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Silver bullets optional. Ghosts are real. Demons too, along with those bumps in the night and maybe even the monster under your bed. So you decide to fight back. But you can stop being the hunted and become the hunter. Done in Microsoft Excel , this character template will allow you to build your character with substantial ease and speed.

Super-science and high technology: Bionics, cybernetics, power armor, and mega-damage weapons. A transformed Earth where magic is a reality and supernatural creatures from the rifts stalk human prey. Compatible with Heroes Unlimited, An event that wiped out human civilization, brought about the return of magic, and has made Earth into something both familiar and alien.

Humans transform and augment their bodies with bionics, robot exoskeletons, psionic-inducing brain implants, chemicals and magic Plus maps, lists of O.

From finding ideas and getting started, to adventure structure and character archetypes. This primer should help both G. The second adventure, Rescue Vital Game Master information is available at your fingertips. Rifts Combat Matrix - This useful Game Master aid will allow you to streamline combat in your game, organize Maps and more.

Art by Parkinson, Long, Breaux and others. By Kevin Siembidea, Mike Leonard and others. The Index is a comprehensive reference that indicates which title and what page players and Game Masters can find specific characters, O. Page after page of rules and stats for bringing other Palladium characters, magic and powers into the multi-dimensional realm of Rifts Earth. Conversion rules for Palladium games in general.

If you are looking for practitioners of dark magic, villains, monsters and vile horrors to pit against your heroes, this Is the Corrival Battler as aggressive and dangerous as adventurers claim? Are Darkhounds really magically mutated Dog Boys? Is that why they see Coalition soldiers as friends and allies?

Ee-Bee Gee-Bees are kinda cute, how dangerous can Vampire Kingdoms delves into the world of vampires as you've never imagined them in your wildest nightmares! Entire cities of blood-sucking fiends preying on humans and D-Bees. 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. 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. 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,. 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. 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.

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. 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.

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. Small towns cant offer what a big city canthere might be three or four restaurants, only one movie theater, one dentist, one doctor and one school.

That keeps the place close-knitthey all go to the same places to do the same things with the same people. That drives some folks batshitmore than one small-town kid dreams of growing up and running away to the big city some day.

Strangers are noticed right away in a small town, and it doesnt take long for the entire community to hear about it. That can be good and it can be bad. Makes a hunters investigation easierhe can go to the local diner, ask a few people if theyve seen anything strange, and hear all about the recent deaths in gruesome detail. Makes the hunt harder though. The local sheriff hears about the hunter. Given what hunters usually ask about, thats gonna get the lawman damned curious, if not outright hostile.

Wandering uglies pass through small towns quick enough. As mentioned, its hard to hide there. Those that set up shop in a place, posing as humans and doing their business over time, can be particularly stubborn though.

These monsters often become established members of the community. Taking them down forces the hunter to go up against the entire town. Some hickvilles are even responsible for their monsters, summoning spirits and other entities to protect their town and sacrificing strangers and passersby in exchange. The good newsits not hard to notice when an entire town is acting peculiar. The bad newsa hunters gotta take on the whole place and the creature.

Might be better to let it go and leave the folks to their just deserts. The Midwest is the perfect place for ghosts. Farmhouses might stay in the family for generations, but if the last owner dies the house can sit vacant and untouched for decades, the land around it going fallow or reverting to untamed prairie. After the kids run off to better, or at least more interesting lives, some old farmers die alone, bitter and twisted by the hard, unrewarding, solitary lives they led.

That makes for vengeful ghosts that prey on anyone foolish enough to enter their territory. And that territory has stretched pretty far afield. If you divy up the U. This vast stretch has a handful of large cities, dozens of small towns, and vast farmland in between. Most of the nations grain, produce and meat come from this Bread Basket.

The Midwest poses serious problems for hunters. First of all, its damn big. Getting from one town to the next can take an entire day, Hell, sometimes farmhouses are eight or more hours apart.

That means canvassing an area looking for a monster can take weeks instead of hours. Meantime, the nasty is going on its merry killing way.

Even when you narrow it down, hunting in open expanses aint easy. A field of grain or corn or a pasture can literally stretch for miles. Sure theres miles and miles of road, but that dosent cover anywhere near all there is.

Monsters have a buttload of ground to hide in. If the hunter doesnt happen have a four-wheeler, all that areas gotta be searched on foot. 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.

The first five seasons of the show followed a building story arc of misery, death, sibling angst, and lots of monster blood, leading up to a grandiose apocalyptic tango between the armies of Heaven and Hell themselves. The show is currently on its eighth season, but nothing from season 6 onward is important for the purposes of this somewhat behind-the-times roleplaying game.

What is the Supernatural RPG? As with pretty much any of their media properties, the Supernatural RPG runs on what is known as the Cortex system. You may recall that one of the members of this very thread recently started reviewing the Leverage RPG, actually. This means I'll probably just be covering the alterations to the Cortex system as opposed to every little rule when we reach that stage. The Supernatural RPG had only three books created for it four if you count the free online adventure focused around the Beast of Bray Road.

Since the books in question came out around the time of seasons 4 and 5, a lot of the focus is on angels and demons over any other creatures. Fear not, however, as we will be covering a lot of ground as we go. Fans of the show will be delighted to find that even Racist Truck gets statted out, as well as monsters that never even appeared in the television series such as chupacabras, mothmen, the Jersey Devil, and Cthulhu.

I'd imagine there would have been further supplements eventually, but the reason we are here is for a funeral, after all: MWP's license for the Supernatural and Smallville properties ran out at the end of last month. Of course, being created partway through a still ongoing series means there will be inconsistencies, but I will try to avoid any moments if I can With all of that said, there's nothing more to do than start the review of the core rulebook in the next post.

Be Afraid of the Dark posted by Fossilized Rappy Original SA post Chapter 1: Be Afraid of the Dark This is more or less the introductory chapter of the book, and there's nothing worth spending too much time on inside it. Hunters have shitty lives, Hunters hunt monsters, Hunters break the law, and Hunters die young.

There are also similarly swift and stereotypical answers given as to what you'll find in specific parts of the country: New Englanders are shifty people with ghosts in their cemeteries, southerners are assholes with ghosts in their houses, midwesterners are superstitious types with ghosts in their summoning circles, west coasters are kooky new age-types with ghosts in their everywhere, etc.

Chapter 2: The Basics Rules time! As stated before, the Supernatural Roleplaying Game utilizes the Cortex system. Attributes: In classic Cortex fashion, we have six attributes of Agility dexterity , Alertness situational awareness , Intelligence no guesses for this , Strength ditto , Vitality how much of a physical hit you can take , and Willpower the same, but for mental.

They are based on dice size, ranging from d2 absolute shit to d12 nearly superhuman for most player characters. Derived Attributes: The attributes based on the combination of other attributes.

These are Endurance Vitality plus Willpower, and is used for things such as brushing off near-death experiences , Initiative Agility plus Alertness, and is the same as it tends to be in d20 games , Life Points Vitality plus Willpower, reflecting how much damage you can take before you start dying , and Resistance double Vitality Basically saving throws against things like poison and disease.

Skills: Things such as firearms training and computer skills. They are also based on the percentage dice system like attributes, rather than skill points, and are covered in detail in chapter 4. Traits: Basically character quirks that aren't covered by attributes or skills. They come in the flavors of Asset positive and Complication negative. Plot Points: A pool of points similar to what the d20 system does with action points.

Plot points let you game the system, spending them to get a better roll on a task than you would normally be able to. Download the first chapter:. Download Part 1. Download Part 2. Download Part 3. Download Part 4. Download Part 5. Download Part 6. Download Part 7. Download Part 8. Download Part 9. Download Part Download episode First Season. Download Part 1 Download. Download Part 2 Download. Direct Download Part 3. Direct Download Part 4. Direct Download Part 5.

Download Part 6 Download. Download Part 7 Download. Direct Download Part 8. Download Part 9 Download.

Download Part 10 Download. Download Part 11 Download. Download Part 12 Download. Download Part 13 Download. Download Part 14 Download. Download Part 15 Download. Download Part 16 Download. Download Episode 17 Download. Download Part 18 Download. Download Part 19 Download. Download Part 20 Download. Download Part 21 Download. Download Part 22 Download. Second Season. Chapter Synopsis: Sam and John, see minor injuries, but religion is dying and his father, instead of living the faith, and his soul to the devil to leave the pistol.

The second chapter is clear that the devil has bigger plans for Sam Winchester. The mother died in the night, Sam had been infected by the blood of Satan. He is the reason why adults with some mental abilities. Also, the devil has done this on other children who are Mlaqt Winchester them throughout the season.



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