TEXT: The GameMaster’s Apprentice: 
  Adventure Guide: Demon Hunters  
   
  Author: Nathan Rockwood 
  Graphic Designer: Max Johnson 
   
   
   
  Special Thanks 
  This project was backed on Kickstarter by more than 360 supporters. Without their help, The 
  GameMaster’s Apprentice would never have been more than a pet project in my own home games. 
  Thanks so much! 
   
   
   
  Visit us online at:  
  www.LarcenousDesigns.com 
  http://deadgentlemen.com 
   
   
   
  The Demon Hunters and The Demon Hunters: A Comedy of Terrors are owned by The Dead Gentlemen, and 
  used with permission. The GameMaster’s Apprentice deck and documentation, copyright 2014, are owned by 
  Larcenous Designs, LLC. Larcenous Designs, LLC, and associated marks are owned by Nathan Rockwood. 
  Graphic design and iconography by Max Johnson. 
   
   
  1 
  
  Table of Contents 
   
   
  INTRODUCTION
  3 
  What is an Adventure Guide?
  3 
  How to use this guide
  3 
  MISSION CREATION: GENRE CORES
  4 
  ADVENTURE PREMISES
  5 
  Fill in the Blanks
  5 
  The Questgiver
  5 
  The Task
  6 
  Reasons
  8 
  Premise Tag Symbols
  9 
  CHARACTERS
  10 
  Professions
  10 
  Character Tag Symbols
  11 
  ENCOUNTERS
  12 
  Premade Combos
  12 
  Encounter Tag Symbols
  13 
  MONSTER ​OF THE WEEK
  14
   
   
   
   
   
  2 
  
  INTRODUCTION 
  What is an Adventure Guide? 
  An Adventure Guide is a collection of tips for designing and/or running a role playing game, in a 
  given genre, and using The GameMaster’s Apprentice deck of cards. These guides should be helpful 
  whether you are using the base, genre-neutral deck or any of the genre-specific decks, and (up to a 
  point) can even be used without the deck of cards, though that defeats the true purpose of the guide: 
  to provide enough inspiration and enough examples that, once you’ve exhausted the possibilities 
  presented here, you’ll have an easy time creating your own story seeds using just the cards.  
  How to use this guide 
  The first section in this guide is a very brief suggestion, meant to be used to either modify the 
  Mission Creation guidelines in the ​Demon Hunters: A Comedy of Terrors ​core book or to assist in 
  general-purpose adventure building for that game, even if you don’t follow the Mission Creation 
  strategies it provides. 
  Next, the guide goes over advice on generating mission premises. This consists primarily of 
  tables that work both by themselves and with the deck, and which are aimed at the conventions of 
  Demon Hunters games. 
  Wrapping it up after that are two sections meant to help tweak the use of the deck to generate 
  characters and random events, and then an example of creating very genre-specific tools for your 
  game--in this case, modifying the Featured Creature of the base game into a more unique Monster of 
  the Week. 
  These tools can be used independently or in concert, during prep or during play; I recommend 
  reviewing them all briefly before you start, and then you can decide how you will get the most benefit 
  out of them! 
   
   
   
   
   
   
  3 
  
  MISSION CREATION: GENRE CORES 
  The ​Demon Hunters: A Comedy of Terrors ​book explains Mission Creation in great detail. This 
  section is meant to help keep your goals focused, whether or not you use those guidelines. If you do 
  use the Mission Creation charts, I suggest tackling this part first; if not, then just keep it in mind while 
  crafting missions to send your Chapter on! 
  A Core is a central principle of the genre; naturally, a given game will be likely to touch on more 
  than one genre convention, but selecting a single Core when planning out a mission is meant to help 
  you focus on choosing other elements that will work well together. The theory here is that stating your 
  target up front will make it easier to achieve. If you find the Cores to be too broad for your tastes, 
  select the most relevant and refine it; reword it or replace it with a more specific version. 
  Here are three Cores that cover a significant majority of stories of comedic supernatural horror 
  and mayhem; you can add to the list or modify what you see here, as need be: 
   
  To drive back the dark​: This Core is at the heart of stories where the protagonists are taking an 
  active role in their encounters with the horrific: they chose this fight, and there is a chance (perhaps a 
  small one, but a chance nonetheless) that they can defeat their foes. The Chapters engaging in stories 
  like this are likely (but not required) to be presented as the heroes in a fairly clear-cut fashion, and 
  moral ambiguity is likely to be low or mostly comedic. 
  To survive the night​: This Core covers many different types of horror story: slashers, haunted 
  houses, cabins in the woods, creepy hotels, zombie apocalypses, ghost hunts gone wrong, investigators 
  who are doomed, etc. The common element is that the Chapter is in over their heads and/or surprised 
  with the situation, and are thus likely to be unprepared and failing to work as a team, at least at first. 
  The tension this brings often (not always, but often) leads to intra-party conflict, or works well when 
  there are potentially traitors in the midst of the characters, be they PCs or NPCs. If the players desire 
  such conflict, that can easily be incorporated; the same goes for high levels of moral ambiguity, as the 
  characters’ values are tested by their difficulties. Comedy is still present, but more as ‘relief’ than it is 
  in the other Cores. 
  To earn that promotion​: This Core is typical of stories focused on the confrontation of darkness 
  for personal gain, power, or promotion; the protagonists may be anti-heros who don’t take the 
  philanthropic angle of the Brotherhood’s mission seriously, or simply be stuck at Omega rank and 
  seeking a Chapter upgrade so they can engage real threats. These stories may well force the characters 
  into tough moral dilemmas at least occasionally (do they try primarily to survive and look good, or do 
  they risk it all to save one more person?). 
   
  Once you have a Core selected, you always know what kind of story you are trying to create. 
  When one baddie falls, the next one should be easier to come up with; if the current foe proves too 
  difficult to defeat right now, you know what kind of tasks must be accomplished while the Chapter 
  builds up power. 
  4 
  
  ADVENTURE PREMISES 
  If you are ignoring the core book’s Mission Creation tables, but still want a brief jolt of 
  inspiration, this might be a suitable alternative method (and is geared to work especially well with the 
  GameMaster’s Apprentice deck).The premise of a story is the back cover of the module, the elevator 
  pitch for the game, or the message you send a friend to try and hook them into making a character. It 
  doesn't tell you everything about the entire story, but it gives you a place to start.  
  Following these tips, you’ll be creating fill-in-the-blank style adventure premises that will 
  hopefully inspire further ideas. If you are going to make any firm decisions about the specific style and 
  tone of game you want, you should make them before you start rolling; after that, if you wind up with 
  an option that doesn't feel like it fits your concept, choose again! 
  To use these randomizer lists the way I do, follow these steps.  
   
  Fill in the Blanks 
  Start with this sentence, treating the underlined portions as blanks to fill in: 
   
  The Questgiver​ asks you to ​complete this task​ because ​reasons​.  
   
  If any parts of that sentence are already decided for you (or by you), fill them in first, and then 
  skip the associated steps below; if you know the Questgiver is going to be the character’s boss, there 
  isn’t a reason to randomize it. Also, before you start rolling, review these tables and replace the 
  options you don’t like with ones that fit your style. 
  Also, if any non-randomized part of that sentence doesn’t fit (for example, in a game about 
  surviving a haunted house, you may be ​forced​ rather than ​asked​ to survive, etc), change or reinterpret 
  it as you see fit. 
   
  The Questgiver  
  Who is sending you on this quest? For a more statistically likely game (where most of the 
  Missions come from the Brotherhood in some way), use the Difficulty Selector to randomize; for a 
  game more likely to involve missions from other sources, just use a d10, and keep in mind that the 
  ‘questgiver’ might actually be the first victim or warning sign of the Featured Creature. (Note! If there 
  are several ideas listed in square brackets ([Secret society/Guild/Mages]), then pick or randomize from 
  that sub-list.) 
   
   
   
   
  5 
  
  Roll 
  Questgiver 
  1 
  A tremendously powerful [political/religious/corporate] leader  
  2 
  The high council or board of directors of [a secret society/a religion/a company] 
  3 
  The [wealthy patron/mob boss/supernatural creature] that once did you a favor 
  4 
  The local [police chief/mayor/bartender/historical society nut] 
  5 
  Your Brotherhood [trainer/old Chapter leader/commander/Cipher]  
  6 
  A [family member/friend/old flame/frenemy] of a Chapter member 
  7 
  A young [medium/”ghost chaser”/scholar/priest] in over their head 
  8 
  A [shadowy figure/old wanderer/note sent over to you] at the bar 
  9 
  A world-famous [celebrity/journalist/non-Brotherhood “Hunter”] 
  10 
  A major [celestial/demonic/fae/mythical/supernatural] being 
   
   
  The Task  
  Here we have a more interesting table. The first column is aimed at games that center around 
  defeating a relatively straightforward foe or situation; the second is meant to supply stories of 
  investigation and discovery, seeking the truth at any cost; and the last is for games about protecting 
  something or someone. These tables have no particular weight towards the middle, since they are 
  already broken down into three segments; just use a normal d10 after you’ve picked your preferred 
  column. 
  However, a note on tasks; when building a premise with one of these, you may need to 
  consider that the Questgiver or Reasons may not literally ask the characters for help, or be the reason 
  they continue in the scenario. If ‘A world-famous celebrity’ asks the characters to ‘escape a 
  [prison/sadistic game/house],’ the celebrity may be the villain who has lured the PCs into a trap for 
  their own amusement…. likewise, perhaps ‘you were promised promotion’ as a reward for coming to 
  this celebrity dinner party at a creepy mansion, but that may not materialize in the end…. 
   
   
   
   
   
   
  6 
  
  Roll 
  Kill It With Fire 
  Figure It Out 
  Save Them 
  1 
  destroy a [dark artifact/ 
  source of evil/unholy place] 
  identify and hunt [a 
  monster/a person/a force] 
  terrorizing people 
  free a [spirit/ghost/ 
  creature/person] from a curse 
  or horrible fate 
  2 
  escape a [prison/sadistic 
  game/dungeon dimension] 
  investigate a [murder/theft 
  /break in/disappearance] 
  heal a sick or wounded 
  [friend/family 
  member/traveler] 
  3 
  survive a period of time at 
  [the island/the house/the 
  cabin/the ruins] 
  identify the traitorous 
  [enemy agent/former 
  friend/person of power] in 
  your midst 
  come to the aid of a powerful 
  or legendary [being/person/ 
  force/organization] 
  4 
  murder the crap out of a 
  [madman/monster/force/ 
  organization] 
  find the answer to a 
  seemingly impossible 
  [riddle/question/problem]  
  prove someone innocent of 
  crimes that may have been 
  caused by a [madman/ 
  monster/force/organization] 
  5 
  stop the rise of [an ancient 
  evil/a new dark force/a fallen 
  champion of light] 
  find a retired [Brotherhood 
  agent/ professor/ researcher] 
  help the Chapter survive by 
  [fortifying/supplying/ 
  defending] their home  
  6 
  temporarily ally with evil 
  terrible to fight a worse 
  [madman/monster/force/org] 
  pretend to align with the 
  [madman/monster/force/ 
  organization] 
  cover up the evidence of a 
  [supernatural event/ 
  monster/SCIENCE! project] 
  7 
  evade or hide from an 
  unstoppable [madman/ 
  monster/force/organization] 
  scout and learn about [an 
  unknown area/an abandoned 
  structure/a ghost ship or 
  town] 
  learn to use and control vital 
  new [supernatural/psychic/ 
  divine/demonic] powers 
  8 
  deal with a horde of 
  [monsters/cultists/demons] 
  that threaten lives and 
  secrecy 
  discover the source of 
  inexplicable happenings in a 
  [home/town/wilderness] 
  train a new [field 
  accountant/green recruit/ 
  media liaison] 
  9 
  lead an invasion against a 
  [dark temple/hell 
  dimension/factory farm of 
  evil] 
  identify the true villain 
  behind crime blamed on an 
  innocent [madman/monster/ 
  force/organization]  
  create or reinforce a 
  believable cover story for 
  activities by [yourselves/a 
  friend/an ally] 
  10 
  punch a big bad [madman/ 
  monster/force/organization] 
  in the junk, but leave them 
  alive 
  clear your name in the face of 
  charges of [murder/ 
  espionage/being a dumbass] 
  play babysitter to a 
  Brotherhood [asset/paper 
  pusher/witness] 
   
  7 
  
   
  Reasons  
  Why must you complete this task? What drives you? Unless some reason has already presented 
  itself (and it might well have, either because you knew it ahead of time or because the task you picked 
  suggests one to you), roll on this table to find out. Like the Questgiver table, this one is weighted to 
  have more ‘reasonable’  (i.e. Brotherhood-directive-related) motivations grouped in the middle, so use 
  the Difficulty Selector if that appeals to you. 
   
   
  Roll 
  Reasons 
  1 
  you are the only ones who can [complete this task/know The Truth/survive the 
  challenge]. 
  2 
  a [lover/friend/mentor/dependent] of yours will suffer a terrible fate otherwise. 
  3 
  you [have nothing better to do/lost a bet/drew the short straw]. 
  4 
  you need [beer money/street cred/to beat the office pool]. 
  5 
  your [sanity/soul/life] hangs in the balance. 
  6 
  your [mentor/Chapter leader/Brotherhood high-ups] told you to. 
  7 
  you must, as this is [a personal trial/a chance for redemption]. 
  8 
  you must, to prevent [the Chapter from falling apart/the deaths of innocents/greater 
  losses]. 
  9 
  you are compelled to by a [curse/debt/oath/duty outside the Brotherhood]. 
  10 
  you must, to prevent [unleashing terror/plague/famine/the end of the world]. 
   
   
   
   
   
   
   
   
  8 
  
  Premise Tag Symbols 
  These can be used in the creation of any Demon Hunters adventure, using the premise system 
  or not; consider this an example of how to create a tag symbol table for your own games. 
  After filling in the blanks in the premise, draw one card and look at the three tag symbols that 
  result; if at all possible, find a way to apply their meanings to your game. Only redraw if you can’t fit 
  two of the three into your concept; if just one seems to be an outlier, just ignore that one.  
   
  Tower 
  A hell dimension, cyclopean ruin, 
  prison, dark temple, remote island, 
  cabin in the woods, or similar 
  location. Hard to get in and/or out. 
  Moon 
  Recent events leave loyalties confused 
  and uncertain. Who is ‘good’ and who 
  is ‘evil’ may be in question; suspicion 
  abounds, and betrayal may follow. 
  Crown 
  The rich and famous are involved; 
  someone with a lot of money or 
  power of another sort may be 
  implicated, or otherwise crucial to 
  the story. But are they clueless 
  mortals, or are they supernat 
  celebutantes? 
  Sword 
  Physical violence is a primary concern, 
  either immediately before or after the 
  story starts; that may be normal, but 
  this is more than usual. Everything is 
  going to blow up, etc. Someone, PC or 
  otherwise, is attacked or injured. 
  Heart 
  Their very souls are threatened. 
  Whether someone made an unwise 
  bargain, or is endangered through 
  no fault of their own, the outcome 
  could be an eternal damnation or 
  two... 
  Shield 
  The characters must protect someone 
  or something vulnerable; there is an 
  express danger to the subject. They 
  may have been threatened directly, or 
  might represent an obvious casualty if 
  the PCs fail. 
  Skull 
  The undead are involved, but they 
  could be friends or foes--is someone 
  important to the Chapter back from 
  the dead? Or is someone formerly 
  alive suddenly less-so? 
  Target 
  Mental violence is a primary concern; 
  sanity and the difference between 
  illusion and reality will be a focus. 
  Either immediately before or after the 
  start of the story, someone 
  experiences mental trauma.  
  Sun 
  Agents of one or more divine 
  powers are going to put in an 
  appearance. They may be helpful, or 
  they might be here to enforce some 
  arbitrary rules that make your life a 
  living heaven-on-earth. 
  Wand 
  Amazing happenings of magic or 
  SCIENCE!​ take place; they might be the 
  catalyst, or merely set-dressing, to the 
  main events, but they are more bizarre 
  than usual. 
  9 
  
  CHARACTERS 
  You can already randomize characters with the deck, but to tweak them for a Demon Hunters 
  game, here are two suggestions. 
   
  Professions 
  Before you draw for any other components of the character, consider giving them a random 
  profession; this could be the mortal job a Demon Hunter uses for cover, the actual profession of a 
  random bystander, or even the mortal equivalent of a job a low-level demon is forced to perform in 
  Hell. 
  This table is weighted with more statistically common professions towards the middle, so draw 
  for the Difficulty Selector instead of rolling a d10 if you want the randomization to be more “realistic.”  
   
  Roll 
  Professions 
  1 
  Being In Charge (politician, military commander, organization’s leader) 
  2 
  Weird-collar (​SCIENTIST!​, wizard, controller of eldritch forces) 
  3 
  White-collar (doctor, teacher, accountant, lawyer)  
  4 
  Blue-collar (mechanic, engineer, electrician, mason, plumber) 
  5 
  Annoying brat (rich kid, frat boy, urban legend junkie, former child actor) 
  6 
  Explorer (hiker, photographer, researcher, ‘urban explorer’) 
  7 
  Vehicle operator (pilot, sailor, driver)  
  8 
  Criminal (thief, con-man, hit man, sham psychic) 
  9 
  Occult specialist (medium, priest, professional skeptic) 
  10 
  Experienced monster hunter (Brotherhood Agent, freelancer, gentleman adventurer) 
   
   
   
   
  10 
  
  Character Tag Symbols 
  As with anything else, you can modify characters by drawing one card and applying the Tag 
  Symbols; here is an example table to get you started. When you draw, try to fit at least two of the 
  results into your NPC! 
   
  Tower 
  The NPC is tough, mentally or 
  physically (or both). They are a 
  survivor; which is good, because they 
  will need to be... 
  Moon 
  The NPC is cursed. It might be an 
  arcane spell, a terrible disease, or 
  even a contract hit, but disaster looms 
  on their horizon. 
  Crown 
  Unfortunately for you, the NPC is 
  more important than you are (at 
  least in their own eyes), and so they 
  will a dick to anyone who doesn’t 
  treat them with ‘respect’ (which they 
  believe means obedience). 
  Sword 
  The NPC has surprisingly pronounced 
  ability in physical conflict, either 
  through training or experience; they 
  may have scars (physical and/or 
  mental) as a result. 
  Heart 
  The NPC is, or at least appears, 
  trustworthy and loyal. Like a dog. Try 
  not to kick them too hard or often. 
  Shield 
  The NPC is hiding a secret, either big 
  or small, that has at least a little 
  bearing on the story. Characters are 
  likely to spot this, but may not be able 
  to divine the secret. 
  Skull 
  The NPC is sick, either physically or 
  mentally. They could be in danger of 
  dying, and they could also pose a 
  threat to the group--or it could be 
  nothing. 
  Target 
  The NPC has an agenda that they want 
  the characters’ help to fulfill… though 
  the characters may not be aware of it 
  at first, and it may or may not align 
  with their own goals in the end. 
  Sun 
  The NPC is blessed in some way; it 
  might be a literal divine blessing, or it 
  might be a more mundane gift, but it 
  could be the difference between life, 
  death, and being pursued by those 
  who want to abuse their ability. 
  Wand 
  The NPC has experience, real or 
  merely professed, in dealing with the 
  supernatural and/or ​SCIENTIFIC!​ If 
  they actually know what they are 
  talking about, they might be helpful. 
   
   
   
   
   
  11 
  
  ENCOUNTERS 
  Here are two tools to help keep things moving if you need a quick random encounter. They can 
  be used separately or together. 
  Premade Combos 
  If you draw for a random event, but get a combination of Noun + Verb that doesn’t make any 
  sense (or if you just want to start your game with some pre-made suggestions), roll on this table!  
  Because it only provides a Noun and Verb, you can also then draw an Adjective to further 
  modify the encounter, extending the table below from 10 results to 1200.  
   
  Roll 
  Verb, Noun, and Suggestions 
  1 
  SCIENCE!/SCIENCE!: Something incredible happens to something incredible. The group’s Cipher is 
  struck by lightning and becomes a real boy; a mad scientist’s experiment works as expected, etc. 
  2 
  Prevent/Murder: Straightforward, at least by itself--the group stumbles on to a murder in 
  progress and interrupts it! However, adding an adjective can make this one much more 
  interesting... 
  3 
  Allow/Tool: If there is a tool, jack-wipe, or dick of some kind competing with the group (a rival 
  chapter leader with too much mousse in his hair, etc.), something hands a victory to that jerk.  
  4 
  Humiliate/Council: Ooops; that vamp you staked was here to negotiate a peaceful surrender. Or, 
  perhaps, the group’s lycanthrope isn’t completely potty trained. Somehow, the group 
  embarrasses the Brotherhood, and is left facing the consequences. 
  5 
  Dismember/Ninja: Purple Ninja say: “HA ha HA HA ho HA ho---OH!” when thrown into the blades 
  of the helicopter. The Ninja shows up and is instantly dismembered, be it by monster or 
  misfortune. 
  6 
  Observe/Secret: Was that a demon on the phone with your supposed ally, or really just their 
  Uncle Phil, like they said? You have seen too much, and they might know it! 
  7 
  Decrease/Dream: Can’t have any personal goals achieved on company time, now, can we? A 
  character experiences a personal setback, probably because of some arbitrary Brotherhood regs. 
  8 
  Condemn/Truth: The truth isn’t believed; perhaps when the Chapter makes their report on their 
  latest mission, it is rejected or revised. Is someone higher up the chain trying to hide something? 
  9 
  Isolate/Lookout: A rare example of fortune favoring the bold/stupid! The Chapter stumbles on a 
  lone scout or lookout for the enemy, and successfully captures them.  
  10 
  Rearrange/Goal: Suddenly, things aren’t as simple as you’d thought they were. Before killing the 
  demon, you will have to both break the protective spell that keeps him safe, and also serve his 
  summoner with Form 235(ii)A in triplicate. 
  12 
  
   
  Encounter Tag Symbols 
  This sample tag symbol table is geared towards modifying events and encounters. These can be 
  used with any encounter (random or not) with suggestions appropriate for the genre. Try to find 
  applications for at least two of the results. 
   
  Tower 
  The encounter introduces a new 
  location; it could be a place to travel 
  to, or a new but local area (such as a 
  hidden room)--or, in situations where 
  it might make sense, it could even be 
  an alternate dimension. 
  Moon 
  The encounter is fraught with ill 
  fortune and the forces of darkness; 
  bad luck strikes, either in the form of 
  accident or evil intent. 
  Crown 
  The encounter has higher stakes than 
  previously expected--its importance 
  increases, and bigger bads are 
  involved. This could mean a better 
  reward or a more brutal punishment. 
  Sword 
  FIGHT! Whether or not it seemed likely 
  before, the encounter will include a 
  fight of some kind. It might be 
  physical, arcane, mental, or social, but 
  it’s going to be a big one. 
  Heart 
  The encounter is personal for one or 
  more characters; emotions run high, 
  grudges boil over, hearts break. It 
  could have been intentionally brought 
  to this point, or it may have been an 
  accident, but either way, people 
  aren’t thinking clearly. 
  Shield 
  The encounter involves a defense or 
  protection on the part of the PCs, of 
  themselves or someone/something 
  else. They might have to hold off an 
  attack, hide someone from their 
  pursuers, or do something else along 
  those lines.  
  Skull 
  The vampire just killed the dumbass, 
  or is about to. The encounter includes 
  the real possibility of death--or, if it 
  already did, that threat is enhanced: 
  death becomes more likely, or 
  someone is brought to the brink of 
  death and the PCs must save them. 
  Target 
  The encounter introduces a new goal. 
  It could be an entirely new, unrelated 
  task, or it might be the discover of a 
  new step that must be undertaken in 
  the course of the mission. 
  Sun 
  The encounter includes some element 
  of ‘divine protection,’ though that 
  could be literal or metaphorical; a 
  guardian angel steps in to save the 
  day, or a Guardian Angel steps in to 
  save the day, for example. 
  Wand 
  Something inexplicable happens. But I 
  mean really, really inexplicable; the 
  kind of thing that even the 
  Brotherhood would have trouble 
  explaining. Whether it is due to magic, 
  SCIENCE!​, or something even stranger, 
  the weird factor is turned up to 11. 
  13 
  
  MONSTER OF THE WEEK 
   
  The mission is prepped and you’re ready to go. Your new Chapter of recruits is set for their final 
  training simulation. The orange powder of the cheese curls glows dimly (and somewhat disturbingly) 
  beneath the buzzing fluorescent lights of the basement command center. 
   
  But when you hand them the mission brief, they all groan.  
   
  “​Another​ mummy?” 
   
   
  Fix your GMing with this one weird trick that doctors HATE! 
   
  It happens to even the most experienced field agents. ​You ​know that ​each ​mummy, ​every ​vampire, ​all 
  of the werewolves you’ve ever had to put down--in a suitably humane fashion--were unique, special 
  individuals. Precious snowflakes, if you will. But the standard Brotherhood simulations just don’t 
  reflect that, and the recruits quickly grow bored. 
   
  In other training simulations, for other organizations, you might be expected to apply ‘common sense’ 
  to help liven things up. Unfortunately, the Lords of Darkness rarely operate in ways that make any 
  sense at all, much less the common variety. After applying the resources of three Ciphers and a 
  heavily-drugged CIA analyst to the task, the Brotherhood has developed the carefully tuned protocols 
  below to let you alter standard Featured Creatures to more closely match those likely to be 
  encountered in the field. 
   
   
  Protocol 1: Fast and Dirty 
   
  Not all training simulations are planned in advance. As the agent in charge of mission prep, you can use 
  Protocol 1 to quickly crank up the excitement of an otherwise bog-standard creature, monster, villain... 
  or even ally. Use this Protocol on the fly, or when you don’t think the subject is likely to survive long 
  enough to monologue about its backstory. 
   
  How-To: ​Simply roll 1d20 once on the Advantage table and once on the Disadvantage table. Apply both 
  the results to the creature, and if they don’t make sense (either in combination or because of the 
  situation) just remember what Wolf says about lemons.  
   
   
  14 
  
  Protocol B: Slow and Still Dirty 
   
  The central target of a successful mission is likely to be subjected to extensive psychological profiling 
  and/or a few minutes’ online Stalker-Booking by the group’s Cipher. To prepare for these situations, 
  use Protocol B when planning the mission; it can give you a deeper insight into the minds of those the 
  Brotherhood comes up against. On the other hand, overuse of Protocol B has been known to cause 
  actual moral degradation of the agents in charge of training; if you start to become paranoid or 
  suspicious (more than normal for a Brotherhood Agent--for example, suspecting members of a 
  high-ranking Chapter of being traitors), consult Herr Doktor.  
   
  How-To:​ After selecting the Featured Creature, roll once each on the Background and Motivation 
  tables. The results should provide a starting point for determining the creature’s goals and likely 
  victims. The Chapter investigating or hunting the creature may not need to know this information, but 
  it could be helpful in identifying where it may strike next, or even where it lairs. If the result has text in 
  square brackets that gives more than one option, [pick one option from within the brackets/roll 
  randomly to decide/come up with something new/do whatever seems best]. 
   
  Then roll once each on the Advantage and Disadvantage tables. These descriptors will greatly influence 
  the creature’s habits, strategies, and personal style, and may be critical in determining the best 
  approach when confronting it in head-on conflict.  
   
  Unlike Protocol 1, Protocol B assumes you can take some time to think about the consequences these 
  results will have on the greater mission. The results of the original Mission generation rolls, especially, 
  may be influenced by the nature of the creature involved.  
   
  If you just can’t make it work, a single reroll on one of the tables is permissible, but if you find yourself 
  wanting to reroll completely, you probably already have some specifics in mind. In that case, forget the 
  dice and go with your instincts. After all, the Brotherhood didn’t hire you to follow ​rules​! 
   
   
   
  Table 1:​ ​Background 
  Special Note: ​This table tells you where the creature came from, or at least how it came to be on the 
  scene. Some of the backgrounds may imply or pair well with certain motivations from Table 2, but even 
  then, roll for it. The motivations provided by the background may not be the same ones that drive 
  them to evil. For example, one indicates a creature that may have a need to feed; this could be 
  incidental to the fact that they are also cursed, bored, or trying to take over the world. 
   
   
  15 
  
  Roll 
  Background 
  Roll 
  Background 
  1 
  Was summoned or called upon accidentally 
  by a [vacationing honeymooner/tourist/frat 
  boy/sorority girl]. 
  11 
  A disbelieving student at a [highschool/college] 
  performs the required ritual to turn 
  themselves into the [featured creature]. 
  2 
  No, really, the [Featured Creature] is just Old 
  Man [Wilikers/Jenkins/Harrison] in a mask.  
  12 
  Was raised as an innocent, law-abiding 
  [Featured Creature] hiding amongst normals. 
  3 
  Was a Brotherhood or allied Mad Scientist 
  until an experiment went wrong, leaving 
  them a [Featured Creature]. 
  13 
  Turned into [Featured Creature] by an ancient 
  artifact in a [museum/dig/antique shop/old 
  mansion]. 
  4 
  This [Featured Creature] [awakens/feeds] 
  every X number of years, and no one except 
  a crackpot [FBI/Brotherhood] agent has 
  noticed the pattern. 
  14 
  A nutjob [family/clan/cult] has been 
  [worshipping/feeding] the [Featured Creature] 
  for years, but has finally [lost control/died 
  out/attracted the Brotherhood's attention]. 
  5 
  While working for [Other Interested Parties] 
  as a mortal or bystander, was turned into a 
  [Featured Creature] by a superior. 
  15 
  A [ship/plane/car/camper] lost in the 
  [Bermuda Triangle/Santa Cruz Mystery Spot] 
  has reappeared...with the [Featured Creature]. 
  6 
  Recently learned an old family secret when 
  they discovered they were ACTUALLY a 
  [Featured Creature]. 
  16 
  The [Featured Creature] was created from 
  scratch for generic nefarious purposes by [The 
  Order/Other Interested Parties]. 
  7 
  The [Featured Creature] was a harmless 
  [normal pest/supernatural pest/family pet] 
  until they [got locked in the radioactive 
  room/stepped into the Science! field/drank 
  the contaminated water].  
  17 
  A [reality tv crew/wildlife 
  expert/cryptozoologist] looking for a story 
  accidentally riled up the [Featured Creature], 
  and stands to [make a lot of money/alarm the 
  mortals] if the Brotherhood can't interfere. 
  8 
  Was prophesied to be 
  [awoken/released/born] at a pre-ordained 
  time, when a [Featured Creature] would be 
  required for dramatically appropriate havoc. 
  18 
  In order to ensure his eventual return, an 
  ancient [Featured Creature] laid a curse upon 
  his bloodline, and is now possessing a 
  descendent and reenacting his past. 
  9 
  A very specific urban legend has taken such 
  hold of a town or city that the [Featured 
  Creature] simply [came into being/took up 
  the mantle of the legend].  
  19 
  The [Featured Creature] is the scion of a 
  famous, powerful, and retired [Featured 
  Creature], and may want to live up to or 
  surpass his ancestor’s legend. 
  10 
  Old Man [Wilikers/Jenkins/Harrison] decided 
  that this time, no meddling kids or pesky dog 
  would stand in his way, and called in the real 
  [Featured Creature] after he was arrested. 
  20 
  The [Featured Creature] was already captured 
  by a Brotherhood chapter, but has since 
  escaped, and knows all their usual tricks. 
   
   
  16 
  
  Table 2: Motivation 
  Special Note: ​If the monster isn’t a monster, why kill it? Just invite it out for beer and pretzels. But in a 
  training simulation, if all the recruits have to do is get Timmy the Werewolf sloshed, the only skill 
  they’ll be honing is Craft Fake ID. This table should help you decide exactly ​why​ the ghoul wanted to 
  chew on that guy’s femur, and to what end the demon took over the minigolf attendant. 
   
  Roll 
  Motivation 
  Roll 
  Motivation 
  1 
  Does not even know they are 
  evil/causing harm; they are tragically 
  innocent, but go Hyde on the town 
  because of a specific trigger. 
  11 
  Is the subject of a curse passed down from 
  their family or creator (if a curse made 
  them a monster already, this is a SECOND 
  curse that causes more mayhem!). 
  2 
  Was brainwashed by the [Big Picture 
  Villain] into evil. 
  12 
  Is possessed by a joy-riding force, such as a 
  demonic or ghostly presence. 
  3 
  Wants revenge against the [Big Picture 
  Villain]. 
  13 
  Hates all life, views mortals as insects, etc, 
  etc, new world order, whine, whine. 
  4 
  Wants revenge against a former 
  employer or ally. 
  14 
  Is engaged in a grudge match with another 
  supernatural, but is causing lots of 
  collateral damage. 
  5 
  Wants revenge against the Brotherhood. 
  15 
  Got bored with normal life, and is just 
  amusing themselves. 
  6 
  Just wants to be loved. 
  16 
  Killing/etc to bring more [Featured 
  Creatures] into existence. 
  7 
  Is the hero the city deserves, just not the 
  one it wants, needs, or can survive. 
  17 
  Killing/etc for survival. 
  8 
  Is essentially a spoiled child throwing a 
  tantrum. 
  18 
  Is on a power trip, enjoying their abilities. 
  9 
  Is doing what is necessary to Save the 
  World From Itself. 
  19 
  Is a good, old-fashioned member of a  evil 
  organization, doing what they do best. 
  10 
  The world is a mess, and they just need 
  to... rule it. 
  20 
  Roll twice more and attempt to combine 
  results, rerolling any further 20s. 
   
   
   
   
   
  17 
  
  Table 3: Advantage 
  Roll 
  Advantage 
  Roll 
  Advantage 
  1 
  Psychic​: They can sense you coming! When 
  they aren’t bilking rich widowers, these 
  supernats are hard to catch.  
  11 
  Angelic​: Sometimes the fruit falls far from the 
  tree, rolls further away, and then festers 
  slowly in a deep hole.  
  2 
  Ninja​: Spotted Eagle Striiiiiiiike! You may not 
  see them coming, but you sure do ​feel ​them. 
  Especially if they also have syphilis.  
  12 
  Pirate​: ​Fabulously ​hard-drinking, and 
  probably carrying a parrot. Their goals might 
  also be rather obvious. 
  3 
  Cybernetic​: They had the technology. This 
  baddie might even be someone the 
  Brotherhood put out of action once before.  
  13 
  Undead​: Dead, but not gone. Whether or not 
  the Brotherhood put them down before, 
  they’re gonna have to try again.  
  4 
  Socialite​: A vampire (or other supernat) of 
  the new school: Pretty, fauning, and 
  all-too-well-liked by the masses.  
  14 
  Invulnerable​: Well, almost. But finding out 
  what can kill them may be a problem! The 
  Cipher’s research capabilities may be tested. 
  5 
  Hacker​: How about a nice game of 
  thermonuclear war? You can’t trust any tech 
  when this one’s around, even your Cipher...  
  15 
  Famous​: Thanks to their PR guy or just an 
  internet sex-tape, the mortals know this one 
  by name. The mobs just want autographs.  
  6 
  Genius​: You’ve fallen prey to one of the 
  classic blunders--never go in against a 
  [Monster of the Week] when ​death​ is on the 
  line! 
  16 
  Well-Connected​: You’d never have guessed a 
  troll knew the Mayor so well, or that the 
  Mayor would send police to help them out.  
  7 
  BAMF​!: If it bites you, next full moon you’ll 
  turn into Samuel L. Jackson. Hard to kill, 
  brutal in a fight, and wise-cracking to boot. 
  17 
  Wealthy​: They rely on their cash--and the 
  crazy stuff their cash can buy--to deal with 
  the Brotherhood. James Bond would be 
  proud.  
  8 
  New-Age​: They’re all, like, so ​in tune​, right? 
  Right! These supernats may be behind the 
  new eco-terrorist movement, Green PETA.  
  18 
  Twin​: There are two of them. This is never as 
  fun as it sounds, but some Demon Hunters 
  just swing that way.  
  9 
  Zealous​: They don’t know the meaning of the 
  words “Indoor voice!” Whatever their goals 
  are, they are completely unshakeable.  
  19 
  Occult​: They might look like a ​Harvey Potter 
  and the Call of Cthulhu ​extra, but they can 
  back up their wand-waving with face-melting.  
  10 
  Diabolical​: Speak of the devil... Fire, 
  brimstone, and infernal allies abound.  
  20 
  Shapeshifting​: Not all Lycanthropes turn into 
  socially-acceptable werebeasts... 
   
   
  18 
  
  Table 4: Disadvantage 
  Roll 
  Disadvantage 
  Roll 
  Disadvantage 
  1 
  Redneck​: If they aren’t drunk, they probably 
  have a shotgun.  Also, they are both 
  prejudiced and the subject of prejudice. 
  11 
  Nyctophobic​: What goes ​Nonononoplease 
  justletmedie!​ in the night? Real phobias are 
  serious, but vamps with this issue are ​funny​.  
  2 
  Stoner​: Like, like, like, where’re the 
  Chees-toes? Behind the Mountain Doom?  
  12 
  Timid​: Keeping a low profile often serves a 
  supernat well, but there are extremes... 
  3 
  Fanboy/girl​: They probably carry a 
  Lightsab...er, Psionic Spiritbla... ​sigh​. A 
  copyrighted weapon. They are ​the​ #1 Fan.  
  13 
  Clumsy​: They can’t run, they can’t hide, and 
  they can’t chew gum and walk at the same 
  time, either.  
  4 
  Angry​: Who ​you​ looking at? Monsters usually 
  cause problems, but this one ​has​ problems.  
  14 
  Sparkly​: Vampires? Unicorns? Who can tell 
  the difference any more?.  
  5 
  Dudebro​: Dude! Bro! It’s Spring Break! Time 
  to crash parties and impress mortal chicks by 
  crushing ​entire kegs​ with our foreheads!  
  15 
  Avaricious​: At long last, someone with a 
  pure, clean motive, no more demonic than 
  that which drives a good, honest capitalist.  
  6 
  Melodramatic​. The world is a mess, and they 
  just need to...​rule​ it. And no one has shown 
  them the Evil Overlord list.  
  16 
  Servile​: If there was ever a group of 
  henchmen born and bred, these are them. 
  Hells, they’re like lemmings. But who do they 
  serve?  
  7 
  Poseur​: They aren’t ​evil​, so much as an ​artist. 
  If only people understood them... then they 
  might go do some ​wrong ​in this cold world... 
  17 
  Escapee​: This baddie has a record with the 
  mortals--it won’t be ​just​ the Demon Hunters 
  after them.  
  8 
  Gullible​: They may be a supernat, but they 
  still haven’t figured out the score--and they 
  tend to be easy to convince of new ‘truths.’  
  18 
  Smarmy​: The ones who mouth off during a 
  fight are ten times as annoying as the rest. At 
  least they don’t usually have many friends.  
  9 
  Conspiracy-nut​: The truth is out there! Way, 
  waaaaay out there! These nutters probably 
  believe in all sorts of insane things. Like 
  aliens! 
  19 
  Syphilitic​: The Golden Fang’s recent glitter- 
  makeup campaign has spread this particular 
  malady to both mortals and supernats. 
  10 
  Weird-Magnet​: Demon Hunters aren’t the 
  only ones plagued by unknowable forces. 
  Ever fought a wendigo cursed with theme 
  music? 
  20 
  Vegan​: Werewolves don’t go vegan without 
  good reason. Curses, blood pressure, 
  aversions to social norms, etc.  
   
  19 
  
SOURCE: textdata/thevault/Solo/2. GM Emulators & Generic Solo Rules/Gamemaster's Apprentice/Demon Hunters Deck/GMA AG Demon Hunters.pdf