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 All   Profile   Abilities   Vocations   Milestones   Notes 



d4 (+1 PP)
Pragmatic Monster Hunter
Long-lived Alchemical Engineer
Very Very Thorough



Plot Points





Monster Hunter





Credentials: d6

FBI Consultant credentials

Van: d6

Rolling alchemical workshop

Healing: d6

Alchemical potions

Excellence: d6

Alchemical potions

Acid: d6

Alchemical bombs

Paralytic: d6

Alchemical bombs

Cash on Hand: d6

Revenue, liquid assets

Modest Mansion: d6

Estate, lab, inventory, hounds

Ability Sets


Senses: d6
Stamina: d6
Warding: d6
Willpower: d6

Limit: Supernatural Senses Only: This Ability Set's Senses trait only provides the ability to sense the supernatural, it does not enhance your natural senses.

Limit: Elixir of Good Health: This Ability Set's Stamina trait requires imbiding an alchemical elixir every morning (Karl's custom coffee grind). If Karl is away from home and unable to imbide this elixir the Stamina trait steps down for the day. If two days pass without imbiding the elixir the Stamina trait shuts down. Imbiding the elixir restores the Stamina trait to its normal step.

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.

Alchemical Mutagens

Mimic: d10

Limit: Corporeal Alchemy: This Ability Set's Mimic trait can only emulate Innate, Defensive, or Metamorphic traits, and you need access to your alchemical materials and either a Transition Scene or at least a couple panels of time spent to switch it to a different trait. However, once set, it will remain usable without need for maintenance for potentially days.

Limit: Supernatural Aura: You always have a supernatural aura, but when actively using this Ability Set's Mimic trait your aura is particularly intense and extremely noticeable from further away. Additionally, even when you are not actively using the Mimic trait those with appropriate senses may be able to detect what sort of ability you currently have available by detecting relevant changes in your aura. Gain one (1) Plot Point when this becomes a Complication for you.


Scientist [  ]

The Scientist Vocation allows the following special Exploits:

  • Exploit: Recall useful information regarding a scientific subject you might reasonably have learned a little something about in the past (GM's discretion applies).
  • Exploit: If one of your dice pools includes Smarts after rolling you may reroll all the dice; you must keep the second result.
  • Exploit: During a Transition Scene you can create a science related d8 Asset with access to a lab or materials.

Businessman [  ]

The Businessman Vocation allows the following special Exploits:

  • Exploit: You can assess the market value of a commodity relevant to your type of business at a glance or by description.
  • Exploit: You may add Finesse, Smarts, and Psyche to your dice pool on an action or reaction related to making a deal or bargain; if you do remove the highest rolling die from the result or step down the effect die.
  • Exploit: During a Transition Scene you may conduct business related to commerce 'off screen' with a favorable outcome (GM's discretion applies).

Connected [  ]

The Connected Vocation allows the following special Exploits:

  • Exploit: With access to one or more contacts and opportunity, during a Transition Scene you may acquire an appropriate d8 Asset of some kind (GM's discretion applies); you can give this Asset to someone else to use.
  • Exploit: With access and opportunity, if you are able to get in touch with a contact you may call in a favor of some kind (GM's discretion applies).
  • Exploit: Spend a Transition Scene to gain a d6 Tier minion or up to three d4 Tier minions for use in the next Action Scene (GM's discretion applies).

Alchemist [  ][  ]

The Alchemist Vocation allows the following special Exploits:

  • Exploit: You can identify a chemical, biochemical, or alchemical substance with a whiff or a glance, at least well enough to know if it is safe to touch or consume.
  • Exploit: You may double a trait from an Alchemical Asset when adding it to one of your dice pools; if you do you may include one additional die in your total.
  • Exploit: You may spend a Transition Scene to create a single use Alchemical Asset with a step one higher than your Alchemical Vocation trait, or two single use Alchemical Assets with a step equal to your Alchemical Vocation trait. These Assets are typically a magical potion or bomb, with a wide variety of effects (GM's discretion applies), and they may be given to other characters to use.

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.


Meticulous and Deliberate

You didn't get to be your age pursuing not one but two dangerous professions by being sloppy, cutting corners, or rushing into decisions. You take the time to think things out, double and triple checking every particular, before making an important decision. You do not like to be hurried.


The first time in a session when one or more allies get aggravated by your insistence on doing things by the numbers or resisting the urge to leap into action.

+1 Plot Point

The first time in a session when your thoroughness, preparations, or attention to detail pays off in a significant way.

gain one (1) Advance

When your team recognizes that you are the best person to manage the details of a significantly dangerous operation, defer to your direction, and execute your plan.

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

Alchemical Supplier

You've been running a successful shadow business as a supplier of alchemical commodities to Hunters and people 'in the know' for over a decade now. You have a solid reputation, and a network of satisfied customers. However keeping your inventory stocked and keeping up with demand does occasionally interfere with more pressing matters.


The first time in a session when you enrich the narrative by pursuing a business objective.

+1 Plot Point

When you are able to find a way to turn your current Hunting activities into a business opportunity.

gain one (1) Advance

When you repurpose inventory promised to a client (hurting that business relationship and your reputation) to help your Hunter team succeed in their current endeavor.

gain one (1) Advance, gain two (2) d6 Assets, then retire this Milestone Set and choose another one


Karl is of a long line of Alchemists stretching back many centuries into the Dark Ages and perhaps beyond. However, born the second of a set of twins, Karl never really took to the family art while his brother Konrad excelled at it. Prefering to go his own path and live a normal life, Karl went to college and became an inorganic chemist, a field in which he excelled for many decades. Over the years Karl fell out of touch with Konrad, and finally heard no more from him after 1974. Karl married, had three children, and retired shortly after his wife passed away from cancer.

Karl found retirement boring, and was at loose ends. Golf was a common pasttime, but an unsatisfying one. Then one day he received an unexpected package, and opened it to discover his brother's effects and an intriguing letter from a Doctor Allosius Jones explaining that Konrad had been a leader amongst a loose alliance of monster hunters, but had finally been slain by a master vampire. Karl had left such things behind him, but he knew enough of the Supernatural World and his brother's trade to believe it.

Among the effects was one of his brother's diaries describing his war on monsters, and a number of recipe books for Alchemical substances including a few that Karl recognized as being family heirlooms. To his suprise, Karl discovered that the old Alchemical scrawlings tickled his fancy like they never did when he was younger, and it wasn't long before he was bumbling around in his basement chemistry lab repurposing it for Alchemy. He puttered around for weeks and months, knocking the rust off his long disused early teachings.

Among the various books, Karl had found the recipe for a draught of long life, which the family had long taken advantage of. Knowing the efficacy of the draught, Karl worked tirelessly to master the technique and brew one for himself, and thus successfully extended his life. Though he took it so late that he is still an old man at least the toll of years has slowed to a crawl for him and in the intervening two decades since he took the draught he has barely aged half a year.

Relearning his family art occupied Karl for several years, but eventually he had become skilled enough that he itched to do something more. His grown children occassionally visited, and he still had a few old friends to socialize with on occassion, but Karl is the sort of man that needs more stimulation. Finally, on a whim, he wrote to Doctor Allosius Jones inquiring as to whether there were any more of his brother's effects to be had, and so forth. This led to an exchange of letters, then a phone conversation, and then a visit. Soon Karl was pulled into Doctor Jones' wide circle of acquaintances and became a source of Alchemical supplies, making a handsome but not unfair profit.

Eventually that too got boring, and Karl decided to take a more active hand, slowly and carefully but inevitably becoming a Hunter in his own right. So far he's found the experience exhilerating...and he's managed to harvest some useful alchemical components from fallen monsters in the process. Win win.