My Games

Tuesday, January 28, 2020

Monster Hunting Special Forces

I originally had planned this as an r/d100 Let's Build series, but other than the awesome semiurge I didn't get any takers, so here it is as a Weird & Wonderful Table. I've written 20 (so I think that's 8 new entries compared to the reddit post), and also included semiurge's entries as BONUS.

Also, I say this in the reddit post as well, but to clarify, this is not related to the Monster Hunter videogame series! These are ideas for "character classes" (or at least cool NPCs) built around a unique method to take down a common fantasy or tabletop monster. It was somewhat inspired by the Vamprie Hunter D novels, but also takes inspiration from other series with unique methods of monster fighting such as Attack on Titan, or to a lesser extent Goblin Slayer (more so for its focus on tactics than for its unique methods per se).


  1. Ibian Jiraiya (Vampire Hunters): The Ibians are frog or salamander-like humanoids from another dimension or universe who have held a single colony, the city of Ib in the land of Mnar, for at least ten thousand years. Their soldiers, the Jiraiya, are known for being completely silent, and for mastering water magics. Their water magics make them uniquely suited to vampire slaying, as vampires are vulnerable when submerged in water.

  2. Holy Maiden (Vampire Hunters): Ibian golems, designed as the ultimate Vampire Slayers. Made of an exotic marble-like material, they appear as ornate iron maidens with an uncanny smile on their face, which turns into a laughing scream, projecting beams of holy light (which may also be Mu / Null energy or the projection of a white hole). When they strain themselves, they shed tears of blood. They have the intelligence of a golem, or sometimes an angel or ghost from heaven. They are powered by a vampire, trapped in a hibernating state as if in a coffin, needles draining their blood to power the maiden. An operator must occasionally blood-let into the maiden to keep the vampire alive. A more powerful vampire yields a more powerful maiden, but requires more blood, a more sophisticated operating system, and is more likely to go berserk. If a maiden is on the verge of going berserk, it will try to pulp the vampire inside for one final, explosive burst of holy light.

  3. Ibian Dhampir (Vampire Hunters): Half-vampire, half-ibian. Ibian dhampirs are unique in that they have absolutely no vulnerability to being submerged in water, in addition to being less vulnerable to the other weaknesses of vampires. Additionally, their vampiric powers operate on lunar phases, being virtually mortal on a new, crescent, or quarter moon, and nearly equal to a full vampire during a gibbous or full moon. Even during this time, they maintain their immunity to water submersion.

  4. Vaporist (Dragon Hunters): Witch doctors, plague doctors, and other learned specialists. They gather or cultivate herbs, fungi, bacteria, and viruses which agitate the unique properties of dragon lungs and guts associated with their element-breathing biology. They collect these ingredients into mounds which they set afire, vapors rising up to the dragons, or compress them into pellets that can be ignited from firearms or set alight and launched from bows, cannons, and ballista. They are also trained in butchery and knifework, and often carry cutlery carved from dragon bone or an equally hard and sharp material. As the effects of the vapors kick in and the dragon falls to the ground, they position themselves to slice open the plummeting dragon across their bellies, leveraging the dragon's own force and velocity against it, spilling their guts which smash into the ground at high velocity.

  5. Blink Master (Dragon Hunters): Beastmasters with a specialty in training blink dogs. The dogs are trained to draw the attention of the dragon, or lie in wait to ambush a charging dragon. They herd it towards the highest ground they can find with the best cover, in an attempt to force the dragon to charge towards the ground. As the dragon charges or exhales its elemental payload, the blink dogs teleport-pounce up to the dragon, dodging the breath attack, and collectively work to immobilize the wings and bite and claw at the dragon's vulnerable points such as eyes, belly, and throat, blinking around the body as needed or off to safety as the dragon crashes to the ground. Some blink masters breed their blink dogs to be immune or resistant to specific elements, or to be empowered by certain elements, making them better suited to hunting specific kinds of elemental dragons. Some extremely high-level blink masters use (barely-)tamed hounds of tindalos rather than blink dogs.

  6. Dazzler (Beholder / Basilisk / Gorgon Hunters): In every way trained to disorient and disable vision. They wear jewelry of reflective glass, shiny clothing and armor, and lights, learn blinding spells and spells of flashing lights, or carry magic items or wands that do likewise. They use the beholder's many eyes against them, disabling their eye magics and making it difficult if not impossible for them to aim their disintegration rays.

  7. Sundancer (Beholder / Basilisk / Gorgon Hunters): They wear the skin of a displacer beast, carefully butchered to maintain its light-bending magical abilities against monsters. They dance through the disintegration rays of beholders; their position is always a foot or two away from the stare of a basilisk or gorgon. As the monsters look in vain, the sundancer dances ever closer, until it reaches close enough to lash at the monsters eyes with its weapons or the tentacles of the displacer beast skin.

  8. Soulbinder (Lich Hunters): Priests, clerics, and exorcists, who collect heaven-bound souls. Often, they sell indulgences to the poor, offering them a chance at heaven so long as they allow the soulbinder to borrow their soul for a time. Liches draw their necromantic powers from the nether-portal where their soul would be, instead safely stored in its phylactory. As they use their powers, the portal widens, and eventually it grows wide enough for the soulbinder to lodge a borrowed soul into it like a plug, significantly impairing the lich, and temporarily turning them into a mortal. If the lich is not killed quickly enough, the soul will be thrashed by the necromantic energies and the lich will be undead again. However, if it is killed in time, the new soul will block out the original soul held in the phylactory, at which point the under-used soul will quickly wither away, and the soulbinder may safely retrieve the borrowed soul.

  9. Dungeon Custodian (Dungeon Hunters): Consume alchemical concoctions containing, or naturally produce in their bodies, an enzyme that makes them immune to the acid of a gelatinous cube. They enter a cube, usually naked or with rare articles of clothing immune to the cube, and operate it from the inside, manipulating its simple intelligence towards the custodian's aims. They sweep through the dungeon in their cube, cleansing the dungeon of monsters. Custodians will often carry capsules containing condensed gelatinous cubes within them, to use in emergencies if the dungeon does not have any gelatinous cubes in it or their current cube is destroyed.

  10. Spiral King (Mind Flayer / Psionic Hunters): Master mesmerists and tacticians, their name a reference to the King from Chess, and the fact that they are powerful psychics whose psionics are fully dedicated to the construction and maintenance of their psionic mind castles, making them the ultimate anti-psychics. Any psionic attack traps the psychic in the Spiral King's mind castle, where the castle itself assaults them from all angles. Even as they try to escape, they find themselves in infinite spiral staircases, recursively looped like an MC Escher painting.

  11. Nightmare Wendigo (Mind Flayer / Psionic Hunters): When humans or certain other creatures dying of starvation succumb to cannibalism, they transform into wendigo; skeletal, bestial, white-skinned or white-furred, supernatural monsters of rage and consumption. When a psychic on the verge of brain-death cannibalizes the mind of one of their own, they may become a Nightmare Wendigo. They are stark-raving mad, but often functional. Their affect is unsettling and most others are uncomfortable around them, but otherwise they are capable of reason. However, when in the presence of psychic beings, and especially when a psychic being such as a Mind Flayer attempts to feed on their mind, their physical body transforms into a wendigo, and the wendigo's shadow ravages the mind of the psionic attacker.

  12. Noble Dhampir (Vampire Hunters): A lineage of dhampirs descending from the most powerful vampires and most exceptional humans, usually selectively bred but occasionally inducted. They are often bred or chosen for the strongest resistance to vampire weaknesses, greatest vampire abilities, restraint towards bloodlust, or other supernatural or exceptional mundane abilities. Those inducted into the Noble family are some of the most dangerous and powerful beings in the world, usually indoctrinated to hate vampires and their vampire heritage.

  13. Lightning Golem (Giant Hunters): These metal golems are built by artificers with special training, and are not magical in nature. Given the intricacy of the work, the knowledge necessary to maintain them, and the cost, they are rare. It ends up being more sensible to make a smaller number of massive lightning golems scaled to fight giants and kaiju than to make many smaller, human-sized or large lightning golems. The artificers either make a deal with, or capture a lightning elemental, and force it into circuits of usually copper, silver, or gold within the Lightning Golem, and through means not well understood, the elemental animates the golem. Often the artificer will build an electric-proof cage within the golem from which a pilot can (partially) control the elemental.

  14. Meta-Alchemist (Elemental Hunters): Everyone is familiar with the elements; Earth, Water, Fire, Air, but these are actually the outward expression of two deeper philosophical principles of cohesion and combustion. The meta-alchemists have, through deep thought, transcended the planes, and have access to the sulfuric hellfires and the mercurial ichor of the gods. With these elements, they can snuff flames, steady torrents, crumble the earth, and thin the air.

  15. Slinger Grenadier (Giant Hunters): These hunters are masters of the shepherd sling. Their slings are magically enchanted with haste or similar spells, allowing them to spin far faster, and launch farther and more powerfully, than would otherwise be possible. Depending on the size of the sling and bullet, it can shred enemy lines, leave explosive craters, and puncture giants and armored monsters. Even the weakest enchanted slings require great muscle strength and training to use effectively, and the most devastating slings are positioned in-place like artillery and operated by a team.

  16. Necroborg (Undead Hunters): These necromancers hone their abilities towards the integration of life and un-death. They blend blood and blight, wearing skeletal armors and integrating undead appendages and organs into themselves. Zombies bite, and necroborgs bite back. By ingesting undead tissue, or siphoning blight through claw-syringes integrated directly into their bloodstream, the necroborgs steal the eldritch energies of their undead foes, or turn them to their will.

  17. Necro-Demolitionist (Undead Hunters): Divine channelers who invoke a so-called deadman's switch suite of spells. They use a potent combination of abjure undead and turn undead to create a simultaneously pulling and pressing, violent force; an implosion followed by an explosion proportional to the number of undead compressed within it. Another spell they cast triggers as a fresh corpse is being blighted, blocking the eldritch energies partway through the transformation, causing an explosive necromantic pulse. If any other fresh corpses are also being blighted, the necromantic pulse blocks their blight, creating a chain reaction of corpse explosions and necromantic pulses.

  18. Zombie Rancher (Undead Hunters): Cowboys of the blight. They use carefully controlled divine spells to compel the migrations of lesser undead, usually skeletons and zombies. Often they are utilized merely to divert the path of an undead scourge like digging a trench to change the course of a river. Some kingdoms have reached a level of capital and industrialization that they have employed zombie ranchers who use their spells to create logic-gates from the zombies, turning scourges into un-living computers. Less advanced but sufficiently wealthy kingdoms instead divert scourges towards their enemies, but that is a dangerous game, as the scourge grows larger, and the number of zombie ranchers rarely grows in kind.

  19. Werehound (Werewolf Hunters): A "breed" of werewolves, "domesticated" (enslaved) for generations and bred to be the ultimate hunters. They have exceptional speed and sense of smell and are capable of keeping werewolves in their sights, or tracking their scent into the day, when they are at their most vulnerable. Except for when they bloodlust, their feral instincts are attenuated compared to werewolves, but they are formidable fighters in their own right, and are trained in group hunting tactics and to hunt with humans.

  20. Cold Iron Jack (Fey / Werewolf / Forest Hunters): Lumberjacks and huntsman equipped with tools of royally-enchanted cold iron. The cold iron is devastating to magical beings, especially those of the forest, such as fey and werewolves, and can give a lumberjack the strength to chop through a tree in a single blow and the will to laugh in the face of Darkness. The cold iron is only as powerful as the royalty, or more generally the civilization, that empowers it.



Semiurge BONUS:

  1. The Knights of St. Gumbly (Giant Slayers): An order of mountain goat-riding halflings and children who specialize in the use of the javelin and grappling hook. As per the teachings of their founder they believe that giants are the embodiment of rapacious sin, and so slaying them while practicing strict temperance is their moral duty. Their preferred tactic is to climb up their targets’ bodies to strike their soft head bits.

  2. The Ash-Eater Lodge (Treant, Dryad, Druid, Etc. Slayers): Civilization’s hunger for fuel is always ravenous, yet the forests hold their bounty jealously. The rangers of the Ash-Eater Lodge wield their advanced knowledge of ecology as a weapon, collapsing predator populations, poisoning the earth, putting pockets of resistance to the torch, and otherwise softening the defenders of the woods for their harvest.

  3. Ironcrackers (Demon Slayers): Veterans of the campaign against iron-walled Dis, specializing in the use of occult siege weapons. Holy water cloudburst bombs, cannonballs of sacred salt, and horns of Jericho all number among their arsenal.

  4. Poor Unfortunate Souls (Witch Hunters): Pitiable and practically indispensable members of witch hunts. People who by accident of malefic influence of birth are lightning rods for curses, shielding their comrades from the same.

1 comment:

  1. Lightning Houses (Darkness Deniers): Believers risk life and limb to harvest aurora for Lightning Houses who blow aurora out their cylindrical flues in focused song to strike Darkness either in tandem with other Houses (against a Hole) or in tactical short bursts (against Swaths). Aurora is also to be spent Humming to heal local sick and bless festivals and maintain the House integrity or else a House risks singing itself asunder in the next wave or lacking the aurora necessary to raise its voice. The closer a Swath or Hole is to the House, the easier it is for Believers to flense fallen Darknesses for their rich aurora; but too close, and it becomes difficult for Lightning Houses to produce the required notes to take Darkness out.

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