TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0317
  Version 1.0 – April 2011
  ®
  Written by JASON “PK” LEVINE
  Illustrated by ROD REIS and DAN SMITH
  MONSTER
  HUNTERS1
  CHAMPIONS
  TM
  
  INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . 4
  Hunter Terminology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Recommended Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  1. MONSTER HUNTER TEMPLATES . . . . . . . 5
  Campaign Types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  MOTIVATIONAL LENSES . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Why We Fight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  TEMPLATES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Commando. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Gun Fu Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Crusader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Experiment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Why Guns? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Inhuman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Psi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Sage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Luck or Skill? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Know Thy Enemy . . . . . . . . . . . . . . . . . . . 16
  Sleuth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Techie. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Sidekicks in Action . . . . . . . . . . . . . . . . . . 19
  Witch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  2. CHAMPIONS’
  CHEAT SHEET . . . . . . . . . . 22
  SUITABLE ADVANTAGES . . . . . . . . . . . . . . 22
  Heroic Advantages . . . . . . . . . . . . . . . . . . 23
  New Perks. . . . . . . . . . . . . . . . . . . . . . . . . . 25
  SUITABLE DISADVANTAGES . . . . . . . . . . . 25
  Disadvantage Limit . . . . . . . . . . . . . . . . . . 26
  SUITABLE SKILLS . . . . . . . . . . . . . . . . . . 27
  WILDCARD SKILLS . . . . . . . . . . . . . . . . . 28
  Hyper-Competency . . . . . . . . . . . . . . . . . . 28
  Wildcards for Champions . . . . . . . . . . . . 29
  Other Uses for Points. . . . . . . . . . . . . . . . . 31
  3. RITUAL PATH MAGIC . . . . . 32
  Words of Magic . . . . . . . . . . . . . . . . . . . . . 32
  LEARNING MAGIC. . . . . . . . . . . . . . . . . . 32
  Thaumatological Detail . . . . . . . . . . . . . . . 33
  PERFORMING MAGIC. . . . . . . . . . . . . . . . 33
  Ritual Definition and Cost . . . . . . . . . . . . 33
  Divinations. . . . . . . . . . . . . . . . . . . . . . . . . 34
  Ritual Effect Table . . . . . . . . . . . . . . . . . . 35
  Which Skill? . . . . . . . . . . . . . . . . . . . . . . . 35
  Energy Accumulation. . . . . . . . . . . . . . . . 35
  Warding . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
  Non-Adepts and Magic . . . . . . . . . . . . . . . 36
  Casting the Spell . . . . . . . . . . . . . . . . . . . . 36
  Stacking Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  ”Blocking” Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  Sample Spellcastings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  TRICKS OF THE TRADE. . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Conditional Rituals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Grimoires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Defining Rituals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Working Together . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  4. POWERS . . . . . . . . . . . . . . . . . . . . . . . 40
  Bioenhancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Magic vs. Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Mysticism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Psionics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
  Anti-Psi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
  5. INHUMAN RACES . . . . . . . . . . . . . . . . . 49
  Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
  Lycanthrope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Were-Forms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  CONTENTS
  2
  CONTENTS
  About GURPS
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  that book, not this one.
  
  Outcast Angel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
  Vampire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
  Holy Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
  6. GEAR . . . . . . . . . . . . . . . . . . . . . . . . . 52
  BUDGETING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
  Patrons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
  Wealth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
  Signature Gear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
  COMMON GADGETS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Basic Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Cameras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Computers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Containers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Demolition and Intrusion . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  Gun Accessories. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  Labs and Tool Kits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  Trick Out My Ride . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  Light Sources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
  Medical Supplies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
  Miscellaneous Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
  Optics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
  ESOTERIC GEAR. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
  Grimoires and Collections . . . . . . . . . . . . . . . . . . . . . . . . . 56
  Magical Workspace Kits . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
  Mystical Supplies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
  Psychotronics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
  To Gear or Not to Gear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
  PROTECTIVE CLOTHING . . . . . . . . . . . . . . . . . . . . . . . . . 59
  WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
  Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
  Tonfas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
  Muscle-Powered Ranged Weapons . . . . . . . . . . . . . . . . . . 60
  Firearms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
  Hearing Shots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
  Special Ammo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  Grenades. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
  CONTENTS
  3
  Additional Material: Sean Punch
  Master of Magic: Thomas Weigel
  Playtesters: Roger Burton West, Peter V. Dell’Orto, Robert Hood, Phil Masters,
  Elizabeth McCoy, David Pulver, Hans-Christian Vortisch, and Thomas Weigel
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Monster Hunters, e23, and the names of all products
  published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
  GURPS Monster Hunters 1: Champions is copyright © 2011 by Steve Jackson Games Incorporated. All rights reserved.
  The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal,
  and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage
  the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
  GURPS System Design T STEVE JACKSON
  GURPS Line Editor T SEAN PUNCH
  Managing Editor T PHILIP REED
  e23 Manager T STEVEN MARSH
  Page Design T PHIL REED and
  JUSTIN DE WITT
  Art Director T WILL SCHOONOVER
  Production Artist & Indexer T NIKOLA VRTIS
  Prepress Checker T MONICA STEPHENS
  Marketing Director T PAUL CHAPMAN
  Director of Sales T ROSS JEPSON
  GURPS FAQ Maintainer T –––––––
  VICKY “MOLOKH” KOLENKO
  
  INTRODUCTION
  4
  Scott kicked open the double oak doors of the senator’s bed-
  room. Senator Radnor – or rather, the thing wearing Senator
  Radnor’s skin – looked up from his book.
  “It’s over, skin-changer. You have three seconds to return to
  Hell peacefully . . . or we send you there painfully.”
  Danielle stepped to Scott’s left, her sword scabbarded as she
  held a water balloon with a menacing grin. “Do me a favor –
  choose pain.” Behind her, Everett silently guarded their rear.
  The pseudo-senator didn’t break character for a moment, “I
  don’t know who you people are, or what you think you’re doing,
  but if you don’t leave, I will summon security.” He stood and
  glared, with just a hint of . . . a smile?
  Instinctively, Scott jerked his head toward the ceiling. From
  the gloom above, a pair of tiny glowing eyes looked back down.
  Then three pairs. Then seven. Then too many to count. Scott got
  out, “Y’know, just once I wish . . .” before the ceiling turned into
  a flutter of wings and he had to let the roar of his assault carbine
  speak for him.
  You are all that stands against the forces of darkness.
  Humanity doesn’t believe in the wicked things that lurk in the
  shadows. Demons, vampires, rogue psis, werewolves, chu-
  pacabras? All real. And all very dangerous. A powerful demon
  can make short work of an entire police department or a squad
  of soldiers. Normal human beings simply cannot fight these
  things – they lack the skills, the will, and the strength to do so.
  That’s where you come in. Your team is better than the best,
  with something setting each of you apart – making this mis-
  sion possible. Some of you can channel divine power, psionic
  energy, or the forces of magic. A few were born as monsters, or
  from a chemical vat, but are fighting on our side now. And the
  rest of you are just unbelievably well trained, from the techies
  to the warriors.
  You’ll need to be. The Enemy is always changing and never
  rests. You’ll find yourself researching ancient burial sites one
  week, belly-crawling through sewers the next, and trying to elim-
  inate a rogue angel during the middle of a church service – with-
  out attracting attention – the week after. Sometimes it’s hard to
  keep the “norms” from stumbling across the truth, but letting it
  happen just means more food (or recruits!) for the monsters.
  Make no mistake – even the best can fall, and you may die.
  But you’ll do so knowing that, at every step, you fought back
  the wall of enemies who would tear out humanity’s collective
  throat. You fight so people can walk down the street at night
  without fearing anything worse than a mugging. You fight so
  your home town stays a place to live, instead of a blighted
  piece of Hell. You fight because you are one of the only people
  in the world who can.
  This is The Mission. The stakes are, quite literally, the fate
  of the world.
  RECOMMENDED BOOKS
  GURPS Monster Hunters 1: Champions requires only the
  GURPS Basic Set. This is a standalone supplement, detailing
  how to create and equip hunters. Future publications will
  cover running a game, enemies, and so on.
  Several books can add optional detail to a Monster
  Hunters game. GURPS High-Tech can expand the shopping
  list from Chapter 6. GURPS Horror offers additional advice
  and enemies. Likewise, the GM can add extra complexity
  with rules from GURPS Gun Fu (p. 10), GURPS Action 1:
  Heroes (p. 19), GURPS Powers: Divine Favor (p. 42),
  GURPS Psionic Powers and GURPS Psis (p. 45), and
  GURPS Thaumatology (p. 33); recommendations are
  included herein. GURPS Loadouts: Monster Hunters
  deserves special mention: Not only is it useful for quickly
  equipping your champions, it was one of the inspirations
  for the creation of this very book!
  ABOUT THE AUTHOR
  Jason Levine, known by the minions of evil as “Rev. Pee
  Kitty,” has faced down the forces of darkness with naught
  but dice and a pencil since he was but a lad. He is the
  Assistant GURPS Line Editor; co-author of GURPS
  Dungeon Fantasy 10: Taverns and the GURPS Creatures
  of the Night series; and the author of GURPS Dungeon
  Fantasy 5: Allies, GURPS Psionic Powers, GURPS
  Psionic Campaigns, GURPS Psis, and GURPS Powers:
  Divine Favor. When not staking vampires and downing
  rogue witches, he collects toys, spoils his cats and dogs, and
  cooks for his beautiful wife.
  INTRODUCTION
  There are worse things out tonight
  than vampires.
  – Blade, in Blade
  Hunter Terminology
  champion: A powerful hero who uses extreme skill and/or
  special abilities to pursue The Mission. Not necessarily a
  paragon of virtue – just dedicated to the right side.
  Enemy, The: Collective term for the monsters and rogues
  who endanger humanity.
  hero: See champion.
  Mission, The: 1. The act of hunting The Enemy. 2. Putting
  the safety of humanity before your own.
  monster: Any inhuman creature that threatens mankind;
  e.g., a demon or a vampire.
  rogue: A human with access to magic or powers who uses
  them to harm innocent people.
  sidekick: An NPC Ally of a lower point total (usually 50%).
  team: A group of champions.
  See also Words of Magic (p. 32).
  
  MONSTER HUNTER TEMPLATES
  5
  In retrospect, the stench made sense. Demons embody the
  worst qualities of life, so a pack of demonic boars would be
  angry, stubborn, mindless . . . and unbelievably foul. At least it
  had made them easy to track to this abandoned building.
  Everett tried not to dwell on it as he yanked his axe out of the
  porcine corpse and turned to cover Danielle’s flank. With a
  fetish in one hand and sword in the other, she was screaming
  some demand of Chango. He didn’t catch the specifics, but
  assumed that it worked when the Hellboar began smoking and
  squealing.
  Everett barely heard the hoofsteps over the noise. His
  infrared-adapted eyes easily picked up the creature, scrambling
  across the far side of the room towards the large boarded-up
  window. “One got away from Scott!” he yelled, “I’m going after
  it – see if he’s OK!” Not waiting for an acknowledgment, he trig-
  gered his adrenaline gland, willing energy to his legs as he ran.
  The room blurred by as he made it to the window a moment too
  late – almost close enough to touch the thing as it crashed
  through the boards.
  Drawing his knife as he fell, Everett managed to land on the
  monstrous swine – cursing gravity as he felt his ankle crack
  against the sidewalk. Before the prey could recover, he opened up
  its throat, then shifted to pin it to the ground as it bled out.
  A human scream grabbed the champion’s attention. Everett
  looked up into the face of a teenage girl as she ran over from
  across the street. “Oh my god!” she exclaimed, “What’s going on?
  Should I call 911?” She was staring in horror at the beast’s razor-
  sharp tusks.
  “It’s . . . an advanced case of rabies, ma’am,” Everett
  explained, bearing down on the struggling creature as casually as
  possible. “It’s infected a few local dogs, but we have it under con-
  trol. You are vaccinated, right?”
  The teenager’s protests of “ . . . couldn’t pay me enough to be
  a dogcatcher . . .” were barely audible as she ran from the scene.
  Even with his broken ankle, Everett couldn’t help grinning.
  Monster hunters must be larger than life! The Basic Set rec-
  ommends 300-500 points for “legendary” heroes, so these tem-
  plates split the difference at 400 points. The GM can run the
  game with fewer points, but doing so may compromise the over-
  the-top, cinematic feel of the game – making it less about “mon-
  ster hunting” and more about “surviving monster attacks.”
  The simplest way to create a balanced, effective champion
  is to choose a character template. To use one, simply pay its
  point cost, select any options it leaves open, and write down
  the abilities it gives you. To further customize the PC, take up
  to five quirks and spend the points you get on anything you’d
  like (subject to GM approval). See How to Use Character
  Templates (p. B258) for details.
  Each template has a different area of expertise, along with
  something special that sets it apart from the others: The exper-
  iment has Bioenhancement power, the techie has Quick
  Gadgeteer and Inventor!, etc. To preserve this uniqueness, the
  GM is encouraged to make templates mandatory – contrary to
  what most other GURPS supplements say! To make up for this
  restriction, he should let champions spend earned points to
  acquire anything on their templates, including advantages that
  can’t normally be bought in play. The disadvantages for each
  template are always suggestions, however; players may substi-
  tute their own choices, subject to GM approval.
  If the GM does allow players to build their own champions,
  the templates should still be required reading, to prevent too
  much overlap and to ensure key competencies are covered.
  Then, use the guidelines in Chapter 2 for character creation.
  CAMPAIGN TYPES
  Before character creation starts, the group needs to decide
  what the campaign will be like. This allows the GM to figure
  out if any templates (pp. 9-21) or lenses (pp. 6-9) should be
  excluded or made mandatory. Be careful not to exclude more
  than necessary – variety can make a game fun! For example,
  the rotating roster from Buffy the Vampire Slayer has included
  (at different times) at least one warrior/chosen one, a
  sage/operative, a witch/accidental hero, an inhuman/atoner,
  an experiment/soldier, an inhuman/accidental hero, a war-
  rior/avenger, an inhuman/criminal, and some sidekicks . . . all
  worked into the “students fighting monsters” theme.
  All of the following suggestions have one thing in common:
  The world is unaware of the monsters living in its shadows, and
  it’s in the PCs’ best interests to keep it that way. A small part of
  the government might know – as might a few key members of
  the military, a corporation or two, and a slew of homeless peo-
  ple and psychics – but no one will ever see it on the news.
  CHAPTER ONE
  MONSTER
  HUNTER
  TEMPLATES
  
  MONSTER HUNTER TEMPLATES
  6
  In game terms, a lens is merely another choice to make as
  part of using a template (pp. 9-21). But in thematic terms,
  deciding why your champion does what he does is every bit as
  important as deciding what cool abilities and training he has –
  if not more so! This is why these lenses are presented first; the
  reasons behind your acceptance of The Mission, and the situa-
  tion that you currently find yourself in, play a bigger role in
  shaping the campaign than any other choices. If the GM is
  planning a particular type of game (see above), he is likely to
  restrict players to a subset of these choices, or even require
  everyone to take one specific lens.
  Each lens contains a mix of advantages and disadvantages;
  some also have appropriate skills. These add up to 15 points: 30
  points of advantages and/or skills, along with a single -15-point
  disadvantage (see Why We Fight, p. 7, for explanations). Many
  lenses also attach extra advantage or disadvantage options to
  your template. In all cases, these options cannot replace any
  mandatory traits! They are meant to be added to the any of the
  “X points chosen from among . . .” lists in each template.
  If a template and lens both add the same skill, combine the
  points if possible. Spend any leftover points on the template’s
  or lens’ other skills, either to add new choices or to improve
  existing ones.
  Accidental Hero
  15 points
  You stumbled onto this fight accidentally, and only survived
  due to fast reflexes, quick learning, and a dash of luck.
  Since then, you’ve gotten some experience, knowledge, and
  training under your belt, and can now hunt with the best of ’em.
  Advantages: 30 points chosen from among DX +1 [20], IQ +1
  [20], HT +1 [10], Common Sense [10], Danger Sense [15],
  Wild Talent 1 [20], or upgrade Luck [15] to Ridiculous Luck
  [30] for 15 points. • Add any traits not chosen here to your
  template’s advantage options.
  Disadvantages: One of Compulsive Thrill-Seeking (9) [-15],
  Divine Curse (Monster Magnet) [-15], Duty (12 or less;
  Extremely Hazardous) [-15], Enemies (Monster of the
  week; 9 or less; Unknown) [-15], or Sense of Duty (Human-
  ity) [-15]. • Add Unluckiness [-10] and Weirdness Magnet
  [-15] to your template’s disadvantage options.
  Avenger/Atoner
  15 points
  Monsters killed your loved ones. It may have happened
  while you weren’t there, or you were present but unable to stop
  them. Either way, you’ve dedicated your life to hunting them
  down. While you’ll seek out any type of monster, you live to
  slay the kind who took everything from you.
  A variant, intended for inhumans, is the atoner. Here, you
  were one of the monsters preying on humanity, before you
  renounced the ways of evil. Now you hunt those you formerly
  stood beside!
  Advantages: Will +1 [5]; Fearlessness 2 [4]; and Higher Pur-
  pose (Hunt one type of monster) [5].
  The need for secrecy is a fundamental part of a Monster
  Hunters game; it keeps the public from panicking and keeps
  the champions from solving every problem by calling in the
  local SWAT team or National Guard.
  Extermination for Sale: The PCs take care of monsters for a
  living, relying on a website, small Yellow Pages ad, or word of
  mouth for their referrals. Any template fits, though a sleuth is
  especially useful for dealing with customers. The dominant lens
  is hired gun (at least one PC should have it), but avenger/atoner,
  chosen one, and criminal all fit as well, and other lenses can rep-
  resent friends who help out the team.
  Local Guardians: The PCs, who all live or work in the same
  city, protect the ignorant townsfolk from evil creatures. The
  group will need to balance research, hunting, and combat.
  Aside from that, nearly any mix of templates and lenses can
  work, though an all-inhuman party will have difficulty fitting
  in. A member of the clergy or law enforcement will hear
  many strange rumors.
  Research Grant: The PCs are ostensibly a scientific
  research team, working on a technological or biological
  breakthrough. If the former, the litmus test for the tech is
  how well it destroys evil creatures; if the latter, the research
  involves analyzing bits and pieces of monsters. (Not that the
  granters are necessarily aware of this!) At least one techie is
  needed, and commandos, experiments, and psis fit the
  theme, but other character types can be “research aides.” A
  well-funded grant makes the lead researcher a philanthropist
  (the granter provides Wealth; it is not a Patron); otherwise,
  any lens fits.
  Road Trip: The PCs look for signs of monsters in strange
  news stories from across the nation, then head out to the area
  to take care of business. Template advice is the same as for
  Local Guardians, above, but a sleuth will be especially useful
  for investigation and recon. Any lens fits, though law enforce-
  ment will need at least 10-point Legal Enforcement Powers,
  and an operative or soldier only fits if the organization allows
  this level of personal initiative.
  Shadow Wars: The PCs are a part of society’s underbelly,
  either living peacefully among one group of monsters (which
  usually means most, if not all, of the party will be that type of
  monster) or homeless and dealing with all sorts of creatures.
  This campaign can be more political, as the dark factions
  maneuver against each other. Experiments, inhumans, and
  psis are all sufficiently “monstrous”; other champions will
  likely have to be sponsored to be grudgingly accepted. Any lens
  can fit – those with a Patron should consider whether it’s a
  “normal” group or one of the shadow factions.
  Strike Team: The PCs are trained and equipped by an organ-
  ization for rapid penetration and destruction of enemy lairs.
  Their Patron will usually do basic research ahead of time, leav-
  ing the champions to focus on hunting and killing without
  being caught or noticed. Commandos, experiments, inhumans,
  psis, warriors, and witches are especially appropriate. Lenses
  will generally be operative or soldier, though a clergy or crimi-
  nal strike team is possible.
  MOTIVATIONAL LENSES
  
  MONSTER HUNTER TEMPLATES
  7
  Disadvantages: One of Enemies (Monster of the week; 9 or
  less; Unknown) [-15], Fanaticism (The Mission) [-15],
  Obsession (Rid the world of monsters) (9) [-15], or Sense of
  Duty (Humanity) [-15]. • Add Guilt Complex [-5], Night-
  mares [-5*], No Sense of Humor [-10], and On the Edge
  [-15*] to your template’s disadvantage options.
  Skills: Choose the 16-point package appropriate to your tem-
  plate:
  1. Inhuman. Spend 8 points for +2 to one of your racial knowl-
  edge skills or +1 to two of them. • Spend 8 points for +2 to
  one combat skill or +1 to two of them.
  2. Sage. Spend 12 points for +1 to Lore! • Spend 4 points for
  +1 to one combat skill.
  3. All Others. Spend 12 points on skills from Know Thy Enemy
  (p. 16) that apply to your preferred foe. • Spend 4 points for
  +1 to one combat skill.
  Chosen One
  15 points
  Fate has marked you as one of humanity’s saviors – a key
  player in the ongoing battle against the monsters. While it’s
  good to have The Powers That Be watching your back, it also
  makes it harder to slack off – whether due to dedication or a
  metaphysical bullseye on your back.
  Advantages: Destiny [15]. • Another 15 points chosen from
  among Charisma 1-3 [5/level], Daredevil [15], Fearlessness
  [2/level] or Unfazeable [15], Prophetic Dreams (p. 23) [5],
  Reputation +2, +3, or +4 (Chosen; Other hunters) [5, 7, or
  10], or Serendipity 1 [15]. • Add any traits not chosen here
  to your template’s advantage options.
  Disadvantages: One of Divine Curse (Monster Magnet) [-15],
  Enemies (Monster of the week; 9 or less; Unknown) [-15],
  Fanaticism (The Mission) [-15], or Sense of Duty (Human-
  ity) [-15]. • Add Overconfidence [-5*] and Weirdness Mag-
  net [-15] to your template’s disadvantage options.
  Clergy
  15 points
  You have the support of a religious organization behind
  you. This lens represents the mundane benefits of clerical sup-
  port, not holy powers! (But it does mesh well with the crusader
  template on pp. 10-11.) Take Duty if you work directly for the
  clergy as a monster hunter, or a different disadvantage if they
  sponsor your activities unofficially.
  Advantages: 25 points chosen from among Clerical Investment
  [5], Contact Group (City priests, local congregation, etc.;
  Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or
  15], Contacts (Local priest, Vatican administrator, etc.;
  Skill-12, 15, or 18; 9 or less; Usually Reliable) [2, 4, or 6],
  Legal Immunity [5 to 20], or Patron (Church, holy order,
  etc.) [10 or 20]. • Add any traits not chosen here to your
  template’s advantage options.
  Disadvantages: One of Divine Curse (Monster Magnet) [-15],
  Duty (12 or less; Extremely Hazardous) [-15], Fanaticism
  (The Mission) [-15], or Sense of Duty (Humanity) [-15].
  • Add Disciplines of Faith [Varies] and Sense of Duty
  [Varies] to your template’s disadvantage options.
  These motivational lenses each include a -15-point dis-
  advantage that reflects why the champion is willing to
  fight and risk his life for The Mission. Each lens has been
  assigned the most appropriate options, but if a player
  feels that his hunter would be motivated for different rea-
  sons, he may swap his lens’ mandatory disadvantage for
  a different one from this list.
  • Compulsive Thrill-Seeking (9) [-15] is a Compulsive
  Behavior (p. B128) for adrenaline junkies. You must make
  a self-control roll when presented with a potentially dan-
  gerous (but not suicidal) situation; e.g., BASE jumping or
  monster hunting. Failure means you must participate,
  though you may first equip and prepare yourself. If noth-
  ing presents itself on a given day, roll to avoid seeking
  something out on your own! This is worth -10 points, mod-
  ified to -15 for the lower self-control number (p. B120).
  • Divine Curse (Monster Magnet) [-15] fits those tar-
  geted by Fate. Any monster near your town will eventually
  run into you or your friends, or otherwise cause havoc in
  your life. This is not a conscious enmity, however – just a
  dangerous coincidence!
  • Duty (12 or less; Extremely Hazardous) [-15] reflects
  an external obligation. You fight because that’s your job
  description, whether you work for money or a more eso-
  teric reason.
  • Enemies (Monster of the week; 9 or less; Unknown)
  [-15] means the monsters are aware of and come after you!
  If the frequency comes up, you will be attacked by a small
  group (or a single powerful foe) that you’ve yet to tangle
  with; each time will usually require new tactics.
  • Fanaticism (The Mission) [-15] can accompany a
  wide range of motivations – regardless of the exact rea-
  son, you are committed to defeating these creatures. You
  can act freely, come up with careful plans, and even make
  tactical retreats, but you can never choose to ignore or
  give up on a monster. You may only take Fanaticism once,
  for a single cause!
  • Greed (12) [-15] can lead to a lot of things besides
  slaying monsters, but if that’s what pays best, you’re in!
  You only have to hunt if the money’s good, but you’re also
  fairly easy to bribe into other actions.
  • Obsession (Rid the world of monsters) (9) [-15] fits a
  hero who takes it personally. You can perform other
  actions, but must make a self-control roll to engage in any
  activity that might interfere with slaying a known foe.
  • Sense of Duty (Humanity) [-15] only obligates you
  to go after the truly dangerous opponents – those who
  threaten mankind. Of course, it also requires you to act
  like a saint. If you have this, you cannot take a second
  Sense of Duty!
  Why We Fight
  
  Skills*: Research (A) IQ-1 [1] and Religious Ritual (Abra-
  hamic, Shamanic, or Voodoo) and Theology (same), both
  (H) IQ-1 [2].
  * Crusaders may instead spend 5 points to improve or add
  any primary or secondary skills.
  Criminal
  15 points
  Your extralegal activities require you to spend your time in
  back alleys and the shadows . . . which is exactly where certain
  other things like to hide! Your mix of contacts and street smarts
  helps you fight these monsters – whether you do so for per-
  sonal reasons, self-defense, or because it pays well.
  Advantages: 20 points chosen from among Per +1 or +2
  [5/level], Allies (Trusted crew, gang members, etc.; Built on
  25%; 9, 12, or 15 or less) [1, 2, or 3], Contact Group (Gang,
  mob, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable)
  [5, 10, or 15], Contacts (Fence, mafioso, etc.; Skill-12, 15, or
  18; 12 or less; Somewhat Reliable) [2, 4, or 6], Danger Sense
  [15], or Zeroed [10]. • Add any traits not chosen here to
  your template’s advantage options.
  Disadvantages: One of Compulsive Thrill-Seeking (9) [-15],
  Enemies (Monster of the week; 9 or less; Unknown) [-15],
  Greed (12) [-15], or Obsession (Rid the world of monsters)
  (9) [-15]. • Add Enemies (Law enforcement or rival crimi-
  nals) [Varies] and Social Stigma (Criminal Record) [-5] to
  your template’s disadvantage options.
  Skills: Streetwise (A) IQ [2]. • Either Savoir-Faire (Mafia) (E)
  IQ+1 [2] or Urban Survival (A) Per [2]. • Three of Brawl-
  ing, Forced Entry, or Guns (Pistol), all (E) DX+1 [2]; Filch
  or Stealth, both (A) DX [2]; Pickpocket (H) DX-1 [2]; Area
  Knowledge (City) or Current Affairs (Regional), both (E)
  IQ+1 [2]; Gambling, Holdout, or Lockpicking, all (A) IQ
  [2]; Carousing (E) HT+1 [2]; Intimidation (A) Will [2];
  Scrounging (E) Per+1 [2]; or 2 more points to raise any
  lens skill by a level.
  Hired Gun
  15 points
  Getting rid of monsters is your business – literally! You
  might have an ad in the Yellow Pages or only operate via word
  of mouth; either way, the small percentage of people who don’t
  think you’re a crackpot come to you for help. If money is your
  only motivation, take Greed, but many so-called mercenaries
  are really in the business to help the helpless, and will negoti-
  ate the fee later (if at all).
  Advantages: 25 points chosen from among Contacts (Crimi-
  nals, other businessmen, etc.; Skill-12, 15, or 18; 9 or less;
  Usually Reliable) [2, 4, or 6], Reputation +2, +3, or +4 (Han-
  dles impossible problems; Aware or open-minded people)
  [5, 7, or 10], Wealth [Varies], or your template’s advantage
  options. • Add any traits not chosen here to your template’s
  advantage options.
  Disadvantages: One of Compulsive Thrill-Seeking (9) [-15],
  Fanaticism (The Mission) [-15], Greed (12) [-15], or Sense
  of Duty (Humanity) [-15].
  Skills: Merchant (A) IQ [2]. • Three of Current Affairs (Busi-
  ness) (E) IQ [1]; Administration, Fast-Talk, Public Speaking,
  or Streetwise, all (A) IQ-1 [1]; or spend 1 point to raise one
  of these skills by a level.
  Law Enforcement
  15 points
  You can only work so many cases before noticing that not
  everything lurking in the shadows is human. Once you’re
  100% sure that you’re facing an inhuman foe, you do your
  best to put it down without attracting attention. An active cop
  must take Legal Enforcement Powers and Duty, but this lens
  also fits retired cops, private investigators, and unofficially
  sanctioned vigilantes.
  Advantages: 20 points chosen from among Common Sense
  [10], Contact Group (Police department; Skill-12, 15, or 18;
  9 or less; Somewhat Reliable) [5, 10, or 15], Contacts
  (Snitches, gang members, etc.; Skill-12, 15, or 18; 12 or less;
  Somewhat Reliable) [2, 4, or 6], Danger Sense [15], Fear-
  lessness [2/level] or Unfazeable [15], Intuition [15], or Legal
  Enforcement Powers [5 to 15]. • Add any traits not chosen
  here to your template’s advantage options.
  Disadvantages: One of Duty (12 or less; Extremely Hazardous)
  [-15], Enemies (Monster of the week; 9 or less; Unknown)
  [-15], Fanaticism (The Mission) [-15], or Sense of Duty
  (Humanity) [-15].
  Skills: Law (Criminal) (H) IQ-1 [2]. • Four of Forced Entry or
  Guns (Pistol, Rifle, Shotgun, or SMG), both (E) DX+1 [2];
  Shortsword or Tonfa, both (A) DX [2]; First Aid (E) IQ+1
  [2]; Criminology, Interrogation, or Streetwise, all (A) IQ [2];
  Intelligence Analysis, Forensics, or Tactics, all (H) IQ-1 [2];
  Observation or Search, both (A) Per [2]; or 2 more points to
  raise one of these skill choices by a level.
  Operative
  15 points
  You work for an organization dedicated to The Mission,
  typically a private corporation or a secret (“black ops”) gov-
  ernment agency. Your patron supplies you with gear, assigns
  your missions, and sometimes does research – the rest is up
  to you!
  Advantages: Spend up to 30 points on a Patron [10 to 30]; any
  leftover points may be spent on your template’s advantage
  options.
  Disadvantages: Duty (12 or less; Extremely Hazardous) [-15].
  • Add Secret (Works for an extra-legal organization) [-10]
  and Sense of Duty (Teammates or Organization) [-5 or -10]
  to your template’s disadvantage options.
  Philanthropist
  15 points
  You fund and plan your own ops because it’s the right thing
  to do. Your life isn’t tied to this “shadow world,” but you could-
  n’t imagine not doing something. With a high enough Wealth,
  an altruistic PC may be able to fund an entire team of less-
  affluent hunters. (Nothing says how you keep the money com-
  ing, mind you. This lens can fit a criminal or schemer who does
  all of his dirty work “off camera.”) Philanthropists with more
  modest funds must compensate by being good planners and
  tacticians as well.
  MONSTER HUNTER TEMPLATES
  8
  
  Advantages: Either Wealth (Wealthy) [20] and the 10-point
  skill package below or Wealth (Very Wealthy) [30].
  Disadvantages: One of Compulsive Thrill-Seeking (9) [-15],
  Fanaticism (The Mission) [-15], Obsession (Rid the world of
  monsters) (9) [-15], or Sense of Duty (Humanity) [-15].
  Skills: None if Wealth (Very Wealthy) was chosen! Otherwise,
  Research (A) IQ [2] and Intelligence Analysis and Tactics,
  both (H) IQ [4].
  Soldier
  15 points
  Like the operative above, you secretly eliminate monsters
  on behalf of an organization, but yours is distinctly military in
  flavor. This can range from working for a hidden division of
  your country’s armed forces to being part of a private paramil-
  itary corps. The group will typically act as a Patron, but if
  you’re truly on your own once you’ve been sent into the field,
  choose from the other advantages.
  Advantages: 20 points chosen from among ST +1 or +2
  [10/level], DX+1 [20], HT +1 or +2 [10/level], Ambidexterity
  [5], Danger Sense [15], Fearlessness [2/level] or Unfazeable
  [15], Fit [5] or Very Fit [15], High Pain Threshold [10],
  Patron [10 or 20], Rapid Healing [5] or Regeneration (Slow)
  [10]. • Add any traits not chosen here to your template’s
  advantage options.
  Disadvantages: Duty (12 or less; Extremely Hazardous) [-15].
  • Add Secret (Works for an extra-legal organization) [-10]
  and Sense of Duty (Teammates or Organization) [-5 or -10]
  to your template’s disadvantage options.
  Skills*: Soldier (A) IQ [2] and Tactics (H) IQ [4]. • Spend 4
  points to raise your primary weapon skill, or a Guns spe-
  cialty, by one level.
  * Champions with the Ten-Hut! wildcard skill will not add
  Soldier and Tactics. Instead, spend 25 points on the advantages
  above, 4 points to raise a weapon skill, and 1 point to add or
  raise any skill from your template.
  MONSTER HUNTER TEMPLATES
  9
  In every generation there is a Chosen One. She alone will stand against the vampires, the
  demons, and the forces of darkness. She is the Slayer.
  – Buffy the Vampire Slayer
  Some of the traits used here are defined on pp. 22-31.
  COMMANDO
  400 points
  You’re a one-person combat squad! In your hands, a gun –
  any gun – is more precise than a surgeon’s scalpel. If it can be
  put down with bullets, you can do it. If not, you can hold your
  own with other forms of combat, too – and enough firepower
  can often weaken a foe enough for one of your teammates to
  land a true killing blow. Your situational awareness helps you
  predict your enemies’ tactics and find the best cover before the
  fight starts. And if things go really wrong, you’re a good man to
  have when slogging a retreat through the sewers or patching
  each other up.
  Attributes: ST 13 [30]; DX 16 [120]; IQ 12 [40]; HT 13 [30].
  Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP
  18 [10]; Will 12 [0]; Per 12 [0]; FP 13 [0]; Basic Speed 7.00
  [-5]; Basic Move 7 [0].
  Advantages: Combat Reflexes [15]; Gunslinger [25]; Luck [15];
  and Quick Reload (Gun!) [1]. • One of the 15-point lenses
  from pp. 6-9. • Another 30 points chosen from among ST
  +1 to +2 [10/level], DX +1 [20], IQ +1 [20], HT +1 [10], Will
  +1 to +3 [5/level], Per +1 to +3 [5/level], Born War-Leader
  1-4 [5/level], Brave [1], Danger Sense [15], Daredevil [15],
  DR 1-2 (Tough Skin, -40%) [3 or 6], Dual Shooting (Gun!)
  (p. 23) [5], Enhanced Dodge 1 [15], Extra Life 1 [25], Fear-
  lessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15],
  Gun Fu Perks (optional; see p. 10) [1/perk], High Pain
  Threshold [10], Lifting ST 1-2 [3 or 6], Off-Hand Weapon
  Training [1/skill] or Ambidexterity [5], Patrons [10 to 30],
  Peripheral Vision [15], Rapid Healing [5] or Regeneration
  (Slow) [10], Resistant [Varies], Serendipity [15/level], Signa-
  ture Gear [Varies], Trademark Move [1/move], Weapon
  Bond [1/weapon], Wild Talent 1 [20], or replace Luck [15]
  with Extraordinary Luck [30] for 15 points. • A further 15
  points chosen from among the previous traits or Absolute
  Direction [5], Acute Senses (any) [2/level], Alcohol Toler-
  ance [1], Ally (Sidekick, p. 19; Built on 50%; 12 or less, 15
  or less, or Constantly) [4, 6, or 8], Destiny [5 to 15], Gizmos
  1 [5], Magic Resistance [2/level], Night Vision [1/level], No
  Hangover [1], Prophetic Dreams (p. 23) [5], Reputation
  [Varies], or Wealth [Varies].
  Disadvantages: -20 points chosen from among Bad Temper
  [-10*], Berserk [-10*], Bloodlust [-10*], Code of Honor
  (Soldier’s) [-10], Delusion (“Enough bullets can kill any
  physical threat!”) [-10], Fanaticism (Nation or Service)
  [-15], Flashbacks [Varies], Greed [-15*], Honesty [-10*],
  Impulsiveness [-10*], On the Edge [-15*], or Overconfi-
  dence [-5*]. • Another -30 points chosen from among the
  previous traits or Alcoholism [-15], Bully [-10*], Callous
  [-5], Chummy [-5] or Gregarious [-10] or Loner [-5*], Des-
  tiny [-5 to -15], Guilt Complex [-5], Jealousy [-10], Killjoy
  [-15], Nightmares [-5*], Oblivious [-5], Odious Personal
  Habits [-5 to -15], Reputation [Varies], Sense of Duty
  (Teammates) [-5], Stubbornness [-5], Truthfulness [-5*],
  Wealth [Varies], Wounded [-5], or Vow (Never kill a
  human) [-10].
  Wildcard Skills: Gun! DX+2 [48]-18. • One of Blade! DX-1
  [12]-15; Ten-Hut! IQ-1 [12]-11; or spend 12 points to raise
  Gun! by one level.
  TEMPLATES
  
  Primary Skills: Tactics (H) IQ+2 [12]-14. • Two of Intelligence
  Analysis (H) IQ [4]-12; Observation (A) Per+1 [4]-13; Sol-
  dier† (A) IQ+1 [4]-13; or 4 points to raise Tactics one level.
  • Three of Brawling, Knife‡, or Thrown Weapon (any), all
  (E) DX+1 [2]-17; Axe/Mace‡, Bow, Boxing, Broadsword‡,
  Shortsword‡, Spear‡, Throwing, or Wrestling, all (A) DX
  [2]-16; or Judo or Karate, both (H) DX-1 [2]-15.
  Secondary Skills: First Aid (E) IQ+1 [2]-13 and Occultism (A)
  IQ+1 [4]-13. • Four of Climbing or Stealth†, both (A) DX
  [2]-16; Gesture† (E) IQ+1 [2]-13; Armoury (Small Arms)†,
  Explosives (Demolition)†, Interrogation†, Leadership†, or
  Traps, all (A) IQ [2]-12; Hiking† or Running, both (A) HT
  [2]-13; Intimidation (A) Will [2]-12; or Tracking or Urban
  Survival, both (A) Per [2]-12. • 4 points spent on skills from
  Know Thy Enemy (p. 16).
  Background Skills: Five of Knot-Tying (E) DX [1]-16; Fast-
  Draw (Knife or Sword) (E) DX+1 [1]-17‡§; Driving (Auto-
  mobile, Heavy Wheeled, or Motorcycle) (A) DX-1 [1]-15;
  Area Knowledge (any), Camouflage†, Computer Operation,
  Current Affairs (any), or Savoir-Faire (Military)† all (E) IQ
  [1]-12; Gambling (A) IQ-1 [1]-11; or Carousing or Swim-
  ming, both (E) HT [1]-13.
  * Multiplied for self-control number; see p. B120.
  † Overlaps significantly with Ten-Hut!
  ‡ Overlaps significantly with Blade!
  § Includes +1 from Combat Reflexes.
  Customization Notes
  The combination of Gunslinger and Gun! allows you to pull
  off seemingly impossible shots – such as cartwheeling down
  crypt steps while firing at no penalty – and you have plenty of
  wildcard bonus points (p. 28) to ensure that you can make the
  shots count when it matters. Consider some Signature Gear in
  the form of fine or very fine weapons, for a significant skill
  bonus when you aren’t doing acrobatics.
  Adding Ten-Hut! doesn’t affect your Tactics skill, due to the
  significant difference in skill levels; if you later raise Ten-Hut!
  to IQ+1 or higher, the GM should let you move your 12 points
  from Tactics into Ten-Hut!
  While many commandos have military backgrounds, this
  template fits any human champion who focuses on firepower,
  tactics, and mobility. Some common variations:
  The assassin prefers a stealthy approach, appearing harm-
  less and unarmed until he pulls out concealed pistols (or an
  SMG) at the last second. Danger Sense and Peripheral Vision
  help you know when your cover is blown. Take Blade! or a mix
  of melee weapons to kill silently when necessary, and use your
  Tactics and Stealth to get into an ideal position before unleash-
  ing a rain of fire.
  The bullet dancer focuses on speed and agility, constantly
  remaining in motion. Raise DX and take Daredevil, Enhanced
  Dodge, and/or improved Luck to keep yourself alive. Use Gun! as
  Acrobatics, Jumping, etc., to stay mobile; rely on Climbing, Run-
  ning, and Swimming to stay ahead of your enemies; and take
  Judo or Wrestling to keep your foes from pinning you down.
  The one-man army is all about the firepower. Grab extra ST
  and Lifting ST to carry as many high-RoF weapons as possible.
  Get Ambidexterity and Dual Shooting to fire two at once. (With
  ST 16+, you can duel-wield most SMGs and some assault
  rifles!) Use Gunslinger to fire at two different targets at only -3,
  or add their RoF together for suppression fire (p. B409).
  Consider Ten-Hut! to fix military weapons if they break or
  Blade! to take advantage of your strength. Skills like Hiking,
  Swimming, and Urban Survival fit your rugged image.
  CRUSADER
  400 points
  You are deeply connected to a higher being, and you may
  draw upon its power to smite the forces of evil. When it comes
  to spiritual warfare, you have no equal – your Mysticism
  (pp. 42-45) abilities protect you and keep you in tune with the
  world beyond the veil, your training and knowledge make you
  adept at identifying uncommon threats, and you can cleave a
  demon in two with the best of ’em! As these skills translate well
  to hunting other threats, you’re a useful part of any team.
  Attributes: ST 13 [30]; DX 13 [60]; IQ 14 [80]; HT 13 [30].
  Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP
  15 [4]; Will 16 [10]; Per 14 [0]; FP 13 [0]; Basic Speed 7.00
  [10]; Basic Move 7 [0].
  Advantages: Combat Reflexes [15]; Luck [15]; and Mysticism
  Talent 2 [10]. • One of the 15-point lenses from pp. 6-9.
  • 75 points in Mysticism abilities (pp. 43-45); put leftovers
  into the following advantages. • Another 35 points chosen
  from among ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20];
  HT +1 or +2 [10/level], Autotrance [1], Brave [1], Clerical
  Investment [5], Close to Heaven 1-4 [5/level], Contact
  Group (Clergy, etc.; Skill-12, 15, or 18; 9 or less; Somewhat
  Reliable) [5, 10, or 15] or (Local spirits, etc.; Supernatural)
  [10, 15, or 20], Contacts (Local priest, etc.; Skill-12, 15, or
  18; 9 or less; Usually Reliable) [2, 4, or 6] or (Outcast angel,
  etc.; Supernatural) [4, 6, or 8], Fearlessness [2/level] or
  Unfazeable [15], High Pain Threshold [10], Higher Pur-
  pose (Defend the Faith) [5], Mysticism Talent 3-6 [5/level],
  Patrons [10 to 40], Prophetic Dreams (p. 23) [5], Serendip-
  ity [15/level], Signature Gear [Varies], or replace Luck
  [15] with Extraordinary Luck [30] for 15 points.
  MONSTER HUNTER TEMPLATES
  10
  Gun Fu Perks
  If GURPS Gun Fu is available, a commando may take
  any of the following style perks. For simplicity, every 6
  points in Gun! skill allows you to take one perk; skill spe-
  cialization (if required) is always Gun! The perks not listed
  here either aren’t appropriate for commandos or don’t fit
  into a Monster Hunters game – often because they provide
  access to an optional rule that’s already in play!
  Akimbo; Area Defense*; Army of One; Bank Shot; Bend
  the Bullet; Cookie Cutter; Dial-a-Round; Fastest Gun in the
  West*; Grip Mastery; Gun Sense*; Gun Shticks; Gun Whis-
  perer; Hand Cannon; Just Winged Him; Motorized Train-
  ing; Off-Hand Weapon Training; One-Armed Bandit; Quick
  Reload; Quick-Sheathe; Quick-Swap; Rope Shooter; Scat-
  tergun; Silencer; Standard Operating Procedure; Sure-
  Footed; Tracer Eyes; Trick Shooter.
  * Primarily useful against other gunmen – less so versus
  monsters.
  
  • A further 15 points chosen from among the previous traits,
  Acute Senses [2/level], Ally (Sidekick, p. 19; Built on 50%; 12
  or less, 15 or less, or Constantly) [4, 6, or 8], Animal Empathy
  [5], Charisma [5/level], Common Sense [10], Destiny [5 to
  15], Eidetic Memory [5] or Photographic Memory [10], Intu-
  ition [15], Languages [2-6/language], Magic Resistance
  [2/level], Penetrating Voice [1], Rapid Healing [5] or Regener-
  ation (Slow) [10], Reputation [Varies], Resistant [Varies],
  Sensitive [5] or Empathy [15], Trademark Move [1], Wealth
  [Varies], or Weapon Bond [1/weapon].
  Disadvantages: One of Disciplines of Faith (Mysticism) [-10],
  Sense of Duty (Coreligionists) [-10], or Vow (Help those in
  need who ask) [-10]. • Another -20 points chosen from
  among Charitable [-15*], Chummy [-5] or Gregarious [-10]
  or Loner [-5*], Code of Honor (Professional) [-5], Curious
  [-5*], Fanaticism (Religious) [-15], Guilt Complex [-5],
  Honesty [-10*], Intolerance (Religious) [-5 or -10], Selfless
  [-5*], Wealth [Varies], or Vow (Never kill a human) [-10].
  • Another -25 points chosen from among the previous
  traits or Absent-Mindedness [-15], Appearance [Varies],
  Bad Sight (Mitigator, Glasses, -60%) [-10], Bad Temper
  [-10*], Easy to Read [-10], Enemies [Varies], Gluttony
  [-5*], Gullibility [-10*], Manic-Depressive [-20], Night-
  mares [-5*], Oblivious [-5], Odious Personal Habit (Dirty)
  [-5], Social Stigma (Second-Class Citizen or Minority
  Group) [-5 or -10], Stubbornness [-5], Truthfulness [-5*],
  Unluckiness [-10], or Workaholic [-5].
  Primary Skills: Esoteric Medicine (H) Per-1 [2]-13; Exorcism
  (H) Will-1 [2]-15; Occultism (A) IQ [2]-14; and Theology
  (Abrahamic, Shamanic, or Voodoo) (H) IQ-1 [2]-13. • Four
  of Public Speaking (A) IQ [2]-14; Diplomacy, Naturalist,
  Pharmacy (Herbal)†, or Religious Ritual (same as Theol-
  ogy), all (H) IQ-1 [2]-13; Meditation (H) Will-1 [2]-15; or 2
  points to raise any primary skill by a level. • 6 points spent
  on skills from Know Thy Enemy (p. 16).
  Secondary Skills: Research (A) IQ [2]-14. • Two of Brawling
  or Knife, both (E) DX+2 [4]-15; or Axe/Mace, Broadsword,
  Saber, Shortsword, Spear, Staff, Whip, or Wrestling, all (A)
  DX+1 [4]-14. • Two of Crossbow, Guns (Pistol, Rifle, Shot-
  gun, or SMG), Liquid Projector (Sprayer or Squirt Gun),
  Thrown Weapon (Axe/Mace, Knife, or Spear), all (E) DX+1
  [2]-14; Bolas, Bow, or Throwing, all (A) DX [2]-13; Sling (H)
  DX-1 [2]-12; or spend 2 points on an unused melee skill
  from the previous list, at -1 to skill. • Five of Fast-Draw
  (any) (E) DX+2 [2]-15‡; Stealth (A) DX [2]-13; Armoury
  (Melee Weapons or Small Arms), Explosives (Demolition),
  Holdout, Interrogation, Leadership, or Soldier, all (A) IQ
  [2]-14; Psychology or Tactics, both (H) IQ-1 [2]-13; Intimi-
  dation (A) Will [2]-16; Body Language or Observation, both
  (A) Per [2]-14; or Detect Lies (H) Per-1 [2]-13.
  Background Skills: Five of Driving (Automobile or Motorcycle)
  (A) DX-1 [1]-12; Area Knowledge (any), Computer Operation,
  Current Affairs (Regional), Gesture, or Housekeeping, all (E)
  IQ [1]-14; Administration, Animal Handling (any), Criminol-
  ogy, Fast-Talk, Photography, Speed-Reading, Teaching, or
  Writing, all (A) IQ-1 [1]-13; Archaeology, Diagnosis, or Law
  (Criminal or Liturgical), all (H) IQ-2 [1]-12; Thaumatology
  (VH) IQ-3 [1]-11; Swimming (E) HT [1]-13; or Scrounging
  (E) Per [1]-14.
  * Multiplied for self-control number; see p. B120.
  † Requires Naturalist prerequisite.
  ‡ Includes +1 from Combat Reflexes.
  Customization Notes
  A crusader doesn’t have to be a bona fide priest – but if you
  want to be, consider Clerical Investment and a Patron (or
  check out the clergy lens on pp. 7-8). It is important to consider
  your faith, though, and how it affects your primary disadvan-
  tage choice (which is at the core of your Mysticism). The most
  prevalent among hunters are:
  • Abrahamic: While Christianity, Judaism, and Islam are
  certainly diverse, they share enough lore and tradition to be dis-
  cussed and studied as one. As these faiths emphasize brother-
  hood and charity, take either Sense of Duty (if you put your flock
  before all others) or Vow (if you protect humanity as a whole).
  • Shamanic: This includes many Native American and
  Eastern faiths – any of which treat the spirit world as a group
  of contacts to be negotiated with. Choose Disciplines of Faith
  or Vow, based on whether you prefer the company of spirits or
  people; you have no true “coreligionists.”
  • Voodoo: Where shamans view spirits as equals, Voodoo
  practitioners see them as tools of the divine; the believer wor-
  ships the Creator by honoring these loa. Disciplines of Faith
  fits a mysterious bokor (“sorcerer”), while a community-ori-
  ented houngan (“priest”) needs Sense of Duty.
  Disciplines of Faith not only penalizes reactions, it makes
  your faith and piety blatantly obvious to anyone watching.
  For the Vow, “Help those in need who ask” is akin to “Never
  refuse a request for aid,” but only applies if the person asking
  for help is being honest about the situation and can’t easily
  handle it by himself; you can walk away from intentional
  deception, obvious setups, and whiners. If you took Sense of
  Duty (Humanity) as part of your lens, you cannot also take
  Sense of Duty (Coreligionists).
  You’re a slayer, and your combat skills reflect that, but
  consider what else to be good at; you have many potential tal-
  ents. The confessor gets others to talk with Detect Lies, Diplo-
  macy, Interrogation, and Psychology. A man-at-arms supports
  an armed squad, with Armoury, Explosives, Soldier, and
  Scrounging. The holy shootist supplements his firearms with
  Fast-Draw, Holdout, and Tactics.
  In the same vein, try to choose a balanced mix of Mysticism
  abilities. It’s tempting to load up on damage-dealing tricks like
  Heroic Feats and Smite, but taking Armor of Faith and Turn Evil
  will keep you in the fight; Lay on Hands and Prayer can save the
  entire team in a tight spot; and Eyes of the Dead and the various
  Spirit abilities are wonderful ways to get information.
  EXPERIMENT
  400 points
  You’re human . . . just not, technically, 100% human. They
  reengineered every part of you – or, alternatively, grew you
  from scratch – using the latest biotechnology. Now you’re
  faster, stronger, and smarter than a normal human could ever
  hope to be, all thanks to Bioenhancement (pp. 40-42). Whether
  your creators were Good Guys that you still work for, or Bad
  Guys that you managed to escape, you now use your advanced
  body and mind to protect humanity.
  Attributes: ST 15 [50]; DX 13 [60]; IQ 13 [60]; HT 14 [40].
  Secondary Characteristics: Damage 1d+1/2d+1; BL 45 lbs.;
  HP 18 [6]; Will 13 [0]; Per 13 [0]; FP 14 [0]; Basic Speed 7.00
  [5]; Basic Move 7 [0].
  MONSTER HUNTER TEMPLATES
  11
  
  Advantages: Bioenhancement Talent 2 [10]; Combat Reflexes
  [15]; and Luck [15]. • One of the 15-point lenses from
  pp. 6-9. • 60 points in Bioenhancement abilities (pp. 41-
  42); put leftovers into the following advantages. • Another
  40 points chosen from among ST +1 to +4 [10/level], DX
  +1 or +2 [20/level], IQ +1 or +2 [20/level]; HT +1 [10],
  Absolute Direction [5], Absolute Timing [2], Acute Senses
  (any) [2/level], Ally (Sidekick, p. 19; Built on 50%; 12 or
  less, 15 or less, or Constantly) [4, 6, or 8], Alcohol Tolerance
  [1], Ambidexterity [5], Appearance [Varies], Brave [1],
  Charisma [5/level], Contacts (Researchers, etc.; Skill-12, 15,
  or 18; 9 or less; Usually Reliable) [2, 4, or 6], Danger Sense
  [15], Destiny [5 to 15], Dual Shooting (Pistol or SMG) (p. 23)
  [5], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable
  [15], Fit [5] or Very Fit [15], Flexibility [5] or Double-Jointed
  [15], High Pain Threshold [10], Intuition [15], Lifting ST
  1-5 [3/level], Magic Resistance [2/level], Night Vision
  [1/level], Patrons [10 to 40], Penetrating Voice [1], Periph-
  eral Vision [15], Prophetic Dreams (p. 23) [5], Quick Reload
  (any) [1], Rapid Healing [5] or Regeneration (Slow) [10],
  Reputation [Varies], Resistant [Varies], Signature Gear
  [Varies], Striking ST 1-5 [5/level], Trademark Move
  [1/move], Wealth [Varies], Weapon Bond [1/weapon], Wild
  Talent [20/level], Zeroed [10], replace Combat Reflexes [15]
  with Enhanced Time Sense [45] for 30 points, or replace
  Luck [15] with Extraordinary Luck [30] for 15 points.
  Disadvantages: Unusual Biochemistry [-5]. • Another -20
  points chosen from among Berserk [-10*], Callous [-5], Ene-
  mies (Creators, rival groups, etc.) [Varies], Flashbacks
  [Varies], Loner [-5*], Low Self-Image [-10] or Overconfi-
  dence [-5*], Mistaken Identity [-5], Nightmares [-5*], Odi-
  ous Personal Habit (Arrogant) [-5], or Stubbornness [-5].
  • Another -30 points chosen from among the previous traits
  or Bad Temper [-10*], Bloodlust [-10*], Bully [-10*], Clueless
  [-10], Code of Honor [-5 to -15], Curious [-5*], Delusions
  [Varies], Destiny [-5 to -15], Gullibility [-10*], Honesty [-10*],
  Impulsiveness [-10*], Killjoy [-15], Low Empathy [-20], No
  Sense of Humor [-10], Oblivious [-5], Obsession (Destroy all
  copies of my file) [-5*], Paranoia [-10], Phobia [Varies],
  Sense of Duty (Teammates) [-5], Shyness [Varies], Wealth
  [Varies], or Vow (Never kill a human) [-10].
  Primary Skills: Autohypnosis (H) Will [4]-13; Biology (VH) IQ
  [8]-13; Body Control (VH) HT [8]-14; Chemistry (H) IQ
  [4]-13; and Computer Operation (E) IQ [1]-13. • Three of
  Electronics Operation (Medical or Scientific) or Hazardous
  Materials (Biological or Chemical), both (A) IQ+1 [4]-14; Bio-
  engineering (any), Computer Programming, Diagnosis,
  Forensics, or Pharmacy (Synthetic), all (H) IQ [4]-13; or
  Computer Hacking†, Surgery, or Weird Science, all (VH) IQ-1
  [4]-12. • Three of Forced Entry or Jumping, both (E) DX+1
  [2]-14; Climbing or Stealth, both (A) DX [2]-13; Acrobatics or
  Escape, both (H) DX-1 [2]-12; Swimming (E) HT+1 [2]-15;
  Hiking, Lifting, or Running, all (A) HT [2]-14.
  Secondary Skills: First Aid (E) IQ [1]-13; Occultism (A) IQ
  [2]-13; and Research (A) IQ-1 [1]-12. • 6 points spent on
  skills from Know Thy Enemy (p. 16). • Two of Knife (E)
  DX+2 [4]-15 or Axe/Mace, Broadsword, Rapier, Saber,
  Shortsword, Spear, Staff, Two-Handed Axe/Mace, or Two-
  Handed Sword, all (A) DX+1 [4]-14. • Two of Crossbow,
  Guns (Pistol, Rifle, Shotgun, or SMG), Liquid Projector
  (Flamethrower or Sprayer), Thrown Weapon (Axe/Mace or
  Knife), all (E) DX+1 [2]-14; Bolas, Bow, or Throwing, all (A)
  DX [2]-13; or Net (H) DX-1 [2]-12. • One of these 8-point
  unarmed packages:
  1. Judo (H) DX [4]-13 and Karate (H) DX [4]-13.
  2. Brawling (E) DX+1 [2]-14 and Wrestling (A) DX [2]-13.
  • Spend 4 points to raise a melee weapon skill by 1, or to
  raise two ranged weapon skills by 1 each.
  Background Skills: Six of Beam Weapons (Projector) or Bicy-
  cling, both (E) DX [1]-13; Driving (Automobile, Heavy
  Wheeled, or Motorcycle) (A) DX-1 [1]-12; Body Sense or
  Sleight of Hand, both (H) DX-2 [1]-11; Area Knowledge
  (any), Camouflage, or Gesture, all (E) IQ [1]-13; Administra-
  tion, Armoury (any), Disguise, Holdout, Speed-Reading, or
  Writing, all (A) IQ-1 [1]-12; Intimidation (A) Will-1 [1]-12; or
  Lip Reading, Observation, or Tracking, all (A) Per-1 [1]-12.
  * Multiplied for self-control number; see p. B120.
  † Requires Computer Programming prerequisite.
  Customization Notes
  Your talents are balanced between brains, brawn, grace,
  and sensory acuity, so it can be useful to decide which of
  these you want to emphasize. Choose advantages and Bioen-
  hancement abilities that learn toward that category:
  • Flaunt your brains with additional IQ, Absolute Timing,
  Wild Talent, and abilities like Neural Computational Matrix
  and Ocular Adaptability (for examining scenes carefully).
  • Flex your brawn with High Pain Threshold, Lifting ST,
  Striking ST, and abilities such as Adrenal-Muscular Trigger,
  Cellular Restoration, and Epidermal Resistance.
  • Show your grace with extra DX, Ambidexterity, Flexibil-
  ity (or Double-Jointed), and abilities like Cerebral-Motor Mul-
  titasking, Enhanced Speed, and Equilibrium Enhancement.
  • Embrace your sensory acuity with Acute Sense, Night
  Vision, Peripheral Vision, and abilities such as Discrimina-
  tory Hearing, Discriminatory Smell, and Eagle Eyes.
  MONSTER HUNTER TEMPLATES
  12
  Why Guns?
  Compared to old-fashioned weapons, guns are not that
  useful against most monsters. Many monsters are Unliving
  or Homogenous, allowing them to shrug off gunfire
  (p. B380), and some simply cannot be killed with a bullet.
  Rogue psis and witches can subvert guns – it takes less
  force to block (or pull) a trigger than to stop an axe swing.
  And yet, most templates offer firearm skills – the com-
  mando (pp. 9-10) is even built around them! One reason is
  that some monsters can be shot to death, especially if the
  right ammo (p. 63) is used – put enough lead in the average
  demon or gargoyle and it’ll eventually go down. More
  important, even if bullets can’t kill something, they can usu-
  ally slow it down, and they can do so from a tactically
  advantageous position; a vampire is easier to kill with a few
  dozen rounds in it. Finally, a few cerebral champions don’t
  have the physical aptitude to be good at anything but guns!
  Heroes who rely on guns should be prepared to adopt
  different tactics when silence is necessary – such as when
  clearing a nest out of a school basement – or to switch to
  silencers (p. 55) and/or silent ammo (p. 63).
  
  It’s often best to choose your Bioenhancement abilities,
  then select movement skills to match them. For example,
  Super Jump suggests Jumping (and possibly Climbing),
  Enhanced Ground Move benefits from Running; Enhanced
  Speed works well with Acrobatics; and so on. Do the same with
  background skills; e.g., Discriminatory Smell and Ocular
  Adaptability demand Tracking, and Neural Computational
  Matrix has synergy with Speed-Reading.
  You can handle heavy weapons while retaining a good
  Dodge, so don’t be afraid to go two-handed; a fine great axe does
  2d+5 damage – more if you boost your strength! You should usu-
  ally take Brawling and Wrestling . . . unless you want to focus on
  unarmed attacks, in which case, try to bump up your ST and DX
  to maximize your Karate and Judo effectiveness.
  INHUMAN
  400 points
  You are one of the monsters that stalks humanity from the
  shadows . . . fortunately, the resemblance is only physical. Either
  you were always a “little weird” in preferring humans over your
  own kind, or you had an experience or revelation that made you
  renounce your evil ways and swear allegiance to the Good Guys.
  Your attitude and tactics will depend greatly on what kind of
  creature you are, but details aside, you’re ready to take your
  fight to The Enemy, even your kin.
  Attributes: ST 13 [30]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
  Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP
  13 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [0];
  Basic Move 6 [0].
  Advantages: Combat Reflexes [15] and Luck [15]. • One of the
  15-point lenses from pp. 6-9. • One of the 200-point racial
  templates from pp. 49-51. • Another 25 points chosen from
  among DX +1 [20], IQ +1 [20], HT +1 or +2 [10/level], Will +1
  or +2 [5/level], Per +1 or +2 [5/level], Absolute Timing [2],
  Acute Senses (any) [2/level], Alcohol Tolerance [1], Ally (Side-
  kick, p. 19; Built on 50%; 12 or less, 15 or less, or Constantly)
  [4, 6, or 8], Brave [1], Charisma [5/level], Common Sense
  [10], Contacts (Old friends, the homeless, etc.; Skill-12, 15, or
  18; 9 or less; Usually Reliable) [2, 4, or 6], Danger Sense [15],
  Daredevil [15], Destiny [5 to 15], Enhanced Dodge 1 [15],
  Extra Attack 1 [25], Extra Life 1 [25], Fearlessness [2/level] or
  Unfazeable [15], High Pain Threshold [10], Languages
  [2-6/language], Magery 0 [5]‡, Magic Resistance [2/level]‡ or
  (Improved, +150%) [5/level]‡, Off-Hand Weapon Training
  [1/skill] or Ambidexterity [5], Patrons [10 or 20], Prophetic
  Dreams (p. 23) [5], Rapid Healing [5] or Regeneration (Slow)
  [10], Resistant [Varies], Ritual Mastery [1/ritual], Serendipity
  [15/level], Signature Gear [Varies], Trademark Move [1],
  Wealth [Varies], Weapon Bond [1/weapon], Zeroed [10], or
  replace Luck [15] with Extraordinary Luck [30] for 15 points.
  • Don’t choose anything that duplicates or conflicts with the
  traits on your racial template!
  Disadvantages: Reputation -4 (Traitor; Your race; 10 or less)
  [-5]. • Another -10 points chosen from among Enemies
  [Varies], Flashbacks [Varies], Guilt Complex [-5], Low Self-
  Image [-10], Nightmares [-5*], Paranoia [-10], or Vow (Never
  kill a human) [-10]. • A further -20 points chosen from
  among the previous traits or Bad Temper [-10*], Berserk
  [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5], Charitable
  [-15*], No Sense of Humor [-10], Odious Personal Habits
  (Behaviors carried from the past) [Varies], Shyness [Varies],
  or Xenophilia [-10*]. • Another -20 points chosen from
  among the previous traits or Chummy [-5] or Gregarious
  [-10] or Loner [-5*], Code of Honor [Varies], Curious [-5*],
  Destiny [-5 to -15], Greed [-15*], Impulsiveness [-10*], Lech-
  erousness [-15*], Magic Susceptibility [-3/level]‡, Overconfi-
  dence [-5*], or Wealth [Varies].
  Primary Skills: Occultism (A) IQ+1 [4]-13. • Choose two skills
  listed for your race in Know Thy Enemy (p. 16), each at the
  4-point level. (If only one skill is listed, take it at the 8-point
  level.) • Spend 6 more points on skills for other races in
  Know Thy Enemy. • One of these 12-point subject-matter-
  expert packages:
  1. Acting (A) IQ [2]-12; Body Language (A) Per [2]-12; Diplo-
  macy (H) IQ [4]-12; and Fast-Talk (A) IQ+1 [4]-13.
  2. Animal Handling (any) (A) IQ [2]-12; Naturalist (H) IQ
  [4]-12; Pharmacy (Herbal) (H) IQ [4]-12; and Poisons (H)
  IQ-1 [2]-11.
  3. Esoteric Medicine (H) Per [4]-12; Religious Ritual (Abra-
  hamic, Shamanic, or Voodoo) (H) IQ [4]-12; and Theology
  (same) (H) IQ [4]-12.
  4. Fast-Draw (any) (E) DX+1 [1]-13†; Gesture (E) IQ [1]-12;
  Leadership (A) IQ [2]-12; and Tactics (H) IQ+1 [8]-13.
  5. Intimidation (A) Will [2]-12; Scrounging (E) Per+1 [2]-13;
  Streetwise (A) IQ+1 [4]-13; and Urban Survival (A) Per+1
  [4]-13.
  6. Thaumatology (VH) IQ+1 [12]-13. You have general magical
  knowledge.
  7. Thaumatology (VH) IQ-1 [4]-11. • Choose four Path skills
  (pp. 32-33), all (VH) IQ-2 [2]-10. You are a novice caster;
  only recommended if you also take Magery 0!
  Secondary Skills: One of Boxing (A) DX+1 [4]-13; Brawling
  (E) DX+2 [4]-14; or Karate (H) DX [4]-12. • Either Judo (H)
  DX-1 [2]-11 or Wrestling (A) DX [2]-12. • Two of Knife (E)
  DX+2 [4]-14 or Axe/Mace, Broadsword, Saber, Shortsword,
  Spear, Two-Handed Axe/Mace, or Two-Handed Sword, all
  (A) DX+1 [4]-13. • One of Crossbow, Guns (Pistol, Rifle,
  Shotgun, or SMG), Thrown Weapon (Axe/Mace, Knife, or
  Spear), all (E) DX+1 [2]-14; or Bow or Throwing, both (A)
  DX [2]-13. • Two of Climbing or Stealth, both (A) DX
  [2]-12; Acrobatics (H) DX-1 [2]-11; First Aid (E) IQ+1
  [2]-13; Armoury (Melee Weapons or Small Arms), Disguise,
  Holdout, Soldier, or Traps all (A) IQ [2]-12; Body Language,
  Observation, or Tracking, all (A) Per [2]-12; or an unchosen
  ranged weapon skill from the previous list.
  Background Skills: Five of Knot-Tying or Jumping, both (E)
  DX [1]-12; Driving (Automobile or Motorcycle) or Filch,
  both (A) DX-1 [1]-11; Body Sense (H) DX-2 [1]-10; Area
  Knowledge (any), Camouflage, Computer Operation, Cur-
  rent Affairs (any), or Housekeeping, all (E) IQ [1]-12;
  Architecture, Gambling, Interrogation, Lockpicking, or
  Research, all (A) IQ-1 [1]-11; Carousing or Swimming,
  both (E) HT [1]-12; Lifting or Sex Appeal, both (A) HT-1
  [1]-11; or Exorcism (H) Will-2 [1]-10§.
  * Multiplied for self-control number; see p. B120.
  † Includes +1 from Combat Reflexes.
  ‡ Magic Resistance and Magic Susceptibility are mutually
  exclusive. Magic Resistance without the Improved enhance-
  ment is mutually exclusive with Magery.
  § Outcast angels only!
  MONSTER HUNTER TEMPLATES
  13
  
  Customization Notes
  Choosing a race (pp. 49-51) is your most important deci-
  sion. If you want to fit in, lycanthropes, dhampirs, and demon-
  spawn have no trouble blending, and outcast angels just have
  to keep their shirt on. If you want inherent morality, outcast
  angels are the best option, followed by dhampirs and lycan-
  thropes, then demonspawn and vampires, then demons. (For
  the “bad boy” image, just consider the same list in reverse
  order.) If you want maximum freedom of choice, demons and
  lycanthropes both come in several varieties. If you want maxi-
  mum freedom in play, dhampirs and demonspawn have mini-
  mal restrictions on their behavior and actions, with demons
  and vampires close behind.
  Some of the primary skill packages seem obvious fits for a
  given race (e.g., the “outdoorsy” set for the lycanthrope), but
  don’t be afraid to play against type! There’s no reason a lycan-
  thrope can’t be in touch with the streets, devoutly religious,
  or a dabbler in the magical arts. This template is not designed
  for more than superficial involvement in magic, though;
  higher levels of Magery require GM’s permission, and without
  them, you cannot raise your Path skills past 12 (see Learning
  Magic, pp. 32-33).
  With most of the races offering “powerhouse” builds, it’s
  easy to get drawn into being a (literal) combat monster. Don’t
  let the team forget about your knowledge – when going up
  against a clutch of demons, a demonspawn’s knowledge can be
  as keen as a sage’s!
  Disguise is an excellent option for vampires, to conceal their
  pasty complexion. It is much harder for demons trying to pass
  as humans, however: -3 to come across as a burn victim (or
  similar), -5 to simply look unattractive, and -8 to impersonate
  a specific person. Other races have no need of it to fit in – only
  for stealing identities.
  PSI
  400 points
  Some people say brains aren’t everything, but theirs can’t do
  the nifty stuff that yours can! You are a master of mind over mat-
  ter, with abilities potentially ranging from information gathering
  to instantaneous movement. While the techie (pp. 18-19) shares
  some of your skills and the experiment (p. 11) shares your atti-
  tude, neither has a mind as versatile as yours. Oh sure, you may
  not be as physically buff as some of your teammates, but there’s
  more to life than swinging a battleaxe. All you need is your brain
  (and a few good guns – you know, just in case!) to investigate,
  hunt, and wipe out any threat.
  Attributes: ST 11 [10]; DX 12 [40]; IQ 15 [100]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  15 [8]; Will 16 [5]; Per 15 [0]; FP 12 [0]; Basic Speed 6.00 [0];
  Basic Move 6 [0].
  Advantages: Combat Reflexes [15]; Luck [15]; and Parapsychol-
  ogist 2 [10]. • 20 points in psionic Talent(s) (p. 48).
  • One of the 15-point lenses from pp. 6-9. • 100 points in
  psionic abilities (pp. 45-48); put leftovers into the following
  advantages. • Another 40 points chosen from among ST +1
  or +2 [10/level], DX +1 or +2 [20], IQ +1 [20], HT +1 to +3
  [10/level], HP +1 to +3 [2/level], FP +1 to +3 [3/level], Basic
  Speed +1.00 [20], Absolute Direction [5], Absolute Timing [2],
  Acute Senses (any) [2/level], Ally (Sidekick, p. 19; Built on
  50%; 12 or less, 15 or less, or Constantly) [4, 6, or 8], Animal
  Empathy [5], Autotrance [1], Brave [1], Charisma [5/level],
  Common Sense [10], Danger Sense [15], Destiny [5 to 15],
  Eidetic Memory [5] or Photographic Memory [10],
  Enhanced Dodge 1 [15], Equipment Bond [1/item], Extra
  Life 1 [25], Fearlessness [2/level] or Unfazeable [15], High
  Pain Threshold [10], Intuition [15], Magic Resistance
  [2/level], Parapsychologist 3-4 [5/level], Patrons [10 to 40],
  Prophetic Dreams (p. 23) [5], Quick Reload (any) [1], Rapid
  Healing [5] or Regeneration (Slow) [10], Resistant [Varies],
  Sensitive [5] or Empathy [15], Serendipity [15/level], Signa-
  ture Gear [Varies], Wild Talent [20/level], Wealth [Varies],
  additional psionic Talent [5/level], or replace Luck [15] with
  Extraordinary Luck [30] for 15 points.
  Disadvantages: -15 points chosen from among Absent-Mind-
  edness [-15], Bully [-10*], Callous [-5], Compulsive Snoop-
  ing [-5* or -10*]†, Flashbacks [Varies], Nightmares [-5*],
  Odious Personal Habit (Arrogant) [-5], Overconfidence
  [-5*], Pyromania [-5*], Supersensitive [-15], Trickster [-15*],
  or Truthfulness [-5*]. • Another -20 points chosen from
  among the previous traits or Addiction (Psi-Boost; p. 58)
  [-15]; Berserk [-10*], Charitable [-15*], Chummy [-5] or
  Gregarious [-10] or Loner [-5*], Delusion (“I can solve any
  problem with my psi!”) [-10], Shyness [Varies], Skinny [-5],
  or Sleepwalker [-5]. • A further -20 points chosen from
  among the previous traits or Alcoholism [-15], Appearance
  [Varies], Bad Sight (Mitigator, Glasses, -60%) [-10], Bad
  Temper [-10*], Curious [-5*], Enemies [Varies], Impulsive-
  ness [-10*], Low Self-Image [-10], No Sense of Humor [-10],
  Wealth [Varies], or Vow (Never kill a human) [-10].
  Primary Skills: Expert Skill (Psionics) and Psychology, both
  (H) IQ+1 [2]-16‡; Mental Strength (E) Will+2 [4]-18; and
  Mind Block (A) Will [2]-16. • Three of Body Sense (H) DX-1
  [2]-11; Electronics Operation (Psychotronics) (A) IQ+2
  [2]-17‡; Engineer (Psychotronics)§ (H) IQ-1 [2]-14; Hypno-
  tism or Physics (Paraphysics)§, both (H) IQ+1 [2]-16‡; Auto-
  hypnosis (H) Will-1 [2]-15; or 2 points to raise one of these
  skills by one level. • 4 points spent on non-psi-related skills
  from Know Thy Enemy (p. 16).
  Secondary Skills: Brawling (E) DX+2 [4]-14; Occultism (A)
  IQ+1 [1]-16‡; and Wrestling (A) DX+1 [4]-13. • Five of
  Stealth (A) DX [2]-12; Acting, Fast-Talk, Interrogation, Pho-
  tography, Research, or Streetwise, all (A) IQ [2]-15; Chem-
  istry, Computer Programming, Diagnosis, Diplomacy,
  Intelligence Analysis, or Physician, all (H) IQ-1 [2]-14; Biol-
  ogy or Computer Hacking¶, both (VH) IQ-2 [2]-13; Intimida-
  tion (A) Will [2]-16; Body Language, Observation, or Search,
  all (A) Per [2]-15; or Detect Lies (H) Per-1 [2]-14. • Two of
  Crossbow, Beam Weapons (Projector), Guns (Pistol, Rifle,
  Shotgun, or SMG), or Liquid Projector (Flamethrower or
  Sprayer), all (E) DX+2 [4]-14. • One of Knife (E) DX+2 [4]-14
  or Axe/Mace, Broadsword, Shortsword, or Spear, all (A)
  DX+1 [4]-13.
  Background Skills: Six of Driving (Automobile or Motorcycle)
  (A) DX-1 [1]-11; Area Knowledge (any), Computer Opera-
  tion, Current Affairs (any), First Aid, or Gesture, all (E) IQ
  [1]-15; Electronics Repair (Psychotronics), Gambling, Pub-
  lic Speaking, Speed-Reading, Teaching, or Writing, all (A)
  IQ-1 [1]-14; Electronics Operation (Medical or Scientific)
  (A) IQ+1 [1]-16‡ Mathematics (Applied) or Tactics, both (H)
  IQ-2 [1]-13; Weird Science (VH) IQ-3 [1]-12; Swimming (E)
  HT [1]-12; or Meditation (H) Will-2 [1]-14.
  * Multiplied for self-control number; see p. B120.
  MONSTER HUNTER TEMPLATES
  14
  
  † Worth -5 points* if you eavesdrop, go through mail,
  peek in desks, etc., or -10 points* if you also use Mind Read-
  ing and/or Mind Probe to steal secrets.
  ‡ Includes +2 from Parapsychologist.
  § Requires Mathematics (Applied) prerequisite (from
  background skills).
  ¶ Requires Computer Programming prerequisite.
  Customization Notes
  You have four powers to choose from, for maximum ver-
  satility. Still, many psis will elect to focus on one particular
  power, to make Talent a more cost-effective investment.
  Each power choice suggests different options:
  ESP: Consider taking Acute Senses, Common Sense,
  Danger Sense, or Intuition. Flashbacks and Nightmares can
  represent unbidden visions interfering with your normal
  senses. Prophetic Dreams goes well with ESP, though in fic-
  tion, every psi seems to have it.
  Psychokinesis: The physicality lends itself to High Pain
  Threshold, Rapid Healing, or Regeneration – especially if you
  take Psychic Healing. Telekinetics often have Trickster, Pyro-
  mania is classic for pyrokinetics, and healers tend toward
  Charitable.
  Telepathy: Insight into the mind suggests Charisma, Empa-
  thy, or Sensitive. Chummy and Gregarious fit a telepath who
  needs nearby mental chatter, while Loner and Supersensitive
  represent the opposite. Only Telepathy can justify the more
  serious version of Compulsive Snooping.
  Teleportation: Improved DX and Enhanced Dodge come
  naturally from rapid movement, and “autoteleporters” need
  Absolute Direction, if only for the +3 it gives to Body Sense.
  Overconfidence and attitude problems (Callous, Odious Per-
  sonal Habit, etc.) fit a cocky jumper, and Sleepwalker is classic.
  Your primary skill choices come down to whether you pre-
  fer chalkboard research, playing with the toys, or a little of
  both. The secondary skills determine more of your personality
  and approach to fieldwork: The hacker needs Computer Hack-
  ing, Computer Programming, Fast-Talk (for scoring passwords
  over the phone), Intelligence Analysis, and Research. A manip-
  ulator uses Acting, Detect Lies, Diplomacy, Fast-Talk, and
  Interrogation. The street psi knows Body Language, Intimida-
  tion, Observation, Stealth, and Streetwise. A ghost-hunter (any-
  one who tracks down supernatural events) learns Intelligence
  Analysis, Observation, Photography, Research, and Search.
  The doctor looks for psychic potential in the body itself, with
  Biology, Chemistry, Diagnosis, and Physician.
  No template is as “power-oriented” as the psi – your mental
  capabilities determine more about your role than any other
  option. Because of this, if you don’t choose any combat-worthy
  abilities, consider raising your ST, DX, or HT with advantage
  points. When using weapons, focus on ranged attacks – Guns for
  keeping foes at bay and Crossbow or Liquid Projector for taking
  them out – saving your melee skill as a backup.
  SAGE
  400 points
  You are the guardian of the greatest weapon in this war . . .
  knowledge of The Enemy. You have spent your entire life study-
  ing, learning, and understanding what you’re truly up against.
  Some tend to classify you as a bookworm, useless in a fight, but
  they don’t realize that most of what you know can only be
  learned in the field – you can swing a sword with the best of
  them. Your magic is more versatile, however. While you’re no
  witch (pp. 20-21), you can work rituals in the field – though
  you’re better when you have time to prepare beforehand.
  Attributes: ST 11 [10]; DX 13 [60]; IQ 16 [120]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  15 [8]; Will 16 [0]; Per 16 [0]; FP 12 [0]; Basic Speed 7.00
  [15]; Basic Move 7 [0].
  Advantages: Combat Reflexes [15]; Luck [15]; and Magery 3
  [35]. • One of the 15-point lenses from pp. 6-9. • Another 20
  points chosen from among ST +1 or +2 [10/level], FP +1 to +5
  [3/level], Contact Group (Hermetic order, local demons, etc.;
  Skill-12, 15, or 18; Supernatural; 9 or less; Somewhat Reli-
  able) [10, 15, or 20], Contacts (Mages, friendly inhumans,
  etc.; Skill-12, 15, or 18; Supernatural; 9 or less; Usually Reli-
  able) [4, 6, or 8], Languages [2-6/language], Magery 4 [10],
  Ritual Mastery [1/ritual], or Signature Gear (Grimoires,
  weapons, etc.) [Varies]. • A further 25 points chosen from
  among the previous traits or DX +1 [20], HT +1 or +2
  [10/level], Ally (Sidekick, p. 19; Built on 50%; 12 or less, 15 or
  less, or Constantly) [4, 6, or 8], Appearance [Varies], Auto-
  trance [1], Brave [1], Charisma [5/level], Clerical Investment
  [5], Common Sense [10], Destiny [5 to 15], DR 1-2 (Tough
  Skin, -40%) [3 or 6], Eidetic Memory [5] or Photographic
  Memory [10], Equipment Bond [1/item], Extra Life 1 [25],
  Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit
  [15], Gizmos 1-3 [5/gizmo], High Pain Threshold [10], Higher
  Purpose (Acquire Knowledge) [5], Intuition [15], Language
  Talent [10], Languages [2-6/language], Magic Resistance
  (Improved, +150%) [5/level]†, Patrons [10 or 20], Pitiable [5],
  Prophetic Dreams (p. 23) [5], Rapid Healing [5] or Regenera-
  tion (Slow) [10], Reputation [Varies], Resistant [Varies],
  Serendipity [15/level], Signature Gear [Varies], Single-
  Minded [5], Wild Talent 1 [20], Wealth [Varies], or replace
  Luck [15] with Extraordinary Luck [30] for 15 points.
  Disadvantages: Curious (12) [-5]. • Another -15 points chosen
  from among Bad Sight (Mitigator, Glasses, -60%) [-10],
  Charitable [-15*], Guilt Complex [-5], Obsession (Learn a
  particular secret) [-5*], Sense of Duty (Teammates) [-5], Shy-
  ness [Varies], Workaholic [-5], Xenophilia [-10*], or worsen
  Curious to (9) [-7] for -2 points or (6) [-10] for -5 points.
  MONSTER HUNTER TEMPLATES
  15
  Luck or Skill?
  It’s important not to get too hung up on the names of
  certain advantages. In particular, all of the templates in this
  chapter have Luck, and any wildcard skills provide bonus
  points (pp. 28-29) to allow further dice manipulation. This
  does not mean that these champions can alter probability!
  In this case, it means they are so competent that the nearly
  impossible becomes probable.
  Even if someone has an effective skill in the 20s, he still
  automatically fails on a 17 and critically fails on an 18. The
  ability to retroactively “fudge” dice rolls thus distinguishes
  a hero with a high skill level from someone ridiculously tal-
  ented – the latter has high skill and is less likely to mess up
  merely because of a bad dice throw . . . something that (in
  GURPS) cannot be prevented with high skill alone.
  
  • A further -15 points chosen from among the previous
  traits or Absent-Mindedness [-15], Appearance [Varies],
  Bad Temper [-10*], Callous [-5], Honesty [-10*], Missing
  Digit [-2 or -5], Post-Combat Shakes [-5*], Skinny [-5], Stut-
  tering [-10], Truthfulness [-5*], or Wealth [Varies].
  • Another -20 points chosen from among the previous
  traits or Alcoholism [-15], Destiny [-5 to -15], Flashbacks
  [Varies],
  Lecherousness
  [-15*],
  Magic
  Susceptibility
  [-3/level]†, Nightmares [-5*], No Sense of Humor [-10],
  Overconfidence [-5*], Paranoia [-10], Stubbornness [-5], or
  Vow (Never kill a human) [-10].
  Wildcard Skill: Lore! IQ+1 [36]-17.
  Primary Skills: Thaumatology (VH) IQ-1 [4]-15. • Either
  Archaeology (H) IQ-2 [1]-14 or Hidden Lore (Sacred Places)
  (A) IQ-1 [1]-15. • Choose four Path skills (pp. 32-33), each
  (VH) IQ-1 [4]-15; take the five other Paths at (VH) IQ-3
  [1]-13. • One of Esoteric Medicine (H) Per-1 [2]-15; First-
  Aid (E) IQ+1 [2]-17; or Physician (H) IQ-1 [2]-15. • Three of
  Stealth (A) DX [2]-13; Armoury (Melee Weapons or Small
  Arms), Electronics Operation (Psychotronics), Hazardous
  Materials (any), or Photography, all (A) IQ [2]-16; Diagnosis
  or Naturalist, both (H) IQ-1 [2]-15; Surgery (VH) IQ-2
  [2]-14; or Breath Control (H) HT-1 [2]-11.
  Secondary Skills: One of Boxing (A) DX [2]-13; Brawling (E)
  DX+1 [2]-14; or Karate (H) DX-1 [2]-12. • Either Judo (H)
  DX [4]-13 or Wrestling (A) DX+1 [4]-14. • One of Knife (E)
  DX+3 [8]-16 or Axe/Mace, Broadsword, Rapier, Saber, Short-
  sword, Staff, or Whip, all (A) DX+2 [8]-15. • Spend 2 points
  on another weapon skill from the previous list, at -2 to skill.
  • Two of Crossbow, Guns (Pistol, Rifle, Shotgun, or SMG),
  Innate Attack (any), or Liquid Projector (Flamethrower or
  Sprayer), all (E) DX+1 [2]-14; Fast-Draw (any) (E) DX+2
  [2]-15‡; or Bow or Throwing, both (A) DX [2]-13.
  Background Skills: Seven of Knot-Tying (E) DX [1]-13; Driv-
  ing (Automobile, Heavy Wheeled, or Motorcycle) (A) DX-1
  [1]-12; Computer Operation, Gesture, or Housekeeping, all
  (E) IQ [1]-16; Architecture, Electronics Operation (Medical
  or Scientific), Explosives (Demolition), Leadership, Hold-
  out, Speed-Reading, Teaching, Traps, or Writing, all (A)
  IQ-1 [1]-15; Chemistry, Law (Criminal), or Poisons, all (H)
  IQ-2 [1]-14; Weird Science (VH) IQ-3 [1]-13; Scrounging (E)
  Per [1]-16; or Observation, Lip Reading, or Search, all (A)
  Per-1 [1]-15.
  * Multiplied for self-control number; see p. B120.
  † Magic Resistance and Magic Susceptibility are mutually
  exclusive.
  ‡ Includes +1 from Combat Reflexes.
  Customization Notes
  The sage is an excellent choice for players who want to be
  good at a little bit of everything, with a focus on intellectual
  pursuits. This template offers you equal parts occult knowl-
  edge and magic, with a splash of combat capability and team
  support. Your first advantage choices set the tone for your sage
  – it’s best to choose one thing to emphasize:
  • Knowledge: Spend about half the points on Contacts; this
  gives you somewhere to go for information when Lore! cannot
  help you – or fails. The remaining points should buy obscure
  Languages (p. 24), both to understand certain foes and to
  research information in ancient, obscure texts.
  MONSTER HUNTER TEMPLATES
  16
  Monster hunting without knowledge is nothing but a
  waste of time . . . and lives. For every enemy, one or more
  skills exist to provide insight into how to defeat it. When
  creating a champion, ask the GM what type of foes will
  appear in the game (and which will be the most common)
  before deciding which of the following skills to take. These
  are not necessarily the skills required to defeat monsters –
  just the ones required to answer questions about them
  (including how to defeat them).
  A minimum of 2 points must be spent on each skill.
  Spending 4 points instead adds +1 to the skill level shown
  here, while spending 8 points adds +2. Most of these skills
  are redundant if you know Lore! (p. 30).
  • Cryptids (chupacabras, yeti, etc.): Animal Handling
  (specific mundane animal) (A) IQ [2]*; Biology (VH) IQ-2
  [2]; Hidden Lore (Cryptozoology) (A) IQ [2]; Veterinary (H)
  IQ-1 [2].
  • Demons: Hidden Lore (Demons) (A) IQ [2]; Theology
  (Abrahamic) (H) IQ-1 [2].
  • Free-Willed Spirits (fae, in-betweeners, etc.): Hidden
  Lore (Free Spirits) (A) IQ [2]; Theology (Shamanic or
  Voodoo) (H) IQ-1 [2].
  • Ghosts: Electronics Operation (Psychotronics) (A) IQ
  [2]†; Hidden Lore (Restless Undead) (A) IQ [2]‡; Physics
  (Paraphysics) (H) IQ-1 [2]; Theology (Shamanic) (H)
  IQ-1 [2].
  • Lycanthropes: Hidden Lore (Lycanthropes) (A) IQ [2];
  Veterinary (H) IQ-1 [2].
  • Mummies: Archaeology (H) IQ-1 [2]; Hidden Lore
  (Mummies) (A) IQ [2]‡.
  • Outcast Angels: Hidden Lore (Angels) (A) IQ [2]; The-
  ology (Abrahamic) (H) IQ-1 [2].
  • Parasites: Biology (VH) IQ-2 [2]; Diagnosis (H) IQ-1 [2].
  • Rogue Psis: Electronics Operation (Psychotronics) (A)
  IQ [2]†; Expert Skill (Psionics) (H) IQ-1 [2]; Physics (Para-
  physics) (H) IQ-1 [2]; Psychology (H) IQ-1 [2].
  • Rogue Witches: Hidden Lore (Sacred Places) (A) IQ
  [2]; Psychology (H) IQ-1 [2]; Thaumatology (VH) IQ-2 [2].
  • Vampires: Hidden Lore (Vampires) (A) IQ [2]‡.
  • Zombies (and skeletons, etc.): Hidden Lore (Restless
  Undead) (A) IQ [2]‡; Theology (Voodoo) (H) IQ-1 [2].
  * A particular specialty can be used against appropriate
  creatures; e.g., Animal Handling (Swine) against a mutant
  boar – though usually at a penalty.
  † When used in conjunction with appropriate equipment.
  ‡ The Mummies, Restless Undead, and Vampires spe-
  cialties of Hidden Lore default to each other at -3.
  Know Thy Enemy
  
  • Magic: While a level of Magery is the obvious choice (and
  a useful one!), don’t overlook Languages (to make use of gri-
  moires, pp. 39 and 56-57), Ritual Mastery (p. 25), or a grimoire
  collection (p. 57) or workspace kit (p. 57) purchased as
  Signature Gear. All of these can give much larger bonuses for
  the points spent. Extra FP are useful for spells and for many
  other situations (e.g., extra effort).
  • Combat: The sage is a skilled fighter, but doesn’t do a lot
  of damage; raise your ST to remedy this. When buying your
  other advantages, consider using Signature Gear to get a nice
  weapon, and don’t forget High Pain Threshold.
  For magical Path skill advice, see the witch (pp. 20-21).
  Bear in mind that any spells that require more energy than you
  can provide (using your FP, HP, and mana reserve, p. 36) are
  going to take several minutes to cast. Because of this, it’s a
  good idea to set up a workspace at the nearest sacred ground
  and create charms (pp. 38-39) in advance. Make use of magic’s
  versatility – charms that cause damage and provide DR are
  nice, but spells to detect undead or mask the team’s smell and
  noise can get you into and out of more situations safely.
  Patching up the group is one of your jobs. For a full-fledged
  healer, take either Esoteric Medicine or Physician (depending
  on whether you want to fix supernatural issues or broken legs),
  and add Diagnosis and Surgery. Otherwise, consider how you
  want to support the team: Armoury to patch up gear, Breath
  Control if you’ll need to quickly recover FP lost to magic, Elec-
  tronics Operation and Photography to find spirits and psis, or
  Hazardous Materials and Naturalist to identify substances and
  avoid contamination. (And if you can’t decide, Stealth is never
  a bad choice!)
  SLEUTH
  400 points
  You are a master of obtaining information, whether by
  investigation, reconnaissance, or social manipulation. Where
  others see randomness, you see patterns, piecing together the
  true story behind any situation. As the “face man” of the team,
  you’re skilled not only at talking to witnesses without revealing
  the truth, but at figuring out what they really saw, even if they
  don’t realize it. When necessary, you are unequaled at stealth
  and concealment. In a hostile situation, you use the latter to
  your advantage – while the rest of the team is charging at the
  monsters, you slip around for a few well-placed shots or stabs
  from behind.
  Attributes: ST 11 [10]; DX 14 [80]; IQ 15 [100]; HT 13 [30].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  15 [8]; Will 15 [0]; Per 16 [5]; FP 13 [0]; Basic Speed 7.00 [5];
  Basic Move 7 [0].
  Advantages: Combat Reflexes [15]; Craftiness 2 [10]; Intuition
  [15]; and Luck [15]. • One of the 15-point lenses from pp. 6-
  9. • Another 15 points chosen from among Appearance
  [Varies], Charisma [5/level], Contact Group (Skill-12, 15, or
  18; 9 or less; Somewhat Reliable) [5, 10, or 15], Contacts
  (Skill-12, 15, or 18; 9 or less; Usually Reliable) [2, 4, or 6],
  Craftiness 3-4 [5/level], Eidetic Memory [5] or Photographic
  Memory [10], Flexibility [5] or Double-Jointed [15], Honest
  Face [1], Sensitive [5] or Empathy [15], Silence 1-2 [5/level],
  or Voice [10]. • Another 30 points chosen from among the
  previous traits or ST +1 or +2 [10/level], DX +1 [20], IQ +1
  [20], Per +1 or +2 [5/level], Absolute Direction [5], Acute
  Senses (any) [2/level], Ally (Sidekick, p. 19; Built on 50%; 12
  or less, 15 or less, or Constantly) [4, 6, or 8], Brave [1], Com-
  mon Sense [10], Danger Sense [15], Destiny [5 to 15], Dual
  Shooting (Pistol or SMG) (p. 23) [5], Extra Life 1 [25], Fear-
  lessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15],
  High Pain Threshold [10], Languages [2-6/language], Magic
  Resistance [2/level], Night Vision [1/level], Patrons [10 to 40],
  Peripheral Vision [15], Prophetic Dreams (p. 23) [5], Rapid
  Healing [5], Rapier Wit [5], Resistant [Varies], Serendipity
  [15/level], Signature Gear [Varies], Single-Minded [5], Wealth
  [Varies], Weapon Bond (any ranged) [1/weapon], or replace
  Luck [15] with Extraordinary Luck [30] for 15 points.
  Disadvantages: -20 points chosen from among Callous [-5],
  Compulsive Snooping [-5*], Curious [-5*], Delusion (“Every
  strange occurrence has a supernatural angle”) [-10], Hon-
  esty [-10*], Lecherousness [-15*], Overconfidence [-5*],
  Post-Combat Shakes [-5*], Selfish [-5*], Stubbornness [-5],
  or Trickster [-15*]. • Another -35 points chosen from
  among the previous traits or Alcoholism [-15], Chummy [-5]
  or Gregarious [-10] or Loner [-5*], Compulsive Lying [-15*],
  Destiny [-5 to -15], Flashbacks [Varies], Greed [-15*], Jeal-
  ousy [-10], Nightmares [-5*], Paranoia [-10], Sense of Duty
  (Teammates) [-5], Vow (Never kill a human) [-10], Wealth
  [Varies], or Xenophilia [-10*].
  Wildcard Skills: One of the following 60-point packages:
  1. Detective! IQ+1 [36]-16 and Talker! IQ [24]-15.
  2. Detective! IQ [24]-15; Talker! IQ-1 [12]-14; and Ten-Hut!
  IQ-1 [12]-14. • Spend 12 points to raise one wildcard skill
  one level.
  Primary Skills: Camouflage (E) IQ+2 [1]-17† and Stealth (A)
  DX+4 [8]-18†. • Four of Forced Entry (E) DX+1 [2]-15;
  Climbing or Filch, both (A) DX [2]-14; Acrobatics or Escape,
  both (H) DX-1 [2]-13; Animal Handling (Dogs), Lockpicking,
  Photography, or Soldier‡, all (A) IQ [2]-15; Disguise or Hold-
  out, both IQ+2 [2]-17†; Forgery or Psychology, both (H) IQ-1
  [2]-14; or Lip Reading or Tracking, both (A) Per [2]-16.
  Secondary Skills: Occultism (A) IQ [2]-15. • 6 points spent on
  skills from Know Thy Enemy (p. 16). • Two of Crossbow,
  Guns (Pistol, Rifle, Shotgun, or SMG), or Liquid Projector
  (Squirt Gun), all (E) DX+2 [4]-16; or Bow or Throwing,
  both (A) DX+1 [4]-15. • Two of Brawling, Knife, or Thrown
  Weapon (any), all (E) DX+1 [2]-15; Axe/Mace, Boxing,
  Broadsword, Lasso, Saber, Shortsword, Staff, or Wrestling,
  all (A) DX [2]-14; or Judo or Net, both (H) DX-1 [2]-13.
  Background Skills: Five of Fast-Draw (any) (E) DX+1 [1]-15§;
  Driving (any) (A) DX-1 [1]-13; Sleight of Hand (H) DX-2
  [1]-12; Area Knowledge (any), Computer Operation, Cur-
  rent Affairs (any), First Aid, Gesture‡, or Housekeeping, all
  (E) IQ [1]-15; Administration, Architecture, Merchant, or
  Traps, all (A) IQ-1 [1]-14; Tactics (H) IQ-2 [1]-13‡; Swim-
  ming (E) HT [1]-13; or Scrounging (E) Per [1]-16.
  * Multiplied for self-control number; see p. B120.
  † Includes +2 from Craftiness.
  ‡ Overlaps significantly with Ten-Hut!
  § Includes +1 from Combat Reflexes.
  MONSTER HUNTER TEMPLATES
  17
  The greatest weapon in
  this war: Knowledge.
  
  Customization Notes
  Your first (15-point) advantage options reflect your primary
  means of obtaining information. Some sleuths sneak into places
  (Double-Jointed, Flexibility, Silence, and more Craftiness), some
  gather information for later consideration (Eidetic Memory),
  some coax answers out of people (Appearance, Charisma,
  Empathy, Sensitive, and Voice), and some just “know someone.”
  For the latter, your Contact Group or Contacts can be for mem-
  bers of any nonsupernatural organization – the local police, the
  FBI, a criminal organization, the homeless, etc.
  You have a lot of flexibility when it comes to skills, both wild-
  card and primary. For a military recon expert, grab Ten-Hut!,
  otherwise stick with just Detective! and Talker! Either way, be
  sure to familiarize yourself with the wide range of options these
  give you (pp. 29-31). Primary skills suggest several archetypes:
  • Backstabber: Your Stealth lets you get close – Disguise
  and Holdout can make you seem less threatening, and
  Acrobatics can keep you alive after you attack!
  • Infiltrator: Climbing, Forced Entry, and Lockpicking can
  get you into most places, though swapping one for Animal
  Handling lets you calm a barking “alarm.” For a general acqui-
  sitions specialist, swap in Filch (and possibly Holdout).
  • Scout: Use Tracking to stalk your prey, Climbing and
  Escape to get into position, and Photography for bringing back
  information.
  • Spy: Lip Reading allows distant observation, Psychology
  helps you figure out what people really think, and Disguise and
  Forgery let you conceal your identity.
  Pick two unrelated ranged weapon skills – Crossbow and
  Guns (Rifle) are a particularly nice combination, as you can
  fire other Guns at just -2. Your unarmed and/or Melee Weapon
  skills are more for backup; you’re best in combat when you can
  snipe at the enemy from a moderate distance. Against a small
  group of foes, you may even be able to go an entire battle with-
  out a single counterattack!
  TECHIE
  400 points
  Dealing with the supernatural doesn’t mean science can’t
  save the day! You have spent most of your life applying techno-
  logical solutions to esoteric problems. With some time and
  access to a decent hardware store, you can whip up something
  that’ll even scare the monsters. You don’t understand why some
  people call a priest to drive a ghost away when you can achieve
  the same effect with a UV fluorescent bulb, 15 yards of Cat-6
  cable, and a guitar tuner that’s had some slight modifications
  . . . and yes, the headaches are a normal side effect . . .
  Attributes: ST 11 [10]; DX 12 [40]; IQ 16 [120]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  15 [8]; Will 16 [0]; Per 16 [0]; FP 12 [0]; Basic Speed 6.00 [0];
  Basic Move 6 [0].
  Advantages: Combat Reflexes [15]; Luck [15]; Quick Gadgeteer
  [50]; and Versatile [5]. • One of the 15-point lenses from
  pp. 6-9. • Another 15 points chosen from among Equipment
  Bond [1/item], Gizmos [5/level], Signature Gear [Varies],
  Wealth [Varies], Weapon Bond [1/weapon], or replace Luck
  [15] with Extraordinary Luck [30] for 15 points. • A further
  25 points chosen from among the previous traits or DX +1
  [20], HT +1 or +2 [10/level], Basic Speed +1.00 [20], Absolute
  Timing [2], Ally (Sidekick, p. 19; Built on 50%; 12 or less, 15
  or less, or Constantly) [4, 6, or 8], Brave [1], Contact Group
  (Scientific or research team, etc.; Skill-12, 15, or 18; 9 or less;
  Somewhat Reliable) [5, 10, or 15], Contacts (Expert, special-
  ist, etc.; Skill-12, 15, or 18; 9 or less; Usually Reliable) [2, 4, or
  6], Daredevil [15], Destiny [5 to 15], Eidetic Memory [5] or
  Photographic Memory [10], Extra Life 1 [25], Fearlessness
  [2/level] or Unfazeable [15], Gunslinger (Psychotronics only,
  -60%) [10], High Manual Dexterity [5/level], High Pain
  Threshold [10], Intuition [15], Lifting ST 1-2 [3 or 6], Magic
  Resistance [2/level], Patrons [10 to 30], Prophetic Dreams
  (p. 23) [5], Quick Reload (any) [1], Resistant [Varies],
  Serendipity [15/level], or Wild Talent 1 [20].
  Disadvantages: Compulsive Gadgeteering (12) [-5] • Another
  -15 points chosen from among Absent-Mindedness [-15],
  Appearance [Varies], Bad Sight (Mitigator, Glasses, -60%)
  [-10], Clueless [-10], Curious [-5*], Delusion (“Technology
  can fix anything!”) [-10], Impulsiveness [-10*], Oblivious
  [-5], Odious Personal Habit (Poor hygiene) [-5], Stubborn-
  ness [-5], or worsen Compulsive Gadgeteering to (9) [-7] for
  -2 points or (6) [-10] for -5 points. • A further -15 points
  chosen from among Charitable [-15*], Chummy [-5] or Gre-
  garious [-10] or Loner [-5*], Easy to Read [-10], Gullibility
  [-10*], Honesty [-10*], Low Self-Image [-10], Short Atten-
  tion Span [-10], Truthfulness [-5*], or Workaholic [-5].
  • Another -20 points chosen from among Destiny [-5 to
  -15], Greed [-15*], Intolerance (Luddites) [-5], Jealousy
  [-10], Klutz [-5], Lecherousness [-15*], No Sense of Humor
  [-10], Overweight [-1] or Skinny [-5], Post-Combat Shakes
  [-5*], Shyness [Varies], Trickster [-15*], Wealth [Varies], or
  Vow (Never kill a human) [-10].
  Wildcard Skills: Inventor! IQ+2 [48]-18. • One of Medic! or
  Science!, both IQ-1 [12]-15, or 12 points to raise Inventor!
  by one level.
  Primary Skills: Computer Operation (E) IQ [1]-16; Research
  (A) IQ [2]-16; and Scrounging (E) Per [1]-16. • Two of Com-
  puter Programming (H) IQ-1 [2]-15 or Electronics Operation
  (Comm, Medical†, Psychotronics, Scientific‡, or Security) (A)
  IQ [2]-16. • Two of Armoury (Body Armor, Melee Weapons,
  Missile Weapons, or Small Arms), Electronics Repair
  (Comm, Medical, Psychotronics, Scientific, or Security), or
  Mechanic (Automobile, Clockwork, Gasoline Engine, Motor-
  cycle, or Wheeled), all IQ [2]-16. • Two of Computer Hack-
  ing§, Physics‡, Thaumatology, or Weird Science, all (VH)
  IQ-1 [4]-15; or spend 8 points to buy just one at +1 to skill.
  Secondary Skills: Occultism (A) IQ [2]-16. • 6 points spent on
  skills from Know Thy Enemy (p. 16). • Three of Hazardous
  Materials (Biological†, Chemical, or Magical), Lockpicking,
  Photography, or Traps, all (A) IQ [2]-16; Chemistry‡, Diag-
  nosis†, Diplomacy, Forensics, Pharmacy (Synthetic)†,
  Physician†, Psychology†, or Veterinary†, all (H) IQ-1 [2]-15;
  or Biology‡ or Surgery†¶, both (VH) IQ-2 [2]-14. • Two of
  Brawling or Forced Entry, both (E) DX+2 [4]-14; Climbing,
  Stealth, or Wrestling, all (A) DX+1 [4]-13; Acrobatics or
  Judo, both (H) DX [4]-12; or Running (A) HT+1 [4]-13.
  • Two of Beam Weapons (Projector), Guns (Pistol, Rifle,
  Shotgun, or SMG), or Liquid Projector (Flamethrower,
  Sprayer, or Squirt Gun), all (E) DX+2 [4]-14. • One of
  Crossbow or Knife, both (E) DX+1 [2]-13; Axe/Mace,
  Broadsword, Saber, Shortsword, or Throwing, all (A) DX
  [2]-12; or spend 2 points to take any unchosen skill from the
  two previous lists, at -1 to skill.
  MONSTER HUNTER TEMPLATES
  18
  
  Background Skills: Five of Fast-Draw (Pistol or Long Arm) (E)
  DX+1 [1]-13**; Driving (Automobile) (A) DX-1 [1]-11; Area
  Knowledge (any), Current Affairs (any), or First Aid†, all (E)
  IQ [1]-16; Acting, Administration, Explosives (Demolition),
  Holdout, Merchant, Speed-Reading, Teaching, or Writing,
  all (A) IQ-1 [1]-15; Swimming (E) HT [1]-12; or Observation
  or Search, both (A) Per-1 [1]-15.
  * Multiplied for self-control number; see p. B120.
  † Overlaps significantly with Medic!
  ‡ Overlaps significantly with Science!
  § Requires Computer Programming prerequisite.
  ¶ Requires either First Aid (from background skills) or
  Physician prerequisite.
  ** Includes +1 from Combat Reflexes.
  Customization Notes
  Quick Gadgeteer “uncaps” Gizmos, allowing you to take
  more than three; in theory, you could spend all of your advan-
  tage points on eight Gizmos! Assuming you want a more
  playable character, it’s a very good idea to invest in either Signa-
  ture Gear or Wealth, to start play with a collection of nifty gadg-
  ets from Chapter 6 – unless you’re planning on getting those
  from a Patron. The limited Gunslinger gives you the benefits
  mentioned on p. 24, but only with psychotronic (pp. 57-58)
  beam weapons; while their Accuracy tends to be low, the ability
  to ignore Bulk while moving is a significant bonus if you’ll be
  using one of the backpack-mounted monstrosities on the run.
  Choosing a second wildcard skill offers exceptional versatil-
  ity, but if neither fits your character concept, it doesn’t hurt to
  raise Inventor! – the gadgeteering penalties can get rather
  steep. Your final primary skill choices are nearly as important:
  Computer Hacking is great for getting secure information;
  Physics (which includes Paraphysics) is useful for analyzing
  things, including strange waves of psychotronic energy; Thau-
  matology does the same, but for magic; and Weird Science is a
  wonderful skill for inventing interesting things.
  Your secondary skills mainly offer back-ups for the wildcard
  skill(s) you didn’t choose (along with other options befitting an
  esoteric researcher) and ways to stay alive in combat. Consider
  at least one primarily defensive option, such as Acrobatics (for
  the Dodge bonus) or Judo; Brawling gives a good parry, even if
  your punches won’t faze most monsters. No, your real weapon
  is technology, generally in the form of some kind of firearm. It’s
  usually best to take one Guns specialty (the others can default),
  and something interesting as a second choice. If you took
  Gunslinger or plan on using psychotronics, be sure to grab
  Beam Weapons; otherwise, consider Crossbow or Liquid
  Projector, both helpful against supernatural foes. You can pick
  up a Melee Weapon skill to be safe, but Throwing can be at least
  as useful when you’re whipping up dangerous gadgets.
  Choosing your gear is especially important as a techie. Being
  able to pull out just the right gadget at the right time can save
  the day! (And with Gizmos, encumbrance isn’t an issue until
  you “remember” that you’re carrying it.) Most importantly, any-
  thing you buy now is something you can modify later, which is
  faster and easier than inventing stuff from scratch. Depending
  on your skills, you probably want a lab or tool kit . . . or a few!
  Even a belt kit is better than nothing. Also grab whatever you
  can afford from the psychotronics selection of electronic gear
  (pp. 57-58); everything there can come in useful. If you’re rely-
  ing on guns, make sure to load up on neat combinations of
  ammo – shotguns are especially fun for this. Plus, when you’re
  trying to rig a shaped charge around an interdimensional portal,
  those explosive shells will sure come in handy . . .
  WARRIOR
  400 points
  You are the toughest member of the team – a front-line
  melee fighter who wades into the action with a sword in one
  hand and an axe in the other. While this consistently puts you
  in the most risky position, you wouldn’t have it any other way.
  Few monsters can stand against you in a straight-up fight, and
  weaker ones can often by dropped by a single one of your pow-
  erful swings. You’ve studied their weaknesses, and tactics to
  use against them – your knowledge isn’t deep, but it is broad.
  Still, you’re used to letting the others track ’em down, then
  stepping to the front to lead the assault.
  Attributes: ST 17 [70]; DX 14 [80]; IQ 10 [0]; HT 14 [40].
  Secondary Characteristics: Damage 1d+2/3d-1; BL 58 lbs.; HP
  20 [6]; Will 13 [15]; Per 12 [10]; FP 14 [0]; Basic Speed 7.00
  [0]; Basic Move 7 [0].
  Advantages: Combat Reflexes [15]; High Pain Threshold [10];
  Luck [15]; and Weapon Master (All Weapons) [45]. • One of
  the 15-point lenses from pp. 6-9. • Another 35 points chosen
  from among ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20],
  Per +1 or +2 [5/level], Acute Senses (any) [2/level], Alcohol
  Tolerance [1], Ally (Sidekick, see below; Built on 50%; 12 or
  less, 15 or less, or Constantly) [4, 6, or 8], Animal Empathy
  [5], Born War-Leader 1-4 [5/level], Brave [1], Charisma
  [5/level], Danger Sense [15], Daredevil [15], Destiny [5 to 15],
  DR 1-5 (Tough Skin, -40%) [3/level], Enhanced Dodge 1-2
  [15/level], Enhanced Parry 1-3 (Blade!) [5/level] or (All
  Weapons) [10/level], Extra Attack 1 [25], Extra Life 1 [25],
  Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit
  [15], Improvised Weapons (Blade!) [1], Lifting ST 1-5
  [3/level], Magic Resistance [2/level], Night Vision [1/level], No
  Hangover [1], Off-Hand Weapon Training [1/skill] or
  Ambidexterity [5], Patrons [10 to 30], Perfect Balance [15],
  Prophetic Dreams (p. 23) [5], Rapid Healing [5] or Regenera-
  tion (Slow) [10], Reputation [Varies], Resistant [Varies],
  Serendipity [15/level], Signature Gear [Varies], Striking ST 1-
  5 [5/level], Trademark Move [1], Wealth [Varies], Weapon
  Bond [1/weapon], or replace Luck [15] with Extraordinary
  Luck [30] for 15 points.
  MONSTER HUNTER TEMPLATES
  19
  Sidekicks in Action
  Sidekicks are 200-point NPCs – capable of accompany-
  ing the champions into action, though not so capable that
  the heroes won’t have to keep an eye on them. While there
  is no room here to go into the myriad of possible sidekicks,
  an easy way to generate one is to modify one of the 250-
  point templates from GURPS Action 1: Heroes.
  First, reduce either DX or IQ by one level. (Alterna-
  tively, drop both ST and HT by one level, though this may
  impact the Ally’s survivability!) Do not reduce any attrib-
  ute below 10. Next, remove Luck and add it to the advan-
  tage options – the champion, not Fate, is expected to look
  out for the sidekick. Finally, add one of the -15-point dis-
  advantages from Why We Fight (p. 7).
  
  Disadvantages: -15 points chosen from among Bad Temper
  [-10*], Guilt Complex [-5], Impulsiveness [-10*], Odious
  Personal Habit (Treats everyone else as a weakling) [-10],
  On the Edge [-15*], Overconfidence [-5*], or Sense of Duty
  (Teammates) [-5]. • Another -20 points chosen from among
  the previous traits or Charitable [-15*], Flashbacks [Varies],
  Gigantism [0], Nightmares [-5*], Oblivious [-5], Overweight
  [-1], Shyness [Varies], Stubbornness [-5], Vow (Never kill a
  human) [-10], or Wounded [-5]. • A further -20 points cho-
  sen from among the previous traits or Bully [-10*], Callous
  [-5], Curious [-5*], Destiny [-5 to -15], Gluttony [-5*], Hon-
  esty [-10*], No Sense of Humor [-10], Truthfulness [-5*], or
  Wealth [Varies].
  Wildcard Skills: Blade! DX+2 [48]-16.
  Primary Skills: Occultism (A) IQ+1 [4]-11. • 8 points spent on
  skills from Know Thy Enemy (p. 16). • One of Boxing (A)
  DX+1 [4]-15; Brawling (E) DX+2 [4]-16; or Karate (H) DX
  [4]-14. • One of Judo (H) DX [4]-14; Sumo Wrestling (A)
  DX+1 [4]-15; or Wrestling (A) DX+1 [4]-15. • One of the fol-
  lowing 6-point ranged-attack packages:
  1. Three of Crossbow or Thrown Weapon (any), both (E) DX+1
  [2]-15; Bow, Bolas, Lasso, or Throwing, all (A) DX [2]-14; or
  Net (H) DX-1 [2]-13.
  2. Throwing Art (H) DX [4]-14. • One of Crossbow (E) DX+1
  [2]-15; Bow, Bolas, or Lasso, all (A) DX [2]-14; or Net (H)
  DX-1 [2]-13.
  Secondary Skills: First Aid (E) IQ+1 [2]-11. • Two of Axe/Mace,
  Staff, Tonfa, Two-Handed Axe/Mace, or Whip, all (A) DX+1
  [4]-15; Immovable Stance, Parry Missile Weapons, or Push,
  all (H) DX [4]-14; Power Blow (H) Will [4]-13; or Blind Fight-
  ing (VH) Per-1 [4]-11. • Five of Forced Entry (E) DX+1
  [2]-15; Climbing or Stealth, both (A) DX [2]-14; Camouflage
  or Gesture, both (E) IQ+1 [2]-11; Armoury (Melee Weapons
  or Missile Weapons), Leadership, or Soldier, all (A) IQ [2]-10;
  Tactics (H) IQ-1 [2]-9; Intimidation (A) Will [2]-13; or Obser-
  vation, Tracking, or Urban Survival, all (A) Per [2]-12.
  Background Skills: Five of Guns (Pistol, Rifle, Shotgun, or
  SMG) (E) DX [1]-14; Fast-Draw (any) (E) DX+1 [1]-14†;
  Driving (Automobile or Motorcycle) (A) DX-1 [1]-13; Area
  Knowledge (any) or Current Affairs (any), both (E) IQ
  [1]-10; Carousing or Swimming, both (E) HT [1]-14; Hiking,
  Lifting, Running, or Sex Appeal, all (A) HT-1 [1]-13; Breath
  Control (H) HT-2 [1]-12; or 1 point to buy any unchosen sec-
  ondary skill from the final list of options, at -1 to skill.
  * Multiplied for self-control number; see p. B120.
  † Includes +1 from Combat Reflexes.
  Customization Notes
  Decide on your weapon(s) of choice before selecting your
  advantages. If you intend to use a thrusting weapon, like a spear
  or stake – or if you plan on fighting unarmed a lot – you should
  get your ST (or Striking ST) up to 19 to maximize the per-die
  damage bonus from Weapon Master or your unarmed skill. If
  you’re relying on an axe or similarly unbalanced weapon, con-
  sider DR and Enhanced Dodge, since you won’t be parrying
  incoming attacks. For all other weapons, Enhanced Parry and
  Extra Attack are well worth the points. Or step into a command
  position by raising your IQ, and adding Born War-Leader or
  Charisma for the Leadership (and possibly Tactics) bonus!
  Don’t be afraid to take IQ-based skills. Even levels in the 9-11
  range are more useful than not having the skill at all, especially
  if there’s a situational bonus. Unless there’s a sage (pp. 15-17)
  on the team, it’s often a better idea to take four Know Thy
  Enemy skills than to try and specialize in one or two for better
  skill levels. You’re unlikely to be the team’s occult knowledge
  master, but you can still bring expertise by filling in the gaps;
  e.g., if everyone is well-trained in vampires and demons, grab
  some lycanthrope- or psi-related skills.
  Weapon Master boosts your damage and reduces your
  penalty for Rapid Strikes; unless you’re aiming for difficult hit
  locations, you should be attacking at least twice per turn. It
  also brings access to some cinematic skills: Blind Fighting can
  overcome even supernatural darkness (though you may want
  to boost your Per), Immovable Stance keeps you from losing
  ground against strong foes, Push is very effective at clearing a
  path, and Throwing Art replaces up to eight skills and gives a
  damage and range bonus! Power Blow is intended for non-
  combat use, like breaking down doors; you can’t afford the
  penalties for reduced concentration. Learning a blunt backup
  is a good idea (e.g., Axe/Mace to use maces and hammers) – but
  remember your improved defaults (p. B99) for any weapon
  skill you don’t invest in.
  If desired, you can shift your weapon choices from edged to
  impact attacks – just turn Blade! into Blunt! (which is similar,
  but covers sticks, maces, flails, kusaris, whips, and so on).
  Then, in the secondary skills, replace the blunt backup-weapon
  options with bladed ones. This may significantly reduce your
  effectiveness, however, as most supernatural foes are more vul-
  nerable to blades than to crushing weapons.
  WITCH
  400 points
  Arcane forces bend to your will! In the time it takes most
  casters to work a simple cantrip, you can create powerful and
  potent magical effects. Your magic is fast enough for fieldwork
  – you can even rely on it for combat, as long as you have
  friends protecting you while you concentrate. You’ve trained in
  basic combat skills as well, but it’s not what you’re good at – if
  you run across a situation that can’t be resolved directly by
  magic, your first instinct is to find an indirect way to do so.
  (And more often than not, you can!)
  Attributes: ST 11 [10]; DX 12 [40]; IQ 16 [120]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  15 [8]; Will 16 [0]; Per 16 [0]; FP 12 [0]; Basic Speed 6.00 [0];
  Basic Move 6 [0].
  Advantages: Combat Reflexes [15]; Luck [15]; Magery 5 [55];
  and Ritual Adept [40]. • One of the 15-point lenses from
  pp. 6-9. • Another 20 points chosen from among FP +1 to
  +3 [3/level], Autotrance [1], Danger Sense [15], Intuition
  [15], Languages [2-6/language], Magery 6-7 [10/level],
  Magic Resistance (Improved, +150%) [5/level]†, Mind
  Shield [4/level], Prophetic Dreams (p. 23) [5], Ritual Mas-
  tery [1/ritual], Sensitive [5] or Empathy [15], Signature
  Gear (Grimoires, workspace kit, etc.) [Varies], Single-
  Minded [5], Telekinesis [5/level], or replace Luck [15] with
  Extraordinary Luck [30] for 15 points. • A further 25 points
  chosen from among the previous traits or DX +1 [20], HT
  +1 or +2 [10/level], Ally (Sidekick, p. 19; Built on 50%; 12 or
  less, 15 or less, or Constantly) [4, 6, or 8], Brave [1], Destiny
  [5 to 15], Extra Life 1 [25], Fearlessness [2/level] or Unfaze-
  able [15], Fit [5], High Pain Threshold [10], Patrons [10 or
  20], Resistant [Varies], or Wealth [Varies].
  MONSTER HUNTER TEMPLATES
  20
  
  Disadvantages: -15 points chosen from among Clueless [-10],
  Curious [-5*], Impulsiveness [-10*], Intolerance (Anyone
  closed-minded about the supernatural) [-5], Magic Suscep-
  tibility [-3/level]†, Obsession (Track down a particular gri-
  moire)
  [-5*],
  Odious
  Personal
  Habit
  (Uses
  arcane
  “technobabble”) [-5], Overconfidence [-5*], Unluckiness
  [-10] or Weirdness Magnet [-15], or Xenophilia [-10*].
  • Another -20 points chosen from among the previous
  traits or Will -1 to -3 [-5/level], Per -1 to -3 [-5/level], Absent-
  Mindedness [-15], Bully [-10*], Charitable [-15*], Destiny
  [-5 to -15], Greed [-15*], Gullibility [-10*], Honesty [-10*],
  Loner [-5*], Post-Combat Shakes [-5*], Shyness [Varies],
  Stubbornness [-5], Trickster [-15*], or Wealth [Varies]. • A
  further -20 points chosen from among the previous traits or
  Appearance [Varies], Bad Sight (Mitigator, Glasses, -60%)
  [-10], Easy to Read [-10], Gluttony [-5*], Jealousy [-10],
  Klutz [-5], Low Pain Threshold [-10], Overweight [-1] or
  Skinny [-5], Pyromania [-5*], Reputation [Varies], or Vow
  (Never kill a human) [-10].
  Primary Skills: Occultism (A) IQ-1 [1]-15 and Thaumatology
  (VH) IQ+1 [12]-17. • Choose one Path skill (pp. 32-33) at
  (VH) IQ+1 [12]-17; another Path at (VH) IQ [8]-16; two
  more Paths at (VH) IQ-1 [4]-15; and the remaining five
  Paths at (VH) IQ-3 [1]-13. • 6 points spent on non-witch-
  related skills from Know Thy Enemy (p. 16). • One of
  Archaeology (H) IQ-1 [2]-15; Breath Control (H) HT-1
  [2]-11; Esoteric Medicine (H) Per-1 [2]-15; Hidden Lore
  (Sacred Places) (A) IQ [2]-16; Innate Attack (any) (E) DX+1
  [2]-13; Meditation (H) Will-1 [2]-15; or 2 points spent on
  another skill from Know Thy Enemy.
  Secondary Skills: Research (A) IQ-1 [1]-15. • Three of Brawl-
  ing, Crossbow, Guns (Pistol or SMG), or Knife, all (E) DX+2
  [4]-14; Axe/Mace, Bow, Broadsword, Saber, Shortsword,
  Staff, or Wrestling, all (A) DX+1 [4]-13; or Acrobatics or
  Judo, both (H) DX [4]-12.
  Background Skills: Five of Knot-Tying (E) DX [1]-12; Fast-
  Draw (Ammo or Pistol) (E) DX+1 [1]-13‡; Driving (Automo-
  bile or Motorcycle) (A) DX-1 [1]-11; Body Sense (H) DX-2
  [1]-10; Area Knowledge (any), Current Affairs (any), Com-
  puter Operation, First Aid, Gesture, or Housekeeping, all
  (E) IQ [1]-16; Hazardous Materials (any), Teaching, or Writ-
  ing, all (A) IQ-1 [1]-15; Chemistry, Diplomacy, Hypnotism,
  Naturalist, Poisons, Psychology, or Tactics, all (H) IQ-2
  [1]-14; or Swimming (E) HT [1]-12.
  * Multiplied for self-control number; see p. B120.
  † Magic Resistance and Magic Susceptibility are mutually
  exclusive.
  ‡ Includes +1 from Combat Reflexes.
  Customization Notes
  “Witch” is traditional, and applies to casters of either gen-
  der, though males may certainly go by something like “wizard”
  or “mage” instead.
  Considering how versatile magic is, you can focus heavily
  on it without worrying about limiting yourself. Magery is an
  obvious advantage choice, as it raises your skill cap and
  increases your mana reserve (p. 36), but Ritual Mastery gives a
  bigger bonus for the cost, Languages let you pick up grimoires
  (pp. 39 and 56-57) on the cheap and use more of the ones you
  find, and Magic Resistance or Mind Shield will help protect
  you against hostile forces. Signature Gear and Wealth are both
  wonderful ways to acquire grimoires and a potent workspace
  kit (p. 57) for making charms (pp. 38-39).
  Telekinesis represents a minor levitation spell, known well
  enough to use without ritual and energy. It is affected by wards
  against magic and similar issues, but you may roll against the
  better of DX or Thaumatology when picking things up (not
  when using them; e.g., when firing a levitating gun). These two
  features cancel out and do not affect cost. You may buy up to
  (IQ + Magery) levels.
  Deciding which paths to specialize in is important. It’s gen-
  erally a good idea to take Path of Magic at 15+, as you’ll use it
  to refill your mana reserve and cast conditional rituals (pp. 38-
  39). If you plan on using rituals to confront foes directly, Body,
  Mind, Spirit, and Undead cover the majority of your foes. For
  maximum versatility, Body, Chance, Energy, Matter, and Mind
  can be used in almost any situation. For knowledge-gathering,
  Chance, Crossroads, Mind, Spirit, and Undead all allow you to
  divine or steal useful information. Flashy spells are generally a
  bad idea (see Greater Effects Multiplier, p. 35), but if you want
  them, Energy and Matter give the most impressive effects.
  Pick your remaining primary skill based on how you want
  to use your magic. If you want to seek out powerful sites for a
  “home-court advantage,” get Archaeology or Hidden Lore. If
  you plan on tapping into your FP a lot, take Breath Control.
  For knowledge of your foes, either grab a Know Thy Enemy
  skill or take Esoteric Medicine to deal with their supernatural
  afflictions. Innate Attack is necessary for the flashiest attack
  spells. And the “wise witch” archetype wants Meditation, to
  clear the mind of distractions when things have gotten confus-
  ing and stressful.
  You only have minor combat training, so choose carefully. As
  a general rule, it’s smart to take one unarmed skill, one Melee
  Weapon skill, and one ranged attack skill. Of the unarmed skills,
  Acrobatics and Judo may do the most to keep you alive, via fancy
  dodges and “parry then throw” moves, respectively, though
  Wrestling gives a better edge (and ST bonus) if you get grappled.
  Alternatively, you may wish to focus on one approach to combat.
  Learning Acrobatics, Judo, and Staff will make you hard to land
  an attack on. Brawling, Crossbow, and Guns gives you a nice
  choice of ranged attacks, with a decent Parry if something man-
  ages to get close. And Axe/Mace, Crossbow, and Knife cover
  most “finishing techniques” for the undead if you can cripple
  them some before moving in.
  MONSTER HUNTER TEMPLATES
  21
  Magic comes from the heart, from
  your feelings, your deepest expressions of
  desire. That’s why black magic is so easy –
  it comes from lust, from fear and anger,
  from things that are easy to feed and
  make grow. The sort I do is harder. It
  comes from something deeper than that, a
  truer and purer source – harder to tap,
  harder to keep, but ultimately more
  elegant, more powerful.
  – Jim Butcher, Fool Moon
  
  “So, what – you’re vouching for this kid now?”
  “I didn’t say that,” Danielle shot back at Scott, “I said we
  should consider whether he can help us out. We would’ve been
  sacrifice fodder if Brad hadn’t screwed up that coven’s spell, and
  you know it.”
  “I had that situation –”
  “Guys, focus,” Everett interrupted without looking up from
  his game. “The young man?”
  “Fine,” Scott sighed, “You’ve been the one talking to the little
  cultist. What makes you think he can pull his own weight?”
  “Brad isn’t a cultist, just a confused college kid who thought
  he was getting involved in a Wiccan circle. You saw how he
  turned on them the second he realized what was going on.” She
  ignored Scott’s deliberate eye-roll. “He knows his theologies, he’s
  a decent ritual magician, and he’s got some hacker in him. Even
  better, he shoots at the range and was on the school fencing team,
  so I think we can train him for combat.”
  Everett paused the console, “He sounds a bit unfocused,
  but with a useful range of talents. I think we should give him
  a chance.”
  Scott raised his hands in surrender. “Fine. But
  if Mr. Brad-of-All-Trades gets himself killed, you
  two get to explain it to his family.”
  There’s a lot of diversity among monster
  hunters – so much so that the GM may allow
  players to build their own PCs rather than stick
  to the templates in Chapter 1. The following sec-
  tions strip out all traits unrelated to The
  Mission, to help ensure that player-built cham-
  pions can hold their own in the field.
  These lists exclude most exotic and super-
  natural traits. Some of these show up in
  Chapter 4 or 5 as part of a power or racial tem-
  plate, but they are not generally available.
  Similarly, some of the templates in Chapter 1
  feature “off-list” cinematic or supernatural
  traits. As this is part of what makes each tem-
  plate special, other characters should not have
  free access to those traits – but the GM can vet
  other “unique” traits to help a player-built
  character find its own niche.
  CHAMPIONS’ CHEAT SHEET
  22
  Many of the advantages in the Basic Set are inappropriate
  or unnecessary for champions. The majority of supernatural
  and exotic traits only make sense as part of a power, though a
  few low-powered ones are available to represent the inherent
  toughness that comes with slaying dangerous creatures. Some
  of these exotic advantages may be taken freely only up to a cer-
  tain level (e.g., “Lifting ST 1-2”); permission from the GM is
  required to take a higher level or to add any enhancements.
  SUITABLE ADVANTAGES
  CHAPTER TWO
  CHAMPIONS’
  CHEAT SHEET
  All my life I’ve wanted to be in a
  crime-busting gang!
  – Connor Temple,
  in Primeval #1.2
  
  Advantage
  Cost
  Page
  Absolute Direction
  5
  B34
  Absolute Timing
  2
  B35
  Acute Senses
  2/level
  B35
  Alcohol Tolerance
  1
  B100
  Allies
  Variable
  B36
  Ambidexterity
  5
  B39
  Animal Empathy
  5
  B40
  Appearance
  Variable
  B21
  Autotrance
  1
  B101
  Charisma
  5/level
  B41
  Clerical Investment
  5
  B43
  Combat Reflexes
  15
  B43
  Common Sense
  10
  B43
  Contact Group
  Variable
  B44
  Contacts
  Variable
  B44
  Danger Sense
  15
  B47
  Daredevil
  15
  B47
  Destiny
  5 to 15
  23-24, B48
  Double-Jointed
  15
  B56
  DR 1-2 (Tough Skin, -40%)
  3 or 6
  B46
  Dual Shooting
  5
  *
  Eidetic Memory
  5
  B51
  Empathy
  15
  B51
  Enhanced Defenses 1
  Variable
  B51
  Extra Attack 1
  25
  B53
  Extra Life 1
  25
  B55
  Fearlessness
  2/level
  B55
  Fit
  5
  B55
  Flexibility
  5
  B56
  Gizmos 1-3
  5/gizmo
  B57
  Hard to Kill
  2/level
  B58
  Hard to Subdue
  2/level
  B59
  High Manual Dexterity
  5/level
  B59
  High Pain Threshold
  10
  B59
  Higher Purpose
  5
  24, B59
  Honest Face
  1
  B101
  Intuition
  15
  B63
  Language Talent
  10
  B65
  Languages
  2-6/language
  24, B23
  Legal Enforcement Powers
  5 to 15
  B65
  Legal Immunity
  5 to 20
  B65
  Lifting ST 1-2
  3 or 6
  B65
  Luck
  Variable
  B66
  Magery
  5 + 10/level
  24, B66
  Magic Resistance
  2/level
  B67
  Magic Resistance
  5/level
  B67
  (Improved, +150%)
  Medium
  10
  B68
  Night Vision
  1/level
  B71
  No Hangover
  1
  B101
  Patrons
  10 to 40
  24, B72
  Penetrating Voice
  1
  B101
  Perfect Balance
  15
  B74
  Peripheral Vision
  15
  B74
  Photographic Memory
  10
  B51
  Pitiable
  5
  22
  Prophetic Dreams
  5
  †
  Rapid Healing
  5
  B79
  Rapier Wit
  5
  B79
  Regeneration (Slow)
  10
  B80
  Reputation
  Variable
  B26
  Advantage
  Cost
  Page
  Resistant
  Variable
  24, B80
  Sensitive
  5
  B51
  Serendipity
  15/level
  B83
  Shtick
  1
  B101
  Signature Gear
  Variable
  B85
  Single-Minded
  5
  B85
  Striking ST 1-2
  5 or 10
  B88
  Talent (any)
  Variable
  25, B89
  True Faith
  15
  B94
  Unfazeable
  15
  B95
  Versatile
  5
  B96
  Very Fit
  15
  B55
  Voice
  10
  B97
  Wild Talent
  20/level
  B99
  Wealth
  Variable
  B25
  Zeroed
  10
  B100
  * Dual Shooting: Dual-Weapon Attack (H) Skill-0 [5]. Notes:
  You do not suffer the usual -4 penalty for shooting two guns at
  once. This does not remove the additional -4 for shooting with
  your off hand; take Ambidexterity or Off-Hand Weapon Train-
  ing for that. You must specialize by Pistol or SMG; comman-
  dos may specialize in Gun! (Though based on a technique,
  treat this as an advantage for simplicity.) 5 points.
  † Prophetic Dreams: Precognition (Only while dreaming,
  -70%; Passive Only, -20%) [5]. Notes: If something important is
  coming up in your future, the GM will roll against your IQ
  while you sleep; if successful, you have a hazy or metaphorical
  vision. This ability is so common among monster hunters that
  any champion may take it. 5 points.
  HEROIC ADVANTAGES
  Some advantages require special attention. Those advan-
  tages below that do not appear in the list above are only avail-
  able to certain templates.
  Blessed
  see p. B40
  Crusaders may buy up to two “levels” of Blessed (Heroic
  Feats) for each attribute (ST, DX, or HT); Blessed 6, the maxi-
  mum, adds 2d to all three attributes! The following variant is
  also available:
  Ghost Weapon: Any weapon you wield has the ability to harm
  evil spirits! In effect, it gains the Affects Insubstantial modifier,
  but only against undead or spirit beings (e.g., demons or ghosts).
  This even extends to vehicles that you drive – affecting both
  built-in weapons and intentional collisions! 15 points.
  Destiny
  see pp. B48, B131
  With Fate on your side, you’re more likely to survive to
  see the grand finale of the campaign! In a Monster Hunters
  game, replace the normal rules for Destiny with the following
  simplification: Destiny at the 5-, 10-, or 15-point level lets
  you start the game with 1, 2, or 3 destiny points, respectively.
  (The GM may wish to represent these with beads or poker
  chips.) You may spend these on the effects listed under Other
  Uses for Points (p. 31), as if they were bonus character points.
  CHAMPIONS’ CHEAT SHEET
  23
  
  Destiny thus makes it easier to achieve success, reap coinci-
  dental benefits, and even return from the dead! You regain
  one destiny point each game session, but can never have more
  than you started the game with.
  If Destiny is instead taken as a disadvantage, the GM will set
  aside 1, 2, or 3 destiny points each session – for a -5-, -10-, or
  -15-point Destiny, respectively – and will use these on behalf of
  your foes!
  Gunslinger
  see p. B58
  In high-action games, the Gunslinger advantage gives these
  extra benefits:
  • While you can’t add your gun’s Acc bonus when you Move
  and Attack, you can ignore its Bulk penalty and any extra
  penalties the GM assesses for jumping or acrobatics on foot.
  You even ignore Bulk while diving through windows and tum-
  bling between monsters!
  • Also ignore the rules for Bulk in close combat (p. B391).
  You don’t get your Acc bonus in close, but never suffer a Bulk
  penalty.
  • When firing a gun with RoF 2-4, you can spread your
  shots between targets without using Spraying Fire (p. B409).
  Each attack is at -3 against two targets, -6 against three, or -9
  against four.
  • Halve all Fast-Draw (Ammo) penalties. You can easily
  reload while moving, crouching behind cover, etc.
  Higher Purpose
  see p. B59
  Higher Purpose (Hunt Monsters) is not allowed, as it’s far
  too general, but one for a specific type of foe is fine; e.g., Higher
  Purpose (Hunt Lycanthropes). Such a trait adds +1 to any roll
  to research, track, or slay that particular type of creature. In
  addition, the following are valid:
  Acquire Knowledge: You get +1 on all rolls to study new crea-
  tures (or learn something new about one), to negotiate with
  cryptic keepers of forbidden lore, and to discover, acquire, or
  protect any book (or CD, etc.) with unique information about
  The Enemy on it.
  Defend the Faith: You get +1 to all rolls to protect sacred
  ground (that is, a building or area consecrated to your faith),
  defend a member of your congregation, or recover a holy arti-
  fact that rightly belongs to your religious group.
  Languages
  see p. B23
  Modern, human languages don’t play a big role in Monster
  Hunters. Unless the GM specifies otherwise, players can assume
  that most NPCs (even the nonhuman ones) will speak English
  (or the majority language of the PC group), though perhaps with
  a thick accent. Instead, languages serve two functions:
  Ancient Writings: Sages and witches frequently consult old
  research books or grimoires (p. 39) to discover lost secrets.
  Reading or translating requires only written comprehension,
  while full use of a grimoire requires both written and spoken.
  The most common of these languages are Ancient Egyptian,
  Hebrew, Latin, Sanskrit, and Tibetan.
  Inhuman Tongues: Creatures that were formerly human
  (e.g., lycanthropes or the undead) will continue to speak the
  language they used in life. Angels speak Adamic, however,
  while most demons speak Demontongue. The latter is a “com-
  mon” language; many clans have their own unique speech. A
  champion may not spend more points on Adamic than he’s
  spent on Hidden Lore (Angels), or more on Demontongue than
  he has on Hidden Lore (Demons).
  Magery
  see p. B66
  In a Monster Hunters game, anyone with the right skills may
  work magical rituals, but those without Magery do so at an extra
  -5 to skill. Magery does not add to spell use or Thaumatology; it
  instead acts as a “cap” for ritual Path skills, which cannot exceed
  (12 + Magery level). Magery also gives casters a mana reserve
  (equal to Magery level ¥ 3; see p. 36) and is a prerequisite for Rit-
  ual Adept (p. 25). Champions may start with up to Magery 7;
  there is no limit on how high it can be raised in play.
  Patrons
  see p. B72
  This invariably represents some sort of shadow agency,
  whether an enlightened corporation or a “black ops” branch of
  the government, which backs the champions’ fight against the
  forces of darkness. A Patron will supply its agents with equip-
  ment for sanctioned missions, freeing them from having to rely
  on their own Wealth. (Because of this, a champion with a
  Patron cannot take reduced Wealth as a disadvantage.) For
  simplicity, ignore the rules in the Basic Set; here, the cost of a
  Patron depends solely on its Budget and Influence.
  Budget determines the amount and quality of the equipment
  agents will be issued for each mission; see p. 53 for details. Influ-
  ence is a measure of how well-connected an organization is – an
  agency with Heavy Influence will have an easier time smoothing
  over legal issues, getting its team access to off-limit areas, and
  contacting experts on obscure subjects than one with Light
  Influence will. Choose your Patron from among the following six
  options; e.g., Patron (MagniCorp; Large Budget; Light Influ-
  ence) [20]:
  Modest Budget: Cost is 10 points for a Patron with Light
  Influence, or 20 points for one with Heavy Influence.
  Large Budget: Cost is 20 points for Light Influence, 30 points
  for Heavy.
  Loaded Budget: Cost is 30 points for Light Influence, 40
  points for Heavy.
  Resistant
  see p. B80
  The following resistances are available for any champion.
  (Exception: Psis may not take Resistant to Psionics!) Sickness
  includes Disease but also adds to rolls to avoid noxious envi-
  ronmental issues; in effect, it protects against every metabolic
  hazard that isn’t covered by Poison.
  • Disease: +3 [3], +8 [5], or Immunity [10].
  • Poison: +3 [5] or +8 [7].
  • Psionics: +3 [10] or +8 [15]. You are a (passive) anti-psi!
  • Sickness: +3 [5] or +8 [7].
  CHAMPIONS’ CHEAT SHEET
  24
  
  The Mission demands a certain level of fitness and compe-
  tence from its champions; even an accidental hero wouldn’t
  survive without being up to the challenge. Thus, any disadvan-
  tage which would keep someone from fighting monsters is
  inappropriate, whether due to crippling physical issues (e.g.,
  Blindness) or mindset (e.g., Cowardice). Other excised traits
  are either inappropriate for modern, semi-realistic humans or
  simply don’t fit a fast-and-loose game of monster slaying!
  The following disadvantages are those best suited to cham-
  pions. The GM is always free to allow others! An asterisk (*)
  next to cost means that a self-control number is required; see
  pp. B120-121. The listed cost assumes a self-control number of
  12. This list does not address quirks, which may be chosen
  freely, as they exist primarily to aid roleplaying.
  CHAMPIONS’ CHEAT SHEET
  25
  SUITABLE DISADVANTAGES
  Monster slayers often need a little “edge”; sometimes a
  simple perk can make all the difference in a situation! Perks
  with a † require specialization by skill or by item, as noted.
  In the former case, you can specialize in a wildcard skill, in
  which case the perk covers every applicable use of the skill;
  e.g., Off-Hand Weapon Training (Gun!) would let you fire
  and fast-draw any gun with no “off-hand” penalty.
  Brave: A Fright Check usually fails on any roll of 14+,
  regardless of modified Will. You only fail on a 15+. (Your
  modified Will must total 14+ for this to be useful, of
  course!) You may only take this perk once.
  Equipment Bond†: You own a piece of gear or tool kit
  (bought separately with cash or as Signature Gear) that’s
  uniquely suited to you. You are at +1 to effective skill when
  you use it, cumulative with any modifiers for its quality.
  You must specialize in a specific item, which cannot be a
  weapon; if you lose it, you also lose this perk (and the point
  spent on it).
  Improvised Weapons†: You’ve practiced using everyday
  items with a specific weapon skill, and never suffer a penalty
  when doing so. Specialize by any Melee Weapon or ranged
  weapon skill. (See pp. 60 and 62-63 for some example
  weapons, and GURPS Martial Arts, p. 224, for a longer list.)
  Off-Hand Weapon Training†: You can ignore the -4 for
  using your “off” hand with one particular skill. Specialize
  by any one-handed Melee Weapon, ranged weapon, or
  Fast-Draw skill. (This replaces the Off-Hand Weapon Train-
  ing technique on p. B232.)
  Quick Reload†: You can reload your gun in record time!
  You must specialize in Magazine (for modern automatics)
  or Revolver (which requires a speedloader). Reloading
  takes you only one Ready maneuver; a successful Fast-
  Draw (Ammo) roll makes this a free action! (Commandos
  specialize in Gun!, which covers everything; for all other
  loading methods, reloading takes two Ready maneuvers, or
  one with a successful Gun! roll.)
  Ritual Mastery†: You have +2 to all Path skill rolls when
  casting a specific ritual (Defining Rituals, p. 39). You must
  specialize by ritual.
  Trademark Move†: You’ve got one particular attack down,
  giving you +1 on all skill rolls made to use it. Write this down
  as a full turn of action(s), specifying maneuver, combat
  options, skills used, hit locations, effective skill and damage,
  etc.; e.g., “All-Out Attack (Strong) with Broadsword as a
  Rapid Strike, swinging at the neck (skill 15, 2d+3 cut) then
  stabbing the vitals as a Deceptive Attack for -2 to defenses
  (skill 13, 1d+4 imp).” It cannot be anything boring like, “Rifle
  shot to the head.”
  Weapon Bond†: As for Equipment Bond (above), but for
  a specific weapon.
  New Perks
  Ritual Adept
  40 points
  Prerequisite: Magery.
  This new advantage represents inherent magical power, and
  is only available to dedicated spellcasters (e.g., witches). While
  the spells cast by an average person (even a mage) are slow and
  bound by several restrictions, yours are not. See Ritual Path
  Magic (pp. 32-39) for details.
  Talent
  see p. B89
  Talents never add to wildcard skills. For general rules gov-
  erning Talents, see the Basic Set. New Talents germane to
  Monster Hunters are:
  Born War-Leader: Intelligence Analysis, Leadership, Savoir-
  Faire (Military), Strategy, and Tactics. Reaction bonus: soldiers
  or professional warriors. 5 points/level.
  Close to Heaven: Exorcism, Meditation, Religious Ritual, and
  Theology. Reaction bonus: members of the clergy. 5 points/level.
  Craftiness: Acting, Camouflage, Disguise, Holdout, Shadow-
  ing, and Stealth. Reaction bonus: none! 5 points/level.
  Parapsychologist: Electronics Operation (Medical, Psy-
  chotronics, or Scientific), Expert Skill (Psionics), Hypnotism,
  Occultism, Physics (Paraphysics), and Psychology. Reaction
  bonus: psis and true believers. 5 points/level.
  Hunters often need a little edge.
  
  Disadvantage
  Cost
  Page
  Absent-Mindedness
  -15
  B122
  Alcoholism
  -15
  B122
  Appearance
  Variable
  B21
  Bad Sight
  -10
  B123
  (Mitigator, Glasses, -60%)
  Bad Temper
  -10*
  B124
  Berserk
  -10*
  B124
  Bloodlust
  -10*
  B125
  Bully
  -10*
  B125
  Callous
  -5
  B125
  Charitable
  -15*
  B125
  Chummy
  -5
  B126
  Clueless
  -10
  B126
  Code of Honor
  -5 to -15
  B127
  Colorblindness
  -10
  B127
  Compulsive Behavior
  -5* to -15*
  B128
  Curious
  -5*
  B129
  Delusions
  -5 to -15
  B130
  Destiny†
  -5 to -15
  B131
  Disciplines of Faith
  -5 to -15
  B132
  Disturbing Voice
  -10
  B132
  Divine Curse
  Variable
  B132
  Duty
  Variable
  B133
  Dyslexia
  -10
  B134
  Easy to Read
  -10
  B134
  Enemies
  Variable
  B135
  Fanaticism
  -15
  B136
  Flashbacks
  Variable
  B136
  Gigantism
  0
  B20
  Gluttony
  -5*
  B137
  Greed
  -15*
  B137
  Gregarious
  -10
  B126
  Guilt Complex
  -5
  B137
  Gullibility
  -10*
  B137
  Ham-Fisted
  -5 or -10
  B138
  Hard of Hearing
  -10
  B138
  Honesty
  -10*
  B138
  Impulsiveness
  -10*
  B139
  Intolerance
  -5 or -10
  B140
  Jealousy
  -10
  B140
  Killjoy
  -15
  B140
  Kleptomania
  -15*
  B141
  Klutz
  -5
  B141
  Lecherousness
  -15*
  B142
  Loner
  -5*
  B142
  Low Pain Threshold
  -10
  B142
  Low Self-Image
  -10
  B143
  Magic Susceptibility
  -3/level
  B143
  Manic-Depressive
  -20
  B143
  Missing Digit
  -2 or -5
  B144
  Mistaken Identity
  -5
  B21
  Motion Sickness
  -10
  B144
  Night Blindness
  -10
  B144
  Nightmares
  -5*
  B144
  Disadvantage
  Cost
  Page
  No Sense of Humor
  -10
  B146
  No Sense of Smell/Taste
  -5
  B146
  Oblivious
  -5
  B146
  Obsession
  -5* or -10*
  B146
  Odious Personal Habits
  -5 to -15
  B22
  On the Edge
  -15*
  B146
  One Arm
  -20
  B147
  One Eye
  -15
  B147
  One Hand
  -15
  B147
  Overconfidence
  -5*
  B148
  Overweight
  -1
  B19
  Paranoia
  -10
  B148
  Phobias
  Variable*
  B148
  Post-Combat Shakes
  -5*
  B150
  Pyromania
  -5*
  B150
  Reputation
  Variable
  B26
  Secret
  -5 to -30
  B152
  Selfish
  -5*
  B153
  Selfless
  -5*
  B153
  Sense of Duty
  -2 to -20
  B153
  Short Attention Span
  -10*
  B153
  Shyness
  -5, -10, or -20
  B154
  Skinny
  -5
  B18
  Sleepwalker
  -5*
  B154
  Slow Riser
  -5
  B155
  Social Stigma
  -5 to -20
  B155
  Stubbornness
  -5
  B157
  Stuttering
  -10
  B157
  Trademark
  -5 to -15
  B159
  Trickster
  -15*
  B159
  Truthfulness
  -5*
  B159
  Unfit
  -5*
  B160
  Unluckiness
  -10
  B160
  Very Unfit
  -15
  B160
  Vow
  -5 to -15
  B160
  Wealth‡
  Variable
  B25
  Weirdness Magnet
  -15
  B161
  Workaholic
  -5
  B162
  Wounded
  -5
  B162
  Xenophilia
  -10*
  B162
  † See simplified rules on p. 24.
  ‡ Disadvantageous Wealth may not be combined with
  Patrons (p. 24).
  CHAMPIONS’ CHEAT SHEET
  26
  Disadvantage Limit
  Champions have to be extremely competent. This is
  why they’re built on a high point total – so they can
  afford their abilities without having to take a ton of dis-
  advantages. Because of this, every template in Chapter 1
  is built with -70 points in disadvantages: -55 points from
  the template and -15 points from the lens (Why We Fight,
  p. 7). This becomes a total of -75 points when the player
  chooses -5 points in quirks. Heroes built “from scratch,”
  using the rules in this chapter, should also have a
  -75-point limit, following the same -55/-15/-5 breakdown
  regardless of power level.
  Champions have to be extremely
  competent.
  
  An unskilled monster hunter is a dead monster hunter . . .
  or a new addition to the ranks of the “prey”! Champions must
  be trained in the identification, investigation, and elimination
  of a wide variety of deadly creatures, generally in or near urban
  areas. Because of this, it’s important to break out which skills
  are especially useful and appropriate in a Monster Hunters
  game. Still, the GM should be lenient if a player wants to
  choose a couple of “off-list” skills – after all, any skill could be
  useful in some theoretical situation. (For the same reason,
  many of the wildcard skills on pp. 28-31 refer to skills not on
  this list.) This does not apply to cinematic or supernatural
  skills, however, which are either unavailable or restricted to
  users of a particular template or power.
  The following skills are appropriate for most hunters. An
  asterisk (*) next to the skill name means the skill requires spe-
  cialization. As an optional rule, the GM may choose to ignore
  specialties to simplify the game – but this isn’t recommended,
  as it tends to homogenize characters and weaken the impact of
  wildcard skills. However, Familiarity (p. B169) can and should
  be ignored in the interest of cinematic play.
  Skill
  Type
  Page
  Acrobatics
  DX/H
  B174
  Acting
  IQ/A
  B174
  Administration
  IQ/A
  B174
  Animal Handling*
  IQ/A
  B175
  Archaeology
  IQ/H
  B176
  Architecture/TL
  IQ/A
  B176
  Area Knowledge*
  IQ/E
  B176
  Armoury/TL*
  IQ/A
  B178
  Axe/Mace
  DX/A
  B208
  Beam Weapons/TL (Projector)
  DX/E
  B179
  Bicycling
  DX/E
  B180
  Bioengineering/TL*
  IQ/H
  B180
  Biology/TL
  IQ/VH
  B180
  Boating/TL*
  DX/A
  B180
  Body Language
  Per/A
  B181
  Body Sense
  DX/H
  B181
  Bolas
  DX/A
  B181
  Bow
  DX/A
  B182
  Boxing
  DX/A
  B182
  Brawling
  DX/E
  B182
  Breath Control
  HT/H
  B182
  Broadsword
  DX/A
  B208
  Camouflage
  IQ/E
  B183
  Carousing
  HT/E
  B183
  Chemistry/TL
  IQ/H
  B183
  Climbing
  DX/A
  B183
  Computer Hacking/TL
  IQ/VH
  B184
  Computer Operation/TL
  IQ/E
  B184
  Computer Programming/TL
  IQ/H
  B184
  Connoisseur*
  IQ/A
  B185
  Criminology/TL
  IQ/A
  B186
  Crossbow
  DX/E
  B186
  Current Affairs/TL*
  IQ/E
  B186
  Detect Lies
  Per/H
  B187
  Diagnosis/TL
  IQ/H
  B187
  Diplomacy
  IQ/H
  B187
  Skill
  Type
  Page
  Disguise/TL
  IQ/A
  B187
  Driving/TL*
  DX/A
  B188
  Electronics Operation/TL*
  IQ/A
  B189
  Electronics Repair/TL*
  IQ/A
  B190
  Engineer/TL*
  IQ/H
  B190
  Escape
  DX/H
  B192
  Esoteric Medicine
  Per/H
  B192
  Expert Skill*
  IQ/H
  B193
  Explosives/TL*
  IQ/A
  B194
  Fast-Draw*
  DX/E
  B194
  Fast-Talk
  IQ/A
  B195
  Filch
  DX/A
  B195
  First Aid/TL
  IQ/E
  B195
  Forced Entry
  DX/E
  B196
  Forensics/TL
  IQ/H
  B196
  Forgery/TL
  IQ/H
  B196
  Gambling
  IQ/A
  B197
  Gesture
  IQ/E
  B198
  Gunner/TL*
  DX/E
  B198
  Guns/TL*
  DX/E
  B198
  Hazardous Materials/TL*
  IQ/A
  B199
  Hidden Lore*
  IQ/A
  B199
  Hiking
  HT/A
  B200
  Holdout
  IQ/A
  B200
  Housekeeping
  IQ/E
  B200
  Hypnotism
  IQ/H
  B201
  Intelligence Analysis/TL
  IQ/H
  B201
  Interrogation
  IQ/A
  B202
  Intimidation
  Will/A
  B202
  Judo
  DX/H
  B203
  Jumping
  DX/E
  B203
  Karate
  DX/H
  B203
  Knife
  DX/E
  B208
  Knot-Tying
  DX/E
  B203
  Lasso
  DX/A
  B204
  Law*†
  IQ/H
  B204
  Leadership
  IQ/A
  B204
  Lifting
  HT/A
  B205
  Lip Reading
  Per/A
  B205
  Liquid Projector/TL*
  DX/E
  B205
  Lockpicking/TL
  IQ/A
  B206
  Main-Gauche
  DX/A
  B208
  Mathematics/TL (Applied)
  IQ/H
  B207
  Mechanic/TL*
  IQ/A
  B207
  Meditation
  Will/H
  B207
  Merchant
  IQ/A
  B209
  Naturalist
  IQ/H
  B211
  Net
  DX/H
  B211
  Observation
  Per/A
  B211
  Occultism
  IQ/A
  B212
  Pharmacy/TL*
  IQ/H
  B213
  Photography/TL
  IQ/A
  B213
  Physician/TL
  IQ/H
  B213
  Physics/TL‡
  IQ/VH
  B213
  Physiology/TL*
  IQ/H
  B213
  Pickpocket
  DX/H
  B213
  CHAMPIONS’ CHEAT SHEET
  27
  SUITABLE SKILLS
  
  Skill
  Type
  Page
  Piloting/TL*
  DX/A
  B214
  Poisons/TL
  IQ/H
  B214
  Professional Skill*
  DX/A or IQ/A
  B215
  Psychology
  IQ/H
  B216
  Public Speaking
  IQ/A
  B216
  Rapier
  DX/A
  B208
  Religious Ritual*
  IQ/H
  B217
  Research/TL
  IQ/A
  B217
  Running
  HT/A
  B218
  Saber
  DX/A
  B208
  Savoir-Faire*
  IQ/E
  B218
  Scrounging
  Per/E
  B218
  Search
  Per/A
  B219
  Sex Appeal
  HT/A
  B219
  Shadowing
  IQ/A
  B219
  Shortsword
  DX/A
  B209
  Sleight of Hand
  DX/H
  B221
  Sling
  DX/H
  B221
  Smuggling
  IQ/A
  B221
  Soldier/TL
  IQ/A
  B221
  Spear
  DX/A
  B208
  Speed-Reading
  IQ/A
  B222
  Staff
  DX/A
  B208
  Stealth
  DX/A
  B222
  Streetwise
  IQ/A
  B223
  Sumo Wrestling
  DX/A
  B223
  Skill
  Type
  Page
  Surgery/TL
  IQ/VH
  B223
  Survival*
  Per/A
  B223
  Swimming
  HT/E
  B224
  Tactics
  IQ/H
  B224
  Teaching
  IQ/A
  B224
  Thaumatology
  IQ/VH
  B225
  Theology*
  IQ/H
  B226
  Throwing
  DX/A
  B226
  Thrown Weapon*
  DX/E
  B226
  Tonfa
  DX/A
  B209
  Tracking
  Per/A
  B226
  Traps/TL
  IQ/A
  B226
  Two-Handed Axe/Mace
  DX/A
  B208
  Two-Handed Sword
  DX/A
  B209
  Urban Survival
  Per/A
  B228
  Ventriloquism
  IQ/H
  B228
  Veterinary
  IQ/H
  B228
  Weird Science
  IQ/VH
  B228
  Whip
  DX/A
  B209
  Wrestling
  DX/A
  B228
  Writing
  IQ/A
  B228
  † Use Law (Criminal) for anything involving secular laws or
  crimes and Law (Liturgical) for religious ones.
  ‡ Usually as Physics (Paraphysics), an IQ/H optional spe-
  cialty (p. B169)
  CHAMPIONS’ CHEAT SHEET
  28
  As a general rule, champions who don’t have powers, an
  inhuman racial template, or significant magic make up for this
  with wildcard skills (p. B175). These skills represent impossibly
  comprehensive training in a wide range of related fields. The
  following expanded rules are appropriate for any cinematic
  action game, not just Monster Hunters.
  A wildcard skill is not merely shorthand for a collection of
  “normal” skills. It embodies a specific concept. A hero can buy
  every specialty of Beam Weapons, Crossbow, Gunner, Guns, and
  Liquid Projector, and be able to shoot anything with a trigger . . .
  but to a hero with Gun!, such weapons are practically a part of
  him – he can answer any question about guns, perform any
  action involving guns, and recognize any issue pertaining to
  guns. The descriptions below include several uses for wildcard
  skills, but these are only examples – any action that is directly
  related to the concept behind the skill is a legitimate use!
  Example: Detective! doesn’t mention replacing Politics,
  because normally it doesn’t – you can’t use it to get elected. How-
  ever, if a sleuth is trying to determine who would benefit politi-
  cally from a particular action, he can use his Detective! skill as if
  it were Politics, because that use falls under Detective!’s concept.
  When in doubt, the GM should apply a penalty, from -1 to
  -10, based on how far he feels the action deviates from the
  intended use for the skill. For example, if a player wanted to
  use Gun! instead of First Aid – by firing off a magazine to get
  his barrel hot and cauterize the wound – the GM could allow
  that, but at -5. (Since First Aid is an IQ-based skill, this Gun!
  roll should be IQ-based as well.)
  Because wildcard knowledge is so comprehensive, users
  with at least 12 points in a wildcard skill ignore penalties for
  familiarity, exotic equipment, or tech level differences (but not
  improvised or low-quality equipment); assume that the cham-
  pion is fully trained to use any gear covered by the skill.
  HYPER-COMPETENCY
  A wildcard user is like a team of experts rolled into one
  body. While an average cop can use Forensics to analyze a
  crime scene and collect evidence, a sleuth can use Detective! to
  bring Forensics, Biology (Biochemistry), Chemistry, Criminol-
  ogy, Housekeeping, Physics, and Search all to bear in a single
  roll! Higher levels of a wildcard skill should thus be exponen-
  tially more potent than higher levels of normal skills.
  To reflect this, for every 12 points spent on a wildcard skill,
  the user receives one bonus point for that skill. These can be
  used to recover from failure or for a specific outcome with a
  success roll; see Other Uses for Points (p. 31) for details. They
  are available at the beginning of every game session, and don’t
  accumulate if unused. The GM may wish to represent these
  points with something tactile, like poker chips, with different
  colors representing different skills.
  Example: Frieda has Gun! DX-1 [12]-14 and Blade! DX+1
  [36]-16. At the beginning of every game session, her GM
  hands her one white poker chip (for Gun!) and three red ones
  (for Blade!). She can use these to make impossible attacks
  and such, without needing to spend any character points.
  WILDCARD SKILLS
  
  This is not due to control over reality – it’s merely a side effect
  of being able to use dozens of related skills simultaneously to
  accomplish a single task.
  WILDCARDS FOR CHAMPIONS
  The attribute listed for each skill is simply the most com-
  monly used one. If the skill being replaced would use a differ-
  ent attribute (e.g., using the normally DX-based Gun! for
  IQ-based Streetwise), the wildcard skill should be temporarily
  based on that attribute as well.
  Blade!
  DX
  From swords to spears to axes, you’re a master of any edged
  weapon. Use this skill to wield any melee weapon that does
  cutting, impaling, or piercing damage – including Axe/Mace,
  Broadsword, Knife, Polearm, Rapier, Saber, Shortsword,
  Smallsword, Spear, Two-Handed Axe/Mace, and Two-Handed
  Sword. It doesn’t allow for crushing attacks, however; e.g., it
  replaces Axe/Mace for hatchets, but not maces. It doesn’t replace
  Thrown Weapon or any ranged skills – this is for melee combat.
  You can roll against this skill for any physical action in which
  your weapon is being used as a tool. For example, you may use
  it as Forced Entry to cut through a lock (or door!), as Climbing
  when using knives as improvised pitons, and as Acrobatics when
  dodging (p. B375) during a sword fight or using your longsword
  as a vaulting lever. It also replaces any roll required to grab,
  ready, or retain a bladed weapon, including all specialties of
  Fast-Draw, Dropping, or Throwing rolls to toss a bladed
  weapon to a friend, and DX rolls to catch one.
  Make an IQ-based roll for Holdout to conceal a
  blade or a Per-based roll for Observation or Search to
  find one (even an improvised one). A Will-based roll
  replaces Intimidation when you have such a weapon
  in hand. An IQ-based roll also replaces all rolls against
  skills like Armoury, Connoisseur, Current Affairs, Mer-
  chant, or Streetwise when it comes to buying, pricing,
  recognizing, repairing, or selling bladed weapons.
  Detective!
  IQ
  You can get to the bottom of any investigation.
  Crime scenes are transparent to you – this skill replaces
  Criminology, Forensics, and Search in all ways, and acts
  as Biology, Chemistry, Housekeeping, and Physics for
  figuring out what really happened from evidence. You
  can use this as Administration or Research to obtain
  more data, and then as Intelligence Analysis to help put
  it all together. In fact, Detective! can temporarily replace
  any skill for the sole purpose of finding evidence!
  This skill involves working witnesses and suspects as well.
  Use it as Electronics Operations (Security or Surveillance),
  Shadowing, and (with a Per-based roll) Body Language to keep
  tabs on people – or as Observation to monitor a group or a
  building. It replaces Savoir-Faire, Interrogation, and Street-
  wise to coax (or trick) information from others – and a Per-
  based roll for Detect Lies can ensure that it’s accurate! Finally,
  when using Empathy or Intuition for any reason, you may roll
  against the better of IQ or Detective.
  Gun!
  DX
  If it has a trigger, you’re a virtuoso with it. You can use this
  skill to handle all forms of guns (or gun-like weapons), and
  whenever a gun could help you tackle a situation indirectly. In
  combat, this lets you rely on any weapon normally used with
  Beam Weapons, Crossbow, Gunner, Guns, or Liquid Projector;
  your skill also serves as Brawling when pistol-whipping, Spear
  with an attached bayonet, and so on. You even use it instead of
  Dropping or Throwing to toss an empty gun at a foe or a loaded
  weapon to a friend (or instead of DX to catch one). Your weapon
  is such an extension of your body, you may use this skill rather
  than Acrobatics, Dancing, Jumping, etc., to move while gun-
  fighting, or as Fast-Draw to pull your weapon or ammo for it.
  You can roll against this skill to retain your weapon, whether
  you’re being disarmed or pickpocketed. With an IQ-based roll,
  you can use a perfectly placed shot to set off or disarm a bomb
  (Explosives), disable a brake line (Mechanic), bypass an elec-
  tronic keypad (Electronics Operation), and so on. When negoti-
  ating at gunpoint, make a Will-based roll instead of Intimidation
  or an IQ-based roll for Interrogation or Streetwise. (This doesn’t
  always make it the best approach, of course!) It can also stand in
  for Holdout to conceal a gun, while a Per-based roll counts as
  Observation or Search to spot a hidden weapon.
  An IQ-based roll also replaces all rolls against skills like
  Armoury, Connoisseur, Current Affairs, Merchant, or Streetwise
  when it comes to buying, pricing, recognizing, repairing, or sell-
  ing guns – legal or otherwise – or to know about what’s going to
  hit the street, even before it’s been announced.
  Inventor!
  IQ
  You can create anything – at least, in theory. This skill
  replaces all specialties of Bioengineering and Engineer, and acts
  as a Mathematics prerequisite for any other skill. More impor-
  tant, it can replace any skill roll required for inventing (p. B473)
  or gadgeteering (p. B475)! This includes Concept, Prototype,
  analysis, and modification rolls – everything except the roll
  for a gadgeteer to find parts (which is usually covered by
  Scrounging, but sometimes requires a more specialized skill).
  CHAMPIONS’ CHEAT SHEET
  29
  
  You’re equally comfortable reverse-engineering a psychotronic
  death ray or trying to modify the outcome an enchanted orrery
  will have on a ritual – as long as there’s some technological tie-
  in, it all makes sense to you.
  Lore!
  IQ
  You have studied The Enemy every moment of your waking
  life, until you can recite obscure facts about even the most
  minor opponents in your sleep. You can use this skill for any
  roll to identify or discover information about a monster or a
  rogue. It can stand in for Biology, Diagnosis, Expert Skill
  (Psionics), Physics (Paraphysics), Psychology, Thaumatology,
  Theology, and Veterinary for this purpose; e.g., you can use
  Lore! as Veterinary to identify a lycanthrope, but not to treat a
  horse’s cough. It includes all monster-related specialties of
  Hidden Lore. If the GM introduces a completely new threat to
  the game, you will not know anything about it, but you may
  use Lore! to make educated guesses about its behavior, physi-
  ology, etc., based on what details you can observe.
  Lore! replaces Occultism and Research for all purposes.
  You may use it in place of Criminology, Intelligence Analysis,
  Observation (with a Per-based roll), Psychology, and Tactics
  when attempting to outwit a supernatural foe, divine its moti-
  vation, or predict its actions. Your natural instinct regarding
  The Enemy allows you to roll against Lore! instead of IQ (if
  better) when using Empathy to recognize monsters disguised
  as humans. It replaces Area Knowledge, Current Affairs, and
  History for researching local monsters. When combing
  through a former lair or a scene where monsters attacked, you
  may use this skill as Forensics and (Per-based) Search. And
  when all else fails, if you use Intuition to guess where the mon-
  sters are or what they’re doing, you may roll against the better
  of Lore! or IQ.
  While Lore! does replace Thaumatology for questions
  about magic, it does not enable casting in any way. Points in
  Lore! do count as Hidden Lore (Angels or Demons) for the
  purpose of learning Adamic or Demontongue (p. 24); with
  12+ points in Lore!, you may learn both at Native. You may
  also use Lore! in place of Exorcism – at the usual -4 penalty
  if you lack holy advantages.
  Medic!
  IQ
  You have the hands of a healer. You may use this skill to do
  anything found in the job description of a doctor, nurse, or
  pharmacist – including low-tech versions. For modern medical
  care, it replaces Diagnosis, Esoteric Medicine, Expert Skill
  (Epidemiology), Hazardous Materials (Biological), First Aid,
  Hypnotism, Physician, Psychology, and Surgery. Your knowl-
  edge about the human body acts as Bioengineering, Biology
  (Biochemistry), and Physiology – and you even know enough
  about nonhuman bodies to use Veterinary.
  When attempting to diagnose, treat, or create any sort of
  ingestible drug or toxin – prescription or otherwise! – you can
  use it as Chemistry, Herb Lore, Naturalist, Pharmacy, and
  Poisons. Remember that you don’t suffer from penalties for
  low-TL methods – you can apply Medic! to synthesize a cure in
  a modern lab or to grind one out with a mortar and pestle
  using raw plants. When you are working with high-tech, this
  skill replaces Computer Operation (for medical systems) and
  Electronics Operation (Medical or Scientific), and acts as
  Forensics for autopsy purposes.
  You keep up on the latest innovations and knowledge in the
  field, allowing access to Current Affairs (Science & Technol-
  ogy), Research, and the modest amount of Law (Criminal) that
  applies to medical cases. Treat this as Administration and
  Diplomacy when dealing with medical records personnel or
  similar folks. You can even use Medic! for an Influence roll to
  request aid from any medical professional!
  Science!
  IQ
  You have an unrealistically broad knowledge of every scien-
  tific field. This includes Anthropology, Astronomy, Bioengi-
  neering, Biology, Chemistry, Engineer, Geology, Mathematics,
  Metallurgy, Meteorology, Naturalist, Paleontology, Physics,
  Physiology, Psychology, and Sociology – but also any other roll
  that requires a “scientific opinion.” This doesn’t necessarily
  translate to practical application, however; e.g., you might be
  an expert on metal composition and layering (Metallurgy), but
  that doesn’t mean you can craft a sword (Smith)!
  Talker!
  IQ
  You always know what to say and how to say it! You can use
  this skill to elicit a desired, reasonable reaction from anyone –
  whether fear, anger, or the willingness to help you out. Specif-
  ically, it replaces all Influence skills (p. B359) – Diplomacy,
  Fast-Talk, Intimidation (with a Will-based roll), Savoir-Faire,
  Sex Appeal (with a HT-based roll), and Streetwise – but also
  similar skills like Administration, Carousing (with a HT-based
  roll), Fortune-Telling, and Politics, when used in a social man-
  ner. This is not a limited list; if an NPC judge will only respond
  to Law skill, then Talker! can replace Law . . . to get a good
  reaction, not to defend yourself in court!
  CHAMPIONS’ CHEAT SHEET
  30
  A slayer team works together as
  a cohesive group, hunting vampires
  in a more organized, militaristic
  fashion. These teams can range
  anywhere from duos to large group
  operations. Most consist of around
  five people and include a certain
  core of characters, each with a
  certain specialty.
  – Matt Melvin,
  Dracula is a Racist
  
  You may use this skill as Interrogation for casual conversa-
  tions (not torture!) and as Merchant for haggling (but not esti-
  mating value). It completely replaces Acting, Leadership,
  Propaganda, Public Speaking, and Teaching, all of which rely
  upon communicating particular concepts (whether true or
  not) to others.
  Ten-Hut!
  IQ
  You were part of an elite group of soldiers, and your train-
  ing is as sharp as ever; essentially, this skill is Soldier, but
  cranked to 11. This can replace any skill to use or repair mili-
  tary gear appropriate to the setting, as well as any skill to repair
  (but not use) military weapons. In a modern game, this
  includes Armoury (Body Armor, Heavy Weapons, and Small
  Arms), Electronics Operation and Repair (Comm, EW, and
  Sensors), Engineer (Combat), Explosives, First Aid, Mechanic
  (for military vehicles), Parachuting (make a DX-based roll),
  or Scuba.
  When in the field, you may use this skill instead of Camou-
  flage or Gesture to stay unobserved; make a DX-based roll for
  Stealth or a HT-based roll for Hiking or Running. It replaces
  Forward Observer for calling in support strikes. When on a
  base, you never get lost and understand how buildings are laid
  out – treat this as Area Knowledge (but only for questions like,
  “Where’s the mess hall?”) and Architecture – and you can roll
  (as Acting) to fit in and convince others that you belong there.
  You understand military psychology – this skill may stand in
  for Interrogation, Leadership, Propaganda, or Savoir-Faire (Mil-
  itary), depending on who you’re dealing with. You may roll in
  place of Intelligence Analysis, Strategy, or Tactics to discover or
  plan any combat involving multiple fighters on each side. This
  skill also replaces all social skills when dealing with a member of
  the military, as a member of the military (whether you are one
  or are just posing as one), discussing military business.
  CHAMPIONS’ CHEAT SHEET
  31
  While bonus character points (p. B498) are primarily
  intended for personal improvement, they can also be used
  to influence game-world outcomes. These rules expand on
  Influencing Success Rolls (p. B347), to better suit the over-
  the-top action required of true champions.
  The costs below may be paid for with unspent charac-
  ter points, destiny points (p. 23), and/or bonus points from
  a high wildcard skill (p. 28-29). Wildcard bonus points may
  only be used in certain circumstances, as detailed below;
  the others have no special restrictions.
  Buying Successes
  A player can spend points immediately after a success
  roll to alter its outcome. It costs 2 points to turn critical
  failure into failure, 1 point for failure to success (if margin
  matters, treat it as 0), and 2 points for success to critical
  success. These are cumulative; e.g., critical failure to criti-
  cal success costs 5 points. Critical successes (only) may not
  be bought in combat, and bonus points from a wildcard
  skill may only be used for success rolls against that skill.
  Flesh Wounds
  Immediately after taking damage, a player can spend 1
  point to reduce the final injury to 1 HP (or 1 FP). Wildcard
  bonus points can only be used if the champion was
  wounded while using that skill in some way.
  Player Guidance
  A player may spend points to add a plausible element to
  a scene. This must be a suggestion that is acceptable to the
  GM and other players. It should move the plot forward
  without short-circuiting it, avoid contradicting established
  facts, and neither harm nor steal the scene from another
  PC. Furthermore, it cannot mitigate the effects of a failure
  or critical failure – use Buying Successes (above) for that.
  The GM will set the price for the proposed addition:
  Minor: An element that fits the scene perfectly; some-
  thing the GM might have included himself if he’d thought
  of it. 1 point.
  Moderate: A believable coincidence or addition, similar
  to the effects of Serendipity. 2 points.
  Major: Something that (while plausible) stretches disbe-
  lief; anyone watching would find the result quite unex-
  pected! 3 points.
  If the player has just rolled a critical success, and wants
  this player guidance to replace the normal effects, reduce
  the costs above by 1 point (minimum 1). Wildcard bonus
  points can be used only if the result is directly tied to the
  use of the skill.
  Example: Frieda is cut off from her team and surrounded
  by zombies in a graveyard. She has 1 bonus point left from
  Blade! skill, and asks the GM if she can use it to discover a
  chainsaw behind the nearest grave. The GM considers that a
  Moderate addition, but says that finding one in the tool shed
  20 yards away would be Minor. Off she runs . . .
  Miraculous Recoveries
  There is a long-standing tradition of champions return-
  ing from the dead. The explanation may range from, “It
  wasn’t as bad as it looked,” to, “The Powers That Be told
  me I wasn’t finished here.” The Extra Life advantage is thus
  available, and it may even be purchased after death if the
  hunter has the necessary 25 points (23 points for those
  with Mysticism power; see p. 43). Wildcard bonus points
  may only be spent on this recovery if the GM agrees that
  the skill was integral to the recovery explanation.
  However, this cannot be used to come back from being
  turned into a vampire, lycanthrope, zombie, etc. Anyone
  who is transformed, whose corpse is animated, or whose
  spirit is bound cannot use Extra Life to regain his human-
  ity until his teammates destroy that which he has become!
  Other Uses for Points
  
  “How close are you?”
  Brad ignored her and continued to breathe and concentrate,
  the energy around and within him slowly taking shape. As he sat
  in his makeshift spirit-circle, he willed the light to flee from his
  body, the sound to hide from his footsteps, and his scent to gather
  at the small of his back, unable to escape.
  “We have time, Danielle. The zombies don’t know we’re here.
  Let him do his thing.”
  The forces were now bound to his will. With a mental push,
  he expanded the circle of energy, encompassing his teammates.
  His gift was their gift. They shall not be seen. The energy pulsed
  through his mind and was gone.
  “Holy . . . did you do that?” Scott asked.
  Brad stood up. “Yeah, it’s a cloaking spell. We’re not
  invisible or anything, but zombies are pretty stupid – this
  should give us the upper hand, if we’re careful.”
  The team moved quickly into the sewer, taking care to
  avoid splashing and to stay in the dark. Zombie after zom-
  bie fell, to blade and silenced bullet, as the champions qui-
  etly cleared the tunnels. Then it happened – bad luck. A
  piece of walkway crumbled, plunging Scott and Danielle
  into the water. Up ahead, two zombies turned and raced
  toward the remaining members.
  Everett readied his axe and charged into the first
  undead horror, cleaving it in two, but the second zombie
  managed to leap past him. Scott pulled his pistol out of
  the water, but before he could shoot, Brad grabbed a pen-
  dant around his neck and smashed it against the wall.
  The creature stopped and staggered, then dropped to the
  ground as flames erupted from its mouth and eyes.
  Everyone caught their breath. Everett turned and quirked an
  eyebrow. “I thought you said magic took a while,”
  “Usually, yeah. But sometimes you’ve, um . . . gotta give your-
  self some shortcuts.”
  Magic is both an art and a science. With the right combina-
  tion of words, motions, and mindset, a person can force the
  universe to bend to his will. Ritual Path magic is a new system
  for GURPS – one which allows a caster to attempt almost any
  effect . . . at least, in theory.
  The following rules assume that the caster is an adept
  (Words of Magic, below). If not, see Non-Adept Magic (p. 36).
  RITUAL PATH MAGIC
  32
  All magical rituals are cast using one of the nine IQ/Very
  Hard Path skills below. Thaumatology is a prerequisite for any
  Path skill, and no Path skill can ever exceed either the caster’s
  Thaumatology skill or (12 + Magery level); theoretical knowl-
  edge is just as important as magical power. Each Path governs
  one aspect of reality, and has two names – a common one and
  a lesser-used, Sephirotic one:
  Path of Body (Yesod): The flesh and blood (or chlorophyll, etc.)
  of living things. Lesser effects allow localized, believable, and
  subtle changes. Greater effects allow blatant and complete ones.
  Path of Chance (Hod): Luck, odds, and entropy. Effect scope
  is as for Body, above.
  Path of Crossroads (Tiphareth): Connections between loca-
  tions, times, and planes of existence. While this cannot be used
  to literally teleport things, it can form gates to link two locations
  together. Lesser effects can only affect existing gates or weak
  points in reality. Greater effects can create them or target beings.
  Path of Energy (Geburah): Includes fire, electricity, kinetic
  energy, light, sound, and so on. Lesser effects affect normal
  forms of the energy in simple, believable, and natural ways.
  Greater effects can be complex and weird.
  LEARNING MAGIC
  Words of Magic
  adept: Someone with the Ritual Adept (p. 24) advantage (e.g., a
  witch). All adepts are also mages.
  caster: Someone using a Path skill to perform a ritual. Short for
  “spellcaster.” Anyone with at least one point in Thaumatology
  skill may be a caster; mages and adepts are just better at it.
  mage: Someone with the Magery advantage (e.g., a sage or witch).
  Path skill: One of the nine skills listed under Learning Magic
  (below). Limited by both the caster’s Thaumatology skill and
  his Magery level.
  ritual: A specific magical effect (e.g., “Put that security guard
  to sleep”).
  spell: See ritual.
  CHAPTER THREE
  RITUAL
  PATH MAGIC
  
  Path of Magic (Chesed): Spells, energy, and the
  act of casting. Lesser effects affect the caster,
  ambient magic, and conditional spells. Greater
  effects can involve another person’s casting ability
  or magic permanently tied to a place or object.
  Path of Matter (Netzach): Tangible, unliving,
  inanimate objects (e.g., rocks, driftwood, or cellu-
  lar phones). Effect scope is as for Energy, above.
  Path of Mind (Chokmah): The thought processes
  of sentient, living beings (e.g., humans, animals, or
  lycanthropes). Lesser effects can do anything to
  nonsapient minds; intelligent minds may be
  affected in a noninvasive manner (e.g., voluntary
  communication) or in a way limited to a single,
  specific aspect (e.g., a single memory or Hearing
  rolls). Greater effects can affect intelligent minds fully.
  Path of Spirit (Binah): Living creatures whose body and
  spirit are one (e.g., angels, demons, or fae) or the spirit of those
  who are still alive (e.g., astral projections). Scope is as for Body
  or Mind, above, depending on the effect.
  Path of Undead (Malkuth): The animated bodies or restless
  spirits of the dead (e.g., ghosts, vampires, or zombies). Scope
  is as for Body or Mind, above, depending on the effect.
  For weather-working, use Path of Energy to affect things
  like wind speed or electrical activity, and Path of Matter to
  summon rain, hail, etc. The specific result should almost
  always be treated as bestowing a broad bonus or penalty
  (Modifiers, p. 34).
  The GM is the arbiter of whether an effect is “believable,”
  “natural,” “simple,” or “subtle” (and thus a Lesser effect). As a
  guideline, ask whether a mundane bystander would believe
  that the effect could have occurred naturally. For example, a
  lightning bolt striking someone under a stormy sky is believ-
  able – but a lightning bolt shooting out of a mage’s fingertips,
  or striking someone under a clear sky, is not. When in doubt,
  treat it as a Greater effect (see p. 34).
  Default Use
  All of the above Paths default to Thaumatology-6, and can
  be used at default to cast spells! However, a defaulted Path skill
  cannot exceed 12, regardless of how high the caster’s Thauma-
  tology skill is. As all ritual rolls are against the Path skill, an
  untrained caster with a Thaumatology skill of 18 is identical to
  one with a higher Thaumatology skill. Thus, while nonmages
  have no incentive to buy up anything but Thaumatology, those
  with Magery 1+ will usually invest points in the various paths
  to take advantage of their higher ceiling.
  RITUAL PATH MAGIC
  33
  To work a ritual, you must first define exactly what it is that
  you’re trying to accomplish. That determines the amount of
  energy – raw magical power – needed for the spell. The process
  of casting a spell is nothing more than the act of gathering this
  energy; once you have enough, a single skill roll determines
  how well you channeled it.
  RITUAL DEFINITION
  AND COST
  Every spell must be defined clearly; e.g., “Using Lesser
  Strengthen Mind, everyone within four yards of me at the time
  that I cast the spell will gain +2 to Per for the next hour.” That
  definition includes the spell effect (Lesser Strengthen Mind) and
  all of the applicable modifiers (area of effect, range, altered traits,
  and duration). A caster who uses the same ritual regularly
  should consider writing it down with a name (e.g., “Bestow
  Awareness”), to save the trouble of recalculating the energy cost
  each time. He may also want Ritual Mastery (p. 25) for it.
  The energy requirement for a ritual depends on the spell
  effect(s) and any applicable modifiers. The GM must adjudicate
  the details, and should feel free to modify the energy cost (up or
  down) for circumstances not covered here. The basic formula is:
  Energy Cost = (spell effects + modifiers) ¥ Greater effects
  multiplier.
  Spell Effects
  While the Path skill used determines the subject of a spell,
  the effect determines what happens to that subject. Possible
  effects, and their energy costs, are as follows:
  Effect
  Cost
  Notes
  Sense
  2
  Learn something about,
  or communicate with, subject.
  Strengthen
  3
  Protect, enhance, or otherwise
  augment subject.
  Restore
  4
  Heal subject or undo a transformation.
  Control
  5
  Direct or move subject without
  changing it fundamentally.
  Destroy
  5
  Damage or weaken subject.
  Create
  6
  Bring subject into being from nothing.*
  Transform
  8
  Significantly alter subject.†
  * Cannot create specific, unique things; e.g., a particular
  person or the Holy Grail.
  † Crossing between two categories requires a Transform
  effect for both Paths; see example below.
  PERFORMING MAGIC
  Thaumatological Detail
  This magic system is a mash-up of several options from GURPS
  Thaumatology. If more complexity is desired, additional modifiers
  from Thaumatology (pp. 242-252) may be added. For example, the
  Sephirotic names can be used to find associated decanic bonuses;
  each Path will have four decans to choose from. (Kether translates to
  Thaumatology skill itself, and has no decanic correspondence.)
  In Path/Book terms, Ritual Adept (p. 25) is priced as four levels of
  Path/Book Adept, bought twice for Time – the first purchase shortens
  the initial stage only, while the second affects subsequent stages.
  
  Multiple effects, whether from the same or different paths,
  can be combined; just add the costs together. Note whether each
  is a Lesser effect or Greater effect – see the description for each
  Path skill (pp. 32-33) for the difference. This doesn’t change the
  costs here, but it will significantly affect the final cost of the spell
  (p. 33). An effect does not have to be “all or nothing” – it’s just as
  easy to destroy a part of the subject or to change an aspect of it.
  Examples: Banishing a ghost could be done with either
  Lesser Destroy Crossroads (to disrupt its connection to this
  plane) or Greater Control Undead (to force it to move on).
  Turning a statue of a lion into the real thing would combine
  Greater Transform Matter, Greater Transform Body, and Lesser
  Create Mind – for spell effects totaling 22 energy!
  Modifiers
  Afflictions: A spell to stun a foe has no additional energy
  cost. For other effects, this costs +1 energy for every +5% it’s
  worth as an enhancement to Affliction (e.g., a spell to make
  someone nauseated would require +6 energy; see p. B36).
  Altered Traits: Any spell that adds disadvantages or reduces
  attributes or advantages adds +1 energy for every 5 character
  points removed. One that adds advantages, reduces disadvan-
  tages, or increases attributes adds +1 energy for every 1 char-
  acter point added. (A single effect can affect multiple traits, but
  only if they make sense together; e.g., adding Protected Hear-
  ing [5] and Hard of Hearing [-10] for a net +7 energy.) You can-
  not add Magery or Ritual Adept, and any HP or FP added
  cannot be used for magical energy – put simply, you cannot use
  magic to get better at magic!
  Area of Effect: Figure the circular area of effect, find the cir-
  cle’s radius in yards on the Size and Speed/Range Table (p. B550),
  and add twice the “Size” value for that line to the energy cost
  (minimum +2). Excluding potential targets is harder – add
  another +1 energy for every two specific subjects in the area that
  won’t be affected by the spell. If the caster is not in the area, cal-
  culate range (below) from him to the nearest edge.
  Bestows a Bonus or Penalty: Use this table,
  based on whether the ritual will add a modifier to
  a broad range of rolls (e.g., active defense rolls,
  Sense rolls, or a wildcard skill), a moderate range
  (e.g., rolls to hide or Vision rolls), or a single skill
  (e.g., Climbing rolls). You cannot give a bonus to
  magic use – though you can penalize it!
  Modifier
  Broad
  Moderate
  Single
  ±1
  5
  2
  1
  ±2
  10
  4
  2
  ±3
  20
  8
  4
  ±4
  40
  16
  8
  ±5
  80
  32
  16
  etc.
  ¥2
  ¥2
  ¥2
  Damage: If the spell will cause damage, directly
  or indirectly, see the Ritual Effect Table (p. 35).
  Cannot be combined with duration.
  Duration: Unless the spell is instantaneous, see
  the Ritual Effect Table (p. 35). A caster can return
  after the fact and add more energy to prolong the
  duration – but not by more than the original dura-
  tion (Post-Casting, p. 37).
  Extra Energy: The caster can always add extra
  energy to a ritual, whether to make it harder to
  dispel or to overcome existing spell effects (Stacking Spells,
  p. 37).
  Healing: Use the Damage column of the Ritual Effect Table
  (p. 35) to determine HP or FP healed. Cannot be combined
  with duration. For restoring damaged attributes and such, see
  Altered Traits, above.
  Meta-Magic: Dispelling or altering magic requires addi-
  tional energy equal to the cost of the original spell.
  Range: For most spells, find the range in yards on the Size
  and Speed/Range Table (p. B550) and add the “Size” value for
  that line (minimum +0) to the energy cost. (If the caster
  guesses, and doesn’t add enough range to reach the subject, the
  spell has no effect.) For information spells, consult Long-
  Distance Modifiers (p. B241) and apply the penalty (inverted) as
  an additional energy cost; for cross-time spells, do the same
  thing, but read “miles” as “days.” Crossing dimensional barri-
  ers adds a flat 10 energy per dimension.
  Speed: For movement spells, look up the speed in
  yards/second on the Size and Speed/Range Table (p. B550) and
  add the “Size” value for that line (minimum +0) to the energy
  cost. This includes Crossroads-based shortcuts – a gate to your
  home 12 miles away is allowing you to travel at an effective
  speed of 12 miles/second (+25 energy).
  Subject Weight: If the spell will cause a physical change of
  any sort (including direct damage and healing), see the Ritual
  Effect Table (p. 35). For area spells, this is the weight of the
  largest individual subject you can affect – don’t pay for the total
  weight of all subjects!
  Traditional Trappings: The GM should reduce the final
  energy cost by up to 25% for cool, flavorful embellishments;
  e.g., “For my blinding ritual, I buy 20 pairs of reading glasses
  and arrange them on mannequin heads painted with my tar-
  get’s features, crank the Blind Boys of Alabama on the stereo,
  then work the ritual while smashing each pair of glasses,”
  might be worth -10%. The discount is subjective, and should
  reflect both the appropriateness of the trappings and how
  much the GM enjoys the description.
  RITUAL PATH MAGIC
  34
  Divinations
  Sense effects are the only way to get information with magic, and
  they require a specific subject; e.g., a caster cannot use Greater Cre-
  ate Matter to conjure a book with information he doesn’t know. A div-
  ination is an exception to this that uses Greater Sense Chance to
  determine the most likely answer to a given question. The response
  will be in a flash of information; the GM will determine its clarity and
  directness based on the margin of success and on whether a straight
  answer would short-circuit the plot.
  Complexity makes this difficult, however. Consulting the Size
  and Speed/Range Table (p. B550), the GM should find the total num-
  ber of possible answers in the “Linear Measurement” column and
  apply the penalty in the “Speed/Range” column to the roll to invoke
  the ritual (p. 36). For example, asking which of the eight city dis-
  tricts will see the worst violence tonight would be -4 to skill. Cast-
  ers cannot “get around this” by starting broadly, then narrowing
  their questions; e.g., you cannot divine a PIN one digit at a time.
  Willful and malicious attempts to abuse divination effects should
  net ridiculously vague answers, headaches, or Fright Checks,
  depending on how annoyed the GM is.
  
  Ritual Effect Table
  Duration*
  Damage†
  Weight
  Added Energy‡
  Momentary
  1d
  10 lbs.
  0
  10 minutes
  1d+1
  30 lbs.
  +1
  30 minutes
  1d+2
  100 lbs.
  +2
  1 hour
  2d-1
  300 lbs.
  +3
  3 hours
  2d
  1,000 lbs.
  +4
  6 hours
  2d+1
  3,000 lbs.
  +5
  12 hours
  2d+2
  5 tons
  +6
  1 day
  3d-1
  15 tons
  +7
  3 days
  3d
  50 tons
  +8
  1 week
  3d+1
  150 tons
  +9
  2 weeks
  3d+2
  450 tons
  +10
  1 month
  4d-1
  1,350 tons
  +11
  +1 month
  etc.
  ¥3
  +1
  * For durations over a year, the added energy becomes
  (number of years) + 21.
  † For most damage. Multiply added energy by 0.5 for small
  piercing attacks, by 1.5 for cutting or large piercing attacks,
  and by 2 for corrosion, fatigue, huge piercing, or impaling
  attacks. This assumes a malediction-type attack that bypasses
  DR. For a visible, blatant, external attack, which must be
  delivered by touch or thrown (using Innate Attack skill with
  standard range penalties) and can be dodged, double this
  damage if explosive or triple it otherwise (e.g., a 3d+3 fireball
  adds +1 energy). The caster is considered to be the subject in
  this case.
  ‡ If a value falls between two entries, use the
  energy requirement for the greater one.
  Greater Effects Multiplier
  Greater effects make the entire spell more
  difficult to cast. Add the energy required for
  all spell effects and the energy required for
  all applicable modifiers, then multiply that
  total based on how many Greater effects the
  ritual uses:
  Greater Effects
  Multiplier
  0
  ¥1
  1
  ¥3
  2
  ¥5
  3
  ¥7
  +1
  +2
  Example: Roger wants to establish commu-
  nication with Bob, his friend trapped in
  another dimension. There is no nearby rift, so
  this is Greater Sense Crossroads (to commu-
  nicate across planes), Lesser Sense Mind (to
  locate Bob), and another Lesser Sense Mind
  (to speak with Bob), for (2+2+2), or 6 energy.
  Roger wants it to last 10 minutes (+1 energy),
  and cross-dimensional range adds a flat +10
  energy. The effects and modifiers total 17
  energy, but because there is one Greater
  effect, the actual spell cost is 51 energy. If
  Roger could find a gate to that dimension, he
  could use it to cast this spell with nothing but
  Lesser effects, which would bring the cost
  down to 17 energy.
  WHICH SKILL?
  Once the energy requirement is known, the caster can begin
  performing the ritual. At this point, it is important to deter-
  mine which Path skill (pp. 32-33) the caster will use; all rolls
  for this spell will be against this skill.
  If only one Path is being used, this is simple; e.g., a spell of
  Lesser Control Undead and Greater Destroy Undead would use
  Path of Undead for all rolls. For spells that mix two paths, the
  caster uses the lower of the two. (Remember that anyone with
  Thaumatology skill knows all of the Path skills at default!) If
  the spell requires three or more paths, the caster uses his low-
  est one and is at a -1 penalty (to all ritual-related rolls) for every
  Path past the first two.
  ENERGY ACCUMULATION
  The energy needed for rituals does not correspond directly to
  FP or HP – it is a measure of the raw magical essence that per-
  meates every person and thing. Once the energy requirement for
  a ritual is known, the caster must meet it by gathering ambient
  energy, tapping one or more energy sources, or both.
  This energy must be gathered on the spot for a given spell.
  The caster cannot gather energy and hold onto it for later use,
  or start gathering energy without a specific spell as the goal!
  Unless the caster rolls a critical failure, he may safely abort the
  spell at any time, harmlessly releasing any accumulated
  energy; this does not restore any spent HP or FP.
  RITUAL PATH MAGIC
  35
  Warding
  Casters commonly put up wards to protect themselves against a
  particular type of supernatural threat. Lesser Control Spirit protects
  against angels, demons, and free-willed spirits. Lesser Control
  Undead wards off ghosts, vampires, zombies, and so on. Lycanthropes
  are a special case – they can be warded off, but it requires the combi-
  nation of Lesser Control Body and Lesser Control Mind. You cannot
  make a ward for “mundane” threats like human beings – including
  crusaders, psis, witches, etc. – as only the supernatural is vulnerable
  to such a broad countermeasure.
  A ward can be cast on a subject or as an area effect. If successful,
  the margin of success is the penalty to detect the ward (unless the
  caster wants it to be blatant, in which case it’s the bonus). If an appro-
  priate creature tries to harm the subject in any way, or tries to cross (or
  to attack across) the barrier of an area-effect ward, it must win a Quick
  Contest: the higher of its HT or Will versus the caster’s appropriate
  Path skill, adjusted for any penalties in effect at the time he cast the rit-
  ual. If the creature fails, it can try again on subsequent turns, but every
  attempt is at a cumulative -1 penalty. If it succeeds, this ward no longer
  affects that creature, and it reduces the ward’s effective Path skill(s) by
  1 against every threat! Thus, if enough creatures can penetrate a ward,
  it quickly becomes useless.
  Wards may also use Lesser Control Magic to protect against magic.
  If so, the ward resists hostile spells cast on the subject or into the area
  of effect. Use the rules above, replacing “creature” with “caster”; the
  Quick Contest becomes one of Path skill vs. Path skill. Note that this
  only wards off spells – you cannot set up (for example) a “ward against
  witches” that will stop a human adept from hitting you with a base-
  ball bat.
  
  Gathering Ambient Energy
  Drawing energy from the surroundings takes an adept five
  seconds of concentration per gathering, followed by a skill roll
  (Which Skill?, p. 35). The adept may reduce this time by
  accepting a -1 skill penalty per one second less time (minimum
  one second). The caster may continue making gathering
  attempts until he has enough for the ritual. At every third
  attempt for a given ritual, apply a cumulative -1 to skill – long
  rituals are more difficult.
  The result depends on this roll:
  • Critical Failure: The ritual fails horribly! The GM should
  use double the energy collected (or 20 energy, if less than 10 has
  been accumulated) to power a ritual that harms the caster and
  friends or helps their enemies. Feel free to eyeball the cost
  rather than slow down the game for exact calculations!
  • Failure: You obtain a single energy point. However, the
  spell acquires a “quirk” – the GM will add a minor, unintended
  effect. Multiple failures may result in multiple minor effects or
  a single, significant one.
  • Success: You gather energy equal to your margin of suc-
  cess (minimum 1).
  • Critical Success: As for Success, plus your next gather-
  ing attempt for this ritual only takes one second (even for
  non-adepts).
  Gathering energy in a place of magical potency, such as one
  where magic has been cast consistently for years, gives a bonus
  to the roll. A site used for at least 20 years gives +1; 50 years
  gives +2; 100 years gives +3; 500 years gives +4; and 1,000 years
  gives +5 (the maximum). Use Archaeology or Hidden Lore
  (Sacred Places) to locate these spots.
  At the other end of the spectrum, ritually desecrated areas
  are unable to produce any ambient energy. Casters will recog-
  nize this as soon as they start to gather ambient energy.
  Intentional desecration is easy; it requires full access to the
  area, an hour of work per 100 square yards (or fraction
  thereof), and an Occultism roll – no roll needed if you have
  Thaumatology skill. Restoring the area is similar, but takes
  three times as long and a successful Thaumatology roll.
  Tapping Energy Sources
  It takes only one second of concentration (no roll neces-
  sary) to draw upon a single source of energy. The caster may
  draw upon as many sources as he likes, one at a time. These
  sources include:
  Mana Reserve: Everyone with Magery 1+ has a mana reserve,
  which can store (Magery level ¥ 3) points of energy for quick,
  easy access. This can be refilled with Path of Magic skill, using
  the rules for gathering ambient energy (above); ignore any
  “quirks” due to failures. The GM should assume that mages “top
  themselves off” during any downtime.
  Sacrifice: Every 2 HP or 3 FP expended translate into a
  point of energy. This must come from the caster or a willing
  subject in contact with the caster. (To count as willing, the
  person must understand the implications of what they’re
  doing – “Just grab my hand and trust me!” doesn’t work.)
  Each person is a separate source, and may only con-
  tribute to a given ritual once.
  Powerful Artifacts: The GM may introduce various
  items of power as plot devices. They will typically hold
  energy that is usable only for a certain Path (or even for
  a specific ritual), and may be in the form of a grimoire
  (pp. 39 and 56-57).
  CASTING THE SPELL
  There is no time requirement other than that to gather
  the energy. Once done, the caster makes a final skill roll
  (Which Skill?, p. 35). (Exception: For spells to learn infor-
  mation, the GM rolls; if he fails by 5 or more or critically
  fails, he lies, instead of the normal failure effects.) This
  roll takes any general skill penalties – e.g., from using
  multiple paths, Non-Adepts and Magic (see boxed text), or
  Divinations (p. 34) – but none of the energy-gathering
  modifiers (above) apply.
  • Critical Failure: The spell fails horribly – use the
  guidelines under Gathering Ambient Energy (above).
  • Failure: The energy doesn’t flow properly. The caster
  must continue to concentrate for seconds equal to the mar-
  gin of failure, after which he can try again at no penalty.
  • Success: If the spell is not targeting any living sub-
  jects, or every subject is a willing participant, it works; use
  the margin of success to determine general effectiveness
  and precision. Otherwise, every potential subject who is
  not a willing participant resists with the better of his HT or
  Will, plus any Magic Resistance. The spell must win to
  affect each subject. (Unaware subjects instinctively
  attempt to resist any spell, even a helpful one!)
  RITUAL PATH MAGIC
  36
  Non-Adepts and Magic
  Witches, due to the Ritual Adept (p. 25) advantage, have a
  fairly easy time casting spells. For others, such as the sage,
  apply the restrictions below. All penalties stack – it’s possible
  to be at -20 to certain rolls!
  Connection: All rolls are at -5 unless the subject is present,
  the caster knows exactly where the subject is (within one
  yard), the caster has something intimately tied to the subject
  (e.g., a wedding ring or baby blanket), or the caster has a piece
  of the subject (e.g., hair or blood).
  Consecrated Space: All spells must be cast from a properly
  prepared area or they suffer an additional -5 to all rolls. Any
  place of magical potency (see Gathering Ambient Energy,
  above) is considered consecrated. Otherwise, it takes a week
  of preparation (an hour each day) to consecrate an area for all
  future rituals. In a pinch, the caster can roll against Thauma-
  tology to prepare a hasty circle in 1d minutes; this reduces the
  penalty to -1 for the next ritual only. Desecrated areas must be
  fixed first (again, see Gathering Ambient Energy).
  Magery: If the caster does not have at least Magery 0, all
  rolls are at -5. In practice, this limits effective Path skill to 7,
  before bonuses from grimoires, Ritual Mastery, etc.
  Time: Gathering ambient energy takes five minutes (not
  seconds) per attempt. Tapping into power sources takes one
  minute per attempt. Alternatively, the caster can use the adept
  times – but tapping an energy source now requires a roll and
  all rolls are at an additional -5! The Time Spent (p. B346) rules
  may never be applied to magic.
  
  • Critical Success: As for success, but also instantly
  refills the caster’s mana reserve (if low). There is no
  other special effect.
  Objects produced by Create spells are drawn from
  the caster’s mind. When creating manufactured goods,
  poor visualization can produce useless junk! The caster
  must roll against any skill used to design, build, or main-
  tain the product, with a bonus equal to the ritual’s mar-
  gin of success; failure means it isn’t properly formed.
  Casting is subtle – a whispered word or flick of the
  wrist is all it takes to direct the effect. However, if a
  mage is ever gagged and has his hands bound behind his
  back, he cannot gather energy or work rituals until he
  first rectifies the situation.
  Post-Casting
  Once cast, the spell will last for whatever duration the
  caster chose. A caster may cancel all the effects of his own
  ritual before they expire. This takes one second and does
  not require a roll, but he must be free to move and speak.
  He has no other connection with the ritual (unless that was
  added as an effect); he doesn’t know how subjects react unless he
  can see them, he doesn’t instinctively know when it will end, etc.
  The original caster may also come back to extend the spell’s
  duration. At any time before the spell ends, he may work a new
  ritual, using the same Path skill. The energy cost is equal to
  that required for the additional duration (Modifiers, p. 34) he
  wishes to add. If this inexpensive ritual is successful, the extra
  duration is added to the end of the spell. An extension ritual
  cannot lengthen a spell by more than its original duration; e.g.,
  if a caster wanted to extend a week-long spell by a month, he’d
  have to do it one week at a time (as four separate, 9-energy
  extension rituals).
  STACKING SPELLS
  Magic does not “stack.” This is expressed here as two sepa-
  rate, but related, rules.
  1. A person cannot be under the influence of the same spell
  effect (p. 33) from different rituals. For example, a witch can-
  not cast a Lesser Strengthen Body to give someone +1 to ST,
  then cast another Lesser Strengthen Body to give the same per-
  son Ambidexterity. In such a case, the spell which took more
  energy to cast remains, while the other fizzles without effect.
  (That witch could have cast a single spell which combined two
  Lesser Strengthen Body effects, however.) For these purposes,
  a Greater effect and Lesser effect are two different things –
  Greater Strengthen Body to add DR 4 would overlap just fine
  with any of the spells above.
  2. Results from different rituals are never cumulative with
  each other, regardless of the spell effect used. For example,
  if someone is under the effect of Lesser Control Chance for +4
  to rolls to remain undetected and Lesser Strengthen Body for
  +3 to Stealth rolls, he does not get +7 to Stealth! Only use the
  highest bonus (in this case, +4).
  SAMPLE SPELLCASTINGS
  These two examples illustrate the entire ritual process, from
  beginning to end.
  Home Security
  Thomas is a witch with Magery 5 (and thus a mana reserve
  of 15), Ritual Adept, Thaumatology-19, Path of Spirit-17, and
  Path of Undead-15. He wants to give his seven-yard-radius
  home a ward (p. 35) against any spirit beings or undead com-
  ing in for the next week. This is a Lesser Control Spirit and
  Lesser Control Undead effect, for a base 10 energy, modified by
  +6 (area) and +9 (duration) for a total of 25 energy. There are
  no Greater effects. He’ll be using Path of Undead, as it’s the
  lower of the two relevant Path skills.
  He takes five seconds and rolls against Path of Undead, suc-
  ceeding by 6, for 6 energy. Another five seconds and he succeeds
  by 4, for 10 total energy. Another five seconds and he fails; he has
  11 total energy, but there’ll be a quirk – the GM decides that the
  field will also resist the first spell he casts across it. He then takes
  one second to tap into his mana reserve, withdrawing 14 energy
  for a total of 25. He rolls against Path of Undead to complete the
  ritual and succeeds. Any spirits trying to enter his home must
  overcome his skill of 17 and any undead must overcome a 15,
  but for every threat that does get through, both skills drop by 1
  for the purpose of the ward.
  RITUAL PATH MAGIC
  37
  “Blocking” Spells
  If the GM agrees that a defensive ritual makes sense as an out-
  of-turn response to another person’s actions, the caster can per-
  form the ritual as a “blocking” spell. This can be done no more
  than once per turn, counts as an active defense, and requires the
  adept to accumulate the necessary energy in zero time!
  Ambient energy can be gathered instantly at -10 to skill for
  this purpose only; this supersedes the normal penalty to reduce
  time. An energy source may be tapped instantly; this requires a
  skill roll at -5. (Non-adepts take an extra -5 to all rolls, for casting
  quickly; see p. 36.) The caster can instantaneously pull from mul-
  tiple sources on the same turn.
  If any of the rolls fail before enough energy is drawn, the rit-
  ual isn’t quick enough to work – and, if the caster was the one tar-
  geted, he does not get another active defense unless he chose
  the All-Out Defense (Double Defense) maneuver!
  Walther P99, 9mm caliber, fifteen-round magazine, silvercap hollow-points engraved with a
  demicyclic banishment circuit in ninety-nanometer Enochian . . . If anyone asks, it’s just a gadget
  for installing exorcism glyphs at high speed.
  – Charles Stross, The Jennifer Morgue
  
  Casters have various methods to increase their effectiveness.
  CONDITIONAL RITUALS
  A caster can delay a ritual so that it doesn’t take effect until
  a certain condition is met (or ends when a certain condition is
  met). This requires adding a Lesser Control Magic effect to the
  spell. The condition must be simple enough that a person
  watching the subject would automatically be aware of it hap-
  pening (e.g., “Release the spirit in this jar if anyone other than
  the five of us enters this room.”) More complex conditions –
  such as, “Ward this room if Billy escapes from jail” – require an
  appropriate Sense effect to be added to the ritual as well.
  The spell will “hang” indefinitely; once triggered, it will last
  for its normal duration. The caster cannot cancel the spell
  before it expires or go back and prolong the duration, however
  – by casting conditionally, he’s given up control of the spell.
  Any given caster can only have (Thaumatology + Magery)
  conditional rituals “hanging” at once. For example, a sage with
  Thaumatology-15 and Magery 3 could have up to 18 condi-
  tional rituals waiting simultaneously. If he were to cast a 19th
  one, his oldest conditional spell would be immediately defused
  without effect. There is no overt sign of this, so the subject of
  the old spell will not necessarily realize that he is no longer
  under its potential effects.
  The stacking rules (p. 37) apply to conditional rituals as well
  – a subject cannot be protected by two conditional rituals with
  the same effect, or be covered by a conditional ritual with the
  same effect as an active spell. In such a case, the weaker spell
  is immediately defused without effect.
  Charms
  Conditional spells are often cast on fragile objects, forming
  “physical spells” known as charms. The object is usually an
  inexpensive glass or ceramic token – many casters use cheap
  jewelry bought from thrift stores – but anything with DR 0 and
  HP 1 (e.g., origami constructs or cloth shirts) will do. Prepar-
  ing a charm takes extra time (see below), but requires no addi-
  tional rolls beyond those required for casting.
  Charms have their own unique properties:
  • The subject of the ritual can be easily changed by mov-
  ing the charm. This can be convenient, as it lets a caster eas-
  ily supply his friends with magical protection . . . but it also
  lets a knowledgeable foe eliminate this protection by stealing
  the charm!
  • The ritual can be triggered by the subject breaking the
  charm. This takes a Ready maneuver, which is far faster than
  most spells. Most non-adepts prepare several charms in
  advance to take advantage of this speed. The spell goes off
  automatically, using its original margin of success if it matters.
  • Alternatively, the spell can be set to break the charm
  when it goes off. For example, a ward may alert the subject that
  it’s been penetrated by shattering the pendant it’s bound to.
  If Thomas wants to renew this every week, he can return
  home (any time before it expires) and work a new ritual, using
  Path of Undead to add up to another 9 energy to extend the
  duration by one week. If he wanted to renew it for a month,
  he’d have to do it a week at a time, since the original spell was
  only good for a week. This does not replenish any “damage” to
  the ward, though – for that, he must recast it.
  Artifact Hunter
  Sabrina has Magery 0 and Thaumatology-21. All of her Path
  skills are defaulted from Thaumatology, and thus limited to 12.
  She is in a sewer looking for a magical artifact and casts a spell
  to see if it’s anywhere within 200 yards. This is a Greater Sense
  Magic effect, for 2 base energy. The only modifier is range, but
  that’s +0, as information spells take long-distance modifiers.
  The final cost is 6 energy, due to the one Greater effect.
  As the sewer is unprepared space and Sabrina is not an adept
  (Non-Adepts and Magic, p. 36), she first takes 1d minutes and a
  Thaumatology roll to bring her consecrated space penalty to
  only -1 for this ritual. She holds an ancient parchment describ-
  ing the artifact to avoid a connection penalty. After five minutes,
  she rolls against an effective Path of Magic skill of 11 – succeed-
  ing by 3 gets her 3 energy. Afraid to try again, she takes one
  minute to sacrifice 6 FP and 2 HP, for the remaining 3 energy
  needed. The GM secretly rolls against her skill of 11, but fails by
  5! He lies and says that the artifact is down the south tunnel . . .
  RITUAL PATH MAGIC
  38
  TRICKS OF THE TRADE
  
  Turning the fragile object into a charm requires a
  workspace (p. 57) – typically a converted kitchen,
  with pentagram-etched pans, magically inert tools,
  etc. – and uses the normal equipment modifiers for
  nontechnological skills (p. B345). Thus, working in
  the field with nothing gives -5 to all skill rolls to
  make a charm, borrowing a friend’s kitchen gives -2,
  a normal workspace kit gives no modifier, a good-
  quality one gives +1, and a fine-quality kit gives +2.
  The actual creation requires 30 minutes to prepare
  the object, after which the conditional ritual must
  immediately be cast onto it, making it a charm.
  Example: Sabrina’s Path skills are limited to 12,
  due to her mediocre magical aptitude. However, she
  partially compensates for this by searching and
  securing a place of magical potency (+1 to gather
  ambient energy, p. 36) and setting up a fine-quality
  workspace kit there (+2 to rolls to make charms).
  When making charms, she’s at +3 to all rolls to
  gather energy (+1 from the sacred space, and +2
  from the kit because the energy is for a charm), and
  at +2 (from the kit) to the final casting roll!
  GRIMOIRES
  The world is full of dark, foreboding texts just
  begging for the uninitiated to play with them! Each
  is a recipe for one specific ritual (Defining Rituals,
  below), and gives a flat bonus (generally from +2 to
  +10) to all rolls to cast that specific spell. A gri-
  moire is the only way that most nonmages can
  hope to invoke a useful ritual. Using a grimoire
  doubles all casting times, due to the necessary read-
  ing, and makes what you’re doing obvious to onlookers. A gri-
  moire is as much of a prop as a learning tool – casters cannot
  gain its bonus by merely memorizing it or copying the text.
  See pp. 56-57 for prices and availability.
  Grimoires often come with one or more of the following
  features. In all cases, if a Thaumatology roll is required to
  translate or decode something, failure means the time was
  wasted (further attempts are at a cumulative -2 penalty),
  while on a critical failure, the ritual is forever beyond the
  reader’s understanding.
  Dead-language grimoires are written in an ancient tongue
  (see p. 24 for examples). If the caster can read and speak the
  language, apply the grimoire’s full bonus for Native compre-
  hension, reduce it by 1 for Accented, or halve it (round up) for
  Broken. If not, someone else with written comprehension can
  translate it; this requires a successful Thaumatology roll and
  (2d - margin of success) hours of work, minimum 30 minutes,
  for each ritual. (If the translator is not a Native speaker, reduce
  the bonus as above. Treat the use of a two-way dictionary as a
  Broken translation.)
  Encrypted grimoires are disguised as normal books. Extract-
  ing the secrets within requires a successful Thaumatology roll
  and (3d - margin of success) hours of work, minimum one
  hour, for each ritual. If the grimoire is also written in a dead
  language (above), a reader with Broken (or no) comprehension
  cannot unlock its secrets, Accented gives -2 to the roll, and
  Native is at no penalty.
  Artifact grimoires can also act as an energy source (p. 36)
  which is only usable for the rituals within. These are extremely
  rare and have no set price; they are plot points.
  WORKING TOGETHER
  If multiple casters work together on the same ritual, they
  can accumulate much more energy in a shorter time; add their
  energy totals together. The caster with the highest skill always
  makes the final roll. All rolls involved with the ritual are at -1
  for every caster past the first, however, and critical failures
  affect everyone equally.
  RITUAL PATH MAGIC
  39
  Defining Rituals
  Ritual Mastery (p. 25) and grimoires (below) give a bonus to
  cast “a specific ritual.” For the purpose of these rules, a ritual is
  defined by the following things:
  • The specific spell effect(s) (pp. 33-34); e.g., “Lesser Strengthen
  Body and Lesser Destroy Chance.”
  • Which of the following modifiers (pp. 34-35) are used, though
  you don’t have to list the specific value – it can be changed “on the
  fly” without issue: Area of Effect, Healing, Meta-Magic, or Speed.
  • Which of the following modifiers are used, and their specific
  effect – this cannot be changed without being considered a new rit-
  ual: Afflictions, Altered Traits (you must list the traits, but if they’re
  leveled, you can vary how many levels you add), Bestows a Bonus
  or Penalty (you must list the rolls affected, but can vary the
  strength of the modifier), or Damage (you must list what type of
  damage, but can vary the amount).
  Don’t bother listing Duration, Extra Energy, Range, Subject
  Weight, or Traditional Trappings, as these can be varied freely with
  any spell.
  Example: Brad has Ritual Mastery (Spontaneous Combustion) –
  a spell to cause his enemies to experience internal burning. He
  notes this as, “Spontaneous Combustion: Greater Create Energy
  for internal burning damage.” He gets his +2 bonus when using
  this spell at any range or on any subject, and regardless of how
  much damage he does. If he were to change the damage to exter-
  nal or crushing, or cast the spell over an area, he would forfeit his
  +2 bonus, as that would be considered a different ritual.
  Jay: Why the big secret?
  People are smart. They can
  handle it.
  Kay: A person is smart.
  People are dumb, panicky,
  dangerous animals, and you
  know it.
  – Men in Black
  
  Everett pulled the last of the bodies into a pile. “Brad, can
  you work up a spell to make these claw wounds look more like
  knife wounds? We don’t want the police to suspect a lycan-
  thrope attack.”
  “Yeah, sure.” Brad set his smartphone down. “I wasn’t having
  much luck researching similar incidents anyway. I think this is
  someone new to the area.”
  Danielle closed her eyes for a moment, whispering, “Papa
  Legba, I have given you rum, bread, and tobacco this morning. I
  ask for your help now. The dead pass to the next world only by
  your leave. Has one yet to cross over?” She felt a faint energy
  coming from the far bedroom, and moved toward it, oblivious to
  Scott as he followed protectively.
  The bed sheets, once pink with pretty princesses, were now
  soaked with blood. Danielle took a moment to spread a towel
  over the edge before sitting. Quietly, she asked no one in particu-
  lar, “Is there someone here? Please, I’m a friend. You can talk to
  me. I’m here to help you.”
  Weakly at first, then more clearly, Danielle could see the
  image of a young girl on the bed next to her. “W-where am I?
  What’s happening?”
  “You’re going to see your family soon. Everything will be OK.
  Please, just tell me what happened. I need to know who hurt you,
  to make sure they don’t hurt anyone else.”
  “It was a . . . like a giant cat. A tiger, I think. I w-woke up
  when Mommy screamed. Then the man opened my door.” The
  ghostly girl’s voice was quavering.
  “Wait – ‘the man’? There was someone with the cat?”
  “Yeah. He said s-something about this being the first step, or
  something like that. I could tell the cat was listening to him,
  because it didn’t c-come after me until he said to. Then it . . . it . . .”
  “Shh. It’s OK. It’s all over, now. I’m going to help you find
  your way back to your family – to where they’re waiting for you,
  OK?” When the girl nodded, Danielle continued, “Do you feel
  warmth coming from above you? Like a ray of sunshine? Focus
  on that . . .”
  A few minutes later, Danielle opened her eyes, and Scott gave
  her a hand up. Picking up the towel, he asked, “So?”
  “So. This wasn’t a random attack; it was a sacrifice. Some-
  thing really bad is going down.”
  “Business as usual, in other words.”
  Every monster hunter is special – even the most “mundane”
  champion has abilities far beyond those of the average person.
  But some have talents that are outright superhuman. Unlike
  magic, these innate gifts cannot be learned, and are only pos-
  sessed by a select few. They are best represented using a frame-
  work similar to the psionic powers on pp. B254-257. A power
  has three components:
  1. A set of advantages, the power’s abilities. Each ability
  may be a single advantage that works exactly as explained in
  the Basic Set, with the addition of a power modifier (below);
  if so, it will simply share the trait’s name. However, many are
  heavily modified advantages – or combinations of advantages –
  and have been given a new name and a more detailed descrip-
  tion to make this clear.
  2. A special limitation, the power modifier (abbreviated
  “PM”), which must be applied to all of the power’s abilities. This
  restricts the abilities in a certain way (different for each power).
  3. A Talent that makes the power work better by adding to
  all rolls against attributes, secondary characteristics, or skills
  to use the abilities. Users may buy up to six levels of Talent for
  each power they possess.
  As well, certain skills that don’t appear on the list in Chapter 2
  – and are thus not generally available – may be allowed for
  champions who possess a particular power (individuals who’ve
  spent points on that power’s abilities and/or Talent). The
  power’s Talent does not normally add to any rolls to use these
  skills, however; while they are available to those who have the
  power, they are not technically part of the power.
  For much more on powers, see GURPS Powers.
  BIOENHANCEMENT
  This power represents almost-superhuman physical and
  mental capabilities, made possible via “wet nanotech” treat-
  ments, upgraded organs, etc. Its abilities are feats that, while
  theoretically possible, are beyond the capacity of normal human
  beings. All Bioenhancement abilities must take the power mod-
  ifier below; rolls to use them are made at a bonus equal to the
  experiment’s (p. 11) Bioenhancement Talent level.
  POWERS
  40
  CHAPTER FOUR
  POWERS
  Major Cain: Somehow you
  bonded with the T-virus on a
  cellular level. You adapted it,
  changed it. You became
  magnificent.
  Alice: I became a freak.
  Major Cain: No. You’re not
  mutation. You’re evolution.
  – Resident Evil:
  Apocalypse
  
  Power Modifier: Bioenhancement
  -10%
  Your abilities are tied directly to your unique body chem-
  istry. You must have Unusual Biochemistry (p. B160); if you
  ever roll a 4-5 for that disadvantage, the drug in question
  works, but the “harmful effect” is always losing access to all of
  your Bioenhancement abilities for 1d minutes.
  Enemies with scientific minds can learn much about you if
  they can get a copy of your file – that is, the data on the exper-
  iments that produced you, including the abilities you were
  given. (Even if you destroy it, new copies inevitably seem to
  pop up in different hands.) Readers can use Bioengineering or
  Biology to make an educated guess at any new abilities you
  may have developed, and Chemistry or Pharmacy to produce
  targeted pathogens and drugs that can be used to hamper,
  overload, or neutralize your abilities.
  Bioenhancement Abilities
  An experiment can develop further Bioenhancement abili-
  ties. This doesn’t mean he climbs into a chemical tank and
  begins injecting strange toxins until he gets the right result!
  Instead, the new abilities are assumed to evolve from his exist-
  ing ones, or from latent mutagens that have been working
  through his system.
  Some of the abilities below are leveled. Unless the GM rules
  otherwise, the maximum level available for any Bioenhance-
  ment ability is equal to the champion’s HT.
  Adrenal-Muscular Trigger
  2 points/level
  You can temporarily boost your ST (but not your HP) by
  one for every level of this ability. This takes a Ready maneuver
  to activate and lasts for 1d¥5 seconds, after which it is inacces-
  sible for five minutes.
  Statistics: Extra ST without HP* (Maximum Duration, 1d¥5
  seconds, -65%; PM, -10%) [2/level].
  * Normally costs 8 points/level.
  Breath-Holding
  2 points/level
  You can go a long time without breathing. If you buy five or
  more levels, apply the -10% PM discount after calculating the
  total cost.
  Statistics: Breath-Holding (PM, -10%) [2/level].
  Cellular Restoration
  18, 32, or 54 points
  You recover from injury very quickly. You regain conscious-
  ness 60 times faster than normal; you add +5 to rolls to recover
  from a crippling injury; and you heal 1 HP per 12 hours, 1 HP
  per hour, or 1 HP per minute, depending on your level.
  Statistics: Recovery (PM, -10%) [9] + Regeneration (Slow,
  Regular, or Fast; PM, -10%) [9, 23, or 45].
  Cerebral-Motor Multitasking
  28 or 55 points
  You are not limited to one attack per turn! Depending on
  your level, you can attack two or three times per second with-
  out having to make an All-Out Attack or Rapid Strike, and you
  may use the same weapon if you wish. Bioenhancement Talent
  does not add to your attack rolls.
  Statistics: Extra Attack 1 or 2 (Multi-Strike, +20%; PM, -10%)
  [28 or 55].
  Circadian Rhythm Control
  8 or 18 points
  You can stay awake longer, requiring only half as much
  sleep as a normal person or no sleep at all, depending on
  your level!
  Statistics: Less Sleep 4 (PM, -10%) [8] or Doesn’t Sleep (PM,
  -10%) [18].
  Discriminatory Hearing
  14 points
  You can automatically tell two sounds apart no matter how
  similar, can perfectly memorize sounds for later recollection,
  and make all Hearing rolls at +4.
  Statistics: Discriminatory Hearing (PM, -10%) [14].
  Discriminatory Smell
  14 or 21 points
  You can identify people, places, and things by their scent,
  and even track by smell, all at +4. Level 2 adds the ability to
  smell emotion!
  Statistics: Discriminatory Smell (PM, -10%) [14] or Discrim-
  inatory Smell (Emotion Sense, +50%; PM, -10%) [21].
  Eagle Eyes
  4 points/level
  You can “zoom in” with your eyes at will. Your range penal-
  ties for Vision rolls are reduced and you may use your eyes as a
  variable-power scope (p. B412). However, any blinding attacks
  (e.g., a flash-bang grenade) that affect you while using this abil-
  ity have double the normal duration!
  Statistics: Telescopic Vision (PM, -10%; Temporary Disad-
  vantage, Vulnerability (Blinding Attacks ¥2), -10%) [4/level].
  POWERS
  41
  As a duly designated representative of the City, County and State of New York, I order you to
  cease any and all supernatural activity and return forthwith to your place of origin or to the
  nearest convenient parallel dimension.
  – Dr. Raymond Stantz, in Ghostbusters
  
  Enhanced Ground Move
  18 or 27 points
  When you sprint, you can really run! Your top speed is 2¥ or
  3¥ your Move, depending on your level.
  Statistics: Enhanced Move 1 or 1.5 (Ground; PM, -10%)
  [18 or 27].
  Enhanced Speed
  18, 36, or 54 points
  Your body takes very little time to react to your impulses.
  Each level adds +1 to your Basic Speed (and thus to your
  Dodge and Basic Move)! Bioenhancement Talent does not add
  to your Dodge rolls, but it does add to Acrobatics skill when
  making a “fancy” dodge (p. B375).
  Statistics: Basic Speed +1.00, +2.00, or +3.00 (PM, -10%)
  [18, 36, or 54].
  Epidermal Resilience
  3 points/level
  Your skin is much tougher than it looks, providing flexible
  DR against anything except contact attacks. Anyone who
  touches it must make a Per-4 roll to notice. The level of this
  ability is limited to half your HT, rounded up.
  Statistics: DR (Low Signature, +10%; PM, -10%; Tough Skin,
  -40%) [3/level].
  Equilibrium Enhancement
  23 points
  You can run along tightropes at full speed and perform sim-
  ilar feats of balance. If you do fall, you almost always end up
  on your feet, none the worse for wear.
  Statistics: Catfall (PM, -10%) [9] + Perfect Balance (PM,
  -10%) [14].
  Injury Tolerance (Unliving)
  18 points
  Your redundant organs continue to function at full capacity
  even when wounded. This greatly reduces the amount of dam-
  age you take from bullets (Injury to Unliving, Homogenous,
  and Diffuse Targets, p. B380), unless struck directly in the skull
  or vitals.
  Statistics: Injury Tolerance (Unliving; PM, -10%) [18].
  Neural Computational Matrix
  8 or 15 points
  A portion of your mind has been wired to work as a high-
  speed computer. You can use this to store or process any infor-
  mation you know, or load actual raw data into it by reading a
  “binary dump” (printed or on a monitor). At level 1, you can do
  complex calculations and store general memories (an IQ roll is
  needed to recall specific details). At level 2, your mind can out-
  perform all but the fastest computers, and you automatically
  remember everything.
  Statistics: Accessory (Computer) [1] + Eidetic Memory (PM,
  -10%) [5] + Lightning Calculator (PM, -10%) [2] or Accessory
  (Computer) [1] + Intuitive Mathematician (PM, -10%) [5] +
  Photographic Memory (PM, -10%) [9].
  Ocular Adaptability
  9 or 23 points
  The rods and cones in your eyes can adapt for different
  forms of light. At level 1, this gives you infrared vision. At level
  2, it includes a whole spectrum of options!
  Statistics: Infravision (PM, -10%) [9] or Hyperspectral
  Vision (PM, -10%) [23].
  Super Jump
  9, 18, or 27 points
  You can make impressive leaps! This allows you to jump
  two, four, or eight times farther than normal, depending on
  your level.
  Statistics: Super Jump 1, 2, or 3 (PM, -10%) [9, 18, or 27]
  Bioenhancement Talent
  5 points/level
  Bioenhancement Talent represents an understanding of
  your body and its new gifts. It adds to any roll to use a
  Bioenhancement ability, as well as to any roll to diagnose
  (but not to fix) a problem with your own body or mind.
  Bioenhancement Skills
  Those with any points in Bioenhancement can learn
  Autohypnosis (p. B179) or Body Control (p. B181), and may
  ignore the prerequisites for the latter.
  MYSTICISM
  This power allows its possessor to channel the energy of a
  greater being – a god or mighty spirit – to fight the supernat-
  ural forces of evil. All Mysticism abilities must take the power
  modifier below; rolls to use them are made at a bonus equal
  to the crusader’s (pp. 10-11) Mysticism Talent level.
  The abilities of this power are subtle, with a focus on
  empowering the user and interacting with spirits. If blatant
  miracles would suit the campaign better, groups with access to
  GURPS Powers: Divine Favor may use that system instead.
  If so, crusaders should spend 85 points on Divine Favor,
  learned prayers, and up to five levels of Power Investiture
  (Divine Favor) instead of on Mysticism abilities and Talent.
  Prayers can be invoked in one second (at the usual -2).
  POWERS
  42
  Magic vs. Powers
  Magic (pp. 32-39) can’t interfere directly with powers.
  Bioenhancement (pp. 40-42) is as integral to the user’s body
  as a heartbeat, Mysticism (pp. 42-45) is channeled from a
  much higher source than mere magic, and psionics (pp. 45-
  48) use a completely different type of energy. Magic can
  interfere with powers’ effects, however; e.g., if Temperature
  Control (p. 47) is heating an area up, Lesser Control Energy
  can cool it back down.
  
  Because Monster Hunters doesn’t use sanctity, Consecrate
  Ground (Divine Favor, pp. 12 and 14) instead creates a ward
  (p. 35) against evil spirit beings and undead; use the cham-
  pion’s Will as the effective Path skill.
  Power Modifier: Mysticism
  -10%
  You must meet the high standards of the spiritual force that
  grants your Mysticism abilities, by adopting an appropriate
  moral code worth -10 points; see Crusader (pp. 10-11) for
  examples. If you ever violate this code, you lose all of your
  Mysticism abilities, though your benefactor will not take them
  away quickly enough to endanger you (unless the sin is partic-
  ularly egregious). Recovering your power requires significant
  penance: a full month of fasting, charitable donations of
  $20,000 or more, a major quest, etc.
  Mysticism Abilities
  These abilities range from sheer spiritual force that imbues
  the user with physical strength to more subtle effects that
  involve piercing the boundaries between the physical and
  supernatural worlds. Many refer to “evil undead or spirit
  beings,” which includes demons, ghosts, skin-changers, vam-
  pires, and most zombies, but not (e.g.) outcast angels (who are
  spirit beings but not technically “evil”) or zombies animated via
  parasites or a virus.
  Armor of Faith
  5 points/level
  Your belief protects you physically as well as spiritually!
  When attacked by evil undead or spirit beings, you (and any-
  thing you’re carrying) receive DR equal to your level. Against
  all other attacks and damage, you have DR equal to half your
  level (round down). This is not obvious – the attacks just seem
  to do less damage than they should. The level of this ability
  cannot exceed your Will.
  Statistics: DR (Force Field, +20%; Half-strength except
  against evil undead or spirit beings, -30%; No Signature, +20%;
  PM, -10%) [5/level].
  Blessed
  9 or 18 points
  You can undergo a long and fatiguing ritual to receive spir-
  itual wisdom. This works as per p. B40, except that it requires
  a Theology (plus Talent) roll to interpret.
  Statistics: Blessed (PM, -10%) [9] or Blessed (Very Blessed;
  PM, -10%) [18].
  Extra Life
  23 points
  When you die, you’ll be sent back to the physical world to
  continue fighting the good fight. You lose this ability (and the
  points spent on it) when that happens, though you can always
  buy it again. You must truly die to trigger this ability, however
  – becoming a vampire, lycanthrope, etc., will not do so until
  your teammates kill your new form! This ability can be bought
  after death with spare character points; see p. 31 for details.
  Statistics: Extra Life 1 (PM, -10%) [23].
  Eyes of the Dead
  20 points
  By touching a corpse, you can get a brief flash of the last
  thing the person saw before dying. The subject cannot resist,
  but your IQ (plus Talent) roll is at a penalty equal to the num-
  ber of full days the subject has been dead, and you only get
  one try.
  Statistics: Mind Probe (Cosmic, Works on the dead, +50%;
  Only for last sight before death, -40%; PM, -10%) [20]. Feature:
  Time penalty replaces the normal Quick Contest.
  Ghost Weapon
  14 points
  You can attack malevolent spirits as though they were phys-
  ical, turning a gun into an effective exorcism tool! See Blessed
  (p. 23) for details.
  Statistics: Blessed (Ghost Weapon; PM, -10%) [14].
  Heroic Feats
  9 or 18 points per attribute
  You may buy this for any of ST, DX, or HT. Once per ses-
  sion, you can add 1d or 2d to the chosen attribute for 3d sec-
  onds, depending on your level. This does temporarily boost
  secondary characteristics like HP, FP, and Basic Speed.
  Statistics: Blessed 1 or 2 (Heroic Feats; PM, -10%) [9 or 18].
  Lay on Hands
  33 or 48 points
  You can spend FP to cure the wounds and illnesses of oth-
  ers. At level 2, you can also heal yourself.
  Statistics: Healing (Faith Healing, +20%; PM, -10%) [33]
  or Healing (Affects Self, +50%; Faith Healing, +20%; PM,
  -10%) [48].
  Mind Shield
  4 points/level
  Your mind is guarded against invasion from outside forces.
  Add your level to any roll to resist mental attacks; if you suc-
  cessfully resist, you will be aware that you were attacked. Your
  level in this ability cannot exceed your Will; if you buy three or
  more levels, apply the -10% PM discount after calculating the
  total cost.
  Statistics: Mind Shield (PM, -10%) [4/level].
  Mystic Coincidence
  12 points/level
  Once per session per level, minor spirits will arrange a ben-
  eficial coincidence on your behalf (e.g., a book falls off the
  shelf, opened to exactly what you’re looking for). However, if
  your spiritual patron wants you to be stuck in a particular sit-
  uation, you may be stuck there – even if the GM would allow
  that use of Serendipity to someone whose gifts didn’t flow from
  a higher power! You may have up to (your Mysticism Talent
  level) + 1 levels of this ability.
  Statistics: Serendipity (Aid will never violate god’s/spirit’s
  tenets, -10%; PM, -10%) [12/level]
  POWERS
  43
  
  Prayer
  24 or 48 points
  You may pray for direct divine or spiritual intervention! This
  takes at least 1d seconds of concentration, after which the GM
  rolls 3d against a target number of 6 or 9 (depending on your
  level) to see if your prayer is heard. If not, you cannot try again
  this session; otherwise, your patron immediately lends you a
  hand! It is only able to act freely in supernatural matters, how-
  ever (e.g., banishing a demon). For all other requests, it is lim-
  ited to subtle manipulation to bring about extreme coincidences
  (e.g., a construction crew demolishing the wrong building). You
  are limited to roughly one such “miracle” per adventure.
  Statistics: Patron (Limited manifestation of god or powerful
  spirit; 6 or less; Highly Accessible, +50%; PM, -10%; Special
  Abilities, +100%) [24] or (9 or less) [48].
  Resistant to Evil Supernatural Powers
  5 or 7 points
  You are especially resistant to the supernatural attacks of
  evil creatures. This gives you a bonus against any such ability
  that allows a resistance roll; e.g., it would help you avoid being
  mesmerized by a master vampire, but would do nothing if he
  decided to shoot you.
  Statistics: Resistant to Evil Supernatural Powers (+3) or
  (+8) (PM, -10%) [5 or 7].
  Shock and Awe
  18 or 42 points
  You can momentarily channel visions of a higher plane,
  forcing everyone looking at you to make a Fright Check*! This
  is taxing – you can only do it once per hour. Level 2 adds a -4
  penalty to the Fright Check.
  Statistics: Terror (PM, -10%; Takes Recharge, One hour,
  -30%) [18] or (-4 to Fright Checks) [42].
  * If GURPS Powers is available, the GM may wish to use
  the Awe results from p. 85 instead.
  Smite
  20, 30, or 40 points
  By winning a Quick Contest of Will with any evil undead or
  spirit being, you can cause it to take burning damage, ignoring
  all DR! (Normal range penalties apply to your roll.) It will take
  2d, 3d, or 4d damage, depending on your level. The attack is
  visible only to evil supernatural creatures, as a flaming aura
  connecting you to your target.
  Statistics: Burning Attack 2d, 3d or 4d (Accessibility, Evil
  undead or spirit beings, -50%; Low Signature, +10%; Maledic-
  tion 2, +150%; PM, -10%) [20, 30, or 40].
  Spirit Channeling
  14 points
  You can voluntarily let a spirit share your body to speak and
  write messages. This takes one minute and a Will roll (at +2 if
  you have Autotrance), after which the spirit can speak and
  write through you – but nothing more physical. You remain
  conscious and able to act while this is happening. If it tries to
  possess you outright, you get +5 to resist.
  Statistics: Channeling (Aware, +50%; PM, -10%) [14].
  Spirit Communication
  14 or 24 points
  You can sense nearby spirits and speak with them; while
  doing so, you are able to clearly see what they looked like in
  life. With level 2, any spirit you’re speaking with can manifest,
  so that everyone can see it, without having to spend FP.
  Statistics: Medium (PM, -10%; Visual, +50%) [14] or
  Medium (Manifestation, +100%; PM, -10%; Visual, +50%) [24].
  Spirit Empathy
  9 points
  Prerequisite: Spirit Channeling or Spirit Communication.
  You understand the spirits that you deal with, allowing you
  to sense their feelings and influence them.
  Statistics: Spirit Empathy (PM, -10%) [9].
  Supernatural Sense
  8 or 18 points
  With a second of concentration and a Per roll (minus nor-
  mal range penalties), you can sense the presence of super-
  natural beings, from angels to zombies. Level 1 just tells you
  that something is nearby, while level 2 indicates direction
  and lets you make a follow-up IQ roll to tell what kind of
  beings you’re sensing.
  Statistics: Detect Supernatural Beings (PM, -10%; Vague,
  -50%) [8] or Detect Supernatural Beings (PM, -10%) [18].
  Turn Evil
  24 points
  Show a symbol of your faith, take a Concentrate maneuver,
  and roll a Quick Contest of Will with any evil undead or spirit
  being in sight. If you win, it cannot come closer than yards
  equal to your margin of victory; otherwise, it cannot come
  closer than one yard. Effects endure as long as you concen-
  trate, and for 1d seconds afterward.
  Statistics: True Faith (PM, -10%; Turning, +65%) [24].
  POWERS
  44
  Barb closed her eyes for just a moment and felt for the soul of the sword. Then she
  opened her channel and poured it into the steel. When she opened her eyes again, the
  sword was glowing white.
  – John Ringo, Princess of Wands
  
  Visualization
  9 points
  If you take time to pray about a situation before it happens,
  mystical forces will give you a bonus on the task’s success roll.
  Statistics: Visualization (PM, -10%) [9].
  Mysticism Talent
  5 points/level
  Mysticism Talent is a rough measure of your standing in
  your spiritual benefactor’s eyes. It adds to any roll to use a
  Mysticism ability, as well as to any reaction roll made by your
  god or spirit toward you.
  Mysticism Skills
  Those with any points in Mysticism can learn Exorcism
  (p. B193), which may be used without penalty.
  PSIONICS
  Psi is the embodiment of “mind over matter” – supernatural
  mental gifts that allow for a wide range of different abilities. This
  diversity means that “psionics” is not a single power! It is four
  separate powers: ESP, Psychokinesis, Telepathy, and Teleporta-
  tion. Each has its own set of abilities, which must take the power
  modifier below; rolls to use each ability are made at a bonus
  equal to the level of the appropriate Talent (p. 48).
  Groups with access to GURPS Psionic Powers may wish to
  use the detailed system there instead of these simpler rules. (If
  so, the psionic packages on pp. 20-33 of GURPS Psis are
  highly recommended to keep the character creation process
  fast and simple.) Be aware that doing so will add a significant
  amount of complexity to playing a psi!
  Power Modifier: Psionic
  -10%
  Your abilities are vulnerable to anti-psi and psychotronics.
  Anti-psi is a group of advantages, including Neutralize, Psi
  Static, and Resistant to Psionics; these traits are found both
  in monsters and in the general public (Anti-Psi, p. 46). Psy-
  chotronics (or “psi-tech”) is a label for various drugs and elec-
  tronic devices that can affect psionic powers; see pp. 57-58
  for examples.
  ESP Abilities
  Extrasensory perception (ESP) abilities involve knowledge
  gained without using the normal five senses.
  Aura Reading
  21 points
  You can accurately read a person’s general emotional and
  physical state. Treat this as Empathy, but you also gain insight
  into anything physically wrong with the person. This adds +3
  to any skill rolls to diagnose or treat an illness or injury.
  Statistics: Empathy (Includes physical status, +50%; PM,
  -10%) [21].
  Precognition
  23 points
  You can see the future! This is generally a passive ability, but
  you can use it actively (with effort). This includes Danger Sense;
  don’t buy it separately.
  Statistics: Precognition (PM,
  -10%) [23].
  Psi Sense
  13 or 23 points
  If anyone nearby uses or is
  targeted by psi, the GM will
  roll against your Per, plus
  Talent, minus range penalties.
  On a success, you know in
  which direction it was used or
  exactly where it was used,
  depending on your level. This
  is normally a passive sense,
  but you may always choose to
  use it actively if you think you
  missed something.
  Statistics: Detect Psionic Activity (PM, -10%; Reflexive,
  +40%) [13] or Detect Psionic Activity (PM, -10%; Precise,
  +100%; Reflexive, +40%) [23].
  Psychometry
  18 points
  You can see the past! This usually requires active effort,
  though you do get a passive roll (at a penalty) if an interesting
  event happened nearby.
  Statistics: Psychometry (PM, -10%) [18].
  Remote Senses
  35 or 50 points
  With four minutes of concentration and an IQ roll, you can
  project all of your senses up to 10 or 100 yards away, depend-
  ing on your level. (You can double this range for 2 FP per
  minute.) This is good for seeing through walls, peeking into
  packages, and spying from far away.
  Statistics: Clairsentience (PM, -10%; Takes Extra Time 2,
  -20%) [35] or Clairsentience (Increased Range, ¥10, +30%; PM,
  -10%; Takes Extra Time 2, -20%) [50].
  POWERS
  45
  
  Seekersense
  29 points
  You can “home in” on anyone or anything, provided you’re
  touching a piece of it (or something deeply connected to it) to
  attune to. If so, take a Concentrate maneuver; the GM will
  roll against your (Per + ESP Talent), applying Long-Distance
  Modifiers (p. B241) for distance between you and the subject.
  Success means you know its direction, though not distance.
  Statistics: Super-Memorization 1 (8) (Limited to one advan-
  tage*, -50%; PM, -10%; Reduced Time 3, +60%) [29].
  * Detect for any one thing (Long-Range 1, +50%) [8].
  Spirit Channeling
  see p. 44
  As for the Mysticism ability, but limited by the Psionic PM
  instead of the Mysticism one.
  Spirit Communication
  see p. 44
  As for the Mysticism ability, but limited by the Psionic PM
  instead of the Mysticism one.
  Psychokinesis Abilities
  Psychokinesis allows the psi to convert mental energy into
  physical energy. Most of its abilities involve moving things,
  hurting things, or healing things. Some of these abilities come
  in levels; the level of each ability cannot exceed half of the psi’s
  Will, rounded up, with the exception of Telekinesis.
  Cryokinesis
  20 points/level
  You can freeze anything or anyone! Roll a Quick Contest of
  Will (objects resist with HT); you take normal range penalties
  to the target. If you win, your subject takes 1d-1 fatigue dam-
  age per level, which can only be recovered with warmth. You
  may always choose to do less damage.
  An object lacks FP, but once your cumulative “damage”
  exceeds its HP, it is frozen. At 2¥HP, it locks up permanently,
  if possible!
  Statistics: Fatigue Attack 1d-1 (Freezing, +20%; Malediction
  2, +150%; No Signature, +20%; PM, -10%; Variable, +5%)
  [20/level].
  PK Shield
  6 points/level
  While you are awake, your psi automatically
  saps energy from incoming attacks. This gives
  you (and everything you carry) additional DR
  equal to your level.
  Statistics: DR (Force Field, +20%; No Signa-
  ture, +20%; Not when unconscious, -10%; PM,
  -10%) [6/level].
  Psychic Healing
  27, 39, or 57 points
  You can heal the injuries and illnesses of oth-
  ers. Depending on your level, you can heal only
  humans, any plant or animal, or anything (even
  demons, undead, and so on).
  Statistics: Healing (PM, -10%) [27]; Healing
  (PM, -10%; Xenohealing, All Earthly Life, +40%)
  [39]; or Healing (PM, -10%; Xenohealing, Any-
  thing Animate, +100%) [57].
  Pyrokinesis
  13 points/level
  As for Cryokinesis (above), but you set things
  on fire instead (1d burning damage per level),
  and each use costs you 1 FP. This is less expen-
  sive, but far more dangerous – you cannot safely
  subdue someone by burning him!
  Statistics: Burning Attack 1d (Costs Fatigue,
  1 FP, -5%; Malediction 2, +150%; No Signature,
  +20%; PM, -10%; Variable, +5%) [13/level].
  Telekinesis
  5 points/level
  With constant concentration, you can men-
  tally grab, move, and even punch things – as
  long as they’re no more than 20 yards away.
  POWERS
  46
  Anti-Psi
  The various anti-psi advantages are linked to recessive genes, and
  show up in about 1/6 of the population. Though the average person
  may be unaware that he possesses an anti-psi trait, he can still use it
  subconsciously; a nervous, untrained anti-psi can Neutralize a psi with-
  out realizing it.
  The GM should assign anti-psi to NPCs as needed. For a random
  determination, roll 1d; on a 1, roll 3d on the table below.
  3-4
  Roll twice more; reroll duplicates except this result,
  which is cumulative!
  5
  Neutralize with Ranged.
  6
  Neutralize.
  7-9
  Resistant to Psionics (+8).
  10-12
  Resistant to Psionics (+3).
  13-14
  Psi Static with Resistible and 2d-6 levels of Area Effect
  (minimum 0).
  15
  Psi Static.
  16
  Aware of his abilities! Add 1d-2 levels of Anti-Psi Talent
  (minimum 0, maximum 6) and roll again.
  17-18
  Other anti-psi trait (e.g., Invisibility to Psi or
  Mind Shield).
  Anti-Psi PCs
  Anti-psi is better suited for NPCs than for PCs. Psi abilities can be
  used on countless subjects, while anti-psi is only useful against psis.
  Unless the campaign will revolve around psi vs. psi battles, an anti-psi
  will often find himself with nothing to do!
  The GM is always free to allow anti-psi PCs, of course. If so, the fol-
  lowing rules apply: Anti-psi is not affected by other anti-psi or psy-
  chotronics, so its power modifier is 0% instead of -10%. Its abilities are
  summarized on the table above. Anti-Psi Talent is available for 5
  points/level. No one may have both anti-psi and psi.
  
  With enough power, you can even lift yourself! (See p. B92 for
  more information.) Your level of this ability cannot exceed the
  total of your (ST + Will); e.g., with ST 12 and Will 13, you could
  have up to Telekinesis 25.
  Statistics: Telekinesis (Increased Range, ¥2, +10%; PM,
  -10%) [5/level].
  Temperature Control
  5 points/level
  With constant concentration, you can control the tempera-
  ture of the air in a two-yard radius, up to 20 yards away. You
  can heat or cool the air by up to 20°F per level; it takes 10 sec-
  onds for the change to finish (at 2°F per level per second).
  Statistics: Temperature Control (Increased Range, ¥2,
  +10%; PM, -10%) [5/level].
  Telepathy Abilities
  Telepathy abilities cover any sort of direct mind-to-mind
  interaction, from communication to domination.
  Mental Blow
  32 points
  You can mentally stun someone by winning a Quick Contest
  of Will (normal range penalties apply); on subsequent turns, he
  can roll against Will to snap out of it. If he loses by 5 or more,
  he passes out for minutes equal to your margin of victory.
  Statistics: Affliction 1 (Will; Based on Will, +20%; Malediction
  2, +150%; No Signature, +20%; PM, -10%; Secondary Uncon-
  sciousness, +40%) [32].
  Mind Control
  25 or 45 points
  You can give someone silent, mental orders to follow, as per
  p. B68. Level 1 is limited to simple, broad commands – “Go
  away,” is fine, but, “Go to the police and tell them you saw drug
  dealers here,” is too complex. Level 2 has no such restriction.
  Statistics: Mind Control (PM, -10%; Suggestion, -40%) [25]
  or Mind Control (PM, -10%) [45].
  Mind Probe
  18 points
  You can retrieve memories and buried secrets from some-
  one’s mind. This requires either physical contact or the use of
  Mind Reading (below) first.
  Statistics: Mind Probe (PM, -10%) [18].
  Mind Reading
  27 points
  You can read someone’s mind at a distance, picking up all
  surface thoughts.
  Statistics: Mind Reading (PM, -10%) [27].
  Mind Shield
  see p. 43
  As for the Mysticism ability, but limited by the Psionic PM
  instead of the Mysticism one.
  Mindwipe
  31 points
  You can wipe the last few minutes from someone’s memory.
  If you win a Quick Contest of Will (normal range penalties
  apply), he forgets everything that’s happened for minutes equal
  to your margin of victory. You can scale this back if you wish
  (e.g., “just the last 20 seconds”). Hypnotism, Psychology, and
  Mind Probe can restore the lost memories.
  Statistics: Affliction 1 (Will; Based on Will, +20%; Disadvan-
  tage, Total Amnesia, +25%; Malediction 2, +150%; No Signa-
  ture, +20%; PM, -10%; Variable, +5%) [31]. Feature: Instead of
  the target getting amnesia for the next few minutes, it applies
  to the last few minutes.
  Telecontrol
  45 or 60 points
  You can steal another human being’s body! This follows the
  normal rules for Possession (p. B75) with the Telecontrol
  enhancement. If you succeed, you completely supplant his per-
  sonality as your body goes into a trance. At level 1, your con-
  trol is poor, giving you -4 on all physical rolls (against ST, DX,
  or HT, or any skill based on those attributes); passive rolls –
  such as resistance rolls or rolls to avoid blood loss – are unaf-
  fected. You also have -4 to Acting rolls to impersonate the sub-
  ject, and -2 to all active defenses. Level 2 halves these penalties
  (to -2, -2, and -1, respectively).
  If you are not human, decide (when buying this ability)
  whether you can possess humans or members of your own
  race. The option to possess either adds 20 points to this ability.
  Statistics: Possession (No Memory Access, -10%; PM, -10%;
  Poor Control -4, Cannot Adjust, -45%; Specialized, Humans,
  -40%; Telecontrol, +50%) [45] or Possession (No Memory
  Access, -10%; PM, -10%; Poor Control -2, Cannot Adjust, -30%;
  Specialized, Humans, -40%; Telecontrol, +50%) [60]. The ability
  to possess two races drops Specialized to -20%, for +20 points.
  POWERS
  47
  [River] felt something else.
  Something horrible. She’d felt it once
  before, in the mind of the sole survivor
  of a settler transport . . . . For River to
  know you were there, she had to feel
  your mind. And Reavers didn’t have
  much left by way of a mind. But when
  they did think, it was when they killed,
  and this Reaver suddenly went crazy,
  producing a knife and slashing the
  woman and child to pieces.
  – Keith DeCandido,
  Serenity (novelization)
  
  Telescan
  25 points
  You can locate anyone you know. You may either search for
  a specific person or the nearest person you know; in the latter
  case, you may exclude whomever you wish (e.g., to avoid
  “locating” the person standing next to you). The GM will roll
  Per, plus Talent, minus Long-Distance Modifiers (p. B241); if
  successful, you know exactly where the person is. If he has a
  Mind Shield and wishes to resist, this becomes a Quick Contest
  against his Will (plus Talent, if any).
  Statistics: Detect Known Minds
  (Cannot Analyze, -10%; Long-
  Range 1, +50%; PM, -10%; Pre-
  cise, +100%; Selective Effect,
  +20%) [25].
  Telesend
  27 points
  You can project your thoughts
  to anyone you can see or are
  familiar with.
  Statistics: Telesend (PM, -10%)
  [27].
  Teleportation Abilities
  Teleportation abilities involve
  moving from one location to
  another without traversing the
  distance in between. Anyone who
  teleports (or is teleported) must
  succeed at a Body Sense roll to be
  able to act on his next turn.
  Autoteleport
  20, 40, or 65 points
  You can relocate yourself. This
  follows the normal rules for Warp
  (p. B97), except that you can make
  blind jumps at no penalty, and it costs 2 FP per +1 bonus to the
  roll. At level 1, you are limited to a 20-yard range. Level 2 raises
  this limit to 10 miles, and level 3 removes it completely!
  Statistics: Warp (Blind Only, -50%; PM, -10%; Range Limit,
  20 yards, -45%; Reliable 5, +25%) [20]; Warp (Blind Only, -50%;
  PM, -10%; Range Limit, 10 miles, -25%; Reliable 5, +25%) [40];
  or Warp (Blind Only, -50%; PM, -10%; Reliable 5, +25%) [65].
  Combat Teleport
  25 points
  Prerequisite: Autoteleport 1+.
  Once per turn, you may roll against (IQ + Talent) as an
  active defense against any attack. Success means you disap-
  pear and reappear at a random, but safe, location within 10
  yards. (If no such location exists, your roll fails.)
  Statistics: Add Blink (+25%) to Warp, for +25 points. This
  removes the -10 penalty for instantaneous use, but only to
  avoid one attack each turn.
  Exoteleport
  40, 60, or 85 points
  By making contact with a subject – skin-to-skin contact if
  it’s a person – you may teleport it away. This follows the nor-
  mal rules for Warp, except that you cannot teleport anything
  instantly, you have no penalty for a blind jump, and it costs 2
  FP per +1 bonus to the roll. If the subject wishes to resist, this
  becomes a Quick Contest of your modified IQ against his HT.
  You cannot teleport yourself – use Autoteleport (above) for
  that! At level 1, you can send things up to 20 yards away. Level
  2 raises this to 10 miles. At
  level 3, you have no
  range limits.
  Statistics: Built on a
  base of Affliction 1 (HT;
  Based on IQ, Own Roll,
  +20%; Cannot warp self,
  -50%; Contact Agent,
  -30%;
  Malediction
  1,
  +100%; Melee Attack,
  Range C, Cannot Parry,
  -35%; PM, -10%) [10].
  Feature: Uses a single IQ
  roll instead of two.
  Level 1 adds Advan-
  tage, Warp (Blind Only,
  -50%; Range Limit, 20
  yards, -45%; Reliable 5,
  +25%), +300%, for +30
  points. Level 2 adds
  Advantage, Warp (Blind
  Only,
  -50%;
  Range
  Limit, 10 miles, -25%;
  Reliable
  5,
  +25%),
  +500%, for +50 points.
  Level 3 adds Advantage,
  Warp (Blind Only, -50%;
  Reliable
  5,
  +25%),
  +750%, for +75 points.
  Psionic Talent
  5 points/level
  Psis have a greater range of abilities to choose from than
  most “empowered” heroes, but this flexibility comes at a price.
  Instead of having a single Talent that gives a bonus to all rolls
  to use psi, there are four separate Talents, each of which gives
  a bonus to its specific group of abilities:
  ESP Talent: Adds to any roll to use an ESP ability.
  Psychokinesis Talent: Adds to any roll to use a Psychokinesis
  ability.
  Telepathy Talent: Adds to any roll to use a Telepathy ability.
  Teleportation Talent: Adds to any roll to use a Teleportation
  ability.
  Psionic Skills
  Those with any points in psi, regardless of the type(s) of
  abilities, may learn Autohypnosis (p. B179), Mental Strength
  (p. B209), and Mind Block (p. B210).
  POWERS
  48
  
  “This way,” the vampire whispered, sniffing the air, “Unwashed
  humans and dried blood. They must have a corral.”
  Scott nodded, and forced himself to remember that “the vam-
  pire” had a name. In fact, Shayna had been instrumental in lead-
  ing them to this nest of bloodsuckers. That didn’t mean he had to
  like working with her.
  The team tiptoed down the walkway, hoping that none of the
  apartment’s residents decided to pop out for a 3:00 a.m. constitu-
  tional. As they turned the corner, there was a faint tinkle as the
  charm on Brad’s wrist shattered. “Hell. We’re made!”
  They drew their weapons, but their undead companion was
  already crashing through the door like it was balsa wood.
  Weapons in hand, the others moved in through the hole.
  Shayna was a blur, her swords flashing as she carved her fellow
  vampires into smaller pieces.
  Communicating through silent gestures, Scott signaled for
  Everett and Brad to find the humans while Danielle backed
  Shayna up. Everett nodded, and the two men moved into forma-
  tion to clear the nearest bedroom. Scott heard Danielle mutter a
  prayer for strength and speed as she went back-to-back with the
  vampire. He rolled the opposite way, into the kitchen, bringing
  his crossbow up onto the bar.
  As the two women slashed through their foes, Scott tried to keep
  up, putting bolt after bolt into the heart of each wounded monster.
  Watching Shayna in action did little to relieve his nervousness
  about her. He couldn’t help thinking of the master vampire they
  fought last year – her arms seemed to move independently of each
  other, with a strength and grace that was clearly supernatural.
  The final bloodsucker fell, and Danielle leaned on her sword
  for a moment to catch her breath. Over her own labored breath-
  ing, she just barely heard Shayna whispering, “Eight . . . nine.
  That’s 117.”
  “What’s 117?”
  Shayna turned, almost managing to hide her surprise and
  embarrassment at being heard. “Just . . . that’s how many vam-
  pires I’ve taken out myself. Total.” When Danielle didn’t break eye
  contact, she reluctantly continued, “I, uh, have a ways to go.”
  The awkward pause was broken by Brad’s yell, and the three
  champions raced toward the back of the apartment.
  Put simply, an inhuman is a bad guy gone good. This may
  be because he was created a little bit “off,” or the result of an
  epiphany that got him back in touch with his human side.
  Regardless, his natural abilities are now his biggest asset.
  For details on racial templates, see p. B260. Always apply
  the modifiers and traits from the racial template first; then,
  when choosing advantages and disadvantages, be sure not to
  select any that duplicate or contradict your racial traits. Racial
  disadvantages cannot be bought off – the inherent drawbacks
  are an important part of playing an inhuman.
  Bad Guys don’t use these templates as written – most add
  traits, including some level of Unkillable. Of course, they are
  psychotic, evil, and not in true control of themselves, so PC
  inhumans really come out ahead. While most of these races
  are incredibly long-lived, this has no effect in a monster hunt-
  ing game – attacks or spells that affect age always afflict vic-
  tims in proportion to racial life expectancy. Thus, all
  templates omit Unaging.
  DEMON
  200 points
  You are a creature from the depths of Hell, but that doesn’t
  mean you’re a bad person! You’ve rejected your calling and sided
  with the forces of good – call it a “character flaw.” Unfortunately,
  humanity doesn’t reciprocate; you have to keep well-covered in
  public to avoid panicking crowds. You have some advantage
  choices; these represent what type of demon you are – once cho-
  sen, you cannot change them or add new ones.
  INHUMAN RACES
  49
  CHAPTER FIVE
  INHUMAN
  RACES
  Rebecca: I guess what I would
  think is “vampire” . . . this is real.
  You’re real. Do you drink blood?
  Angel: Yeah. But not human.
  Rebecca: You’re not a killer.
  Angel: I gave that up.
  Rebecca: Well, there’s a
  support group for everything in
  this town, I guess.
  – Angel #1.17
  
  Attribute Modifiers: ST+5 [50]; DX+2 [40]; HT+2 [20].
  Secondary Characteristic Modifiers: Will+1 [5]; Per+1 [5].
  Advantages: Claws (Hooves) [3]; DR 4 (Tough Skin, -40%) [12];
  High Pain Threshold [10]; Immunity to Metabolic Hazards
  [30]; Language (Demontongue; Native) [6]. • Three of these
  25-point racial packages:
  1. Dark Vision [25].
  2. Acute Taste and Smell 1 [2] and Discriminatory Smell (Emo-
  tion Sense, +50%) [23].
  3. Doesn’t Sleep [20] and Single-Minded [5].
  4. Enhanced Move 0.5 (Air; Handling Penalty -2, -10%) [9] and
  Flight (Gliding, -50%; Small Wings, -10%) [16].
  5. Magery 0 [5] and Magic Resistance 4 (Improved, +150%) [20].
  6. Penetrating Voice [1] and Terror (Audible; Takes Recharge,
  15 seconds, -20%) [24].
  7. Regeneration (Regular) [25].
  8. Striker (Horns; Large Piercing) [6] and Teeth (Sharp) [1].
  • Replace DR with DR 6 [30], for 18 points.
  9. Striking ST 5 [25].
  Disadvantages: Appearance (Monstrous) [-20]; Frightens Ani-
  mals [-10]; Social Stigma (Monster) [-15]*; Vow (Always
  hold to the letter of a signed contract) [-1]; Weakness (Con-
  tact with holy water and artifacts; 1d per minute) [-10].
  Features: Affected by True Faith and Path of Spirit
  (instead of Body/Mind) magic; Cannot use holy
  items; Vestigial (if not functional) tail, horns,
  and wings.
  * In addition to the -3 reaction penalty, an obvious
  demon has no legal rights if arrested or captured; he
  can be detained indefinitely, experimented upon, etc.,
  unless his friends can negotiate his release or arrange
  a jailbreak.
  Demonspawn
  200 points
  You are the product of a demon, a human, and
  the tender moment that they shared . . . this allows
  you to blend into humanity while using your (more
  subtle) abilities to protect them.
  Attribute Modifiers: ST+5 [50]; DX+2 [40]; HT+2 [20].
  Secondary Characteristic Modifiers: Will+1 [5]; Per+1
  [5].
  Advantages: DR 3 (No Signature, +20%; Tough Skin,
  -40%) [12]; Language (Demontongue; Native) [6];
  Night Vision 7 [7]; Regeneration (Regular) [25];
  Resistant to Metabolic Hazards (+8) [15]; Striking
  ST 4 [20].
  Disadvantage: Divine Curse (The truly devout find you
  disturbing; -2 to all reactions and a Per roll to con-
  sciously realize your unholy nature) [-5].
  Feature: Affected by Path of Body, Mind, and Spirit
  magic.
  LYCANTHROPE
  200 points
  All lycanthropes have a human side, but you have
  managed to retain full control over your bestial side as
  well. This allows you not only to transform at will, but to act
  rationally when in animal form. During the three nights of the
  full moon, any stressful or emotional situation may force you to
  transform; you can avoid this with a Will roll (at the usual -2 for
  Lunacy). You have no control over your Infectious Attack – any
  human you attack unarmed (regardless of which form you’re in)
  may become a lycanthrope during the next full moon.
  Choose a single were-form (below) when you take this tem-
  plate. You may only transform between your human form and
  this one were-form; in fact, nothing (not even powerful magic)
  can force your body into a different form! It takes a single
  Ready maneuver to switch between human and beast. You
  may attempt to switch as a free action, at the start of your turn;
  this costs 2 FP and requires a HT-2 roll, but failure means you
  Do Nothing this turn! Any clothing or gear you have as a
  human is left behind when you change, unless you can carry it
  as an animal.
  All of the benefits below apply in your human form as well
  as your were-form! You are always stronger, faster at healing,
  vulnerable to silver, etc. The latter means you take 4¥ injury
  from pure silver, but only 3¥ from silver-coated weapons.
  Attribute Modifiers: ST+2 [20]; HT+1 [10].
  Secondary
  Characteristic
  Modifiers: Per+1 [5]; Basic
  Speed-0.25 [-5].
  INHUMAN RACES
  50
  Were-Forms
  Choose which type of beast you transform into. While in that
  form, you gain the attribute bonuses, advantages, and disadvan-
  tages listed. You retain all of your normal traits, including those
  from the lycanthrope racial template; e.g., a were-bear has ST+2
  in human form, and ST+12 in bear form. Some traits (e.g., those
  that require speech) may be useless in animal mode, of course.
  The GM may allow other types of lycanthropes; if so, each
  new form should temporarily add 125 points’ worth of traits.
  Bear
  Gain ST+10, DX+1, HT+2, Bad Grip 1, Cannot Speak, Claws
  (Blunt), DR 5 (Tough Skin), Fur, Ham-Fisted 2, Semi-Upright,
  and Teeth (Sharp).
  Eagle
  Gain DX+4, HT+2, Cannot Speak, Claws (Sharp), Enhanced
  Move 2 (Air), Flight (Winged), No Fine Manipulators, Penetrat-
  ing Voice, Teeth (Sharp Beak), and Telescopic Vision 5.
  Tiger
  Gain ST+10, DX+4, HT+2, Cannot Speak, Claws (Sharp), Dis-
  criminatory Smell, DR 4 (Tough Skin), Fur, Night Vision 2,
  Quadruped, Silence 2, and Teeth (Fangs).
  Wolf
  Gain ST+3, DX+4, HT+2, Cannot Speak, Claws (Blunt), Dis-
  criminatory Hearing, Discriminatory Smell (Emotion Sense),
  DR 4 (Tough Skin), Enhanced Move 1.5 (Ground), Fur, Night
  Vision 3, Penetrating Voice, Quadruped, and Teeth (Sharp).
  
  Advantages: Alternate Form (Reduced Time 4,
  +80%; Uncontrollable during full moons, -5%)
  [140]; Animal Empathy [5]; High Pain Thresh-
  old [10]; Immunity to Transformation [5];
  Regeneration (Fast; Cannot heal damage from
  silver, -10%) [45].
  Disadvantages: Infectious Attack [-5]; Lunacy
  [-10]; Vulnerability (Silver ¥4) [-20].
  OUTCAST ANGEL
  200 points
  You were never one of the bad guys – just one
  “tainted” enough to be cast down to Earth.
  Alternatively, you may be an angel intentionally
  designed as close to man as possible, to better
  understand and help him. (The disadvantage choice
  in this template reflects whether you see yourself as
  serving humanity or above them.) Either way, while
  you retain some innate power, you can no longer
  call upon the full force of Heaven.
  Attribute Modifiers: ST+2 [20]; DX+2 [40]; IQ+2
  [40]; HT+2 [20].
  Advantages: Appearance (Handsome; Androgynous; Univer-
  sal, +25%) [15]; Close to Heaven 1 [5]; Detect Evil Supernat-
  ural Beings [10]; Doesn’t Sleep [20]; Immunity to Metabolic
  Hazards [30]; Language (Adamic; Native) [6]; Shtick (Can
  hide wings under any clothes thicker than a T-shirt) [1]*;
  Unfazeable [15].
  Disadvantages: Code of Honor (Angelic) [-10]†; Divine Curse
  (Cannot act directly against God) [-5]‡. • Either Charitable
  (15) [-7] or Overconfidence (9) [-7].
  Features: Affected by Path of Spirit (instead of Body/Mind)
  magic; No -4 penalty to use Exorcism; Sterile; Vestigial wings.
  * Suddenly revealing hidden wings gives +2 to any Influence
  roll on a religious person or +1 to an Intimidation roll, when
  done in the subject’s presence for the first time.
  † Never lie or mislead, though you may omit information
  and be deliberately cryptic. Anything you swear to God to do
  must be done. Keep the secrets of Heaven safe. Be polite to
  anyone who isn’t actively trying to kill you.
  ‡ For example, if you tried to burn a church down, you
  would be physically unable to pour the gas or strike the match.
  VAMPIRE
  200 points
  You are fueled by the blood of living creatures – human
  tastes best, though any mammal’s will do – but you can control
  your cravings. You must obtain permission before entering a
  private dwelling . . . but a “Welcome” mat or similar sign is
  good enough! You must always be on your guard against sun-
  light, stake, or fire – the things that can easily kill you. And you
  may have angst about the whole “undead” thing, but it’s not a
  strict requirement.
  This template has neither Dominance nor Infectious Attack.
  New vampires cannot be created accidentally, and even if you
  were to intentionally do so (a big no-no for the good guys!), it
  wouldn’t be bound to you. You can attempt to mentally influ-
  ence (as for Suggest, p. B191) anyone you’ve bitten – progeny
  or otherwise – but it’s by no means automatic.
  Attribute Modifiers: ST+5 [50]; DX+2 [40]; HT+2 [20].
  Secondary Characteristic Modifiers: Per+2 [10]; Basic
  Speed+1.00 [20].
  Advantages: Acute Taste and Smell 5 (Accessibility, Exposed
  blood only, -60%) [4]; Can burn HP for extra effort [1]; Dis-
  criminatory Smell (Emotion Sense, +50%) [23]; Doesn’t
  Breathe [20]; High Pain Threshold [10]; Immunity to Meta-
  bolic Hazards [30]; Injury Tolerance (Unliving) [20]; Mind
  Control (Blood Agent, -40%; Suggestion, -40%) [10]; Night
  Vision 9 [9]; Unkillable 1 (Achilles’ Heel, Fire, stake, or sun-
  light, -50%) [25]; Vampiric Bite [30].
  Disadvantages: Divine Curse (Cannot enter a private home
  without permission) [-5]; Draining (Blood) [-5]; Supernatu-
  ral Features (No Body Heat*; No Reflection; Pallor*) [-16];
  Unhealing (Partial) [-20]; Vulnerability (Heat/Fire ¥2) [-30];
  Weakness (Sunlight; 1d per minute; Variable, -40%) [-36];
  Weakness (Contact with holy water and artifacts; 1d per
  minute) [-10].
  Features: Affected by True Faith and Path of Undead (instead
  of Body/Mind) magic; Cannot use holy items; Neither has
  nor uses FP; Sterile.
  * Except after feeding.
  Dhampir
  200 points
  You are the child of a woman who was turned into a vam-
  pire while already pregnant, or the issue of a mortal woman
  and a vampire using powerful magic to temporarily remove his
  sterility. Dhampirs (of either origin) are very rare. You have
  none of the drawbacks of your vampire brethren, and many of
  their strengths.
  Attribute Modifiers: ST+4 [40]; DX+2 [40]; HT+2 [20].
  Secondary Characteristic Modifiers: Per+1 [5]; HP+1 [2].
  Advantages: Breath Holding 3 [6]; Discriminatory Smell
  (Emotion Sense, +50%) [23]; High Pain Threshold [10];
  Resistant to Metabolic Hazards (+8) [15]; Night Vision 9 [9];
  Vampiric Bite [30].
  INHUMAN RACES
  51
  Holy Attacks
  Demons and vampires are both vulnerable to holy water and the
  touch of holy artifacts. The latter does not mean that just any holy sym-
  bol would do damage – it would have to have some significance (e.g.,
  a cross that has hung on a church’s pulpit for over a year); see p. 57.
  Even fleeting contact with holy water or objects does 1d of injury,
  ignoring all DR. However, a second attack immediately afterward will
  not do further damage! Once a demon or vampire has been burned by
  holy might, the wound continues to “fizz” for the next minute, bub-
  bling and hissing (but not causing further damage) as it works itself
  deep into the monster’s core. Until that minute has passed and the
  fizzing has stopped, the creature will not take further damage from any
  holy source! This means that, for example, a demon submerged in holy
  water will take a steady 1d of injury per minute.
  Thus, holy attacks are an excellent fight opener, but will usually only
  work once per fight for each foe. Champions with holy water will gen-
  erally hose down every demon or vampire present, then switch to a
  different method of attack.
  
  Danielle hit the wall with a loud thud, her shoulder spraying
  blood where the massive demon had gored her. Barely managing
  to land on her feet, she let her pistol drop from her useless hand
  and ran to rejoin Everett in the fight.
  “You pathetic animals,” the unscathed demon gloated. “You
  think yourself hunters, but only against the weak and foolish.
  Against a foe with intelligence, with resources . . .” It swung its
  spear effortlessly, as the two champions frantically dove out of
  its way.
  “I have ensnared many spirits within the Emerald of Saludin.
  They protect me – empower me!” The horned monster smirked,
  not even bothering to block Everett’s axe as it bounced off its
  hide. “You will serve me likewise, after your death. A noble sacri-
  fice on your part.”
  Two quiet clicks came from the radio at Danielle’s waist. She
  looked up at the demon and smiled.
  “Actually, we’re not the sacrifice. We . . . are the diversion.”
  The Hellspawn spun to check on the Emerald. The guards
  were all in place . . . but a moment later, it realized they weren’t
  making eye contact. The moment after that, it spotted Brad
  behind the pedestal, completing an ethereal barrier circuit with
  the cord the team had gone to so much trouble to acquire. The
  faint thrum that had permeated the cave immediately ceased.
  No longer feigning unconsciousness, Scott fast-drew the
  revolver he’d been saving and sunk three shots into the back of
  the demon’s head. The monster’s skull exploded with an
  unearthly hissing. Alive, but unable to do anything but scream, it
  flailed and staggered into a stalagmite.
  Scott stood and casually walked over. “Yeah, Danielle did a
  little research on you, Zagan – may I call you Zagan? ‘Should
  he be thrice-pierced by metal impure, both base and precious’
  . . . well, the books seemed to think you wouldn’t like that. Of
  course, I’m sure the holy water and thermate aren’t helping that
  headache, either.”
  Scott looked over as Brad rejoined them, “Excellent work,
  man. Couldn’t have been sneakier if I’d done it myself.” The three
  senior teammates shared a look, then stepped back. “I believe this
  kill belongs to you.”
  Equipment can be an important part of a character. Many
  skills rely on particular gear to work properly; e.g., Photogra-
  phy requires some sort of camera, and Broadsword skill does-
  n’t do you much good if you’re unarmed. Better gear usually
  gives bonuses, which means effectiveness can be gained from
  character points or cash. Some groups revel in this, while oth-
  ers may feel that reliance on gear takes away from character
  focus. Similarly, some GMs like to offer huge shopping lists
  and track where every matchbook and candy bar is being
  stored, while others don’t even want to keep count of ammo. So
  it’s important to set default premises.
  Monster Hunters assumes that players will use the funds
  listed under Budgeting (p. 53) to choose from the equipment in
  this chapter before the game starts. Once those funds are used
  up, any further purchases will come from a replacement
  budget (if available), monthly income, or money earned or
  found in-game. While playing, the group will track things like
  ammunition, holy water flasks, etc., but not stuff like batteries
  or food (see below). To change these assumptions, see To Gear
  or Not to Gear (p. 58).
  All equipment prices in this chapter have been rounded to
  the nearest dollar, and all weights have been rounded to the
  nearest tenth of a pound.
  Tech Level
  A standard Monster Hunters game takes place today;
  assume all technical skills are TL8. Champions will use plenty of
  old-fashioned gear from TL0-7 in their pursuit of The Enemy,
  but it will usually be created with TL8 machines and processes.
  In addition, several items are available which are technically
  superscience (TL8^); e.g., most of the psychotronic gear (pp. 57-
  58). From the in-game perspective of scientists, however, this
  technology is something that anyone with sufficient knowledge
  and skill can create! Thus, there’s no need to distinguish between
  TL8 and TL8^, particularly for the purpose of skill use.
  Batteries
  Tracking detailed power usage isn’t much fun in an over-
  the-top action game. Assume that the heroes reload and
  recharge their batteries whenever they return to “base”
  (whether that’s someone’s house or even a car with a box of
  supplies in the back). This brings all electronic devices back to
  full strength. The same applies for gassing up vehicles, chain-
  saws, etc. Only worry about it if the team ends up completely
  cut off from resupplying and recharging; e.g., stuck in an
  alternate dimension. If this happens, assume that every elec-
  trical device more powerful than a watch that doesn’t list a
  duration has enough charge to work for one day before dying.
  GEAR
  52
  CHAPTER SIX
  GEAR
  Different evil magical creatures
  must be killed by different real-
  world tools. But you already know
  that. You’ve seen it in a variety of
  stories.
  – Kristine Rusch, Murder,
  She Workshopped
  
  If the team wants to prep for a long excursion, they can buy
  and carry $3 and 1 lb. of spare batteries per person per day to
  avoid this fate. (Gasoline, at $3 and 6 lbs. per gallon, should
  be tracked separately.)
  Food
  Normal meals are part of every character’s cost of living.
  (Even vampires have to buy pigs’ blood from the butcher.)
  Since this has already been factored into everyone’s monthly
  income, there is no need to track food expenses separately.
  If the team is planning on going away (as above), they can
  grab granola bars and sports drinks from the kitchen cabi-
  net; this doesn’t cost anything, but it does add to encum-
  brance: 5.5 lbs. per person per day (or 1.5 lbs. if carrying
  only food, no liquid).
  GEAR
  53
  The more a team relies on equipment, the more important
  it is to figure out how they can afford it.
  PATRONS
  One of the benefits of working for an organization is that it
  provides the equipment for each assault. This gear always
  belongs to the Patron, not the champions – they’re expected to
  hold onto it and only use it in an authorized manner. (No trad-
  ing silver bullets for football tickets!)
  The Budget values in the Patron Budget Table (below) are per
  PC; a six-man team with a Large Budget would start with
  $120,000 total in gear.
  Starting Budget is used to buy the crew’s initial gear. While
  each PC has the right to spend “his portion” of the budget how-
  ever he wishes, the team will usually end up pooling their
  resources for any major expenses. The heroes may always
  choose to “set aside” some of this budget for later use, but it
  can never be converted to cash.
  Replacement Budget becomes available at the start of the
  second and later adventures, and is used to replenish ammuni-
  tion, acquire new gear, and so on. Gear which was previously
  requisitioned cannot be “traded in” to offset new needs, though
  the organization will gladly store it safely for the team until
  they need it again.
  Lodging and Air Travel are included primarily for color. The
  information can be extrapolated when the agency picks up the
  tab on other things (e.g., a Modest Budget means local restau-
  rants while a Loaded one provides personal chefs).
  Vehicles
  When the team needs its own personal transportation – as
  opposed to just renting something – it comes out of a different
  budget. If necessary, the organization will spend up to the
  Starting Budget on custom cars, trucks, and so on. (For options,
  see Trick Out My Ride, p. 55.)
  As a general rule, the group can destroy up to 25% of the
  vehicles’ value on a mission, and the Patron will repair or
  replace them without questions. Trashing between 25% to
  50% of the value means the team can expect to have their
  vehicle budget halved for 1d missions. Worse than that, and
  the company has no choice but to deny vehicular support for
  1d missions, then halve the budget for another 1d missions,
  while they recoup the losses.
  Personal Cash
  In addition to providing equipment, most organizations will
  offer a small salary. Ignore the details – just assume that each
  PC has $2,000 per month, free and clear, modified by Wealth.
  WEALTH
  Those without a Patron use their personal funds for gear;
  starting money is $20,000, modified by Wealth. This may seem
  to give an edge over those relying on a Patron, above, but inde-
  pendent champions lack a replacement budget – broken
  weapons and spent ammunition must be replaced from their
  personal accounts. Large expenses (e.g., vehicles) will often
  require the group to pool their funds.
  In theory, gear bought with personal funds can be sold (as
  “used”) once it’s no longer needed. However, used items gener-
  ally fetch 10% of their value when resold, or 20% for weapons.
  A successful Merchant roll adds 3% times the margin of suc-
  cess, to a maximum of 40%, or 50% for weapons.
  Ignore details about salaries and cost of living. Assume
  that the heroes make enough in their day jobs (often as
  “occult consultants”) to cover all reasonable expenses for
  transportation, food, and lodging, with $2,000 per month
  (modified by Wealth) left over to spend on anything from
  bribes to repairing equipment.
  SIGNATURE GEAR
  Buying a piece of equipment as Signature Gear costs 1
  point for every $10,000 or fraction thereof that the gear costs.
  For items under $10,000, this boils down to “1 point per piece
  of equipment.” The GM may allow multiple pieces to be “bun-
  dled together” into a package or kit, as long as it’s logical to do
  so. Firearms can be signature gear, but ammunition, being
  consumable, cannot. (Exception: If using the Track Nothing!
  rules in To Gear or Not to Gear, p. 58, go ahead and bundle the
  first quintupled ammo load with the cost of the gun.)
  BUDGETING
  Patron Budget Table
  Patron Budget
  Starting Budget
  Replacement Budget
  Lodging
  Air Travel
  Modest
  $10,000
  $1,000
  Three-Star Hotels
  Economy Class
  Large
  $20,000
  $2,000
  Five-Star Hotels
  First Class
  Loaded
  $50,000
  $5,000
  Penthouse Suites
  Chartered Jets
  
  Most reusable gadgets (not single-use items like explo-
  sives) can take any of the modifiers below. Each modifier has
  a “cost factor” (CF). To find the final cost of an item, multiply
  its base cost by (1 + total CF); e.g., a cutting-edge (+1 CF),
  rugged (+1 CF) flashlight is 1 + (1 + 1) = 3 times its listed cost.
  Weight effects multiply together; e.g., that flashlight has 0.8
  times weight.
  Some items (or categories of times) cannot take specific
  modifiers. For example, labs and tool kits do not take quality
  modifiers, so fine-quality and good-quality cannot be applied
  to those items. The GM should use common sense if a particu-
  lar combination seems unfeasible.
  Cutting-Edge: Made of the latest materials. Multiply weight
  by 2/3. +1 CF.
  Disguised: The item resembles something else of a similar
  shape; e.g., night-vision goggles that look like swimming gog-
  gles. Discovering the truth requires a Search roll, or an Obser-
  vation roll if the item is in plain sight. +4 CF.
  Fine-Quality*: Gives +2 to operation skill or adds +2 to exist-
  ing modifier. +19 CF.
  Good-Quality*: Gives +1 to operation skill or adds +1 to
  existing modifier. +4 CF.
  Rugged: Shockproof and waterproof, giving +2 on rolls
  to avoid breakage, water damage, etc. Multiply weight by 1.2.
  +1 CF.
  * Good- and fine-quality are mutually exclusive.
  BASIC GEAR
  Champions may just want to write “Basic Gear, $100, 1.5
  lbs.” as a single equipment entry, as all of the items below are
  useful in almost any situation.
  Bandages. Enough bandages and aspirin (which negates -2
  in pain penalties) to treat two wounds, in a zip-top bag. Only
  allows bandaging, not full First Aid. $2, 0.2 lb.
  Cigarette Lighter. Useful even for non-smokers. $10, neg.
  Duct Tape. A 15-yard, pocket-sized “flat roll.” (A full 60-yard
  roll is $1, 2 lbs.) If used as a restraint, ST-3 or Escape roll to
  break free. $1, 0.5 lb.
  Flashlight, Mini. See Light Sources (p. 56).
  Mirror, Pocket. Shatter-resistant plastic. $5, neg.
  Multi-Tool. A folding, “Leatherman”-style belt tool, that
  counts as improvised gear (-5) for most repairs and includes a
  small knife. $50, 0.5 lb.
  Notebook, Pencil, and Chalk. For taking notes – or leaving
  them! Waterproof. $2, 0.1 lb.
  Wristwatch. Inexpensive; no features or brand name.
  $20, neg.
  CAMERAS
  Camcorder, Micro. Runs for 1 hour. $200, 0.2 lb.
  Camera, Digital*. Basic equipment for Photography. Runs
  for 10 hours. $75, 0.5 lb.
  Camera, Film*. Basic equipment for Photography. $80, 0.5 lb.
  Film. 36-exposure roll: $2, neg.
  Film, Infrared. Captures images as if with Infravision. 36-
  exposure roll: $30, neg.
  Film, Kirlian. Captures waves of psychic energy, identifying
  psi use, ghosts, and more. Kirlian photography is done at -4 to
  skill – or no penalty if the operator takes 15 seconds to set up
  each shot. 36-exposure roll: $100, neg.
  * If made good-quality (above), weight becomes 2.5 lbs. If
  made fine-quality, weight becomes 10 lbs.
  COMMUNICATION
  Cell Phone. Has a low-end camera, web browser, etc. –
  counts as improvised equipment (-5) for Photography,
  Research, and so on. Quality bonuses offset those penalties but
  don’t affect communication. Runs for 6 hours. $100, 0.5 lb.
  Flare, Pen. A disposable launcher that shoots a signal flare
  up to 70 yards away. Not usable as a weapon, but can be rigged
  to a trip-wire (roll Traps) for perimeter security. $15, 0.1 lb.
  Headset, Bluetooth. Wireless and unencrypted, for cell
  phone or radio. Runs for 10 hours. $50, 0.1 lb.
  Radio, Handheld. 5-mile range. Runs for 10 hours. $250,
  0.5 lb.
  Radio, Pocket. 2-mile range. Runs for 10 hours. $50, 0.2 lb.
  COMPUTERS
  Computer, Desktop. With monitor, speakers, webcam, etc.
  Complexity 3. $1,500, 17 lbs.
  Computer, Laptop. Wi-fi enabled. -1 to skill for long tasks.
  Complexity 3. Runs for 5 hours. $2,050, 2.5 lbs.
  PDA, Basic. -2 to skill for long tasks. Complexity 1, able to
  run one or two minor programs (“apps”) simultaneously. Runs
  for 5 hours. $60, 0.1 lb.
  PDA, Full-Featured. As above, but Complexity 2, able to run
  up to 20 apps. $210, 0.3 lb.
  CONTAINERS
  Stuff to put other stuff in is mundane, but important. Quality
  bonuses add to rolls to Ready things quickly, and offset Stealth
  penalties for encumbrance. All weights are empty weight.
  Backpack, Small. Holds 50 lbs. of gear. Quick-release allows
  dropping it as a free action. $120, 1.5 lbs.
  Balloon. Used to hold holy water (p. 57). A filled balloon
  weighs 0.5 lb.; treat it as a nondamaging grenade (p. 63) in
  combat. Any fall automatically pops all filled balloons you’re
  carrying. Pack of 10, $2, neg.
  Bottle. A half-pint glass bottle, sturdier than a balloon
  (above), but used in the same way. Weighs 0.6 lb. filled. A suc-
  cessful hit does thr cr, at -2 per die; at least 1 point of damage
  must be done for the bottle to break. Any fall has a 2-in-6
  chance of breaking each bottle (empty or full) you’re carry-
  ing. $2, 0.1 lb.
  Load-Bearing Vest. Carries 20 lbs. of small articles ergonom-
  ically, allowing everything to be retrieved with a Ready maneu-
  ver or Fast-Draw roll. $30, 2 lbs.
  GEAR
  54
  COMMON GADGETS
  
  DEMOLITION AND INTRUSION
  The prices for dynamite, plastique, and thermite assume
  that the champion is able to acquire them via a Contact or
  Patron who has legal access to explosives. If not, he’ll have to
  get them on the black market (at 1d+1 times the price) or use
  Chemistry or Explosives to make them himself (half price; fail-
  ure wastes the money, critical failures go boom).
  Roll against Explosives (Demolition) to blow things up
  properly. To multiply the damage done by N, use (N ¥ N) times
  as much; e.g., to do 4¥ the damage with dynamite, use 16
  sticks. Before blowing anything up, though, be sure to read
  Hearing Shots (p. 61) and the note under Grenades (p. 63).
  Bolt Cutters. Do 8d(2) cut to padlocks, chains, etc. $30, 15 lbs.
  Detonator, Fuse. Light the match and run away! $2, neg.
  Detonator, Remote. Matched transmitter-receiver pair (0.5
  lb. each) with 5-mile range. $50, 1 lb.
  Detonator, Timed. Electronic clock allows for specific deto-
  nations. $25, 0.5 lb.
  Dynamite, Stick. Does 9d+1 cr ex damage. Needs a detona-
  tor. $5, 0.5 lb.
  Go-Bar. Used with Forced Entry to break locks, hinges, etc.
  $175, 17 lbs.
  Lockpicks. Basic equipment for Lockpicking skill. Weight
  becomes 0.5 lb. if made good-quality (p. 54) or 2 lbs. if made
  fine-quality. $50, 0.1 lb.
  Plastique. Self-adhesive block; does 5d¥3 cr ex damage. -8 to
  detect via smell. Needs a detonator. $40, 1.3 lb.
  Thermite. Not an explosive, but hot enough to
  burn through steel. Does 3d burn per second on
  contact, treating all DR as semi-ablative! Ignite
  with a match or lighter; a package burns for 25
  seconds. $40, 1 lb.
  Wire Cutters. Do 2d(2) cut to cables, fences, etc.
  $30, 2 lbs.
  GUN ACCESSORIES
  These make it easier to use or access your
  firearms (pp. 61-62). Only holsters and slings
  can take quality modifiers; the bonus applies to
  Fast-Draw rolls.
  Bayonet. Allows a long arm to stab for thr+3
  impaling damage, at Reach 1, using Spear skill. A
  sidearm instead acts as a large knife (p. B272).
  Either gives -1 to Guns while fixed. Wooden stakes
  cost 10% as much, but allow only thrusts at -1 to
  impaling damage and armor divisor (0.5). $40, 1 lb.
  Holster. Keeps a pistol accessible, and avoids
  the -2 to Fast-Draw (Pistol) penalty for drawing
  from your pocket, belt, etc. $25, 0.5 lb.
  Holster, Concealed. As above, but low-profile
  and worn under clothing. Gives +1 to Holdout.
  $125, 1 lb.
  Reflex Sight. Gives +1 to Guns skill out to 300
  yards and negates -3 in darkness penalties. Not
  cumulative with targeting laser! $550, 0.2 lb.
  Scope. Gives from +1 to +5 Acc after aiming
  for seconds equal to the bonus and negates -1 in
  darkness penalties from aimed shots, but adds
  -1 Bulk. $150 per +1 Acc (max +5), 1 lb.
  Silencer. Reduces the odds of being heard (Hearing Shots,
  p. 61), but adds -1 Bulk to the gun. Takes three seconds to
  remove or detach. Not available for revolvers! $1,000, 1 lb.
  Sling. Lets you Fast-Draw your long arm, and safely drop
  it without losing or damaging it. You may also brace against
  it when you aim (p. B364), removing the need for a bipod.
  $10, 1 lb.
  Tactical Light. When targeting a foe within 25 yards, use the
  current darkness penalty or -3, whichever is better. Makes you
  highly visible at night! $100, 0.2 lb.
  Targeting Laser, Integral. Gives +1 to Guns skill versus any
  target within range, though any opponent who notices the dot
  gets +1 to dodge your attack. Not cumulative with reflex sight!
  Sidearm: 150-yard range, $450, neg. Rifle: 750-yard range,
  $900, neg.
  LABS AND TOOL KITS
  These “items” (which are actually a collection of many
  items) do not take quality modifiers; their bonus is dependent
  on their size. A lab is required equipment to do physical work
  involving one of Biology, Chemistry, Forensics, or Pharmacy.
  (Cerebral sciences, like Mathematics and Physics, don’t require
  labs.) Similarly, a separate tool kit is needed to use each spe-
  cialty of Armoury, Electronics Repair, Explosives, or Mechanic.
  Using a tool kit for the wrong specialty of the right skill gives
  an extra -2 to skill.
  GEAR
  55
  Trick Out My Ride
  The modern vehicles on pp. B464-465 should suffice for most Mon-
  ster Hunter campaigns; transportation is usually a background event.
  But some teams (and some missions) call for customized rides. These
  options are available, with “cost factors” (CF) that work like those for
  gadgets (p. 54). Always round Acceleration and Top Speed down, after
  totaling all modifiers.
  Armored: Increases DR while possibly reducing Acceleration, Top
  Speed, and Range (p. B463). Halve the DR bonus (round down) for
  windows and tires:
  DR
  Accel.
  Top Speed
  Range
  CF
  +5
  -10%
  same
  same
  +1
  +10
  -20%
  -10%
  -10%
  +4
  +20
  -40%
  -20%
  -20%
  +9
  Fast: Increases Acceleration: +10% for +1 CF, +20% for +4 CF, or
  +40% for +9 CF. The +40% level also adds +10% to Top Speed.
  Responsive: Gives a Handling bonus: +1 for +1 CF or +2 for +4 CF.
  Rugged: Gives a HT bonus: +1 for +1 CF or +2 for +4 CF.
  Crazy Vlad’s Used Cars
  Champions on a budget can save money by buying a vehicle with
  some of the following problems. Each one gives -0.1 CF and is cumu-
  lative; e.g., -3 to Handling is worth -0.3 CF. The final CF cannot go
  below -0.6.
  -10% to Acceleration and Top Speed; -1 to Handling (min. -3); -1
  to HT; -20% to HP and -10% to DR (this can only be taken twice); or
  -2 to SR (min. 0).
  
  Lab or Tool Kit, Belt*. Allows you to use one skill, but at -2.
  $1,000 for a lab, $200 for a tool kit, 4 lbs.
  Lab or Tool Kit, Box*. Basic equipment for one skill. $3,000
  for a lab, $600 for a tool kit, 20 lbs.
  Lab or Tool Kit, Field*. Gives +1 to one skill. $15,000 for a
  lab, $3,000 for a tool kit, 200 lbs.
  Lab or Tool Kit, Shop*. Gives +2 to one skill. $75,000 for a
  lab, $15,000 for a tool kit, 2,000 lbs.
  * Double the price but halve the weight for Electronics
  Repair tool kits.
  LIGHT SOURCES
  In the area of illumination listed for each source, the dark-
  ness penalty cannot be worse than -3. Quality bonuses affect
  this limit (e.g., a fine-quality flashlight would reduce the dark-
  ness penalty to -1).
  Flashlight, Mini. 5-yard beam. Runs for 10 hours. $10, 0.2 lb.
  Flashlight, Regular. 10-yard beam. Runs for 50 hours. $20,
  1 lb.
  Flashlight, Smart. Can switch between a 50-yard beam (runs
  for 2 hours) or a 5-yard beam (40 hours). $300, 0.5 lb.
  Glow Stick. 2-yard radius. Lasts for 12 hours. $2, 0.1 lb.
  Lantern, Electric. 5-yard radius. Runs for 20 hours. $30,
  3 lbs.
  UV Bulb. Roll vs. DX-2 or any Beam Weapons-2 to hit with
  the beam; the target may try to dodge. If your opponent has a
  Weakness to sunlight, then a hit inflicts half that disadvantage’s
  damage. Changing bulbs takes 10 seconds (five seconds with a
  DX roll). Any flashlight: $25, neg.
  MEDICAL SUPPLIES
  Body Bag. Sometimes necessary to keep a corpse secret! $5,
  2.5 lbs.
  Crash Kit. Basic equipment for Physician; improvised
  equipment (-5) for Surgery; fine equipment (+2) for First Aid.
  $200, 10 lbs.
  First Aid Kit. Basic equipment for First Aid. Weight becomes
  2 lbs. if made good-quality (p. 54); fine-quality is a crash kit
  (above). $10, 1 lb.
  Surgical Kit. Basic equipment for Surgery (+2 for TL; see
  p. B424). $300, 15 lbs.
  MISCELLANEOUS GEAR
  Climbing Kit. Harness, ascender, descender, fasteners, and
  100 yards of 3/8” rope. $400, 26 lbs.
  Disguise Kit. Basic equipment for Disguise. Weight becomes
  50 lbs. if made good-quality (p. 54) or 250 lbs. if made fine-
  quality. $200, 10 lbs.
  Grapnel. Padded for stealth! Use Throwing to place. $40,
  3 lbs.
  Industrial Cleanser. Roll vs. Housekeeping to destroy DNA
  evidence. Enough for one body’s worth: $5, 1 lb.
  Library. Allows Research rolls on the occult from the com-
  fort of one’s home. May be physical books or a virtual collec-
  tion on the computer (p. 54) – either way, weight is irrelevant.
  $70,000.
  Media Player, Digital. If made good-quality (p. 54), can either
  play video files or record audio; if made fine-quality, can do
  both. Runs for 12 hours. $100, 0.2 lb.
  Reloading Press. For hand-loading special ammo (p. 63)
  with Armoury (Small Arms). $100, 2 lbs.
  Rope, 3/8”. Supports 650 lbs. Per 10 yards: $25, 1.6 lbs.
  OPTICS
  Each type of optic provides the effects of the listed traits
  while being used. Goggles are dangerous to wear when fight-
  ing – No Depth Perception gives -1 to melee combat, and -3
  to ranged!
  Binoculars. Telescopic Vision 3. $150, 3 lbs.
  Binoculars, Night-Vision. Night Vision 9, Telescopic Vision
  4, and Colorblindness. Run for 20 hours. $6,000, 3 lbs.
  Binoculars, Thermal-Imaging. Infravision, Telescopic Vision
  2, and Colorblindness. Run for 4 hours. $7,000, 3 lbs.
  Goggles, Night-Vision. Night Vision 9, Colorblindness, No
  Depth Perception, and No Peripheral Vision. Hands-free. Run
  for 20 hours. $3,500, 1.5 lbs.
  Goggles, Thermal-Imaging. Infravision, Telescopic Vision 3,
  Colorblindness, No Depth Perception, and No Peripheral
  Vision. Hands-free. Run for 2 hours. $13,000, 1.5 lbs.
  GEAR
  56
  These items are not available on the open market. Champi-
  ons are free to start off with them, but getting them in play
  requires an appropriate Contact or Patron, use of a relevant
  skill (e.g., Streetwise), or tracking down a specialty shop.
  These items do not take the modifiers listed for gadgets
  (p. 54).
  GRIMOIRES AND
  COLLECTIONS
  For an explanation of grimoires, see p. 39. Even more so
  than most esoteric tools, grimoires can be difficult to acquire.
  First, only shops dealing in ancient magical texts (usually dis-
  guised as simple used book stores) even offer the product at
  all. Just as important, an infinite number of rituals exist,
  which means weak odds of finding a grimoire for the one rit-
  ual you want.
  Thus, when a hunter goes shopping between missions, what
  he wants may not be available. For each ritual, whether as a
  standalone book or as part of a collection, roll 3d-8 to deter-
  mine the maximum bonus available. If the result is less than
  +2, no grimoire is available for that spell – he may try again
  after the next mission. The champion can buy a lesser version
  if he can’t afford the best. (Don’t roll during character creation;
  the hero may start the game with whatever he can afford.)
  ESOTERIC GEAR
  
  Sellers rarely keep potent grimoires in stock; once ordered,
  the customer comes back for it. During downtime, this can be
  abstracted, but if the hunter hits the store in the middle of a mis-
  sion, and needs something right now, roll 3d-12 instead of 3d-8.
  A grimoire’s bonus affects its weight – larger modifiers
  require more text, diagrams, and so on. Grimoires have two
  options available, both explained on p. 39, each of which has a
  “cost factor” (CF) which modifies the cost as for gadgets (p. 54):
  Dead-Language: The grimoire requires comprehension of an
  ancient tongue, or translation. -0.2 CF.
  Encrypted: The grimoire must be decoded before use. -0.2 CF.
  Grimoire Table
  Bonus
  Cost
  Weight
  Bonus
  Cost
  Weight
  +2
  $100
  2 lbs.
  +7
  $7,500
  5 lbs.
  +3
  $250
  2.5 lbs.
  +8
  $20,000
  6 lbs.
  +4
  $600
  3 lbs.
  +9
  $50,000
  8 lbs.
  +5
  $1,500
  3.5 lbs.
  +10
  $100,000
  10 lbs.
  +6
  $3,500
  4 lbs.
  Collections
  If multiple grimoires are being purchased (or are discov-
  ered) at once, they may be part of a collection. This is a single
  book that encompasses multiple rituals, and may be used
  when casting any of them. The rituals must all share at least
  one common Path skill, but the bonuses do not have to match.
  A collection costs the same as the individual grimoires
  would – the savings is one of weight, not money. Take the
  weight listed for the best bonus, then add 1/5 of the total weight
  for every other ritual.
  Example: Brad wants a collection aiding three rituals: a
  cloaking spell (Greater Destroy Energy), a spontaneous-combus-
  tion spell (Greater Create Energy), and a hacking spell (Greater
  Strengthen Chance and Lesser Sense Energy). All three use Path
  of Energy, so they can be collected. The GM rolls 3d-8 for each,
  resulting in +3, +5, and +2. Brad can’t afford that, so he buys gri-
  moires worth +3 ($250), +4 ($600), and +2 ($100), for a total of
  $950. The collection weighs 3 + (4.5/5) = 3.9 lbs, and he can use
  it for +3 to cloak, +4 to burn, or +2 to hack.
  MAGICAL WORKSPACE KITS
  Workspace Kit, Basic. A collection of special pans, spoons,
  candlesticks, burners, etc. – necessary for casters trying to
  make charms (pp. 38-39) without a penalty. The room in
  which it’s used will end up resembling a cross between a
  kitchen and a high-school chemistry lab. Takes an hour to
  safely set up or pack. $3,000, 20 lbs.
  Workspace Kit, Good. Several boxes full of high-end gear,
  with inlaid copper pentagrams, magically inert utensils, etc.
  Gives +1 on all rolls to make a charm. Takes five hours to set
  up or pack. $15,000, 200 lbs.
  Workspace Kit, Fine. Enough gear to pack a huge room!
  Anodized orichalcum handles, swamp-gas burners, and so on.
  Gives +2 on all rolls to make a charm. Takes 20 hours to set up
  or pack. $60,000, 2,000 lbs.
  MYSTICAL SUPPLIES
  Esoteric Kit. Basic equipment for Esoteric Healing –
  asafetida candles, chakra charts, incense, acupuncture needles,
  etc. $200, 4 lbs.
  Holy Symbol. Hand-made, well-used representation of the
  user’s faith. Against demons or vampires, can be used as a holy
  attack (p. 51); treat as a sap, using Boxing-1, Brawling, or
  Karate-1 to hit. $200, 0.5 lb.
  Holy Symbol, Aged. A symbol that’s been used for decades.
  As above, and gives +1 in all Quick Contests against evil super-
  natural entities involving Exorcism, Mysticism abilities, etc.,
  when brandished. $1,000, 0.5 lb.
  Holy Symbol, Ancient. One that’s been used for centuries. As
  above, but gives +2. $4,000, 0.5 lb.
  Holy Symbol, Mass-Produced. A small symbol bought from
  a store or online. Can not be used as a holy attack! $5, 0.1 lb.
  Holy Water. Not for sale, but available free from many
  churches! Anyone with Clerical Investment may use Reli-
  gious Ritual to make some out of ordinary water; this takes
  about a minute per pint (minimum one minute). Use it to fill
  balloons (p. 54), bottles (p. 54), or liquid projectors (p. 62).
  Half-pint: 0.5 lb.
  PSYCHOTRONICS
  This technology interacts with psi, or uses psionic princi-
  ples to accomplish something “impossible,” such as interacting
  with spirits.
  Electronics
  The ghost blaster, mind disruptor, and neutralizer (below)
  use Beam Weapons (Projector), and can be given the “cost fac-
  tor” modifiers found under Firearms (p. 61). All of the other
  electronic gear requires an Electronics Operation (Psychotron-
  ics) roll to use properly.
  Ectocognitive Wave Detector (EWD). A handheld meter that
  measures projected psychic energy, which can be used to iden-
  tify both ghosts and active psi use. The GM rolls for the opera-
  tor, applying range penalties (p. B550). Success by 0-2 acts as
  Detect (Vague), by 3-4 as Detect, and by 5+ as Detect (Precise);
  see p. B48. $1,500, 1 lb.
  Ethereal Barrier Cord. Resembling “rope lights,” this inch-
  thick cord can be used to cordon off an area from psychic
  energy. The cord must form an enclosed shape, like a circle.
  Once laid out and powered up, any psionics used across the
  boundary must win a Quick Contest against the cord’s power
  of 12 to have any effect. Failure (but not a tie) costs the psi 1
  FP. Similarly, any spirit attempting to cross the boundary must
  win a Quick Contest: the better of its ST, HT, or Will against the
  cord’s power of 12, with the same effects on a failure. However,
  for every psionic ability or spirit that does get through, the cord
  must roll against its HT 11 or short out until repaired. (To
  enclose a circle, multiply the radius by 6.3 for the amount of
  cord needed.) Runs on external power. $1,000, 10 lbs. for the
  power converter, and $50, 0.5 lb. per yard of cord.
  GEAR
  57
  Charms. They’ll fend off
  possession.
  – Bobby, in Supernatural #2.14
  
  Ghost Blaster. A backpack containing a stripped-down
  nuclear accelerator connected to a rifle-sized particle thrower,
  capable of projecting energy that disrupts a spirit’s ties to this
  astral plane. It can only affect insubstantial foes, including
  ghosts, certain demons, astral projectors, etc. If the “damage”
  reduces the target to 0 FP, it immediately returns to wherever it
  belongs – ghosts move on, demons go to Hell, projectors return
  to their bodies, and so on. See the Firearms Table (p. 62) for stats.
  Mental Shield. This resembles a small colander, form-fitted to
  the head, with wires and resistors coming out of it. It must be
  worn in contact with the scalp, precluding the use of a helmet.
  Gives the wearer Mind Shield 4, cumulative with any natural
  Mind Shield, but most people react to him at -2. It also provides
  an extra DR 1 to the skull, but for every hit, the shield must roll
  against its HT 11 or short out until repaired. $1,000, 1 lb.
  Mind Disruptor. This weapon is useful for humans you don’t
  want to hurt, and resembles a cross
  between a rifle and a “beach-combing”
  metal detector. When hit, the target must
  roll against Will-2, with a bonus equal to
  any Mind Shield, or be mentally stunned;
  he may roll again each turn to recover. On
  a critical failure, he falls unconscious! The
  effect disrupts short-term memory; victims
  who succumb never remember what hap-
  pened to them during the second they were
  shot, or the second before that. See the
  Firearms Table (p. 62) for stats.
  Neutralizer. This bulky rifle, attached to a
  hip-pack battery, is useful when going up
  against rogue psis. When hit, the target must
  roll against Will-4, with a bonus equal to any
  Mind Shield, or lose access to all of his
  psionic abilities for seconds equal to the
  margin of failure (minutes on a critical fail-
  ure). See the Firearms Table (p. 62) for stats.
  Spiricom. A system of frequency-tone
  generators that can isolate a spiritual “car-
  rier wave” so everyone can hear it. Look up
  the operator’s margin of success on the
  “Size” column of the Size and Speed/Range
  Table (p. B550). Within this range, if any psi
  uses Telesend, or any ghost attempts to com-
  municate, the spiricom converts it to sound.
  Runs on external power. $3,200, 80 lbs.
  Psi Drugs
  These pills take two seconds to ready and
  swallow; they take effect within a minute.
  They are also available as injections, which
  require 15 seconds to administer but then
  work immediately. Injecting a drug quickly
  (two seconds) requires a First Aid-4 or
  Physician+2 roll, with failure resulting in a
  wasted drug.
  Psi-Block. Alters the user’s morphic
  field: For 1d¥10 minutes, psis are at -4 to
  use their abilities (whether mental, physi-
  cal, or even divination) on him. If given to
  a psi, he is also at -8 to use any of his own
  abilities! $30/dose, neg.
  Psi-Boost. Adds +1 to the user’s psi rolls
  for 1d¥10 minutes. User must roll HT; on a
  failure, he is also at -2 to DX and all DX-
  based rolls for hours equal to the margin of
  failure. Multiple doses within 24 hours are
  at a cumulative -1 to this roll. Potentially
  addictive (-15 points); users are at -5 to all
  psi use while going through withdrawal.
  $50/dose, neg.
  GEAR
  58
  To Gear or Not to Gear
  The assumptions discussed at the beginning of this chapter can be tailored
  to fit the group – but be sure everyone’s aware of it before the game starts!
  Rejecting Materialism
  If the GM wants less of a focus on equipment, he has a few options. He can
  reduce the starting funds significantly (anywhere from -10% to -90%), which
  forces the group to pick up only the essentials. Or he can make a list of which
  gear is available, removing anything he sees as a crutch. He can even do both!
  More radically, the GM may simply assign whatever gear he feels is
  appropriate to each PC – the warrior may get an axe and a smile, while the
  techie gets a small collection of expensive gadgets. If so, no PC can take
  Wealth, and all Patrons should be Modest Budget.
  Shop Your Heart Out
  For a much larger shopping list, break out GURPS High-Tech. Be warned
  that by itself, this will add considerable time to game prep, as players comb
  through 256 pages of nifty toys. To avoid this, consider also using GURPS
  Loadouts: Monster Hunters, which offers sensible equipment suggestions for
  most flavors of champion and mission.
  In theory, using High-Tech means you can keep detailed track of things
  like batteries, but doing so is not recommended. It can slow down play and
  shift the focus off of the monster hunting.
  Track Nothing!
  Monster Hunters, though a cinematic game, assumes that ammunition
  will be tracked. This preserves the balance between melee weapons (which
  put you close to your foe) and ranged weapons (which are safer, but require
  ammo); it doesn’t hurt the commando (pp. 9-10), because each of his per-
  fectly targeted bullets is still more valuable than those of an average shooter
  (who misses more often).
  That said, it won’t drastically unbalance the game to assume that every-
  one has enough ammo to deal with any situation. To do so, tally up the
  cost and weight of five reloads for everyone. (Five per weapon, not per per-
  son!) If someone uses multiple types of ammo for a weapon, tally up five
  reloads for each type.
  Each champion has to pay the cost for his reloads before every mission.
  (With a Patron, this is one of the primary uses for the replacement budget.)
  Next, each person has to add the total weight to his encumbrance. Then,
  ignore detailed ammo tracking until one of the following happens:
  • The team is cut off from resupplying; e.g., trapped in a cave or a build-
  ing. At that point, everyone has five reloads left, and has to count bullets.
  • A PC objects to the encumbrance and decides to ditch some ammo.
  From that point on, he has just the 0-4 reloads that he didn’t drop.
  • A PC is captured and stripped of his gear. He has nothing!
  This applies to ammo – including things like arrows and crossbow bolts –
  but not to holy water balloons, grenades (p. 63), or anything else that weighs
  more than an ounce per use.
  
  Any TL0-8 armor from pp. B283-285 or High-Tech is theoret-
  ically available for champions, but in practice, they can’t afford
  to draw too much attention to themselves. Because of this, body
  armor is rare unless it can pass for (or be worn under) normal
  clothing. The Protective Clothing Table summarizes the most
  common options, using the notation explained on p. B282.
  The following modifiers exist for clothing. These have “cost
  factors” (CF) that affect price as explained for gadgets (p. 54).
  Scent-Masking: Keeps scents inside the fabric, giving -4 to
  Smell rolls to find the wearer (or track him by scent). +2 CF.
  Undercover: Helps conceal weapons, giving a Holdout
  bonus: +1 bonus for +4 CF, +2 for +19 CF.
  GEAR
  59
  PROTECTIVE CLOTHING
  Protective Clothing Table
  Clothing
  Location
  DR
  Cost
  Weight
  Notes
  Boots, Reinforced
  feet
  3/2
  $75
  3
  [1]
  Clothing, Extra Outfit
  all
  0
  $120
  2
  Coat, Long
  arms, legs, torso
  0
  $50
  5
  [2]
  Coat, Long Leather
  arms, legs, torso
  1*
  $250
  10
  [2]
  Collar, Reinforced
  neck
  2
  $10
  0.5
  Cup, Athletic
  groin
  2/1F
  $20
  neg.
  [3]
  Glasses, Ballistic
  eyes
  4
  $35
  neg.
  Gloves, Sap
  hands
  2*
  $60
  1
  [4]
  Gloves, Shooting
  hands
  1*
  $50
  0.5
  Hat, Leather
  skull
  1*
  $60
  0.5
  Helmet, Motorcycle
  skull
  6/3
  $200
  3
  [3]
  with visor
  eyes, face
  1
  +$50
  +0.5
  Jacket, Leather
  arms, torso
  1*
  $50
  4
  Leggings, Sharp-Proof
  legs
  3/1
  $100
  4
  [5, 6]
  Pants, Leather
  legs, groin
  1*
  $40
  4
  Shoes, Climbing
  feet
  1*
  $80
  1
  [7]
  Sleeves, Sharp-Proof
  arms
  3/1
  $100
  2
  [5, 6]
  Vest, Advanced
  torso
  35/5*
  $4,600
  17
  [5, 8]
  Vest, Concealable
  torso
  12/5*
  $1,000
  2
  [5, 9]
  Notes
  [1] Use higher DR only vs. attacks to the underside of the
  foot. Gives +1 to kicking damage.
  [2] Gives +4 to Holdout. Can be made undercover for a
  larger bonus!
  [3] Use higher DR only vs. crushing attacks.
  [4] Give +1 to punching damage and Bad Grip 1.
  [5] Concealable under clothing, not as clothing.
  [6] Use higher DR only vs. cutting and impaling attacks.
  [7] Give +1 to Climbing and Stealth.
  [8] Use lower DR only vs. crushing attacks.
  [9] Use higher DR only vs. cutting and piercing attacks.
  Monster hunters must use a wide range of weapons. It’s per-
  fectly normal for a team to bust into a lair with one member
  wielding a sword, one a crossbow, and one an assault rifle.
  MELEE WEAPONS
  Champions will frequently find themselves using “old-
  fashioned” weapons to kill their foes, many of which are
  resistant (or even immune) to modern ones! All of the
  weapons from pp. B271-274 are available. Due to TL8 tech-
  nology, they can be fine quality for free! Moreover, the follow-
  ing modifiers are available; each has a “cost factor” (CF) that
  works as for gadgets (p. 54):
  Balanced: +1 to skill when using the weapon. All weapons
  except sticks: +4 CF.
  Disguised: The weapon resembles any innocent item that
  could conceal it (e.g., a knife built into a belt-buckle). Finding
  the hidden weapon requires a Search roll – or an Observation
  roll if carried. All weapons: +4 CF.
  Fine*†: Gives -1 to odds of breakage, not cumulative with
  titanium. If the weapon is cutting or impaling, adds +1 to dam-
  age. This is free at TL8; always add it unless you’re making the
  weapon silver or very fine! All weapons: +0 CF.
  Holy: Inlaid with religious imagery and text, using spiritu-
  ally significant materials, then blessed. Counts as a holy attack
  (p. 51). The weapon’s final value (after all modifiers, including
  this one) must be at least $250. All weapons: +4 CF.
  Silver†: The weapon is solid silver, which does significantly
  more injury to lycanthropes! It has +2 to odds of breakage,
  however. Any metal weapon: +19 CF.
  WEAPONS
  
  Silver-Coated†: The weapon inflicts additional injury to
  lycanthropes, though not as much as Silver (p. 59). All weapons:
  +2 CF.
  Titanium†: Multiplies weight by 3/4 and gives -2 to odds of
  breakage. All weapons: +1 CF.
  Very Fine*†: Gives -2 to odds of breakage (not cumulative
  with titanium) and +2 to damage. Fencing weapons and swords
  only: +3 CF.
  Weighted: +1 damage. Two-handed axes and maces only:
  +1 CF.
  * Fine and very fine are mutually exclusive.
  † Silver cannot be combined with fine, silver-coated, tita-
  nium, or very fine – but silver-coated and titanium can be com-
  bined with each other.
  Example: A were-hunter wants a balanced (+4 CF), silver-
  coated (+2 CF), titanium (+1 CF), very fine (+3 CF) saber – for
  a total “cost factor” of +10. The saber’s $700 cost is multiplied
  by (1 + 10) = 11, for a final cost of $7,700, which he covers with
  Signature Gear [1]. It has 3/4 weight and gets -2 to odds of
  breakage, +1 to skill, and +2 to damage.
  Improvised Weapons
  While champions are expected to outfit themselves with
  appropriate weaponry, sometimes the unexpected happens and
  the heroes have to resort to whatever is nearby. Many such
  items are easy to adjudicate (e.g., a box opener cuts as a small
  knife), but some deserve specific mention.
  For each item, the skill used to wield it is listed in brackets,
  along with any penalty to do so. Take Improvised Weapons
  (p. 25) to remove such penalties entirely for that skill. The cost
  and weight for each item is provided in case the team needs to
  buy them as tools; it is not a suggestion that champions will
  find these useful enough to make them primary weapons! (The
  “cost factor” options above can never be applied to improvised
  weapons.) Unless explicitly stated otherwise, an improvised
  weapon cannot be used to parry, and is considered cheap for
  breakage purposes.
  Chainsaw. Does sw+1d cut, with Reach 1 and ST 11‡ [Two-
  Handed Axe/Mace-2]. A low-end chainsaw is half-price, but
  has a 1-in-6 chance of the chain snapping if stopped by DR.
  Runs for one hour on a gallon of gas ($3, 6 lbs.). $300, 13 lbs.
  Circular Saw. Does sw+3(2) cut, with Reach 1 and ST 11‡
  [Two-Handed Axe/Mace-3]. Runs for 30 minutes. $75, 20 lbs.
  Pool Cue. Does sw cr, with Reach 1 and ST 9 [Broad-
  sword-1]. $30, 2 lbs.
  Power Drill. Does 1d+2(2) pi++, with Reach C and ST 8
  [Knife-2]. Runs for 30 minutes. $50, 2 lbs.
  Road Flare. Does 1d-4 burn, with Reach 1 and ST 6 [Short-
  sword-2]. Disposable; once started, will burn for 30 minutes.
  $5, 1 lb.
  Scissors or Screwdriver. Does thr-2 imp, with Reach C and
  ST 5 [Knife-1]. $2, 0.3 lb.
  Shovel. Does sw+3 cut, with Reach 1, 2* and ST 12‡ [Two-
  Handed Axe/Mace-2]. $15, 6 lbs.
  Tire Iron. Does sw+1 cr, with Reach 1 and ST 10
  [Axe/Mace-2]. $10, 2 lbs.
  MUSCLE-POWERED
  RANGED WEAPONS
  As for melee weapons (pp. 59-60), many of the
  weapons from pp. B275-276 are more effective than mod-
  ern guns at killing monsters! Use their stats as-is, with
  the following notes.
  Bows and Crossbows
  At TL8, these weapons may take any of the modifiers
  below. Each has a “cost factor” (CF) that works as for
  gadgets (p. 54).
  Balanced: +1 to Accuracy. +4 CF.
  Compound: Pulleys and cables transfer more energy to the
  string. Treat the user and weapon as having ST+2 for damage
  and range purposes. +1 CF.
  Fine: Increase 1/2D and Max by 20%. +3 CF.
  Many bows and crossbows mount targeting lasers (Gun
  Accessories, p. 55) for the skill bonus. In addition, crossbows
  can mount scopes, while bows can mount similar sighting
  devices (+1 Acc, $100, neg.).
  Arrows and bolts cost $2 each, or $40 with a silver head.
  Their heads can be normal, bodkin-point (damage becomes
  piercing with a (2) armor divisor), or willow-leaf (damage
  becomes cutting); cost and weight are unchanged. Wrapping a
  flaming cloth behind the head adds one point of linked burn-
  ing damage, but gives -2 to hit.
  GEAR
  60
  Tonfas
  Tonfa skill is not required to use a tonfa in the manner
  described on p. B209; anyone may hold the weapon in a
  reversed grip to benefit his unarmed strikes and parries.
  The statistics below are for those trained in using it as a
  melee weapon in a standard (“sword”) grip.
  TONFA (DX-5 or Shortsword-3)
  Weapon
  Damage
  Reach
  Parry
  Cost
  Weight
  ST
  Tonfa
  sw cr
  1
  0
  $40
  1.5
  7
  or
  thr cr
  C, 1
  0
  –
  –
  7
  My load-bearing gear was heavily laden with extra shells: silver buckshot, silver slugs,
  flechettes, armor-piercing quadrangle shot, internally suppressed buckshot, Milo’s special
  magnum breaching charges, and even a couple of Penguin tear gas rounds.
  – Larry Correia, Monster Hunter International
  
  Thrown Weapons
  All thrown weapons may take the same “cost factor” mod-
  ifiers that melee weapons (pp. 59-60) can, including being
  fine for free!
  FIREARMS
  The Firearms Table (p. 62) adjusts many Basic Set weapons
  to reflect High-Tech. It includes the most common “monster
  hunting” weapons, along with the psychotronic ones from
  p. 58. Statistics are as per pp. B268-271, except as follows:
  Weight is loaded weight. The weight of one full reload is
  shown after the slash; for pistols, rifles, and SMGs, this
  includes the ammo and a magazine or speedloader.
  Shots lists reload times in parentheses. For revolvers, this
  assumes a speedloader; add nine seconds if using loose
  rounds! Fast-Draw (Ammo) reduces times by a third; e.g., (6)
  becomes (4).
  Cost gives the cost of a full reload after the slash, in round
  dollars. The cost of an (empty) magazine, speedloader, or reser-
  voir then appears in parentheses, if applicable. Add the two
  together to find the price of a full magazine or speedloader.
  Firearms can be improved with customization options.
  Each option has a “cost factor” (CF) that modifies the cost as
  for gadgets (p. 54).
  Disguised: The gun resembles a mundane item (e.g., a
  flamethrower might pass as a hiker’s backpack with a rolled
  tent attached). Realizing the truth requires a Search roll – or an
  Observation roll if carried. +4 CF.
  Fine*: Gives any firearm with base Acc 2 or better another
  +1 Acc. +1 CF.
  Very Fine*: Gives any firearm with base Acc 4 or better
  another +2 Acc. +4 CF.
  * Fine and very fine are mutually exclusive.
  GEAR
  61
  Gunshots are loud! Every bullet leaves a miniature
  sonic boom in its wake. In inhabited areas, this can attract
  the attention of innocent bystanders and the authorities –
  both things that a monster hunter wants to avoid. Any time
  guns are used on a given turn, someone nearby may hear.
  Instead of rolling against each individual listener’s
  Hearing, the GM can use the following rules to determine
  how far the sound travels for every average listener. Roll 3d
  and apply the following modifiers, then look up the result
  on the table below.
  Source: -5 for silent ammo (p. 63). Otherwise, -3 for a
  psychotronic weapon (p. 58), -1 for a pistol, or no modifier
  for other guns. Always use the modifier for the loudest
  attack that round. Grenades list a specific modifier; other
  explosives fall between +2 and +8, depending on the size of
  the blast, which is why most champions avoid them!
  Multiple Bullets: Add the rapid fire bonus (p. B548) for the
  total number of shots fired this round; e.g., +1 for 5-8 shots.
  Silencers: -8 if every shot was made with a silencer (p. 55)
  or -3 if shot through a pillow or similar improvisation.
  Background Noise: This roll assumes an average amount
  of noise – the equivalent of busy traffic or everyone nearby
  watching TV. Modifiers can range from +5 for absolute dead
  silence to -5 for a fireworks display going off down the street.
  The GM can roll every round in which shots are fired,
  but it’s usually easier to roll when it first happens, then roll
  again only if the modifiers change (if another person pulls
  out a gun, adding more bullets per turn, etc.).
  Use these rules to determine if random bystanders hear
  any unexpected gunshots. If a particular person is actively
  listening for gunplay, add a modifier equal to his (Hearing
  - 8) to the result.
  Example: In a graveyard, Scott unloads 15 SMG bullets
  into a vampire; no other shots are fired that turn. The GM
  rolls 3d + 3 (rapid-fire bonus) + 3 (quiet graveyard), getting a
  16. At up to eight yards away, even someone who’d never
  used a gun could tell shots were fired, while anyone with
  Guns skill could recognize it out to 128 yards! The latter is
  well beyond the bounds of the graveyard – the GM decides
  that a police officer is within range and decides to investigate.
  At the same time, Brad has gotten separated from Scott
  and is listening for his shots. Brad’s Hearing is 15; this adds
  +7 to the result for a total of 23. Brad can thus hear Scott’s
  gun from up to eight miles away.
  Result
  Range (Skilled)
  Range (Unskilled)
  8 or less
  –
  –
  9
  1 yard
  –
  10
  2 yards
  –
  11
  4 yards
  –
  12
  8 yards
  –
  13
  16 yards
  1 yard
  14
  32 yards
  2 yards
  15
  64 yards
  4 yards
  16
  128 yards
  8 yards
  17
  256 yards
  16 yards
  18
  1/4 mile
  32 yards
  19
  1/2 mile
  64 yards
  20
  1 mile
  128 yards
  21
  2 miles
  256 yards
  22
  4 miles
  1/4 mile
  +1
  ¥2
  ¥2
  Range (Skilled) is the distance at which someone with
  Guns skill (at any level) will hear and recognize the shots
  and identify the direction from where they came. Range
  (Unskilled) is the distance at which someone with no
  points in Guns will do so. A farther-off listener may hear
  the noise, but will either not pinpoint the direction or will
  chalk it up to construction, a car door slamming, etc. In
  all cases, this does not mean that everyone within range
  hears the shots – just that enough people do that it may
  cause problems for the heroes.
  Hearing Shots
  
  Improvised Firearms
  Sometimes a champion has to make do with whatever
  comes to hand! See Improvised Weapons (p. 60) for details. The
  following all have Acc 0 and RoF 1.
  Flare Gun. Does 1d+1(0.5) cr dkb inc, with Range 10/330
  and Shots 1(3) [any Guns-4]. Burns hot for 10 seconds after fir-
  ing: 1d burn to anyone touching it. $480, 2 lbs.
  Nail Gun. The safety must be disabled ahead of time or held
  back with the off hand. Does 2d-1 pi-, with Range 5/25 and
  Shots 50(3) [Pistol-4]. $350, 8 lbs.
  GEAR
  62
  Firearms Table
  See pp. B268-271 for an explanation of the statistics.
  Weapon
  Damage
  Acc
  Range
  Weight
  RoF
  Shots
  ST
  Bulk
  Rcl
  Cost
  Notes
  BEAM WEAPONS (PROJECTOR) (DX-4 or other Beam Weapons at -4)
  Ghost Blaster
  2d fat
  2
  25/40
  50
  1
  30
  11†
  -7
  1
  $12,500
  [1]
  Mind Disruptor
  Will-2 aff
  3
  10/30
  11
  1
  22
  9†
  -5
  1
  $26,000
  [1]
  Neutralizer
  Will-4 aff
  3
  23/70
  15
  1
  33
  10†
  -6
  1
  $19,000
  [1]
  GUNS (PISTOL) (DX-4 or most other Guns at -2)
  Auto Pistol, .40
  2d+2 pi+
  2
  160/1,800
  2.3/0.6
  3
  13+1(3)
  9
  -2
  2
  $770/$4($32)
  Auto Pistol, .50AE
  4d pi+
  2
  220/2,500
  4.6/0.6
  3
  7+1(3)
  12
  -4
  4
  $1,250/$8($45)
  Backup Auto Pistol, .40
  2d+1 pi+
  1
  140/1,600
  1.9/0.4
  3
  6+1(3)
  8
  -1
  2
  $720/$2($37)
  Revolver, .44M
  3d+2 pi+
  2
  210/2,300
  3.1/0.4
  3
  6(6)
  11
  -3
  4
  $770/$4($10)
  Revolver, Snub .38
  2d-1 pi
  1
  90/1,000
  1.2/0.3
  3
  5(6)
  9
  -1
  2
  $350/$2($10)
  GUNS (RIFLE) (DX-4 or most other Guns at -2)
  Assault Carbine, 5.56mm
  4d+2 pi
  4
  750/2,900
  7.3/1
  15
  30+1(3)
  9†
  -4
  2
  $950/$15($34)
  Assault Rifle, 5.56mm
  5d pi
  5
  800/3,500
  8.9/1
  13
  30+1(3)
  8†
  -5
  2
  $850/$15($34)
  Entry Rifle, .50BW
  6d+1 pi+
  4
  380/2,700
  7/1.1
  3
  10+1(3)
  10†
  -5
  4
  $1,200/$11($34)
  Sniper Rifle, 7.62mm
  7d pi
  5+3
  1,000/4,200
  15/1
  1
  10+1(3)
  11B†
  -6
  3
  $2,350/$9($50)
  [2]
  GUNS (SHOTGUN) (DX-4 or most other Guns at -2)
  Auto Shotgun, 12G
  1d+1 pi
  3
  40/800
  8.2/0.8
  3¥9
  7+1(2i)
  10†
  -5
  1
  $1,000/$4
  firing slugs
  5d pi++
  4
  100/1,200
  –
  3
  –
  10†
  –
  4
  –
  Compact Pump Shotgun, 12G
  1d+1 pi
  2
  40/800
  6.7/0.4
  2¥9
  4+1(2i)
  12†
  -3
  1
  $400/$2
  [2]
  firing slugs
  5d pi++
  3
  100/1,200
  –
  3
  –
  12†
  –
  6
  –
  [2]
  Pump Shotgun, 12G
  1d+1 pi
  3
  40/800
  8.3/0.8
  2¥9
  7+1(2i)
  10†
  -5
  1
  $400/$4
  [2]
  firing slugs
  5d pi++
  4
  100/1,200
  –
  2
  –
  10†
  –
  5
  –
  [2]
  GUNS (SMG) (DX-4 or most other Guns at -2)
  Machine Pistol, 9mm
  2d+2 pi
  2
  130/1,400
  7.5/1.3
  18
  32(3)
  10
  -2
  3
  $425/$10($29)
  SMG, .45
  2d+1 pi+
  3
  160/1,700
  6.5/1.6
  10
  25+1(3)
  8†
  -4
  2
  $900/$13($36)
  SMG, 9mm
  3d-1 pi
  4
  170/1,900
  6/1.2
  13
  30+1(3)
  8†
  -4
  2
  $1,500/$9($29)
  SMG, Compact 9mm
  2d+2 pi
  2
  160/1,800
  3.8/1
  15
  30+1(3)
  8†
  -2
  2
  $1,200/$9($34)
  LIQUID PROJECTOR (FLAMETHROWER) (DX-4 or other Liquid Projector at -4)
  Backpack Flamethrower
  3d burn
  –
  40
  50/20
  Jet
  10
  10†
  -7
  –
  $2,000/$10
  [3, 4]
  Handheld Flamethrower
  3d burn
  –
  40
  7.8/2
  Jet
  1
  6†
  -4
  –
  $500/$1
  [3]
  LIQUID PROJECTOR (SPRAYER) (DX-4 or other Liquid Projector at -4)
  Handheld Sprayer
  Special
  –
  2
  0.1
  Jet
  20
  3
  -1
  –
  $10
  [5]
  LIQUID PROJECTOR (SQUIRT GUN) (DX-4 or other Liquid Projector at -4)
  Backpack Squirt Gun
  Special
  –
  12
  18/15
  Jet
  15(12)
  4†
  -3
  –
  $45($15)
  [5]
  Squirt Carbine
  Special
  –
  8
  3.5/2
  Jet
  2(7)
  4†
  -3
  –
  $30($5)
  [5]
  Notes
  [1] Psychotronic weapon; see p. 58 for detailed effects. Shots are reloaded by recharging its internal batteries (p. 52).
  [2] Requires two hands to use, regardless of wielder’s ST.
  [3] Anyone hit takes 1d burn per second for 2d¥5 more seconds (1d¥5 past 25 yards).
  [4] Backpack has 1-in-6 chance of exploding if damage penetrates its DR 2; everyone within two yards is hit by one shot.
  [5] Usually filled with holy water (p. 57). The dispersion gives +2 to hit.
  
  Spray Can and a Lighter. Does 1d-2 burn, with Range 1 and
  Shots 5 [Flamethrower-2 or Sprayer]. $2, 0.5 lb.
  SPECIAL AMMO
  The Firearms Table (p. 63) lists the cost of reloading your
  weapon with normal bullets. But some situations call for special
  ammo! Each type of ammo below has a “cost factor” (CF) that
  affects the cost as for gadgets (p. 54). The final CF multiplier is
  applied to the reload cost, but does not modify the magazine or
  speedloader cost. For example, buying a fresh magazine of silent
  ammo (¥10 cost) for a .40 auto pistol would cost ($4 ¥ 10) +
  $32 = $72, not ($4 + $32) ¥ 10 = $360!
  You may combine one powder option and one payload
  option, but no more. Thus, it is possible to obtain extra-power-
  ful hollow-point rounds, but not armor-piercing holy-water
  rounds or extra-powerful match-grade rounds. All effects
  stack; e.g., an extra-powerful (¥1.1 Range) chemical (¥0.4
  Range) round would have 0.44 times Range.
  These rules are intentionally simplified for a cinematic
  game, and should not be ported into a realistic setting; use the
  more detailed rules from High-Tech (pp. 161-178) instead.
  Powder Options
  Extra-Powerful: Adds +1 damage per three dice or fraction
  thereof. Multiply Range and ST by 1.1 (minimum +1 ST). Any
  gun: +1 CF.
  Hand-Matched*: If a gun has Acc 2 or 3, adds +1 Acc. If it
  has Acc 4 or better, adds +2 Acc. Any gun: +9 CF.
  Match-Grade: If a gun has Acc 4 or better, adds +1 Acc. Any
  gun: +1 CF.
  Silent: Greatly reduces the odds of being heard (Hearing
  Shots, p. 61). Any gun: +9 CF.
  * The cost for this option includes hand-loading labor. A
  champion with a reloading press (p. 56) can roll against
  Armoury (Small Arms) to craft this himself; roll once per two
  full reloads. Success reduces the CF of this option by 2 (e.g., +9
  CF becomes +7 CF); failure increases it by 2 due to wastage.
  Payload Options
  With the sole exception of silver, none of the upgrades
  below may be applied to shot shells; shotguns firing any of
  these custom bullets do so using slugs, not shot.
  Armor-Piercing: Add armor divisor (2) but change damage
  type from pi++ to pi+, from pi+ to pi, or from pi to pi- (no effect
  on pi-). Any pistol, rifle, or SMG: +1 CF.
  Chemical: Changes damage to 2d-1(0.5) cr and multiplies
  Range by 0.4. Upon impact, releases smoke or tear gas (both
  p. B439) in a 4-yard radius for 20 seconds. Any shotgun: +2 CF
  for smoke, +4 CF for tear gas.
  “Dragon’s Breath”: Spews flame, in a cone 75 yards long and
  10 yards wide (at the end), for 1d-2 burning damage. RoF
  becomes 1 and the gun cannot be fired again for three seconds
  as the flame slowly dies. Cannot be combined with any powder
  options. Any shotgun: +2 CF.
  Explosive: Changes shotgun damage to 4d(0.5) pi++ with a
  1d-1 cr ex follow-up. If the slug penetrates DR, the follow-up
  damage is tripled and ignores DR! Adds +1 to a Hearing Shots
  (p. 61) roll. Any shotgun: +19 CF.
  Flare: Changes damage to 2d-1(0.5) cr inc, and multiplies
  Range by 0.4. Designed to be shot into the air, where it illumi-
  nates a 50-yard radius for 20 seconds. This prevents the darkness
  penalty in the area from going below -3. Any shotgun: +4 CF.
  Hollow-Point: Changes damage time from pi- to pi, from pi
  to pi+, or pi+ to pi++ (no effect on pi++), but adds armor divi-
  sor (0.5). Any pistol, rifle, or SMG: +0 CF.
  Holy-Water*: Identical to hollow-points (above), but
  includes a tiny amount of holy water (Holy Attacks, p. 51). Any
  gun: +2 CF.
  Rock Salt: Reduces Range to 10 and does no damage. Living
  things and zombies must roll HT+DR to avoid moderate pain
  (p. B428) for minutes equal to the margin of failure – salt
  ignores the zombies’ High Pain Threshold. If shot in the face, a
  failed roll destroys the zombie! Any shotgun: +0 CF
  Silver*: A steel jacket around solid silver or a shotgun shell
  packed with silver pellets. Any gun: +49 CF.
  Thermate*: A thermite-based (p. 55) concoction, often used
  in fireworks. Adds a follow-up burning attack, but reduces bul-
  let damage by -1 per die. Burning damage depends on the gun’s
  base damage type: 1d-4 for pi-, 1d-2 for pi, 1d for pi+, or 1d+2
  for pi++. Any gun: +3 CF.
  Wooden*: Wood in a steel jacket. Halves Range and damage,
  rounding up (e.g., 3d becomes 1d+2). A shot to the heart
  counts as a stake for vampires. Any gun: +2 CF.
  * The cost for this option includes hand-loading labor; see
  note under Powder Options (above). Hand-loading ammo with
  two footnoted options (e.g., hand-matched wooden) requires
  two Armoury rolls per batch – one for each option.
  GRENADES
  As a rule, grenades are a bad idea. Champions generally
  have to fight monsters in close proximity, where the thrower
  (or his friends!) can be easily caught in the blast. They’re
  loud, which is more likely to attract police attention, and
  being caught with them is far worse than being caught with
  axes and guns.
  That said, they are offered here as they may fit into certain
  campaigns or missions. Champions who are not part of a mil-
  itary or paramilitary organization must have a suitable Contact
  to acquire these. If not, a Streetwise roll at -2 can locate them,
  but at 1d+1 times the cost!
  These are smaller, lighter grenades than those on p. B277 –
  safer in close quarters and slightly quieter. Pulling the pin is a
  Ready maneuver, but the fuse doesn’t start until the arming
  handle is released (a free action). Anyone with ST 10+ can
  throw a grenade (ST ¥ 3.5) yards using Throwing. The bonus
  to be heard modifies the roll for Hearing Shots (p. 61).
  Concussion: 4-second fuse. Inflicts 5d cr ex. Heard at +3.
  $30, 0.3 lb.
  Fragmentation: 4-second fuse. Inflicts 3d-1 [2d] cr ex. Heard
  at +3. $25, 0.4 lb.
  Smoke: 2-second fuse. Fills a 4-yard radius with smoke or
  tear gas (both p. B439) for 20 seconds. Heard at +0. $25
  (smoke) or $35 (tear gas), 0.2 lb.
  White Phosphorus (WP): 4-second fuse. Inflicts 2d [1d(0.2)]
  burn ex. Each shrapnel fragment does damage again every 10
  seconds for a minute; roll DX to brush a fragment off. Also acts
  as a smoke grenade! Heard at +3. $50, 1 lb.
  GEAR
  63
  
  INDEX
  64
  Accidental hero lens, 6.
  Acquire Knowledge advantage
  variant, 24.
  Adamic language, 24.
  Adrenal-Muscular Trigger
  ability, 41.
  Advantages, heroic, 23-25;
  suitable, 22-25; list, 23.
  Adventures, see Campaigns.
  Ammunition, options, 63;
  reloading presses, 56; special,
  63; tracking, 53, 58; see also
  Firearms.
  Ancient Writings Language, 24.
  Angels, racial template, 51;
  language, 24; information
  skills, 16.
  Anti-psi, 46.
  Armor of Faith ability, 43.
  Arrows, 60.
  Artifacts, as energy source, 36,
  39; holy, 51, 57.
  Atoner lens, 6-7.
  Attacks, perks, 10, 25; see also
  Holy Attacks.
  Aura Reading ability, 45.
  Autoteleport ability, 48.
  Avenger lens, 6-7.
  Backpacks, 54.
  Balloons, 54.
  Bandages, 54.
  Batteries, 52-53.
  Bayonets, 55.
  Bear were-form, 50.
  Binah skill, 33; see also Ritual
  Path Magic.
  Binoculars, 56.
  Bioenhancement power, 40-42;
  abilities, 41-42; power
  modifier, 41; skills, 42;
  Talent, 42.
  Blade! wildcard skill, 29.
  Blessed, ability, 43; advantage,
  23.
  Body bags, 56.
  Bolt cutters, 55.
  Bolts, crossbow, 60.
  Bonus points, wildcard, 28, 31.
  Born War-Leader Talent, 25.
  Bottles, 54.
  Bows, 60.
  Brave perk, 25.
  Breath-Holding ability, 41.
  Budgeting, 53.
  Camcorders, 54.
  Cameras, 54.
  Campaigns, player guidance, 31;
  types, 5-6.
  Cell phones, 54.
  Cellular Restoration ability, 1.
  Cerebral-Motor Multitasking
  ability, 41.
  Chainsaws, 60.
  Chalk, 54.
  Champions, 4; see also Character
  Creation.
  Character creation, lenses, 6-9;
  points, 5; sidekicks, 19;
  templates, 9-21, 48-51.
  Character points, other uses for,
  31.
  Charms, magical, 38-39; see also
  Ritual Path Magic.
  Chesed skill, 33; see also Ritual
  Path Magic.
  Chokmah skill, 33; see also
  Ritual Path Magic.
  Chosen one lens, 7.
  Chupacabras, information
  skills, 16.
  Cigarette lighters, 54.
  Circadian Rhythm Control
  ability, 41.
  Cleansers, 56.
  Clergy lens, 7-8.
  Climbing kits, 56.
  Close to Heaven Talent, 25.
  Clothing, protective, 59.
  Collections, grimoire, 56-57.
  Combat Teleport ability, 48.
  Commando template, 9-10.
  Communication gear, 54.
  Compulsive Thrill Seeking
  disadvantage, 7.
  Computers, 54.
  Containers, 54.
  Cost factor, determining, 54.
  Cost of living, 53.
  Craftiness Talent, 25.
  Crash kits, 56.
  Criminal lens, 8.
  Crossbows, 60.
  Crusader template, 10-11.
  Cryokinesis ability, 46.
  Cryptids, information skills,
  16.
  Damage, reducing, 31; see also
  Holy Attacks.
  Death, coming back from, 31.
  Defend the Faith advantage
  variant, 24.
  Demolition gear, 55.
  Demons, information skills, 16;
  language, 24; racial template,
  49-50.
  Demonspawn racial template,
  50.
  Desecration, 36.
  Destiny, advantage, 23-24;
  disadvantage, 24; points,
  23-24, 31.
  Detective! wildcard skill, 29.
  Detonators, 55.
  Dhampir racial template, 51.
  Disadvantages, 25; limit, 26; list,
  26; motivational, 7; suitable,
  25-26.
  Discriminatory Hearing ability,
  41.
  Discriminatory Smell ability, 41.
  Disguise kits, 56.
  Divinations, 34.
  Divine Curse disadvantage, 7.
  Drills, 60.
  Drugs, psi, 58.
  Dual Shooting advantage, 23.
  Duct tape, 54.
  Duty disadvantage, 7.
  Dynamite, 55.
  Eagle Eyes ability, 41.
  Eagle were-form, 50.
  Ectocognitive wave detectors
  (EWDs), 57.
  Enemies disadvantage, 7.
  Enemy, The, defined, 4; Lore!
  and, 30; see also Monsters.
  Enhanced Ground Move ability,
  42.
  Enhanced Speed ability, 42.
  Epidermal Resilience ability, 42.
  Equilibrium Enhancement
  ability, 42.
  Equipment Bond perk, 25.
  ESP power, abilities, 45-46;
  Talent, 48; see also Psionics.
  Ethereal barrier cords, 57.
  Exoteleport ability, 48.
  Experiment template, 11.
  Extra Life ability, 31, 43.
  Eyes of the Dead ability, 43.
  Fae, information skills, 16.
  Fanaticism disadvantage, 7.
  Film, 54.
  Firearms, 61-62; accessories, 55;
  hearing shots, 61; improvised,
  62-63; see also Ammunition.
  First aid kits, 56.
  Flamethrowers, see Liquid
  Projectors.
  Flares, 54, 60; ammunition
  option, 63; guns, 62.
  Flashlights, 54, 56.
  Food, 53.
  Footwear, 59.
  Fuel, 53.
  Gasoline, 53.
  Gear, basic, 54; budgets, 53;
  common, 54-56; esoteric, 56;
  modifiers, 54, 55, 59;
  mystical, 56-57; protective,
  59; psi, 57-58; replacing, 53;
  selling used, 53; tech level, 52;
  tracking, 52-53, 58; see also
  Firearms, Weapons.
  Geburah skill, 32; see also Ritual
  Path Magic.
  Ghost blasters, 58, 62.
  Ghost Weapon, ability, 43;
  advantage variant, 23.
  Ghosts, information skills, 16.
  Glow sticks, 56.
  Go-bars, 55.
  Goggles, 56.
  Grapnels, 56.
  Greater Sense Chance, 34.
  Greed disadvantage, 7.
  Grenades, 63.
  Grimoires, 39, 56-57; defining
  rituals in, 39.
  Gun Fu perks, 10.
  Gun skill, reasons for, 12.
  Gun! wildcard skill, 10, 29.
  Guns, see Firearms.
  Gunslinger advantage, 24.
  GURPS, 5, 15, 32; Action 1:
  Heroes, 4, 19; Basic Set, 4, 5,
  22, 24, 25, 40, 61; Gun Fu, 4,
  10; High-Tech, 4, 58, 59, 61,
  63; Horror, 4; Loadouts:
  Monster Hunters, 4, 58;
  Powers, 40, 44; Powers:
  Divine Favor, 4, 42; Psionic
  Powers, 4, 45; Psis, 4, 45;
  Thaumatology, 4, 33.
  Headgear, protective, 58, 59.
  Headsets, 54.
  Healing, points and, 31.
  Hearing shots, 61.
  Heroic Feats ability, 43.
  Higher Purpose advantage, 24.
  Hired Gun lens, 8.
  Hod skill, 32; see also Ritual
  Path Magic.
  Holsters, 55.
  Holy attacks, 51; items used in,
  57, 59, 63.
  Holy symbol, 57; damage from,
  51.
  Holy water, 57, 63; damage
  from, 51.
  Improvised Weapon perk, 25; see
  also Weapons (Improvised).
  Inhuman template, 13-14.
  Inhuman Tongue Language, 24.
  Injury Tolerance (Unliving)
  ability, 42.
  Injury, reducing, 31; see also
  Holy Attacks.
  Intrusion gear, 55.
  Inventor! wildcard skill, 29-30.
  Kits, magical, 57; medical, 56;
  tool, 55-56.
  Labs, 55-56.
  Languages advantage, 24.
  Lanterns, 56.
  Law Enforcement lens, 8.
  Lay on Hands ability, 43.
  Lenses, motivational, 6-9.
  INDEX
  
  Libraries, 56.
  Light sources, 56; gun, 55.
  Lighters, 54; spray cans and, 63.
  Liquid projectors, 62; modifiers,
  61.
  Lockpicks, 55.
  Lore! wildcard skill, 30.
  Luck advantage, skills and, 15.
  Lycanthropes, information skills,
  16; racial template, 50-51.
  Magery advantage, 24.
  Magic, supplies, 57; workspace
  kits, 57; see also Ritual Path
  Magic.
  Malkuth skill, 33; see also Ritual
  Path Magic.
  Mana reserves, 36.
  Media players, 56.
  Medic! wildcard skill, 30.
  Medical supplies, 56.
  Melee weapons, 59-60.
  Mental Blow ability, 47.
  Mental shields, 58.
  Mind Control ability, 47.
  Mind disruptors, 58, 62.
  Mind Probe ability, 47.
  Mind Reading ability, 47.
  Mind Shield ability, 43, 47.
  Mindwipe ability, 47.
  Miraculous recoveries, 31.
  Mirrors, 54.
  Mission, The, defined, 4.
  Monster hunters, see Character
  Creation.
  Monsters, information skills
  and, 16, 30; racial templates,
  49-51; see also Holy Attacks.
  Multi-tools, 54.
  Mummies, information skills, 16.
  Muscle-Powered Ranged
  Weapons, 60.
  Mystic Coincidence ability, 43.
  Mystical, supplies, 57;
  workspace kits, 57.
  Mysticism power, 42-43; abilities,
  43-45; power modifier, 43;
  skills, 45; Talent, 45.
  Nail guns, 62.
  Netzach skill, 33; see also Ritual
  Path Magic.
  Neural Computational Matrix
  ability, 42.
  Neutralizers, 58, 62.
  Notebooks, 54.
  Obsession disadvantage, 7.
  Occult knowledge, 16.
  Ocular Adaptability ability, 42.
  Off-Hand Weapon Training
  perk, 25.
  Operative lens, 8.
  Optics, 56.
  Parapsychologist Talent, 25.
  Parasites, information skills, 16.
  Path skills, 32-33; see also Ritual
  Path Magic.
  Patrons advantage, 24, 53.
  PDAs, 54.
  Pencils, 54.
  Perks, gun, 10; new, 25.
  Philanthropist lens, 8-9.
  Phones, 54.
  PK Shield ability, 46.
  Plastique, 55.
  Points, see Bonus Points,
  Character Points, Destiny
  Points.
  Pool cues, 60.
  Power modifiers, 41, 43, 45.
  Powers, magic and, 42; see also
  Bioenhancement Power,
  Mysticism Power, Psionics
  Power.
  Prayer ability, 44.
  Precognition ability, 45.
  Prophetic Dreams advantage, 23.
  Protective clothing, 59.
  Psi Sense ability, 45.
  Psi template, 14-15.
  Psi-block drug, 58.
  Psi-boost drug, 58.
  Psi-tech, 57-58, 62.
  Psionic, abilities, 45-48; power
  modifier, 45; powers, 45-48;
  skills, 48; Talents, 48.
  Psychic Healing ability, 46.
  Psychokinesis power, abilities,
  46; Talent, 48; see also
  Psionics.
  Psychometry ability, 45.
  Psychotronics, 57-58, 62.
  Pyrokinesis ability, 46.
  Quality modifiers, 54, 55, 59-61.
  Quick Reload perk, 25.
  Radios, 54.
  Reflex sights, 55.
  Reloading presses, 56.
  Remote Senses ability, 45.
  Resistant advantage, 24.
  Resistant to Evil Supernatural
  Powers ability, 44.
  Ritual Adept advantage, 25, 33.
  Ritual Mastery perk, 25;
  defining rituals for, 39.
  Ritual Path magic, adding
  complexity, 33; blocking spells,
  37; casting spells, 36-37;
  charms, 38-39; conditional
  rituals, 38-39; defensive
  rituals, 37; defining rituals,
  33-35, 39; effects table, 33;
  energy accumulation, 35-36;
  examples, 37-38; Greater-effect
  examples, 32-33; Greater
  effects multiplier, 35; learning,
  32-33; Lesser-effect examples,
  32-33; modifiers, 34-35;
  multiple effects, 34; non-
  adepts and, 36; performing,
  33; powers and, 42; skills, 32-
  33, 35; wards, 35; working
  together, 39; see also
  Grimoires.
  Rogues, defined, 4; information
  skills and, 16, 30; see also
  Monsters.
  Ropes, 56; ethereal barrier cord,
  57.
  Sacrifices, as energy source, 36.
  Sage template, 15-17.
  Salaries, 53.
  Saws, 60.
  Science! wildcard skill, 30.
  Scissors, 60.
  Scopes, 55.
  Screwdrivers, 60.
  Seekersense ability, 46.
  Sense of Duty disadvantage, 7.
  Shock and Awe ability, 44.
  Shovels, 60.
  Sidekicks, 4; creating, 19.
  Sights, gun, 55.
  Signature Gear advantage, 53.
  Silencers, 55.
  Silver, ammunition option, 63;
  lycanthropes and, 50; weapon
  option, 59, 60
  Skills, buying successes, 31;
  Luck and, 15; monster
  knowledge, 16; Path, 32-33;
  power, 42, 45, 48; suitable,
  27-28; wildcard, 28-91.
  Sleuth template, 17-18.
  Slings, gun, 55.
  Smite ability, 44.
  Soldier lens, 9.
  Spells, see Ritual Path Magic.
  Spiricoms, 58.
  Spirit Channeling ability, 44, 46.
  Spirit Communication ability,
  44, 46.
  Spirit Empathy ability, 44.
  Spirits, information skills, 16.
  Spray cans, 63.
  Stacking Spells, 37.
  Super Jump ability, 42.
  Supernatural Sense ability, 44.
  Surgical kits, 56.
  Tables, advantages, 23;
  disadvantages, 26; firearms,
  62; grimoire, 57; patron
  budget, 53; protective
  clothing, 59; ritual effect, 35;
  skills, 27-28; spell effects, 33.
  Tactical lights, 55.
  Talent advantage, 25.
  Talents, power, 42, 45, 48.
  Talker! wildcard skill, 30-31.
  Tape, duct, 54.
  Targeting lasers, 55.
  Tech level, gear, 52.
  Techie template, 18-19.
  Telecontrol ability, 47.
  Telekinesis ability, 46-47.
  Telepathy power, abilities, 47-48;
  Talent, 48; see also Psionics.
  Teleportation power, abilities,
  48; Talent, 48; see also
  Psionics.
  Telescan ability, 48.
  Telesend ability, 48.
  Temperature Control ability, 47.
  Templates, 9-21; racial, 49-51.
  Ten-Hut! wildcard skill, 31.
  Terminology, 4; magic, 32.
  Thermite, 55; ammunition
  option, 63.
  Thrown weapons, 61.
  Tier irons, 60.
  Tiger were-form, 50.
  Tiphareth skill, 32; see also
  Ritual Path Magic.
  Tonfas, 60.
  Tool kits, 55-56; magical, 57.
  Trademark Move perk, 25.
  Turn Evil ability, 44.
  Undead, information skills, 16.
  UV bulbs, 56.
  Vampires, information skills, 16;
  racial template, 51.
  Vehicles, 53, 55.
  Vests, load-bearing, 54;
  protective, 59.
  Visualization ability, 45.
  Warding, magical, 35; see also
  Ritual Path Magic.
  Warrior template, 19-20.
  Watches, wrist, 54.
  Wealth advantage, 53.
  Weapon Bond perk, 25.
  Weapons, accessories, 55;
  firearms, 61-62; hearing
  shots, 61; grenades, 63;
  improvised, 60, 62-63; melee,
  59-60; modifiers, 59, 60, 61;
  perks, 10, 25; psi, 57-58, 62;
  ranged, 60-63; thrown, 61;
  see also Ammunition.
  Were-forms, 50.
  Wildcard skills, 28-31; bonus
  points, 28-29, 31.
  Wire cutters, 55.
  Witches, information skills, 16;
  template, 20-21.
  Wolf were-form, 50.
  Wood, ammunition option, 63;
  stakes, 55.
  Workspace kits, magical, 57.
  Yesod skill, 32; see also Ritual
  Path Magic.
  Yeti, information skills, 16.
  Zombies, information skills, 16.
  INDEX
  65
  So, dangerous mission tomorrow.
  Guess it’s time to eat, drink and, you
  know, make merry.
  – Dean Winchester,
  in Supernatural #5.10
  
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Monster Hunters 1 - Champions.pdf