TEXT: Cryptid Hunters 
  What is Cryptid Hunters? 
  Cryptid Hunters (C.H.) is a cooperative or 
  competitive tabletop roleplaying game where the
  protagonists hunt for Cryptids, or animals with 
  disputed existence, such as Bigfoot, The Jersey 
  Devil, Giant Squids, etc. These Cryptids are 
  hunted by regular people, scientists, or even 
  Government agents from the Cryptid Containment 
  Bureau. 
   
  C.H. games generally take place in the 1960’s 
  America but can be adapted to any time period or 
  setting. Additionally, C.H. games don’t 
  necessitate a specific genre - they can be 
  horror, comedic, sci-fi, rustic, or fantasy. 
   
  Character Creation 
   
  Class 
  Class is the most important part of creating a 
  character. The classes in C.H. determine the 
  characters winning objective. If the GM decides 
  the player’s have fulfilled their objective, they 
  are granted a two-point bonus to their skills or 
  a one-point bonus to their attributes (the C.H. 
  version of leveling up.) There are four playable 
  classes with different, competitive objectives. 
   
  1. The Hunter 
  The Hunter’s primary objective is to kill the 
  cryptid. Maybe it’s for a trophy, to protect 
  livestock, or just because their homicidal. 
  Hunters get a +1 bonus to the Tracking Skill. 
   
  2. The Liberator 
  The Liberator’s primary objective is to keep the 
  cryptid free from capture and alive. Liberators 
  get a +1 bonus to the handle animal skill. 
  Campaign and Cryptid Creation 
  Individual campaigns are necessary for 
  gameplay. There are several necessary 
  components of those campaigns. A GM, who runs 
  the game, will prepare these elements. 
  3. The Seeker 
  The Seeker’s primary objective is to show the 
  public proof of the cryptid’s existence, (whether 
  it be by capturing it, photographing it, etc). 
  Usually they’re journalists or scientists, but 
  not always. Seekers get a +1 bonus to either 
  research (legends) or research (facts) skills. 
   
  4. The Agent 
  The Agent (a member of the government Cryptid 
  Containment Bureau) has two objectives. The 
  Primary objective is to capture the cryptid and 
  return them to the C.C.B. If the Agent fails their 
  primary objective, their secondary objective is 
  to keep the public from finding out about the 
  cryptid (contrary to the seeker) - they receive 
  only one bonus skill point for this.  Agents get a 
  +1 bonus to communication. 
   
  Skills 
  There are twelve skills for players to choose 
  from to help define their character. Assign the 
  following values to 6 skills: (4, 4, 3, 3, 2, 2). 
  These will be the bonus on d20 skill checks. 
   
  -Brawl- Physical combat. Ability to hit physically 
  (But not the damage). 
  -Handle Animal- Ability to interact with 
  animals/cryptids. 
  -Perception- Ability to hear or see something beyond 
  the range of normal observation. 
  -Research (facts)- Ability to do research of actual 
  facts, articles, and newspapers. 
  -Research (legends)- Ability to do research of urban 
  legends, word-of-mouth, and stories. 
  -Stealth/Hide- Ability to hide and move silently. 
  -Survival- Ability to find food, create shelter, etc. 
  -Tracking- Ability to follow tracks, leavings, and 
  movement of an animal (or Cryptid). 
  -Trapping- Ability to build and use animal traps. 
  -Photography- Ability to take pictures. 
  -Use Firearms- Gun Combat. Ability to hit with 
  firearms (but not how much damage they do). 
  -Zoology- Knowledge of animal/cryptid behavior. 
  Lore 
  Attributes 
  There are five attributes for players to use to 
  cover checks not covered by a general skill. The 
  type of attribute check is up to the GM’s 
  jurisdiction. Assign the following values to the 
  attributes: (4, 3, 2, 1, 0). 
   
  -Strength- Checks determining physical ability. 
  -Dexterity- Checks determining mobility and 
  maneuvers. 
  -Intelligence- Checks determining previous 
  knowledge. 
  -Charisma- Checks determining communication. 
  -Luck- After failing a skill check, you can choose to 
  make a luck check instead. If you fail, you will have BAD 
  LUCK, and something bad will happen at the GM’s 
  discretion. 
   
  Hitpoints 
  The amount of health a hunter has. Determined by 
  rolling a 2d6+strength bonus. 
   
  Belief Points 
  BP determines how much the hunter believes the 
  Cryptid exists. If they run out of BP, they must 
  stop looking for the Cryptid. The time it takes to
  find the Cryptid, false leads, etc lower belief 
  points. Determined by rolling a 
  2d6+intelligence bonus. 
   
  Combat 
  While combat isn’t the focus of C.H., it does 
  occasionally arise. If a successful brawl roll 
  is made, the player does either a 1d3 (unarmed) or 
  a 1d4/1d6 (armed). A successful firearms roll 
  allows between 1d6 and 1d12 damage. 
   
  Inventory 
  Players may start with any possessions that they 
  believe they will need (up to the GM’s 
  Discretion) that can be used to help find the 
  Cryptid or accomplish their objective. They may 
  also purchase necessary items with a charisma 
  check during the adventure. 
   
  
   
  Setting 
  Most C.H. Campaigns take place in the 1960’s 
  Vietnam-Era United States. This means that 
  Cryptids can be chased through the forests of 
  Washington, the mountains of Colorado, the 
  cities of New York, etc. 
   
  Most settings will include a town or 
  civilization that the Cryptid was spotted in, 
  that has lore about the Cryptid, and that 
  explains the source of the Cryptid Hunters. It 
  can be scary, funny, rustic, or just plain 
  ridiculous. 
   
  Individual Objective 
  Although the players will each have their own 
  objective from their class, the GM will have to 
  define the conditions under which each class 
  has fulfilled their objective. For example, does 
  the Agent have to take the captured cryptid 
  somewhere? Will the Seeker have to show the 
  mayor a photo of the Cryptid? Etc. 
   
  Cryptid 
  The most important part of a C.H. campaign is the 
  Cryptid being hunted. Although generic Cryptids
  like Bigfoot or the Chupacabra may be used, 
  you’re free to make your own Cryptids too! Use 
  the following information: 
   
  Physical Characteristics 
  A short physical description of the Cryptid (I.E. 
  Big hairy ape-like creature). 
   
  Special Abilities 
  Any supernatural abilities the Cryptid has (I.E. 
  Flight, breathing fire, etc). 
   
   
   
   
   
   
  The lore the community has formed about the 
  creature (I.E. It’s older than man, eats children, 
  and is scared of fire). This doesn’t necessarily 
  have to be true. 
   
  Skills, Attributes, and Hitpoints: 
  These are the same as the similarly named-stats 
  for Cryptid Hunters. They may have higher or 
  lower values than normally allowed, however. 
   
  Objective 
  The Cryptid will often have an objective of its 
  own, like protecting its young, survival, or 
  eating live stock. 
   
  Aggression/Reclusion 
  Both Aggression and Reclusion are assigned on a 
  scale of 1 to 5. 
  Aggression details how aggressively the Cryptid 
  acts towards humans and animals. A value of 1 
  means it’s docile, while a value of 5 means it 
  will actively try to kill them. 
  Reclusion details how much the Cryptid tries to 
  stay away from the humans and animals. A value 
  of 1 means it will seek them out, and a value of 5 
  means it will run from them. 
   
  Gameplay 
  A normal game of Cryptid Hunter follows a fairly 
  simple formula. The players are given their 
  reason for knowing about the Cryptid (Maybe it 
  ate a farmer’s livestock or was sighted running 
  through a supermarket?) and set out on their way 
  to find it.  
   
  The players will use their combined skills to 
  try to find the Cryptid, and will have to work 
  together early on. They will likely interview 
  people who may have seen the Cryptid, research 
  the literature in the area for stories about the 
  Cryptid, and attempt to figure out where the 
  Cryptid is located. 
   After using this information to form a plan to 
  find the Cryptid, they will use their skills to 
  track the Cryptid down through its natural 
  environment. 
   
  Once the Cryptid has been found, the players 
  will stop cooperating and try to fulfill their 
  own objectives. Some objectives won’t contradict 
  each other (like the Seeker and the Hunter), but 
  usually the players will have to fight each other
  or trick each other into fulfilling their 
  objectives. Players do not have to reveal their 
  class to one another, and it is possible that all 
  players could have the same class and objective. 
  The GM will decide who has fulfilled their 
  objective (and survived) and they will get the 
  bonus from completing it. 
   
  Example of Gameplay 
   
  Thomas, Stephen, Koby, and Abby get together with
  their Game Master, Damon, for a game of Cryptid 
  Hunters. Damon has prepared a Cryptid called 
  “The Leg Breaker” and forest setting that it 
  lives in. The four players create their own 
  Cryptid Hunter Characters over about 30 
  minutes. Damon then begins telling them the 
  story, and they begin to research “The Leg 
  Breaker’s” origin. They discover where it lives, 
  and find out it might be able to breath fire.  
  They travel into the forest, and after several 
  trying days of tracking and survival, they 
  locate “The Leg Breaker”. Stephen and Koby both 
  try to kill “The Leg Breaker” (because they are 
  Hunters) but are stopped by Thomas, the 
  Liberator, who kills them. Abby, an Agent, knocks 
  Thomas unconscious and captures the Cryptid to 
  take back to the Cryptid Containment Bureau. 
  Abby’s character gets a skill bonus. The whole 
  game takes around 3 hours and everyone has a 
  great time.  
  They plan to use the surviving characters again 
  in other Cryptid Hunts - this time, they will be 
  enemies. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Top Secret Games Two Page Tabletops/Cryptid Hunters.pdf