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Table of Contents

Chap 1: The World You Dont Know


Things You Should Know

Chap 2: Starting Your Hunt

The Basics..5
The Character Sheet.7
Actions9
Combat..10

Chap 3: The Hunters


I, Hunter13
The Stats..14
Character Advancement.17

Chap 4: Skills

Skill Basics19
Skill Descriptions...20

Chap 5: Traits

The Lowdown on Traits..25


Assets26
Complications.31
Supernatural Traits..41

Chap 6: Gear
General Gear.. 46
Melee Weapons..47
Ranged Weapons48
Heavy Weapons & Explosives..51
Ammunition.52
Armor52

Chap 7: Rules

Actions Revisited..54
Plot Points55
Spending Plot Points.56
Conflict.58
Movement.60
Attacking a Target61
Defending Yourself...62
More Rules for Attacks..62
More Rules for Defense..66
Special Situations..67

Getting Hurt68
Medical Attention.71
Getting Scared, Freaking Out, or Losing
It..74
Vehices..76

Chap 8: Hunters Perils

Savagery.78
Becoming a Monster.80

Chap 9: Making Your Story


Keeping Things Interesting.86
Writing a Supernatural Story.87
Hunting Evil.91
Campaign Concepts..93
Major Plot: The Big Deal.95
Minor Plot: The Everyday Work97
Playing the Parts..100
Technology.103
Game Mastering Tips..104
Game Mechanics..106

Chap 10: The Supernatural

Sources of Information.....109
Spirits111
The Heavenly Host..120
Legions of Hell..131
Monsters.146
Humans (Or Close Enough)...175
Faeries..183
Other Supernatural Beings...188
Gods.190
Magic/Hoodoo..194
Cursed Objects.194
Heaven/Hell Magic..197
Hoodoo202
Magical Weapon/Items...205

Character Sheet..208

Saving People, Hunting Things: A Supernatural RPG

Chap 1: The World You Dont


Know
What Goes Bump in the Night
You might ask what makes a hunter do
what they do. You see a guy living out of motel
rooms, bouncing from place to place with a
loaded shotgun or a machete in his trunk. A guy
whose diet consists of diner food and whose
income is mainly based on lottery tickets or
bank fraud. What makes someone want to live
that life, a life thats lacking in so many things
we consider basic to happiness?
The answer, plain and simple, is
knowledge.
You see, most people go about their day
in a bubble. They wake up, drive to work, eat a
sandwich out of a brown bag, drive home, take a
shower, and go to bed. And all the while those
people feel safe. They have a routine; they know
what to expect from their day.
But the truth is that theres a lot that
those people arent seeing. Or maybe they see a
bit of it, and write it off as something mundane
or unimportant. The homeless man on the
corner goes missing after sitting there
panhandling for years, and people tell
themselves he decided to move to another
street. A girl is found chopped up after a night
on the town, and people blame a local gang or a
rabid animal. Those things are easier to
understand, and more importantly, theyre
things that are someone elses problem. Let the
police handle it, or animal control, and go back
to your routine.
But what they dont want to admit to
themselves, the darker reality behind the
excuses, is that something else was involved.
Something that people ignore because they
know that they dont stand much of a chance
against it. And theyre hoping that if they ignore
it, maybe itll ignore them. Monsters. Predators
of the nastiest kind. Theyre the last reminder of

a day when we huddled around campfires,


while beasts stalked in the darkness, hungry
and feral.
But not everyone is able to have the
luxury if ignorance. Every time someone goes
missing, someone goes looking for them. When
a person is killed in their home, with no point of
entry, someone wants to know how they died.
The hunter life is filled with these stories, of
people who lost someone to something the
police couldnt explain away, and decided to be
the ones getting the answers.
Whatever the story, the purpose is the
same: hunters are people who know that there
are real-world monsters out there, and theyre
the ones who, instead of going crazy or trying to
excuse it away, decided to do something about
it.

A Hunting We Will Go
Now its one thing to say that youre a
hunter, but its not the life that most folks can
handle. Like Ive said, the hunters story almost
always starts with a tragedy, and a real nasty
one. Maybe you lost someone you love, or
maybe you were raised into it by parents who
did. But its not an easy truth to live with.
And now youve got a person faced with
the darkness thats out there hurting people,
and deciding to hurt it back a little. Well, thats
easier said than done. The things were talking
about are dangerous. Theyre stronger, faster,
and deadlier than we are, and they dont like
people who get in the way or start sniffing
around their territory. Needless to say, theres a
high body count in the hunter profession.
But on top of the risks, if you manage to
make a successful career out of this calling,
theres nobody wholl be there to throw you a
ticker-tape parade when youre done. Honestly,
who are you going to tell? People will think
youre lying, or worse theyll think youre crazy.
The majority of the people you save wont ever
know that they were in danger, and so theyll
see nothing to thank you for when its over.

Saving People, Hunting Things: A Supernatural RPG


Theres a lot of sacrifice involved with
this job. The things that you hunt are all over, in
small towns and cities across the country.
Which means that hunters are drifters by trade.
They bounce from place to place, wherever
theres an unsolved mystery that may be a
monster in hiding. And unfortunately for
hunters, that doesnt leave a lot of freedom
when it comes to steady jobs.
A lot of hunters are blue-collar folks,
people who gave up on a higher career when
they learned about the darkness. So it suits
them when theyre stuck with simple work as a
source of income. They do odd jobs, things
people will pay them to do for the short-term,
and usually in cash.
But most hunters know how to rely on a
different skillset to make it from day to day. The
job tends to involve a lot of deceit (you usually
have to talk to people, and that means a lot of
lying about what youre really doing there), and
they use those skills to gather a more illicit
income. Some people hustle pool halls, others
use fake credit cards. Its often small crimes or
scams, but hunters tend to write it off as a fair
payoff for the work they have to do in secret.
And dont forget, hunters are already on
the wrong side of the law to begin with. The
police dont believe in vampires or
shapeshifters, so when they see a hunter
standing over a corpse that looks for all intents
and purposes like a person, they tend to jump to
conclusions that make more sense. Many a
hunter has found their face on a wanted poster
for one reason or another.
Its a tough life, but these are tough
people. They take on the baddest of the bad, so
that normal people dont have to know that they
exist.

Things You Should Know


Before you go much further, this the lowdown on the game youre getting into. Its based
mainly on the TV show Supernatural, in which
Sam and Dean are two hunters who do just the
kind of things Ive been telling you about: they
move from place to place, fighting monsters and
keeping people safe. My intention here is to
build upon their story, but not to drop you into
the actual events of the show. Theres a lot of
world that was written for Sam and Dean to
exist, and I think its more fun for everyone if
you, the reader, get to make your own hunter to
move around in this setting (more on making
your character in the next chapter).
If youre already a fan of both the TV
show and of roleplaying games, you may know
about the game that was already made based on
Supernatural. While the game certainly did a lot
with what it had to make a game that gives you
the hunter experience, a lot has changed since it
was published that I think should be added to
what they started on. For starters, the book was
written in 2009, when the show had only just
finished season 4. Theres been a lot of great
material written since then, and I think its a
shame to see it all get left behind, when so much
potential exists for roleplaying with that
content.
Other than that, the original game was
based in Cortex system. Now, dont get me
wrong: its a fine system, and plenty of people
like Cortex. But I personally think that its
missing something that other systems can
provide. Mainly, I wanted to blend some other
systems with the Cortex game, to make the
game feel less rule-heavy, less number-based,
and more focused on the roleplay. You may see
as you read on that much of the original Cortex
system is still here, because I recognize that the
system worked for a long time now with this
game. Im not throwing it out so much as adding
some tweaks, mechanics that I hope will make
the game flow more easily.

Saving People, Hunting Things: A Supernatural RPG


Lastly is the influence of other games
based on the hunter archetype, which has
become more widespread since the game was
made. You may be familiar with the rules from
the World of Darkness setting: Hunter: The Vigil.
Ironically, much of Hunter is based on the model
of Supernatural, but in a way that more blended
with other influences. As a result, that game
brought forward other ideas and themes that I
believe have really grown into Supernatural in
the later seasons, and I was excited to add them
to the gameplay here.
If this all still sounds exciting to you, then
saddle up. Read on to the next chapter to get the
basics of roleplaying games, and learn how to
build your very own hunter character.

Saving People, Hunting Things: A Supernatural RPG

Chap 2: Starting Your Hunt


The Basics
This section is for those of you whove
never played a roleplaying game before. If you
have, this will probably sound like old hat. Feel
free to move on if it all begins to sound familiar.
The groundwork for any roleplaying
game is the people. Youll need a party of
people, who will make characters for them to
act with within the story. You can work with
any number more than one (or one, if you only
have one friend. But half the fun is the
interactions between characters), but groups of
2-6 are ideal.
One more person in the group will not be
playing a character the entire time. This person
is the Game Master, and his job is to tell the
story that the other players act within. The
Game Master (GM) narrates the story scene-byscene, so that the players know where they are
and whats happening. He also plays the other
characters (called non-player characters or
NPCs) that the player-characters (PCs) will
interact with. Thus, hes all of the supporting
characters in the players story, and also the
monsters. Lastly, the GM is in charge of
managing the rules of the game: hes able to
play this game however he feels will be most
fun for the group, and if that means you need to
bend some of the rules, thats fine. At the end of
the day, the GM always has final say when
theres a dispute on the rules.
Beyond players, there are a few
materials that youll need to play. First is a
character sheet for every player (youll find that
included with these rules) and a pencil for
everyone to write with. Youll be changing the
information on the character sheets over time,
so a pencil with an eraser is better than a pen.
The GM might also benefit from keeping some
note cards with him, to pass information to

individual players in a way that the others dont


have to see (every group is different, but most
people try to discourage playing with
knowledge your character shouldnt know
about yet).
Last of all, the party will need a set of
polyhedral dice. Youll already know about the
classic six-sided dice you see in every board
game, but these dice get more complicated.
Youll need a number of dice, with different
numbers of sides. We refer to these dice by the
number of sides they have (a six-sided die is a
d6, a twelve-sided die is a d12, and so on).
For this game, youll need: a d2 (or a
coin; the point is that it has two faces and equal
chance of either one appearing), d4, d6, d8, d10,
and d12 die. Most hobby stores will well these
die, and you can easily find a package with one
of each included.

The Players
Players are in charge of one character
the entire time they play. They get to decide
what their hunter does in the game, what he
says to other people. Its typical for games to
encourage staying in-character during sessions,
so that people feel more immersed into the
game (you can make a distinction of when
youre talking out of character, if you need to
bring something up outside of the roleplay).
However you want to play it, just remember
that playing another person in your game is part
of the fun.
Sometimes, players are met with
situations that arent entirely in their control.
Theres an element of uncertainty and chance to
the outcome. For this, players will roll their dice
to determine the outcome. The GM sets a
difficulty, a number to reach on the dice, and the
players try to meet that number. If the dice
come up with a number equal to or higher than
the difficulty number, than the action they were
trying to do was a success. If its lower than the
difficulty, than something got in the way and

Saving People, Hunting Things: A Supernatural RPG


your character wasnt able to accomplish their
intended action.

The Game Master


As Ive said, the GM is both the referee
and the storyteller of this game. He can decide
to bend rules and make things harder or easier
in the moment for the party. One of the GMs
tools for this is a circumstantial bonus: the
difficulty of an action can be affected by other
things that are happening while its being
performed. Its much harder for a character to
read a book if, for example, there are bullet
flying around his head. That might allow the GM
to add a +1 or +2 to the difficulty of the action,
making it harder for the player to roll a number
that allows him to finish reading like he wanted.
Likewise, the GM can make it easier for players
to act: maybe the character feels comfortable
and focused, or maybe someone else is helping
out. This could be worth a +1 or +2 to the
players roll to beat the difficulty, or a -1 or 2 to
the difficulty.
The GM may also choose to not apply
rules in the moment where it feels like itd only
get in the way. If your group doesnt want to
spend ten minutes watching a player engage in
a drawn-out wrestling match with a monster,
then by all means reduce it to a single Unarmed
Combat check and skip rolling for turn after
turn. Or if the GM is presented with a situation
where he feels the players might get an
unforeseen consequence, he can call for a roll
that isnt obvious to the group. Maybe theres
something that the players might notice, if they
roll well enough. They dont need to know why
they rolled, unless they succeed. Otherwise, its
nothing for them to understand.
The bottom-line rule for the GM is this:
lean towards the fun. If your group likes playing
with the rules, than go ahead and keep them all.
If they dont like having to use certain rules,
than you can choose to skip rolls that people are
grumbling about. The same applies to
difficulties of actions: players want to see their

characters succeed, but its not fun to always


win. The GM is free to adjust the difficulties of
rolls to a point where the players are able to
perform their actions, but theres enough of a
challenge to make them feel like theyve
accomplished something by succeeding.

The Dice
The dice in this game vary in their
number of sides, from d2 to d12. A lot of things
that hunters do are represented with rolls of the
dice. Naturally, a higher die type means you can
roll higher numbers, and therefore that youre
more likely to beat a difficulty number. After
d12, youll scale up by adding another die onto
the total (After d12, you scale up to d12+d2, and
then d12+d4, and so on). Its rare for anything
to go higher than d12, but it could happen.
Most rolls in the game involve two dice
rolls (Attribute + Skill is most common). Youll
add the total of the two rolls to get your final
number, and compare that to the difficulty
youre trying to beat.
The GM may call for a situational
modifier to your dice roll. If he calls for a +1 on
the roll, it means youre getting a step up on the
die type youre using, because of some
circumstances in the game that makes your
action more likely to succeed. So a +1 on a roll
with a d6 die means that youll roll a d8 instead.
However, this can go the other way too: if
circumstances are harder than usual, you might
get a -1 modifier, and youll have to roll a d4
instead of your d6. If negative modifiers stack
up, you can get a die bumped all the way down
to a d0 (basically, youd lose the die for that
roll).

Saving People, Hunting Things: A Supernatural RPG


The Character Sheet
The character sheet, located at the end
of this book, contains all the information you
need to know about your character: what
theyre good at and what they suck at, what they
can do and whats in their past. Some people
like to use official character sheets, and some
just copy info onto a sheet of scratch paper. Any
way you like, heres the stuff you need to know
about your hunter:

Attributes
Your hunter has six Attributes, which
represent broad, innate abilities. These are the
types of die youd roll to test some general
ability of a character, or with a skill die to test a
more focused action.
All attributes start out as a d4 die type.
An ability with a d2 type would be crippling for
a character. Likewise, while youll get the
chance to upgrade your Attributes during
character creation, you cant go higher than d12
to start with. An attribute that high is downright
superhuman. The average for human attributes
is a d6: good, but not great.

Agility is your hunters quickness, sense


of balance, and coordination. Youll use
this attribute when your hunter needs to
move, aim a crossbow, or do something
that requires a precise touch like
lockpicking or surgery.
Alertness is your hunters awareness of
their surroundings and of details. Youll
use Alertness to spot details in a room, to
tell if a person is lying, or to spot a
monster sneaking up behind you.
Intelligence is your characters
booksmarts and reasoning skills. Youll
use this when your hunter needs to
remember some facts theyve learned,
solve a puzzle or riddle, or win a contest
that requires mental abilities like chess.

Willpower is the strength of your


characters psyche. Your hunter uses
their Willpower when his courage is
being tested, when he needs to resist
intimidation, or when he needs to draw
on some emergency strength in a life-ordeath situation.
Strength is about raw physical power.
Strength is used when your hunter is
handling melee weapons, wrestling, or
performing most physical actions.
Vitality is about health and fitness. Your
hunter uses Vitality when they need to
resist fatigue, sickness, toxins, and the
like.

Derived Attributes
From these six attributes, youll draw up
five more Derived Attributes:

Endurance is your characters


Willpower + Vitality. Youll roll this
score when your hunter needs to
fight on the brink of death, or when
theyre taking on major amounts of
stress and need to draw on their
willpower to get through.
Initiative is your hunters Agility +
Alertness. This stat gets used at the
start of combat, to determine turn
order.
Life Points is your hunters
Willpower + Vitality, taking the
maximum value of both dice. This
represents the health of your
character, and how much damage
they can take before they have to
quit.
Resistance is Vitality + Vitality. Youll
roll this when you need to fight off
something foreign in your body, like a
poison or a toxin.

Saving People, Hunting Things: A Supernatural RPG

Skills
Where Attributes are innate abilities,
Skills are abilities that your character has
trained with practice and experience. Like
Attributes, they each have a die type that can be
upgraded. But unlike Attributes, theres no
minimum die type: they all start at d0 and are
upgraded in character creation or character
advancement. Also like Attributes, a d6 rating is
considered an average ability with that skill:
you understand what youre doing and can
perform basic tasks confidently in that skill. If
you use a skill in this game, youll roll that Skill
die and an appropriate Attribute die (the GM
will decide which attribute is being used in that
action).
Most skills can be performed unskilled
(at d0), relying on your hunters base attributes
to make up for a lack in formal knowledge. Your
character may not have any points in Unarmed
Combat, for example, but they may still with a
fistfight using their raw Strength or Agility. To
make an unskilled roll, you simply roll the
Attribute on its own, add modifiers, and
continue as you normally would. However,
some skills simply cant be used without at least
a d2 rating. You wouldnt go performing surgery
relying on untrained smarts, or go meddling
with a nuclear warhead without some
knowledge and experience with that kind of
thing: thered just be no chance of success in a
practical situation.
Most of what you need to know about
Skills will be covered later on.

Traits
Traits are the more interesting bits of
your character. Theyre the aspects of their
personality that cant be defined with numbers,
and include things like backstory and
personality.

Traits are divided into Assets and


Complications. Assets tend to be beneficial to
your character, while Complications will make
things harder for them. However, Complications
are great ways to make the game more
interesting for everyone, and for your character
to earn Plot Points. Youll learn more about
Traits later.

Plot Points
Plot Points are your characters way of
cheating the odds into their favor. You collect
them throughout the game, and can spend them
as you like. However, you cant have more than
12 Plot Points at any one time, so feel free to
spend them liberally.
You can use Plot Points to re-roll a skill
or attribute roll that you think went sour. Take
the highest value die used in that roll and spend
that many plot points to reroll all dice involved
with that roll (if you rolled Agility d6 and
Ranged Weapons d8, then the entire reroll
would cost 8 Plot Points).
You can spend Plot Points to reduce
damage taken in combat. You buy a die type
whose cost is equal to the number of sides it has
(a d6 would cost 6 Plot Points, for example), and
the result of that roll is subtracted from the
damage roll of an attack that hits your hunter.
Possibly the most interesting use of Plot
Points is plot manipulation. Basically, you
spend plot points to add elements to a scene
that may help you in some way. Theres almost
no limit to what you can change to a story, so
long as it wasnt established before by the GM.
Maybe you have a friend who bursts into the
room to pull the partys asses out of the fire.
Maybe an enemys gun has a dud bullet in it,
which will fail to fire as he tries to shoot a party
member. In the end, what you can do with plot
manipulation, and the cost of those plot
changes, come down to the GMs final say: if
they say it cant be done, then it cant be done.

Saving People, Hunting Things: A Supernatural RPG

Actions
Actions are the center of any tabletop
game. When you want your character to do
something (shoot a gun, pick a lock, steal a
wallet), theres always a chance that things
could go wrong. That where dice-rolling comes
in.

Simple Actions
Simple actions are the most common
rolls youll make during play, and theyre pretty
straight-forward: youre mostly rolling against
the odds, nothing else. The GM will set a
Difficulty number to beat with your roll, which
represents how likely it is for you to accomplish
the action youre trying to do. And if you can
reach or beat that number with the combined
rolls for your characters skills and attributes,
then you successfully perform that action.
Not every action requires a roll, though.
Some things are simple enough that you can
assume that youll be able to do them without
screwing it up. Things like flipping a switch,
walking from one end of the room to another,
and that kind of thing are no-brainers, and
theres not much reason to even challenge them.
Most of the time your action would take up your
entire turn- its just what you chose to do with
the few seconds that take up a turn in this game.
If you have to do more in that time, itll turn into
step penalties to the difficulty: youll be juggling
more actions, and naturally itll be harder to
focus on two things at once than it would be to
do one at a time.
The GMs in charge of deciding what
Attribute + Skill combination you should roll to
perform an action, but feel free to suggest ideas
if you see something you could do. Nothing is
set in stone here, and different attributes can be
applied to similar actions. For example, if youre
running from some monster, youll usually use

Agility + Athletics, but other times you may


need to use another attribute. Maybe youre
trying a break-neck sprint across open land.
That might rely more on sheer power than on
grace and maneuverability, and so you could
roll Strength + Athletics instead. Or, if youre
running through an area thats filled with
obstacles or traps (say, a decommissioned
minefield), youd need to be constantly aware of
your surroundings while you run, and so
Alertness + Athletics might be a valid
combination to roll.

Complex Actions
Some actions take time to complete. In
those situations, you arent beating a single
difficulty, so much as a Threshold: a number
that youll reach by building successful rolls
together. Each turn you roll a simple action to
contribute to whatever action youre doing
(something like defusing a bomb, fixing a car,
picking a lock, etc.), and each success adds
points toward beating the Threshold. Whenever
you reach the Threshold, youve finished the
action. However, failing a roll means you lose all
of your progress and need to start again.

Unskilled Rolls
You can still roll for most skills that you
dont have training in. You just apply the
appropriate Attribute die without a Skill die to
add to it. However, with the GMs approval, you
may be able to apply a different skill roll, if you
can justify how it makes up for your lack of
training in another skill. For example, you may
be able to argue that having points in Trade
(acting) could make up for a lack of points in
Deception, if youre trying to pose as an FBI
agent to interview a witness to a suspected
vampire attack. Ultimately, the GM has the
power to approve or deny these suggestions:
you may be able to act your way through an
interview with a civilian, but someone from the
NSA will need some more professional skill at
lying than your average thespian has. And

10

Saving People, Hunting Things: A Supernatural RPG


trained only skills cant be fudged in this way:
fields like surgery come from years of study and
practice, and no amount of fudging can make up
for a lack of training in this case, when the risks
of failure are so high.

Opposed Actions
Sometimes you arent rolling against fate,
so much as against another person. If another
person is trying to get in your way, or if theyre
the target of your action, you may have to roll
an opposed action. In this case, instead of
setting a Difficulty, the GM makes a skill roll for
the other character. The highest of your and
their rolls decides whether your action succeeds
or fails.
Say youre trying to bluff your way past a
security guard. You roll an Agility + Deception
roll to convince him that youre expected inside,
but the GM rolls the guards Alertness +
Perception to tell that youre lying to him. If his
roll beats yours, the guards going to know that
somethings up.

Botches and Aces


A botch is when all the dice in your roll
come up as 1s. Your characters hit the end of
their luck, and the GM will narrate some
catastrophic failure to your action. Maybe
youre trying to fix an engine, and you not only
fail to get it running, but you manage to ignite
the fuel line somehow, blowing up the whole
engine and taking some damage yourself in the
process. Its up to the GM to come up with an
appropriate explanation for how things go
badly.
On the other hand, if your roll comes up
7 points or more higher than the set Difficulty,
your roll is an ace. Youre so good that you get
more than the minimum terms for success.
Maybe when you bluff your way past that
security guard, hes so convinced that youre
who you say you are that he gives you a spare
badge to save you time in any further
checkpoints. Once again, the GM will work out

the details, but the end result is that you get


some reward for being that good at what you
do.

Combat
Most campaigns with this game will
revolve around combat. This is the real climax
of a hunt, when its down to you, the monster,
and whatever weapons you both have to take
the other down.
To start a combat scene, you need to roll
Initiative for every PC and NPC in the fight.
This is how you establish turn order, or who
gets to act first each turn. The player with the
highest roll goes first, and so on in order. In the
event of a tie, PCs have priority over NPCs. If
two PCs tie, make a quick Agility roll to break
the tie.
When its your hunters turn, you can
perform a single action (or more than one
action with a difficulty penalty). You can choose
to move from one zone to another. You can use
a skill roll to interact with the scene (open
doors, interact with a computer, search for
something). You can also choose to attack
anything in the scene that youre trying to kill or
incapacitate.

Moving
Movement in this game is simplified.
Instead of charting out spaces or measuring
intervals of space, this game uses zones as a
term for a set location. A Zone doesnt have to
be a standard measurement of space, and can be
any shape you need it to be. For the most part, a
Zone is usually the size of a small room: enough
that you can reasonably move from one side to
another in a few seconds. As such, its usually
understood in combat that your character can
move freely within a zone without it taking up
you action. However, if the zone has any
obstacles that would affect your ability to move
within the space (a boxes and crates that youll
have to move around or jump over, enemies

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Saving People, Hunting Things: A Supernatural RPG


trying to stop you), then youll have to make a
skill roll, usually Athletics, to cross the space.
A larger space, like a warehouse or a
parking lot, could have multiple zones within it.
It helps for the GM to draw zones around
barriers that may exist in the space: maybe two
zones are two rooms separated by a wall with a
door between them, or maybe theyre two
sections of parking lot separated by a chain-link
fence. Itll help for the GM to draw a quick
sketch of what the space is like on a piece of
scratch paper, label zones and what separates
them and so on. If your hunter needs to move
from one zone to another, thats going to take
your action for that turn to accomplish.

Interacting with the Scene


Not everything in a combat scene is
about fighting. Maybe theres an object you need
to find in the middle of the space, like a silver
knife that you dropped, and youll need to use to
kill the shapeshifter youre grappling with.
Maybe you can use the environment to your
advantage.
For the most part, these kinds of action
are resolved with a simple action roll: you
establish what you want to do, the GM sets a
difficulty and a skill to roll, and you roll to see
the outcome. If you succeed, you find the knife
on the floor, or whatever action you were doing.
Some actions wont need a roll, since theyre
understood to be easy enough to accomplish: if
youre pulling the fire alarm, odds are you wont
have any trouble figuring out how to pull a
lever. Just perform the action without having to
test your abilities.
One unique action you can take with
your environment in combat is maneuvering.
This involves affecting the environment to give
yourself a bonus or to give your enemies a
penalty in the future. Say, for example, that you
pull the fire alarm. Like we discussed, that
probably wont need a skill roll to accomplish.
But if you had planned ahead and blessed the
water in the sprinkler system, any demons in

the room will start taking damage. Furthermore,


that holy waters going to be a distraction for
them, so youd be creating a circumstantial
modifier to any actions they try to perform
while the sprinklers are still on. One of the
demons would have to spend their action
turning the system off somehow (another
maneuver) before the modifier goes away. You
can take actions like taking cover behind boxes,
starting a fire in the space, knocking over a
barrel of oil onto the floor, and so on to affect
how you and the other characters in combat can
act within the zone.
Usually, a maneuver will only be able to
apply a +1 or +2 (or -1 or -2) modifier at most to
the situation. Let the GM decide how your
actions impact the fight, and how much.

Attacking
Attacking is often an opposed roll made
against a targets opposing action. If you try to
shoot a vampire with a crossbow (Agility +
Ranged Weapons), the vampire can take an
Attribute roll to avoid it (Agility to dodge, for
example). You need a roll thats equal to or
greater than the targets defense roll to hit. If
you do, then you determine damage on the
targets Life Point track.

Defending
If you catch a target with their pants
down (if theyre asleep, restrained, or otherwise
unable to react as they normally would), the
attack roll goes against a Difficulty of 3. If hes
on his feet and could reasonably defend himself,
then the target character makes an Agility
attribute roll to defend against the attack.
However, if a character hasnt used their
action for that turn, the player can prepare a
Ready Defense. If another character attacks
you during the next turn, until you can act again,
youll use both your Agility attribute and a
relevant skill to defend. You can choose to use
this in response to an attack, instead of waiting
for your turn. But if you do, you wont be able to

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take another action in that turn. Agility +
Athletics is a pretty obvious skill choice to
defend against most attacks, but in closequarters attacks you could also defend with the
Melee or Unarmed Combat skills.

Damage
When an attack roll is greater than the
defense roll, then the attack succeeds. The
difference between the two scores is the
amount of damage that gets applied. Damage is
divided between two types: Stun (nonlethal)
and Wound (lethal). Basic damage splits the
amount of damage you deal down the middle
and puts half on each damage track (if its an
odd number, the extra point goes on the Stun
track). Some weapons deal only Wound
Damage, and other weapons are designed to
only deal Stun damage. Unarmed combat deals
only Stun damage as a default. If the defender
has any armor that would help against the
attack, their armor rating is subtracted from
the total damage before its applied to the
damage tracks.

Moving On
Thats it for now on the rules. More will
be covered in a later chapter. For now, the next
chapter covers how to make your own hunter.

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Saving People, Hunting Things: A Supernatural RPG

Chap 3: The Hunters


For the players in your group, this will be
the real meat and potatoes of this rulebook. In
this chapter, we go over the things you need to
come up with to draw up your very own hunter.
Hunters come from all kinds of
backgrounds: some were rich, some were poor.
Some were smart, some were thicker than a
block of wood. The one thing in common with
them all is that, somewhere along the road, they
all learned about monsters, and they all chose to
take up the hunters calling.

I, Hunter
Before you start anything else, it helps to
have a concept in mind for your hunter. What
kind of person would you like to play in this
game? You could base your character off of the
characters in Supernatural: two brothers like
Sam and Dean, a sarcastic old spit like Bobby or
Rufus, a nave youngster like Garth. Or you can
go for completely new territory, and make up
something truly your own.
Think about the kind of skillset you want
in your hunter. For people looking to shy away
from the roleplaying a bit in this game, youll
probably already be building a party of hunters
with specific niches to fill, and while we dont
want to discourage roleplay there aint nothing
wrong with making sure you get to be valuable
as you play. Will you make a master of fake
identities and deceit? A weapons expert who
knows every which way to kill a thing that
needs killing? A tech expert who can learn every
thing youd ever wanted to know with their
computer and a wi-fi connection? The skys the
limit here.

Who Killed Your Parents?


It may seem brash, but this is a valuable
question for most hunters out there. Every one
of them were thrust head-first into the
supernatural at some point, and for most of
them it was an event that resulted in a personal
tragedy. Maybe you had a family member or
loved one who was killed by some monster, like
Sam and Dean were. Maybe you were raised by
a family of hunters, like Mary Winchester, and
had to learn the hunting craft growing up.
Maybe you learned about it as part of your job,
and took it upon yourself to make it a second
duty (We know Garth was a dentist before he
became a hunter. He never did tell us how he
ended up taking down a tooth fairy). In the end,
people are going to want to know what led you
to become a hunter. Itll be great for roleplay,
and give your GM some good ideas to build a
story on.

Your Wildest Dream and your


Worst Nightmare
As you think about your hunters
backstory, try to work out these questions as
well. Weve seen monsters in Supernatural that
have a way of getting into peoples heads, and so
the GM will benefit from knowing what your
happiest fantasy is, and your worst fears. We
know that Heaven is seen as each individual
persons happiest memory, and we know that
djinn like to trap their victims in a perfect
fantasy world while they drain them dry.
On the other side, we know of a couple of
monsters and spells that are meant to replicate
the victims worst fears. And even aside from
supernatural stuff, itll affect your character if
they have to fight something spooky while
facing their worst nightmare (exorcising a
demon on board a 747, when youre afraid of
flying, for instance). Just jot some notes down
for the GM.

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The Stats
Now its time to break out the numbers,
building your characters Attributes, Skills, and
all of the other stuff that the game quantifies for
the GM. In this game, youll start a hunter with
48 Attribute Points, 68 Skill Points, and 4
Trait Points. You use these points to build your
character: upgrade die types on Attributes and
Skills, buy Traits, and all the rest.

Attributes
As we mentioned before, there are six
attributes that represent the basic qualities of
your hunter: Agility, Strength, Vitality,
Willpower, Alertness, and Intelligence. Each
Attribute starts with a d4 die type. To buy
higher die types for your character, you spend
points equal to the number of sides on the die
youre upgrading to (If you want to upgrade to a
d6 in Agility, youll need to spend 6 Attribute
Points). If you want to make youre hunter a
jack of all trades, you can get every attribute to
a d6 if you wanted. However, this only leaves 12
points left to play with, and itll cost you another
8 points to further upgrade an Attribute to a d8.
If you want to make your hunter excel in
something, youll need to take a hit and leave
something at the d4 rating. Nobody can be
amazing at everything. And you cant upgrade
an Attribute higher than d12. Anything better
would be just beyond normal human abilities.
Heres the breakdown for the attributes
again, for those of you who tried to speed-read
through Chapter 2:
Agility covers things like movement,
balance, and hand-eye coordination. High
Agility makes you a good shot with a gun, and
fast on your feet. A low Agility means youre all
thumbs, or that you were last place in track and
field growing up.
Strength is all about physical power. A
high Strength lets you throw a mean right hook,
or bench press a tree trunk. A low Strength

means youll have trouble carrying your luggage


from the car to your motel room.
Vitality is about toughness and health.
High Vitality means that you can stay up all
night, drink other people under the table, and
take hits that would knock another guy to the
floor. A low Vitality means you get sick all of the
time, or that you have a glass jaw- and probably
some other glass parts.
Willpower is the stat for the strength of
your personality, and your mental conviction.
People with high Willpower are able to win
people over with their powerful charisma.
People with low Willpower are at risk when it
comes to fighting off possession, or resisting the
allure of a hungry siren.
Alertness is your stat for your senses,
and your powers of observation. You use a high
Alertness to catch a brief flash in a
shapeshifters eyes on camera or to spot when a
person is lying to you. Someone with low
Alertness will trip over themselves running
through a forest with lot of roots afoot, and
wont spot the monster sneaking up on them
until its nibbling on their shoulder.
Intelligence is your characters ability to
think, reason, and remember. A person with
high Intelligence can remember lots of
information, and can reason his way past
security guards. A person with low Intelligence
will have trouble figuring out jigsaw puzzles.

Derived Attributes
Once you have your Attributes worked
out, Derived Attributes are a cakewalk. Just add
two of your Attributes together real quick, and
keep moving.
Initiative is rolled at the start of combat
to get turn order worked out. Your Agility +
Alertness scores, as well as any modifiers from
your Traits, make up your Initiative.
Endurance keeps you going when you
should probably stay down. For, example, when
youre fighting off tiredness after an all-nighter

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Saving People, Hunting Things: A Supernatural RPG


or powering through a couple of good punches
to the jaw. Record your Willpower + Vitality
scores, plus any Trait modifiers, as your
Endurance.
Much like Endurance, Resistance is
about fighting off poisons, infection, and other
chemicals. Write down your characters Vitality
die type twice, as well as any Trait modifiers.
Life Points are the measure of how
much damage your hunter can take before going
down. Theyre the highest number your can
have on the Stun and Wound health tracks. You
get this number from the highest die value of
your Vitality and Willpower attributes. So if you
have a d8 in Vitality and a d10 in Willpower,
youll have 18 Life Points.

Skills
Whereas Attributes represent an innate
ability that your character has, Skills are
abilities that youve picked up through hours of
training and practice. A character can have a
very high Intelligence, but a character with
average Intelligence but a lot of points in
Knowledge could easily hold his own against
them. Pick your skills wisely, and they can make
you very useful in your party.
Skills start at d0 (untrained). You spend
Skill Points much like you did with Attribute
Points: the cost of a die type is equal to the
number of its sides. So youd spend 2 Skill
Points first, to upgrade a skill to d2, and so on.
Theres no upper limit to how high you can
upgrade your skills, with a slight caveat. Skills
are divided into two categories, based on the
level youre at.
General Skills cover broad ground in
the field youre training in. Athletics would
make you better at running, jumping, climbing,
swimming, and all kinds of other physical
actions. Ranged Weapons covers all kinds of
firearms, crossbows, flare guns, and other
weapons that you fire at someone from a
distance. You can upgrade these skills up to d6,

and from there youll need to pick a specific


focus.
Once you upgrade to a d8, you pick up a
Specialty Skill. These are listed under the
general skills, and allow you to get better at the
skill within a specific area. You might already be
pretty good at guns in general, but then you can
become an expert with a sniper rifle. You can
have a strong Knowledge of a lot of things, but
you can become an expert in a specific academic
field.
You cant buy a Specialty until youve
maxed out the General Skill that covers it to d6.
Then youd buy the specialty as you did with
general skills. You cant upgrade a Specialty
above d12 at character creation, but youll be
able to buy further upgrades in the game. You
can buy more than one specialty (Say you want
to be an expert at both Rifles and Crossbows),
but youll have to buy each Specialty separately,
starting at 8 Skill Points each.
Jump over to Chap 4: Skills to get a
better description of what each skill is used for.

Traits
Traits are the attributes that dont fit
cleanly into numbers. Your skills and attributes
can tell you that a hunter is strong, fast, and
good at auto repairs. But Traits tell you that hes
an alcoholic, or that he cant talk to a girl
without muttering and blushing. Some Traits
are good, and some are bad. But they all add
another element to your character, which adds
depth to the game. Each character has to have at
least one Asset and one Complication at the
start of the game. You cant buy any Traits that
are rated higher than d12 at character creation.
Assets are Traits that tend to give your
character an edge in the game. They can add
bonuses to your skill rolls, give you new was to
handle a situation, or new abilities. You buy
Assets using your Trait Points, at the cost listed
in the traits description.
Now, you may notice, you only have four
Trait Points to start with. That doesnt give you

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a lot to buy. Thats where complications come
in. complications are usually bad qualities,
things that make your character harder to deal
with. Youll notice that the trait description for
complications comes with a negative rating.
Thats the amount of Trait Points youll get by
taking that Complication. Plus, Complications
are a great way to earn Plot Points in game:
playing your character well will earn you more
Plot Points, and GMs tend to appreciate players
who play the bad along with the good in their
character.
Certain Traits are listed with a broad
rating, like +2-4. These traits can have different
levels to how they benefit or hurt your
character. The GM will decide how to rate your
trait based on how youd like to involve it in
your characters life: a habitual smoker might
only have a -2 Complication, but a morphine
addict could earn 6 points with their addiction.
Head over to Chap 5: Traits for a list of
Traits you can purchase for your character.

Gear
Your characters inventory is filled with
equipment you can use to help with your
hunting: rock salt, silver, guns, blades, and all
sorts of things that nasties hate. Every monster
has a weakness, and its always good to have
something on hand in case you need it.
For the most part, once you encounter a
monster, itll be assumed that your hunter has
stocked up on things to hurt it or others of its
kind, or at least knows where to get those
things.
The GM might call for a check, if you
havent had a lot of time to go shopping or if the
item you need is harder to get. This is handled
with your Resource Skill, During character
creation, look over your character and think
about where theyd get their income from: is
your hunter a mechanic? Does he do odd jobs as
he moves around like hauling boxes and
cleaning? Does he turn to crime to make ends
meet? Figure out your characters day job, and

designate a skill related to that job to be your


Resource Skill. If the GM call for a roll to see if
you have, or can get ahold of, an item, youll roll
this skill and an appropriate attribute against a
difficulty that the GM sets, based on the rarity of
the item. A success means youll have it moving
forward, and a failure means youre out of luck.
Maybe you can find some imitation or alternate
means of getting what your need.
You can also roll your Resource check to
buy items for yourself. Its understood that you
have the basics to hunt: a gun, some chalk or
salt, that kind of thing. But if you want to
upgrade, you can ask to roll to buy some new
gear. A pistol and a shotgun are basic weaponry,
but if you want to get a modified weapon like a
sawed-off shotgun, new equipment like a laser
sight, or an advanced weapon like a sniper rifle,
you can do that, and itll come with bonuses to
your Ranged Weapon skills if you use that
weapon.
Dont get too excited though: bigger
weapons arent easy to come by, and most
arent exactly legal. The difficulty can be steep
to acquire one of these babies. If you want an
outline of the kinds of gear you can get for your
hunter, check out Chap 6: Gear.

Plot Points
Youve probably gotten the idea with plot
points by now. You use them to affect a
situation in your favor, either by adjusting skill
rolls or adding new elements to a scene that you
can use. You hold onto these Plot Points
throughout the game, even between sessions,
and use them whenever you feel like. You start
with 6 Plot Points, but dont be too greedy with
them: you cant hold onto more than 12 Plot
Points at any time, and youll have plenty of
opportunities to get more.

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Saving People, Hunting Things: A Supernatural RPG


Character Advancement
Hunters arent exactly known for their
long lifespans, but the ones that do make a lot of
changes in themselves along the way. As
hunters play session by session, theyll get
chances to improve Skills and Attributes, gain
additional Traits, and make other changes in
their character. You get a break at the end of
each session to use your Advancement Points,
or possibly in the middle of a session, if the GM
feels that the story will be a long one.
Where before we used Attribute, Skill,
and Trait Points to improve your characters,
well be using Advancement Points from this
point on. You can use these points to improve
your character in all three of those areas. Youll
be gaining Advancement Points through
gameplay.
There are a number of things you can
spend your Advancement Points on. For
starters, you can swap a pair of skills. If you
feel that a skill that you bought isnt getting the
attention you thought it would, you can
downgrade one skill by one die type, and in
exchange you can upgrade another skill by one
die type. This represents you character focusing
on one skill more than the other as of late. You
can only do this once per session. Low-rating
skills are a freebie, but if youre upgrading any
skills past a d8 rating, youll have to pay an
extra 2 Advancement Points to make the switch.
Once per session you can also improve
one die, either a Skill, Trait, or Attribute die, by
one die type. Your character has taken the time
to hone themselves and their skills. For Skills
and Attributes, this is basically the same as
when you bought your Skills and Attributes at
the start of the game: you buy each die type
with the number of Advancement Points equal
to the total sides of the new die.
Traits, however, will need the GMs
approval before you go changing them. What
you can and cant do to your character here is
practically limited by whats happening in the
game: You probably wont find a lot of time to

become College-Educated, for example, unless


the GM chooses to skip a few years in game time
between plots. If the GM does approve, just pay
the rating number of the Trait in Advancement
Points to buy it, or to upgrade a Trait you
already have to a higher level.

In-Game Trait Changes


You might get stuck with a complication
during play. This happens for in-game reasons:
if you botch a roll and you lose an eye as a
result, youll get the Blind complication to
represent that. The GM will tell you if youre
getting a new Trait based on something that
happened to your hunter.
If you do, you do not get any Trait Points
for taking the Complication. You will get to use
the new Complication as a way to earn Plot
Points, but you dont get any rewards just for
getting hurt.
Depending on the Complication, you can
reduce the level of a Complication, or buy it off
entirely, with your Advancement Points after a
session ends. The cost is equal to the rating of
the Complication.
If you do get rid of a Complication, youll
need to justify it in-game. You dont just get over
things overnight. If you quit your Addiction,
youll have bad days for a while. If you heal a
broken leg, you may need to work with it to get
it back to its normal use. Work with the GM to
figure out what needs to be done to kick your
bad Traits.

Gaining Advancement Points


Once you finish a session, its time for the
GM to start handing out Advancement Points.
You get these bad boys for a number of reasons,
depending on what you did in the last session.
Participation (1 point): No frills about
it. You get this one just for showing up to play.
Role Playing (1 or 2 points): You get
points for playing your character well, or doing
things with the character that make the game
fun for everyone.

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Saving People, Hunting Things: A Supernatural RPG


Plot Interaction (1 point): Using Plot
Points to create scene elements is a great way to
get involved with the game. If you come up with
something really impressive, that moves the
game forward in an interesting way, the GM can
award you a point for it.
The Story (1 point): If a player helped
move the story along, either according to plan
or in a new direction that the GM wasnt
expecting, that can be worth an Advancement
Point.
The End (3-6 points): This is the big
one. You managed to finish whatever plot the
GM cooked up for you. Think of this as the end
of a season on Supernatural. We arent talking
about small-time hunts; we mean the larger
schemes. You get points for your contribution to
stopping the big bad villain and saving the day.

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Saving People, Hunting Things: A Supernatural RPG

Chap 4: Skills
While Attributes tell us about your
hunters basic capabilities, and Traits tell us
about what makes them unique, Skills are the
measure of your hunters training, education,
and practice. Paired with Attributes in most
rolls, theyre a focal part of your character.

Skill Proficiency
Heres a basic summary of what each die
type means, when it comes to skills and how
good you are at them:
If a skill is rated at d0, youre untrained
in it. Your knowledge of how that skill works
comes mainly from watching people do it on TV.
You probably have enough common sense to
know which end of a gun to point at the target,
but you dont understand much about the actual
act of shooting.
At d2, youre incompetent at that skill.
You understand the general idea of what youre
doing, but technical knowledge of what youre
supposed to do is still beyond you. You
understand that a bomb is made of an explosive
material and a substance that triggers it, but all
of the wires, parts, and containers attached to
the bomb are foreign to you, and defusing one
will be largely a matter of guesswork and
hoping youre pulling the right wire.
At d4, youre a novice at the skill. Youre
starting to learn the ropes, and youre starting
to learn the more routine aspects of your skill. If
your friend suddenly collapses, you know the
first thing to do is check their breathing and
heart rate. You may even know how to perform
CPR (or something close enough) if you need
to).
When your skill reached a d6 die type,
youre officially competent at that skill. You
have all of the basics down, and youre well
practiced enough to bring them to bear then
you need to. Youve handled all the parts in your
cars engine, and you know the name of each
one and what it does to make your car move.

At d8 your skill is at professional level.


Youre better than the average guy at what you
do, and ordinary people who understand what
youre doing pay a little respect to your
expertise. If you and a friend get stranded in the
woods, you know enough to Bear Grylls your
way to safety, and can probably give directions
to your friend in a way hell understand.
At d10, youre an expert at your skill.
You know what to do most of the time, and
given time to work youre probably going to
solve the problem by the time youre done. If
your car breaks down, youll probably already
know whats wrong before you get the hood up,
based on the sounds the car was making when it
died. If you have the right tools and parts, you
can have it fixed in a matter of hours.
If you got your skill to d12,
congratulations. This is master level stuff. Your
ability with this skill is practically instinctive,
not requiring much conscious thought to figure
out what you need to do. Other people who use
this skill come to you for advice when theyre
lost, and assume that you can provide the right
answer or set them on the right track.
Anything above d12 is much of the same.
Its hard to go further than master-level work.
Youre good, even compared to other people at
your level.

General Skills
A skill that has a die type of d2-d6 is a
General Skill, and it covers a broad range of
activity. For Ranged Weapons, for example,
were talking about the basic elements of the
skill: knowing how to shoot, understanding how
to aim your crossbow or gun, knowing how
guns and the like work, and knowing how to
take care of and maintain your weapon. Once
you get higher than a d6, you already know all
of the basics, and its time to focus your talent
on a more specific field.

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Specialties
Specialties kick in at d8. Theyre listed
underneath the General Skill that covers them.
When you take a Specialty, you pick a specific
area of the General Skill: Climbing is a specialty
of Athletics, Rifles is a specialty under Ranged
Weapons, Swords is a specialty of Melee
Weapons. Building that specialty is now about
improving your ability within that one area. You
can take more than one specialty though: If you
want to be a guns expert, you can take
Specialties in Handguns, Rifles, Automatics, and
the like until youre covered in all of them. Itll
just be expensive.
If a roll calls for a skill in a Specialty you
dont have, youll just roll the General Skill for
that Specialty. If youre unskilled in that area,
youll have to roll just the appropriate Attribute
die to try it. Keep in mind, though, that some
skills require training for you to even attempt
them (defusing a bomb isnt the kind of
situation where you just want to wing it),
marked [skilled use only] in their description.
You cant try those actions unless you have at
least a d2 in that skill. Under the right
situations, a GM might allow you to spend a Plot
Point to give it a shot anyway, but it still wont
be easy.
We cant expect every specialty to be
covered in this rulebook. If you think you see an
aspect of a skill that isnt covered by the
Specialties we list here, you can always make
your own Specialty. Work with your party and
the GM to make adjustments to the Specialties
to make them work with your table.

Professional Skills
Certain skills in this chapter will have the
marker (Profession) next to their name. These
are professional skills, the skills that most
people develop in order to earn a living in life.
Most of the skills listed here have some
professional application (If you make a living
fixing cars, youd use Mechanic; if youre a
professional athlete, youd use Athletics), but

the professional skills dont have much


application in this game, beyond representing
what youre character does to pay the bills. If
your hunter has points in one of these skills,
theres a good chance that theyll use it as their
Resource skill, but some will simply take
professional skills for a hobby. Maybe your
character plays an instrument in their spare
time, and you want to be able to use that skill
when its appropriate.

Skill Descriptions
Animals
You have a way with animals. You know
how to train, care for, and raise animals of all
kinds.
Specialties: Animal Care, Animal Training,
Riding, Veterinary Medicine, Zoology
Average Difficulty Tasks: Train domesticated
animals to perform moderately difficult tasks,
herd cattle, ride a pack animal across relatively
safe terrain, identify an animal by distinct
qualities such as its scales or the way it builds
its nest.

Artistry (Profession)
Artistry is the first of the professional
skills. It relates to careers in the physical arts,
like painting and sculpture. If you make
something with your hands, that is more
valuable in an abstract sense than in its
practical use, then youre using Artistry.
Specialties: Cuisine, Composition, Painting,
Photography, Sculpture, Writing
Average Difficulty Tasks: Cook an impressive
dinner for a friendly acquaintance, draw a fairly
accurate sketch of a person or place, write a
catchy song

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Athletics

Deception

Most physical tasks are covered here.


Athletics is about using your body in some way:
running towards (or away from) a threat,
climbing, lifting heavy objects, etc.
Specialties: Acrobatics, Climbing, Running,
Sports (choose one), Swimming, Weight Lifting
Average Difficulty Tasks: Run a mile for a
fitness test, play a pick-up game of basketball at
the park, climb a tree with low-hanging
branches, throw yourself to the ground to dodge
gunfire, swim across a small pond

Youre familiar with both mental and


physical forms of trickery and deceit. This is the
skill for lying, faking, and cheating.
Specialties: Camouflage, Disguise, Forgery,
Sabotage, Stealth
Average Difficulty Tasks: Sneak past a rent-acop, cut the brake lines on a car without being
seen, act like a convincing businessman or
journalist, recognize unique features in
someones handwriting or artistic style

Burglary

This skill is about keeping your cool


under pressure. Use it to shake off fear or
interrogation, and to block out distractions
while working.
Specialties: Concentration, Resistance
Average Difficulty Tasks: Avoid spilling the
beans to a police investigation, focus while in a
hurry, memorize a list of names or numbers

If youre trying to get into something that


you arent supposed to be in, youre using the
Burglary skill. It covers acts of trespassing and
infiltration.
Specialties: Lockpicking, Theft, Safecracking
Average Difficulty Tasks: Case a building for
holes in security, pick the lock on a suitcase or
piece of luggage, pick an unsuspecting victims
pocket

Craft (Profession)
This professional skill is about practical
creations. Some people make pottery, or sew
clothing, to earn their pay. Unlike Artistry, the
point is that someone can use the things that
you create.
Specialties: Architecture, Brewing, Carpentry,
Cooking, Leatherworking, Metalworking,
Pottery, Tailoring
Average Difficulty Tasks: Sew a ripped pair of
pants, make a simple meal for a family of six, fix
that wobbly table leg that everyone props up
with a napkin or beer mat, build a childs tree
house

Discipline

Driving
This the catch-all skill for operating
motorized vehicles. Boats, planes, and cars a are
covered here. If youre using a vehicle without a
motor, like a bike or a rowboat, youll need to
look at Athletics instead. Casual driving doesnt
need a skill roll, but any time theres a large risk
of crashing, or any time you need to drive
dangerously, roll a skill check.
Specialties: Car, Bus, Boat, Airplane,
Motorcycle, Helicopter, Sailing
Average Difficulty Tasks: Maneuver at
moderately high speed, examine a vehicle for
damage, refuel a large aircraft or boat, navigate
through uneasy terrain

Heavy Weapons [Skilled Only]


While its not very likely that youll find
them in a small American town, this skill is
about handling the kind of military-grade
weaponry that hits on a large scale. Mortars,
rocket launchers, and cannons fit into this

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Saving People, Hunting Things: A Supernatural RPG


category. Much more likely, this skill also covers
explosives, like demolitions, dynamite, and
grenades. If youre throwing a grenade, thats
actually going to be a Ranged Weapons check,
but understanding how a grenade works, what
materials can be used to make one, thats all
Heavy Weapons knowledge. You also know a bit
about forward observation, directing a fire team
and telling them where and when to shoot when
they cant see what theyre aiming at.
Specialties: Cannons, Explosives, Forward
Observation, Mortars, Rockets
Average Difficulty Tasks: Hit a slow-moving
transport with a cannon, properly demolish a
building, construct a pipe bomb, direct an
indirect strike to a trigger-man who isnt nearby

Influence
This skill is about getting people to do
things for you. Use Influence to chat someone
up for information, to inspire others with your
leadership and presence, or to make people like
you enough that they wont question youre
being somewhere you shouldnt be.
If you happen to be Influencing someone
under a fake identity, you should start by rolling
Deception until that person is really convinced
that youre who you say you are. Once they feel
like youre telling the truth with them, you can
start using Influence instead: its no longer
about convincing them that youre for real, its
about making them see the facts that suit your
needs.
Specialties: Charm, Intimidate, Leadership,
Persuade
Average Difficulty Tasks: Negotiate an
exchange of goods with a wiling merchant,
mingle with a party of one-percenters, shake a
homeless man down for information on a crime
they witnessed.

Knowledge
This is probably the broadest skill on this
list. Its the skill for academic knowledge, booklearning, and higher education. Mostly, the
knowledge you have is strictly theoretical: just
knowing how an engine works isnt the same as
taking one apart and fixing it with your hands.
But unless theres another skill already related
to the practical application of that knowledge,
feel free to use this one to relate using what you
know.
This will be a skill that has a lot of room
to make more specialties as you need it. There
are a few listed below that should get you
started, but feel free to add more as you see a
use for them.
Specialties: Culture, History, Law, Linguistics,
Literature, Religion, Science
Average Difficulty Tasks: Recognize an aspect
of local culture, read a text in a different
language, identify markings from an ancient
culture, recite federal laws or Supreme Court
cases

Lore
Where Knowledge is the skill for
knowing all kinds of mundane things, Lore is
specifically devoted to knowledge of the
supernatural, both the stories and the real, dirty
details of the monsters that are running around.
You might use Knowledge to recite Bram
Stokers Dracula, but it takes Lore to know that
real vampires dont care about stakes or
sunlight, or that dead mans blood will knock
them senseless.
Specialties: Monsters, Spirits, Christian, Pagan,
Ritual, Mythology, Folklore, Symbols
Average Difficulty Tasks: Identify a symbol
left at a crime scene, perform a hoodoo ritual to
ward off spirits, carve Anasazi symbols to keep
a wendigo away, look up old ghost stories to
identify a vengeful spirit.

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Mechanic [Skilled Only]

Perception

You know how to work with things that


run on gears, wires, and motors. Mechanical
devices like engines and appliances are easy for
you to fix. You know how to identify parts that
go into a device, and know a bit about how to
jury-rig something that isnt exactly right.
Specialties: Automobiles, Appliances,
Construction, Electrics, Jury-Rigging, Repairs,
Plumbing
Average Difficulty Tasks: Repair damaged
plumbing, fix a broken refrigerator or toaster,
change the oil on a car, jury-rig a motor part to
replace a different motor part

Anybody can use their Alertness to spot


things that they need to notice, but Perception
means that youve trained your senses to a
higher level. You use this skill to pick up details,
read a person, look for evidence and clues, and
otherwise use your senses.
Specialties: Empathy, Hearing, Investigation,
Read Lips, Sight, Smell/Taste
Average Difficulty Tasks: Gather basic forensic
evidence, spot movement in tall grass,
determine that the nervous, twitchy guy is
probably not telling you the whole truth.

Medicine [Skilled Only]

This professional skill focuses on


physical forms of art. If you sing, dance, act, play
an instrument, or perform magic, this is the skill
for you.
Specialties: Acting, Comedy, Dancing,
Impersonation, Instrument (pick one), Oratory,
Singing, Sleight of Hand, Stage Magic
Average Difficulty Tasks: Manage a successful
performance for a dive bar crowd, act in an
amateur theatres production of Oklahoma!,
play an instrument or perform card tricks on a
street corner

Medicine is about formal practice in


patching people up. Although its listed as a
specialty here, First Aid is also a specialty of the
Survival skill, and it only covers the basics:
bandages, splinting broken legs, the kind of stuff
you do to keep someone alive for a guy with
Medicine training to do the real work. You dont
have to be a doctor, but youve seen enough
wounds and injuries to know how to fix them
when they come by.
Specialties: Dentistry, First Aid, General
Practice, Genetics, Neurology, Pharmaceuticals,
Physiology, Psychiatry, Rehabilitation, Surgery,
Toxicology
Average Difficulty Tasks: Diagnose a cold or
flu from visible symptoms, prescribe a correct
dose of medicines, administer first aid

Melee Weapons
This skill covers the use of weapons
meant for a close range, such as clubs, swords,
knives, and the like.
Specialties: Clubs, Knives, Pole Arms, Shields,
Swords, Whips
Average Difficulty Tasks: Twirl a knife
impressively, make a simple club, sharpen a
knife

Performance (Profession)

Ranged Weapons
This skill covers all weapons that are
meant to target someone out of arms reach of
you. That includes guns, thrown objects and
weapons, and older ranged weapons like bows
or slings.
Specialties: Bows, Crossbows, Guns, Thrown
Weapons, Slings
Average Difficulty Tasks: Field strip and clean
a gun, replace a bow string, shoot a stationary
target from across the room, turn a stick into a
decent-quality arrow or crossbow bolt.

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Saving People, Hunting Things: A Supernatural RPG


Survival
This skill is mainly for keeping alive
when your hunter is away from civilization. You
can find food and water, hunt and trap animals,
and survive in wild environments. This skill also
covers First Aid, which will be important for
people without training in Medicine.
Specialties: Find Shelter, First Aid, Foraging,
Specific Environment, Tracking, Trapping,
Woodcraft
Average Difficulty Tasks: Hunt and trap small
game, search for signs of habitation, find or
build shelter in dense woods

Tech
Similar to Mechanic, this skill covers
electronics and computers. You know how to fix
computer systems and build computers out of
spare parts. You know how to hack into
someones hard drive, and rewire a security
system.
Specialties: Communications, Programming,
Computers, Electronics, Hacking, Repair
Electronics
Average Difficulty Tasks: Operate most
computer equipment, hack into the computer of
a guy who sets his password as password,
disable a cheap security system, write a simply
program, repair moderate damage to a
computer system.

Unarmed Combat
Whether you know fancy martial arts or
good old boxing, this skill is for people who
need to fight with their own hands and feet as
weapons. Which Attribute is applied to fighting
with this skill may differ depending on the GMs
choice: some would say that fightings about
Strength, but others would give more credit to
Agility.
Specialties in this skill are more about
function than about a specific style. Defense
includes soft martial arts like aikido, which
focus on reacting to an attacker more than
attacking yourself. Striking, on the other hand,

focuses mainly on hurting your opponent.


Grappling is mainly about pinning your
opponent, preventing them from moving or
attacking. Let the GM make the call as to which
Specialty is being used in an Unarmed Combat
roll.
As a default, Unarmed fighting deals Stun
damage only, unless you take the Brawler trait.
However, a called shot to a vital area can turn
the attack into Basic damage.
Specialties: Defense, Grappling, Striking,
Average Difficulty Tasks: Identify a specific
martial art, break a board with your hand, win
an amateurs fighting competition that isnt
being played out in the game.

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Saving People, Hunting Things: A Supernatural RPG

Chap 5: Traits
So you know that your hunters smart,
strong, and good at car repairs. But you havent
locked down anything personal about your
hunter. Whats their backstory? Whats their
personality like? What makes them different
from any other hunter with the same Attributes
and Skills?
Thats where Traits come in. They add
the odd quirks that make your hunter special.
Some are good, some are bad, and some are
downright ugly. But theyre a part of the game
as much as anything else.

The Lowdown on Traits

Traits come with a specific die rating, or


sometimes a range of die ratings (d2-d6, for
example), which you can have with that Trait.
During character creation, you use Trait Points
to buy these Traits, and after creation you buy
more with Advancement Points earned through
gameplay.
Try to let your character concept drive
the Traits you choose to take on. If you want a
character whos an experienced pilot, you
probably dont want to give him a Phobia for
flying. Of course, if you work on it, you may be
able to justify an odd Trait with a good
backstory. Maybe that pilots last flight was the
reason he developed that Phobia. Traits are
about framing your character in the way you
want him in the game, not about maxing out
your benefits. Pick Traits that fit the hunter you
want to play, instead of counting the points you
get for each Trait you buy.
As a rule, you cant take contradicting
Traits. If youre already Dead Broke, you cant
also be Wealthy. You cant take Sharp Sense
(Sight) and be Blind at the same time. Its just
common sense.

How Traits Work


For the most part, that die rating which
determines the cost of the Trait serves a second
purpose. Depending on whether you have an
Asset or a Complication, that die is rolled to
either add to or subtract from the result of
certain skill rolls. Assets tend to benefit rolls,
and Complications tend to penalize them. For
example, if youre trying to run a footrace, and
youre a Natural Athlete with a die rating of d4,
then youd roll that trait die (a d4) and add the
result to the result to the Attribute and Skill
rolls you make for that action. If you feel like
your Assets will help you in a certain situation,
ask you GM for permission to use your trait die
in the roll. Hell probably be calling for you to
use your trait die against your rolls, when
Complications can get in the way of your
success.
Other effects come up in Traits as well.
You may be able to do things that other hunters
cant, or you may be unable to do certain things,
using your aspects. If you Carry a Badge, you
may be able to just walk into a police
investigation without needing to use Deception
or Influence to talk your way in. If youre deaf,
youre probably not going to win that
Perception roll to notice the door locking
behind you.
Lastly, some effects will be inspiration
for roleplay. This comes up mostly in
Complications: some Traits, like Anger Issues,
and Shy, require the player to act in accordance
with they character theyve made. Youll be
making decisions that often make things harder
for your hunter, but itll make the game more
interesting as you play someone with a unique
quirk. If that doesnt motivate you, playing your
character well is a great way to earn Plot Points
from the GM.

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Saving People, Hunting Things: A Supernatural RPG


In-Game Changes
Things wont always stay the same as
your party keeps hunting. People pick up new
Traits and drop old ones all the time in life. The
GM may call for a change in your Traits to
reflect whats happening in the story. If you end
up on the wrong side of the law, and your bank
accounts are frozen, you may lose that Wealthy
asset as a result. Or, if a particular FBI agent has
made your case a personal mission for himself,
you may have to take the Hunted complication
until he stops following you. Youll be given
opportunities to change as the game goes on,
and sometimes theyll just happen without
warning. Work with the GM to make sure things
dont get too crazy and stay interesting.

Assets
Allure (d2-d6)
Maybe its your looks or a winning
personality, but people think youre hot stuff.
Add you trait die to any Influence actions made
toward people who find you appealing. You
have to be face-to-face, though; you cant flash
that winning smile over the phone.

Alternate Identity (d2-d6)


People keep thinking that youre
someone else. Youre convincing enough that
you can occasionally use that other persons
reputation, power, and fame to your advantage.
If you look like a real person, you add
your trait die to Influence actions that would
benefit from the person youre targeting
thinking youre this other guy. Just hope you
never get caught in the same place as the guy
youre imitating.
This Trait may also mean that you have a
collection of aliases that you can use in a pinch.
The downside is that these people arent real in
any sense. If you start failing rolls while using
this Trait, the people youre trying to influence

may start growing wise, and eventually you may


not be able to use that alias again.
Lastly, you may have a genuine complete
second identity. Maybe you were put into
Witness Protection, or maybe you took on a new
name for a time. In this case, your trait die wont
be added to Deception rolls meant to maintain
your false identity, but the rating will determine
how established and solid your identity is. Keep
in mind that as an Asset, your identity should be
largely helpful. If its causing trouble for you, itd
make more sense to take the Dark Secret
complication instead.

Born Behind the Wheel(d2-d6)


Driving a vehicles as simple to you as
walking is. Pick a single category of vehiclecars, motorcycles, boats, planes, whatever. Add
your trait die to actions involving operating one
of those vehicles.

Brawler (d2-d6)
Youre a lethal weapon with your hands.
If you go all Bruce Lee on someone, your
unarmed strikes deal Basic damage, instead of
just Stun damage, and your trait die is added to
damage for your unarmed attacks. Also, if you
make a called shot against a vital area, you
unarmed attack will deal entirely Wound
damage.

Carries a Badge (d2-d6)


You hunt monsters by night, but
criminals by day. Youre a part of some level of
law enforcement, and carry the authority that it
entails. Add your trait die when youre swing
that authority around, or in situations where
your police training would come in handy.
Your trait rating determines how much
authority you carry. A d2 rating makes you
something on a local level, like a beat cop or a
minor government official. A d4 is someone
with more power- a city detective, FBI special
agent, or a sheriffs deputy. At d6 youre in the
big leagues, like NSA agent or police captain.

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Saving People, Hunting Things: A Supernatural RPG


Dont forget that the higher up you are, the
more responsibilities youll have, and the more
people will start asking questions if they hear
youre hunting ghosts in your spare time.

Contacts (d2-d6)
Youve got friends out there, or at least
someone wholl answer the phone when you
call. Once a game session, you can put out a call
for help to someone who your hunter knows.
Basically, this action works as if you were
spending Plot Points to manipulate the scene,
with similar costs. In this case, you can only
make changes that would cost a number of Plot
Points up to the dating of your trait die. You
cant add Plot Points for a bigger effect; the trait
ratings all you get. If the GM has a problem with
the change you want to make, hes allowed to
veto it, just as if you were spending Plot Points
to make the change.
Talk to your GM about how you want to
use this power. Do you just have one contact,
who has a lot of knowledge and influence, or is
it a group of people who can help from time to
time? Are you going to use them for
information? to impersonate a CIA director over
the phone? To grab a shotgun and help out in a
fight? Work out what your contact can and cant
do for you based on the power rating of this
trait: the higher the rating, the more this contact
can get involved in your game.

Cool Under Fire (d2-d6)


Nothing seems to rattle you. Add your
trait die to rolls when youre trying to resist
intimidation, fear, or anything else that would
throw you off mentally. This even applies to
torture. Youre a mental stronghold, and you
know how to suck it up, even when things get
nasty.

Devoted (d6)
Youve got something to fight for, be it a
person, a cause, or just something which you
cant stand. You dont add your trait die to rolls
with this trait; instead, if you can explain how
your action directly supports the cause youre
fighting for, spending Plot Points on that action
earns you an extra +2 step bonus on any dice
rolled in that action.

Faith (d2-d6)
You believe in a higher power, and you
keep this faith close to you for support when the
going gets tough. When youre dealing with
people who have the same faith as you, add
your trait die to actions to influence them. This
wont work with everyone, though: if youve
personally offended someone or given them a
reason to distrust you, they wont care much
what you believe in.
d6: If you upgrade this Trait to a d6
rating, your faith stands out as a part of your
personality. Once per session, you can add your
trait die to any roll that uses your Willpower
attribute.

Fast on your Feet (d2-d6)


You can run like the wind. Add your trait
die to actions related to running, climbing, or
dodging.

Focused Hunter (d2-d6)


Youve focused on hunting one particular
thing. Youve studied how it moves and acts, and
youve gotten pretty good at killing it as a result.
Pick a type of creature, monster or animal:
werewolves, bears, demons, etc. With the GMs
approval, you can add your trait die to actions
to remember facts about this type of creature,
notice or identify signs of them, or to attack
them (directly or indirectly). Keep in mind that
there are limits to this Trait; the GM can stop
you if the bonus would suggest more than you
could actually know.

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Saving People, Hunting Things: A Supernatural RPG


Formidable Presence (d2-d6)

alcohol, drugs, poison, radiation, toxins, and the


like.

You just give off a vibe when you walk


into a room that makes record players scratch
and makes weaker men shiver. Maybe youre
doing something deliberately, or maybe youre
just always a scary sumbitch. Your trait die is
added to actions where being scary or
impressive would help. This wont normally
work on supernatural creatures; they dont
usually give a crap. But you never know, word
gets around in the right circles when someone
keeps walking into a crowd of vampires and
walks out with their heads in a bag.

Higher Education (d2-d6)

Gear Head (d2-d6)

In Plain Sight (d2-d6)

You have a way with machines. When a


car dies or an appliance is busted, you just have
a sixth sense when it comes to getting it
working again. Add your trait die to actions
related to mechanical devices, including
operating them. Note that computers and
electronics arent included here; thats for the
Tech Expert trait.

Light Sleeper (d4)

Good-Natured (d2-d6)
Youre good enough, youre smart
enough, and gosh darn it do people like you. If
youre meeting someone in a casual setting- that
is, not while a fights going on or where theyd
feel threatened, you can win them over with
your sparkling personality. Add your trait die to
actions where your good nature would help win
them over. Keep in mind that this doesnt work
on people who are spooked or have a reason to
distrust you; their guards already up, and you
wont get past that without some work.

Hardy Constitution (d2-d6)


Youve got an iron stomach, a steel liver,
and everything else in between. You can eat or
drink almost anything with nothing more
serious than a headache or indigestion. Your
trait die is added to rolls to resist the effects of

You had a good run in school, and most


of it stuck with you. Add your trait die to actions
to remember and use information that youd
have learned in school. Keep in mind that this is
mainly academic- stuff you read in textbooks,
and not stuff you picked up with experience.
This Trait also only works with the education
that your character had- if you never went to
college, you dont get a bonus to know collegelevel philosophy.

You have a way of disappearing into


crowds. Youre so inconspicuous, that nobody
can notice you in a backdrop of average joes.
Add your trait die to actions when youre trying
to hide in plain sight, maintain a disguise as a
generic member of an organization, and so on.

Sleep doesnt stop you from noticing the


important things, like when your friend is
getting mangled in the other room. Add your
trait die to rolls to wake up when something
would alert your attention while asleep. If you
want, you could also just spend a Plot Point to
wake up with no frills about it, unless the GM
says you cant.

Low Profile (d2/d6)


Youre off the grid. Its hard to find any
information about you. How invisible you are
depends on the level of this Trait you take:
d2: You exist, according to the records
out there, but youre clean as a whistle. A
background check can find things like your
name, birth date, and all that, but you dont have
a criminal history that can be found through any
official channels, and other info about you is at a
minimum, like purchases, jobs, or education.

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Saving People, Hunting Things: A Supernatural RPG


d6: If someone were really devoted and
clever, they may be able to find your birth
certificate. Other than that, youre in the wind:
theres no record of where you live, what you
do, or even if youre still alive.
Note that the GM is able to suspend or
even take away this Asset if you do something
to get some official attention. If you get arrested,
the police are going to record it, and try to fill in
any relevant details that they cant find about
you. And if you try to use your info to search
through an official database for something,
theres a chance that the stuff you give it will get
left behind for someone else to find.

Lucky (d4/d8/d12)
You were born under a good sign. This
Trait lets you reroll all of the dice in a roll that
you dont like. This doesnt apply botches, but
you can also use this Trait to turn a botch into
an ordinary failure. How many times per
session you can use this Trait depends on the
die rating you have: you can use it once per
session at d4, twice per session at d8, and three
times per session at d12.

Moral Compass (d6)


Youve got a good grip on your humanity.
Even when its challenged, you have a sense of
right and wrong, and you know what keeps you
from turning into a complete psycho. When you
have to roll a degeneration check on your
Savagery rating, you get one extra die from the
amount youd normally get at the rating you
have, which means one extra chance to beat the
roll and keep yourself on the right path.

Natural Athlete (d2-d6)


Youre some kind of Lance Armstrong,
Michael Jordan, or Peyton Manning. Add your
trait die to rolls that use your endurance,
physical training, or fitness. Combat actions
dont count, but if you happen to be running
from hellhounds or climbing walls, youre in
luck.

Natural Leader (d2-d6)


People know whos in charge when they
look at you. If someone views you as their
superior, or if they look to you for direction, add
your trait die to actions made to intimidate or
persuade them.

Natural Linguist (d2-d6)


You have an ear for language. When you
hear someone talk, you can easily guess where
theyre from based on their accent. You pick up
on dialects without trouble. Your trait die is
added to actions translating or understanding
an unusual language, or faking being a native
speaker of a language. Additionally, you gain
fluency in one language (modern or classic)
besides your native tongue, one for every step
taken with this Trait.

Ordained (d2-d6)
Much like Carrying a Badge, youre a
member of a religious organization, and people
view you as an authority to turn to for matters
of the spirit. Your trait die is added to actions to
influence, inspire, or command the faithful in
your religion. Talk to the GM to work out the
details of your position, and the responsibilities
you carry as a man (or woman) of the cloth.

Photographic Memory (d4/d8)


Technically, this Traits referring to an
eidetic memory, but nobodys here to bicker
about that. The point is, if you have 30 sec to
study something, it stays in your head. Add your
trait die to rolls that involve your memory of
something, like a crime scene or an interview
with a witness.
d4: At the d4 rating, your memory has a limit.
You can keep, at most about a books worth of
info in your head, word for word. Beyond that,
you remember bits and pieces, but your recall
isnt perfect.

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d8: Youve got almost perfect recall of anything
that you read, study, or see. If its something
obscure, the GM may call for a hard Intelligence
+ Alertness + Photographic Memory check to
see if you remember it, or require a plot point to
recall it.

Reputation (d2-d6)
Some group of people knows you, and
youve left a good impression on them. Pick a
group of people, and work with your GM until
he approves it. Add your trait die to any actions
to influence members of that group. This bonus
doesnt work with people who have a reason to
dislike or distrust you.

Safe House (d4/d8)


Youve got a place to lay low. Unless you
lead someone there, nobody knows where it is.
A group of hunters can take this Trait and pool
them together to have a larger, more
comfortable Safe House.
d4: At d4, our safe house is just large enough to
house you and a few others. You can live there,
but not comfortably. Youll have enough food to
eat sparingly, water, basic furniture, and the
equivalent of a first aid kit.
d8: At d8, your safe house is large enough to
house a dozen people under the same
conditions.

Sensitive (d2-d6)
Youre good at reading people. You know
when theyre upset, and you know when they
need someone to listen and be understanding. If
a social action would benefit from your
empathetic nature, add your trait die to the
result. This doesnt work well when people are
all smiles and hugs; people need to have
something bothering them before this Trait gets
useful.

Sharp Sense (d2-d6)


One of your five senses (sight, smell,
hearing, taste, or touch) is sharper than the
average persons. In action rolls that directly
uses this sense (pick one when you take the
Trait), add your trait die to the roll. This could
include actions like sniffing a bottle for
chemicals, tasting poison in your food, or
spotting something from far away.

Signature Possession (d2/d8/d12)


Youve got an item that you keep around
at all times. The items become part of your
identity. Your Signature Item eventually comes
back to you if its lost or stolen. If youre ever
separated from your Signature Item, the GM
could award Plot Points for it. The nature of the
item depends on the rating of the Trait.
d2: Your item doesnt have much useful
function. Its more of an accessory, like a pair of
shades, a hat, or a distinct coin.
d8: Your items something that can be
carried or worn, and has a valuable use- a gun, a
Swiss Army knife, or a family sword.
d12: Your items something large or
powerful, and could be of use to more than just
you- a car, a laptop, etc.

Split-Second Timing (d2-d6)


Youre crazy fast. Your trait die is added
to initiative rolls in combat, or to actions that
are about reacting quickly to danger. The GM
could allow this bonus to other rolls, but they
have to be specifically a measure of the hunters
speed, and not just benefitting from speed.

Sure Footed (d2-d6)


Youve got a sense of balance that would
make Spiderman impressed. Your trait die is
added to rolls require balance or to keep
yourself from falling over. That doesnt mean
every roll gets this bonus; just the ones where
balance is the main skill being measured.

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Talented (d2-d6)
Everyones got a hobby. Pick two
Specialty Skills that have some kind of thread
linking them (Youll need GM approval on this).
Add your trait die when you roll these skills. If
penalties reduce your skills rating to d0, you
also lose the trait die for that roll.

Tech Expert (d2-d6)


Youre a wizard with computers and
electronics. Add your trait die to actions to use,
build, fix, or program electronic devices. With a
basic understanding of electronics, you can
reasonably guess at the purpose of a device just
by looking at it. Given a set of tools and time,
you could build a decent replacement for
broken parts.

Tough (d4/d8)
You can take a licking and keep on
ticking. Add half the maximum value of your
trait die to your Life Points. Your trait die is
added to rolls to keep you from falling
unconscious, to keep from dying, or shrug off
the harmful effects of being wounded or
stunned. This doesnt help with something like
poison or drugs- youll need Hardy Constitution
for that.

Unbreakable Will (d2-d6)


Mentally, youre a tough cookie. Its hard
to force you to do something you dont approve
of. Your trait die is added to actions to resist
unnatural compulsions- torture, supernatural
fear, mind control, possession, and so forth. If
the GM wants, they can make secret rolls to see
if you can shake off illusions.
d6: If you get this Trait to the d6 level,
you can spend a Plot Point to shake off any
compulsion, no matter how strong, at least for a
short time. Roll your trait die, and return to
your senses for that number of turns. If you roll

a 6, roll a second time. If you roll another 6, then


youre completely free of the compulsion.

Uncommon Knowledge (d2-d6)


Youve studied a topic that almost
nobody else has. Discuss with your GM the
limits of this knowledge, and what level of this
Trait you need to take to have that knowledge.
The level depends on the scope of the topic, and
the rarity of the information. If your Trait die is
higher than the Skill die that youd normally roll
for an action using that information, you can
replace the Skill die and roll the Trait die with
your Attribute die instead.

Wealthy (d4/d8)
Youve got something that can be
stronger than supernatural powers or lots of
talent: cold, hard cash. Add your trait die to
actions where throwing some money around
would make it easier, either directly or
indirectly (say, giving gifts or buying a round of
drinks). You also roll your trait die as a bonus to
any Resource rolls

Complications
Absent-Minded (d2-d6)
You forget things all the time. It doesnt
matter whether youre a genius or an idjit,
youd forget your head if it wasnt attached to
your shoulders. Most of the time youll keep this
Trait in roleplay, but if you have to remember
things or concentrate while distractions are
around, add your trait die to the difficulty of the
roll.

Addiction (d4-d10)
Theres something physical that you just
need- cigarettes, alcohol, painkillers. If you cant
get it, youll feel like a mile of bad road. Youll
need to keep getting your fix to avoid going into
withdrawal.

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The level of this Trait depends on the
nature of your addiction. Something like
tobacco or booze, which is legal, has few
immediate risks, and wont kill you if you quit,
would be rated as a d4 or d6 Addiction. The
rating gets higher as the withdrawal gets more
deadly, the health risks of using get worse, and
the amount of trouble youll get into for being
caught with your drug goes up.
The nature of the Addiction will also
depend on the substance you choose. The time
between you needing another fix can vary from
a few hours to a week. Minor symptoms of
withdrawal include headaches (-1 Attribute
step, because you cant concentrate properly),
the shakes (you cant perform delicate actions
with your hands), vomiting, or being spaced out
all the time. If your Addiction is really bad, you
might get random blackouts, fits of rage,
bleeding internally, or heart attacks.
Odds are your Addiction is also messing
with your social life. Your trait die is added to
the difficulty of any social actions, or the GM
could just have NPCs take an immediate
disliking to you.

Allergy (d2/d8)
Youre allergic to something fairly
common.
d2: Your allergy is nonlethal, but you will
sneeze, feel sick, or otherwise feel like crap
when youre around your allergen. When you
first encounter your allergen, youll take two
points of Stun damage. You cant get rid of this
damage until you either get away from the
allergen or get medical help, at which point
youll recover normally. Youll have allergy
symptoms until the Stun damage is completely
healed. Youll add your trait die to the difficulty
of any actions you take while experiencing
symptoms.
d8: Your allergy can kill you. When you make
contact with your allergen, make a Resistance
roll. The difficulty starts at average, but the trait
die is added to the difficulty. If you succeed, you

take Stun damage like the d2 rating, and your


trait die is added to the difficulty of all actions. If
you fail, you go into shock and start convulsing.
Until youre properly medicated, you take Basic
d8 damage every two minutes until you die,
even if you get away from the thing youre
allergic to.

Amnesia (d4/d8)
Youve lost some of your memory. At the
d4 rating, Youll have lost a period of time- a few
hours, a few months, maybe even years- but
youll still remember who you are and the rest
of your life. At d8, youre at Jason Bourne-level
memory loss. You dont know your real name,
and cant remember anything about yourself
other than occasional flashbacks. You still have
all the training and Skills from your past- you
just dont remember how you got them.
Even if you have a story in mind for how
you lost your memory, its possible that there
was more to it than your hunter knew. This
Trait is an open invitation for the GM to make
your memory loss part of the story. Dont
complain though: therell be plenty of chances
to earn some Plot Points as your deal with your
Amnesia.

Amorous (d4-d8)
You just cant keep it in your pants. You
flirt, and try to hook up pretty much every
chance you get. You get that it isnt always the
best time, or that the other person isnt always
interested, but you arent thinking with your
head at that point. If you try to influence
someone whom youve already offended, add
your trait die to the difficulty of the roll. If
someone tries to use sex against you, add your
trait die to the difficulty to resist his or her
wiles.

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Anger Issues (d2-d4)
Its not necessarily that you yell and start
fights all the time, but for some reason most
people and events get on your nerves. Youll
mostly deal with this through roleplay, but
people who know about your anger problems
wont trust you to keep your cool when its
needed. Add your trait die to the difficulty of
rolls to convince people in the know that you
can keep your cool and stay focused.

Blind (d6/d12)
Youve lost your vision, either partially
or completely. At a d6 rating, youve got one
good eye, or your visions only impaired across
both eyes. Your trait die is added to the
difficulty of any action that relies on your
eyesight, including close and ranged combat. At
d12, youre completely blind. Every thing you
do is done in pitch-black darkness. That sucks,
man.

Combat Paralysis (d4/d8)


You lock up when things get physical. Its
not that youre a Coward (thats its own trait).
Maybe you just arent good at handling
confrontations.
d4: Roll your trait die when combat
starts. You cant take any offensive actions for
that many turns. You can still act defensively if
someone attacks you though- you arent that out
of it.
d8: Youre that out of it. You can act for
the first d8 rounds of combat, and for half of
that period, you cant act at all- even to defend
yourself.

Compulsive Liar (d4)


You cant help it. Every other thing that
comes out of your mouth is bogus, and people
begin to notice after a while. Once someone
knows that youre a liar, add your trait die to
rolls to influence them or convince them that
youre being honest right now. Also, while the

Trait makes you lie a lot, nothing ever says that


youre a good liar.

Coward (d4-d8)
Youve got a yellow streak. Your head
may be in the right place, but when things get
dangerous your legs go all limp. You really dont
like the idea of getting hurt, and you definitely
dont want to die. This Trait impacts your ability
to withstand torture, interrogation, and the likeand it affects your reputation too. For actions of
that theme, and actions where your wimpy
reputation would get in the way, add your trait
die to the difficulty.

Crude (d4-d8)
You chew with your mouth open. You
swear in front of children. In general, your
manners are atrocious. This is mainly brought
out in roleplay, but its going to offend people
along the way. Add your trait die to the
difficulty of social actions when someone has
been offended by your behavior. Manners
matter!

Dark Secret (d4/d8)


Theres a secret in your past that youd
do anything to keep secret. Work out with the
GM what kind of secret you have. If its a d8
secret, lives may hang in the balance of what
youre hiding. At d4 the secrets probably not
much worse than humiliating or having shortterm consequences. Your trait die gets added to
the difficulty of actions to explain yourself if the
secret is discovered, but otherwise this is
mainly bait for the GM to mess with your
character and for you to earn some Plot Points.

Dead Broke (d4/d8)


Youre always short a few bucks when
you need it most. Add your trait die to the
difficulty of Resource actions. Your financial
woes are also visible to others. If your having
money is important to the success of an action

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(talking to members of a country club,
convincing a bank clerk that you want to open
an account), add your trait die to the difficulty
of those actions too.

Deaf (d10)
Youve lost your hearing at some point.
You can learn to Read Lips (a Perception
specialty) to make up for it, but in cases where
you need to hear to act or react to something,
you cant even make a roll. This is total hearing
loss; partial loss would be covered by the Dull
Sense trait.

Dull Sense (d2-d4)


Choose from one of your five senses:
Sight, Smell, Taste, Touch and Hearing. Your
trait die is added to the difficulty of any action
that depends on that sense. You can correct this
with the right medical aids (glasses, hearing
aids), but if you lose them the disabilitys still
there.

Fragile (d4/d8)
When it comes to fighting, it doesnt take
much to bring you down. Subtract half the
maximum value of the die rating of this Trait
from your Life Points. Additionally, for any rolls
to avoid falling unconscious from pain, or to
avoid the effects of fatigue and injury, add the
trait die to the difficulty of that action.

Fugly (d2-d6)
You were beat with an ugly stick as a
child, and the marks show. For actions where
your looks matter, add your trait die to the
difficulty.

Glory Hound (d2-d4)


Youve always got to have the spotlight,
and youll do some stupid things to get it. If
youve pissed off someone youre trying to
interact with, or if your pride is going to get in
the way of what youre doing, add your trait die
to the difficulty of the action.

Duty (d4/d8/d12)
You have something that youre
supposed to do, and if you dont the
consequences can get pretty rough.
d4: Your dutys relatively safe, or its
self-imposed and doesnt have a downside to
breaking it. Examples include committing to a
strict diet, or some personal code like always
hold the door for ladies.
d8: At this level, your duty puts you in
harms way sometimes, or carries some
nonlethal consequences for not keeping up with
it. Something like never leave a man behind,
always obey your superiors, or protect
children at all costs fits the bill here.
d12: At this level, your Dutys extremely
dangerous, or has life-threatening
consequences if you dont uphold it.

Greedy (d4-d8)
You want things to an obsessive level.
Money, jewels, food- you want all the things you
can get your hands on. You may be willing to
hurt someone to get more, and they wont be
too happy to hear it. This is mainly conveyed
through roleplay, but if youve pissed someone
off with your behavior you should add your trait
die to the difficulty of social actions with them,
and to actions to resist when money is being
used against you (say someone offers you a
bribe to help them out).

Gullible (d2-d6)
You tend to take people at their word.
Youd be ready to buy a share of the Brooklyn
Bridge if a man offered it to you on the street
corner. Feel free to roleplay this as much as you
like, but mechanically, add your trait die to the

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difficulty of rolls to tell when youre being lied
to.

Honest to a Fault (d2-d6)


You arent much of a liar. Your parents
taught you to be honest, but that isnt much of a
good thing when youre trying to keep a poker
face or, say, when youre pretending to be a
federal agent. When you roll to conceal the truth
in any part from somebody, add your trait die to
the difficulty of the roll.

Hooked (d4/d8)
This is like the Addiction trait, except
your fix isnt chemical- its psychological.
Theres something that you just dont feel right
until you have it. It could be sex, gambling,
eating, whatever. Your addiction with this trait
isnt about the thing itself, more about how it
makes you feel.
This is a big roleplay Trait, but when
youve been presented with your temptation of
choice, youll add your trait die to the difficulty
of all rolls until youve either satisfied your urge
or shaken off the temptation.
d4: At this level, your addiction isnt very
damaging to your life. You get a little chubby
from eating fast food all the time, or you get
distracted doing research because you
remembered that your laptop can also look up
porn, but the consequences are mostly comedic.
d8: At this level, your addiction is
starting to get your into real trouble. Your
gambling addiction is drying up your money,
and you still owe that bookie from the last time
you lost control. You spend so much time
looking for chicks that you cant hold down your
day job.

Hunted (d4/d8/d12)
Someone or something is hunting you.
They might be harmless to a guy like you, but in
your line of work thats rarely the case. Your
hunter shows up every once in a while, and

when they arrive to get in your way itll earn


you some Plot Points.
d4: Your hunters a rookie. If theyre a
supernatural threat, theyre a really minor one
at most- a two-bit psychic, a cultist with a book
of spells that he can barely read, but most likely
an average joe whos got a score to settle with
you and doesnt know what hes getting into.
d8: Now your hunters more of a threat.
You might be dealing with a werewolf that has a
few full moons under his belt, a veteran hunter
who knows his stuff, or a well-trained mundane
opponent. Alternately, you might have a whole
group of people on your tail, like a biker gang,
cult, or a family of vampires.
d12: Better keep your eyes open. Youve
got something real nasty after you, and itll kill
you if it gets the chance. Were talking a
powerful demon, a coven of witches, or a
seasoned hunter. At this level, youll almost
always bump into someone related to your
hunter- a minion or acquaintance wholl know
who you are and whos after you.

Idealist (d2-d6)
Youve got a conviction that tends to get
in the way of things. Maybe you think that
monsters are sensitive and cuddly deep down.
Maybe you just want to protect nature (kind of
funny, when nature doesnt seem that
interested in protecting you). Work out with the
GM what level your cause is, and add your trait
die to the difficulty of rolls where your cause
will get in the way of what youre doing, you
hippy.

Illiterate (d6)
You cant read. Its not just that you
never learned how; you see words in a book,
and you dont get how they carry any meaning
for you. Its not like this is the worst thing in the
world- plenty of people get by without readingbut sometimes words are more of a friend than
you realize. In actions where being unable to
read would get in your way, add your trait die to

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the difficulty. The GM may decide that you cant
take certain actions at all, when reading is kind
of the point.

Illness (d4/d8/d12)
Youve got some kind of condition, and
its not going away any time soon. Maybe you
just have to spend a lot of money on medicine.
Maybe you have to deal with the side effects of
those painkillers youre popping. Or maybe your
disease will put you in real danger when youre
in a fight. For any of these conditions, add your
trait die to the difficulty of rolls where your
symptoms will cause a problem.
d4: Your condition is pretty minor, like
asthma or eczema. It doesnt bother you all of
the time, and when it does its pretty easy to
deal with.
d8: Youve got something more serious,
like diabetes or multiple sclerosis. You take
medicine and other precautions regularly to
deal with your symptoms, but itll still get in the
way.
d12: You shouldnt be out hunting, so
much as sitting in the hospital right now. Youve
got a fatal illness, like cancer or lupus. You can
function most of the time with proper
treatment, maybe even hide it for a while. But
your symptoms will get worse in time. Talk to
the GM to figure out the nature of your illness,
treatment, and your timeline before the reapers
come after you.

Infamy (d2-d6)
Your name gets around, but not for good
reasons. Unlike the Reputation trait, people who
know you arent so happy to see you. Talk to the
GM about who knows you, and why. Your trait
die is added to the difficulty of social actions
with people whove heard about you. Note that
you dont get a bonus to intimidating peopleyou arent necessarily feared, just hated.
Its possible to have both the Infamy and
Reputation traits at the same time. Its just that
Reputation represents the useful things people

are saying about you, and Infamy represents the


bad stuff.

Inner Demons (d6)


Theres just no getting around it: theres
something evil in you. You do your best to keep
it deep in your head, where it cant hurt anyone,
but you just have a harder time suppressing
your animal side than other people. When you
have to roll a degeneration check on your
Savagery rating, you get one less die than you
normally would, which means less chances to
avoid slipping down a level.

Insatiable Curiosity (d4)


When you get something in your head,
you just cant rest easy until you investigate it
further. You seek out mysteries and try to figure
out the truth, even when its illegal or annoying
to do so. When youve something strange has
caught your attention, your trait die is added to
the difficulty of social actions (because youre
annoying) and mental actions (because youre
distracted) until you look into it.

Kleptomaniac (d2/d6)
You steal things compulsively.
Sometimes it annoys the people around you,
and sometimes it can land you in serious
trouble. You cant really explain why you do it; it
just happens. The level of this trait defines the
level of theft you feel compelled to commit.
d2: You shoplift candy bars from stores,
swipe change from peoples pockets, and pocket
silverware in restaurants. Small time stuff. If
you get caught, the punishment will probably be
light, but you never know. Some people take any
theft pretty personally.
d6: You really have a problem with the
law. You break into cars and steal the stereo.
You try to swipe the wallet from a rich guys
jacket. You try to break into someones home,
just to see if you can. Your compulsion could get
you thrown in jail if you dont cover your tracks.

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Klutz (d4/d8)
Youre all thumbs, being moved around
by two left feet. If you take an action that
requires coordination, like moving, throwing
something, or catching something, add your
trait die to the difficulty. However, defensive
rolls dont have the same penalty- you move so
unpredictably that its no easier for someone to
hit you. At the d8 level, your actions become a
botch if all the dice come up 1 or 2, instead of
just 1.

Lazy (d4)
Your spirit animal is the sloth. You just
cant muster the energy to do anything unless
you really cant avoid it. When you need to do
something, and your attitude is going to hold
you back, add your trait die to the difficulty.

Lightweight (d2-d8)
Youd get drunk off of a glass of root
beer. You add your trait die to the difficulty of
all attempts to resist the effects of alcohol,
drugs, disease, poison, radiation, and
environmental conditions.

Low Pain Threshold (d6)


You just cant stand pain, even something
small. It dont take much to take the fight out of
you. Whenever you take damage, add one
additional point of Stun damage. If you ever
need to resist torture, work through the pain
youre experiencing, or stay conscious, add your
trait die to the difficulty.

Memorable (d2-d8)
You stick in peoples memory. Maybe
youre just good looking. Maybe youve got
some definable feature- a big nose, a tendency
to cuss, a certain swagger to your walk. It might
be useful if you were a model or a movie star,
but not when youre a hunter. Your trait die is
added to the difficulty of actions to avoid being
identified. Other people add your trait die to

their rolls to remember and identify you.


Alternately, the GM can decide that youve been
recognized without a roll, and give you a Plot
Point as a reward. Better stay away from any
police lineups.

Mute (d6)
You cant talk. At most, you can moan a
bit, but it wont ever sound pretty. You can
probably get by without speech in most cases,
but itll get frustrating with some people. You
cant talk on a phone or radio, cant shout to
warn someone, or win someone over with your
smooth-talking. Add your trait die to the
difficulty of social actions that would be
hindered by your inability to speak.

Obsessed (d2/d6)
Youve got something that you just wont
let go. Maybe youve got a hobby that grabs your
attention; maybe youve got unfinished business
that you need to take care of. Choose you
obsession: d2 is for small-stakes obsessions like
your model train hobby or your comic book
collection. Obsessions that can get you hurt,
arrested, or otherwise are serious enough to get
in the way of your work, are upgraded to the d6
level. While youll mostly be roleplaying this
Trait, if your obsession would get in the way of
an action (youd shoot that werewolf, but this
gun is a priceless antique, and firing it would
being the value down), add your trait die to the
difficulty of the roll.

Out for Blood (d4/d8)


Youve got Anger Issues, except you dont
feel better until someones gotten hurt. You
cant stack this Trait with the Anger Issues
complication- Out for Blood escalates matters
where Anger Issues would normally be relevant,
so you only get one or the other.
d4: Your anger only comes out in serious
offenses. In combat or in extremely heated
situations, you kind of lose it. You have to put
some violence into someone, and youre no

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longer thinking rationally about it. If things are
about to get violent, you can resist your urge
with a Willpower + Discipline roll; the difficulty
of the action starts at Average, and then you add
your trait die to the difficulty.
d8: Youll lost it even for minor offenses,
even if the other person didnt do anything
deliberately. You can roll to restrain yourself
like above, but if you fail claws are coming out.
If youre in a particularly dangerous situation,
you dont add your trait die to the difficulty to
hold yourself back- even a hothead like you
knows better sometimes.

Overconfident (d2-d6)
Theres always got to be room in the
place youre at to fit both you and your ego. You
think youre the best, and you love to show it
off. When the GM feels its appropriate, your
trait die is added to the difficulty or opposing
roll of any action- this represents that moment
when you realize youre in over your head and
just choke.

Overweight (d2-d6)
Maybe you shouldve been exercising.
Maybe you need a better diet. You just cant help
being a bigun. Your trait die is added to the
difficulty of any athletic actions where your fat
gets in the way.

Pacifist (d6/d12)
Violence and you just dont go together.
d6: Youll avoid violence as long as
possible, but if you have no choice youll defend
yourself. If your hunter is ever convinced that
fighting isnt necessary yet, add your trait die to
the difficulty of any offensive actions they take.
d12: You cant fight at all, or engage in
violence. Maybe youre under a curse; maybe
youve got a mental compulsion that prohibits it.
The GM should think carefully before approving
this rating: this game involves fighting on a
regular basis, and a character who cant ever

fight is putting themselves, and likely his


companions, at a severe risk.

Paranoid (d4)
You cant shake the belief that someones
out to get you- and theyre closing in. You dont
trust anyone: they might be in on it! Youll be
role-playing this one out most of the time, but if
you take an action where your paranoia will be
an obstacle, add your trait die to the difficulty.

Phobia (d2-d6)
Youve got something that scares you
more than anything. Spiders, heights, clowns,
you name it. Whenever your phobia is present,
add your trait die to the difficulty of all actions
that dont involve getting the hell away from
there. Your die rating determines how bad your
phobia is- the higher the rating, the more
intense your reaction is.

Practical Joker (d4)


You just love pranks, even if nobody else
appreciates them. You pull pranks on friends,
family, even strangers. This is mostly roleplayed, but if youve pissed off someone off with
a practical joke, add your trait die to the
difficulty of social actions with them. If youre
going to be too distracted by a prank to do
something else, add your trait die to the
difficulty of that action. Serves you right, you
asshole.

Prejudice (d4)
Youve got some group of people you just
hate irrationally. Doesnt matter if its a religion,
a race, a political group, a lifestyle, or another
group. If you ever need to interact with a
member of the group you cant stand, add your
trait die to the difficulty of social actions with
them.
As a side note, make sure the GM and the
other players are all ok with you playing a bigot
before your take this Trait. Sometimes whats

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said at the table can carry over once the
sessions done, and we dont want anybody
taking things personally.

differently it just feelsweird. If you ever have


to change your routine, your trait die is added
to the difficulty of all appropriate actions.

Rebellious (d4)

Smartass (d4)

You dont like authority. You look for


ways to avoiding doing things your superiors
have told you to do. You question orders in
public. You love to find ways to make the people
above you look stupid. Naturally, this makes you
pretty unpopular with people whove needed
you to follow them. Add your trait die to the
difficulty of actions that involve interacting with
superiors, and some actions that involve
following orders. This will also affect how you
interact with the party- sometimes someone
else will have to be in command, and your
hunter wont go along happily with that.

You just cant let something go without


making a mocking comment. You love to make
fun of people and things, even when it makes
them want to punch you in the throat. If youve
pissed someone off, add your trait die to the
difficulty of any social interactions with them.

Rotten Luck (d4/d8/d12)


Even when things are looking up for you,
they have a way of coming crashing down at the
last minute. The GM can compel you to reroll all
of the dice for an action and use the lowest of
the two results. Or, optionally, the GM can just
declare an action a failure and throw a few Plot
Points your way.
The number of times the GM can force a
reroll depends on the rating of this Trait. They
can force one reroll per session at d4, twice at
d8, and three times per session at d12.

Shy (d4)
You dont like being the center of
attention. If first impressions are in order, youd
prefer if someone else took charge for a while.
Sometimes youll get so anxious in the spotlight
that your trait die is added to the difficulty of all
actions.

Slave to Tradition (d4)


Most people adapt when life forces them
to do things differently. You arent so resilient.
Youve got your rituals, your way of doing
things, and if something forces you to act

Socially Awkward (d2-d6)


You dont know how to act socially with
anyone outside of some specific group of people
(nerds, hunters, soldiers, etc.). If you ever have
to interact with someone outside that group,
add your trait die to the difficulty of any social
actions.

Stingy (d4)
You pinch every penny you get. Youre a
cheap bastard, and it makes you hard to deal
with. If youre in a social situation where your
tightwad attitude will cause problems, add your
trait die to the difficulty. Also add your trait die
to the difficulty of Resource actions- its not that
you cant pay, its just that you cant convince
yourself to do it.

Straight and Narrow (d4)


You try to do things by the book- no
breaking any laws or rules, and no gray areas
about whats allowed and whats not allowed.
Since hunting tends to involve going outside of
the rules, that means trouble. Youll handle this
with role-playing mostly, but if you have to do
something that feels seedy to you, or if the GM
decides your attitude will get in the way of what
youre doing, add your trait die to the difficulty
of the action.

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Saving People, Hunting Things: A Supernatural RPG


Superstitious (d2/d6)
You believe in those little things that
most people dismiss: breaking mirrors is worth
seven years of bad luck, finding a penny gives
you good luck, that sort of thing.
d2: Your superstitions mostly just make
you act oddly- you step over cracks, you throw
spilled salt over your shoulder, and so on. It
doesnt really interfere with your life, but some
people may think youre odd or may take you
less seriously.
d6: Your superstitions are now strong
enough to get in the way sometimes. If you
think youve seen a bad omen, or feel that
youve earned some bad luck somehow, add
your trait die to the difficulty of all actions for
the rest of the scene, or until you do whatever
counter-curse actions you gotta do.

Traumatic Flashes (d4/d8)


Youve got some mental scarring from a
past event, and it never fully healed. Now
certain triggers set you off. You have recurring
nightmares, flashbacks, and the like. Some
triggers will reduce you to a sobbing mess for a
few minutes. At the d4 rating, your trigger is
very specific. At d8, you can have several
triggers, and theyll be broader. Work with the
GM to figure out what your triggers are, and
how theyll come into play. Most likely, at the d8
rating your experience will play closely into the
story at some point.

Unstable (d4/d8)
Youre nuts. It might be that youre
medically insane, or it might be just a part of
some other behaviors you have. The Trait
comes in a variety of flavors to match your
specific craziness, so work it out with your GM.
Some possibilities include hallucinations, a
fantasy life that you cant always separate from
reality, and seeing the world in a way that
doesnt match up with how everyone else sees

it. When it does come out, its going to make


everyone uncomfortable. People instinctively
know to stay away from crazy.

Weak Stomach (d4)


You just cant handle gross, whether its
blood, gore, or injuries. You might become
nauseous, dizzy, or faint. When in the presence
of a trigger, add your trait die to the difficulty of
all physical actions.

Wrong Side of the Law (d4/d8)


Its not clear which law youve got
against you- maybe its the police, maybe its the
local mob-, but theyre looking for you. What
you did, and whos after you, is a matter for you
and the GM to decide. You dont have to be
guilty to take this trait, you just have to have
some powerful people who think youre guilty.
d4: The consequences of being caught
are minor. Jail time, fines, confiscation of goods,
and a loss of personal status are options. You
probably wont like it, but youll be around to
complain about it after.
d8: Youd better hope you dont get
caught. If you do, you could be locked up for life,
beaten to a pulp, lose everything you own, or
even be killed for what you did.

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Supernatural Traits
What weve covered are pretty normal
Traits. You could have these quirks without ever
knowing about the supernatural. However,
some people have stuff going on thats just more
than that. These traits involve special powers,
interactions with certain factions of the
supernatural world, and magical effects.
Some of these Traits are Assets, and
some are Complications. Check the power rating
to find out: if theres a negative (-) sign next to
the power rating, thats a Complication which
will give you that many Trait Points if you take
it at creation. If its a positive number, then its
an Asset, and the rating is also a cost for your to
buy it at.
You wont be able to take on some of
these powers until after youve started playing
the game. If they say so, youll have to wait until
the right events happen to your hunter before
you take them.

Clairvoyant (d4/d8)
You have some psychic power, and it lets
you see more than most people do. You can call
up information about an event, person, or object
through remote viewing or visions. Maybe you
use a crystal ball or tarot cards, but not all
clairvoyants use props. This is different from
the Premonitions asset in that you dont get a
view of the future or the past- you can see
whats going on in the immediate present.
d4: At this level, you get flashes of
insight from the use of some system like tarot or
numerology, or by touching a familiar object.
You cant control what you see, and theres no
guarantee that youll get anything at all, or if
youll understand what youre seeing if you do.
The GM can call for a hard Alertness +
Perception + Clairvoyant roll to see if you get
any details that seem relevant to your
questions. Most clairvoyants get visions and
visual images, but sometimes you might get
sounds, or smells, that can help as well.

d8: Youve got a lot more power and a lot


more control at this level. You can touch an
object and get a good image of somebody or
something thats connected to it. You can use
remote viewing to see somebody or something
briefly at a distance.
To use this power, youll make an
Alertness + Perception + Clairvoyant roll. The
difficulty starts at Average and goes up
depending on the amount of information you
want, how far away the target is, and how
quickly you want to get the information.

Curse (-d4/d8)
Someone put some bad mojo on you.
There are all kinds of curses out there, and each
ones different, but the bottom line is that youre
being followed by some magic that isnt good for
you. Work with the GM to decide what the curse
does and how it works.
d4: Your curse is pretty minor. Its
annoying or embarrassing, but not particularly
dangerous or harmful. The basic framework is
that you add your trait die to the difficulty of
actions if your curse would be a hindrance. If
youre curse makes you annoying to be around,
for example, then you add your trait die to the
difficulty of social rolls, for example.
d8: Whoever cursed you wasnt playing
around. They cursed you so bad, it may kill you
eventually. You add your trait die to the
difficulty of certain actions, like with the d4
level of this Trait, but now the curse gets in the
way at more dangerous moments. That
clumsiness curse, which would only make you
trip on your shoelaces or squirt ink on your
dress shirt at d4, is making you drop loaded
guns and trip and fall off of the roof of buildings
at d8. The GM has a say in when your curse
kicks in, and hopefully theyll be kind about it.
You may deserve some Plot Points if the timing
on the curse is particularly bad for you.

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Danger Sense (d4/d8)
Its like you have a sixth sense for danger
thats coming for you. You get an uneasy feeling
whenever troubles on its way, and youre
almost always right.
d4: The GM makes a hard Alertness +
Perception + Danger Sense roll for you
whenever danger threatens, usually a turn or
two before itll hit. If it succeeds, you have a
vague feeling that something bad is coming, and
that gives you time to prepare. Sometimes you
may get that feeling earlier, if the scale is big
enough.
d8: Just like above, but your sense is so
strong that you can never be completely
surprised. Even when youre asleep, your sense
is strong enough to wake you up. Youre always
alert, even if only for the moment before an
attack. The only time your sense wont help you
is when youre physically restrained or
unconscious.

Destiny (d6-d12)
The universe has a plan, and youre in it.
You dont have to like it, but forces beyond our
comprehension are trying their hardest to keep
you around long enough to fulfill your purpose.
If youre ever on the brink of death, roll your
trait die. If the result is 3 or higher, something
happens that saves your life. The killing blow
isnt as severe as it looks, the attacker decides to
spare you, you find a sudden reserve of
strength, something like that.
Your Destiny doesnt protect the people
around you, unfortunately. And it has its limitsyou can only be saved once per day in-game.
Also, it wont protect you from another person
with the Destiny asset. Talk to your GM about
this Trait. Theyll have to make your Destiny a
part of the story youre in.

ESP (d4/d8)
You can read people- their auras, their
thoughts, something like that (work out with

the GM how your ESP works). It gives you some


insight into how theyre feeling or whats on
their mind. It only works with people in your
immediate area- you cant see an aura over the
phone.
d4: You pick up fleeting glimpses- an
image, a stray thought, a sudden burst of auraoff of people once in a while. If you concentrate,
you can zero in on the source of those thoughts,
but only on strong emotions- not the actual
thoughts themselves. The GM rolls a hard
Alertness + Perception + ESP check to see if you
notice something that another person is
thinking. If you want to actively use your power,
youll make an Alertness + Discipline + ESP
check.
d8: Youre a talented reader. You see
peoples thoughts regularly to some degree
(peoples auras in the background, a low-level
chatter coming off of people as they think), and
you can separate one thought from another. You
can pick out specific thoughts to listen to, and if
the other person has at least the d4 level of this
Trait you can send thoughts back to them. Two
people with the d8 level of this Trait can
practice telepathy with each other, provided
theyre both willing. To focus on a single
thought, roll an Alertness + Discipline + ESP
check against the other persons Willpower +
Discipline. To scan the area for thoughts and
emotions, use an Alertness + Perception + ESP
check. The difficulty depends on the strength of
the emotion- calm people dont show up as well
as people who are under stress.

Hub Operator (d4-d10)


Youve become a support role in a lot of
hunters careers. While you do your share of
field work yourself, your main responsibility
has been giving hunters in your area a safe
haven, a source of information about the things
theyre hunting, and a contact to back them up
when the going gets tough.
Most hub operators will want to take a
level of the Safe House asset. This is where you

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set up shop, and where hunters come when they
need to talk to you face to face or to lay low for a
while. Of course, you dont have to be grounded
in one place to run a hub these days. You can do
most of the work on a cell phone (or several cell
phones, as it helps to have a couple separate
numbers. Well get to that.).
You also have a wide network of hunters
in North America, as you meet people through
your work. You can add your trait die to rolls
when you can get something done more easily
by making some calls and pulling in some
favors, usually things like getting information
about supernatural or mundane activity.
Youre also well-practiced at talking to
the cops. Hub Operators tend to have a separate
phone line for when hunters in the field need a
supervisor to talk to the police and let them
through doors. Youve gotten used to sounding
like a director in the CIA or a high-ranking
government agent, and that can carry over to
other parts of your work. Add your trait die to
social rolls to give off a presence of authority,
even over the phone.
And your work gets your name out there
within the hunting community. People know the
services you offer and respect that. Add your
trait die to rolls when interacting with hunters
or people who are familiar with the hunting life.
But, while hunters know your name, the
police probably do too. Youve helped bury a
few bodies, or helped a couple of hunters escape
the law, and if you werent lucky, the police are
at least aware that seedy types tend to hang
around your place of business. At lower levels
like d4 or d6, theyll be suspicious of you. At
higher levels like d10, theyll have your contact
info on a post-it at the local police station. Add
your trait die to the difficulty of rolls when
dealing with mundane authorities of the law in
your local area, when youre talking to them as
yourself and not under a false identity. You may
need to develop a good poker face when it
comes to dealing with them.

Medium (d4/d8)
You see dead people. Youre receptive to
spirits, can communicate with them, and maybe
even take them into yourself to channel them
for a time.
d4: At this level, you occasionally see,
hear, or sense the presence of spirits when they
want to make themselves known. You can tell
when a room has an active spirit in it, especially
if its angry or strong. If you set up a sance or
ritual, you can attempt a hard Spirit + Influence
+ Medium roll to attract a spirit to the table to
speak through you. You dont have any control
over your body while the spirits in there, but
you can make a Willpower + Medium roll
against the spirits Willpower + Spirit roll to
force it out of your body.
d8: You sense spirits as lesser mediums
do, but you dont need to conduct a ritual or
sance, and you dont need to be possessed by a
spirit to talk to it. If you call a ghost, or the GM
tells you a spirit is trying to contact you, you can
interact with it as a regular social encounter and
use your skills as you would when talking to a
regular person, adding your trait die to the
actions. You can attempt to force a spirit out of
another person with a Willpower + Influence +
Medium roll against the spirits Willpower +
Discipline + Spirit roll, but if you botch the spirit
will jump into you instead. You can use the
same roll to force a spirit to manifest.

Men of Letters Progeny (d4-d8)


You have a parent, grandparent, or
ancestor who was a member of the Men of
Letters, and theyve managed to pass that legacy
onto you.
You likely have some source of
supernatural information, such as a personal
library from that ancestor or a key to one of the
MoL vaults that are scattered around America.
Or maybe you just inherited a natural affinity
for books and research. Add your trait die to
Lore rolls when researching information on the
supernatural.

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You may also be able to speak to people
whove had contact with the MoL back in the
day, and theyll have some respect for that title.
Add your trait die to social rolls to influence
someone who recognizes the Men of Letters and
recognizes your affiliation with the group. Keep
in mind that those same people may also look to
you for direction when a supernatural threat
comes by. Youll have to earn that respect.
As a Man (or Woman) of Letters, youll
have a different agenda than the other hunters
in your party sometimes. The MoL were about
saving mystical things, so they could be
researched and understood. If you come across
something that you havent seen before, youll
probably have some doubts when someone
decides to destroy for safetys sake.
You may also choose to make your
hunter a bit of a weenie. Men of Letters were the
book nerds of the supernatural world, sending
hunters to do the heavy lifting while they kept
back in their libraries. You may have inherited a
bit of that disposition towards thinking over
fighting.

Mystic Protection (d4/d8)


Youve performed some ritual or
acquired some talisman that offers you some
protection against certain mystical or
supernatural threats.
d4: Youve got protection against a
specific type of mystical threats, like spirits,
possession, curses, and the like. Physical things
dont count for much here- not a lot of talismans
will help you with getting punched in the face
by a vampire (spirits by nature arent physical,
so getting punched by a ghost is something we
can work with). Usually, the thing youre
protected against is related to the tradition of
the talisman or ritual youre using. Hoodoo, for
example, tends to be used against spirits or
demons. Your trait die is added to rolls to
oppose the right type of supernatural action
used on you. At the GMs discretion, you could
instead have immunity to one very specific

supernatural threat (like an anti-possession


tattoo).
d8: Your protection works like the lesser
one. In addition, you can temporarily extend
this protection to others. By spending two Plot
Points, you can craft a crude imitation of your
talisman or perform a hasty recreation of the
ritual you use to offer the d4 level of protection
to another person. This protection only works
for one scene, usually the one after you give the
talisman to another person.

Personal Haunting
(-d4/d8)
Youve managed to piss off a ghost, and
now its following you. Maybe you had
something to do with the spirits death, or
maybe the person had a score to settle when he
was a live. You can work out the details with the
GM. The power of this spirit depends on the
level you take in this Trait.
d4: At this level, the ghost has Spirit d2.
It cant do much more than move small objects
around, flicker the lights, and wake you up in
the middle of the night.
d8: At this level, the ghost has Spirit d6.
Its strong enough to mess you up if you let your
guard down. You may have to take some time
off to hunt this suckers bones down, but the GM
probably wont make that easy (what good is a
Complication that you can get rid of easy?).
Better keep a pocket of salt handy.

Premonitions (d4/d8)
You get visions of things that havent
happened yet. For some, they come as dreams.
Others get them from touching objects or
people. Some just get cryptic messages in their
head that they dont know how to interpret.
Work out your version of this power with the
GM.
d4: At this level, you cant control when
you get a premonition. They come at any time,
out of the blue. You might get visions that are
years ahead of you, or you might get a glimpse

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Saving People, Hunting Things: A Supernatural RPG


of whats happening in five minutes. The GM
gets to decide what you actually see, but once
you have a vision, you can add your trait any
one action that benefits from this advance
knowledge you have. You can only use this
bonus once, and then you have to wait for the
next vision to do it again. If the roll you add the
bonus to fails, however, you can use it again on
a different action.
d8: At this level, you can try to force a
premonition to appear by concentrating. Make a
hard Willpower + Perception + Premonitions
roll to get a premonition about something
specific. The GM decides what details you get,
but he still has the power to change the events
later- maybe what you saw wasnt what you
thought, or maybe you only saw part of the
picture. Like the d4 Trait, you can add your trait
die to one action that benefits from your
advanced knowledge.

Spirit Guide (d4/d8)


Youve got a spirit following you, but hes
less Paranormal Activity and more Casper. It
could be the spirit of a family member, or the
ghost of someone you tried to save and couldnt.
Or it could be something else, like a totemic
animal spirit. The GM plays this spirit as a
helpful NPC, which follows you around. The
level you take in this Trait determines the
spirits overall power:
d4: Your ghost has Spirit d2. Its usually
invisible, and cant do much physically than
make candles flicker or rattle a screen door. But
it may have some knowledge that it can tell you
about if you ask.
d8: This ghost has Spirit d6. It can
manifest now, appearing as the person did in
life (or according to its self-image). Your ghost
friend isnt going to be much help in a fight,
unless its a particularly angry spirit. But it can
help in other ways. The GM controls this spirit,
so hes able to find a reason for it to not be able
to help at a given time. Losing your Casper

might be worth a few Plot Points though, if the


GM forces this.

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Saving People, Hunting Things: A Supernatural RPG

Chap 6: Gear
In this game, its assumed that youll
start your hunters journey with the basic tools
you need to hunt: salt, a gun, a silver knife, a
means of transportation, that sort of thing. You
may even have had a chance to use them in your
backstory. But some hunters will want to trade
up as they hit the road. A bigger machete never
hurts when youre chopping vampire heads off.
This chapter is devoted to the gear you
can obtain in the game to make your hunting an
easier job. From weapon upgrades, to body
armor, to new cars, you should have everything
you need to take on the world.
Each item will have a general description of
how it works in the game mechanics, as well as
a Target Difficulty for your to acquire that item
with your Resource Rolls

General Gear

This section covers equipment that


serves a utility purpose besides weapons. Tools,
hobby equipment, and other things that add a
bonus to certain actions are included here.
Climbing Gear: This includes rope, grappling
hooks, harnesses, pitons, spiked footwear, and
so on. Climbing gear can add a +1 step to your
Skill rolls when youre climbing, be it a
mountain or the side of a building. Target
Difficulty: 7
Computer: In this day and age, you cant do
much without a computer. You always have
access to computers at a local library or office
building, but you can also have one of your very
own. You can use a cell phone, laptop computer,
and desktop computer. Tech rolls made using
your own computer can net you a bonus, since
youre familiar with your box and youve
probably made some personal upgrades to
make it work more effectively for you: You get a
+1 step up on your laptop, and +2 on your

desktop (cell phone computers are too small to


be much help with most complicated computing
tasks, but theyre incredibly portable and easy
to conceal when you need to). Target Difficulty:
Cell Phone: 7, Laptop: 9, Desktop: 11
Demolition Kit: This kit is a collection of
wiring, switches, and tools meant for working
with controlled explosives, for things like
demolishing buildings. You might find them at a
construction yard, but theyre also popular with
soldiers, who use the kits for more destructive
purposes. If you use one in an action involving
explosives, you get a +1 step up to your Heavy
Weapons roll. Target Difficulty: 11
Electrician Kit: This kit has a voltmeter, wires,
and other parts for dealing with electric devices.
If you use a kit like this while rewiring lights,
disabling the power to a building, replacing the
starter on a car, or other such tasks, add a +1
step up to your Mechanics roll. Target Difficulty:
7
First Aid Kit: This kit has bandages, pain
relievers, splints, and other things to patch up
broken bones and bullet wounds in the field. If
you use a first aid kit when applying first aid to
a person, you get a +1 step up to your Medicine
or Survival roll, whichever youre using at the
time. Target Difficulty: 3
Gunsmith Kit: This kit is for proper gun
maintenance, and contains items to clean,
service, and repair firearms. With this kit, you
get a +1 step up on your Guns skill when
repairing a firearm, and you can choose to use it
to prep a gun that youll be firing later, putting
into the best shape you can keep it in. A prepped
firearm gets a +1 step up on your Guns skill for
the first time its fired after you clean it. After
that, gunpowder residue and other things left
behind by the shot would return it to its normal
working state. Better make that one shot count.
Target Difficulty: 7

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Saving People, Hunting Things: A Supernatural RPG


Lockpick Set: This kit has a set of picks meant
to open locks on doors, containers, and lockers.
Locksmiths carry them, but most other people
would suspicious with a set, since they have an
obvious application for breaking and entering. If
you use one to open a lock, you get a +1 step up
on your Burglary skill roll. Target Difficulty: 7
Mechanical Kit: This kit is full of wrenches and
tools for repairing machines like car engines,
refrigerators, and other appliances. Use one
while tinkering with such a machine, and you
get a +1 step up on your Mechanics skill. Target
Difficulty: 5
Night Vision Gear: Night vision gear is
designed to increase the intensity of the light
that it receives, making it easier to see in lowlight or pitch-black conditions. Keep in mind
that the gear still works in regular light
conditions, but it wont be helpful so much as
overwhelming. If someone turns the lights on
while youre playing with this stuff, youll have
to take two turns with a temporary (d6)
complication. However, if you have to perform
any task in the proper levels of darkness, this
skill removes any penalties that youd normally
have to take for working in poor lighting
conditions. Target Difficulty: 11
Restraints: Anything meant to keep a person
immobilized and in one place, from straitjackets
to those pink fuzzy play time handcuffs. Each
restraint has a Difficulty to break out of and a
set of Life Points to represent their strength and
the players ability to break them. Restraints are
immune to Stun damage, so youll need to deal
some heavier damage to them to break a set.
Cheap restraints like zip-ties or toy handcuffs
require an average Strength or Athletics check
to get escape, and they have 2 Life Points, while
the high-end cuffs, chains, and such require a
formidable Strength or Athletics check to escape
and have 12 Life Points. Target Difficulty: 7-15,
depending on the quality of the restraint

Surveillance Gear: These tools are for listening


to and observing people without their
knowledge: phone bugs, cameras, thermal
imaging, cell interceptors, and more. Depending
on circumstances and how fancy your
equipment is, you can get a +1 or +2 step up to
you Perception or Deception skills when using
your gear to gather information. Target
Difficulty: 9
Tools: These are the simple tools that youd use
for all sorts of professions. Hammers, nailguns,
saws, crowbars, shovels, wrenches, tongs, and
so forth are included here. Specify what
profession youre gathering tools for when you
try to obtain these items (carpentry, auto
mechanics, etc.). Performing a task without the
proper tools gets you a -1 step down penalty to
the skill youre using, so its good to have some
things lying around. Target Difficulty: 5

Melee Weapons
This section covers weapons that you
use within personal distance from your target.
Axes, knives, swords, and the like are included
here.
Bladed Weapons: This includes weapons like
knives, swords, axes, and such. Anything that
uses a cutting edge to inflict damage. Most items
like this will be fairly mundane, if a little bit
harder to get (sharp objects are dangerous, and
stores want to handle them carefully), but
certain items, like an antique sword or a
medieval spear, will be harder to find and
obtain. Target Difficulty: 5 for mundane items
like a woodcutters axe or a hunting knife, 9 for
historical or replica weapons
Bladed Weapons, Large: These weapons are
the big guns. Were talking Scottish claymores
or medieval battle-axes, the kind that you
absolutely need two hands to wield and which
are meant to be heavy to add cleaving power
behind swings. If you use one of these in a fight,

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add a +2 bonus to your Melee Weapons roll for
the purpose of calculating damage. Target
Difficulty: 9
Blunt Weapons: One of the easiest categories
of weapon to obtain. Anything heavy that you
can swing can be a blunt weapon, really. In
particular, this category is for deliberate
weapons, not just any rock you pick off the
ground. Baseball bats, nightsticks, wooden
staves and walking sticks, brass knuckles, and
all sorts of medieval weaponry like maces and
clubs are included here. Like above, things that
were obviously made to hurt other people are
going to be harder to get. Target Difficulty: 3 for
common items like baseball bats and tire irons, 9
for historical weapons and deliberate weapons
Swords, Dragon-Slaying: This class of sword is
incredibly rare, and valuable for that. Theyre
the only things that can kill a dragon, should
you ever face one, but theyre hard to make:
they need to be forged with a dragons blood
(kind of a paradox, right? Nobody knows how
the first one was made). As it is, there are only
five or six such swords known to exist:
Excalibur is the most popular one, but others
like the Sword of Bruncvik are out there as well.
Theyre probably found their ways into the
hands of collectors, wholl be hard pressed to
just sell them without a good reason. Thats if
youre lucky: others may be the centerpiece of
some town in Europe.
For some reason, dragon-slaying swords
tend to be lodged into a large stone (maybe it
was a cultural thing). Legends say that only
someone whos ready to slay a dragon can pull
the sword out of the rock. Fortunately, it turns
out you dont need the whole blade to hurt a
dragon, any piece can work. Normally, there
would be a target Difficulty to reach to obtain
one of these blades, but due to its rarity and
power, a dragon-slaying blade is plot material:
you wont be able to get far in finding one unless
the GM wants it to be involved in the campaign
somehow.

Ranged Weapons

This section covers the weapons that you


can use at a distance. Guns, bows, and the like
are included here. Youll also find accessories to
some of these weapons which make using them
easier, like scopes and silencer attachments.
Automatics: Automatic weapons include guns
that are capable of semi-automatic and full
automatic fire, with ammo fed from a clip. This
is the kind of firepower that youll find in the
hands of a soldier or wannabe terrorist. Assault
rifles and submachine guns are among this
category, to name a few. Its illegal to own a
weapon of this caliber, and itll be hard to come
by one unless you have some really freaky
contacts.
Depending on your partys decision, you
could play the rules for automatics in two ways.
You could choose to play an attack with an
automatic as a three-round burst, making three
separate attack rolls and calculating the damage
for each one. Or, if you choose, you can add a +1
step up bonus to the attack roll, to represent the
amount of ammo that youre slinging in one
attack. Talk with your GM about which rule you
want to play with.
Like most guns, youll suffer a -1 penalty
for every zone further than the first two that
your target has between him and you. Target
Difficulty: 11
Bow: Whether a compound bow or an oldfashioned wooden bow, the mechanism is
basically the same. This weapon fires arrows
made of wood or composite materials. Whats
nice about this is that you can dip those arrows
in poisons, oils, elixirs, and the like to get an
edge on your target. Target Difficulty: 5
Crossbow: Similar to the bow, crossbows have
a different mechanism. You load one before
firing, and have to use both hands to pull the
bow back. On the other hand, crossbows have a

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lot more power behind them, allowing them to
fly farther. Add a +2 to Ranged Weapon rolls
when trying to hit something with a crossbow.
At the same time, after firing a crossbow, youll
need to spend you action for a turn reloading
the weapon before you can fire it again. Better
make the show count. Target Difficulty: 5
Flaregun: These arent exactly made to be
weapons, but they can work. Flareguns are
really signals: they fire a small flare, which
burns for five turns in combat and lights up the
zone the flare occupies. Any penalties that you
would have taken for working in the dark are
negated while a flare is lighting up the room.
And if the flare hits something flammable, it sets
it alight. Anybody who touches the flames
suffers d2 Basic damage per turn. Some
monsters also really dont like fire, so heres a
good chance to hit them from a distance. Target
Difficulty: 3
Mace/Pepper Spray: This nonlethal weapon is
meant to be sprayed into the eyes of an attacker,
blinding them and stinging like a sumbitch. Its
got a limited range, so you can only hit a target
within the same zone that youre occupying. If
you hit a target, it takes Stun damage and needs
to make a hard Resistance roll. If they fail, they
suffer a -3 step down penalty for any action that
relies on sight or concentration for the next
three turns. If they succeed that roll, they only
suffer a -1 penalty for that time. Target
Difficulty: 3
Pistol, Antique: These guns are the old flintlock
numbers, the ones that need to be packed with
gunpowder and loaded. On the whole, these
weapons can only fire one shot at a time, and
need to be manually reloaded afterwards before
they can be shot again. Reloading an antique
pistol takes the action of one turn. Plus, the
accuracy of these older guns isnt what they are
now: youll suffer an extra -1 step down penalty
if you try to shoot something one zone away
from yourself, stacking penalties for every zone

between you and your target. Its not exactly


preferable, but if all youve got is a chest of civil
war pistols then its better than nothing. Target
Difficulty: 7
Pistol, Modern: These babies are the presentday gunfighters bread and butter. Most are
semi-automatic and have ammo clips, but there
are some revolvers around for the wanna-be
cowboys. If you fire a weapon from this
category at something, youll suffer a -1 penalty
for every zone between you and your target.
While not meant for long-distance work, pistols
are smaller and lighter than most guns, making
them easier to conceal and carry. If youre
posing as a policeman or a government official,
odds are having a sidearm on your person wont
even stick out. Target Difficulty: 7
Rifle, Antique: Like antique pistols, antique
rifles need to be muzzle-loaded between shots,
taking up the action of one turn. Also like
antique pistols, youll suffer a -1 step down
penalty for every zone away from you that you
try to shoot through. However, rifles were made
for distance. As such, if you try to shoot
something within two zones of yourself, you
dont suffer any penalty at all to your shooting.
The penalty kicks in after that, however. Target
Difficulty: 7
Rifle, Hunting: You can find hunting rifles in
most areas that have an outdoors that can be
spoken for. In most places you can pick up a
rifle at freaking Wal-Mart. These modern rifles
only suffer a -1 penalty to shooting something
more than two zones away (stacking for each
zone you aim further out), and have no penalty
for shooting within two zones of yourself.
Hunting rifles tend to be bolt-action, drawing
back a lever on the barrel to load the next
round, which is slow but not as slow as loading
the antique numbers. Target Difficulty: 7
Rifle, Sniper: This is the gun for when you want
your target to not know that youre aiming at

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them. Sniper rifles can shoot a target from up to
five zones away before suffering a -1 penalty for
distance. Additionally, sniper rounds tend to be
heavier than most rifle rounds, so add a +1 step
up on your damage roll for the shot.
Sniper rifles are meant to be shot from a
stationary position. Youll want to stay put and
spend a turn lining up your shot in order to get
the proper accuracy. If you have to shoot on the
fly, take a stacking -1 step down penalty for
hitting any target thats further out than your
own zone. Target Difficulty: 11
Throwing Weapons: One of the benefits of
throwing weapons is that in your hand theyre
basically melee weapons. However, throwing
weapons are specially weighted to give you a
balanced throw, removing the -1 step down
penalty that normally comes with throwing a
melee weapon. You can realistically only throw
a weapon like this within your own zone, but
you can try for one zone away by taking a -1
step down penalty on the attack. Target
Difficulty: 7
Shotgun: The old Elmer Fudd gun. Shotguns
come in the pump-action and the doublebarreled break-action varieties. If youre using a
break-action gun, you can fire both barrels at
the same time, taking a +1 step up for the attack
roll. You can load a shotgun with a variety of
ammo, including rock salt and the signature ball
bearing cartidges, which fire a bunch of tiny
projectiles in a wide spread. If you use ball
bearing cartridges, you have the ability to hit
two nearby targets with the same attack, but
any range penalties you take are doubled.
Shotguns tend to lack in accuracy at a
distance, but can make up for it in the amount of
metal in the air. If youre shooting a target more
than one zone away, take the usual -1 penalty
for each additional zone between the two of
you. Target Difficulty: 7
Shotgun, Sawed-Off: Its illegal, but some
people cut the barrel on a shotgun shorter with

a hacksaw, making the gun easier to conceal and


making the ammo spread further early on. If
you fire a sawed-off, you cant realistically hit an
enemy beyond your own zone, but with ball
bearing cartridges you can aim at up to four
adjacent targets at once. Target Difficulty: 9 to
buy, but only 7 to take a shotgun you already own
and cut the barrel down with a saw and a Craft
roll
Stunguns: Another form of nonlethal
weaponry, stunguns emit an electrical shock
that fry the nervous system. If you want, you
can also treat this gadget as a handheld weapon,
attacking with the Melee Weapons skill instead
of Ranged Weapons. At a distance, the gun fires
two wires which attach to the target to apply
the shock from the stunguns base. Youll still
need to be in the same zone as your target, but
at least you dont have to be in physical contact
to use the weapon.
Either way, a target whos hit with a
stungun takes Stun damage and needs to make
an average Resistance roll. If they succeed, they
take a -1 Attribute step down penalty for one
turn. If they fail, the target falls unconscious and
suffers d6 damage from the shock. Target
Difficulty: 5
Upgrade, Scope: This sight is a small telescope
that mounts onto your weapon. It allows you to
see a target at a much greater distance. If you
shoot a gun with this upgrade attached, add a
+1 step up bonus to the attack roll. You can
apply this upgrade to rifles, bows, and
crossbows specifically. Target Difficulty: 7
Upgrade, Laser Guide: This upgrade is a laser
pointer that mounts underneath the barrel of
your weapon. It provides a straight line that
maps the trajectory of the projectile fired from
your weapon, making it easier to judge where
the shot will go. Add a +1 step up to attack rolls
made with this upgrade in use. However, people
tend to notice a red dot suddenly appearing on
their chest. If youre trying to sneak attack

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somebody, they get a +1 step up to their defense
roll if they or someone with them notices the
laser. Target Difficulty: 7

dodge). Add a +1 step up to your roll to


detonate, since this stuff is as reliable as they
come. If successful, C-4 deals 3d10 damage.
Target Difficulty: 11

Upgrade, Night vision: This sight magnifies the


ambient light in the room, allowing you to see
more clearly in low-light conditions. Like night
vision gear, using this upgrade in low-light or
darkness situations eliminates any penalties
that come from the lighting. You dont have to
worry about the shock if someone switches on
the lights, however: because this sight is
relatively small, it wont be as harmful as the
night-vision gear, which covered your entire
range of vision. Target Difficulty: 9

Dynamite: This stuff has been around since the


old mining days, but its a reliable option thats
pretty cheap and easy to find. Take a -1 step
down penalty to your Heavy Weapons attack
roll to see if the dynamite is a dud. If successful,
dynamite deals 3d6 damage. Target Difficulty: 7

Upgrade, Illuminator: This upgrade is a small


flashlight which attaches to the underside of
your weapon. While not adding much to your
attack rolls, it does provide a source of
illumination that you dont have to carry in one
hand, leaving your hands free to actually use
your weapon. Target Difficulty: 5
Upgrade, Silencer: Silencers dont take away
all of the sound from gunfire, but they take care
of a great deal. Anybody one zone away or more
takes a hard Perception roll to notice the sound
of gunfire from this weapon, and makes a
formidable roll to identify the location of the
shooter. Target Difficulty: 9

Heavy Weapons & Explosives


This section covers the demolitions
equipment and explosive weapons that you
might come across in the game.
C-4: This plastic explosive is completely illegal,
but its one of the most stable explosives you
can find anywhere. It comes with an arming kit
and a trigger, allowing your to plant it and
detonate it at the time of your choosing
(hopefully when youve had time to get out of

Flamethrower: These weapons are basically


large fuel cans. They spew propellant into a
lighter at the end, creating a stream of fire that
can last until the fuel runs out. Anyone hit with
the flames directly suffers d6 Wound damage,
and is lit on fire. If you manage to get away from
the direct path of the flames, youll still burn for
an extra two turns at d2 Wound damage per
turn.
Most of this weapon is made up of a giant
can that holds the weapons propellant, so it
doubles as a massive weak point in a fight. The
fuel tank itself has an armor rating of 2 (reduces
Wound damage it takes by 2, doesnt take Stun
damage) and has 8 life points. If something
manages to deal 8 points of damage to the tank,
it ruptures. At best your weapon is useless, but
if theres a spark or something that would ignite
the tank as it breaks, then it explodes and deals
d10 Wound damage to the person holding the
weapon and anybody within the same zone as
the weapon. Handle with care, please. Target
Difficulty: 11
Grenades: Grenades are basically contained
explosives. You pull a pin or light a fuse, and
then throw the grenade far away from you.
There are a couple varieties of grenades, based
on what you put into the explosive. Target
Difficulty: 9
Flash-Bangs explode with an intense
light and noise that stuns targets within the
same zone as the blast. Anyone within range
takes 2d6 Stun damage and needs to take a

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formidable Resistance roll. If you succeed, you
take a -1 Attribute step for d12 turns. If you fail,
you cant act at all for d12 turns.
Fragmentation grenades are filled with
metal shrapnel, which is sent flying around the
room when the grenade explodes. Anybody
within range of the blast takes 3d8 Wound
damage.
Riot grenades are made for controlling
large crowds nonviolently. Instead of exploding,
the grenade contains a compressed gas that,
when released, irritates the eyes, nose, skin and
throat. Once released, the zone the grenade was
in fills with gas for three turns. Anybody in that
zone without protective gear takes d4 Stun
damage per turn.

Ammunition

This section covers ammo for your guns


and other ranged weapons that are different
from the standard rounds and arrows.
Armor-Piercing Rounds: These rounds punch
straight through solid armor and Kevlar weaves.
Subtract the first three points of armor when
doing the math on your attack rolls. However, if
the target is unarmored, the round will shoot
straight through the body without tearing much
up. In that case, add a -1 penalty to damage.
Target Difficulty: 5
Hollow-Point Rounds: These bullets are
designed to stay in the body and tear a big hole
in whatever they hit. Soft and squishy targets
take a +2 step up to damage. However, the
bullets arent meant for raw physical force, and
so they wont be much help against something
they cant pierce through. Any armor ratings
you go up against are doubled while you use
hollow-point rounds. Target Difficulty: 7
Non-Lethal Rounds: These rubber or wooden
rounds might kill you if you take one to the
head, but otherwise theyre designed not to

penetrate the body. A bullet of this variety only


deals Stun damage. Target Difficulty: 7
Rock Salt: Anybody can get their hands on salt.
When you pack it into a shotgun cartridge, this
ammo can help a ton when going up against a
spirit or demon, but only deals Stun damage to a
living target. Target Difficulty: 3
Silver Bullets: A classic monster-fighting
material, silver hurts a variety of monsters out
there. Youll have to make your own rounds out
of silver jewelry and the like, but itll fire just
like a regular bullet. Target Difficulty: 7

Armor
This section covers the wearable
protection you can have to defend yourself
against gunfire, blades, and claws. Each set of
armor has an Armor Rating, which represents
how much damage it takes away from each
successful hit you take. So, if youre wearing
armor with a rating of 2, you immediately
subtract 2 points of damage from any attacks
that land on you. If the attack only did 2 points
of damage or less before your factor the armor
in, it basically glances off of your gear.
Ballistic Armor: Ballistic gear is used by law
enforcement in situations involving gunfire. It
comes with a bulletproof vest and hardened
helmet. Ballistic armor has a rating of 2, and
allows you to convert up to four points of
Wound damage to Stun damage (or Shock
damage if youve already taken too much Stun
damage). Ballistic helmets dont cover your face,
just the top of your head. So a called shot to the
face and eyes can ignore your armor
completely. Target Difficulty: 9
Chain Mail: This medieval armor is made of
interlocking rings of metal, which stop the
cutting edge of a sword or axe and prevent it
from cutting into your flesh. Itll still hurt like
hell, but it beats being disemboweled. Chainmail

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armor has an armor rating of 4, and can convert
an additional two Wounds to Stun damage (or
Shock damage). However, chain mail was never
made to stop bullets, which will tear right
through. But claws, fangs, and the occasional
knife will meet resistance. Chain mail is also
heavy, and wearing it will incur a -1 step down
penalty to any physical actions. Youll also look
a bit silly unless youre at a renaissance faire.
Target difficulty: 11
Plate Armor: If youre a fan of the medieval
stiff, this is the classic armor. Made of large,
interlocking plates of solid metal, this stuff was
made to take the harshest of blows from
weapons of yesteryear. It can even take bullets,
turning holes in your chest into dents in your
breastplate. Plate armor has a rating of 6, and
can convert four additional Wounds into Stun
(or Shock) damage. However, you really cant
move easily in this heavy armor. Knights rode
around on horseback for a reason. If youre
wearing plate armor, you take a -2 step down
penalty for all physical actions. Target Difficulty:
13
Riot Gear: This armor is meant for dealing with
large crowds that arent afraid to get up close
and personal. In addition to the arraignment of
Ballistic Armor, the armor is more padded to
take blows, and the helmet comes with extra
protection for the face and neck. This armor has
a rating of 4, and can convert an additional two
Wounds into Stun (or Shock) damage. Target
Difficulty: 11
Riot Shield: Usually used with a set of Riot
Gear, a Riot Shield is a large curved sheet of
Plexiglas, designed to protect against low
velocity weaponry. Its also bullet resistant, but
not completely bulletproof. Carrying a Riot
Shield gives you a +2 bonus to Melee Combat
skill rolls to block, and can even be used as a
defense against gunfire. Target Difficulty: 9

Undercover Armor: While not as extensive,


this armor is made for discretion, easier to be
worn underneath clothing so that attackers
arent aware that its there. It doesnt come with
any head protection, just a bulletproof vest. It
has an armor rating of 2, and can convert 2
additional Wounds into Stun (or Shock)
damage. Target Difficulty: 9

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Saving People, Hunting Things: A Supernatural RPG

Chap 7: Rules
Everybody has rules. Even hunters do.
Some are made to be bent; others are made to
be broken. Unfortunately, these rules are just
made to be followed.
Of course, the GM has the final say when
it comes to rules, and every group plays an RPG
differently. When you start your group, take a
look through the rules and establish together if
there are any rules that youd prefer not to use,
or ones that youd like to change. If the groups
ok with it, and the GM can manage the new
rules, then pretty much anything goes. The
important thing is that the game is fun to play
for everyone at the table.
Most of the rules were covered back in
Chapter 2: The Starting your Hunt. But this
chapter contains some of the more nuanced and
situational rules, the ones that wont come up
all of the time but that youll really be glad you
found when theyre needed.

Actions Revisited

Weve already covered how actions


work. Now here are some more interesting
rules that relate to how the situation affects the
action. Not every time you perform an action
will be the same.

Complex Actions
Not everything that you do is going to be
wrapped up within a few moments. In some
cases, you can perform a basic action and
assume that you have all the time in the world,
but in moments where time is critical and the
action youre performing is challenging, then its
time to make it a complex action.
Rather than a simple action, where you
set a difficulty and have one roll to beat that
difficulty and perform the action immediately, a
complex action sets a larger number as a
threshold, and your rolls build up points to
contribute towards beating the threshold. Each
roll counts as a set period of time that you

Action Difficulty
Threshold
Easy
15
Average
35
Hard
55
Formidable
75
Heroic
95
Incredible
115
Ridiculous
135
Impossible
155
spend trying to work on the problem (set that
period in at the table when the action begins.
Some actions will take days of effort, others will
take hours). So if you have six hours to find a
coven of witches before they perform a spell at
midnight, you might set each roll to represent
one hour of your searching (totaling six rolls to
try and reach the Threshold you set for that
task).
Then the dice-rolling begins. Each result
is added to the total, and if you reach the
Threshold before you run out of time then
youve successfully performed the action.
Botches make matters more complicated.
They increase the difficulty by one category. So
if you botch on an Easy task with a threshold of
15, then your task suddenly gets harder to
accomplish, bumping up to an Average difficulty
and a threshold of 35. If you get two botches on
the same action, then the whole thing is
scrapped. If you have time left, you could start
over, but youll have to hurry.
Extraordinary Successes dont work for
complex actions. Youve made the Threshold,
and working to add more points wont do much
to improve the outcome. If anything, you just
risk botching and wrecking your success.
If you spend Plot Points to help on a
complex action, each point only helps a single
roll, not each one in the action.

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Applying Modifiers to Actions
While an action may be Easy to perform
normally, every once in a while something can
happen that makes the action harder to
perform. Or sometimes things happen that
make the task easier. When that happens, you
can modify the outcome or the difficulty of that
action, to affect how easy it is for you to succeed
on the action roll.
Sometimes theres a change in
circumstances that affects the action. Maybe the
lights go out while youre running through an
obstacle course. Maybe theres no noise at the
moment, which makes listening in on the
conversation of the people next to you easier. If
the change is related to factors outside of the
characters, youll usually change the difficulty of
the action, for Average to Easy or Hard for
example. If the change isnt so extreme, you can
also apply a simple +2 or -1 modifier, with a
number related to the strength of the change.
If, on the other hand, the change is more
internal to the characters involved, youll want
to use step modifiers on the dice being rolled. If,
for example, a hunter has sand kicked in their
eyes, then youd assume that theyll have a
tough time spotting movement around the
room. In this case, youd step down that
characters Perception attribute by a die type,
say from a d8 to a d6. Thats the die theyd have
to roll now for that action.
Keep in mind that if a die is ever stepped
down lower than a d2, then you basically dont
have a die to roll. If you have no dice left, then
youll automatically fail the action. If, on the
other hand, you step up past a d12, then youll
instead add a d2 to the roll, and step up further
from there.

Plot Points

When your back is to the wall, youre out


of ammo, and your chances of making it out are
beginning to look like a joke, thats when its
time to pull out all the stops for your character.
Plot Points ate a way for the players to take hold

of the story for a moment, and to pull their


hunters out of the fire without against the worst
of odds.
It always helps to have something
physical to represent your players plot points:
poker chips, coins, whatever. You can pass them
out and take them back, and everyone knows
how many points they have. Once everyone gets
used to how they work, you can spend that
much more time building awesome narrations
for the story.

Earning Plot Points


Every player starts with six Plot Points,
and once they have twelve they cant earn any
more. If a player spends his Plot Points in a way
that helps the party or the story, they may earn
themselves a couple of Advancement Points for
the effort. See Chap 3: The Hunters for more
information on Advancement Points and how
they work.

Standard Rewards
The GM can award Plot Points in any way
they choose, but here are some good guidelines
to follow for what deserves recognition at your
table:
Hell Yeah! (1 point): The player did
something that was really cool: a good idea,
some impressive role playing, an awesome line.
Its not the biggest of rewards, but the GM
should feel free to hand these out whenever
they occur. It helps encourage more cool stuff to
happen at the table.
Completed a Challenge (2-4 points): A
hunter (or several hunters) overcomes an
important challenge, which helps the plot move
forward. The more dangerous or difficult the
challenge is, the more Plot Points it deserves.
Every character that was involved should
receive the reward.
Personal Goal (3-5 points): A hunter
accomplishes a personal goal: getting revenge
for his dead brother, reuniting with a lost friend,

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or anything else thats important and dramatic
for that character.
Team Goal (4-6 points): Everyone
involved gets this reward when the party
accomplishes something big. A major enemy
was taken down, an apocalypse was averted, or
something of that caliber.

Complication Rewards
The other way people tend to earn Plot
Points is through the use of their Complications.
Theyre deliberate flaws that the player took,
and allowing them to make their journey more
difficult deserves some kind of reward. Dont be
too crazy with handing out these Plot Points: a
man may be afraid of heights, but you dont
need to give a point out every time that guy
climbs a ladder or looks out over a high balcony.
1-3 points per session is a reasonable number
to shoot for.
Character Initiated: Many
Complications are played through the deliberate
choices of the player. They decide to take
actions that play to their Complications, but
arent necessarily healthy. If it isnt just fishing
for points, these actions deserve a reward.
GM Initiated: Sometimes Complications
become the source for good story, like a dark
secret that a characters been harboring or an
old enemy who makes his way into the story to
get in the way. If a story uses someones
Complications, award Plot Points when the
source of the trouble is revealed, not every time
that the Complication gets used. If someones
getting points every time a mysterious stranger
causes trouble, people will start to get
suspicious anyway.
Situational: Some Complications are
triggered by an event that the player cant
control. An arachnophobe gets set off when
spiders start crawling out of the pipes, for
instance. You should award Plot Points for
moments like this, on the condition that they
should make things difficult for the player. If
they just jump a bit and move on, thats not

earning anything. But if the player locks up and


the group needs to pull him to safety, thats
more interesting.
Constants: Some Complications are
always a handicap, like being blind or missing a
body part. Even though this comes up all the
time, you should save the Plot Points for the
moments when the Complication is a real
problem.
Unanticipated Hindrances: Sometimes
the story carries players into trouble without
intending to directly. Maybe a bad roll leaves a
character stuck and helpless. In these cases,
even if a Complication didnt apply, it could be
worth it to throw some Plot Points in as a
reward for sticking to it. They deserved it.
However dont get too eager with this: hunters
lives are supposed to be difficult. Dont throw
out a reward every time someone gets into a
jam, only when it feels like fate has really
screwed him or her over.

Spending Plot Points

Whats the point of earning Plot Points if


you dont get to use them? You can spend your
points to change the outcome of events in the
game in ways that can keep you and your
buddies alive.

Improving Actions
You can spend Plot Points before a roll to
add an extra die, giving you greater odds at
getting a high total. The more points you spend,
the larger the die: one point gets you a d2, two
gets you a d4, and so on. The nice thing about
Plot Point dice is that you cant roll a number on
the bonus die thats lower than the number of
Plot Points you spent to get it (meaning you
cant roll lower than half the value of the die). If
you do get a lower number, then you
automatically round up to half the value of the
bonus die. So if you spend three Plot Points to
get a bonus d6, and it comes up with a 2, then
you round it up to a 3 (the number of points the
die cost).

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If you spend enough Plot Points to get
two bonus dice (at minimum, seven points to
get an extra d12+d2), then you add up the total
of both die when you consider the minimum
result you can make. If you have a bonus
d12+d2, then you can roll a 5 on the d12,
provided that you get a 2 on the d2, bringing the
total to 7. If you get anything lower, the result of
the two rolls rounds up to 7.

Hindsight Bonuses
Sometimes a bad roll just catches you
unawares. If youre just short of your target
Difficulty, you can spend Plot Points after the
roll to increase your total, maybe enough to
make that roll a success. The catch is the cost: if
you wait until after the roll, you only get one
point for every Plot Point you spend. Youd get
much more bang for your buck if you had spent
the points before the roll, but this option is
always there to save your bacon.

Reducing Damage
Hunters get killed all the time. But with
Plot Points you can occasionally pull your
characters ass out of the proverbial fire. You
can spend those points so that your hunter
realizes that the blow he just took wasnt
actually so bad. You can only do this as the GM
is declaring the damage dealt, not later on.
To use Plot Points in this way, you buy a
die, the same way you would to improve an
action, but the result of the roll is subtracted
from the damage your hunter takes. You start
with Wound damage, and if you have points left
over you subtract the rest from the Stun
damage you took.

Assets
Some Assets require you to spend Plot
Points to use their benefits. Others will increase
the value of Plot Points when you spend them
on certain rolls. See Chap 5: Traits for more
information.

Plot Manipulation
One of the most fun ways to spend your
Plot Points is through Plot Manipulation. In this
way, players get a moment to take control of the
story in the way that the GM does, adding
details that can turn the odds in their hunters
favor.
Keep in mind that the GM still has the
power to veto plot changes, if they seem
unreasonable with whats already been
established in the game or if it tries to change
some fundamental part of a character or the
story.

Plot Points and Story Impact


Cost Impact
1-2
Inconsequential: Theres some extra
room in the trunk of the car
3-4
Minor: Actually, theres a spare bag of
rock salt in there too
5-6
Moderate: Rock Salt and a shotgun that
Id borrowed from Uncle Jed
7-8
Significant: You remember Uncle Jed?
The retired hunter? Hed probably have
stashed an amulet or something back
there too.
9-10 Major: Hold on, I think thats Uncle Jed
pulling up right now. What timing!
11+
Defining: Uncle Jed brought his old
hunting party with him, and theyre
armed to the teeth! What are the odds of
that?
Below is a list of some examples of how players
can manipulate the plot into a benefit for
themselves.
Old Friends
Players can spend Plot Points to bring in
a supporting character to help in the scene.
Maybe theyve left you something to help, which
you didnt see until just now. Or maybe they
jump through the window and actively join the
fight. This is similar to the Contacts asset, but
while the Asset permanently establishes

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characters in the story, doing the same with Plot
Points is only a one-shot benefit.
If you like, you might be able to make a
spot for your character to become more active
in the storyline. If you think that your
supporting character has what it takes, ask the
GM about using them in the future as an NPC.
Its in the Trunk
Hunting tends to be less about special
abilities and more about having the right gear
for the job. No matter how tough you are, you
cant easily kill a werewolf until you get a silver
bullet into him. You wont be able to do much to
a ghost without some salt or iron handy. If you
spend enough Plot Points, you can have just
what you need to get the job done. Not
everything can just appear in the trunk of your
car, though. And you shouldnt assume that itll
be there every time you need it. This is a onetime use, for the sake of the current story. After
the mission is over, you can run out of rock salt
or lose that bronze dagger.
Theres a Ritual for That
Hunters tend to have a collection of
rituals and spells that can help them out in a
hunt. Maybe you need to summon a demon or
spirit, to lure them into a trap. Or maybe you
need to know remove a nasty curse that
someone put on you. While knowing such a
spell normally depends on scoring on your Lore
check, you can spend enough Plot Points for
your hunter to grab just the right book on the
first try. Keep in mind that you still have to
perform the ritual, and theres no guarantee
that you have the skills to make that happen on
your own, but this can save you an extra scene
of running around the library and looking
through books.
One More Bullet in the Chamber
Most of the time, Plot Manipulation is
used to add little details to the scene. Maybe you
remember the town youre in from when you
were a kid. Maybe the shop youre browsing

around happens to have a half-price sale that


day. Maybe theres a townie whom youve
bumped shoulders with before who just came
into the bar. Or if you picked up a gun from a
fallen enemy, maybe it can have just one bullet
left that didnt get spent yet.
Make sure that the details that you add
make sense. If your enemy has been conserving
his ammo and shooting carefully, its unlikely
that hell suddenly run out of ammo when he
gets you in a corner. You may know a local
mechanic or alcoholic in town, but the odds are
slim that youd be the best friend of the local
sheriff and the mayor.
If a player wants to change the story,
they explain to the GM what theyd like to add,
and offer the number of Plot Points they think is
reasonable for the change. If the GM agrees,
they keep the points and work the suggestion
into the game, maybe tweaking it just a little to
fit into what the GM knows is going to happen. If
the GM doesnt like the idea, or if they feel that
the price offered is too low, they can hand the
Plot Points back or suggest a modification to
make the change run smoothly. Remember that
the GM has every part of the story to think
about, and your suggestion might get in the way
in the long run.

Conflict
Conflict is one of the most important
parts of the game. Inevitably, a hunt tends to
come down to you and a monster: two go in, one
comes out. Conflict rules are there to resolve
those heated moments where both sides are
actively working to resist each others efforts to
be the one who walks away.
Keep in mind that these arent always so
much about violence or hurting each other.
Sometimes youll run across a social Conflict,
where your objective is to out-maneuver
another person with words and connections
instead of fists. The common point that makes a
Conflict a Conflict is that you have two or more
opposing sides, and the pacing is fast enough

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that youll need to break it down to see whos
moving first, and what everyones doing at
roughly the same moment.

Turns
Time during these action-filled moments
is defined in turns. Turns last a few seconds at a
time, just enough to perform one action (or
maybe two if you rush it).
Remember that conflicts are supposed to
be fast and action-packed. The downside of
breaking everything down is that the action can
stagnate: a player spends a couple of minutes
planning out their moves, and youll lose the
feeling that this is happening in the moment. As
a GM, you could choose to encourage snappy
decisions in your players. If someone takes too
long to declare an action, you can choose to skip
him or her for that turn. Its what they get for
hesitating. Throw a Plot Point their way for the
trouble, and hopefully theyll see the value of
thinking on their feet in the future.

Initiative
When a Conflict starts, the first order of
business is to establish a turn order, or
initiative. Usually, the person who acted to start
the Conflict will be the first to act. After that,
every character involved in the Conflict needs to
roll their Initiative dice (Agility + Alertness) to
establish the remaining turn order. The highest
total that comes up is the first person to act, the
second highest is after them, and so on and so
forth. Characters keep their Initiative in that
order for the rest of the Conflict, unless
something happens that the GM feels deserves a
reroll of the Initiative dice.
In the event of a tie between characters,
those two should roll an opposed Agility or
Alertness (whichever Attribute is appropriate)
check to break the tie.

Actions in Conflict
In general, you can perform any action
you like when your turn in a Conflict comes up.
Itll have to be something you can do in a few
seconds, unless youre starting a complex
action. Players should feel free to come up with
creative ideas to get their hunters out of
whatever situation theyre in.
Theres an important distinction
between what is and isnt a hunters action for
the turn. As a baseline rule, an Action is
something that requires concentration to do.
Anything that youd be able to do without
having to think about it, such as looking around
or shouting a message to someone, is a freebie.
If you could do it reasonably while performing
something more demanding, and you wouldnt
expect it to break your concentration, then
theres no point in limiting your to one of the
two actions. You can perform these non-actions
any time, even during another characters turn.
Dont get unreasonable, though: you only really
have a few seconds to speak, so you cant be
chatting in-character through every players
action without it being unreasonable. The GM
can declare that something is or isnt a free
action, and can choose to stop a player whos
getting to liberal with using free actions during
peoples turns.
Everything else counts as a characters
action for the turn: throwing a punch, taking
cover, moving out of the zone youre in, chatting
somebody up, etc. Most of these actions have to
be performed when your turn comes up in the
Initiative order, but some actions are
reactionary. If someone attacks you, youre able
to roll to defend yourself, such as dodging the
attack or deflecting it with your hands or a
weapon.
Most of these actions will be skill checks
to perform the action, but opposed rolls will
require a roll from the target character as well.
If a hunter is trying to sneak past a guard, then
you have to roll Deception for the hunter and

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Perception for the guard, to see if the guard
notices the action.

Multiple Actions
In some cases, a player can take more
than one action in the same turn. This isnt
always an option, if the action already being
performed needs the characters entire
concentration. If your hunters wrestling on the
floor with a vampire, they arent going to have a
free second to send a text. The GM can decide in
the moment when a character is too occupied to
take multiple actions.
If, however, the combination of actions is
allowed, something like shooting a gun while
running or firing immediately after reloading,
your hunter is assumed to be off balance in
trying to rush the two actions. The first action
isnt affected, but every action taken in the same
turn after adds a -1 Skill step. If the penalties
accumulated make reduced the Skills die to
nothing, then you cant perform that action. If
you take an action that doesnt require a roll of
the dice, like moving or reloading, you still
collect a step down for any other actions you
plan on doing in that turn. Naturally, free
actions are exempt from this penalty: you dont
have to think hard about doing them, so they
dont throw off your ability to perform the other
actions youre doing.

Movement
Usually, movement isnt something that
players need to be overly concerned about. If
the party needs to be at a bank on the end of
town, it can be assumed that they can be there
without checking every step of the way.
However, in a Conflict it can be
important to know where everybody is relative
to each other. Its the difference between
shooting a zombie from across the room and
having it right in your face, in all its screaming
angry glory. It affects what actions you can take,
and how well some actions will work.

The basic unit of distance in this game is


a zone. Its not a complicated idea; its basically
the space in which a character can immediately
interact with something. A small room would
take up a single zone, since you can easily move
to any point in the room without much effort
and interact with anything in the room in that
same space of time. A larger space like a
warehouse may take up several zones, perhaps
two to four.
Moving from one zone to another takes
up your action for one turn. For the most part,
moving from one zone to another doesnt need
any rolls to accomplish. However, the GM
should note when physical aspects exist that
could get in the way. If, for example, youre
moving from a parking lot to an office building,
it might have a chain link fence that separates
the two zones. If the barrier between two zones
has something that can serve as an obstacle, the
GM may call for a skill check to successfully
cross from one side to the other. Usually youll
need to make an Athletics check of some kind.
If you need to cover a lot of distance in a
hurry, you can choose to sprint the distance.
While sprinting, you can cover the distance of
two zones in the same turn. However, you cant
perform any other action during that turn. That
includes dodging or defending yourself either,
unfortunately. On the bright side, your Innate
Defense while sprinting gets a +1 Attribute step,
since youre moving so fast. You cant sprint
forever though: a hunter can sprint for the
number of turns equal to the maximum value of
their Vitality + Athletics/Running dice. If you
run for that long, then after the last turn youll
be winded, and your character wont be able to
move faster than one zone per turn until theyve
had a reasonable chance to catch their breath.

Chases
Chase scenes are a great chance to get
movement rules a run-around. When one
character is trying to catch up to another, the
GM can break out a Chase scene. Basically, a

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Chase is a minimal form of Conflict: the Chase
ends when the chaser catches up to the chased,
or when the chased gets so far ahead that they
can break away.
Chases are about the distance between
the two characters. The game holds this in a
five-part scale: Escaped, Distant, Far, Close,
and Caught. When the chase begins, the GM
should establish how far apart the characters
are to begin with, usually Far or Close.
Once you begin, the chase is basically a
series of movement checks, one character at a
time. If a character succeeds their movement
check, theyve effectively run forward a
reasonable distance. Whats important is
whether both characters succeed or not. If they
both succeed their movement rolls, the distance
between them stays roughly the same.
However, if someone fails their roll, they
stumble, trip, or otherwise falter in their
movement. As a result, the distance between
them changes: they get closer together if the
chaser succeeded and the chased failed, and
they get farther apart if the opposite is true. If
both parties fail their movement rolls, the
distance between the two is still the same, but
its a little bit more amusing, since it implies
both characters tripped over their own feet or
something similar.
The GM can keep track of the terrain the
characters are on as the chase goes on, and set
the Difficulty for movement. Flat, clear terrain is
Easy to cross. A hillside or narrow corridor
might be Average. The more obstacles in the
path, the higher the difficulty.
If a character tries to sprint, the difficulty
of movement goes up by one step. Crossing Easy
terrain now has an Average difficulty. However,
if the character succeeds, they cover twice the
distance in one movement. Like with general
sprinting rules, a character can only sprint in a
chase as many times as the maximum value of
their Vitality + Athletics/Running dice.
Remember also that some monsters are faster
than the average person. In that case, the GM
can assume that the monster is constantly

moving at a sprinting speed, without the step up


in Difficulty.
Extraordinary Successes on movement
rolls increase the distance covered by one unit.
So if the chased gets a success, and the chaser
gets an Extraordinary Success, he gains one unit
of distance and closes the distance between
them.
Chases end when the distance between
the two characters reaches either Caught or
Escaped. If it gets to Caught, the chaser has
gotten close enough to grab onto the chased. If
the distance changes to Escaped, the chased has
enough distance to get out of sight, where the
chaser might lose them.

Attacking a Target
Trying to hit a target is pretty much
always a simple skill check: you roll an Attribute
and Skill die thats most appropriate for the
method of attack, and thats matched with a set
Difficulty for an opponent whos unaware or
otherwise unable to defend themselves, or you
roll against an opposed defensive action from
the target character. If you beat the Difficulty or
the opposed roll, then you hit the target and can
calculate damage. If you tie or roll under the
target number, then you miss or are stopped
before you can do any damage.
When you attack with a ranged weapon,
odds are youll be using the Ranged Weapons
skill. Youll usually pair that with the Agility
attribute, or possibly Alertness if its more
appropriate for the moment. Close combat has a
couple more options available: Maybe youll use
Melee Weapons if you have something in your
hand that can be a striking tool, maybe youll
just use your fists and go for the Unarmed skill.
Your Attribute for an attack like this is usually
Strength, but Agility might be more appropriate
with certain styles of fighting. Figure that out
for yourself.
If you hit your target, then its time to
deal damage. The amount of damage you do is
the difference between the total of your attack

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roll and the total of the defense roll or the
Difficulty you rolled against to hit. If you toll an
8 then, and your target rolled a 6 to dodge, then
youll deal 2 points of damage for that attack. If
the target is wearing armor, then you factor that
in at this point, subtracting damage equal to the
armor rating youre up against. By default,
attacks deal Basic damage, but some weapons
deal Stun or Wound damage exclusively. You
can read up about different weapons in Chap 6:
Gear.
If youre attacking with a ranged
weapon, keep in mind that how close you are to
your target affects how easy it is to hit them.
Each ranged weapon has an optimal range, after
which the difficulty to hit the target starts to go
up real fast. You can also read up about each
weapons range in Chap 6.

Defending Yourself
At some point, youll be the one taking
the hits instead of dealing them. Thats when its
time to use those hunter reflexes to keep your
self in one piece. If you are unaware of an
attack, or otherwise unable to defend yourself,
then the base Difficulty of an attack against you
is Easy. In any case, its best to make a skill and
attribute roll to defend yourself in some way,
either to stop the attack or make sure you arent
in its way.

Innate Defense
If your character isnt able to defend
directly against an attack, but knows that ones
coming and is able to move, then you can roll
your innate defense. In this situation, youll roll
your Agility attribute die to defend yourself. If
youre moving fast, say sprinting, or if theres
cover that you can put between you and your
attacker, then you may be able to get a +1 or +2
Attribute step. You cant botch an Innate
Defense roll, but you have to play the dice
where they lie, even if the result is all ones and
twos. Sometimes you just have crappy reflexes.

Innate Defense is always considered a free


action.

Blocking
If you have some way to put something
in between you and the weapon thats coming
your way, then you can block the attack.
Blocking is a reaction, and thus is considered a
free action. You roll your Agility attribute, plus
the Skill most relevant to whatever youre using
to block the attack, possibly Melee Weapons or
Unarmed. If youre defending against a weapon
with Unarmed, take a -1 Skill step. You arent
technically stopping the attack, so much as
putting a less vital part of your body in the way
first. Maybe youll deflect the blow, but theres a
good chance that youll cut your arms up pretty
bad instead.
You cant block against Ranged Weapons.
No matter how tough you think you are, you
cant catch bullets, Jackie Chan. However, if you
have a riot shield or something similar, you may
be able to use it as cover.

Dodging
Probably the most common defensive
action youll be taking. You use your Agility +
Athletics/Dodge dice to defend in this way, and
theres a good chance that you already have at
least some points in those skills. Dodging is
considered a reaction, and thus is a free action.

More Rules for Attacks


The following rules expand on basic
combat rules when making an attack.

Aiming
A character can aim with a ranged
weapon for up to three combat turns, lining up a
shot and drawing a bead on their target. For
every turn spent aiming, the characters Ranged
Weapons attack gets a +1 Skill step. While
aiming, the character cant do anything else,
including moving (some nonactions like talking

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may be allowed, but the GM can declare that
something is too distracting to fly). If the
character is forced to do something that would
distract them, theyll lost their bonus unless
they can beat an Average Willpower +
Discipline/Concentration roll. For every turn
that you spent aiming, you receive a -1 Skill step
on that concentration roll.

Called Shots
Called shots target a specific part of the
body or object that youre firing at. They suffer a
penalty to hit, but if you succeed the shot deals
extra damage or status effects. You can make a
called shot with both ranged and melee combat.
Full Target: Not technically a called
shot, most people aim for the center of the
targets body mass, or an object the size of a
doorway or a person, hoping just to hit
somewhere. You dont get any penalties to hit
for a full-target shot, but you dont get any
benefits either.
Moderate Target: Targeting a leg or
arm, a torso, or an object the size of a chair. The
Difficulty of this shot goes up by four.
Small Target: Attacking a hand, foot,
head, or an object the size of a book, rifle, or
helmet. The Difficulty of this attack is increased
by eight.
Miniscule Target: Attaching a kneecap,
eye, heart, or an object the size of a baseball or a
doorknob. This shot has a Difficulty thats
increased by twelve.
Called Shots to certain parts of the body
can cause greater harm, or affect the targets
ability to act.
Leg/Arm: Its not a particularly vital
area, but hitting a limb renders it useless until
the person has appropriate time to recover. The
damage in a called shot to the limbs changes
type, depending on the weapon being used:
Wound damage becomes Basic damage, Basic
damage becomes just Stun damage. A target
whos had their limbs incapacitated will find

certain actions harder to perform: you cant run


easily on a bad leg, or perform surgery with a
broken hand.
Torso/Stomach/Back: These parts of
the body are sensitive, and hitting them
specifically can trigger a nervous reaction from
the target, like getting the wind knocked out of
them or causing them to convulse a bit to
protect their vital areas. If a called shot to these
areas is successful, the target makes an
Endurance roll against the attack roll. If it fails,
the target is stunned for two turns.
Vital Area: These are the places that you
really need to protect. When a vital area is hit,
all of the damage is Wound damage, and the
damage dealt gets a +1 bonus for every four
points that the attack roll scores over the
defense roll or Difficulty. If youre attacking the
vitals with an Unarmed attack, the attack only
deals Basic damage, but its better than only
Stun damage. A character with the Brawler
asset can deal Wound damage with an Unarmed
shot to the vitals, and adds their trait die to the
damage dealt. Lastly, if any Wound damage is
dealt in a called shot to the vitals, the target
starts bleeding.

Covering
Covering is basically waiting for
someone to poke their head out. If anyone
enters the area that youre covering (passes
though a doorway, comes around a corner,
pokes their head up from a barricade), then you
can act immediately, getting an attack of
opportunity or some other action in before they
can react.
Covering is an action, and you cant
perform any other actions while youre covering
an area. The space you can cover is limited to
one side of a zone, a space up to roughly the
width of a moderately sized room. Covering can
carry over from turn to turn, provided that you
keep declaring it as your action for that turn.
Some free actions are allowed while covering,
such as talking or moving within sight of the

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space youre watching, but nothing that can be
distracting. While covering an area, you dont
get any aiming bonuses for staying in place:
youre covering too much space to be that keyed
in.
If, instead of covering a wide area, you
choose to cover a single person, its called a
threat. The person youre threatening has to be
within sight while youre covering, or you have
to otherwise be positive where they are (hiding
behind a stone column, with empty space to its
sides, means you can tell if he tries to move
away). Like covering, if you threaten someone
and they move, you can act immediately in
response. And unlike covering an area, you do
get an aiming bonus while threatening a person
over time. Also, while threatening a person, you
get a +2 Skill step to any attempts to intimidate
the person, or anyone who cares what happens
to them.

holding onto their weapon. If disarmed, the


weapon drops to the ground, and your
opponent will have to use their action for a turn
to pick it up. If you were lucky and got an
Extraordinary Success on the disarm, then you
either broke the weapon in some way or sent it
flying across the room, out of reach.

Extraordinary Successes and


Damage

Anyone with an ounce of common sense


knows that its insane to fire a weapon into a
crowd. But hey, it happens sometimes, and
were not here to judge. If you fire into a crowd,
and you Botch the roll, then your shot goes wide
and hits someone else thats near your target.
The GM can pick who gets hit, or roll the dice to
get a random result. Either way, people are
going to be pissed if you shoot a civilian, and itll
make problems for you while you track down
your target in the chaos.

Sometimes a blow can do more damage


than intended. A knock to the head might leave
a lump, or it might give you a concussion. A
gunshot might pass through your arm and leave
a hole, or it may pass through your lung and
create some major complications. If you score
an Extraordinary Success on an attack roll, the
target needs to make an average Endurance roll.
If they fail, then they get some complications
from the attack, depending on what kind of
attack it was:
Basic: The victim breaks a limb (which is
useless until treated), or is blinded, deafened, or
suffers some other similar disability. You can
work out what kind of injury it was in the
moment, based on the kind of attack it was.
Stun: The victim is knocked unconscious,
and takes a number of Shock points equal to the
amount of Stun damage that was inflicted. It
doesnt matter how much Stun damage theyve
taken, theyre down for the count.
Wound: The victim suffers a serious
injury. Without treatment, they start bleeding.

Disarming

Grappling

If youre going up against someone with


a weapon, it may be in your best interest to get
the weapon away from your attacker. If you use
a melee range skill to disarm your opponent,
then you roll it with a -2 Skill step. Its even
harder if youre trying to shoot the weapon out
of their hands though: ranged disarms suffer a
-4 Skill step. You dont deal any damage on a
disarm, but if you succeed the target has to
make a hard Agility + (weapon skill) roll to keep

Grappling is resolved with either your


Agility or Strength attributes, plus your
Unarmed skill or some specialty related to
grappling. If you use your Strength attribute,
however, you have to take a -2 Skill step as a
penalty- grappling isnt all about brute force, so
the skill doesnt carry quite as well.
If you succeed at a grapple action, you
dont deal any damage. Instead, you pin your
target to the floor, wall, or otherwise hold them

Crowds

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down. Theyre an Easy target to hit with any
close combat attack, so this opens them up for
an easy blow from a party member. Or, if you
wanted to do some of the work yourself, you
can also try to choke your target out while you
have them pinned (Strength +
Unarmed/Grappling vs. the targets Vitality +
Unarmed/Grappling), acting as a Stun attack for
any turn you use it while the target is still
pinned.
The grappled person cant attack anyone
while theyre pinned, but they can use their turn
to attack the person pinning them, in an attempt
to break free. The defender makes a
Strength/Agility + Unarmed/Grappling roll vs.
the grapplers Strength/Agility + Unarmed
Grappling roll. Whenever the two characters
break away from each other (either the attacker
letting go or the defender breaking loose),
theyll both be prone when they do- the act off
grappling brought both of them to the floor, and
theyll need to regain their footing once theyre
done.

Improvised Weapons
When you need a weapon, any piece of
junk you pick up is better than your fists. But
random junk isnt built for being used as a
weapon- the weight is unbalanced, the edges
are jagged, and you wont be well-practiced
enough to know how to use the object most
effectively. The more unwieldy the item is, the
higher the Skill step is to use it in combat:
starting at -1 for something easy to handle like a
bottle or chair leg, and building up to -4 for
something really odd like a toaster or a bar
fridge. However, you use your Melee Weapons
skill to fight with an improvised weapon,
instead of Unarmed, and you deal Basic damage
instead of the Stun damage youd deal if fighting
unarmed.
Range increments that are used with
most ranged weapons only apply if you use the
weapon as intended. You can fire a crossbow
and hit a target a good way away, but if you

decide to throw the crossbow at the target then


youre going outside of what the weapon was
intended to do. Youll only be able to hit
something thats within your zone, and you
suffer the Skill step that comes with an
improvised weapon.

Fighting Prone
If youre knocked prone, you wont find it
easy to get a good position to fight. Any closerange attacks made while prone suffer a -2 Skill
step. A lot of ranged attacks wont have that
problem though (a gun fires the same way,
whether youre on your back or not), as long as
being prone doesnt affect your ability to have a
clear shot.

Sneak Attack
If your target doesnt know youre
coming, theyll be an easy target to hit. Attacking
an unaware target is an Easy difficulty by
default, unless theyre moving unpredictably or
fast enough to use their Innate Defense instead.

Throwing
You can throw a weapon using your
Agility or Strength attribute, combined with
your Athletics/Throwing skill. You have an
Average difficulty to hit a target that not
moving, within the same zone as you. If the
target is one zone away, and nothing would
obstruct your throw, you can make the toss with
a -1 Skill step. Anything further out than one
zone is just too far. If the roll to throw fails, then
the object lands somewhere other than what the
player intended, up to the GMs discretion.

Two-Weapon Fighting
Fighting with a weapon in each hand
imposes a -2 Attribute step for the weapon held
in your off hand. Each attack with one of the
weapons counts as a separate attack- thats
right, you have to take a multiple action penalty

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to use both weapons at the same time. If you
took the Two-Handed Fighting Asset, it
eliminates the off-hand penalty, and you can use
a special double attack. However, only the
highest roll is applied to the attack- the other
weapon is used more as a distraction than as a
real threat.

the Difficulty of any close-range attacks and six


to the Difficulty of any ranged attacks.

Unarmed Combat

Cover

Its not easy to kill someone with your


hands alone. Unarmed combat is just like any
other form of melee combat, except all the
damage is Stun, instead of Basic. If a situation
increases combat damage by steps, start at a d0
with unarmed combat, and go up from there.
Unarmed combat can be made more
dangerous if you took the Brawler asset.

Visibility
Smoke, dim light, or fog makes aiming
suck. Being blind, or in total darkness, makes
aiming really suck.
Dim Light, Thin Smoke/Fog: The
difficulty of any attacks or attempts to see
beyond m147elee range increases by two.
Dark, Thick Smoke/Fog: The difficulty
of any attacks or attempts to see beyond melee
range increases by four.
Pitch Black/Blinded: You cant see a
damn thing. Aiming is all about using your other
senses to pinpoint what you need to find. You
can use an Alertness + Perception roll to find
something in zero-visibility conditions. The
Difficulty is Average if the target is making a lot
of noise, Hard for anything or anyone making a
moderate amount of noise, Heroic for
something thats not moving around or making
much noise, and Ridiculous for the sneaky types
who know what theyre doing when it comes to
moving quietly (your roll also has to beat the
targets Deception roll, if theyre actively trying
to hide). If you manage to succeed, then you
know where your target is, vaguely. Actually
hitting them is still another issue: Add four to

More Rules for Defense


The following rules cover special
situations related to keeping yourself out of
harms way.

One of the best ways to defend yourself


in ranged combat is to put something big and
solid between you and the shooter. Cover
doesnt involve a lot of rolling dice- it adds a flat
number to your characters defense as long as
they stay behind cover, even against explosive
damage. How much of a bonus you get depends
on how much the cover does to keep you out of
sight and out of harms way.
Light Cover: Up to half the body is
covered. Add two to the Difficulty of your
defense rolls. Also remove one die from any
explosive damage you receive.
Medium Cover: More than half of the
body is safe. Add four to the defense Difficulty.
Drop two dice in explosive damage rolls.
Heavy Cover: Almost all of the defender
is covered. Add six to the defense Difficulty.
Three dice in explosive damage are removed.
Total Cover: The target is practically
untouchable. If, for some reason, its possible to
still get a shot off (the defender is peeking
through a hole in a bulkhead), or you could still
do damage without hitting the defender directly
(maybe you could bring the cover down on top
of them), add eight to the defense Difficulty.
Explosive damage loses four dice.
Cover bonuses only apply if you think the
blocking object is tough enough to directly stop
the attack. If its only concealing the target, but
would still do little to actively stop an attack,
then itd counted as armor instead of cover.
Cover bonuses can be avoided if you
make a Called Shot thats directed at a body part
that isnt being protected by the cover. Its a

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harder shot to make, but you dont have to go
up against the added defense of the Cover.
Prone: If you are laying prone on the
ground, it counts as light cover- you arent being
protected by anything, but the picture a shooter
gets when aiming at you is going to be very
small. Unlike Light Cover, you can remove two
explosive damage dice while Prone, unless
youre directly on top of the explosive (If you
chose to jump on a grenade, you take the
maximum damage the explosive can deal by
default, and anybody else in the blast radius
removes one damage die. You big hero, you.).
That being said, its a lot harder to
defend yourself actively while Prone. Anyone
attacking you gets a +2 Skill step, and you cant
use Innate Defense or dodge, since youre flat on
the ground and all. Depending on the situation,
you might not even be able to block. Best get
back on your feet quickly.

Protective Gear
If you know youre about to head into a
fight, it never hurts to add a bit of extra padding
or armor to stop that knife, bullet, or claw thats
coming for you. While Cover is meant to stop an
attack from reaching you, armor is meant to
make any attack that does hit you hurt a lot less.
You read a list of armor types you can
use in this game in Chap 6: Gear. Each piece of
armor has an armor rating. When youre
wearing armor, you subject the number of that
armor rating from any damage you take in a
conflict. You take away Wound damage first,
and then Stun damage if theres any extra. If
someone pulls off a Called Shot to an area on
your body that wasnt protected by armor, or if
an attack is an Extraordinary Success, however,
your armor doesnt get applied to damage
calculations.
Note that there are drawbacks to some
types of armor. While it tends to help with
stopping any force thats used against you,
armor gets heavier as it gets tougher. You may
be able to take a lot of pain while wearing a suit

of plate armor, but dont think that youll be


able to sprint or swim while its on.

Special Situations
Breaking Objects
While you wont need to track it in every
situation, in moments where timing is crucial
you should keep track of how much damage you
do to certain objects, such as the door you need
to break down to escape a burning building, or
the zip-ties that are keeping you from using
your hands to defend yourself. When the GM
knows that the players will try to break an
object, they should know how much damage the
object can resist before it breaks.
Each object has an Armor Rating, and a
set of Life Points. Unlike people, Stun damage is
pretty much useless with objects; only Wound
damage actually affects the Life Points of an
object. When the object sustains a number of
wounds equal to its Life Points, it breaks. Here
are a few examples of common objects that can
appear in this game:
Handcuffs: Armor Value 6, Life Points 2
Rope: Armor Value 2, Life Points 2
Standard Door: Armor Value 4, Life
Points 6
Reinforce Door: Armor Value 10, Life
Points 8

Drawing a Weapon
Drawing a weapon is an action that takes
up one turn, unless you have a Trait that say
otherwise. That means that drawing and firing
in the same turn usually incurs a Multiple
Action penalty.

Explosions
Explosives arent the kind of tools or
weapons that you use when youre worried
about collateral damage. They deal damage to
everything within the blast radius, with one
single attack roll to determine damage for all

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targets. If youre within melee range of the
explosive when it detonates, you take the full
damage of the blast. If youre in the same zone,
but not that close, you can take away one die
from the damage rolled (the highest one,
naturally). If youre standing one zone away,
without a reasonable barrier to protect you
from the blast, then you can take two dice away
from the damage roll to calculate damage for
yourself. This continues until you have no dice
left to take away. At that point, youre basically
safe and take no damage from the explosion.
If circumstances lead to a die step to the
damage of an explosion, it affects the dice used
in the roll, and not the number of dice rolled. If
you step up from a roll of 3d6, for example,
youll roll 3d8 instead, and not 4d6.
If someone decides to be a big stupid
hero and throw themselves onto a small
explosive, like a grenade, they take the
maximum possible damage from that roll. But as
a result, everybody else within the blast radius
takes one die away from their damage totals.

Restraints
Most people know how to tie somebody
up, even civilians. Thats useful when youre
restraining the bad guys, but it means that
occasionally somebody is going to tie you up
too. If your restraints render you unable to
move, then youre by default an Easy target to
hit for anyone who wants to try. If a guys hands
are bound, then they suffer a -2 Skill step to any
attacks made with pistols or close-range
weapons, assuming they can still use their
hands to act in that way (if your hands are
cuffed behind you, its assumed that you dont
just know how to shoot a pistol from behind
your back). You cant use any form of rifle in this
position, or any other object that involves using
your hands in two places at once, like lockpicks.
Use common sense to figure out what you can
and cant do when your hands are bound.
Most restraints can be broken, opened,
or picked. The GM can decide to allow a skill

check to see if you can get loose, like an


Athletics check to wriggle out of rope or
Lockpicking to get out of a pair of handcuffs.
This is also a common sense rule- you know
what skills simply wont help. The difficulty of
any actions you try is set by the durability of the
restraint, and the skill used to restrain you in
the first place. If the person who ties you up is a
professional and knows what theyre doing, the
GM may add a step up to the Difficulty of
breaking loose.

Getting Hurt
Huntings a dangerous job, and every
once in a while everybodys going to get hurt.
Maybe you get shot, maybe something with
teeth takes a bite out of you.
Every character has a derived attribute
called Life Points, thats made from your Vitality
and Willpower, as well as certain Traits. Life
Points are a rough representation of how much
abuse your character can take before calling it
quits. When the damage your character takes,
regardless of type, is greater than the amount of
Life Points they have, they usually drop
unconscious. If they take more Wound damage
specifically than their Life Points, they start
dying.
Your Life Points are mostly constant
throughout the game. Aside from upgrading
your Willpower and Vitality Attributes, or
taking a relevant Trait, youll keep the same
number of Life Points the entire time you play
with this character.

Damage Types
Damage comes in three types: Basic,
Stun, and Wound. A fourth type, Shock, doesnt
come into play until your character is
unconscious.
Basic
Basic damage is the most common type
of damage in this game. It splits evenly between
Stun and Wound damage, favoring Stun if

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theres an extra point. For example, taking five
points of Basic damage means that you take
three points of Stun damage and two points of
Wound damage. Unless an attack specifically
states otherwise, its assumed that it deals Basic
damage. If the thing youre hitting is immune to
Stun damage, then it still takes the appropriate
amount of Wound damage from any Basic
attacks.
Stun
Stun damage is all about nonlethal stuffbruises, scrapes, fatigue, and the like. It hurts,
but it heals quickly. The worst effect you can get
from taking Stun damage is being knocked
unconscious.
Stun damage can go higher than a
characters Life Points. If they succeed their
rolls to stay awake, they keep taking Stun
damage as normal and the stun damage is
recovered normally.
Shock
If you take Stun damage after you fall
unconscious, then its converted into Shock
damage. If you take more Shock damage than
your Life Points allow, then you fall into a coma.
Wound
Wound damage is where it gets
dangerous. Broken bones, damaged organs,
internal bleeding, and other life-threatening
conditions are caused by Wound damage. That
kind of damage is going to really hurt, and
characters start collecting penalties as their
Wound damage gets higher. If the Wound
damage youve taken is higher than your Life
Points, then you know a reapers coming for you
soon.

Effects of Damage
Taking damage isnt something that you
just ignore. At times like this, its good to have a
strong Endurance (Vitality + Willpower) to get
you through.

Wound Damage Penalties


When a player accumulates half of their
Life Point total (rounded down) in Wounds,
they take a -2 Attribute step to all actions. That
penalty doesnt go away until you recover or
find some treatment to deal with the pain (Note
that not all injuries can be treated in this way.
The GM can decide that what youre dealing
with is too serious for bandages and
painkillers).
Passing Out
When you take more damage of any type
than the total of your Life Points, you risk falling
unconscious. When you take that much damage,
you take an Average Endurance roll to see if you
stay awake. Every turn after that, however, you
have to make the same Endurance roll with +4
to the Difficulty for each turn youve had to stay
on your feet. Better get some help quickly if you
can.
Dying
If a character takes Wound damage equal
to their Life Points, they have to start taking
Endurance rolls to stay alive. In combat, you
take an Endurance roll for every turn; out of
combat, the GM can decide the pacing, but once
every few minutes would be appropriate. The
first roll has an Easy Difficulty, but the Difficulty
increases by four for each passing roll.
A dying character can be treated with a
Hard Alertness + Medicine/First Aid roll. This
slows the Endurance rolls to roughly one an
hour (Again, the GM manages this. If combat is
fast enough, you may not need to check again
during a fight after stabilizing a players
wounds. But dont forget about the damage: the
characters still in danger). If you can beat a
Hard Alertness + Medicine/Surgery roll, or a
Formidable First Aid roll, then you stabilize the
damage completely.
If a character Wound damage is double
their Life Points, then they just drop dead, with

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no more chances to save them. Itll probably be
pretty nasty too.

Special Damage
Not every way of getting hurt is so
straightforward.
Disease and Viruses
Characters fight off disease with
Resistance (Vitality + Vitality) rolls. The
Difficulty and effects depend on the disease.
Illness effects can range from a -1 Attribute step
to risking death. Keep in mind too that hunters
dont just deal with conventional diseases
either: their world has crazy supernatural
diseases like the Croatoan virus.
Drugs and Poison
Alcohol, drugs, and poisons are fought
with a Resistance (Vitality + Vitality) roll. The
Difficulty to fight off whats hurting you
depends on the substance. As an example,
fighting off the effects of a night of heavy
drinking starts at Hard Difficulty and gets worse
as you drink more. Something like a deadly
poison may be a Formidable Difficulty to resist.
Inclement Weather
Every hour (GM sets the pace) in an
extreme weather condition without proper
protection causes d2 Stun damage. You might
also collect status effects as well, such as
frostbite, heatstroke, and the like. Such a status
effect imposes a -1 or -2 Attribute step,
depending on how serious you want it to be.
Getting the afflicted person out of the weather
and into the right recovery should clear things
up in a couple of hours.
Falling
This isnt a video game: if you drop off
the top of a building, its going to break bones
when you hit the ground. Dropping from a
height involves rolling Agility + Athletics against
a Difficulty to make sure you dont get hurt. It

starts as an Easy Difficulty when the fall is


around one story of a building, and goes up by
four for story beyond that. If your roll doesnt
beat the Difficulty, then the fall is treated as an
attack: you take the difference between the two
numbers as Basic damage.
Fire
Fire and heat deal Wound damage as
burns. They heal at half the normal rate, and
they leave disfiguring scars when they do heal.
Radiation and Toxic Waste
Exposure to harmful radiation functions
like inclement weather, where you take d2 Stun
damage at regular intervals. How fast you take
damage depends on the strength of the
radiation: light radiation may deal damage for
every day youre exposed, but heavy radiation
might deal damage every minute. Once your
Stun damage equals your Life Points, the
radiation starts dealing Wound damage instead.
Like burns, radiation damage is hard to
treat: Stun damage wont begin to recover until
the character gets proper treatment, and
Wound damage heals at half the normal rate.
You can avoid taking damage from radiation by
wearing protective gear or taking protective
measures. Depending on whats done, it can
increase the time between taking radiation
damage, or render the character immune to
radiation while the protection is there.
Suffocation and Lack of Air
If you know its coming, your character
can hold their breath for roughly 30 seconds
with an Easy Resistance (Vitality + Vitality) roll.
If youre taken by surprise, the difficulty of this
roll starts at Hard. Every 30 seconds or so after
that roll the Difficulty goes up by four. Once a
roll is failed, the character starts taking d2 Stun
damage every turn. Once they pass out, they
start taking d2 Shock and d2 Wound damage
every turn.

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Conditions
Fighting isnt all about hurting each
other. Sometimes you can get out in a position
that makes it harder to act.
Bleeding
A character whos bleeding takes d2
Basic damage every turn in which he performs a
strenuous activity. If you decide to just lay there
and whine, youll still take damage every 10
minutes or so (by the GMs approximation). You
can stop bleeding with use of the First Aid skill,
so you should probably do that as soon as you
can.
Fatigued
Hunters are used to working at all hours
of the day and night, but everybodys got to
sleep some time. Your character can go the first
24 hours without sleeping and not have any
problem. For every eight hours after that which
your character spends not getting their forty
winks, they take two points of Stun damage.
Fatigue also starts messing with your ability to
think straight and use your body properly: for
every 24 hours after the first day without
sleeping, the character takes a -1 Attribute step.
If any Attribute is reduced to below a d2 in this
way, your character passes out.
Combat isnt something that you walk
out of feeling like a spring daisy. Its a rough
experience, and youll be pretty tired after
youre done. If you want, your group can decide
to treat every half hour of fighting, watch duty,
or some other activity that keeps the nerves on
alert to count as being awake for 8 hours, for
fatigue purposes.
Taking a nap doesnt solve your
problems, but it can help. If you can sleep for 10
to 30 minutes, you can take away a number of
hours being counted to your awake time, equal
to a roll of your Willpower die. If you can nap
for an hour or two you can add make a
Willpower + Discipline/Specialty roll and
subtract the total from your current hours spent

awake. You can only get the benefits from a nap


once every twelve hours though; if you want to
nap for longer, you may as well get a proper
nights rest.
The only way to really deal with fatigue
is to get some real sleep- that is, 8 to 12 hours of
shut-eye. Doing so resets your awake time
back to zero, and removes any fatigue damage
or penalties youve taken. Stimulants like
caffeine and other chemicals can temporarily
alleviate fatigue damage and penalties- talk to
the GM to decide how much each type of
stimulant can help.
Intoxicated
Being under the influence of a drug or
toxin can have different effects, depending on
the substance in your system. Being under the
influence adds four points of Stun damage,
which only clears up after youve sobered up. As
an example, being really drunk causes a -2
Attribute step to all actions.
Stunned
Stunned characters cant take any
actions. They might be able to defend
themselves with Innate Defense, but that isnt
guaranteed.

Medical Attention
Weve covered getting hurt. Now its time
to talk about getting better again. Most injuries
can only heal with time. Certain kinds of
damage will leave permanent effects on your
character, like a Complication. Other injuries
will outright kill you if you dont treat them
properly. You could go to a hospital and get it
done the right way, but a doctors going to want
to know where your injuries came from, and
youll probably have to find a way to pay the
medical bills.

Recovering Stun and Shock


Damage

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Stun damage is the easiest to recover. As
long at the character doesnt have any Shock
damage, they can recover one point of Stun
damage with every hour that they spend
resting, or performing light activity. You cant
heal doing heavy work, or fighting, but taking a
walk, getting a meal, or doing some research
can be light enough to recover on.
That includes lying there passed out. If a
characters unconscious, they wake up when
theyve recovered enough Stun damage that the
total damage theyve taken is less than their
total Life Points.
Shock damage needs to be removed
before you can start healing Stun damage. If you
take any Shock damage at all, you cant recover
anything at all in the first hour of your recovery.
After that, you can heal one point of Shock an
hour by beating an Average Endurance (Vitality
+ Willpower) roll. Once your Shock damage is
cleared up, you start recovering Stun damage
normally.
Second Wind
Aside from using Plot Points, Hunters get
one more edge. Once a day, they can get a
Second Wind and remove Stun damage
instantly. Choose either Vitality or Willpower,
roll the chosen Attribute die, and take the result
away from your total Stun damage.

Recovering Wound Damage


Wound damage isnt so easy to treat.
Nothing that serious is going to just go away
without some rest and time. Light activity is
possible while youre recovering, but you may
have to keep it to a limited amount.
You have to rest for two days before you
can start recovering Wound damage. After those
two days, you make an Endurance roll (Vitality
+ Willpower) to see if you can start recovering
damage. The difficulty of the roll depends on
how much Wound damage youve taken. Any
major injuries (6 points of Wound damage or
more) are gonna be really hard to recover from

without some medical attention. If you fail your


Endurance roll, youll have to wait another day
and try again then.
Once you succeed your Endurance roll,
you can start healing one point of Wound
damage for every two days of rest. Itll take a
while, but thats the price of getting in harms
way.
Wound Recovery
Wound
Damage
1-2
3-4
5-6
7-8
9-10
11-12
13-14
15-16
17-18
19-20
21-22
23-24

Recovery
Difficulty
No Check Required
3
7
11
15
19
23
27
31
35
39
43

Surgical
Threshold
15
35
55
75
95
115
135
155
175
195
215

Getting Worse
If you botch your Endurance roll to start
recovering Wound damage, then you manage to
make your injuries worse somehow. You start
taking d2 Wound damage every day, and you
need to beat another Endurance roll, based on
the Wounds you have after the new damage, to
stop the damage. After that, you can start trying
Endurance rolls to recover again.

Medical Assistance
Fortunately, you dont have to patch up
your wounds by yourself. Hunters usually have
some skill with keeping themselves alive, and if
youre lucky someone nearby will like you
enough to apply those skills to helping you get
on your feet.
First Aid
If a characters taken as many Wounds as
their Life Points, or if theyre bleeding, First Aid

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is the skill you can use to keep them alive until
the doctor can arrive. The medic has to succeed
a Hard Alertness + Medicine/First Aid complex
action, with each roll taking your action for a
single turn in combat. While hes working and
succeeding on his rolls, he suppresses any
bleeding or other health complications. If
theyre succeeding on their rolls, the wounded
hunters Endurance rolls to keep alive lessen in
frequency, from one per minute to one per hour.
A Botch on the medics rolls causes 1d4 points
of Shock to the patient, and their complex action
fails and has to be restarted. Otherwise, as long
as the medic keeps going without interruption,
the patient should be stabilized.
First Aid
First Aid Conditions
Improvised supplies, heavy
distractions
Limited supplies, light
distractions
Standard supplies, no
distractions
Superior supplies,
ambulance conditions
Cutting-edge supplies,
hospital conditions

Skill Step Modifier


-2
-1
+/- 0
+1
+2

First Aid actions are assumed to be done


with a first aid kit. If you dont have one, youll
take a -2 Skill step for your rolls to treat the
wounded. If you have a field hospital or an
ambulance available, thats a step better: youll
get a +1 Skill step to your rolls. If youre in a
fully equipped medical facility, you get a +2 Skill
step.
Waking the Unconscious
If a characters unconscious, but has no
Shock points, another character may be able to
wake them with a slap to the face, splash of cold
water, or something similar. If someone
performs such an action, the unconscious
character rolls an Average Endurance (Vitality +
Willpower) roll to wake up. Players can try this
once a turn. If a character is woken up in this

way, their Stun damage is reduced to the point


that their total damage is one less than their
total Life Points.
Stimulants
There are several substances that perk
you up, from sugar to caffeine to speed. Each
one has different effects, but the general rule is
that for six hours (or more, for the stronger
stuff), a character on stimulants experiences a
state of heightened awareness- all fatigue
penalties are eliminated, and they get a +1 step
to Alertness and Agility. But theres a crash
after: after the time periods up, they regain any
fatigue penalties they had before and suffer a -2
Attribute step until they get a proper 12-hour
sleep, or take another round of stimulants.
Every time you use stimulants to keep going for
an extra six hours, you suffer accumulative
Attribute step penalties. Using stimulants for
more than twelve hours can be extremely
dangerous.
Stimulants also temporarily heal Stun
damage, but when the stimulant wears off the
damage comes back. Stimulants eliminate d2 to
d12 Stun, depending on how powerful the drug
is.
Sedatives
Depending on how strong the sedative is,
it applies an across-the-board Attribute step
penalty of -1 to -4. This tends to come with a
feeling of relaxation an lowered anxiety, if you
want to roleplay some amusing behavior with
your character under the influence. If a step
penalty would reduce one of a characters
Attributes to d0, taking the sedative will knock
them unconscious.
Depending on the drug youve been
dosed with, the effects can last anywhere from
an hour to twelve.
Painkillers
They wont heal the damage, but
painkillers can keep your mind off of it at least.

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Prescription painkillers temporarily relieve the
penalties that come with taking Wound damage.
You dont need to roll to apply these medstheyre meant to be easy to use. If youre mixing
medicines, someone will need to make an
Intelligence + Medicine/Pharmaceuticals (Easy
for common meds, Hard for rare or exotic
compounds) to determine if adding painkillers
to what youre already on will be safe. Most
painkillers last 6 hours, but some can last as
long as 12 hours.
Surgery
Sometimes the damage youve taken
cant be healed by itself. Maybe you need to pull
a bullet out, an artery clamped, or a heart
bypass procedure. For that stuff, you need
surgery. Surgery is a complex action, usually
with time increments of 10 to 30 minutes, using
Agility + Medicine/Surgery. The Threshold is
based on the number of wounds a character has
taken. If the patient is badly injured and dying,
their assumed to be stable while in the surgeon
is operating, and they dont need to take
Endurance checks to keep alive.
If the surgery is a success, the patient
begins to heal. Particularly bad injuries might
need advanced treatment, therapy, or more
surgery to put the patient back into fighting
shape. Just because someone reset your broken
arm or stitched a finger back onto your hand,
that doesnt mean that youll have full usage of
the damaged areas right after surgery.
Botching a surgery is seriously bad news.
If the surgeon Botches twice, the surgery fails
and the patient takes an extra d2 Wound
damage. The entire process has to be started
again.

Getting Scared, Freaking Out, and


Losing It
Its okay to get scared- youre dealing
with some scary things. Hunters see a lot of
blood, gore, and freaky thing, and you can get
used to it after a while. But every once in a while

you see something thats just too messed up for


even your messed-up mind to handle. Hunters
can freak out, or lose their cool, and when
youre fighting monsters that can be a lot of
trouble for you and your party.

Getting Scared
When it comes down to it, being scared is
all about the fight-or-flight reflex: something
triggers your most basic primal instincts, and
your body instinctively leaps into action, either
trying to take the threat head on or to get as far
away as you can before it hurts you. What
scares you is different for every person: If you
have a phobia, if the setting puts you on edge, if
youre by yourself or with company, and any
number of things can make a moment spooky in
one light or boring in another.
When a character is exposed to a
situation that the GM feels would scare the
character, the GM can call for a Willpower +
Discipline check. The difficulty is based on those
little details that determine how scary the
moment should be for the character. If the
character fails his roll, his nerves are set on end.
Until they get to a place where they can feel
safe, they suffer a -1 step on Willpower-based
actions. Basically, theyre working against their
instinct to get the hell out of there. If the
character Botches his roll, then he suffers a -2
step, and it lasts until they get some serious
help, even if the actual threat is gone.
Of course, fear can be useful too. If you
get an Extraordinary Success on your Willpower
+ Discipline roll, then you lean towards the fight
side of that impulse. Your nerves are ready and
keyed in to take down the thing that spooked
you. Until the scene ends, the character gets a
+1 step to his Willpower.
When the GM calls for a fear check is a
matter of pacing. You dont want to check every
time someone walks around a corner. The roll is
mainly used as an interesting element to the
story. So if a character has a phobia as a
Complication, youll want to call for fear checks

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most times when its appropriate. Or if the
character would be on edge, you might call for a
fear check to represent how whatevers
bothering them is affecting their job. And of
course, taking the hit to your stats and playing
that fear effectively deserves a few Plot Points
when it comes up.

Freaking Out
Sometimes its not just a single jump
scare that gets to your character. Other times
its a looming dread, the constant glances over
your shoulder, the worry that somethings there
that you cant pin down yet. A character whos
not trusting his senses, worrying about things
that they cant see, may be Freaking Out.
Sometimes it makes people do things they
wouldnt normally do. Other times people just
shut down and give up until they can manage to
get a grip.
When something horrible or freakish
happens, the GM can call for an Alertness +
Discipline roll. The Difficulty depends on what
you see, as well as how well your character
would be able to cope. Failing this roll means
that your characters nerves are fraying while
they overclock themselves trying to get a grip
on the situation. They take a -1 step to Alertness
until they can feel safely away from what set
them off. Like getting scared, a Botch means
taking a -2 step that lasts until they can get
serious help for their fears. If they want, the GM
could soften this after a time, maybe reducing it
back to a -1 step, or limiting the penalty to
certain Alertness actions. But thats up to the
table; hunting isnt exactly a soft business, after
all.
Success on the roll means that the
hunters still in control. They may want to hurl,
or hate being in the room theyre in, but when
things get intense they still know how to finish
their job first and deal later. An Extraordinary
Success on this roll means that the horrors
didnt just fail to faze the hunter, it focused their
nerve, gave them a purpose to get behind. They

get a +1 step to Alertness until the end of the


scene.

Losing It
The worst possible outcome of dealing
with your fear is that itll completely mess you
up. Most hunters come close to this when they
first were made aware of the supernatural: they
lived their lives assuming that the world works
according to specific rules, and then they came
face to face with something that openly
contradicted one or some of those rules. The
ones who become hunters tend to make it out
okay, but others cant handle that rift in their
reality. Their rational mind does jumping jacks
trying to justify what they know, until it just
gives up.
Such a mind-blowing realization calls for
an Intelligence + Discipline check. The Difficulty
depends on just how far from what the
character thought of as real this new
information is, and it can be modified by
circumstances like how reliable the information
source was, whos there to support the
character or rub it in their faces, and so on.
Failing the roll will throw the character
off their game while their understanding of
things is off-kilter. He takes a -1 step in all
Intelligence actions until he can either justify
what he knows or allow it to change how he
views the world. Botching the roll means a -2
step, a much longer road to adjusting, and
probably a worse reaction to whats happened
to them. People who botch a Losing It roll tend
to end up in a fetal position in the corner.
A success means that the new
information doesnt hit the character in a
damaging way. It may be weird, but the
character can file it away to consider later. An
Extraordinary Success can actually explain
more things that the character might not have
been very clear on, resulting in a +1 step in
Intelligence for the scene, or until the GM
decides it wouldnt be relevant.

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Related Traits
A number of Assets and Complications
have a role in how hunters deal with their fears.
Phobias are obvious triggers that set off a
Getting Scared check. A character whos
Paranoid may have to deal with a Losing It
check when something comes up against their
conspiracy theories. Having Uncommon
Knowledge would naturally help when you need
to deal with an earth-shattering discovery, and
Unbreakable Will can help you deal with your
fears and keep focused.
If a character Botches on a Getting
Scared, Freaking Out, or Losing It roll, they may
actually develop a new Complication as a result.
Getting scared by something that badly might
create a Phobia, or freaking about about
something might make the hunter Paranoid
about it being nearby. Likewise, an
Extraordinary Success might make a hunter
develop an Asset that represents their getting a
thicker skin for the horrors of hunting. A player
may want to spend some Advancement Points
on skills related to their crucible if they improve
in this way, on skills such as Discipline or on
combat skills that they used to get through their
experience.

Hazardous Conditions

Vehicles

Getting Wrecked

Most of the time, vehicles dont need a lot


of rules to be used. You dont need a Driving
check to drive to the local burger joint for
dinner, or to avoid a fender-bender in traffic.
Checks like this are meant for challenges that
are relevant to the hunters story, and
challenging their skills outside of that may be a
let-down. Imagine getting into a wreck before
you ever get to the town youre supposed to be
investigating. Now, if somethings trying to kill
you while youre in the car, thats relevant to
your story and calls for a skill check.
The point is that sometimes you need to
know more about your vehicle and your skills as
a driver. They may save your life, or they may
kill you.

Just like people, vehicles can only take so


much damage before they quit on you. Like
when breaking other inanimate objects, vehicles
are immune to Stun damage, and they have an
Armor Rating that protects them, and a number
of Life Points so you know when theyve taken
too much abuse.
If a vehicles taken damage equal to more
than half of its Life Points, itll start to behave
erratically. You get a -2 modifier to your Driving
checks while the vehicles in such poor
condition. If a vehicle runs out of Life Points, it
stops completely, and this can mean one of
many things. A cars brakes or steering may give
out, which means trouble if you were already
moving at high speed. A boat may start to sink.

If you have to make a Driving roll or


similar to handle a vehicle, the person making
the roll is usually the person behind the wheel.
Other passengers may be able to help, but the
skills being tested belong to the driver. Rolling
to control a vehicle uses a variety of attributes:
you might need to roll Strength to keep the
wheel steady or dig your heels into a horse, or
Agility to quickly make adjustments in direction
or speed, or Alertness to spot obstacles on the
road and avoid them. Then you roll the Animals
or Driving skill thats most relevant to the
vehicle youre driving.
The Difficulty of a roll like this depends
on a lot of factors. How fast youre going, the
terrain youre on, and the outside conditions
like lighting and weather can make it easier or
harder to drive. And, of course, you may have to
deal with distractions, like the demon thats
trying to break through your sunroof.
The quality of the vehicle adds a modifier
to the drivers Skill dice. If the vehicle is old,
damaged, brand new, or has after-market
upgrades it can add a modifier of up to +3 or -3
to the dice.

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A plane will definitely start to crash how fast
this happens, and now dangerous the situation
is, will get worse as the vehicle takes more
damage. If a vehicle takes double its Life Points
in damage, itll be totaled, and itll start heading
for disaster immediately.
If a vehicle hasnt been totaled, you could
repair it. Doing so takes time, money, and
someone who understands mechanics. If this is
happening between stories, you dont need to
bother with rolling to fix the vehicle. But if seed
is important, such as fixing your car while
youre being chased, a repairman can start
rolling in the middle of the action. Repairs act
like surgery- a complex action that rolls
Mechanics every hour to heal the damage
thats been dealt to the vehicle and get it back
into working shape.

Crashes and Collisions


Getting hit by a car is never ideal. But
hey, monsters can drive cars too. If the vehicle
hitting you is moving at 10 mh or less, it deals
1d4 Basic damage when it hits you. If its going
faster than that, a collision will deal Wound
damage, and the die gets one step up for every
10 mph faster that its moving at. If two vehicles
are colliding with each other, youll roll damage
separately for each vehicle.
If someones driving their vehicle as a
weapon, to deliberately attack someone, it
becomes an Alertness + Driving roll against the
defenders relevant skill (such as Athletics if you
want to dodge the vehicle, or Ranged Weapons
if you can turn the vehicle away by shooting it,
and so on). If you succeed, dont use the
difference between the rolls to calculate
damage. Instead, roll damage like you did with
another crash, 1d4 for each step in speed the
car was moving at. Some creatures might be
strong or big enough to Block an attack like this.
Armor wont be much help in getting hit by a car
though- something that big is pretty tough to
stop with Kevlar.

Chase Scenes
If youre chasing someone in your car, on
horseback, or on a bicycle, it works just like a
foot chase would (see page 60). Just remember
that driving a vehicle faster increases the
Difficulty of handling the vehicle. It may be
necessary to overtake another vehicle, but
failing the roll can be dangerous to your chances
of continuing the chase- and to your health!

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Chap 8: Hunters Perils


When you put yourself into this world,
the one filled with monsters and ghosts and all
that, youve willingly opened a door that you
cant close again. Hunters dont get the luxury of
retiring- those that try will always be looking
over their shoulders, listening for things that
remember their faces and age a lot less slowly.
For most of us, hunters burn out young. Either
something gets them on the job, or the job itself
tears them apart until they have nothing left of
the people they used to be. This chapter covers
some of the situations that hunters can fall into
in their story, including turning into a monster
themselves, playing from beyond the grave, and
just plain going crazy.

Savagery

Every day, we live our lives within the


confines of certain rules. We dont always know
why the rules are there, and some rules we
never even address that theyre there at all.
Theyre just common-sense things: dont kill,
dont steal, dont get in the way of the police,
that kind of thing. Theyre supposed to be the
ground rules to living in the real world, the one
thats orderly and safe.
But the people who made those rules
never thought about monsters when the rules
were written. Good chance that the people who
made the rules had no idea what was out there,
and the sad truth is that the rules can do more
harm than good for a hunter on the job. We
know you arent supposed to kill, but should
that apply with a vampire, who clearly has no
issue with killing you first? We get why the
police deserve respect, but they arent looking
at the right clues at the crime scene, and the
hunters who know what to look for dont have
any official credentials to take a look around.
When it comes down to it, part of a
hunters job is to break the rules. But we dont
want to break every rule. We say not to kill
people for a good reason, even if it doesnt

always apply so neatly. A hunters life is toeing


the line between necessary evils and evil for its
own sake. And if we go over to the dark sidestart killing civilians, taking what we want- then
what makes us any different from the spooks
we hunt?

How Savagery Works


Characters start with a 7 on the Savagery
track. This implies a certain rebellious nature
when it comes to societys rules: your character
has seen the darker things that live in the world,
and they understand that the law isnt always
made with those things in mind. Every
character in the universe of this game fits
somewhere on this Savagery track: a 10 follows
every rule, stays in line, and never questions
why (were talking people who dont lie on their
taxes, the creepy robots); a 1 on the track is
barely human anymore- a slave to their most
primal instincts to feed, to fight, toyou know.
1s may still have the capacity to bounce back,
find their place in the world of human beings,
but until then theyre basically animals, and if
they get any darker they may not be able to
come back.
Savagery Threshold Rules
Savagery
10
9
8
7
6

5
4

Action
Disobeying traffic laws,
trespassing (Roll five dice)
Killing a monster, lying to
an authority figure (Roll
five dice)
Credit card fraud, shop
lifting, breaking and
entering (Roll four dice)
Robbery, desecration of a
grave (Roll four dice)
Planned destruction of
property (arson,
explosives, etc.), attacking
an authority figure (Roll
three dice)
Putting civilians in harms
way (Roll three dice)
Putting a hunter (or a
participating non-hunter)

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3
2
1

in harms way (Roll three


dice)
Killing civilians as
collateral damage (Roll two
dice)
Experiencing a live-or-die
situation (Roll two dice)
Deliberately killing an
innocent (Roll two dice)

Each level of Savagery has a threshold, a


limit on what a character will do. If a character
commits an act thats lower than his characters
threshold, theyre reaching into a more primal,
inhuman part of themselves. When a character
does this, they need to roll a number of d10s
related to the severity of the action done (check
the chart and make a judgement call when
unclear). The target Difficulty for the roll is 7;
one of the players d10s needs to get a 7 or
higher in order for their sense of self to remain
intact. If none of the dice reach the target
number, then the characters Savagery goes
down by one point. For someone who wants to
roleplay this change, the character becomes
more withdrawn from those things that we say
make us human: they may be quicker to snap at
authority figures, or they may break minor laws
in greater frequency. They might act antisocial,
and feel uncomfortable with using proper
manners or obeying figures of authority. Most
significant, killing and fighting starts to become
a more natural thing the more savage you
become.

Degeneration
A persons sense of identity is a fragile
thing, and it revolves around their sense of
place in society. We live our lives according to
rules, and if we suddenly decide that some of
those rules dont really count for much it can
seriously mess up how we view the rest of the
picture. If a character Botches their
degeneration roll (one of the dice they roll
comes up as a 1), then succeed or fail they are
going to take some form of Complication related
to the changes theyve brushed with. The nature

of this penalty depends on the circumstances


that led to the characters actions: they might
take Crude or Anger Issues to represent their
having trouble interacting with other people,
they could develop an Addiction to cope with
their experience, or a Phobia related to a
particularly traumatizing ordeal, or you might
become completely crazy, seeing hallucinations
or becoming Paranoid. The GM has the final say
in what particular flavor of crazy you pick up
from your degeneration.
If you do take a Complication as a result
of your characters degeneration, note the
Savagery level you dropped to when you picked
that Complication up. Unlike other
Complications, you can recover once you regain
a bit of yourself and learn to control those
impulses.

Recovering Savagery
A hunters line of work puts them in a lot
of bad places, and if there wasnt a way for you
to recover after doing something awful then
pretty much every character would be reduced
to a crazy animal after long.
Basically, a character regains a bit of
their humanity by resolving to respect the rules
of society, and really commit to that change.
This is largely demonstrated through roleplay: a
character chooses to save an innocent from
harm at personal risk to their own health, or to
spare another hunter who they feel has
wronged them. A good rule to follow is that a
character has to operate within the threshold of
the Savagery rank one level above their current
one to recover. Of course, theres a cost to this
change as well: each time you recover Savagery
points, it costs four Advancement Points for
every level you take on. The GM will offer to
raise your Savagery level when you act
appropriately in-game for the change, and then
you can choose to pay the Advancement Points
to change your Savagery level.
If a character has a Complication thats
linked to a Savagery level, as a result of

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degeneration, the character is automatically
released from that Complication when their
Savagery level goes back up to one level above
the level linked to that Complication. If a
character Became Obsessed as a result of
degenerating from Savagery level 6 to level 5,
then that obsession will recover when the
character returns to Savagery level 6.
The action that you take to regain your
humanity doesnt always have to be physical.
The reason we do the things we do can be
complicated, and sometimes all you need to do
is something purely mental: you can forgive
yourself for something that you had done under
duress, or let go of a friend who died.
Ultimately, the GM will have the final word as to
what you need to do to get that part of yourself
back, and theyll know when its time to let you
have that Savagery level back.

Going Dark-Side
Weve covered the limits that people can
reach while still being people. But theres a
point that some people reach that simply goes
against any code of human behavior. The
threshold for Savagery level 1 represents some
of the darkest actions you can take: killing
innocent people, corrupting another human
being, etc. That kind of action twists people up
so bad that they arent even really human, just
an animal or monster, acting according to
primal urges without a filter.
If a PC reaches this level of Savagery, the
group gets one chance to pull them back. If they
choose to ignore the characters degeneration,
then thats it. The character becomes a nonplayer character, either some kind of monster
or a human psychopath. Theres a good
opportunity here for a GM to write this
character back into the story later on as a villain
that the party will have to stop.
If the party wants to rescue the
character, they have to devote their next
adventure specifically to the characters
recovery. If the character is being influenced by

something supernatural, then the group might


look into a cure or treatment. If the character is
going down this road for personal reasons, the
group might have to resolve whatever issues
are pushing the character that way. The GM and
the group will work out what needs to be done
to save the character. If they succeed their
adventure, the characters Savagery goes up to
level two, the start of the characters road to
recovery. Theyll have to buy back any further
Savagery levels normally, but if they choose to
do so immediately after their rescue they wont
need to justify it during roleplay: they can
simply spend the Advancement Points and pick
up the levels right away.

Becoming a Monster
When it comes to making more little
monsters, not all of the creatures out there do it
the way that we do (if you know what Im
saying). Certain species, like vampires and
werewolves, fill their numbers by kidnapping
people and turning them into one of the pack.
As a hunter, youre going to be putting yourself
in a lot of risky places, and one day you might
end up catching the particular nastiness that
youve been hunting.

Spirits
This is probably one of the easiest
monsters to become. Like it or not, your
character is going to kick the bucket one day,
and probably sooner than the average guy. If the
GM and the group are interested, you can allow
a character who dies a choice when the reaper
comes calling: move on, and let your character
die permanently, or stay as a ghost. But think
about this choice before you jump into it: spirits
arent the same people they were in life. Theyre
twisted over years of dwelling on the last
memories they had in life. Like it or not,
becoming a ghost is only delaying the inevitable,
and as you take that path youll eventually
become one of the spirits that you and your
friends had to put down.

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Saving People, Hunting Things: A Supernatural RPG


Spirit (d2+)
This character is one of the restless dead.
This Trait is used in the place of an
Attribute die for any actions that would
normally have used the Strength, Agility, or
Vitality Attributes. As the Trait die
increases, the character is able to take more
types of actions.
d2: Spirits at this level are weak, barely able
to hold themselves together physically. If
they can manifest, its only as a broken,
fleeting image. Physically, there isnt much
that a d2 spirit can do: they can create
spikes on an EMF meter and cold spots,
make a little noise or a short whispered
message, or nudge small objects.
d4-d6: Spirits at this level are able to
manifest at will and make themselves heard
clearly, though their form is still
insubstantial. They can use telekinesis to
take physical actions on objects within the
same zone as them without having to be
touching the object. They can only work
with one object at a time.
d8-d10: This is when ghosts start to
become a real danger. A ghost at this level is
able to manifest substantially, although they
can become insubstantial at will. They can
interact with two objects at a time using
telekinesis, and can do so with greater
strength. At this level, the ghost can also
blink to a visible spot within the same
zone, as a defensive action similar to a
dodge (hitting a ghost with this ability
becomes an opposed action against the
spirits Trait die, with a +1 step).
d12+: At this level, ghosts tend to start
producing ectoplasm in the area that they
occupy (a black, viscous goo that looks
gross but is otherwise harmless). A spirit
may have a signature power at this level,
related to who they were in life and how
they died. Spirits might start fires, possess
the living, summon swarms of insects, and
so on. A spirit at this level can also use
telekinesis on up to four objects
simultaneously.

If you do decide to take the spirit path,


first thing youll need to do is get rid of your
Attributes related to physical ability (you arent
a physical thing anymore, so they wont be
getting much use). That means Strength, Agility,
and Vitality are gone. As a replacement, youll
take a new Trait: Spirit, which is what youll roll
if you ever try to interact physically with the
world. You can use whatever Advancement
Points you had saved up before you died to
purchase this Trait up to a d6 level, and thatll
be the level you start with. After you start your
new life as a spirit, you can gain more
Advancement Points through roleplay to buy
upgrades to this Trait. You may have to start
small though: at d2 level theres a good chance
that you wont even be visible to anybody, but in
this case the GM should allow the character
some chances to roleplay the character that
theyve become: maybe trying to communicate
in the background of the groups scenes, or
trying to learn about being a ghost.
As a ghost, you cant be killed (obviously)
or hurt by most objects, but you can be
incapacitated if you take too much damage.
Your Life Points are now the sum of the highest
values of your Willpower and Spirit dice, and
you wont have a track for Stun damage
anymore. If youre hit with salt or iron, youll
take the damage as Wound damage. If you take
more damage than you have Life Points, youll
disappear, and be incorporeal for the remainder
of the scene. Youll come back after youve had
time to recover.
As a spirit, youre also bound to an
anchor just like any other spirit. The GM will
decide what your anchor is. An anchor either be
an object that had a lot of personal value to you
at the time of death, or your remains, in which
case your spirit becomes anchored to a place of
personal value to you. Dont forget though that
hunters tend to burn the remains of their
friends in case of situations just like this. You
cant travel out of the zone where your anchor
is, be it a place or an object. Fortunately, if
youre anchored to an object, which means that

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you can follow the group wherever so long as
somebody is carrying your anchor with them.
If that anchor is destroyed, youre not
going to last much longer. Once its gone, you
have d2 turns before you move on permanently.
You should probable use that time to say some
words, or you could take one last action to do
something heroic or crazy. Then its over for
your character.
Last thing you need to know about being
a spirit is how it affects your Savagery rating.
Remember that all restless spirits stayed bound
to this world for a reason, and nearly all of them
are bad. Most likely, your character stayed out
of anger for whoever killed them, or out of a
desire to protect someone close to them. But
over time, your purpose will begin to corrupt
you, just as it does with every spirit.
Once you become a spirit, your Savagery
rating cant go back up. Every time you take an
increase in Spirit Trait level, you automatically
go down one level in Savagery. If you come into
contact with a trigger for your purpose as a
spirit (you come face-to-face with your killer,
the person you came back to protect is in
danger, etc.) youll roll two d10s as a
degeneration roll, as if you had committed a
level 1 crime on the Savagery threshold chart. If
you fail, you go down a level in Savagery.
Characters will start to get more violent the
further down that track they go: theyll pursue
their purpose with more aggression and be
more willing to hurt people to get what they
want. If your character goes dark-side, they
become an NPC just like they would have in life.
Anybody nearby when that happens is in a lot of
danger, as the spirit will lash out either in
pursuit of their purpose or out of rage at being
unable to do so. If your group hasnt taken the
proper actions to finish off a spirit yet, now
would be the appropriate time to do so.

Vampires
Vampires increase their numbers by
forcing their victims to ingest their blood.
Victims experience the change soon after:
enhanced senses and sensitivity to light,
enhanced speed and strength. But thats only
part one of the transformation: the victim has to
drink human blood for the change to become
complete and permanent. The moments after
first taking the vamp blood are rough for the
victims- they suddenly have senses that they
arent prepared to handle, and a nasty bloodlust
that they cant shake. But if your character gets
infected along the way, theres hope. Theres a
ritual that cures vampirism, as long as you
perform it before you take your first drink of
human blood. And if that doesnt work, you can
always drink donor blood or animal blood for a
murder-free alternative.
Fledgling vampires (the curable ones)
immediately get all of the powers and
weaknesses that are listed in the vampire
section of Chapter 10: The Supernatural. They
also get a ravenous hunger for blood. If the
party wants to cure a character, they need to do
it at this phase, before the character drinks any
human blood. The ritual takes a Formidable
Intelligence + Lore check to know, and the main
component of the ritual is the blood of the
vampire that made the fledgling. If its any
consolation, theres nothing that says that the
blood has to be taken from the vampire while
hes still alive. Performing the ritual reverses all
of the changes, and makes the subject sick as all
hell for a few days. Beats being a monster, I
guess.
If the ritual isnt performed, you should
know about being a vampire in game. Vampires
are immortal, staying the same age as they were
when they became vampires, but you dont get
that benefit until the change is completed. You
get all of the cool powers- greater strength and
speed, and a wicked set of teeth that are a lethal
weapon of their own. You can take a beating too.
You still have Life Points, but you recover

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damage at a rate of one point of Stun every turn
and one point of Wound every hour (except fire
damage, that stuff only recovers by one point a
day)- plus, once a day, your character can take a
Willpower or Vitality roll, and they immediately
recover the total in Wound damage like a
normal character would recover Stun with
second wind. If you take more Wound damage
than you have Life Points as a vamp, it wont kill
you unless youre properly disposed of (that
means decapitation or immolation). Otherwise,
youll be knocked out like if youd taken Stun
damage. Your body is still recovering damage at
the normal rate while out, so once it gets back
into a positive number for your Life Points
youll be back on your feet.
There is a price for all of these
superpowers, though. Vampires need to drink
blood every 12 hours to survive. The hunger
you feel as a vamp is represented by a d6 level
Addiction Complication which youll take when
turned. If you dont drink blood at least once
every 12 hours, youll suffer a -1 Attribute step
to Strength, Agility, and Alertness every hour
until you lose the bonus Attribute steps you
gained by being a vampire. After that, you
continue to take a cumulative -1 Attribute step
for every six hours you go without feeding. If
your Vitality is reduced to d0 as a result to your
starvation, youll drop into a coma and wont
wake until someone feeds you blood.
Feeding is going to be one of those
constant reminders that you arent human
anymore, and its going to be hell on your
Savagery. Every time you drink blood, youll
take a degeneration check equivalent to one
level below your current Savagery level. If you
took the vegan approach- drinking blood from a
donor bag or from an animal- then youll get an
extra die to roll for these checks. If you come
into contact with a bleeding person, or are close
enough to pick up on their heartbeat or veins,
youll need to take a Willpower + Discipline
check to resist attacking them (Difficulty starts
as Easy if youve recently fed, and goes up by 2 if
you havent fed in the last twelve hours, plus

two more for every six hours after that.


Whether you manage to feed or not, if you fail
that Discipline check and attack someone, it also
calls for a degeneration check. If you succeed
the Discipline check under duress (like if youre
really hungry or someone is trying to force you
to feed), the GM can consider that worth
recovering a level in Savagery.
Just like with normal people, getting to a
0 in Savagery means your character becomes an
NPC, feral and unable to control their hunger. If
your character happens to get killed after
turning, you might need to remember that hell
be going to Purgatory with the other monsters
(you know, in case the group goes looking for
them after death).

Werewolves
Yet another monster whos nothing like
they made it look in Twilight, werewolves are
serious business. The ones we usually think of
look normal most of the time, but during the full
moon they become feral monsters, who feed on
human hearts to survive. Fingernails lengthen
into claws, teeth elongate into fangs, and they
become faster, stronger, and driven purely by
an animalistic desire to hunt and kill.
Werewolves can reproduce the old-fashioned
way, with werewolf parents producing
werewolf babies, but we all know that
werewolves are also made by bites. If your
hunter ever gets bitten by a werewolf, you need
to make a Formidable Resistance check to avoid
becoming infected.

Werewolf: Feral
Changes only occur during the full moon.
All physical Attributes gain a +1 step, and
Alertness gets a +3 step. Intelligence takes a -1
step when changed. You also gain claws and
fangs, which you can use as weapons as an
Unarmed combat attack: claws deal d2 Wound
damage on contact, and a bite from your fangs
deals d4 Wound damage and can infect the
target with lycanthropy as well.

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While changed, you will attack the
closest or most vulnerable human (bleeding,
injured, etc.). If you want to do anything that
isnt in line with that urge, youll need to beat an
Average Discipline check to remain in control of
yourself (if you havent fed since the last full
moon, the Difficulty increases to Formidable).
While changed, youre incredibly tough:
Stun damage is just shrugged off, and Wound
damage is converted to Stun. The only weakness
you have is silver, which deals damage as it
would normally. If you take silver to the heart,
be it bullet, blade, or just a silver fork thats
been sharpened pretty well, it kills you outright.
This doesnt apply to you most of the time
though: when the moon isnt out, youre just a
regular person.
Like most monsters, Werewolves came
from an Alpha. Werewolves that are within four
generations (either by bite or by birth) from an
Alpha are pureblooded werewolves, and
theyre more in-control of themselves than their
feral cousins: they can change form at will, and
remain in control of themselves the entire time.
They can even survive by eating animal hearts
as a humane alternative to the normal werewolf
diet. If bitten in-game, the GM should have an
idea as to whether youll become a pureblood or
feral werewolf, but if you need a hand, just roll a
d6 to leave it to chance: a 1 or a 6 means you
were bitten by a pureblood werewolf, but
anything else means that youre going to be
feral.
Keep in mind that, if you need to find a
sane way to live off of human hearts, theres
nothing that says that the heart has to be taken
from a live victim: if youre smart as a feral
werewolf, you could look into ways of getting
your organs from a morgue, and saving them for
when you change. Youll turn your nose at it
when you change- werewolves like their meat
fresh- but you can force yourself to choke it
down with an Average Discipline check, and

with no added difficulty if youre already wellfed.

Werewolf: Pureblooded
You can change form at will, gaining a +1
step to all physical Attributes and a +3 step to
Alertness, but a -1 step to Intelligence. Like feral
werewolves, you gain claws and fangs, and have
the same resistance to damage and the same
weakness to silver. When changed, you have to
roll Discipline to fight against the urge to hunt
and kill, but you the Difficulty is Easy if youve
fed since your last change, and Hard if you
havent. Plus, you can feed on animal hearts to
satisfy that condition.
Being a werewolf is a life of constantly
fighting against the animal inside of you, and its
not an easy life to maintain. If you ever fail your
Discipline roll while changed, take a
degeneration roll equal to an action thats one
level below your current Savagery level.
Consuming a human heart is also a crime
against humanity: eating a heart from someone
who was already dead requires a level 4
degeneration check if your Savagery level is
higher, and a fresh kill is always a dark-side
action, requiring a level 1 degeneration check.
Like dying as a vampire, if you have to bite the
silver bullet youll go to Purgatory instead of
Heaven or Hell.

Black Magic
Magic isnt inherently a bad thing; every
hunter has a couple of spells in their arsenal
that they use to deal with certain supernatural
threats, and groups like the Men of Letters
devoted themselves to practicing magic with
constructive purpose. However, like all power,
magic is a slippery slope, and many a witch
started out with good intentions.
Black Magic is any kind of magic thats
used to harm a mundane target or for personal
gain. Using black magic will require a
degeneration check, depending on the nature of

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the spell. A spell thats meant to kill innocents is
going to need a check at level 1 on the Savagery
table, a spell thats not harmful, but motivated
by a personal desire, will need a check at level 5.
Anything in between is up to the GM to
interpret what Savagery level is appropriate for
the action. Taking hits to your Savagery level by
using black magic will lead to your character
being more selfish as a person, and reaching
more readily to magic to solve their problems.
Going dark-side with this path leads to your
character becoming a full-blown witch, tossing
around your power without concern for the
damage you cause.

Special Children
To get the Apocalypse started, Hell
needed someone powerful enough to serve the
interests of Lucifer, but also willing to work
with demons. To make this possible, Azazel
started a personal project: find ten children, all
six months old, and feed them a small amount of
demon blood, and see what happens. Those kids
grew up, and at some point each of them began
to exhibit a power of some kind- some could see
things, one became super strong, one could stop
a persons heart with a touch.
The generation of special children from
the show are all gone now, but its possible that
another demon could have seen the value of
Azazels plan and decided to breed another crop
of these children for their own personal
interests. With Hell up for grabs, an enterprising
demon might reach for whatever tools they can
get their hands on.

Special Child
A demon fed you a bit of their blood
when you were a baby, and it gave you an
ability that goes beyond normal human power.
Select one Trait: Clairvoyant (d4),
Electrokinesis (d6), Mind control (d6),
Premonitions (d4), Telekinesis (d6), or a +2
step to your Strength Attribute. This Trait is tied
to your Special Child Trait. The first power you

take is small and has no cost for using, but if you


choose you can develop your power. If you
collect and spend the right amount of
Advancement Points, you can buy an upgrade to
your first power (or you can buy a further +1
step to your Strength at half price, if you chose
that power). Or you can get another power
through the consumption of demon blood,
which gives you control over demons. Doing
this gets you the Hooked (d4) (Demon Blood)
Trait. You need to drink demons blood once
every 24 hours to maintain your addiction, or
you lose control of those powers and get a
serious hangover. The withdrawal results in a -1
step to all Attributes, and kicking the habit takes
longer the further in youve gone, a few days for
this level of addiction.
In exchange for this blood habit, you get
a special Trait called Demon Control (d6). It
allows you to take control of a possessed human
and mentally force the demon inside to exorcise
itself, using a Willpower + Influence/Persuade +
Demon Control roll vs the targets Willpower +
Discipline/Resistance roll. You can upgrade this
power further to a d12 rating, which allows you
to use this roll as an attack instead, dealing
Wound damage to the target and possibly
killing the demon. To do this, you also have to
increase your rating of Hooked (Demon Blood)
to d8. At this level, withdrawal results in a -3
step to all Attributes, and can take several
weeks to sweat it out before you kick the habit.
Its unclear if this power stays with you
forever. As a GM, thats up to you to decide. It
may go away if the demon who gave you the
power is killed. It may also go away if you kick
the Hooked Complication through spending
Advancement Points. Its up to you.

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Chap 9: Making Your Story


If youve signed up to be a GM for your
party, odds are youre either very brave or have
no clue what youre getting into. The GM for any
game is a combination of the director and
screenwriter of your game: you create all of the
characters besides the PCs, including the
monsters. You set the locations and arbitrate
skill checks when they come into play. Its a lot
of power for one person to have, but also a lot of
responsibility and a lot of frustration.
You see, you control just about
everything in your game, except for your
players. And they provide an amount of chaos to
your story that can send everything out of your
control. Ultimately, the players can decide what
their characters do, and they make those
choices not knowing what youd spent days
working on. They may turn down that alleyway,
where the monster you created is waiting in a
clever trap. Or theyll just turn around and walk
away, making all that time spent preparing the
fight useless.
And its important that the players are
able to make that choice. Remember that this
game is for everyone to enjoy. If the players feel
that they dont have much control over their
characters, that theyre just being posed and
moved around by the GM like puppets, then the
game just stops being fun. A truly skilled GM is
able to write his story with the players in mind,
and is ready to abandon parts of that story
when they get ignored and to improvise a new
path when the players get the idea to explore
something new and unexpected.

Keeping Things Interesting


Its important to remember that the
game is shared between the GM and the players,
and if the players arent interested in the story it
can spell trouble for your game. A GM needs to
keep the story engaging to the group, to keep
them interested in directing their characters
and seeing what will happen.

So how do you do that? The answers


different for every table and every group. But a
simple approach is to find out what your
players are interested in. If the group like to go
head-to-head with scary monsters, you might
focus your story more on combat. If theyre
interested in mystery solving and finding out
information, you could build adventures with
this in mind. If they want something with
politics and intrigue, you can even pull that off
in this setting. Its a good idea to ask this
question of your group early on, so that you can
go ahead and start building the story to suit the
groups interests.
The other side to keeping players
interested is personal engagement. If youre
lucky, your players will try their best to roleplay
their characters according to their own
interests, and if it doesnt make sense for a
character to get involved with something in the
story, the player may decide not to get involved.
So while the GM needs to know his players, he
needs to know the characters as well: why did
they become hunters? Is there something that
theyre trying to accomplish, or trying to
protect? Knowing this can make it easier to
build story that will keep the characters
involved. Sometimes you can justify something
just being a hunters job, but that card can only
be played so much before your players will
want more at stake.

Creating the World


The GM is also responsible for narrating
the world to the players. You already have a
vision of how the story will play out, but now
you need to communicate that story to the
players, so that they can play their parts with an
understanding of whats going on. You show the
players what their characters see, smell, hear,
and so on.
Details are important here. You can
always say:
You walk into a diner.

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Thats technically fine. It gives the players just
enough to understand where they are, and they
can use that to make decisions about what to do
next. But imagine if you gave more to the
setting:
As you open the door to the diner, several
bells tied to a string on the doorknob jingle,
announcing your entrance. The brightly colored
room hums with energy as townies talk amongst
themselves over sandwiches and soup. Walking
around behind the counter, an older woman is
directing the madness for her staff with a voice
that rings out over the noise. Against the wall
across from the door, a bulletin board with the
words, TRY THE BIG KAHUNA displays pictures
of patrons next to a massive hamburger. As you
step into the room, the noise dies down a bit, and
several patrons eye you as they return to their
conversations in hushed tones, wary of your
presence.
Now you have established a mood to the
scene. There are elements to this scene that the
characters might like to explore, and some of
those elements can lead them to the story you
wanted to show them. Maybe theyll question
one of the patrons who got so nervous when
they cam inside, or maybe theyll ask the older
woman, who seems to be in charge in the
restaurant. Maybe the bulletin board will have a
picture of someone the group was looking for.
The point is that not only do details make the
scene more interesting to the players, they also
give the players more direction and ideas to
make their part easier to play in the game.
Supernatural has a realistic setting.
Characters in the game are live in a world pretty
much the same as our own, set roughly in the
present. This can make it easy to write new
locations, since most of what youll see in the
game is based off of places youd see yourself in
real life- a caf that you frequent might become
a location in-game, or a movie theater or pawn
shop. But the downside to this is that the
settings can get boring fast- nobody wanted to
play a game about being people in real life, after
all. The GM keeps the players engaged by

making it more interesting, and this is once


again a matter of drawing the characters into
the scene. Everything looks normal, but the
players know that this world has more than you
see on the surface, and the GM can add tension
by adding details that suggest that something
might happen thats out of the ordinary.

Writing a Supernatural Story

The intention of this rulebook is to create


a story for the players that resembles the
Supernatural TV show. If youre a fan of the
show already, you may have noticed patterns
and themes that the show follows, which help
make the story on the show what it is.

Horror
Supernatural is based strongly in the
horror genre. Most of the things you hunt in this
setting have been portrayed in at least one
horror film. The genre is all about the
dangerous things that exist in the world, which
we just arent very good at protecting ourselves
from.
Where Supernatural takes a deliberate
turn away from the horror genre is the ability to
fight back. In horror films, the monster pretty
much always has the upper hand: it kills people
one by one, and they never figure out how to
protect themselves. The best-case scenario is
that one survivor will take out the monster in
time to get away, and even then they rarely
finish the job properly (giving the monster the
opportunity to star in the sequel film). Thats all
well and good, but in a different kind of story,
like a serial TV show or a role-playing game, we
want characters that we can root for. The main
characters have to be tough enough to keep
going for a while, and they need to be strong
enough to take out some enemies along the way.
In this way, Supernatural could also be
considered an Adventure story. The odds are
tough, but the heroes dig in and overcome the
obstacles to save the day, or at least live long
enough to see another one.

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To make a game with this genre styling
in mind, we make the power levels pretty low.
One monster is a tough bastard to bring down,
and it may kill a handful of people in the
process. A large and organized nest, horde, or
whatever of monsters is a sign that its time to
move to another town. For the GM, its
important to remember this when scaling the
games enemies to match your party: look at the
characters youre playing with, and adjust the
enemies you pitch against them with their
general abilities in a fight: stronger characters
mean that you should send tougher monsters or
more monsters. As always, you want the fight to
be tough, but not impossible: we want the
heroes to win, but to win against all odds.

Atmosphere and Mood


You probably wont be surprised to hear
it, but horror stories arent very upbeat or
happy. The mood and atmosphere that you use
in the story will help establish this horror vibe.
Look at a good horror flick sometime. See any
bright colors? Sunny, pleasant weather? Most
horror stories tend to take place on bad days:
overcast or raining, at night time. You tend to be
brought to places that are run-down and old,
full of people who arent very perky or happy to
be there. Maybe they arent always pissed about
being where they are, but a lot of horror
characters seem to be missing something: they
have something missing in their lives that
occupies their thoughts. A guy with financial
troubles, a woman whos verging on divorce
with her husband, a teenager who just wants to
pack up and leave his small town before he gets
sucked into living there.
If youre GMing a game in this
atmosphere, it may even help to set this tone in
real life as well. Maybe turn the lights down in
the room youre playing in. Let that dimness
help color the story you tell.

Shocks and Scares


A big part of horror is surprising the
audience. A scared audience is the audience that
is always on its toes, worried about something
catching them off-guard. There are three types
of scares that help set this mood: Shocks,
Creeps, and Riddles.
Shocks are the simplest to pull off.
Theyre the sudden changes of pace, an instant
image of something that just doesnt add up
with what you know should happen. A ghostly
hand reaching out and grabbing your leg from
under the bed, or a corpse opening its eyes and
sitting up are pretty shocking. Use shocks in
moderation though: theyre strongest when the
audience isnt expecting them, and if theyre
always coming theyll be more expected.
Creeps are triggers for your audiences
ick reaction. They arent necessarily
dangerous, but they make you feel uneasy to
think about. You can get some really creepy
moments from description in a scene. You reach
out to touch the wall, and its damp, sticky, and
slightly warm. A body that you found has been
dismembered in a gruesome fashion. The
woman youve seen around the haunted house
walks with a strange hobble, as if her legs are
bent the wrong way. Creeps arent specifically
signs that something bad is coming, but they
force us out of our comfort zones.
Riddles are scares that take a while to
prepare. Theyre the moments when something
thats been there for a while suddenly becomes
clear to you. Sometimes it can just be exciting:
youre trying to catch a serial killer, and you
suddenly realize that the local reporter for the
town newspaper has been at the scene of every
crime before anyone else has, and you need to
act now before he creates another one. Or the
reveal can be immediately dangerous to you:
youve been going to the reporter for
information on the case, and you dont realize
that hes the killer before he lures you into a
trap and jumps you. Once again, youre shocked

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by the sudden realization that youve been
missing some crucial information for a while.

Realization and Implications


If youve spent any time watching horror
shows or movies, youll notice that a big part of
the genre is about mystery. Characters tend to
be in the dark regarding the thing thats after
them, so at least part of the story is spent
learning more about it, and how they can fight
it. Supernatural really takes this to heart: theres
usually a couple of clues lying around that can
point you in the right direction, but ultimately
most monsters will need you to do at least some
homework to know what youre facing. Ghosts
tend to have individual identities and pasts
which can indicate the best way to put them
down, or where to find important things like
their remains or people whod know more
about them. Other cases may be misleading at
first: a ghost that appears before people die may
have been there to warn the victims of
something else, or a killing that looks as if it was
done by a certain monster may have been
something else with a similar M.O.
In-game, its may be a more fun option to
assume that your characters start with only a
basic knowledge of whats out there: ghosts,
werewolves, demons, and vampires, as vague
categories. Unless your character has a personal
experience with some of the other things out
there, or more advanced knowledge of these
species, the GM would insist that you make a
Lore check to learn more, probably through a
contact in the hunting community or some
source of information on the specific subject. Of
course, you could also skip this if you feel it
would be too sluggish for your group: your
characters could know more, or they could have
a contact whos ready and able to supply
answers. Its up to you how much you want to
devote to this task.
Figuring out the threat youre facing is
part of the fun. What is it? How does it choose
its victims? Why did it act at this specific time,

and not earlier or later? If you find out these


things, itll help you catch your killer, and
hopefully help you put it down before anyone
else gets hurt.

Hope in Darkness
Horror tends to end on a bad note: the
characters die, never getting to do more than
hurt the thing that hunted them. Its a powerful
message about the dangers that we arent ready
for in life. But Supernatural takes a different
direction: the hunters can do some good, save
people, against these creatures that drive most
people to give up and stop trying. Its that
energy that makes the story so interesting: the
deck is stacked against them, but the hunters
manage to pull it together and overcome
something bigger and stronger than they are.
Its a good policy to follow as a GM in this game:
the difficulty should be hard, but not impossible.
Hunters all had some reason to get into
their line of work. If things start getting
frustrating at the table, it may be a good time to
remind your characters of why they hunt: for a
family member who deserves vengeance or who
needs protecting? Out of a communal duty to
protect people from villains? Whatever the
reason, characters should remember them
when the situation seems darkest.
How do you build this hope, while still
keeping the difficulty up? One thing a GM can do
is allow for a small victory here and there. If the
monster has been killing people without fail,
you can build hope by stopping an attack soon
enough to save someone. The monsters still out
there, but you just did something that nobody
else was able to do. It shows that the monster
isnt unstoppable, that it can be beaten.

Family
It isnt always about blood relatives, but
hunters learn to stick together with their own.
In a world that feels a lot more primal than
were used to in modern times, a lot of
characters are suddenly a lot more familiar with

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the feeling of relying on someone to watch your
back. Its a major theme in the show: as long as
you have your allies close, the world doesnt
seem quite as scary or dangerous. Sometimes it
can be a source of conflict, if two characters
dont see eye to eye. But its important to
establish how valuable it is to have a team with
you, even one that bickers when theyre not on
the job.
Literal Family
Sam always has his brother Dean. And
they both used to have their father John. When
hunters have kids, they tend to bring their kin
into the hunters life as a practical matter (you
cant just turn your child loose ignorant of the
terrible things waiting for them, can you?).
Families who experienced a loss at the hands of
the supernatural also tend to be close: none of
them want to lose another family member like
that. When you make a career out of killing
vampires and whatnot, it becomes pretty hard
to keep your family out of the loop.
If two hunters are related, it can be an
interesting relationship to play with at the table.
Family members are close to each other, and it
helps them act in tune with one another: they
know the way each other fights, and can act to
support each other and act most effectively.
On the other hand, family members tend
to have conflicts as well. Sibling rivalries arise,
where one takes something more personally
than it was meant to be. And if a family member
decides to go their own way, it can be taken as a
pretty personal offense (it can seem like theyre
turning their back on their family).
Relationships with other hunters in the party
can be divisive between these relationships: if
one hunter has a bone to pick with another, it
can be worse if their brother considers that guy
a best friend.
If you play with related hunters, its
important to establish their relationship at the
beginning. How are they related, and what
brought them together as hunters? How do they
interact with one another? Does one usually

take charge and does the other usually follow?


Use these details to flesh out your characters
and their roleplay in-game.
Created Family
Not everybody is that close to their
blood, but that doesnt mean that they dont
have family. People find ways to build those
intimate relationships with people even when
they didnt meet until their lives had begun. A
high school teacher or a friend of the family may
have been a strong role model and a source of
comfort when your family wasnt able to be
there for you. In the dangerous world of
hunting, its hard not to become close to the
people youve fought alongside if you keep it up
for long enough.
Created families tend to be simpler than
blood families. You werent forced to be close to
this person; you deliberately chose to be a
brother to them. When you make someone an
honorary family member, you tend to already
be in tune with them when you make the choice:
their interests, their attitude, and their skills
may be pretty close to your own.
Of course, the fact that the bond you
share was something you both chose to make
can make it all the worse if it gets broken. If you
do something to damage that relationship, it
wasnt as if you never had a choice to be that
close. You built that relationship from scratch,
and then you screwed it all up, and itll feel
pretty damn personal.
If you start with these relationships built
already, it can be a bit harder to explain than
blood ties. You werent just born together, you
went through something intense that cause the
two of you to bond. The more people in the
group who share this relationship, the more
complex the web of bonds and experiences
becomes.
Its a good idea to start with at least one
familial relationship with another character in
your group. If everybody has at least one tie to
another character, it explains how you all are
working together, and leaves room for your

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other relationships to develop, for better or for
worse.

Humor
In the gloomy atmosphere of horror, its
extra important to lighten the mood once in a
while. Supernatural is full of moments that are
just plain funny, to provide a contrast to the
dark work the characters do. They play pranks,
crack lame jokes, and at times forget to take
themselves seriously. And not only does this
keep the energy upbeat, it can help develop a
characters personality.
The GM should be watching the
conversations at the table. If it seems like its
getting depressing, encourage the players to
laugh a little. If the groups cracking too many
jokes, remind them to be at least a little serious.

Hunting Evil
Hunters deal with the cops, with local
weirdos, and all kinds of people. But in the end,
the games all about the monsters. Theyre what
separates hunters from the average do-gooder,
and if they arent dealing with supernatural
threats, it can be a let-down for players. The
way that you present the challenge in each
adventure is important to establish the energy
of the hunt. Theres some mystery, and a little
anticipation for the fight.

Discover
Naturally, every adventure starts with a
weird event. This doesnt mean that the hunters
start out knowing exactly what theyre up
against though. Usually hunters find jobs by
looking for weird phenomena that cant be
explained in a mundane way: a biblical omen
outside of a small town in Kansas, a man in
Wyoming was found looking like hed been torn
apart by wild animals- in the gymnasium of his
high school, a killing follows the pattern of some
local urban legend or story. Hunters look for
cases that police arent able to explain- if it just
looks like something normal, most will let the

police handle it. Ideally, a good story hook


needs a story that could only be written off with
a big assumption: the claw marks and bites on
the corpse are a sign of a wild animal attack,
even though nothing that big lives in the area;
the heart was removed from the body as part of
a cult ritual, or the body was carved with old
symbols because the killer must be crazy. Its
situations like this where hunters see
something different, based on their own
knowledge and experience: the police dont
know about werewolves, or witches, and they
dont believe in the ghost of the old serial killer
who used to haunt the town.
It may be enough to draw a hunter in to
take a look, but most will need more to stay
interested. If theres just one death, a hunter
may decide there isnt much else they can do
there. Story-wise, its appropriate to follow it up
with another attack once the party arrives in
town. This shows them that theres still a threat
around, which only they know how to fight.
The hunters job is to get an idea of what
happened to the victims. They check the bodies,
ask witnesses or people related to the deceased,
and try to look for signs of the supernatural
things that hunters recognize: did the killing
happen during a full moon? Do people recognize
a local legend thats related to the attack?
Once they have a lead to follow, they can
start looking into the case, trying to figure out
what will happen next and how to prevent it
from ending in more blood.

Investigation
Once the initial information is on the
table, its time to learn more about the threat.
What does it want? Where will it go next? The
more that you learn, the more youll be able to
do to stop any future attacks.
You may start by asking relevant sources
for more info. If its a ghost, you can check the
local library for obituaries to learn more about
the spirit. If it looks like a curse, maybe youll
consult someone in the occult community. You

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might ask people related to the victims, and
look for things that they had in common. If you
have an idea of the threat, you might look into
the methods its been using to kill, and the
reasons it chose its targets.
Its a good idea to print out some
information sources that your characters can
find. If theres already information about your
monster, you can physically pass youre a
players a copy when they find the right sources.
You may also need to make up some of your
own, if the lore isnt exactly in line with the
world of Supernatural (for example, most lore
about vampires wont match up with the show:
vampires dont die from a stake through the
heart, and Wikipedia wont talk much about
beheading a vampire to kill it). If you go the
extra mile, it can help build the atmosphere of
the game to write some authentic-looking
newspaper articles and such.
Once you have the information you need,
its time to plan your next move. Does the threat
need something special to kill it? If you dont
have it already, you may need to spend some
action searching for materials. If you know how
the threat attacks its victims, you can try to
predict the next one and beat the monster to it.

Confrontation
Once all the pieces are in place, the story
climaxes with the actual confrontation of the
threat. While this is pretty simple in concept,
itll be pretty boring if you just walk up to the
monster and kill it without a second thought.
The way to make this stage more
interesting is to ramp up to the actual fight. The
hunters may need to put a plan in motion to
being the threat out of hiding. Or they may be
caught off guard if the threat does something
unexpected (like choose a different target than
the one they assumed itd go after), and the
group will have to improvise. Try to fast
forward through the boring stuff. You dont
have to focus on the actual preparation, as long
as the characters know whats supposed to

happen. You can move to the point where things


get interesting, and let events unfold from there.
Ask the players what they plan to do.
What will they bring with them? What will
everybody be doing and where? Then pick a
moment where the action will begin and start at
that point, with the players in position.
Meanwhile, the GM should be planning the
monsters moves as well: the party could be
wrong about something, and the threat may
have different goals in mind that lead it to act
differently than expected. Ideally, dont change
your plans to avoid the hunters- if they got it
right, dont just take it away from them. But
maybe you can throw a lighter curve that will
make the players think on their feet without
making all of their planning for nothing- an NPC
gets in the way, or some minor change makes
the plan a bit more difficult to execute.

Surprises
Every plan falls apart once you bring it to
action. Plans are built on assumptions about the
actions of other people, and the truth is that you
cant know 100% what those people will do.
You show up ready to pump a werewolf full of
silver, and you find its already left in search of
its next kill; you assume the killer is one person,
when it was really his twin brother. Twists like
these are part of what makes the story
interesting, and theyre commonplace in
Supernatural.
The trick as a GM is allowing these
surprises to exist without derailing the players
actions, and without leaving the players in the
dark for too long. If theyre going up against a
werewolf, its not fun for the party to go in
assuming theyre hunting vampires- when the
twist is revealed, the party is standing there
without the tools they need to stop the threat. In
that case, youll want to make sure the party will
have the ability to handle the threat when they
understand whats going on: if they thought
they were hunting a shapeshifter, at least then

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they still have silver on them when the
werewolf jumps out at them.
Ideally, you should have the threats
actions mapped out for yourself, and let them
flow organically alongside what the players do.
If they intersect at some point before your
planned moment of reveal, then its best to let it
happen organically. It just moves things in a
new direction, and that can be handled.
What if the players have figured out
exactly what theyre up against, and have the
perfect plan to stop it that wrecks your
carefully- prepared surprise? You should
reward your characters for the investigation
work they did- dont just throw away a plan
they worked so hard to catch- but you can make
minor tweaks that keep things complicated.
Maybe your threat doesnt return to its hiding
place like it normally does, because it has
something else on its mind to check. Maybe an
NPC gets in the way, trying to help or take care
of matters themselves. As long as it makes
sense, and the players are still able to use some
of what they learned, it can be kosher and keep
the adventure interesting and fun.

Evil Within
Hunters make it their mission to fight
evil: they find the things that kill people and kill
them, to stop people from getting hurt. But the
line between good and evil get crossed regularly
in Supernatural. Hunters run into monsters that
actually arent that bad- a lot of them were
human once, and try to hold onto that humanity
after theyre turned into something else;
hunters also can become a bit monstrous
themselves, either by being more savage in their
methods or by actively being turned into
something else in the line of duty. A lot of these
scenarios are outlined in Chap 8: Hunters
Perils.
Throwing these ethical dilemmas makes
the story more interesting. If a monster found a
way to live without killing people (a vampire
drinking donor blood, or a werewolf limiting

itself to eating animal hearts), does it still


deserve to die? If a monster is only killing in
defense of its home or family, does it deserve to
die? Each hunter will have a different answer to
these questions, related to their personal past
and attitudes to their work, and letting these
opinions clash at times is fuel for good roleplay.
Further, characters sometimes have
other influences to grapple with in these
choices. Is a hunter killing because its the right
thing to do, or are they just being sadistic? Is a
character acting for justice, or vengeance? All of
these things come to play, and a choice made for
the wrong reasons can call for a challenge to the
characters morality in the form of a
degeneration check.
Players shouldnt shy away from making
choices for bad reasons. Flaws like this are part
of what makes people interesting, and we get
more out of them when they actively grapple
with their darker sides.

Campaign Concepts
Every story has a narrative that lays into
the atmosphere you want to create. While youll
use the elements weve already talked about in
every Supernatural storyline, one question you
should ask your group is the kind of adventures
that they want to see. Below are three
archetypical concepts that affect the setting,
pace, and themes of your adventures. Take a
look and see if any of them look particularly
appealing to you. Of course, if you think of
something new, you can always create a concept
of your own, or transition from one concept to
the other in the middle of your game.

Hittin The Road


Most hunters take to the road when they
accept the calling, because that way theres
more to hunt. Sam and Dean are a good example
of this: they cruise across America in their
Impala, live out of motels and diners, and
always start their adventures in a new town.

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This can be a popular concept to play
with because of the sheer variety at play: every
city has a different group of characters, a new
threat, and new possibilities for the characters
to work with. It can mean a lot of legwork for
the GM, because every adventure needs a new
list off landmarks, places, and people than the
last. And, since the characters are always on the
move, steady jobs are pretty much out of the
question (with exceptions, if you happen to
have some work that doesnt need you in one
place. One of those work at home deals might
be handy), so the party will likely rely on some
of the shadier industries to make ends meet.
Certain story elements you might have
picked up as Traits, like a Safe House or a
mortal enemy, might feel somewhat diminished
since they cant come into play when you arent
in the area: If you have a place in Toledo, you
wont get to use it unless youre willing to travel
the distance back to Toledo. And if your
character has something waiting for them back
home, youll want to think about how you
handle being away so often. Do you get a petsitter for the dog? Do you take long vacations
from work? Do your friends back home wonder
about where you go?
The players should also think about how
their characters would like being on the road.
Some people are perfectly at ease with it, but
others like a bit of stability in their lives, and
that can lead to some interesting stuff in
roleplay if you let it out.
For the GM, its a good idea to run
adventures in this concept with places that are
really out of the way from home. The point is to
make the characters feel unconnected, and
thats hard to do if they can make it back to their
beds by the end of the day. Come up with
excuses to send the party across the country,
and leave the hometown for a special occasion.
Meanwhile, play with the effect home has on
everybody: will their hometown be the way
they remembered when they finally come back?
Will they see things in their travels and

compare them to what they had at home? Is


there anybody theyll miss, or anybody theyll
be glad to be away from? Think about how this
can be useful later on.

The Evil at Home


Kind of the opposite of Hittin The Road,
The Evil at Home is about your home turf. You
set the story in or around the characters home
town, and build the story around the personal
connections the characters want to protect. This
is your home, and youll keep it safe from
whatever sticks its ugly nose in the door.
The stakes get raised somewhat in this
concept, because every victim is someone that
you probably knew. That student that was
attacked was a friend of your daughter, the man
who was drowned in his swimming pool was
the guy you drank with on Friday nights. Every
person who you arent able to save will hurt like
hell, and the GM will want to keep track of what
happens and allow the town to change with the
consequences of the partys actions. If people
keep dying, will the police start getting
paranoid? Enforce a curfew? Will people start
distrusting one another? And how will the
hunters keep their work a secret? Will they
need to pull some strings to keep it under
wraps? What happens if they develop a
reputation for breaking into peoples houses in
the night?
On the other hand, the party is operating
on their home field. They grew up here, and
they know every place and every person who
shares the land with them. Three men were
killed, and you know that they all worked at the
same factory. Jane from the second street over
is accused of murdering her husband, but you
know this cant be true because shes a strict
pacifist who wouldnt let her kids watch pro
wrestling. On top of that, the hunters have real
homes to come back to when the work is over.
They have jobs that make some steady money
(as long as they keep showing up on time).
There may be more to the town than you saw on

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the surface, but for the most part you start the
campaign knowing as much about your location
as anyone would expect you to. This concept is
all about connections: you know how
everything in this town affects everything else,
and unfortunately you and what you do will
have an impact as well.

Major Plot: The Big Deal

This concept offers a bit more freedom


than the setting usually does, but it can be
simple for people who arent willing to commit
to the other two campaign concepts. In
Professionals, hunting really is a job for you.
You get calls for help, and you go where youre
needed. Then you head home when the job is
done. Maybe youre doing this officially, like the
X-Files, or maybe your name gets around by
word of mouth, like a group of vigilante heroes.
This means that you probably dont need a
second job to pay the bills, if you dont want it. It
also means that you enter a town with some
purpose and backing: either you have an official
authority, or the person who called you can
vouch for you in some way to open doors for
your investigation. Your campaign can range far
from home, or stay local, and you can adjust the
distance however you want. Its a middle
ground between the other two concepts, and
while it doesnt have all of the stylistic fun the
other two have, it can be a good best-of-bothworlds story for people who just dont want to
go to extremes.

On Supernatural, the subject of each


individual episode tends to be completely
separate from the last one: another town,
another monster, and so on. However, every
season of the show has a long-term goal that the
characters are trying to achieve. Usually theres
something big and powerful, which the
Winchesters arent able to stop right away. And
while each episode is a smaller, distinct story in
its own right, they always touch on the larger
plot at least once per episode: they focus on a
characters efforts to solve a problem or deal
with an obstacle. And by the end of the season,
the characters have made enough progress for a
final, big push to take the big problem head-on.
A season in your campaign would
consist of a number of individual adventures,
anywhere from ten to twenty or so. At the start
of a season, the GM should start with an idea for
the big goal that the characters will try to
achieve by the end. Something distant enough to
require some time and effort, but not so difficult
as to be impossible. An enemy that can be
overcome with a unique magical item or spell, a
large organization of monsters that will require
strategy and planning to take out effectively, or
a long-term problem which the characters will
have to address about themselves. Work out
what the solution to the problem could be, and
make sure that the players have enough
information to understand the direction theyll
need to go in order to complete their objective.

Creating a Supernatural Plot

Dont be Season 7

Professionals

So you have an idea of where the story is


being set. Now you need to talk about whats
going to happen to the characters. If you watch
the TV show, you may have already picked up
on a lot of the story structure that Eric Kripke
and Bobby Singer use. Here well be pointing
out how you can use this structure to create a
campaign for your players.

For fans of the show, the season that


almost everyone hated was season seven. Not to
go into details for the uninformed, the season
made a big problem that was just too difficult to
solve, and as a result many of the individual
episodes made very little headway with the
major plot. As a GM, take a look at your minor
plots and consider how they play into the major
plot. If the reason for the characters going on
this adventure is we really cant accomplish

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anything with the major plot, so well just do
something else instead, youve probably made
the major plot too difficult. Look for ways to
offer a lifeline to the players and get them on
track to finding a solution, like a contact who
can know what needs to be done or another
source of information.
By comparison, look at season one or
season four of the show. The individual
adventures were separate from one another,
but the characters came to those adventures
directly following the major plots of those
seasons: an omen signaled that a town would be
getting trouble soon, or someone left a trail to
follow for the characters to get what they
wanted to accomplish.

Campaign Plot Ideas


Here are a few setting suggestions that a
GM could use to form a major plot, based on the
events from the TV show.

Civil War in Heaven


The apocalypse has happened, and
thanks to the intervention of the Winchester
brothers it did not go as planned. God hasnt
been around for some time, and several of the
Archangels have already been killed in the
turmoil. Now there isnt a plan left for Heaven to
follow, and the angels arent handling that
freedom very well.
Basically, the angels are divided into two
main camps. Raphael, possibly the last
remaining archangel, is trying to figure out a
way to pull Michael and Lucifer back out of the
Pit and get the apocalypse back on the track it
was meant to run. However, a group of angels,
led by Castiel, are fighting for the possibility of
letting things just run from here, without a plan
of what will happen and with just a goal of
keeping the world turning. Meanwhile, there
could be any number of third parties among the
host, rogue angels hoping to carve out their own
little piece of the world for themselves.

Both sides are willing to go to ruthless


lengths to gain an edge over one another.
Certain biblical weapons are hidden around the
world, and its possible that one may turn up on
the path of your party. Souls are also a hot topic
for this war: they provide a lot of spiritual
power that the angels can use as a weapon. Its
possible for some enterprising angel to come up
with a scheme to turn the fight towards their
camp, at the risk of human lives. Can the party
intervene before Earth becomes one big pile of
collateral damage?

Civil War in Hell


As above, so below. The Apocalypse took
out all of Hells traditional leaders: Lucifers
back in the Pit, Lillith was killed to open the
final seal on Lucifers cage, and their strongest
underlings were taken down during the
fighting. Hell is in a state of anarchy (more so
than usual), and every demon with aspirations
will be looking for a chance to take the throne.
The big question for most is how to keep
the title of king (or queen, lets be fair) of Hell.
Will they hold an army through fear, or with a
web of deals and lies? Or will they find a source
of power that doesnt need flattery or
intimidation?
As with the war of Heaven, the partys
main goal will be to keep the conflict from
boiling over and bringing people to harm. Any
number of demons could play parts in the story.
Perhaps the players will even meet a few who
can be reasoned with.

Monsters Running Amok


Vampires and werewolves have always
been in the hunters wheelhouse, and the postApocalypse world is no different in that sense.
Theres a lot of turmoil in the world, and
predators love to come out to pick off
unsuspecting stragglers. This plot is a bit more
down-to-earth than dealing with Heaven or
Hell. You could be taking on individual spooks,
or perhaps an organized movement. Alphas for

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some of the more well-known species of
monster are out there, and they may have some
ideas to expand their hunting grounds. You
could even bring multiple factions into the
story, and ask yourself what a group of
shapeshifters would ask for to form an alliance
with the djinn.

The Thule Society


This group only got a single episode
devoted to them, but who doesnt love the
chance to fight some nazi necromancers? The
Thule Society has existed since its creation from
the occult studies of Nazi Germany, and theyre
still bent on gaining power and control using
unspeakable knowledge. Their main opponents
over the years, the Judah Initiative, still show up
from time to time, ready to oppose the group
with their knowledge (and their golem
sidekicks). But the Judah Initiative cant be
everywhere, and the party may need to step up
to the plate and score a couple of wins for the
good guys.

The Men of Letters


The Men of Letters are a nearly extinct
order that has devoted itself to the collection,
study, and preservation of magical and
supernatural knowledge in all forms. Theyre
basically the book nerds of the hunting world.
The American chapters of the group were wiped
out in the late 50s, but a few members still
remain in hiding around the country. More
importantly, the Men of Letters have vaults all
over, filled to the brim with powerful artifacts
and spells. Will the party make it their mission
to find and contain these artifacts? Will they
have to protect them from the opportunistic
forces who would use them for personal gain?
Will they attempt to follow the teachings of the
order and restart it? Its all up to you.

The Grand Coven


Though mainly based in Europe, the
Grand Coven of Witches was once a feared

faction of magically gifted men and women. The


coven was effectively destroyed during the
witch hunts of the 15th century, led in secret by
the Men of Letters. Their books were drowned
and their staves broken, or so it would seem.
Witches still exist in small units, and its
possible for one to start organizing again. Will
the party stand in the way of a return of the
wicked witches to America?

Minor Plot: The Everyday Work


Even with giant events in the works,
hunters hunt. If they didnt, they just wouldnt
be hunters. Taking down the smaller creeps that
are hurting people is just the nature of the job.
An individual adventure is a story of the party
taking on one of these foes, in a town
somewhere in America. It may not be as flashy
as the major plot, but theres a lot of fun to be
had in the minor plot.

Building a Minor Plot Adventure


To start constructing your adventure,
youll want to pick a location for the hunt to
take place in. You can pick a city or small town
from a map or atlas of America, or just create
one if you want some more creative control.
Once you have a place, start laying out
whats significant about the location. Are there
any landmarks that the town is known for?
What about urban legends or ghost stories?
What is the climate like, and the geography?
Then, with this background in mind,
choose a monster to play the villain for your
adventure. Think about what might be
appropriate for the location you chose. A
Northern mining town is a prime hunting
ground for a wendigo. A local wax museum
might be a lure for a shapeshifter with a love of
famous faces. A corn farm in Iowa could be kept
plentiful through the work of a pagan harvest
god, or perhaps the fields have suffered from
abductions and strange crop circles at the hands
of aliens. If you cant think of a significant idea

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for the location, you can always fall back onto
some more generic monsters: ghosts, vampires,
werewolves and the like dont care too much
about where they are, as long as theres prey
nearby.
From here, just follow the structure we
covered in Hunting Evil above: start with a
strange death or incident, bring the hunters in
to investigate, and build to a final confrontation
between the party and your monster.
Connecting to the Major Plot
Its important to remember to keep the
players motivated with each adventure. Sure
theres a hunt to be done, but why would your
characters go for this one? Usually, theres
something thats going on in the major plot that
can provide extra detail and a strong reason for
the characters to get involved. Is a character
feeling powerless and needs to prove that
theyre still able to do this kind of work? Is
someone grappling with a character flaw, and
this hunt is a form of test for them? Is there a
way that this hunt can provide something to
further the partys goals in the major plot, or
could their work on the major plot have led
them to this hunt as a coincidence?
If you keep these details in mind, the
adventures will feel like more than a single
mission, to be forgotten once the remains are
burned and the towns in your rearview mirror.
Itll be a chapter in the larger travels of the
party, which will be remembered and valued.

Scenes: The Building Blocks of Plot


Youve heard that word said hundreds of
times, on movie sets and in plays. Scenes are
what you use to build your adventure. A scene is
basically an uninterrupted series of events that
happen in a single location. Think about a movie
that youve seen: when a character walks into a
room, talks to a couple of people, thinks quietly
to himself, or gets into a wild fist fight, thats all
a single scene, so long as you dont leave the

room or make a deliberate cut to a different


point in time.
As a GM, its a good idea to think of
scenes ahead of time that can help your players
figure out the minor plot. If youve already
created a list of NPCs who would be helpful to
the players investigation, then think of some
scenes where the players might be introduced
to those characters and interact with them. A
big part of this design is picking a location thats
appropriate for the character and setting an
atmosphere that helps us understand the
person and what theyre like.
Lets say you drew up a tough guy who
was the last person the victim had spoken to.
Think of a location that this guy might frequent,
which helps establish the kind of man he is: a
tattoo parlor, a biker bar, or something that just
exudes machismo. Then think of how your
character might act if the players show up and
start asking questions. Maybe our macho guy
wont be very willing to be seen talking to
official types. He might try to start a fight if
someone walks in and starts flashing a badge.
Or maybe our tough guy has something to hide,
and hell try to run at the sight of a member of
the FBI.
Whats great about this course of action
is that it gives your characters something to do
within the scene: theyll have to beat this guy
up, or chase him down and catch him, before
they can get any information out of him. Not
every scene has to have a fight to be good, but
you want the characters doing something
relevant to their work in any scene you create
for them. Maybe theyll be talking, maybe theyll
be fighting.
At the end of the scene, youll want your
players to have an idea of where to go next. The
tough guy gives the players a lead to follow,
which takes them to their next scene. Or if that
doesnt work, maybe someone asks another
person in the room about your victim, and they
can give some other clues to follow. As a GM, its
good to have a couple of options in your back

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pocket at any given time, since you cant predict
what your players will manage to uncover.
One technique that youll want to use as
a GM is identifying scenes that just wont be
relevant to the story. The characters may have
to drive for an hour to reach a local university
that can identify a symbol that you found, but
roleplaying the actual drive will get boring real
fast. Instead, just do like they do in Hollywood
and cut right to the university. We all
understand that it was a long drive, and we
dont need to sit around for an hour to get that
time has passed. This keeps the pacing up and
keeps the story interesting.
On the other hand, be open to the
possibility of a downtime scene once in a while.
If your characters have something on their
mind, it can be great personal roleplay to let
them walk away and chat, even if it isnt moving
the investigation forward. Read the room as you
play out scenes, and if your players feel like they
want to chat with someone, you can give them a
nudge to take some time to hash things out
(This is going to be a long drive to the
university. Do you guys want to talk amongst
yourselves while youre heading there?).

Unusual Scenes
This is the basic setup for an adventure,
but sometimes scenes go outside of that mold.
You dont always have to follow a chronological
order from start to finish. You can have a
character jump back several years and think
about an event that affected them personally.
You could stage an Oceans Eleven-esque
scheme that doesnt get revealed in its entirety
until the last moment. Scenes that break the
normal pattern can be fun and interesting to
play when used properly. They arent something
that you should get to heavy-handed with; if
they become a common occurrence, unusual
scenes stop being unusual.

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Flashbacks
Flashbacks are a god way to add depth to
a setting. What happens is a cut back in time, to
a previous event involving one or more
characters, which is relevant to whats
happening now. Doing so can add complexity to
a characters actions. For example, if your party
is going to your old high school, and the GM
calls for a flashback to your first week at the
school when you were twelve, you have to
consider how the location makes you feel based
on those memories. Were you popular as a kid,
and are you excited to be back? Were you
bullied, and does returning make you anxious?
Now, as you move forward, these elements can
be used in roleplay to make the scene more
interesting.
You can also play with flashbacks to
create a dynamic between other characters. If
you flash back to a previous hunt, where
someone in the party dropped the ball, the
players are thinking about how to incorporate
that into their behavior. Will they give that
hunter some trash talk? Not trust him with an
important task?
Part of what makes flashbacks unusual is
the sense of perspective. Remember that
memories are colored by the opinions of the
person having them, and so they may not be
factual. The person can be missing crucial
information, or have a bias that colors how they
view what happened. Maybe that guy who
pushed you down in the street wasnt attacking
you, he was trying to protect you from an
oncoming car. Maybe you had a grudge against
the man, so in your memory he seems angrier
and more aggressive when he does this. As a
GM, you can replay the memory later with new
information added, and see how the flashback is
affected by the change.
Also remember that flashbacks only
happen for the people with the memory. If
another player at the table starts using
knowledge that came from that flashback, they
need to explain how theyd have known about it.
If they were close to the other character, maybe

Saving People, Hunting Things: A Supernatural RPG


they talked about that experience. But the basic
rule is that only the people who are actually in
the memory get to use it to affect how they act
further on.
Dreams
Everybody dreams, even if they dont
remember them in the morning. Dreams are a
device that a GM can use to look into a
characters head, uncover whats on their mind.
Dreams dont have to be logical or realistic.
Theyre just a slideshow of emotions and
abstract representations of what were think
about the most.
Not every dream will be useful for the
story, but every once in a while people stumble
onto something important through a dream.
Perhaps they recall something that can help
them in an investigation. Perhaps a dream helps
get a player into their characters mindset. Just
remember that, like flashbacks, dreams are
personal experiences, and your other players
will be waiting around while one person gets to
have this dream. So make it count when you
decide to use it.
Visions
Dreams are our own minds trying to
work out something from the present or the
past. Visions are glimpses of something thats
outside of us. You might get a glimpse of
something thats already happened far away
from you, but most often when we talk about
visions we mean glimpses of events that havent
happened yet. Unlike dreams, not everybody
gets visions, and if you do get one its a pretty
big deal.
Visions dont just come to everybody.
Getting one at all usually requires something
supernatural, like taking the Clairvoyance or
Premonitions Traits or coming into contact with
an artifact that induces a vision. As a GM, the
vision that a character receives should be
relevant to their story, and if it isnt yet itll be a
good idea to think of a way to make it part of
their story in the future.

Think about what the vision shows you.


It may be a premonition of a persons death that
you could prevent, or it may provide an insight
into something relevant to an investigation. If a
GM is going to provide a vision for a character,
its important to offer some clues to follow, even
if the reason for the vision is unclear. Provide a
memorable face to look for, a town sign or a
local business to track down. Should the
character decide to look into the vision, they
need to have an idea of where to start looking.
Visions arent the same as dreams, and
unlike other settings there should be no
confusion as to the difference between them. A
Dream may just be weird, but a vision will feel
direct and intense, like being hit with a ton of
bricks.
Hallucinations
Sometimes well see things that simply
arent there. Certain monsters can induce
hallucinations if they get close to you. Some
drugs cause you to hallucinate if someone can
get them into your system. Hallucinations can
work a lot like dreams do, in that they can be
very abstract and dont have to make any sense
in reality. But youre awake while you
experience them, and even if youre able to
establish whats real and what isnt a
hallucination can be a major distraction.
What you actually see can depend on the
source of the hallucination. Something brought
on by a monster like a wraith may follow a
specific theme or intent, but something druginduced may behave more like a dream, as it
comes from your own head and whats on your
mind.

Playing the Parts


While the players in your game get a
single character throughout the story, there are
plenty of NPCs in the Supernatural world, and
they all need someone to play them as well.
That job is one of many that the GM has. It can

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seem like a lot, but with practice you may find it
easier than it looks.
To start, it helps to separate your NPCs
into three categories: stock characters,
important characters, and antagonists. Each
category has a different level of detail that it
needs to be used effectively, and by organizing
yourself in this way you can keep yourself from
being stretched too thin working on characters
that dont need as much focus. It works just like
on a movie set: there are plenty of people in the
background, and the scene would look odd if
they just werent there, but the audience needs
to be able to focus on the main characters, and
putting too much detail on the background
characters can be both a distraction and a waste
of energy.

Stock Characters
If we keep to the movie motif, stock
characters are the extras for your adventure.
Theyre not directly important to whats
happening, and the players dont need to know
much about them to play their part, but theyre
important for filling the space and making a
town feel alive. Theres a possibility that a
player may stop to look closer at a stock
character, but the detail that you need to give
when asked is still pretty minimal. No sense
heaping on a backstory to a character whos
only contribution to the investigation will be
sorry, I dont know anything useful.
Theres not much point to assigning stats
to stock characters, since they shouldnt be
around when the action that requires dice rolls
begins. Names arent that useful either, but the
GM should have some ideas in mind in case a
player asks. You could keep a list of stock
names, and pick one to use when asked for a
name if you want. If the players really get
involved with a stock character, you may choose
to make them more important in the future and
devote more energy into turning them into a
fully functioning character, but until that point
stock characters are largely for decoration.

Important Characters
Important characters are the ones who
have something that can be useful to the story.
They have some information about the
investigation, theyve witnessed something
relevant, or they have some contribution to
make, either to help or hinder the players. In a
movie, they would be the supporting characters.
These characters should have names and
faces, since the players will probably bump into
them at some point. They have personalities
and should be interesting enough to draw the
attention of the players, so they can be brought
into the narrative of the game. You might even
come up with a quirk or a strange habit that an
important character has which might draw the
eye.
Beyond the characters name and
personality, how much detail you need to
prepare for an important character depends on
their function in the adventure. If they were a
victim of the monster, then there isnt much
point in giving them stats- theyre already dead.
But youd want to be able to talk about the kind
of person that victim was, and youd want to
know exactly how they died- where did it
happen, why they were in that place at that
time, and so on.
If a characters going to be interacting
with the players and the story, youll want to
have more detail about them. Their life,
occupation, skills, personality, would all be
important to have. If you want to draw
somebody up on the fly, give them a few simple
tags like tall, nervous, angry, businesslike. If you expect theyll be getting involved
with the action of your story, its a good idea to
throw in some stats as well. Maybe you can give
a partial stat layout if you think they wont be
using them all: if theyre just going to be
running from the monster, then focus on their
physical Attributes and Skills; if theyre going to
be interrogated by the players, then focus on
mental and social skills like Discipline and
Deception. If the character has information that

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the players could use, you should know what it
is, and how the players might be able to get it (if
the important character has something that
would convince them to give it up more easily).

Antagonists
Not every character is looking to help
your hunters out. These guys are the problem
characters, the ones wholl try to get in the way
or actively stop your investigation. Most
antagonists will be supernatural characters, but
mundane people can be antagonists as well- the
FBI agent whos been tasked with bringing in
one of the hunters, an old friend with a grudge
that they wont let go of, a rival hunter with an
axe to grind.
Antagonists tend to get a lot more screen
time as characters, since they tend to be actively
working to get involved with the plot. This
means that you have to really flesh out their
characters ahead of time, so that youre ready to
provide as much detail as needed. Work up the
full stats for antagonists, and put some thought
towards their personality. Build a backstory
that at least relevant to their experience with
the hunters. If they have a grudge, know what it
is. If they have a reason to distrust or get in the
way of the hunters, have an idea of what their
problem is.
Antagonists can become very important
to the story at times, and so its best to overprepare when working on the details of the
character. Its better to have a lot of information
that doesnt get used than to be in a situation
where the players ask for information that you
dont have. You shouldnt be using more than a
handful of antagonists at one time, which makes
it easier to keep track of the characters details.
Sometimes antagonists can lead to new plot
details down the road. If an antagonist survives,
they might come back. If theyre affected in
some way by the investigation, it can change
their character later on.

Keeping It Real
When you play NPCs, especially the
antagonists, its important to make them as real
as possible. They arent just a collection of stats
and Traits, they should feel like real people.
Ideally your players should be putting a lot into
making their characters feel real to them, and so
you have to keep up to that level as well to make
the game feel real for them.

Motivations
To keep your characters realistic, its
important to remember that nobody acts
without a reason. Killers rarely just kill for the
sake of it; they often have a reason that killing
makes sense to them. As a GM, its a good idea to
take your more important characters and ask
yourself, what does this character want to see
happen?, and why would they have this
certain behavior?
If they have a personality quirk, think
about some part of their backstory that would
explain it. If they outright refuse to use guns in
combat, it could be that they went through a
bad tour in the military and cant stand the sight
of gun violence anymore. If they wont stay in a
room with a priest, they may have had a bad
experience with the church growing up.
Knowing this can keep you prepared in case a
player asks about it, and it can help deepen the
character further: now you have two details
about your character to work with instead of
one.
When it comes to motivation, remember
that it doesnt have to be rational. Crazy people
do things too, and they dont always do them for
reasons that would make sense to the rest of us.
However, there is still a reason in there: if a
character kills people because he thinks that
theyre being controlled by aliens, so be it. Its
easier to believe than that the killer just decided
to start killing. As a GM, understanding the
motivations behind a characters actions also
keep your decisions for them consistent, and in
line with what theyre trying to achieve.

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Of course, not every monster out there is
so rational and complex. Typically, if a character
would be rated lower on the Savagery chart we
saw above, their motivations are more basic,
more in tune with an animals simple instincts
of hunting, killing, and running. Simply put,
some monsters will just be animals, and have no
reason behind what they do beyond that they
wanted to do it. But thats more of the exception
than the norm, and its important to draw the
line between these antagonists and the more
level-headed ones.

Portrayal
But evil is evil, isnt it? You should be
able to know when a character is up to trouble,
shouldnt you? Not really, if you think about it.
They say that the road to Hell is paved with
good intentions, and most villains are proof of
that. Theres usually some goal in their heads
that justifies what theyre doing, even if what
theyre doing is awful: Im killing drunks so
that they wont hurt anyone, like the drunk that
ran my daughter over with his car, or Im
trying to make my neighborhood safer, and if
that means killing all of the gang members on
my street then its for a greater good.
As the GM, its a good idea to play around
with your portrayal of evil through your
antagonists. Try one adventure with a character
whos a simple monster, someone what you
couldnt sympathize with. Then another time
use an antagonist who might actually be
someone the players could understand if they
had a second to learn more about them. See how
your table handles moral complexities like that.
If you do play with pure evil characters,
consider how you portray them. Its not hard to
start playing a clich evil by mistake: the dark
figure twirling a moustache and cackling while
they monologue their plans to whoever will
listen. This isnt easy to take seriously, and it
breaks up the horror feel that this game tries to
create. Instead, if your character is beyond
sympathy, consider letting them be modest

about their evil. Look at some of the villains


from good movies about serial killers, like
Hannibal Lector or Anton Chigurh. They dont
boast about hurting people; they just treat it like
another thing they do in their day. Its that
casual attitude towards the horrible things that
they do that gives us chills. It helps the players
get the atmosphere you want, and it helps us
feel that the villain is really dangerous.

Technology
Supernatural isnt very focused on
technology. The main characters tend to be a
decade or two behind the times: they drive their
dads 67 Impala, they use burner cellphones
from the last generation, their music taste is
permanently rooted in 70s rock and roll. But at
the same time, using modern technology helps
give the Winchesters an edge against the
supernatural. It can be thematic at times: the
monsters represent a darker, more primal time
in human history, and the hunters fight back
using the creations of today.

The Modern and the Ancient


That being said, not everything that a
hunter uses was invented recently. Salt and
knives are a commonplace tool for any hunter.
Hunters use fire, one of the earliest tools we
have on a regular basis, and certain ancient
rituals are often written down in many a
hunters notebook for special situations.
But on the other hand, hunters most
often rely on a fairly recent invention to get the
job done: guns. Fill a cartridge with rock salt or
silver and you have a deadly weapon against
some creatures that usually know no
weaknesses. But even a regular bullet can make
most monsters nervous. They might be able to
heal fast, but a bullet still hurts, and anyone
with a working brain would prefer to avoid that
if possible.
Its interesting to see hunters solve old
problems with new solutions. Imagine a hunter
saving a recorded exorcism on their MP3 player,

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or one who uses their phones camera to see
spirits who arent visible to the naked eye. It
doesnt happen all the time, but its a real thrill
to see modern toys being used in such an
effective way against an old enemy.

Arcane Knowledge
When it comes to hunting, the smart
ones usually hit the books before they go up
against something they havent seen before.
People arent usually aware of the supernatural,
but there are records that stick around over
time in the form of stories or analytical texts
that talk about what people have seen or heard
of. Consulting references to a creature can give
some insight into what it is: its name, its
behavior, its weaknesses.
So do you need to do arcane research for
every threat? Probably not all the time. But if
you arent armed with knowledge, figuring out
how to beat something becomes an act of trial
and error, and depends oftentimes on a lot of
luck. You can beat something with high enough
skill rolls if you choose, but its a good idea to
know at least a little about your target before
you go in guns blazing. It can be the difference
between life or death.

Managing the Occult


There are some seriously powerful
magical tricks out there in the world of
Supernatural. Witches can extend their lives for
ages, change forms, fly through the air, and
plenty of other things that make us mortals
stare in awe. But is that what we want to deal
with on a regular basis as hunters?
That depends on the GM and the group.
We know that certain spells work, given the
right preparation and materials, but most of the
magic that hunters see have more grounded
effects: binding demons, summoning spirits,
that sort of thing. The really intense stuff,
changing the weather, creating fireballs, and the
like are only handled by the really powerful
witches. If you wanted to as a group, you may

allow your hunters to learn how to produce the


same level of magic with the right skills and a
bit of hard work and practice. Or you could say
that that kind of work requires something more
inborne in witches, a natural talent for magic
that the average joe doesnt have.
Its important to remember that allowing
more magic changes the feel of the game. A big
theme for Supernatural is the risk being taken
by hunters, and a lot of that risk sort of goes
away when the hunters have an arsenal f magic
at their disposal. If every problem can be solves
with a spell and a few dice rolls, then wheres
the challenge anymore? As you set your
standards for magic in your game, think about
how much you want to allow, and what
Difficulties you want to use for the spells that
you do allow.

Game Mastering Tips

If youre new to bring the GM for a game,


here are a few more suggestions to help make
your game run smoothly.

Develop your Own Style


Being the GM in a game like this gives
you a lot of creative control. In a sense, being a
GM is a lot like being an author, and every
author has their own individual style and
approach to story-writing. Take some time to
think about how you prefer to do things: do you
like to prepare a ton of detail in advance? Do
you like to make things up and ad-lib as the
story develops? Do you like to focus on the
settings, or the characters, or the dialogue? Do
you like to make your story funny and lighthearted or dark and serious?
All of these are valid ways to tell your
story. Others may prefer a different kind of
story, but at the end of the day you were the one
who agreed to be in charge of this content. Let
your own personal style out as you GM, and
your players should learn to appreciate its
value. Working a story the way you like to will

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be easier for you in the long run, and itll help
you produce a game that everyone will enjoy.

can talk about your decision with the players,


but at the end of it all the GMs decision is final.

Learn from Your Players, but Run


Your Game

Act vs. Tell

Role-playing games are interactive,


meaning that your players need to be able to
collaborate and contribute to the story.
Otherwise the players arent really involved in
the game, theyre just props that the GM moves
around to make a story that only hes interested
in. Its important to listen to your players and
try to build a game that interests everybody
involved. Listen if someone has a suggestion or
an idea to offer to make the game interesting.
However, its important that the GM have
their own area of control. Its important that the
players have control of what they do with their
characters, but the GM has been given control of
the majority of the game, and just as it would be
inappropriate for the GM to control the player
characters, it would be inappropriate for the
players to start controlling the NPCs, setting, or
the other elements that youve been given
responsibility for. Sometimes a player can be
aggressive and try to push the story in a
direction that might conflict with what you
wanted to do as a GM, and its important to
remember that you have the power to say no.
The same applies to adjudicating rules: players
will at times fight tooth and nail when it looks
like their characters are about to lose something
that the player wants to keep, but the GM has
the power and the right to say this is whats
going to happen, even if it isnt for the best
interest of the character right now.
Being a GM is one of those rare moments
when youre allowed to make a decision thats
justified with because I said so. If you take a
new direction with the story, thats something
youre allowed to do, and its what happens
from then on. Dont get mad with all of that
power, but work on using it responsibly and
with the whole groups interests at heart. You

Its common for new GMs to get into the


bad habit of just telling the players what
happens in their story, instead of showing them.
Telling gets all of the information out quickly
and cleanly, but it lacks the immersion thats
important with a game like this. Its important
to remember to being details into your
narration, which allow the players to experience
the events on a personal level instead of as mere
audience members. You can use some subtlety,
let players draw conclusions of their own.
This isnt a necessary thing for every bit
of narration though. At times, you just need to
get something out and move on quickly to a
more important moment in the story. At times
like this, it would be perfectly acceptable to just
tell the players you drive to the police station,
instead of showing them by drawing out all of
the images they see during the car ride. Just be
aware of how important the moment that youre
in really is, and try to add details when theyre
needed.

Pacing
Weve talked about using details to increase or
decrease the pacing of the story, but its also
important to know your own pacing as the story
teller. Be aware of the level of detail that youre
comfortable with working on. Think about your
players too: if they seem bored with all of the
details youre giving them, it may be time to cut
some of the fat away and move more quickly to
the action. Try to find a middle ground that
makes you comfortable and keeps your players
interested.

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Game Mechanics
Most RPG players know this experience:
The GM is creating a deep, compelling narrative.
The setting is rich with detail. The Characters
are all personally invested. And then, right as
something interesting catches everyones eyethe GM calls for everyone to roll their
Perception skill.
Its an unfortunate part of this style of
game. Dice rolls and number-crunching can
immediately ruin the GMs efforts to get you
into the story. So why have them at all, when
you could just stay firmly in the roleplay and
not have the scene broke up? There are
disadvantages to that style of free-form gaming
as well. Rules provide a context for events in the
game, and without them everything that
happens feels arbitrary.
Say a character tries to throw a punch,
and ends up missing and tripping over their
own feet. In a free-form game, the only reason
to give for why that happened is because thats
what happens. Sometimes its preferable to be
able to say you had a difficulty to beat, and you
didnt roll high enough to accomplish what you
wanted to do. Players might not be happy with
the outcome, but they can see that it isnt a
personal attack by the GM, and they can
recognize that its a set of rules that everyone is
bound by, even the GM and the NPCs.
So the rules are actually helpful. What
can we do then, to keep the story flowing
around dice rolls and rule discussion? You can
incorporate the rolls into the narration, so that
there isnt such a hard stop. Briefly ask a player
to make a roll, then keep going with the
narration and add the result in when its the
right moment.

Skilled Actions
Skilled actions are the situations that
tend to require dice rolls the most. Things are
tense, theres a genuine risk if things go wrong,
and the GM needs something to back up their
description of the outcome so that players dont

107

complain. The dice are an impartial judge, and


the result you get is easy to stand behind.
Not every skill check requires a dice roll
though. If you have a d4 in Strength, and the
Difficulty to break down a door is 5 or higher,
theres simply no way that you can succeed. In a
situation like that, its okay for the GM to call it a
failure without asking for you to check: You
heave your body against the door, but the
structure holds solidly against your attack. On
the other hand, if your character has a d12
rating on a skill and youre trying to do
something with an Average difficulty, the GM is
free to assume that youll succeed at the roll (as
odds are that you will) and just move ahead
with the understanding that you did succeed.
If the odds are in question, go ahead and
ask for a skill roll. Just be clear at the start what
skills and attributes you need from them, and
the Difficulty they need to beat. That way they
can tell you the result and you can immediately
move forward with the story without losing
much more time to the roll.

Combat
Combat is filled with dice rolls- theres so
much chaos involved, theres a lot of uncertainty
about what will happen. Its best to just keep
using dice rolls and avoid any complaints of
unfairness about the outcome. There are ways
to keep the combat fast-paced while using rolls.
First of all, like with skill checks, it helps
to know what needs to be rolled and what
Difficulty youre rolling against. The game slows
down a lot when players have to scramble for
details from their character sheets and
rulebooks. If you have all of the numbers
prepared, you can skip straight to rolling the
dice and then to getting back to the narration.
It also helps to add narration whenever
possible. When someone rolls dice and gives
you the result, you can jump right back into
narrating what happens by showing instead of
telling (like we talked about in the previous
section). Combat is one of those situations

Saving People, Hunting Things: A Supernatural RPG


where detail and engaging narration are almost
always appropriate, and it can help the pacing
to exercise it often.

Player Involvement
At times the players can be the biggest
obstacle to their own game. They break
character, crack jokes at the table, start
conversations that arent related to the game,
stop paying attention, and all manners of things
that are distracting and break the immersion of
the game. It sucks, but sometimes thats just
what people do.
As the GM, you may be able to curb some
of this distracting behavior by making the story
more engaging to the players. People will pay
more attention when they feel that their
characters are important to whatever problem
the group is trying to solve. The GM can tailor
moments to the skillset of a character to make
sure they have a valuable input at the moment
when they start feeling unneeded: if you have a
hunter with tracking skills, you could send
something into the woods that you need to find
again. If you have a bored medic, you can
provide them with wounded to tend to. Each
situation is different, and you dont need to
always have every player being needed, but
everyone does want to feel important, and when
people stop feeling that they have value to the
team they may decide that the game just isnt
fun for them anymore.
As the writer, a GM can also build
scenarios that emphasize teamwork to help the
players feel that they need to stay engaged.
Situations where the group as a whole is in
danger, and where running off on your own
would be a dangerous choice to make, can keep
the group together and working as a unit
instead of fracturing. One classic storyline to
follow is the hunt gone wrong- the hunters were
after something, but its gotten the upper hand
and the group has become the prey. They need
to work together against a foe that has the
advantage.

108

Rules Debate
Players bicker all the time at the table
about the way that certain rules are worded.
They look for vagueness and loopholes and try
to use them in the way that more advantageous
for their characters. Whenever one player
thinks a rule should work one way and another
player thinks the rule should work a different
way, you have a rules debate.
As a GM, being part of a rules debate is a
risky thing to do. Its not that you might be
wrong- people make mistakes all the time. Its
that you might lose some authority by arguing.
Players will see one person question your
decision, and they may feel encouraged to
question another decision later on. Constant
debates can break up the game and leave
everybody frustrated.
As the GM, you have final say over what
happens with the rules. If a debate comes up, its
in your best interests to solve it quickly. Either
put your foot down and say maybe thats not
how it would work with another game, but here
Im saying we do it this way, or consider the
other persons argument and say that makes
more sense. Well go with that from now on.
The key is to be quick and decisive about your
call. Dont allow it to be brought back to a
debate again- if someone else has an opinion,
just stand your ground and say Ive made my
decision, and were sticking to it. The players
will see that youre in control of the situation,
and hopefully the game can get back on track.

Keeping Everyone Alive


People put a lot into their characters, and
wed all hate to see something that we put so
much time and effort towards come to an end.
As a GM, its understandable if you decide that
you should help cheat the odds a little to keep
someones character in the game. It can be a
little thing here or there, like sparing a player
the one point of damage that would have
brought them to deaths door, or fudging the

Saving People, Hunting Things: A Supernatural RPG


Difficulty of a dice roll so that they dont end up
in a clearly fatal situation.
That being said, death is always a
possibility in this game, and its important that
the players dont get the impression that their
characters are safe from dying. A little help is
alright, but if a character goes charging into a
nest of vampires, they should get whats coming
to them.
Besides, there are some interesting
possibilities in this game when it comes to
dying. You might have the chance to come back
as a ghost. Or your character might find their
way back into the story as an NPC. Its not quite
the same as playing your character normally,
but its something to remember if its nearly
time to draw up another hunter.

Death
Its morbid, but death can be a lot of fun
to play with at the gaming table. Its polite for
the GM to allow room for a death scene, if the
layer is interested in one for their character, and
that can be an intense bit of drama. Some
players relish the opportunity to hog the
spotlight for a minute. Others will prefer to just
go out quietly and start making a new character
without fuss. Whatever the preference of the
player, its nice to respect their wishes and let
them take the reins for a bit, just to see their
character off, before getting back to the story at
hand.

Beyond Death
Of course, in the world of Supernatural
death is hardly the biggest obstacle youll face.
People can come back in a number of ways. You
can return as a ghost, or a demon, or you can
find yourself a place in Heaven (or Hell, we
dont judge) that the other characters may
bump into later on.
When a character dies, the GM should
find a time to ask the player if theyd like their
character to return in some way. It doesnt have

109

to mean theyll definitely be back, but if a player


says no its better to let it go.
If they say yes, then its a good time to
ask the second option: would they like their
hunter to return as a ghost? As we mentioned in
Chap 8: Hunters Perils, playing a ghost
character doesnt last long, but it can be a
unique experience to play with in a game like
this. Beyond that, the character could also
return as an NPC in some form, unless the other
hunters find a way to bring their friend back
from the dead themselves. As a GM, its a good
idea to give it some time after a character dies
before theyre brought back into the story, since
the players may decide to hatch such a scheme.
If the players do manage to resurrect a
fallen friend somehow, look into some possible
consequences. Death isnt something that you
just play around with, and someone coming
back is going to come with a catch or a price. If
the players decide to revive a dead hunter, the
GM should make a fill adventure about the
attempt, and once its done they should find a
way to make the consequences part of the major
plot down the road.

Saving People, Hunting Things: A Supernatural RPG

Chap 10: The Supernatural


When it comes to the supernatural, its
near impossible to say youve got every piece of
lore thats out there. Every town has its folk
stories and legends, and every ghost, spook, and
specter has something that makes it unique.
What we have in this book is a rough outline of
the monsters that are out there. Most fit into
some category with definable traits that you can
use to hunt them. It doesnt matter what the
story is behind some local ghost, for example;
its still a ghost, and that means salt and iron,
and look for some remains.

Sources of Information
The lesson that all hunters learn in time
is that, try as they might, theyll never know
about every single thing thats out there. We
certainly try, and some hunters even live long
enough to become experts in lore. But then
you see a zombie plague in New England or a
strange totem from aboriginal Australia, and
you realize that the limits on what we can know
never stop expanding and growing on us.
Most of the lore we gather comes from
odd places. Normal sources for information
dont even believe that this kind of stuff exists,
after all. Hunters know to look for the more
personal accounts, the places where people felt
free to speak their mind without worrying
about looking crazy.

Personal Experience
When it comes to information, nothing
beats the stuff that you gather first hand. When
you bump into a new form of weird, taking a
record of what it was, what could do, and what
you did to finish it off can be invaluable both for
you and for others who run into this thing again.
The downside is that your info is only as useful
as your perspective is. You may have shoved a
wooden stake in that vampires heart, but you
wont know that you guessed wrong unless you

also saw your friend come back to cut its head


off after you took off to celebrate. Keep a
watchful eye, and write down your findings
regularly, and you might have something you
can work with.

Eyewitness Testimony
When you dont have firsthand
knowledge, secondhand isnt that bad. Hunters
tend to be willing to pass on their own
experiences with something when another
hunter touches base with them- were all on the
same side, after all. Of course, the same
limitations with personal experience are there
with eyewitness accounts- they can only tell you
what they saw, and if they missed something
then youll miss it too. If youre lucky, the guy
who took this thing on and lived to get away
wont be too spooked to tell you enough to start
with, at least until you can dig a little further on
your own and get the info you really need.

Ancient Sources
Monsters have been around practically
as long as we have, maybe longer. Records from
ancient civilizations dont just tell us what the
early peoples of ancient Africa, Asia, and
Mesopotamia eat and drink. Hidden within
those records you can find accounts of monsters
from people whove been dead for centuries.
Scholars tend to dismiss these accounts as
myth, or as a misunderstanding from a people
who didnt know what science was yet. But
hunters tend to recognize their own amongst
the writings, and they find at times that what
their forerunners did to kill something back
then can work just as well today, maybe even
better with some modern upgrades to the
methods.

Texts
A bit more modern than stone tablets
and hieroglyphs, but people recorded their
sightings in books too. Nowadays theres a
bunch of hokey publications on the subject,

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about 10 spells to charm your lover or The
true names of demons and ways to summon
them, but once in a while the author doesnt
even realize how accurate their work really is.
Check out the library and look for some
of the older texts. It can be a bit nerdy, but youll
make up that coolness when you use it to put
down a monster thats terrorizing the local
cheerleading squad. Authors from the
Renaissance and the Restoration period- Bruno,
Bacon, Shakespeare, and the like- can be full of
useful stuff about the supernatural. There are
plenty of secret societies that sprang up around
this time as well: the Order of the Golden Sun,
Aleister Crowley, and all kinds of groups that
made the occult a fad for the upper crust of the
world. Some of it may have been nonsense, but
at least you might get a laugh out of a ritual or
two, and the order may have had some powerful
magic amongst the flash and music.

Newspaper Archives
Public news doesnt normally treat them
as fact, but local interest journalists love to talk
about the towns urban legends. Youll need to
look into the town library or an old school
archive to find them, but small communities like
to treasure their work, so you should have a
good amount of backlog to check through.
Records of strange occurrences, deaths, births,
even letters to the editor can hold something
important for your hunt.
If you check in at the right time, maybe
under the guise of an author writing a new
book, you might be able to talk to the journalists
themselves too. Then you might find an
eyewitness account to go with the article. Or
you can just break in after hours. In small towns
the police likely have more important things to
do than patrol the local newspaper office. Just
remember that the filing systems may not be as
regulated as they are in the big cities. You may
have to work with the organizational workings
of that eighty year old secretary who mostly
depends on post-it notes to keep track of her

papers, or sift through a pile of papers that the


lazy intern just threw down there without
thinking twice about where things went.

The Internet
The shining library of the modern age,
and it turns out its good for more than just
porn. With a wifi connection and a laptop, you
can browse through hours of publications and
accounts. Crazy folks put up their conspiracy
websites online, where they dont have to worry
about being mocked in person and where they
cant be shut down easily by those who
disagree.
Youll have to be creative at times with
your searches though. Searching for North
Dakota baby kidnappings fangs probably wont
just drop an accurate story in your lap on the
first go. It takes practice to refine your search
and spot the truth through the BS and the
misunderstandings.

Using Skills when Investigating


When youre out fact-finding, youll use
different skills to gather info from your findings,
depending on what you see. You might be able
to hack medical records or break into the local
hospital, but if you dont have any experience
with Medicine some of the terms and the
findings of lab reports will sail right over your
head.
Naturally, Knowledge and Lore are your
two main skills for researching, but there are a
couple of specific applications for other skills
that can help you get what you need to know:
Burglary: Used for breaking into places where
information can be found, and sneaking around.
Deception: Used for creating convincing
identities and stories and identifying forgeries
Influence: Used for convincing people to give
you information, or to get past barriers

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Knowledge: This covers mainstream
information: science, history, philosophy, and
the like.
Lore: This covers folkloric or less-academic
knowledge: local legends, gossip, superstitions,
personal accounts.
Medicine: Use this skill for studying medical
records and reports, identifying weird health
problems and symptoms, and studying the
scene of an accident or the body of a victim.
Perception: Always useful for picking up on
small details that you might miss otherwise.
Tech: Used for gathering knowledge related to
computers, and for getting information through
computer use and hacking

Using this Chapter


Weve divided this section into some
broad categories: Spirits, things that come from
Heaven and Hell, monsters, enchanted items,
and that kind of thing. Theres a section for each
of the supernatural threats that exist from the
TV show.

Creature Features
A basic rundown of the creature in the
games terms. Youll get stats to use for a basic
model of this monster, as well as rules for how
this creature handles in combat.

How to Spot it
Each threat has a method of killing, a
pattern to its actions, and other identifying
traits that allow a hunter to know ahead of time
what theyre up against, this section covers
notable features that a hunter might spot to
identify the threat.

How to Kill it
While some creatures fit into a broad
categorical description, most have individual
traits that a hunter needs to know to bring them
down. This section covers weaknesses that a
creature has, which the hunter can use against
them if they have the right tools.

Spirits

This section is devoted to the spirits of


the dead, the spiritual entities who are still on
Earth for one reason or another.

Spirits in the Game


Regardless of what kind of spirit youre
looking to use in an adventure, there are a few
common traits that youll need to make one
from scratch.
Since spirits dont have a physical body,
they wont have any use for the physical
Attributes like Strength, Agility, or Vitality.
Instead, the remaining Attributes pull double
duty to serve any actions that a spirit tries to do:
Alertness doubles as Agility for a spirit.
It represents the spirits ability to handle and
work with the environment around it. A spirit
with a low Alertness Attribute has a poor sense
of its surroundings, while a spirit with a high
Alertness has a good sense for the physical
world around it, and for what it can use to its
advantage.
Intelligence doubles for Vitality for a
spirit. It represents its ability to understand its
situation and adapt. A spirit with low
Intelligence, like a death echo, may not even
realize that its dead, and cant accept things
that arent related to its former life or purpose.
A spirit with a higher Intelligence understands
how it can take advantage of being a ghost to
deal with obstacles it encounters.
Willpower doubles as a spirits Strength.
It represents the overall power that a spirit has
to interact with the world. Most attacks that a
spirit makes are performed with the Willpower

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Attribute. Spirits with low Willpower have a
pretty weak presence in the world, while spirits
with a high Willpower is pretty powerful and
forceful.
One thing every spirit has is the Spirit
Trait. It represents how strong the ghost is and
what abilities it has in the world. Theres a
description on page 81 that outlines what a
spirit can do with each die rating of this Trait.
When a spirit acts in the world, it usually adds
its Spirit Trait die to any Attribute or Skill dice
that it rolls.
As for the derived Attributes, most dont
really apply to spirits. They have no Life Points
(since they dont have any life), and the only
derived attribute that really sticks around for a
ghost is Initiative (Alertness + Spirit trait).
Once you have the Attributes lined up, all
that remains is to tailor the Skills and story to
your individual spook. Come up with a name,
who the spirit was in life, how they died, and
why theyre still around. Give them Skills that
they would have acquired when they were alive
(a man who was a bouncer before he died might
have some pointed in Unarmed Combat, while
the ghost of librarian will have a strong
Knowledge skill that they can still use).

Buruburu
Not everybody goes out quietly in their
sleep. Documentation goes back as far as the
Japanese Edo period, when a person dies in a
particularly strong state of terror, they can
come back as a buruburu. Buruburus are able to
spread an infectious fear called ghost sickness
through contact with their victims. The infected
experience intense terror that grows until their
hearts give out from the stress. Finding out
information about buruburus has a Hard
difficulty.

Buruburu
AGI:-- STR:-- VIT:-- ALE: d6 INT: d4 WIL: d10
Init: d6+d8 LP:-Traits: Formidable Presence (d4), Spirit (d8)
Attacks: Will often attack with Willpower + a
relevant combat skill + Spirit. May also possess
machinery or vehicles, if they were related to
the buruburu in life.

Creature Features
A buruburu infects those it come into
physical contact, and those who touch the
infected, with ghost sickness. People who
shared a personality with the buruburus
original killer are at risk of contracting ghost
sickness- that means that most hunters are at
risk, since killing tends to come naturally to the
bunch.
Ghost sickness starts as intense
nightmares and irrational fears, and gets worse
as time goes on. Six hours after first contact, the
infected needs to make a Hard Resistance roll to
avoid these symptoms. Failure results in a -1
step to the Willpower Attribute. Superficial
wounds appear on the victims body that
resemble those that the buruburu suffered at
the time of death. About 24 hours in, the victim
starts vomiting, and later vomiting blood. At
that time, infected have to beat another Hard
Resistance roll to avoid these symptoms,
repeating the roll every two hours. Each failure
reduces the victims Vitality by a -1 step. If you
last 48 hours without stopping the ghost
sickness, the victim has to beat a Formidable
Resistance check or immediately suffer a fatal
heart attack. This roll has to be made hourly
until the victim is dead or the buruburu is
dispelled. Destroying the buruburu who
infected the victim removes the symtoms
immediately and removes any Attribute Steps
that were taken as a result of the sickness.

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How to Spot it
Victims of a buruburu die of a heart
attack, which can stick out at times if the victim
was already in good health. The victims share
markings on their body that are related to the
death of the buruburu. If you dig into the past of
the victims, youll probably find that they had a
violent past: bullies, criminals, and the like.
People who are living and infected with ghost
sickness will cause a spike on an EMF meter. If
any of the player characters start to seem
jumpier than usual, be on the lookout: they may
have been infected with ghost sickness during
the investigation.

How to Kill it
Like most spirits, buruburus take Stun
damage from iron or salt. If they take Stun
damage, they dissipate for a time and reform
when they can beat a Hard Willpower + Spirit
check, or after d6 turns. If you can find the
buruburus remains, you can dispatch it by
salting and burning them. But buruburus have a
unique weakness: fear. If you can recreate the
circumstances of the spirits original death, its
fear will literally scate the buruburu to death.

Death Echo
Death echoes are the simplest of spirits
to deal with. Not even a fully realized spirit,
theyre still reeling from the shock of their own
death. Mostly harmless, they usually only
appear in flashes as they endlessly recreate the
last moments of their life. More often these guys
are a marker for something much more
dangerous lying around the area. Finding
information about death echoes has an Easy
Difficulty, and if you have any experience with
ghost hunting it may be understood that you
know about them already.

Death Echo
AGI:-- STR:-- VIT:-- ALE: d6 INT: d4 WIL: d4
Init: d6+d2 LP:-Traits: Spirit (d2)
Attacks: Death Echoes usually cant muster up
the power for an attack. If they can at all, it will
be a Willpower+Any relevant combat
skill+Spirit (d2), and it will only deal Stun
damage.

Creature Features
Death echoes mostly appear in flashes.
They deal more with cold spots and electrical
interference than with anything really
dangerous. They tend to relive the last minutes
before they died, in an endless loop until
someone snaps them out of it or until they get
put down.

How to Spot it
Death echoes arent self-aware enough to
have any subtlety. If theres any trouble with
one, youll hear about it right away. Odds are, a
death echo that lasts a while will be the stuff of
a harmless ghost story more than a source of
concern.

How to Kill it
Like most spirits, death echoes take Stun
damage from iron or salt. If they take Stun
damage, they dissipate for a time and reform
when they can beat a Hard Willpower + Spirit
check, or after d6 turns. If putting down a death
echo is necessary, burning the remains is a
reliable solution. Death echoes arent normally
able to respond to anybody around them, but if
you can provide some reminder of their old life,
you might be able to shock a death echo out of
its loop of memories. Then its possible that it
may depart on its own, finally able to recognize
its own death.

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Poltergeist
Everyone knows what a poltergeist is.
Theyve made movies about the spooks, like
Poltergeist and The Amityville Horror. Theres
probably not much else you need to know at
this point. Finding information about
poltergeists has an Easy Difficulty, and if you
have any experience with ghost hunting it may
be understood that you know about them
already.

Poltergeist
AGI:-- STR:-- VIT:-- ALE: d6 INT: d6 WIL: d6
Init: d6+d6 LP:-Traits: Spirit (d8)
Attacks: Poltergeists may attack with
Willpower + Unarmed + Spirit (d8), but theyre
more famous for using their home ground to
attack people. They use telekinesis to take items
from the house or location they occupy and use
them as weapons: throw kitchen knives around
the room, drop hanging objects on peoples
heads, push them into the fireplace and cause it
to ignite.

Creature Features
Poltergeists are the original source of the
haunted house stories. They anchor in a location
that was significant to them in life, and they stay
there. Usually, when they start hurting people,
they go after the folks who move into the house
that used to be theirs and they get territorial.
Poltergeists vary in strength (as in, the
level of Spirit Trait that they have). The weaker
ones just cause cold spots, mess with the
electronics, and rustle the curtains. The
stronger ones can dangerous though. They have
a lot of pent up anger, and if someone stays in
their turf theyre ready to unleash some of it.

How to Spot it
Like weve said, poltergeists tend to
create haunted house stories. If the local kids
say that an old house on the hill is haunted,

theres a good starting point. Other times you


may hear about new homeowners with
complaints or concerns about the property they
moved into: flickering lights, drafts, strange
scratching noises in the walls.

How to Kill it
Like most spirits, Poltergeists take Stun
damage from iron or salt. If they take Stun
damage, they dissipate for a time and reform
when they can beat a Hard Willpower + Spirit
check, or after d6 turns. You need to find and
burn the remains of a poltergeist to put it to
rest. If you happen to have access to some
hoodoo, you may be able to purify the house the
spook is staying in, to drive it out. But theres no
guarantee that the poltergeist wont find a new
haunt somewhere and start causing trouble all
over again.

Rawhead
Rawheads, or bloody bones according
to Irish folklore, start out as old people, who
were picked on by children wherever they lived.
They tend to die in some way related to those
darn kids, and kick the bucket with a lot of rage
towards youngsters. That anger turns them into
a rawhead after death. However they looked in
life, rawheads all look the same: rough and
disheveled, with scarred and burnt skin.

Rawhead
AGI:-- STR:-- VIT:-- ALE: d4 INT: d4 WIL: d6
Init: d4+d8 LP:-Traits: Spirit (d8), Fugly (d6)
Attacks: Rawheads like to ambush their victims
from a dark place, using their Deception skill,
and then strike viciously with Willpower +
Unarmed + Spirit (d8). Their and teeth deal an
extra d4 Wound damage if they hit.

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Creature Features

Shojo

Rawheads hunt children. They hang


around places where children like to beplaygrounds, schools, parks- and wait in a
shadowy, dark place to lure kids close. Then
they attack them with their claws and teeth, and
bring the bodies back to their former house to
eat. They can go years between kills, waiting in
their lairs until they get hungry again.
Rawheads always have a low Intelligence
Attribute- theyre pretty brutish and dont have
a lot of thought to give towards much else than
their hunger.

Shojo are sea spirits from Japan, with a


fondness for alcohol. They dont seem like
theyd be very common in the States, but its
possible to bind a shojo with a spell box, after
which it will carry out a command thats written
on the box. Finding information about shojos
has a Formidable Difficulty.

How to Spot it
Rawheads have a specific origin, so it
shouldnt be hard to narrow it down as a
possibility. You need an old person, some kids
who might have pissed them off. Since it goes
after children, you should find a string of
missing children in a town where a rawhead has
been living (the rawhead eats its victims, so
there likely wont be a report of child deaths
unless the rawhead made a mistake at some
point). Locals may talk about the home that the
rawhead used to own as a haunted house, and
people stay away from it.
Rawheads get their second name- bloody
bones- from their habit of leaving the bones of
their victims in a pile. If a town has reports of
such a mess near a playground or some other
place where children go, you know what to look
for.

How to Kill it
Rawheads are easy to find if you know
theyre around. They live in the homes that they
used to occupy in life, which makes it easy to
track them down. Electricity really hurts these
guys: hitting them with a loose wire or a Taser
deals Wound damage instead of Stun damage,
and the damage gets a +2 step.

Shojo
AGI:-- STR:-- VIT:-- ALE: d6 INT: d6 WIL: d8
Init: d6+d8 LP:-Traits: Spirit (d8)
Attacks: Shojo will use their long claws to
disembowel their victims with a Willpower +
Unarmed + Spirit (d8) attack. If they hit, those
claws deal an extra d2 Wound damage. It can
also attack with telekinesis using Willpower +
Spirit (d8).

Creature Features
Shojo look like that creepy girl from The
Ring: slender Japanese girl, long wet black hair,
and elongated fingers that end with sharp
claws. It uses these claws to disembowel its
victims. What makes the shojo really tricky is
that its invisible to anyone who isnt drunk.
Thats right, taking this spirit on in an adventure
means at least one of your characters will need
to get wasted to take her down.

How to Spot it
Disemboweling is the shojos method of
attack. What you really need to look is a spell
box. If you check for people who would have a
grudge against the victim, they might have an
old box with a bottle inside and Japanese
lettering on the outside. The lettering will be the
command that the shojo is following, which
gives you an idea of where to find it next.

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How to Kill it

Creature Features

Its not as easy to kill a shojo as it is with


other spirits: theyre sea spirits, not human
souls, and thus they dont have remains to burn.
Instead, you can only kill a shojo with a samurai
sword that has been blessed in a stream by a
Shinto priest.
As it turns out, most of this can be halfassed if you dont happen to have a local Shinto
monastery handy. A shojo isnt really material,
so odds are that you could use a cheap replica
sword instead of a sharpened steel weapon. The
Shinto priest isnt really necessary, as long as
you have someone who can recite the blessing
(maybe you should find someone of Japanese
origin, just in case). And the stream can be
literally any flowing water, be it from a tap or
poured from a bottle.

Spectres died with a powerful grudge,


and they show up when their graves are
disturbed. They spread from host to host
through physical contact, either from contact
between the host and a new victim or through
an object that the spectre is possessing. While
they possess a host, they drive them relentlessly
to act on any grudge of their own that they
might be holding. Empowered by the spirit
driving them, those people become pretty
dangerous.

Spectre
Spectres are a specific breed of vengeful
spirit. They held a deep grudge in life, and they
spend their afterlife getting other people to act
on their own grudges. Finding information
about death echoes has an Average Difficulty,
and if you have any experience with ghost
hunting it may be understood that you know
about them already.

Spectre
AGI:-- STR:-- VIT:-- ALE: d6 INT: d6 WIL: d8
Init: d6+d10 LP:-Traits: Spirit (d10)
Attacks: Spectres prefer to possess people,
driving them to act out any vengeance fantasies
they were harboring. While possessing a
person, they add their Spirit (d10) Trait die to
any physical skill checks the person tries to
perform. Outside of a host, the spirit can attack
with Willpower + any relevant combat skill +
Spirit (d10).

How to Spot it
A string of revenge killings is a good first
sign of a Spectre on the loose. A recently
vandalized grave is a strong second point. One
notable feature that spectres have is the
ectoplasm they leave behind when they possess
someone: while most ghosts leave black
ectoplasm, spectres leave green ectoplasm. It
leaks out of the ears of the people they possess.

How to Kill it
If you catch a spectre outside of a host,
they take Stun damage from iron or salt like any
other spirit. If they take Stun damage, they
dissipate for a time and reform when they can
beat a Hard Willpower + Spirit check, or after
d6 turns.
Salting and burning the remains is the
way to go for killing a spectre. One thing to look
out for is any small object that might have been
the spectres personal effect in life. It theyve
been using it to move from host to host, itll
have to be destroyed too. And that means
coming close to letting the spectre possess you
while you get the object to a furnace.

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Tulpa

Creature Features

Tulpa arent technically spirits, so much


as thoughtforms, according to Tibetan Lamas.
Theyre the manifestation of a thought or idea
given shape by the will, belief, and discipline of
either a very well-trained individual or a
collective of people. You make a tulpa by
concentrating on that idea and making it real in
your mind. Its not likely that well see a
powerful Tibetan monk summoning Tulpas
anytime soon, but the monks used mystical
rituals and symbols to help focus the mind and
make the creation of a tulpa easier.

Tulpas are hard to pin down, because


they take whatever form the people who
created them visualize. If everyone thought
really hard about a ghost in the ritual, then the
tulpa takes the form of a ghost. If they thought
about Lucy Liu, then you get a Tulpa Lucy Liu. It
acts the way the creators believe it should act,
which makes finding the people who made the
tulpa pretty important to bringing it down.

So if, say, someone spray-painted one of


those symbols around an old house because it
looked cool, and led people to the place and let
them stare at the symbol while listening to
some ghost story that the person made up, their
collective thought may accidentally create the
ghost in tulpa form.

Tulpa
AGI:-- STR:-- VIT:-- ALE: d4-d8 INT: d4-d8
WIL: d4-d8
Init: d40d8+d8 LP:-Traits: Spirit (d8)
Attacks: Tulpas take on whatever form that
people believe they have, so theyre pretty
flexible as a whole. A tulpa may attack with
weapons, telekinesis, magic, or anything really.
It all depends on what people think the tulpa is.
Regardless, it will usually roll Willpower + any
relevant Skill + Spirit to attack.

How to Spot it
Because they dont have a form of their
own, odds are youll bump into a tulpa by
accident. Youll go looking for a ghost to kill, and
realize that somethings wrong when the usual
tricks to kill it dont work. If you suspect a tulpa
is around, the thing to look for is any sign of
those Tibetan symbols or a ritual. It may not
even have been put up deliberately, if some kid
just thought the symbol looked cool.

How to Kill it
Because tulpas arent material, its not
easy to kill them. Their one weakness is the
think that made them in the first place: belief. If
you can find out what the people who made the
tulpa thought it would be vulnerable to, thats
what you can use to kill it. Or, if you find the
people agreeable, you can have them edit their
tulpa to include some new weaknesses (tulpas
arent static things, they change according to the
beliefs of the people contributing to their
creation.

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Vengeful Spirits

How to Spot it

Easily the most common group of spirits,


most ghosts become vengeful spirits in time.
They have an eternity with nothing to do but
wander around and dwell on whatever they
were think of when they died, and for most
spirits who had a reason to stay behind those
thoughts are not happy ones. Finding
information about vengeful spirits has an Easy
Difficulty, and if you have any experience with
ghost hunting it may be understood that you
know about them already.

Largely, you can assume that a vengeful


spirit is at work if people are talking about a
local legend after someone dies. If they say the
spirit of Father Mayhews comes down and kills
adulterous women at midnight, theres a good
lead to look into. Spirits also leave behind a
magnetic field where they go and where they
use their power, which can be picked up by an
EMF meter. Other ways to detect a spiritual
presence include cold spots, strange noises, and
electrical interference.
Once you have a name to look for, its a
good idea to start digging up some information
about the persons life: how they died, what
kind of person they were, and arguably most
importantly where their remains have been
buried.

Vengeful Spirit
AGI:-- STR:-- VIT:-- ALE: d6 INT: d4-d8
WIL: d6-d10
Init: d6+d4-d12 LP:-Traits: Spirit (d4-d12)
Attacks: Vengeful spirits can attack in person
with a Willpower + any relevant combat skill +
Spirit attack. Some are also able to use
telekinesis in a Willpower + Spirit attack. Some
are able to use special abilities, such as starting
fires, possessing the living, controlling swarms
of animals, or something equally dangerous.

Creature Features
Vengeful spirits are easily the broadest
category in this section, and so its hard to pin
down an accurate description of all vengeful
spirits. The kind of abilities they have largely
depend on the level of Spirit Trait die they have
(consult the chart on page 81 for a description
of what a spirit can do at each level). Many can
move objects telepathically. Some can blink
from place to place, in which case the Difficulty
to hit them becomes a roll against the spooks
Spirit Trait die, with a +1 step.
Each spirit has an individual description,
based on the person they were in life and the
way that they died.

How to Kill it
Like most spirits, vengeful spirits take
Stun damage from iron or salt. If they take Stun
damage, they dissipate for a time and reform
when they can beat a Hard Willpower + Spirit
check, or after d6 turns. Certain hoodoo and
talismans can control or stop a spirit, and
consecrated ground will destroy them outright
if you can lure a spirit onto it.
To put a vengeful spirit down for good,
you need to find the spirits remains and salt
and burn them. This may be more than their
body: if they left behind a part of themselves
somewhere, like a lock of hair, that has to go
too. Other spirits are anchored to a personal
item that they had when they were alive, in
which case that also has to burn.
If that isnt an option, you might also be
able to convince the spirit to let go. Theyre still
on Earth for a specific reason, and if that reason
is fulfilled they might be ready to move on.

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Water Wraith

How to Spot it

Tales of water spirits luring people to


their death at sea have existed across country
borders: In Scotland, theyre portrayed as old
women in rags who haunt bogs and lakes, in
Greece they have nereids, in Japan they have
kappas. Whatever they look like, they tend to
come from the same story.
Water wraiths are the vengeful spirits of
people who drowned. Usually their body was
never recovered, but some cases come from the
drowning of someone who strongly identified
with the body of water they died in, like a
fisherman or sailor.

Since water wraiths only kill by


drowning, a string of drownings in a town are a
red flag. Usually the ghost will have a reason to
attack those specific people, being a vengeful
spirit. The water that they inhabit tends to look
black and murky, regardless of where it came
from.

Water Wraith
AGI:-- STR:-- VIT:-- ALE: d4-6 INT: d4-d8
WIL: d4-d8
Init: d4-6+d8 LP:-Traits: Spirit (d8)
Attacks: Water wraiths catch their victims in
the body of water that they haunt, and try to
drag them under water until they drown. They
do this with an opposed Willpower + Unarmed
Combat/Grappling + Spirit (d8) check, vs the
targets Agility + Athletics/Swimming check.
Every turn that the wraith wins, the victim takes
d2 Stun damage until they pass out. After that,
they take d2 Shock and d2 Wound damage
every turn they stay underwater.

Creature Features
Water wraiths are confined to the body
of water they drowned in, and while youd think
that makes you safe if you stay away from the
water youd be wrong. Wraiths have control
over the water to some extent, and they can
travel to other waters that connect to their
home. That means they can travel through
pipes, into streams or connected lakes, and can
create pools of water to attack from. You may be
taking a bath at home when a water wraith
travels though the faucet and catches you there.

How to Kill it
Water wraiths are harder to kill than
your average vengeful spirit. Its hard to attack
them with salt and iron, and their bodies are
normally lost in the water they inhabit. If you
have the resources, you might dredge the body
of water and dispose of the body when you
recover it, but that may take time you dont
have, and if the spirit thinks youre threatening
it you may have to deal with it attacking you as
you work. The only other way that might work
to stop a water wraith is to convince it to depart
on its own: help it finish what it stayed behind
to accomplish, or convince it to give that
purpose up. You could also convince the people
its targeting to leave town and stay away from
the water the wraith inhabits, but its hard to
decide whether that counts as a win.

Woman in White
The first monster that Sam and Dean
take on in Supernatural, a woman in white is a
sad variation of vengeful spirit. Originally from
Mexico as la llorona, the story of their death is
the same: they found out about their husband
cheating on them, murdered the children that
they bore with that man, and then died (either
by suicide or as punishment for murdering their
children).

Creature Features
Women in white haunt roadways as
beautiful young girls, wearing a soaking wet
white dress, and tempt men to offer them a ride.
Then they attempt to seduce their victims and,

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when they give in, rip their hearts out as
punishment for their unfaithfulness to their
own lovers.

How to Spot it
Women in white stick to haunting
roadways, so people dying or going missing
while driving may be a sign of a woman in
white. If you suspect that this is true, youll want
to look into any local stories about unfaithful
husbands or women who murdered their
children. The story of a woman in white is
pretty specific, so the details need to line up to
confirm that this is what youre up against.

Woman in White
AGI:-- STR:-- VIT:-- ALE: d6-8 INT: d4-d8
WIL: d6-d10
Init: d6-8+d6 LP:-Traits: Spirit (d6), Allure (d4)
Skills: Influence d6/Charm d8, Unarmed
Combat d4
Attacks: Women in white use a sirens song, a
high-pitched wail, to immobilize their victims.
While the sprit uses this song, anyone within
earshot needs to make a Willpower +
Discipline/Resistance check against the spirits
Willpower + Spirit Trait. If the woman in white
is distracted, she cant maintain this song. The
spirit attempts to pin its victims using
Willpower + Spirit(d6), either with a heavy
object or her own form. Once immobilized, she
can then plunge her hand into the victims chest
and attempt to rip his heart out. This action
uses Willpower + Unarmed Combat +Spirit (d6)
against an Easy difficulty and deals Basic
damage.

How to Kill it
Like most spirits, women in white take
Stun damage from iron or salt. If they take Stun
damage, they dissipate for a time and reform
when they can beat a Hard Willpower + Spirit
check, or after d6 turns.

To kill a woman in white, you need to


salt and burn their remains just like any other
ghost. However, this might not be easy,
depending on the manner of their death. One
other option might be to sic their children on
them. Since women in white killed their
children before they died, theres a chance that
those kids are still around as well, possibly in
the spirits old home. The children may be angry
enough to drag the lot of them into the afterlife
as revenge.

The Heavenly Host

Naturally, theres a lot to say about what


Heavens done as a part of the world. From what
we can gather, the setting is predominantly
Christian, in that God, Lucifer, and all of the
angels and devils in between are in charge of
everything. There are other pagan gods running
around, but they seem to be minor characters
compared to the big G.
In the beginning, God made Heaven and
all of creation. He then made angels, his first
children, whom he charged with watching over
and tending the earth hed made. Then he tried
creating creatures to inhabit his world, and
after some trial and error (namely, Eve and her
monstrous spawn), he eventually created
humans. God named humans his favorite
children and proclaimed that they would inherit
the earth from him (Some angels arent very
happy about that, by the way). Then God
justdisappeared. Nobody knows what
happened to him or where he is, and theres
plenty to suggest that God is actively preventing
people from finding him.
Among the angels who were unhappy
with Gods decision with humans was Lucifer,
the famous fallen archangel. Some say he was
the reason God decided to split. Before he left
God threw out some predictions of the coming
fight with Lucifer, which we know as the lore of
the Apocalypse, the great battle between Lucifer
and the archangel Michael.

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If you follow the TV show, you know that
the main characters, Sam and Dean, had a role
to play in this battle: they were meant to be the
vessels for Michael and Lucifer, two brothers to
hold two brothers as they fight across creation.
However, the Winchesters got one up on the
situation and managed to throw both Lucifer
and Michael back into the Cage, the deep pit of
Hell where Lucifer had been imprisoned before
the Apocalypse began. Since then, without
Michael as acting leader of Heaven and with the
Apocalypse going so far off the rails, theres
been some disarray regarding how to proceed
with the world: some want to kick-start the
apocalypse somehow and finish what they
started, while others want to stop that mess and
move in a new direction.

Abilities
Angels bless their vessels with
superhuman speed and strength while theyre
on Earth, as well as a number of powers that
come from being a servant of Heaven. One of the
powers that makes angels particularly hard to
deal with is their ability to heal almost any
wound instantly. They can take a ridiculous
amount of punishment, and when you turn
around they look like youve barely ruffled their
clothes. Say what you will about angels
motivations, they take good care of their vessels
while theyre using them.
Invulnerability: Simply put, angels can
take the kind of damage that would even put a
demon down and just walk it off.
Telekinesis: Like some of the other
monsters out there (demons, spirits), angels can
move objects through sheer force of will. They
dont toss this power around quite as much as
demons do, but thats probably out of
professional pride.
Super Strength: Angels are strong.
Were talking punching through a stone wall
kind of strong.

Flight: Were not exactly talking about


flight here. More like angels have this Batmanesque ability to disappear when youre looking
the other way. Teleportation sounds a bit
science-fictiony for what were talking about,
but angels can just appear anywhere they
please out of thin air and disappear in the same
way. Sounds cool, but try to hold a conversation
with one and it gets annoying.
Awareness: Angels can sense things that
we cant, like magic or certain presences. They
also have this back-channel communication
with On-High, which allows them to stay in
contact with other angels. This may be a radio
frequency of some kind, but the bottom line is
that angels rarely fall out of contact with their
brethren.
Purification: The word smite feels
more appropriate to describe this power. An
angel places their hand on someone whos
possessed by a demon, and purge the monster
out in a flash of holy light.
Angelic Guidance: If youve ever
watched Its a Wonderful Life during Christmas,
this is what we mean. Angels are capable of
traveling through time, or to alternate realities,
and they can take you with them to show you
something that they think you should know
about. They try to maintain caution when they
deal with time travel (its not something you
just mess with lightly), but they do what they
need to do sometimes.
Angelic Lore: Enochian, the language of
angels, is used to create powerful wards that
affect angels.
Higher Power: Angels, to one extent or
another, have some ability to reshape reality
like their father could. Minor angels might be
able to create a lucky coincidence or two, but a
really powerful archangel might be able to do
something really significant.

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Limitations
As intimidating as angels are, we know
that they arent unstoppable. The apocalypse
has provided enough evidence of demons taking
down the heavenly host to show us that they do
have limits. For humans though, our options are
pretty thin. Angels dont even notice the usual
materials that hunters use to fight evil: salt,
iron, silver, all practically worthless against an
angel. There are a few exceptions though:
Angel Blades: If you ever see an angel
drop a knife-like weapon, make sure you dont
lose it. Those blades are one of the only
weapons that can kill an angel, and they kill just
about anything else on top of it. The metal itself
may be fashioned into another weapon and still
have that killing power (theres an instance
where one was melted down into bullets. Its
not clear how hot youd need to make the metal
though- you might need literal Hellfire).
Enochian Sigils: While Enochian is used
to do some scary things by angels, humans can
use them as well. In fact, some sigils need to be
made in human blood to activate them. Its
possible God didnt trust his first children to be
happy about his creation of man, so he left
defensive measures behind just in case. These
sigils can dispel an angel back to Heaven,
weaken them, and other effects.
Dispelling: Aside from an Enochian sigil,
certain demons know a spell that immediately
dispels all angels within range. Its not clear
how useful this will be, since it requires the
demons to overpower an angel first before it
can be used- not exactly an easy task.
Holy Oil: Placing an angel inside a ring of
burning oil from a holy source, which has been
purified by a church, will prevent the angel from
crossing the ring. They can still use most of their
powers, but at least you know theyll be
confined to that spot until the flames die down.
The Vessel: Like we said, most angels
have a formal approach to courting a new
vessel: they look for devout Christians, and
theres a test of faith involved before the angel

deems them worthy. As a result, angels are


pretty protective of their vessels. One upshot of
this is that angels only leave their vessel under
the direst of circumstances, compared to
demons who jump away right when you have a
good shot at the bastards.
Vessels dont often get a chance to speak
once they let an angel in, but they still have a
certain power over their angelic guest. If the
vessel were to revoke their invitation, the angel
has to leave their body immediately. If an
opportunity arises, talking to the angels host
may be a way to get them away from you for a
time, at least until they find a new vessel.

Angels in the Game


One thing to remember is we dont get to
see what an angel looks like. Technically, if we
got to see an angel in its true form, it would
probably blind us: angels as they appear in
Heaven are giant beings of pure divine light. If
one were to appear on Earth in that form, it
would emit a constant, ultrasonic noise that
would cause earthquakes and give serious
migraine headaches for miles around, and if it
were to talk that noise would get multiple times
worse. With some exceptions (people who
possess an Asset like Clairvoyant d8, ESP d8,
Medium d8, or Faith d6), anybody who hears an
angels speech has to succeed at a Hard
Resistance (Vitality + Willpower) roll or become
stunned while the angel is speaking. Angels
understand this limitation that most humans
have, and so when they plan to visit Earth for
some reason they look for a vessel, a human
host who will give control of their body to the
angel during its stay. Demons do this too, but
angels are particularly noble about their
selection process: they only reach out to devout,
moral humans unless theyre desperate, and
even then the human has to invite the angel in
before it can do anything.
Theres no dice-rolling needed when an
angel possess a human. If the human didnt
want the angel in, then it simply wouldnt be

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possible. Once an angel possesses a vessel, that
person receives a +3 step to Strength and
Vitality, along with a +1 step to Agility. These
values may be higher if the angel is stronger,
but youre more likely to see an increase in
Strength and Vitality than Agility, unless the
angel knows a lot about working in a human
form. The angel uses its own mental Attributes
in the place of the vessels while its driving, but
it may use its vessels Traits or Skills when it
needs them.
Angels are capable of taking an insane
amount of damage. Their armor of faith
protects them against hails of gunfire,
explosions, and indirect fire. They also dont die
when they take their full Life Points in Wound
damage. They suffer no Wound penalties, and
they recover two points of Wound and Stun
damage per turn. If an angel ever does take its
Life Points in damage, it withdraws to Heaven.
In theory, the angel could leave its vessel behind
to die, but that not something that they do
unless the situation really demands it.

Angelic Traits
Most angels possess each these traits to
one degree or another. Combined, they make up
an angels grace. If an angel were to ever lose
their grace they become fallen, just a regular
mortal like all of us. Their powers will diminish
over time, with some fading away immediately
after falling (like Higher Power and Purifying
Light)

Armor of Faith (d2-d12)


Physical threats have no danger to an
angel, only the will of the soul. Angels have a flat
Armor Value of 20 against any attack thats not
directly driven by the will of another being,
which includes gunfire, explosions, and
environmental damage. Hand to hand attacks,
being a direct attack of a willing being, ignore
this armor. Arrows are kind of a middle ground,
and so they split the difference- the Armor
Value against them is only 10.

Against other attacks, angels get an


Armor Value equal to the die value of this Trait.
Angelic weapons specifically ignore this armor.

Angelic Wings (d4-d12)


You can travel on silent wings, vanishing
and reappearing wherever you choose. At d4,
you can travel to anywhere on Earth or in
Heaven in the span of an hour, each step up in
die rating adds a new ability to this power.
Fast travel (d6): This travel only takes a
few minutes, instead of an hour.
Gates of Hell (d8): You may travel to
and from Hell.
Realms of the Impossible (d10): You
may visit places that arent even places, like the
dreams of mortals
Fellow Traveler (d12): You may take
others with you when you fly

Divine Senses (d8)


Angels are keenly aware of the
supernatural world around them, and beyond.
This Trait is the equivalent of taking
Clairvoyance, ESP, and Medium at d8 at the
same time. Some mortals with the right
protection can be hidden from this Trait.

Higher Power (d4-d12)


Angels can reshape reality to some
extent. This is a power that almost no angel
would take lightly, and abuse of it is pretty
minimal.
d4: As an action, an angel can make
something happen that is unlikely, but not
unreasonable. A door might be unlocked, a cab
might show up just as you leave a building, a
cold might suddenly get better overnight, or a
scratch-off ticket might win twenty dollars.
d6: The angel can alter a situation as if
he was in many places at once. This may seem
like a small change, but it means that they can
perform multiple actions within a limit, like
disable several wards at once or set off all of the
car alarms on a city street at the same time.

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d8: The angel can make something
highly unlikely, but plausible, happen. This can
include several unlikely things (like an entire
parlor winning at bingo at the same time), or it
can be one highly unlikely event (like the smoke
from a fire spelling out a message, or someones
cancer suddenly going into remission).
d10: The angel can pull a target out of
reality and show them something. This trip can
violate the rules of time and space- they can
travel to the past, a possible future, or a
completely imaginary realm. The angel decides
the rules of the trip, and while the target may
appear to be in danger, theyre usually safe.
d12: As long as it still complies with the
laws of reality, the angel can make even
impossible things happen. He can make
something burst into flame, turn lead into gold,
make a persons lungs disappear. If this power
is used as an attack, it becomes an opposed
action using the angels Willpower + Higher
Power Trait, versus the targets Willpower as an
Innate Defense. If successful, the attack deals
whatever kind of damage the DM deems
appropriate, and can deal the success in
damage, plus d12.
Archangels may have this power at a
higher level, but such a thing becomes
impossible to put into numbers at this point.

Purifying Light (d4-d12)


An angel can emit a purifying light that
drives out demons, spirits, and other impure
beings. It acts as a weapon against these beings,
adding the Trait die as Wound damage. With a
possessed person, the attack does no harm to
the host, but a successful attack forces the
demon or spirit out of the body. An
Extraordinary Success destroys the target
instead of expelling it. The Light can be used
against other creatures as well, but it only deals
Stun damage if the being is not impure.
d4: The light emits from the angels
hands. It may be used as a melee attack, using
the Unarmed or Melee Combat skill.

d6: The angel can use the light to strike


at range, using the Ranged Weapons Skill.
d8+: For each further upgrade, the angel
can attack an additional target with each action
using this power.

Telekinesis (d4/d8/d12)
The angel can move things, or even
attack them, just by thinking about it. This
power has a range of up to one zone away from
the angel. You roll this power like an attack,
using Attribute + Skill + Telekinesis Trait die.
Attacks using this power are mental attacks, so
the Attribute used is usually Willpower. Your
effective Strength with this power is the
combination of your Willpower and the die
rating of this Trait.
d4: You can use this power on one target
at a time.
d8: You can use this power on two
targets at a time.
d12: You can use this power on three
targets at a time.

Angels
These guys are the rank and file of
Heaven- the soldiers, the workers, and all of
that. While certain angels have specific
responsibilities and traits, these guys are the
most common representatives of On High youll
see. Usually theyre not the most agreeable
bunch to talk to; they tend to be completely
devoted to their task, and that makes them
pretty impersonal. However, there are some
nicer ones to talk to.

Creature Features
If you see an angel in its divine form,
youd probably go blind form the experience.
Most of the time, an angel will appear wearing
the meatsuit of their vessel, and so aside from
their robotic personalities they look mostly like
any other person at first glance. At times, you
can make out the silhouette of a large set of

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wings behind an angel in the right light (and if
theyre trying to put the fear of god into you.

angel or someone who managed to get an Angel


Blade from one.

Angel

How to Kill it

AGI: d8 STR: d12 VIT: d12 ALE: d8 INT: d12


WIL: d12
Init: d8+d8 LP: 24 (20 points impersonal
armor, 2-12 points of armor, recovers 2 points
of Stun/Wound per turn)
Traits: Angelic Wings (d4-12), Armor of Faith
(d2-12), Divine Senses (d8), Faith (d6), Higher
Power (d4-d12), Purifying Light (d4-12),
Telekinesis (d4/d8/d12)
Skills: Athletics, Discipline/Concentration,
Influence/Intimidate/Leadership, Lore/Demons
and Angels, Melee Weapons/Sword, Perception,
Unarmed Combat
Attacks: The attacks angels use really depend
on their personal preference. Some prefer to use
Telekinesis or Purifying Light to dazzle their
foes with their supernatural power, while
others prefer to stick to melee combat using
their Angel Blade (d6 W, ignores Armor of Faith,
satisfies weakness for almost all creatures, can
kill angels if Wound damage exceeds the targets
Life Points).

How to Spot it
When angels kill something, there isnt
much of a sign that they were involved.
Purifying Light just burns things out from
inside, and it doesnt harm the body. Angel
Blades are powerful, but if you dont witness
them in action the wound looks like a regular
knife. If you suspect that angels are behind a
killing, youll be better of checking the victims
place for Enochian wards or sigils. That at least
shows that he was worried about angels
appearing.
Angel-on-angel killings, however, are
easier to figure out. When an angel is killed,
they leave a black ashen silhouette of wings
sprouting from the bodys shoulders. And
theres next to nothing that can actually kill an
angel, so you know that the killer is either an

This section uses the phrase how to kill


it pretty loosely, because its just so hard to
bring an angel down. If you can get your hands
on an Angel Blade, that can do the job, and there
are some Enochian sigils out there that can hurt
an angel (although its not very clear if one
exists for killing angels). However, there are
some spells and sigils to banish an angel back to
Heaven that are easier to come by.

Archangels
Its important to have some perspective
here: from an angels point of view, regular
human beings are like insects, not worth paying
attention to, much less worrying about. Now
consider that Archangels, the first-born of God,
look at regular angels in much the same way,
and think about how little they must think of
humans then. There are a handful of archangels
that were absolutely certain about, and most of
them are indisposed at the time of this setting
(Michael and Lucifer are in the Pit, Gabriel is
dead or on the run). One that remains, Raphael,
is currently leading the get-the-apocalypseback-on-track camp of the civil war in Heaven.
While that seems pretty final, its possible that
there are a few other archangels out there that
havent been accounted for (Some names, like
Azrael and Raguel, are debated but not
confirmed to have archangel status).
Archangels are the ones that God sent
when he needed to deploy the nuclear option on
his creations. Theyre the ones who brought the
ten plagues to Egypt, who destroyed Sodom and
Gomorrah and turned Lot into a pillar of salt.
Theyre major power-houses, and even
speaking face-to-face with one is a reason to be
worried. For the most part, only a few have the
self-discipline to occupy a vessel without
destroying it outright, so most of the time
archangels appear in their full glory, which is

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about the same as an angel looks in that form,
only bigger and brighter.

Creature Features
Archangels are so powerful that theres
not much point to listing stats for them. If you
ever need to ask how high an archangels
Attribute or Skill is, the answer is simply high
enough.
Archangels dont really bother with skills
to attack something. They prefer to hammer
their target with raw power. If you ever get on
ones bad side, you get a few seconds of warning
(the light gets a lot brighter and the noise a lot
louder just before they attack) before every
being that the archangel considers a foe within
its sight takes an attack of d12+d12, dealing d12
upon hitting. This attack ignores any kind of
armor we know of, and does double damage
against demons, which die with their host or are
automatically incinerated if they get caught
outside of a host. If it needs to take another
strike, an archangels attack damage increases
by one step for every consecutive attack. If, on
the other hand, you happen to be a Prophet of
the Lord, and thus are under the protection of
these guys, you receive d12 points of armor and
add d12+d12 to your defense rolls while the
archangel is near.

How to Spot it
Trust us, if an archangel is nearby, youll
just know. The same way youd know if a
nuclear bomb was detonated nearby.

How to Kill it
Like well say about nearly all angels, this
is kind of a misnomer. Archangels are too far
above the abilities of humans for you to even do
damage to one by yourself. Its not even clear if
theyre vulnerable to banishing magic in the
way that angels are, unless perhaps theyre
more open to such an attack when in a vessel.
Archangels dont tend to do anything without a
good reason though. The affairs of mortals dont

really register to them, so they really only get


involved when it fulfills a purpose that God has
given them. If you ever wanted to stop one, your
best bet is to somehow get Heaven to do it for
you. At least an army of angels might stand a
chance.

Cherubs
When two people are a match made in
Heaven, these guys are the ones who brought
them together. Also known as cupids, these
guys are lower-ranking angels who are tasked
with bringing specific people together according
to Gods plan, either for a fated romance (like
when Helen of Troy fell in love with Paris) or to
produce children that are significant to the
affairs of Heaven (they had to have parents,
right?).
Cupids get their orders directly from
Heaven, but since the angel wars up top the
directions arent always coming as often as they
should. Its possible that a few cherubs are
trying to improvise out there, or are receiving
orders that have been tampered with.

Creature Features
Cherubs take a vessel, like other angels,
so their appearance can vary. Unlike other
angels, however, they can be pretty affectionate
as only someone in the career of matchmaking
can be (careful, theyre huggers).
While they arent as powerful as most of
their brethren, cupids have the ability to mark
the hearts of fated lovers, causing them to fall in
love with one another.

How to Spot it
A person whose heart has been marked
to fall in love will literally be marked. If you get
a look at it, it will have an Enochian sigil on the
actual organ. Otherwise, people suddenly going
ga-ga for each other seems like it could be the
work of a cherub.

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Cherub
AGI: d8 STR: d10 VIT: d12 ALE: d8 INT: d10
WIL: d12
Init: d8+d8 LP: 24 (20 points impersonal
armor, 2-12 points of armor, recovers 2 points
of Stun/Wound per turn
Traits: Angelic Wings (d6), Armor of Faith (d6),
Divine Senses (d8), Faith (d6), Higher Power
(d6)
Skills: Athletics, Influence/Charm,
Lore/Demons and Angels, Perception, Ranged
Weapon
Attacks:

How to Kill it
Honestly, there probably isnt much
reason to want to kill a cherub. Their work is
pretty nonviolent, so its unlikely that they
would be to blame if something happened to
their targets. However, if you needed to do so,
theyre still angels, and the standard
weaknesses of the Heavenly Host apply.
Then again, you could try just talking to
them. Cherubs are a bit friendlier than most
angels, so maybe you can talk to them about
what theyre doing.

Fallen Angels
Angels havent had a lot of room for
rebellion before the war in Heaven began.
Before that, the only practical way to disobey
the Host was to fall, ripping out ones grace and
coming to Earth to live as a regular mortal.

Creature Features
Angels who fell of their own free will are
born on earth, and start a life as a human being
without a memory of their time in Heaven.
However, some angels have fallen as a result of
magic, and theyre basically the same as they
were before, only without the powers of Heaven
at their backs.
On Earth, fallen angels are basically
ordinary humans, stat-wise. This makes them

vulnerable to anyone with a particular grudge


against them. Angels whove fallen still can hear
angel radio, that frequency on which angels
receive their orders from On High. If they lost
their memory in the fall, they may assume that
theyre going crazy.

Fallen Angel
AGI: d4-8 STR: d4-8 VIT: d6 ALE: d4-8
INT: d6-10 WIL: d6-10
Init: AGI + ALE LP: WIL + VIT
Traits: Fallen angels lose their Angelic Wings
trait, but otherwise may retain some of the
angelic Traits after falling, to a rating of no
higher than d6.
Skills: Whatever skills the fallen character
picked up as a human. If the angel retained their
memory after falling, then give them a skillset
similar to the raiment that angels usually have
Attacks: Fallen angels are basically human.
They attack with whatever skills come naturally
to them, using whatever weapons they like.

How to Spot it
Angels who fall may appear as they did
then they had their grace: basically humanlooking, but with the personalities of a guy who
loves his job way too much. Otherwise, you may
look for someone whos hearing voices and
knows more about the affairs of Heaven then
they should.

How to Kill it
Fallen angels have lost the
invulnerability they enjoyed in Heaven, so
theyre pretty straightforward to kill if you so
choose. If your intention is to help them ascend
again, youll have to start by finding their grace.
Odds are its still close to wherever the angel
landed when they first fell, and where the grace
lands theres usually an act of random creation
(a sudden outburst of grand life, like a giant oak
tree or a rare species of wildlife).

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Grigori
As it turns out, even angels can be
corrupted, and Grigori are examples of this.
They were watchers, sent to Earth to keep an
eye on humans when they were first made by
God. But somewhere along the way, they went
bad. Presumed to be hunted into extinction by
the rest of Heaven, the ones who are left make
up for their separation from Heaven by feeding
on human souls- which are little slices of
Heaven- to sustain their grace.

Grigori
AGI: d8 STR: d12 VIT: d12 ALE: d8 INT: d12
WIL: d12
Init: d8+d8 LP: 24 (20 points impersonal
armor, 6 points of armor, recovers 2 points of
Stun/Wound per turn
Traits: Angelic Wings (d4), Armor of Faith (d6),
Divine Senses (d8), Purifying Light (d6),
Telekinesis (d4)
Skills: Athletics, Discipline/Concentration,
Influence/Intimidate, Lore/Demons and Angels,
Melee Weapons/Sword, Perception, Unarmed
Combat
Attacks: Grigori prefer to enthrall their victims
with a Willpower + Influence/Persuade + Divine
Senses attack against the targets Resistance,
trapping the victim in a small dream world of
their strongest desire. For everyone else, a
Grigori is ready to take them on with his Angel
Sword, the bigger brother of the standard Angel
Blade (d6 W damage, can kill most monsters
and angels).

Creature Features
Grigori feed on human souls in a way
similar to djinn: they trap their victims in a
dream world of their strongest desire (they like
to look for people who are suffering, because it
makes it easier to keep them under and,
possibly, because they still feel like theyre
doing a bit of good). One soul can keep a grigori
going for years at a time. They enthrall their

victims with a touch attack of Willpower +


Influence/Persuade + Divine Senses against the
victims Resistance. If a PC is enthralled in this
way, they can try to beat a Hard Alertness +
Willpower to see that somethings wrong with
their dream world and snap out of it, once per
day. Certain Traits, like Clairvoyant, Danger
Sense, Devoted, Gullible, Idealist, Insatiable
Curiosity, Light Sleeper, Medium, Mystic
Talisman, Obsessed, Paranoid, Premonitions,
Spirit Guide, and Unbreakable Will might be
applied to this roll, either to help or hinder the
players ability to see through the illusion.
Apart from this ability, Grigori wield fullon Angel Swords as a weapon. Theyre not
practically any different from the Angel Blades
the rest of Heaven uses, but come on: theyre
freaking swords, so theyre just that much
cooler.

How to Spot it
Grigori like to pose as the kind of person
that you tell your troubles to: a psychiatrist,
faith healer, priest, and so on. They look for
people with something weighing on their soul,
and they exploit that longing to put them into a
dream state and feed. Missing people around an
area may be the work of a Grigori. Sometimes
those victims wake up mid-dream, and one may
have escaped or gotten into the open enough to
force the Grigori to do something visibly.
If you find a body that a Grigori left,
theyll look much like an angel killing- that is,
itll look like theyve been stabbed. However,
unlike regular angels, their swords have a
distinct circular pattern around the wound
itself, the markings of the swords hilt against
the body, which distinguish it from the regular
knives that most angels carry.

How to Kill it
As far as vulnerabilities go, Grigori are
similar to regular angels. Heavenly weaponry is
about the only things that really hurt them.
Banishing magic is also pretty much useless,

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since they have nowhere to be banished to
anymore. If youre planning to take on a Grigori,
its a good idea to come in prepared to kill the
bastard.

Nephilim
Nephilim are the skeletons in Heavens
closet, the offspring of a human mother and an
angel father. They have a taste of the power that
an angels grace gives them, but otherwise
theyre ordinary humans. Seen as abominations
by Heaven, theyre prepared to fight anything
that threatens them.

Nephilim
AGI: d4-8 STR: d12 VIT: d12 ALE: d4-8
INT: d6-10 WIL: d6-10
Init: AGI + ALE LP: WIL + VIT (10 points
impersonal armor, 4 points of armor, recovers 1
points of Stun/Wound per turn
Traits: Armor of Faith (d4)
Skills: Perception
Attacks: Nephilim are basically human. They
attack with whatever skills come naturally to
them, using whatever weapons they like.

Creature Features
Nephilim have the strength and
durability of angels, but are otherwise just
regular human beings. Their mental Attributes
are average by our standards, and they only
know whatever theyve been able to learn in
their lifetime, compared to the agelessness of
Heaven. One ability that their Heavenly
parentage gives them is the ability to see an
angels halo, which theyre glad to have since
Heaven really has it in for these guys.

How to Spot it
Nephilim are pretty good at hiding their
nature. If you met one face to face, you probably
wouldnt see it as a Nephilim unless you had an
angel nearby to tell you. When theyre agitated,
however, their eyes glow with a greyish light.

How to Kill it
An Angel Blade is the ideal weapon to
take down a Nephilim, since it cuts straight
through its Armor of Faith. However, if you can
hit it with enough firepower, Nephilim dont
have the same immunities that angels have, and
most weapons can deal Wound damage just as
they would against an ordinary human, so long
as you can beat the threshold of the nephilims
powers.

Reapers
They dont work for Heaven, exactly, but
theyre still angels. Reapers are the agents of
Death, the escorts who bring departed souls to
their respective afterlife. They exist on an astral
plane, much like spirits do, and you cant see
them usually, unless youre enlisting
supernatural help or youre next on the reapers
list.

Reaper
AGI:-- STR:-- VIT:-- ALE: d8 INT: d12 WIL: d12
Init: d8+d8 LP:-Traits: Spirit (d12), Duty (d12),
Telekinesis (d8)
Attacks: Reapers dont get involved with the
affairs of the living very often, but if provoked
theyre able to speed along your natural
lifespan. If this happens, there just isnt much
you can really do to resist it.

Creature Features
Reapers can take whatever form they
like when they approach the recently dead.
Most look like old men dressed in funeral garb,
possibly out of respect for most peoples beliefs
in what death should look like. However, others
have chosen to appear with a more personal
look.
Reapers can control the way that people
view the flow off time. Its helpful for their jobsif they need time to explain the basics of death,

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they can slow time for as long as it takes for you
to understand that your time has come.
If a reaper wants to, they are able to
pause a persons death, simply stopping the
cause of their demise from doing its work.
However, if they dont do something to remove
the cause, this is only a temporary thing, and
once they stop the person will continue to die.
Reapers are very strict about their jobs.
They believe in the plan of death, that every
person dies at the time and place they do for a
reason. Deviating from that plan has serious
effects for everyone, and they hate it when that
happens.

How to Spot it
Reapers are already involved with the
death of any person you think of (duh), but if
theres something out of the ordinary about a
persons death, youll want to check if a reapers
been bound, forced to kill against its will. If
someone wants to pull that off, theyd need an
altar with some serious black magic on it.

euthanizing people over losing their job or a


bad breakup.

Rit Zien
AGI: d8 STR: d12 VIT: d12 ALE: d8 INT: d12
WIL: d12
Init: d8+d8 LP: 24 (20 points impersonal
armor, 2-12 points of armor, recovers 2 points
of Stun/Wound per turn
Traits: Angelic Wings (d6), Armor of Faith (d212), Divine Senses (d8), Faith (d6), Purifying
Light (d6), Telekinesis (d4)
Skills: Athletics, Discipline/Concentration,
Influence, Lore/Demons and Angels, Medicine,
Perception
Attacks: Rit Zien dont spend a lot of time
fighting, since theyre job is to look for those
already hurt. Theyre main attack, their unique
smiting ability, works like Purifying Light
mechanically, at a touch range.

Creature Features

Aside from an Angel Blade or something


similar, reapers cant really be killed. They can
be bound with a spell, but its a pretty dark one.
Just using it would call for a degeneration check
if you dare to try. A reaper trap also exists,
which would prevent a reaper from leaving it if
they can be lured inside.

What makes rit zien unique is their


ability to sense pain. Theyre drawn to it in an
effort to put it out, either by healing it away or
snuffing the sufferers life out to stop them from
experiencing it.
To this end, a rit ziens Purifying Light
power works differently than the usual angels
its only got a touch range, but it vaporizes the
target completely when it works, and it can do
this to angels as well as humans.

Rit Zien

How to Spot it

How to Kill it

Rit zien were never meant to be on


Earth. Their name is Enochian for hands of
mercy. Theyre the field medics of Heaven,
made to heal their brethren who are wounded
in battle and, if their wounds are beyond help,
offer them a quick end. They hone in on the pain
of others, and seek to end it. If one were to end
up on Earth, it would have to be confused by the
constant pains that humans deal with on the
daily, and it would suck if one were to start

If a rit zien puts someone down, youll


recognize it. When they smite someone, all it
leaves behind if a pink goo, which is the
liquefied remains of the persons body- their
blood, organs, everything. They have a habit of
targeting people who were depressed at the
time.

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How to Kill it
Rit zien are as durable as other angels,
and so you need to either kill them with an
Angel Blade or banish them with an Enochian
sigil.

Legions of Hell

When Lucifer first rebelled against


Heaven, he realized that hed need an army to
take on the angelic host. Since the angels
werent really following his opinions about God,
he decided to make an army himself. He found a
human soul, Lilith, and tortured it, subjecting it
to so much pain and anguish that she lost all
connection with the humanity she once had. It
was for this crime against nature that Lucifer
was first cast out of Heaven, but Lilith was able
to continue Lucifers mission. Hell was created
around the Cage that held Lucifer, and damned
souls were brought there and tortured much
like Lilith had been until they became more
demons to fuel this war machine.
Where angels look like beacons of light
in their natural form, demons look like plumes
of black smoke. They cant do a whole lot in this
form, so they interact with the Earth by
possessing a human host. Once here, they revel
in causing mayhem and destruction. But not all
demons are so simple-minded. Some have had
grander schemes in mind, one of which was the
start of the Apocalypse. With Hell in a state of
anarchy, who knows what kind of plans a
powerful demon can come up with to carve out
a seat of power.

Abilities
Demons have a hierarchy of power in
Hell, with a strict caste system that designates a
demons role and abilities. Black-eyed demons
are just foot soldiers, meant for little more than
hurting people in one way or another. Red-eyed
demons are recruiters, usually crossroads
demons or the like, who tempt humans to sell
their souls to Hell for power, wealth, or

something equally corrupting. Yellow-eyed


demons are generals, the planners and
organizers who keep the lower groups in line.
The last group, demons with white eyes, are the
post powerful. Lilith was one of the only whiteeyed demons confirmed, but there may be more
lurking in a corner of Hell to come out and play.
Possession: Like we said, a demon
wouldnt be able to do much if it didnt know
how to possess someone. If someone were
watching while it happened, it would look like
the target had black smoke pouring into their
ears, nose, mouth, and eyes. Once inside, the
demon is in control of the persons body. Unlike
angels, demons dont really ask for consent
before they possess someone, and the host
doesnt get a say in the demon being there.
Its not an automatic thing for a demon to
just force their way into your head. They look
for somebody with a dent in their psychological
armor- an anxiety, fear, or some other emotion
which is making them off guard and unable to
put 100% in defending themselves. Once theyre
inside, you cant do anything to stop them. You
just have to watch as they use your likeness to
do whatever it is that they want to do.
While the demon is inside a host, theyve
got superhuman powers. Theyre stronger and
tougher than any human being could imagine to
be, some have some mental powers, that sort of
crazy. But once the demon leaves, any damage
your body took while it was driving is still there.
Demons are assholes in that way: theyre totally
fine with driving a host into rough territory and
just ditching them once theyre done with them
to die. The demon, on the other hand, can jump
into a fresh host and keep going.
Invulnerability: Its not that a demon
can heal damage away, like angel can. Its that
they can ignore the damage that its meat suit
does take. They can get stabbed, shot, dropped
from the roof, drowned, and run over and then
theyll get back up and keep moving so long as
the legs arent broken. Then, once the bodys

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taken too much damage to continue, they just
hop out and find another host while their last
one bleeds out.
Telekinesis: Like angels and spirits, the
stronger demons can move objects through
mental and will power. They can break doors,
disrupt wards, and other things from a distance.
Super-Strength: Just because the body a
demon is using is small or weak, doesnt mean
that a demon in there cant dish out some
punishment. The little girl next door might not
be a threat, but once a demon gets inside her
head she might start throwing you around the
room.
Communication: Demons have ways to
keep in communication with Hell and with other
demons. Blood is the medium they need to open
this line of communication, be it from a fresh kill
or bled from their host body. If you see a body
with a slit throat and nothing stolen, theres a
chance that was a demon making a phone call
home.
Deal-Making: This isnt a power that all
demons have, but crossroads demons are
capable of some crazy stuff if its used to make a
pact with a human soul in the mix. To make a
deal, a demon can bring the dead back to life,
throw around some crazy power for you, or
some other rule-defying magic. The cost for this
kind of power, though, is the humans life and
immortal soul: you get a set lifespan after the
deal is struck, as set by the demon, and once
that time limit runs out the hellhounds come to
kill you and drag your soul to Hell. It sucks, but
these arent supposed to be deals that were
made with the persons best interests at heart.
It should be noted that it isnt easy to
renege on a deal with the devil. The crossroad
demon that made the bargain with you doesnt
actually hold the contract. That goes to
whomever happens to be leading Hell, and they
tend to be harder to get to and a lot harder to
threaten into letting your soul go. Of course, in

the present setting of the game, there isnt a


clear leader of Hell, so its kind of vague who
holds the contracts. Maybe theyre held by Hell
as a place waiting for the strongest demon to
pick them up and hold them, or maybe the
crossroads demons gets to keep them until
someone steps up and comes to claim them. An
enterprising demon might even be hoarding
contracts as a source of power to make their
own play for the throne.

Limitations
Demons are a class of their own as far as
hunters are concerned. You may fight your way
through spirits, vampires, and werewolves
without so much as flinching, and have never
taken a demon on before. Like angels, its really
hard to put a demon down in any way that
matters. The stronger ones can even ignore the
more traditional defenses, like holy ground. But
there are ways to protect yourself if you end up
on a demons bad side.
Salt: Demons hate salt just as much as
spirits do. While it doesnt do as much damage
to them as it does to a spirit, demons cant cross
a line of salt, and taking a load of rock salt to the
chest will still sting like hell.
Mystical Symbols: There have been a lot
of cultures that have symbols meant to ward off
evil. A number of them actually work on
demons. One of the tried-and-true examples of
this is a devils trap, a circle inscribed with
symbols that a demon cant leave once they
enter. You can draw it on the ground or the
ceiling using whatever tools you have- paint,
markers, vodka, carving it into stone or wood.
Keep in mind though: a demon can still use their
powers while inside the circle, even if they cant
leave. And if the circle is broken- by say, a
demon using telekinesis to crack the surface on
which the circle is drawn, it stops being
effective.

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Holy Water: Another defensive tool
thats easy to make. A simple ritual and the right
prop- like a crucifix or rosary- and any amount
of water can become blessed water. You could
bless the sprinkler system in a building, a mens
room toiler, or just carry a flask of holy water
around in your pocket. Holy water burns a
demon like acid when it touches the skin of a
person possessed by a demon, without actually
damaging the body. In game terms, a flask or
bottle of the stuff deals d2 to d4 Basic damage,
and a bucket to a gallon of holy water deals d6
Basic damage or more.
Exorcism: The one weapon that most
hunters have to actually solve a demon
problem. It wont kill a demon, but it does evict
them out of the body theyre possessing and
send it straight back to Hell (without passing GO
or collecting $200). Most exorcisms are a chant
in Latin, the kind of thing people learned in a
very religious school or a Catholic church. It
doesnt have to be spoken by a human being
either- you can play a recording of an exorcism,
and any demon able to hear the words will be
affected. Its not exactly a final solution, but
most demons had to fight hard to get out of Hell
in the first place, so sending a demon back there
is a hell of a setback for whatever plans they
had.
Items: There are a couple of weapons
out there that can actually harm a demon, and
lots more that only exist in myth or tall tales.
The Colt- a gun designed by the famous
gunmaker himself- is capable of ending a
demons life. A demon-slaying knife of the
Kurds is a knife etched with arcane runes, and
its supposedly capable of doing the job as well.
And of course, an Angel Blade can carve its way
through most anything. There are talismans and
charms that are supposed to keep a demon
away, or protect you from possession or mind
control. A lot of these, especially the weapons,
are largely bogus. If you really want to go
hunting for one, be our guest. But itll take a lot

of effort, and for most it will be better just to


stick to the classic methods.
Remains: Believe it or not, demons are
still spirits at heart. If you can locate the
remains of the person a demon used to be and
salt and burn them, the demon is destroyed just
like a ghost would be. However, this doesnt
always help: if a demon is old enough, their
remains will be lost to the ages, either without
any indication of their location or long since
withered to dust.

Demons in the Game


Outside of a body, demons move quickly
in their natural form. They can cover two zones
in a turn. While theyre in that black smoke
form, they cant be harmed normally, although
they can be affected by mystical means, like a
devils trap or certain special powers.
When a demon attempts to possess a
human, the target needs to beat a series of Hard
Willpower + Discipline/Resistance (Plus any
relevant traits) rolls. The catch is that, since the
demon is exploiting any weaknesses that the
target might be experiencing, the Difficulty to
beat those rolls is increased by a roll of the
highest-value Complication die that the target
has. If they can beat one roll out of three turns,
they successfully keep the demon out, and the
demon has to move onto another target. Three
failures means that the demon forces their way
into the targets body and takes over. Certain
talismans or charms can increase a characters
defense against possession, or make them
immune to it altogether, but some demons are
powerful enough to overcome that protection.
Once possessed, a character gains
enhancements to their Attributes depending on
the strength of the demon. Strength is usually
increased by a +3 step, and other physical
Attributes get a +1 or a +2 step. The mental
Attributes are replaced by the demons own
Attributes, although the demon is free to
borrow any Skills from the person theyre

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possessing. Demons suffer damage normally, as
if they were the person theyre possessing, but
they dont die when they take their Life Points
worth of Wound damage. They suffer no
penalties from taking Wound damage, and
recover one point of Stun damage per turn. If
the demon takes double their Life Points in
Wound damage, their body is too mangled to
use any longer, and so the demon is forced to
abandon it. Once a demon departs from a meat
suit, it retains the damage but loses the
immunities that the demon enjoyed. This
usually means that the possessed die soon after
their demon departs.

Demonic Traits
A demon could have any of these powers.
Not all demons have the same assortment of
abilities, so feel free to get creative with a
demon character. Some people even have a
taste of these powers, although theyre usually
not as powerful.

Electrokinesis (d6/d12)
You can control electricity and lightning.
d6: You can deliver a zap of electricity
with the smallest touch, dealing your Trait die
in Basic damage or adding it to the damage of an
Unarmed attack. If this shock is delivered
directly to the heart it can kill the target
(Average Endurance check to resist. If the target
fails they take no extra damage, but
immediately starts dying, as described on page
69). You can also sense electricity, be it an
approaching thunderstorm or the current
running through wires and power lines.
d12: You can use this ability on a target
at range, within the same zone as you. At range,
you attack with Alertness and this Trait die, and
you deal this Trait die as bonus (Basic) damage
to the attack. You can disrupt electronic devices
within your line of sight.

Mind Control (d6/d12)


People tend to do what you say, because
you can make up their minds for them.
d6: You must be able to speak your
commands to someone who can hear them
directly (through phones and communications
wont work). Characters cant resist this power
unless they are being asked to hurt someone or
do something else that goes against their
nature. If a character is given such a command,
they can roll Willpower + Discipline/Resistance
+ any relevant Trait against your Willpower +
Influence/Persuade + Mind Control to resist
your commands.
d12: People will obey your commands
no matter how terrible they are. You can now
give orders at a distance, as long as the target
can hear your words. And you can give silent,
mental commands to anybody within your line
of sight.

Telekinesis (d4/d8/d12)
You can move things, or even attack
them, just by thinking about it. This power has a
range of up to one zone away from the angel.
You roll this power like an attack, using
Attribute + Skill + Telekinesis Trait die. Attacks
using this power are mental attacks, so the
Attribute used is usually Willpower. Your
effective Strength with this power is the
combination of your Willpower and the die
rating of this Trait.
d4: You can use this power on one target
at a time.
d8: You can use this power on two
targets at a time.
d12: You can use this power on three
targets at a time.

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Acheri Demons
The Gaddi people of the Himalayas tell
stories of the vengeful spirit of a young girl who
died of disease, alone in the mountains. Hunters
know a little better, that acheri demons are just
that: demons. Theyre about the lowest-ranking
demons you could meet, but theyre easy to
summon, fast, and dangerous as hell.

Creature Features
Acheri demons are so low-power that
they dont need to possess a human to exist on
Earth. When they arent black smoke, they take
the form of a young child dressed in old
clothing, like out of The Shining. They behave
more like spirits than demons, in that they can
shift from that solid form to smoke in an instant.
Acheri demons are shy by nature. They
stay away from urban areas and areas with a lot
of people. Theyre more effective in rural
villages, small towns, and other areas with a low
population density. They like to hang around
the edges of these communities, in thick woods
or prairie land, and slowly spread plagues while
the town dies.
Aside from their claws and teeth, acheri
demons create disease around them as they go.
And were talking the real bad diseases: bubonic
plague, smallpox, Spanish flu, that brand of
nasty. An acheri demon spreads disease using a
Willpower + Contagion attack against the
targets Resistance + Any relevant Traits. Once
infected, the victims have to beat an Average
Resistance roll or begin dying (as shown on
page 69). The Difficulty for this roll goes up by a
+1 step each day the demon stays in town, and
in combat the Difficulty goes up by a step each
turn for anybody within the same zone as the
demon.

Acheri Demon
AGI: d10 STR: d8 VIT: d10 ALE: d6 INT: d2
WIL: d4
Init: d10+d6 LP: 14
Traits: Devoted (Summoner, d6), Fast on your
Feet (d6), Shy (d4)
Skills: Deception (d4), Performance (d6),
Unarmed Combat (d6)/Clawing (d8)/Biting
(d8)/Contagion (d12)
Attacks: Acheri demons are vicious little
monsters. They get in fast with their claws and
teeth, and then they get you with the diseases
they create in the space around them.

How to Spot it
The kind of diseases an acheri demon
spreads are rare in the world these days. If a
town has an outbreak of bubonic plague ebola,
or cholera, you can reasonably guess that an
acheri demon is behind it. Patient Zero is always
a young child, like the acheri demon was in life.
And if the kids in the area talk about a strange
little girl who just appeared in town, which just
doubly confirms your suspicions.

How to Kill it
One nice thing about acheri demons is
that, since they arent possessing somebody,
you can hurt them without fear of hurting a real
person. You can deal Wound damage to an
acheri demon when its manifested, and if you
deal the demons Life Points in Wounds the
demon departs, turning into smoke and
returning to Hell. The trick is to catch the
demon before it can turn into black smoke
again: you can only deal Wound damage to the
demon when its manifested.
If you need to get the demon to back off
fast, hitting it with iron or salt will cause it to
immediately dissipate into smoke, like a spirit.
The demon will reform when it beats a Hard
Willpower + Devoted (d6) check, or after d6
turns. It cant cross a line of salt, like any demon.

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And an exorcism will immediately force the
demon to depart to Hell.

Black-Eyed Demons
This is a basic template for a demon of
this level. Black-eyed demons are the foot
soldiers, the cannon fodder. Before the
Apocalypse, you wouldnt see these guys unless
they had a specific job that a higher-raking
demon had sent them to do, or they had
somehow been strong or lucky enough to fight
their way past the gates of Hell. Nowadays,
there isnt much of anything left to guard the
gates, so lowlifes like these guys have a lot more
room to make it topside.

Creature Features
These guys are rarely powerful enough
to have much in the way of supernatural
abilities. Theyre usually more than capable
with just possessing a host and killing anybody
who gets in their way with regular old weapons.
Every once in a while you might draw up a
Black-eyed demon with a small amount of
power, like Telekinesis (d4), but theyll
probably be answering to a higher-ranking
demon, like a right-hand man or an agent.
As for motivations, black-eyed demons
are usually on Earth to destroy things, be it on
orders from a superior or just in general. Some
just like to possess people and kill their loved
ones, just for the sadistic fun of it.
Others have specific methods to their
madness. In Japan, they talk about demons who
cause disasters like plane crashes. These guys
are usually black-eyed demons, with a specific
style. They possess someone close to an
important part of whatever they want to wreck,
like the pilot of a plane or the safety inspector of
a nuclear power plant, and then they go around
flipping switches and pulling levers until
something happens that will kill everyone too
close to the accident.

Black-Eyed Demon
AGI: d4-8 STR: d10-(12+2) VIT: d10-12 ALE:
d6-8 INT: d8 WIL: d8-10
Init: AGI + ALE LP: VIT + WIL (Doesnt die, body
destroyed at double Life Points in damage,
recovers 1 Stun per turn)
Traits: Varies depending on the demon
Skills: Athletics (d6), Deception (d6),
Discipline (d4), Driving (d4), Influence (d6)/
Charm (d8), Lore (d6)/Demons (d8), Melee
Weapons (d4-6), Perception(d4-8), Unarmed
Combat (d4-6)
Attacks: Each demon has a different style of
attacking. Basically, most demons will stick to
mundane weapons, whichever they have access
to and the highest Skill for. Some use special
abilities like magic or a demonic power.

How to Spot it
Demons leave a trace of sulfur when they
use their powers. If anybody describes a person
suddenly acting strangely, they may be
possessed. Demons also flinch if you invoke the
name of God around them (Youll have to use
the Latin name though, Khristos), briefly
showing their black eyes before they have a
chance to cover up their face.
If youre dealing with a disaster that
might have been caused by a demon, you might
want to keep an eye on any survivors. These
guys have a thing about perfection, so they
usually go after the people who make it out of
the accident until everyone who was present
has died.

How to Kill it
Standard demonic weaknesses apply
here. You can hurt them with Holy Water and
Salt, and remove them with an exorcism.

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Cambions
Cambions are the offspring of a demon
and a human, much like Nephilim. They arent
easy to find, but they may be a pain in the ass to
deal with. We know that making a cambion
requires a virgin mother, but there are a
number of unknown factors that go into the
creation of one of these guys.
The Antichrist was a particularly
powerful cambion, meant to lead the armies of
Hell when the Apocalypse began. However
cambions can possess any level of abilities from
their demon parent, from simply being stronger
and tougher to outright remaking reality around
them.

Cambion
AGI: d4-8 STR: d4-12 VIT: d4-10 ALE: d4-8
INT: d6-10 WIL: d6-10
Init: AGI + ALE LP: WIL + VIT (Recover 1 Stun
per turn)
Traits: Depending on the cambion
Skills: Build a Skill set like any human character
Attacks: Cambions are still human at heart, so
most would just use Melee or Ranged combat
skills in a fight. Some have unique abilities, and
might use them at will.

Creature Features
Cambions look like any other human
being, at least once they start to grow up. For
the first seven years after theyre born, the kids
have no pulse and no breath, as if theyre dead.
After that point, any powers they have will start
to emerge. Some get a boost to their physical
Attributes, like the ones a person gets when
possessed by a demon. Others pick up a
demonic Trait like Telekinesis or Mind Control.
The most powerful ones, however, can
completely reshape reality around them, akin to
taking the Higher Power Trait at any rating up
to d12.
Fortunately, cambions are very rare. As
far as we know with certainty, only one exists,

and he chose not to play his part in the


Apocalypse and instead teleported off to parts
unknown. But there may be a few Hell-spawn
wandering around, unsure of what to do with
themselves.

How to Spot it
Not many creatures have the Higher
Power Trait, so reshaping reality can be a
marker for a cambion being near. Look for a
person in the area who was adopted, or
otherwise doesnt know much about their real
parents. Odds are that the mother of a cambion
gave them up as soon as they were born, either
by choice or by force. If you find the mother,
theyll tell you about the childs conception,
which involves some creepy rituals and some
experiences which would drive anyone a little
crazy.

How to Kill it
Assuming that they dont use their
powers to defend themselves, cambions are just
people. They can take damage just like any
person. However, dont forget that cambions
arent evil by nature. You might be able to talk
to one before you assume that its out to hurt
anybody.

Croatoan
In 1587, the 120 men, women, and
children of the Roanoke colony, the first English
colony in what would become the USA,
disappeared without a trace. No sign of a
struggle, no indication of where theyd gone.
Just a word carved into a tree: CROATOAN.
Investigators assumed that theyd gone to the
nearby Croatoan Island, but further attempts to
find the colonists met with failure. It was as if
the entire colony had just vanished.
For those in the know about demons,
Croatoan is also the name for an demonic
experimental in germ warfare. Its a virus,
purely infernal in nature, that drives those
infected into a murderous rage.

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Croatoan in the Game
Croatoan doesnt just appear randomly.
Its a weapon that the demons had been holding
to use during the Apocalypse, and its possible
that one of them, upset that they never got to
unleash it, might decide to just let it run loose
and see what happens.
Croatoan drives the infected into a
murderous rage. Whatever hang-ups they might
have had before they were infected, after about
three or four hours they go crazy, attacking the
nearest person with homicidal intent. After this
they just continue to attack any non-infected in
sight. They still are smart enough to plan and
use weapons, but they lack the ability to feel any
remorse or sympathy to their victims.
We know that the virus is demonic in
origin because of the presence of sulfur in the
infected, specifically in their blood. Once
symptoms manifest, the blood of the infected
contains traces of sulfur. The infected will try to
spread the virus to others through blood
contact. Infected will try to open a wound in
their targets, inflicting a Bleeding status effect,
and then spread the virus from their own blood.
If you take a hit within melee range from an
infected while Bleeding, you need to beat a Hard
Melee or Unarmed Combat roll to avoid the
infected getting his blood in your wounds, and if
they try to infect you directly, instead of as a
side effect of an attack, you have to beat an
opposed roll against the infecteds Unarmed or
Melee Skill.
There isnt a cure for Croatoan that we
know of. Its demonic in nature, so maybe you
can stop it with some application of salt, iron, an
exorcism, or holy water (feel free to make
something up for yourself, if you want to make a
cure a part of your game). As far as anyone
knows for sure, the only treatment for the
infected is to kill them before they can spread
the disease to others. One possibility is to just
wait it out: in the past incidences where
Croatoan made an appearance, the infected all

disappeared about 24 hours after the first


outbreak occurred (its possible that this was a
part of the experiment, to keep anybody from
knowing what was coming, but that remains to
be seen).

Crossroads Demons
The red-eyed recruiters of Hell, these
guys are sent to Earth for one reason: to bring
more human souls to Hell. They accomplish this
through deals, by performing some task for a
human in exchange for their immortal soul. A
human with such a desire to meet one of these
slimeballs need only collect some graveyard
dust, a bone from a black cat, and a picture of
themselves, and bury it at a crossroads.

Creature Features
A deal made with a crossroads demon
has incredible power, on par with using the
Higher Power (d8) Trait once to grant you a
wish. There are many things that would be
impossible if you tried to accomplish them any
other way. Once a deal is sealed (With a kiss.
Demons prefer the older ways to a pen and
paper), you get a set amount of time set in the
deal, usually ten years, to enjoy your part of the
deal. Then, if you havent died within that time,
the hellhounds come for you and drag you to
Hell to fulfill your end of the bargain: an eternity
in the fiery abyss.

How to Spot it
Victims of a crossroads demon tend to
have a bout of unreasonably good luck in the
years before they die: their business suddenly
bounces back after years of failure, an old
enemy suddenly dies of mysterious causes in
the night, a mediocre career suddenly takes off,
with no indication where the person suddenly
got so good at what they do. The victims also
hear growling sounds just before their death
(the hellhounds, who are usually only seen by
their victims), and their bodies look as if they
were torn apart by a wild animal.

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Crossroads Demon

Daeva

AGI: d8 STR: d10 VIT: d12 ALE: d8 INT: d8


WIL: d10
Init: d8 + d8 LP: 22 (Doesnt die, body
destroyed at double Life Points in damage,
recovers 1 Stun per turn)
Traits: Allure (d6), Amorous (d4), ESP (d10),
Overconfident (d6), Telekinesis (d4)
Skills: Deception (d6)/Stealth (d10), Influence
(d6)/Persuade (d10), Perception (d6)/Empathy
(d10)
Attacks: Crossroads demons arent the type for
combat. They have a little telekinesis, but its
just not their style. These guys are all about
social skills and psychological damage. Between
those Skills and their ability to strike deals, that
can be more than enough to make them a threat.

AGI: d8 STR: d12+d4 VIT: d10 ALE: d12


INT: d6 WIL: d6
Init: d8 + d12 LP: 16 (Vulnerable to light)
Traits: Devoted (Daevayasna)(d6), Out For
Blood (d8), Tough (d8)
Skills: Deception (d6)/Stealth (d12), Unarmed
Combat (d6)/Clawing (d12)
Attacks: Once they go in for the kill, these
things lose all subtlety. They sneak up as close
as possible, and then rip you apart with their
talons.

How to Kill it
Theres not much of a way to get out of a
deal like this. The crossroads demon doesnt
actually hold the contract, theyre just a middleman. So threatening the crossroads demon is
useless in most situations. If youre lucky, you
might be able to talk to whoever holds the
contract, but traditionally this has always been
the king or queen of Hell themselves, so maybe
that wouldnt be so lucky for you.
Otherwise, crossroads have the same
weaknesses that other demons have. Killing
them is relatively easy, so they try to have
leverage to keep you from deciding to kill them
at all.

Daevas
Coming from Zoroastrianism, these lowranking demons are the ones Hell sends when
they need a person killed quietly. These shadow
monsters tail you until they have you just where
they want you, and then rip you apart and
disappear without a trace. Theyre not easy to
control though, so theyll have a handler nearby.

Creature Features
Daevas are actually invisible. All you cn
see of them is their shadow, which is their
strongest asset in the assassination business.
Theyre summoned by a daevayasna using a
black altar, a collection of really dark magical
items. That summoner is the one who tells them
where to go and whom to kill. Their claws deal
an extra d2 Wound damage on a successful hit.
Because of their invisibility, any attempt
to hit a daeva suffers a -3 Skill step. However,
direct light is a weakness for these guys. It deals
d2 Wound damage every turn that the daeva
stays exposed, and stings like hell.

How to Spot it
Daevas can get into places without a
trace, so theyre something to consider if a
person dies in a locked room, with no sign of
entry. They might leave a Zoroastrian symbol
behind when they kill someone. It may be in a
subtle way, such as blood spatter or carved into
the body.

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Hellhound

Once you know that a daeva is in town,


you should look for its daevayasna. The
summoner needs a black altar to bring the
daeva into the world, a large table with the
same Zoroastrian symbol, as well as some
seriously dark magical ingredients (blood of a
hanged man, skull of the unborn, etc.). This stuff
isnt common knowledge (it takes beating a
Formidable Knowledge check to know anything
about these guys), so its unlikely that your
daevayasna is an average joe. Theyll probably
be an anthropologist, a scholar of ancient
religions, or a demon themselves.

How to Kill it
Like we said, light hurts these guys. If
you can trap one somehow and expose it to
direct light long enough, itll burn out. But you
can also stop a daeva by destroying the altar
used to summon it. That altar is also used to
control it, and once that spells broken the
daeva tend to have a bone to pick with the
daevayasna.

Hellhounds
When the time comes to pay up on that
crossroads deal you made, the hellhounds are
the ones who come to collect. You wont see
them coming, but these beasts arent afraid of
making their presence known. Theyll track
their prey without rest, until they can drag the
poor victim to back to Hell with them.

AGI: d10 STR: d12 VIT: d10 ALE: d12 INT: d2


WIL: d6
Init: d10 + d12 LP: 16
Traits: Duty (d4), Out For Blood (d8), Sharp
Sense (hearing, smell)(d6)
Skills: Deception (d6)/Stealth (d12), Survival
(d6)/Tracking (d12+d4)Unarmed Combat
(d6)/Clawing (d8)/Biting (d12)
Attacks: Hellhounds use their teeth (d4 W) and
claws (d2 W) to kill their prey. Once they start
attacking, they dont stop until you put them
down.

Creature Features
Its pretty easy to recognize a hellhound
as some form of dog or wolf- the sounds they
make, and the way they act, are clearly canine.
But nobody knows what a hellhound actually
looks like. Theyre invisible, unless you happen
to look at them through an object thats been
passed through holy fire (if you ever get your
hands on some holy oil, running a pair of
glasses through a fire made with it can get you a
pair of spooky-vision goggles).

How to Spot it
If youre following a crossroads deal,
these guys tend to be near when the sellers
terms are up. Their victims look like, well,
theyve been torn apart by a wild animal. Mix in
some uncharacteristically good luck for the last
few years of the persons life, and that looks like
the work of a hellhound. But stronger demons
might have a few of these boys as personal pets,
so its possible to see their handiwork
elsewhere.

How to Kill it
Hellhounds arent quite as tough as your
average demon. Rock salt and iron can both deal
Wound damage to them, as well as any other
weapon that hurts demons, and a hellhound
cant cross a line of salt, or a substance known

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as goofer dust- a mix of some ingredients that
has about the same effect. Just remember that
you cant just hold yourself up behind a salt line.
Helhounds will literally wait until the end of
days if they have to, and you dont that kind of
time.

Knights of Hell
When Lucifer started building his demon
army, he picked some of the first of his crop to
become a unique order. Trained by the first of
their number, Cain himself, the knights of Hell
are tougher than any other demons. It took Cain
to finally put the order down, and not before
they managed to deal an unspeakable amount of
destruction across the world (more recently, a
knight of Hell was single-handedly responsible
for wiping out almost the entire American
chapter of the Men of Letters). While theyre
believed to be extinct, its always possible that a
stray knight managed to avoid the angels and
stick around, waiting for a moment to reclaim a
position of power in Hell.

Creature Features
Knights of Hell are to demons what
archangels are to angels. Theyre a completely
different class of demon, and like archangels
their stats are just assumed to be more
powerful than you can compete with. Regular
demon-fighting weapons are useless against
them. Even an Angel Blade, which kills almost
anything, will hurt but not kill a knight of Hell.

How to Spot it
There isnt a signature style of killing
that the knights of Hell are known for. They
arent afraid of making their presence known
though- a knight might as well just walk into the
room and start killing, aware that nothing you
can do will stop them.
The knights of Hell do have a crest,
which one might use as a calling card if theyre
feeling particularly bold.

How to Kill it
Much like archangels, knights of Hell
arent the kind of monster that you can
realistically kill. Theres practically nothing that
can hurt them, except for one weapon. If youre
willing, the First Blade, the knife that Cain used
to murder Abel, can harm their kind if you also
have the Mark of Cain in your possession.
However both the mark and the blade are held
by Cain, who has taken to great lengths to stay
out of the spotlight. And if you do get the Mark,
theres no way to get rid of it once youre done
with it (short of passing it to someone worthy),
and its influence will turn you into a monster
yourself very quickly.
However, its possible to deal with these
characters with a bit of creative thinking. A
bullet, marked with a devils trap on the tip, can
keep a knight of Hell trapped in their meatsuit if
you get it into the body. Once that happens, you
can take some measures to ensure that they
wont be able to use that body for evil
(measures that involve a chainsaw and a lot of
cement).

Seven Deadly Sins


Everyone knows the seven deadly sins,
and these demons are living embodiments of
them. Theyre among the oldest demons, almost
as old as humanity itself. Theyve been at the
very bottom of Hell for a long time, but even
there their influence has affected people for
millennia. Imagine how bad theyd be if they
were right here in the same room as you.

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Creature Features

Gluttony

What makes the Seven unique is that


they work as a team. Each one is a different
flavor of evil. One tough allows them to grip
onto your mind and drive you to fulfill some
awful desire, whichever happens to be their
thing. Theyre not out for some personal
agenda; the Seven just want to watch people
tear each other apart.

AGI: d4 STR: d10 VIT: d10 ALE: d4 INT: d6


WIL: d6
Init: d4 + d4 LP: 16 (Doesnt die, body
destroyed at double Life Points in damage,
recovers 1 Stun per turn)
Traits: Hooked (Food) (d8), Infamy (d6), Low
Profile (d6), Mind Control (d12), Telekinesis
(d4)
Skills: Craft (d6)/Cooking (d8), Driving (d4),
Influence (d6)/Persuade (d12), Unarmed
Combat (d4)
Attacks: Gluttony pushes people to binge eat,
but whats scary is that hunger has nothing to
do with it. Youll be full to bursting, begging to
stop, and your body will just keep eating. Youd
keep eating until your stomach literally splits in
two.

How to Spot it
The Seven leave behind the kind of clues
that demons tend to leave: sulfur, people
suddenly changing behavior when theyre
possessed. Because of their unique powers, the
Seven are pretty easy to recognize. People who
start dying because of a motivation matching
one of their themes would be kind of a
giveaway.

How to Kill it
Standard demonic weaknesses apply to
the Seven. Salt, holy water, exorcisms, all of that.
Its unclear whether you can actually kill the
Seven, but odds are that even if the demons are
dead the sins they embody will live on.

Lust
AGI: d6 STR: d8 VIT: d10 ALE: d4 INT: d6
WIL: d6
Init: d6 + d4 LP: 16 (Doesnt die, body
destroyed at double Life Points in damage,
recovers 1 Stun per turn)
Traits: Allure (d6), Amorous (d8), Hooked (Sex)
(d8), Infamy (d6), Memorable (d6), Mind
Control (d12), Telekinesis (d4)
Skills: Driving (d4), Influence (d6)/Persuade
(d12)/Charm (d12), Unarmed Combat (d4)
Attacks: Lust drives people to the extremes of
romance: stalkers, marriages gone bad, STDs,
the kind of violence born of passion. Not to
mention the kind of sex that people dont talk
about in polite company: BDSM, torture, and all
of that stuff gone seriously wrong.

Greed
AGI: d8 STR: d8 VIT: d10 ALE: d12 INT: d6
WIL: d6
Init: d8 + d12 LP: 16 (Doesnt die, body
destroyed at double Life Points in damage,
recovers 1 Stun per turn)
Traits: Greedy (d6), Infamy (d6), Low Profile
(d6), Mind Control (d12), Telekinesis (d4)
Skills: Deception (d6)/Forgery (d8), Driving
(d4), Influence (d6)/Persuade (d12),
Knowledge (d6)/Business (d10), Unarmed
Combat (d4)
Attacks: It takes a surprisingly small amount of
desire to turn an average citizen into a career
criminal. Greed gives his victim's that little push
of desire that makes them feel like anything
they do is justifiable, as long as they can get
what they want out of it, from robbing banks to
killing family members for your inheritance.

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Sloth

Envy

AGI: d2 STR: d6 VIT: d4 ALE: d4 INT: d4


WIL: d6
Init: d2 + d4 LP: 16 (Doesnt die, body
destroyed at double Life Points in damage,
recovers 1 Stun per turn)
Traits: Infamy (d6), Lazy (d4), Low Profile (d6),
Mind Control (d12), Overweight (d6),
Telekinesis (d4)
Skills: Driving (d4), Influence (d6)/Persuade
(d12, Perception (d6), Tech (d6), Unarmed
Combat (d4)
Attacks: You know those days when you just
dont feel like doing anything? When you just
stay in bed or on the couch all day? Sloth takes
that to a new level. His victims usually starve to
death- there might be food right there, but
eating takes too much effort, man.

AGI: d6 STR: d8 VIT: d8 ALE: d10 INT: d12


WIL: d8
Init: d6 + d10 LP: 16 (Doesnt die, body
destroyed at double Life Points in damage,
recovers 1 Stun per turn)
Traits: Greedy (d6), Infamy (d6), Kleptomaniac
(d6), Low Profile (d6), Mind Control (d12),
Telekinesis (d4)
Skills: Deception (d6)/Pickpocket (d8), Driving
(d4), Influence (d6)/Persuade (d12) Unarmed
Combat (d6)
Attacks: Envy is all about fairness- that is, about
you getting something that another person has.
Envys touch makes the path from merely
wanting to having perfectly clear: crush, kill,
and destroy anything that gets in your way.

Wrath
AGI: d8 STR: d12 VIT: d10 ALE: d10 INT: d6
WIL: d10
Init: d8 + d10 LP: 20 (Doesnt die, body
destroyed at double Life Points in damage,
recovers 1 Stun per turn)
Traits: Anger Issues (d2), Infamy (d6),
Memorable (d6), Mind Control (d12), Out For
Blood (d6), Telekinesis (d4), Tough (d8)
Skills: Driving (d4), Influence (d6)/Persuade
(d12), Melee Combat (d6), Ranged Combat (d6),
Unarmed Combat (d6)
Attacks: Wraths job is almost too easy. People
are already capable of going for each others
throats. Hes still happy to amp up the violence
for you, make that grudge with your boss into a
full-on blood feud.

Pride
AGI: d6 STR: d8 VIT: d8 ALE: d10 INT: d8
WIL: d6
Init: d6 + d10 LP: 14 (Doesnt die, body
destroyed at double Life Points in damage,
recovers 1 Stun per turn)
Traits: Compulsive Liar (d4), Glory Hound (d4),
Infamy (d6), Memorable (d6), Mind Control
(d12), Overconfident (d6),
Telekinesis (d4)
Skills: Driving (d4), Influence (d6)/Persuade
(d12)/Leadership (d8), Knowledge
(d6)/Business (d10), Unarmed Combat (d4)
Attacks: Its possible to be too full of yourself.
People influenced by Pride think that they really
can do anything better than anyone else. Like
flying, stopping bullets, or jumping into traffic.
Once Pride gets a word in, they just dont
remember that they have limits.

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Special Children
These guys are a product of a demon
feeding its blood to a child when they were still
in diapers. That blood gives the child a taste of
demonhood when theyre older, and hopefully
enough of a taste to make them easy for the
demon to use to some end.

Creature Features
To draw up a special child, use the Trait
described on page 85. Pick one power that the
child gets from their early exposure to demon
blood, plus any upgrades you feel are
appropriate.
Depending on how far along they are, a
special child might just be trying to get a grip on
the power theyve recently discovered. Or they
may already have been approached by their
demon sponsor, and are acting to serve their
interests.

How to Spot it
These guys are basically demon-lite.
They have a reduced version of a demons
power, but none of the normal signs of demonic
activity. If a person has been Mind Controlled,
but theres no sulfur around, its possible that a
special child was behind it.

How to Kill it
Once you get past the weird power, these
kids are average humans. You can kill them with
whatever method you like. Just take the chance
to check them out first. These kids were given
this power without a say in the matter, and not
all of them want to do anything bad with them.

White-Eyed Demons
These guys are the top of the demon food
chain, the commanders-in-chief. Only a few
white-eyed demons exist in Hell, and their
numbers are somewhat reduced as of late. But
theyre powerful, and know how to command
the lower ranks of Hell to serve their interests.

Tangoing with a demon of this strength is going


to be a serious challenge.

White-Eyed Demon
AGI: d8 STR: d10-(12+4) VIT: d10-12 ALE: d12
INT: d10-12 WIL: d8-10
Init: AGI + ALE LP: VIT + WIL (Doesnt die, body
destroyed at double Life Points in damage,
recovers 1 Stun per turn)
Traits: Glory Hound (d4), Infamy (d6), Mystic
Protection (d4), Telekinesis (d12), also consider
other Demon Traits like Electrokinesis and
Mind Control, or other Traits like ESP,
Formidable Presence, Hardy Constitution, and
Destiny.
Skills: Deception, Discipline,
Influence/Leadership/Persuade, Lore/Demons,
Melee Weapons, Perception, Unarmed Combat
Attacks: Depending on the demon, white-eyed
demons tend to be hands-off in combat. They
prefer to use their lackeys and their powers to
kill you without ever having to touch you. Some
demons, however, like the personal touch.

Creature Features
Theres not much that makes a whiteeyed demon different from any other demon.
Theyre just stronger and more dangerous. Its
rare for them to even make an appearance in
the open, since they prefer to operate through a
group of black-eyed minions. White-eyed
demons are most likely to have some form of
supernatural power like telekinesis or mind
control. Theyre also harder to kill than your
average demon.

How to Spot it
Because theyre so similar to other
demons, there isnt really a signal that whiteeyed demon specifically is around. Youll get
traces of sulfur like other demons, but nothing
to distinguish one order of Hell from the others.
However, if a white-eyed demon is on the move,
they arent the types to be subtle about it.

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Theyre strong enough that they dont have
much of a reason to feel threatened. That makes
them pretty bold in their actions.

How to Kill it
While most demons die when killed by
certain weapons, like the Demon-Slaying Knife
of the Kurds, those weapons dont hurt a whiteeyed demon. However, an Angel Blade could
still do the trick. If you happen to have a
special child handy, they can exorcise, or even
kill, even this order of demon once theyre
hopped up on demon blood. The other
weaknesses demons have dont apply: salt,
exorcisms, and the like. So if you have
something you can use against a demon this
powerful, youd better be ready to use it when
the fight begins.

Yellow-Eyed Demons
A step below the white-eyed demons, but
standing above the rest, yellow-eyed demons
are the generals of the armies of Hell. Theyre
used to giving orders and making plans that
they dont tell their companions everything
about.

Creature Features
Yellow-eyed demons are similar to
white-eyed demons, except they take orders
too. All of the power, with a bit of a bruised ego.
It can make them a bit eager to show off how
strong they are to a hunter who makes the
mistake of crossing their path.
Yellow-eyed demons tend to be working
a long-term scheme if theyre seen on Earth. If
theyre around, it means that the job was too
sensitive to trust someone smaller with it. So
their even being there is a sign that something
important is afoot.

How to Spot it
These guys are used to giving orders, so
they rarely make an appearance on Earth. You
never know though: sometimes a job requires a
personal touch. You wont know the difference
between a demon of this order from the rest
until you can see its eyes.

How to Kill it
Yellow-eyed demons are a step above the
rank-and-file in Hell. They walk over salt like its
nothing, and holy waters just a cold shower to
them. If you need to do something about a
yellow-eyed demon, you should bring a weapon
thats capable of killing a demon, like a DemonSlaying Knife of the Kurds or an Angel Blade.

Yellow-Eyed Demon
AGI: d8 STR: d10-(12+4) VIT: d10-12 ALE: d10
INT: d10-12 WIL: d8-10
Init: AGI + ALE LP: VIT + WIL (Doesnt die, body
destroyed at double Life Points in damage,
recovers 1 Stun per turn)
Traits: Duty (d8), Glory Hound (d4), Telekinesis
(d12), also consider other Demon Traits like
Electrokinesis and Mind Control, or other Traits
like ESP, Formidable Presence, and Hardy
Constitution.
Skills: Deception, Discipline,
Influence/Intimidate/Persuade, Lore/Demons,
Melee Weapons, Unarmed Combat
Attacks: Yellow-eyed demons tend to avoid
direct combat. Theyll try to use other demons
under their command to take care of business,
or theyll shock and awe you with their powers
like Telekinesis. They can be a bit showy about
that- being just below leadership can give you a
sensitive ego that way.

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Monsters
While angels and demons, are usually
working as part of a larger faction, monsters
tend to act as individuals. Theyre some of the
most common threats that youll face from
adventure to adventure.
Before god made his other creations, he
created Eve, the mother of all, to populate the
Earth. What she gave birth to, however, wasnt
mankind, but all of the supernatural things that
lurk in the shadows: werewolves, djinn, sirens,
all of that. After the fact, God decided that this
wasnt the direction that he wanted to take
creation in, and he trapped Eve in Purgatory,
the realm where monsters go to when they die.
Her children, however, stayed around, and
continued on after man was created.
Monsters as a whole are a widespread
and varied bunch. Looking at one species next
to another, you wouldnt know that the two
were related. Every monster has its own unique
stat build, and while many share a common
weakness (silver, decapitation, fire), there are
some that require some pretty rare and unique
weapons to kill them (like a bronze dagger).

Monster Traits
Here are a few more traits that are
commonplace with monsters. You might see
them used with other creatures as well.

Attuned to Nature (d2+)


Youre a more primal, bestial organism
than humans are. Where people think of a night
outdoors as time away from home, the
wilderness is your home. Add your Trait die to
tolls to identify local flora and fauna, track, hunt,
forage, grow crops, and navigate in the
wilderness or at sea. If youre stuck in the wild
and need food and water, you can roll your Trait
die (with a -2 step for a harsh environment or
up to a +2 step in a fertile one). The result is the
number of days worth of food and drink that
you find to sustain a single person.

d6+: With a d6 or higher in this Trait,


you get more bang for your buck on any Plot
Points you spend on rolls using this die. Bonus
dice from Plot Points get a +2 step in these
circumstances. The bonus only applies to Plot
Points spent before the roll, however.
d12+: With this Trait at d12 or higher,
you cant get lost in the wilderness. You can
always find food and water in a natural
environment, and you can calm even the most
hostile of wild animals (they just get you).
Youre everything that Bear Grylls wants to be,
and you dont even have to drink your own
urine.

Enhanced Movement (d2+)


Be it wings, fins, or something else,
youve got an ability to move in a way that goes
beyond what humans can do. Maybe youre just
faster than they are, or maybe you can walk up
walls like a spider.
d2: You can move through a unique
environment, like through the trees or in water,
just as fast as you can when walking normally.
d6: You can travel long distances at a
high speed without getting tired; you can climb
at your normal walking speed; or you have
some unique means of travel, like spider webs.
You can stand on things that dont look like they
should support your weight, like a thin tree
branch or the top of a snow drift. If you keep up
a good speed, you might even be able to skip
over water for a few seconds.
d8: You can fly or glide short distances.
Alternatively, you have perfect balance and
never have to worry about falling on unstable
ground.
d12: Youre an Energizer bunny- just
going and going and going. You can keep
moving without ever having to stop to rest. If
you can, you can fly long distances without
needing a break.
This Trait can be taken more than once,
to reflect multiple types of movement.

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Enhanced Senses (d2+)
You have some kind of special sense that
goes beyond human ranges. This Asset can be
used to give a character night vision or some
kind of freaky sonar sense. Some examples of
this Trait at different die ratings are:
d2: Difficulty increases in low lighting
are one level easier for you (no penalties in Dim
Light, and only a two point increase for
Darkness)
d6: Through reading body language,
smelling fear, or some other extra sense, you
can sense someones surface emotions or
thoughts.
d8: You can track someone by scent, or
you can see in Darkness without a penalty.
d10: Even if you cant see or hear
someone, you can always tell when theres
someone nearby. Alternatively, if you
concentrate intensely, you can sense what
somebodys thinking or feeling.
d12: You can see perfectly, even in pitch
blackness, maybe even through walls. Maybe
you have some kind of super-sense
(echolocation, x-ray vision, infrared, or
something else).
A completely new idea for a sense may
need the GMs approval to figure out the die
rating it deserves and how it works in the game.
This Trait can be taken multiple times to
represent multiple senses.

Longevity (d2+)
Youve got a long lifespan. Outside of
getting hurt, sick or murdered, you live for the
average human lifespan, multiplied by the
highest rating in this Trait you have. For
example, a d4 in this Trait means that you live
for four times as long as the average human
would. Age isnt a big issue in this game, and
you can make a character any age you want
without it messing with their character much.
However, being older might be grounds for a
character to have some unusual Trait or Traits.

d12+: Once you hit a d12 rating, your


character is practically immortal. Barring
getting killed through an accident, illness, or a
meeting with your worst enemy, you just dont
die from age.

Animal Enmity (d2-d6)


Something about you just makes animals
leery of you. Birds and small mammals flee from
you, while bigger ones might snarl and get
defensive. Some will even attack if you provoke
them. You need to add this Trait die to the
Difficulty of calming or handling an animal. If an
animal attacks you for no other reason than that
you have this Trait, you can earn yourself a Plot
Point or two.

Eerie Presence (d2+)


Something about you just creeps people
out. Add your Trait die to the Difficulty of any
rolls to interact with people (except
Intimidation, but this Trait doesnt help that
either). This Trait gets more extreme the higher
in die rating you take it.
At low levels (d2-4), people dont know
why you bother them- they just get an odd
feeling about you. At higher levels (d6-8),
people notice odd things about you out of the
corner of their eye. Maybe your reflection seems
wrong, your shadow doesnt look natural, or
something equally weird. For someone else,
they might dismiss it or explain it away, but
when it happens to you people get concerned.
With a high level in this Trait (d10-12+), You
have a pretty strong presence. People around
you get chills down their spine, you have a
death-like odor around you, or maybe your
personality is just clearly not like a normal
persons. When you take this Complication, you
should work out exactly what it is that you have
with the GM. Also, you shouldnt have this Trait
and Fugly at the same time, since the two
overlap; just assume that Fugly is a more
mundane form of creepy, and Eerie Presence is
something paranormal.

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Alphas
Every monster has an eldest, the direct
children of Eve who started their species on
Earth. These alphas are the purer form of that
monster, whatever that may be: alpha
shapeshifters dont shed their skin, and can
change form without any stress to their body;
alpha werewolves can shift any time during the
lunar cycle and have control of themselves even
when shifted.

Creature Features
Alphas arent exactly a specific class of
monster. To build an alpha, just start with the
basic model for a monster, and add a +1 or +2
step to the Attributes where appropriate.
Usually, this means a +2 step to Strength and
Vitality, but you might also give a boost to
Agility or Alertness, depending on how the
monster uses their Attributes. A boost to
Intelligence and Willpower may also be
reasonable, based on the alpha just being older
than other things.

How to Spot it
Being the patriarchs and matriarchs of
their species, alphas dont go out very often.
They prefer to stay behind a crowd of their
younger brethren, and they dont often leave
wherever they call home unless theres
something really important to their race that
they need to attend to.

How to Kill it
Aside from the boost in Attributes,
alphas are basically the same monster. Kill them
with whatever weapons youd normally use
against its kind.

Arachne
Arachnes come from Greece, specifically
Crete. Arachne was a weaver in Greek myth,
who was turned into a spider as punishment for
her pride in her work. Nobodys heard about
activity from an arachne for 200 years, but
every once in a while they have to show up.

Arachne
AGI: d8 STR: d10 VIT: d8 ALE: d6
INT: d6 WIL: d6
Init: d8 + d6 LP: 14 (doesnt die except by
decapitation)
Traits: Enhanced Movement (climbing)(d2),
Longevity (d8)
Skills: Deception (d6)/Stealth (d8), Unarmed
Combat (d6)
Attacks: Arachnes prefer to ambush their prey
from a dark place, usually at night. Theyre
pretty good climbers, so they might attack from
a rooftop or a tree. While theyre plenty capable
of killing someone with their bare hands, what
makes an arachne especially dangerous is their
venom, which will turn those bitten into one of
them. Hunters beware, this isnt the kind of
infection you can back out of.

Creature Features
Unlike other monsters, arachnes need to
reproduce by turning human victims into one of
them. As a result, arachnes look like they did
before they were turned, except that they look
like theyve been burned pretty badly with acid.
Thats the venom that worked its way through
their system. Also, their eyes may have some
extra pupils if you get a close enough look. Their
vision is a lot like a spiders, with a bunch of
multi-faceted lenses.
Arachnes are pretty solitary; they only
come out when they need a mate. The actual
cycle they follow is unclear, but it could take
centuries before an arachne decides its time to
make more of themselves. They capture three
or four members of the opposite sex, usually in

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their 30s, and inject them with a venom that
turns them into an arachne themselves. This
process can take a while, so the arachne
imprisons their prey in a web cocoon until the
transformation is complete.
An arachne may decide to only knock a
hunter out, and drag them back to its lair to turn
them. The webbing it wraps its victims in is
considered a restraint, with 12 Life Points and
requiring a Formidable Strength or Athletics
check to get loose. While immobile, the arachne
bites its victims, requiring a Formidable
Resistance check to avoid becoming an arachne
24 hours later. Theres no cure for this process,
so once it happens youre stuck.

How to Spot it
Arachnes kidnap their victims, preferring
to turn them in the privacy of their lair, an
abandoned building or space that can give them
some privacy and shadows to move in. Their
M.O. is to kidnap members of the opposite sex to
themselves, usually three or four at a time.
One notable feature that an arachne
might leave as a clue is a patch of webbing left
where they captured their prey.

How to Kill it
Arachnes are tough sons of bitches.
Shoot one in the face, set the building on fire,
and the arachne will walk out with just flesh
wounds (as if itll care much about them). The
only way to really kill an arachne is
decapitation. Sadly this applies to the victims
that its turned as well- once they turn, you cant
just put them down easily.

Changelings
Changelings come from Western
Folklore, stories of faeries stealing children
from their cribs and leaving their own babies to
take their place. While we know these creeps
arent faeries, their methods are pretty similar.
A mother changeling steals children from
nearby families and replaces them with her own

150

kids. The kids feed on the synovial fluids of their


surrogate moms while they sleep, and the
mother feeds on the children they steal. The
feeding can last a few weeks before the victims
finally have no fluid left to give and die.

Changeling
AGI: d4 STR: d6 VIT: d10 ALE: d10
INT: d2 WIL: d4
Init: d8 + d12 LP: 16 (Recovers Stun damage
quickly, vulnerable to fire)
Note: This stat build is for a changeling child.
The mother changelings stats are more relative
to a human adult: increase STR to d8-10, and
VIT to d10-12, and add a +2 step to
Performance (Impersonation specialty).
Traits: Addiction (Synovial Fluid)(d8), ESP
(d4), Hardy Constitution (d6), Tough (d10),
Obsessed (d6)
Skills: Deception (d6)/Disguise (d10), Influence
(d6)/Persuade (d10), Performance (d6),
Unarmed Combat (d4)
Attacks: Changelings are strong, but not very
bright. The usually stick to their playbook: if
you corner one, theyll fight like hell, but if they
can theyll find an adult and play to their
sympathies and convince them theyre a child
under attack. If you thought the changelings
were bad, imagine fighting off a soccer mom
who thinks youre abusing an eight year-old.

Creature Features
Changelings steal kids in the nighttime,
bring them to their mother, and then change
form to look like the child. Mirrors still show a
changelings real appearance though: a little
monster with black eyes and a round manytoothed mouth like a lamprey eel. A hunter can
make an Average Alertness + Perception check
when theres something reflective in the room
to spot that the child is faking. Immediate family
of the child only need an Easy Alertness +
Perception check to spot it, even without a
mirror. Thats parenting for you.

Saving People, Hunting Things: A Supernatural RPG


Changelings are tough little bastards.
Any damage they take immediately goes down a
level: Wound damage becomes Stun damage,
and Stun damage doesnt even register. Cutting
them or shooting them wont work, because
they heal too fast for it to matter. Drowning or
suffocating them wont work because they dont
breathe.
Cutting them into pieces wont even
work, because they just grow back into two
separate changelings, like a starfish or a
flatworm. In such a case, the two minichangelings each have half the Life Points, and
suffer a -2 step to all Traits and Skills. It might
not be a bad idea, as they can be easier to
manage as long as you can keep the numbers in
check.

How to Spot it
Victims of a feeding changeling dont die
right away, but theyll have odd marks around
the back of their necks- bite marks from the
changelings freaky little mouths. Some mothers
may be acting a little hysterical, sensing in some
weird way that their kid isnt their kid all of a
sudden. Changelings also try to remove
anybody who gets between them and their
meal, so theres a good chance that a dad whos
in the picture will suffer a mysterious accident
after the changeling moves in.

How to Kill it
The one thing that deals damage that
these little punks cant heal back from is fire- it
deals Wound damage just as it normally would.
If they get out of the fire, however, changelings
still heal from the burns, just at the normal rate
for people.
But since changelings appear in little
packs, the most efficient way to deal with them
is to go after their parent. It looks like an adult
woman, and while its stronger and better at
maintaining its disguise, killing it will
immediately kill all of its offspring.

Chupacabra
El chupacabrais actually a pretty young
myth. It started with a report from a town in
Puerto Rico in 1995, about a strange animal that
attacked a mans goat herd (chupacabra actually
means goat sucker). From there, it turned into
the Latin American equivalent to bigfoot, with
sightings in Mexico, and then the American
Southwest in the states of Arizona and Texas.
Nobodys ever been able to catch or kill a
chupacabra, so nobody knows what it really is: a
mutated coyote, a demonic monster?
The truth is actually a lot simpler, at least
if youre a hunter. In 1995, a Puerto Rican man
named Gustavo de Luyando met with a
crossroads demon and made a pact. Gustavo
had a rare form of lymphoma, and he was
willing to give up anything to extend his life.
In the time he earned from the deal,
Gustavo got married and built up a large family.
But when the ten years hed asked for were up,
things turned south. The demon showed up to
collect his soul, and he tried to turn the tables: a
devils trap and anti-demon rituals were set up
to stop the demon as it arrived. It didnt work,
but as punishment for breaking faith the demon
unleashed a bit of fine print in his deal: Gustavo
became a bloodthirsty shape-changing monster.
Those goats from the first report were his own,
and they were the first meal he had in this new
life.
Gustavo figured out that he was the
creature behind those goat killings, and in shock
of what hed become he blew his brains out to
protect the world from himself. But that clause
the demon had written into his contract went
deeper than just Gustavo. His six kids inherited
his debt with the demon, in the form of both his
disease and his curse. Once they hit puberty,
they all were forced to live the hell that Gustavo
wasnt brave enough to accept, and now he
suffers in Hell knowing that he brought that
onto them.
The De Luyandos were smart though.
Once the changes happened to them, they all left

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their home in Puerto Rico and went their
separate ways, vowing to keep their monstrous
acts separated from their mother and to avoid
bringing disgrace to their family name.
Currently, there are three De Luyandos
that are known to still be alive, and wherever
they go their bloodlust follows, turning them
into monsters and bringing death and
destruction. The eldest, Emilio De Luyando,
currently lives as a construction worker named
Emilio Gonzalez in Flagstaff, Arizona. His sister
Trino, and his brother Ramiro, are out there as
well, but Emilio has no idea where. They were
clever though, and they have ways to get in
touch from a distance. Through a series of dead
drops and contacts, one of them could reach out
if they needed help, and the others would come
ready to fight.
Thanks to their efforts, the De Luyandos
have kept any danger to human life from the
chupacabra to a minimum. However, their
lymphoma symptoms are getting worse, and
Emilio is growing desperate as the eldest and
furthest along in his condition. Feeding in his
beast form has been able to lessen his
symptoms in the past, but as things get worse
its been less helpful. Perhaps Emilio, desperate
to find a treatment for his ailments, is willing to
diversify his menu as the chupacabra, just to see
if it could be the trick to help him.
Dont forget too that the De Luyandos
dont have to be the only chupacabras out there.
Reports of livestock attacks, the animals
drained of blood, have come from all over the
world: India, Africa, Europe. There could be
more out there, or perhaps the whole story was
a distraction made to keep eyes off the real
threat, like a vampire nest.

Creature Features
The De Luyandos all suffer from the
same rare form of lymphoma: Waldenstrms
macroglobulinemia, which is as much a pain to
live with as it is to pronounce. Symptoms
include bleeding from the mouth and nose,

anemia, weakness, fatigue, blurred vision, and


headaches. The De Luyandos only get relief
from these symptoms after theyve fed in
chupacabra form. In game terms, the siblings all
have an Illness (Lymphoma)(d12) Complication.
All Attributes suffer a -1 step for each week the
De Luyandos go without feeding (by dealing an
amount of Basic damage equal to the siblings
Life Points). If any of their Attributes reached 0,
theyd go into a coma, and couldnt be
resuscitated without immediate medical
attention, such as a blood transfusion. Each day
they feed or get full medical attention, their
Attributed get a +1 step until theyre back to
normal. Failure to keep up the cycle would
definitely kill the De Luyandos.
Part of the curse on the family is a
change into the chupacabra form. The siblings
can change voluntarily, but if they wait too long
the change will happen anyway. Basically, the
human body cant digest the blood in the way
that the De Luyandos need, so they live with an
Addiction (Blood)(d6) Complication. When
theyve gone long enough without feeding to
trigger the Complication (whenever any of their
Attributed has reached a d2 rating), they shapechange involuntarily. The chupacabra is still the
De Luyandos, so its capable of intelligent
behavior like opening doors and windows, but
the animalistic part of them is driving in beast
form, making them single-minded on their goal
of feeding.
The chupacabra feeds from its victims by
biting it, usually on the chest or back. The bite
deals d2 Wound damage, and the following
feeding attempts deal 1d6 Basic damage until
the chupacabra is fully fed or until the victim is
drained (dealt Basic damage equal to the
victims Life Points). To be filled, the
chupacabra has to deal its own Life Points (in
human form) worth of Basic damage in feeding
(the initial bite doesnt count for this).
The chupacabra is also known for its
amazing leaps and bounds. The beast can leap
twice the distance that a human could, both
vertically and horizontally.

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Lastly, the chupacabras tough, leathery
hide gives it an Armor Rating of 1W. Thatll
make it tougher to take down if you catch it
after shape-changing.

Emilio de Luyando- Chupacabra


The numbers here represent the chupacabras
stats both in human and beast form.
AGI: d6/d10 STR: d6/d8 VIT: d6/d8
ALE: d6/d8 INT: d6/d4 WIL: d6
Init: d6 + d6/ d10 + d8 LP: 12/18
Traits (Human): Addiction (Blood)(d6),
Animal Enmity (d4), Hunted (US
Immigration)(d4), Illness (Lymphoma)(d12),
Low Profile (d6), Natural Linguist (d2)(Spanish,
English)
Traits (Beast): Addiction (Blood)(d6), Animal
Enmity (d4), Enhanced Senses (d8), Fast On
Your Feet (d4), Fugly (d2), Hardy Constitution
(d4), Tough (d8)
Skills (Human): Athletics (d4), Craft
(d6)/Carpentry (d8), Deception (d6), Driving
(d4), Medicine (d4), Perception (d2), Ranged
Combat (d2), Survival (d4), Unarmed Combat
(d4)
Skills (Beast): Athletics (d6)/Climbing
(d8)/Dodge (d10)/Jumping (d8)/Running (d8),
Deception (d6)/Stealth (d8), Perception
(d6)/Hearing (d8)/Smell/Taste (d10), Survival
(d6)/Tracking (d10)/Woodcraft (d8), Unarmed
Combat (d6)/Biting (d10)/Clawing
(d8)/Grappling (d10)
Attacks: Emilio stakes out his next feeding spot
in human form, wandering up to a farm
property and asking for work as a day laborer,
or spying on it from his construction job. At
night, he parks his car nearby and shapechanges. He sneaks up on his prey, and then
grapples it to the ground to bite it on the neck
or chest (d2 W) and feed. If he encounters
resistance, hell use his claws and teeth to get
away. And if he gets caught in human form,
Emilio keeps his .38 revolver (d6 W) in the
trunk of his car.

How to Spot it
Following this description of the
chupacabra, livestock killings are a good sign of
chupacabra activity, but not much to catch a
hunters eye alone. Victims are exsanguinated,
and probably have a single deliberate wound
(maybe some wounds from when the beast
pinned them, and one circular hole meant to
feed from) on their chest or back. Chupacabras
tend to operate in the American Southwest, but
the DeLuyandos might blend into any rural area
that has a large Latino population.

How to Kill it
A chupacabras tough, but any weapon
can hurt it. It would be easier if you caught the
De Luyandos in human form, when they dont
have the supernatural Attributes from their
curse. However, if you managed to keep one of
them restrained for long enough, the lymphoma
would also kill them in a matter of weeks.

Crocotta
Crocotta were first seen in ancient India
and Ethiopia. The Roman historian Pliny
described one as an animal which looks as
though it had been produced by the coupling of
the wolf and the dog, for it can break anything
with its teeth, and instantly on swallowing it
digest it with the stomach It was known for
its ability to lure people into the woods by
mimicking the voice of somebody the victim
trusted.
But that was the past. In the modern age,
crocotta have learned some new tricks to up
their game. Theyve learned how to shape-shift
into a human form, so that they can get closer to
their prey. They assimilated into society, with
most people unaware that they were there.
Unfortunately for the crocotta, a rumor started
that you would get clairvoyant powers if you
put a crocottas eyeball under your tongue. The
craze nearly drove the species into extinction.
The few remaining crocottas out there lay low,

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avoiding attention, but at the end of the day
they still have to eat.

Crocotta
AGI: d8 STR: d8 VIT: d8 ALE: d8 INT: d6
WIL: d6
Init: d8 + d8 LP: 14
Traits: Hunted (d4), In Plain Sight (d6), Natural
Linguist (d4), Talented (Deception/Disguise,
Performance/Impersonation)(d6)
Skills: Deception (d6)/Disguise (d8), Influence
(d6)/Persuade (d10), Lore (d6)/Hunters (d8),
Melee Weapons (d6)/Clubs (d8)/Knives (d8),
Perception (d6)/Empathy (d8), Performance
(d6)/Impersonation (d8), Survival (d6), Tech
(d6)/Communication Systems (d10), Unarmed
Combat (d6)/Biting (d8)
Attacks: Crocottas fight like regular humans
usually, using whatever weapons they have on
hand. But if theyre willing to let their true
nature show, their teeth are pretty dangerous
(d2 W).

Creature Features
Crocotta have this latent psychic power,
which they use to get into a persons head and
figure out whose voice theyd trust the most,
and then to mimic that persons personality well
enough to draw the victim out into the open. A
crocotta needs to send at least an hour around
the victim to pull this off, observing them in
some way (listening to their phone calls,
reading emails, watching them around other
people). When the crocotta uses this ability, it
rolls Intelligence + Deception/Disguise or
Performance/Impersonation + Talented against
the victims Alertness or Intelligence +
Perception. A Trait like Medium, Sensitive, or
Sharp Sense might help the victim realize that
the voice theyre hearing isnt the person they
think it is, while a Trait like Devoted, Gullible,
Faith, or even Spirit Guide could actually get in
the way of their powers of observation. If the
crocotta is successful in convincing you that hes
your loved one, hell then use

Influence/Persuasion to convince you to do


something stupid, like wiring him money or
going somewhere secluded. To resist the
crocotta, the victim needs to make a roll of
Willpower + Discipline/Resistance to stand
their ground. If the victim Botches the roll, they
might try to commit suicide to get away from
the mysterious voice.
To get close enough to a person to read
them, crocotta have developed an ability to
shape-change as well. Aside from their voice,
they can also change appearance to look human.
Their ability isnt effective enough for them to
look like your loved ones though, which is why
they dont just meet you in person to spring
their trap. The crocotta can shape-change into
anybody that its killed and eaten. It takes about
an hour for one to fully change form.
Unsuspecting folks will be fooled automatically
by the disguise, and the crocotta gets a +2 Skill
step to fooling anyone who was close enough to
the person to suspect that the crocotta isnt
them. Once the crocottas fed, it takes the form
of the victim and skips town, leaving behind
anybody who might know the victim and
suspect its disguise. Crocottas dont really have
a base form anymore- they just shift from one
persons body to the next. The one throwback to
their original form that they keep is their teeth:
vicious, needle-like teeth that can rip into just
about anything.
One skill that crocotta have picked up
over the years is the ability to apply their
mimicry abilities through electronic
communications. They can call out to you
through phones and computers now, even if
those devices arent plugged in. All the crocotta
needs is a junction where those
communications normally go through, like a
switchboard. To do this, the crocotta rolls their
Tech Skill against a Difficulty based on the
devices connection: a normal phone or
computer has an Easy Difficulty, a blocked
phone or a computer with a firewall is Average,
reaching a device that isnt connected to the
network is Hard, and if the crocotta really

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wants, it could reach a device that clearly
incapable of receiving a signal (like a toy phone)
with a Formidable Difficulty.
The crocottas food, its prize for all of
this effort, is a humans soul. As they kill their
victims, they eat their essence leaving the body.
The crocotta needs to be within sight of the
victim to do this. There isnt much more to
discuss rule-wise, as the person has to be dead
for this to occur. But if a persons soul is
consumed, then theyre flat-out dead: no chance
of coming back, no going to Heaven or Hell, or
being a spirit. Just dead.

How to Spot it
Phantom voices could be one of a few
things, but a crocotta is certainly on that list. A
string of deaths where the victims reported
hearing the voices of recently lost loved ones
fits the crocottas M.O.
One thing that seems to mark a crocotta
would be flies. It may be a scavenger thing, but
flies seem to follow a croccotta around and
gather if it stays in one place for too long.

How to Kill it
Crocotta try to avoid killing their victims
themselves- these days, murder gets a pretty
fast response from the authorities. Instead, the
crocotta prefers to take its time and prey on the
victims emotional state with the voices of the
persons family. Eventually, the victim kills
themselves in grief, but it can be slow enough
for you to track the crocotta down. Once you do,
the crocotta is vulnerable to any weapon, so
stopping it should be fairly easy.

Djinn
According to Arabic mythology,
somewhere between making angels and making
humans, God created djinn out of smokeless
fire, to be guardian spirits for humanity.
Anyways, inspired by Lucifers rebellion, the
djinn decided to have a mini-revolt of their own,
led by a djinn named Iblis. The djinn really

didnt like the idea of serving humans, and so


they brought their complaints straight to
Heaven. As punishment, God banished the djinn
from Heaven, forcing them to live on Earth with
the humans they disliked so much.
The djinn have lived among us since the
beginning. Theyre also referred to as genies
and ifrits in folklore. Theyre most well-known
for their ability to grant wishes, which tend to
make people realize how stupid their original
desires were after they get them. As the world
has gotten less accepting of the ideas of magic
and spirits, the djinn have gone into hiding,
feeding off of humanity in secret.

Djinn
AGI: d10 STR: d10 VIT: d10 ALE: d8 INT: d6
WIL: d8
Init: d10 + d8 LP: 20
Traits: Addiction (Blood)(d4), ESP (d8),
Formidable Presence (d2), Fugly (d2),
Longevity (d12), Mute (d6), Overconfident (d2),
Tough (d4)
Skills: Deception (d6)/Stealth (d10), Influence
(d6)/Persuade (d12), Knowledge (d6)/History
(d12), Lore (d6)/Demons (d10)/Mythology
(d10), Medicine (d4), Perception (d6), Unarmed
Combat (d6)/Striking (d10)
Attacks: Djinn prefer not to kill their targets.
Instead, they use their Strength + Unarmed
Combat/Grappling to bring their targets to
submission, allowing them to put the victim into
a dream world. Then the djinn brings the victim
back to its lair, where it can string them up and
feed on them.

Creature Features
Djinn look like Middle Eastern men in
their 40s, bald and covered in detailed, blueish
tattoos. Theyre used to the native climate of
their homeland, so heat is something they
prefer wherever they live.
Djinn feed on human blood, but they like
to make it easier for themselves and use a single
victim for as long as possible. To do this, they

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grapple with their target, and after holding
them immobile for at least one turn theyre able
to touch them on the forehead and attack them
with a Willpower + Influence/Persuade + ESP
roll against the victims Resistance roll. If it
succeeds, the djinn puts the victim into a dream
world, where their subconscious desires are
being fulfilled. While their lulled into
complacency in this dream world, the djinn
strings its victim up in its lair, and drinks from it
with a needle and tube stuck in their carotid
artery.
While in this dream, the victim has one
chance a day to beat a Hard Alertness +
Willpower roll to see something that will clue
them into whats really happening, a flash of the
real world or a glitch in the matrix that tells
them that what theyre seeing isnt real. If they
happen to have a Trait like Clairvoyant, Danger
Sense, Devoted, Gullible, Idealist, Insatiable
Curiosity, Light Sleeper, Medium, Mystic
Talisman, Obsessed, Paranoid, Premonitions,
Spirit Guide, and Unbreakable Will can all have
a negative or positive effect on the characters
attempts to make this roll. If the victim seems to
be waking up, the djinn will usually hurry over
and reinforce the dream with another mental
attack, but with a +1 Skill step due to the
victims condition.

How to Spot it
Djinn kidnap their victims and feed in
the privacy of their lair, somewhere out of the
way where people wont just stumble across it.
As a result, their attacks usually come up as
missing persons reports instead of murders.
Djinn need to feed on a regular basis, so a
kidnapping every couple of days or so would
seem like the right pattern to suspect a djinn. If
they ever do leave a body behind after theyve
used it up, it will be drained of blood.

How to Kill it
Djinn were once celestial beings, so its
pretty tough to kill them. Theyre immortal, so
theyll never die of age. And while theyre not a
part of Heaven anymore, their lineage makes
them hella tough as well. Any damage they take
goes down by one step: Wound damage
becomes Basic, Basic becomes Stun, and Stun
damage doesnt even faze them.
Youre weapon against these guys is
silver- it ignored that invulnerability and deals
Wound damage like it normally would. A smart
hunter will dip their weapons in lambs blood as
well: its like a poison to djinn. Silver dipped in
lambs blood gets a +4 step to samage, on top of
being able to get past the djinns invulnerability.

Dragons
While there are plenty of dragons and
dragon-like creatures in folklore across the
globe, were talking about the ones from
European stories- hoards of gold, captured
princesses, knights in shining armor, and all
that jazz. These guys havent been seen for over
700 years, and we have reason to believe that
there arent many of them, at least in the States.
Dragons are a freaking pain in the ass: theyre
strong, tough as hell to kill, and theyre not a lot
of fun to talk to either.

Creature Features
Despite the stories that talk about huge,
winged lizards, dragons usually look like a large,
muscled dude. They can change form when they
need, growing large wings from their shoulders
and claws from their fingers. Worst of all
though, dragons have this intense heat source
inside them, and if they want they can channel
that through their hands, burning anything they
touch with them. When a dragon flames on, it
can melt steel with its bare hands, so imagine
what theyd do to a human being.
Dragons are a thuggish bunch. Theyre
pretty single-minded, and they tend to handle
anyone getting in the way of their goals by

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crushing or incinerating them. As for goals,
dragons have a famed obsession with both gold
and virgin girls. A dragon will probably have a
hoard of gold and jewelry somewhere around
its lair.
Dragons traditionally lived in caves, and
they prefer a lair that resembles that dark,
secluded environment. In a city, you might
check sewers or subway tunnels.

Dragon
AGI: d10 STR: d12 VIT: d10 ALE: d6 INT: d4
WIL: d6
Init: d10 + d6 LP: 20
Traits: Animal Enmity (d4), Enhanced Senses
(Smell)(d6), Enhanced Movement (d12), Greedy
(d8), Longevity (d12), Obsessed (d4),
Overconfident (d6), Tough (d8)
Skills: Athletics (d6), Influence (d6)/Intimidate
(d8), Knowledge (d6)/History (d8), Lore (d6),
Perception (d6)/Smell (d8), Survival (d6)
Unarmed Combat (d6)/Striking (d10)
Attacks: Dragons love to fight up close and
personal. Their claws are pretty nasty as it is
(d2 W), but they can also channel pure heat
through their hands, scorching anything it
touches (d4 W).

How to Spot it
Dragons tend to be behind kidnappings,
but they specifically go for virgins. A victim
might get left behind if the dragon learns later
on that theyve popped their cherry. Since
theyre also gold fiends, you might look for
missing valuables as a sign that a dragon was
near- bodies missing wedding rings, or a home
invasion where the gold and jewelry are gone
but other valuables like electronics or family
heirlooms are still around.

How to Kill it
This is the worst part about dragons:
they shrug off damage like it was nothing.
Damage that a dragon takes goes down by one
step: Woud becomes Basic, Basic becomes Stun,
and Stun doesnt even get noticed.
The one weapon that you can use to hurt
a dragon is a sword that was quenched in a
dragons blood when it was forged. Its a crappy
paradox: you cant make a dragon-killing
weapon unless youve already killed one before.
To date, there are about six known dragonkilling swords left in the world. Theyre usually
pretty famous, the stuff of legends themselves
(Excalibur would be an example). If you can
track one down, it was custom to leave the
swords buried in a large boulder (again, like
Excalibur) as a test for anyone who wanted to
use them: only someone worthy of killing a
dragon is supposed to be able to pull the sword
out. If you can get it out, however, youll have a
hell of a weapon: dragon-slaying swords bypass
a dragons damage resistance, and get a +4 step
to damage against them.

Ghouls
Freaking ghouls, man. Theyre just one
big mess of gross. For starters, they eat dead
bodies. Doesnt matter if theyre fresh, or if
theyve been rotting for a few months: for a
ghoul, its lunch. Then they shape-shift into the
last person that theyve eaten. Imagine one of
your loved ones coming home, and you learn
that theyve actually been dead for a while, and
the person who killed them is wearing their
body right in front of you. Just gives you the
heebie-jeebies.
Some might argue that ghouls arent
really a threat, since they only eat whats been
killed already. But a lot of hunters are willing to
take the ghoul population down a bit just on
principle- the dead should be allowed to rest
undisturbed. And every once in a while, a
hungry ghoul is willing to nab someone alive as
a form of fast food- usually children, since

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theyre easier to capture and carry back to their
lair. Yep, thats all the reason a hunter needs.

Ghoul
A Ghouls stats are based on the body theyve
taken.
AGI: d? STR: d? VIT: d? ALE: d? INT: d?
WIL: d?
Init: AGI + ALE LP: VIT + WIL (Recovers from
damage quickly)
Traits: Devoted (Family)(d6), ESP (d8), Low
Profile (d6), In Plain Sight (d4)
Skills: Varies depending on the body the ghoul
has taken.
Attacks: Ghouls work with whatever they can
use in the body theyre wearing. If its a
bodybuilder or a soldier, they may beat you to a
pulp. If theyre posing as a little girl, they may
try to use something that relies less on physical
Attributes, like a gun, or try to catch you off
guard.

Creature Features
Ghouls arent easy to pick out of a lineup.
As far as shapeshifting goes, theyre pretty
damn convincing- even relatives of the victim
might not recognize that the ghoul isnt them.
Ghouls travel in families, so theres a good
chance that whenever youre fighting one,
theres a couple of brothers and sisters that
arent far away.
A ghouls stats, Skills, and Traits depend
largely on the person they shift into. To draw up
a ghoul character, you mostly want to act like
youre drawing up a regular person, with a few
Traits like Devoted, ESP, and Low Profile just
thrown in to represent the ghoul inside the
meatsuit. One thing that a ghoul can do is
dislocate or reshape their skeleton, allowing
them to crawl into tight spaces (+3 Agility step
in those situations). Ghouls know what theyre
doing when it comes to imitating the people
they eat, so you wont just notice that someones
acting weird. But if youve been watching the
obituaries, its possible for you to recognize the

ghouls face as a person who dies recently


(Alertness + Knowledge against a Formidable
Difficulty).

How to Spot it
Ghouls are one of the only monsters that
focus on dead bodies instead of live victims.
Reports of exhumed bodies at local cemeteries
are likely the work of a ghoul family. If you want
more to go on, any spirits that hang around that
cemetery wont be very happy when their
remains get disturbed, so graveyards that have
been hit by a ghoul often have a death echo or
two floating around. Ghouls dont always use
tools when they dig up their food either (hunger
can make them a bit excited), so unearthed
graves may have some broken fingernails or
teeth mixed in amongst the disturbed soil.

How to Kill it
Ghouls heal crazy fast (one point of Stun
per minute, and one point of Wound per hour).
Silver, iron, or lead, whatever you shoot them
full of will just heal away in a matter of time.
That means that when ghouls are the target,
zombie rules apply: if you destroy the brain,
then theres nothing to start the healing. The
heads a small target, so you have to deal with a
+8 step in Difficulty to hit it. But when you do,
you get a +1 step to damage, all dealt as Wound,
and once the ghoul takes more Wounds than
they have Life Points, the heads just a bloody
mess.

Khan Worm
There have been a few varieties that
have been seen in Supernatural, but only one
with an established past. In general, were
looking at a small slug-like creature of Middle
Eastern origin, with spiny appendages like a
centipedes. These little guys are parasites: they
get into a human host through the mouth, and
they start drinking up all of the moisture they
can get from inside the digestive system.
Another variant would get at the brain through

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the ear, and take control of the hosts body. If
you wanted to get creative, you could probably
come up with another breed of khan worm with
a similar parasitic purpose.

Creature Features
There isnt much to build stat-wise when
the khan worm is involved. When its in a host,
its pretty safe from harm, and when its out, its
basically just a bug.
When the khan worm is running around,
itll try to get into a host body. If it goes towards
you, youll have to beat an Average Athletics
check to keep it away from an opening that it
can enter (keep in mind that the worms smart
enough to pin you down with its current host
body, making it a lot easier to switch hosts).
Once inside, you have about three days before
the worm kills you from severe dehydration.
Your body starts drying out, and youre left with
an insatiable thirst. By day two, youll start
resorting to extreme measures to get some
more moisture in you: drinking blood, gasoline,
anything that looks fluid enough.
If the host lives to see day three, or if the
worm knows that the host is going to die soon,
it takes control and drives the host to find
another victim. Itll try to use Unarmed
Combat/Grapple to pin the victim down, and
when theyre immobile it slithers out of its
current host and into the mouth of the new one.
Just ick.

How to Spot it
You can mostly trace a khan worm by the
weird things its host are doing. Its not normal
for a person to drink the blood, and even the
bone marrow out of a dead body. Nor is it
normal for someone to be constantly chugging
water. If the earliest known victim happens to
have spent some time in the Middle East, thats
a pretty big red flag too.

How to Kill it
When its outside of its host, the khan
worm is just a gross bug: squish it, and it dies.
But its pretty fast, even for a bug: stepping on it
requires you to beat a Formidable Athletics
check.
The best time to catch the khan worm
outside of a host is when its changing bodies, or
when the current host has died. Itll crawl out
and either head for a nearby target or try to get
out of view. If you want, you could also force it
to leave its current host by seriously
dehydrating the victim. Once there isnt enough
moisture to support the worm, it has to get out
of the body before it dries up itself.

Kitsune
In Japanese folklore, kitsunes are a type
of fox spirit, known for their cleverness. In
reality, kitsunes are human-like in appearance,
until they rip into your brain to feed. Kitsunes
are pretty solitary creatures, living their lives in
secret as best as they can. But hunters hunt
monsters, so every once in a while youll come
across one.

Kitsune
AGI: d8 STR: d8 VIT: d8 ALE: d6 INT: d6
WIL: d6
Init: d8 + d6 LP: 14
Traits: Low Profile (d2)
Skills: Athletics (d6), Driving (d4), Deception
(d6), Unarmed Combat (d4)
Attacks: If a kitsune is cornered, theyll lash out
with their claws (d2 W). More often though, a
kitsune will try to run first.

Creature Features
Kitsune look like regular humans
normally. But when theyre threatened, their
monster side comes out: their eyes have vertical
pupils, like a cat or a fox, and their fingers end in
long claws.

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Kitsune feed on pituitary glands from the
human brain to survive. But they dont have to
be from a live victim: if a kitsune wants to keep
under a hunters radar, or wants to avoid killing
people for any reason, they could be totally fine
taking the glands from the brains of the recently
dead. However, thats just a matter of survivalif a kitsune gets sick, theyll need something
fresher to recover.
Kitsune are among the less threatening
monsters out there, so for a hunter taking one
down may feel like an easy mission. Theyre not
particularly violent, preferring to flee rather
than fight. Depending on what the kitsuned
doing when you find them, you may want to
reconsider how important it is to kill them.

How to Spot it
Victims with parts of their brains missing
fits a kitsunes diet. You may also look for
similar signs among the dead: check the
morgue, or funeral homes, and see if their
recent inmates have had their brains poked at.

How to Kill it
To kill a kitsune, all you need to do is
stab it in the heart. Doesnt matter what you
weapon you use, you just need to hit the heart
(+6 step to the Difficulty to hit, since its a fairly
small target area). Alternatively, a kitsune will
starve eventually if they dont feed, so you could
trap one and let nature do the work for you.

Lamia
In Greek mythology, Lamia was a queen
of Libya who was turned into a child-eating
demon. They arent normally seen outside of
Greece, but if you ever hear about someone
kidnapping children and ripping the hearts out
of their mothers, odds are that one decided to
visit America.

Lamia
AGI: d6 STR: d10 VIT: d8 ALE: d6 INT: d4
WIL: d6
Init: d6 + d6 LP: 14
Traits: Allure (d4), Lazy (d4), Natural Linguist
(English, Greek)(d2), Obsessed (d4), Tough (d4)
Skills: Athletics (d4), Deception (d6), Influence
(d6)/Persuade (d8), Unarmed Combat
(d6)/Clawing (d8)
Attacks: Lamia like to use their claws (d2 W) to
rip into a persons chest, finding the heart and
ripping it out.

Creature Features
Lamias look like ordinary women, but
when they hulk out they become a half-snake
monster- a long tail from the waist down, and
vicious claws that rip into their victims. They
feed on blood from the hearts of mothers,
ripping them out of their victims chests and
drinking from them like a pop can.
Lamia in myth was obsessed with the
loss of her children, stealing the children of
other women away from them as an act of grief.
Lamias have a similar soft spot when kids are
around. Their maternal urges kick in, and they
get jealous when mothers and their kids are
nearby.

How to Spot it
Lamias look for mothers, so sightings
often happen around places where kids gather:
playgrounds, schools, and so on. Bodies with
missing hearts are a sign to look for a lamia.
A lamias claws are nasty, but theyre not
permanent. When a lamia uses them on
someone, a claw may occasionally break off.
Black talons, a couple of inches long, left around
a crime scene could be a sign that a lamias the
one who left the body.

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How to Kill it
Lamias get sluggish after they eat, like a
snake after a meal. For a couple of hours after
feeding, they have the Lazy Complication
applied to the Difficulty of any actions they
perform. Further, theyll probably have a lair
nearby their feeding grounds, somewhere that
they can rest where kids or parents wont go
looking around.
You need a silver knife thats been
blessed by a priest to kill a Lamia. If thats not
an option, a combination of rosemary and salt
will burn them like holy water on a demon
(dealing d2 Basic damage), and once youve hit
them with the mixture, fire will destroy a lamia
(dealing d4 Wound damage for every turn
theyre burned). Sounds like a recipe for
chicken, but whatever works.

Okami
While kistunes are Japanese fox
creatures, okamis are Japanese wolves. Fast and
strong, these guys are real hunters, tracking and
killing humans like deer.

Okami
AGI: d10 STR: d8 VIT: d8 ALE: d8 INT: d6
WIL: d4
Init: d10 + d8 LP: 12
Traits: Attuned to Nature (d4), Enhanced
Movement (d4), Enhanced Senses (Smell)(d6)
Skills: Athletics (d6), Survival (d6)/Tracking
(d8), Unarmed Combat (d6)/Biting (d8)
Attacks: Okami like to hit you hard and fast,
ripping into you with their teeth (d4 W) before
you realize that theyre there.

Creature Features
Okamis are hunters, plain and simple.
They can track you in the wild, climb walls with
the skill of an Olympic gymnast, and chase their
prey for days. Theyll eat anybody, but they
often get a taste for a specific type of personold men, college girls, children, some category

like that. They stalk their prey and hit them fast
when theyll be most vulnerable, tearing them
apart with their fangs and leaving as soon as
theyve fed.

How to Spot it
Animal-like attacks could be a sign of
okami activity. And because they tend to
develop a favorite meal, theyll usually fit into a
pattern with the people they kill.

How to Kill it
To kill an okami, youre supposed to stab
it seven times with a bamboo dagger thats been
blessed by a Shinto priest. However, there are
limits to what an okami can recover from- tear
its body up enough, and it doesnt matter much
that its still alive.

Phoenix
Phoenixes are really rare; possibly only a
few exist on Earth. Theyre portrayed in Greek,
Persian, and Chinese lore as immortal birds of
fire, dying in a blaze of fire and being reborn
from the ashes as a chick.
In reality, phoenixes look like regular
humans, not birds. But their immortality, and
their control of fire, are both on the level. Its
damn near impossible to kill one without some
serious help.

Creature Features
Phoenixes are famous for two things, not
dying and fire. Simply put, nothing hurts a
phoenix. All damage that it takes gets reduced
by a step: Wound damage becomes Basic, Basic
becomes Stun, and Stun doesn't even register.
Then, when it goes on the offensive, a phoenix
can channel pure fire through its body, burning
anyone or anything it touches for d4 W per turn.

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Phoenix
AGI: d8 STR: d6 VIT: d10 ALE: d8 INT: d8
WIL: d6
Init: d8 + d8 LP: 16 (Recovers from damage
quickly)
Traits: Animal Enmity (d2), Longevity (d12)
Skills: Knowledge (d6)/History (d10), Melee
Combat(d4), Ranged Combat (d4), Unarmed
Combat (d6)
Attacks: Phoenixes have been around for a long
time, long enough to learn a thing or two with
just about every style of fighting. But worst of
all, a phoenix isnt afraid to push its immortality
around. Itll just walk straight up to you, ignore
bullets, blades, and anything else, and itll grab
you and torch you where you stand (d4 W)

How to Spot it
Phoenixes look like ordinary people, so
there isnt much to identify them until they start
burning people. However, their immortality can
be a give away: if people are telling stories
about someone acting like Highlander, taking a
beating or a bullet without even caring, you
know what to look for.

How to Kill it
Phoenixes dont work well with iron. It
burns them just like a spirit or a demon, dealing
d2 Stun damage per turn. But heres the rub: we
meant it when we talk about the immortality.
Aside from some supernatural weaponry like
the Colt, or an Angel Blade, nothing can
damage a phoenix with a lasting effect. Youll
want to ask for backup if you have to take one
down.

Pishtaco
With a name that means Peruvian fatsucker, its not hard to figure out what a
pishtaco is all about. These parasites life off of
human fat, sucking it straight out of the body.
Its not the worst thing a monster could be
doing, but their hunger tends to get the better of

them, and people can only handle so much


before it starts to damage them.

Pishtaco
AGI: d8 STR: d6 VIT: d8 ALE: d6 INT: d6
WIL: d6
Init: d8 + d6 LP: 14
Traits: Hooked (Food)(d8), Natural Linguist
(English, Spanish)(d2), Tough (d4)
Skills: Athletics (d4), Deception (d4), Medicine
(d4), Unarmed Combat (d6)/Grappling (d8)
Attacks: Pishtacos pin their prey down, giving
them a chance to use their proboscis to suck the
fat out of the victims body (d4 W per turn). Its
every bit as gross as it sounds.

Creature Features
Pishtacos are Peruvian in origin. They
have an insatiable hunger for human fat, which
they collect using a long proboscis that comes
out of their mouth. Shaped like a suction cup,
this proboscis can suck the fat out of a person as
long as it maintains contact with flesh. To make
matters worse, the fat also makes a pishtaco
stronger: they start out with a Strength of d4 or
d6 (depending on body type), but every time
they feed they get a +1 Attribute step. This
bonus backslides one step every three days as
the pishtacos hunger returns, but a well-fed
one can be a dangerous force to deal with.

How to Spot it
Pishtacos naturally look for fat people to
feed from- theres just more to eat. Victims of a
pishtacos feeding frenzy look like a deflated
balloon: all skin, but the stuff that was
underneath is just gone. When a pishtaco sucks
out all of that fat so quickly, the organs and
vitals inside that person get ruptured as a
consequence, which is usually their actual cause
of death. Aside from the sudden weight loss that
the victims exhibit, even if a pishtaco doesnt kill
its victim, it leaves a circular, purplish bruise
somewhere on the body, looking like a suction

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mark (duh). Both signs are pretty much
unheard of in other species of monster.

Silver hurts a pishtaco like most other


monsters. However, to truly kill one, you need
to cut its proboscis out of its mouth. Good luck
doing that and not having nightmares for a
while.

Stun damage for every turn that they stay


invisible. They have to stop eventually, or theyll
pass out.
If you get close enough to hurt a
rakshasa, you need to be on guard for their
venomous fingernails. If you get scratched by
one, youll need to beat a Formidable Resistance
roll each turn until you can fight off the poison,
or take a point off Stun damage for each failure.

Rakshasa

Rakshasa

How to Kill it

According to Hindu lore, people get


reincarnated as different things depending on
how bad you were in your previous life: if you
were a good person, you might be reincarnated
as a rich guy or a king; if you were a crappy
person, you might come back as a poor person,
or even an animal like a worm or fish. But if
youre really bad-like Jeffery Dahmer bad- you
come back as a rakshasa. They live in abject
squalor and solitude, eating spoiled food and
sleeping on beds made of insects. But every
twenty or thirty years a rakshasa gets a craving
for fresh meat, human flesh to be specific.
Rakshasas cant enter a home without an
invitation, but they have ways to trick you into
letting them in. They can shape shift to make
themselves look more trustworthy, to blend
into a crowd when they need to slip away, or
they can just make themselves invisible.

Creature Features
A rakshasas ability to shapeshift is
nearly perfect- you wouldnt recognize one in
disguise with even the closest scrutiny. They
dont have the ability to pick up on a persons
memories the way a ghoul does, so they prefer
to keep their disguises strictly generic, just
another person whom youve never known very
well. There is one way to tell a rakshasa from
another person though: they smell awful
(represented by the Memorable Trait).
But if a rakshasa can turn invisible, why
not do that all of the time? Well, it can only keep
it up for so long. A rakshasa takes one point of

AGI: d8 STR: d6 VIT: d8 ALE: d6 INT: d12


WIL: d8
Init: d8 + d6 LP: 16 (vulnerable to brass)
Traits: Brawler (d6), Low Profile (d6), In Plain
Sight (d12), Memorable (d6), Tough (d4)
Skills: Deception (d6)/Camouflage
(d12)/Disguise (d12)/Stealth (d12+4), Driving
(d4), Knowledge (d6)/Religion (d8), Lore (d4),
Perception (d4), Performance (d6)/Acting
(d8)/Impersonation (d8), Unarmed Combat
(d6)/Clawing (d8)
Attacks: Between its venomous fingernails, its
ability to turn invisible, and a lifetime of
experience, a rakshasa is a force to be reckoned
with.

How to Spot it
Rakshasas tear their victims up, so the
police usually call their killings animal attacks,
even when they happen indoors. They like to
kill their victims indoors, where they know they
wont be walked in on. So they need to trick
someone in the home into inviting them inside.
If theres anyone left alive to witness a rakshasa
killing, they may describe a strange person
entering the home just before the murder, or
possibly theyll mention that person vanishing
into thin air.
If youre looking for a rakshasas lair, the
two things to keep an eye out for are the smell
and the hygiene. Rakshasas are filthy, and
between the filth and the awful smell that

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follows them around, you cant miss ones living
space when you pass it.

How to Kill it
Rakshasa are tough. Damage that they
take is reduced by one step (Wound to Basic,
Basic to Stun, Stun is dropped). The only
material that hurts a rakshasa is brass (brass
weapons deal d6 W damage to it).
As for the invisibility, heres your chance
to pull one of those TV gags. Throw flour on the
floor, and the rakshasa will still leave footprints,
even when invisible. Fill a room with steam, and
youll see it when it disturbs the steam. Being
invisible only gets it so far.

Rugaru
Rugaru are scary creatures, because they
start out practically human. Rugarus come from
a weird gene that gets passed down from one
monster to the next. Growing up, theyre just
average Joes, without a care in the world. But
around the age of 30, the transformation starts.
They get this constant hunger, eat anything they
can get their hands on. But soon after their
tastes start focusing in on meat: cooked meat,
raw meat, even live meat if they spend time
around animals. They see it, and that hunger
starts screaming for a bite. They arent pretty
when it happens either, scarfing down their
food like an animal, making a mess of
themselves.
But the end-game for this hunger is
human flesh. Rugarus are cannibals, and once
one takes their first bite of long pork, its over.
They become a real monster, flesh and skin
rotting away, and nothing left but the hunger for
more. And once you kill one, youd better make
sure he didnt get anyone pregnant before he
changed. Because otherwise youll have to do
the whole thing over in another 30 years.

Rugaru
AGI: d8 STR: d8 VIT: d8 ALE: d8 INT: d2
WIL: d6
Init: d8 + d8 LP: 14 (recovers from Stun and
Wound damage quickly, vulnerable to fire)
Traits: Addiction (Human Flesh)(d6), Amorous
(d4), Fugly (d6), Out for Blood (d8), Tough (d8)
Skills: Deception (d4), Driving (d4), Lore
(d6)/Rugaru (d12), Perception (d6)/Smell
(d10), Tech (d4), Survival (d6)/Woodcraft
(d8)/Tracking (d8)/Trapping (d8), Unarmed
Combat (d6)/Striking (d10)
Attacks: Rugarus arent technically stronger
than anybody else. But that hunger of theirs
keep their body pumping adrenaline through
their system, along with the desire to hunt and
kill. That amps them up a step above a normal
human being.

Creature Features
When the hunger starts, a rugaru gets a
+1 step to all of its physical Attributes (Agility,
Strength, Vitality), but a -3 step to its
Intelligence. The hunger just fills its mind,
preventing it from thinking clearly. Once it eats
human flesh, this becomes a permanent change.

How to Spot it
Once they change, rugarus leave
cannibalized bodies behind and thats it. It may
look like an animal attack to the laymans eye.
You may get somewhere if you ask around with
other hunters, find out if anyone had killed a
rugaru in the area but neglected to check if
theyd had any kids before they changed.
If youre lucky enough to catch one
before it turns, youll notice behavior changes
first. The hunger is an obvious one, but there
are other behaviors that come out at their
animal urges take the helm. Rugarus develop an
out-of-control sex drive during the start of the
change; they may start stalking members of the
opposite sex, or getting aggressive in bed with
their significant others. They also get

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aggressive, more eager to pick fights when
theyre around other people.
One last change that happens is physical.
Rugarus in transformation experience spasms
as their skeletons twitch under their skin. It
may not be the easiest thing to notice, but a man
suddenly having a seizure might be a rugaru
trying to cover up that spasm.

How to Kill it
Rugarus heal too fast to leave a lasting
mark on (one point of damage per turn, first
Wound and then Stun). To kill them, you need to
hit them with so much damage that it doesnt
have time to heal. Thats where fire comes in.
Burn damage heals at four times the normal
rate for rugarus (one point per day), which is
slow enough for you to build that up.
One question that hasnt been answered
is whether a rugaru could avoid changing
permanently. Rumors exist of rugarus who
maintained a strict diet of raw animal meat, and
managed to stave off the final urge to eat
people. But nobodys been able to confirm that
such a thing is really possible. As a GM, you
should decide whether to consider it even as an
option. For a rugaru to even pull it off would
require a pretty high Willpower Attribute, and
points in Discipline, to fight back against the
Addiction Trait.

Shapeshifters
Shapeshifters are one of the more
common breeds of monster. Pretty much every
culture that we know of has a story of a monster
who can change form to look like other people.
They walk among us, wearing the bodies of
other people. Its possible that youve been
living with a shapeshifter disguised as your
loved one, not even knowing that they took
their place some time ago.
The thing is, since they can pretty much
disappear and go wherever they want,
shapeshifters arent used to dealing with the
consequences of their actions. Theyre pretty

much free to wander wherever they want to,


and do whatever catches their fancy. Some
shapeshifters steal from people, some kill, and
some just vandalize tourist attractions.
Eventually, most shifters develop one obsession
that they habitually fulfill wherever they go, and
whoever theyre wearing.

Shapeshifter
AGI: d8 STR: d8-10 VIT: d8+ ALE: d10+ INT: d6
WIL: d6
Init: AGI + ALE LP: VIT + WIL (recovers from
Stun and Wound damage quickly, vulnerable to
silver)
Traits: ESP (d4), Hardy Constitution (d4), Low
Profile (d6)
Skills: Deception (d6)/Disguise (d10)/Forgery
(d8)/Stealth (d8), Driving (d4), Influence (d4),
Lore (d4), Perception (d6)/Empathy (d10),
Performance (d6), Unarmed Combat (d4)
Attacks: Shapeshifters dont always stay in one
place long enough to develop any specialized
combat skills. So when you have one cornered,
its more likely to run first, pummel you with its
bare hands second, and reach for anything it can
use third, relying on its base Attributes to help it
overcome a lack of training.

Creature Features
While theres some ambiguity about
Attributes, shapeshifters are all stronger,
tougher, and more alert than the average
person, and have points in Deception and
Performance. Because theyre capable of
changing their body into a perfect match of
another person, they use those Skills to pass as
that person. Unaware people just assume that
theyre that person, and the shifter gets a +4
Skill step to fool people who have a reason to
suspect that the shifter isnt who they say they
are. Someone whos in the know about signs
that would give the shifter away, like a prepared
hunter, can catch the shifter by beating a Hard
Alertness + Perception roll to spot one of those
signs, like a retina flash in a security camera.

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Most shapeshifters take about ten
minutes to change, shedding their old skin like a
snake. However, if a shifter is more closely
related to an alpha shifter, the change comes
much more naturally and easily to them,
shifting in a matter of minutes. Alphas and their
direct relatives dont even leave a skin behind
when they change. Its not a talent that helps
much in a fight- even if they can change quickly,
theyll still need new clothes to fit the new body
they take. But if theyre running from someone,
its possible for them to get ahead, find
somewhere hidden to change, and disappear
into a crowd.
Shifters also have a form of ESP, which
they use to boost their natural ability to
empathize with and mimic people. They have
Hardy Constitution too, to represent their weird
body chemistry and their bodys weird ability to
adapt. When a shifter copies somebody, that
ESP gets a temporary boost to a d8 rating,
making it easy to pick up on memories and
personality traits.
Because of the shifters ability to change
their body, they heal from injuries really
quickly, their body regenerating tissue rapidly.
Shifters drop Stun damage at a rate of one point
per minute, and Wound damage at a rate of one
point per hour. Scars, injuries, and other trauma
that their body takes on goes away when the
shifter changes form. Shifters dont take Shock
damage either: they can be knocked
unconscious if they take enough Wound or Stun
damage, but they start healing right away.

How to Spot it
Shifters dont always kill their targets
when they steal their bodies. So if a person is
being charged with a crime, despite having an
alibi and flat-out denying it, theres a chance
that its a shifter who decided to wear his face.
People acting strangely suddenly can also be a
shifter in disguise.
One clue that hunters might notice when
looking for a shifter is retina flare. When a

shifter is caught on camera, or appears on a


screen, their eyes flare with a bright light.

How to Kill it
Silver is the traditional method for killing
a shapeshifter. You should count damage dealt
with silver separately from other damage, as it
doesnt heal as quickly. A silver weapon going
through a shifters heart should kill them
instantly. Iridium is a rare element to get ahold
of, but if you need it can hurt a shifter as well.
And if you use those materials, beheading a
shifter kills them instantly.

Shtriga
Theres some specific folklore around the
Mediterranean about a unique brand of witchstregas in Italy, a Slavic demon called a strzyga,
or a Romanian strigoi. But these tales are all
branches from the Albanian shtriga, a sort of
vampiric witch who feeds on the life force of
people, usually children. Once they take this
essence from a person, their immune system
tanks, leaving them vulnerable to even the
simplest of diseases. The damned things live
forever off of this life force, moving from one
place to another and leaving plagues in their
wake as the victims succumb to illness.

Creature Features
Shtrigas traditionally look like an old
man or crone, cloaked in a ragged old robe. But
a shtriga can change its form into a person more
appealing and friendly, undetectable to normal
human means. A certain Trait or power might
be give you the ability to see things that others
cant though. When the shtriga feeds, it has to
drop the disguise.
Like most things a hunter deals with,
shtrigas are tough to take down. Wound damage
is reduced to Stun damage, and Stun damage
gets ignored completely. But what makes a
shtriga especially dangerous is its habit of
stealing the life force from its victims. It pins
them down, and once theyre stunned it can

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feed for a umber of turns equal to half the
maximum value of the targets Vitality die. If the
shtriga is interrupted, the attack fails. If the
shtriga manages to drain a persons spiritus
vitae, they suffer an immediate -1 step to their
Vitality Attribute, and an additional -1 step
every two days after until the victims Vitality
reaches d0. After that, the victim only has d4
days until they die of some common illness,
their immune system too damaged to fight it off.
The person might be able to delay this if they
get to proper medical care, but it cant be
stopped. If the shtriga is killed, the life essences
of its victims will return to them, their Vitality
increasing by a +1 step each hour until theyre
back to normal.

Shtriga
AGI: d6 STR: d12 VIT: d10 ALE: d10 INT: d8
WIL: d10
Init: d6 + d10 LP: 20 (Ignores Stun, Wound
becomes Stun)
Traits: Cool Under Fire (d6), Slave to Tradition
(d4)
Skills: Athletics (d6)/Climb (d10), Deception
(d6), Discipline (d6)/Concentration (d8),
Influence (d4), Knowledge (d4), Medicine (d4),
Perception (d6), Unarmed Combat
(d6)/Grappling (d8)
Attacks: A shtriga will try to pin you down,
allowing them to feed on your essence. This is
easier when theyre after children, naturally, but
with an adult they may first try to beat you
unconscious to make the process easier.

How to Spot it
Shtrigas prefer to feed off of children,
since their life force is stronger than that of
adults (youthful vitality and all that). The
victims usually get sick from stuff that shouldnt
be able to threaten them, like a cold. Doctors
wont understand why normal treatments arent
bringing their patients to recovery, but a smart
hunter will recognize the real trouble. If a
shtriga is able to feed on enough people, a town

might declare it some form of super-illness and


start setting up a quarantine, which can make a
hunters job a lot harder.

How to Kill it
Shtrigas follow habits that theyve built
over a very long lifetime, which can make them
easy to predict. Actually killing a shtriga is
tricky though: you need consecrated iron
rounds to bypass their resistance, and you can
only hurt them when they show their true form,
like when theyre feeding.

Sirens
Most people know about sirens from
Greek mythology. Theyre one of the monsters
that Ulysses had to deal with in The Oddysey,
beautiful women who sang to sailors at sea and
lured them into breaking their ship on rocks or
diving overboard to swim towards the sirens
song. The thing is, while the tale does a good job
of capturing what a siren is about- tempting
people and killing them while theyre
vulnerable- real sirens arent limited to hunting
sailors, nor are they literally singing. Sirens
change their form to become a representation of
their victims deepest desire- a beautiful
woman, a best friend, or whatever. Then they
sing to them by slipping them a bit of their
saliva, which floods the victims body with
oxytocin- the love hormone. The siren will feed
off of their victims emotions for a while, and
when they get bored theyll convince the victim
to kill someone that they love and walk away
while the poor sap gets slapped with a murder
charge.

Creature Features
Sirens dont actually change shape. They
use a form of perception control similar to a
changeling, appearing to be the person that
youd want the most. Traditionally, this involves
looking like a hot babe, but sirens arent so
limited. People crave a lot of different things in
their lives: sex, friends, parental figures.

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Sirens use those images to get close to
their victims. Then they use a toxin in their
saliva to infect the victim with love- the toxin
causes a surge of oxytocin, making the victim
head-over-heels in love with the siren. The siren
doesnt have to kiss you to infect you either.
Sirens have an organ that can fire that spit at
anyone within melee range, using Ranged
Combat/Spit Cannon. They can also slip it onto
something that the victim will put to their
mouth, like drinking from a shared bottle or
slipping a bit of saliva in a persons drink. A
person exposed to this toxin has to beat an
Incredible Resistance + Discipline roll to avoid
falling under the sirens influence. Once youre
hit, youll basically follow any command the
siren gives you without a chance to resist. This
influence breaks when the siren is killed.
Sirens feed on love, which is why they
infect their victims like this. But they prefer new
love: after three days, the chemicals that your
brain produces start to wane, and the siren
prefers to be constantly riding on that newrelationship high. If the siren cant get that fix,
they start to lose focus (-1 Attribute step to
Willpower for each day in withdrawal).

How to Spot it
Sirens dont have to kill their victims to
feed, but they have to find a way to get rid of
their old loves when they dont produce that
chemical fix anymore. So the siren convinces its
lovers to do something self-destructive to get
them out of the picture. Because of the irony,
the siren usually tells them to kill their loved
ones. Even if they dont a string of people
suddenly acting live-sick, and then committing
crimes or killing themselves fits the M.O. of a
siren on the prowl.
One thing a siren cant hide from is their
reflection. In a mirror, you can see the sirens
true form: a skeletal, grey-skinned, hollow-eyed
monster with a large, gaping mouth. When a
siren is distracted, in a fight or in a romantic
moment, it can get distracted (-2 Attribute step

to Alertness) and forget to keep away from


reflective surfaces. When distracted, you can
notice the sirens reflection with an Average
Alertness + Perception roll.

Siren
AGI: d6 STR: d4 VIT: d6 ALE: d6 INT: d10
WIL: d6
Init: d6 + d6 LP: 12
Traits: Addiction (Love)(d8), Allure (d6),
Amorous (d8), ESP (d4), Hardy Constitution
(d4), Low Profile (d6), Mind Control (d12),
Overconfident (d6)
Skills: Deception (d6)/Disguise (d10)/Stealth
(d10), Driving (d4), Influence (d6)/Persuade
(d12)/Seduction (d12+4), Melee Combat (d4),
Perception (d6)/Empathy (d10), Performance
(d6)/Dancing (d10)/Impersonation (d12),
Ranged Combat (d6)/Spit Cannon (d8),
Unarmed Combat (d4)
Attacks: Sirens are lovers, not fighters. They
can throw a punch or fire a gun, but they prefer
to sic their love-struck victims on each other.
Watch out for their spit: a siren has an organ in
their mouth that can fire spit five feet into your
face. Once it gets into your mucous membranes,
youre infected.

How to Kill it
Sirens shrug off most damage: Wound
damage becomes Stun, and Stun damage gets
dropped. Traditionally, you can kill a siren with
a bronze dagger, but what you really need to do
the job is the blood of someone the siren has
currently infected: that oxytocin from the first
three days gives the siren that emotion that it
needs, but its like poison to them if you get it
inside their body. Stabbing a siren with an
oxytocin-dipped weapon deals Wound damage,
and youll kill the siren after 5 points of damage
with this weapon.

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Skinwalkers

Creature Features

In Native American lore, a skinwalker is


a person who can change form into an animal
using magic of some kind. However, however,
while this kind of stuff can exist as well, a
skinwalker is a monster thats a distant cousin
to a werewolf: they can change form at will into
a species of animal, usually a dog, but possibly a
coyote, fox, wolf, or something similar. They eat
human hearts, just like werewolves, but they
can change form whenever they like, not just
around the full moon.

Skinwalkers are just regular people


normally, nothing too special about them. But
what makes them weird is their ability to shape
change at will into their animal form. A lot of
skinwalkers start out as homeless people, who
get bitten and find that its easier to survive
outdoors as a dog than a person. Some get
adopted as pets, living under the familys nose
without them knowing it.
Whatever form they take, skinwalkers
pick up traits from their animal side. They have
enhanced senses, mostly smell, that they can
use even when not shapeshifted. And they all
develop a deep pack mentality. The ones who
become pets get really close to their owners,
and the ones in the wild tend to form packs with
other animals or, if possible, with other
skinwalkers.

Skinwalker
The numbers here represent a skin walker in
both forms, human and beast. The stats shown
assume that the skinwalker shifts into a dog, but
you can adjust them to suit another animal if
you prefer.
AGI: d6/d8 STR: d6 VIT: d6 ALE: d6/d8
INT: d6/d4 WIL: d6
Init: d6 + d6/d8 + d8 LP: 12
Traits (Human): Devoted (Pack/Family)(d6),
Low Profile (d6), Enhanced Senses (d8)
Traits (Beast): Enhanced Senses (d8), Sharp
Sense (Hearing, Smell)(d6)
Skills (Human): Athletics (d4), Deception (d6),
Perception (d4), Ranged Combat (d2), Survival
(d4), Unarmed Combat (d4)
Skills (Beast): Athletics (d6)/Running (d8),
Deception (d6)/Stealth (d8), Perception
(d6)/Hearing (d8)/Smell(d8), Survival
(d6)/Tracking (d10), Unarmed Combat
(d6)/Biting (d8)
Attacks: Skinwalkers arent as aggressive as
werewolves are, so theyre more likely to run
from a fight if it looks like theyre at a
disadvantage. But if cornered, theyll probably
shift and attack in beast form, using their teeth
(d4 B) and speed to take down their prey.

How to Spot it
Skinwalker killings are similar to
werewolf killings: animal attack, heart missing.
But they can happen at any time in the lunar
cycle, which can be the clue that helps you
exclude werewolves as suspects. If you get a
series of killings, you might notice a pattern
between them: the skinwalker might be
attacking enemies of its home or family, acting
on its more animal desires when it changes
form.

How to Kill it
Like their cousins, skinwalkers recover
from a good amount of damage (Wound damage
becomes Basic, Basic becomes Stun, and Stun
gets dropped). But silver hurts a skinwalker,
just as it would a werewolf, dealing Wound
damage. While Wounds inflicted by other
weapons will knock a skinwalker out
eventually, youll need to deal Wounds with
silver to kill them, equal to the skinwalkers Life
Points.

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Vampires
Thanks to a ton of lore, vampires have
been portrayed in storied in every which way
possible. However, theyre nearly all dead
wrong. Vampires arent like Nosferatu, nor
Dracula, and theyre sure as hell nothing like
Twilight.
The one thing that these stories get right
about vampires is their thirst for human blood.
They dont burn up in the sunlight (although it
does irritate them). They dont have a set of
fangs (they have several, like a shark). And you
cant kill them with a wooden stake to the heart,
unless youre using it to pin them down while
you lop their heads off.

Vampire
AGI: d12 STR: d12 VIT: d8 ALE: d12 INT: d6
WIL: d10
Init: d12 + d12 LP: 18 (Recovers damage
quickly)
Traits: Addicted (Blood)(d6), Out For Blood
(d4), Enhanced Movement (d6), Enhanced
Senses (Night Vision)(d2)/(Smell, Hearing)(d8),
Longevity (d12)
Skills: Athletics (d6)/Climbing (d10)/Jumping
(d10), Deception (d6)/Stealth (d8), Driving
(d4), Influence (d6)/Intimidation (d8), Lore
(d6)/Hunters (d8), Perception (d6)/Smell
(d10)/Tracking (d10), Unarmed Combat
(d6)/Biting (d8)/Grappling (d8)
Attacks: Some vampires like to kill their prey
out in the open, using their vicious teeth (d2 W).
Others will knock you out and drag you back to
their lair, where they can drain you more slowly
in privacy.

Creature Features
Vampires are made when a vamp forces
a human being to drink their blood. The change
makes them faster, stronger, tougher, and gives
them sharper senses. But it also gives them an
intense thirst for human blood. Most vampires
end up living in packs with the vamp who

created them, hiding along the fringes of society


and picking off the less noticeable humans to
feed from. Not all vamps are that monstrous
though: they dont need fresh blood to survive,
and there are vampires out there who live off of
donor blood-bags, or blood from a voluntary
source, instead of killing people.
A vampires senses are running on hot. It
can hear your heartbeat from the other room,
see you in the dark, and if it gets your scent, it
never forgets it. Theyre super strong, tearing
through wood and aluminum like paper.
Theyre fast too: at night, its practically
impossible to outrun one. But what makes them
famous is the fact that they seemingly never die.
Vampires stay the same age as when they were
turned, living effectively forever until
something takes a more direct and violent
action to correct that. They ignore and recover
from almost any damage, even wounds that
should be clearly lethal.
But vampires need to eat to keep all of
that power going. They need to feed on human
blood every 12 hours (represented by the
Addicted Complication). If a vamp skips a meal,
its Strength, Agility, and Alertness all drop by a
-1 step each hour until they reach regular
human levels (d6). After that, the vamp suffers a
-1 step to all Attributes for every further 6
hours it goes without eating. If its Vitality
reaches d0, it drops into a coma, and wont
wake up until someone feeds it some blood.
Some myths talk about specific breeds of
vampire with unique Traits. The jiangshi of
China, or hopping vampire, is supposed to
leap great distances, and the penanggalan of
Malaysia is supposed to be able to separate its
head from its body and fly around at night.

How to Spot it
Vampires vary in their style of feeding.
Some kill their prey and drink them right on the
spot, but some kidnap them and drain them
more slowly from a secluded place like an
abandoned warehouse or barn. They tend to

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run in packs, and sometimes they designate one
to act as bait, usually a young girl who can play
the helpless kid in distress to draw someone out
into the open for the rest to take them.
If a vampire dumps the body after
theyre done, or leaves it where they killed it,
Itll probably get chalked up to an animal killing.
But a hunter thats in-the-know might recognize
circular bite marks on the body, left by that set
of fangs that vampires carry. And of course, the
fact that the body will have been drained of
blood is another giveaway.

How to Kill it
Vampires recover Stun damage at a rate
of one point per turn, and they recover Wounds
at a rate of one point per hour. Once a day, they
can use their Willpower or Vitality Attribute to
gain a second wind, immediately recovering
the number of Wound points that they roll with
that die. While a vampire can get drunk or
drugged, it recovers from effects like that in a
matter of hours. And even if it takes Wound or
Stun damage equal to its Life Points, it wont kill
the vampire, wholl start recovering damage
right away.
However, you can slow a vampire down
by injecting them with dead mans blood.
While the blood of the living feeds a vampire,
the blood of someone whod been dead for a
while is like a poison: they have to beat a Hard
Resistance roll every turn or take an
accumulative -1 Attribute step to Vitality until it
drops. It can recover within an hour or so, but
thats enough time to take it down.
You can also catch a vampire during the
day to even the odds. While its not lethal,
sunlight irritates a vampire like a nasty dose of
sunburn. UV lamps can deal the same effect, if
your target vamp isnt dumb enough to walk
outside. While under the sun, vampires lose
their accelerated healing, and suffer a -2
Attribute step to all actions.
Fire is another thing that you can use
against a vampire. They cant heal from burns at

the same rate they do other wounds. Keep burn


damage separate from other Wounds, because a
vampire can only heal burn damage at a rate of
one point per day.
But the only real way to kill a vampire is
decapitation. Once the head comes off, its all
over. Youll need a sharp object and a called shot
to the head (with a +8 step to the Difficulty). If
you hit it, all damage is dealt as Wound, and the
attack gets a +1 step to damage. If a vamp takes
more Wound damage from this than it has Life
Points, then the head comes off and it dies. Its
recommended to stun the vampire before you
try, as it makes it a lot easier to hit the neck (an
Easy target while the vampire is immobile,
which becomes a Hard Difficulty when you add
the +8 step).

Vetala
According to Hindu mythology, if a child
dies and isnt given the proper burial rites, their
spirit becomes vetala, possesses a corpse, and
wanders the earth. In reality, a vetala is a
monster with some snake thrown in with the
person. They like to hunt in pairs, kidnapping
and draining blood from their victims.

Vetala
AGI: d8 STR: d8 VIT: d8 ALE: d6 INT: d6
WIL: d6
Init: d8 + d6 LP: 14 (Recovers damage quickly)
Traits: Devoted (Partner)(d6), Out For Blood
(d4)
Skills: Athletics (d6), Deception (d6)/Stealth
(d8), Driving (d4), Influence (d6), Unarmed
Combat (d6)/Biting (d8)
Attacks: Vetala prefer to feed on you slowly
over time. So rather than hit you with
something lethal, theyll try to knock you out,
either with their bare hands or with the venom
that they produce in their fangs.

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Creature Features
Vetala look like people, but when they
hulk out their eyes look like snake eyes, with a
vertical iris, and they suddenly have four nasty
looking fangs among their teeth. Vetala usually
operate in pairs, one setting up the other to
ambush their prey, where they can kidnap them
and take them to a lair. There, they tie you up
and drain you until youve run out of blood.
That venom that vetala produce is a
nasty substance. They get it into you by biting
you, but they can also slip it into your drink if
they need a subtler way to dose you. If you get
some into your system, youll have to beat a
Hard Resistance check or suffer a -3 step to your
physical Attributes, enough to knock you on
your ass and give them time to drag you to
somewhere more private.
When a vetala feeds on you, it tends to
feed hard. They take enough blood to leave your
head spinning. Every time they feed, your
character suffers a -1 step to Agility, Alertness,
Strength, and Vitality. The first three Attributes
recover after two hours or so, but the Vitality
step will stay until you can get proper medical
care. After three or four feedings, enough to
reduce your Vitality Attribute to d0, youre
toast.

How to Spot it
Like most monsters who drain blood,
you can identify a vetala by the bite marks they
leave on their victims: four puncture marks
where the fangs bit in. Theyre careful about
their kills to: once they drain a victim, they
dump them out of the way, so that the police
wont track the bodies back to their lair or
where theyre trapping people.

How to Kill it
Vetala recover from wounds fast: one
point of Stun per turn, and one point Wound per
hour. Even then, regular damage wont kill
them, just knock them out for a while until they
recover. What will hurt them is silver- it deals

Wound damage that heals at the normal rate for


humans. Track silver damage separately from
the rest, because if you deal enough Wounds to
a vetala with silver it dies. A called shot to the
heart (+8 Difficulty) with a silver knife will kill it
instantly. Once they die, vetala shrivel up, their
skin becoming copper-colored and scaly.

Wendigos
For every wendigo, theres a sad and
unpleasant story behind it. They start out as
ordinary human beings who get caught in an
accident of some kind. They get hungry, and
with no food around theyre forced to eat a
fellow survivor. Most cultures are against
cannibalism for obvious reasons, but some have
more mystical reasons as well. When that
person starts eating human flesh, it changes
them into something else. They start craving
flesh more and more, even when they manage
to find other sources of food. They get faster
and stronger. And before you know it, you have
a wendigo, cursed to wander the land trying to
appease their endless hunger for human flesh.
Wendigos go into a hibernation period
for twenty years or so at a time. And when they
wake up, they go hunting. They gather victims,
four or five at a time, and string them up in its
lair, where it can eat them slowly before going
back to sleep.

Creature Features
While they used to be human, you
wouldnt know it seeing them as they are now.
Wendigos stand about six and a half feet, thin
and lanky, with thin parchment-colored skin
and yellow eyes.
Wendigos are master hunters. They
know how to move through the wild, stalking
their prey in the darkness. Theyre fast too,
almost too fast to see at times. One trick theyve
developed is the ability to mimic human speech,
any voice that theyve heard before. Theyll
mimic a hiker screaming in the darkness, and
then ambush people who run towards the noise

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to help. If you hear a strange voice calling out to
you in the night, youll need to beat a Heroic
Alertness + Perception/Hearing check to
recognize that theres something off about the
voice.

Wendigo
AGI: d12+4 STR: d12+2 VIT: d12 ALE: d12
INT: d6 WIL: d6
Init: d(12+4) + d12 LP: 20 (Ignores Stun,
Wounds become Stun except for fire-based
damage, vulnerable to attacks to the heart with
ironor silver)
Traits: Fast on Your Feet (d12), Tough (d4)
Skills: Athletics (d6)/Climbing (10), Deception
(d6)/Stealth (d10), Perception (d6), Survival
(d6)/Camouflage (d10)/Tracking (d8),
Unarmed Combat (d6)/Clawing (d8)
Attacks: Wendigos are deadly when they use
their claws (d2 W), but they prefer to use nonlethal attacks, knocking you out for them to feed
later. It hides in the woods, lures you out by
mimicking voices, and ambushes you.

How to Spot it
Wendigos are seen in the northern
regions of the U.S., as well as Canada, where the
mountains and the cold leave explorers trapped
and desperate more frequently. They tend to
live in the forests or mountains where they
themselves were trapped and turned into a
wendigo. Once they change, wendigos like to
live in a lair thats enclosed and secluded, like a
cave or a mineshaft. Wendigos are also bound
by their feeding cycle: if a national park is
seeing a string of missing hikers, a hunter
knows to check the parks history and see if
they had a similar case about twenty years
previously.

How to Kill it
There are ways to get a wendigo to keep
its distance in the night. Itll keep back from a
campfire, knowing the damage that fire does to
it (at least until it can extinguish it). Wendigos
try to move through campers gear and steal
lighters, gas cans, flare guns, and anything else
that might spark. A well-traveled person might
also know to draw a circle around their
campsite with Anasazi symbols. A Wendigo
cant cross them, like a line of salt to a demon.

All of the damage that a wendigo takes


gets downgraded: Wound damage becomes
Stun, and Stun damage gets ignored. Itll feel a
bullet if you hit it, but itll only drive it away or
piss it off. Silver or pure iron can also hurt a
wendigo, bypassing that damage resistance.
Fires especially effective, dealing damage
normally and also catching the bastard on fire
for an additional d6 Wound damage per turn
until it can extinguish itself. If youre a good
shot, a wendigo is most vulnerable if you hit it
in the heart. Hitting the heart requires an
Extraordinary Success on your attack roll, or a
called shot with +12 to the Difficulty. But if you
pull it off, you only need to deal four points of
Wound damage to the heart to kill the wendigo.

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Werewolves
For once, Hollywood nailed most of the
key points when it comes to werewolves:
changes at the full moon, vulnerable to silver,
strong and fast and dangerous. But real
werewolves dont get all hairy or become a
giant wolf-person when it happens. There are a
bunch of stories across cultures about people
turning into animals: the Greek lyknthropos,
the Norse lfednar, the Romanian vrcolac.
But real werewolves are still fairly
human, even when they change. When the full
moon hits, they get stronger, faster, and they
sprout fangs and claws. Their animal side takes
over, filling them with the urge to hunt and kill.
And they feed on human hearts. Sound like fun?

Werewolf
AGI: d12 STR: d10 VIT: d10 ALE: d12 INT: d4
WIL: d4
Init: d12 + d12 LP: 14 (Vulnerable to silver)
Traits: Amnesia (d4), Fast on your Feet (d6),
Sharp Sense (Hearing, smell)(d6), Out For Blood
(d8), Tough (d8), Unstable (d8)
Skills: Deception (d6)/Stealth (d10), Perception
(d6)/Hearing (d10)/Smell (d10), Survival
(d6)/Woocraft (d8)/Tracking (d12+2),
Unarmed Combat (d6)/Clawing (d10)/Biting
(d8)
Attacks: Werewolves in a fight are just a
whirlwind of teeth (d4 W) and claws (d2 W).
Smart people will think to get away, but smart
was never a requirement to become a hunter.

Creature Features
Most of the month, werewolves are just
regular people. They probably dont even know
that theyre a werewolf. But when the full moon
comes around, they start changing. They get a
+1 step to all physical Attributes, and a +3 step
to Alertness. But they get a -1 step to

Intelligence, as their consciousness becomes


more animal, more primal. The Traits on the
werewolfs stat chart arent actively there until
they change, except for Amnesia. Same for the
Skills listed: normally, the werewolf has a
regular set of skills for a human being.
Not all werewolves are equal though.
Alpha werewolves, and relatives within a few
steps to their bloodlines, are more in control of
their transformations. They can change at any
time they like, they dont take the -1 step to
Intelligence, and they dont take the Amnesia
Complication. On top of that, werewolves with
that purer bloodline dont need to eat human
hearts to survive. They can get by on animal
hearts, if they have a reason to go murder-free.
Werewolves reproduce through bites. If
you get bitten by one, you need to beat a
Formidable Resistance check to avoid getting
their saliva into the wound, or else youll
become a werewolf yourself.

How to Spot it
The biggest clue that hunters look for
when hunting werewolves is when murders
occur during the full moon, with the victims
heart being ripped out and lost, and then
everything goes quiet after the moon changes.
For most hunters, werewolves are the first
suspect to check for when a victim is missing
their heart.

How to Kill it
Just like the movies, you need silver to
kill a werewolf. Werewolves shrug off any other
damage (Wound damage is converted to Stun,
and Stun damage is ignored), but silver still
deals Wounds. The only way to kill a werewolf
is to put some silver through their heart- silver
bullet, silver knife, whatever works. The hearts
a small target, so youll need either an
Extraordinary Success or a called shot with +12
to the Difficulty to pull it off.
Of course, its a lot easier to kill a
werewolf when its not a full moon. Then theyre

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just regular humans, and anything can kill them.
But most werewolves dont know that theyre
this monster part of the time, and youll scare
the crap out of them when you burst in with
guns raised. If you choose to kill a werewolf in
human form, and your Savagery level is higher
than four, youll have to take a degeneration roll
and risk going down a step, you cold-blooded
asshole.

Maw of Fenris
Since were talking about werewolves,
now seems like a good time to mention the Maw
of Fenris. While some werewolves have tried to
mainstream, eating animal hearts and avoiding
killing humans, others have developed this cult,
devoted to a vision of a world where
werewolves dominate the planet.
Fenris, the namesake of the cult, is a
giant wolf depicted in Norse mythology, whos
supposed to devour the god Odin and help
destroy the world at the time if Ragnarok, the
Norse apocalypse. Members of the cult see
Fenris as a sort of patron saint of werewolves,
and choose to follow in his example by killing
and turning as many humans as they can.
Members of the Maw of Fenris carry
books of passages from the Norse mythology
about Fenris, and wear silver bullets around
their necks with the word ragnarok etched into
them. If you see this, you should know that
these guys arent going to be reasoned with.
Theyre pure evil, through and through.

Wraith
Wraiths are brain-eaters: they use a long
needle-like appendage of bone to pierce the
human skull and drink the fluids around the
brain. They arent particularly strong, but they
make up for it in subtlety. Theyre masters of
blending in, and they draw their prey out with a
toxin that causes temporary insanity, making
them easy to catch and feed from.

Wraith
AGI: d8 STR: d8 VIT: d8 ALE: d6 INT: d10
WIL: d6
Init: d8 + d8 LP: 14 (Vulnerable to silver)
Traits: Hardy Constitution (d4), In Plain Sight
(d6), Low Profile (d6), Mind Control (d12),
Overconfident (d6)
Skills: Deception (d6)/Stealth (d8), Influence
(d6), Medicine (d6)/Psychology (d10),
Perception (d6)/Empathy (d10), Unarmed
Combat (d6)/Bone Spike (d8)
Attacks: Wraiths prefer to hit you while youre
under the influence of the toxins they secrete,
when youre off guard and vulnerable. But even
without it, theyre pretty dangerous with the
bone spike that protrudes from their wrist (d2
W).

Creature Features
Wraiths use a kind of perception-altering
power like sirens to hide their true form, a
humanoid monster with rotting flesh. Wraiths
also have a spike made of bone that protrudes
and retracts from their wrists, which they use to
stab into your skull to feed (although they make
a useful stabbing weapon even when they arent
eating).
What makes wraiths interesting is that
they produce a toxin in their skin, which causes
hallucinations in humans that it touches. Not
only does it make them easier to hunt, it
apparently improves the flavor of the victims
brain fluids- apparently the hormones that
crazy people produce add some zest to the meal.
If a wraith touches you, youll need to beat a
Heroic Resistance check, or else youll take on
an Unstable (d4) Complication temporarily:
youll start having hallucinations of whatever
happens to be bothering you at the time (fears,
worries, anything that would bump your heart
rate up). While under the influence of this toxin,
it gets harder to focus and defend yourself: all
actions take a -1 Attribute step, since its hard to
concentrate on whats real. If you want, you can
try to remove this effect for a single action by

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beating a Formidable Willpower +
Discipline/Concentration check first. If a wraith
wants, it can double down on the toxins effects,
giving you Unstable (d8), increasing the
Attribute step to -2, and raising the Difficulty on
the Discipline/Concentration roll by two steps.

How to Spot it
Wraiths like to hang around the mentally
ill. If brains taste better after a wraith has
spiced them up with its crazy toxins, imagine
what a lifetime of marinating in schizophrenia
would do to someones melon. It also makes it
easier for a wraith to catch the patients: the
toxin sets them off, so security locks them away,
all alone and easy for a resourceful wraith to
reach and kill before anyone notices. Outside of
the psych wards, you might hear about
homeless people going on rants around town, or
just about regular people having sudden
breakdowns.
And if you get a look at a body, you
should check for a hole at the back of the neck,
that reached all the way up into the brain. The
brain will also be blackened and dried after a
wraith has sucked all of the fluid out.
Also like sirens, mirrors reveal a wraiths
real form. If theres a reflective surface around,
you can spot a wraith in it by beating a
Formidable Alertness + Perception check.

How to Kill it
Wraiths arent bothered by most
damage: Wound damage becomes Stun, and
Stun damage gets dropped. But like most
monsters, silver hurts them, dealing Wound
damage. In order to kill a wraith, you need to
stab its heart with a silver weapon, which takes
an Extraordinary Success on your attack roll or
a called shot with +12 to Difficulty.

Humans (or Close Enough)


Not everything that hunters hunt is
inhuman. Some are regular people, who take on
some kind of power and start to lose it. Not
every person with power is a bad guy, but you
know what they say: power corrupts.

Amazons
There are plenty of references to the
amazons in Greek myth: a culture of warrior
women, in a society where the traditional
gender roles were reversed (women did the
fighting and ran the nation, men were stuck as
house-husbands). According to myth, amazons
were the children of the Greek goddess
Harmonia, and after a particularly brutal war
that nearly wiped the amazons out, they made a
deal with their goddess. They became stronger
and tougher, and their children matured at a
freakish rate (better to build an army with).
Though they arent fighting any wars anymore,
the amazon culture is alive and thriving today,
an ancient order that still practices the old
customs. Customs like having the young kill
their fathers when they come of age.

Creature Features
Every two years, the tribe descends on a
town with every amazon whos of child-bearing
age and lets them run loose. They usually pick a
local spot where hook-ups are common and
hunt for successful men, usually in their 30s.
Then they go back to their pace andyou get it.
The thing is, the pact the amazons made
with Harmonia fast forwards the entire process.
They give birth within 36 hours after thee did
the deed, and the child reaches her teens within
two days after that. The kids are smart too:
when theyre still in cribs they already know
how to talk and function like theyre ten years
older. A day after theyre born, the local matron
of the amazons collects them and starts training
them: how to fight, how to kill, how to show no
fear. And at the end of all this, theyre supposed

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to complete their coming of age by hunting
down their fathers and killing them.

Amazon
AGI: d8 STR: d10 VIT: d6 ALE: d6 INT: d4
WIL: d6
Init: d8 + d6 LP: 14
Traits: Allure (d6), Brawler (d6), Cool Under
Fire (d6), Devoted (Amazons) (d6), Duty (d4),
Low Profile (d6), Natural Athlete (d6), Slave to
Tradition (d4), Tough (d4), Unbreakable Will
(d4),
Skills: Athletics (d6), Deception (d4), Discipline
(d6), Influence (d6)/Seduction (d8), Melee
Weapons (d6)/Knives (d8), Unarmed Combat
(d6)
Attacks: Amazons are strong as hell, and deadly
with the bronze daggers that they carry (d4 W),
but theyre also smart enough not to rush into a
fight. They prefer to catch their targets off
guard, and thats usually easy to pull off when
you look like a young woman.

How to Spot it
When an amazon hulks out on someone,
their eyes change. They turn a yellow color, and
the skin around them turns a deep red (like war
paint). If you just watched one throw a guy
through a wall, you probably dont need that
hint, but its there anyhow.
Amazons have a specific ritual they
follow when they kill the men who gave them
life. Theyre supposed to cut off their hands and
feet while theyre still alive, and when theyre
dead the amazon carves a sigil on their chest,
the mark of their tribe.

This same mark is branded on the wrist


of every amazon. If youre aware of it, you can
notice it with a Formidable Alertness +
Perception check.
One other thing that may show up at the
crime scene is their DNA. Amazons arent
concerned with hiding that they were there, but
even if the police manage to snag a DNA sample
from the scene it wont help: the changes that
the amazons have received make their DNA
impossible to link to anyones identity; to a
doctor checking it, it wont even appear human.

How to Kill it
The amazons are strong and dangerous if
they get the drop on you, but theyre no tougher
than any other women their age. You can use
any weapons you like to hurt them. But if you
were suckered into fathering one of these
ladies, youre going to have a hard time putting
down the daughter that comes to kill you, even
for a hunter. As the father of an amazon girl, any
actions you take to hurt that child suffer a -2
Attribute step. You can lessen this effect with a
Trait like Out for Blood or Unbreakable will, so
that you can muscle through your hesitation
and pull that trigger.

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The Judah Initiative
Its unlikely that these guys will be your
enemy, but its important to know about the
Judah Initiative and their mission. If you ever
get involved with them, odds are youll have a
good reason to help them.
The Judah Initiative started from a
collection of rabbis during World War II. They
formed with a mission to stop the Thule
Society, and order of Nazi necromancers. The
Thule had a collection of some of the blackest
magic they could find, but the rabbis managed
to fight back with magic of their own: they
pulled a page out of the old kabbalah and
learned how to create and control a golem.
The two groups scattered after the war,
but theyre both out there. The Thule are
looking for the Red Ledger, their leaders
collection of magic, and the Judah Initiative is
there to stop them. While the group as dwindled
in numbers as the rabbis have aged and died, a
few have managed to explain the ways of their
group to their children and grandchildren.

Creature Features
Odds are that any member of the Judah
Initiative that you meet will be one of the first:
an old, very Jewish rabbi. They arent the
fighters that they were in their youth, but they
more than make up for it with the knowledge
they possess. Judah Initiative members are wellversed in Jewish lore and magic, and have
dedicated their lives to learn about the Thules
magic as well, so they could counter it if needed.
As for the fighting, some members of the group
still have a golem for a companion, and those
guys have more than enough fight in them to
cover the two of them.

How to Spot it
The Judah Initiative isnt really about
killing people themselves. If you see a crime
scene that theyre related to, youll probably
catch signs of other people in the conflict before
them: either members of the Thule Society or

signs of a golem. If anything, a Judah member


may have used some kabbalah knowledge to
place some wards around.

How to Kill it
Like we said, theres likely not a good
reason to put a member of the Judah Initiative
down. If you need to, theyre not really capable
of stopping you: theyre just senior citizens with
a more interesting hobby than fly fishing and
doting on their grandchildren.

Prophets of the Lord


One thing you can say about God: he sure
knows how to get things done out of the office.
While the angels are basically running Heaven,
if God ever has a reason to get a message out to
mankind, he reaches out through a prophet, a
person whos chosen to deliver that message.
You never know when you might become a
prophet; it just happens one day out of
nowhere. Maybe youll start hearing a voice in
your head, or seeing images in your dreams of
things to come. Or maybe youll have a relic that
only you can read Gods message from.
Whatever the method, its obvious that a
prophet is important to the agenda of Heaven
when one is awakened.

Creature Features
There are a handful of people out there
who are prophets in waiting. Only Heaven itself
has a full list of who they are and where they
are (they may even have some names that arent
born yet). But when something happens that
requires God to make a public statement, a
prophet starts getting an ability.
For some, the message is given to them
internally: They suddenly take on an Asset that
lets them see something that God needs them to
see, like Clairvoyance or Premonitions. Their
job is usually to write their visions down for the
world to see, although God may expect the
prophet to travel and tell someone specific what
they see.

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Others are awakened when a Word of
God Tablet is found: the tablets contain
instructions that God left on Earth for people to
use in specific cases (for example, theres a
tablet full of knowledge about demons and how
to defend against them, one for angels, and
probably a bunch of other supernatural forces),
written in a language that only the designated
prophet can translate (for a tablet-keeping
prophet, take Natural Linguist (Word of God)).
Prophets should probably take Destiny as well,
since Heaven probably will be pushing you to do
something with a huge effect on the world,
whether you like it or not. And Faith isnt a
necessary Trait to have before you become a
prophet, but its likely that a prophet will take
on Faith once they get the big message from
Heaven.
Prophets used to be guarded by an
attending archangel, who would intervene and
keep them safe from any threats. Demons or
monsters who came too close to a prophet
tended to be flash-fried on the spot.
Unfortunately, with the wars going on in
Heaven and the loss of a lot of angels lives
during the Apocalypse, most of the archangels
on this duty have been recalled for other jobs.
But if theyre lucky, a prophet may still have an
archangel looking over them, even if only part of
the time. Theres also a good chance that a
prophet will be visited by angels once theyve
awakened and have the purpose that God gave
them, certainly a better chance than the average
person.

How to Spot it
Prophets arent a very obvious group to
recognize. Theyre mostly noticeable by the
things they know. Prophets may know about
things that havent happened yet, and it may
catch your eye that the persons acting with
knowledge they couldnt have. Others might be
carrying a holy relic like the tablets around with
them. Odds are, if youre expected to meet them,

a prophet will come to you first before you can


reach them.

How to Kill it
You dont need anything special to kill a
prophet, but you should be more worried about
whoevers defending the prophet instead of the
guy himself. If theres an archangel watching
over them, youre probably not getting close
with a bad intention in your head. And some
prophets have learned some impressive ways to
protect themselves: wards, spells, and other
tricks.

Psychics
There are plenty of monsters with
psychic powers, why shouldnt there be any
humans with them? The term psychic actually
refers to a broad category of people with a
mental ability that allows them to see more than
most people are able to. Some can see auras,
some can see the dead, and some can even see
the future. Theyre usually not much of a gift,
but when you need someone with a gift, they
can be pretty damn invaluable.

Creature Features
Psychics are regular people with at least
one of the following Traits added: Clairvoyance,
ESP, Medium, or Premonitions. There isnt much
to add to a psychic character, since what they
can do can be neatly managed through the
description of the Trait they take: with the lowlevel Trait, you usually get random flashes, and
with a higher level you can actively use your
power using Alertness + Perception + Trait.
Theres a pretty wide variety of psychics out
there, so take a moment and ask what youd like
your psychic to do. Do you need someone who
can speak to the dead? Or someone who can
find an object or person using Clairvoyance? Or
someone who can read auras and sense a
supernatural presence?

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How to Spot it
Psychics arent usually the bad guys in a
story, since their powers are pretty non-violent.
They mostly just let you see things. NPC
psychics are normally introduced as a friend of
a hunter, someone who can be hired to help out
when your group needs something that only the
psychic can do.

How to Kill it
Sadly for them, there isnt a psychic
ability that makes you bulletproof. You could
kill a psychic in any way you choose. Just be
warned: some will have a defense planned for
anyone who wants to gank them. Maybe they
see it coming with a premonition, or they have a
handy spirit who can warn them.

Psychokinetics
While psychics are typically low-level
information-gathering types, psychokinetics are
kind of scary to see in action. To one degree or
another, theyre able to change reality around
them with pure mental power. Its the kind of
power people usually consider god-like, and in
the wrong hands it can get out of control fast.
Not all psychokinetics are bad people, but even
the good ones get old. Imagine one in the late
stages of dementia, with the power to do
anything with their mind and a swiftly
dwindling control over it.

Creature Features
Psychokinetics possess a Trait that
should otherwise be limited to gods and angels:
Higher Power (see page 123 for a full
description). They can change things in the
space around them in ways that defy the basic
laws that govern reality: gravity, motion,
physics. Theyre only to change things in the
zone that they occupy though, and once they
leave it any changes they make become
grounded by reality. So if you make a black
circle on a wall, and use it as a hole to move

through that wall, once you leave the area youll


still have the black circle, but itll just be a mark
on the wall. If you lift a truck over your head,
once you leave the truck will be just as heavy as
its supposed to be.
In situations where this power is being
used as an opposed action against someone,
youll use it as a Willpower + Higher Power roll
against the other persons action. So if youre
turning an attackers gun into a water pistol,
youre basically challenging the attackers
ability to shoot before you can use your power
effectively.

How to Spot it
There arent many things out there that
can do something this incredible. Unless you
have reason to suspect a god or an angel is at
work, you have plenty of reason to suspect a
psychokinetic is around.

How to Kill it
Psychokinetics have a lot of power to
defend themselves if attacked, but only so long
as they know whats happening. You can kill
them with any method you choose, but if you
dont want them to stop you, you should find a
way to hit them fast, before they notice its
happening.

Psychopaths
These guys maybe some of the scariest
enemies you deal with in this setting, because
theres nothing special about them. Theyre just
regular folks whove gotten it in their heads that
its time to start killing folks. Maybe its a serial
killer with a habit of carving occult symbols on
his victims skin. Maybe its a family of rednecks
who kidnap people and hunt them for sport.
Every once in a while, hunters find someone
who clearly needs to be put down, even if
theres nothing more unusual about them than
the hunters themselves. Some psychos are even
hunters who took to many degeneration rolls
and just lost it.

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Creature Features
Like we said, these guys are just people.
Give them normal Attributes for a human being,
give them a skill set related to the stuff they do
(Deception if they stalk people, Ranged
Weapons if they shoot them with hunting rifles),
and turn them loose. Every psycho has a
different method to what they do, and a
different reason for doing it.

How to Spot it
One thing that makes psychopaths weird
for hunters is that they wont have a
distinguishing feature to their killings that
makes them inhuman. They may go to the
extreme in some cases, but at most that can just
make it look like something supernatural was
involved. Hunters tend to find psychos by
accident: they go looking for a werewolf or
something, and find out that its just a guy with
a passion for eating peoples hearts.

How to Kill it
Psychopaths dont have any special
protections against weapons, so youre free to
choose what to do with them. Shoot them, stab
them, or just report it to the police and let them
sort it out.

Shamans
If youve been reading through some of
the other monsters in this book, youve realized
by now that bad things happen when people eat
other people. But that doesnt apply to other
animals. Shamans in a couple of cultures have
developed magic that works with the
consumption of various animals: you eat them,
and you take on some of the animals
characteristics. Some of these can be pretty
tame- eat a rabbit and you get faster, eat a bear
and you get stronger- but imagine the fun
possibilities. Eat a fish and grow gills, a
chameleon makes you able to change color to
blend into your environment. Animals have

some cool abilities, and a bit of shamanic magic


can make that your benefit.

Creature Features
To add shamanic magic to your game,
youll want to research some mundane animals
and put them into game terms: what Attributes,
Skills, and Traits would they have? Then make
the effects of a spell to take on the properties of
the animals that the shaman eats. Eating dog
might give you the Sharp Sense (Smell) Trait, or
eating a gorilla might give you a +1 or +2 step to
your Strength. The effects are entirely up to the
GM and the group.
A shaman whos been active in an area
will want to take on the Animal Enmity Trait.
The other critters in the area will take notice
when a guy starts eating their friends, and
thatll make them antsy when the shamans
around, if not openly hostile.

How to Spot it
Since shamans take on animal qualities,
their kills will probably have animal-like
markings. Or theyll be killed with inhuman
abilities. Not the most clear clues to follow, but
its a hunters job to do the research.

How to Kill it
Depending on what a shamans eaten,
they may have some abilities that allow them
some extra defense against you. But shamans
are still human, so in theory any weapon could
hurt them.

The Styne Family


If you ever end up in Shreveport,
Louisiana, and you see a group of brothers or
cousins walking around like they own the place,
youd better steer clear. Chances are that they
literally do own the place. The Stynes are an
incredibly wealthy family, and their influence in
the area around Shreveport alone is massive

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and deep. And their interests in other areas can
reach far and wide.
But theres more to the Styne family than
a boatload of cash. The Styne family has a deep
and rich history, during most of which theyve
been in possession of the Book of the Damned,
one of the scariest tomes of magic and curses
ever made. Using the magic inside, the Stynes
have had a hand in most of the major
catastrophes in memorable history, and they
always have a project ready to profit from the
destruction. They created the Black Death, and
sold people medicine to treat it. They started
the Hundred Years War, and invested in the
winning side. The familys been without the
book for about a century now, but that hasnt
stopped them from their business: they helped
the Nazis rise to power, helped cause 9/11, and
have otherwise been involved in the
background of pretty much every political
disaster.
But the Book of the Damned taught the
Stynes more than just how to cause natural
disasters. The family went by a different name
when they lived in the old country: Stein, as in
Frankenstein. The family has practiced the art
of biological enhancements for centuries,
cutting pieces off of their victims and attaching
them to themselves with a mixture of science
and dark magic. The enhancements have made
the Stynes stronger, tougher, and more capable
of carrying out the familys business interests.

Creature Features
Each Stein started out with basic human
Attributes and Skills, with some emphases on
Medicine and Lore. The Stynes also take the
Duty (Styne Family) Trait at one level or
another, depending on how involved theyve
become in the family business. Each member of
the family has taken on different levels of buffs
to those Attributes, based on how many
enhancements theyve received. Each one
increases one Attribute by one step, based on
the body part they added to themselves. Some

enhancements come with a new Trait as well. A


new set of eyes might give a Styne a step to
Alertness, and offer the Sharp Sense Trait. They
could add a second heart to the body for a step
up in Vitality, as well as the Tough Trait. Aa new
leg can be worth a step to Agility and the
Natural Athlete Trait, or some grafted muscles
could offer a boost to Strength and the Brawler
Trait. What makes the Stynes so scary is the fact
that they can build these abilities piecemeal
over their lifetimes.

How to Spot it

The Styne family is very proud of itself,


and every family member gets their family crest
tattooed somewhere on their body, or carries an
heirloom with the crest on it. Until you see that,
a family with Southern accents who run around
with superhuman abilities probably deserves a
look into the Styne familys activities.

How to Kill it
The Stynes are tough to kill in general
due to their enhancements. Any Wound damage
that the Stynes take is converted to Basic
damage, they dont take Wound Damage
Penalties, and they dont take damage from
bleeding. They take shots to the body without
giving it much thought. To kill a Styne, you need
to aim for the head: no matter how many
enhancements a Styne has, they cant replace
their brain. Thats an Extraordinary Success on
your attack roll or a Called Shot with +8 to the
Difficulty. Once the Stynes know theyre going to

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lose a fight, they tend to run for home so they
can repair the damage thats already been done,
so be sure to take them down fast before they
can get away.

The Thule Society


Theyre Nazis, and theyre necromancers.
Its like a combination of the worst possible
things you could imagine. The Thule Society was
founded during the World War II in an attempt
to find a new weapon for the Third Reichs war
machine. They explored into a lot of aspects of
black magic, using their prisoners of war as lab
rats.
The Thule Society formally ended as a
result of the Judah Initiative, who summoned a
golem to take the organizations leadership out.
But their leader, a commander Eckhart, was
more resourceful. The society was broken, but
Eckhart himself managed to get away using a
spell. Since then, the society has been hiding
and working in the shadows, resisting the
efforts of the Judah Initiative and working to
recover their red ledger, Eckharts collection of
research on the occult.

Creature Features
Eckhart and his Thule cronies are
seriously nasty. Most of them are the same
soldiers from World War II, kept young through
blood magic. Thule Society members mostly
have the Attributes and Skills off soldiers of that
era, with a bit of Lore thrown in and some
points in Knowledge/History (because, you
know, they were there). Thule members all have
some knowledge of blood magic, which is an
attack of Willpower + Lore.

How to Spot it
The Thule like to use the magic theyve
researched to kill their enemies. It may be a
show of power thing. And if anyone happens to
remember a serious looking person with a
German accent around before someone was
killed, you probably know where to look.

How to Kill it
One side effect of the Thules research is that
the members of the society are nearly
unkillable. All that magic theyve been dabbling
with has specifically been to make death less of
an issue. If you want to kill a Thule member, you
need to hit their head (Extraordinary Success or
a called shot with +8 to Difficulty) with enough
Wound damage to kill them, and then you have
to burn the body within twelve hours, or itll get
back up and start trying to kill you all over
again.

Witches
Witches are one of the staples to the
world of Supernatural. Magic isnt necessarily a
bad thing- most hunters use at least one ritual
or spell to fight the monsters out there. But
power corrupts, and a lot of the people who get
their hands on magic start losing it once they
realize that theyre stronger than the people
who used to tell them what to do.
Witches are largely practitioners of
black magic- magic used for selfish and
destructive purposes. The Grand Coven of
witches have three categories of people who
have access to magic. Borrowers are people
who got control of magic through a pact with a
demon. Students get a bit of talent by being
trained by witches who are approved by the
Grand Coven. And then there are the naturals,
who have an innate grasp of magic without any
formal training. The Grand Coven was a
governing body for witches, until the Men of
Letters wiped them out by spearheading the
witch hunts of the late Rennaissance, killing
witches and collecting the books and tools they
used to develop their work. Now witches are
pretty much solitary, wandering wherever they
roam and using their abilities without
regulation.

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Creature Features

How to Spot it

The basic idea of witches is that they use


magic. In game terms, any spell that a witch
casts is an action made by rolling Willpower +
Lore + any relevant Trait. If theyre using the
spell to affect someone, then its an opposed
action against the person, depending on the
spell. If its an internal effect, the target might
have to roll Resistance to overcome it. If its
mind control, they could defend with Discipline.
If its a straight-forward attack, you might
defend with Athletics of another skill to avoid
getting hit.
To make a witch character, you start
with a basic human, add some points to Lore
and possibly Discipline, and consider a step or
two to the Intelligence and Willpower
Attribtues. You the Faith Trait, referring to the
witchs faith in their dark power. If they have
another person or entity they answer to, you
can also give them Devoted to represent their
allegiance to that power. Uncommon
Knowledge might be applied to give them a
boost to their Lore rolls in magic.
If you want, you can also build a cult of
practitioners. Cult members tend to be less
skilled or talented, and are Devoted to their cult
leader, who has the real power of the group.
Cults pool their talents together to strengthen
the leaders spellwork.
Lastly, you want to figure out the kind of
spells that your witch uses. Lesser witches tend
to be one-trick ponies: they have one or a few
spells that they actually can use effectively, and
they dont stray too far from that playbooks.
Witches with more experience and talent might
be more dangerous and versatile.
Examples of the kind of spellwork a
practitioner is capable of is available in the
Magic/Hoodoo section of this chapter.

When witches kill someone, they like to


use hex bags. Theyre a compact trinket that can
focus a spell that a witch is working on. They
leave it around their target, and the spell zooms
in on the area around the hex bag. Theyre
usually bundles of occultish components:
animal bones, herbs, minerals, that kind of
thing. You might also find markings or materials
left behind where a witch performed a ritual.

How to Kill it
Like most of the entries in this section,
witches are still human. They have some extra
abilities to defend themselves with, but if you
can hit them, anything will hurt them.

Faeries
Thats right, fairies are real. Tinkerbell,
leprechauns, theres a bit of them all out there.
Faeries are the closest thing to aliens that
anyones been able to confirm: They come from
another world or dimension, called Avalon, and
they visit Earth to take up roots. Theyre known
for kidnapping the firstborn children of the area
they inhabit, which in recent years has become
blamed on UFOs and E.T. As a hunter though, if
a town starts seeing crop circles and people go
missing, its time to break out the cold iron and
brush up on your Gaelic.
Faeries are tricky things. They come in a
variety of flavors, but the really powerful
members of the fae are packing some serious
magic, and we mean real magic. Weve listed a
couple of more well-known varieties, but feel
free to add some others in if it suits your game.
Trolls and ogres exist in the lore, so maybe
theyre a couple of more physically challenging
species of fairy.

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Elves
Elves arent particularly threatening, but
theyre amazing at the work they do. Elves have
been seen in lore as great craftsmen in all kinds
of stories (they make toys for Santa Claus, for
crying out loud). Theyre not often the real
threat in a story, but if theyre provoked they
could be a nuisance. More often, theyre around
because of a deal that was made: they help a guy
out, and he gives the fairy folk permission to
stomp around his town.

How to Spot it

Creature Features

How to Kill it

Elves are worker bees of the fairy world.


Theyre amazing at whatever craft they picked
for themselves, and their services are often
traded to humans in exchange for favors in a
deal with the fae.
Like other fairies, elves can make
themselves invisible to human eyes.
Unsuspecting people wont be able to notice
them, while someone who has a reason to be
wary may be able to notice them by beating a
Heroic Alertness + Perception check, and a
hunter or someone else whos aware of fairies
needs only to beat Hard check of the same Skill.
Traits like Paranoid can have an effect on a
characters ability to notice a fairy whos
invisible.

Like most fairies, most damage doesnt


hurt elves: Wound damage is stepped down to
Stun, and Stun damage is ignored. However,
Iron or Silver weapons deal Wound damage like
normal, and touching those materials will burn
an elf for d2 Wound damage.
If you need to incapacitate some elves for
a while, you should try leaving out some cream.
Its like tequila for the little folk. If an elf is
around cream, theyll have to beat a Hard
Willpower + Resistance check to resist the urge
to drink some, with the elfs Hooked
Complication added to the Difficulty.

Elf
AGI: d6 STR: d4 VIT: d6 ALE: d6 INT: d8
WIL: d4
Init: d6 + d6 LP: 10 (Vulnerable to iron, silver)
Traits: Duty (Fairy Deal)(12), Hooked
(Cream)(d4), Low Profile (d6), Longevity (d12),
Talented (Craft)(d6)
Skills: Artistry or Craft (d6)/Pick one Specialty
(d12), Deception (d6)/Stealth (d10), Unarmed
Combat (d4)
Attacks: Elves arent known for their fighting
abilities, but they usually show up in a group of
at least three. If you piss one off, its buddies are
going to join in.

If youre looking for traces of fairy


activity, elves mostly give themselves away by
their products. They usually trade their services
to old-timey stores, the kind that still make their
products by hand, and churn out masterpiece
quality goods at a rapid rate. Its great for the
stores business, but its pretty unbelievable
that the store owner can do that much work by
himself.

Fairies
Its a pretty vague term, but these guys
are pretty basic examples of what a fairy is.
They look like regular people (albeit pretty hot
people), but they have a lot of magic in them.
Enough to do some crazy things.

Creature Features
Fairies are humanoid creatures. Before
they open their mouths, they look just like
regular humans, although theyre almost always
pretty hot. They tend to speak like someone
from a few centuries ago, but keeping up with
human culture isnt exactly a high priority for
them. Like most fairies, these guys can be
summoned and bound with the right knowledge
of spells, and that can mean a lot of trouble.

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Fairy magic is pretty powerful, and while
theyre bound by certain rules (which is why
they dont just break by that binding magic we
mentioned), they can do some pretty amazing
things with their spellwork.
Fairies can make themselves invisible to
human eyes. Unsuspecting people wont be able
to notice them, while someone who has a reason
to be wary may be able to notice them by
beating a Heroic Alertness + Perception check,
and a hunter or someone else whos aware of
fairies needs only to beat Hard check of the
same Skill. Traits like Paranoid can have an
effect on a characters ability to notice a fairy
whos invisible.

Fairy
AGI: d6 STR: d4 VIT: d6 ALE: d8 INT: d10
WIL: d12
Init: d6 + d8 LP: 18 (Vulnerable to iron, silver)
Traits: Allure (d6), Higher Power (d8),
Longevity (d12), Slave to Tradition (d4)
Skills: Athletics (d4), Discipline (d6), Influence
(d6)/Persuade (d8), Lore (d6)/Fairies
(d12)/Magic (d10), Melee Weapons (d4),
Perception (d6), Unarmed Combat (d4)
Attacks: Fairies arent necessarily the most
talented when it comes to fighting. Theyre
knowledge is pretty archaic these days, and
while some may still have enough points in
Melee Weapons or Unarmed Combat to hold
their own, most will prefer to use their magic to
take out an enemy.

How to Spot it
Probably the best clue to start with when
fairies are involved is the presence of magic that
accomplished something beyond normal means,
and without using a hex bag (Fairies dont seem
to need any items to perform magic. It just
comes straight out of them). A victim of such
magic might have a Celtic symbol on them
somewhere, a calling card for the spell that was
cast on them.

How to Kill it
Most damage doesnt hurt Fairies:
Wound damage is stepped down to Stun, and
Stun damage is ignored. However, Iron or Silver
weapons deal Wound damage like normal, and
touching those materials will burn a fairy for d2
Wound damage.

Leprechauns
Leprechauns are to the fae what
crossroads demons are to Hell. When fairies go
to Earth, they like to have the welcome mat laid
out for them, and its the leprechauns job to
make that happen. Humans occasionally come
across spells to summon fairies and ask for
favors, and the leprechaun is happy to offer the
help of the little people- for a price. Usually they
ask for something along the lines of the fat of
the land, and more often than not the unwitting
deal-maker doesnt realize that they mean
children until its too late.

Leprechaun
AGI: d8 STR: d4 VIT: d6 ALE: d8 INT: d10
WIL: d12
Init: d8 + d8 LP: 18 (Vulnerable to iron, silver)
Traits: Duty (Fairy Deals), Low Profile (d6),
Longevity (d12), Obsessed (Counting), Slave to
Tradition (d4)
Skills: Athletics (d4), Deception (d6)/Disguise
(d8), Discipline (d6), Influence (d6)/Persuade
(d10), Lore (d6)/Magic (d10), Melee Weapons
(d6), Perception (d4), Unarmed Combat (d4)
Attacks: Leprechauns arent prone to violence,
but if you force it they can be a pain in a fight. A
Leprechauns pretty light on his feet for a little
guy, and those walking canes they tend to carry
can pack a wallop (d4 Basic damage)

Creature Features
Like a crossroads demon, a leprechaun in
the process of making a deal can wield a ton of
power, the equivalent to the Higher Power (d8)
Trait. They can make impossible things happen
with their magic, and they can enlist the aid of

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other fairies to help make a deal happen (You
know that story about the elves that made
shoes? One of the more classic bits of lore).
Often Leprechauns appear as older
gentlemen, short in stature and carrying a
shillelagh, a wooden cane with a nasty little
knot at the top. Once the deal is struck, a
leprechaun will likely settle into the town to
keep an eye on things. Theyll ensure that their
people have free passage into the area and out
without being disturbed, and of course theyll
make sure nobody interferes when they come to
collect their price for the deal: first-born
children. Its not clear what they do with the
children; we only know that theyre kidnapped
and taken back to Avalon. Maybe theyre used as
a form of slave labor for the fairies back home,
or maybe they just eat the poor victims.
Like other fairies, leprechauns can make
themselves invisible to human eyes.
Unsuspecting people wont be able to notice
them, while someone who has a reason to be
wary may be able to notice them by beating a
Heroic Alertness + Perception check, and a
hunter or someone else whos aware of fairies
needs only to beat Hard check of the same Skill.
Traits like Paranoid can have an effect on a
characters ability to notice a fairy whos
invisible.

How to Spot it
Its not so easy to spot a leprechaun in a
town where a fairy bargain was made. While
other fairies might give themselves away by
their actions, a leprechauns role at that point is
more passive, not as much about getting
involved so much as observing and making sure
things run smoothly. However, if someone
starts getting in the way, a leprechaun may have
a word or two to bring to the guy who made
their deal in the first place: people rarely
understand whats happening then the fae come
for a firstborn, but if they manage to stop the
kidnapping its kind of a breach of contract.

One thing to consider when investigating


leprechaun activity is that the methods of the
fairies are attributed with aliens these days:
lights in the sky, people disappearing in a flash
of light, crop circles. You may have a town all
riled up about science fiction, not realizing that
their problem is a couple of centuries older than
that.

How to Kill it
Like most fairies, most damage doesnt
hurt leprechauns: Wound damage is stepped
down to Stun, and Stun damage is ignored.
However, Iron or Silver weapons deal Wound
damage like normal, and touching those
materials will burn a leprechaun for d2 Wound
damage.
One other weapon you can use against a
leprechaun is rice or sand. If you drop
something with small pieces like that on the
ground, a leprechaun who witnesses it will have
to beat a Heroic Willpower + Discipline check
with their Obsessed (Counting) Trait added to
the Difficulty, or else theyll be compelled to
count every single grain, piece, or speck before
they can do anything else.

Pixies
Thats right, Tinkerbell is real. Back in
the day they were known as will o the wisps,
but the same description was applied: a small
mote of light, which lured people away into the
wild to disappear without a trace. Before the
alien hoax, pixies were deployed to lure
children into the local woods, where the fairies
could kidnap them without resistance.
Nowadays, theyre mostly waiting on the Avalon
side, keeping the victims calm while they lead
them to... who knows what.

Creature Features
Pixies arent easy to really look at until
you get one right in your face. Then you can see
through the bright light that surrounds them

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and spot their actual form: a tiny man or
woman, with luminescent wings like an insect.
Pixies are known for their ability to
enchant their victims. People get so caught up in
these strange floating lights, that they dont
notice where theyre going. A person with no
reason to be suspicious of such a phenomenon
can be lulled into complacency by a pixie by
beating an Average Willpower +
Influence/Charm check. If the target is wary of
danger or has a reason to worry about following
the pixie, then the Skill check is made against
the persons Willpower + Discipline/Resistance.
And a person who knows what pixies are and
recognizes one for what it is can ignore its
attempts altogether.

Pixie
AGI: d12+4 STR: d2 VIT: d2 ALE: d6 INT: d2
WIL: d4
Init: d(12+4) + d6 LP: 2
Traits: Enhanced Movement (d12), Fast on
Your feet (d6), Fragile (d8), Hooked
(Cream)(d6), Longevity (d12), Memorable (d4)
Skills: Athletics (d6)/Flying (d8), Influence
(d6)/Charm (d8), Unarmed Combat (d6)
Attacks: Pixies are surprisingly tough in a fight,
more so because of how hard it is to hit one
than because of how hard they hit. And if thats
not bad enough, imagine taking on a small
swarm of the little bastards.

How to Spot it
Pixies are pretty memorable: floating
balls of bright light. If people saw them around a
town where people have been going missing,
theres a good chance that fairies are nearby
causing trouble.

How to Kill it
Pixies are pretty fragile, once you
manage to actually hit one. They dont have the
same resistances that most fairies do: you can
swat one, step on it, or crush it under something

heavy (or, say, nuke it in a microwave), and its


tiny body just wont be able to take much of that
kind of abuse.
However, you first have to hit it. Because
of its tiny size, youll need a called shot (with
+12 to the Difficulty), or an Extraordinary
Success to hit a pixie. One thing you can try is to
take advantage of its single-minded brain: a
pixies attack is basically a charge, since thats
the only way to get any mass behind their
attacks. If you get an Extraordinary Success on
your roll to defend against the attack, you can
duck out of the way and send them flying into
whatevers behind you, like a birdcage or a
fireplace. If you defend with some other Skills,
like Melee Weapons, you might also be able to
swat the pixie towards such an item as well.

Redcaps
Redcaps are vicious bastards. According
to lore, they squat in ruined castles and brutally
murder anyone who wanders into their
territory. This sadistic nature makes them ideal
hitmen for the fairies when someone starts
causing trouble. Theyre named for the red hats
that they wear, which according to lore are
stained in the blood of their kills.

Creature Features
Redcaps look like older men, and are
always wearing their signature red hats. Odds
are if you ever see one, itll be stalking someone.
According to lore, if the blood they stain their
hats with ever dries out, the redcap will die.
Like other fairies, redcaps can make
themselves invisible to human eyes.
Unsuspecting people wont be able to notice
them, while someone who has a reason to be
wary may be able to notice them by beating a
Heroic Alertness + Perception check, and a
hunter or someone else whos aware of fairies
needs only to beat Hard check of the same Skill.
Traits like Paranoid can have an effect on a
characters ability to notice a fairy whos
invisible.

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Redcap
AGI: d8 STR: d6 VIT: d8 ALE: d8 INT: d6
WIL: d4
Init: d8 + d8 LP: 12 (Vulnerable to iron, silver)
Traits: Addicted (Blood)(d10), Brawler (d6),
Formidable Presence (d6), In Plain Sight (d6),
Longevity (d12), Low Profile (d6), Out For
Blood (d8)
Skills: Athletics (d6), Deception (d6)/Stealth
(d8), Discipline (d4), Melee Weapons (d6),
Perception (d6), Unarmed Combat
(d6)/Striking (d8)
Attacks: Redcaps are pretty straightforward
when they kill someone. They follow them
relentlessly until they can catch their victim
somewhere quiet and go in for a close-up kill,
using their bare hands or a small weapon like a
knife when available.

How to Spot it
Redcaps literally stain their hats in the
blood of their kills, so a forensics expert might
notice a smudge in blood spatters around the
body where the fabric of the hat was rubbed
into it. If youre looking for the redcap himself,
he probably wont make himself known until
youre his target, staying invisible to everyone
but the person he wants to kill. For that poor
person, the redcap likes to play a game of catand-mouse. Following quietly behind the
person until they panic and run down an alley
or somewhere private, where the redcap can kill
them privately.

How to Kill it
Like most fairies, most damage doesnt
hurt redcaps: Wound damage is stepped down
to Stun, and Stun damage is ignored. However,
Iron or Silver weapons deal Wound damage like
normal, and touching those materials will burn
a redcap for d2 Wound damage.
What makes redcaps unique is their need
for blood. A redcap has to keep killing in order
to keep their hat wet, and if it dries the redcap

will start dying. A redcap needs to kill someone


every six hours to refresh their cap with blood,
and if they miss a kill their Vitality goes down
by one step for every 6 hours that they go
without refreshing it. If the redcaps Vitality
reaches d0 in this way, it dies.

Other Supernatural Beings


As much as wed like to have everything
nice and organized, some monsters are in a
class of their own. This category is for the
monsters who just didnt fit into a different
group.

Golems
When the Judah Initiative began their
secret war with the Thule Society, they brought
the magic of the kabbalah to bear against the
Thules necromancy. Thing is, the kabbalah isnt
very big on hurting people. But it does trade the
destructive magic that the Thule love so much
for creative magic, and we mean literally magic
of creation. A golem is a man made from clay,
formed by rabbis and given life using old Jewish
magic. Its a regular juggernaut, a giant man
who feels no pain and has no distractions from
its goal: to find the enemies of the Jewish people
and rip them apart with its huge, bare hands.

Creature Features
Golems are seriously giant- standing at
least eight feet- and they tend to look rough
around the edges, with scars, a broken nose, and
other signs of wear and tear from years of its
service. These hulking monsters are lacking in
personality, limited largely to their purpose of
serving the chosen people of God and protecting
them from threats. As a result, a golem can
come off as a bit of a jerk in person.
Golems exist to be controlled by a rabbi,
preferably an heir to the Judah Initiative. While
a rabbi can awaken a golem easily enough, they
then have to take full control of it for it to act
with its own autonomy. To do this, they have to

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take the scroll that sits in the golems mouth
and write their name on it in Hebrew. Until
then, the golem is mostly limited to taking direct
orders from the rabbi and some basic selfpreservation. And the golem will probably be
pissed about this fact- it lives to serve, and it
doesnt like its service going wasted.

Golem
AGI: d4 STR: d12+4 VIT: d10 ALE: d6 INT: d2
WIL: d4
Init: d4 + d6 LP: 18
Traits: Brawler (d6), Crude (d6), Duty (Judah
Initiative)(d12), Formidable Presence (d6),
Fugly (d6), Hunted (Thule Society)(d12),
Longevity (d12), Memorable (d8), Natural
Linguist (Hebrew, English)(d2), Socially
Awkward (Jews)(d6), Slave to Tradition (d6),
Tough (d8), Unbreakable Will (d6)
Skills: Athletics (d6), Influence (d6)/Intimidate
(d10), Unarmed combat (d6)/Striking (d12)
Attacks: Golems arent built for their brains;
theyre built for their brawn. When one sees an
enemy of the Jewish people, it charges straight
for them, ignoring any threats and attempting to
tear the target apart with its bare hands.

How to Spot it
Theres not a lot of people who are as big
as a golem, and they certainly cant do the
things that a golem can do in a fight. Golems
tend to make a crime scene look like the Hulk
came through: walls smashed through, heavy
items tossed around like paperweights, bodies
that were crushed by a human wrecking
machine. One other sign to look for is clay:
remember that golems dont have blood, so
when they get hurt they might leave a dusting of
clay wherever they were.

How to Kill it
Killing a golem is pretty hard. Its still
unknown if they have any weaknesses in the
lore. The best way to stop a golem is to get its

190

handler, the rabbi who commands it. They can


order it to stop what its doing, or they can
release its bond, returning it to lifeless clay.

Zombies
They were dead, and now for some
reason theyre not. There are more than a few
cultures that have some form of necromancy,
which means that theres a decent chance that
youll run into the walking dead at some point in
your hunting career. They start out pretty tame,
seeming just as they did when they were alive.
But that doesnt last long before they revert
back to the mindless, bloodthirsty zombies that
we all remember.

Zombie
Zombies have the Attributes, Traits, and Skills
that the individual person possessed before they
died. As they degenerate, they gain a step in
Strength and in the Unarmed Combat/Striking
Skill while losing a step in Intelligence, Alertness,
and Willpower, as well as most of their other
Traits and Skills.
Attacks: When a zombie reaches its feral state,
its pretty damn brutal. It just throws itself at
the first living target it can and tries to tear it
apart with its bare hands.

Creature Features
While there may be stipulations related
to the specific spell used to reanimate the
zombie, most follow a general pattern. They
start out looking just as they did before their
death, with the same Attributes, Skills, and
Traits. But each day they go on after being
reanimated, they automatically go down by one
Savagery rating. While this happens, each level
they go down in Savagery comes with losing a
step to the Intellgence, Alertness, and
Willpower Attributes, as well as practically all
Traits and Skills (because the zombies
personality and memories are slipping away),
while it gains a step in the Strength Attribute,

Saving People, Hunting Things: A Supernatural RPG


and in the Unarmed Combat/Striking Skill.
Basically, each day a zombie is less of the person
you wanted to raise and more of a psychotic
monster. Itll start by losing control
occasionally, until more and more it just
becomes an animal, driven by its desire to kill.

requires a called shot with Strength + Melee


Weapons against a +8 to the Difficulty of the
roll, but if you pull it off the zombie will die
instantly.

How to Spot it

We know that Christianity rules the


roost in terms of religions, but that doesnt
mean that other faiths have it completely wrong
regarding their own gods and goddesses. Gods
are an odd bunch: they live off of peoples belief
and worship, and while their faiths may not be
very active anymore they can still survive off of
sacrifices that they gather for themselves.
Each god takes tribute in a different way.
A fertility god may have to sleep with their
tributes before they kill them. A war god may
have to kill them personally. Once you figure out
which god youre dealing with, you can use that
to find a way to kill them. Usually the weapon to
use against pagan gods is a wooden stake
through the heart, but some specific deities
need a more personal touch. For example,
Veritas, the Roman goddess of truth, needs a
knife dipped in dogs blood. Zeus, the Greek god
of lightning, needs a stake made specifically
from a tree thats been struck by lightning.
In this section, well provide some
examples of gods as they can be used in the
game. But we encourage players to come up
with some of their own gods to use in their
game. Theres a bunch of them out there, more
than can be listed in this rulebook.

If you suspect that a zombies in the area,


you should check the persons grave site.
Usually youll find some symbols, tools, or other
signs that hoodoo or some cultural magic was
performed over the body. Naturally, the grave
itself will be empty if the person is walking
around somewhere. One common sign of this
kind of magic is a circle of dead grass and plants
around the grave, one of those creepy markers
of death magic.

How to Kill it
What makes zombies difficult to kill isnt
a lack of information, so much as an overload of
information. Zombies have been represented in
so many different ways, its really hard to pin
down what lore is based on fact and not just a
cheesy story someone made up. Some say fire,
some say silver, and some say feeding the heart
of a zombie to wild dogs (where did that come
from?).
Zombies recover from damage pretty
fast, and they ignore a lot more than that. To
represent this, any damage that a zombie takes
gets downgraded by a step: Wounds become
Basic damage, Basic becomes Stun, and Stun
damage gets ignored. On top of that, Zombies
regain a point of Wound damage every hour and
a point of Stun damage every turn.
To actually kill a zombie, you could try
burning it. Fire damage doesnt get that faster
recovery time, so you should mark it separately
from other damage. Or you could hit a zombie
with enough Wound damage to kill it before it
can recover (like throwing it into a wood
chipper). But the more traditional method is to
stake the zombie inside its grave. Staking it

Gods

Minor Gods
You dont hear about them as often as
the big guys, but there are plenty of demigods
between the collective religions of the world.
These entities are often one-trick ponies: they
have one unique power or domain that they
have control of. But gods still need worship to
get by, even the ones that have fallen out of
fashion. So they live among the humans, usually
in secret, and take whatever sacrifices they can
get. Sometimes they offer people a blessing of

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some sort in exchange for that persons offering,
or sometimes theyll just take a stranger and
make a sacrifice of their own. Each minor god
has its own methods, and they tend to play into
the domain of that god.

Creature Features
Because gods are so varied, there isnt a
lot of common points to talk about between
them. Theyre immortal, so they have the
Longevity (d12) Trait. Theyre usually more
powerful than the average human in at least one
way: faster, stronger, tougher. They also usually
have some minor ability, which isnt going to
directly help them in a fight but may serve a
purpose: changing the weather, bringing a good
harvest, that sort of thing.

How to Spot it
One thing to look at when following a
pagan god is the ritual: sacrifices usually
happen only once every year, or some other
regular pattern of time. If a town has a regular
pattern of disappearances, they may have a god
living among them thats been feeding.
Gods often know better than to take their
food from the local community though: that
would attract attention. Travelers and
undesirables are the more common fare for the
pagan god: people who nobody really knows or
cares about, and therefore wont miss once
theyre gone.
Depending on the god, there may be
symbols left around where a victim is taken, or
where theyre killed. A fertility gods sacrifice
may have flowers blooming around it when you
get there, for example, or there may be ritual
tools and symbols left behind as a sign that a
ceremony was held.

How to Kill it
Only a specific type of weapon can deal
Wound damage to most pagan gods, and then
the weapon you need varies from god to god.
Some are weak against the normal hunting

materials like silver, iron, or wooden stakes.


Others need something more complicated: a
knife dipped in dogs blood, a blessed weapon, a
stake coated in the blood of a loved one. If you
manage to hit the god in a heart with their
personal weakness (a called shot with +12 to
the Difficulty), it dies instantly.

Major Gods
Not all gods are so desperate for favor.
The big players of their days, like Zeus, Osiris, or
Thor, are powerful enough to survive even after
their religions have fallen out of style. These
gods arent particularly dangerous, so much as
bored: theyre immortal, and without having to
worry about their survival most gods start
looking for ways to spend their time. Some fight
one another, while others take to bothering the
humans they live amongst.

Creature Features
Major gods are immortal, so they all have
the Longevity (d12) Trait. And theyre
practically always more capable than humans,
moreso than the minor gods. As you draw up
your own gods, you may consider giving one at
least a d8 in every Attribute, with at least one to
three steps higher in Attributes that resonate
with that gods purpose.
Major gods also have a significant
amount of power. They tend to have the Higher
Power Trait at a d8 rating at least. Major gods
tend to avoid overusing their power though:
they understand their place in the modern
world, and theyre careful not to tread on the
toes of Heaven or Hell. Often their power fits
into a theme related to the gods purpose as
well: a god of judgement and law may be bound
to a specific procedure with the people it deals
with, or a god of war may be limited to using its
power in destructive ways.

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How to Spot it
Gods tend to leave behind some
reference to the faith they preside over, or a
symbol of their home. For example Osiris, the
Egyptian god of judgement, leaves a red,
Egyptian sand behind wherever he goes.

How to Kill it
Not all major gods are capable of being
killed; some can only be banished for a time.
And theyre tough too: they immediately heal
any damage that they take unless it kills them
outright.
Most major gods need a wooden stake to
the heart, which needs an Extraordinary
Success or a Called Shot with +12 to the
Difficulty, to kill them. Usually each major god
has a variation on this which fits their theme:
Osiris needs to be stabbed with a rams horn,
Zeus is killed by a stake made from a tree thats
been struck by lightning, that kind of thing.

Trickster
If youre a fan of Supernatural, when we
shouldnt have to tell you why tricksters are a
pain in the ass. Theyre powerful entities who
use abilities that border on God-like to put
people in their place. You can tango with a
trickster for your entire life, and never manage
to actually kill it. In fact, that may be the trick he
was playing on you all along: reminding you all
your life that there are some things you cant
beat.
In the story of Supernatural, weve met
one trickster, who died (as far as we know)
during the Apocalypse. But theres nothing to
say that there cant be other tricksters out there
for your players to hunt: From Anansi in West
Africa to Coyote among the Chinook tribe. Feel
free to pick a new face and have him wander
into your hunters tale. Theres a lot you can
play with using a trickster: you can jump into
the world of a TV show or movie that the
players like, play with the circumstances of your

story, or even play a mission in a completely


different RPG

Trickster
AGI: d6 STR: d10 VIT: d12 ALE: d8 INT: d12+4
WIL: d10
Init: d6 + d8 LP: 22 (Takes no Wound penalties,
immediately recovers from any attack that
doesnt kill it)
Traits: Addiction (Sugar)(d4), Higher Power
(d12), In Plain Sight (d6), Lucky (d12),
Longevity (d12), Practical Joker (d4), Rebellious
(d4), Smartass (d4)
Skills: Athletics (d4), Deception (d6)/Disguise
(d12)/Stealth (d12), Discipline (d6), Influence
(d6), Knowledge (d6)/Urban Legends (d12),
Lore (d6)/Mythology (d10), Perception (d6),
Performance (d6)/Impersonation (d12)/Sleight
of Hand (d12)/Stage Magic (d12), Unarmed
Combat (d4)
Attacks: Tricksters rarely kill their targets
directly. It spoils the lesson if you feel like a
victim. Instead, they use their incredible powers
to put you in a position where your flaws or
your gifts are your own undoing: a violent man
picks a fight with a small guy who suddenly
turns into the Incredible Hulk, a man who took
advantage of a woman suddenly finds himself
trapped with her angry spirit. But that doesnt
mean he wont be nearby: tricksters love to be
spectators while their created terrors rip their
victims apart.

Creature Features
Tricksters can look like whatever they
want to, although they may have a face that they
just like to wear. They wander from place to
place, usually pretending to be someone
unimportant like a janitor or a day laborer,
looking for people whove gotten too big for
their britches. The tricksters role is to remind
those high-and-mighty people that theyre only
human, and they choose an ironic way to do
that. With that Higher Power Trait, they can
change reality, alter circumstances, and even

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create things from thin air or an entire pocket
universe to put their victim into. With that
power, they face the target with the sad truths
in their life: they face their flaws, or they realize
how little their gifts are worth in the grand
scheme.
What gets annoying from a hunters
perspective is that there isnt much of a way to
stop these powers, except convincing the
trickster to stop them himself. Weve yet to see
one die, so as far as we know the only practical
way to stop a trickster is to give it what it wants
or convince it that its not worth pursuing that
goal.

How to Spot it
Tricksters are capable of stuff that
practically nobody else is capable of, so
sometimes they can be pretty obvious about
their actions. But what really marks a tricksters
work is the twisted humor of it: every person a
trickster kills was in a position of power, and
their death is always ironic in some way related
to that power.
Tricksters tend to hang around for a
while after their kills, especially if there are
more people to prank in the area. They may be
hiding in plain sight in town when a hunter rolls
up. Tricksters have a weakness for sweets
though, so if you need to identify one on the fly,
you should check for whos been around the
crime scenes and has a sweet tooth.

How to Kill it
In theory, killing a trickster is just as
straightforward as any other god: you stab it in
the heart with a wooden stake and it dies. Any
other damage gets healed instantly with a
trickster though, so you have to make sure you
get a kill shot. That means a called shot to the
heart with a +12 to the Difficulty.
And even then, theres no guarantee that
youll have actually killed the trickster.
Remember, these guys are ancient, have dealt
with hunters getting into their business for

ages, and are masters of illusion. Theres no real


way to tell that the trickster you ganked wasnt
just a copy that the real trickster pulled together
to throw you off its trail. While it may not be to
a hunters liking, tricksters may be the type of
monster that you have to let go instead of
pursuing.

Vanir
Vanir are minor Norse gods of
prosperity. They came over to America with
immigrants, with whom the vanir made a deal.
The vanir would bless the fields that the
immigrants settled on: no bad weather, no
blights to the crops, no pests. But in exchange
the vanir demand a sacrifice every year.
Nowadays, people dont really know the old lore
about the vanir, but they do remember the what
the image of the old gods: a scarecrow, watching
over the fields of those who paid tribute to it.

Vanir
AGI: d6 STR: d12 VIT: d12 ALE: d8 INT: d8
WIL: d8
Init: d6 + d8 LP: 20 (Most damage converted to
Stun, recovers one point of Stun per turn,
vulnerable to fire)
Traits: Brawler (d6), Formidable Presence (d6),
Fugly (d6), Longevity (d12), Mute (d6), Slave to
Tradition (d6)
Skills: Athletics (d6), Melee Weapons (d6)/
Scythe (d10), Unarmed Combat (d6)/Striking
(d10)
Attacks: The vanir doesnt get up until its time
to reap its sacrifice. It runs them down in the
fields and tears them apart with its bare hands,
or with its scythe (d4 Wound damage)

Creature Features
Vanir take the form of an ancient
scarecrow, that looks like its been sewn out of
leather age ago. What some may notice if they
check closer is that the skin its made of isnt

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leather; its the skin of its victims. The vanir
patches itself up as the skin gets older.
The vanirs sacrifice has to happen every
year, in the second week of April, the start of
Spring. The community needs two people, a
man and a woman. Theyre sent into the fields
that the vanir watches over in the night, and the
vanir gets up from its perch and hunts the two
down.

How to Spot it
Like it says, in a town where vanir are
lurking they see two people die every year at
the start of April. They may be written off as
animal attacks in the town, or they may be
missing persons that. They might be locals, but
more often theyre travelers who were passing
through. One thing to pay attention to is the
towns agriculture: since the vanir has a part of
the deal to hold up to, the town sees unnaturally
good fortune when it comes to their crops.
For the pact to be maintained, there
must be someone in the town who remembers
that the vanir is out there. As part of the ritual
to prepare the sacrifices, theyre fattened up
with a feast before being sent into the fields.
Surprisingly, vanir can set off an EMF
detector when youre nearby one.

How to Kill it
Vanir are bound to the fields they watch
over, so if you can get people out of the fields,
theyre safe. And if you can get some other
people into the field, theres a chance that the
scarecrow will go after them instead of you or
its intended victims: as long as it gets its
sacrifice, it doesnt really care who it is. Until
then, theres not much you can do to stop the
monster: all damage that the vanir takes gets
downgraded to Stun, and the vanir recovers a
point of Stun damage every turn.
Fire can slow the god down. Fire damage
isnt recovered at the supernatural rate that
normal damage recovers at. Its still Stun
damage, but if you give the scarecrow enough of

it to knock it down, itll buy you some time until


it can recover.
To kill a vanir, you have to find its tree.
While the vanir inhabits the scarecrow, it
actually lives inside of an ancient tree, one that
was brought to America by the immigrants who
worshipped it. It should be a European species,
probably not one youd see in the area its in,
and it will have some old runes carved into the
trunk. Burn that tree, and the vanir will take d2
Wound damage every turn until it dies or
someone puts the fire out. It cant recover that
damage either, or at least not in a practical way.
The tree needs a long time to grow back from
the damage done.

Magic/Hoodoo
Not every threat that hunters face are
things that can be killed. Theres plenty of spells
and magical items that can hurt the people
around them, even if the item itself isnt doing it
deliberately. Not all magic is bad though: most
hunters know of an incantation or charm that
they can use to defend themselves against
supernatural threats.
This section covers magic spells and
items that you might see in your game. Of
course, feel free to play with ideas and build
your own cursed objects and spells.

Cursed Objects

Cursed objects tend to be mundane


things by appearance: an odd trinket, or an
everyday item. But some powerful magic or
power imbued the item with a single spell or
magical effect, and the people who interact with
the object activate it upon themselves.
When you build your own cursed objects,
youll find that mechanically theyre driven
more by plot than by dice rolls. Think about the
effects of your object: is there a theme or a
lesson that the object is meant to teach? What
challenges does it put the owner through? Is the
effect meant to be short-term or long-term?

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As to the effect, it doesnt always have to
be incredibly powerful. A four-leaf clover might
give you a little bit of luck (if you believe in
that), but a lucky rabbits foot will give you a ton
of luck (at least as long as you keep it).
Lastly think about how you stop the
item. Can you remove the curse by destroying
the object, or do you need to take an extra step
if someone was already cursed at the time? Can
the object be destroyed by normal means, or do
you need something special to do it?
To deal with a cursed object, the safest
thing is to put it into a curse box. Objects like
that are dangerous just sitting out in the open,
and some even entice people to pick them up. A
curse box uses magic of its own to contain the
magic of a cursed object, like a lead-lined box
for magic. It keeps the magic inside contained,
and also hides the object from anything that
might be trying to find it through magical or
supernatural means.

Cursed Dancing Shoes


These babies have an unknown origin,
but odds are that the person who made them
really hated ballet. Pick them up, and youre
compelled to put them on with an Incredible
Difficulty attack that requires your Willpower +
Discipline/Resistance roll to beat it. The shoes
will magically fit any size feet, and once theyre
on they force the wearer to start dancing (again
with a compulsion with an Incredible Difficulty),
and they dont let you stop. After perhaps ten
minutes of dancing, youll take d2 Basic damage
for every minute that you continue. If you take
your Life Points in Wound damage, it will
literally destroy your feet, tearing muscles and
bone apart. The shoes, however, will still be just
as pristine as they were when you put them on.

Cursed Gramophone
Another mysterious cursed object, this
one attacks people through the music it plays.
Once its turned on, anyone who hears the
music has to beat an Incredible Willpower +

Discipline/Resistance roll, or they become


compelled to murder someone nearby.

Cursed Teakettle
This teakettle is pretty tame until the
water inside heats up. It compels the person
who filled it with an Incredible attack that you
defend against with Willpower +
Discipline/Resistance, forcing the victim to pour
the boiling water directly into their mouth for
d2 Wound damage in burns per turn.

Tiamat Coin

If you were ever wondering where the


idea of a wishing well came from, look no
further. Coins like this one were minted and
distributed by priests of Tiamat, an ancient god
of chaos. If you toss one into a well, fountain, or
some other body of water while making a wish,
the wish will come true. But its not just you
who gets to enjoy the benefits of the coins
magic: after you throw the coin in, that body of
water becomes a wishing well, and anyone else
who throws a coin into the well will have their
wish come true.
Sounds great, right? But you need to
remember that Tiamat was a chaos diety. The
priests made these coins to teach a lesson, and
that lesson is that just getting what you want
isnt a good thing. Every wish that gets granted
by the wishing well turns sour very quickly. If
you wish for wealth, it comes from an awful
source (a rich family member dies and leaves
you the money in inheritance, your neighbors or
loved ones are forced into poverty, etc.). If you
wish for power, youll look back one day and

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realize that its turned you into an asshole,
probably the kind that you despised when you
didnt have that power. If you wish for love, or
to be attractive, youll realize really quickly that
what you got isnt real love, just magic forcing
others to love you. Every wisher is supposed to
realize at some point that making the wish at all
was a bad idea, and the more you wish for the
worse the outcome is for you.
To stop the wishing wells magic, you
have to find the Tiamat coin and pull it back out
of the well. But not just anyone can pull the coin
out: to almost anyone, the coin will be firmly
stuck to the bottom of the well. Only the original
person who tossed the coin in and made the
wishing well can pull the coin out.

Rabbits Foot
Its one of the classic good luck charms,
so of course there had to be more than meets
the eye. Rabbits feet are created by cutting the
foot off the rabbit in a cemetery under the full
moon on Friday the 13th. Once you pick it up,
the foot gives you incredible good luck.
Mechanically in this game, while possessing a
rabbits foot you automatically get an
Extraordinary Success on any roll you attempt,
and you get an endless pool of Plot points to
manipulate events in a way that helps you
personally: someone youre looking for will
happen to wander into the restaurant youre
getting coffee at, someone whos been hunting
you will get held up by a police investigation or
stuck on the other side of a St. Patricks Day
parade while theyre chasing you, guns
malfunction when theyre used against you, and
falling flower pots nail the guy using them in the
head.
But if that ritual to create the rabbits
foot seemed darker than youd expect for
something so beneficial, its because theres a
pretty string kickback. The luck only works
while youre holding onto the rabbits foot, and
the magic of the talisman wants it to be lost. Any
attempts to take the rabbits foot from you get a

+1 Attribute step to the attempt, and any time


when you are distracted or preoccupied you
need to roll a d10. A Botch on that d10 roll
means the rabbits foot just goes missing: it fell
out of your pocket, someone just grabbed it
when you werent looking, something like that.
And once the rabbits foot is gone, then
that luck turns against you. Suddenly you have
supernaturally bad luck: all Skill rolls
automatically Botch, and the GM gets an endless
pool of Plot Points which they can use to make
your life difficult. Most people who lose the
rabbits foot die within a few days of their luck
running out. Other people, however, can still
intervene to keep you from dying from your bad
luck: they dont get any unusual penalties while
rolling to stop things from hurting you.
The only way to remove the curse of the
rabbits foot is to destroy the talisman. The
ritual to do that involves burning the foot in a
cemetery with a mixture of bone ash and
cayenne pepper. It may seem like a loss, but
remember that this is one of those objects that
teaches a lesson: good luck comes with a price,
and nobodys luck lasts forever.

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Heaven/Hell Magic
Not all magic is made by witches. This
section covers magic and magical items that
were created by Heaven and Hell, or made to
deal with the forces of both.

Angel Trap

While devils traps are more common among


hunters, this sigil acts in the same way for
angels: you draw it on the floor or ceiling, and
put an angel inside, and they physically cant
leave the circle while the sigil remains
unbroken. However, while the angel cant leave,
they may still be able to employ certain powers
which can make them still a danger. Some may
be able to break the sigil in some way, so its a
good idea to keep an eye out and do whatever
you needed to do quickly before the angel can
get back out.

Angel Banishing Sigil


While its not clear who created this
spell, the popular theory is that God recognized
that his angels might not get along with
humanity after he created them, and so he left
defenses for his children to use if they needed to
defend themselves from the Heavenly host. This
sigil, when drawn in human blood, banishes all
angels in the immediate vicinity back to Heaven
when someone lays a hand on it (like a panic
button). Most of the time the angel and its
vessel are both banished, but other sigils seem
to only banish the angel, leaving the vessel there
in the same condition they were in before.

There are more than one versions of this


sigil that exist in the world. It may be that
different cultures acquired knowledge of this
sigil and had a slightly different interpretation
of what it was, but ultimately they all seem to
work in the same way.

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Binding Link

Binding links are related to demons and


demonic possession. It acts as a lock, which
keeps the demon inside the person theyre
possessing. Exorcisms wont work on a person
with a binding link, and if the demon wanted to
leave their vessel, theyd be trapped inside as
well. This makes the binding link a powerful
tool, both for demons who cant afford to be
pulled out of their vessels and for hunters who
need information and cant afford to have the
demon just pull out of its vessel and fly away.

There are a number of examples of


binding magic, and not all of them have to be
etched onto the skin of the vessel to work.
Restraints with certain sigils etched into them
will contain a demon within their vessel and
resist their unhuman strength should they try to
break the restraints.

Devils Trap

This is one of the classic weapons in a


hunters arsenal. Devils traps are drawn onto a
surface, the floor or ceiling, and when a demon
walks into the circle they cant leave it. As long
as the sigil remains unbroken, the trap acts as
an invisible wall that only restricts the demon
inside. Usually hunters trap demons in one of
these sigils to buy themselves time to read an
exorcism to them, since the demon cant do
much to avoid listening when theyre stuck in
the circle. It should be noted that the devils trap
only seems to affect demons while theyre
possessing someone: when theyre in that black
smoke form they seem to be able to just leave
without any effort.

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200

whats inside. Similar wards can be put onto a


human body to protect the person wearing
them from detection by those factions.

Devils traps come in a couple of forms


from different cultures. The two common
varieties are pentagrams and heptagrams. They
seem to have the same effect on demons in any
case. You can draw a devils trap in any material
you choose: paint, blood, blueberry vodka
(convenient because its hard to notice the clear
liquid). And you can conceal the trap without
affecting its ability to work: throw a rug over
the top, and it still works.
One thing to remember is that a devils
trap will only work as long as the sigil remains
unbroken. While a demon inside cant leave the
trap, some still have abilities that they can use
from inside. If they manage to damage your
sigil, breaking it in any way, then it stops
working.

Enochian
Enochian is the language of the angels.
They use it to talk to each other in Heaven, and
it can be used in spellwork in a number of ways.
The most common use of Enochian that has
been seen in Supernatural has been the use of
Enochian wards, which repel the forces of
Heaven and Hell. You can put wards onto a
room or building to prevent angels or demons
from entering, or to prevent them from seeing

Otherwise, you might see Enochian in


older magic, the kind of stuff made by Heaven or
Hell. The trials that could close the gates of Hell,
and the incantation that opens the Pit, for
example, are both read in Enochian
incantations.

Exorcism
If your character doesnt have an
exorcism memorized, theyre either very new or
very bad at the hunting business. These
incantations are a verbal challenge towards any
demons who are possessing a human vessel,
ordering them in the name of God to vacate the
premises and return to Hell where they belong.
Exorcisms are usually in church Latin, since you
mainly see hunters reading the excerpt from the
biblical book of Psalms, but you may see
exorcisms in other languages, perhaps
translations of the same passage.
The most common exorcism used by the
Winchesters in Supernatural is the passage
below. Its not a complete passage from the
original text, but its understandable that a
hunter would cut straight to the important bits,
while trying to deal with an angry demon:

Saving People, Hunting Things: A Supernatural RPG


As spoken in Latin
Exorcizamus te, omnis
immundus spiritus,
omnis satanica potestas, omnis
incursio infernalis adversarii,
omnis congregatio et secta
diabolica.

Ergo, draco maledicte.


Ecclesiam tuam securi tibi
facias libertate servire,
te rogamus, audi nos.

English Translation
We exorcise you, every impure
spirit,
every satanic power, every

Cessa decipere humanas

Cease to deceive human

creaturas,

creatures

eisque aeternae Perditionis

and to give to them the poison of

venenum propinare.

eternal Perdition.

incursion of the infernal


adversary,
every congregation and
diabolical sect.

Therefore, cursed demon


You may make your Church safe
to serve you freely,
we ask you, hear us.

Another passage that has been used in


the Supernatural universe is from the Rituale
Romanum, and it supposedly can permamently
exile a demon to Hell. Its not easy to read
though: it comes in two parts, and the first part
releases the demon from its vessel without
banishing it, giving it some time to stop you
from finishing the ritual. While the efficacy of
the ritual has yet to be tested, some hunters
may be willing to see if it can deal such a
permanent blow to a demon whos given them
reason to try:
As spoken in Latin

English Translation

Exorcizamus te, omnis

We exorcise you, every impure

immundus spiritus

spirit

omnis satanica potestas,

every satanic power, every

omnis incursio

incursion

infernalis adversarii, omnis

of the infernal adversary, every

legio,

legion

omnis congregatio et secta

every congregation and

diabolica.

diabolical sect.

Ergo draco maledicte

Thus cursed demon

et omnis legio diabolica

and every diabolical legion

adjuramus te.

we adjure you.

Vade, Satana, inventor et


magister
omnis fallaciae, hostis
humanae salutis.
Humiliare sub potenti manu
dei,
contremisce et effuge,
invocato a
nobis sancto et terribili
nomine,

Go away, Satan, the inventor and


master
of all deceit, the enemy of
humanity's salvation.
Be humble under the powerful
hand of god
tremble and flee -- I invoke by
us the sacred and terrible name
at which those down below
tremble.

quem inferi tremunt.


From the snares of the devil, free
Ab insidiis diaboli, libera nos,
Domine.
Ut Ecclesiam tuam secura tibi
facias libertate servire
te rogamus, audi nos.
Ut inimicos sanctae Ecclesiae
humiliare digneris,

us, lord.
So that you may make your
Church safe to serve you freely,
we ask you, hear us.
So that you may destroy the
enemies of your sacred Church,
we ask you, hear us!

te rogamus, audi nos.


God is frightening about his own
Terribilis Deus de sanctuario
suo.
Deus Israhel ipse truderit
virtutem
et fortitudinem plebi Suae.
Benedictus deus. Gloria patri.

sacred place.
The God of Israel Himself will
have thrust excellence
and strength to His Own people.
Blessed be God. Glory be to the
Father.

201

Saving People, Hunting Things: A Supernatural RPG


Whats really useful to know about
exorcisms is that you dont have to verbally
speak them for them to take an effect. A demon
simply hearing the words will be compelled to
leave. So a recording of someone reciting an
exorcism can be just as effective against a
demon as a hunter reading it himself. It also
appears that demons arent able to simply
ignore the words of an exorcism. They cover
their ears, but it seems like the words are
particularly persistent and can still be heard, at
least enough to do their job.

Holy Oil
Holy oil from Jerusalem has unique
properties that can be used against angels and
some demons. If you can draw a circle of holy oil
around an angel and light it, the angel will be
unable to cross it until the fire goes out. Keep in
mind though that the circle wont stop the angel
from using any powers that it has. Holy oil can
also burn an angel for d4 Wound damage that
cant be recovered with an angels normal
healing abilities.
One other use for holy oil relates to
hellhounds, the invisible demon attack dogs.
pair of glasses that have passed through holy
fire can reveal the beasts to anyone looking
through them. Not going to make fighting them
a whole lot easier, but being able to see them is
certainly a bonus.

Horn of Gabriel

standard or distress signal for other angels, to


gather them at a single point. Performing the
spell requires some specific items: blood, griffin
feathers, and fairy bones. Once its activated,
any angel within earshot (which is a lot farther
by angel standards) will hear it and come
running, expecting another angel needing help.

Lots Salt
Lot comes from the story of Sodom and
Gomorrah: when he and his wife were leaving
the cities, God told them not to look back at the
destruction as they ran. But as Lots wife turned
back she was turned into a pillar of salt.
Lots Salt is a rock crystal that has similar
properties. If used by someone who knows how
to make it work, it can turn people into a salt
statue in the persons former likeness.

Reaper Trap

Just like angel or devils traps, a reaper


trap is designed to hold a reaper inside. Put one
inside the trap, and it physically cant leave. But
reapers stuck in this trap are also rendered
powerless, unable to use their normal arsenal of
abilities.

Staff of Moses

The horn of Gabriel, the archangel, is a


spell that was meant to be used as a battle

This is the genuine artifact, the literal


staff used by Moses when he summoned the ten
plagues on Egypt. The person holding the staff
has a similar grasp of magic, able to summon
the ten plagues in all sorts of nasty ways as a
weapon. Organs and body fluids suddenly turn
to blood. People develop boils that cover every

202

Saving People, Hunting Things: A Supernatural RPG


inch of the body, inside and out. Darkness
surrounds people, rendering them blind
(metaphorically or literally, you be the judge).
Its unlikely that youll see the actual staff
in your game. Its truly one of a kind, and theres
good reason to believe that it would be
somewhere in Egypt. But someone with enough
power (or enough luck) may have stumbled
across it and brought it to the States.

Hoodoo
Hoodoo is a combination of magic from a
bunch of cultures: Mostly African, some Native
American, Asian, and the like. This section
includes rituals, totems, and other objects
related to the magical arts.

Anti-Posession Tattoos

Binding links are marks that are meant


to keep a spirit inside of a persons body. These
tattoos are meant to keep spirits out. There are
charms that a person can wear to protect them
from possession, but tattoos like this can have
the same effect, while making it harder to
remove the protection.
Like with binding links, the tattoos dont
work the same if theyre broken. Scars or burns
that ruin the design remove the protection that
the tattoos offer.

203

African Dream Root


Traditionally, African dream root was
used to communicate with your dead ancestors.
You grind it up and make a tea with the root,
ginger, cinnamon, and honey, and you fall into a
deep sleep, and you enter a state of lucid
dreaming. But of you add a bit of someones
DNA, like a hair or a bit of skin, you can hone in
on the dreams of another person and go
dreamwalking. You could use the state to
speak to the person, or to help them deal with
nightmares, but some people might decide to
use dream root to go Freddy Krueger on some
people. If someone falls asleep and doesnt wake
up, it may be the work of a sadistic
dreamwalker keeping someones nightmares
going.
The person who took the dream root has
a ton of power while in somebodys dream, the
equivalent to having the Higher Power (d12)
Trait. If youve ever seen a TV show involving
characters in each others dreams, you know
what were talking about. They can change and
manipulate the dream to whatever they want it
to be. Changing a dream is handled as a
Willpower attack against the dreamers
Willpower. And they get more capable with
practice: Each time a character goes
dreamwalking, they get a cumulative +1
Attribute step to Willpower when they
manipulate someones dream. The more they
practice, the stronger they get.
But dream root is also a great chance to
explore a characters psyche. The dreams that a
person experiences, before a dreamwalker
starts messing with them, are an amplified
mirror to all of a characters deepest thoughts,
desires, and fears. If the dreamer dies, thats not
much to worry about: they wake up, just like a
normal dream. But the dreamwalker is in a lot
more danger, because they arent there
naturally. Any damage they take in a dream is
real to them, and if they die in someone elses
dream, they die in real life.

Saving People, Hunting Things: A Supernatural RPG


Animal Communication Spell
Animals see a lot of things, things that
might lead you to your next hunt. Fortunately
for the hunting community, the Inuit realized
that early on and figured out a way to
communicate with their humanity-challenged
friends. It requires several ingredients,
including a part of the animal you wish to
commune with (like a hair or scale), and a
reading of an incantation in Inuit: Deila hr me.
Dag eru nou rar vitur orum.
After the ritual, a character is able to
understand animals for about 24 hours. And
thats all animals: turns out that they speak with
a universal language. You can use the potion to
get information from a house pet who
witnessed a murder, and maybe you could even
convince an animal or two to do you a favor (get
something out of a guarded room, listen in on a
conversation, the kind of stuff that youd stick
out doing, but an animal wouldnt draw a
second glance for). Just remember that animals
are a lot closer to people than you think: they
have desires and concerns, and youll probably
have to make a deal to talk a critter into helping
you out.
As a side effect to the potion, keep an eye
out for any animal-like behaviors a character
exhibits while under the influence of the spell.
This is mainly a quirky roleplay thing, but
basically you start to act a bit like the animals
that you spend your time with. Call it a
sympathetic reaction, getting more in tune with
the things youre trying to communicate with. It
probably wont be dangerous, but it can be
really funny in the right moment.

Astral Projection
Sometimes, when being somewhere
physically isnt an option, you can project your
spirit out from your body and wander around.
Its all the perks of being a ghost, without the
nasty drawbacks. You can watch people unseen,
wander past locked doors and barriers, and

speak to spirits while in this state, making it


very useful for information gathering.
Astral projection isnt a walk in the park
tough. For starters, youll need a psychic to help
you make it happen. Specifically, someone with
the Medium (d8) Trait can unlink your spirit
from your body with a Willpower + Lore check,
provided that they have your consent. The
Difficulty for this action is Hard if you dont
have any distractions, so you may have to slow
down and make this a Complex Action if your
psychic isnt very good.
While youre projecting, you basically
follow the rules of playing a spirit. You cant
interact with the physical world, and you wont
be noticed by anyone unless they have a Trait
that lets them sense spirits like Medium or ESP.
Other spirits, though, can both see you and
communicate with you. They can fight you too,
and you them. If you take enough from a
spiritual attack, youll immediately be woken up
from your trance and return to your body.
However, you can take genuine damage from
the things that hurt spirits, like salt and iron.
Take too much of that and you can actually die
while youre wandering.
Lastly, remember that your body will
still be there while youre away. While youre
not there, your body is pretty exposed, so make
sure that nobody whod wish you harm can
come across it while youre not inside. If your
body takes too much damage, even when youre
not in it, youll still die. Ideally, the medium who
sent you away would watch over your body in
the meantime. It makes sense too, since youll
need them again to put you back in your body
when you return, in the same way action as
before.

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Saving People, Hunting Things: A Supernatural RPG


Book of the Damned
Of all the spellbooks you might
encounter, this one is by far the scariest. Its
made of human skin, written in human blood in
an ancient Sumerian dialect, and contains some
of the most important and most horrible
information known to man.
The book was written in the 1300s by a
Spanish nun named Agnes, who started having
visions of darkness. Agnes devoted herself to
learning how to stop curses and dark magic like
what she was seeing in her visions, but that
turned out to be more complicated than she
thought. Magic has a balance to it you see: all
magic has a price, and to undo curses Agnes
would have to learn how to inflict them as well.
Agnes spent decades in isolation, compiling
what she learned into this book. Its passed
hands among cults, covens, and even the
Vatican for a time. The last known location of
the book was with the Styne family, who used
its knowledge to cause some biblical-level
destruction for generations. But now the book is
in the wind, and nobody knows for sure where
it could be.
Actually reading the book is easier said
than done. Aside from needing to read ancient
Sumerian, the book is also in code. Itll take two
actions to successfully decode the Book of the
Damned: one Hard Intelligence +
Knowledge/Sumeria check to read the
Sumerian, and one Impossible Intelligence +
Knowledge/Codes check to decipher the code.
Of course, you can bypass this by using a codex,
a compilation of notes explaining how to decode
the book quickly. At least one such codex exists
in the world, so perhaps you can find one.
If you can somehow decode whats
written in the Book of the Damned, youll have
knowledge the likes of which have never been
matched. Theres even notes about the Mark of
Cain, which was made before human history.
Just remember that having the book makes you
a target. Plenty of people know about the book,

205

and theyll do anything to get their hands on its


magic.

Conjuration
Sometimes you dont have time to wait
around for a spirit, demon, or whatever to show
up. Angels can listen to prayers, but most other
creatures of that nature dont have a convenient
hotline to reach out to. For those times, there
are spells to summon an entity like that to you.
Summoning spells vary depending on the
thing youre trying to summon. But in general,
they usually require a few herbs and oils,
candles arranged over a sigil of some kind, an
invocation (probably in Latin), and fire. A
hunter in a rush could just light the ingredients
to supply the fire if they wished. Some rituals
might call for items that the spirit youre
summoning likes or had a personal connection
with, to tempt them to answer the summoning.
Keep in mind that this spell doesnt force
the entity youre summoning to come to you. Its
more like a ringing cellphone: the spirit knows
someones calling for them, and itll keep
bugging them until they answer, but they dont
have to just up and head over the moment they
get the call.
There are variations of this spell that
cover a wide range of supernatural things.
Ghosts, demons, angels, reapers, and even some
gods can be summoned in this way. It all comes
down to knowing the details about the specific
ritual for that specific creature.

Goofer Dust
Goofer dust comes from old voodoo
practices. Its basically graveyard dirt with some
other ingredients thrown in like snakeskin and
sulfur. It works a lot like salt does for demons: if
you pour out a line of the stuff on the ground,
hellhounds arent able to cross it, and
presumably some demons are also limited in
the same way. However, only lower-ranking
demons, like black or red-eyed demons, seem to
be affected by goofer dust.

Saving People, Hunting Things: A Supernatural RPG


Gris-gris Bag
Gris-gris bags, or mojo bags, are voodoo
charms made from a satchel of stones, oils,
herbs, and other items. Traditionally, theyre
worn for protection, but they can also be used
to bring bad luck on a person.

Hand of Glory
Hands of glory are the pickled hands of
murderers, removed while theyre on the
gallows and preserved. The lore about the items
can get somewhat vague: some stories say that
if you put a candle made from the fat of a
murder victim into the hand, the light from the
candle renders people who see it unable to
move; others say that the light from a candle in
a hand of glory only gives light to the person
holding it; one more trend among hand of glory
lore is that the hand can unlock any door. Feel
free to decide what effect a hand of glory
actually has in your game.

Hex Bags
While gris-gris bags are a protection
charm, hex bags are almost always used as a
weapon. Theyre a popular tool for witches,
acting as a sort of targeting device for spells. If a
witch places a hex bag on someone, or leaves it
in the same room as someone, a spell that they
cast can hone in on it and take effect even if the
witch is nowhere near the victim.

206

Spirit Boards
While theyre neither magical nor old,
oiija boards are a useful tool for dealing with
spirits that have something to say. Theyre
really just a board with letters and numbers on
it, with a lens or pointer that a spirit with a little
power can move, pointing to letters to spell out
a message. Not all spirits are out to hurt people,
so you may be able to learn something useful
from one thats willing to talk to you, even if it
cant manifest.

Quincunx
A quincunx is a group of five points,
arranged in a cross pattern like the five on a d6
die. In hoodoo, theyre used to affix a spell to a
place. If you saw one somewhere, theres a good
chance that theres something around that gave
a hoodoo practitioner reason to protect the
area.

Magical Weapons/Items
This section is devoted to weapons
whose abilities and attributes go far above what
you expect from knives and guns. Theyre more
than silver bullets or steel knives, and that
makes them a lot more valuable and a lot more
dangerous.

Demon-Slaying Knife of the Kurds

Palo Santo
Palo santo is holy wood from Peru, and
they work similar to holy water when its used
against demons. Hitting a demon with a plank of
holy wood deals d4 Basic damage, and actually
staking one with it can deal d6 Basic damage
and stun it for a turn. Its an effective way to
keep a demon pinned down while you read it an
exorcism.

Hunters hate demons for more reasons


than one. There arent many practical ways to
kill a demon, and exorcising one just doesnt feel
as fulfilling. Fortunately for the hunter with the

Saving People, Hunting Things: A Supernatural RPG


right connections, the Kurds developed a way to
hurt the bastards. These knives, etched with
Kurdish runes, satisfy the weaknesses in a
demons armor, meaning you can hurt them and
even kill them using this weapon.
If you cut a demon with this knife, it
hurts them bad. Even a scratch is agony to
demons, which makes this a useful tool for
interrogation as well. But the really important
fact about this knife is that stabbing a demon in
a vital area will straight-up kill the son of a
bitch, not just the person theyre possessing. It
hurts hellhounds too, and any lesser creatures
from Hell. Sadly, Knights of Hell are safe from
the knifes power: it hurts them, but it cant kill
them.

Dragon-Slaying Swords
If you read out entry about dragons,
youll know that theyre tough to kill. The only
weakness they have is a sword that has been
forged in a dragons blood. Only a few dragonslaying swords have ever been made, one of
which being Excalibur itself. You may be
curious: how did they make the first sword, if
they needed a dead dragon to make it? The lore
is spotty, but one theory is that Eve saw that
dragons werent going to play nice with the rest
of her children and convinced the dragon
Hypolyes to sacrifice itself for her to create a
weapon that could keep the species in check.
These swords have always been
considered important and valuable, even to the
people who only viewed dragons as storyfodder. As a result, to keep the blades safe, most
were lodged inside of giant stones or cliffs using
some kind of magic, with the caveat that the
only people who could pull them back out
would be the ones who were worthy of carrying
their power. So if you ever need one, youll
probably need an expert on medieval lore to
track such a sword down, and then youll need
either someone whos ready to slay a dragon
or a lot of explosives. Turns out destroying the

207

rock around the sword can be an effective


solution too.

Mjlnir
While its unclear how Thor lost
possession of this mythical hammer, Mjlnir is a
pretty badass weapon for a hunter to be
carrying around. Unlike the original myths, in
which only someone with a gods strength could
lift the weapon, and unlike the Marvel comics,
where only someone of pure heart could lift it,
Mjlnir can be picked up and used by pretty
much anyone, provided they can lift a normal
hammer. A character in this game needs a
Strength Attribute of at least d6 to life Mjlnir,
or at least some kind of assistance with
handling it; otherwise theyre just too shrimpy
to wield it effectively.
Mjlnir can kill a pagan god with a single
hit, which makes it a valuable weapon for a
hunter. But Thor was the god of lightning and
thunder as well in Norse mythology. His
hammer, in the hands of someone with the
understanding to use it, can unleash a bolt of
lightning to smoke something at a distance.
Pulling this off requires a Heroic Willpower +
Ranged Combat roll. To a lesser degree, the
wielder can also control the weather using this
hammer, using a Formidable Willpower +
Discipline roll.

The Colt

If you know Supernatural, then you know


that we couldnt make this game without
including the Colt in it at some point. Its a

Saving People, Hunting Things: A Supernatural RPG


legendary weapons for hunters, with only a few
shots left and no known whereabouts to be
spoken of. But if you can get your hands on it,
keep it safe.
In 1835, the gunmaker Samuel Colt made
a special gun for a hunter. It came with 13
bullets, and it was supposed to be able to kill
anything. Eight of those shots were used before
the Winchesters got ahold of the gun, and they
used the remaining five themselves, killing
demons with its power.
The Colt acts as a weakness to almost
any monster out there. A shot to a vital area
with a bullet from the Colt kills the monster
instantly. In the past, this has been most
valuable with demons, who make a habit of
punking out of their vessels as they die. Hit one
with the Colt, and the demon inside dies as well.
The original thirteen bullets that came
with the Colt have been used up by now.
Fortunately, its possible to make new shots that
the Colt can fire with the same effect. Youll
need to spend a lot of time researching how to
pull this off, basically a complex Lore action
with a Formidable Threshold (75), before you
can craft the bullets using your Craft Skill at a
Hard Difficulty.
What Cant the Colt Kill?
In the show, Lucifer is quoted saying that
there are five things in creation that cant be
killed by the Colt. Theres been speculation ever
since as to what those five things are. Were
going to provide a list of things that are
specifically immune to the Colt, in case you
want to add the gun to your own game. For
starters, were going to stop trying to condense
it into a list of five categories, because the
shows universe expanded a lot after that
episode was written. Heres some possible
candidates for immunity from the Colt:
Archangels: This one has been
confirmed, by the fact that Lucifer took a bullet
to the noggin and lived to tell about it. While not
all angels are safe from the Colt, archangels are

208

powerful enough to shrug off a shot from the


Colt.
Death: Simply put, you cant kill Death.
This one hardly bears mention, since Death was
around before Creation, and thus doesnt really
have to play by the rules of reality the way we
do.
Eve: The Mother of All, and the creator of
all of the monsters in the world. Eve is pretty
powerful, and her ability to create life puts her
in a class that gets pretty close to godlike. The
Colt probably isnt strong enough to stop her, at
a guess.
The Horsemen: Kind of a cheesy
conversation, but the Horsemen of the
Apocalypse represented concepts that exist in
the mind, and they theoretically cant be
killed.
Knights of Hell: The debate on this one
is tricky. On one hand, Knights of Hell have
proven to be immune to any other demonkilling weapons short of the First Blade itself, so
the Colt probably isnt strong enough to stop
them. On the other hand, weve never gotten to
test it out, so perhaps Colt was better than he
may have realized. Feel free to make a decision
for yourself whether Knights of Hell need
worry, if you decide to bring one into your
game.
Leviathans: Some of the oldest monsters
in creation, locked away in Purgatory for
eternity. You may have noticed that we didnt
include Leviathans in our list of monsters, and
thats because theyre just not fun to use. They
were made pretty much unkillable (and yes, we
believe the Colt wont kill them either), so it
seemed pointless to introduce them to this
game, where unkillable monsters would feel
pretty pointless.

Character Sheet
Character name:
Health:
Job:
value:
Background:

Stats
Agility:
weapons
Strength:
Vitality:
Willpower:
Alertness:
Intelligence:
Derived Skills
Initiative(ag+al):
Endurance(wi+vi):
Resistance(vi+vi):
Plot Points:
weapons
Advancement Points:

Armor

Gear
General gear

Melee

Ranged weapons

Heavy

Ammo

Special thanks to u/WildcatJakob for designing this character sheet

Armor

Skills
Animals:
Spc:
Artistry (profession):
Spc:
Athletics:
Spc:
Burglary:
Spc:
Craft (profession):
Spc:
Deception:
Spc:
Discipline:
Spc:
Driving:
Spc:
Heavy Weapons:
Spc:
Influence:
Spc:
Knowledge:
Spc:
Lore:
Spc:
Mechanic (profession):
Spc:
Medicine (profession):
Spc:
Melee Weapons:
Spc:
Perception:
Spc:
Performance (profession):
Spc:
Ranged Weapons:
Spc:
Survival:
Spc:
Tech:
Spc:
Unarmed Combat:
Spc:)

Traits
Assets:

Complications:

Supernatural Traits:

Special thanks to u/WildcatJakob for designing this character sheet