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Drew Altman


d4 (+1 PP)
Lucky Psi Monster Hunter
Retired SWAT Lieutenant
New Lease On Life



Plot Points





Law Enforcement
Monster Hunter
Drew Altman





Credentials: d8

FBI Consultant credentials

Badge: d6

SDPD Retiree

Glock 22: d6

Favorite gun

Ability Sets

Lucky Bastard

Luck: d10

SFX: Reckless Luck: You may borrow a d6 or a d8 from the doom pool, step it up, and add it to your dice pool for your next action or reaction. After your action or reaction has been resolved return the stepped up borrowed die to the doom pool; if you failed shut down this SFX and suffer d4 Ego Stress. You may activate an opportunity to recover this SFX if it is shut down in this way.

SFX: Lucky Reversal: When opposing dice pools are formed between any two characters sharing the Scene with you, immediately before either dice pool is rolled you may spend a Plot Point to swap any one die from one of the dice pools with any one die in the other dice pool.

SFX: Lucky You're My Friend: You may spend a Plot Point to roll your Luck die and add it to the dice pool result of an ally sharing the Scene with you.

Limit: Supernatural Aura: You have a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.

Limit: Marked By The Elder Gods: You have been marked by a cthonic cosmic entity which is detectable by those with special senses and draws unwanted attention from cthonic minions and cultists. Gain one (1) Plot Point when this becomes a Complication for you.

Limit: Activated: Shut down Luck if stressed out, asleep, or unconscious. Recover Luck when stress is recovered or you awake. If Ego Trauma is taken, shut down Luck until Ego Trauma is recovered.


Armor: d6
Ranged: d8
Strength: d6
Unarmed: d8

SFX: CQB: You may include this Ability Set's Unarmed trait and Ranged trait in your dice pool when making an attack action against one or two targets in your zone. You may keep an effect die for each target.

SFX: Situational Awareness: You may double your Awareness trait on action and reaction rolls.

SFX: Martial Artist: All opponents who react to your Melee or Unarmed actions must replace the highest die in their dice pool with a d4.

SFX: Trips Throws and Takedowns: When inflicting Body Stress on an opponent using Unarmed, you may also inflict the Complication 'Knocked Down: d6' on them.

Limit: Gear: This Ability Set's Ranged trait is shut down if you are disarmed or do not have an appropriate weapon available to you; gain one (1) Plot Point when this becomes a Complication for you. You may recover Ranged when it is appropriate to the narrative; this may require you to activate an opportunity or take an action against the doom pool at the GM's discretion. You may shut down this Ability Set's Armor trait and gain one (1) Plot Point; if you do so you may recover Armor during a Transition Scene if it is appropriate to the narrative.


Law Enforcement [  ][  ]

The Law Enforcement Vocation allows the following special Exploits:

  • Exploit: Given materials and opportunity you may add a Complication to an incapcitated target called 'Handcuffed: d8'.
  • Exploit: If you are in your jurisdiction, you may leverage institutional resources to benefit your current situation in some way (GM's discretion applies).
  • Exploit: Gain some measure of hospitality or assistance from other Law Enforcement individuals or those friendly to Law Enforcement (GM's discretion applies).

Driver [  ][  ]

The Driver Vocation allows the following special Exploits:

  • Exploit: With access and opportunity, during a Transition Scene you may acquire a vehicle suitable to your current needs. You gain the Asset 'Vehicle: d8'; you can give this Asset to someone else to use.
  • Exploit: If you are driving, you may step up and double Finesse for purposes of handling a vehicle on an action or reaction roll.
  • Exploit: If you are driving you may avoid wrecking, losing control, or having your vehicle fail due to mechanical issues in a given Scene.
  • Signature Exploit: if you are driving you may use your vehicle as a very effective weapon with a dice pool formed using your Tier, Violence, Finesse, Luck, your vehicle Asset, and a d12, and you may keep an extra die for your total.

Monster Hunter [  ][  ]

The Monster Hunter Vocation allows the following special Exploits:

  • Exploit: With access to materials, during a Transition Scene you may acquire specialized ammunition or weapons useful for harming the kind of monster you are currently going after. You gain a Asset such as 'Special Ammo: d8' or 'Blessed Stakes: d8' or 'BFG: d8' (etc); you can give this Asset to someone else.
  • Exploit: You may avoid taking Stress from a single supernatural attack.
  • Exploit: You may step up and double Smarts for a single action when trying to investigate a supernatural crime scene or situation.
  • Signature Exploit: after making a successful attack against a higher-Tiered supernatural threat you may spend any number of Plot Points to step up the damage inflicted by one (1) step per Plot Point spent.

Standard Exploits

All Vocations have the following standard exploits available to them.

  • Exploit: Augment Dice Pool Result: for a dice pool result that inludes your Vocation trait die, you may either keep an extra die for your total or step up the effect die.
  • Exploit: Create a Asset: a Asset is a temporary d6 trait that represents a professional contact, a piece of equipment, or some kind of useful knowledge related to your Vocation. The Asset lasts until it is removed by someone or because it becomes no longer relevant to the narrative. Write down [Name of the Asset]: d6; you may add it as an additional die whenever the Asset is relevant to an action or reaction. How long it may take to create a particular Asset, and whether it can be done as part of an Action Scene or must be done in a Transition Scene is left to common sense and GM's discretion.
  • Exploit: Affect Complications: if there is a Complication that your Vocation pertains to, you can step it down or remove it from play by describing how your expertise allows you to overcome the Complication. If the Complication is a d6 eliminate it, if it is d8 or higher step it down. Alternately, if you can justify how your Vocation applies, you may create a d6 Complication and put it into play or step up an existing Complication.


Second Act

Six months ago you were living in a crappy apartment on a pension plus extra funds from small scale monster bounties. Now you are Chief Operating Officer of a startup, an FBI Special Asset, and are as financially comfortable as you've ever been. How quickly things can change.


The first time in a session when you prioritize protecting Murgatroyd in a Scene.

+1 Plot Point

The first time in a session when you prioritize strategic / deliberate / proactive goals while your younger more impetuous team members run around reacting to things.

+1 Plot Point

When the team has a significant success to which you strongly contributed in a leadership capacity.

gain two (2) Advances, then retire this Milestone Set and choose another one

Former SWAT Monster Hunter

You put in a couple of decades in LAPD and San Diego SWAT and rose to the rank of Lieutenant, but you never mastered the politics necessary to make Captain and retirement was inevitable. You approach monster hunting with your SWAT tactical know how. Above all else you prioritize protecting citizens and maintaining the Secrecy Accord. Lock the scenes down, form a perimeter, control the witnesses.


The first time in a session you are able to apply your tactical experience to a monster hunting problem.

+1 Plot Point

The first time in a session when you use Lucky Reversal to help an ally.

+1 Plot Point

The first time in a session when you take significant action to protect civilians or enforce the Secrecy aspects of the Accords.

+1 Plot Point, gain a Exploit invocation