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''Monster of the Week'' is a TabletopRPG designed by Michael Sands and Steve Hickey in 2012 and published on paper by Evil Hat Productions in 2015. The game is TabletopGame/PoweredByTheApocalypse and, as the title suggests, inspired by various MonsterOfTheWeek series like ''Series/BuffyTheVampireSlayer'', ''Series/{{Supernatural}}'', ''Series/{{Fringe}}'', ''Literature/TheDresdenFiles'', and ''Series/TheXFiles''. It is meant to be played episodically, with a group of monster hunter archetypes (a.k.a. '''[[Characters/MonsterOfTheWeek playbooks]]''') going after a new boogieman every session.

See also the [[http://www.evilhat.com/home/monster-of-the-week/ official website]]. Compare ''TabletopGame/DeltaGreen''.

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!!The game contains examples of following tropes:

* ArchEnemy: The Wronged's mark, as well as the Chosen's "Nemesis" (if they pick one), make for good MythArc threats.
* BeginnersLuck: Quite literally: new Hunters start out with seven Luck points, and each one allows them to succeed against impossible odds and survive things that would kill a regular human. The rule book even explicitly encourages the Keeper to go extra hard on the players in the first session because they still have "Luck to spare".
* CameBackWrong: It is possible to resurrect a fallen Hunter with a major magic ritual, but there is always a risk of them coming back not quite right--and the higher their Weird score was before death, the higher the chances of that occurring.
* CastSpeciation: The rules enforce this, requiring each player to play a different playbook (archetype), which not only gives them different abilities, but also different perspectives on the hunt. In the event a Hunter is KilledOffForReal, that playbook is permanently removed from the campaign, and their player must pick a different one if they want to continue.
* ClassChangeLevelReset: All characters can take the Advanced Improvement to switch to a different playbook, but doing so will cost them some of the moves and gear that aren't "intrinsic" to them (the Keeper and the players must come to an agreement on which moves are and aren't "intrinsic").
* TheConfidant: The confidante-type allies are [=NPCs=]' purpose in the story is to hear you out and give you advice.
* ConspiracyRedemption: The rules suggest a possible MythArc where the Professional's Agency or the Initiate's Sect turn out to have a sinister purpose for hunting monsters.
* CriticalExistenceFailure: Played straight for monstrous beings who remain at full combat capacity until their harm track exceeds their max, but averted for all human characters, including the [=PCs=]: each human can take 7 points of harm before dying, but every single attack that inflicts non-zero harm can impose penalties on their later rolls at the Keeper's discretion, while taking more than 3 harm total makes their wounds unstable, allowing the Keeper to inflict more harm to them at any time ''and'' make them Act Under Pressure in situations where they normally wouldn't have to. In short, getting injured at all is a very, very bad thing in this game.
* DamageReduction: Armor works by reducing incoming harm by a fixed amount of points.
* DistressBall: The Mundane's special moves reward them for grabbing the IdiotBall (and thus moving the plot along).
* EvilPlan: For each mystery, the Keeper prepares a "Countdown"--a sequence of six increasingly evil acts the monster will carry out if the Hunters do not intervene.
* ExperiencedProtagonist: The general assumption is that every playbook has had ''some'' experience in hunting monsters together prior to their first play session.
* ExperienceMeter: Each playbook comes with a line of five XP boxes, which are checked every time you get an experience point. Check all five, and you get to select an advancement (resetting the meter).
* {{Expy}}: Each playbook is an obvious expy of one or more popular characters from MonsterOfTheWeek shows. Additional playbooks made by fans are also expies, notably The Exile (Giles Redferne from ''Film/{{Warlock}}'') and The Meddling Kid (go on, [[Franchise/ScoobyDoo guess]]).
* [[TheSixStats The Five Stats]]: Charm (people skills), Cool (keeping your composure under duress), Sharp (smarts), Tough (combat prowess), and Weird (use magic).
* GameMaster: Downplayed. The GM, called "the Keeper of Monsters and Mysteries" or simply "the Keeper" in this game, does not have [[RuleZero absolute power]], but is restricted in what they can do to the player characters and when by the rules.
* GameSystem: The game is "TabletopGame/PoweredByTheApocalypse", which is a fancy way of saying that it uses a system derived from ''TabletopGame/ApocalypseWorld''.
* HealingMagicIsTheHardest: Magical healing moves are barely better than regular first aid, healing at most 2 harm, whereas most monster attacks and the Spell-slinger's combat magic can inflict 4-5 harm at a time.
* HeroicBystander: Bystanders of the Helper subtype are motivated to join the Hunters on their job. However, they are still considered a threat by the game, since the Hunters now also have to protect ''them'', too, as the way they are played according to the Keeper's rules really does make them more of a liability than a help. Their role is not to fight the monster, but to be beaten, abducted, and murdered.
* HitPoints: Each PlayerCharacter has 7 "harm" points, although upon losing 4 or more, they become Unstable and can die if not treated immediately, averting CriticalExistenceFailure.
* LuckManipulationMechanic: All Hunters begin their careers with seven "Luck Points", which they can spend to replace a botched skill roll with an automatic success (or cancel out all harm taken from a single source). However, there is almost no way to ever gain them back (only the Crooked, the Divine, and the Spell-Slinger can gain one point back as an Advanced Improvement, while the Mundane can do so ''four'' times), and a Hunter who expends all points is "[[CosmicPlaything just out of luck]]" (in gameplay terms, the Keeper is then allowed to subject them to "hard moves" without a warning that they are entitled to normally).
* MonsterOfTheWeek: Narratively, each playing session is centered around the party investigating and pursuing some kind of monstrous being. The game provides the Keeper with little predefined materials, but a toolset to develop their own monsters.
* MythArc: There are guidelines for running a campaign with an overarching threat, but the rules subtly discourage long-runners, as all Hunters run out of luck eventually, leaving them too vulnerable to continue playing.
* NonCombatEXP: The most common source of XP is botched skill rolls. Some playbooks also get XP in specific situations.
* PlayerHeadquarters: The Expert's Haven functions as this for them and, by extension, for other Hunters. The Flake can also get one upon leveling up.
* ScrewThisImOuttaHere: One of the advanced improvements available to every Hunter (after level 5) is "Retire to safety", which essentially takes them out of the campaign, but on their own terms, knowing that whatever happens, they will be safe from now on.
* StoryDrivenInvulnerability: Each monster is required to have a weakness or two that the Hunters have to identify and exploit before they can put it down for good--meaning that no matter how much harm they do, it'll always regenerate/escape/come back from the dead/etc. unless they specifically hit its weak spot.
* VillainsActHeroesReact: Regular mysteries begin with a Hook, which is usually the first or the second step on the mystery's Countdown, meaning that the heroes usually arrive at the scene when the monster's EvilPlan is well underway.
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