The Professional


It’s kind of strange when your regular 9-to-5 job is to hunt down monsters. Still, that’s the job I took on when I joined this outfit. It pays well, and the benefits are good. Like they say “You don’t have to be crazy to work here, but it sure helps!”



(pick one from each List)
Man, woman, concealed.
Chiseled face, scarred face, unshaven face, soft face, young face, old face, determined face.
Tailored suit, shabby suit, perfect suit, utility coveralls, battledress, paramilitary uniform, lab coat.


(pick one line)
Charm=0 Cool+2 Sharp-1 Tough+2 Weird-1
Charm-1 Cool+2 Sharp+1 Tough+1 Weird=0
Charm+1 Cool+2 Sharp+1 Tough-1 Weird=0
Charm-1 Cool+2 Sharp+1 Tough=0 Weird+1
Charm=0 Cool+2 Sharp+2 Tough-1 Weird-1


Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual’s crusade, a corporation, a scientific team, or what?

Agency Goal (pick one) Resources (pick two) Red Tape _(pick two))
Destroy monsters Well-armed Dubious motives
Study the supernatural Well-financed Bureaucratic
Protect people Rigorous training Secretive hierarchy
Gain power Official pull Cryptic missions
Something else Cover identities Hostile superiors
Offices all over the place Inter-departmental rivalry
Good intel Budget cuts
Recognised authority Take no prisoners policy
Weird tech gadgets Live capture policy
Support teams


You get all the basic moves, plus four Professional moves. You get this one:

When you deal with the Agency, requesting help or gear, or making excuses for a failure, roll with Sharp. On a 10+, you’re good! your request for gear or personnel is okayed, or your slip-up goes unnoticed. On a 7-9, things aren’t so great. You might get chewed out by your superiors and there’ll be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended or under investigation, or just in the doghouse. You certainly aren’t going to get any help until you sort it all out.

Then pick three of these:

O Bottle It Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. That hold can be spent later—one for one—to give you -1 on any move except act under pressure.
O Unfazeable Take +1 Cool (max +3).
O Battlefield Awareness You always know what’s happening around you, and what to watch out for. Take +1 armour (max 2-armour) on top of whatever you get from your gear.
O Leave No One Behind In combat, when you help someone escape, roll with Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you’ve attracted hostile attention.
O Tactical Genius When you read a bad situation, you may roll with Cool instead of with Sharp
O Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll with Cool. On a 10+ the patient is stabilized and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.
O Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.
Good Things (choose two) Bad Thing (choose one)
roomy loud
surveillance gear obvious
fast temperamental
stealthy beaten-up
intimidating gas guzzler
classic uncomfortable
medical kit slow
sleeping space old
concealed weapons
armoured (+1 armour inside)
monster cage


You get either a flak vest (1-armour hidden) or combat armour (2-armour heavy) for protection.

Serious weapons (pick one): Normal weapons (pick two):
- Assault rifle (3-harm far area loud reload) - .38 revolver (2-harm close reload loud)
- Grenade launcher (4-harm far area messy loud reload) - 9mm (2-harm close loud)
- Sniper rifle (4-harm far) - Hunting rifle (2-harm far loud)
- Grenades (4-harm close area messy loud) - Shotgun (3-harm close messy)
- Submachine gun (3-harm close area loud reload) - Big knife (1-harm hand)
O Unstable


Improvements Advanced Improvements
- Get +1 Cool, max +3 - Get +1 to any rating, max +3.
- Get +1 Charm, max +2 - Change this hunter to a new type.
- Get +1 Sharp, max +2 - Create a second hunter to play as well as this one.
- Get +1 Tough, max +2 - Mark two of the basic moves as advanced.
- Take another Professional move - Mark another two of the basic moves as advanced.
- Take another Professional move - Retire this hunter to safety.
- Add a new resource tag for your Agency or change a red tape tag - Get some or all of the other players’ hunters hired by your agency. They get the deal with the agency move, as well as salary and benefits.
- Get command of an Agency team of monster hunters
- Take a move from another playbook
- Take a move from another playbook


(Pick one of these for each other hunter)
- Your relationship with them has romantic potential. So far it hasn’t gone further.
- They’re on the Agency’s watch list, and you’ve been keeping an eye on them.
- You are related. Tell them how close.
- You met on a mission and worked together unofficially. And successfully.
- They’ve worked with the Agency before, and they’re well regarded.
- You were friends back in training, before the Agency recruited you. This could be military, law enforcement, or some weirder school: decide the details between you.
- They pulled you (and maybe your team) out of a terrible FUBARed mission.
- You got sent to “deal with them” as a hazard to the Agency’s policies one time. Tell them how you resolved this.

The Professional

Monster of the Week SilverSeraph SilverSeraph