Gothic Hunters SRD

A little project I've been working on between exams and such. od&d character rules for playing Bloodborne-style hunters. Use with your favorite set of resolution tools.

Moby Dick by Gérard DuBois

Character Creation

Roll a Perk. If you're not satisfied, roll a second perk, then roll a flaw. Re-roll flaws that correspond with one of your Perks. (Taken from this article from Idraluna Archives)

Choose a class: Hunter, Physician, or Warlock.

Roll starting Hit Points (1d6+2 for Hunters, 1d6 for Physicians and Warlocks). Note saves.

Perks & Flaws

d20 Perk Flaw
1. +1 to melee attack rolls -1 to melee attack rolls
2. +1 to melee damage -1 to melee damage
3. +1 to gun attack rolls -1 to gun attack rolls
4. +1 HP per HD -1 HP per HD
5. +1 to detect secrets -1 to detect secrets
6. +1 to follower morale -1 to follower morale
7. +2 max retainers -1 max retainer
8. +250 carrying capacity -250 carrying capacity
9. Know 1 dead language Illiterate
10. +100 starting SP /2 starting SP
11. +5% XP gained -5% XP gained
12. +5% Hunter XP -5% Hunter XP
13. +5% Physician XP -5% Physician XP
14. +5% Warlock XP -5% Warlock XP
15. +2 to Death saves -2 to Death saves
16 +2 to Bite saves -2 to Bite saves
17. +2 to Peril saves -2 to Peril saves
18. +2 to Arcane saves -2 to Arcane saves
19. +2 to Frenzy saves -2 to Frenzy saves
20. +1 to all saves -1 to all saves

Languages

Most people speak Common. 

Cool dead languages: Classical Common, Druidic, Icthian, Abyssopelagic, Lunar, Doll.


Classes

Classes borrow their XP progression, including Hit Dice and Attack Bonuses from od&d.

Hunters

Progress as Fighters. When you strike and kill a foe, you may immediately make another attack roll. 

Hunters of 4th level add +1 to weapon damage. Those of 7th level add +2.

Physicians

Progress as Clerics. During downtime, you can prepare a number of points worth of Elixirs equal to your level, to aid you and your allies. Unused elixirs spoil, and must be brewed anew before each expedition or delve.

  • Poppium. Dulls pain and senses. Heals 1d6+1, but your current HP is hidden from you for d6 turns.
  • Coldblood brew. Strong blood makes strong warriors. +1 to attack rolls and morale for d6 turns.
  • Eyedrops. Heighten the senses. See in dim light, and see through illusions for 1d6 turns.
  • Antivenom. Bitter and milky. Purges poisons. The body rejects it. Will not work again for d6 turns.
  • Incandescent brew. Thrown. Explodes in a small splash area, dealing 1d6+2 on a failed Peril save.
  • Lantium. A viscous brew, reeking of metal. Sharpens the mind. +4 to Frenzy saves for 1d6 turns.

Warlocks

Progress as Wizards. You know one Dead Language. Your grimoire is written in it.

Start knowing Read Magic and 2 random spells. Prepare a number of spells each day equal to your level. Spells are daemons, they will try to whisper to you while prepared inside your brain. Only once all have been cast can you achieve clarity.

Spells cannot be created or destroyed, only moved. Stealing a spell from a scroll or stolen grimoire to add to your own costs 100 sp in special inks.

Use your favorite spell list, extra points if its creepy.


Saves

Death. 12+, used to avoid poison, paralysis, and other system shocks.

Bite. 13+, used to avoid getting bitten by werewolves and vampyres.

Peril. 14+, used to dodge traps, and area-of-effect attacks such as fireballs or breath attacks.

Arcane. 15+, used to avoid falling under magical effects such as sleep, charm, or polymorph.

Frenzy. 16+, used when faced with the incomprehensible.


Equipment

Begin play with 3d6*10 sp for purchasing equipment.

Armour:

Any character class can wear any type of armour.

  • Greatcoat. 25 sp. AC as Leather.
  • Blackiron Cuirass. 100 sp. AC as Chain.
  • Gothic Plate. 1,000 sp. AC as Plate.
  • Heater shield. 10 sp. +1 AC.

Melee Weapons:  

Deal 1d6, or 2d6 take highest if wielded with both hands.

  • Regular Weapons. 5 sp. No properties.
  • Butterfly Knife. 15 sp. +2 to hit in claustrophobic spaces.
  • Nailed Cudgel. 15 sp. +2 to hit against zombies and rabble.
  • Bonecutter. 20 sp. +1d6 damage per 6 rolled.
  • Ceremonial Mace. 25 sp. +2 to hit against foes in metal armour.
  • Silvered Straightsword. 40 sp. +2 to hit against lycanthropes and vampyres.
  • Astral Cutter. 45 sp. 1d6+2 damage against whales and other cosmic horrors.

Ranged Weapons: 

Deal base 1d6 damage. Can fire at range.

  • Dragon Pistol. 100 sp. -2 to hit while in melee. Can fire each round.
  • Hunting Rifle. 400 sp. 1d6+2 damage. Must be reloaded on subsequent rounds. Can't fire while in melee.
  • Bullet Case. 6 bullets for a pistol (10 sp) or 12 for a riffle (20 sp).
  • Silver Bullets. 40/80 sp. +2 damage against lycanthropes and vampyres.

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