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Norpfang
2010-10-23, 11:29 AM
I am currently in the process of making a supernatural (http://en.wikipedia.org/wiki/Supernatural_(TV_series)) RPG using D&D 3.5 rules has a base I would appreciate if you could send my names of creatures that go bump in the night so i can give them stats. (to follow forum rules I will avoid the certain aspects of the main plot line involving characters based used directly from religions)

I am currently making classes. When I am done making the rules I will post a request for play testing it in which I will DM.

Mulletmanalive
2010-10-23, 11:40 AM
Be careful with the "religious" monsters there...treading close to the line on forum rules.

The Fae-o-matic thread in my sig has a bunch of fairies from real world in it that you're welcome to use. First thing you should do, however, is provide me with stats for the Rawhead in episode 1:13 Reaper. I'll wait :P

[thanks]

The Vorpal Tribble
2010-10-23, 11:40 AM
Have worked on a number of things myself based on the show:

Angel, Hisromam (http://www.giantitp.com/forums/showpost.php?p=4982178&postcount=2) (Castiel's angel type)
Devil, Soulhawker (http://www.giantitp.com/forums/showthread.php?t=10641) (Crossroads Demon)
Genie, Fikri (http://www.giantitp.com/forums/showthread.php?t=43141) (Djinn)

This was also partially inspired by the show:
Monstrumologist PrC (http://www.giantitp.com/forums/showthread.php?p=9510576#post9510576)


Lastly, tried my hand at giving Dean stats (http://www.giantitp.com/forums/showpost.php?p=2920780&postcount=3)

Norpfang
2010-10-23, 11:47 AM
Thanks for the creatures

@mulletmanalive thanks for the warning ill change the wording to make it less likley to be missinurprited
@Vorpal TY for the stats I wont use them fully but ill use them for inspiration

P.S I was planning on starting in episode order with monsters at first but sense you asked ill do Rawhead 1st

LOTRfan
2010-10-23, 12:05 PM
I made a group of shapechangers. Only problem is that they use the Vitality/Wound and Weakness variant mechanics. If you want to change/use them, be my guest:

Changelings (http://wiki.faxcelestis.net/index.php?title=Changeling)
Shapeshifters (http://wiki.faxcelestis.net/index.php?title=Shapeshifter)
Sirens (http://wiki.faxcelestis.net/index.php?title=Siren)
Wraiths (http://wiki.faxcelestis.net/index.php?title=Wraith)

Coincidentally, I'm also in the middle of statting up the demons (but adapted to a generic D&D fantasy setting), and I was going to post them later tonight. There's a couple of differences, though, them being undead for starters.

Norpfang
2010-10-23, 12:10 PM
dont worry about statistics ill convert and I will be using the more realistic vitality and wound system

Class Ideas: Hunter, Thief, Priest, Inside FBI/Cop, Scientist
Prestiege Classe Ideas: Specialist Hunter, Demon Blood (more like a template with Levels, Lore Buff, Mercinary

thanks to idiotic table generation i will be forced to post my statistics on a link on a different web sight

Norpfang
2010-10-24, 07:57 AM
HUNTER CLASS:
Abilities: being a much more versatile class itís a good idea to have any score besides wisdom. Although it is beneficial to some skills it should be your trash roll.
Alignment: Chaotic
Vitality: d10+con mod/ Wounds: con score

{table=head]Level | Base Attack | Fort | Ref | Will | Special
1 | 1 | 2 | 0 | 0 | Favored Knowledge
2 | 2 | 3 | 0 | 0 | Bonus Feat
3 | 3 | 3 | 1 | 1 | x
4 | 4 | 4 | 1 | 1 | Bonus Feat
5 | 5 | 4 | 1 | 1 | Uncanny Dodge
6 | 6/1 | 5 | 2 | 2 | x
7 | 7/2 | 5 | 2 | 2 | +2 any ability, Bonus Feat
8 | 8/3 | 6 | 2 | 2 | Bonus Feat
9 | 9/4 | 6 | 3 | 3 | x
10 | 10/5 | 7 | 3 | 3 | Improved Favored Knowledge
11 | 11/6/1 | 7 | 3 | 3 | Improved Uncanny dodge
12 | 12/7/2 | 8 | 4 | 4 | Bonus Feat
13 | 13/8/3 | 8 | 4 | 4 | x
14 | 14/9/4 | 9 | 4 | 4 | Bonus Feat
15 | 15/10/5 | 9 | 5 | 5 | x
16 | 16/11/6/1 | 10 | 5 | 5 | Bonus Feat
17 | 17/12/7/2 | 10 | 5 | 5 | x
18 | 18/13/8/3 | 11 | 6 | 6 | AC Boost
19 | 19/14/9/4 | 11 | 6 | 6 | x
20 | 20/15/10/5 | 12 | 6 | 6 | Bonus Feat
[/table]

SKILLS: The Hunters Class Skills and (key abilities for each skills) are Bluff (CHA), Climb (STR), Craft (INT), Decipher Scrip (INT), Diplomacy (CHA), Disguise (CHA), Escape Artist (DEX), Forgery (INT), Gather Info (CHA), Hide (DEX), Jump (STR), Knowledge (Paranormal)(INT), Move Silently (DEX), Search (INT), Sense Motive (Wis), Swim (STR)
Skill Points at 1st lvl: (4+Int)*4
Skill Points at each additional lvl 4+Int

CLASS FEATURES:
Weapon Proficiencies: Hunters are proficient in all simple and martial weapons and light armor.
Favored Knowledge: A Hunter may make a special favored knowledge check with a bonus equal to his hunter level + his Intelligence modifier to see whether he knows some relevant information about a specific type of creature ex. Shapeshifter (If the hunter has 5 or more ranks in Knowledge (paranormal), he gains a +2 bonus on this check.) at 10th lvl he gains improved Favored Knowledge in which case he may ether gain this knowledge towards all creatures or add his INT score to attack roles made against that monster.
Uncanny Dodge (Ex): At 5th level, a Hunter retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Hunter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): At 11th level and higher, a Hunter can no longer be flanked. Also he cannot be sneak attacked in anyway unless the attacker has 4 more levels then him
AC Boost: at 18th lvl a Hunter gains 2 stacking Deflection AC during night

rough draft hunter class

LOTRfan
2010-10-24, 08:04 AM
This guide (http://www.giantitp.com/forums/showthread.php?t=10313) can show you how to make a chart. So it's easier to read.

Norpfang
2010-10-24, 08:06 AM
Nice ty this is helpful :)

LOTRfan
2010-10-24, 10:10 AM
Alright, so far I like it as a low-tier class. Just a couple of things:

Are the bonus feats selected from the fighter list, or is there a new list?

The chart says damage reduction 2/day. I read the description, and I became even more confused. Do you mean that for two rounds each day, they gain damage reduction 2/- (like the barbarian), but this must occur at night? I'm going to assume this is what you meant until you reply. Problems with this are: 1) Damage reduction is usually a permanent thing, so you would have it all the time. 2) Why only at night? The Winchesters fought several creatures during the day, and even at night they have been beaten pretty badly by monsters before slaying them. Perhaps you should change damage reduction to something else. A bonus to AC, possibly?

So, this Knowledge (Paranormal) skill, does it help hunters identify all monsters, or only certain types?

Norpfang
2010-10-24, 10:17 AM
gd point Ill change it too Deflection AC at night time its meant basiclly has when they are most at their guard and yea Im making a special feats list for this they can choose any of the General Supernatural Feats has a bonus. I may get feats up soon. Also the paranormal check gives insight to Lore on paranormal things in general but pretty much just the stories and occurances.

Later today I will update with 2 classes and Backgrounds(Races)

Can you take a look at my class ideas and see if i missed something

LOTRfan
2010-10-24, 10:24 AM
Alright. Deflection bonus sounds good. I assume this is going to be a low-magic campaign (with possibly all spells turned into rituals)?

Oh, and I posted the D&D versions of the demons (http://www.giantitp.com/forums/showthread.php?p=9615126#post9615126) from supernatural. Feel free to use/modify/ignore as you see fit.

Will you be modifying the SRD werewolf and vampire templates to fit more with the show?

EDIT: Oh, just read the last part of the post. Sure, I'll take a look. One minute, please.

EDIT II:
Class Ideas: Hunter, Thief, Priest, Inside FBI/Cop, Scientist
Prestiege Classe Ideas: Specialist Hunter, Demon Blood (more like a template with Levels, Lore Buff, Mercinary

Alright, of course the Hunter you already posted fits.

Thief, will that be similar to Bela? I could see how that could work, stealing spell components, supernatural creature parts, maybe even dabbling in supernatural items.

Priest; I'm curious how you will get these to fit in well. In Houses of the Holy (http://www.supernaturalwiki.com/index.php?title=2.13_Houses_of_the_Holy) it is shown that priests have influence over ghosts. Maybe a master of turning/rebuking?

FBI/Cop- Another interesting choice. I can't really come up with anything, but I'd like to see how you would implement this.

Scientist... Possibly studying the physical aspects of said monsters? Maybe they major in a certain monster, and get bonuses against that monster and related creatures (like a Hunter, but more specialized and less useful in other situations)?

As for prestige classes, Specialist Hunter would probably overlap with my scientist idea, so forget about what I wrote above. Demonblooded sounds interesting. They should be able to specialize in a unique field (some Special Children had electrokinesis, Premonitions, mind control, super strength, or a life draining touch).

Mercenary sounds cool. Would Lore Buff be like loremaster, but more creature orientated?

Norpfang
2010-10-24, 10:47 AM
Yea there will be very minor spell casting in this game most of which will be rituals.

Thanks for the demons I may use them

All Monsters will be modified to their supernatural counter part

Yeah u where pretty much right on the Classes and my thoughts on them
Specialist Hunters I was thinking of going for like a Gordon field and Lore Buffs after Bobby.

I will make Thief In a few min

LOTRfan
2010-10-24, 11:16 AM
For the werewolves, I'd suggest getting rid of the animal form and keeping the hybrid form.

What is the new stat block going to look like?

Also, I don't know if this will be helpful, but here is a variant system (http://wiki.faxcelestis.net/index.php?title=Variant_Rule:_Weaknesses) that may or may not be useful, depending on what you want combat to be like.

Norpfang
2010-10-24, 11:36 AM
{table=head]Level | Base Attack | Fort | Ref | Will | Special
1 | 0 | 0 | 2 | 0 | Rob 1/day
2 | 1 | 0 | 3 | 0 | Bonus Feat
3 | 2 | 1 | 3 | 1 | x Rip Off
4 | 3 | 1 | 4 | 1 | x
5 | 3 | 1 | 4 | 1 | Rob 2/day
6 | 4 | 2 | 5 | 2 | Bonus Feat
7 | 5 | 2 | 5 | 2 | x
8 | 6/1 | 2 | 6 | 2 | x +2 bonus to mental Ability Score
9 | 6/1 | 3 | 6 | 3 | x
10 | 7/2 | 3 | 7 | 3 | Bonus Feat, Rob 3/day
11 | 8/3| 3 | 7 | 3 | x
12 | 9/4 | 4 | 8 | 4 | Break A deal
13 | 9/4| 4 | 8 | 4 | x
14 | 10/5 | 4 | 9 | 4 | Bonus Feat
15 | 11/6/1| 5 | 9 | 5 | Rob 4/day
16 | 12/7/2 | 5 | 10 | 5 | x
17 | 12/7/2 | 5 | 10 | 5 | x
18 | 13/8/3 | 6 | 11 | 6 | Bonus Feat
19 | 14/9/4 | 6 | 11 | 6 | x
20 | 15/10/5 | 6 | 12 | 6 | Bonus Feat, Rob 5/day
[/table]

THIEF CLASS:
Abilities: Specialized in ripping people off you want to focus on Dex and Cha, also you may get caught so Con will be a nice back up. Donít worry about Str
Alignment: Chaotic
Vitality: d6+con mod/ Wounds: con score


SKILLS: The Thiefs Class Skills and (key abilities for each skills) are Appraise (INT) Bluff (CHA), Climb (STR), Craft (INT), Decipher Scrip (INT), Diplomacy (CHA), Disable Device (INT) Disguise (CHA), Escape Artist (DEX), Forgery (INT), Gather Info (CHA), Hide (DEX), Innuendo (WIS), Jump (STR), Knowledge (artifacts)(INT), Knowledge (Paranormal)(INT), Listen (WIS), Move Silently (DEX), Open Lock (DEX), Pick Pocket (DEX), Search (INT), Sense Motive (WIS), Spot (STR), Tumble (DEX)
Skill Points at 1st lvl: (8+Int)*4
Skill Points at each additional lvl 8+Int

CLASS FEATURES:
Weapon Proficiencies: Thieves are proficient in simple weapons and light armor. You are also proficient in Exotic and Cursed weapons
Rob: starting at lvl and every 5 lvls (4 lvls at first) up after that you can attempt to steal an Item on a person that they are not in direct contact with. The Item must be of a cost equal too or less than your lvl*1000 + your CHA mod*100. To attempt to steal you must make a Pick Pocket check DC 10 + the Targets INT and DEX modifiers. This ability may only be used if the target doesnít know you are there. Has an added benefit. At lvl 15 one youíre your Robs per day count has rolling a critical unless it is unique.
Rip Off: At 3rd level you can make a deal sound more compelling than it actually is. You gain a + 10 to diplomacy and every time your character the worth of something it is interpreted has your class level*100 more if you wish. This can be negated on a Will Save DC 10 +1/2 your lvl + your CHA mod. If its negated they go down 1 degree on the NPC relations chart.
BREAK a Deal: at 12th level you can end a deal through some bizarre loophole. At the cost of a 1 degree drop on the NPC relations chart you may end a deal both parties staying with what they currently have out of it and gain nothing more. If the deal involves a soul however you can only elongate the time until you expire by 2 times the original amount.






Ill post the monster stat block tonight

Norpfang
2010-10-24, 07:06 PM
unable to post tonight may have time tomorrow

LOTRfan
2010-10-24, 08:56 PM
Take your time. :smallsmile:

This is a very unique take on a rogue-like class (I'm not exactly very good with the tier system, so I can't help you with balance). Definitely fits the archetype Bela was though. Good job!

Norpfang
2010-10-24, 08:58 PM
ty heres a link for class creation that might give you an idea

When I finish do u want to help me playtest if yes what kind of character are u thinking

http://rumkin.com/reference/dnd/media/classconstruction.pdf

Norpfang
2010-10-24, 11:32 PM
Rule change update:
. Wound Vitality
. The latin language is automatic for the characters and is used for rituals and the like
. Earthreal creatures will gain Ectoplasm Ab Score where Con would be
. Certain creatures constantly Regenerate Vitality unless a special mineral is used
Certain creatures only die temporarily and must be stopped alternitivly
. Limbs can be targeted (20% chance more target right) -5 to hit
(Head 10, Body 30, Arms and legs 20 each)%
. General monsters change to fit world.

LOTRfan
2010-10-25, 04:59 PM
Alright, I'll gladly help with brainstorming ideas and such, but I am sorry, I don't have a lot of time available for playtesting. I've been pretty busy lately, and I would probably slow it down. Good luck, though.

Norpfang
2010-10-25, 07:20 PM
Ty for the help though its doing great

though play testing probally wouldnt happen for another mounth

Norpfang
2010-10-25, 11:32 PM
FBI (COP):
Abilities: Strength and Wisdom are the best hear. Also a little bit of Charisma and Constitution
Vitality: d12+con mod/ Wounds: con score

{table=head]Level | Base Attack | Fort | Ref | Will | Special
1 | 1 | 0 | 0 | 2 | Well paid, Identification, Code of conduct
2 | 2 | 0 | 0 | 3 | x
3 | 3 | 1 | 1 | 3 | Dead eye 1/day
4 | 4 | 1 | 1 | 4 | Divert authorities
5 | 5 | 1 | 1 | 4 | x
6 | 6/1 | 2 | 2 | 5 | Fast Movement
7 | 7/2 | 2 | 2 | 5 | x
8 | 8/3 | 2 | 2 | 6 | Dead eye 2/day
9 | 9/4 | 3 | 3 | 6 | x
10 | 10/5 | 3 | 3 | 7 | x
11 | 11/6/1 | 3 | 3 | 7 | x
12 | 12/7/2 | 4 | 4 | 8 | Dead eye 3/day
13 | 13/8/3 | 4 | 4 | 8 | x
14 | 14/9/4 | 4 | 4 | 9 | DR 2/-
15 | 15/10/5 | 5 | 5 | 9 | x
16 | 16/11/6/1 | 5 | 5 | 10 | Dead eye 4/day
17 | 17/12/7/2 | 5 | 5 | 10 | DR 4/-
18 | 18/13/8/3 | 6 | 6 | 11 | x
19 | 19/14/9/4 | 6 | 6 | 11 | DR 6/-
20 | 20/15/10/5 | 6 | 6 | 12 | Greater Dead eye 6/day
[/table]

SKILLS: The FBI Class Skills and (key abilities for each skills) are Craft (INT), Decipher Scrip (INT), Diplomacy (CHA), Gather Info (CHA), Innuendo (WIS) Intimidate (CHA), Listen (WIS), Move Silently (DEX), Profession (WIS), Search (INT), Sense Motive (Wis), Spot (WIS)
Skill Points at 1st lvl: (6+Int)*4
Skill Points at each additional lvl 6+Int

CLASS FEATURES:
Weapon Proficiencies: FBI are proficient in all simple and martial weapons and light and Medium armor.
Well Paid: The FBI class starts the game with an extra 1000$
Identification: an FBI agent doesnít require a check to prove his authority and starts the game with an ID. He gets a +2 bonus to ether Intimidate or Diplomacy
Code of Conduct: basically you cant disobey the laws of the government, follow orders, and are required to keep specified classified things secret. If this fails you must make a will save every weak starting at 10 and increasing by 5 every time if the check ever fails you can no longer gain any levels in FBI and no longer benefit from Identification and Divert Authorities.
Dead eye: 1/day and another every 4. If you are using a ranged weapon you instantly hit body part of your choice and goes straight into wound damage. To use this ability you must spend a turn preparing. At 20th lvl you can use this ability without preparation and crits but does not go straight into wound damage
Divert Authorities: 1/week you may make an apposed diplomacy + your Level to prevent the government from interfering with the job you are currently on
Fast Movement: you gain 10 ft of movement
DR: every 2 lvls you get DR 2/- that stacks

Norpfang
2010-10-26, 10:16 AM
judging on docters appointment will put up some feats ASAP

Norpfang
2010-10-30, 11:46 AM
Hodoo Priest Class:
Abilities: A class designed for protection against the paranormal There for Wisdom and Charisma should do the trick. Donít worry about any combat.
Vitality: d8+con mod/ Wounds: con score

{table=head]Level | Base Attack | Fort | Ref | Will | Special
1 | 0 | 0 | 0 | 2 | Exorcize 1/day, Graft charm, Speak Latin
2 | 1 | 0 | 0 | 3 | Protective aura
3 | 2 | 1 | 1 | 3 | Exorcize 2/day
4 | 3 | 1 | 1 | 4 | x
5 | 3 | 1 | 1 | 4 | Blessing (person)
6 | 4 | 2 | 2 | 5 | Exorcize 3/day, Hex
7 | 5 | 2 | 2 | 5 | x
8 | 6/1 | 2 | 2 | 6 | Speak with dead
9 | 6/1 | 3 | 3 | 6 | Exorcize 4/day
10 | 7/2 | 3 | 3 | 7 | x
11 | 8/3| 3 | 3 | 7 | x
12 | 9/4 | 4 | 4 | 8 | Exorcize 5/day
13 | 9/4| 4 | 4 | 8 | Improved Speak with dead
14 | 10/5 | 4 | 4 | 9 | Blessing (ground)
15 | 11/6/1| 5 | 5 | 9 | Exorcize 6/day
16 | 12/7/2 | 5 | 5 | 10 | x
17 | 12/7/2 | 5 | 5 | 10 | x
18 | 13/8/3 | 6 | 6 | 11 | Exorcize 7/day
19 | 14/9/4 | 6 | 6 | 11 | x
20 | 15/10/5 | 6 | 6 | 12 | Curse of Hodoo
[/table]

SKILLS: The Hodoo Priests Class Skills and (key abilities for each skills) are Alchemy (INT), Appraise (INT), Concentration (CON), Craft (INT), Diplomacy (CHA), Disable Device Heal (WIS), Knowledge (herbs)(INT), Knowledge (Witch Craft)(INT), Listen (WIS), Search (INT), Sense Motive (WIS), Spot (STR),
Skill Points at 1st lvl: (6+Int)*4
Skill Points at each additional lvl 6+Int

CLASS FEATURES:
Weapon Proficiencies: Hodoo Priests are proficient in simple weapons, and light armor
Exorcize: This power works just like turning undead except you use it against creatures that have the possession trait, and instead of turning it frees the host and banishes the creature for days instead of rounds.
Graft Charm: You gain may reduce a persons Con score by 1 in order to graft 1 non-unique charm into their skin. A character may have 1 graft per Str Modifier
Speak Latin: You gain Latin has a bonus language
Protective aura: This power may be put up 1/day but can be kept up indefinitely has long has you remain conscious. allies within 10 yards of you and yourself ether get + 10 vitality or +2AC chosen at activation
Blessing: this power may be used times per day equal to your lvl + your WIS modifier. This power makes the target count has LG and gets DR equal to your lvl against evil creatures. At 14th lvl this may be cast on a building. The duration of this power is equal to your lvl* your WIS modifier in hours for people and days for buildings.
Hex: You know Hexís equal to your lvl. And can cast them times per day equal to your CHA modifier.
Speak with Dead: at 8th lvl you have gained the ability to talk to the recently dead, and or allow them to take control of your voice. At 13th lvl you can also use this ability to teleport 2 others into the spirit world leaving their bodies prown. You can send them back any time in a 2 mi ritual. The people transported to the spirit world temporarily gains the spirit template.
Curse of Hodoo: At 20th lvl you don't need to breath or eat

LOTRfan
2010-10-30, 01:12 PM
I like the FBI class, especially the dead eye ability. How much starting money would everyone playing start out with?

I like the Hoodoo Priest, especially the exorcise ability. Don't you think Hoodoo curse is a little strong for a base class, though?

Norpfang
2010-10-30, 01:39 PM
Hodoo curse: good point ill weaken it down

Possible Money system:
Hunter: Has Rouge
Thief: Has Rouge
FBI: Has Fighter
Hodoo: Has Druid

Remaining player class Ideas/ based off:
Mercinary/ Ruby
Specialist/ Gordon

Norpfang
2010-10-30, 06:08 PM
Minor Demon:
. +2 STR,+2 CHA, -2 WIS, Demons have an inhuman strength, yet their judgment has been clouded through centuries of torture.
. Medium size
. Demon base speed in 30ft while under the possession special ability, but their natural form has a fly speed of 40ft.
. DV 60ft
. +2 racial bonus to bluff and sense motive checks
. Automatic languages: English, Latin, may learn any others
. Possession: at will a demon in its normal form or Gaseous form can take fly into a humans body. The host is allowed a will save 10+ your charisma modifier 1 time a day to keep control. otherwise you have complete control over the bodies actions and may leave at any time. Your ability scores still carry over however and you can turn your eyes black at will.
. Demon traits: your type is demonic and you are treated has one
. Soulless: Demons cannot sell their souls because they dont have them
. Favored Class: special list
LVL adj: +1

apocalypsePast2
2010-10-30, 08:45 PM
Loving this stuff, what other kind of races are you considering? Oh and can I get a PbP going when your done? You can DM if you want

Norpfang
2010-10-30, 09:17 PM
When I complete I will create a play test If you want to join that, ill defenetly DM the 1st game of this series so sure. Dont worry about creating a thread ill create one. Has for races heres what im thinking

Player Races:
Human- prefured
Demon
May add something else
Monsters: anything pretty much that goes bump in the night

Also sense your interested in play testing from what you have been givine so far what would you like to play has. That reminds me if you see this post and you are intrested in playtesting please respond. Ive got 1 player intrested in a demon so id appreciate all humans. (If your worried about lack of racial cusomization ill have plenty of background feats).

Any helpful ideas are very much welcolm this process is extreamly difficult

Norpfang
2010-10-30, 09:19 PM
Update:
feats half way done
Playtest Party requirnments:
. at least 1 hunter
. no more than 1 demon

Game estimated release November some time

Norpfang
2010-11-06, 11:53 PM
will with luck be playable at Novembers end

Hawriel
2010-11-07, 10:05 AM
There is a campaigne setting for Supernatural the RPG. Based off of the TV show. It uses the cotex rules. I understand you want to use WOTC 3.5 thats cool.

I just recomed it for ideas, setting, and story ideas. If you wanted to use 3.5 rules I recomend D20 modern. It has what you need to make cops, soldiers, blue coller vampire hunters. As well as a magic system.

Mathis
2010-11-07, 03:27 PM
Yes, I'm going to second the use of D20 Modern. It's still 3.5, only set in the modern age with pre-balanced weapons, skills and feats for the modern day man. The classes may be worth a look as well. It has a stronger focus on Prestige classes, which seem to be what you're trying to do here. With your highly specialized classes I mean.

Norpfang
2010-11-07, 08:34 PM
may use some stuff from d20 but not to much. what your seeing is just the surface of what I have completed. Never heard of another supernatural RPG looked all around for it. If there is its probaly not lagit ether. I havent thought of any real prestige classes yet just trying to fill in the aspects of the TV show.