~~NOTOC~~ //Look, I'm going to give it to you straight: if there was one simple method for slaying abominations they'd hardly be worthy of the title. Generally I just beat on them until they stop moving and then burn what's left. I'm making all of this up as we go along.// The Helsing archetype presupposes the existence in your campaign world of monsters, defined as anything that is inherently and supernaturally //wrong//. This might mean demons and undead in a standard fantasy world or Lovecraftian cosmic horrors in a modern occult setting. Some campaigns that focus on more human antagonists might not have any "monsters" of this type at all, making this archetype completely useless. ^[[#Helsing]] ^^Slay horrors. | |{{fa>caret-right?24}} |[[#Crusader]] |Your allies' attacks are also enhanced. | |{{fa>caret-right?24}} |[[#Detect Evil]] |Know when monsters are involved. | |{{fa>caret-right?24}} |[[#Exorcist]] |End monstrous influence and put them down for good. | |{{fa>caret-right?24}} |[[#Holy Water]] |Attacks are maximally effective. | |{{fa>caret-right?24}} |[[#Turning]] |Force monsters to flee. | ^ ^^^ ====== Helsing ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Cleansing Fire:** You deal +2 damage with any and all weapons when attacking a monster. \\ \\ {{fa>minus-circle?24&align=left}}**Limited Definition:** The definition of "monster" will vary from campaign to campaign. Other humans (or human analogues), no matter how wicked, don't count as "monsters" unless they alter their own natures enough to stop being wholly human. Ask your referee if you're not sure of the role that monsters will play in your campaign world. \\ \\ {{fa>minus-circle?24&align=left}}**Foreknowledge:** If you don't know that a given target is secretly a monster, then the bonus damage from the Helsing archetype is not applied. | ^ ^^^ ====== Crusader ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Comrades In Arms:** All allies within 2 meters of your position that can clearly see/hear/otherwise sense you also deal +2 damage with all attacks against monsters as you shout out encouragement and lead by example. \\ \\ {{ra>doubled?24&align=left}}**Mass Blessing:** If you know the Holy Water ability, your allies within 2 meters can choose to spend 1 Mojo to get an automatic 12 on the attack trigger die check against a monster just like you can. \\ \\ {{ra>doubled?24&align=left}}**Drive It From This World:** If you know the Exorcist ability, killing blows made by your allies within 2 meters prevent all resurrections just as yours do. | ^ ^^^ ====== Detect Evil ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Monster Sense:** As an action, you can tell if any creature you can see/otherwise sense is actually a monster in disguise. Ask the referee and they'll tell you the truth, no bullshit allowed. You cannot be fooled by any means. This ability does not reveal anything about the moral character of normal people or creatures. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Glamdring:** As an action, you can also use Detect Evil more generally to know if there is currently a monster within 20 meters of your position. If yes, you still don't know exactly where it is but you totally know it's out there. You can choose to exclude any monsters you already know about that are within 20 meters from this ability (like if you already know your friend is a werewolf and you're okay with it, but you want to know if there's anything else creeping up on the two of you). | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Rug-Pissers Did Not Do This:** By taking an action to examine a wound, broken object or similar anomaly you can determine if a monster is responsible for it or if it has a more mundane explanation. Detect Evil does not reveal exactly how something happened, only if a monster was involved. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Traces Of The Beast:** By spending time examining an area, you can tell if a monster has passed through it within the past 24 hours. | ^ ^^^ ====== Exorcist ====== ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**End Possession:** You can tell if any creature you meet is currently possessed (as the Possession ability from the [[Spirit]] archetype). As an action, you can automatically end the possession of a target within throwing range (0-10 meters) by forcing the possessing spirit out. \\ \\ {{fa>plus-circle?24&align=left}}**End Fusion:** You can also tell if any creature you meet is the result of an unwilling fusion (as the Takeover ability from the [[Reagent]] archetype). As an action, you can automatically cause fission in such a target within throwing range (0-10 meters). \\ \\ {{fa>minus-circle?24&align=left}}**Victims Only:** Ending possessions and fusions only works when one or both parties are unwilling participants. If everybody's good with what's happening, you can't exorcise them. | ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Sever Darkness:** As an action, you can automatically remove any single condition from yourself or an ally within throwing distance (0-10 meters). \\ \\ {{fa>minus-circle?24&align=left}}**Monstrous Only:** You can only use Exorcist to remove conditions that were created by a monster. Conditions from a non-monstrous foe are unaffected. | ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Put You Down:** When you strike the killing blow on a target with any weapon, that creature is permanently destroyed. This prevents them from using any ability or effect that would normally allow them to cheat death (such as the automatic self-resurrection of the [[Undead]] archetype). Exorcist also prevents any non-ability means of resurrection, reincarnation, or other bullshit. Things you kill //stay dead//. \\ \\ {{fa>plus-circle?24&align=left}}**Last Rites:** As an action, you can similarly destroy any corpse within throwing range (0-10 meters) that you did not personally strike the killing blow on. \\ \\ {{fa>minus-circle?24&align=left}}**Lone Exception:** This ability does not prevent a creature from resurrecting themselves via use of the [[Pheonix]] archetype. Pheonix resurrects are a limited commodity, however, so you can still put something down for good so long as you're willing to do the job multiple times. | ^ ^^^ ====== Holy Water ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Anointed Blades:** When you attack a monster, you can choose to bless your weapon or infuse it with material that your target finds baneful. When you do this, the trigger die rolled for the attack is automatically 12. \\ \\ {{fa>minus-circle?24&align=left}}**Bless First, Smite Second:** You cannot use Holy Water to change the result of a trigger die once you've already rolled it. It is what it is. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Using Holy Water for an automatic 12 costs 1 Mojo. | ^ ^^^ ====== Turning ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Back, Demon!** You present a symbol of something a monster within 20 meters of you hates as an action. Until the beginning of your next turn, the targeted monster cannot approach any closer than 5 meters to your location. If they are already within 5 meters, they must immediately retreat until they aren't. If they cannot retreat by any means available to them, they ignore this effect. \\ \\ {{fa>plus-circle?24&align=left}}**Searing Light:** When you use Turning on a monster whose level is half or less of your own level, they are instantly killed instead of merely driven back. If you also have the Exorcist ability, this counts as a killing blow and prevents monsters destroyed in this way from ever getting up again. \\ \\ {{fa>minus-circle?24&align=left}}**Monsters Only:** This ability has no effect on non-monstrous foes. | ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Elder Sign:** By spending a procedure inscribing symbols, burning incense, chanting prayers or whatever else is appropriate you can ward an single dungeon node or area of similar size. Monsters cannot willingly enter your warded area. \\ \\ {{fa>plus-circle?24&align=left}}**Maintenance:** Whenever the dungeon exploration check gives a result of 5-6 (Darkness) you must spend 1 Mojo in order to maintain your ward's effectiveness. If you can't or won't pay this price, your ward disappears. \\ \\ {{fa>minus-circle?24&align=left}}**Limits:** You can only have one warded area at a time. Non-monster creatures (including those who wish you direct harm) are unaffected by Elder Sign and can freely pass your wards. | ^ ^^^