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d4 (+1 PP)
Psychic Kickboxing Savant
Smart Pragmatic and Spunky
Determined To Become A Hunter



Plot Points





Monster Hunter




Ability Sets

Psychic Kickboxer

Reflexes: d6
Unarmed: d8

SFX: Elusive: You may double Reflexes on reaction rolls; if you do remove the highest rolling die and include an additional die in your result.

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: Unleashed: You may step up or double one of this Ability Set's traits for one action. If the action fails, add a die to the doom pool equal to the normal die rating of that Ability trait.

SFX: Find Weakness: Each opportunity offered by an opponent reacting to an attack made using one of this Ability Set's traits retroactively increases your result by three (3).

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

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.


Athlete [  ]

The Athlete Vocation allows the following special Exploits:

  • Exploit: You may step up or double Finesse for one action or reaction.
  • Exploit: You may regroup and get your head back in the game; step down your Body and Ego Stress.
  • Exploit: You may reroll your dice pool when attempting something where athleticism applies.

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.


So You Want To Be A Monster Hunter

Now that you know monsters and supernatural horrors exist and need to be kept in check, you feel like maybe being a hunter is what you were in preparation for your entire life and just didn't know it. The fact that you can apparently make a good living doing it doesn't hurt either.


The first time in a session you make significant progress in finding out more about becoming a monster hunter.

+1 Plot Point

The first time in a session you find yourself in a conflict against something supernatural.

+1 Plot Point, gain a Exploit invocation

When you become read in and issued credentials by Section M.

gain one (1) Advance, gain a d6 Asset, step down a Trauma, then retire this Milestone Set and choose another one

More Than You Seem

You were recently informed by a helpful hunter you assisted during a zombie outbreak that you have a supernatural aura and appear to be a psychic savant capable of augmenting your skills beyond what normal people are capable of; your above and beyond kickboxing skills seems to be due to this facility. However, theoretically you should be capable of more and you have made a conscious decision to begin flexing your abilities.


The first time in a session you use Unleashed and achieve an execeptional success.

+1 Plot Point, gain a Exploit invocation

The first time in a session you achieve an execeptional success against an equal or higher Tiered opponent due to Find Weakness.

gain one (1) Advance

When your Tier steps up to the next level.

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


Dorothy got beat up as a kid. She was too cute, both the boys and the teachers paid her more attention and other girls resented it. And so it was that Dorothy discovered the security of a dojo and training to make the bullying stop. She discovered that she in fact had quite a knack for it, especially for kicking. It didn't happen overnight or in a single montage but she was advanced for her age, and eventually got to a point where the bullying ended abruptly after a couple of decisive little set-tos.

But martial arts quickly became about something other than fighting for Dorothy, it was the training itself that mattered, the pursuit of perfection. Her passion for kickboxing survived middle school, puberty, boyfriends, and the prom and she became a recognized master, won or placed in numerous tournaments, and developed into a truly capable all around combatant. Post-high school she deferred going to college despite her extremely high test scores to pursue a career in the professional fighting community with an interest in being in action movies...either as an actress or doing stunt work.

And then Dorothy's life took an unexpected turn when she survived a zombie outbreak on the set of a horror movie she had a supporting role in. Dorothy helped a team of honest-to-goodness "monster hunters" who showed up to contain the threat, kicking zombies apart and corralling panicing civilians away from danger. Afterwards she got a share of a "bounty", and received the quick version of how mundane reality is a big lie, etc. And as it turns out maybe Dorothy isn't 100% "normal" herself; according to one of the hunters she appears to be some kind of psychic savant and her exceptional martial arts skills are at least partially enhanced beyond what normal people are capable of. Life got weird fast, but Dorothy has always been adaptable and up for new challenges.