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MONSTER HUNTER

FÁBIO
SILVA

MJ Barjoc (Order #39761202)


A Rolepress Publication
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Fate Plus Monster Hunter


ISBN PDF: 978-65-84771-04-8
ISBN Softcover: 978-65-84771-05-5
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First published in 2023 by Rolepress, Rua Dom Vital, 20-A, Prado, Gravatá-PE,
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and events portrayed in this work are fictional. Any resemblance to real
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This work is based on Fate Core and Fate Accelerated (found at http://www.
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edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike
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MJ Barjoc (Order #39761202)


FÁBIO SILVA
EDITING — LINE MANAGER
CONCEPT — WRITING — INTERIOR GRAPHIC DESIGNER

ALINE MACIEL
PROOFREADING

Adobe stock, freepik, and shutterstock


art

MJ Barjoc (Order #39761202)


Index
The Hunt..............................................6
The Initial Incident............................................................6
The Research.....................................................................6
Planning and Pursuits......................................................15
Attack!................................................................................17
What Comes Next.............................................................19
Cross Genres......................................................................20

A Good Day To Die..............................22


Exploring Character Limits..............................................22

Authority is Power.............................26
Receiving Help...................................................................27
Patrons and Organizations..............................................28

World of Strangeness........................32
Strange Science.................................................................32
Curses.................................................................................36
Extraordinary Powers.......................................................40

Obstacles on the Path.......................42


Scary Scenes......................................................................42
Time Tightens....................................................................44
Mysterious Situation Aspects.........................................45
Hunters on Target.............................................................47
What Really Matters ........................................................47

The Long Hunt....................................49


A Familiar World................................................................49
Truths and Secrets............................................................49
The Supernatural World...................................................49
Connecting Parts..............................................................51
Rising Threat......................................................................51
Campaign Seeds................................................................52

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haracter Creation...............................56
Zealous................................................................................56
Specialist............................................................................61
Inhuman..............................................................................63
Hacker.................................................................................66

Equipped to the Teeth.......................71


Resources...........................................................................71
Rolling Resource...............................................................72
Special equipment as Resource stunts.........................74

The Power of the Blood....................77


From Generation to Generation......................................77
The Structure of the Universe.........................................77
Strings of Existence..........................................................78
The Importance of the Lore Skill ...................................78
Absolute Factor (Roll Difficulty).....................................79
Roll the Dice.......................................................................81
Using Multiple Strings......................................................83

A World Ravaged by Monsters.........94


How to use these creatures............................................94
Demons...............................................................................97
Ghosts.................................................................................103
Mummies............................................................................109
Vampires.............................................................................115

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The Hunt
Find your way in a dark world
Monster hunters yearn to kill what torments them, no matter what. But the pro-
cess is never simple. They need to research, plan, and pursue their targets to reach
their goals, and all these steps are equally dangerous (ok, maybe the conflict is the
riskiest part). That’s what makes them hunters and not just mercenaries.
For most people, it’s a one-way street; there is no retirement or rest time. If they
stop hunting, they become prey. Their past will always be part of their present,
and there is nothing they can do to change that. They can only continue to hunt,
reinvigorate their motivations, look for new reasons, allies, and tools that facilitate
their endeavor, because this is not a war that someone can win; it will only be
passed down from generation to generation, in an eternal pursuit of peace and
justice at the cost of blood.

The Initial Incident


An event happens that catches the hunters’ attention. It could be something di-
rectly related to them, like an ally or protégé bumping into something unholy and
the hunters need to move quickly to reverse the situation; or a coincidence that
causes them to do more research concerning recent events before something more
serious takes place.
News on TV, feeds on smartphones, newspapers, or a strange scene that crosses
the path of the characters (such as a police officer or detective who faces a heinous
crime, full of traces of supernatural activity) can be casualties of initial incidents.
Visions in dreams and premonitions are also initial hooks to involve hunters in
haunting mysteries.
Hunters can be part of a society or group created by them in pursuit of a
common good, or as allies in mutual aid trying to reach their own specific goals,
constantly looking for clues in strange situations. They may not even like each
other, but they will be together as long as the alliance makes sense. They might
also respond to a patron who assigns them to investigative missions with the
knowledge that something dire lurks between the lines of recent events. Even
though they’re active patrons, they won’t usually deliver answers to the PCs,
but questions that need to be answered; the hunters will need to take samples
from strange events scenes or fight to neutralize a threat, studying the best way
to restore order, and so on.

The Research
Whoever is behind the bizarre events surrounding the initial incident, they will
leave traces of their activities. If the target is intelligent enough (as in the case of
human cultists, or a wraith who maintained their level of reasoning after death, or
a wise monstrosity), they will be more discreet, striving to leave no trace of their
actions (unless they want to get the PCs’ attention, like a stalker seeking blood
revenge against one of them, or a serial killer creature, for example). They do this
by planting false trails, killing or limiting the capabilities of witnesses (threatening
them or their loved ones), covering up obvious traces of their passing, or going out
of their way to destroy physical evidence.

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MJ Barjoc (Order #39761202)
An important part of a hunt is the deductions the hunters will make whenever
they find a new lead — will they take things the right way, or will they realize
their mistake too late, and the adversary will be able to make their next move? It is
important to emphasize that a mistake in the interpretation of clues should never
stop the story, but create new interesting situations, either in favor of the hunters
(placing them one step closer to the truth), or against them, cornering them to get
what they want (they will have to pay the price for their wrong ideas).

Dead ends and the connection of


information
Sometimes an investigation seems to bear no fruit, leading to a dead end, a clue
that does not seem to indicate a clear course of action. Let’s imagine a situation
where the hunters check with one of their contacts in the dark warlock market
if anyone recently acquired components for performing demon-summoning
rituals, but come up with no names. Is this a dead end? In fact, there is a clue
between the lines of this information: if no one is performing rituals to sum-
mon these creatures, it means that they are finding a way to come to the material
plane by themselves! Remember that a lack of clue is a clue by itself. The inves-
tigation now takes a new turn. There are many paths that can come up ahead,
and it is not only necessary to confirm the information that is true, but also to
discover what is a lie and is preventing the group from seeing more clearly what
could really be happening.
The GM should explicitly point to where each clue leads: an NPC speaks the
name of a place or a person, a piece of written information contains a complete
address, the method of the crime points to a cult that has acted in the same way in
the past, and so on. That’s not to say the mystery shouldn’t have layers, but rather
that giving out partial information can delay the progress of the story and leave
players confused, not knowing what’s next. For example, the hunters interview
a woman who survived the attack of a dream witch. She says that she remembers
being dragged, during a nightmare, under an obelisk in one of the city’s parks.
The hunters head to the location and need to decipher a puzzle (or, perhaps, face
the witch’s servants who stayed behind as a trap) to find out that a witch actually
passed by the area, but now there are only traces that lead to the next scene: she
has left evidences that indicate she needs rare items, held by museums, to perform
her next rituals and sacrifices.

Creating revealing scenes


All scenes in a hunt provide useful information to unravel the mystery and
move one step closer to the grand climax. Investigating the mystery often takes
up most (or at least a third) of a story or campaign, so it is a key part of the story
that the GM can either create on the fly or prepare in advance, but must make
sure that everything happens in favor of keeping the game going. For this, make
sure to convey the information clearly to the players, steering clear of doubts or
conflicting ideas.
The GM should avoid including complex plots, such as inserting a subplot
within the current one, creating a deep web of intrigue. For example, if the
hunters discover that some members of the local police are part of a werewolf
pack, the GM might be tempted to include that one of them is, in fact,a druid
infiltrated among the wolves, who seeks to gather blood, claws, and bones, so he

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can perform a ritual that will expel an ancient and immortal witch from his for-
est, who remains there because she receives sacrificial gifts from the mayor’s son,
who is, on his turn, a vampire. All of this will be a lot of information to manage,
which can confuse the players and even the GM. Instead, insert a new idea only
after players resolve the previous situation, making the campaign a series divided
into episodes or seasons.
If you feel the players are confused about what to do or how to take the next
step, give them a hand. An ally emerges with new information about a crime
scene, a witness now has the courage to speak up, the police reveal new details
about an important event in the investigation, and so on.
The revealing scene ideas below take this practical advice into account, helping
the GM come up with ideas on the fly or reduce session prep work.
An investigation scene
This is a scene where a calamitous event draws the attention of hunters or society
and requires immediate intervention before it happens again. It could be a natural
disaster or catastrophe due to the arrival or action of a supernatural entity, mur-
ders and kidnappings by a cult or creature that is putting their plans into action,
or supernatural events that show the hunters that something unnatural is present,
and they need to act fast. These situations create scenes that need to be investigat-
ed in order to find clues that reveal information about the culprits.
You can shed light on who, or what, is behind sinister events in different ways.
It can be as explicit as bodies at crime scenes (which can reveal the source of the
mystery through strange markings, such as claws or blows impossible to be per-
formed by ordinary people, perhaps related to a ritual scene orchestrated by a cult
of zealots); or as conceived as hidden details, such as fingernail marks, tufts of fur,
the murder weapon, a hidden vehicle, or, perhaps, only the marks of these things.
The GM must remember that these scenes aren’t made for the player to roll the
dice to find the information, but rather to see how they will interpret their discov-
eries to take the next step.
Social connections
Creatures and adversaries are discreet with their actions, whether thanks to their
intelligence to cover their tracks, or the survival instinct that makes them tread
cautiously. Often only a few people have anything to say about strange events
and crime scenes in hunter stories, either because they haven’t been able to testify
clearly or because they fear retribution from those involved.
In scenes of social engagement to extract information from witnesses or survi-
vors, hunters may need to bribe by offering money, favors or privileges, as well as
perhaps ensuring their safety until the situation is resolved. Depending on how
gruesome the details of the situation are, it may be important to make a good first
impression to ensure that people feel safe to speak up — identifying themselves
and having a good reputation, plus a touching approach, can make the conversa-
tion flow smoothly to obtain information.
If the hunters are not officials or professionals in some way, such as police
officers or journalists, these are perhaps the first people they should turn to for
information (in addition to, of course, witnesses). If they manage to talk to a
survivor of an event, the conversation should probably take place in a controlled
environment, taking caution with the words used, perhaps even with the support
of someone who has experience in human behavior, such as a psychologist, to
mediate the situation, if the hunters themselves are not good at it. If, on the other

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hand, they have magical or psychic powers capable of making them speak with the
dead, the victims themselves may be the target of social engagement.
Talk in the streets
People hear rumors, and the streets are an inexhaustible source of information. A
clue might direct the hunters to a neighborhood, street, or group of individuals
who might have more details about recent events — some of them might even
remember how it all happened in the past, just a teenage campfire rumor.
But approaching people inappropriately, or even asking too many questions,
can end up drawing undue attention from rival groups, gangs who think the
hunters are eavesdropping, or even the creature and its minions. It is important
for hunters to understand that around every corner there can be a potential en-
emy, so they need to measure their actions and words. The GM can determine
these factors through low or negative results on socialization rolls, or to compel
character, scene, or scenario aspects.
Network of contacts
During their journey as hunters, they not only make enemies, but also allies. Peo-
ple who strive for the same interest, even if with different motivations (perhaps
revenge, greed, power or fame), tend to ally against a common evil, exchanging
information, helping with planning, providing weapons and accessories or even
fighting together on bloody nights.
Create scenes with these contacts, such as with officials who have seen frighten-
ing things and know about the dangers that lurk in the night (e.g., bailiffs, police
officers, and detectives) or general workers who wish to nip the evil in the bud
(e.g., scholars, wealthy curious, professors, journalists, or psychotherapists) is a
good way to pass information to hunters as it is an inexhaustible, and reasonably
reliable, source of knowledge.
Some hunters may be allied with groups, or even part of a fraternity, secret so-
ciety, or corporation, which work to locate and exterminate terrifying creatures.
Hunters may not only have access to information, but also combat partners or
valuable resources; but all this can have a price that will be charged later (such
as, for example, the fact that no one can leave the group in question alive). Also,
hunters may not know the real intentions of a group that declares war on dark
evils, as they may just be a front, hiding their real goals and using the characters as
tools in an invisible war.
Monstrous underworld
Hunters who survive the sinister nights that now are part of their lifestyle may,
over time, find unusual allies among those they seek to destroy. In some cases, one
or more of the hunters themselves are part of a supernatural group, angry over
how their life was taken from them. This is a dangerous approach, as intelligent
creatures, such as demons, vampires or spirits, may have underworld member-
ships that make them even more dangerous — betraying their origins can result in
a deadly hunt by creatures who feel directly harmed.
If none of the hunters is a member of a society of supernatural beings or does
not have a background that relates to it, they only managed to create this unnatu-
ral bond through the story, actions, dangers, and dice rolls. The GM can think of
a drama like this for the end of a major milestone, for example, where one of the
monsters is actually confused and desperate, trying to lift its own curse, seeking
help from the hunters, rather than being targeted by them.

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Scenes where hunters talk about and debate the sordid details of their clues and
encounters with supernatural being is a precious way to add drama while convey-
ing new ideas about what might really be going on (secret meetings with traitors
of the adversary in dark corners deep in buildings in subterranean areas emphasiz-
es the feeling of being watched by the imminent danger). This is the most reliable
source of information hunters can have, but it carries with it the burden of being
allied with the enemy, seeking refuge and guidance from those they’ve sworn to
kill. How long will their goals remain aligned?
Choosing the right approach
Whatever style of scene the GM creates to convey information to the hunters, the
way they approach people or events is important to know if they just get the infor-
mation, pure and simple, or if they come with allies or more problems.
Scenes from interviews with witnesses, law enforcement officials, or general
professionals such as journalists and teachers have a social approach to skills like
Contacts, Empathy, or Rapport. This is not an aggressive approach to squeezing
information, but rather a discussion of recent events and how they affect the peo-
ple around them.
Empathy is especially needed if the hunter is going to talk to victims, as the
person may be experiencing trauma from the attack and, for obvious reasons, can
easily miss the details that really matter. All information is significant at that mo-
ment: from details about how the victim came to be a target of the creature to how
they managed to survive can show important details about the way the monster
chooses its prey and its methods of attack and escape.
Dangerous manipulation
Some hunters prefer to use more aggressive methods to squeeze information out
of people. Using skills like Deceive or Provoke can bring the information they
want, but new enemies may emerge along the way because of this. It can be espe-
cially dangerous if the subject of the conversation is a court official of some sort,
or someone with some influence in society or the underworld.
Scenes where hunters get information through manipulation of people can end
calmly, postponing a possible disappointment from the deceived NPC regarding
the characters; or things can go downhill right there, right after the revelation of
what the targets or victims know. This is a great time for successes at a cost or for
the GM to compel situation or character aspects — they get what they want, but
will have to control a situation that will create a snowball effect.
People who feel betrayed when discovering they’ve been tricked and manipu-
lated can easily become spiteful or turn into enemies of the hunters. One way
hunters can assuage the negative feelings of those they siphon information from
is to create situations where people feel compensated for being used as a source of
information. This can range from bribes to small favors, like paying for dinners
(to huge ones), teaching how to secure a monthly check on their bank account, or
securing their safety as long as the case is open (offering a bribe to righteous people
can make things even worse).
Using Provoke to intimidate people is a valid resource, but just as dangerous,
if not riskier, than manipulating someone. An intimidation happens especially
when the target is vulnerable and cannot use all of its resources in favor of de-
fending themselves. This could be something temporary, like a member of the
law enforcement or a supernatural creature that broke away from their pack; but
it can quickly turn against the hunters — the target can use their resources, when

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they have access to them again, to track them down and get revenge on the hunt-
ers. Success at a cost, or compel a situation or character aspect can mean many
things: from information that will ambush the hunters, aggressive responses and
oaths of revenge, to outright violence (the GM should just make sure this happens
in addition to providing the information necessary for the story to keep going).

Supernatural Abilities
in Social Situations
Hunters able to speak with the dead, or read the spirit, mood, or thoughts
of the living, can use the same approaches to get answers more easily. This
could indicate that the player is making create an advantage rolls to produce or
uncover aspects of what people are thinking or feeling, or to build situations
conducive to a smooth interview (such as calming the emotions of a confused
spirit that doesn’t know it’s dead, or a victim who is in shock).

Related searches
Another traditional way to get information is through searches in books, old
newspapers, private collections or the internet. This can always provide new de-
tails about a hunt.
Hunters may need some privileges, such as having high resources or significant
status within society or among intellectuals, to gain access to banned sections in
public or private libraries or special books in private collections. The GM may
require a minimum Resource value or just an overcome roll, with the difficulty
around Great +4 to represent how special, and uniquely accessible, an exotic li-
brary can be (the player may need to spend some resource, like a free invocation or
fate point to get into the building).
These locations can range from public libraries (with rows of books arranged
in different floors and flights of stairs connecting sections to university buildings
with restricted sections underground), to secret religious libraries in the heart of a
city, neighborhood or sacred building. Even if you’re not a fan of flipping pages in
old books, this is still one of the most efficient methods, since not all human wis-
dom present in printed and handwritten pages has been digitized (in particular,
forbidden and forgotten books).
Digital research is the other alternative, as there has been significant progress in
adding information to digital media. Internet and private databases are the main
ways to get details about specific knowledge. Hunters can find a lot of things that
“leak” across the web simply by devoting a few hours of online research.
Having access to a private database is a special privilege. Government entities,
the military, the health care system, and private companies are some examples of
places where hunters need to have influence (or pretend to have) in order to get
their eyes on precious and exclusive knowledge, much of which never makes it
to the general public. If the hunters don’t hold special positions or don’t have
contacts and other means to pave the way for them, then the best alternative is
hacking. This can be as discreet as an ambush or as loud as kicking a door, but it
will always be difficult, making it nearly impossible to break into a private data
network without leaving traces of their passage — these groups regularly spend
millions of dollars on security enhancements.

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These are special occasions where compelling situations or characters’ aspects
can put hunters in situations that will require effort and quick thinking to get
them out of it, but the payoff can be invaluable knowledge. Are there groups, such
as the government, military, or laboratory, behind events involving a creature? Is
anyone trying to hide their connection with shocking events? What secret infor-
mation about a monster can hunters gather that will help them track down and
confront a supernatural abomination? Information is power.
Obscure market in forbidden knowledge
Sacred Grimoires written in blood on pages made of human skin, macabre rituals
in inconsequential formulas, forbidden recipes for supernatural effects, and many
other equally strange feats are just the tip of the iceberg of what can be found on
the obscure book market and on the deep web.
Entering these places, however, can be a tempting trap. The dangers range from
charlatans trying to pull off scams to supernatural-worshiping cult members look-
ing for innocent fools that believe they will be recognized as one of their mem-
bers, only to fall into despair when they are given up as a sacrifice. All of these
places may have as much information, if not more, than the places and people
mentioned above.

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Putting together the puzzle
After gathering information about the tracks the creature left, hunters will have
a few pieces of the puzzle to put together, which can provide more details about
who is behind the strange happenings, what their motivation is, when they will
strike again, and where they hide; these are the main types of information that
the GM will hand out throughout the story or that the hunters will compel
them to think about. Answering these questions can put an investigation on
track, giving hints about the next steps hunters should take to put an end to evil
once and for all.
The players themselves will provide new ideas about what they think may or
may not be happening, and the GM can use this to draw inspiration for future
scenes. However, they must be careful not to suddenly change the plot to make
things more challenging just because the players got the right answer on their de-
ductions. This can make the plots too complex, as mentioned earlier, and make
players not trust the GM’s word if they see the GM changing the story whenever
their intuitions are on the right track. If things are too easy now, think about how
to make it a little more challenging in future scenes, milestones or stories, but keep
it consistent to convey confidence.
Who?
This might be one of the first questions that need to be answered to discover what
might be going on. Perhaps the method used by the creature reveals its origin, or
whether it’s working alone (perhaps it has minions): a vampire’s bite marks on
a bloodless victim, werewolf claw rips on an armored vault, or a demonic pos-
session. If the creature is inconspicuous, perhaps its method does not reveal its
nature, as one who attacks and removes its targets’ organs with surgical precision,
or carries out its thrusts in an almost ritualistic manner.
If the evil is human, or in some way part of society, the first clues may reveal
their social position, such as status and wealth, by observing the way they choose
specific victims that are difficult to access, carry out their raids in restricted places,
or use exotic tools and methods compared to traditional crimes.
What’s the motivation?
Motivation can differentiate an intelligent creature with compulsive killing be-
havior from something that hunts only out of mindless hunger. A ghost may be
stalking the residents of a mansion, generation after generation, seeking revenge
for an unjust death; a demon devours the hearts of its victims not only because
it craves blood but also because it hopes to feed on their feelings; mummies can
seek to rebuild their empires while vampires hunt frantically only to become more
powerful in human society, removing obstacles from their paths.
Hunters may only be able to understand what drives a creature to continue com-
mitting atrocities after deep research into its origins, discovering its past to under-
stand the present and perhaps predict the monster’s next actions in the near future.
When will it strike again?
A creature’s agenda is intimately connected to its motivations. If something only
attacks because it is hungry, then its actions will be regular, perhaps weekly or
even daily. If there is a plan for revenge or territory domination, the attacks will
be against specific targets, maybe even in particular places, fulfilling the creature’s
desire (it can torture the target before killing them or even transform them into
something of their own kind).

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Understanding the patterns behind a monster’s actions will allow hunters to
deduce their next steps, preventing new victims from being attacked or creating
traps to reach and corner the culprits.
Where is it hiding?
Discovering the home or base of operations can put hunters in a significant advan-
tage and in direct conflict with the creature, or delay their next actions if it has more
than one shelter. Monsters can inhabit uncomfortable or inhospitable places like
crypts, catacombs, caves, dense forests, deep waters, and so on. Beings masquerad-
ing as humans, such as vampires or spirit creatures that have possessed a victim, can
inhabit any place a human would, but will give away their origins through the details
of their behavior and routine (for example, vampires don’t go out during the day
and a possessed person can show aversion to religious props and rituals).
Once they know where their target is located, hunters can be reckless and kick
down the door armed to the teeth, hoping the opponent is outnumbered and less
powerful than they are, or plan and chase the target to corner it.

Planning and Pursuits


If the hunters can be discreet enough in their investigation, they might have some
time to prepare and plan their next steps — getting new gear, locating the crea-
ture’s possible whereabouts, plotting escape routes, etc. If they’ve drawn attention
to themselves, they may need to act quickly, before the targeted creature escapes,
makes its next move, or attacks first!

Following the tracks


Most creatures have compulsive behavior, even when they have intelligence. The plac-
es it frequents, its allies, the victims, the marks it leaves on the path or mannerisms are
the first steps for hunters to be able to follow the tracks to its hiding place or safe place.
If the hunters’ search was deep enough to reveal the creature’s next moves, they can
prepare for a stealth hunt, going after the clues to find the creature while it moves and
silently follow it to its lair. If things go wrong, the chase can escalate into a wild, head-
to-head race between buildings, alleys, and rooftops — or trees, rocks, and cliffs.
A creature that knows it’s being pursued will only flee to its haven, revealing its
location, if it’s sure this will increase its chances of surviving the conflict or escap-
ing. It may have special items, minions, traps, escape routes, or specific features
(after all, it knows the territory where it lives) that put it at a significant advantage
over hunters. Otherwise, the monster will try to throw hunters off its feet if it
senses it is at a significant disadvantage, or disembowel them when cornered.
A creature with wisdom, such as a vampire or a werewolf, may try to negotiate
with the hunters if they see defeat is imminent, but commonly they will not show
inferiority, maintaining their posture as if they had a hidden card. A few can play
the victim to try to win the hunters’ compassion, to prove themselves treacherous
when they feel they have the opportunity to deal a painful blow to their tormentors.
Scenes like these shouldn’t be reduced to contests, with players rolling the dice
against difficulties set by the GM (or against NPC rolls). Chase scenes are golden
opportunities to include obstacles along the way, dangerous situations, and extra
complications (such as a police bust, a busy nightclub, the dark corridors of a col-
lapsing building, and so on). The GM and players will have unique opportunities
to create an advantage, overcome, invoke and compel.

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Raiding the lair
Creatures choose the places that best suit their needs and goals. Tombs, corporate
buildings, catacombs in abandoned cemeteries or universities are some examples
of common places, depending on the creature’s origins.
Monsters devoid of wisdom act on instinct and seek refuge in distant, deep,
and inhospitable places for life. Those with intelligence focus on having lairs that
are both physically difficult to access but also socially safe — visibly public places
where trespassing can be easily challenged by the proper authorities.
The only way to stealthily enter any of these places is to use Burglary and Stealth
to sneak in and go unnoticed while advancing on the enemy’s hideout. Other
ways can get attention (like kicking down doors or blowing up walls), some more
than others, as there will usually be some security system to ensure the creature
is warned of intruders (henchmen making the rounds, motion capture systems,
cameras system, and so on). Even if there isn’t an alarm to warn the monster, it is
still a supernatural creature and may be able to pick up medium sounds, strong
vibrations, drafts, and changes in ambient temperature.
This is not a simple task, because even in small places, a monster’s home can
be complex enough to have many rooms, corridors, doors, or even underground
areas. Traversing these places to reach their target can require careful attention to
traps, surprise attacks, silent skirmishes, and puzzle solving. Again, the GM must
think of interesting challenges where hunters need to create and discover aspects
(are there are minions and what are their moves?), overcome obstacles (are there
traps that can hurt the hunters?), win contests (do they need to hack against a
computer system to get in?), to only then start the conflict against the final crea-
ture — this is the spice of a dramatic scene in a hunter story.

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Attack!
Calm emotions are now essential. Hunters need to be focused on having the ad-
vantage of surprise, whether to face the villain’s henchmen or the creature itself.
Kicking the door is an alternative, especially for those who have waited a long time
for this moment, but this can put everything to lose, if the monster manages to
prepare itself to defend or counterattack.
Setting up ambushes or placing someone as bait is a valid but risky alternative,
which can draw the monster’s attention, putting it in a corner, giving it little chance
to escape and perhaps even reducing its chances of defense. For example, if the hunt-
ers discover that the ghoul is hiding in a hut in the far forest, they can camouflage
themselves among the trees, or simply hide, to observe the place before making any
movement. Perhaps the ghoul is acting alone, or perhaps it has a group of lesser
ghouls who serve it, to whom they bring the remains of their last feeding (the corps-
es of a graveyard or fresh bodies of targets they kill and wait to rot). Before that
happens, it is important for hunters to find a way to communicate over a distance
without drawing attention to themselves (such as telepathy — in stories with super-
natural elements —, gestures, or listening with microphones) so as not to risk losing
the advantage of surprise if things are worse than they expected.
Removing the creature from its place of refuge is also a good strategy, after all,
if it is in familiar territory it will know the best way to escape, setting traps or
dead ends to make life difficult for hunters. Weakening the creature, whether in
its home or away from it, is one of the most effective ways to gain the upper hand
during a conflict.
Another example are hunters that may bring holy water if they know they will
be fighting a vampire or, after discovering the creature’s lair, try to think of ways
to attack them during the day and bring sunlight into the conflict (blow up walls,
clear the window’s curtains, rip open doors, and so on). Another group of hunt-
ers may think it is a good idea to get silver weapons when they discover that the
monster they will face is a werewolf.

Antagonist reaction
The most instinctive reaction of any intelligent creature is to fight for its life. This
means that it will try to attack back to kill or slow the opponent’s advance in an
attempt to buy time and space to escape, renew its strength, or call for allies.
In some cases, if a rational creature’s goals seem reasonable but its methods du-
bious, or if the hunters feel they are at a considerable disadvantage, there’s always
room for negotiation. Social scenes with a villain can be resolved only through role-
play or the GM can set up some contest round of skill rolls like Deceive or Provoke
(if one or more of the parties are lying in their proposals) against Empathy, Notice or
Will, depending on the approach of the counterparty. Other times the contest will
use Empathy or Rapport, when negotiation revolves around diplomacy.
If a negotiation goes wrong, hunters can still resort to blackmail or even threats
and a new round of roleplay or dice roll starts. Blackmail against creatures will usu-
ally involve giving it part of what it wants in exchange for mitigating, or completely
stopping, the damage it causes to hunters and what they stand for (there may just be
personal interest in this negotiation or the pursuit of the collective good).

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Threats against a creature are a double-edged sword. The monster knows that
its attempts to hide and be discreet in pursuit of its goals have failed, so it al-
ready feels threatened as a consequence of the hunter’s approach. Unless defeat
is imminent, a reasonable threat, where it feels compelled to collaborate with
the hunters while thinking of a new plan to hit back and achieve its goals, is a
reasonable possibility.
In all socialization situations with an intelligent creature, the GM must always
be aware of situation and character aspects that can come into play to help or com-
plicate life on both sides. Is one of the hunters hot-headed? Maybe they don’t have
much patience for chit-chat? Does one of them seek revenge because something
important to them was taken away by the monster? Also, threatening words of
greater reprisal than the hunters actually have is better suited to Deceive create an
advantage rolls than Provoke (for example, lying about snipers concealed nearby).
In the same way, if the creature perceives that it has a considerable advantage
against the hunters (if it is in its own lair, knows possible escape routes and which
traps are not activated, has secret weapons or mobs helping it, and so on), it will
be more willing to make fun of the hunters than to feel intimidated by them,
attacking soon after.

Allying with the opponent


This is an intense plot twist that can create significant drama. During a conversa-
tion with the opponent, hunters may find that they sympathize with it in some
ideas, but may not agree on the methods they are using to reach their purpose.
This does not mean that they have the same goals, but there may be a common
event that unites them in some way. Perhaps a psy mutant is trying wildly to find
and destroy the group responsible for its mutation, but ends up affecting all those
around it and in its path - this same group can be one of the targets of the hunters.
This also provides the possibility for hunters to seek to know more about their
opponent (now ally), to prepare themselves in case of future conflicts. This will
require them to gain the creature’s trust so that it reveals more than meets the eye,
such as uncovering information about its past, weaknesses, and methods — per-
haps the creature lets its guard down a bit, but it will never really be comfortable
with the hunters around, as it still understands the nature of what separates them.
It would take great acts of trust and sacrifice over time for that feeling to change.
Whatever socialization attempt is made, failing it means the creature will do
everything in its power to get hunters out of its way, as they are wasting its pre-
cious time.

Taking advantage of its weaknesses


Through interviews, contacts, and research, hunters will have better knowledge
about the possible weaknesses of a creature before a direct confrontation — this
knowledge can also come from a possible alliance with the monster, for a common
good, as mentioned before.
Exploiting these weaknesses is one of the main weapons to face a creature that
has the potential to be more powerful than all hunters combined.
Some weaknesses are part of popular lore, like vampires and the sun or stakes
through the heart; werewolves and silver or the moon; demons and holy water or
exorcism rituals; and so on. The GM must think of new weaknesses that make the
creatures more dynamic and surprise the common sense of the players. A vampire
that can walk in broad daylight as long as the sun doesn’t touch directly its skin

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and that feeds on hearts instead of blood, or rational zombies that are paralyzed in
contact with water are some examples. Don’t be afraid to look weird: strangeness
is one of the tools of the unexpected.

Hindering its plans


A creature’s plans don’t always involve killing continuously. In some cases, it does
this as a consequence for those who cross its path. Either way, a monster will have
plans that affect the common good or the hunters’ self-centeredness. Perhaps the
creature wants more power, dominance, or fulfilling its ambitions of wealth and
there is a reasonable way to prevent this, weakening it without a direct conflict
being necessary. This will depend directly on the information the hunters obtain,
and whether their plans of action will be fast enough to leave the opponent with
no reaction but to surrender or flee.
In other cases the creatures may be acting on instinct, guided by something,
someone, like a greater force. A group of ghouls might just want to satisfy their
hunger, while a horde of zombies just obey a necromancer’s commands. In cases
like this, it is more difficult to stop their plans, since they are not so clear, as they
simply boil down to killing. The hunters will then either fight their opponent
directly or try to understand what force acts behind the creature’s actions to try
to nip the evil in the bud.

What Comes Next


Whether the creature has been destroyed or contained, hunters may have some
recovery time to replenish their resources and physical, mental, and spiritual trau-
ma. They may have a few weeks to take care of the post-hunt, dealing with au-
thorities if they have committed crimes while trying to stop the monster’s plans.
Violent chases, shootings, explosions, break-ins, harassment, peace disturbance,
suspicious behavior, and destruction of property may draw attention to hunters,
especially if the story takes place in the digital era, where there are cameras on every
corner and smartphones in every pocket.
They will also need to repay favors to the contacts and allies who helped them
on their journey, take care of their recovery which, in the case of severe or moder-
ate consequences, can take weeks to heal completely, in addition to weighing the
investment of resources that will need to be done (cars and houses, as well as other
personal possessions, may have been damaged during the hunt).
Is there a procedure that needs to be done to ensure the enemy doesn’t come
back somehow? Perhaps they need to contact sorcerers, clerics, psychics, or other
specialists to deal with a specific situation that is beyond their reach, such as seal-
ing off a haunted mansion after it has been cleansed of its curse.
Also, what about the reputation of hunters in the hunting underworld? Do
they gain prestige and recognition? Does it draw the attention of other potential
enemies? Do authorities, secret societies, and gangs now recognize them by face
and name wherever they go? How is their relationship with the survivors and fam-
ilies of the victims? Are there journalists, tabloids and bloggers snooping on who
the hunters are? How much do they already know and what is their potential to
be an ally or a stumbling block in their next hunts?
Is the monster’s legacy done, or is there some small seed that might arise to
plague hunters again, this time in a different way? Did the creature have any po-
tential allies that felt harmed by the hunters’ actions? Usually, monsters are not

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creatures with feelings that elaborate complex plans of revenge, but some cases can
be special, like intelligent ones that hold a grudge for having their goals violently
impeded. They may hide for a while as they plan to take out the hunters, chasing
them to the death in a hunter hunt.
These are not events that players will need to roleplay for hours, but rather a
conversation to learn how their hunters handle situations, perhaps investing a few
fate points, or performing a few overcome rolls, to resolve some situations faster,
saving time. They need to be ready in case some new danger suddenly arises.

Plagues!
In some stories, hunters will fight creatures that exist as the result of other
phenomena, such as viral plagues that make humans into zombies; alien in-
fection that turns people into slave soldiers; disease that is released during an
archaeological exploration or scientific study in forests never before touched
by mankind; a magical plague transmitted through rituals or mystical leaks
caused by the death of spiritual entities. The group may need to dedicate an
entire arc to survive and try to find a solution to the situation.
The first part of the story revolves around figuring out what’s going on,
perhaps trying to identify what the plague is, and then plotting a possible
solution. In the meantime, the struggle for survival is constant, with hunters
trying to overcome challenges, creatures, or even rival groups that compete
with them for the same interests. If any of the hunters are exposed to the
infectious agent, the story could take a completely different turn, with them
racing against time to save their companion.
Discovering a cure is the middle part of the story, with hunters invading
places, traveling, facing resistance, and overcoming the difficulties that the
situation can cause. The final part is them trying to neutralize the story’s
villains to finally start distributing the cure.

Cross Genres
There are hunters in all places and times. With a little creativity, the GM and play-
ers can think about how they could create a group of hunters in the cyberpunk
era to hunt down cybernetic anomalies or biotech monstrosities. In classic themes
like Vikings or Fantasy, the culture is full of mystical beings or cursed sorcerers
that summon spirits and entities that will call the attention of hunters when their
actions affect the towns and cities they pass through.
You can check out other Fate Plus issues, such as Cyberpunk, Dark Fan-
tasy or Vikings, to go even deeper into the details of your campaigns, mixing
ideas and genres.

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MJ Barjoc (Order #39761202)
A Good Day To Die
Take a deep breath, this is going to be
intense
Hunters’ lives are full of adrenaline, with death lurking around every corner.
Sometimes they have to push themselves beyond the limits of mind and body, or
all will be lost.

Exploring Character Limits


Fate is a game where the characters are competent beyond any human capacity.
They easily stand out in a crowd when they get into action. But we want hunters
in cinematic scenes that border on the extraordinary here.

Risks and non-combat situations


Role Playing games have a violent heritage, with character abilities essentially
focused on dealing damage, or defending against it, and defeating opponents in
fights. There’s nothing wrong with that, if that’s what your group is looking for
in a story; but there are other ways to challenge the players and push the limits of
the hunters.
Resolving two situations at the same time
If a conflict is static, with characters standing in front of enemies and players roll-
ing attack and defense dice consecutively until one side can no longer absorb the
stress suffered, things will get tedious quickly.
Driving a car at high speed while someone performs first aid on a victim in the
backseat who is about to collapse, and at the same time being chased by the police
while facing giant bats will make players think about what will be the best invest-
ment in the roll of their turn: attack the creatures? Overcome the cops? Overcome
or create an advantage to stabilize a victim? Looking for the safest route, avoiding
one gang’s territory or another creature’s area? Well, there are a lot of decisions
going on here and it will make players weigh each of their actions. By choosing to
resolve one situation, another can quickly escalate.
A skirmish scene where there are no secondary obstacles to deal with easily be-
comes a back-to-back attack and defense combat. If the only obstacle is a monster
that needs to be killed, players won’t feel like there’s any reason to do anything
other than just attack.
Focus on non-combat hunters
Not all hunters will have their highest skill values, the best stunts, or aspects fo-
cused on the combat part of the hunt (although they have some knowledge about
it, after all they need to defend themselves from the creatures of the night, in par-
ticular if their combat specialist partner is busy or away).
But that’s not all these people were trained in. If there’s a religious character,
give them something to exorcize or bless during an enemy attack, while the hacker
searches for relevant information about the opponent’s weaknesses or how to un-
lock the electronic security of the creature’s residence, so they can break into (or flee
from) the enemy place. Through the window of the house, the combatant tries to
delay the horde of undead raised by the tenebrous vampire who tries to escape by

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planting distractions; from the roof of the house, an innocent victim tries to commit
suicide, induced by the supernatural power of the monster’s mesmerizing gaze.
Leaving a situation aside to just attack the enemy should have major repercus-
sions among hunters or, at least, significant consequences. Some of their decisions
will be ethical, such as when they must choose between saving an innocent life
from certain death and making a way for themselves to escape to safety — by
saving the victim, they now have to deal with the consequences of the delay; by
ignoring it, they will need to deal with their own morality, perhaps answering to
the law, or their parents, allies or patrons, about the death of an innocent person.
They might even be persecuted by the dead person’s loved ones, who judge them
to be guilty.
Maybe it takes some effort, but it’s good to make sure other hunters, with
different potentials, have the same chances to shine as a combatant does, as
many GMs even dedicate ⅓ or more of a session just to physical conflicts. What
can other specialists do to make the final conflict a little faster and safer for the
group? What other challenges can the story offer hunters besides conflicts with
fists and guns?

A good reason to fight


It’s true that everyone is eager to use their hunter’s skills to change the fate of the
story. Hunters who have combat abilities such as aspects, skills, and stunts will
want to kick ass on their way to prove their worth or achieve their goals. This is
not to say that a conflict should exist just because it does — but that’s fine if that’s
how you like combat.
A fight, like other scenes, should add something to the story, deepen the plot,
reveal something about the hunters’ or creature’s past or present, and so on. This
does not mean that each new step will bring a plot twist, but that it may not be a
simple conflict.
It could be something related to the creature’s purpose. A vampire who sends
minions to delay the arrival of hunters, so the monster has time to flee; a monster
that was about to devour a victim that can reveal new clues for the hunters; a
pursuit that culminates in recovering an important artifact shortly after the oppo-
nent’s defeat are some examples.
Some rewards for resolving a conflict could also be discovering the opponent’s
plans, perhaps in an interrogation with the defeated creature. Maybe the monster
was so confident of its victory that it ended up talking more than it should. The
hunters’ allies may feel more inspired by their successful actions in neutralizing an
imminent danger, and this creates aspects with free invocation that can benefit the
characters in the current situation or even in the next scenes.
This type of conflict, combined with the previous elements to add action to
a scene, will create situations where hunters will have to act quickly to control
the crisis before it gets out of hand, where one of the rewards is seeing the story
move forward.
Exotic maneuvers during a conflict
If conflict becomes inevitable, in addition to thinking of the reasons why this sit-
uation is necessary and rewards for resolving it, the GM can include situations
where the players need to take actions other than just attacking.
Hunters who do not have a combat focus can stay one or more zones away, per-
forming create an advantage actions, such as providing cover for their allies, dis-

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tracting or intimidating the creature (if they are not engaged in other situations,
such as hacking the security system or creating an escape route).
Monsters can also perform actions that make life difficult for hunters. Possess-
ing stunts that make them move quickly (flying or jumping one or more extra
zones), grabbing an opponent, preventing them from moving and preparing to
perform a special (and violent) attack on their next turn, also making it difficult
for them to hit the creature more easily, are some examples of how to force players
to think outside the box and have to perform different actions.
Using the scenario to their advantage
Fighting in an empty hallway or inhospitable street is an unfavorable situation for
exotic maneuvers. If the only thing in front of the hunter and the creature is each
other, then attacking would be the most reasonable action to take.
GMs, fill the scene with objects, ladders, ropes, and chains whenever possible.
Seek inspiration through internet images, scenes from comics, movies, and TV
shows that are similar to what hunters are experiencing to think about how to
include more details in the scene. Create one or two situation aspects that can help
hunters or monsters, like Parked vehicles or Docked boats, and see how the
players react to it during the conflict. Ask for suggestions of new situations aspects
or give tips on how they can use create an advantage actions to improve their situa-
tion in relation to the monster. Find ways for the monster to do the same, hiding,
moving out of range, using hostages as a barrier, revealing a secret weapon or plot
twist that will make the hunters rethink their actions, and other situations that
force them to do other things rather than just attack consecutively.

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Special fate points: hunter points
At any time during a challenge, conflict, or contest, but only once per scene, a
player (not an NPC) can declare that they will turn some, or all, of their fate points
into hunter points. They don’t use their turn or action by doing this. At the end
of the scene, the hunter’s body or mind gives way to adrenaline exhaustion, and
they receive 1 physical or mental stress for each fate point they turn into a hunter
point. Unused hunter points revert to fate points at the end of the scene, but the
hunter gets the stress for it anyway (they get the stress for turning fate points into
hunter points, regardless of whether they spent the points or not). The player can
spend a hunter point to:
Invoke an aspect
This can be any aspect that makes sense and benefits the hunter in some way.
When using a hunter point to invoke an aspect, the hunter receives a +3 bonus (to
themselves or to an ally they can justifiably assist), or adds +3 to the difficulty of a
hunter’s target roll that they might justifiably complicate things for. They also can
reroll the dice and keep the second roll, as usual.
Turn an opponent’s success into a tie
When the hunter or an ally they can justifiably assist takes a defensive action
against someone who acted against them and the opponent succeeds, the hunter
can spend a hunter point to turn that success into a tie.
If the defense action was against the opponent’s create an advantage, this means
that it will prevent the enemy from creating or discovering an aspect in its favor,
receiving only one boost.
If the defense action was against an attack, this means that it will prevent the
enemy from causing stress to the target (either the hunter or an ally), receiving
only a boost.
Reduce received stress by half
The hunter can spend the hunter point as soon as they receive physical or mental
stress from an attack, reducing the value by half (rounded down). For example,
if they received 4 physical or mental stress during an action scene, this will be re-
duced to 2.
Choosing their fate when an enemy removes them from
conflict
If an opponent causes enough stress on the hunter to remove them from conflict,
they can spend a hunter point to choose their fate, instead of letting the oppo-
nent themselves declare how they removed them from the scene. This can pre-
vent deaths, kidnappings, and other disastrous situations that would endanger
the hunter’s life.
Increase movement
The player can declare that they are spending the hunter point to increase their
movement in one extra zone in their current turn.

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Authority is Power
Obedience is wisdom
There is a world structured by secret organizations, occult societies, clandestine groups,
and furtive meetings, taking place behind the curtains of normality, constantly striving
to keep the dark things of the night hidden from mortal society — any revelation will
bring chaos, worsening what is already bad. Success is not always guaranteed in the
actions of these collectives of hunters, but agents of the night, commissioned hunters,
risk their lives for their own motivations; their lives and deaths will be anonymous and
erased from the collective existence, but that’s for a reason.
The main reason these groups exist is to ensure that a hunter’s actions and dis-
coveries don’t fall by the wayside, forming a database over decades (centuries in
some cases) that will help future generations continue to ensure that whatever
lurks in the night is stopped more quickly, with minimal collateral damage. The
other reason is to join forces between people with the same objectives, helping
each other in hunts and confrontations.
Just because these groups have enemies in common does not mean that they are
allies — in some cases they may even be adversaries. This will depend on whether
they agree with each other on the methodology used to investigate, hunt and neu-
tralize a threat. Some strive to do things within the law, or on the threshold of it,
while others are willing to go above and beyond to get what they want.
Some of these groups hold resources inherited from the fortunes of eccentric
scholars who have their own reasons for engaging in the hunts of the night, while
others may be on the edge of their grasp, with scarce resources, huddled together
like a pack of wolves lost in a forest of stone trees in violent and hungry nights.
However, at any point in the game, a hunter can try to call on their support group,
be they an independent pack or an influential patron.

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Receiving Help
During an investigation, hunters can ask their patrons for help, who will re-
spond according to the size of the problem and availability of resources. Some
groups can be more demanding than others about providing assistance, taking
into account whether the hunters’ request aligns with the organization’s goals,
supporting the progress of the current mission, or even how valuable the hunt-
ers are to the institution.
To represent that and the patron available, the player then takes 4fd and rolls them
on a no skill roll and must have at least Mediocre +0 to gain access to the group
sheet (see below). The hunter can invoke character or situation aspects or boosts to
improve this result, but cannot add the value of any skill or activate a stunt that is
not directly relevant to their relationship with the patron (one can create a stunt that
provides +2 when asking for help from the institution, for example).
Any negative result (Poor -1, Terrible -2 and so on) means that the patron has
no way to help the hunters at the moment, either because they are inaccessible
or perhaps in as great a danger as the characters themselves. Hunters can choose
to succeed at low cost (if the result is Poor -1 or Terrible -2) or at high cost (if the
result is -3 or -4). In these cases, they may owe the patron an extra favor by fraying
an irreplaceable asset or causing considerable damage to the organization resource.
The group can discuss other interesting costs according to the situation the hunt-
ers are living in and their relationship with the members of the fraternity.
Getting a result of Mediocre +0 or Average +1 grants hunters access to the or-
ganization’s sheet, with a free invocation of any of their aspects. A result of +2
provides two free invocations. From now on, they can use the patron’s resources
(aspects, skills, and stunts), which will promptly respond to their requests, but
they will be able to demand explanations, or even leave the hunters in debt, if they
judge that they have used the institution’s goods imprudently.

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Aid situations
Having access to the organization’s sheet, hunters can invoke their aspects, roll us-
ing their skills, or activate their stunts. Nothing prevents them from opting to use
the resources of their own character sheet, but roll by Contacts can have different
meanings. An organization will have access to a large network of people and influ-
ence groups, with a greater chance of getting more accurate information, even if
the hunter’s Contacts value is higher (players may have a good chance of getting
information from their contacts, but this knowledge will be more limited than if
they resort to the few, but more efficient, contacts of the patron). For example, a
hunter’s personal contacts might uncover a creature’s tracks while a patron might
give in-depth details about its type, attack methods, and extra clues, from their
database or other hunter circle that already has contact with such a monster.
Patron help, however, can come in many forms. Rolls of Academics or In-
vestigation can place hunters inside the special ward for prohibited books of an
exclusive library, while Burglary can allow them to enter or leave a high security
location. Athletics, Deceive, Fight, or Shoot can assist during skirmishes, with
agents that attack or distract, providing cover for characters. Contacts is versatile,
ranging from getting information or talking to the right people to getting hunters
out of jail when they are framed for their actions.
Crafts can help characters create their own exotic gear (see the World of Strange-
ness for more ideas) or Resources to get the right tool for their next move, ranging
from cars (the GM may require patron’s Drive rolls, in this case), accessories or
armaments. Empathy or Rapport might have the organization send diplomats to
mediate social situations, or Provoke might give hunters a place, and tools, suit-
able for interrogation. Lore provides hunters with specialized knowledge about
the supernatural, magic, and perhaps even monsters knowledge, at the discretion
of the GM who decides what makes up the institution’s database.
Notice rolls mean that the patron is using their resources to gain access to satellites,
surveillance camera systems, spies, and secret agents who are their eyes and ears during
the mission, passing all relevant details to the hunters. Physique and Will can represent
drugs that increase the physical and mental disposition of hunters, and so on.
The GM must judge each situation and try to find a way to fit it in one of the
regular skills. As a last resort, in order not to make things unnecessarily compli-
cated, the group can consider creating new exclusive-use skills on patron sheets.
Their stunts, likewise, must represent the collective benefit of being part of the
group in question, but must primarily serve the interests and goal achievements
of the organization and not the hunters themselves (unless, perhaps, they are the
CEOs of the institution).

Patrons and Organizations


These institutions use the Extras rules, page 269 of the Fate Core, to make the
experience deeper. This means that if the GM chooses to use one of these groups
in their stories, it will be an important part of the plot — whether they’re good
guys, bad guys, or something blurry in between.
Use this as an inspiration to create your organizations with its own goals and
means of reaching them. The GM should only reveal information about the or-
ganization that is pertinent to their interest to the hunters. Some institutions can
hide, mask, or even lie about their real purpose when it comes to their goals and
actions. Morality and ethics are murky waters for some companies, where you

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can’t see clearly what’s really going on, until it’s too late. It’s up to the players to
judge how their hunters feel when (and if) they discover that things are different
from what they were presented with.
This could mean that the GM will write aspects, skills, or stunts that the players
won’t know about, but may discover as the story progresses, when plot situations cause
them to bump into the truth, or if the organization itself needs to reveal its secrets for
the benefit of achieving their goals. The GM must keep this information in their secret
notes, and not in the organization sheet that they will hand out to the players

The Immortals’ Circle


The Immortals’ Circle is an organization that recruits specialists in the occult
of the most varied professions in order to assemble elite cells in the hunt for
the creatures of the night, which they classify as The Outsiders. Its main ob-
jective is to neutralize monstrous threats with minimal collateral damage to
mortal society. They are not really immortal in body, but in memory, with a
database of information, rites, and occult knowledge going back to the Dark
Ages (that’s when their earliest activities are recorded in print); but many
Circle scholars believe they are an even older group. There are debates about
how the Circle solidified Christianity as a philosophical pillar of the world
religion, creating an elaborate fantasy on top of sacred writings to alienate
society from the Truth of the Universe (its internal philosophical doctrine),
to prevent society from collapsing around itself.
Permission: It is part of the setting and hunters must be invited to join
the Circle.
Cost: Replace or rewrite one of the character aspects with one from the Circle
or that otherwise represents the hunter’s devotion and loyalty to the group.
Aspects
Millennial secret society; Conservative and strict; The great-
est specialists in the occult; Immortals of memory; The Truth
of the Universe is the law.
Skills
Great +4: Lore and Resources
Good +3: Academics and Contacts
Fair +2: Investigate and Notice
Stunts
Contact Network: Because we are a worldwide secret society, we get
+2 when using Contacts to create an advantage when dealing with
occult knowledge of a local culture.
Eyes on Every Corner: Because we are a worldwide secret society, we
get +2 when we use Notice to overcome when we are trying to mislead
someone from our tail.
Precious Resources: Because we are a worldwide secret society, one
of our hunters gets +2 when using Shoot to attack using our special
weapons when facing a flying creature of the night that is in the
adjacent zone.
.

Fate plus 29 MONTER HUNTER

MJ Barjoc (Order #39761202)


Chao’s Orderers
A secret organization guided by intelligence offices that imposes itself on
every other authority, serving its own agenda. It spread around the world
through international alliances, and its objective is to contain and study su-
pernatural phenomena and the beings related to them. It strives to manip-
ulate society’s creative freedom and free will through information control,
forcing humanity to adhere to and accept its scientific point of view on all
things, in pursuit of disguising the existence of extraordinary events. It is
not attached to superstitious methods and beliefs, but to facts that can be
measured through science and a field of study that the members created and
called The Variant Algorithm. The organization aims to measure and classi-
fy supernatural phenomena in an attempt to understand and control these
manifestations. Their goals and methods are not clear, like a double-edged
sword, and many may feel that they do more harm than good — which is
often just focused on meeting the needs of the organization itself.
Permission: It’s part of the setting and the hunters are tested without even
knowing that (if approved, they are contacted, if not, they can be prosecuted
for knowing too much).
Costs: Replace or rewrite one of the character aspects with one from the
Chao’s Orderers and erase all characteristics (aspects, skills, stunts, etc.) that
publicly represent any kind of religious or superstitious belief.
Aspects
Secret organization; Cunning manipulators; We do not obey
authorities; Experts of the Variant Algorithm; Belief and the
supernatural are fantasies of the human mind.
Skills
Great +4: Academics and Lore
Good +3: Deceive and Fight
Fair +2: Contacts and Shoot
Stunts
Exotic Sciences: Because we are a secret organization guided by intel-
ligence offices, we can use Academics instead of Investigate to create
an advantage when dealing with supernatural events.
Supernatural Knowledge: Because we are a secret organization guid-
ed by intelligence offices, we get +2 to Lore to overcome a situation
aspect when dealing with supernatural events.
Especial Contact: Because we are a secret organization guided by in-
telligence offices, we can once per scene succeed in a create an advan-
tage roll of Contacts as if we had reached 2 shifts.

Fate plus 30 MONTER HUNTER

MJ Barjoc (Order #39761202)


MJ Barjoc (Order #39761202)
World of
Strangeness
Curses, strange science, and powers
In a world filled with supernatural things, it is not strange to come across the most di-
verse discoveries within human capabilities and beyond. Sorcerers who cast curses, sci-
entists in clandestine laboratories, or extraordinary abilities originating from the depths
of the brain or occult powers are not just tools for monsters, but for hunters too.

Strange Science
Steaming alchemical flasks, shelves filled with forbidden books, and experiment
benches fill inventors’ laboratories. These people, or beings, focus their efforts on cre-
ating new devices, solutions, or inventions from scratch that are capable of stupendous
(or monstrous) wonders.
When we talk about an NPC, ally or opponent of the hunters, they can create what-
ever is convenient for the story to continue working, within a dramatically appropriate
time frame. Getting the ingredients or tools for their allies to craft exotic items can
be the subject of an adventure if the hunters need the invention to be made to over-
come a challenge or face off against a creature, for example. For intelligent monsters,
the search for those necessary props for their next creation can be the reason for their
heinous actions — people need to be sacrificed, or parts of the world destroyed, to get
the raw materials or energy needed to build whatever the creature wants (and that’s
where hunters come in to try to save the day).
After getting the necessary items for the great invention, there will still be produc-
tion time for it. In cases of scientist PCs, the GM will require a roll (perhaps more suit-
able action is create an advantage of Crafts) for artifact production only if time is short,
such as when they require such an item to prevent the villain from making the next
move in their macabre plan. Perhaps the GM can create a villainous reprisal invasion
scene as the hunters try to defend the scientist PC whose player desperately throws
dice to finish off the device before the creature’s henchmen get their hands on it.
In the case of a monster NPC who has just managed to collect props to create a new
invention, the consequences of such an act begin to show for the PCs. Earthquakes,
rampant mass behavior, climate change, major heists, or widespread panic show them
that the creature managed to do what was needed to bring out their coveted item and
now the effects of it already affect reality; the hunters need to act. The story could be
about the hunters following clues, facing obstacles and opponents to finally find the
monster in possession of their new toy. Will they arrive in time to prevent the invention
from reaching 100% of its full strength or will they face the creature with full power?
These props can take the form of an exotic mechanism, such as a machine that
makes spirit creatures visible, or even imprisons them; cybernetic implants (see Fate
Plus Cyberpunk for many ideas like this one); wacky weapons; or any other out-of-
the-box idea. The artifact can be written as an aspect, stunt, or extra. It could have its
own sheet, or it can simply follow none of these rules and have its characteristics uni-
form, creating effects freely. Notice how some of the examples below can make a bad
impression on hunters, if they discover artifacts of such power in the hands of those
who apparently fight on the “side of good”.

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Quantum Timer
Permission: Build or find the exoskeleton during gameplay.
Cost: Crafts to handle equipment.
This mechanical device is shaped like a pyramid that fits in the palm of one
hand. It requires several hundred tiny mechanical parts made of gold, so
small that their details are imperceptible to the naked eye. The pieces are
assembled around a 1-carat diamond that is in the center of the device, and
the entire structure is protected by small movable tungsten plates.
When activated, the center of the pyramid emits a multicolored glow, with
the floating diamond spinning faster and faster until reaching hundreds of
thousands of kilometers per second in about 1 minute after the device is
turned on. The zone where the device is located now has the situation as-
pect Quantum time bubble with a free invocation that can be used by
anyone in the zone. This situation aspect can mean many things: time can re-
wind back to the past, fast-forward to the future, or freeze completely. Time
control is done through small valves around the entire piece and requires a
Crafts roll against Great +4 for the user to be able to manipulate time in the
affected zone in any way they wish — the GM determines whether it is a
create an advantage or overcome according to the user’s objective.
The quantum timer can only be turned off with a Crafts overcome roll
against Legendary +8 or if the device takes 10 shifts of physical stress in a sin-
gle hit. When this happens, the diamond in the center turns to dust (a new
diamond is necessary to reactivate the device). The larger the diamond in the
center of the device, the larger the area that the bubble affects, ranging from
a few zones (with 2 carats) to a neighborhood (3 carats) or even a country or
the entire world (5 or more carats).
Assembling a device like this takes a lot of expensive noble metal parts,
diamonds, and specialized tools and knowledge — if the hunters are after
something like this, the GM should put them through some story arcs to get
it (and maybe they’ll owe some favors or need to commit crimes to obtain it).
Assembling the device requires an overcome roll of Notice against Great +4
and another roll of Create an advantage from Crafts against Superb +5 over
weeks (regular success) or days (success with style). Failing one of the two
rolls restarts the process, but does not destroy the raw material.

MJ Barjoc (Order #39761202)


Atomic Disintegrator
Permission: Build or find the weapon during gameplay.
Cost: None. If the person who built it wishes to, an aspect slot can be
used so the weapon can only be activated when it recognizes the user’s
DNA (thus, no one but them can use the weapon unless they find a way to
overcome this aspect).
This weapon is a rifle of radioactive capsules that are consumed to hurl bolts
like flashing lightning. The user makes a Shoot attack roll up to three zones
away. A number of targets equal to the shooter’s Shoot level roll Athletics or
Physique defense. If the targets fail the defense, and are minor NPCs, they
are instantly defeated. If the targets fail the defense, and are PCs or major
NPCs, the weapon always causes a severe consequence per shot. It only holds
one round of ammunition (that costs billions of dollars in raw material and
laboratory structure to produce). The projectile is like a glass bottle with
electronic details the size of a forearm, filled with one millionth of a gram of
antimatter. This weapon disintegrates matter with its fire, leaving only a void
of darkness where it strikes. The character must find a magical or mechanical
means to cure this severe consequence (such as installing an implant in the
disintegrated limb). If there are ways to resurrect people, it’s up to the group
whether or not it’s possible to bring back to life a target that’s been knocked
out of conflict by this weapon (they’ve been blasted out of existence).
It takes the character action and movement to reload the weapon (if they are
able to produce more than one projectile), as the ammunition is large, heavy,
and the weapon is complex. Obtaining raw materials and laboratory structure
should be the subject of an entire story and will likely have legal consequences.
To assemble the weapon or ammunition requires an overcome roll of Ath-
letics, Crafts, Notice, and Physique against varying difficulties ranging from +3
to +5. Failing one of the rolls restarts the process, destroys part of the raw ma-
terial and the craftsman receives the mild consequence Radiation burn.

MJ Barjoc (Order #39761202)


Exoskeleton Destroyer
Permission: Build or find the exoskeleton during gameplay.
Cost: Crafts for maneuvering and maintaining equipment.
This exoskeleton doubles the wearer’s height and width with sturdy metal
plates forming a combat armor. In the central capsule, where the controller
remains seated, there are the control panels, so that they can move and act
(in a highly technological scenario, the commands can be mental, the user
immersed in a trance in a sensorial shell inside the exoskeleton).
The exoskeleton has its own protection from physical stress, with 4 boxes,
a mild and a moderate consequence. Additionally, once per conflict (or at
the cost of a fate point), the user can move an extra zone in any direction, ac-
tivating thrusters scattered around the mecha’s body. In its arms and shoul-
ders there are weapons that the user can activate using Shoot to attack up to
3 zones away. If it hits the target, the attack causes +2 physical stress.
Building an exoskeleton like this can take weeks of work with Athletics,
Crafts, Notice, and Physique rolls against varying difficulties ranging from
+3 to +5.

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MJ Barjoc (Order #39761202)


Accelerating the process
If the GM and the party want to create inventions quickly, without requir-
ing the PCs to go through long stories to get the necessary raw materials and
tools, the GM may require, once per session or per arc, rolls of Burglary,
Contacts, Deceive, Resource, etc. This determines if hunters get what they
need in a reasonable amount of time, without drawing attention to them-
selves or making opponents in the process. Success with a cost means that
there will be consequences for their actions to get what they wanted — who
or what that consequence will be will depend on the skill used and the con-
text of the story (cops and government on their tails, gangs, and mafia who
want to collect the “price due”, villains who want to steal the resources from
their hand, and so on).

Curses
Curses are supernatural effects as a price for a condition. A curse can be attached
to a person, object, or place and can be passed down from generation to gener-
ation, or forced upon a target. In general, it is something unwanted, but there
may be cases of corrupted heart individuals who seek a curse, willing to sacrifice
themselves and everything they love for it.
This damned condition is usually not something that belongs to mortals, but
rather to powerful spirit entities. Those who bargain with these beings (warlocks,
sorcerers, shamans, etc.), however, serve as a bridge to the material plane for these
creatures to be able to unleash their misfortunes upon the earth.
A curse may be traditional, like the vampire’s blood that carries great power
(but they are eternally cursed to murder by bloodlust and live in the shadows of
night, the scum of the underworld); Or more exotic and personal, created exclu-
sively for a specific target according to their actions or the desire of the one who
plagues the person or place. A manor can give life to the thoughts or lock up the
spirits of those who die within its territory, while one can be cursed to see visions
of death from anyone they look directly in the eye. The reason for being cursed
could be from displeasing someone capable of casting such an effect on the target,
to invading a profane or sacred place, or possessing an impious artifact.
The origin of a curse itself must be something deep in the plot and not just a
fluke — this is too powerful a story element to be treated as just another detail.
An entire story, or even an arc, may be needed for hunters to understand, control,
stabilize, and treat the curse; and even so, they may have to deal with the conse-
quences of what this misfortune has left in their lives.
The reverse is also true: blessings can exist as antagonists of curses, with holy people
acting as intermediaries for benign entities who wish to bless a person, place, or item,
whether to grant special powers, protect against misfortunes and curses, or cure con-
ditions. Sometimes this is represented simply by a holy place, a haven of protection,
where hunters will feel safe or even able to escape severe spiritual conditions.
The GM can use the curses below in opportune situations, in favor or against
the hunters, in moments where the story can take new directions, as perhaps they
need to divert their attention to convince someone to help them, whether to curse
something or someone or cure an inconvenient that has been cursed, or seek bless-
ings throughout the story.

Fate plus 36 MONTER HUNTER

MJ Barjoc (Order #39761202)


MJ Barjoc (Order #39761202)
The Seal of Destruction
This curse is a pact with death itself that will haunt those who kill within the
sealed territory. Sorcerers, warlocks, and shamans seal their holy places and
residences with this curse, but they are also called upon by influential people
to protect their homes and places of trust.
How it transmits: A place is sealed through a ritual, where words writ-
ten in an ancient language say “Death will pursue those who desecrate this
ground with wise blood.” If someone hurts or kills someone inside the
ground, they will become cursed.
Curse: If something bad is about to happen, it will happen to the cursed
one. If the GM needs to randomly decide who is affected by a negative event
or situation, it will always be the one who carries this curse.
Cure: The cursed must grant a wish from the owner of the place where
the misfortune lies, as long as the wish does not include a direct action of sui-
cide or murder. For example, they cannot ask the cursed to jump off a cliff or
kill someone else, but the cursed might have to climb down cliffs, or maybe
they will have to kill some people who cross their path to complete the wish,
although they might try to negotiate with them and not use violence to do
so — as in the case of getting rid of henchmen protecting a relic that the
owner might want).

MJ Barjoc (Order #39761202)


Jewel of Hidden Power
This gem is in a necklace, bracelet, or ring that makes the object ghostly
and intangible.
How it transmits: Someone cursed who died wearing the gem can take
it off and place it on a living target, either during a conflict (with a create an
advantage action against Athletics or Physique defense), or when the target
is sleeping or unable to defend.
Curse: When the cursed one kills a human or wise target and is wearing
the jewel, it absorbs their spirit, making the wielder more powerful. The first
time this happens, the user gains a new stunt that must be related to the spir-
it that was absorbed (if the target had a character sheet, the user can simply
copy one of the target’s stunts). However, the user will have to change one of
their character aspects other than the trouble or high concept to something
supernatural or hideous (for example, they grow horns or scales, or their eyes
become like those of a snake, etc).
The second time this happens, the user of the object gets 1 refresh, but
must change their trouble to something supernatural or hideous (for exam-
ple, they become hungry for blood or thirsty raw organs, etc). The third time
this happens, the user unlocks their Superb +5 skill slot, but must change
their high concept to something supernatural or hideous (for example, they
turn to stone if touched by sunlight, they can only enter a place if invited by
the owner, etc).
Healing: The object bearing the jewel is intangible, but can be touched:
by its creator (whether a living creature or a spirit); by the spiritual entity
that originally placed the object on the target; or by an evil spiritual entity
that willingly wants to remove the object of the cursed one’s body. Any of
these beings can try to remove the object against the targets’ will. When the
gem is removed, if the wearer killed someone while wearing it, all aspects that
changed when the wearer killed someone revert to normal, and they receive
a mild mental consequence.

Cursed Word
This curse is invoked against a target by a servant of evil entities that begin
to jinx the target.
How it transmits: Before their last breath, a sorcerer can sell their spirit
as a bargain to evil spirit entities in exchange for the power to curse some-
one’s life. They utter the words “The omen of death will follow you”.
Curse: The cursed target only gets +1 or can only reroll two fate dice in-
stead of four when invoking any aspect. Furthermore, the target cannot use
free invocations whether they are created by themselves or by others.
Cure: The curse is cured if the target encounters and destroys the spirit of
the person that set the curse, or if the target fills all of its physical stress and
consequences boxes with blows from a cold iron weapon.

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MJ Barjoc (Order #39761202)


Extraordinary Powers
The fabric of the universe is teeming with mystical energy invisible to mortal sens-
es; the mind holds deep secrets capable of spilling over into supernatural abilities;
the body can be exploited beyond its natural capacity. The origin of these extraor-
dinary abilities might be: incomprehensible, when dealing with powers that origi-
nate from the spiritual plane, as a being that grants talents to a servant; unknown,
when everything happens mysteriously and someone comes up with incredible
capabilities, as if from an alien source; or concrete, in cases where an experiment
or scientific accident causes side effects.
Hunters or NPCs may be able to use supernatural abilities, but everything
will come at a price; this is the balance that the universe creates. For each type of
extraordinary ability the group decides to include in the game, the GM should
think of ways to create opposing tradeoffs for those abilities in a way that deep-
ens the plot.
In the case of hunters, sorcerers may have a bad reputation in society or the
underworld, while psychics are haunted by nightmares and dire premonitions be-
cause of the overload of their minds. Someone who has gone through a scientific
experiment may carry physical or emotional trauma, while others who have had
fourth-degree contacts with entities from other planes may experience time lapses
or altered perception of space. These are just a few thoughts on how a power can
also carry a negative trait, almost like a troubled aspect rooted in the ability’s ori-
gin, providing great invoke and compel opportunities, even if there isn’t an aspect
literally written down (it’s implied by the situation).
In the case of NPCs, the negative consequences of their powers will almost al-
ways be the reasons hunters need to find and stop them from acting further. Psy-
chic resonance that makes people sick; scientific experiments that made them lose
touch with reality; abduction that gave them a new negative and distorted view of
mortals; and so on.
These special talents can be written as aspects or stunts, to make things more ag-
ile, allowing the GM or player to write several of them to achieve versatility with-
out too much complexity, or as extras, in the specific cases where the GM or the
player want to focus on the drama in its unusual competence.
Ancestral Sorcerer of the Hell Pact
This should be a character aspect on the character or NPC sheet, requiring the
GM or player to think, briefly, about how this power got into their blood (is it
hereditary or did they have to sell something valuable to an entity from another
plane to gain such force?). This is a freeform way of using magic: the player de-
scribes what effect they want to cause, the GM determines the execution time and
whether to perform gestures, songs, and material sacrifices to do so, and if a roll of
some action with a skill (usually Lore) is needed.
Invoke: Can be invoked in rolls of create an advantage or overcome of lore to
cause supernatural effects. The difficulty is defined by the GM according to the
requirement of the spell to be performed.
Compel: Can be compelled in situations where being a sorcerer is inconve-
nient, such as among prejudiced mortals, in the underworld where the type of sor-
cery used is seen as something negative, or by beings who covet the power of the
user’s blood. It can also be compelled to cause an effect other than the desired one.

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MJ Barjoc (Order #39761202)


Sensitive Touch
This stunt allows the hunter to use Lore to create an advantage against +2 when
touching an object or place (such as the walls or ground) or in a contest against a
target’s Will defense, if they are trying to resist. If successful, the stunt holder dis-
covers a situation or character aspect (other than high concept or trouble) of the
target with a free invocation, even if there is no evidence that it exists. The stunt
wielder discovers information through visions, premonitions, trances, dreams,
etc., when the roll is made.

Extra: The Force Awakens


This is one of many ways to manipulate the unseen magical fabric of the
universe. The GM and party can extend this concept to other powers like
Nonlinear Time (a skill capable of doing discrete manipulations in time),
Divisible Space (to manipulate the existence of space), Life Handle (to create
or change lifeforms), and so on.
Permission: None. Anyone can awaken one of the manipulative powers of
existence.
Cost: Aspect slots, and skills.
o Overcome: Use The Force to manipulate mind energy and move ob-
stacles around you.
c Create an Advantage: Use The Force to create aspects, or get free
invocations, using your mind’s internal energy to put you in advan-
tage, like bringing your weapon to your hand, disturbing the oppo-
nent or even discovering aspects that represent someone’s superficial
thoughts in the same zone as you.
a Attack: You can use Lore to mentally attack a target that is in the
same zone or adjacent to you.
d Defend: You can use Lore to defend against mental attacks and cre-
ate an advantage made against you.

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Obstacles on the
Path
Rules to cause tension
Monster Hunter is not necessarily a horror theme, but there can be tension in the
investigation of mysteries and encounters with creatures. This does not mean that
the hunters will be frightened in a way that leaves them incapacitated, running
away in fear. Characters in Fate are exceptional people; hunters know what they
are dealing with. However, facing staggering, disproportionate danger, or staring
death in the eye, can shake, even slightly, the most courageous individuals.

Scary Scenes
It’s not about finding a mutilated body, seeing a strange reflection, or other kinds
of fears that affect ordinary people — hunters are more than that. Only when
hunters are surrounded by tension (and they can see how quickly things can go
against them, losing control of the situation to something disastrous) that they
can feel a hint of fear take over their body and mind; at those times, the heart can
speed up and a tremor of despair runs through their body.
Even the bravest among the hunters can shake when unexpectedly encounter-
ing a creature or when they are outnumbered; if the monster turns out to be com-
pletely different from what they expected; or when facing really terrifying scenes
(such as a vampire’s lair with all the walls covered with the viscera of their victims).
If there is a creature involved in the situation, the GM immediately rolls to cre-
ate an advantage, using the most appropriate skill or approach (usually the one
the monster uses to attack physically or mentally). For example, in Fate Fantas-
tic Creatures, this action would be Horrible for many creatures, but it could be
Violent, for beings that frighten because of their ferocity. Everyone who sees the
creature must roll defense from Will, or they are Shaken by fear and the crea-
ture and its allies have a free invocation (two if it succeeds with style).
If there is no creature in the situation and the hunters are dealing with a grim
scene, the GM rolls Shaken by fear +2 against everyone who witnesses the mis-
fortune. This is a situation aspect that becomes a skill, as in Fate Toolkit, p. 26,
Aspect Only. Everyone witnessing the situation must roll defend from Will, or get
the shifts into mental stress — the GM judges whether creating the situation as-
pect Shaken by fear with free invocations for possible enemies is more interest-
ing than causing mental stress.
The situation aspect or mental stress shifts represent the initial impact that the
situation has on the hunters. But this shouldn’t limit them in any other way than
the traditional one: opponents can invoke this aspect against them, the GM or the
players themselves can think of ways to compel it. Characters will still be active,
not whining cowards.

Fate plus 42 MONTER HUNTER

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MJ Barjoc (Order #39761202)
Scary Atmosphere
In addition to using aspects to affect hunters, the GM can use their own
scene descriptions to send chills through the players. When describing a
scene, don’t simply say, “You walk through the door to find the vampire’s lair,
a dimly lit place with scattered furniture where a body rises from a coffin in
the center of the room.”
Instead, use the hunters’ senses to flesh out the scene’s vivid detail “As
you walk through the door, a putrid stench fills your lungs from the sprawled
bodies of the creature’s latest victims, causing you to retch. An icy cold wind
runs through your skin, causing chills, even though there is no draft, and the
demonic bulk of a beast looms, with shining red eyes, glaring in the shadows
moving towards you.”
Use the players’ imagination against them, but be sure not to describe
things in a way that safely crosses the players’ comfort thresholds set during
session zero or in the first conversation before the game starts.

Time Tightens
In a hunt, the clock is always ticking; a sense of urgency is a key element to a
tense scene. Even though the story is just about finding and killing a monster,
focusing more on the conflict than the investigation, the hunters have to feel that
things could get worse soon, otherwise they might just want to take a leisurely
walk around, one step at a time towards the solution. Show them that the story is
not a relaxing stroll, but a frantic race.
Maybe what’s at stake is something that literally demands time, like a clock de-
vice, but there are lots of interesting ways to imply time in a situation. People
cursed by demons who die exactly seven days after hearing the creature’s voice;
a virus that turns someone into a zombie in about three or four days; a magical
condition that makes someone invalid when the night comes (like becoming pet-
rified, turning into some kind of creature, etc.).
In other cases, how much time hunters have may not be very clear. When will
the creature get hungry and attack again? A serial killer monster that performs
experiments to reproduce its own kind may need new victims at variable intervals.
In any case, the GM should write some squares on a piece of paper that repre-
sent the time stress. If the hunters know exactly how much time they have before
something disastrous happens, this paper will be at the center of the table, in plain
sight. If time is uncertain, and they have no way of knowing when the monster’s
next move will be or when things might turn worse in some way, the GM should
keep the time stress a secret.
Each square represents a variable amount of time, depending on the urgency of
the situation. If they represent the creature’s next move, perhaps showing its hun-
ger or the execution of evil plans, the GM may use three squares, with each square
being a scene. This format is ideal for one-shot adventures; hunters will have three
cutscenes to figure out what’s going on and resolve the situation. These scenes can
be divided as follows: one for investigation, one for deduction and puzzle solu-
tion, and one last for the final conflict (but the GM can come up with different
ideas). If Hunters finish a scene without solving the proposed situation, it means
that they will be running out of time to solve the next (maybe they need to divide

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the party, one group trying to solve what they couldn’t in the first scene, while the
other advances to the second scene doing their best to resolve the situation).
If the GM prefers, they can create a situation aspect for each scene that needs
to be resolved in some way to be overcome, presenting the players with what they
need to get to the next scene quickly.
In the first scene, GM Aline devises the situation aspect Monstrous mur-
ders in the forest and the hunters need to discover the suspect’s tracks
before the next attack (event that starts the second scene). In the first
scene, the group begins to investigate the tracks in the forest and marks
on the bodies, talking to witnesses and friends of one of the victims. How-
ever, they start walking in circles, repeating the same steps or taking
time to solve the puzzle that would put them in the path of a suspect.
After some game time, Aline ticks the first box and declares that there
is now a second situation aspect called New disappearances and that
two more people have not been seen for some time. The group can strain
their minds to try to resolve this second aspect, or split the group so that
some of the hunters continue investigating the Monstrous murders in
the forest (in order to find a suspect), while another part of the group
tries to overcome the New disappearances because there is a chance
that the creature will give its final blow and disappear forever, or strike in
a way that causes a catastrophe like no other in the final scene.
If, on the other hand, the counting of time needs to happen within a single
scene, each square represents an exchange — for example, as in the case of a victim
trapped in a car about to fall off a cliff. When the first character acts in the first
round, time starts ticking — when everyone acts and the turn goes back to the first
character again, the GM ticks the first box.
For this situation, it is more suitable to create a time stress of five boxes (maybe more,
depending on the situation), giving the hunters some time to assess the situation and
perhaps split the group to control the crisis. The GM must make sure that more than
one thing is happening at the same time, to cause the feeling of impending crisis.
The hunters chase the creature, a carnivorous human lizard, across one
of the city’s bridges, whereupon the creature causes a serious accident
with several vehicles, leaving one of them about to fall over the precipice
below. The group needs to manage the situation so that the disaster does
not get out of control. They will have to evacuate the place while facing
the creature, and will have five exchanges to save the people trapped in
the car before they plummet to certain death.
Which and how many rolls are needed to resolve the situation will depend on
each case, but the GM can set 3 successes against Fair +2 as a default difficulty.
In the above car situation, maybe the following skills will be needed: Physique to
hold the car, Empathy to calm people down, Academics to perform first aid on
someone injured inside the vehicle, Crafts to know how to efficiently disassemble
or tear off the car doors, and so on. As long as they achieve the number of success-
es needed to solve the problem, the time stress line is completely erased, and they
can turn their attention to the other problems going on around them.

Mysterious Situation
Aspects
In an investigation story, revealing supernatural mysteries too soon could break the
mood of the game. The unknown must become a long-term fear, an anxiety that
something is about to happen at any moment and players need to act fast. This

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could lead them to move quickly towards climax, become overconfident because
they think they know too much, be sloppy about their movements, and so on.
The GM must create one of the issues, scenarios, or game aspects as a secret,
rather than revealing it to the players. This aspect is connected to the heart of the
mystery and is something related to the creature. Pack of werewolves ad-
vances in the forest or Restless spirit creature can leave clues, in each
scene, of what could really be happening. The GM will also find interesting situ-
ations where they can compel these aspects, even if the hunters don’t understand
what’s going on. For example, an NPC in an investigative scene might become
possessed by a Restless spirit creature and attack hunters or use the posses-
sion as a tool to erase the tracks left behind. The GM always gives the players a fate
point when this happens, because things get a little worse, but they can’t pay a fate
point to avoid the compel, as they haven’t discovered the aspect yet.
In one of the scenes, the GM should include one or more situations where
the hunters are able to discover the mysterious situation aspect, usually through
problem-solving, and successfully create advantage rolls. After discovering this
aspect, players can then use fate points to resist future compels imposed by the
GM — nevertheless, they still need to explain how their hunter reverses the sit-
uation to do so.
If the hunters find out what’s really going on too early in the story and decide
to move to the climax, searching the creature and its henchmen, they might face
the plot twist of discovering that they might not be ready to face the situation yet,
or have only partial information about the monster and its plans, moves, and re-
sources. The creature is, perhaps, stronger than they expect, has many henchmen,
and that attacking so rashly may not be the best move. To cover up this early dis-
covery of what is really going on, the GM can add depth to the plot, adding new
details but not creating subplots. For example, the hunters discover that a necro-
mancer is behind the last events, and they know where his lair is, but he is creating
undead creatures throughout the city and the hunters need to control the situa-
tion. Another example: they discover that the mayor is an ancient vampire, but
she has power and influence and is making blood slaves using the most important
people in town, like the sheriff or even someone close to the characters, and so on.
If they start to get sloppy because of their confidence in thinking they know
too much, the GM can compel the mystery aspect and expose them to the villains,
or the creature itself might plan an exposure situation and lie about the hunters.
They will need to dedicate time and resources to resolve the situation, explain-
ing themselves or fleeing authorities, victims who seek revenge thinking they are
guilty, etc. Exposing hunters, spreading lies about them, is one of the opponents’
efficient weapons to buy time to escape or carry out the next step of their plans.

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Hunters on Target
If hunters draw real attention to themselves through their actions or if they hit
someone really important (sometimes as a mistake by misinterpreting the clues),
they can become the hunted. This will usually happen if the creature has enough
intelligence and resources to threaten the hunters, their loved ones, and posses-
sions. Typically, monsters with status are capable of this without much difficulty,
setting slaves on their tails, invading their homes, interrupting their investigations
with violent actions, or turning the authorities and society against them.
Something like this can happen at the conclusion of a scene, probably when the
hunters were about to discover the mystery situation aspect or something signifi-
cant related to the creature, and it makes a counterattack to corner and delay the
group’s efforts. The GM can create situations aspects to represent the situation,
such as The hunted hunters. Players will need to find ways to get out of this
during the next few scenes — while the monster executes the next steps of its plan.

What Really Matters


Monsters show no mercy and will do anything in their power to get what they
want. This means that if the hunters are too powerful for the creature and its
henchmen aren’t a significant threat to the characters, the monster will try to hit
them where it really hurts: their kin, friends, patrons, or possessions.
Kidnappings, attacks, and threats will be the most common, but they won’t
give advance notice: the hunters will receive the news that something important
to them has just suffered a casualty. The GM should offer the hunters a chance to
reverse the situation, such as kidnapping someone instead of killing them (unless,
perhaps, there is an illegal or unholy way of resurrection, which creates enough
ethical drama for new stories).
Likewise with the theft or destruction of property: they may lose their vehicle
or meeting place, but the information from their investigations may be safe if they
forewarn it. Weapons and equipment that are stolen can be recovered later. If the
situation turns to something awful, like losing something irreversibly, the GM
should include a suitable reward when the hunters manage to solve the case - re-
connaissance, redemption, riches, new labs, equipment, vehicles, allies, and so on.

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The Long Hunt
Structuring campaigns
Monsters have always existed, from the beginning of time to the present day. A
hunt may be over for a hunter, but there will always be someone fighting some-
thing in the dark corners of shadowy cities. Evil does not rest.

A Familiar World
Often, hunter stories take place in the modern world, which makes life easier for
the GM, as players will be familiar with the geography, politics, and situation of
the current setting. The GM will only need to think about the supernatural ele-
ments of the setting and find ways to present this through mysteries that slowly
reveal the truth of the world to the hunters.
In an initial conversation, the group defines what common elements they want,
as the players’ hunters will define some truths about the setting through their
character aspects. Each one of the participants can bring up some references from
books, comics, movies, or TV shows that they would like to live in the stories of
the game. “It’s like Hellblazer meets Supernatural” or “It’s like The Office meets
Buffy” are some statements that may come up to guide the GM regarding the
world and scenes they will build, and which characters the players will create.

Truths and Secrets


After understanding the mood of the setting, the GM should look at what the
players wrote about their hunters. Is one of them a vampire hunter? So this is go-
ing to be a story where blood hungry creatures lurk in the shadows of the streets.
One of them has lycanthrope blood and fights their curse? It seems that some
scenes will be stirred by howls on moonlit nights. Is there a witch hunter who has
a pact with demons to receive supernatural powers? Then there will also be spiri-
tual entities haunting and possessing humanity. If there is something that one or
more of the players doesn’t want to see in the story (“I expect a low magic scenario”,
“It would be cooler if there were secret societies”), this is the time to speak up, to align
the expectations of the other participants so everyone can invest resources such as
aspects, skills, and stunts for what really matters in the plot.

The Supernatural World


The GM will have some relevant information after the first conversation with the
players, in addition to what is written in their character sheets. Now it’s time to
create some surprises.
Hunter stories can be short and unconnected to a larger plot, as in a one-shot
where players don’t intend to play the same characters or even play in the same set-
ting anymore, or short stories intertwined, forming a campaign. Hunting a creature
can take multiple sessions, with the final conflict happening like the end of a season
on a TV show. The group can play the game as the “monster of the week”, each new
session bringing a new monster for the hunters to investigate and face it — they need
to resolve the situation, for they don’t know when they will encounter the same
creature again or what the consequences of a failed hunt will bring for future stories.

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What monsters are there
The players specify things they would or would not like to see, and in addition
to thinking about that, the GM should think about what is not said; they may
have stated they want to see ghosts and vampires and that they don’t like magic or
cybernetics, but they didn’t say anything about ghouls and zombies.
The GM can assume that all monsters from cultural legends exist (such as the
creature examples at the end of this zine or the Fate Fantastic Creatures), unless
the group says otherwise (they have to agree about what does and doesn’t exist
in the game). Of course, not all creatures will be acting at the same time; some of
them arise in different weeks, months or years, under specific conditions of the
seasons, astrological alignments or specific biological situations. Still, wherever
they go, hunters will stumble upon some local oddity (some locations may hold
enough oddities to plague generations).
This provides a huge catalog of creatures, from which the GM must gradually
select a new one. It’s easier to add new creatures to the story when needed than it
is to remove them when the monsters corner the hunters or their actions start to
get unbalanced, jeopardizing the pace of the plot.

The Society of the inhumans


The existence of multiple creatures may indicate that there are societies structured
in the shadows of humanity. Are the monsters unaware of each other’s existence;
or do they know but ignore the others, seeking their own interests and skinning
those who cross their path? Do some species of monsters group together to be
more efficient in achieving their goals? Monsters of different species create allianc-
es with each other in search of a common good?
Vampires and demons can walk side by side, and perhaps they seek to form new
alliances with spirits and necromancers, while fae operate alone, kidnapping mor-
tals to enslave them in their fey realm. In the dark of night, anomalous deformities
created by scientific experiments crawl unaware of the existence of other beings,
focusing only on their own hunger… or could something see these beings as a po-
tential weapon? The GM should just remember not to create subplots that make
the story too complex so the group is able to follow what’s happening — it’s more
interesting for a new monster to emerge with each new story than simply creating
an avalanche of events at once.

Mortal society
Among humans, some will become an obstacle that needs to be overcome, either
because they want to impede the advance of the hunters or because they are incon-
venient and are in the wrong (or right) place, at the wrong (or right) time.
Cultists
There are humanoid creatures that retain their appearance and consciousness, being
able, in some cases, to pass for humans. This is common among sorcerers, vampires,
necromancers, demons who possess people, and so on. They infiltrate society and
initiate their movements to gain followers, amplifying their strength and influence.
The groups formed by these cultists can be as simple as a gathering around a
small table, or as large as a corporation or various levels of command inside the
government or the military. The larger the group, the greater its influence in soci-
ety and power of attack and defense; but it is more difficult to control traitors and
prevent information leaks.

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Some groups prefer to limit the number of supernatural members of their fra-
ternity in order to draw less attention to themselves, which can create conflicts
between members of the same species of monster. Most creatures limit their num-
bers by demographics, having one of their kind in proportion to a specific number
of humans in a region. The leader of the group, or a council of leaders, usually
defines the rules for the entry or reproduction of new creatures, as well as when
they become too populous and a hunt against the new ones is necessary to control
their quantity in human society.
Mundane organizations
Government, military, media, and independent clusters are a few examples of
groups that may know absolutely nothing about the existence of the supernatural
and hound hunters for their actions. This happens especially if hunters draw at-
tention to themselves by breaking laws, affecting people (or monsters) influential
in society, and become public figures, known for their “weird job”.
If these groups know about supernatural events and monstrous creatures, they
may have goals that are antagonistic to the hunters, such as gathering informa-
tion about these beings at all costs, or simply removing the hunters from their
path because they know too much. In some cases, they may want to side with the
characters if they can help their goals in any way. That doesn’t mean they’re the
good guys, on the contrary: they may be using the hunters as tools just to dispose
of them right away.

Connecting Parts
Creatures, groups, societies, allies, minions, and everything in between, ally them-
selves through selfish motivations to achieve their goals. Their ideas may seem
noble, but their actions to conquer what they want will always be catastrophic
— and it’s up to the hunters to stop them from continuing to act like this (even if
the characters also have selfish reasons).
The GM doesn’t need to think too much about these details initially, as the
hunters don’t know what’s really going on. New ideas can be added whenever the
characters’ actions cause interesting twists — they’ve injured police officers while
fleeing a graveyard when they were hunting ghouls? Well, maybe the sheriff has
some relation with the ghouls, or he’s some kind of humanoid creature (a demon
who created ghouls to distract hunters from what’s really going on) and will now
keep an eye on their actions. The secret is to take notes on any idea, even if it seems
silly, and add it as the plot provides exciting loopholes for it.

Rising Threat
The GM should be aware of the ‘rising threat’ factor, an increasingly powerful en-
emy that appears as the previous one has been defeated by the hunters — they de-
stroy a monster and now face its former master, and the even older one after that,
and an even older and more powerful ancestral master, in a never-ending cycle.
Rather than just thinking about how powerful each enemy will be, the GM
should provide opportunities for hunters to become more famous or influential
(even if this only happens in the underworld of hunters and monsters), providing
more important and exotic quests instead of more powerful monsters. They may
have destroyed a powerful werewolf, but they will have to go through the dream
world to get a relic for their next hunt. Perhaps their next opponent is a fairy who

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has become a doppelgänger of the mayor (someone powerful and influential who
they can’t just shoot dead). Create a variety of challenges, focusing on other forms
of conflicts, challenges, and contests besides the physical ones.

Campaign Seeds
These ideas provide a summary of situations, places, and people that the GM can
use in combination with information from the hunters’ character sheets, creating
personal ties with the background to create depth in the story.

Perilous nights
Issues aspects: Supernatural gang warfare; Where is Thurva?; Pain
in the ass sheriff on everyone’s tail.
Two gangs are fighting over a territory that was once dominated by Thurva, an
angel reincarnated into a human, who declared her territory free of drugs and
violence, but who mysteriously disappeared after an apocalyptic dream. The first
group, the Night’s Claws, is led by a werewolf who controlled its wolf population
that is willing to create new werewolves to have more attack strength and win the
war and take over the neutral territory. The second group, the Persecutors, are just
humans and know nothing about the supernatural, but are armed to the teeth and
have infiltrated contacts in other neighborhoods and groups in the city. The local
sheriff is inclined to believe in the supernatural, and doesn’t know how to control
the situation and fears the worse.
Places and people of interest
Thurva (Millennial angel; I know the secret of all things) kept a small
building, a bookstore that also runs a coffee shop, called Flavors of the Other
World (Mystical bookshop; Building with angelic magical secrets).
It was also her home on the upper floors. Mystique (Half an angel; I know
more than I look), a human and angel half-breed, fragmented daughter of
Thurva, has closed the establishment and frantically investigates the disappear-
ance of her fragmented mother — in this setting, angels reproduce by cutting a
part of themselves and that fragment becomes a new angel through the centuries.
The Night’s Claws (Werewolf gang; Ambitious and fearless) are led by
a werewolf named Irontooth (Leader without mercy; No place for the
weak). It runs the Golden Kings (Casino front for organized crime; Se-
curity is never too much), a casino where local criminals meet, embezzlement
of money take place, drugs are traded, and so on. Irontooth wants to expand its
territory to dominate the Thurva neighborhood, taking advantage of her disap-
pearance and creating new werewolves. Boneclaw (Ancient wisdom; Commu-
nication is the path to peace) is an ancient werewolf who disagrees with
Irontooth’s way of acting, as it believes that Thurva is a powerful supernatural be-
ing (nobody knows, yet, that she is an angel) and that she will seek revenge if her
territory is invaded. Boneclaw has Irontooth’s respect only because there is a law
among them that the elders must become the leader’s advisors, like a king’s hand
(Irontooth is increasingly impatient with Boneclaw and there are internal con-
flicts that divide the pack, some siding with the leader and others with the sage).
Local sheriff Allan Balmore (Justice must prevail; Inclination to be-
lieve in the supernatural) was hot on the trail of the Persecutors (Gun
smugglers; Network all over the city), a local gun-smuggling group,

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when he stumbled upon information of the gang war that is about to break in a
contest for a new territory. He believes that the Nightclaws have something to do
with the supernatural, and that they are eyeing this new territory because it can
increase their inhuman power as well as broaden their influence.
Initial incidents
• People were turned into werewolves against their will and now look for ways
to revert the situation (getting in touch with hunters, for example).
• Mystique, the fractured daughter of Thurva, seeks the hunters’ help to find
her mother (she may or may not reveal that they are angels).
• Sheriff Allan Balmore searches the hunters for extra information about su-
pernatural events that could prove there is an underworld war going on in
his territory.

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Time of surrender
Issue aspects: The witches’ fraternity rules over the public figures;
Faeries’ madness; The temporal prophecy of the Saints of Mount.
A fraternity of witches is gaining space among the most influential in human soci-
ety, seeking to have absolute control over them, as a form of revenge for centuries
of persecution, creating a tyrant reign of punishment. Meanwhile, fairies from
Euthair, a mystical and distant realm that is disappearing thanks to the advance
of human disbelief, arrive on earth to teach mankind faerie secrets. This is driving
them insane, causing some to flee to the mystical realm of fairies or do marvelous
things on Earth. Meanwhile, the Saints of Mount, an ancient religious group that
arrived in this world through a temporal portal, struggle to understand what their
purpose is here, investigating fragments of prophetic dreams that members have
about a great event that is about to occur.
Places and people of interest
The witches’ fraternity (Ancient sorcery; We want control over man-
kind) is led by Danera Dandara (Inhuman shrew; Lust for power and
revenge), a witch who drinks fresh blood as part of her ritual of rejuvenation.
They are already infiltrated among society’s most important members through
fate manipulation spells and mental influence. Their main objective is to replace
the powerful elements of politics, military and religion, and then begin to model
the laws and punishments for human downfall. Its coven takes place in the Forest
of Pain (Lonely and remote place; The wind whispers words and the
trees bend to listen) which got its name thanks to recent disappearances and
suicides (a consequence for those who stick their noses where it doesn’t belong).
The Euthair fairies (Mystical presence; Snatchers of the night) have
lost their main portal in and out of this world, which is in the local forest, close to
the city, now known as the Forest of Pain, a region that is now dominated by the
witch’s fraternity. Fearing a conflict of interests, Otis (Silver spirit; Death is
part of the natural cycle), a humanoid faerie, leads the faeries to use their
ancient power to create temporary portals in the arches of city buildings (Myste-
rious arches; Mystical side effects). This causes structural problems in the
constructions and the leakage of magic creates strange behavior in the surround-
ing humans.
Meanwhile, the Saints of Mount (Psychic faith; Doomsday prophecy)
arrived at this location through a time-space rift. They have a series of fragmented
dreams that have been pieced together over centuries and culminate in the here
and now; something catastrophic is about to happen. Fy (Woman of strong
words; Confused visions of the past and future) is a prophetess who
leads the group that gathers at the Temple of the Stone (Mystical passage;
Place that only the heart sees), on the limits of the forest of pain.
Initial incidents
• Someone asks the hunters to investigate the strange suicide of a friend or rel-
ative that was found on the edge of the forest of pain. This person suspects
that local authorities are covering up these strange deaths.
• Several arched structures in the city are collapsing, presenting curious (al-
most supernatural) visual and sound effects, and people who live or frequent
the place begin to behave strangely; there are reports of daydreaming, fits of
violence, lull, or deep sleep for days.

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• One or more of the hunters are part of the fragmented visions of the apoca-
lypse predicted by the Saints of Mount.

The floating market


Issue aspects: Caste of vampires covet the place for its secrets;
Anthony’s memory holds dark secrets.
The magicians of the dawn built, over the centuries, a network of contacts that
would gather to exchange goods and information that, over time, became known
as the floating market. To protect such a market, mages cast ancient spells that
dazzle mortal eyes and only those “marked” are able to find it; what is the “mark”
is a death secret. This is a mystical place that no one knows where it will appear
next and when it will disappear, as the same magic that protects it also moves it
through space. A recent caste of vampires covet the place for its secrets, hoping to
lessen some effects of its blood curse. To do so, they are wreaking havoc among
the local mystics — hunting them and their loved ones, friends, and possessions.
Places and people of interest
Anthony Eer (Magic is in my blood; Bearer of magic keys) is an appren-
tice magician who finds himself in an unusual situation: he wields magic keys ca-
pable of unlocking knowledge and opening doors to places, including the floating
market (Place protected by magic; No one knows for sure where it
is). The thing is: in order to protect the information, in some way he doesn’t
know how or who made it, Anthony’s memory was magically taken from him.
Only the counter-spell is able to bring his memories back.
On the other side, a group of vampires (Merciless blood drinkers; We
carry the vampire curse) follow the orders of Belina Angel (Heartless
killer; Vengeful and proud), a fairly new vampire who uses the advantages of
the modern world to facilitate their unlife, knocking everyone around them down
to find the floating market. They believe there is magical knowledge, through ar-
tifacts and spells, to maintain their immortality and blood power and, at the same
time, cure (or ease) their vampiric curse. Their lair is in the building of the multi-
national Medical Health Care (Front hospital network; Narrow corri-
dors and secret rooms), headquarters of which Belina is leader.
Initial incidents
• The hunters are hired to help Anthony remember the keys and learn why and
how he forgot everything.
• Vampires take something precious, either objects or people, from hunters.
• Hunters need something extraordinary (perhaps an item that will help them
see the future, help speak to the dead, or even bring people back to life) and
they hear that the only way to find the item is in the floating market.

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Character
Creation
Where hunters are born
Hunters are people trained to deal with the deadly dangers that lurk in the night, so this
genre is an excellent example of how the characters in Fate are above average efficiency.
They are not curious people trying to survive monster attacks, but experts who take the
initiative to meet the creatures because they know they have the capacity to face them.
Creating a hunter follows the standard rules of the Fate Condensed and Core,
but each “cliché” presented below features a new skill that can only be used by
them, plus suggestions that players can use as inspiration from their own ideas,
written literally on the character sheet for quick character creation.
In suggested aspects, the player will find phrases they can use as a high concept or
any other character aspect they want, plus there are suggestions for troubles for each
one. Some of these aspects can have supernatural connotations, which make them eas-
ily invoked or compelled in various situations (such as to create magical effects, contact
creatures from other planes, etc.) Others are related to the body, senses, skills, knowl-
edge, connections, and will be influential in the specific situations they describe. Players
must always be aware of situations in which their character aspects are applicable, either
positively or negatively, asking the GM and other participants for suggestions.
In skills, the player finds suggestions to choose a suitable pyramid for the hunt-
er type, taking into account its role in the group and society. The player can com-
pletely ignore these and pick new skills, creating a character with their own identity
(the drama of the story and hunter character aspects will determine this during the
game). In addition to the suggestions, there is a new skill that has the same name as
the stereotype and that only them can select it. This creates unique abilities for each
character. There are also suggestions of stunts, relying on the new skills.

Zealous
You are dedicated to a supernatural creature, such as a god or spiritual being, who
aims to fight the forces of evil. You are a spiritual weapon in an invisible war. Your
mystical training allows you to identify and fight supernatural threats, making
you an essential member of any hunting party.
The player can customize the zealous according to the specialty they had during their
apprenticeship time. They don’t have to be a faithful priest or a religious fanatic. It’s
important to consider that they have faith in something and that they strive to meet the
requirements of the being they worship and how that affects their character aspects.
A humanized faith will preach about charity, companionship, trust, loyalty, re-
ward, and wealth (material and spiritual). These religions share a code of conduct
and beliefs among their followers or even between different groups, which may
have some points in common.
A primitive faith is full of superstitions, archaic rituals and natural spirits. Note that
some religions treat these elements with respect and fear, while others use them as tools.
The player can find a middle ground between these two types of faith, seeking
inspiration in real religions, or creating, throughout the adventure, the details of
their faith, its demands and rewards.
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In the modern world, surrounded by disbelief and liberation, zealous characters
will not only have their trouble compelled against them, but perhaps their high
concept and other aspects as well. This is because they usually make their faith
clear to those around them, even if they don’t know everyone.
However, the character is not naive (at least they don’t have to be). For example,
having the aspect I do not deny a request for help doesn’t mean they will
help someone who is not being honest about the request, with clear intentions
to harm them. Sometimes this is obvious, but at other times it’s necessary to look
deeply into the target’s intent (probably through a create an advantage or over-
come roll of an appropriate skill, such as Empathy or Notice).
Likewise, the characters are not saints. They use weapons to fight the evil they hunt.
This also indicates that the zealous may have abilities like Burglary, Deceive, Fight, Pro-
voke, or Shoot, and will use this against people that step between them and the evil
that needs to be stopped. This might mean intimidating, detecting lies, using psychol-
ogy, interrogating, injuring, or killing. The focus is on destroying evil by being as faith-
ful as possible to the principles they follow (which doesn’t mean they are always good).
How mystical the actions of the zealous are depends on the tone of the setting.
Games with mysticism offer opportunities for characters who have contact with
entities, which can even include magical abilities using their Zealous skill.

Suggested aspects
My patron blesses me; Mystic talents; Revealing hypnotic trance;
Uncommon bravery; Wisdom of a cleric; Contacts in the under-
world; I’ll fulfill my fate; I am trustworthy; Fear does not afflict
me; My guardian angel is by my side; I bear the pain; I have a greater
purpose; My patron is not from this world; Prophetic revelations;
Soft temperament; Fate is in my favor; Sharp senses to the super-
natural; Mystic allies; Animal friends; My charisma attracts peo-
ple; I know how to deal with insane people; My memory does not
fail; Supernatural insight; Language scholar; Infallible reflexes in
combat; I have a remarkable voice; Flawless reputation as a cleric;
Healing knowledge; Something bad is about to happen.

Suggested troubles
My faith is my ruin; My discipline is my guide; I have a duty to [DE-
SCRIBE A DUTY]; I always attend to a plea for help; I have a chari-
table heart in a dark world; I must attend to the higher calling; I
trust everyone; I need to obey my code of honor; I am fanatic about
my faith; I am the owner of the truth; I have an innocent honesty;
Intolerant to those with different faith; My wealth belongs to my
god; Abstinence brings power; Terrifying visions; Celibacy is part of
me; Temper hard to deal with; I make enemies wherever I walk; Se-
cret sins; Emotionally insatiable; Self-flagellation is the clearance
of the mind; Real nightmares; My inattention puts me at risk; People
stigmatize me; My work is addictive; My stubborn is contagious.

Skills
Academics is a skill suited to zealous well-versed in studying human scientific fields,
as some religious may have backgrounds related to specific areas of knowledge such
as theology, history, archeology, and so on. Will is essential to having the necessary
willpower and resisting the temptations and mental blows of the supernatural.
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Lore complements Academics, if the hunter has dedicated themselves to the
study of the supernatural and mystical arts. Social skills like Empathy or Rapport
are part of everyday life for clerics who deal with the people through refreshing
speeches and empowering conversation, but they might need Provoke to han-
dle heated debates or awkward situations. Notice is essential for any hunter who
doesn’t want to be caught unaware, as well as Fight, Physique, and Shoot, if they
are in the front line.

New skill: Zealous


You have a connection to a greater being, such as a god, angel, or spiritual being,
who helps you in your battle against the creatures that rob this world of peace.
When it comes to supernatural threats, you have a sixth sense that aligns with the
purpose you serve.
o Overcome: You use Zealous to overcome supernatural aspects that are
somehow preventing you from taking action. You might, for example, use
your senses to notice something supernatural, try to break through an in-
visible magical barrier, or exorcize (perhaps calm down) a spirit.
c Create an Advantage: You use Zealous to create or discover aspects relat-
ed to supernatural people, places, or events, such as a sensitive or emotional
view of things around you. You can, for example, create an aura of fear to
intimidate an opponent, read the aura of a person or place, or see some-
thing invisible to mortal eyes.
a Attack: You use Zealous in conjunction with a holy item, such as a sigil or
water blessed by your deity, to make physical attacks against supernatural
targets in the same zone as you. You must create a stunt that allows your
attacks to reach creatures that are incorporeal, such as spirits, or that reside
on planes other than the material.
d Defense: You use Zealous allied with a holy item, such as a sigil, to defend
against physical attacks made against you by supernatural creatures in the
same zone as you. You must create a stunt that allows you to defend against
attacks from creatures that are incorporeal, such as spirits, or that reside on
planes other than the material.
Stunts
Mystical Medicine: Through prayers and herbs, you can, once per scene, do
an overcome roll of Zealous against one of yours or another character’s conse-
quences. A success heals the consequence in the same scene, if it was a mild one
(difficult Fair +2); reduces to mild if it was moderate (difficult Good +3); and
starts the healing process of a severe (difficult Great +4).
Expulsion: At the cost of a stress box, you emit mystical energy that bothers
supernatural creatures that are in the environment — unless it is an ally. You
create the Mystical aura aspect with a free invocation. Whenever you invoke
this aspect, it provides a +3 bonus instead of +2, or allows you to roll the dice
again and choose the best result. The aspect remains on the scene for as many
exchanges as your Zealous skill level.
Public Speaker: It is easy for you to talk to people. You can use Zealous in-
stead of Rapport or Empathy when talking to people to try to convince them
or change their humor in your favor.

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MJ Barjoc (Order #39761202)
Specialist
You might be part of a squadron or have military experience, such as being a tacti-
cal commando, leading soldiers on a raid, being a weapons and combat expert, etc.
Furthermore, you are thoughtful and efficient in a conflict, and can find routes
and seek cover in stressful situations.
To customize the specialist according to their background, the player can focus
on mobility, giving priority to Athletics, and prioritize physical skills like Fight
and Physique. This includes modifying aspects to represent your dodging, run-
ning, climbing, acrobatic maneuvers, etc.
If the player thinks of a hunter specializing in assassinations, they may prefer
to use Stealth on top of the pyramid and create stunts that allow them to attack
silently when unnoticed. Aspects that help them in tense situations, like sensing
danger, are helpful, or related to perception (peripheral vision or heightened sens-
es, for example) are a great option too.
There are, also, the firepower specialists, whose specialty is weapons. In addi-
tion to keeping Shoot at the top of the pyramid, it’s interesting to have aspects
that speak to their ability to handle firearms — talent for reloading, weapon skills,
and much more. Having aspects and stunts that help hit multiple targets is a good
decision. In addition to Shoot, skills like Fight, Athletics, Physique, and Notice
are important. Stealth might not be as important unless you use silencers (include
that as an aspect, perhaps of the weapon itself), but typically, the sound and heat
of gunfire is the thrill of such characters.

Suggested aspects
Sharp reflexes; Specialist in automatic weapons; My luck is with
me; Fast reload; A born tactical leader; Bravery stamped on my
face; I fell the danger; Efficient dodge in close combat; Resistance
of a bull; Unbeatable courage; Perfectionist; Body in shape; Out-
standing strength to lift; Ambidextrous; Combat training; My pa-
trons are my new parents; Accelerated metabolism; Resistant to
[DESCRIBE A CLIMATE OR SITUATION]; Fate is in my favor; Think
fast; Silent step; Bond with my weapon; Wild instincts; Great sense
of direction; Accurate senses; Drug tolerant body; Allies every-
where; This is my destiny; A born survivor; Cat eyes at night; Used
to exhaustion; My reputation precedes me.

Suggested troubles
Indomitable temperament; I want blood!; Code of honor; I CAN
destroy any creature; My belief is supreme (patriotism or religion);
In my heart lies the greed; I have flashbacks; My honesty slows me
down; Act first, think later; I’m always on the edge; My trust is my
best quality; Addicted to illicit substance; I like to inconveniently
prank others; I do not care about feelings; I’m very unfriendly; Un-
pleasant companies; Fate is not in my favor; Blame for my past; My
envy guides my principles; Pleasure to kill; Terrible nightmares; I
am inattentive; Almost always a disaster; Hateful personality; Bad
reputation; I have to do my duty; Stubborn like a wild animal; Cu-
rious as a cat; I am always truthful; I fell into poverty; Never kill
a human being.

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Skills
The main skills in a specialist’s pyramid will be Athletics, Drive, Fight, Notice,
Physique, Provoke, Shoot and Stealth. The player can delve into the details of the
hunter’s past, including skills they gained access to during their training or as a
personal field of study. Perhaps they are communicative and that makes them have
Empathy and Rapport in addition to Will and Contacts; or has come to study
science and the occult for specific missions and has Academics, Lore, or Crafts.
Other fields of specialization might include Burglary and Stealth for special-
ists who have a background as criminals or spies; Investigate for those who may
have connections to the intelligence bureaus; Will if they endure going through
situations that could break the mind of ordinary people; or Resources if they are
retired and wealthy mercenaries who forge their own path.

New skill: Specialist


You have become an expert through experience and training in dealing with stress-
ful situations. This ranges from taking the lead to guiding less experienced people
to perceive, work around, or plan for risk situations.
o Overcome: You use Specialist to overcome aspects that put pressure on
you or your allies, bypass tense situations, or make strategies. You can,
for example, lead people who are insecure to the point of not being able
to act; realize that there is an ambush about to happen; or prevail in a
heated debate.
c Create an Advantage: You use Specialist to create aspects that represent
your expertise in making things more complicated for your targets or sim-
pler for yourself and your allies, creating distress, as well as uncovering
aspects of people and scenes. You might, for example, pressure someone
to act against their will; prepare an ambush; or discover some behavioral
aspect of someone.
a Attack: You use Specialist to make mental attacks against targets that can
see or hear you by using threatening gestures or words (the target defends
with Specialist or Will).
d Defense: You use Specialist to counter mental attacks or create an advantage
actions, using threat words to reduce your opponent’s emotional blackmail.
Stunts
Tactics: Once per scene, even if it is not your turn in the exchange, you can stop
for a moment to analyze a situation. By doing this, you or an ally of your choice
can resist a compel of an aspect that represents a tense situation, like an ambush,
social contest, or mental intimidation.
Power of Observation: Once per session, you dedicate your action to auto-
matically discover an aspect of a target (a person, object, or location), but you
don’t get a free invocation of that aspect.
Spirit of Combat: When you are in a disadvantageous conflict against two or
more minor NPC, at the cost of a fate point, you can perform an attack using
Specialist that hits all opponents in the same zone as you, shouting threatening
words and causing two mental stress in each of them.

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Inhuman
You are a monster, and you lurk in the dark corners of society. But your monstros-
ity is only physical. Your aspects reflect your origin and type. Perhaps you are not
a freak and can walk freely or unobtrusively among humans, or you might need to
hide in the shadows at all times or when an event arises (such as during a specific
phase of the moon or when the sun goes up). Despite your supernatural nature,
you have allied with the hunters’ side, even hunting other creatures of your kind.
When creating inhuman aspects, make clear what kind of creature the charac-
ter is (they can be an undead, a shapeshifter, or another type of monster). If the
character is immortal (angel, vampire, etc.), it is important to have a significant
problem or restriction, as they can only walk at night or cannot talk to humans
(this difficulty can be represented through the trouble aspect). Personality is also
important, because many supernatural creatures are known for their aggressive or
violent instincts. Make it clear how the hunter feels about other creatures of their
kind and monster in general, and how they relate to humans.
Skills can vary greatly, after all, a monster’s routine, even if they strive to distance
themselves from its origins, is often different from that of mortals. Their knowledge
or the things they do for themselves can be as exotic as we can imagine. Because it’s a
broad character type, it’s difficult to create a pattern. The player should spend some
time customizing the character’s backstory to reflect their choices on the sheet.
When creating a monster character, don’t forget one important thing: their
wisdom. It’s common to think that for being a monster, their best instincts will
be to hunt and kill and focus on the idea of ​​the inhuman hunter only in combat.
However, what they know, who they may have lost contact with because of their
condition, and what they have seen can help the group on hunting nights.

Suggested aspects and troubles


Vampire [or other creature] cursed by family blood; Reflexes of
a predator; Luck is by my side; I transform myself when I see the
full and new moon; The sun hurts my skin; I can see in the dark;
Unwavering will; In the right place, at the right time; Sharp sens-
es; I’m a night hunter; Huge body; Bravery for the innocent; My
contacts know what I am; I can feel the danger; I own my destiny;
I miss my family; Fast and furious attack; Iron health; Pain toler-
ance; Fear does not affect me; I know strange tongues; Magic re-
sistance; Accelerated natural regeneration; Supernatural aura;
Terrible reputation; Real dreams; The guilt is my companion; Re-
gret lives in my heart; Bloodthirsty; I have no sense of humor; A
tenebrous past; Unpleasant habits; Prejudice against humans; Cu-
riosity killed the monster; Appearance of a beast, heart of a child.

Skills
Lore (Occult) is an interesting skill for a wight to know their origins and understand
about the underworld, monsters, their strengths and weaknesses, other planes, and
supernatural elements of the setting — Academics can serve as a complement to
this. Will can be essential if the wight needs to resist any temptations of their condi-
tion, such as feeding on humans or turning into a monster at an inappropriate time.
If the hunter’s focus is on conflict, it’s important to have skills like Athletics,
Drive, Fight, Notice, Physique, and Shoot in the character’s pyramid. Inhumans

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MJ Barjoc (Order #39761202)
that had social relationships (or still do, depending on their monstrous status)
will include Contacts, Deceive, Empathy, Provoke, and Rapport at some level to
show that they still know how to get along with mortals (maybe even animals and
monsters), despite their new life.

New skill: Inhuman


Your supernatural origin brings you blessings and curses that you use to survive;
the Inhuman skill represents that. You’ve acquired superhuman abilities (as well
as lore of the monster underworld and knowledge of your own kind) that make all
the difference during your hunts; that’s the blessing part. The curse is being part
of the monstrosities you hunt and having those traits, and that skill leaves you on
the fringes of society; you may have to leave those you love behind, be hunted for
who you are, and have few trusted friends.
o Overcome: You use your supernatural abilities to eliminate the problems in
front of you. The details of your types of powers should be written into your
aspects and discussed with the group. You can, for example, move objects out
of your path with the power of your mind, charm people out of your way,
or use your supernatural strength, speed, or senses to overcome obstacles.
c Create an Advantage: You use your supernatural abilities to make things
work for you and your allies. The details of your type of power should be
written into your aspects and discussed with the group. You can, for exam-
ple, convince people to be friendly even if they have reason to dislike you,
change your body shape into something that gives you physical advantages,
or bend fate in your favor.
a Attack: You can use your supernatural abilities to attack targets that are in
the same zone. If you want to reach targets in the adjacent or more distant
zone, you must create a stunt that represents this.
d Defense: You can use your supernatural abilities to defend against physical
attacks from targets in the same zone. If you want to be able to defend
against targets in the adjacent or more distant zone, or to defend against
mental attacks, you must create a stunt that represents this.
Stunts
Transformation: You take on a new form, or you are always very close to it. Once
per session, your transformation happens, and you receive +1 on all your attack ac-
tions (choose only one type of attack, like bite or claws). Your attacks cause 2 extra
shifts of physical stress. You receive +2 in your defense actions against Fight attacks
and to overcome athletic actions. The transformation lasts for a scene, and you get a
mental mild consequence when you transform back to your original form.
The Fury of the Beast (requires the Transformation stunt): When
transformed, all invocations of your high concept receive a +3 bonus, and
when rolling the dice again, you can pick the best outcome, rather than re-
place the old roll with the new one.
Empathy with Animals: Once per scene, or at the cost of a fate point, you can
call an animal to assist you in action. It can attack or help in performing an over-
come or create advantage action. Its roll is done with your Inuman skill. The an-
imal does not need a character sheet, as it always returns to nature as soon as the
situation is resolved, and has stress boxes equal to your Inuman skill level. The

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animal that will appear is at the discretion of the player, but it must make sense
for the region in which it is found (rats, cats, or dogs in a city; hawks or beasts in a
wilderness, for example). The animal’s action must take place on the player’s turn.

Hacker
The hacker knows how to use technology in their favor and improvise, and may
even find all this nonsense about the supernatural and superstitions a waste of
time and resources. They believe it’s just technologies that we still don’t under-
stand (and they are on the right path to prove it). Their passion for technology
makes them want to solve problems in the most scientific and technical way pos-
sible; why exorcize someone if there are synthetic drugs, ultrasounds and electro-
magnetic waves that cause physical, hormonal and emotional changes capable of
reaching dimensions unexplored by our senses?
Hackers are people who manage to modify things around them according to
their experience and knowledge; they don’t necessarily have to be the person in
front of computer screens and smartphones surfing the internet to perform their
smart moves. They might be technicians that create machines, gadgets, tools,
weapons, or even improvised medicines to achieve desired effects — a few elec-
tronic boards here, a few electrical currents there, a toolkit to put everything to-
gether, and you can either be cured or get control of a car remotely. But nothing
prevents them from being network specialists, as we are used to associating with
the word “hacker”.
Somehow the hacker will have to have access to technological gadgets. They can
be bourgeois spending their wealth on computers and sophisticated tools or vul-
tures who get their best gear from junkyards, smuggling, and other illegal means.
This is the most common path for inventor hackers, who merge objects, parts, and
accessories to create new and unusual devices. Some among these artificers can
create extraordinary things that border on magic — a good chance for the GM
and party to develop a power system based on advanced technology, following
inspiration from this issue’s article The Power of the Blood or others power systems
published in each of the Fate Plus zines.
If a hacker is an expert in networking and technological manipulation, they will
need equipment that they can carry around in a backpack, small suitcase, or the
back of a car. This includes computers, keyboards, network connection devices
and other paraphernalia that allow them to break into wireless networks or con-
nect to cables on a local area network to gain access to remote computers, cameras,
security systems and other technologies. In some cases, this is the least risky way to
find more about a monster or break into its lair.
Some may have combat knowledge and be good at resolving tense situations
(they are hunters after all), but maybe that’s not their priority if they don’t stand
in the front rows and rely on their hunting partners to back them up when things
get tough in that regard. If the hacker is an inventor, they may have created their
own improvised and exotic weapons, which initially surprise the adversary; or
they may simply resort to traditional and reliable melee weapons, firearms, or fists.

Suggested aspects
Hacker who knows how to do things; I manipulate technologies;
Improvisation is my specialty; Superstition is for the weak; The su-
pernatural is unexplained science; Technologies are the new gods

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MJ Barjoc (Order #39761202)
and I will prove it; Every problem has a scientific solution; I am
technical and methodical in my reasoning; I change things using
technology; Network specialist [or other specialty]; I just need
my tools!; Technological craftsman; Inventor of the unexpected;
Robotic artisan; Magic is advanced science; I carry my trinkets;
Braking in systems is my way of life; Pleasure to act under pressure;
Don’t touch it!; Detailed memory; Specialized contacts network;
Self-defense up to date; Fearless; Good with my fingers; My intu-
ition does not fail; Die hard; Socially engaged.

Suggested troubles
Technological compulsive; Drug addiction [specify drug]; Absti-
nence from electronics; Distracted by lights; Curiosity can get me
into trouble; Technology is the only solution, THE ONLY!; Combat
leaves me shaken; I can’t work under pressure; Inconvenient behav-
ior; Impulsive; Money is my price; Nobody touches what’s mine; Low
self-esteem; Predictable behavior; Addicted to the hunt; Intoler-
ant of superstition; I envy those with more wealth [or define other
factors]; Hot head; Lousy sense of humor.

Skills
Crafts is undoubtedly a great skill for hackers who often use tools to make changes
to hardware or who develop their own devices. Burglary and Stealth are essential
for invading or circumventing systems and places, as well as Contacts to always be
up-to-date with what’s going on in the underworld, corporations, governments,
or the military. Deceive can be useful in situations where the hacker needs to mis-
lead people about their intentions, especially if caught in the act.
Investigate is a good option for scouring databases for relevant information,
while with Lore they may specialize in the occult. The hacker may want to know
how to defend themselves if they are cornered and their fellow hunters are not
around to help in a combat, so having Drive, Fight, Notice, Provoke or Shoot
is a good option. Empathy and Rapport are only needed if the player thinks of
their hunter as sociable, perhaps having dual identities and needing to keep up
appearances in society.

New skill: Hacker


You use your technological knowledge to your advantage, whether to build or
modify electronic devices or to break into physical places or digital networks. You
may have given up a lot to gain the knowledge you have, but now you have other
people in the palm of your hand.
o Overcome: You can make devices work or fail when needed or bypass
digital systems, lockers, and networks. You can, for example, make an
electronic lock open and crash, so it can’t be opened easily, break into
a computer network or smartphones, put firewalls down, or break into
high secured buildings.

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c Create an Advantage: You can make a device work better or complicate
things when someone tries to use a device, and you can search for infor-
mation that would otherwise be inaccessible. You can, for example, cre-
ate a firewall to protect a digital system, pull out some strange invention
that will put you in some advantage, or mess up a database to confuse
your opponents.
a Attack: You can roll to attack systems and devices connected to your
equipment and network, which can include people if they are connect-
ed through a neural interface (see Fate Plus Cyberpunk for more details
about interface).
d Defense: You can roll to defend against attacks and create an advantage
actions made by other hackers against your systems and devices.
Stunts
Experienced Hacker: When you successfully create an advantage against a
system or devices connected to a network, you create the situation aspect Net-
work security flaw with a free invocation. You can then invoke this aspect
from anywhere, as long as you can connect to the internet or network, and gain
access to the system in question. The roll is a contest against the major NPC
hacker who runs the system or Fair +2 for a simple system, +3 for a secure sys-
tem, or +4 for a well protected system, if the GM does not wish to roll the dice
in a contest.
Improvised Inventions: Once per scene, or at the cost of a fate point, you can
succeed on a Hacker overcome roll, as if you had achieved 2 shifts, if the situa-
tion can be overcome by an invention you pull from your inventory, utility belt
or pocket (the player can be creative to describe the unusual devices).
I know the ways: You can use Hacker instead of Academics or Investigate to
find out relevant information about a creature, culture, or details of a scene.

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MJ Barjoc (Order #39761202)
Equipped to the
Teeth
Tools for any situation
Equipment is the main tool on a hunt. You may be injured, cornered and hope-
less, but a good selection of tools can get you out of any trouble. These goods
are closely connected with skills, as they provide permission to use some specific
props. Besides, some skills are intrinsically dependent on them to function, such
as Shoot and ranged weapons, drive that requires a vehicle, or Crafts and the tools
(or even workspace) that the hunter needs to make use of it.
Fate offers different ways to treat equipment, and we’ve already explained some
of them in previous issues of Fate Plus. For hunters, it will be no different.
Some groups prefer not to pay much attention to equipment, while others
make extensive lists with specific rules for this (such as having a sheet to record
item details or ammo counts). This article tries to be the golden mean between
these two extremes, redefining the use of the Resource skill.

Resources
You are always well-equipped for a hunt, and you can search your tools to find
something to use at an opportune moment, such as when suffering (or launching)
an ambush attack, attacking or defending yourself against an enemy.
o Overcome: You manage to get out of situations in which pulling some-
thing out of your pocket, backpack, or car trunk might be the solution.
You might have equipment stashed away that even your teammates don’t
know about and that you might not even remember(until now).
c Create an Advantage: You get gear on the fly that will help you and your
allies or complicate your opponents’ lives.
a Attack: You can create a stunt describing how you can pull a potential
weapon from an unexpected place during a skirmish to use Resources like
Shoot for a ranged attack or Fight for melee (but not both — it would take
two stunts to cover each type of attack).
d Defense: You can create a stunt to defend yourself during a conflict, using
Resources like Athletics or Physique to defend against attacks from Fight.
If the player is really creative and thinks of a piece of equipment that would
help defend against Shoot attacks (like wearing a vest or something), the
GM should discuss with the party if a permission should be granted.
Stunts
Surprise!: You have hidden weapons that allow you to use Resource instead of
Fight for attack actions, taking blades out of boots, wearing vests hidden under
your shirt, and so on.
Unexpected Defense (requires Surprise!): You use your hidden blades to
use Resource instead of Fight to defend against Fight attacks.

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Secret Weapons: You hide weapons throughout your body,
in belts or secret pockets, which allow you to use Resource
instead of Shoot to carry out attacks against targets up to 3
zones away, throwing darts, blades, or shooting firearms.

Rolling Resource
During a story, things can quickly go wrong against
hunters; thinking fast is the easiest way to get them
out of an unforeseen situation. If they have the
right equipment, everything can be easier.
In the research phase of the hunt, they may
roll Resource to see if they have (or are able to
access) quality computers, smartphones, or ra-
dios to facilitate research and communication;
backpacks or suitcases to carry evidence, espe-
cially if they need to grab a lot of items from
a scene before authorities arrive; vehicles to
move faster; spy cameras or surveillance equip-
ment to keep an eye on what is happening in
a specific location; basic items like first-aid kit,
flashlights, lighters, clocks, compasses, toolbox,
etc., especially if they need to go in a mission in
a hurry.
Exotic gear also requires a Resources roll to be
available in the scene. The GM can set the difficul-
ty depending on whether the equipment is common
for the hunter to possess (for example, mercenaries
might easily have explosives and scientists might have
a small laboratory for quick tests in the trunk of their
cars). These items may include break-in and demoli-
tion equipment such as explosives, master keys, and
detonators; laboratory items, such as boxes and tests,
sample collections, or chemical compounds; weapon
accessories such as silencers or sniper vision; advanced
medical equipment such as a surgical kit, body pres-
ervation chemicals, or defibrillators; as well as general
items like disguise kits, climbing equipment, night vi-
sion goggles, glow sticks, etc.

Resolutions
When rolling for Resources, the success level determines
the item’s availability, and the action shows how the
hunter is using the item. The players can declare what
they want to do and the GM, together with the group,
can judge whether it is an overcome roll, create an ad-
vantage or another, in addition to setting the difficulty
between Average +1 and Good +3, depending on the
complexity of the roll and the equipment’s rarity. Any-
way, suggestions for possible resolutions are:

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Failure: The equipment in question is not available, or it is available at a high
cost (the hunter messes up and delays some exchanges, receives stress shifts,
breaks or drops something important, draws attention to their location, and
so on). If they choose to fail, that doesn’t mean the hunter doesn’t have the
item, but it could mean that it’s either unavailable (perhaps because the hunter
forgot to bring it), or it is not functioning as expected at the time. Electronic
equipments can be out of battery, a vehicle can be out of fuel, medical tools
are disassembled on dozens of small parts that need to be organized before use
(which is unfeasible in an emergency), and so on.
Draw or success: On a draw, the hunters get what they want at a low cost (this
cost can be wasting some time to get the equipment, the equipment having a
minor flaw, a boost to the adversary, etc.).
On a success, players get what they need at no cost. If it’s an overcome action,
then the hunter overcomes the aspect standing in their way (or clears a path to
facilitate this process) using the resource in question. If it’s a create an advantage
action, they use the item to create or discover an aspect with a free invocation.

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Success with style: If it was an overcome action, the hunters overcome the
aspect that was in their path (or clears the way to facilitate this process) and
creates a boost. If it’s a create an advantage action, they use the item to create or
discover an aspect with two free invocations (instead of just one).

Writing equipment
These rules assume that no one will need to make an equipment list; maybe just
short notes on each Resource roll. The players don’t need to specify which items
they have, just make a Resource roll if any item seems too relevant to resolve a
situation in the scene.
This does not prevent the group from creating lists, resource stress lines, or
even giving special attention to some equipment, such as writing them as aspects,
stunts or extras, giving them their own sheets. Just make sure you want this kind
of complexity for gear if it really becomes something relevant in the story.

Special equipment as
Resource stunts
Extraordinary or exotic resources should be given special attention to represent
their rarity or unusual condition. They may simply be unique technologies or
mystical artifacts. In the story, these items are not easily available to everyone,
but only in dirty markets, through favors from patrons, or pacts with people
and entities.

MJ Barjoc (Order #39761202)


Technology
Disturbance Sensor: You have a device that looks like a tablet. It displays dot-
ted image patterns that show paranormal activity in an area that are captured by
an antenna you hold in one hand. You get +2 to Resources and can use it over
Investigate to create an advantage when trying to discover or create an aspect in
a scene that has to do with the unseen supernatural.
Improved Defense: You have a special protective suit, produced with superior
quality material. You get +1 to Resource rolls to defend against Shoot or Fight at-
tacks (choose one of the two or create a second stunt to accommodate both skills).
Mind Shield: This device is worn like a wide tiara and protects your mind
from supernatural mental attacks. You can use Resources instead of Will to de-
fend against mental attacks, and you get a +1 bonus on the roll.
Silver Weapon: Your weapon is produced with noble metal of pure silver, ef-
ficient against lycanthropes. You can use Resources in place of Fight or Shoot
(pick one of the two or create a second stunt to accommodate both skills) to
attack lycanthropes more efficiently (in general, they are resistant to damage
against common weapons) and receive + 1 on the roll.

Mysticism
Grimoire of Mystical Texts: You have a grimoire of simple rituals that helps
you in some situations in your routine. You get +2 on Resources to overcome
social aspects by saying magic words, performing gestures and using items with
mystical meaning, such as herbs and gems, while reading and viewing the words
and symbols in your spellbook. It will either make people a little friendlier or
manipulate fate so that someone has to move away from you to resolve another
situation that suddenly arises.
Holy Ointment: You have access to a mystically sacred plant (discuss details
on how you conserve this plant, or have underworld contacts to replenish your
supply). You can use Resource to heal a physical or mental mild consequence
(roll against Fair +2) or initiate the healing process of a moderate (roll against
Good +3) or severe consequence (roll against Great +4).
Holy Symbol: You have a symbol that has been enshrined as sacred over the centu-
ries. You get +2 to Resources to create an advantage against a supernatural creature
that is in the same zone as you with the intention of manipulating or scaring it away.
Holy Attack (requires Holy Symbol: You can use your holy symbol to
mentally attack targets in the same zone or the one adjacent to you, using
Resources with a +1 bonus.
Holy Weapon: Your weapon has supernatural characteristics that make it ex-
traordinary. You can use Resources in place of Fight or Shoot (choose one of the
two or create a second stunt to accommodate the two skills) to attack incorpo-
real supernatural creatures and get +1 to the roll.
Mystic Hunter’s Briefcase: This case contains scrolls with sacred writings,
blessed waters, symbols, and stakes to face the supernatural. You get +2 Resource
to create an advantage in trying to restrict a creature’s movement (defend with
Will). It will be paralyzed in the same place until it finds a way to get rid of the
aspect you created through your roll (it can try a Will overcome roll to get free).

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MJ Barjoc (Order #39761202)
The Power of the
Blood
Witchcraft runs in the veins
Sorcery is a wild, mystical force in the universe that transforms things according to
the user’s will. This is the path of blood power, a supernatural ability that sorcer-
ers gain through ritualistic study on how to release this force that resides within
blood, the sap of life; once awakened, there is no turning back but death (spilling
their blood on earth).
It is called the power of blood because this red liquid has always been sacred to
many gods and supernatural entities, not by coincidence. Many deities required
blood sacrifice for various reasons; for some it was the vital nourishment that sus-
tained them, while for others it was a bargain for blessings or forgiveness; some
demanded sacrifices because blood holds revitalizing power; others calmed their
anger through spilled blood. Blood is precious and a great way to bargain with
those who live beyond mortality.
Over the centuries, scholarly sorcerers have dedicated their lives to discovering
the formulas that unlock the power of vitae that the gods so covet; and they suc-
ceeded, at the cost of risking the deterioration of their bodies.

From Generation to
Generation
The rituals of releasing blood were lost over the centuries, but the consequences
of performing them continue to this day, like a genetic disease that is passed from
mother to daughter.
A blood sorcerer finds themselves in this condition as a consequence of their an-
cestors’ actions. This does not mean that everyone with awakened blood in their
veins will become a sorcerer; many can live long lives without even suspecting that
the strange events happening around them are due to their dormant mystical abil-
ities. The most curious and thirsty for power, however, investigate the causes of
these events to gradually release the gift that is within them.
To create a sorcerer character using this power system, the players need
to write a character aspect explaining the origin of the hidden power in their sor-
cerer’s blood (My mother was a powerful sorceress who disappeared;
I wish to find the source of my blood power; My blood boils with
mystical strength) and add the Lore skill somewhere in their pyramid.

The Structure of the


Universe
Once the power of the blood is released, the sacred fluid begins to flow through
the sorcerer’s body, carrying not only vital substances, but also the transcendental
ether. This now superhuman plasma reaches the cells of the body, awakening new
senses; the perception of the universe undergoes a transformation.

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Initially the sorcerers begin to see, hear and feel (physically, mentally and emo-
tionally) the patterns of the strings of existence. Everything around them, whether
visible or invisible, is formed by a web of intertwined threads that create consistent
patterns, modeling reality and everything that inhabits it; space, time, beings of
matter and even the unknown.
With practice, the sorcerers learn to “burn” their blood so they are able to han-
dle, model, cut, or even create these strings, changing the structure of the universe.
This is the great ambition of the gods, and the reason why blood is so sacred: it is
the source of power that shapes all that ever was, is, or will be.

Strings of Existence
There are five strings of existence that sorcerers have studied for centuries, as well
as legends about the sixth and seventh strings: a mystery held by the universe that
has yet to be revealed to mortal senses. Each string encompasses some field of exis-
tence, such as strings that control matter, spirit, time, space, and more.
By mastering the ability to handle, create, and change such strings, the sorcerers
will have in their hands a power that can completely change the stories of their
lives, those around them, or even existence.

Buying levels on atrings


Each string of existence can be divided in three levels: bend (to use spells with Lo-
re’s overcome action), weave (to use spells with Lore’s create an advantage action),
and impair (to use spells with Lore’s attack or defend action).
During the sorcerer creation, or upon reaching a suitable milestone, players can
spend a stunt or refresh to buy a string level. This means that they can choose to
start the game with fewer character resources but with significant power when
using the Lore skill to cast spells.

The Importance of the Lore


Skill
Lore plays a central role in settings that use this power system. The higher the Lore
level, the more chances the sorcerers have to achieve powerful effects on their spells.
However, having high-level Lore makes the spellcaster’s body more fragile, as
mortals are not ready to literally burn their blood in the nectar of the gods.

• If Lore is at Average +1 or Fair +2, the character has minus one physical stress box.
• If Lore is at Good +3 or Great +4, the character has minus three physical stress
boxes.
• If Lore is Superb +5 or higher, the character has minus three stress boxes and
minus one physical mild consequence.

This means that Lore causes the opposite effect of the Physique skill, according
to the Fate Condensed, P. 12. The player can add the Physique skill to their pyr-
amid to mitigate this effect.
Every character starts with three boxes of physical stress. Aline adds Lore
+3 to her skill pyramid, which means she now has minus three boxes of
physical stress, leaving her with zero boxes — that is, she will only have
consequence slots to receive physical stress during a conflict.

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To try to compensate, Aline then adds Physique Great +4 to her pyra-
mid, which grants her three boxes of physical stress, according to the ta-
ble on page 12 of the Fate Condensed. She intends to increase Physique
to Superb +5 to improve her sorceress’s physical condition, gaining an
extra physical mild consequence.
If players already have Lore Great +4 and increase this level to Superb +5 upon
reaching a suitable milestone, the sorcerer’s body suddenly becomes more frail
and unhealthy, as they have just lost a physical mild consequence.
It is interesting for the players to think about the possibility of adding Physique
as a skill part of their pyramid, as it will help mitigate the damage caused by the
power of the blood.

Absolute Factor (Roll


Difficulty)
The universe took thousands of years to structure itself as we know it today, and
trying to change that through blood spells is not an easy thing. When sorcerers
cast a spell, they are forcing the laws of existence to bend to the will of mortal
beings; something clearly unnatural. In response, the universe forces itself to re-
main intact. This counter response is what sorcerers call the Absolute Factor; the
greater the reality shattering of a spell, the greater the resistance of the universe.
In game terms, this can be translated into the level difficulty to perform a spell.
The more sorcerers try to break reality into something unnatural, the higher the
result they need on the Lore roll for the effect to be achieved.
Making it rain on a clear sky day is more difficult than on a cloudy day; turning
water into ice in a scorching desert is more difficult than in an industrial freez-
er; reading a target’s thoughts is easier than trying to take over the body through
mind control; creating a flame in your hand that doesn’t burn your skin is more
difficult than burning an object with a small flame; and so on.

The ladder
After the players declare what effect their sorcerer wants to achieve with a Lore ac-
tion to perform a spell, the GM judges how difficult it will be for them to attempt
this. We can use the ladder as an example:

• It takes a Legendary +8 or Epic +7 success to be able to cast spells that alter,


negate, or even defy reality, such as pulling ethereal strings to negate a target’s
death or temporarily turning their material body into a spiritual one to enter
the realm of the dead.
• It takes a Fantastic +6 or a Superb +5 success to alter reality vulgarly, such as
modifying the continuous strings to teleport a target or trying to change the
timeline of an event by rewinding some scenes in the past.
• It takes a Great +4 or Good +3 success to change things in moderate ways, like
moving primary strings to change an item’s state of matter, softening metal or
turning a liquid into a gas, or changing details in the appearance of a living being.
• It takes a Fair +2 or Average +1 success to tamper with existence in discreet
ways, such as bending the extensive strings to try to cancel a simple spell
someone used against the sorcerer or manipulating electronic objects at will,
even if they are not connected to electrical power.

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Spells that the GM deems too simple to be considered mediocre difficulty +0
become cantrips and usually don’t require a roll (unless someone resists, in which
case a contest takes place). Lighting a candle, opening simple doors and windows,
moving the pages of a book, and so on, may be considered tricks when the sorcerer
has no opposition in their way.

Sacred and profane places


The GM may judge that some places are especially favorable or difficult to cast
spells, increasing or reducing the difficulty to cast powerful spells that have
high difficulty, reducing the chances of collateral physical damage to sorcerers.
Some examples might be a tower where a regular meeting of sorcerers takes
place where magic is forbidden and, therefore, is protected from spell effects.
This increases the difficulty by +2 for all spells. On the contrary, a haunted
mansion should provide a +2 bonus on Lore rolls to use the ethereal strings.

Spell variables
When the GM sets the difficulty to cast a spell, common situations should be taken
into account, such as when the caster tries to affect a single target that is in the same
or adjacent zone and the spell’s effect is instantaneous or lasts for an exchange.

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If the player wants to amplify these conditions, as in the case of trying to affect
two or more targets all in the same zone, or hand-selecting who will be affected;
trying to make the spell’s effect last for more exchanges, a scene, until the next
milestone or arc; causing it to affect distant zones, more than one zone at a time, or
other places beyond the range of the sorcerer’s senses; and so on, the GM should
modify the difficulty accordingly.
There is no predefined parameter, but a suggestion is to increase by +1 for each
extra target, zone, or exchange; +3 to affect up to the range of senses, all in the
same zone, making the effect last until the end of the scene; +5 to affect out of
sense range, all in more than one zone, making the effect last until the next mile-
stone or arc; and so on.
When it says “target”, it means that the sorcerer can choose themselves as part
of a spell.

Extraordinary difficulties
Spells are the result of literally burning the sorcerer’s blood. The more powerful
the effect of a spell, the more blood will be burned, and this can lead to significant
physical damage if sorcerers want to accomplish something great and still do not
have enough skill to manipulate the strings and minimize damage to their body.
If the DIFFICULTY to cast a spell is greater than the sorcerers’ Lore
level, they will receive that difference in physical stress.
Kia decides she’s going to try changing the appearance of her face by
performing a Lore create an advantage (weave) action with the primary
strings, to try to lose her pursuers in a crowd. The GM sets the difficulty
to Great +4, as this breaks reality significantly with multiple witnesses
around. Kia has Lore Good +3, so she gets 1 physical stress, as the difficul-
ty is 1 more than her Lore level (if the difficulty was Superb +5, she would
get 2 physical stress, and so on). She rolls the dice for a total of Fantastic
+6; a success with style! She creates the situation aspect Common face in
the crowd and receives two free invocations.

Roll the Dice


Now that the GM has set the difficulty, the players roll the dice and add the Lore
skill value to the result. If they have any relevant aspects related to being a sorcerer
(usually the aspect that explains the origin of their powers, but they can create
other character aspects that link them with the supernatural), they can invoke to
receive a +2 bonus or roll the dice again; they can also activate some relevant stunts
to improve the result.
Fate Condensed, P. 18-21 explains more details about action resolutions, but
by relating them to spells, and with slight alterations, we can summarize as follows:

• If Lore’s action for the spell is overcome and the player fails, the effect
doesn’t happen, but the player can choose to succeed at a higher cost or suffer
physical stress equal to the shifts for which he failed. On a tie, the cost of suc-
cess is lower. This cost can be: the spell takes place, but creates a boost in favor
of the opponents or that hinders the sorcerer (if there are no opponents).
For example, they create fire, but the sorcerer has no control of its targets;
they can shape water, but it becomes non-potable or they manage to broaden
their senses, but get vertigo. If successful, the effect happens as desired and on
a success with style the sorcerer gets a boost.

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• If Lore’s action for the spell is create an advantage and the player fails,
the effect doesn’t happen, or the sorcerer creates or discovers an aspect using
the spell, but their opponent gets a free invocation from it, or the GM com-
pels the aspect at any time and the sorcerer doesn’t get a fate point for it. On a
tie, the sorcerer creates a boost in place of an aspect. If successful, the sorcerer
receives one free invocation of the created or discovered aspect (two free invo-
cations in the case of a success with style).
• If Lore’s action for the spell is attack and the player fails, the spell doesn’t
happen. On a tie, the spell takes place but does no stress, and the sorcerer gets
a boost. If successful, the spell happens and causes stress equal to the differ-
ence between the attack roll and the target’s defense roll, which must absorb
or is taken out. If successful with style, the sorcerer can reduce the stress by one
to receive a boost.
• If Lore’s action for the spell is defense and the player fails against an
attack, the sorcerer is hit and must absorb stress, whether physical or mental.
On a tie, see what happens in the attack or create an advantage of the oppo-
nent’s descriptions. If successful, the sorcerer takes no stress and negates the
opponent’s action. If successful with style, the sorcerer does not receive stress,
negates the opponent’s action, and receives a boost.

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The sorcerers always roll the dice first to determine whether they were success-
ful in casting the spell. If sorcerers want to attack a target by hurling lightning
from their hand and the GM has set the difficulty Good +3 for them to be able to
cast this spell, they must get that difficulty on the roll or the spell won’t happen,
and the target won’t even need to roll to defend.
Kia wants to scramble a target’s mind to cause mental stress, and the
GM sets the difficulty to Fair +2 to attempt this. Aline, Kia’s player, rolls the
dice, invokes an aspect and gets a result of Great +4. The spell happens,
and this final result is the difficulty the target will have to get on their
Will defense roll (or Lore, if they are also sorcerers and are going to use a
defense spell).
The result on the attack roll or create an advantage defines 1) whether they
managed to cast the spell and 2) the difficulty of the defense if there is a target
trying to resist the spell.

If sorcerers receive physical stress for choosing a success at a cost, these rep-
resent the same blood burning their body from the inside out, with a strong
feeling of fever and sudden heat, which turns into burns if they receive any
physical consequences. The same applies in the case of powerful spells with
extraordinary high difficulty. More details on receiving stress for failing, low-
er and higher cost in Fate Condensed, p. 16-17.

Using Multiple Strings


If sorcerers have levels in more than one type of rope, they can combine their
effects into one action.
One can create advantage (Weave) of Lore with the conceptive and continuous
strings to discover what someone else was thinking or feeling in the past at a specific
moment, or one can use the primary and conceptive strings to know the last person
who touched an object, or add the ethereal and primary strings to try to create a flesh
golem — the party’s imagination is the limit of combination possibilities.
As a rule, each additional string beyond the first increases the difficulty (Abso-
lute Factor) of the Lore roll by +1.

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MJ Barjoc (Order #39761202)
Ethereal Strings
The ethereal strings move softly, like the vibration of a cello’s strings to the touch
of the bow, but subtly crystalline, almost transparent in its presence, like thin lines
of glass, delicate and smooth.
These strings form everything that is invisible and intangible, such as shadows,
spirits, the ethereal world, the end of cycles, decay, and death. The presence of
people or altered matter (human inventions) can stir the vibrations of the ethe-
real strings which, in their delicacy, break and can take years to recover. For this
reason, abandoned places are often considered “haunted”: the non-existence of
people and their inventions prevent these wires from vibrating so strongly as to
break, making the ethereal strings more visible in distant points of civilization (as
in forgotten places), especially if there are a lot of shadows and living things have
died there.
1 Bend: With this level of ethereal strings you are able to use Lore to over-
come situations involving the ethereal plane, spiritual beings, shadows,
decay, and death.
You can, for example, overcome the barriers that make it difficult for spir-
itual beings to communicate; know the cause of death of a body; awaken
a spirit that doesn’t know it’s dead; heal an affected or injured spirit; see
or walk through shadows; touch or interact with the spiritual world to be
able to bring something or someone to the material world; increase the
strength of ethereal strings, so they don’t snap in the presence of mortals
and their inventions or mend broken strings; increase the decay time of
a corpse; not leave physical or spiritual traces wherever you go; banish a
place or exorcize a spirit from a target; calm a spiritual entity; assist an
entity to reincarnate or possess a body; and so on.
1 Weave: With this level of ethereal cord you are able to use Lore to create
an advantage and create or discover aspects related to the ethereal plane,
spiritual beings, decay, and death.
You can, for example, prevent a spirit entity from entering the same zone
as you; summon spirits; increase a spirit’s resistance, an object’s durabil-
ity, or a dying target’s lifespan; feign death by stopping a target’s vital
signs; obtain information about a recently deceased spiritual entity or
body (such as name, character, or situation aspects, etc.); make things
difficult for spirit entities (such as making it more difficult for a spirit
creature to interact with, or reach, the material plane); persuade a spiritu-
al being to do something against their will; camouflage or move through
shadows; explore areas where ethereal strings are more fragile or resis-
tant; open cracks to the spiritual plane to enter it; guard against spiritu-
al actions and influences; force a spiritual being to become partially, or
wholly, visible and tangible; read the aura of a place or being; and so on.
1 Impair: With this level of ethereal tether you are able to use Lore to attack
and defend against invisible and intangible spirit creatures, shadow beings,
or manipulate death accordingly.
You can, for example, age a target rapidly to increase their physical deg-
radation; try to rip the spirit out of a living creature; break the strings that
form an entity, object, or place on the spiritual plane; stun a target; ne-
crose the flesh of a being; crystallize and shatter spiritual targets; defend
yourself against physical or mental attacks from spiritual beings; and so
on. Either way, the sorcerer causes (or defends against) physical, mental,
spiritual, or any other type of stress.

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MJ Barjoc (Order #39761202)
Continuous Strings
The continuous strings are seen and felt by sorcerers as sharp silver threads that
vibrate, humming, moving steadily through all that exists.
These strings are intertwined in everything and nothing, within space and time,
dragging the permanence of things in a forced way, because everything that exists
has to occupy a space and suffers the inevitable effect of the passage of time —
everything and everyone is forcibly being constantly tightened by these strings.
Manipulating them is a task full of risks and rewards. They are tough, heavy,
and sharp, tangled in the complexity of all things’ existence, long, and thousands
of times thinner than cobwebs; tying, connecting, and tangling into an infinity of
tight and loose lines.
The metaphysical implications of the indiscriminate handling of these strings
is variable; there is no absolute truth, but a certainty: they will always fall on or
around the sorcerer. They may try to change the past and find that future events
are inevitable and all the things have to happen, but in other ways, or find that
changing history will erase people, things, and memories. There are reports of
sorcerers meeting their future double and a paradox of madness and space-time
distortion ensues, while others say the two merge, or even live side by side without
issue. The GM is free to interpret whether there is only one truth or several possi-
bilities about the modification of space and time.
1 Bend: With this level of continuous string you are able to use Lore to overcome
situations involving distances, communication, and the regulation of time.
You can, for example, reduce or increase the physical space of a place or
the speed at which time passes; know the location of a person, object,
or place by looking at a photo or focusing on a memory; expand your
senses to see, hear, and feel in all directions; reduce the number of steps
to reach a place; create a momentary passage on a surface; overlap two
or more spaces or make a target take up to no space at all (almost like
ceasing to exist); teleport an object, target, or yourself; know how to get
around a situation by looking at the past or the near future; replace a
target with its past or future version; temporarily stop time; and so on.
1 Weave: With this level of continuous string you are able to use Lore to
create an advantage and create or discover aspects related to prophecies,
precognition, distance, communication, or space-time distortion.
You can, for example, discover a place the target has a strong feeling
for; make a place or crowd appear larger or smaller than it actually is;
distort or align a target’s sense of direction or the passage of time; tem-
porarily hide a location from the sight or senses of one or more targets;
protect a space from being altered by another sorcerer; create a window
in space that allows your senses to perceive something happening in a
more distant place; lock up a space, preventing anything from entering
or leaving; reverse directions (for example, up down and down up); en-
vision what will happen sooner or later; make fortune-telling; and so on.
1 Impair: With this level of continuous strings, you are able to use Lore
to attack and defend by breaking space or warping time to cause physical
stress or prevent yourself from being affected in this way.
You can, for example, pressure a target’s space to compress it into itself,
or make two things occupy the same space, causing physical stress; ac-
celerate the passage of time in a target’s cells, causing physical stress by
decay; defend yourself from the discovery of information about your past
or future, or from physical stress, by the passage of time or distortion of
space; and so on.

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Primary Strings
These strings govern the tangible things in the universe; everything that is inor-
ganic and organic. These golden threads are like thousands of violin’s strings that
sensitively bend around the matter of everything that exists.
Living beings and things that exist and are tangible are intertwined by these
threads that move in a constant flux; some religions call them the “breath of life”,
while non-believers may call them the “life force”; it doesn’t matter. Once some-
one awakens and becomes a sorcerer with the ability to see, and consequently ma-
nipulate these strings, they begin to see existence with different eyes; some become
more sensitive to the small moments of life, while others realize that everything
is nothing more than something banal, and may end up breaking an infinitely
narrow and delicate line.

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Fiddling with these strings indiscriminately can alter things irreversibly, even for
powerful sorcerers, as the universe forces itself to remain the same, especially in its most
tightly structured and steadfast elements. Life is a rare event and can become inexplica-
bly rebellious when its threads are altered or broken outside the natural order.
1 Bend: With this level of primary strings you are able to use Lore to overcome
situations involving living beings, health, disease, anatomy and evolution, or
anything that is inorganic, such as modeling what is liquid, solid, or gas.
You can, for example, broaden your senses; cure or lessen the effects of a
disease and an injury to living beings and damage to inanimate objects;
understand a complex object even if it is not clear what it is about (know-
ing how to assemble a weapon or a puzzle without ever having seen it
before); control the vital functions and emotions of the target or struc-
ture of an object with moving parts (reducing heartbeat, calming an an-
gry dog, starting a car without a key, or causing camera malfunctions);
model or change the state of matter from gas to liquid and from this to
solid; merge or temporarily superimpose two or more beings or objects;
regenerate severe damage to biological tissue (recreate a limb, cure an
incurable disease, etc.); make something or someone insubstantial for a
moment; and so on.
1 Weave: With this level of primary strings, you are able to use Lore to create
an advantage and create or discover aspects related to organic or inorganic
things, such as transmuting or metamorphosing, in addition to manipulat-
ing the small details of the things and lives that surround you.
You can, for example, discover physical or physiological details about a be-
ing or object (age, health condition, sex, weight, etc.); feel if there is life
or the presence of some specific type of matter or chemical element in
a place; make your body attracts, or repels, one or more specific types of
matter or life; resist the harmful effects of certain types of matter (such as
resisting poison or the sharp edge of a blade); alter the appearance of a
living or inorganic target; make a living being or object irrelevant, almost
invisible, to outside senses; improve (making stronger, more resistant or
agile) or worsen (causing disease or fragility) the physical condition of a
being or object; alter the shape of a being or object within the limits of its
body type or mass (more significant alterations, such as increasing or re-
ducing the size of the target, adding fins to a non-aquatic being, or mak-
ing it the opposite of what it is, increases the Absolute Factor); change an
object’s properties to tear a bulletproof vest with your hands or make a
cotton shirt withstand blows from cold weapons or gunshots; increase the
aging rate of a living being; touch a living target to physically control it like
a puppet; create a golem from inanimate objects; transmute matter (turn
metal into gold, stones into gas, etc.); create a living being (in conjunction
with the Conceptive Strings to give it intelligence and reasoning) from in-
organic matter or objects out of nothing (such as creating an animal that
exists or a new species, a dish, weapon, etc.); and so on.
1 Impair: With this level of primary strings, you are able to use Lore to at-
tack and defend by snapping or deforming these cords, breaking objects or
draining your target’s health.
You might, for example, damage parts of an object with the intent of
rendering it useless, or tear the fabric of an object causing wounds that
open up on their own as cuts; empty a living being of its vital energy or
destroy the cells of an inorganic object, causing physical stress; use in-
animate objects to attack, even from a distance, or defend against Fight
and Shoot attacks by making your skin or clothes more resistant; destroy
a living being or object at the atomic level, causing it to cease to exist,
causing physical stress; and so on.

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MJ Barjoc (Order #39761202)
Conceptive Strings
These strings resemble soft, shiny copper wires and govern probability, intentions,
the mind, and the collective consciousness that shapes the destiny of society. It’s
a way of manipulating everything that exists, but doesn’t exist, per se; where is
the luck? Where do fate, desire and thoughts form? None of this is palpable and
measurable by any means, but it can be manipulated by those with the ability to
pluck its invisible strings.
When sorcerers have control over these mystical lines, they are able to burn their
blood to understand and anticipate the events, wills, and desires of the mind and
collective existence, based on the condition and intervention of society and the
individuals that fill it.
1 Bend: With this level of conceptive strings, you are able to use Lore to
overcome situations that involve briefly manipulating fate and luck in fa-
vor of yourself and your allies or against opponents, or manipulating the
wills and thoughts of those around you.
You can, for example, manipulate the mind or fate of people so that
something happens in your favor; understand if something happened
by chance or was manipulated by someone; visualize if there is a prede-
termined destiny for targets and if they reached it by their own effort;
study more than one possibility of action to know the best decision to be
made for a specific result; make a target ease irritated thoughts and emo-
tions; enter, or manipulate, a target’s dreams or thoughts; communicate
through telepathy or influence others to act according to your own will;
cause a target to fall into despair through mental illusions; force positive
or negative thinking to change the order of upcoming events; and so on.
1 Weave: With this level of conceptive strings, you are able to use Lore to cre-
ate an advantage and create or discover aspects related to what will or will
not happen in courses of action, or what someone’s intentions, thoughts,
and emotions are.
You can, for example, predict the near future for your next decisions; find
out if someone has influence on a past or future course of action; remind
the subject of vivid details from the distant past; discover or understand a
target’s thoughts and emotions; guess a string of numbers or words, such
as someone’s phone number, or phrases from passwords and books; syn-
chronize the target’s actions with a routine, even if they aren’t sure which
steps to take; install emotions or induce someone to make decisions based
on their current emotional state; increase or reduce someone’s mental or
intellectual capacity; make someone believe that they, or the sorcerer, is
someone else; implant, remove, or read memories that can influence the
target’s decisions; create emotional or affective bonds with targets, even if
you don’t know them; make everything go right, or wrong, around targets,
influencing their thoughts and emotions; and so on.
1 Impair: With this level of conceptive strings, you are able to use Lore to
attack and defend by manipulating the strings of fate and the unseen forces
of the individual and collective consciousness, making things happen in your
defense, against your targets, or tearing the threads of your opponents’ mind.
You can, for example, scramble your target’s mind, causing mental stress,
or strengthen the threads of your own consciousness to defend against
mental attacks or create an advantage actions that aim to confuse or ex-
ploit your mind and thoughts; manipulate fate to make something bad
happen to a target, causing them physical stress or doing so in their de-
fense; erect a mental shield that allows you to ward off attempts at mental
attack or invasion by thoughts, dreams, and mental influences; and so on.

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Extensive Strings
The universe is full of invisible energies, imperceptible to the human senses. In the
mystical realm, extensive strings run between the magical force that arises when
sorcerers burn their blood to perform a spell, the electricity that runs through
tension cables, or the magnetism that pushes and betrays things around them.
Having the ability to use their senses to perceive and manipulate these threads
gives the sorcerer the ability to shape the forces — known and unknown — that
govern the rules of the universe.
1 Bend: With this level of extensive strings, you are able to use Lore to over-
come situations that involve manipulating energies or the threads that
weave the force of spells to deflect or cancel it.

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You can, for example, nullify the effects of a force or spell; erase your mys-
tical trail after casting a spell; hinder or facilitate communication via radio
waves or the operation of electronic devices; amplify a target’s senses to
perceive colors and sounds that the human body is not normally capable
of; make a sound or energy travel farther than usual, such as having your
voice reach a very distant target; amplify, reduce, or have control over heat,
fire, electricity, sound, gravity, or magnetism; amplify or reduce a target’s
ability to see by manipulating the way they see light, or to hear by manip-
ulating sound waves; increase or decrease the speed at which an object or
target moves; manipulate objects or a target through telekinesis; cause an
electromagnetic pulse that fails electronic equipment; and so on.
1 Weave: With this level of extensive strings, you are able to use Lore to cre-
ate an advantage and create or discover aspects related to manipulation of
universe energies and spells.
You can, for example, make a target glow like an electric light or emit an
unearthly aura; find out if a spell was used in a certain place; make an en-
vironment, target, or object more susceptible or resistant to the forces of
natural energies or spells cast against them; raise or lower the tempera-
ture of a location or target; cause a target to use their senses to perceive
or ignore energies, such as seeing a message written with magnetism or
mystical force; increase or decrease a target or area’s energy capacity or
spell strength; shape the patterns of reflection and refraction of light to
make a target invisible; change the weather; cause earthquakes; make
an environment hostile to magic or supernatural beings; create or de-
stroy magic items; increase or reduce friction with the air or ground of a
target when moving, being able to levitate it; and so on.
1 Impair: With this extensive string level, you are able to use Lore to at-
tack and defend by manipulating the energy ropes to cause stress or defend
against attacks and create an advantage actions.
You can, for example, throw lightning through your hands or from the
sky; crush something or someone using magnetism or amplifying or re-
duce the surrounding gravity; use bursts of visible or invisible forces; cre-
ate magnetic or mystical shields against attacks, natural energy effects,
or spells; and so on.

Which action to choose


Sometimes an action fits overcome or create an advantage, and it’s up to the
player to choose what to do and the GM to judge if it’s applicable.
A sorcerer might want to use the concept strings to shape a target’s fate,
causing them to bump into an item that will initiate a series of events, culmi-
nating in a traffic accident. This can be a Lore overcome action to get rid of
the situation aspect Cultists chasing me, or it can be a create an advantage
action to create the situation aspect Destiny in my favor. The situation or
how to solve the issues that arise in the scene should be discussed between
the players and the GM.

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A World Ravaged
by Monsters
Creatures that haunt nightmares
The world is a place filled with horrifying secrets. Around every corner, an entity
may be possessing someone who seems harmless. Meanwhile, amorphous mon-
strosities crawl in the sewers, stalking passersby walking the bustling streets above,
and portals to unholy dimensions open, bringing with them a horde of evil spirits.
This list of monsters covers some of the most common creatures present in
fantasy settings, urban horror, and monster hunters, easily adaptable to other
game styles.
For each creature there are suggested aspects, skills, stunts, and stress. Combine
the suggestions to create a monster in that category that is as simple or as powerful
as your story requires. You can choose just one aspect and one or two skills for a
ghost that is a totem animal spirit; but choose three aspects, some skills, and four
stunts for a poltergeist and create a challenging opponent, accompanied by min-
ion ghosts that are minor NPCs.
This creature list is a tool that helps you include new monsters at opportune
moments in the story. Just grab a piece of paper and quickly copy the creature
details to use at game time, or, if you prefer, use the suggestions directly from the
pages of the book, improvising the details as necessary.

How to use these creatures


There are no new or exotic rules for monsters, with the exception, perhaps, of re-
moving consequences and using a larger amount of stress boxes to make things more
practical. The creatures use the same character sheet resources as the player charac-
ters, so everything will be familiar to the group. Below are some details on how this
book structures creatures to make them a toolbox.
Aspects
In aspects we present not only phrases, but also a background that makes them
come true. For each suggested aspect of the creature, there is a paragraph contex-
tualizing it.
There are suggestions on how to invoke or compel monsters’ aspects, but the
GM and players shouldn’t be limited to that. These are the most common sugges-
tions of situations that can occur, but they are not the only ones — that would be
too limiting, as the boundaries of imagination are wide when it comes to aspects.
The GM can read the general description of the creature and come up with new
aspects, or use the suggestions, also thinking about other possibilities to invoke or
compel an aspect that is recommended for a monster.

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Skills
Each creature is unique (much like the PCs), as they may have a different back-
ground on how they became who they are today. Each of them may have different
sets of knowledge throughout the story, even if they belong to the same species.
For instance, a modern-day mummy might have Drive, while one from the past
has Ride (to replace Drive), as it has never seen a motor vehicle.
Suggested skill lists for a creature are based on its common interests and pow-
ers, serving as a tool to quickly create an NPC, but the GM should leave their
own marks when customizing their next monster’s skill list to represent their
unique history.
Stunts
These are freeform stunts, similar to what is described in Fate Core. Howev-
er, nothing prevents the GM from modifying or creating new stunts in the Fate
Condensed or Accelerated format.
Some stunts can be linked to the suggested aspects of the monsters. If the GM
doesn’t choose the same aspect suggested for a creature that has a stunt that de-
pends on it, they just have to remember to adapt this detail in the monster sheet.
Stress
Monsters only use stress, no consequences. At the end of a certain amount of
stress boxes, there is a word that represents a condition suggestion. The GM can
change this word as they see fit, and should remember to use this word as a nega-
tive aspect to compel, or even invoke, if they find a situation that fits.
Creatures that are minor NPCs can have 2 to 10 stress boxes, while major
NPCs, similar to PCs, can have 11 to 16 boxes (or even more)! The GM must
evaluate how powerful the creature is, how it is able to exploit the scenario in its
favor, and if it has minions to help it. All this adds up to make a creature more or
less challenging — if it is acting alone in a conflict against the PCs, it will probably
need a few extra stress boxes to survive a few exchanges.
Boxes represent the only way for monsters to absorb stress, be it mental or phys-
ical, but the nature of a creature can define whether it is immune or resistant to a
specific type of stress. For example, ghosts can only be hit by mental stress, while
vampires have a hard time healing stress caused by fire, sun, or blessed weapons.
If a PC’s special attack causes a consequence instead of stress, you will need to
convert it and mark that amount on the creature’s stress lines. For example, a mild
consequence is equivalent to 2 shifts of stress, a moderate consequence to 4 shifts,
a severe consequence to 6 shifts, and an extreme consequence to 8 shifts.

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Demons
Coming from lower planes, be it hell, hades, or the depths of accursed lakes of
the ethereal plane, these creatures are evil and take pleasure in the corruption and
suffering of others. Their appearance can be the most varied, ranging from muddy
sludge with protruding bones to humanoids with red skin, scales and horns, and
even giant beasts of incomprehensible anatomy. They do not often visit the mate-
rial plane, commonly being summoned or leaking through portals and cracks in
reality — some of these openings can arise through supernatural catastrophes or
induced through spells and rituals.
On the lower planes, demons may or may not (that depends on the mytholo-
gy) organize themselves through hierarchies, with the most powerful and ancient
forming legions of subordinates. Many of these subordinates struggle to reach
the material plane as a way to get rid of their condition of submission, seeking
freedom. They do this by finding cracks in reality that will take them there, or
by promising things to humans so that they will summon them. Often they ma-
nipulate and lie, as they are not always willing or able to fulfill their part of the
covenant. Their motivations may be varied, but minor demons are unlikely to
conquer large territories, as their power is limited.
The most powerful demons, however, can reach the mortal world to find ways
to manipulate humanity to suit their interests. They have enough power to ma-
nipulate the highest echelons of society and command armies of demons to guide
the underlings among humans, again, through promises (usually power, lust, and
avarice) or using their supernatural abilities to manipulate their free will. They
may do this in order to secure a crop of spirits for the maintenance of the infernal
plane, or perhaps because they see humans as a pleasurable food — drinking the
spirit, eating the flesh, or devouring the emotions of humanity. The GM should
think about the demons’ motivations for wanting (or needing) to toy with hu-
manity, in particular making it happen around the player characters (use the PCs
aspects to create issues in the setting).
When these creatures come to the material plane, they strive to instruct humans
to write profane tomes, full of rituals that can summon them again, if they are ban-
ished to their original plane. When teaching spells, these creatures are smart and
only teach the summoning parts, omitting the binding spells. After all, they do not
want to exchange a servile life for another. Therefore, experienced sorcerers per-
form extra rituals to trap (such as magic circles that restrict the movement of these
beings or create a psychic connection between them) or commit the summoned
demons to an alliance, for their own safety and interests - demons are spiteful crea-
tures, and they will look for a way to get rid of their obligations to the wizard who
summoned them, also looking for a way to make them pay for their audacity.
The summoning
The details of the rules for performing a demon summoning ritual are up to the
GM, but this should not be an easy task and would commonly involve criminal
acts (such as an assassination, the theft of valuables, sacrifices, etc). As an example,
if the group of characters needs to invoke or banish a creature like this, they will
need to live a story or short campaign to find a demonic grimoire in the catacombs
of ancient witches, facing fearless guardians, deadly traps and fatal puzzles to gain
access to the evil item that invokes or banishes the demon.

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The demon’s summoning ritual must be a challenge where players need to ac-
cumulate three to five successes of create an advantage of some skills, such as Craft
(to prepare the environment and artifacts, like incense, draw evil circles and runes,
etc.); Deceive (to prepare to trap or bind the demon into a connection with the
sorcerers); Lore (to perform the magical mantras or to understand the laws under
which the demons exist, their contracts, and so on); Physique (to endure the time
of the ritual or the strange energy that passes through the body while the spell is
performed); Provoke (to call demons through the manipulation of emotions); or
Will (to stand firm in the face of a supernatural event so dangerous and incompre-
hensible to the mortal mind).
The difficulty of each roll should range from +2 for lesser demons to +4 or +6
for powerful creatures. Failing one of the rolls could mean having to restart the
ritual (perhaps one of the items was fully consumed, like incense, fresh blood,
etc.). Maybe the demonic creature appears, but either it is not the one desired
by the sorcerers or it will have a freedom that they didn’t expect (for instance,
bringing with it some extra subjects, creating a boost that it will use against
sorcerers, and so on).
Already on the material plane, demons are physically strong in a way that hu-
mans only dream of, being able to tear flesh, metals, and walls with their bare
hands. Demonic blood also carries with it incredible mystical power, making even
the smallest among them capable of performing spells, usually to manipulate or
control the human mind (such as possessing or inducing someone to do some-
thing against their own will).
Weakness and banishment
But all power has a price. Some demons can be sensitive to daylight, making them
weaker, turning into pillars of salt, or even nullifying their powers while in the pres-
ence of sunlight. Others may have an aversion to positive feelings or need to commit
crimes regularly to stay alive, such as having to feed on flesh, organs, or fresh blood.
They might be greedy for fine metals like gold and silver, perhaps even precious
stones, that they need to steal regularly in order to feed themselves. Specific weakness-
es such as these may be represented as the demon’s trouble aspect or be implied by the
creature’s high concept, at the GM’s discretion. All of them, without exception, are
vulnerable to sacred objects, such as water, symbols, or weapons imbued with benign
faith (which can be created by individuals of various creeds, in addition to Christians).
This information is implicit in the demon’s high concept (it is a natural weakness).
Banishing these creatures is as difficult as summoning them. To do so, the crea-
ture must be visible to the banisher. The banisher must know the banishing ritual,
or they must be holding a grimoire that contains the instructions while perform-
ing a ritual that commonly involves handling materials such as salt, blood, or holy
objects. Then a create an advantage contest of the banisher’s Will (or Lore) against
the demon’s Will defense should take place — allies can help by creating advan-
tage and providing free invocations to the banisher. Whoever scores three success-
es first wins — if the demon scores three success against the banisher, it is immune
from banishment for a number of days equal to its Will level.
If the GM doesn’t want to roll dice for the demon, they can set a difficulty for
the contest, such as +2 or +4, depending on how powerful the demon is. If the
player accumulates three failures before three successes, the banishing ritual fails
and the demon is immune from being banished for a number of days equal to the
difficulty of the challenge.

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Because of the difficulty of the situation, the banisher will often have allies on
their side who will endeavor to keep the demon within sight while the ritual is
performed, and the demon may have minions helping it to end the ritual to try to
get rid of the PCs or escape. Whenever it is the banisher’s turn on the exchange, a
new contest or challenge roll is performed until the situation is resolved.
Aspects
Choose one to three aspects to create minor NPCs; four or more aspects to create
major NPCs:
Demon of the lower planes
This aspect’s range depends on what the creature itself represents and how
much power is in the demons’ blood (the GM defines the details). These crea-
tures, by their nature implied in the word “demon” of the aspect, do not have
a human appearance, and this is one of their greatest difficulties in inserting
themselves into society.
Invoke: This aspect can be invoked for superhuman abilities (like super strength
or agility), create demonic magical effects (such as hex or possess targets), or per-
form supernatural actions (fly or change its appearance to look like a human).
Compel: This aspect can be compelled to embarrass the demon in a social sit-
uation, to make the demon lose control of the effect of a power, or to make other
demons or mortals chase the creature.
Holy objects weaken me
This is a trouble suggestion, but the GM should work on their ideas regarding
demonic weaknesses. By the nature of this aspect, there will be less chance for
invoke than for compel.
Invoke: This aspect can be invoked in order for the demon to recognize symbols,
religions, and holy places, or to know if someone has real faith or is a charlatan.
Compel: This aspect can be compelled to cause the demon to suddenly en-
counter someone who reveals their faith or to discover that they have entered sa-
cred territory.
Clever manipulator and corruptor
Due to their supernatural appearance, demons may need to manipulate humanity
(either using their powers or not) to achieve their goals, rather than acting directly on
social strata. No matter the means, they will find a way to convince whoever it takes.
Invoke: This aspect can be invoked in social situations of bribery or manipula-
tion, to persuade or intimidate a target into doing what the demon desires. At the
GM’s option, this aspect can be invoked when the demon tries to use its supernatu-
ral power of mental manipulation and hypnotism, or even possession.
Compel: This aspect can be compelled when the demon attempts to use its ma-
nipulation, hypnotism, or possession on someone who actually has an underworld
connection and they can mentally repel, corner, or counterattack the demon; or
when the creature tries to perform its manipulation in someone who is incorruptible.
Demonic blood sorcery
Demon blood holds immense supernatural power within it. This is the freeform
use of spells, where the desired effect depends on the creativity of the party and the
equivalent cost of an invocation or compel. The GM, along with the party, must
judge each spell the creature is trying to use.

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Invoke: This aspect can be invoked to perform spells such as illusions, physical
or mental magical attacks, or manipulate reality (create, destroy, or alter things
around the demon).
Compel: This aspect can be compelled to create unwanted effects when casting
spells, such as hitting unintended targets, being more powerful than intended, or
presenting an unexpected anti-spell handicap.
Humanity will bow to me
A demon’s ambition depends on its level of power, but nothing prevents even the
weakest demon from rising among humanity (it is just a matter of time).
Invoke: This aspect can be invoked to deal with influential figures, to blackmail
or bribe authorities and the powerful ones, or to find the strength to overcome a
challenge posed by opponents and see them pay for their audacity.
Compel: This aspect can be compelled when someone with influence does not
fall into the trap of bargaining, manipulation, bribery, or blackmail, or to make
the demon think it is more powerful and capable than it really is.
Skills
Choose one to four skills to create minor NPCs; five to ten skills to create major NPCs:
Great +4 or Good +3: Deceive, Lore, or Will.
Fair +2 or Average +1: Burglary, Fight, Notice, Provoke, Physique, Shoot
(spells), or Stealth.
Stunts
Choose a stunt (or none at all) to create minor NPCs; two or more stunts to
create major NPCs:
Bloodlust: When the demon spends its turn action to drink the blood of a
fresh corpse (or eat its raw flesh and organs, still warm, at the GM’s discre-
tion), it makes a +2 Physique roll and recovers an amount of stress equal to
the shifts achieved.
Blood Magic: The demon can use Lore to overcome physical, social, or spiritu-
al obstacles by performing magical effects pronouncing hellish words followed
by sinister gestures (with this stunt, it is not necessary to invoke its demonic
aspect). The description of the effect itself is up to the GM.
Powerf ul Spells (requires Blood Magic stunt): The demon can use Lore
to create an advantage of Lore by casting spells to create or discover physical,
social, or spiritual aspects of a target or scene in the same or adjacent zone.
The description of the effect itself is up to the GM.
Rending Magic (requires Blood Magic and Powerf ul Spells stunts):
The demon can use Lore to physically attack up to 3 zones away using spells
(targets defend with Athletics or Physique) casting flames, lightning, and so
on). Also, the creature can use Lore to defend against Fight or Shoot attacks,
performing protective spells with just a gesture or word. The description of
the effect itself is up to the GM.
Blood Weakness: While on the material plane, the demon can only recover
stress through the Bloodlust stunt, unless it enters the infernal plane. There
it can make, once per day, a Physique roll against +2 and recover an amount of
stress equal to the shifts achieved.

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Claws, Horns, and Hooves: The demon causes 2 extra shifts of physical stress
when it succeed in a Fight attack. On a tie, it can choose to deal 2 shifts of phys-
ical stress instead of getting a boost.
Multiple Attacks (requires Claws, Horns, and Hoof stunt): The de-
mon can split their Fight attack roll between two targets and get +1 against
each of them. If successful on one or both of these attacks, it causes 1 extra
shift of physical stress. On a tie, it can choose to deal 1 extra shift of physical
stress instead of getting a boost against the affected targets.
Demonic Aura: The demon causes discomfort in animals and children that
have crossed paths with other demons in the past, activating their sixth senses.
If there’s one of them in the same or adjacent zone to the demons, they know
there’s something evil there. The demon must make a Deceive defense roll, or
the animal or child will know there’s a demon nearby and its location (if it’s
hidden), or who the creature is, if it is disguised in a crowd.
Hideous Appearance: The demon is a terrifying creature, with supernatural
deformations that they emphasize when trying to frighten someone. The crea-
ture can invoke its demonic high concept to create an advantage of Provoke
against targets that can see it up to three zones away, who defends with Will.
If the demon is successful, all targets that fail will be Frightened and cannot
stay in the same zone of the demon (their action and movement must be used
to distance themself from the creature — if the targets are unable to keep the
distance, they can’t act against the demon).

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Plane Weakness: The demon does not naturally belong to the material plane.
At dawn, they must make a Will defense roll against +2. On a fail, they take the
shifts in stress as their bodies atrophy (and disappear back to the infernal plane
if it is no longer able to absorb the stress).
Provocative: When invoking its Clever manipulator and corruptor
aspect, the demon can perform a create an advantage action of Provoke against
a target in the same or adjacent zone, who defends with Will. If the target fails,
they will act in a way that reveals one of their character aspects (the target
chooses which character aspect to reveal in response to the demon’s taunt and
how their character acts to reveal that information).
Resistance: The demon has supernatural skin, sometimes with scales and
bones protruding and hard as rock. It absorbs 2 stress shifts from all attacks
(made with non-blessed weapons using Fight and Shoot). Once per session, or
at the cost of a fate point, it can totally nullify an attack made using the afore-
mentioned skills.
Stress
Demons on the material plane are commonly made of matter, even if their flesh
is of a supernatural origin, and can, in some cases, be more resistant to mundane
weapons and sensitive to mystical attacks, such as those made by blessed weapons.
If the GM intends to include demons as incorporeal entities, they can mix
up the ideas of demons with those of the ghosts below.
Demons that are minor NPCs will only have a few stress boxes, from two to
ten, and can act in packs. Major NPCs will have up to 16 stress boxes, maybe
more for underworld lords and intense challenges, especially since they tend to be
accompanied by minions. See below examples of stress for some types of demons.

Weak demon Fugitive demon


Stress: Stress:
11 Givin in 21 Hurt
Band of lesser demons 31 Givin in
Stress (one box for each demon): Demon lord
31 Givin in Stress:
21 Shaken
31 Hurt
41 Givin in

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Ghosts
Beings who have died and that have a strong connection with the material world
can remain Earthbound until they fulfill their purpose and are called into the un-
life. They are invisible, but able to see and hear the material plane in places where
the membrane between the two worlds is thin.
The characters might need to help a ghost resolve their outstanding issues on
the material plane, freeing the being for the unlife. Not all of them are evil nor
need to be seen as adversaries: perhaps they are just unaware of their own condi-
tion and can become powerful allies. Facing an incorporeal creature can be diffi-
cult if the heroes lack magical means, mystical weapons, psi, or other ways to affect
the ethereal plane and its inhabitants.
Connection with the world
Some may be tied to the material plane by a possessive obsession with a place,
person, or object, such as someone who is stuck in the house where they grew up
or the place where they died. They may have a bond with a loved one, be chasing
their killer, tied to the gun used to kill them, or an object that was important in
life, such as a necklace with a picture of someone they loved. These ghosts are
commonly aggressive, because they have strong emotions connected to that plane,
such as the feeling of possession, and they don’t want to lose the affective connec-
tion they have. They are willing to do everything possible to influence (or harm)
those who approach them, even if they don’t even know of their existence (as
usually is the case in haunted places).
Others may have unfinished tasks that link them to the world of mortals, and
may be less aggressive and more aware of their existential condition. They may
want to complete a work they left unfinished, such as doing some critical research
or seeing someone they love achieve a specific goal in life. If a ghost has no con-
nection with the material plane, then this can become one of the most dangerous
cases, as they can be losing their human essence.
They become even more dangerous or difficult to deal with if they have little or
no awareness that they are dead, living in an eternal loop — and suddenly break-
ing this reality in which they are trapped can have unpredictable consequences.
Others may be so obsessed with specific elements of reality that they are unable
or unwilling to understand what is going on with them, despite perhaps partially
understanding their condition.
Aspects
Choose one to three aspects to create minor NPCs; four or more aspects to create
major NPCs:
Intangible and invisible spiritual being
This aspect defines the creature’s essence and can speak more to their spiritual or emo-
tional bent by adding words like “evil”, “despondent”, “protective”, among others.
Invoke: This aspect can be invoked when the ghost appear on the material plane,
when attempting to possess a target, or using telekinetic implements.
Compel: This aspect can be compelled to make it difficult for the ghost to com-
municate with the material plane, when their intentions are misunderstood, or
when a telekinetic possession or manipulation does not go as expected.

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MJ Barjoc (Order #39761202)
Connection with the material world (describe the connection)
This aspect represents a motivation or lack of understanding of what might really
be going on, as in the case of ghosts that don’t know they’ve died or who are still
clinging to their past.
Invoke: This aspect can be invoked when the ghost tries to protect its connec-
tion to the material plane or tries to understand what is happening to the target of
its obsession or addiction.
Compel: This aspect can be compelled so that the ghost momentarily loses its
connection to what it most desires on the material plane, when it misinterprets
someone’s intentions regarding the target of its obsession, or when the ghost
questions its own reasons for still being so attached to something from its past.
Dangerous enemy or powerful ally
Some ghosts are neutral in their existence, either because they have their own
interests that don’t conflict with creatures of the material plane or because they
don’t quite understand the nature of their existence.
Invoke: This aspect can be invoked when the ghost tries to convince someone
to help it out of their own free will, when it defends its own interests, or when it
investigates more about its past.
Compel: This aspect can be compelled to force the ghost to make a partial de-
cision, to act against its own will or wisdom, or to cause a ghost to commit an
injustice on its own terms.
Aware of my spiritual condition
Being aware of their own spiritual condition can cause ghosts to remain on the
material plane of their own free will, which causes many of them to create ambi-
tions and attachments.
Invoke: This aspect can be invoked when the ghost argues about its intentions
and motivations or when it tries to accomplish something that directly helps it
achieve its goals.
Compel: This aspect can be compelled for the ghost to question its reason for
existing, to create temporary bonds or addictions, or to confuse its motivations
and goals.
I don’t remember my reason for existing
The trauma of death, or the moment of spiritual ascension, can confuse a ghost’s
essence, making it feel lost in the material world. This can be a fatal trap for the
consciousness of these beings.
Invoke: This aspect can be invoked when the ghost takes actions to understand
the causes of its death or ascension, when it seeks a motivation to continue from
the material plane or wishes to go to the spirit world.
Compel: This aspect can be compelled to make the ghost confused, to make it
lose its temper with those around it, or to put itself in danger by not understand-
ing what is really going on.
Skills
Choose one to four skills to create minor NPCs; five to ten skills to create major NPCs:
Great +4 or Good +3: Will, Empathy, or Stealth.
Fair +2 or Average +1: Academics, Deceive, Fight, Lore, Notice, Provoke,
or Rapport.

Fate plus 105 MONTER HUNTER

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Stunts
Choose none or a stunt to create minor NPCs; two or more stunts to create
major NPCs:
Control Will: The ghosts can make a contest of Provoke’s create an advantage
roll against a mortal target’s Will defense. If the ghost wins, it will give a Tele-
pathic or verbal command, with a free invocation (two in case of a success
with style) that the target must obey while this aspect exists. If the command
is repugnant or has the potential to harm or kill the target, the target may take
another Will defense roll (if the target fails again, they will obey the command).
Materialization: The ghost can perform a +2 Will overcome roll to momen-
tarily appear or physically interact with the material plane. In case of a success,
it remains materialized for a number of exchanges equal to its Will level. On a
success with style, it remains materialized until the end of the scene or until the
ghost finishes the effect. While in this condition, it can attack using Fight, but it
can also be harmed by traditional weapons.
Possession: The ghost may roll Will’s create an advantage against a mortal tar-
get’s Will defense (or the target may automatically choose to fail, if they wish to
be possessed). On a success, the target is Possessed, and the possession lasts for
a number of exchanges equal to the ghost’s Will level, at which point they must
contest again. Success with style (or if the target chose to be possessed) makes it
last until the end of the scene or until the ghost willingly leaves. On a failed roll,
the target cannot be possessed by the same ghost for a number of days equal to
the target’s Will.
Telekinesis: The ghost can use Will instead of Shoot to throw small objects
as an attack action against targets up to three zones away. If the object is large
(such as a closet), it may attempt to squash a target that is in the same zone as
the object in question.
Telepathic Communication: The ghost can make a create an advantage Rap-
port contest against a mortal target’s defense of Will (or the target can automat-
ically choose to fail if they wish to maintain a telepathic link with the ghost).
On a success, the ghost creates the Telepathic communication situation
aspect with a free invocation (two in a success with style) and can communicate
mentally or through emotions and feelings with the target for a number of ex-
changes equal to its Rapport level. Success with style (or if the target chooses to
fail) maintains the communication until the end of the scene (which means the
situation aspect ends).
Terrorize: The ghosts can suddenly appear as a terrifying apparition. It per-
forms a create an advantage action of Will against all mortals, human or animal,
who can see or hear them up to three zones away. Targets that fail are Terri-
fied (one free invocation, or two if successful with style against at least one of
the targets) and the failed targets are unable to invoke any kind of aspect for an
amount of exchanges equal to the ghost’s Will, while the situation aspect exists.
If the ghost was successful with style, the targets cannot invoke any aspects until
the end of the scene. Furthermore, a Terrified target cannot enter, or remain
in, the same zone as the ghost (if they do, they must flee, and if they cannot flee
to another zone, they cannot act against the ghost).

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Stress
Ghosts that are minor NPCs will only have one to nine stress boxes. If they ma-
terialize and are attacked in their ectoplasmic form, physical attacks stress them.
Major NPCs will have ten or more stress boxes. See below for examples of stress
and consequences for some types of ghosts.

Animal ghost (totem) Disillusioned ghost


Stress: Stress:
11 Givin in 21 Hurt
Vengef ul haunting 31 Givin in
Stress: Poltergeist
21 Givin in Stress:
11 Shaken
21 Hurt
31 Givin in

MJ Barjoc (Order #39761202)


MJ Barjoc (Order #39761202)
Mummies
These ancestral beings are created through funerary rituals. Using a process of
restoration, they are resurrected and enter the unlife, becoming indistinguishable
from humans, seeking to grow in power and influence in society to fulfill their
malevolent goals.
The art of creating these creatures began hundreds of years in the past. After the
death of important mortals, their organs would be removed and the decomposi-
tion was reduced through ritualistic procedures.
Mummies can be created through natural processes too, like people who have
been frozen and preserved through time. This can also create interesting creatures
in monster stories, even if these have different goals and ambitions.
The awakening
These monsters are awakened when someone violates their tombs or their resurrec-
tion is part of the ritualistic process of their mummification. They can rise to defend
what is theirs, like a treasure that may be stored in their tombs, or just to kill invaders
that may be there for curiosity, study, or plunder. If the mummification took place
through a ritual, then that will determine what condition awakens the mummy.
The most common is simply the passage of years: the body rests and gains enough
supernatural power to rise again in pursuit of its goal (revenge against a bloodline,
enslave humanity, and so on). Another possibility is the reading of an incantation
on a cursed scroll or in the pages of unholy tomes, such as the book of the dead or
the necronomicon (the creature spawns and may have its own agenda or be linked to
whoever read the ritual and awakened it, being an ally or enemy).
When awakened, mummies retain their memories, personality, and behavioral
traits, but their bodies are weakened and cadaverous (even in these conditions,
they appear supernaturally powerful). The mummies need a fresh, recently dead
body to devour and complete the resurrection ritual, recovering their original ap-
pearance, thus being able to pass for a human. If the resurrection was planned by
worshippers, they will commonly offer someone in sacrifice, otherwise they will
be the creature’s first target.
A haunting past and a promising present
Their last memories of society will be disconnected from the modern world, so
they will need some time to adapt and understand what is happening. Usually
these creatures are very powerful and surrounded by cultists who hope to gain
privileges by serving them. These same servants are responsible for guiding and in-
troducing the mummy in modern society, using the treasures buried in their tomb
to facilitate this process, and their master’s powers to overthrow or manipulate
those in their path so that the creature has their prestige restored.
If the monster underwent natural mummification, like someone who got
trapped in a blizzard or that died many years ago in the dunes of a scorching des-
ert, their purpose may simply be to destroy those who violated their body and
wander off in search of understanding what happened to them. These beings will
still be gifted with intelligence, hungry for flesh, organs, and blood, but will likely
lack worshipers or carry past riches or privileges.
Aspects
Choose one to three aspects to create newly awakened mummies as minor NPCs; four
or more aspects to create mummies that fed on a mortal and became major NPCs:

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Ancient mummy from nobility resurrected to undeath
This aspect explains how this creature is ancient, or it can be part of an army of
mummified servants, or that it is an ancient leader who awakens with unimag-
inable powers to try to dominate humanity. The GM can add words that specify a
period in the past or region of the world to make this aspect more complex.
Invoke: This aspect can be invoked for the mummy to summon its ancient
magical power or to easily overcome the difficulties a living being faces (such as
scorching heat, freezing cold, superhuman strength, and so on).
Compel: This aspect can be compelled to make the mummy act strangely in
the face of mortal society, draw undue attention, or face adversity for being un-
dead (probably because it has a weakness to sun, salt, animals, and so on).
No one will come between my ambition and me
The mummies’ ambition or motivation varies from one creature to another, but
usually it is all about continuing to exist as an undead, finding ways to acquire
more power and control humanity. Ancient mummies that ruled kingdoms may
want to dominate the country or the world, resurrecting their army of slaved
mummies and spirits, while others might just want to continue to satiate their
hunger for human flesh.
Invoke: This aspect can be invoked when the mummy attempts a physical, so-
cial, or mental action to get something or someone out of its way, or when it at-
tempts to take advantage of its powers to manipulate a situation to its advantage.
Compel: This aspect can be compelled so that the mummy deems it has
more power and influence than its current capabilities, putting it in unfavor-
able situations.
My new body is indistinguishable from humans
Death deteriorates the body, but the mummification process preserves much
of the mortal tissue, such as bones, muscles, and even skin. Upon awakening, a
mummy still has its hideous undead carcass, but can regenerate by consuming the
bodies and spirits of humans.
Invoke: This aspect can be invoked when the mummy tries to get food to
regenerate its body to its original appearance, when trying to pass itself off as a
member of mortal society after regeneration, or to better understand how society
works in the new age.
Compel: This aspect can be compelled to draw undue attention while the
mummy still has a decayed body, when it acts contrary to modern customs after
regenerating its body, or when it has difficulty understanding new cultures in an
attempt to fit in society.
I have the marks of the past on me
The mummification process does not always erase spirit marks or memories of the
past. Some creatures end up clinging more to their origins, trying to recreate the
world they once lived, than trying to become tyrants of new realms.
Invoke: This aspect can be invoked to perform rituals or actions that bring the
mummy closer to its past, such as trying to resurrect a loved one, to use informa-
tion from the past to its advantage, or ancient wisdom to guide its next decisions.
Compel: This aspect can be compelled to make the mummy obsessed with its
origins, make bad decisions just out of nostalgia or irrationality, or misunderstand
the present because it thinks things are still the way they were in the past.

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Privileges and riches from my past conquers
Mummies who were noble in the past sometimes were buried with their treasures,
weapons, or valuables — even with other family members or servants to accompa-
ny them on their journey.
Invoke: This aspect can be invoked to secure material goods such as transpor-
tation and weapons, to bribe authorities, convince enemies to ally with it, or hire
mercenaries.
Compel: This aspect can be compelled by drawing undue attention to the jew-
el and gold trade of the distant past, by carrying some ancient curse with it, or by
bringing potential traitors interested only in money.
Skills
Choose one to four skills to create minor NPCs; five to ten skills to create major NPCs:
Superb +5: Physique, Fight, or Provoke.
Great +4 or Good +3: Deceive, Empathy, Lore, or Will.
Fair +2 or Average +1: Academics, Notice, Rapport, or Stealth.

MJ Barjoc (Order #39761202)


Stunts
Choose a stunt (or none at all) to create minor NPCs; two or more stunts to
create major NPCs:
Shape the Body: Mummies can make a Physique create an advantage roll
Cursed Touch: The mummy can, once per scene, perform a Lore create an ad-
vantage action against a target in the same zone as it, casting cursed words at
them, who defends with Will. If successful, the target is cursed. Breaking any
of the curses below should become the subject of a story, unless the PC scores a
success with style on their defense rolls against the curse, which causes it to end
immediately. The GM or player rolls a single fate die and observes the result:
- The target acquires a mysterious disease that deteriorates their body.
Once a day, at nightfall, the accursed must make a Physique defense roll
against a difficulty equal to the result of the mummy’s roll (when it rolled
the dice); or equal to the mummy’s Lore level if the GM does not roll dice;
or +2 if none of the previous options apply. On a failed roll, the target takes
2 physical stress. If successful, nothing happens until the next nightfall, and
success with Style breaks the curse.
0 The target is plagued by nightmares while sleeping or even while awake,
as in a trance. The target cannot use free invocation of any kind of aspect
while cursed and can perform a new roll of Will (this time to overcome)
every nightfall, breaking the curse if they either score a success with style
against the mummy’s original roll result; against their level of Lore; or +2
(whichever is higher or makes more sense in the situation).
+ The target is pursued by a swarm of insects that appear supernaturally
and surround them at all times, getting under the situational aspect Swarm
of supernatural insects. As long as the aspect exists, the target receives
1 physical stress at the start of each scene, in addition to the possible social
inconveniences the GM must compel. The player can make a new roll of
Will (this time to overcome) at nightfall, breaking the curse if they score a
success with style against the mummy’s original roll result; against its Lore
level; or +2 (whichever is higher or makes more sense in to the situation).
Shape the Body: Once per day, or at a fate point cost, the mummy can make
a Physique create an advantage roll against +2. If successful, it transforms into
a form other than the human form for a number of exchanges equal to its Will
value — success with style lasts until the end of the scene — and create an as-
pect that suits the situation with one free invocation (two on a success with
style). For example, it can turn into a Pile of sand, a Giant spectral bug,
a Swarm of small bugs, and so on. While in this new form, it can act and
move normally, but can only be hit by attacks that cause mental stress, its own
weaknesses or mystical, blessed weapons, and magical effects.
Supernatural Resistance: The mummy has a supernatural shield, like a mys-
tic aura, that absorbs 2 shifts of physical stress from all Shoot and Fight attacks.
This resistance does not work against attacks with mystical, blessed weapons,
and magical effects.
Terrifying Form: The mummy can, once per scene or at the cost of a fate
point, warp their human appearance to become something terrifyingly un-
earthly by resounding a throaty scream in Will’s mental attack against Will’s

MJ Barjoc (Order #39761202)


defense of all those who can see and hear the creature within 3 zones away. If
it achieves success with style with one or more targets, the mummy can reduce
one stress and create the boost Terrified against those targets.
Tomb Protection: The mummy can only be destroyed if it is killed under a
specific condition. For example, having its remains locked in a bronze urn after
it is killed; drowning; killed at night; and so on. If the creature is killed in a con-
dition other than the one chosen by the GM, it gradually restores its body over
a number of weeks equal to 10 minus its Physique level.
Stress
Mummies that are minor NPCs don’t have their body fully formed yet, either be-
cause they weren’t powerful people in the past and their body is limited or because
they are in the first stage of their resurrection. These will only have one to nine
stress boxes. Major NPCs have full formed bodies and can range from servant and
guardian mummies, having ten or more stress boxes. See examples below of stress
for some types of mummies.

Natural mummy Ancestral mummy


Stress: Stress:
11 Givin in 11 Shaken
21 Hurt
Guardian mummy 31 Givin in
Stress:
1 Shaken
11 Hurt
21 Givin in

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MJ Barjoc (Order #39761202)
Vampires
Popular legends are full of stories about vampires, and all or none of them can be
completely true or the invention of the collective imagination. To some, vampires
are mindless deformed demonic beasts that hunt humans like wild animals in the
modern jungle. To others, they are mysterious, seductive creatures with mesmer-
izing eyes and a lusciously tempting kiss — lips of dangerously deadly pleasure.
These monstrosities’ thirst for blood drives them to hunt nightly — most just out
of uncontrolled hunger, but others for the pleasure of drinking the holy liquid and
feeling the power flow through their veins. Once inside their body, mortal blood be-
comes demonic and is capable of granting these undead powers unimaginable. Noc-
turnal hunting can seem pleasurable to younger vampires, or to those who don’t see
the vampire condition as a curse. With time, they will understand the risks of people
constantly disappearing, of how hard it is to always try to be rational enough not to
leave any traces of their passing, having to make sure there are no witnesses to their
atrocities — and if there are, having to deal with them appropriately.
The curse makes them crave vigorous blood, not children and the elderly —
these can sound like unripe, sour, or rotten fruit to their palates. That of animals,
no way; there is neither flavor nor power in those. They can survive for a while on
this lower quality blood, even from hospital blood bank bags. But, at some point,
hunger and desire will take over their instincts, and they will become uncontrolled
beasts in search of the delicious taste of the sacred liquid of virile adults.
As they better understand their supernatural nature, some vampires use their
powers to subjugate humans to serve them, even as a source of blood, as they
struggle to control their instincts to drink blood without killing their victims.
Some manage to live for many years unnoticed, feeding on human slaves, while
operating in the shadows of the law and with discretion.
New offspring
There are many legends about how such a creature arises, and only one or all of
them at once may be true, depending on the region or type of creature — vam-
pires from different places may arise from curses that are distinct from each other.
The most common is that anyone bitten by a vampire will become a vampire,
just like in the case of werewolves. Some might think that our world would be
populated by the amount of vampires that would appear every night. Many vam-
pires know the risks of having others of their kind appearing in large numbers,
so as a form of population control, they wait for the moment their most recent
victim’s transformation is complete to kill them by decapitating them (fire is also
an option, but vampires don’t like to play with it).
Another factor in population control in this case is what vampires call “blood
madness”. Even if a vampire leaves a victim behind (who becomes a vampire in
a few hours), the victim will not wake up as a rational undead. It will rise like a
mindless beast that must be fed and educated for weeks, so that its wisdom and
intelligence will come back little by little, over months or even years. Thus, most
humans bitten and left behind die from exposure to sunlight (at some point day-
light will break), lack of food (their bodies dry out until they are unable to move),
and by attentive monster hunters.
In other legends, vampires need to drink the blood of a mortal completely and,
when they die from this condition, the monster then gives some of its own blood
to the corpse that rises a few minutes after the supernatural blood spreads through

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the victim’s body. Blood madness can happen here too, but it is not common, as
in the previous case. In any case, the new spawn must be lectured on its condition,
or they will make trivial mistakes that will cost them their unlife or draw the atten-
tion of potential enemies.
In both types of emergence of a new calf, the phenomenon of non-resurrection
can happen. Even vampires cannot fully understand why this happens, but some
mortals just don’t become vampires. Maybe it’s supernatural immunity or pro-
tection, but there are only theories. When this happens, the dead victim naturally
decomposes or, in rare cases, their body remains intact, without decomposition,
for centuries on end.
Vampire society
Doesn’t seem to be a consensus on whether or how relationships among vampires
work. Some divide into smaller groups in search of common interests beyond
feeding safely, while others are solitary, gathering new vampires to serve them. In
both cases, they divide the cities into hunting grounds so that they don’t encroach
on each other’s boundaries; it is not uncommon the constant struggle between
these creatures for more abundant territories, in addition to power and influence
within vampire society.
Older vampires, who count their undead age in decades, tend to be more ra-
tional and better leaders. They are also able to more naturally infiltrate mortal
society, perhaps needing a little make-up, or the power of blood, to disguise its
pale skin, purple veins, and cold touch. New vampires still adapt to the supernat-
ural blood rage that robs them of reason and wisdom and may take years to gain
credibility among others of their kind.
However, just as newborn vampires can be haunted by blood madness, very old
monsters are often haunted by blood old age. The moment this dementia arrives
varies from one creature to another, but after a few centuries of existence, many
begin to behave strangely: hearing voices, performing actions without apparent
meaning and succumbing to death, usually by exposure to the sun or simply dis-
appearing, as if their bodies had ascended to another state of existence — maybe
to hell. There are many theories and little evidence of what could really be hap-
pening. Some call this situation “the death of the sunrise”, as many secular vam-
pires who died this way seemed to want to see one more (and for the last) time the
rise of the forbidden luminous star.
The source of power
Vampires feed primarily because of the hunger that can take their minds out of
control, turning them into mindless monsters. But this blood becomes power
in their veins.
Vampires, even younger ones, are stronger, tougher, and more agile than hu-
mans. Their living-dead condition makes them immune to death by natural
causes, such as thirst, hunger, cold or heat, although some of these factors can be
uncomfortable even for them (they can only be killed when their weaknesses are
exploited, as we will see later).
Vampires can also feed mortals their blood, creating a human slave supernatu-
rally connected to their master; the creature doesn’t even need to bite the mortal,
just give them its blood, regardless of the victim’s willingness to drink it or not.
In some cases, these monsters can communicate telepathically with their mortal
thralls or even their vampiric spawn, and can also force their will against them, like
a puppet master.

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If the vampire doesn’t have a blood connection to someone, it can still try to use
its supernatural charm on mortals or animals, depriving them of free will to carry
out the creature’s wishes.
Vampiric blood allows them to retract their fangs when not intending to feed,
or even to grow their fingernails like claws to attack or cling to surfaces. Some
vampires harness the power of blood in such a way as to temporarily simulate their
former mortal condition, their skin becoming vigorous and beautiful, as if they
have life in it, or even to pretend to feed on mortal food for a brief period of time,
perhaps to keep up appearances during an important social event (vomiting every-
thing after a while, along with the putrefied blood from the use of their abilities).
As predators taught by their supernatural need, many of them have developed
the ability to alter their senses to ignore even the dark and see unimaginable dis-
tances; hear sounds imperceptible to human ears even over long distances; feel the
smallest of vibrations such as the heartbeat of a target meters away; or even read
emotions and auras. Others are able to transform into animals, such as bats or
wolves, or even sinister intangible mists.
The limits of the blood’s power are still being explored even today.
The price of power
Being a vampire is a curse and not a privilege. Some of the consensus on any and
all vampire species is that fire is devastating to these beings, sunlight burns their
skin like a furnace in hell, and a wooden stake through the heart will paralyze or
kill the creature. The extent to which vampires are affected varies from legend to
legend. In some, vampires find it difficult to even wake up during the day, while
others are only affected by sunlight if it touches their skin directly (causing them
to wrap themselves in leather clothes and hold large umbrellas to walk the streets
during the day, which may not be discreet at all).
In other legends, a stake through the heart of an active vampire will only
paralyze it, but if it is attacked while asleep in its haven or passed out from
excessive damage or lack of blood, its body will disintegrate into dust. Fire and
decapitation, however, are deadly to vampires, and the mere hint of this can
cause them to panic.
Benign faith is also a significant threat. It’s not just about holy symbols or reli-
gious places. It is a matter of a benevolent supernatural power at work — some-
thing or someone imbued with true faith. This element can harass a vampire to
the point of forcing it back in agony, like a thorn pricking a wound, or it can do
significant damage, like blessed water or weapons.
Other legends about their weaknesses are a mixture of superstition and half-
truths, and the GM must work out what makes sense for each vampire caste — an
undead master will pass its weaknesses through blood when creating new children
of the night. Do vampires repudiate garlic or does it burn their skins? Do they
have a reflection and appear in mirrors, footage, and photos? Can they only enter
a room if invited? Are they able to cross running water? If any of these elements is
true, it’s important enough for the GM to create a trouble aspect for it.
A reason to carry on
Vampires’ relationships with mortals are restricted because of their curse. There
are no guarantees that they will be able to hold back their instincts when hunger
creeps in, whispering the temptation of murder for the benefit of a valuable meal.
Loved ones, spouses, children, and friends would be in constant danger with a
cursed someone around.

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With their new unlife style, many vampires cut ties with their former lives and
must find a new direction. Some let themselves be carried away by the evil growing
in their hearts, fueled by the need to cause suffering and pain in the lives of others,
often murdering and living in the shadows of society. The oldest can create groups
of vampires to serve them and kidnap humans to be their slaves and recurring
food, reducing the risks of nocturnal hunts. These groups together form a vam-
pire society that creates alliances and wars for territory, influence, and power.
There are still those who seek redemption, looking for a way to reverse their
curse or compensate society for the damage they’ve caused them.

MJ Barjoc (Order #39761202)


Aspects
Choose one to three aspects to create minor NPCs; four or more aspects to create
major NPCs:
Bloodthirsty vampire and lord of the night
This aspect is like the high concept and encompasses the curse of vampirism as a
whole, ranging from basic elements such as sensitivity to sun, fire, and heart stake,
to the power of blood and supernatural abilities.
Invoke: This aspect can be invoked when the vampire is hunting, when it uses
its supernatural power to enchant people, or when it uses its superhuman abili-
ties, such as extraordinary strength and agility.
Compel: This aspect can be compelled to put the vampire against the clock
near sunrise, make it face social constraints for its appearance or need for the un-
dead, or feel the pressure of hunger driving it to commit murder.
Newly undead
“Newborn” vampires are discovering the world with new senses and giving new
meaning to what they thought they knew so well.
Invoke: This aspect can be invoked to try to create new relationships or when-
ever the vampire tries to learn something new about its unlife.
Compel: This aspect can be compelled to put the vampire in danger from mor-
tals that surround them, cause trouble for other vampires, or during a hunt.
Ties with my mortal life
Many vampires take time to accept their new status and understand the danger
they pose to the mortals in their lives.
Invoke: This aspect can be invoked to seek information among the vampire’s
mortal contacts, or to find motivation to defend a beloved mortal.
Compel: This aspect can be compelled to pressure a vampire to act irrationally
when defending a known mortal, when acting on the brink of hunger endanger-
ing the life of a loved one, or involving mortals in their unlife.
My blood is powerful
This aspect indicates that the creature is a vampire and can be used as a high con-
cept to identify the creature, in addition to encompassing the monster’s supernat-
ural abilities.
Invoke: This aspect can be invoked to perform supernatural feats such as turn-
ing into a bat or mist, heightening its senses, and using super strength or agility.
Compel: This aspect can be compelled to cause hunger at inappropriate mo-
ments, so that the power used does collateral damage, or the monster acts on im-
pulse and reveals its vampiric nature.
I will be great among the immortals
Some undead adapt very well to their new unlife and create new goals and ambi-
tions. One is to become respected and feared by other vampires.
Invoke: This aspect can be invoked when the vampire deals with others of its
kind, when trying to get information from the underworld of the blood suckers,
or when trying to persuade or intimidate a vampire or its servants.
Compel: This aspect can be compelled when the vampire thinks it has more in-
fluence than it actually has, when it delays a promise or contract it has with others
of its kind, or when it tries to blackmail other vampires and it backfires.

Fate plus 119 MONTER HUNTER

MJ Barjoc (Order #39761202)


Skills
Choose one to four skills to create minor NPCs; five to ten skills to create major NPCs:
Superb +5: Will, Fight, or Provoke.
Great +4 or Good +3: Athletics, Empathy, Lore, or Physique.
Fair +2 or Average +1: Deceive, Notice, Rapport, or Stealth.
Stunts
Choose a stunt (or none at all) to create minor NPCs; two or more stunts to
create major NPCs:
Accelerated Movement: Once per scene, or by ticking one of its own stress
boxes, the vampire moves two zones per turn. If it invoked its high concept, it
may also move an extra zone as part of activating the blood power, in addition
to the benefits of the invocation.
Blood Invigoration: When making Fight attacks using its fangs, the vampire
heals 1 of its own stress, caused by any means (including fire, sun, and blessed
weapons), for each shift inflicted on the target. If the target is a child, elderly,
or animal, it recovers 1 of its own stress for every 2 shifts inflicted on the target.
Blood Hunger: At nightfall, the vampire receives 1 shift of physical stress from
hunger when it is a newborn, 2 shifts when it is a mature a few decades old, and
3 when it is a centuries-old elder.
Claws: When performing Fight attacks using their claws, the vampire gains +1
to the roll and causes 1 extra physical stress on a successful attack.
Enchanting Charm: When rolling create an advantage with Empathy, vam-
pires receive two free invocations on a regular success when attempting to create
an aspect to enchant a target.
Fortified Mind: Whenever a vampire uses Will to defend against mental at-
tacks and fail or tie, it receives the boost Fortified mind anyway.
Superhuman Agility: Once per scene, or by ticking one of its own stress boxes, the
vampire may succeed in an overcome roll of Athletics as if it had achieved 2 shifts.
Improved Agility (requires Superhuman Agility): The same as Super-
human Agility, but for create an advantage actions.
Sharp Senses: The vampire can discover aspects imperceptible to human sens-
es and receive two free invocations when it get a regular success of create an
advantage from Notice.
Sneak Attack: As nocturnal hunter, the vampire knows how to strike their
prey lethally. When performing a Fight attack against a target that didn’t notice
it, the creature can add its Stealth value as shifts to the total physical stress dealt
by the attack.
Supernatural Regeneration: The vampires regenerate 2 stresses at the start of its
turn. This regeneration does not work for stress caused by fire, sun, or blessed weap-
ons (only blood can heal this type of stress, as in the stunt Blood Invigoration).
Terrifying Gaze: Once per scene, or by ticking two of its own stress boxes,
when performing mental attacks with Provoke, the vampire can compel the
target to absorb mental stress using their consequences slots instead of the stress
box — if unable to use consequences, the target is taken out of the conflict, even
if they have free stress boxes.

Fate plus 120 MONTER HUNTER

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Unnatural Form: Vampires can change into bat, wolf, or mist. They retain
all of their aspects and skills, but are unable to activate their stunts in animal
forms. In the mist form, they only keep their aspects and cannot do any skill
roll, including defense, nor activate stunts, but they can only be hit by attacks
with blessed weapons, fire and sun, in addition to being able to use their move-
ment to go through narrow places such as crevices. They remain in this form
until the end of the scene or until they receive 2 or more shifts of stress, at which
time they have to make a Lore overcome roll against +3 or revert to humanoid
form. If it is taken out of the conflict because of the stress suffered, the vampire
revert to their original form.

MJ Barjoc (Order #39761202)


Vampire Resistance: The vampires ignore 2 physical stress from all Fight or
Shoot attacks not made by blessed weapons, sun, or fire. Also, once per scene, or
by ticking one of its own stress boxes, the creature can negate the physical stress
caused by Fight or Shoot other than a blessed weapon, fire, or sun, as if it had
succeeded on a Physique defense roll by 2 shifts.
Stress
A vampire’s main weakness is fire, sun, and blessed weapons. These are the only
types of stress they cannot avoid with any supernatural ability, and need to drink
blood to cure. Fire and sun attacks cause 3 stress per turn the vampires are exposed
to. In the case of the sun, just finding complete coverage prevents stress. When it
comes to fire, the creatures must find a way to overcome the situation aspect, either
by moving away from the flame zone or putting out the fire that consumes them.
Decapitation is another known efficient way to safely kill vampires, as they can-
not regenerate from this condition — they are able to regrow lost limbs and or-
gans by feeding on blood and recovering from stress, as explained later.
Vampires have stunts that allow them to regenerate each turn, but the only
way they are able to recover from stress caused by fire, sun, and blessed weapons
is by drinking the blood of an adult human. When making Fight attacks using
their fangs, vampires heal 1 of their own stress, caused by any means (including
fire, sun, and blessed weapons), for each shift inflicted on the target. If the target
is a child, elderly, or animal, they recover 1 of their own stress for every 2 shifts
inflicted on the target. This condition works even if the vampire doesn’t have
a stunt for it, as it is implicit in their high concept, which defines it as a general
truth of the setting.
A stake through the heart commonly paralyzes vampires and fills all of their
stress boxes automatically. This means that one more single shift of stress will take
them out of scene, killing the creatures. The GM can define that a stake through
the heart kills a creature instantly.
Vampires major NPCs get +4 to the Athletics or Physique defense roll
against a Fight or Shoot attack that targets the heart, even if they are sleep-
ing (their flesh and bones are supernaturally tougher and harder to break).
If they have the stunt Vampire Resistance, they also ignore 2 stress if the damage
is dealt by an unblessed wooden stake. If the GM doesn’t roll the dice for the crea-
ture, the passive difficulty for someone to hit the creature’s heart is Legendary +8.

Neophyte vampire Angry vampire


Stress: Stress:
11 Givin in 11 Shaken
21 Hurt
Band of neophytes vampire 31 Givin in
Stress (one for each vampire):
11 Hurt Lord vampire
21 Givin in Stress:
21 Shaken
31 Hurt
41 Givin in

Fate plus 122 MONTER HUNTER

MJ Barjoc (Order #39761202)


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