Monster Cops RPG idea

tecnowraith

First Post
I had an idea for doing a game set is modern era where the players play monsters, supernatual or fantasy creatures and are part of law enforcement or investigative bureau. Which game system would work best besides WOD, GURPs or D20 and anything recent in the past 5-10 years?

I like the WOD system but not the multiple books I have to buy. I like systems that is not math heavy, the powers that are not advantages or skills but its own system like WOD or 4e. My play is mostly mystery and action based, 50/50 on roll and role. Class or skill based are find by me either way.
 

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WoD might work well, although your monster choices are kinda limited.

BESM would probably work at least as well. Tri-system is simple and clean and available cheap.
 

Shadowrun would give you some of what you want.

Despite being D20 derived, Mutants & Masterminds is a bit more streamlined (mathematically speaking) and would do the trick.

Godlike has some elements you'd like, but it is set in an alt-WW2, and you'd have to rethink the "supers" as "monsters" or other fantasy type critters.
 

You might want to look into Monte Cook's World of Darkness. Its a single book, d20 based version of WoD, but the setting is a little weak. Toss the setting, just use the characters/skills/feats/combat/magic and you're good to go. It has Awakened humans (super skills and feats), Vampires, Werewolves, Demons, and Mages (also humans; which use the most versatile magic system ever).

Jack
 

Not Shadowrun cause i don't like the magic vs tech aspect, i want techno-magic . Godlike maybe but what about Wild Talents?

If i do D20 it would 4e but not like the rules for multiclass and the racial feats, will be changing that soon.
 

If you can find a copy of the old TSR Amazing Engine system they had a Magitech setting that sounds right up your alley. And if your going to get it I highly recommend picking up For Faerie Queen and Country, which was far and away my favorite setting for that system.
 

Good call on that, andor- For Farie Queen and Country was pretty good.
i want techno-magic

Most of the games I've seen that actually do techno-magic as an integral part of their system are:

1) Setting books for general systems- GURPS, HERO, etc.- so they are largely DIY and tend to be very detailed and complex mechanically. The advantage, though, is once you suss them out, you'll find the mechanics lend themselves to front-loading the time you spend on them- IOW, more prep time, but very fluid and quick in game.

2) Games with serious flaws - Torg, RIFTS- that people either love or hate (with no inbetween) and many people play using other systems.

3) D20 variants. There are some technomagical supplements out there- like Perpetrated Press' Arsenal and Factory- but most are out of print.
 


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