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!!The Constructed
The one who was ''made'' for this job. Third-party playbook.

* BecomeARealBoy: One of their advanced improvements is to become human (and switch playbooks).
* BrutishCharacterBrutishWeapon: The Constructed is super-strong and tough, and emphasizes this by having a big weapon.
* MadeOfIron: The Constructed has three more harm boxes than anyone else, and crucially, does not become unstable when damaged.
* NoSocialSkills: The Constructed has a disadvantage when it comes to social interaction, not understanding humans all that well. For the same reason, others also have a disadvantage when trying to manipulate them.
* TurnedAgainstTheirMasters: One option for their origin is that they killed their creator.
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* AnchoredTeleportation: The Divine playbook has the Angel Wings special move, which lets the player teleport for free whenever they want. The only limitation is that they can only teleport to places they know well and to people they are close with. However, these restrictions are vague enough that any player can circumvent them, making Angels Wings easily the most overpowered special ability in the game.
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* DistressedDamsel: The "Always The Victim" justifies it: whenever they are captured by the monster, they get an XP, and whenever someone rescues them, the rescuers do. In an interesting stereotype inversion, the Mundane is one of the few playbooks depicted in the art as male, while almost all others are depicted as [[ActionGirl female]].

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* DistressedDamsel: DamselInDistress: The "Always The Victim" justifies it: whenever they are captured by the monster, they get an XP, and whenever someone rescues them, the rescuers do. In an interesting stereotype inversion, the Mundane is one of the few playbooks depicted in the art as male, while almost all others are depicted as [[ActionGirl female]].
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The one who searches for the story.

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The one who searches for the story.
story. Introduced in the official supplement ''Reinforcements'' by Michael Sands.



The one who runs a mystical carnival.

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The one who runs a mystical carnival.
carnival. An official playbook released by Michael Sands in 2020 on [[https://genericgames.itch.io/the-spooktacular his itch.io page]].
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* {{BFS}}: One of the signature weapons they can choose is listed as a "Huge Sword" (or alternatively, an axe). It's ambiguous how big it's supposed to be, but the fact that it's outright called "huge" and has a heavy trait implies it's much larger than a regular sword
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* IntrepidReporter: The "What Does That Feel Like?" or "Press Accreditation" moves allows the Snoop to be helpful in acquiring information by talking to witnesses and locals or distract a person to create enough for the other hunters to act in the meantime.

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* IntrepidReporter: The "What Does That Feel Like?" or "Press Accreditation" moves allows the Snoop to be helpful in acquiring information by talking to witnesses and locals or distract a person to create enough opportunity for the other hunters to act in the meantime.
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* IntrepidReporter: The "What Does That Feel Like?" or Press Accreditation moves allows the Snoop to be helpful in acquiring information by talking to witnesses and locals or distract a person to create enough for the other hunters to act in the meantime.

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* IntrepidReporter: The "What Does That Feel Like?" or Press Accreditation "Press Accreditation" moves allows the Snoop to be helpful in acquiring information by talking to witnesses and locals or distract a person to create enough for the other hunters to act in the meantime.




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* MasterOfIllusion: Magic & Illusions can be the Spooktacular's chosen show specialty and can be applied to their moves that require +Wierd rolls such as "Put On A Show" or "The Game Is Fixed".
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%%zce* DeadlineNews: This fate could befall the Snoop if they get killed during the game.



%%zce* IntrepidReporter: Depending on the moves chosen, the Snoop could very easily fall under this category.

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%%zce* *
*
IntrepidReporter: Depending on the The "What Does That Feel Like?" or Press Accreditation moves chosen, allows the Snoop could very easily fall under this category.to be helpful in acquiring information by talking to witnesses and locals or distract a person to create enough for the other hunters to act in the meantime.



%%zce* CircusOfMagic: Depending on the nature of the Show, the Spooktacular can fall under this category.

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%%zce* * CircusOfMagic: Depending on the nature The specialty of the Show, the Spooktacular Spooktacular's show can fall under this category.vary from being operated by Supernatural Creatures or be Problem Solvers or be operated by an Infernal Power.
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Commenting out ZeroContextExamples.


* DeadlineNews: This fate could befall the Snoop if they get killed during the game.

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* %%zce* DeadlineNews: This fate could befall the Snoop if they get killed during the game.



* IntrepidReporter: Depending on the moves chosen, the Snoop could very easily fall under this category.

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* %%zce* IntrepidReporter: Depending on the moves chosen, the Snoop could very easily fall under this category.



* CircusOfMagic: Depending on the nature of the Show, the Spooktacular can fall under this category.

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* %%zce* CircusOfMagic: Depending on the nature of the Show, the Spooktacular can fall under this category.

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* {{Expy}}: Of the Ghostfacers from Series/{{Supernatural}}.

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* DeadlineNews: This fate could befall the Snoop if they get killed during the game.
* {{Expy}}: Of the Ghostfacers from Series/{{Supernatural}}.
''Series/{{Supernatural}}''.
* IntrepidReporter: Depending on the moves chosen, the Snoop could very easily fall under this category.
* TagalongReporter: A possible reason for the Snoop to join the monster hunters is to get the story for their blogs or news station, however strange the story is.
* WeAreExperiencingTechnicalDifficulties: Spending luck for the Snoop can lead to their equipment suffering from technical difficulties, which may be caused by something supernatural.

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* WhereDoesHeGetAllThoseWonderfulToys: "Weird tech gadgets" is probably the most versatile Resource tag, essentially letting the Professional pull pretty much anything short of heavy duty weaponry out of their ass and refer to the Agency if anyone wonders about the thing's origins.

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* WhereDoesHeGetAllThoseWonderfulToys: "Weird tech gadgets" is probably the most versatile Resource tag, essentially letting the Professional pull pretty much anything short of heavy duty heavy-duty weaponry out of their ass and refer to the Agency if anyone wonders about the thing's origins.
origins.

!!The Snoop
The one who searches for the story.

* {{Expy}}: Of the Ghostfacers from Series/{{Supernatural}}.


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!!The Spooktacular
The one who runs a mystical carnival.

* CircusOfMagic: Depending on the nature of the Show, the Spooktacular can fall under this category.
* {{Expy}}: Of mystical circus stories such as ''Carnevale'', ''Literature/SomethingWickedThisWayComes'', and ''Johannes Cabal the Necromancer''.
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* LoveTriangle: One of the Pararomantic's advances allows them to add a second supernatural being in love with them... ''without'' retiring the first one.
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* TeleportersVisualizationClause: The Divine playbook's ability Angel Wings allows them to teleport to any place they have physically visited before or to any person they personally know well, wherever that person may be.
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* TeleportationWithDrawbacks: The Divine playbook has the Angel Wings special move, which lets them teleport for free whenever they want. The only limitation is that they can only teleport to places they know well and to people they are close with... but those restrictions are so vague that any savvy role-player will circumvent them, making Angels Wings easily the most overpowered special ability in the game.
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* ScienceHero: Starts off with a +2 in Sharp and, unlike the Flake, relies more on methodical analysis than on CrazyAwesome.

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* ScienceHero: Starts off with a +2 in Sharp and, unlike the Flake, relies more on methodical analysis than on CrazyAwesome.RuleOfCool.
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* YouSexyBeast: While the Pararomantic's relationship to a supernatural being doesn't ''have'' to be romantic or sexual in nature, it's assumed it probably will be.
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* TheApprentice: To a secret magical sect. Or covert order of monster fighters.

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* TheApprentice: To a secret magical sect. Or a covert order of monster fighters.



* {{Manipulative Bastard}}: The moves "Mental Dominion" and "Dark Negotiator" allow npcs, other hunters and even monsters to be manipulated into following orders.

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* {{Manipulative Bastard}}: ManipulativeBastard: The moves "Mental Dominion" and "Dark Negotiator" allow npcs, other hunters and even monsters to be manipulated into following orders.



* {{The Alcoholic}}: Implied to be one as the basic gear includes "a liquor flask".

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* {{The Alcoholic}}: TheAlcoholic: Implied to be one as the basic gear includes "a liquor flask".

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* TheApprentice: To a secret magical sect.

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* TheApprentice: To a secret magical sect. Or covert order of monster fighters.


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* {{Manipulative Bastard}}: The moves "Mental Dominion" and "Dark Negotiator" allow npcs, other hunters and even monsters to be manipulated into following orders.


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* {{The Alcoholic}}: Implied to be one as the basic gear includes "a liquor flask".

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The one who dedicated their life to investigating the unknown after a supernatural encounter. Introduced in ''Tome of Mysteries''

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The one who dedicated their life to investigating the unknown after a supernatural encounter. Introduced in ''Tome of Mysteries''Mysteries''.

* AgentMulder: Like the Flake, the Searcher represents characters with a firm belief (and interest) in the supernatural.
* AlienAbduction: One possible origin for their "First Encounter" move. It provides a bonus to studying strange or ancient phenomena, on the basis of having been given knowledge by your abductors.
* BareFistedMonk: "Self-defense training" is one of the playbook's weapon options. It enables them to inflict legitimate damage with unarmed attacks, something other playbooks can only accomplish with specific moves.


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* TouchedByVorlons: The basis of the playbook's mandatory "First Encounter" move, where being exposed to the supernatural in the past grants the hunter some kind of extraordinary or supernatural ability.
* UtilityPartyMember: Will always have bonuses to Sharp and Weird (making them great at investigative tasks and dealing with the supernatural), but can ''never'' start play with a bonus to Tough and has poor access to combat gear on top of that, making them lousy at fighting the monster directly.
* SeenItAll: Forms the basis for several of their moves. "Just Another Day" lets them roll Weird instead of Cool when dealing with monsters, and "The Things I've Seen" enables them to instantly determine information about monsters and phenomena on the basis of having witnessed/learned about them before.
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The magic user, of a more reckless variety than other hunters. Introduced in ''Tome of Mysteries.

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The magic user, of a more reckless variety than other hunters. Introduced in ''Tome of Mysteries.Mysteries''.

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* {{Expy}}: Bo Dennis from Lost Girl

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* {{Expy}}: Bo Dennis from Lost Girl''Series/LostGirl''


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!!The Hex
The magic user, of a more reckless variety than other hunters. Introduced in ''Tome of Mysteries.
* {{Expy}}: Of Willow circa-season 6 of ''Series/BuffyTheVampireSlayer''

!!The Pararomantic
The hunter in a relationship with a supernatural being. Introduced in ''Tome of Mysteries''
* {{Expy}}: Of Elena Gilbert from ''Series/TheVampireDiaries'' or Belle from ''Literature/BeautyAndTheBeast''

!!The Searcher
The one who dedicated their life to investigating the unknown after a supernatural encounter. Introduced in ''Tome of Mysteries''
* {{Expy}}: Of Roy Neary in ''Film/CloseEncountersOfTheThirdKind''. The book also cites Charles Fort as a historical example.
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* AndAnotherThing: A Gumshoe with the ability "[[Series/Columbo Just One More Thing]]" can get additional information out of suspects with a Charm roll.

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* AndAnotherThing: A Gumshoe with the ability "[[Series/Columbo "[[Series/{{Columbo}} Just One More Thing]]" can get additional information out of suspects with a Charm roll.
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!!The Gumshoe
The private investigator. Introduced in ''Tome of Mysteries''.

* AndAnotherThing: A Gumshoe with the ability "[[Series/Columbo Just One More Thing]]" can get additional information out of suspects with a Charm roll.
* CodeOfHonor: Each Gumshoe has a one-sentence "Gumshoe Code", like "Murders must be punished" or "The weak must be protected from the strong". Violating their code causes the Gumshoe to lose the ability to spend Luck points or use certain moves until the end of the mystery or until they made amends.
* KnowsAGuyWhoKnowsAGuy: The Gumshoe's "The Naked City" move gives them access to a web of contacts that can help with the investigation.
* PrivateDetective: The Gumshoe is a private investigator who got swept up in the supernatural during a case.
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* MuggleWithADegreeInMagic: The Expert is a person without special powers who has access to vast knowledge about the supernatural and history, as well as various rare materials for applying that knowledge.
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* HunterOfHisOwnKind: Pretty much this archetype in a nutshell.
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* MythologyGag: This playbook was added to the second edition by Fred Hicks of Evil Hat Productions (publisher of ''[=MotW 2E=]''), who has previously designed ''TabletopGame/TheDresdenFiles'' tabletop RPG.

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* DynamicEntry: "The Big Entrance" lets the Chosen make a flashy entrance and hold everyone's attention.




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* StoryDrivenInvulnerability: If they die before their destiny is fulfilled, they come back to life at the cost of a luck point. They can't die for real until their destiny is fulfilled or they run out of luck.



* BackStab: The "Assassin" background gives them +2 harm to the first attack against an unsuspecting target.
* DarkAndTroubledPast: The Crooked starts with two enemies over events from their past.
* DealWithTheDevil: The move of the same name, which grants several options for bonuses in exchange for payment at a later date.
* TheDriver: The move "Driver" gives them two vehicles, skill at hotwiring, and +1 ongoing while driving.



* GuileHero: The Crooked tends to have high Charm and Sharp scores and can draw on their underworld connections to reach their goals.

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* GuileHero: The Crooked tends to have high Charm and Sharp scores and can draw on their underworld connections to reach their goals. Backgrounds like "Grifter," "Fixer," and "Charlatan" support this playstyle by giving advantages to social manipulation.



* BanishingRitual: "Cast Out Evil" lets the Divine banish monsters, as well as supernatural hunters lie the Monstrous, though without control over where they end up.



* HammerSpace: "What I Need, When I Need It" lets them summon small items to their hand from a pocket dimension.



* IconicItem: Gets a custom weapon that only they may wield.

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* IconicItem: Gets a custom divine weapon that only they may wield.wield.
* ManOfKryptonite: "Smite" makes the Divine's unarmed strikes count as a weakness against all monsters.




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* WhiteMage: "Lay On Hands" lets them magically heal others.



* AttackItsWeakPoint: "Precise Strike" lets the Expert make an additional Tough roll when the deal damage. On a success they do bonus damage, on a miss they leave themselves open and in a worse situation than before.



* DarkAndTroubledPast: "Dark Past" lets the Expert draw on their past experiences to fight the current threat, but a bad roll means they were personally complicit in causing the present threat. Whoops.




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* WalkingArmory: They get three weapons, ranging from silver swords to flamethrowers.



* BackStab: "Sneaky" lets the Flake deal extra damage when attacking from behind or ambush.



* ProperlyParanoid: They may seem a bit crazy but they always have at least a +2 in Sharp, making them one of the best characters for investigating.



* TheApprentice: To a secret magical sect.



* HeroicVow: "Sacred Oath" lets them swear themselves to a goal, swearing off something in the process. So long as they keep their vow they get +1 ongoing to work towards their goal but take -1 in everything if they break it.



* FaceHeelTurn: One of the potential ending options for a Monstrous character is to turn evil, becoming a Keeper threat.
* HealingFactor: "Unquenchable Vitality" lets the Monstrous rapidly heal themselves.
* HeelFaceTurn: One of the monstrous backgrounds is a reformed servant of an evil master.




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* OurMonstersAreDifferent: The playbook has outlines for how to use the Monstrous options to create werewolves, vampires, ghosts, demons, zombies, and more. Given the rule system and how a Keeper monster of the same type would have very different rules, this even applies in-universe.
* VoluntaryShapeshifting: "Shapeshifter" gives the Monstrous one or more alternate forms they can transform into.

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