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1This is a character/playbook listing for the ''TabletopGame/MonsterOfTheWeek'' TabletopRPG.
2
3!Core rules playbooks
4
5!!The Chosen
6The one with the special destiny.
7
8* 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.
9* BornWinner: The only playbook whose starting ratings add up to +4, rather than +3 like all other Hunters' (except the Monstrous, who gets an implicit bonus to Weird), and who can then go up to +3 in any rating without needing advanced improvements.
10* TheChosenOne: Who exactly chose them and for what is left up to the player.
11* CosmicPlaything: The destiny tag system allows the Keeper to pester the Chosen with their fate whenever they use Luck points.
12* DynamicEntry: "The Big Entrance" lets the Chosen make a flashy entrance and hold everyone's attention.
13* {{Expy}}: Of the title heroine of ''Series/BuffyTheVampireSlayer''.
14* HealingFactor: The "Resilience" move lets them heal extra fast.
15* IconicItem: Gets a custom weapon that only they may wield.
16* LargeHam: The "Big Entrance" move paralyzes everyone with their grand entrance until they're done monologuing.
17* MadeOfIron: The "Invincible" move lets them ignore 2 points of harm just by being awesome.
18* ProphecyArmor: The mandatory "I Am Here For A Reason" move prevents the Chosen from dying until their Destiny is fulfilled--any event that would normally kill them is automatically negated with their Luck points.
19* {{Seers}}: The Chosen can, once per mystery, look into their own future (if they roll well).
20* 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.
21
22!!The Crooked
23The one with the criminal past.
24
25* BackStab: The "Assassin" background gives them +2 harm to the first attack against an unsuspecting target.
26* DarkAndTroubledPast: The Crooked starts with two enemies over events from their past.
27* DealWithTheDevil: The move of the same name, which grants several options for bonuses in exchange for payment at a later date.
28* TheDriver: The move "Driver" gives them two vehicles, skill at hotwiring, and +1 ongoing while driving.
29* {{Expy}}: Of [[ClassyCatBurglar Anna Valmont]] from ''Literature/TheDresdenFiles'' and Peter Bishop from ''Series/{{Fringe}}''.
30* HadToBeSharp: Their past experience of surviving the criminal underworld is what gets them through the ''literal'' underworld in one piece.
31* 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.
32* RecruitingTheCriminal: A petty criminal (or a ProfessionalKiller) roped into fighting monsters.
33* TheTeamBenefactor: Can become this, if they take the "Recover a hidden stash" upgrade.
34
35!!The Divine
36The one on a mission from God.
37
38* ActionHero: Always starts out with +2 in Tough, making combat their main focus.
39* 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.
40* 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.
41* 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.
42* {{Expy}}: Of Castiel from ''Series/{{Supernatural}}'' and [[ThePaladin Michael Carpenter]] from ''Literature/TheDresdenFiles''.
43* FlamingSword: The default signature weapon obviously invokes ArchangelMichael. The other options include [[Myth/NorseMythology Thor]]'s thunder hammer and a [[Film/BigTroubleInLittleChina five demon bag]].
44* HammerSpace: "What I Need, When I Need It" lets them summon small items to their hand from a pocket dimension.
45* HolyHandGrenade: The "Smite" move automatically gives ''every'' monster an additional weakness to attacks with their divine weapon and [[GoodOldFisticuffs their own body]]. So you know how you [[StoryDrivenInvulnerability cannot defeat a monster until you figure out its specific weakness]]? Yea, the Divine doesn't care.
46* IconicItem: Gets a divine weapon that only they may wield.
47* ManOfKryptonite: "Smite" makes the Divine's unarmed strikes count as a weakness against all monsters.
48* MissionFromGod: They are always on a specific mission from their supernatural superiors, and they also receive specific tasks on every mystery.
49* OurAngelsAreDifferent: It is possible for the Divine to be an honest-to-goodness angel sent down (or exiled) from Heaven.
50* ThePaladin: This playbook has many of the trappings of a classical fantasy paladin, including SmiteEvil and HealingHands. That said, they are not required to be LawfulGood and may just as well be an ApocalypseMaiden.
51* {{Protectorate}}: One possible MissionFromGod is to protect another Hunter's life at any cost.
52* 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.
53* TeleportationMisfire: The "Angel Wings" move allows the Divine to teleport to somewhere else with two other people... but if they roll poorly, they either end up in the wrong place or a PartyScattering occurs.
54* TeleportationRescue: "Angel Wings" (see above) can be used for this.
55* 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.
56* WhiteMage: "Lay On Hands" lets them magically heal others.
57
58!!The Expert
59The one with the tools and knowledge.
60
61* TheAtoner: Some Experts delved into some very dark magics once upon a time, and are seeking to atone for their misdeeds.
62* 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.
63* CrazyPrepared: The "Preparedness" move lets them produce anything they need in the heat of the moment, as if they've always had it with them.
64* 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.
65* {{Expy}}: Of Bobby Singer from ''Series/{{Supernatural}}'' and Rupert Giles from ''Series/BuffyTheVampireSlayer''.
66* IKnowMortalKombat: The "I've Read About This Sort Of Thing" lets the Expert roll +Sharp instead of +Cool to act under pressure, because apparently, they've learned everything there is to learn about dangerous situations from books.
67* MentorArchetype: Tends to become this to other Hunters.
68* 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.
69* OnlyAFleshWound: The "It Wasn't As Bad As It Looked" lets the Expert shrug off damage that would potentially kill them.
70* ScienceHero: Starts off with a +2 in Sharp and, unlike the Flake, relies more on methodical analysis than on RuleOfCool.
71* TheTeamBenefactor: Tends to gravitate towards this role, as their special moves often give them access to unusual material resources that the Hunters may need.
72* WalkingArmory: They get three weapons, ranging from silver swords to flamethrowers.
73
74!!The Flake
75The one who has figured it all out.
76
77* AgentMulder: This playbook is characterized by believing in many things that even seasoned monster hunters hold for unlikely.
78* BackStab: "Sneaky" lets the Flake deal extra damage when attacking from behind or ambush.
79* CommanderContrarian: The "Contrary" move lets them get experience and bonuses to rolls by ''not'' following others' honest advice.
80* ConspiracyTheorist: A high-functioning apopheniac who takes in minuscule clues to figure out the big picture (which is the in-universe justification of their "Connect the Dots" move that lets them ask the Keeper questions about the investigation without having to roll for it).
81* {{Expy}}: Of [[AgentMulder Fox Mulder]] from ''Series/TheXFiles'' and Series/TheLoneGunmen.
82* GuileHero: Always starts with +2 in Sharp, which they can also use to manipulate others with the "See, It All Fits Together" special move.
83* LivingLieDetector: The "Suspicious Mind" move lets them know whenever anyone lies to them.
84* PrescienceByAnalysis: The Flake can figure out correct answers from clues so minuscule it seems like borderline clairvoyance.
85* 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.
86* UtilityPartyMember: Always has maxed-out Sharp (making them very suited for all investigative and technical tasks), but can barely get over 0 in Tough (making them a lousy combatant).
87
88!!The Initiate
89The one from a long-standing tradition.
90
91* TheApprentice: To a secret magical sect. Or a covert order of monster fighters.
92* {{Expy}}: Of every Warden from ''Literature/TheDresdenFiles'' and Annelise from Harry Connolly's ''Twenty Palaces'' series.
93* 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.
94* MentorArchetype: Can have a personal mentor in their Sect.
95* TheOrder: Belongs to an ancient Sect dedicated to fighting monsters.
96* {{Seers}}: Can use the "Fortunes" move to be prepared for dangerous situations.
97* StudentAndMasterTeam: Can bring an apprentice on adventures.
98
99!!The Monstrous
100The one who hunts one's own kind.
101
102* TheAtoner: Not a few of these were evil once upon a time and are seeking to atone for their misdeeds.
103* {{Expy}}: Of Angel from ''Buffy'' and ''Series/{{Angel}}'' and Bill Compton from ''Series/TrueBlood''.
104* FaceHeelTurn: One of the potential ending options for a Monstrous character is to turn evil, becoming a Keeper threat.
105* HealingFactor: "Unquenchable Vitality" lets the Monstrous rapidly heal themselves.
106* HeelFaceTurn: One of the monstrous backgrounds is a reformed servant of an evil master.
107* HorrorHunger: The Feed Curse. The Monstrous must roll dice just to keep themselves from feeding at the first opportunity.
108* HunterOfHisOwnKind: Pretty much this archetype in a nutshell.
109* ManipulativeBastard: The moves "Mental Dominion" and "Dark Negotiator" allow npcs, other hunters and even monsters to be manipulated into following orders.
110* 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.
111* VoluntaryShapeshifting: "Shapeshifter" gives the Monstrous one or more alternate forms they can transform into.
112
113!!The Mundane
114The only one who is perfectly normal.
115
116* BornLucky: Most playbooks never get their spent Luck points back, and only a select few can get one back. Counting the advanced improvements, the Mundane can spend a total of 11 Luck points before running out--an over 50% advantage over everyone else!
117* DesignatedVictim: Their special moves like "Don't Worry, I'll Check It Out" and "Always The Victim" mechanically incentivize this type of play.
118* 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]].
119* {{Expy}}: Of Xander Harris and Cordelia Chase from ''Series/BuffyTheVampireSlayer''.
120* TheFace: Always starts with maxed-out Charm, which makes them the usual candidate for this role.
121* GuileHero: Starts out with +2 in Charm, making them TheSocialExpert.
122* HerosClassicCar: A "classic car" is a mobility option for the Mundane, although theirs is in "terrible condition".
123* UnfazedEveryman: Characterized by their lack of special powers (except TheHeart).
124
125!!The Professional
126The one who gets paid for it.
127
128* CombatMedic: The "Medic" move gives them training in field triage, in addition to kicking ass.
129* CoolCar: The "Mobility" move comes with highly customized car for their monster-hunting business.
130* 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.
131* {{Expy}}: Of Riley Finn and the Initiative from ''Series/BuffyTheVampireSlayer'' and Olivia Dunham from ''Series/{{Fringe}}''.
132* TheMenInBlack: While variations are possible, the Professional usually gravitates strongly towards the MIB feel.
133* MysteriousEmployer: The Agency is every ConspiracyTheorist's wet dream.
134* HerosClassicCar: "Classic" is one of the options available for the Professional's signature CoolCar.
135* NoOneGetsLeftBehind: The "Leave No One Behind" move gives them bonuses to helping teammates and innocents escape from danger.
136* TheTeamBenefactor: Tends to gravitate towards this role, as their special moves often give them access to unusual material resources that the Hunters may need.
137* WalkingArmory: Three guns. Possibly Weird Tech Gadgets.
138* 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.
139
140!!The Snoop
141The one who searches for the story. Introduced in the official supplement ''Reinforcements'' by Michael Sands.
142
143* {{Expy}}: Of the Ghostfacers from ''Series/{{Supernatural}}''.
144* 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.
145* 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.
146* WeAreExperiencingTechnicalDifficulties: Spending luck for the Snoop can lead to their equipment suffering from technical difficulties, which may be caused by something supernatural.
147
148!!The Spell-slinger
149The one with the fireballs.
150
151* {{Expy}}: Of Harry Dresden from ''Literature/TheDresdenFiles'' and Willow Rosenberg in the later seasons of ''Series/BuffyTheVampireSlayer''.
152* MagicKnight: Fights using their spells, [[Literature/TheDresdenFiles Harry Dresden]]-style.
153* 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.
154
155!!The Spooktacular
156The one who runs a mystical carnival. An official playbook released by Michael Sands in 2020 on [[https://genericgames.itch.io/the-spooktacular his itch.io page]].
157
158* CircusOfMagic: The specialty of the Spooktacular's show can vary from being operated by Supernatural Creatures or be Problem Solvers or be operated by an Infernal Power.
159* {{Expy}}: Of mystical circus stories such as ''Carnevale'', ''Literature/SomethingWickedThisWayComes'', and ''Johannes Cabal the Necromancer''.
160* 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".
161
162!!The Spooky
163The one with the freaky powers.
164
165* CreepyChild: One of the only three playbooks that can pick a childlike appearance (the other two being the [[AChildShallLeadThem Chosen]] and the [[TagalongKid Mundane]]), and the only one to be actually depicted as a child in the art.
166* TheDarkSide: The dark side tags let the Keeper make them do stuff, and the more Luck points they expend, the worse these requests become.
167* {{Expy}}: Of Sam Winchester from ''Series/{{Supernatural}}'' and Willow Rosenberg in the early seasons of ''Series/BuffyTheVampireSlayer''.
168* TheJinx: Eerie coincidences tend to happen around the Spooky. In particular, their move "Jinx" lets them manipulate coincidences to their advantage, others' disadvantage, or, if they roll poorly, have the Keeper use the same things against them.
169* MySignificanceSenseIsTingling: The "Hunches" move lets them know where bad things are happening without any obvious connection.
170* {{Seers}}: The Spooky can see visions pertaining to the upcoming mystery with their "Premonitions" move.
171
172!!The Wronged
173The one with the personal vendetta.
174
175* ActionHero: Always starts out with +2 in Tough, making combat their main focus.
176* ArchEnemy: The Wronged often has one in the fiend responsible for the loss that threw them on the vengeful track.
177* BadassBiker: It should come as no surprise that the Wronged is the only one who gets to ride a "classic motorcycle".
178* BadassNormal: The Wronged is always among the toughest members of the Hunter crew, yet has no supernatural powers whatsoever, instead relying on CharlesAtlasSuperpower to carry them through the fights.
179* {{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
180* TheBerserker: The "Berserk" move lets them shrug off any damage until the end of the combat encounter.
181* ChainsawGood: One of their signature weapon options is a chainsaw.
182* CombatMedic: The "DIY Surgery" move lets them administer first aid in combat.
183* {{Expy}}: Of Dean and John Winchester from ''Series/{{Supernatural}}''.
184* HerosClassicCar: A "classic car" is an alternative to a classic motorcycle in the Wronged's mobility options.
185* IconicItem: Their signature weapon gives them bonuses in combat.
186* ItsAllMyFault: Their misfortune is often their own fault.
187* RoaringRampageOfRevenge: The Wronged is on a one-person crusade against a particular monster that killed or abducted their loved ones.
188* TakingTheBullet: The "NEVER AGAIN" move lets them protect others without having to roll for it, with the trade-off that they take full brunt of the incoming damage instead.
189
190!Additional playbooks
191
192!!The Action Scientist
193The one with a passion for SCIENCE! Only available for the first edition of the game.
194
195* ClarkesThirdLaw: Can use magic through Science with "The Doors of Perception."
196* TheEngineer: They actually have a special Sharp move to rapidly fix (or break) complicated equipment.
197* {{Expy}}: Of everyone from ''ComicBook/AtomicRobo''.
198* FearlessFool: The "Oblivious to Danger" trait makes them immune to fear - largely by not realizing that now might be the appropriate time to book.
199* GadgeteerGenius: The "Science!" move lets them construct weird gadgets and weapons as they need them. Another move lets them combine two existing gadgets into a single new one with all their original functions intact.
200* RidiculouslyHumanRobots: Can be a robot, which will not affect their traits in any other way.
201* ScienceHero: It's in the name.
202* 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"!
203
204!!The Changeling
205The one who grew up thinking they were human. Third party playbook.
206
207* 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.
208* 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.
209* EldritchLocation: The Strange Paths move allows the Changeling to travel quickly by moving through arcane dimensions.
210* {{Expy}}: Bo Dennis from ''Series/LostGirl''
211* {{Glamour}}: Every Changeling has the ability to hide their inhuman nature from other people. This can be illusion, shapeshifting, or mental manipulation.
212* GlamourFailure: Changelings can push their glamour to manipulate people, but doing so always causes the glamour to fail later.
213* NurtureOverNature: Literally one of the names of the moves (though it appears a typo has reversed the name.
214* 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.
215* PubertySuperpower: The assumed trigger for their supernatural powers is reaching their puberty.
216* TheSacredDarkness: One of the moves notes that the character is an uncorrupted individual of a creature that is typically evil.
217
218!!The Constructed
219The one who was ''made'' for this job. Third-party playbook.
220
221* BecomeARealBoy: One of their advanced improvements is to become human (and switch playbooks).
222* BrutishCharacterBrutishWeapon: The Constructed is super-strong and tough, and emphasizes this by having a big weapon.
223* MadeOfIron: The Constructed has three more harm boxes than anyone else, and crucially, does not become unstable when damaged.
224* 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.
225* TurnedAgainstTheirMasters: One option for their origin is that they killed their creator.
226
227!!The Gumshoe
228The private investigator. Introduced in ''Tome of Mysteries''.
229
230* TheAlcoholic: Implied to be one as the basic gear includes "a liquor flask".
231* AndAnotherThing: A Gumshoe with the ability "[[Series/{{Columbo}} Just One More Thing]]" can get additional information out of suspects with a Charm roll.
232* 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.
233* KnowsAGuyWhoKnowsAGuy: The Gumshoe's "The Naked City" move gives them access to a web of contacts that can help with the investigation.
234* PrivateDetective: The Gumshoe is a private investigator who got swept up in the supernatural during a case.
235
236!!The Hex
237The magic user, of a more reckless variety than other hunters. Introduced in ''Tome of Mysteries''.
238
239* {{Expy}}: Of Willow circa-season 6 of ''Series/BuffyTheVampireSlayer''
240
241!!The Pararomantic
242The hunter in a relationship with a supernatural being. Introduced in ''Tome of Mysteries''
243
244* {{Expy}}: Of Elena Gilbert from ''Series/TheVampireDiaries'' or Belle from ''Literature/BeautyAndTheBeast''
245* LoveTriangle: One of the Pararomantic's advances allows them to add a second supernatural being in love with them... ''without'' retiring the first one.
246* 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.
247
248!!The Searcher
249The one who dedicated their life to investigating the unknown after a supernatural encounter. Introduced in ''Tome of Mysteries''.
250
251* AgentMulder: Like the Flake, the Searcher represents characters with a firm belief (and interest) in the supernatural.
252* 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.
253* 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.
254* {{Expy}}: Of Roy Neary in ''Film/CloseEncountersOfTheThirdKind''. The book also cites Charles Fort as a historical example.
255* 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.
256* 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.
257* 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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