-
Incorporeal// STARTING
You may move freely through solid objects (but not people).
-
Immortal// STARTING
You do not age or sicken, and whenever you suffer harm you suffer 1-harm less.
-
Unnatural Appeal
Roll +Weird instead of +Charm when you manipulate someone.
-
Unholy Strength
Roll +Weird instead of +Tough when you kick some ass.
-
Preternatural Speed
You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.
-
Claws of the Beast
All your natural attacks get +1 harm.
-
Mental Dominionroll +Charm
When you gaze into a normal human's eyes and exert your will. On 10+: hold 3. On 7–9: hold 1. Spend hold to give orders — regular people follow; hunters may choose to comply and mark experience. Miss: no hold.
-
Unquenchable Vitalityroll +Cool
When you have taken harm, you can heal yourself. On 10+: heal 2-harm and stabilise. On 7–9: heal 1-harm and stabilise. Miss: your injuries worsen.
-
Dark Negotiator
You can use the manipulate someone move on monsters as well as people, if they can reason and talk.
-
Flight
You can fly.
-
Shapeshifter
You may change your form (usually into an animal). Decide if you have one alternate form or several. You gain +1 to investigate a mystery when using an alternate form's superior senses.
-
Something Borrowed
Take a move from a hunter playbook that is not currently in play.
- .38 revolverweapon · 2-harm close reload loud
- 9mmweapon · 2-harm close loud
- Magnumweapon · 3-harm close reload loud
- Shotgunweapon · 3-harm close messy
- Big knifeweapon · 1-harm hand
- Brass knucklesweapon · 1-harm hand quiet small
- Swordweapon · 2-harm hand messy
- Huge swordweapon · 3-harm hand heavy
- Natural attack: Teeth (base)3-harm intimate
- Natural attack: Claws (base)2-harm hand
- Natural attack: Magical force (base)// CONFIRMED1-harm magical close → hand range
- Natural attack: Life-drain (base)1-harm intimate life-drain
- Extra: +1 harm to a basenatural attack extra
- Extra: Add ignore-armour to a basenatural attack extra
- Extra: Add an extra range to a basenatural attack extra · intimate, hand, or close
- +1 Charmmax +2
- +1 Sharpmax +2
- +1 Coolmax +2
- +1 Toughmax +2
- Take another Monstrous move
- Take another Monstrous move
- Gain a haven, like the Expert hasWith two options.
- Take a natural attacks pick
- Take a move from another playbook
- Take a move from another playbook
- +1 to any ratingadvanced · max +3
- Change this hunter to a new typeadvanced
- Create a second hunter to play as well as this oneadvanced
- Mark two basic moves as advancedadvanced
- Mark another two basic moves as advancedadvanced
- Retire this hunter to safetyadvanced
- Free yourself from the curse of your kindadvancedYour curse no longer applies, but you lose 1 Weird.
- You turn evil (again)advancedRetire this character — they become one of the Keeper's threats.
- Get back one used Luck pointadvanced
Tell the Keeper you want to begin a hunter story. They'll weave its pressures into the campaign alongside active cases.
Mark a beat when you do something that fits it. Mark five and you gain a benefit. Beats can be earned across multiple sessions.
When the story concludes — resolved, failed, or transformed — take one resolution move. It changes Sven permanently.
Another monster asks for your help renouncing their evil ways and starting something resembling a normal life. Which is interesting, because you are also a monster who decided to do something other than what monsters do. You have practical experience here. The question isn't whether you can help them — it's whether you should, whether they're sincere, and what it costs everyone around you when you try.
When to Start This Arc
- The campaign brings Sven into contact with the society of monsters — other non-human entities — in a way that makes it clear Sven has a reputation there, whether he knows it or not.
- Sven is in a situation where he has to choose between protecting humans and helping another monster — and the choice is not clean.
- An entity from a previous case reaches out to Sven specifically, not to PORTAL.
Who Is the Redeemed Monster?
Why Do They Want to Renounce Their Ways?
What Makes This Difficult?
Story Beats — mark five to gain a benefit
- You help the Redeemed Monster find their new place in a significant way — something that genuinely improves their situation.
- You're in a situation where you have to choose between protecting humans and helping the Redeemed Monster. You choose, and live with it.
- You acquire or create proof that monsters can be more humane than humans — and the team sees it.
- You learn something new about your own monstrous nature — not from studying it, but from watching someone else navigate theirs.
- You bond with the Redeemed Monster over being monstrous, or having done bad things — a genuine moment of recognition.
Resolution Moves
When the arc concludes, take one — or neither.
Mark experience when you try to redeem a monster instead of destroying it. If you fail to redeem them, take –1 ongoing until you repair a wrong they did. You believe this is possible. You have to keep believing it.
When discovering a monster's motives and plans, get +1 ongoing to investigate a mystery. The first time you find proof of a monster's cruel acts in a mystery, take –1 forward. You stopped assuming. That costs something every time.
A powerful monster hunter wants you dead. They probably don't believe in your good intentions — or maybe they just don't care. The problem is that they've been protecting people for a long time, and they're good at it. Killing them would be drastic and the consequences would reach further than you. Not killing them means living with someone whose entire purpose has become ending you. This arc is about navigating that — and what it costs you not to become what they think you already are.
When to Start This Arc
- Relationships between Sven and other hunters — including the PORTAL team — become tense, and external judgement on Sven's nature becomes possible.
- A bystander witnesses Sven doing something supernatural and their reaction gets back to the wrong person.
- A hunter from outside PORTAL makes contact — not hostile yet, but assessing.
Who Is the Misguided Hunter?
Why Do They Want Sven Dead?
What Would Killing Them Cost?
Story Beats — mark five to gain a benefit
- You diminish the Misguided Hunter's standing among monster hunters — through action, information, or circumstances they brought on themselves.
- You find a common, even if temporary, goal with the Misguided Hunter — something both of you need, requiring cooperation for at least one scene.
- You do something that is, or appears to be, evil — in front of witnesses who will report it.
- A bystander dies or is hurt due to your action or your failure to act. You carry that.
- You realise you've been misguided about something — your own nature, the Misguided Hunter's motives, or the situation that put you here.
Resolution Moves
When the arc concludes, take one — or neither.
Your good intentions and uprightness work as a reason for others to do what you ask when you manipulate them. If you lose their trust later, take –1 forward. You earned something real. Now you have to keep it.
You cause +1 harm the first time you cause harm to a given human. After that harm, take –1 forward. You've stopped giving people the benefit of the doubt. That's not entirely wrong. It's not entirely right.
You died on an ayahuasca trip. That's the fact. What you don't know is why — whether it was the substance, the circumstance, the location, or something that was present that night and decided to act. The visions you had turned out to be real. That's not a coincidence you've stopped thinking about. This arc is the investigation: following the thread of your own death backward through the visions, through that night, through the months before it, until you find either an answer or something worse than an answer. The possibility sitting quietly at the back of all of it: the people or things responsible are still operational — and may already be connected to what PORTAL is working.
When to Start This Arc
- A case brings PORTAL into contact with something that matches what Sven saw in the visions during his death — a specific image, entity, or location he recognises.
- Rex reveals the extent of his research — the things he was investigating when Sven died — and something in it maps too precisely onto Sven's last night to be coincidence.
- Sven arrives at a thin-boundary location and realises, in the moment, that he has been there before. Not as a ghost. Before.
- Someone makes contact with Sven specifically. They know about the ayahuasca trip. They know more than they should.
What Did the Visions Show?
What Do You Suspect About Your Death?
What Does Finding the Answer Risk?
Story Beats — mark five to gain a benefit
- You use knowledge from your death-visions to provide the team with intelligence they couldn't have gotten any other way — and don't fully explain how you knew.
- You share something about the investigation with Rex — not everything, but something — and navigate what he does with it.
- You encounter someone connected to the night you died. They're still alive. The conversation happens.
- You find evidence that your death was not isolated — whoever or whatever was responsible has acted again, possibly recently, possibly on someone the team knows.
- You find a vision-image that corresponds to something that hasn't happened yet. You have to decide whether to act on it.
Resolution Moves
When the arc concludes, take one — or neither.
You found the answer and you're still here. When you act despite existential threat to your continued existence, take +1 forward. When you encounter something that could undo what you are, you no longer have the option of not engaging — mark experience when you face it anyway.
You stopped the investigation before you reached the end. When you investigate a mystery related to your own nature or origin, take –1 forward. When you help someone else investigate their own nature without a guide, mark experience. You know the cost of knowing. That's its own kind of knowledge.