Monster Hunter International
MHI House Rules
House Rules for Monster Hunters International (M.H.I.) Game
1. Do not argue with the great Game Master diety, very bad things will happen to your character. (The Flying Spaghetti Monster will eat you.) Present your ideas, questions and complaints yes, argue a point of rules no!
2. The rules of physics apply to magic the rules of logic do not. In a logical world there is no magic, only unexplained natural phenomena. If it makes sense it will probably work, but do keep in mind it’s mind over matter. If I don’t mind it don’t matter.
3. This campaign is evolving, a first attempt so just go with it. Game flow is paramount, role playing rules, everything else is small stuff; don’t sweat the small stuff. Ergo things may get retroactively changed. Long drawn out arguments via email are allowed and will be carefully read before being deleted and forgotten.
4. Character points will be assigned by the Game master at his whim. In general you will receive one per session, and perhaps two if the GM Deity of games is impressed with you.
Monsters in this world vary from each other significantly; however most of them are subject to aggravated damage. Some take damage normally, others do not. For example, Wear-creatures, Vampires, and Trolls take aggravated damage. Ghosts take no damage unless they become substantial in which case they take normal damage. Golems, Fairies and such take normal damage but are incredibly tough unless you hit them with cold iron (which includes iron alloys and derivatives such as steel, but not aluminum).
Commonly aggravated damage is delivered from magic or silver, including the claws and fangs of magical creatures such as were’s and vampires. A were-creature will take damage from normal means, but will regenerate it (rather quickly) and cannot be killed by normal damage. The same applies to vampires which can heal normal damage almost instantaneously using their blood powers. Aggravated damage can only be healed over time and can permanently kill creatures susceptible to it.
Wizards, mages, witches, etc are exceedingly rare. There are only 1 in a million who have magery 0, of them 1 in 100,000 have magery 1 and of 1 in one hundred million with magery 2, this continues in this vein. This is not quite so true of some creatures such as Vampires and Fae. It is not uncommon for Fae to have magery 1, however higher that does become rare. On the plus side only humans can achieve magery 4, and even very powerful vampires and Fae reach magery 2. Fairy queens and vampire ancients will be the only ones with magery 3. To this end a human taking magery above level 2 must pay a 10 point unusual background cost.
Staves: Wizards with the staff spell can enchant their own staff. A wizard cannot enchant a staff for another wizard. A wizard’s staff will only work for the wizard who created it. In general a wizard’s staff must be just that, a wooden staff over three feet long. You can enchant your staff to change size, but you cannot use the staff in shrunken or enlarged size unless you have changed size to match. All mage staves give the effect of a five point power stone. All touch spells can be delivered with a staff. Staves can be enchanted to perform other things such as casting a fireball, but you must either draw the energy from your own fatigue pool or empower the staff as per the enchantment rules. The wizard’s staff cannot be made with quick and dirty enchantment rules; it can only be done with the slow and sure method. A staff also provides a mage with instant magical firepower. Unless specifically enchanted to work differently a staff will cast an arcane bolt of energy every round which unerringly strikes the target as long as the mage has line of sight to the target. This works like a gun though, concealment will not stop an arcane bolt. Howerver, anything of substance, i.e. a brick wall, will stop an arcane bolt as opposed to not stopping a .50 caliber round. Use common sense here, a cardboard wall isn’t going to do it. This arcane bolt does damage commensurate with the power of the mage using the staff. For every level of magery the staff will deliver 6 points of damage. A staff’s arcane bolt cannot score a critical hit or a called shot, it also cannot fumble.
Ritual magic works. Ritual magic will enable a low powered mage to cast incredibly powerful spells. However, this takes lots of time, effort and expense and obviously a high powered mage can do it better. The more powerful the spell the longer and more complicated the ritual. Some spells can only be done with ritual magic such as resurrection type spells. The rituals must be uninterrupted and the only thing a caster can do besides the ritual is rest and eat and sometimes the caster cannot even stop the ritual to rest. Hence often mages have very high health scores as well as intelligence. Ritual magic will be wholly adjudicated by the game master. Length of time and materials will vary depending on the power of the mage, the materials used, the presence of assisting mages, the location of the ritual, etc.