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This is a character/playbook listing for the Monster of the Week Tabletop RPG.

Core rules playbooks

The Chosen

The one with the special destiny.

  • Arch-Enemy: 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.
  • Born Winner: 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.
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  • The Chosen One: Who exactly chose them and for what is left up to the player.
  • Cosmic Plaything: The destiny tag system allows the Keeper to pester the Chosen with their fate whenever they use Luck points.
  • Dynamic Entry: "The Big Entrance" lets the Chosen make a flashy entrance and hold everyone's attention.
  • Expy: Of the title heroine of Buffy the Vampire Slayer.
  • Healing Factor: The "Resilience" move lets them heal extra fast.
  • Iconic Item: Gets a custom weapon that only they may wield.
  • Large Ham: The "Big Entrance" move paralyzes everyone with their grand entrance until they're done monologuing.
  • Made of Iron: The "Invincible" move lets them ignore 2 points of harm just by being awesome.
  • Prophecy Armor: 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.
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  • Seers: The Chosen can, once per mystery, look into their own future (if they roll well).
  • Story-Driven Invulnerability: 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.

The Crooked

The one with the criminal past.

  • Back Stab: The "Assassin" background gives them +2 harm to the first attack against an unsuspecting target.
  • Dark and Troubled Past: The Crooked starts with two enemies over events from their past.
  • Deal with the Devil: The move of the same name, which grants several options for bonuses in exchange for payment at a later date.
  • The Driver: The move "Driver" gives them two vehicles, skill at hotwiring, and +1 ongoing while driving.
  • Expy: Of Anna Valmont from The Dresden Files and Peter Bishop from Fringe.
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  • Had To Be Sharp: Their past experience of surviving the criminal underworld is what gets them through the literal underworld in one piece.
  • Guile Hero: 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.
  • Recruiting the Criminal: A petty criminal (or a Professional Killer) roped into fighting monsters.
  • The Team Benefactor: Can become this, if they take the "Recover a hidden stash" upgrade.

The Divine

The one on a mission from God.

The Expert

The one with the tools and knowledge.

  • The Atoner: Some Experts delved into some very dark magics once upon a time, and are seeking to atone for their misdeeds.
  • Attack Its Weak Point: "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.
  • Crazy-Prepared: The "Preparedness" move lets them produce anything they need in the heat of the moment, as if they've always had it with them.
  • Dark and Troubled Past: "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.
  • Expy: Of Bobby Singer from Supernatural and Rupert Giles from Buffy the Vampire Slayer.
  • I Know Mortal Kombat: 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.
  • Mentor Archetype: Tends to become this to other Hunters.
  • Muggle with a Degree in Magic: 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.
  • Only a Flesh Wound: The "It Wasn't As Bad As It Looked" lets the Expert shrug off damage that would potentially kill them.
  • Science Hero: Starts off with a +2 in Sharp and, unlike the Flake, relies more on methodical analysis than on Crazy Awesome.
  • The Team Benefactor: Tends to gravitate towards this role, as their special moves often give them access to unusual material resources that the Hunters may need.
  • Walking Armory: They get three weapons, ranging from silver swords to flamethrowers.

The Flake

The one who has figured it all out.

  • Agent Mulder: This playbook is characterized by believing in many things that even seasoned monster hunters hold for unlikely.
  • Back Stab: "Sneaky" lets the Flake deal extra damage when attacking from behind or ambush.
  • Commander Contrarian: The "Contrary" move lets them get experience and bonuses to rolls by not following others' honest advice.
  • Conspiracy Theorist: 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).
  • Expy: Of Fox Mulder from The X-Files and The Lone Gunmen.
  • Guile Hero: Always starts with +2 in Sharp, which they can also use to manipulate others with the "See, It All Fits Together" special move.
  • Living Lie Detector: The "Suspicious Mind" move lets them know whenever anyone lies to them.
  • Prescience by Analysis: The Flake can figure out correct answers from clues so minuscule it seems like borderline clairvoyance.
  • Properly Paranoid: 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.
  • Utility Party Member: 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).

The Initiate

The one from a long-standing tradition.

  • The Apprentice: To a secret magical sect.
  • Expy: Of every Warden from The Dresden Files and Annelise from Harry Connolly's Twenty Palaces series.
  • Heroic Vow: "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.
  • Mentor Archetype: Can have a personal mentor in their Sect.
  • The Order: Belongs to an ancient Sect dedicated to fighting monsters.
  • Seers: Can use the "Fortunes" move to be prepared for dangerous situations.
  • Student and Master Team: Can bring an apprentice on adventures.

The Monstrous

The one who hunts one's own kind.

  • The Atoner: Not a few of these were evil once upon a time and are seeking to atone for their misdeeds.
  • Expy: Of Angel from Buffy and Angel and Bill Compton from True Blood.
  • Face–Heel Turn: One of the potential ending options for a Monstrous character is to turn evil, becoming a Keeper threat.
  • Healing Factor: "Unquenchable Vitality" lets the Monstrous rapidly heal themselves.
  • Heel–Face Turn: One of the monstrous backgrounds is a reformed servant of an evil master.
  • Horror Hunger: The Feed Curse. The Monstrous must roll dice just to keep themselves from feeding at the first opportunity.
  • Hunter of His Own Kind: Pretty much this archetype in a nutshell.
  • Our Monsters Are Different: 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.
  • Voluntary Shapeshifting: "Shapeshifter" gives the Monstrous one or more alternate forms they can transform into.

The Mundane

The only one who is perfectly normal.

  • Born Lucky: 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!
  • Designated Victim: Their special moves like "Don't Worry, I'll Check It Out" and "Always The Victim" mechanically incentivize this type of play.
  • Distressed Damsel: 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 female.
  • Expy: Of Xander Harris and Cordelia Chase from Buffy the Vampire Slayer.
  • The Face: Always starts with maxed-out Charm, which makes them the usual candidate for this role.
  • Guile Hero: Starts out with +2 in Charm, making them The Social Expert.
  • Hero's Classic Car: A "classic car" is a mobility option for the Mundane, although theirs is in "terrible condition".
  • Unfazed Everyman: Characterized by their lack of special powers (except The Heart).

The Professional

The one who gets paid for it.

  • Combat Medic: The "Medic" move gives them training in field triage, in addition to kicking ass.
  • Cool Car: The "Mobility" move comes with highly customized car for their monster-hunting business.
  • Consummate Professional: 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.
  • Expy: Of Riley Finn and the Initiative from Buffy the Vampire Slayer and Olivia Dunham from Fringe.
  • The Men in Black: While variations are possible, the Professional usually gravitates strongly towards the MIB feel.
  • Mysterious Employer: The Agency is every Conspiracy Theorist's wet dream.
  • Hero's Classic Car: "Classic" is one of the options available for the Professional's signature Cool Car.
  • No One Gets Left Behind: The "Leave No One Behind" move gives them bonuses to helping teammates and innocents escape from danger.
  • The Team Benefactor: Tends to gravitate towards this role, as their special moves often give them access to unusual material resources that the Hunters may need.
  • Walking Armory: Three guns. Possibly Weird Tech Gadgets.
  • Where Does He Get All Those Wonderful Toys?: "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.

The Spell-slinger

The one with the fireballs.

The Spooky

The one with the freaky powers.

  • Creepy Child: One of the only three playbooks that can pick a childlike appearance (the other two being the Chosen and the Mundane), and the only one to be actually depicted as a child in the art.
  • The Dark Side: The dark side tags let the Keeper make them do stuff, and the more Luck points they expend, the worse these requests become.
  • Expy: Of Sam Winchester from Supernatural and Willow Rosenberg in the early seasons of Buffy the Vampire Slayer.
  • The Jinx: 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.
  • My Significance Sense Is Tingling: The "Hunches" move lets them know where bad things are happening without any obvious connection.
  • Seers: The Spooky can see visions pertaining to the upcoming mystery with their "Premonitions" move.

The Wronged

The one with the personal vendetta.

  • Action Hero: Always starts out with +2 in Tough, making combat their main focus.
  • Arch-Enemy: The Wronged often has one in the fiend responsible for the loss that threw them on the vengeful track.
  • Badass Biker: It should come as no surprise that the Wronged is the only one who gets to ride a "classic motorcycle".
  • Badass Normal: The Wronged is always among the toughest members of the Hunter crew, yet has no supernatural powers whatsoever, instead relying on Charles Atlas Superpower to carry them through the fights.
  • The Berserker: The "Berserk" move lets them shrug off any damage until the end of the combat encounter.
  • Chainsaw Good: One of their signature weapon options is a chainsaw.
  • Combat Medic: The "DIY Surgery" move lets them administer first aid in combat.
  • Expy: Of Dean and John Winchester from Supernatural.
  • Hero's Classic Car: A "classic car" is an alternative to a classic motorcycle in the Wronged's mobility options.
  • Iconic Item: Their signature weapon gives them bonuses in combat.
  • It's All My Fault: Their misfortune is often their own fault.
  • Roaring Rampage of Revenge: The Wronged is on a one-person crusade against a particular monster that killed or abducted their loved ones.
  • Taking the Bullet: 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.

Additional playbooks

The Action Scientist

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

  • Clarke's Third Law: Can use magic through Science with "The Doors of Perception."
  • The Engineer: They actually have a special Sharp move to rapidly fix (or break) complicated equipment.
  • Expy: Of everyone from Atomic Robo.
  • Fearless Fool: The "Oblivious to Danger" trait makes them immune to fear - largely by not realizing that now might be the appropriate time to book.
  • Gadgeteer Genius: 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.
  • Ridiculously Human Robots: Can be a robot, which will not affect their traits in any other way.
  • Science Hero: It's in the name.
  • Two-Fisted Tales: Obviously, they're designed to invoke this aesthetic. The move that lets them fight using their Sharp rating is even called "Two-Fisted Science"!

The Changeling

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

  • Bluffing the Advance Scout: 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.
  • The Dark Side: 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.
  • Eldritch Location: 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.
  • Glamour Failure: Changelings can push their glamour to manipulate people, but doing so always causes the glamour to fail later.
  • Nurture over Nature: Literally one of the names of the moves (though it appears a typo has reversed the name.
  • Oblivious Adoption: 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.
  • Puberty Superpower: The assumed trigger for their supernatural powers is reaching their puberty.
  • The Sacred Darkness: One of the moves notes that the character is an uncorrupted individual of a creature that is typically evil.


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