This team playbook has the hunters working for the Bureau — a clandestine organization dedicated to hiding the existence of monsters and the supernatural from the general public. It emphasizes weird technology and phenomena over magic and monsters, as well as assuming the world is filled with conspiracies and secret agendas.
“Another town, another monster.” You’re a travelling hunter team. Every week is a new town with a new problem.
This team centers on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.
This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.
This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents. The International Monster and Paranormal Service was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible
Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. This team playbook is a perfect way to use all the settings within the Codex in a single game.
This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.
You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.
This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.
This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters.
This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems. This is not a normal workplace. Strange stuff happens here. Odd customers come here. You hear things over the intercom. But you’re keeping a lid on it, for now.
This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures. On the surface, the SWG is a normal neighbourhood watch group, but you came to realise that the real problems here are monsters and the supernatural, not regular criminals. Your hunters are the core members of the SWG who know what’s really going on.
This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.
All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group.
You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt, and—maybe—destroy it one day.