Supernatural Bastionland
A reinterpretation of MB, where you are traveling hunters, putting down monsters, tracking them through omens of their terrorizing cities. Scale up all distances and travelling speeds by 20 to mimic a large section of a continent.
Oaths
- Stop the evil
- Protect the innocent
- Keep the Order a secret
4 types of people: Hunters - the traveling, unsung heroes who put down evil.
Sages - the quirky book types that know all there is to know about monsters and the supernatural, or where to find out anyways. They often have strange requests or needs.
Initiated - those who know of the world of the supernatural, but aren't hunters themselves. They could be family or partners to hunters, or past victims. They may help or hinder the hunters.
Civillians - those who don't know or don't believe in the supernatural. Not necessarily innocent, but they are the ones who the hunters are protecting.
Domain level play: Each region is protected by a hierarchy of organized, (mostly) stationary, retired or semi-retired hunters or initiates. Sages operate outside of this hierarchy (usually) but need protecting by the Order. All the usual political maneuvering applies to and between these places of authority within the Order, just as any other.
Some changes that would need to be made: Landmarks would need to be revamped as, a developed country side would have thousands of each type of landmark within a day's drive of anyplace. Landmarks might have to be changed to relevant types of each. For example, there are millions of people within a 4-hour drive of any big city, so, Dwellings would need to be switched to Dwellings of Initiates or hunter homebases. Ruins would need to be changed to locations with evidence of past (currently defeated but always ready to reawaken) supernatural activity, not just any old historical site.
The wilderness die might also nees to be changed. It's not too hard to explain an omen from a far away hex in a realm, but not so much monster activity from a city that's a thousand miles away.