Anyway, there are 3 'classes': Investigator, Champion and Veteran. For those who know Buffy and Angel here's an example.
Cordelia = Investigator
Gunn = Champion
Angel = Veteran
In my game there'll be no veterans. They're a shade uber and the book itself warns against having a veteran in a party with Champions, and especially Investigators.
So the point of this post is to give some basic rules info for those who wanna play, and to throw up some stuff so people can get an idea of their character. For the sake of a Supernatural© RP, we'll be calling Champions Hunters, and Investigators... well I guess Investigators.
So here's the difference:
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Champion
Attribute Points: 20
Quality Points: 20
Drawback Points: up to 10
Skill Points: 30
Drama Points: 10
Investigator
Attribute Points: 15
Quality Points: 10
Drawback Points: up to 10
Skill Points: 25
Drama Points: 20
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As you can see, on the surface, the Hunter looks a lot more badass, and that's kinda the idea. Hunters would be like Marines, Spec Ops personnel, or people specifically trained to hunt demons and ghosts and the likes. Investigators are your slightly above average Joe that have just kind of fallen into the work.
The biggest difference is that Investigators get twice as many Drama Points as Hunters, which is a big deal. Drama Points are like Action Points but ramped up. They help you succeed when you should fail, show up at opportune times, or defy the laws of physics (to an extent). They're important. One of the examples given in the book is say when a character gets the hell beaten out of them and should be out for a count. Toss in a Drama Point and bing! "I think I'm ok". Another example is showing up just in time. That's kinda self explanatory.
So they're the classes, now here's a list of the Attributes and Skills:
Attributes
- Strength
- Dexterity
- Constitution
- Intelligence
- Perception: Awareness of the world around you
- Willpower: Force of character. Useful for powering through an excorcism and casting spells. Or resisting intimidation etc
Skills
- Acrobatics: Pretty self-explanatory. Can help you duck and weave in a fight
- Art: Music, drawing, performing
- Computers: Hacking, finding your way round a computer system etc.
- Crime: Used to sneak, breaking and entering, or just knowledge of the criminal underworld.
- Doctor: Healing essentially
- Driving: Duhr
- Getting Medieval: Any old-school kick-assery. Swords, axes, crossbows. All the good stuff
- Gun Fu: Using guns, in the broadest sense. Anyone can pull a trigger, but if the gun jams are you gonna be able to figure out why?
- Influence: Be it sexiness, or butt-ugliness, the effect you have on people. Leadership and such
- Knowledge: Of your chosen area
- Kung Fu: Not in the David Carradine sense, this skill counts for brawling and streetfighting. Your standard Sensei (Mouse
- Languages: For each point, you know a language
- Mr. Fix-it: Just how handy you are at making things work. Can be used with driving to fix cars, and computers to fix computers
- Notice: Spot, perception, whatever.
- Occultism: Your knowledge of the black arts, mythology, theology, all that fun stuff
- Science: Covers it all
- Sports: Baseball, football, rugby, this skill covers them. Gymnast would be covered by acrobatics
- Wild Card: Everything else. Any skill not mentioned above can go here. The one rule is it can't be broader than a pre-existing skill i.e. You can't ignore guns and just make up a skill called "Weapons".
Christ, I should've just scanned the book... anyway here's the breakdown of what a certain rank in skills and attributes means.
0 = Untrained (Skill). Attributes cannot be 0
1 = Below average (Attribute), beginner or amateur (Skill)
2 = Average (Attribute). Generally competant (Skill)
3 = Above average (Attribute). As above (Skill)
4 = Well above average e.g. Top college athelete (Attribute). Extreme competancy (Skill)
5 = Practical human limit e.g. Well known scientists and sportsman (Attribute). As above (Skill)
6 = True human limit e.g. World Class Athletes, record breakers (Attribute). Master (Skill)
7+ = Superhuman (Attribute). True Master (Skill)
Both Skills and Attributes cost 1 point up to level 5. For every level after that, it costs 3 to advance. E.g. to get to a Strength of level 6, it would cost 8 points.
Ok, so they are the basics there. I didn't expect this post to be so big.... I'm gonna post up Qualities and Drawbacks too. If you don't see something there that you want, either post or PM me and we'll work something out.




