TEXT: This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The Chosen
  Your birth was prophesied. You are the Chosen 
  One, and with your abilities you can save the 
  world. If you fail, all will be destroyed. It all rests 
  on you. Only you.
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Chosen special: When you spend a point of Luck, the 
  Keeper will bring your fate into play.
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b 
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  Fate
  You get to decide what sort of fate is in store for you. Pick 
  how you found out about your fate on the reverse side of 
  this sheet.
  Moves
  You get all of the basic moves, plus three Chosen moves.
  You get these two:
   
  B Destiny’s Plaything: At the beginning of each 
  mystery, roll +Weird to see what is revealed about 
  your immediate future. On a 10+, the Keeper will 
  reveal a useful detail about the coming mystery. On 
  a 7-9 you get a vague hint about it. On a miss, some-
  thing bad is going to happen to you.
   
  B I’m Here For A Reason: There’s something you are 
  destined to do. Work out the details with the Keeper, 
  based on your fate. You cannot die until it comes 
  to pass. If you die in play, then you must spend a 
  Luck point. You will then, somehow, recover or be 
  returned to life. Once your task is done (or you use 
  up all your Luck), all bets are off.
  Then pick one of these:
   
  b The Big Entrance: When you make a showy 
  entrance into a dangerous situation, roll +Cool. 
  On 10+ everyone stops to watch and listen until you 
  finish your opening speech. On a 7-9, you pick one 
  person or monster to stop, watch and listen until 
  you finish talking. On a miss, you’re marked as the 
  biggest threat by all enemies who are present.
   
  b Devastating: When you inflict harm, you may 
  inflict +1 harm.
   
  b Dutiful: When your fate rears its ugly head, and 
  you act in accordance with any of your fate tags 
  (either heroic or doom) then mark experience. If it’s 
  a heroic tag, take +1 forward.
   
  b Invincible: You always count as having 2-armour. 
  This doesn’t stack with other protection.
   
  b Resilience: You heal faster than normal people. Any 
  time your harm gets healed, heal an extra point. 
  Additionally, your wounds count as 1-harm less for 
  the purpose of the Keeper’s harm moves.
  Gear
  You can have protective gear worth 1-armour, if you want.
  You have a special weapon you are destined to wield.
  Your Special Weapon
  Design your weapon by choosing a form and three busi-
  ness-end options (which are added to the base tags), 
  and a material. For example, if you want a magic sword 
  you could choose the following: handle + blade + long + 
  magic.
  Form (choose 1):
   
  b staff (1-harm hand/close)
   
  b haft (2-harm hand heavy)
   
  b handle (1-harm hand balanced)
   
  b chain (1-harm hand area)
  Business-end (choose 3 options):
   
  b artifact (add the “magic” tag)
   
  b spikes (+1 harm, add the “messy” tag)
   
  b blade (+1 harm)
   
  b heavy (+1 harm)
   
  b long (add the “close” tag)
   
  b throwable (add the “close” tag)
   
  b chain (add the “area” tag)
  Material (choose 1):
  Finally, pick what material the business-end is made 
  from: add “steel,” “cold iron,” “silver,” “wood,” “stone,” 
  “bone,” “teeth,” “obsidian,” or anything else you want.
  Material:  
   
   
   
   
  Getting Started
  To make your Chosen, first pick a name. Then follow 
  the instructions below to decide your look, ratings, fate, 
  moves, gear, and your special weapon. Finally, introduce 
  yourself and pick history.
  Look, pick one from each List:
  • Man, woman, boy, girl, androgynous.
  • Fresh face, haggard face, young face, haunted face, 
  hopeful face, controlled face.
  • Preppy clothes, casual wear, urban wear, normal 
  clothes, neat clothes, street wear.
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  
  Ratings, pick one line:
   
  b Charm+2, Cool-1, Sharp+1, Tough+2, Weird-1
   
  b Charm-1, Cool+2, Sharp+1, Tough+2, Weird-1
   
  b Charm+1, Cool+2, Sharp+1, Tough+1, Weird-1
   
  b Charm-1, Cool+1, Sharp+2, Tough-1, Weird+2
   
  b Charm+1, Cool+2, Sharp-1, Tough-1, Weird+2
  Your Fate
  How You Found Out (pick one):
   
  b Nightmares and visions
   
  b Some weirdo told you
   
  b An ancient cult found you
   
  b Sought out by your nemesis
   
  b Attacked by monsters
   
  b Trained from birth
   
  b You found the prophecy
  Then pick two heroic and two doom tags for your fate 
  from the lists below. This is how your fate will unfold. It’s 
  okay to pick contradictory tags: that means your fate is 
  pulling you both ways.
  Whenever you mark off a point of Luck, the Keeper 
  will throw something from your fate at you.
  Heroic (pick two):
   
  b Sacrifice
   
  b You are the 
  Champion
   
  b Visions
   
  b Secret training
   
  b Magical powers
   
  b Mystical inheritance
   
  b A normal life
   
  b True love
   
  b You can save 
  the world
   
  b Hidden allies
   
  b The end of monsters
   
  b Divine help
  Doom (pick two):
   
  b Death
   
  b You can’t save 
  everyone
   
  b Impossible love
   
  b Failure
   
  b A nemesis
   
  b No normal life
   
  b Loss of loved ones
   
  b Treachery
   
  b Doubt
   
  b Sympathy with 
  the enemy
   
  b Damnation
   
  b Hosts of monsters
   
  b The end of days
   
  b The source of Evil
  Introductions
  When you get here, wait for everyone to catch up so you 
  can do your introductions together.
  Go around the group. On your turn, introduce your 
  Chosen by name and look, and tell the group what they 
  know about you.
  History
  Go around the group again. On your turn, pick one of 
  these for each other hunter:
  • You are close blood relations. Ask them exactly how 
  close.
  • They are destined to be your mentor. Tell them how 
  this was revealed.
  • Your best friend in the world, who you trust totally.
  • A rival at first, but you came to a working arrange-
  ment.
  • Romantic entanglement, or fated to be romantically 
  entangled.
  • Just friends, from school or work or something. Ask 
  them what.
  • They could have been the Chosen One instead of you, 
  but they failed some trial. Tell them how they failed.
  • You saved their life, back when they didn’t know mon-
  sters were real. Tell them what you saved them from.
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  following list:
  Improvements
   
  b Get +1 Charm, 
  max +3
   
  b Get +1 Cool, max +3
   
  b Get +1 Sharp, 
  max +3
   
  b Get +1 Tough, 
  max +3
   
  b Get +1 Weird, 
  max +3
   
  b Take another 
  Chosen move
   
  b Take another 
  Chosen move
   
  b Gain an ally
   
  b Take a move from another playbook
   
  b Take a move from another playbook
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b Get +1 to any rating, max +3.
   
  b Change this hunter to a new type.
   
  b Create a second hunter to play as well as this one.
   
  b Mark two of the basic moves as advanced.
   
  b Mark another two of the basic moves as advanced.
   
  b Retire this hunter to safety.
   
  b Delete one of your Doom tags, and (optionally) one 
  of your Heroic tags. You have changed that aspect of 
  your destiny.
  
  This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The Crooked
  “Yeah, I’ve been around the block. A bit of this, a 
  bit of that. When I came across the secret under-
  world of monsters and magic… well… it wasn’t 
  so different from the underworld I already knew. 
  It was easy to find an angle, just like before.”
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Crooked special: Whenever you spend a Luck point, 
  someone from your past will re-appear in your life. Soon.
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b 
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  Background
  You worked a less-than-legal job before you became a 
  monster hunter. What did you do?
   
  b Hoodlum. You can use Tough instead of Charm to 
  manipulate someone with threats of violence.
   
  b Burglar. When you break into a secure location, 
  roll +Sharp. On a 10+ pick three, on a 7-9 pick two: 
  you get in undetected, you get out undetected, you 
  don’t leave a mess, you find what you were after.
   
  b Grifter. When you are about to manipulate 
  someone, you can ask the Keeper “What will con-
  vince this person to do what I want?” The Keeper 
  must answer honestly, but not necessarily com-
  pletely.
   
  b Fixer. If you need to buy something, sell some-
  thing, or hire someone, roll +Charm. On a 10+ you 
  know just the person who will be interested. On a 
  7-9 you know the only person who can do it, but 
  there’s a complication. Pick one: you owe them; they 
  screwed you over; you screwed them over. On a miss, 
  the only person who can help is someone who abso-
  lutely hates you.
   
  b Assassin. When you take your first shot at an unsus-
  pecting target, do +2 Harm.
   
  b Charlatan. When you want people to think you are 
  using magic, roll +Cool. On a 10 or more, your audi-
  ence is amazed and fooled by your illusion. On a 7-9 
  you tripped up a couple of times, maybe someone 
  will notice. You may also manipulate people with 
  fortune telling. When you do that, ask “What are 
  they hoping for right now?” as a free question (even 
  on a miss).
   
  b Pickpocket. When you steal something small, roll 
  +Charm. On a 10 or more, you get it and they didn’t 
  notice you taking it. On a 7-9 either you don’t grab 
  it, you grab the wrong thing, or they remember you 
  later: your choice.
  Moves
  You get all the basic moves, and two Crooked moves:
   
  b Artifact: You ‘found’ a magical artifact with handy 
  powers, and kept it. Pick one: Protective amulet 
  (1-armour magic recharge), Lucky charm (may be 
  used as a Luck point, once only), Grimoire (studying 
  the book gives +1 forward to use magic), Skeleton 
  key (opens any magically sealed lock), Imp stone (A 
  weak demon is bound to serve the holder. The imp 
  must be summoned with the use magic move).
   
  b Crew: You have a regular crew, a team of three or 
  four people who will help you out with pretty much 
  anything. They count as a team (see page 119).
   
  b Deal with the Devil: You sold your soul to the Devil. 
  Pick one or two things you got out of the deal: wealth, 
  fame, youth, sensual gratification, skill (add +1 to 
  two ratings). Payment is due either when you die, in 
  six months (if you picked two things) or otherwise 
  in a year.
   
  b Friends on the Force: You know a few cops who 
  can be persuaded to look the other way, or do you 
  a favour, for certain considerations. You can act 
  under pressure to get in touch with them when you 
  need to divert any law enforcement attention. There 
  will be a cost, although maybe not right now.
   
  b Made: You’re “made” in a gang. Name the gang and 
  describe how their operations tie into your back-
  ground. You can call on gang members to help you 
  out, but they’ll expect to be paid. Your bosses will 
  have requests for you now and again, but you’ll be 
  paid. Minor trouble will be overlooked, but you 
  better not screw over any other made gangsters.
   
  b Driver: You have +1 ongoing while driving, plus you 
  can hotwire anything (the older it is, the fewer tools 
  you need to do it). You also own two handy, wide-
  ly-available vehicles (perhaps a sportscar and a van).
   
  b Home Ground: Your crew made a point of keeping 
  the locals happy - keeping them safe, ensuring things 
  always went down okay. When you’re back in your 
  old neighbourhood, you can always find people who 
  will hide you or help you with a minor favour, no 
  questions asked.
   
  b Notorious: You have a reputation from your crim-
  inal past. When you reveal who you are, your 
  terrifying reputation counts as a reason for people 
  to do what you ask, for the manipulate someone 
  move. Revealing your identity to someone can create 
  other problems later, of course.
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  
  Gear
  Effective weapons, pick three:
   
  b .22 revolver (1-harm close reload small)
   
  b .38 revolver (2-harm close reload loud)
   
  b 9mm (2-harm close loud)
   
  b Shotgun (3-harm close messy)
   
  b Hunting rifle (2-harm far loud)
   
  b Big knife (1-harm hand)
   
  b Baseball bat (1-harm hand)
   
  b Submachinegun (2-harm close reload auto)
   
  b Assault rifle (3-harm close/far auto)
  Heat
  You didn’t get here without making enemies. Pick at least 
  two of these and name the people involved:
   
  b A police detective,                             , has made it a 
  personal goal to put you away.
   
  b You 
  have 
  a 
  rival 
  from 
  your 
  background, 
                               , who never misses a chance to 
  screw you over.
   
  b You 
  pissed 
  off 
  a 
  well-connected 
  criminal,  
                              , and they’ll do whatever they can to 
  destroy you.
   
  b                              is someone with special powers, a 
  person or monster, who you took advantage of.
   
  b                              is an old partner you betrayed in the 
  middle of a job.
  Underworld
  Pick how you discovered about the real underworld. 
  Keep this in mind when you select your moves in the next 
  section, so that everything fits together.
   
  b The target of a job was a dangerous creature. Pick 
  one: vampire, werewolf, troll, reptiloid.
   
  b You worked with someone who was more than they 
  seemed. Pick one: sorcerer, demon, faerie, psychic.
   
  b You were hired by something weird. Pick one: 
  immortal, god, outsider, witch.
   
  b Things went south on a job—including, but not 
  limited to, running into (choose one): a horde of 
  goblins, a hunger of ghouls, a dream-eater, a sala-
  mander.
  Getting Started
  To make your Crooked, pick a name. Then follow the 
  instructions in this playbook to decide your look, ratings, 
  background, heat, underworld, moves, and gear. Finally, 
  introduce yourself and pick history.
  Look, pick one from each List:
  • Man, woman, concealed.
  • Hard eyes, friendly eyes, watchful eyes, smiling eyes, 
  calculating eyes.
  • Street wear, tailored suit, cheap suit, tracksuit, non-
  descript clothes.
  Ratings, pick one line:
   
  b Charm +1, Cool +1, Sharp +2, Tough 0, Weird -1
   
  b Charm -1, Cool +1, Sharp +1, Tough +2, Weird 0
   
  b Charm -1, Cool +2, Sharp +2, Tough 0, Weird -1
   
  b Charm +2, Cool +1, Sharp +1, Tough 0, Weird -1
   
  b Charm +2, Cool 0, Sharp +1, Tough -1, Weird +1 
  Introductions
  When you get here, wait for everyone to catch up so you 
  can do your introductions together.
  Go around the group. On your turn, introduce your 
  Crooked by name and look, and tell the group what they 
  know about you.
  History
  Go around the group again. When it’s your turn, pick one 
  for each of the other hunters:
  • This hunter knows about your criminal past. Tell 
  them what crimes they saw you commit.
  • This hunter was there when you decided to give 
  up the life and hunt monsters instead. Work out 
  together what happened.
  • This hunter is your younger sibling or child (possibly 
  adopted). You look out for them.
  • This hunter is a cousin or more distant relative.
  • This hunter saved your life when a monster had the 
  drop on you. Now you owe them one.
  • This hunter worked with you on a semi-legal or 
  illegal job. Work out what it was.
  • This hunter is your moral compass. When you talk 
  over things with them, their advice keeps you on the 
  straight and narrow.
  • You’re powerfully attracted to this hunter. Maybe 
  someday you’ll deserve them.
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  list below.
  Improvements
   
  b Get +1 Sharp, max +3
   
  b Get +1 Tough, max +2
   
  b Get +1 Cool, max +2
   
  b Get +1 Charm, max +2
   
  b Take another Crooked move
   
  b Take another Crooked move
   
  b Gain an ally: one of your old crew.
   
  b Recover a stash of money from the old days, enough 
  to live without care... for a year or two.
   
  b Take a move from another playbook
   
  b Take a move from another playbook
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these, from the 
  list below.
  Advanced Improvements
   
  b Get +1 to any rating, max +3.
   
  b Change this hunter to a new type.
   
  b Create a second hunter to play as well as this one.
   
  b Mark two of the basic moves as advanced.
   
  b Mark another two of the basic moves as advanced.
   
  b Retire this hunter to safety.
   
  b Erase one used luck mark from your playbook.
  
  This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The DiVIne
  I am the Light, the Sword.
  I am sent to defend the meek from Darkness.
  All Evil fears me, for I am its end.
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b 
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  Moves
  You get all the basic moves, and pick three Divine moves:
   
  b Boss from Beyond: At the beginning of each 
  mystery, roll +Weird. On a 10+, your Superiors ask 
  you to do something simple. On a 7-9, they ask you 
  to do something complicated or difficult. In either 
  case, you get to ask them one of the questions from 
  the investigate a mystery move right now. On a 
  miss, you are required to do something terrible. If 
  you do not accomplish what they’ve ordered, you 
  cannot use this move again until you have made up 
  for your failure.
   
  b Angel Wings: You can go instantly to anywhere 
  you’ve visited before, or to a person you know well. 
  When you carry one or two people with you, roll 
  +Weird. On a 10+ you all go where you wanted. On 
  a 7-9, you don’t quite manage it. Either you are all 
  separated, or you all appear in the wrong place.
   
  b What I Need, When I Need It: You may store any 
  small object you own, putting it into a magical space 
  nobody can get to. You may retrieve anything you 
  stored at any time; it appears in your hand.
   
  b Smite: Your body and divine weapon always count 
  as a weakness against the monsters you fight. Your 
  unarmed attacks are 2-harm intimate hand messy.
   
  b Soothe: When you talk to someone for a few 
  seconds in a quiet voice, you can calm them down, 
  blocking any panic, anger, or other negative emo-
  tions they have. This works even if the thing that 
  freaked them out is still present, as long as your 
  voice can be heard.
   
  b Lay On Hands: Your touch can heal injury and 
  disease. When you lay your hands on someone 
  hurt, roll +Cool. On a 10+, heal 2 harm or an illness, 
  plus they’re stabilized. On a 7-9, you can heal the 
  harm or illness as on a 10+, but you take it into your-
  self. On a miss, your aura causes them extra harm.
   
  b Cast Out Evil: You may banish an unnatural crea-
  ture from your presence. Roll +Tough. On a 10+ it 
  is banished. On a 7-9 it takes a little while for the 
  banishing to take effect—the creature has time to 
  make one or two actions. Either way, the banished 
  creature is unharmed, and you have no control over 
  where it goes. This move may be used on unnatural 
  hunters (e.g. the Monstrous). On a miss, something 
  is keeping it here. That’s bad.
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  Gear
  Pick one divine weapon:
   
  b Flaming sword (3-harm hand fire holy)
   
  b Thunder hammer (3-harm hand stun holy)
   
  b Razor whip (3-harm hand area messy holy)
   
  b Five demon bag (3-harm close magic holy)
   
  b Silver trident (3-harm hand silver holy)
  You also get divine armour (1-armour holy). It has a look 
  suited to your divine origin.
  Mission
  You have been put on Earth for a purpose. Pick one:
   
  b You are here to fight the schemes of an Adversary.
   
  b The End of Days approaches. Your role is to guide 
  these hunters and prevent it from coming to pass.
   
  b The End of Days approaches. Your role is to guide 
  these hunters and ensure it comes to pass.
   
  b You have been exiled. You must work for the cause of 
  Good without drawing attention from your brothers 
  and sisters, as they are bound to execute you for your 
  crimes.
   
  b One of the other hunters has a crucial role to play 
  in events to come. You must prepare them for their 
  role, and protect them at any cost.
  
  Getting Started
  To make your Divine, first pick a name. Then follow the 
  instructions in this playbook to decide your look, ratings, 
  mission, moves, and gear. Finally, introduce yourself and 
  pick history.
  Look, pick one from each List:
  • Man, woman, androgynous, asexual.
  • Blazing eyes, terrifying eyes, placid eyes, sparkling 
  eyes, perceptive eyes, starry eyes, glowing eyes.
  • Dirty clothes, perfect suit, rumpled suit, casual 
  clothes, practical clothes.
  Ratings, pick one line:
   
  b Charm+1, Cool+1, Sharp-1, Tough+2, Weird=0
   
  b Charm-1, Cool+2, Sharp-1, Tough+2, Weird=0
   
  b Charm-1, Cool=0, Sharp+1, Tough+2, Weird+1
   
  b Charm+1, Cool+1, Sharp=0, Tough+2, Weird-1
   
  b Charm-1, Cool+1, Sharp=0, Tough+2, Weird+1
  Introductions
  When you get here, wait for everyone to catch up so you 
  can do your introductions together.
  Go around the group. On your turn, introduce your 
  Divine by name and look, and tell the group what they 
  know about you.
  History
  Go around the group again. When it’s your turn, pick one 
  for each of the other hunters:
  • If you are protecting another hunter as your mission, 
  tell them this: You have a crucial role in what is to 
  come. I am here to guide and defend you.
  • They should not be involved in this situation: the 
  prophecies didn’t mention them at all. This gets your 
  attention but you don’t know what it means yet.
  • They are, at heart, a good and righteous person. You 
  must help them stay that way.
  • They are an abomination, and should be destroyed. 
  Except you can’t–work out with them why not.
  • Their prayer (perhaps an informal or even uncon-
  scious prayer) summoned you.
  • They fill you with feelings of sexual infatuation. You 
  are confused by the associated mortal emotions.
  • They saved your life, and you understand (intellectu-
  ally at least) that you owe them for it.
  • They’re the person you go to for advice on mortal 
  stuff (e.g sex, food, drugs, television, etc).
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  list below.
  Improvements
   
  b Get +1 Tough, max +3
   
  b Get +1 Cool, max +2
   
  b Get +1 Charm, max +2
   
  b Get +1 Sharp, max +2
   
  b Get +1 Weird, max +2
   
  b Take another Divine move
   
  b Take another Divine move
   
  b Gain a lesser divine being as an ally, sent from above 
  to help with your mission
   
  b Take a move from another playbook
   
  b Take a move from another playbook
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these, from the 
  list below.
  Advanced Improvements
   
  b Get +1 to any rating, max +3.
   
  b Change this hunter to a new type.
   
  b Create a second hunter to play as well as this one.
   
  b Mark two of the basic moves as advanced.
   
  b Mark another two of the basic moves as advanced.
   
  b Retire this hunter to safety.
   
  b Erase one used Luck mark from your playbook.
   
  b Change your mission. Select a different mission 
  from the normal options, or (with the Keeper’s 
  agreement) a new mission of your creation.
  
  This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The Expert
  I have dedicated my life to the study of the unnat-
  ural. I know their habits, their weaknesses. I may 
  not be youngest or strongest, but my knowledge 
  makes me the biggest threat.
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  Moves
  You get all of the basic moves, plus pick two Expert moves:
   
  b I’ve Read About This Sort Of Thing: Roll +Sharp 
  instead of +Cool when you act under pressure.
   
  b Often Right: When a hunter comes to you for 
  advice about a problem, give them your honest 
  opinion and advice. If they take your advice, they 
  get +1 ongoing while following your advice, and you 
  mark experience.
   
  b Preparedness: When you need something unusual 
  or rare, roll +Sharp. On a 10+, you have it here right 
  now. On a 7-9 you have it, but not here: it will take 
  some time to get it. On a miss, you know where it is, 
  but it’s somewhere real bad.
   
  b It Wasn’t As Bad As It Looked: Once per mystery, 
  you may attempt to keep going despite your inju-
  ries. Roll +Cool. On a 10+, heal 2 harm and stabilize 
  your wounds. On a 7-9 you may either stabilize or 
  heal 1 harm. On a miss, it was worse than it looked: 
  the Keeper may inflict a harm move on you, or make 
  your wounds unstable.
   
  b Precise Strike. When you inflict harm on a monster, 
  you can aim for a weak spot. Roll +Tough. On a 10+ 
  you inflict +2 harm. On a 7-9 you inflict +1 harm. 
  On a miss, you leave yourself open to the monster.
   
  b The Woman (or Man) With The Plan: At the 
  beginning of each mystery, roll +Sharp. On a 10+ 
  hold 2, on a 7-9 hold 1. Spend the hold to be where 
  you need to be, prepared and ready. On a miss, the 
  Keeper holds 1 they can spend to put you in the 
  worst place, unprepared and unready.
   
  b Dark Past: If you trawl through your memories for 
  something relevant to the case at hand, roll +Weird. 
  On a 10+ ask the Keeper two questions from the list 
  below. On a 7-9 ask one. On a miss, you can ask a 
  question anyway but that will mean you were per-
  sonally complicit in creating the situation you are 
  now dealing with. The questions are:
  • When I dealt with this creature (or one of its kind), 
  what did I learn?
  • What black magic do I know that could help here?
  • Do I know anyone who might be behind this?
  • Who do I know who can help us right now?
  Haven
  You have set up a haven, a safe place to work. Pick three 
  of the options below for your haven:
   
  b Lore Library. When you hit the books, take +1 
  forward to investigate the mystery (as long as his-
  torical or reference works are appropriate).
   
  b Mystical Library. If you use your library’s occult 
  tomes and grimoires, preparing with your tomes 
  and grimoires, take +1 forward for use magic.
   
  b Protection Spells. Your haven is safe from mon-
  sters—they cannot enter. Monsters might be able 
  to do something special to evade the wards, but not 
  easily.
   
  b Armory. You have a stockpile of mystical and rare 
  monster-killing weapons and items. If you need a 
  special weapon, roll +Weird. On a 10+ you have it 
  (and plenty if that matters). On a 7-9 you have it, but 
  only the minimum. On a miss, you’ve got the wrong 
  thing.
   
  b Infirmary. You can heal people, and have the space 
  for one or two to recuperate. The Keeper will tell you 
  how long any patient’s recovery is likely to take, and 
  if you need extra supplies or help.
   
  b Workshop. You have a space for building and repair-
  ing guns, cars and other gadgets. Work out with the 
  Keeper how long any repair or construction will take, 
  and if you need extra supplies or help.
   
  b Oubliette. This room is isolated from every kind of 
  monster, spirit and magic that you know about. Any-
  thing you stash in there can’t be found, can’t do any 
  magic, and can’t get out.
   
  b Panic Room. This has essential supplies and is pro-
  tected by normal and mystical means. You can hide 
  out there for a few days, safe from pretty much any-
  thing.
   
  b Magical Laboratory. You have a mystical lab with 
  all kinds of weird ingredients and tools useful for 
  casting spells (like the use magic move, big magic, 
  and any other magical moves).
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  
  Gear
  You get three monster-slaying weapons.
  Monster-slaying weapons (pick three):
   
  b Mallet & wooden stakes (3-harm intimate slow 
  wooden)
   
  b Silver sword (2-harm hand messy silver)
   
  b Cold iron sword (2-harm hand messy iron)
   
  b Blessed knife (2-harm hand holy)
   
  b Magical dagger (2-harm hand magic)
   
  b Juju bag (1-harm far magic)
   
  b Flamethrower (3-harm close fire heavy volatile)
   
  b Magnum (3-harm close reload loud)
   
  b Shotgun (3-harm close messy loud)
  Getting Started
  To make your Expert, first pick a name. Then follow the 
  instructions in this playbook to decide your look, ratings, 
  breed, moves, and gear. Finally, introduce yourself and 
  pick history.
  look, pick one from each List:
  • Man, woman, indeterminate.
  • Thoughtful face, lined face, scarred face, contempla-
  tive face, stern face, avuncular face, experienced face, 
  ancient face.
  • Old fashioned clothes, casual clothes, utility clothes, 
  tailored clothes, outdoor clothes.
  Ratings, pick one line:
   
  b Charm-1, Cool+1, Sharp+2, Tough+1, Weird=0
   
  b Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1
   
  b Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0
   
  b Charm-1, Cool+1, Sharp+2, Tough=0, Weird+1
   
  b Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2
  Introductions
  When you get here, wait for everyone to catch up so you 
  can do your introductions together.
  Go around the group. On your turn, introduce your 
  Expert by name and look, and tell the group what they 
  know about you.
  History
  Go around the group again. On your turn, pick one of 
  these for each other hunter:
  • They are your student, apprentice, ward, or child. 
  Between you, decide which.
  • They came to you for advice, and your advice got 
  them out of trouble. Ask them what the trouble was.
  • They know about some of your dark secrets, but 
  they’ve agreed to keep quiet about them. Tell them 
  what they know.
  • A distant relation. Tell them exactly what.
  • You were previously both members of an eldritch 
  group, now disbanded. Ask them why they left, then 
  tell them why you did.
  • They once helped you get a singular item that is now 
  part of your haven. Tell them what it was.
  • You were taught by the same master. Ask them how 
  it ended.
  • You saved their life in a tight spot. Tell them what 
  happened.
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  following list:
  Improvements
   
  b Get +1 Sharp, max +3
   
  b Get +1 Charm, max +2
   
  b Get +1 Cool, max +2
   
  b Get +1 Weird, max +2
   
  b Take another Expert move
   
  b Take another Expert move
   
  b Add an option to your haven
   
  b Add an option to your haven
   
  b Take a move from another playbook
   
  b Take a move from another playbook
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b Get +1 to any rating, max +3.
   
  b Change this hunter to a new type.
   
  b Create a second hunter to play as well as this one.
   
  b Mark two of the basic moves as advanced.
   
  b Mark another two of the basic moves as advanced.
   
  b Retire this hunter to safety.
  
  This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The Flake
  Everything’s connected. But not everyone can 
  see the patterns, and most people don’t even 
  look that hard. But me, I can never stop looking 
  deeper. I can never stop seeing the truth. I spot 
  the patterns. That’s how I found the monsters, 
  and that’s how I help kill them.
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  Moves
  You get all of the basic moves, plus pick three Flake moves:
   
  b Connect the Dots: At the beginning of each mystery, 
  if you look for the wider patterns that current 
  events might be part of, roll +Sharp. On a 10+ hold 
  3, and on a 7-9 hold 1. Spend your hold during the 
  mystery to ask the Keeper any one of the following 
  questions:
  • Is this person connected to current events more 
  than they are saying?
  • When and where will the next critical event 
  occur?
  • What does the monster want from this person?
  • Is this connected to previous mysteries we have 
  investigated?
  • How does this mystery connect to the bigger 
  picture?
   
  b Crazy Eyes: You get +1 Weird (max +3).
   
  b See, It All Fits Together: You can use Sharp instead 
  of Charm when you manipulate someone.
   
  b Suspicious Mind: If someone lies to you, you know 
  it.
   
  b Often Overlooked: When you act all crazy to avoid 
  something, roll +Weird. On a 10+ you’re regarded as 
  unthreatening and unimportant. On a 7-9, pick one: 
  unthreatening or unimportant. On a miss, you draw 
  lots (but not all) of the attention.
   
  b Contrary: When you seek out and receive some-
  one’s honest advice on the best course of action for 
  you and then do something else instead, mark expe-
  rience. If you do exactly the opposite of their advice, 
  you also take +1 ongoing on any moves you make 
  pursuing that course.
   
  b Net Friends: You know a lot of people on the Inter-
  net. When you contact a net friend to help you with 
  a mystery, roll +Charm. On a 10+, they’re available 
  and helpful—they can fix something, break a code, 
  hack a computer, or get you some special informa-
  tion. On a 7-9, they’re prepared to help, but it’s either 
  going to take some time or you’re going to have to do 
  part of it yourself. On a miss, you burn some bridges.
   
  b Sneaky: When you attack from ambush, or from 
  behind, inflict +2 harm.
  Gear
  You get one normal weapon and two hidden weapons.
  Normal weapons (pick one):
   
  b .38 revolver (2-harm close reload loud)
   
  b 9mm (2-harm close loud)
   
  b Hunting rifle (2-harm far loud)
   
  b Magnum (3-harm close reload loud)
   
  b Shotgun (3-harm close messy loud)
   
  b Big knife (1-harm hand)
  Hidden weapons (pick two):
   
  b Throwing knives (1-harm close many)
   
  b Holdout pistol (2-harm close loud reload)
   
  b Garrote (3-harm intimate)
   
  b Watchman’s flashlight (1-harm hand)
   
  b Weighted gloves/brass knuckles (1-harm hand)
   
  b Butterfly knife/folding knife (1-harm hand)
  Getting Started
  To make your Flake, first pick a name. Then follow the 
  instructions in this playbook to decide your look, ratings, 
  moves, and gear. Finally, introduce yourself and pick 
  history.
  Look, pick one from each List:
  • Man, woman, transgressive, concealed.
  • Wild eyes, moving eyes, focused eyes, searching 
  eyes, suspicious eyes, wide eyes, guarded eyes.
  • Ratty clothes, casual clothes, rumpled suit, neat 
  clothes, comfortable clothes, army surplus gear.
  Ratings, pick one line:
   
  b Charm+1, Cool+1, Sharp+2, Tough-1, Weird=0
   
  b Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1
   
  b Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0
   
  b Charm+1, Cool-1, Sharp+2, Tough=0, Weird+1
   
  b Charm-1, Cool-1, Sharp+2, Tough=0, Weird+2
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  
  Introductions
  When you get here, wait for everyone to catch up so you 
  can do your introductions together.
  Go around the group. On your turn, introduce your 
  Flake by name and look, and tell the group what they 
  know about you.
  History
  Go around the group again. On your turn, pick one of 
  these for each other hunter:
  • They’re somehow tied into it all. You’ve been keeping 
  an eye on them.
  • They’re a close relative. Ask them to decide exactly 
  what.
  • Old friends, who originally met through a long chain 
  of coincidences.
  • You went through hell together: maybe a monster, 
  maybe military service, maybe time in an institution. 
  Whatever it was, it bound you together, and you 
  have total trust in each other.
  • Members of the same support group.
  • Fellow freaks.
  • The signs all pointed to working together. So you 
  found them and now you work together.
  • You know each other through cryptozoology and 
  conspiracy theory websites.
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  following list:
  Improvements
   
  b Get +1 Sharp, max +3
   
  b Get +1 Charm, max +2
   
  b Get +1 Cool, max +2
   
  b Get +1 Weird, max +2
   
  b Take another Flake move
   
  b Take another Flake move
   
  b Get a haven, like the Expert has, with two options
   
  b Gain another option for your haven
   
  b Take a move from another playbook
   
  b Take a move from another playbook
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b Get +1 to any rating, max +3.
   
  b Change this hunter to a new type.
   
  b Create a second hunter to play as well as this one.
   
  b Mark two of the basic moves as advanced.
   
  b Mark another two of the basic moves as advanced.
   
  b Retire this hunter to safety.
  
  This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The Initiate
  Since the dawn of history, we have been the 
  bulwark against Darkness. We know the Evils 
  of the world, and we stand against them so that 
  the mass of humanity need not fear. We are the 
  Flame that cleanses the Shadows.
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  Moves
  You get all of the basic moves, plus four Initiate moves. You 
  get this one:
   
  B When you are in good standing with your Sect, at 
  the beginning of each mystery, roll +Charm. On 
  a 10+ they provide some useful info or help in the 
  field. On a 7-9 you get a mission associated with the 
  mystery, and if you do it you’ll get some info or help 
  too. On a miss, they ask you to do something bad. 
  If you fail a mission or refuse an order, you’ll be in 
  trouble with the Sect until you atone.
  Then pick three of these:
   
  b Ancient Fighting Arts: When using an old-fash-
  ioned hand weapon, you inflict +1 harm and get +1 
  whenever you roll protect someone.
   
  b Mystic: Every time you successfully use magic, take 
  +1 forward.
   
  b Fortunes: The Sect has ancient prophecies or div-
  ination techniques to predict the future. Once per 
  mystery, you may use them. If you look at what the 
  future holds, roll +Weird. On a 10+ hold 3, and on 
  a 7-9 hold 1. On a miss, you get bad information and 
  the Keeper decides how that affects you. Spend your 
  hold to:
  • have a useful object ready.
  • be somewhere you are needed, just in time.
  • take +1 forward, or give +1 forward to another 
  hunter.
  • retroactively warn someone about an attack, so 
  that it doesn’t happen.
   
  b Sacred Oath: You may bind yourself to a single goal, 
  forsaking something during your quest (e.g. speech, 
  all sustenance but bread and water, alcohol, lying, 
  sex, etc). Get the Keeper’s agreement on this—it 
  should match the goal in importance and difficulty. 
  While you keep your oath and work towards your 
  goal, mark experience at the end of every session 
  and get +1 on any rolls that directly help achieve the 
  goal. If you break the oath, take -1 ongoing until you 
  have atoned.
   
  b Mentor: You have a mentor in the Sect: name 
  them. When you contact your mentor for info, roll 
  +Sharp. On a 10+, you get an answer to your ques-
  tion, no problem. On a 7-9 you choose: they’re either 
  busy and can’t help, or they answer the question but 
  you owe a favour. On a miss, your question causes 
  trouble.
   
  b Apprentice: You have an apprentice: name them. 
  Your job is to teach them the Sect’s ways. They count 
  as an ally: subordinate (motivation: to follow your 
  instructions to the letter).
   
  b Helping Hand: When you successfully help out 
  another hunter, they get +2 instead of the usual +1.
   
  b That Old Black Magic: When you use magic, you 
  can ask a question from the investigate a mystery 
  move as your effect.
  Gear
  If your Sect has fighting arts or obsolete gear (see next 
  page) then pick three old-fashioned weapons. If the Sect 
  has modernised or nifty gadgets, you may pick two 
  modern weapons. Otherwise, pick two old-fashioned 
  weapons and one modern weapon.
  You also get old-fashioned armour (1-armour heavy).
  Old-fashioned weapons (pick either two or three, as 
  above):
   
  b Sword (2-harm hand messy)
   
  b Axe (2-harm hand messy)
   
  b Big sword (3-harm hand messy heavy)
   
  b Big axe (3-harm hand messy slow heavy)
   
  b Silver knife (1-harm hand silver)
   
  b Fighting sticks (1-harm hand quick)
   
  b Spear (2-harm hand/close)
   
  b Mace (2-harm hand messy)
   
  b Crossbow (2-harm close slow)
  Modern weapons (pick either one or two, as above):
   
  b .38 revolver (2-harm close reload loud)
   
  b 9mm (2-harm close loud)
   
  b Sniper rifle (3-harm far)
   
  b Magnum (3-harm close reload loud)
   
  b Shotgun (3-harm close messy)
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  
  Getting Started
  To make your Initiate, first pick a name. Then follow the 
  instructions in this playbook to decide your look, ratings, 
  moves, Sect, and gear. Finally, introduce yourself and 
  pick history.
  Look, pick one from each List:
  • Man, woman, masked, concealed.
  • Hardened body, tattooed body, agile body, strong 
  body, thin body, angular body, hunched body.
  • Archaic clothes, unfashionable clothes, ceremonial 
  clothes, mismatched clothes, formal clothes.
  Ratings, pick one line:
   
  b Charm-1, Cool+1, Sharp=0, Tough+1, Weird+2
   
  b Charm=0, Cool+1, Sharp+1, Tough-1, Weird+2
   
  b Charm-1, Cool=0, Sharp-1, Tough+2, Weird+2
   
  b Charm+1, Cool-1, Sharp+1, Tough=0, Weird+2
   
  b Charm=0, Cool=0, Sharp=0, Tough+1, Weird+2
  Sect
  You are part of an ancient, secret order that slays mon-
  sters. Where are they from? How old are they? Are they 
  religious? Why do they stay secret? How do they recruit?
  You also need to pick the Sect’s traditions (these will 
  be used by the Keeper to determine the Sect’s methods 
  and actions):
  Good Traditions (pick two):
   
  b Knowledgable
   
  b Ancient lore
   
  b Magical lore
   
  b Fighting arts
   
  b Modernised
   
  b Chapters everywhere
   
  b Secular power
   
  b Flexible tactics
   
  b Open hierarchy
   
  b Integrated in society
   
  b Rich
   
  b Nifty gadgets
   
  b Magical items
  Bad Traditions (pick one):
   
  b Dubious motives
   
  b Tradition-bound
   
  b Short-sighted
   
  b Paranoid and 
  secretive
   
  b Closed hierarchy
   
  b Factionalised
   
  b Strict laws
   
  b Mystical oaths
   
  b Total obedience
   
  b Tyrannical leaders
   
  b Obsolete gear
   
  b Poor
  Introductions
  When you get here, wait for everyone to catch up so you 
  can do your introductions together.
  Go around the group. On your turn, introduce your 
  Initiate by name and look, and tell the group what they 
  know about you.
  History
  Go around the group again. On your turn, pick one for 
  each of the other hunters:
  • They are a lay member of your Sect.
  • You fought together when the tide of monsters seemed 
  unstoppable. Ask them how it went.
  • Friends, but they first met you under your cover 
  identity, and learned about the Sect later. Ask how 
  they feel about that.
  • They are your close relative, or partner/spouse. 
  Decide between you exactly what the relationship is.
  • Fellow ancient weapons/martial arts club members.
  • They’re described in 
  the prophecies, but 
  the role they will 
  play isn’t stated.
  • An ex-member of 
  the Sect, but still 
  friends. Ask them 
  why they left or got 
  thrown out
  • You met researching 
  mystical weirdness, 
  and you’ve been occult 
  comrades ever since.
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  following list:
  Improvements
   
  b Get +1 Weird, max +3
   
  b Get +1 Cool, max +2
   
  b Get +1 Sharp, max +2
   
  b Get +1 Tough, max +2
   
  b Take another Initiate move
   
  b Take another Initiate move
   
  b Get command of your chapter of the Sect
   
  b Get a Sect team under your command
   
  b Take a move from another playbook
   
  b Take a move from another playbook
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b Get +1 to any rating, max +3.
   
  b Change this hunter to a new type.
   
  b Create a second hunter to play as well as this one.
   
  b Mark two of the basic moves as advanced.
   
  b Mark another two of the basic moves as advanced.
   
  b Retire this hunter to safety.
   
  b Become the leader, or effective leader, of the whole 
  Sect.
  
  This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The Monstrous
  I feel the hunger, the lust to destroy. But I fight 
  it: I never give in. I’m not human any more, not 
  really, but I have to protect those who still are. 
  That way I can tell myself I’m different to the 
  other monsters. Sometimes I can even believe it.
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  Monster Breed
  You’re half-human, half-monster: decide if you were 
  always this way or if you you were originally human and 
  transformed somehow.
  Now decide if you were always fighting to be good, or 
  if you were evil and changed sides.
  Define your monstrous breed by picking a curse, 
  moves, and natural attacks.
  Create the monster you want to be: whatever you 
  choose defines your breed in the game. Some classic 
  monsters with suggestions for picks are listed on the back 
  of this sheet. These are only suggestions: feel free to make 
  a different version!
  Curses, pick one:
   
  b Feed: You must subsist on living humans—it might 
  take the form of blood, brains, or spiritual essence 
  but it must be from people. You need to act under 
  pressure to resist feeding whenever a perfect oppor-
  tunity presents itself.
   
  b Vulnerability: Pick a substance. You suffer +1 harm 
  when you suffer harm from it. If you are bound or 
  surrounded by it, you must act under pressure to 
  use your powers.
   
  b Pure Drive: One emotion rules you. Pick from: 
  hunger, hate, anger, fear, jealousy, greed, joy, pride, 
  envy, lust, or cruelty. Whenever you have a chance 
  to indulge that emotion, you must do so immediately, 
  or act under pressure to resist.
   
  b Dark Master: You have an evil lord who doesn’t 
  know you changed sides. They still give you orders, 
  and they do not tolerate refusal. Or failure.
  Natural Attacks
  Pick a Base and add an extra to it, or two Bases.
   
  b Base: teeth (3-harm intimate)
   
  b Base: claws (2-harm hand)
   
  b Base: magical force (1-harm magical close)
   
  b Base: life-drain (1-harm intimate life-drain)
   
  b Extra: Add +1 harm to a base
   
  b Extra: Add ignore-armour to a base
   
  b Extra: Add an extra range to a base (add intimate, 
  hand, or close).
  Moves
  You get all the basic moves, plus pick two Monstrous 
  moves:
   
  b Immortal: You do not age or sicken, and whenever 
  you suffer harm you suffer 1-harm less.
   
  b Unnatural Appeal: Roll +Weird instead of +Charm 
  when you manipulate someone.
   
  b Unholy Strength: Roll +Weird instead of +Tough 
  when you kick some ass.
   
  b Incorporeal: You may move freely through solid 
  objects (but not people).
   
  b Preternatural Speed: You go much faster than 
  normal people. When you chase, flee, or run take 
  +1 ongoing.
   
  b Claws of the Beast: All your natural attacks get +1 
  harm.
   
  b Mental Dominion: When you gaze into a normal 
  human’s eyes and exert your will over them, roll 
  +Charm. On a 10+, hold 3. On a 7-9, hold 1. You 
  may spend your hold to give them an order. Regular 
  people will follow your order, whatever it is. Hunters 
  can choose whether they do it or not. If they do, they 
  mark experience.
   
  b Unquenchable Vitality: When you have taken harm, 
  you can heal yourself. Roll +Cool. On a 10+, heal 
  2-harm and stabilise your injuries. On a 7-9, heal 
  1-harm and stabilise your injuries. On a miss, your 
  injuries worsen.
   
  b Dark Negotiator: You can use the manipulate 
  someone move on monsters as well as people, if 
  they can reason and talk.
   
  b Flight: You can fly.
   
  b Shapeshifter: You may change your form (usually 
  into an animal). Decide if you have just one alter-
  nate form or several, and detail them. You gain +1 
  to investigate a mystery when using an alternate 
  form’s superior senses (e.g. smell for a wolf, sight for 
  an eagle).
   
  b Something Borrowed: Take a move from a hunter 
  playbook that is not currently in play.
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  
  Gear
  If you want, you can take one handy weapon:
   
  b .38 revolver (2-harm close reload loud)
   
  b 9mm (2-harm close loud)
   
  b Magnum (3-harm close reload loud)
   
  b Shotgun (3-harm close messy)
   
  b Big knife (1-harm hand)
   
  b Brass knuckles (1-harm hand quiet small)
   
  b Sword (2-harm hand messy)
   
  b Huge sword (3-harm hand heavy)
  Getting Started
  To make your Monstrous, first pick a name. Then follow 
  the instructions in this playbook to decide your look, 
  ratings, breed, moves, and gear. Finally, introduce your-
  self and pick history.
  look, pick one from each List:
  • Man, woman, mysterious, transgressive.
  • Sinister aura, powerful aura, dark aura, unnerving 
  aura, energetic aura, evil aura, bestial aura.
  • Archaic clothes, casual clothes, ragged clothes, tai-
  lored clothes, stylish clothes, street clothes, outdoor 
  clothes.
  Ratings, pick one line:
   
  b Charm-1, Cool-1, Sharp=0, Tough+2, Weird+3
   
  b Charm-1, Cool+1, Sharp+1, Tough=0, Weird+3
   
  b Charm+2, Cool=0, Sharp-1, Tough-1, Weird+3
   
  b Charm-2, Cool+2, Sharp=0, Tough=0, Weird+3
   
  b Charm=0, Cool-1, Sharp+2, Tough-1, Weird+3
  Introductions
  When you get here, wait for everyone to catch up so you 
  can do your introductions together.
  Go around the group. On your turn, introduce your 
  Monstrous by name and look, and tell the group what 
  they know about you.
  History
  Go around the group again. When it’s your turn, pick one 
  for each of the other hunters:
  • You lost control one time, and almost killed them. 
  Ask them how they stopped you.
  • They tried to slay you, but you proved you’re on the 
  side of good. Ask them what convinced them.
  • You are romantically obsessed with them. Ask them 
  if they know, and if they reciprocate.
  • Close relations, or a distant descendant. Tell them 
  which.
  • You saved them from another of your kind, and 
  prevented reprisals against that individual creature 
  (maybe it’s another good one, or maybe it has a hold 
  over you).
  • They are tied to your curse or origin. Tell them how.
  • You fought together against the odds, and prevailed.
  • They saved you from another hunter who was pre-
  pared to kill you. Ask them what happened.
  Monster Breed Suggestions
  • Vampire: Curse: feed (blood or life-force). Natural 
  attacks: Base: life-drain or Base: teeth; add +1 harm 
  to base attack. Moves: immortal or unquenchable 
  vitality; mental domination.
  • Werewolf: Curse: vulnerability (silver). Natural 
  attacks: Base: claws; Base: teeth. Moves: shapeshifter 
  (wolf and/or wolfman); claws of the beast or unholy 
  strength.
  • Ghost: Curse: vulnerability (rock salt). Natural 
  attacks: Base: magical force; add hand range to 
  magical force. Moves: incorporeal; immortal.
  • Faerie: Curse: pure drive (joy). Natural attacks: 
  Base: magical force; add ignore-armour to magical 
  force. Moves: flight; preternatural speed.
  • Demon: Curse: pure drive (cruelty). Natural attacks: 
  Base: claws; +1 harm to claws. Moves: dark negotia-
  tor; unquenchable vitality.
  • Orc: Curse: dark master (the orc overlord). Natural 
  attacks: Base: teeth; add ignore-armour to teeth. 
  Moves: Unholy strength; dark negotiator.
  • Zombie: Curse: pure drive (hunger), feed (flesh or 
  brains). Natural attacks: Base: teeth; +1 harm to 
  teeth. Moves: immortal; unquenchable vitality.
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  following list:
  Improvements
   
  b Get +1 Charm, max +2
   
  b Get +1 Cool, max +2
   
  b Get +1 Sharp, max +2
   
  b Get +1 Tough, max +2
   
  b Take another Monstrous move
   
  b Take another Monstrous move
   
  b Gain a haven, like the Expert has, with two options
   
  b Take a natural attacks pick
   
  b Take a move from another playbook
   
  b Take a move from another playbook
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b Get +1 to any rating, max +3.
   
  b Change this hunter to a new type.
   
  b Create a second hunter to play as well as this one.
   
  b Mark two of the basic moves as advanced.
   
  b Mark another two of the basic moves as advanced.
   
  b Retire this hunter to safety.
   
  b Free yourself from the curse of your kind. Your curse 
  no longer applies, but you lose 1 Weird.
   
  b You turn evil (again). Retire this character, they 
  become one of the Keeper’s threats.
  
  This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The Mundane
  You heard about how monsters only pick on 
  people with crazy powers who can fight back on 
  even terms? Yeah, me neither. But, hell, I ended 
  up in this monster-hunting team so I gotta do 
  what I can, right?
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  Moves
  You get all the basic moves, plus pick three Mundane 
  moves:
   
  b Always The Victim: When another hunter uses 
  protect someone to protect you, they mark expe-
  rience. Whenever a monster captures you, you mark 
  experience.
   
  b Oops! If you want to stumble across something 
  important, tell the Keeper. You will find something 
  important and useful, although not necessarily 
  related to your immediate problems.
   
  b Let’s Get Out Of Here! If you can protect someone 
  by telling them what to do, or by leading them out, 
  roll +Charm instead of +Tough.
   
  b Panic Button: When you need to escape, name the 
  route you’ll try and roll +Sharp. On a 10+ you’re out 
  of danger, no problem. On a 7-9 you can go or stay, 
  but if you go it’s going to cost you (you leave some-
  thing behind or something comes with you). On a 
  miss, you are caught halfway out.
   
  b The Power of Heart: When fighting a monster, if 
  you help someone, don’t roll +Cool. You automat-
  ically help as though you’d rolled a 10.
   
  b Trust Me: When you tell a normal person the 
  truth in order to protect them from danger, roll 
  +Charm. On a 10+ they’ll do what you say they 
  should, no questions asked. On a 7-9 they do it, but 
  the Keeper chooses one from:
  • They ask you a hard question first.
  • They stall and dither a while.
  • They have a “better” idea.
  On a miss, they’re going to think you’re crazy and 
  maybe dangerous too.
   
  b What Could Go Wrong?: Whenever you charge 
  into immediate danger without hedging your bets, 
  hold 2. You may spend your hold to:
  • Inflict +1 harm.
  • Reduce someone’s harm suffered by 1.
  • Take +2 forward on an act under pressure roll.
   
  b Don’t Worry, I’ll Check It Out: Whenever you go 
  off by yourself to check out somewhere (or some-
  thing) scary, mark experience.
  Gear
  You get two Mundane weapons and a means of transport.
  Mundane weapons (pick two):
   
  b Golf club, baseball bat, cricket bat, or hockey stick 
  (2-harm hand innocuous messy)
   
  b Pocket knife or multitool (1-harm hand useful small)
   
  b Small handgun (2-harm close loud reload)
   
  b Hunting rifle (3-harm far loud reload)
   
  b Sledge-hammer or fire axe (3-harm hand messy)
   
  b Nunchuks (2-harm hand area)
  Means of transport (pick one):
   
  b Skateboard
   
  b Bicycle
   
  b Fairly new car in 
  decent condition
   
  b Classic car in 
  terrible condition
   
  b Motorcycle
   
  b Van
  Getting Started
  To make your Mundane, first pick a name. Then follow 
  the instructions in this playbook to decide your look, 
  ratings, moves, and gear. Finally, introduce yourself and 
  pick history.
  Look, pick one from each List:
  • Man, woman, boy, girl, androgynous, concealed.
  • Friendly face, alluring face, laughing face, trust-
  worthy face, average face, serious face, sensual face.
  • Normal clothes, casual clothes, goth clothes, sporty 
  clothes, work clothes, street clothes, nerdy clothes.
  Ratings, pick one line:
   
  b Charm+2, Cool+1, Sharp=0, Tough+1, Weird-1
   
  b Charm+2, Cool-1, Sharp+1, Tough+1, Weird=0
   
  b Charm+2, Cool=0, Sharp-1, Tough+1, Weird+1
   
  b Charm+2, Cool=0, Sharp+1, Tough+1, Weird-1
   
  b Charm+2, Cool+1, Sharp+1, Tough=0, Weird-1
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  
  Introductions
  When you get here, wait for everyone to catch up so you 
  can do your introductions together.
  Go around the group. On your turn, introduce your 
  Mundane by name and look, and tell the group what they 
  know about you.
  History
  Go around the group again. When it’s your turn, pick one 
  for each of the other hunters:
  • You are close relations. Tell them exactly how you’re 
  related.
  • Initially rivals, you both now respect each others’ 
  talents.
  • Romantically involved, or you just have a crush on 
  them. Ask them which they prefer.
  • They’re your hero, exactly the kind of monster hunter 
  you aspire to be. Tell them why you worship them.
  • Good friends. Tell them if it’s from way back, or 
  recently.
  • You’re a bit suspicious of them (maybe due to their 
  unnatural powers or something like that).
  • They introduced you to the existence of monsters. 
  Tell them how you feel about that.
  • You saved their life from a monster due to an unlikely 
  chain of events. Tell them what.
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  following list:
  Improvements
   
  b Get +1 Charm, max +3
   
  b Get +1 Cool, max +2
   
  b Get +1 Sharp, max +2
   
  b Get +1 Tough, max +2
   
  b Take another Mundane move
   
  b Take another Mundane move
   
  b Get back one used Luck point
   
  b Get back one used Luck point
   
  b Take a move from another playbook
   
  b Take a move from another playbook
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b Get +1 to any rating, max +3.
   
  b Change this hunter to a new type.
   
  b Create a second hunter to play as well as this one.
   
  b Mark two of the basic moves as advanced.
   
  b Mark another two of the basic moves as advanced.
   
  b Retire this hunter to safety.
   
  b Get back one used Luck point.
   
  b Get back one used Luck point.
  
  This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The ProfesSional
  It’s kind of strange when your regular 9-to-5 job is 
  to hunt down monsters. Still, that’s the job I took 
  on when I joined this outfit. It pays well, and the 
  benefits are good. Like they say “You don’t have 
  to be crazy to work here, but it sure helps!”
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  Moves
  You get all the basic moves, plus four Professional moves.
  Pick three of these:
   
  b Bottle It Up: If you want, you can take up to +3 
  bonus when you act under pressure. For each +1 
  you use, the Keeper holds 1. That hold can be spent 
  later—one for one—to give you -1 on any move 
  except act under pressure.
   
  b Unfazeable: Take +1 Cool (max +3).
   
  b Battlefield Awareness: You always know what’s 
  happening around you, and what to watch out for. 
  Take +1 armour (max 2-armour) on top of whatever 
  you get from your gear.
   
  b Leave No One Behind: In combat, when you help 
  someone escape, roll +Sharp. On a 10+ you get 
  them out clean. On a 7-9, you can either get them out 
  or suffer no harm, you choose. On a miss, you fail to 
  get them out and you’ve attracted hostile attention.
   
  b Tactical Genius: When you read a bad situation, 
  you may roll +Cool instead of +Sharp
   
  b Medic: You have a full first aid kit, and the training 
  to heal people. When you do first aid, roll +Cool. 
  On a 10+ the patient is stabilized and healed of 2 
  harm. On a 7-9 choose one: heal 2 harm or stabi-
  lize the injury. On a miss, you cause an extra 1 harm. 
  This move takes the place of regular first aid.
   
  b Mobility: You have a truck, van, or car built for 
  monster hunting. Choose two good things and one 
  bad thing about it.
  Good things: roomy; surveillance gear; fast; 
  stealthy; intimidating; classic; medical kit; sleep-
  ing space; toolkit; concealed weapons; anonymous; 
  armoured (+1 armour inside); tough; monster cage.
  Bad things: loud; obvious; temperamental; beat-
  en-up; gas-guzzler; uncomfortable; slow; old.
  And you get this one:
   
  B When you deal with the Agency, requesting help or 
  gear, or making excuses for a failure, roll +Sharp. On 
  a 10+, you’re good—your request for gear or person-
  nel is okayed, or your slip-up goes unnoticed. On a 
  7-9, things aren’t so great. You might get chewed out 
  by your superiors and there’ll be fallout, but you get 
  what you need for the job. On a miss, you screwed 
  up: you might be suspended or under investigation, 
  or just in the doghouse. You certainly aren’t going to 
  get any help until you sort it all out.
  Gear
  Pick one serious weapon and two normal weapons.
  You get either a flak vest (1-armour hidden) or combat 
  armour (2-armour heavy) for protection.
  Serious weapons (pick one):
   
  b Assault rifle (3-harm far area loud reload)
   
  b Grenade launcher (4-harm far area messy loud 
  reload)
   
  b Sniper rifle (4-harm far)
   
  b Grenades (4-harm close area messy loud)
   
  b Submachine gun (3-harm close area loud reload)
  Normal weapons (pick two):
   
  b .38 revolver (2-harm close reload loud)
   
  b 9mm (2-harm close loud)
   
  b Hunting rifle (2-harm far loud)
   
  b Shotgun (3-harm close messy)
   
  b Big knife (1-harm hand)
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  
  Getting Started
  To make your Professional, first pick a name. Then follow 
  the instructions in this playbook to decide your look, 
  ratings, Agency, moves, and gear. Finally, introduce your-
  self and pick history.
  look, pick one from each List:
  • Man, woman, concealed.
  • Chiseled face, scarred face, unshaven face, soft face, 
  young face, old face, determined face.
  • Tailored suit, shabby suit, perfect suit, utility cover-
  alls, battledress, paramilitary uniform, lab coat.
  Ratings, pick one line:
   
  b Charm=0, Cool+2, Sharp-1, Tough+2, Weird-1
   
  b Charm-1, Cool+2, Sharp+1, Tough+1, Weird=0
   
  b Charm+1, Cool+2, Sharp+1, Tough-1, Weird=0
   
  b Charm-1, Cool+2, Sharp+1, Tough=0, Weird+1
   
  b Charm=0, Cool+2, Sharp+2, Tough-1, Weird-1
  Agency
  Decide who it is you work for. Are they a black-budget 
  government department, a secret military unit, a clan-
  destine police team, a private individual’s crusade, a 
  corporation, a scientific team, or what?
  Is the Agency’s goal to: destroy monsters, study the super-
  natural, protect people, gain power, or something else?
  Pick two resource tags for the Agency, and two red 
  tape tags:
  Resources (pick two):
   
  b Well-armed
   
  b Well-financed
   
  b Rigorous training
   
  b Official pull
   
  b Cover identities
   
  b Offices all over 
  the place
   
  b Good intel
   
  b Recognised authority
   
  b Weird tech gadgets
   
  b Support teams
  Red Tape (pick two):
   
  b Dubious motives
   
  b Bureaucratic
   
  b Secretive hierarchy
   
  b Cryptic missions
   
  b Hostile superiors
   
  b Inter-depart-
  mental rivalry
   
  b Budget cuts
   
  b Take no pris-
  oners policy
   
  b Live capture policy
  Introductions
  When you get here, wait for everyone to catch up so you 
  can do your introductions together.
  Go around the group. On your turn, introduce your 
  Professional by name and look, and tell the group what 
  they know about you.
  History
  Go around the group again. On your turn, pick one for 
  each of the other hunters:
  • Your relationship with them has romantic potential. 
  So far it hasn’t gone further.
  • They’re on the Agency’s watch list, and you’ve been 
  keeping an eye on them.
  • You are related. Tell them how close.
  • You met on a mission and worked together unoffi-
  cially. And successfully.
  • They’ve worked with the Agency before, and they’re 
  well regarded.
  • You were friends back in training, before the Agency 
  recruited you. This could be military, law enforce-
  ment, or some weirder school: decide the details 
  between you.
  • They pulled you (and maybe your team) out of a ter-
  rible FUBARed mission.
  • You got sent to “deal with them” as a hazard to 
  the Agency’s policies one time. Tell them how you 
  resolved this.
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  following list:
  Improvements
   
  b Get +1 Cool, max +3
   
  b Get +1 Charm, max +2
   
  b Get +1 Sharp, max +2
   
  b Get +1 Tough, max +2
   
  b Take another Professional move
   
  b Take another Professional move
   
  b Add a new resource tag for your Agency or change 
  a red tape tag
   
  b Get command of an Agency team of monster hunters
   
  b Take a move from another playbook
   
  b Take a move from another playbook
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b Get +1 to any rating, max +3.
   
  b Change this hunter to a new type.
   
  b Create a second hunter to play as well as this one.
   
  b Mark two of the basic moves as advanced.
   
  b Mark another two of the basic moves as advanced.
   
  b Retire this hunter to safety.
   
  b Get some or all of the other players’ hunters hired 
  by your agency. They get the deal with the agency 
  move, as well as salary and benefits.
  
  This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The SpeLl-Slinger
  Fight fire with fire magic.
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  Combat Magic
  You have a few attack spells you can use as weapons. 
  When you use these spells to kick some ass, roll +Weird 
  instead of +Tough. Sometimes the situation may require 
  you to act under pressure to cast your spell without 
  problems.
  Your combat spells can combine any of your base spells 
  with any of your effects.
  Combat magic, pick three (with at least one base):
  Bases:
   
  b Blast: 2-harm magic close obvious loud
   
  b Ball: 1-harm magic area close obvious loud
   
  b Missile: 1-harm magic far obvious loud
   
  b Wall: 1-harm magic barrier close 1-armour obvious loud
  Effects:
   
  b Fire: Add “+2 harm fire” to a base. If you get a 10+ on 
  a combat magic roll, the fire won’t spread.
   
  b Force or Wind: Add “+1 harm forceful” to a base, or 
  “+1 armour” to a wall.
   
  b Lightning or Entropy: Add “+1 harm messy” to a 
  base.
   
  b Frost or Ice: Adds “-1 harm +2 armour” to a wall, or 
  “+1 harm restraining” to other bases.
   
  b Earth: Add “forceful restraining” to a base.
   
  b Necromantic: Add “life-drain” to a base.
  Moves
  You get all the basic moves and four Spell-slinger moves. 
  You have this one:
   
  B Tools and Techniques: To use your combat magic 
  effectively, you rely on a collection of tools and tech-
  niques. Cross off one; you’ll need the rest.
  • Consumables: You need certain supplies— powders, 
  oils, etc—on hand, some will be used up each cast.  
  If you don’t have them, take 1-harm ignore-armour 
  when you cast.
  • Foci: You need wands, staves, and other obvious 
  props to focus. If you don’t have what you need, your 
  combat magic does 1 less harm.
  • Gestures: You need to wave your hands around 
  to use combat magic. If you’re restrained, take -1 
  ongoing for combat magic.
  • Incantations: You must speak in an arcane language 
  to control your magic. If you use combat magic 
  without speaking, act under pressure to avoid 
  scrambling your thoughts.
  Plus pick three of these:
   
  b Advanced Arcane Training: If you have two of your 
  three Tools and Techniques at the ready, you may 
  ignore the third one.
   
  b Arcane Reputation: Pick three big organizations or 
  groups in the supernatural community, which can 
  include some of the more sociable types of monsters. 
  They’ve heard of you and respect your power. With 
  affected humans, take +1 forward when you manip-
  ulate them. You may manipulate affected monsters 
  as if they were human, with no bonus.
   
  b Could’ve Been Worse: When you miss a use magic 
  roll you can choose one of the following options 
  instead of losing control of the magic:
  • Fizzle: The preparations and materials for the 
  spell are ruined. You’ll have to start over from 
  scratch with the prep time doubled.
  • This Is Gonna Suck: The effect happens, but 
  you trigger all of the listed glitches but one. You 
  pick the one you avoid.
   
  b Enchanted Clothing: Pick an article of every-day 
  clothing–it’s enchanted without any change in 
  appearance. Take -1 harm from any source that tries 
  to get at you through the garment.
   
  b Forensic Divination: When you successfully inves-
  tigate a mystery, you may ask “What magic was 
  done here?” as a free extra question.
   
  b Go Big or Go Home: When you must use magic 
  as a requirement for Big Magic, take +1 ongoing to 
  those use magic rolls.
   
  b Not My Fault: +1 to act under pressure when you 
  are dealing with the consequences of your own spell-
  casting.
   
  b Practitioner: Choose two effects available to you 
  under use magic. Take +1 to use magic whenever 
  you choose one of those effects.
   
  b Shield Spell: When you protect someone, gain 
  2-armour against any harm that is transferred to you. 
  This doesn’t stack with your other armour, if any.
   
  b Third Eye: When you read a bad situation, you can 
  open up your third eye for a moment to take in 
  extra information. Take +1 hold on any result of 7 
  or more, plus you can see invisible things. On a miss, 
  you may still get 1 hold, but you’re exposed to super-
  natural danger. Unfiltered hidden reality is rough on 
  the mind!
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  
  Gear
  You don’t need much—aside from any foci or consum-
  ables to power your magic. Still, it’s good to carry some 
  backup. Pick one:
   
  b Old revolver (2-harm close reload loud)
   
  b Ritual knife (1-harm hand)
   
  b Heirloom sword (2-harm hand messy)
  Getting Started
  To make your Spell-slinger, first pick a name. Then follow 
  the instructions below to decide your look, ratings, 
  Combat Magic, moves, and gear. Finally, introduce your-
  self and pick history.
  Look, pick one from each List:
  • Woman, man, androgynous.
  • Rumpled clothes, stylish clothes, goth clothes, old 
  fashioned clothes.
  • Shadowed eyes, fierce eyes, weary eyes, sparkling 
  eyes.
  Ratings, pick one line:
   
  b Charm-1, Cool+1, Sharp+1, Tough=0, Weird+2
   
  b Charm=0, Cool-1, Sharp+1, Tough+1, Weird+2
   
  b Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2
   
  b Charm+1, Cool=0, Sharp+1, Tough-1, Weird+2
   
  b Charm=0, Cool=0, Sharp+1, Tough=0, Weird+2
  Introductions
  When you get here, wait for everyone to catch up so you 
  can do your introductions together.
  Go around the group. On your turn, introduce your 
  Spell-slinger by name and look, and tell the group what 
  they know about you.
  History
  Go around the group again. On your turn, pick one for 
  each of the other hunters:
  • They act as your conscience when the power goes 
  to your head. Ask them about the last time this hap-
  pened.
  • Blood relation, though you were out of contact for 
  years. Ask them how they reconnected with you.
  • Mentor from another life. Ask them what they 
  taught you.
  • Your magic-fueled rescue of them introduced them 
  to the supernatural. Tell them what creature was 
  after them.
  • An old rivalry has turned into a tight friendship. Tell 
  them what you once fought over.
  • You thought they were dead, and now they’re back. 
  What “killed” them?
  • They’re an on-again/off-again love interest. Ask 
  them what keeps you apart. Tell them what keeps 
  you together.
  • A comrade-in-arms. You’ve faced the biggest threats 
  together.
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  following list:
  Improvements
   
  b Get +1 Weird, max +3
   
  b Get +1 Cool, max +2
   
  b Get +1 Sharp, max +2
   
  b Get +1 Tough, max +2
   
  b Take another Spell-Slinger move.
   
  b Take another Spell-Slinger move.
   
  b Take a move from another playbook.
   
  b Take a move from another playbook.
   
  b Take another Combat Magic pick.
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b Get +1 to any rating, max +3.
   
  b Change this hunter to a new type.
   
  b Create a second hunter to play as well as this one.
   
  b Mark two of the basic moves as advanced.
   
  b Mark another two of the basic moves as advanced.
   
  b Retire this hunter to safety.
   
  b Erase one used Luck mark from your playbook.
   
  b Take another Combat Magic pick.
   
  b You may cross off another option from your Tools 
  and Techniques.
  
  This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The SpOoky
  I can do things, things that normal people can’t. 
  But there’s a price—I haven’t paid it in full, yet, 
  but the bill’s gonna come due soon. It’s best I don’t 
  tell you any more. You get too close, you’ll get hurt.
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Spooky special: As you mark off Luck boxes, your dark 
  side’s needs will get nastier.
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  Moves
  You get all the basic moves, plus pick three Spooky moves:
   
  b Telepathy: You can read people’s thoughts and put 
  words in their mind. This can allow you to inves-
  tigate a mystery or read a bad situation without 
  needing to actually talk. You can also manipulate 
  someone without speaking. You still roll moves as 
  normal, except people will not expect the weirdness 
  of your mental communication.
   
  b Hex: When you cast a spell (with use magic), as well 
  as the normal effects, you may pick from the follow-
  ing:
  • The target contracts a disease.
  • The target immediately suffers harm (2-harm 
  magic ignore-armour).
  • The target breaks something precious or 
  important.
   
  b The Sight: You can see the invisible, especially spirits 
  and magical influences. You may communicate with 
  (maybe even make deals with) the spirits you see, 
  and they give you more opportunities to spot clues 
  when you investigate a mystery.
   
  b Premonitions: At the start of each mystery, roll 
  +Weird. On a 10+, you get a detailed vision of some-
  thing bad that is yet to happen. You take +1 forward 
  to prevent it coming true, and mark experience if you 
  stop it. On a 7-9+ you get clouded images of some-
  thing bad that is yet to happen: mark experience if 
  you stop it. On a miss, you get a vision of something 
  bad happening to you and the Keeper holds 3, to be 
  spent one-for-one as penalties to rolls you make.
   
  b Hunches: When something bad is happening (or 
  just about to happen) somewhere that you aren’t, 
  roll +Sharp. On a 10+ you knew where you needed 
  to go, just in time to get there. On a 7-9, you get 
  there late—in time to intervene, but not prevent it 
  altogether. On a miss, you get there just in time to be 
  in trouble yourself.
   
  b Tune In: You can attune your mind to a monster 
  or minion. Roll +Weird. On a 10+, hold 3. On a 7-9, 
  hold 1. On a miss, the monster becomes aware of 
  you. Spend one hold to ask the Keeper one of the fol-
  lowing questions, and gain +1 ongoing while acting 
  on the answers:
  • Where is the creature right now?
  • What is it planning to do right now?
  • Who is it going to attack next?
  • Who does it regard as the biggest threat?
  • How can I attract its attention?
   
  b The Big Whammy: You can use your powers to kick 
  some ass: roll +Weird instead of +Tough. The attack 
  has 2-harm close obvious ignore-armour. On a miss, 
  you’ll get a magical backlash.
   
  b Jinx: You can encourage coincidences to occur, the 
  way you want. When you jinx a target, roll +Weird. 
  On a 10+ hold 2 and on a 7-9 hold 1. On a miss, the 
  Keeper holds 2 over you to be used in the same way. 
  Spend your hold to:
  • Interfere with a hunter, giving them -1 forward.
  • Help a hunter, giving them +1 forward, by inter-
  fering with their enemy.
  • Interfere with what a monster, minion, or 
  bystander is trying to do.
  • Inflict 1-harm on the target due to an accident.
  • The target finds something you left for them.
  • The target loses something that you will soon 
  find.
  Gear
  You get two normal weapons and any magical items or 
  amulets that you use to invoke your powers.
  Normal weapons (pick two):
   
  b .38 revolver (2-harm close reload loud)
   
  b 9mm (2-harm close loud)
   
  b Hunting rifle (2-harm far loud)
   
  b Shotgun (3-harm close messy)
   
  b Big knife (1-harm hand)
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  
  Getting Started
  To make your Spooky, first pick a name. Then follow the 
  instructions in this playbook to decide your look, ratings, 
  moves, dark side and gear. Finally, introduce yourself and 
  pick history.
  Look, pick one from each List:
  • Man, woman, boy, girl, concealed, androgynous.
  • Burning eyes, dark eyes, pained eyes, blank eyes, 
  unblinking eyes, piercing eyes, shadowed eyes, 
  creepy eyes.
  • Ratty clothes, casual clothes, goth clothes, neat 
  clothes, nerdy clothes.
  Ratings, pick one line:
   
  b Charm+1, Cool=0, Sharp+1, Tough-1, Weird+2
   
  b Charm-1, Cool+1, Sharp=0, Tough+1, Weird+2
   
  b Charm+2, Cool=0, Sharp-1, Tough-1, Weird+2
   
  b Charm=0, Cool-1, Sharp+1, Tough+1, Weird+2
   
  b Charm-1, Cool-1, Sharp+2, Tough=0, Weird+2
  The Dark Side
  Your powers have an unsavory source, and sometimes 
  you get tempted to do things you shouldn’t. These could 
  be orders from whatever granted your power, or urges 
  that bubble up from your subconscious. Something like 
  that. Whatever it is, it’s unsettling.
  Pick three tags for your dark side:
   
  b Violence
   
  b Depression
   
  b Secrets
   
  b Lust
   
  b Dark bargain
   
  b Guilt
   
  b Soulless
   
  b Addiction
   
  b Mood swings
   
  b Rage
   
  b Self-destruction
   
  b Greed for power
   
  b Poor impulse control
   
  b Hallucinations
   
  b Pain
   
  b Paranoia
  The Keeper can ask you to do nasty things (in accordance 
  with the tags), when your powers need you to. If you 
  do whatever is asked, mark experience. If you don’t do 
  it, then your powers are unavailable until the end of the 
  mystery (or until you cave). As you mark off Luck boxes, 
  these requests will get bigger and nastier.
  Introductions
  When you get here, wait for everyone to catch up so you 
  can do your introductions together.
  Go around the group. On your turn, introduce your 
  Spooky by name and look, and tell the group what they 
  know about you.
  History
  Go around the group again. On your turn, pick one of 
  these for each hunter:
  • They taught you to control your powers, to the extent 
  that you can control them at all.
  • You are blood-kin. Decide together exactly what.
  • You are married, or romantically involved. Decide 
  between you the exact relationship.
  • You’re old friends, and trust each other completely.
  • You used your powers on them one time. Decide if 
  it was for selfish reasons or not, and tell them if they 
  found out about it.
  • You’ve known each other some time, but since your 
  powers manifested, you keep them at a distance 
  emotionally.
  • You hope they can help you control your powers.
  • They saw you use your powers for selfish or vindic-
  tive reasons. Ask them who the victim was, and then 
  tell them what you did.
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  following list:
  Improvements
   
  b Get +1 Weird, max +3
   
  b Get +1 Charm, max +2
   
  b Get +1 Cool, max +2
   
  b Get +1 Sharp, max +2
   
  b Take another Spooky move
   
  b Take another Spooky move
   
  b Change some, or all, your dark side tags
   
  b Get a mystical library, like the Expert’s haven option
   
  b Take a move from another playbook
   
  b Take a move from another playbook
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b Get +1 to any rating, max +3.
   
  b Change this hunter to a new type.
   
  b Create a second hunter to play as well as this one.
   
  b Mark two of the basic moves as advanced.
   
  b Mark another two of the basic moves as advanced.
   
  b Retire this hunter to safety.
   
  b You discover how to use your powers at a lower price. 
  Delete one dark side tag permanently.
  
  This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The Wronged
  They took my loved ones. Back then I wasn’t 
  strong enough to fight, but I studied, trained, and 
  now I’m ready to cleanse the world of their taint. 
  I’ll kill them all. That’s all I have left.
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  Moves
  You get all the basic moves plus three Wronged moves. You 
  get this one:
   
  B I Know My Prey: You get +1 ongoing when know-
  ingly investigating, pursuing or fighting the breed of 
  monster that caused your loss.
  Then pick two of these:
   
  b Berserk: No matter how much harm you take, you 
  can always keep going until the current fight is over. 
  During a fight, the Keeper may not use harm moves 
  on you and you cannot die. When the fight ends, all 
  harm takes effect as normal.
   
  b NEVER AGAIN: In combat, you may choose to 
  protect someone without rolling, as if you had 
  rolled a 10+, but you may not choose to “suffer little 
  harm.”
   
  b What Does Not Kill Me...: If you have suffered harm 
  in a fight, you gain +1 ongoing until the fight is over.
   
  b Fervor: When you manipulate someone, roll 
  +Tough instead of +Charm.
   
  b Safety First: You have jury-rigged extra protection 
  into your gear, giving you +1 armour (maximum 
  2-armour).
   
  b DIY Surgery: When you do quick and dirty first 
  aid on someone (including yourself), roll +Cool. 
  On a 10+ it’s all good, it counts as normal first aid, 
  plus stabilize the injury and heal 1 harm. On a 7-9 
  it counts as normal first aid, plus one of these, your 
  choice:
  • Stabilise the injury but the patient takes -1 
  forward.
  • Heal 1-harm and stabilise for now, but it will 
  return as 2-harm and become unstable again 
  later.
  • Heal 1-harm and stabilise but the patient takes 
  -1 ongoing until it’s fixed properly.
   
  b Tools Matter: With your signature weapon (see 
  your gear, below), you get +1 to kick some ass.
  Gear
  Pick one signature weapon and two practical weapons.
  You have protective wear, suited to your look, worth 
  1-armour.
  If you want, you may take a classic car, classic motorcy-
  cle, plain pickup, or plain van.
  Signature Weapons, pick one:
   
  b Sawn-off shotgun (3-harm hand/close messy loud 
  reload)
   
  b Hand cannon (3-harm close loud)
   
  b Fighting knife (2-harm hand quiet)
   
  b Huge sword or huge axe (3-harm hand messy heavy)
   
  b Specialist weapons for destroying your foes (e.g. 
  wooden stakes and mallet for vampires, silver dagger 
  for werewolves, etc.). 4-harm against the specific 
  creatures it targets, 1-harm otherwise, and other 
  tags by agreement with the Keeper.
   
  b Enchanted dagger (2-harm hand magic)
   
  b Chainsaw (3-harm hand messy unreliable loud 
  heavy)
  Practical weapons, pick two:
   
  b .38 revolver (2-harm close reload loud)
   
  b 9mm (2-harm close loud)
   
  b Hunting rifle (2-harm far loud)
   
  b Shotgun (3-harm close messy loud)
   
  b Big knife (1-harm hand)
   
  b Brass knuckles (1-harm hand stealthy)
   
  b Assault rifle (3-harm close area loud reload)
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  
  Getting Started
  To make your Wronged, first pick a name. Then follow 
  the instructions in this playbook to decide your look, 
  ratings, who you lost, moves, and gear. Finally, introduce 
  yourself and pick history.
  Look, pick one from each List:
  • Man, woman, concealed.
  • Sad eyes, icy eyes, angry eyes, untouchable eyes, 
  emotionless eyes, hurt eyes, harrowed eyes.
  • Nondescript clothes, ragged clothes, casual clothes, 
  hunting gear, army surplus gear, old clothes.
  Ratings, pick one line:
   
  b Charm=0, Cool+1, Sharp-1, Tough+2, Weird+1
   
  b Charm=0, Cool=0, Sharp+1, Tough+2, Weird=0
   
  b Charm+1, Cool=0, Sharp+1, Tough+2, Weird-1
   
  b Charm-1, Cool-1, Sharp=0, Tough+2, Weird+2
   
  b Charm+1, Cool-1, Sharp=0, Tough+2, Weird+1
  Who You Lost
  Who did you lose? Pick one or more of:
   
  b Your parent(s): 
                                                                    
   
  b Your sibling(s):  
                                                                    
   
  b Your spouse/partner:                                                                    
   
  b Your child(ren):  
                                                                    
   
  b Your best friend(s):  
                                                           
  What did it? 
  With the Keeper’s agreement, pick the monster breed.
  My prey:  
                                                                     
  Why couldn’t you save them? You were (pick one or 
  more):
   
  b at fault
   
  b selfish
   
  b injured
   
  b weak
   
  b slow
   
  b scared
   
  b in denial
   
  b complicit
  Introductions
  When you get here, wait for everyone to catch up so you 
  can do your introductions together.
  Go around the group. On your turn, introduce your 
  Wronged by name and look, and tell the group what they 
  know about you.
  History
  Go around the group again. When it’s your turn, pick one 
  for each of the other hunters:
  • They helped you at a critical point in your quest for 
  revenge. Tell them what you needed help with.
  • They stood between you and what you needed to 
  find out. Ask them why.
  • They also lost a friend or relative to these monsters. 
  Ask them who it was.
  • Relations, close or distant. Tell them exactly what.
  • You saved their life, back when they were a pathetic 
  newbie hunter. Ask them what you saved them from.
  • You respect their hard-earned knowledge, and often 
  come to them for advice.
  • They showed you the ropes when you were learning 
  how to fight.
  • They saw you absolutely lose it and go berserk. Tell 
  them what the situation was, 
  and ask them how much col-
  lateral damage you caused.
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  following list:
  Improvements
   
  b Get +1 Tough, max +3
   
  b Get +1 Cool, max +2
   
  b Get +1 Sharp, max +2
   
  b Get +1 Weird, max +2
   
  b Take another Wronged move
   
  b Take another Wronged move
   
  b Gain a haven, like the Expert has, with two options
   
  b Add one more option to your haven
   
  b Take a move from another playbook
   
  b Take a move from another playbook
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b Get +1 to any rating, max +3.
   
  b Change this hunter to a new type.
   
  b Create a second hunter to play as well as this one.
   
  b Mark two of the basic moves as advanced.
   
  b Mark another two of the basic moves as advanced.
   
  b Retire this hunter to safety.
   
  b You track down the specific monster(s) responsi-
  ble for your loss. The Keeper must make the next 
  mystery about them.
   
  b Change the target of your vengeful rage. Pick a new 
  monster breed: I know my prey now applies to them 
  instead.
  
SOURCE: textdata/thevault/Powered by the Apocalypse System (PbtA)/Monster of the Week [multi]/Monster of the Week - Playbooks.pdf