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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.


* 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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* ConsummateProfessional: Doesn't ''have'' to be played this way, but all stat spreads start with Cool +2, so they certainly trend towards a reasonably calm and calculating approach.


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* WalkingArmory: Three guns. Possibly Weird Tech Gadgets.


The one with a special destiny.

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The one with a the special destiny.



The one with a criminal past.

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The one with a the criminal past.



* TheAtoner: Some Experts delved into some very dark magics once upon a time, and are seeking to atone for their misdeeds.



* TheAtoner: Not a few of these were evil once upon a time and are seeking to atone for their misdeeds.



The one with a personal vendetta.

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The one with a the personal vendetta.

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!!The Changeling
The one who grew up thinking they were human. Third party playbook.

* BluffingTheAdvanceScout: One of the moves allows the Changeling to try to bluff monsters based on what they are at the risk of the monster realizing that they don't know anything about themselves.
* TheDarkSide: Similar to the Spooky, the Changeling has a number of issues based on the fact that they have no one to tell them what is or isn't normal for their kind.
* EldritchLocation: The Strange Paths move allows the Changeling to travel quickly by moving through arcane dimensions.
* {{Expy}}: Bo Dennis from Lost Girl
* {{Glamour}}: Every Changeling has the ability to hide their inhuman nature from other people. This can be illusion, shapeshifting, or mental manipulation.
* GlamourFailure: Changelings can push their glamour to manipulate people, but doing so always causes the glamour to fail later.
* NurtureOverNature: Literally one of the names of the moves (though it appears a typo has reversed the name.
* ObliviousAdoption: Most of the time, the revelation of their inhuman nature is a surprise. This usually comes with an adopted family, depending on the backstory even the family might not have been aware of the adoption until later.
* PubertySuperpower: The assumed trigger for their supernatural powers is reaching their puberty.
* TheSacredDarkness: One of the moves notes that the character is an uncorrupted individual of a creature that is typically evil.

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* DiscOneNuke: The "Angel Wings" move, available to the Divine as early as character creation, is incredibly overpowered as-written, as it allows the Divine to be wherever any other Hunter is whenever they want. Most Keepers therefore tend to either impose some kind of role-playing limitation on its usage, or outright disallow the Divine in closer-to-reality campaigns.

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* HadToBeSharp: Their past experience of surviving the criminal underworld is what gets them through the ''literal'' underworld in one piece.

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* ArchEnemy: The Wronged often has one in the fiend responsible for the loss that threw them on the vengeful track.


The one with the unsettling presence.

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The one with the unsettling presence.
freaky powers.

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* ArchEnemy: Many Chosen come with a Nemesis to make their lives hell, and that usually won't be taken down until the end of the campaign.

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* OurAngelsAreDifferent: It is possible for the Divine to be an honest-to-goodness angel sent down (or exiled) from Heaven.


* GadgeteerGenius: The "Science!" move lets them construct weird gadgets and weapons as they need them. Another move lets them combine to existing gadgets into a single new one with all their original functions intact.

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* GadgeteerGenius: The "Science!" move lets them construct weird gadgets and weapons as they need them. Another move lets them combine to two existing gadgets into a single new one with all their original functions intact.


The one with a passion for SCIENCE!

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The one with a passion for SCIENCE!
SCIENCE! Only available for the first edition of the game.



* TheEngineer: They actually have a special Sharp move to rapidly fix (or break) complicated equipment.



* GadgeteerGenius: The "Science!" move lets them construct weird gadgets and weapons as they need them. Another move lets them combine to existing gadgets into a single new one with all their original functions intact.



* TwoFistedTales: Obviously, they're designed to invoke this aesthetic.

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* TwoFistedTales: Obviously, they're designed to invoke this aesthetic. The move that lets them fight using their Sharp rating is even called "Two-Fisted Science"!

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