight more difficult.
Thats the pride of being a hunter: no good deed goes unpunished. Hunting Grounds Supernatural stuff exists in other countries and on other continents, but America seems to be home to lots of vile. More than one hunter lives, works, and has been forced into a dirt nap in the good ol U. You got miles of mostly empty land, and nearly as much filled with clueless humanity.
You got Living Outside the Law Most hunters arent much for obeying laws. That doesnt mean they rob and steal at the drop of a hat, but when youre fighting a ghoul or a demon or an ancient 11 So many people, all rushing around, all focusing on their own goals and their own activitiesmost folks never even glance around.
They dont look too hard at those around themthats just asking for a faceful of angry. With so many different types all mashed togetherso many looks and garb and disguiseswhos gonna notice a weirdo.
The bad stuff and those that do it get lost in all the smoke and noise and bother. As if all that werent cause enough for supernatural celebrating, cities gather up big ol groups of homeless. The larger the burg, the more folks fall through the cracks. They lose jobs or homes or both, and wind up on the street, begging and stealing and scavenging to survive.
Many huddle under bridges or in subway stations, straggling from shelter to shelter in search of food and warmth. No one misses those bastards. Hell, most folks are just as happy to have them disappear. Any badness that cares to think about it could see themselves as public servantsthey take out the garbage and recycle the trash.
Course, having a home is no guarantee of safety. Thats cause most big-city dwellers like their privacy. They expect to be left alone, and they dont get involved if they dont have to. Most folks have no idea who their neighbors are, and dont much care. If someone down the hall or in the house next door disappears, its not their problem.
People come and go all the time in the big towns. Sure a landlord notices when his tenants up and vanish, but that doesnt cause any alarm. No doubt they skipped out cause they couldnt pay the rentthe deadbeats even left nasty stains in the bedroom and whos stuck cleanin up that crap? Good riddance to bad rubbish.
Small Towns farmland, badland, deserts, big-ass lakes, mountains, mines, and everything in between. Cultures, and their horror stories, mix it up, bringing their traditions, their history, and their demons along for the ride. Creatures of any origin could wind up in the United States, and theres usually some group of people who tell tales about them in the area. Big Cities 12 Americas got some seriously big cities. Millions of two-legged monster snacks gather in places like Chicago, New York, and Atlanta.
They all teem together in massed rat warrens, blurring together into a single monstrous entity. For nasties that prey on humans, a big city is little more than a smorgasbord. Damn spread is so big, no ones gonna notice if an apple or two goes missing. For those who can look human, even if only in seriously dim light, or who can move around on the down-low, cities offer handy concealment.
America isnt all big cities, not by a long shot. Its filled with small townsa whole other world from the big cities. A small town might have only a few thousand or a few tens of thousands of people, max. The residents know each other and call each other by name. Often they know everything about everyone elsegossip is king in a small town and news travels fast. These kinds of Hunters have a base of operations, good resources, and a collective of contacts. The current season of Supernatural almost fits this mold, with the exception of the whole "making money off of Hunting" part.
Designing Adventures Basic adventure designing , skip it. Events, Adventures, and Campaigns The three time tiers of gameplay as defined by the Supernatural RPG - that is, comparing them to television. An event is a scene and one part of the adventure, an adventure is an episode and one part of the campaign, and the campaign is a season.
Unusual Scenes This section covers ideas for events that don't follow the linear nature of the campaign. These could mean having a part of the adventure that is in a flashback, one that is played in the dream realm, one that is a vision of the future that may come, or a hallucinatory wild ride. This is actually a pretty neat idea, all things considered, and it's one of the few things that this gamemastering chapter does that I haven't really seen in other RPG books.
The hallucination one is actually very integral to one of the monsters that is given information in the core book, in fact. If you've seen the TV series, you know which one I'm talking about. Nothing too special. Technology Supernatural is set in the modern world, and the Technology segment is here to keep you from somehow forgetting that. There are repeated mentions of focusing on the comparing and contrasting of the archaic occult versus modern technology.
The section also flat-out tells you that you should not allow Witches in your campaign, even if you want to, as the game is meant to focus on Hunters who can do ritual magic at best. Game Mastering Tips Another segment of superficial shit like "develop your own style" and "learn from your players, but remember that you are still in charge". Game Mechanics Yet another going over of things such as the combat mechanics, as well as another reiteration of "you are the GM and you should remember that your decisions are final".
Yeah, I'm really glad we're done with this chapter. The Supernatural posted by Fossilized Rappy Original SA post Pre-emptive note: I could have sworn that the djinn were in the core rulebook of the Supernatural RPG, but they aren't, so my statement earlier about using hallucination rules right out of the box was an unintentional red herring.
Chapter 8: The Supernatural Woo, it's bestiary chapter time! Here's where we get into the meat of Supernatural, in the form of the supernatural itself. Sadly, there's no art or anything for the monsters, just photos from the TV show and old public domain woodcuts Demons One of the oldest staples of Supernatural.
The assholes from downstairs, Demons manifest topside as black smoke until they can find someone to possess. At that point, they are basically wearing a human like a suit, but their eyes can be a dead giveaway - most demons have purely black eyes, though some more powerful ones can have other colors such as cloudy gray or red.
How exactly do you get rid of a demon? Well, salt and holy water will slow them down, but the only way you'll win unless you're the Winchesters is by performing an exorcism ritual to send the demon back down to Hell. If you've watched the show, don't expect to be getting a Kurdish slaying knife, as the game doesn't expect you to have those kind of Winchester toys: Again, I swear I don't edit these quotes posted: Most agree these tales, specially the ones about weapon, are just stories.
Best stick with the stuff that more readily available and that works. As for game statistics, they're vague enough to allow for a number of different individual demons: take stats for some sort of human character being possessed, bump up their attribute dice by 1 to 3 die sizes, and add some supernatural powers the ones given are low, medium, and high-rank uses of electrokinesis, mind control, and telekinesis. Two premade demons are statted up.
While the first is the demon Meg from the television series, the other is an entirely new fellow named Achashverosh. He's from Jewish religious folklore, and is either one of the kings of Persia or the Wandering Jew depending on who you ask.
The demon version presented here is stated to possess Jewish jurors and get the jury to falsely sentence other Jews for crimes they didn't commit. Why does he do this, exactly? The writers haven't deigned to tell us. Fighting Achashverosh means the players have to break out the Talmud instead of Catholic exorcism rites, as the demon is resistant to the latter but weak to the former.
Ghosts Another Supernatural staple from early on, and one just as varied as demons. Ghosts are undead and intangible, but that's pretty much the only thing linking them together. The goals that keep them tethered to the world of the living vary, their motives can range from harmless to downright murderous, and some happen to have powers such as telekinesis or possession. Their weaknesses are many, from salt to iron to hoodoo, but the manner of sending them off is always either putting them at peace or burning up their conduit to the mortal realm.
The book also says that ghosts stepping on holy ground may actually immediately go to Hell, but I'm fairly sure that is never said at all in the show. The rules to create ghosts are very simple - take human stats, then add a specific trait, "Spirit", in a die size from d2 up to d12 to reflect the strength of the ghost in question. Pre-made statistics are provided for two ghosts from the show - the d10 spirit of the murderer H.
Holmes and the mournful hitchhiking d6 spirit Constance Welch - and a new ghost named Timothy Timberlake. Timothy is a piddly d2 spirit, a stereotypical nerd, and keeps reliving his murder by jocks with baseball bats. Shapeshifters Another varied creature, shapeshifters all have mild ESP and their namesake ability, as well as a weakness to silver.
Other than that, though, they can basically have any number of human stats. Oddly enough, there are only statistics for a single specimen, an RPG-original one with the moniker "The Hollywood Shapeshifter". It stalks Hollywood celebrities, kills them, galavants around in their form for a while to get the attention it craves, then abandons that persona to repeat the cycle once more. Shrtiga The shtriga is a vampire-like old crone from Albanian mythology. While real life lore has this monster drinking blood, the Supernatural version chugs down the life force of children to attain a semblance of eternal life.
Shtriga have damn good stats, with above-average attribute dice in everything but Agility and d12 Strength to boot, and reduce all wound damage to mere stun damage unless the attack is done with an iron weapon as the shtriga is feeding. Vampires Speaking of vampires, here are the real deal. Vampires are basically humans with their three physical attribute dice bumped up by 3 sizes, a wounding bite attack, fast life point regeneration, a need for blood to stay strong and conscious, and the ability to make new vampires by having a human drink their blood.
On the downside, direct sunlight causes stun damage and dampens the regeneration and attribute scores of the vampire, a dead human's blood injected into one acts as a Vitality score-damaging poison, and fire is a type of damage that a vamp's generation can't bypass.
Statistics are given for Kate "the Hot Chick Vampire", a generic seductress vampire for you to use in your own campaigns. Wendigo Wendigos are heinous creatures that resemble a human that has been stretched thin, dried into jerky, and given a wicked set of teeth and claws. They were once everyday people, but became addicted to human flesh and warped into the evil spirits they are now. They are insanely powerful, with d12 or higher in every attribute except for their average Intelligence and Willpower scores, turn most wound damage into mere stun damage, have increased speed compared to a human, and are insanely good at stealth-related skills.
Where does that leave the players? Well, some Native American warding symbols seem to work on wendigos, and a lucky called shot that managed to get an iron or silver weapon into the beast's shriveled heart instakills it. Other than that, you are pretty much relegated to hoping you have a weapon that can set it on fire, as fire both bypasses the wound-to-stun buff and deals more damage than on other creatures.
They're zombies, everybody knows zombies. Stats are provided for Angela Mason, a zombie professor from season 2 of the show. Like pretty much every other show-specific individual that is statted up, there's the obvious question of how you can fight and kill them when Sam and Dean already have, but whatever. Supernatural Places Some notes on specific creepy manifestations in the land itself.
These include areas where plants wither and die, "entropic fields" that cause bad luck and depression all around, and places that seem to attract murders or suicides by their very nature. I'm sure that chapter title fills you with excitement.
Just in time for the end times of this thread. Stats are provided for alligators, birds of prey, boars, brown bears, bulls, dogs, great cats, goats, horses, insect swarms, and sharks. Ordinary People The generic NPCs for paranormal "templates" such as vampires or ghosts, as well as when you need a witness, normal person encounter, or the like.
They are all pretty stereotypical, and are ordered by either location or function. The Bar: As the modern equivalent of a tavern, bars have sort of integrated themselves pretty stiffly into modern-set roleplaying games. High School Students: Pretty much the bog standard stereotypes straight up, nothing special.
Others: The collection of riff-raff that doesn't really fit any other category. Locations The location listings are more or less a quick way to form up a set piece, as each entry has a look at the location during the day, the location at night, skills that are likely to be useful at the location, and a pre-made history you could use if you don't want your location to have a unique one of your own craft.
Sadly, there's not really anything specifically stated about how to integrate the supernatural into the natural in these locations. Some you can pretty much guess on your own - after all, what else would you find in a graveyard but the dead? It's certainly It's very much rooted in the show itself, to the point that it almost feels a bit strangled.
If you want to play a heroic Witch like the one from season 8, you're both SOL and implicitly told by the game that you should just go and play your Dungeons and Dragons. If you want to play an atypical Hunter, you have some groundwork, but it is ill-advised. Even the sample supernatural enemies are almost entirely those the Winchesters have already fought and killed, save for a few exceptions, when a fair amount of new iconic enemies could have been forged.
While it is good to stick to the canon of what you are trying to produce a roleplaying game for, I feel that at the same time the book might have been better served if it didn't literally try to write a roleplaying game book like they thought Dean Winchester would write one.
We'll get back to Supernatural with the Guide to the Hunted after that. Introducing the Bestiary posted by Fossilized Rappy Original SA post The fact that Fields is one of the only people still publishing to-purchase d20 Modern supplements on a large scale depresses me far more than it should. Somewhat less depressing is that I am going to be finishing up the Supernatural: the Roleplaying Game series with this next readthrough.
There was technically a third book published, but it's an adventure book that I don't own and I'll freely admit I kind of hate reviewing adventures anyway. In this book, the brief archetypes from the core rulebook and some of the monsters that just weren't covered at all, even a handful that never actually appeared in the show. It also happens to be an "in-voice" book like the core rulebook.
Rather than trying to sound like Dean Winchester, however, The Guide to the Hunted is meant to be written by If you have ever watched the show, you know why this can get really grating at points.
For those who haven't watched the show, let's sum it up as "don't let bit part comic relief characters write a sourcebook". I'll be giving a brief note on the folklore if any behind the creature, its in-game statistics, and what episode of the show if any it appeared in, just as a bit of added flavor beyond minor entries. Chapter 1: Restless Spirits Given just how much Supernatural uses the undead, it's pretty unsurprising that the very first chapter of the RPG's bestiary, filling out entries beyond the Spirit and Zombie stats that appeared in the core rulebook.
Angiak The Lore: A creature from Inuit mythology, the angiak is a vampiric revenant "born" when an unnamed and unwanted child dies in the cold. The Guide to the Hunted goes farther and states that all mythology of undead children are the angiak, from the Serbian drekavac and Scandinavian myling to undead dumpster babies and the creepy ghost kids in Japanese pop culture.
The Game: The poor angiak has pretty shit stats across the board. To be fair, though, it's just a kid, albeit a creepy undead one, so it's not too harsh to give it a low score. The only ace in the hole the angiak has is its Vitality drain attack, which it likes to do when its victims - always either the mother that abandoned it or women that look close enough for its murderous tastes - are asleep.
The Show: The angiak was mentioned in season 1, episode Nightmare, but never actually appeared. Banshee The Lore: Perhaps one of the most famous death omens in history, the banshee is a classic Irish myth. Just what the banshee does varies from tale to tale, though she always causes death either through being an omen or just outright murdering. The Game: The banshee is a tough customer. She has two forms - that of a beautiful woman, and that of a spectral hag. In the former, she has the Allure character trait and uses her wiles to lure men in with her beautiful song.
In the latter, she has the Fugly character trait and can use her keening wail to attempt to scare the man into committing suicide. If scare tactics don't work, she can go straight for spectral claw attacks that do a pretty good chunk of damage. The Show: Like the angiak, the banshee only got a passing mention in season 1 of the television program. She did, however, get a bit more than the angiak in that she appeared in the Supernatural novel Nevermore.
Even growing up in a hugely fundamentalist household in the deep south, I heard of her. In the Supernatural universe, the legend is added to by the in-show lore that anyone named Mary who dies under the right circumstances while near a mirror can transform into a Bloody Mary.
The Game: Mary's not quite as statistically powerful as a banshee, but she does have her special attack of eye liquefaction. If you are keeping a secret about an unsolved death, Mary can will your eyes to start gushing blood, dealing d6 Wound damage each time she succeeds. If you aren't keeping such a secret, the best she can do is use her creepiness to scare you off. All in or all out.
She also appeared in an episode of the subpar anime adaptation of the show, where she got an extreme power boost and the ability to teleport through any reflective surface, including Sam's corneas. Buru Buru The Lore: In Japanese mythology, the buru buru an onomatopoeia for shivering is the ghost of a creepy old man that follows you in graveyards and can chill you or cause you to die from fright. In Supernatural, it's pretty similar, being the ghost of a person who died in extreme terror and capable of spreading a disease that causes death by fear.
The Game: Buru buru aren't so much a threat themselves as a means to an end. That end is ghost sickness, a paranormal disease that transmits to any person who is similar in personality to the individual that killed the buru buru in question. An infected individual gets increasingly more and more frightened and paranoid, and after 48 hours gets to start those always popular save-or-die rolls.
Sending off the buru buru is the only way to dispel the ghost sickness. The Show: A buru buru appeared in season 4, episode 6: Yellow Fever. Ghost Vehicles The Lore: Ghostly vehicles are something that crops up in various folklore around the world. From ghostly taxis in New Orleans to ghost ships in all of the oceans of the world, it seems that metal is just as prone to undeath as flesh. The Game: If you couldn't guess, the mental stats of a person get combined with the physical attributes of a vehicle.
This means that you've got the vengeful mental fuel of a spirit behind the large and tough-to-down frame of a vehicle. They also tend not to respond to the normal anti-ghost measures of burning their human body or striking them with iron. It's basically become the biggest butt of a joke for the show, with the episode even being referred to in-universe as "Racist Truck". The Game: With decent stats and a very damaging metal hook for a hand, the Hook Man is a tough brawler who uses his Willpower and Unarmed Combat buffs to toss people around like rag dolls.
Indeed, Karns is the model for the stats given in this book. Since the Winchesters killed him, though, I guess the assumption is that other Hook Men copycat ghosts happen to exist as well. Poltergeist The Lore: The poltergeist - "noisy ghost" - is the bog standard ghost.
They are prone to having telekinetic temper tantrums, throwing items around. The Game: A poltergeist has average stats and not much to go on besides weak spectral claws and telekinesis. The Show: The Studio 9 ghosts, which The Guide to the Hunted touts as the best example poltergeists, appeared in season 2, episode Hollywood Babylon.
One could probably point out an number of non-uniqu ghosts that appear in Spernatural as being poltergeists, though, so it's hard to really give an episode count.
They live in wet areas such as damp cellars or marl pits. The Game: The rawhead is very much an introductory spirit. With low to average attribute scores, bite and claw damage that is mild at best, and a weakness to electricity, it's safe to say that rawheads aren't the top dogs of the undead. The Show: A rawhead briefly appears at the start of season 1, episode Faith, where it is swiftly executed by Dean so the Winchester brothers can get on to the actual plot.
Tulpa The Lore: Tulpas are though-forms from Tibetan lore, basically an idea made manifest. They become independent from their creator and can range from jovial to murderous depending on just what ideas were implemented in their creation. The Game: A tulpa is another lower-key spirit at first glance, as it has mostly average attributes besides a slightly above-average Alertness attribute. The real danger comes in the fact that the tulpa gets a pretty strong Spirit trait and whatever skills the believers that created it feel it should, which means it can actually be a bit more dangerous than you'd think.
Water Wraith The Lore: If it's cold, deep, and dangerous, bodies of water tend to build up a reputation for unsavory spirits that drown peope. The Guide to the Hunted classifies water wraiths as anything from the Russian rusalka to the Japanese kappa, taking many shapes and forms. The Game: While not exactly strong in attributes, water wraiths are capable of powerful grapples boosted even further by being in water that allow them to attempt to drown opponents.
Since this Grapple skill is meant to be directly opposed by an Athletics Swimming skill, one can The Show: A water wraith appeared in season 1, episode 3: Dead in the Water. Witness The Lore: No connection to real life folklore, as these guys are entirely from the Supernatural-verse. They are ashen ghosts of people you killed that rise at the End of Days, when one of the seals keeping Lucifer held back is broken. I can only assume this means that the game designers figured you might be playing a game set at the exact moment when the seal is broken.
The Game: Fighting witnesses sucks. They have average to above-average attributes, powerful spirit traits, strong fists, stealth, and intimidation out the wazoo. And to make things worse, the only way you can kill them is by performing a ritual that requires very specific rare ingredients and Formidable rank roll of the Intelligence attribute and Knowledge Religion skill.
The Show: The rise of the witnesses was the subject of season 4, episode 2: "Are you there, God? It's me, Dean Winchester". The Ghostfacers Stats for the Ghostfacers themselves. For some reason the book decides to switch back to Dean-o-speech to mock the Ghostfacers group, presumably to avoid having the Ghostfacers taut themselves as being really cool instead. Their stats don't really matter at all, though it is probably the only example of seeing a stat block in this game that actually has the Video Games skill.
The Ghost-Centric Campaign The final portion of chapter 1 is a vignette on running a campaign entirely centered around restless spirits. Long story short: lots of history, lots of research, be a very clue-focused campaign runner. Demons Zereth posted Ghoul paladins? I'm hoping they literally are ghoul Paladins, and not like Antipaladins or Blackguards or something.
That would just be the icing on the cake. Chapter 2, part 1: Demons The denizens of two of the three other dimensions that exist in Supernatural, angels and demons are two sides of an eternal struggle: Heaven versus Hell, creation by God versus corruption of humanity, and cold logic versus twisted passion. Of course, if you're human, neither side is really a good option in the end.
Sure, demons like to do horribly twisted things, but angels have a tendency to put on the jackboots with little justification. We'll be covering demons first, as they had a cursory glance given to them in the core rulebook while angels are entirely new to the Guide to the Hunted. A lot of this section consists of "these are demons that the Winchesters killed, but here are their stats anyway just in case you want them to return somehow or feature them in a campaign set in the early seasons" until it gets to the non-unique demon species rather than individuals.
Azazel The Lore: In Judaism, Azazel is basically the spiritual garbage man, a demon of the wastes that takes the scapegoat of Passover. In Supernatural, however, his role is much more prominent. He is presented as "the Yellowed-Eyed Demon", a mastermind who managed to kickstart the prelude to the Apocalypse before being felled by the Winchesters. The Game: Azazel has it all - amazing attribute scores, a powerful Pyrokinesis skill, the highest Telekinesis skill die possible in the game, and high levels of intimidation.
Exorcism is the only way to temporarily put him out of commission, and the only way to end him for sure is with one of the major plot weapons of the show. The Show: Azazel was the primary villain in the myth arc that covered the first two seasons of Supernatural. Alastair The Lore: Alastair is not a real world demon, but presumably draws his name from the real world occultist Aleister Crowley.
The Game: Just like Azazel, Alastair has top percentile attribute scores and the highest Telekinesis possible. He also has an insanely high Interrogation skill, which he combines with his telekinesis for torture sessions.
His arrogance and short temper are pretty much his only weaknesses. The Show: Alastair appeared in four episodes of season 4 as the top torturer and servant of Lilith.
He was killed by psychic godmode powers. She was replaced by Eve when she had the desire to be equals with Adam, and became a demon of the winds. The Game: Lilith is the demon for those who think that Azazel just wasn't tough enough. Not only does she have exemplary attributes and highest possible Telekinesis, she also has the highest possible Pyrokinesis. So uniquely high, in fact, that it gives her a special explosive AoE called Pyrokinetic Blast. The Show: Lilith replaced Azazel as the big myth arc threat for season 3 and 4.
Like her lackey Alastair, she was axed by psychic godmode powers as the last step in getting Lucifer walking the earth. Ruby The Lore: Ruby is a demon that is obviously entirely unique to Supernatural. Her job was as the agent and instigator of the plot to raise Lucifer. The Game: While her attributes are 'merely' above-average, Ruby makes up for it in having high skill with knife combat and acting.
She is meant to be more of a subterfuge-oriented challenge than a physical combat one. The Show: Ruby was a common sight through seasons 3 and 4 of the show before being killed with her own demon-killing knife after her true nature was revealed. Samhain The Lore: Samhain is the name of the great Celtic festival of the final pre-winter harvest, as well as the origin of Halloween. As in many forms of media, Supernatural personified Samhain as a specific entity rather than a holiday: namely, a powerful demon.
The Game: Samhain has low Alertness to mar his otherwise high attribute scores, but he makes up for it by being bloodthirsty and having the highest-tier Telekinesis and decent Unarmed Combat skills one comes to expect from greater demons in this game.
He also has the ability to summon other supernatural creatures, which is in and of itself a definite danger sign. On the other hand, wearing even the most simple of masks keeps Samhain from seeing you, which kind of lessens his impact. Unlike most of the other demons presented, Samhain could actually be used legally in your campaign, as he was exorcised back to Hell in his one appearance rather than being outright killed. Surely you've heard of these guys a few times.
The Game: While somewhat average on most fronts, the Seven Deadly Sins have a whopping d12 Mind Control skill that allows them to force their sinful ways onto humans.
Envy, Lust, Sloth, and Wrath were exorcised back to Hell, while the others were killed by Ruby in her first appearance as a way of showing off her fancy demon-killing knife. Given the nature of sin, however, one could presume even killing one of the Seven won't keep them gone forever. Tammi The Lore: Tammi is another Supernatural-original demon. She is a collector of souls lured in by dark sorcery, taking normal people and training them in the ways of demon-fueled black magic.
The Game: Tammi is mostly an average demon, save for high impersonation skills and powerful magic. She also happens to be weak to magic, dark or otherwise, which means the best way to fight her is with a dose of her own medicine. The Show: Tammi appeared in season 3, episode 9: Malleus Maleficarum.
She was killed by Ruby's knife. The Game: Tom is a mostly average demon, but pushes his brawling skills to the top with both skills and traits focused on making things suffer when he gets into a melee fight.
The Show: Tom was featured in the final two episodes of the very first season of the show. He was killed by the magic kills-anything Colt revolver, back when that was actually a thing the show used.
Acheri The Lore: The spirit known as the acheri is a bringer of sickness in Indian mythology, said to come down from the Himalayas to spread disease in the lowlands. The Game: Acheri aren't particularly bright, having the lowest possible Intelligence score and a low Willpower to boot.
They make up for this by being very fast, very strong, and capable of doing a lot of damage with their wickedly sharp claws before spreading disease. Crossroads Demon The Lore: Crossroads and bargains with beings from them are common across multiple cultures. The Game: A crossroads demon has high overall attributes, but has low Telekinesis and no real combat skills to speak of.
Instead, all of its skills are high-die social ones, allowing words to do the deed for the demon. The Show: After being introduced in season 2, episode 8: Crossroad Blues, crossroads demons have appeared in every season since. Daeva The Lore: Daevas are hostile demons from the Zoroastrian religion, not to be confused with the benevolent devas of Hinduism.
The Game: A daeva has amazing physical attributes, which helps them to deal insane amounts of damage with their claws. In addition, they are swift and made of shadows, making them decidedly stealthy. On the other hand, daevas have two obvious weaknesses: light and breaking the altar used to summon them. The Show: A summoned daeva was the foe of season 1, episode Shadow. Hellhound The Lore: Hellhounds are demonic dogs, often with associations to fire or darkness, from British folklore.
The Game: A hellhound has the lowest possible Intelligence die score, obviously, but has average Willpower and high physical attributes. It also has insanely high stealth and combat skills that allow it to sneak up to you and tear you apart with its jaws.
It's pretty hard to fight something that's invisible, after all. The Show: While hellhounds in the show are dispatched by crossroads demons to collect the souls of those damned by crossroads deals, they are surprisingly less prevalent overall. Hellhounds have appeared in nine episodes scattered over seasons 2, 3, 5, 6, and 8.
On an overall level, angels are rather similar to demons. They possess a human vessel, boosting their physical attributes Strength and Vitality in particular, Agility less so and replacing their mental attributes with the angel's own. Rather than dying like mortals or leaving their vessel like demons do, an angel that takes too much wound damage auto-poofs away unless they are hit by a celestial blade, the one weapon that can truly kill them.
They also gain their own unique traits that human or other supernatural characters don't have in addition to more standard ones such as Telekinesis: Angelic Wings: Not wings in the literal sense so much as a special type of teleportation skill. The trait can be ranked from d4 to d12, each rank having higher and higher abilities such as transporting into dreams or teleporting others along with the angel.
Armor of Faith: Rating from d2 to d12, Armor of Faith effectively gives damage reduction of its die size to the angel. It's bypassed by attacks powered by will or celestial blades. Divine Senses: The angel gets the Clairvoyance, ESP, and Medium traits all for the cost of one trait, but with the penalty of the proper Enochian symbols warding mortals from all three forms of sight. Higher Power: The angel can do magic angel things. Just what the extent of this is varies by die size, from mere "handy coincidences" at d2 to basically being able to do anything possible within the constraints of reality this being a reality where magic and monsters are real, of course at d Purifying Light: A unique attack against demons and spirits.
The trait at d4 is "laying on of hands" to expel such creatures or destroy them on an extraordinary success of a skill check, d6 allows for it to be used as a ranged attack, and d8, d10, and d12 each allows another secondary target to be struck by the attack in addition to the primary one. As for actual angel stats, they're all of named angels from the show: Anna Milton, Castiel, Uriel, and Zachariah.
Suffice to say, three of them are dead, one of them is the Winchesters' best buddy most of the time, and they all have rather similar traits, so I'd say it's not really worth going over their statistics. Reapers For some reason, reapers are included in this chapter as a brief note before one more special angel gets discussed. Long story short, they have the Spirit trait and lack physical attribute scores just like ghosts, and don't really fight so much as wait and take people's souls to the afterlife.
Lucifer The big fallen archangel himself, Lucifer was the main villain of season 5 of Supernatural before the Winchesters put him back in the Pit. Like the other archangels for the most part , Luci doesn't get any stats, being more of a frightful force of nature than a presence the players could fight if he somehow managed to get back out of the Pit. The Heaven vs. Hell Campaign Like the ghost-centric campaign, the angels and demons-centric campaign is more about learning your enemy than fighting.
Sure, some demons might be taken out in action scenes, but it's meant to be played as humans being toys in the middle of a war between two paranormal powerhouses from other planes of existence. The title calls them "cryptids", even though that term has a more specific use than just "monster", but whatever. The chapter also has the gods, which the author explains the reasoning for: The Guide to the Hunted posted: Now, you might think that your average pagan forest deity belongs in the same crowd as demons and angels, and you might be right.
Supernatural has proved time and time again that if somebody has worshipped it and it's not the Abrahamic god, the Winchesters or, in the case of the infamous episode Hammer of the Gods, Lucifer can and will kill it. Before getting into actual monsters, there are a few new monster-unique traits given, just as the angels got new tricks. Attuned to Nature: The creature in question is insanely good at surviving in the wilderness. A d2 in the trait or higher gives them a bonus to scavenging food and water, d6 or higher adds a bonus to Plot Points spent before making Trait-related rolls, and d12 or higher further ups the creature by making it unable to be lost in the wilderness, always capable of finding any food or water that is around, and the ability to calm hostile wildlife.
Enhanced Movement: Various non-human movements, such as brachiation, fish-like swimming, gliding, or flight. Enhanced Sense: Non-human levels of sense, including scent tracking, darkvision, echolocation, or the ability to "feel" the presence of others nearby.