My third article ever published had lots of editorial issues, but I was in for some serious OJT. It was also the first time I had a lot of outtakes of material I just couldn’t use. It was a labor of love for me because I really dig the various source material that Monster Hunters draws from and I really love Pulp games (though, sadly, I rarely get to play or run such things). Total writing hours were a mere 20. I spent almost 80 in editing and nearly 10 on revisions. The initial reactions for my article were one of the things that really kept me continuing to write because I almost gave up in despair after I realized my editorial skills were…well, they were crap. I eventually want to write a “MH in Wild West” because Weird West is the best West. 🙂 Now, for some outtakes. Here’s two new Inhuman options:
Immortal
You were a mortal man once. But that was a long time ago. So long ago that you’ve forgotten more lives than you can count. You’re like any other man, but your vast experience allows you to solve a multitude of problems rapidly.
Attribute Modifiers: IQ+1 [20].
Secondary Characteristic Modifiers: Will+2 [10].
Advantages: Racial Memory (Active; Long Life, +0%*) [40]; Reawakened (Immortal Memories) [10]; Wild Talent 1 (Focus, Skills from previous experiences only, -20%) [16]. Choose one of the following packages:
* Instead of the lives of ancestors, this represents a long life and the expedience or knowledge gained. In general, it should remove up to -6 penalties from Familairity, low-TL, etc. to skill rolls if a successful roll is used in addition to providing information. This is traded off by the immortal having to have been there or convince the GM he could have been.
† While the limb is regrowing, the immortal suffers from Chronic Pain (Severe; 2 hours; 12 or less) [-20]
Golem
You’re clay given life. Unlike most golems who are bloody single-minded, something about your creation went very wrong (or very right) and you can actually think on your own. Outwardly you resemble a normal (if brutish) human being, but if cut you don’t bleed blood, but leak clay.
Attribute Modifiers: ST+10 [100]; IQ-2 [-40]; HT+2 [20].
Secondary Characteristic Modifiers: Will+2 [10].
Advantages: Can burn HP for extra effort [1]; DR 2 [10]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Indomitable [15]; Injury Tolerance (Homogeneous, No Blood) [45]; Single-Minded [5]; Striking Surface [1]; Unfazeable [15].
Features: Affected by Path of Matter (instead of Body) magic; Neither has nor uses FP; Sterile.
* Requires a roll against Theology (Abrahamic) vs. the golem’s Will. Failure means the golem is now under that person’s control for one minute and may make a Will roll every minute to snap out of it. Critical failure means this lasts for a day instead!