[Van Dread]: Monsters

northerain's picture

This is an idea for my game, ''Van Dread''(title pending). Van Dread is a horror/pulpy game set in the modern age. Characters play former insane asylum inmates that are set free to fight supernatural threats under the guidance of a mysterious organization.
My initial concept for the monsters they fight and the usual story format didn't work for me(Silent Hill-esque monsters, game limited to ghosts) so I'm in need of new antagonists.
I know the game is pulpy and focus a lot on action, with little investigation and horror thrown in, so this is what's important to me:

1. Antagonists should often be multiple, or at least have many goons and pawns. A vampire for example should have lots of vampire underlings, to provide cannon fodder until the big climax.
2. The Big Bad guy should have one or more weaknesses that provide a means to even the odds. They shouldn't be too crippling though.
3. Monsters should be original, or at least a reincorporation of traditional monsters. For example, a Vampire that looks like a human beeing but can grow tentacles and spit acid. That's not a very original example, granted, but I'm taking the easy road.

On to the main issue. My problem is, do I create an original setting and offer a ''monster manual'' of sorts(ala CoC, DG, etc) or do I go the other way and provide the means for a GM or the players to create a completely original monster? Maybe a mix of the two?
Here's what I have:
Classify monsters according to their archetypes: Vampires (feed on humans to survive, parasites), beasts (hunt humans to survice, werewolves and their ilk), elder gods (cthulhu-like entities, etc), cults and the many(zombies, alien invasion type things, etc)
and then provide some well thought out examples as a sample setting. Also, provide rules to create your own monsters, with a point buy system like ORE or even The Guide to the Fomori book by WW. It would work like this:

I want a game with parasites that take over the host and make them into monsters. I want the parasite to be intelligent and feed on humans, so I go with the Vampire archetype, since The Many are mostly about taking over the world or completely mindless.
The vampire needs an origin(means of infection). I come up with a story about intelligent fleas that have a taste for blood. The Big Bad is the original vampire. He is stronger, bigger, more freakish and has weird powers.
I need a purpose for him so I come up with him wanting to take over a small town and later on expand. He uses his minions and more fleas to take over the inhabitants ala Invasion of the Body Snatchers. He butchers a few of them too.
But what kind of powers does this monster and his minions have? I have 10 points to use. I look at the pages for the monster abilities and choose:

Tentacles at 2 points. They reach 4 feet and sprout from my back. They function like extra limbs and they can hit or grab.
Spit Acid at 3 points. It causes x amount of damage. It looks like black paint and causes horrible burns.
Superhuman Strength at 3 points. Adds 3 strength points to the vampire, staying true to vampire mythology.
Escape measure for 2 points. He can abandon the host at will. Useful for sequels.

I like this but I dont know if this would work, especially coming up with your own origin and purpose as well as weakness. Maybe a Burning Empires-style mechanic is needed. But then again I want to keep this simple.

Opinions?

Crossposting this to the Forge and SG.

Monster Manual?

Destriarch's picture

I say go both ways, but lean towards the creation aspect. If it were me designing it, I'd start that chapter with a nice lengthy discourse on what makes a good monster in terms of storyline, segue into how to relate that to the game's mechanics, and finish off with at least three examples of original monsters ready and raring to go, complete with game statistics and a rundown of the critter's psychology and preferred modus operandi. I'm not *quite* so certain about the whole points-buy thing, as it makes it feel a bit sterile, but it could work. That said I don't think it all that necessary.

*SPOILERS APPROACHING*

Can I make one suggestion regarding the player characters too? I've recently been playing a lot of Condemned 2: Bloodshot. Part of the storyline for the game (SPOILER WARNING) is about how the main character struggles with his own inner demons as well as the true villains and critters of the game. This is just the kind of thing that I see ex-asylum inmates doing while fighting the supernatural. It would be extremely cool if everyone in the game got to pick their own mental nemases to do battle with. In Condemned 2, Ethan faces off against alcoholism for example, with some very weird and twisted imagery surrounding it, with booze and alcoholism represented by black, tarry goo. Players could pick what their internal demon is and what form they take in their fevered imaginings, making the fight both real and symbolic, a general threat to all of humanity while at one and the same time being a very personal fight for the character's own sanity.

*END SPOILERS*

Yes, this sounds like a very interesting project all in all... hmm. Drop me a line if you need cover art or something, I'd like to have a go at rendering some more weird freaky stuff!

Ash

This sounds kinda

northerain's picture

This sounds kinda interesting and actually ties into my own idea. The game doesn't have a sanity mechanic, but it does have a stress mechanic that is tied more to horrible happening (innocents die, friend die, getting wounded) and each character has a vice he uses to deal with it (so drinking will lower your stress). Closer to gritty pulp in that way (broken antiheroes).

I think you're right about the point buy, it might be a bit sterile. I guess I'll have to do a very good job explaining the monster archetypes and their creation.

I already have a cover, sadly. Like your stuff though!