Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2-armour) on top of whatever you get from your gear.
Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention.
Medic: You have a full first aid kit, and training to heal people. When you do first aid, Roll +Cool. On a 10+ the patient is stabilized and healed of 1 harm. On a 7-9 choose one: heal 1 harm; stabilize the injury. On a miss, you cause an extra 1 harm. First aid can only be used once per injury.
When you deal with the Agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good – your request for gear or personnel is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors and there'll be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.
Fervor: When you manipulate someone, roll +Tough instead of +Charm.
Helping Hand: When you successfully help out another hunter, they get +2 instead of the usual +1.
You can get some or all of the hunters hired by your agency (they'll get the deal with the agency move, as well as salary and benefits).
Basic moves to Advanced: For act under pressure, on a 12+ you rise above the pressure completely. You may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection (so that people will talk about it for years to come).
For help out, on a 12+ you make the difference. The person you are helping acts as if they just rolled a 12 on their move, regardless of what they actually got.
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