Dec 11, 2025 5:16 pm
The premise: You are all that stands against the forces of darkness.
Humanity doesn’t believe in the wicked things that lurk in the shadows. Demons, vampires, rogue psis, werewolves, chupacabras? All real. And all very dangerous. A powerful demon can make short work of an entire police department or a squad of soldiers. Normal human beings simply cannot fight these things– they lack the skills, the will, and the strength to do so.
That’s where you come in. Your team is better than the best, with something setting each of you apart– making this mission possible. Some of you can channel divine power, psionic energy, or the forces of magic. A few were born as monsters, or from a chemical vat, but are fighting on our side now. And the rest of you are just unbelievably well trained, from the techies to the warriors.
You’ll need to be. The Enemy is always changing and never rests. You’ll find yourself researching ancient burial sites one week, belly-crawling through sewers the next, and trying to eliminate a rogue angel during the middle of a church service– without attracting attention– the week after. Sometimes it’s hard to keep the "norms" from stumbling across the truth, but letting it happen just means more food (or recruits!) for the monsters.
Make no mistake– even the best can fall, and you may die. But you’ll do so knowing that, at every step, you fought back the wall of enemies who would tear out humanity’s collective throat. You fight so people can walk down the street at night without fearing anything worse than a mugging. You fight so your home town stays a place to live, instead of a blighted piece of Hell. You fight because you are one of the only people in the world who can.
This is The Mission. The stakes are, quite literally, the fate of the world.
Bar Succubus: The supernatural world doesn't hide from the mundane. It is the mundane that covers their eyes and ears and pretends that nothing is wrong. People don't believe because they don't want to believe. But you've seen behind the veil, and now you can never go back. Outcasts of the society you are sworn to protect, you find solace in each other and an unlikely family. A group of renegade succubi who grew tired of being servants of evil have escaped to the mortal realm and bought a bar that now serves as neutral grounds for any supernatural creatures willing to behave themselves. The succubi can be mischievous and unhelpful at times, and do not join you in battle under any circumstances, but it's still nice to be able to relax with a beverage of your choice and talk about your problems with someone who actually understands what you're going through. (NOTE: There is no way to play a succubus with the default Monster Hunter rules, I am trying to modify the Inhuman template so that will be an option.)
CN: This game will include mild religious themes which will be downplayed as much as possible. The Crusader template wields powers drawn from real-world religions including but not limited to Christianity, Judaism, and Shintoism, and the characters will sometimes fight monsters with religious themes. No real-world religions are condoned or condemned by the GM, and battling demons and fallen angels is not condoned either.
Character Restrictions: Experienced GURPS players are welcome and encouraged to express interest, but I am gearing this game to players who are new to GURPS and here to learn. That is why I will be restricting characters to Monster Hunter templates instead of free form builds, both to make character creation easier for new players, and to create a level playing field so that experienced players can't wield their GURPS-fu to dominate the game. Templates are built on point values of 400 points. To break it down to players who are unfamiliar with GURPS: 50 points would create an ordinary person on the street who is competent at their job. 100 points would create a plucky adventurer who might make a hero one day. 250 points would make an entirely credible action hero. 400 points makes a hero of legend such as Buffy or Angel (two TV shows that will be touchstones for this game). The templates are as follows:
Commando: You’re a one-person combat squad! In your hands, a gun – any gun– is more precise than a surgeon’s scalpel. If it can be put down with bullets, you can do it. If not, you can hold your own with other forms of combat, too– and enough firepower can often weaken a foe enough for one of your teammates to land a true killing blow. Your situational awareness helps you predict your enemies’ tactics and find the best cover before the fight starts. And if things go really wrong, you’re a good man to have when slogging a retreat through the sewers or patching each other up.
Crusader: You are deeply connected to a higher being, and you may draw upon its power to smite the forces of evil. When it comes to spiritual warfare, you have no equal– your Mysticism abilities protect you and keep you in tune with the world beyond the veil, your training and knowledge make you adept at identifying uncommon threats, and you can cleave a demon in two with the best of ’em! As these skills translate well to hunting other threats, you’re a useful part of any team.
Experiment: You’re human... just not, technically, 100% human. They reengineered every part of you– or, alternatively, grew you from scratch– using the latest biotechnology. Now you’re faster, stronger, and smarter than a normal human could ever hope to be, all thanks to Bioenhancement. Whether your creators were Good Guys that you still work for, or Bad Guys that you managed to escape, you now use your advanced body and mind to protect humanity.
Inhuman: You are one of the monsters that stalks humanity from the shadows...fortunately, the resemblance is only physical. Either you were always a "little weird" in preferring humans over your own kind, or you had an experience or revelation that made you renounce your evil ways and swear allegiance to the Good Guys. Your attitude and tactics will depend greatly on what kind of creature you are, but details aside, you’re ready to take your fight to The Enemy, even your kin.
Psi: Some people say brains aren’t everything, but theirs can’t do the nifty stuff that yours can! You are a master of mind over matter, with abilities potentially ranging from information gathering to instantaneous movement. While the techie shares some of your skills and the experiment shares your attitude, neither has a mind as versatile as yours. Oh sure, you may not be as physically buff as some of your teammates, but there’s more to life than swinging a battleaxe. All you need is your brain (and a few good guns– you know, just in case!) to investigate, hunt, and wipe out any threat.
Sage: (GURPS experience will be helpful) You are the guardian of the greatest weapon in this war... knowledge of The Enemy. You have spent your entire life studying, learning, and understanding what you’re truly up against. Some tend to classify you as a bookworm, useless in a fight, but they don’t realize that most of what you know can only be learned in the field– you can swing a sword with the best of them. Your magic is more versatile, however. While you’re no witch, you can work rituals in the field– though you’re better when you have time to prepare beforehand.
Sleuth: You are a master of obtaining information, whether by investigation, reconnaissance, or social manipulation. Where others see randomness, you see patterns, piecing together the true story behind any situation. As the "face man" of the team, you’re skilled not only at talking to witnesses without revealing the truth, but at figuring out what they really saw, even if they don’t realize it. When necessary, you are unequaled at stealth and concealment. In a hostile situation, you use the latter to your advantage– while the rest of the team is charging at the monsters, you slip around for a few well-placed shots or stabs from behind.
Techie: Dealing with the supernatural doesn’t mean science can’t save the day! You have spent most of your life applying technological solutions to esoteric problems. With some time and access to a decent hardware store, you can whip up something that’ll even scare the monsters. You don’t understand why some people call a priest to drive a ghost away when you can achieve the same effect with a UV fluorescent bulb, 15 yards of Cat-6 cable, and a guitar tuner that’s had some slight modifications... and yes, the headaches are a normal side effect...
Warrior: You are the toughest member of the team– a front-line melee fighter who wades into the action with a sword in one hand and an axe in the other. While this consistently puts you in the most risky position, you wouldn’t have it any other way. Few monsters can stand against you in a straight-up fight, and weaker ones can often by dropped by a single one of your powerful swings. You’ve studied their weaknesses, and tactics to use against them– your knowledge isn’t deep, but it is broad. Still, you’re used to letting the others track ’em down, then stepping to the front to lead the assault.
Witch: (GURPS experience will be helpful) Arcane forces bend to your will! In the time it takes most casters to work a simple cantrip, you can create powerful and potent magical effects. Your magic is fast enough for fieldwork– you can even rely on it for combat, as long as you have friends protecting you while you concentrate. You’ve trained in basic combat skills as well, but it’s not what you’re good at– if you run across a situation that can’t be resolved directly by magic, your first instinct is to find an indirect way to do so. (And more often than not, you can!)
Game duration and post frequency: This will be a one-shot adventure, that might become a campaign if the players end up liking the system and setting and we click as a group. I have a lot of experience with play by post and have found that any posting requirements I might have will not survive contact with the enemy (real life), so I am generally pretty lax about this. That being said, I like to give players 48 to 72 hours to post and then try to move on with the game regardless of whether or not everyone has had their turn or not. Exceptions and extensions will be made for those who require them due to real life circumstances. If you go for a week or longer without posting or communicating with me, you will be removed from the game, and a replacement will be sought.
Specialized software and resources: All OOC communication will take place over a private Discord server.
Player experience requirements: This game will be open to both new and experienced GURPS players, and is explicitly made to be as newbie-friendly as possible (which for GURPS is a bit of a tall order). Since I am new to Gamer’s Plane and have never GMed a game on it before, I would strongly prefer at least one player be experienced with the technical aspects and willing to help me.
This game will be welcoming of LGBTQ+ characters and minority or marginalized characters of all descriptions.
This is an interest check thread, so right now I am just counting heads to see if a proper recruitment thread is in order. Let me know if you're interested, and feel free to give me an elevator pitch of a character you might want to play.
Humanity doesn’t believe in the wicked things that lurk in the shadows. Demons, vampires, rogue psis, werewolves, chupacabras? All real. And all very dangerous. A powerful demon can make short work of an entire police department or a squad of soldiers. Normal human beings simply cannot fight these things– they lack the skills, the will, and the strength to do so.
That’s where you come in. Your team is better than the best, with something setting each of you apart– making this mission possible. Some of you can channel divine power, psionic energy, or the forces of magic. A few were born as monsters, or from a chemical vat, but are fighting on our side now. And the rest of you are just unbelievably well trained, from the techies to the warriors.
You’ll need to be. The Enemy is always changing and never rests. You’ll find yourself researching ancient burial sites one week, belly-crawling through sewers the next, and trying to eliminate a rogue angel during the middle of a church service– without attracting attention– the week after. Sometimes it’s hard to keep the "norms" from stumbling across the truth, but letting it happen just means more food (or recruits!) for the monsters.
Make no mistake– even the best can fall, and you may die. But you’ll do so knowing that, at every step, you fought back the wall of enemies who would tear out humanity’s collective throat. You fight so people can walk down the street at night without fearing anything worse than a mugging. You fight so your home town stays a place to live, instead of a blighted piece of Hell. You fight because you are one of the only people in the world who can.
This is The Mission. The stakes are, quite literally, the fate of the world.
Bar Succubus: The supernatural world doesn't hide from the mundane. It is the mundane that covers their eyes and ears and pretends that nothing is wrong. People don't believe because they don't want to believe. But you've seen behind the veil, and now you can never go back. Outcasts of the society you are sworn to protect, you find solace in each other and an unlikely family. A group of renegade succubi who grew tired of being servants of evil have escaped to the mortal realm and bought a bar that now serves as neutral grounds for any supernatural creatures willing to behave themselves. The succubi can be mischievous and unhelpful at times, and do not join you in battle under any circumstances, but it's still nice to be able to relax with a beverage of your choice and talk about your problems with someone who actually understands what you're going through. (NOTE: There is no way to play a succubus with the default Monster Hunter rules, I am trying to modify the Inhuman template so that will be an option.)
CN: This game will include mild religious themes which will be downplayed as much as possible. The Crusader template wields powers drawn from real-world religions including but not limited to Christianity, Judaism, and Shintoism, and the characters will sometimes fight monsters with religious themes. No real-world religions are condoned or condemned by the GM, and battling demons and fallen angels is not condoned either.
Character Restrictions: Experienced GURPS players are welcome and encouraged to express interest, but I am gearing this game to players who are new to GURPS and here to learn. That is why I will be restricting characters to Monster Hunter templates instead of free form builds, both to make character creation easier for new players, and to create a level playing field so that experienced players can't wield their GURPS-fu to dominate the game. Templates are built on point values of 400 points. To break it down to players who are unfamiliar with GURPS: 50 points would create an ordinary person on the street who is competent at their job. 100 points would create a plucky adventurer who might make a hero one day. 250 points would make an entirely credible action hero. 400 points makes a hero of legend such as Buffy or Angel (two TV shows that will be touchstones for this game). The templates are as follows:
Commando: You’re a one-person combat squad! In your hands, a gun – any gun– is more precise than a surgeon’s scalpel. If it can be put down with bullets, you can do it. If not, you can hold your own with other forms of combat, too– and enough firepower can often weaken a foe enough for one of your teammates to land a true killing blow. Your situational awareness helps you predict your enemies’ tactics and find the best cover before the fight starts. And if things go really wrong, you’re a good man to have when slogging a retreat through the sewers or patching each other up.
Crusader: You are deeply connected to a higher being, and you may draw upon its power to smite the forces of evil. When it comes to spiritual warfare, you have no equal– your Mysticism abilities protect you and keep you in tune with the world beyond the veil, your training and knowledge make you adept at identifying uncommon threats, and you can cleave a demon in two with the best of ’em! As these skills translate well to hunting other threats, you’re a useful part of any team.
Experiment: You’re human... just not, technically, 100% human. They reengineered every part of you– or, alternatively, grew you from scratch– using the latest biotechnology. Now you’re faster, stronger, and smarter than a normal human could ever hope to be, all thanks to Bioenhancement. Whether your creators were Good Guys that you still work for, or Bad Guys that you managed to escape, you now use your advanced body and mind to protect humanity.
Inhuman: You are one of the monsters that stalks humanity from the shadows...fortunately, the resemblance is only physical. Either you were always a "little weird" in preferring humans over your own kind, or you had an experience or revelation that made you renounce your evil ways and swear allegiance to the Good Guys. Your attitude and tactics will depend greatly on what kind of creature you are, but details aside, you’re ready to take your fight to The Enemy, even your kin.
Psi: Some people say brains aren’t everything, but theirs can’t do the nifty stuff that yours can! You are a master of mind over matter, with abilities potentially ranging from information gathering to instantaneous movement. While the techie shares some of your skills and the experiment shares your attitude, neither has a mind as versatile as yours. Oh sure, you may not be as physically buff as some of your teammates, but there’s more to life than swinging a battleaxe. All you need is your brain (and a few good guns– you know, just in case!) to investigate, hunt, and wipe out any threat.
Sage: (GURPS experience will be helpful) You are the guardian of the greatest weapon in this war... knowledge of The Enemy. You have spent your entire life studying, learning, and understanding what you’re truly up against. Some tend to classify you as a bookworm, useless in a fight, but they don’t realize that most of what you know can only be learned in the field– you can swing a sword with the best of them. Your magic is more versatile, however. While you’re no witch, you can work rituals in the field– though you’re better when you have time to prepare beforehand.
Sleuth: You are a master of obtaining information, whether by investigation, reconnaissance, or social manipulation. Where others see randomness, you see patterns, piecing together the true story behind any situation. As the "face man" of the team, you’re skilled not only at talking to witnesses without revealing the truth, but at figuring out what they really saw, even if they don’t realize it. When necessary, you are unequaled at stealth and concealment. In a hostile situation, you use the latter to your advantage– while the rest of the team is charging at the monsters, you slip around for a few well-placed shots or stabs from behind.
Techie: Dealing with the supernatural doesn’t mean science can’t save the day! You have spent most of your life applying technological solutions to esoteric problems. With some time and access to a decent hardware store, you can whip up something that’ll even scare the monsters. You don’t understand why some people call a priest to drive a ghost away when you can achieve the same effect with a UV fluorescent bulb, 15 yards of Cat-6 cable, and a guitar tuner that’s had some slight modifications... and yes, the headaches are a normal side effect...
Warrior: You are the toughest member of the team– a front-line melee fighter who wades into the action with a sword in one hand and an axe in the other. While this consistently puts you in the most risky position, you wouldn’t have it any other way. Few monsters can stand against you in a straight-up fight, and weaker ones can often by dropped by a single one of your powerful swings. You’ve studied their weaknesses, and tactics to use against them– your knowledge isn’t deep, but it is broad. Still, you’re used to letting the others track ’em down, then stepping to the front to lead the assault.
Witch: (GURPS experience will be helpful) Arcane forces bend to your will! In the time it takes most casters to work a simple cantrip, you can create powerful and potent magical effects. Your magic is fast enough for fieldwork– you can even rely on it for combat, as long as you have friends protecting you while you concentrate. You’ve trained in basic combat skills as well, but it’s not what you’re good at– if you run across a situation that can’t be resolved directly by magic, your first instinct is to find an indirect way to do so. (And more often than not, you can!)
Game duration and post frequency: This will be a one-shot adventure, that might become a campaign if the players end up liking the system and setting and we click as a group. I have a lot of experience with play by post and have found that any posting requirements I might have will not survive contact with the enemy (real life), so I am generally pretty lax about this. That being said, I like to give players 48 to 72 hours to post and then try to move on with the game regardless of whether or not everyone has had their turn or not. Exceptions and extensions will be made for those who require them due to real life circumstances. If you go for a week or longer without posting or communicating with me, you will be removed from the game, and a replacement will be sought.
Specialized software and resources: All OOC communication will take place over a private Discord server.
Player experience requirements: This game will be open to both new and experienced GURPS players, and is explicitly made to be as newbie-friendly as possible (which for GURPS is a bit of a tall order). Since I am new to Gamer’s Plane and have never GMed a game on it before, I would strongly prefer at least one player be experienced with the technical aspects and willing to help me.
This game will be welcoming of LGBTQ+ characters and minority or marginalized characters of all descriptions.
This is an interest check thread, so right now I am just counting heads to see if a proper recruitment thread is in order. Let me know if you're interested, and feel free to give me an elevator pitch of a character you might want to play.



