Sunteți pe pagina 1din 24

Fate Gear

, You get to decide what sort of fate is in store for you. Pick You can have protective gear worth 1-armour, if you want.

The Chosen
how you found out about your fate on the reverse side of You have a special weapon you are destined to wield.
this sheet.
Your Special Weapon
Moves Design your weapon by choosing a form and three busi-
Your birth was prophesied. You are the Chosen You get all of the basic moves, plus three Chosen moves. ness-end options (which are added to the base tags),
One, and with your abilities you can save the and a material. For example, if you want a magic sword
You get these two: you could choose the following: handle + blade + long +
world. If you fail, all will be destroyed. It all rests
BB Destiny’s Plaything: At the beginning of each magic.
on you. Only you.
mystery, roll +Weird to see what is revealed about
your immediate future. On a 10+, the Keeper will Form (choose 1):

CHARM • Manipulate Someone reveal a useful detail about the coming mystery. On
a 7-9 you get a vague hint about it. On a miss, some-
bb staff (1-harm hand/close)
bb haft (2-harm hand heavy)
• Act Under Pressure thing bad is going to happen to you. bb handle (1-harm hand balanced)
COoL • Help Out BB I’m Here For A Reason: There’s something you are bb chain (1-harm hand area)

• Investigate a Mystery destined to do. Work out the details with the Keeper,
SHARP
Business-end (choose 3 options):
• Read a Bad Situation based on your fate. You cannot die until it comes
bb artifact (add the “magic” tag)
to pass. If you die in play, then you must spend a
bb spikes (+1 harm, add the “messy” tag)
• Kick Some Ass
TOUGH • Protect Someone
Luck point. You will then, somehow, recover or be
returned to life. Once your task is done (or you use
bb blade (+1 harm)
bb heavy (+1 harm)
up all your Luck), all bets are off.
WEIRD
bb long (add the “close” tag)
• Use Magic
bb throwable (add the “close” tag)
Then pick one of these:
bb chain (add the “area” tag)
bb The Big Entrance: When you make a showy
Luck entrance into a dangerous situation, roll +Cool.
Mark luck to change a roll to 12 or avoid all harm from Material (choose 1):
On 10+ everyone stops to watch and listen until you Finally, pick what material the business-end is made
an injury.
finish your opening speech. On a 7-9, you pick one from: add “steel,” “cold iron,” “silver,” “wood,” “stone,”
Okay bbbbbbb Doomed person or monster to stop, watch and listen until “bone,” “teeth,” “obsidian,” or anything else you want.
you finish talking. On a miss, you’re marked as the
Chosen special: When you spend a point of Luck, the biggest threat by all enemies who are present. Material:
Keeper will bring your fate into play. bb Devastating: When you inflict harm, you may
Harm inflict +1 harm. Getting Started
When you reach 4 or more, mark unstable. bb Dutiful: When your fate rears its ugly head, and To make your Chosen, first pick a name. Then follow
you act in accordance with any of your fate tags the instructions below to decide your look, ratings, fate,
Okay bbb|bbbb Dying moves, gear, and your special weapon. Finally, introduce
(either heroic or doom) then mark experience. If it’s
Unstable: b a heroic tag, take +1 forward. yourself and pick history.
bb Invincible: You always count as having 2-armour. Look, pick one from each List:
Experience This doesn’t stack with other protection. • Man, woman, boy, girl, androgynous.
Experience: bbbbb bb Resilience: You heal faster than normal people. Any • Fresh face, haggard face, young face, haunted face,
time your harm gets healed, heal an extra point. hopeful face, controlled face.
Whenever you roll and get a total of 6 or less, or when a Additionally, your wounds count as 1-harm less for • Preppy clothes, casual wear, urban wear, normal
move tells you to, mark an experience box. the purpose of the Keeper’s harm moves. clothes, neat clothes, street wear.

This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Ratings, pick one line: Introductions
bb Charm+2, Cool-1, Sharp+1, Tough+2, Weird-1 When you get here, wait for everyone to catch up so you
bb Charm-1, Cool+2, Sharp+1, Tough+2, Weird-1 can do your introductions together.
bb Charm+1, Cool+2, Sharp+1, Tough+1, Weird-1 Go around the group. On your turn, introduce your
bb Charm-1, Cool+1, Sharp+2, Tough-1, Weird+2 Chosen by name and look, and tell the group what they
bb Charm+1, Cool+2, Sharp-1, Tough-1, Weird+2 know about you.

Your Fate History


How You Found Out (pick one): Go around the group again. On your turn, pick one of
bb Nightmares and visions these for each other hunter:
bb Some weirdo told you • You are close blood relations. Ask them exactly how
bb An ancient cult found you close.
bb Sought out by your nemesis • They are destined to be your mentor. Tell them how
bb Attacked by monsters this was revealed.
bb Trained from birth • Your best friend in the world, who you trust totally.
bb You found the prophecy • A rival at first, but you came to a working arrange-
ment.
Then pick two heroic and two doom tags for your fate • Romantic entanglement, or fated to be romantically
from the lists below. This is how your fate will unfold. It’s entangled.
okay to pick contradictory tags: that means your fate is • Just friends, from school or work or something. Ask
pulling you both ways. them what.
Whenever you mark off a point of Luck, the Keeper • They could have been the Chosen One instead of you,
will throw something from your fate at you. but they failed some trial. Tell them how they failed.
• You saved their life, back when they didn’t know mon-
Heroic (pick two): sters were real. Tell them what you saved them from.
bb Sacrifice bb A normal life
bb You are the bb True love Leveling Up
When you have filled all five experience boxes, you level Advanced Improvements
Champion bb You can save
up. Erase the marks and pick an improvement from the bb Get +1 to any rating, max +3.
bb Visions the world
following list: bb Change this hunter to a new type.
bb Secret training bb Hidden allies
bb Create a second hunter to play as well as this one.
bb Magical powers bb The end of monsters Improvements bb Mark two of the basic moves as advanced.
bb Mystical inheritance bb Divine help bb Get +1 Charm, bb Get +1 Weird, bb Mark another two of the basic moves as advanced.
max +3 max +3 bb Retire this hunter to safety.
Doom (pick two): bb Get +1 Cool, max +3 bb Take another
bb Death bb Sympathy with bb Delete one of your Doom tags, and (optionally) one
bb Get +1 Sharp, Chosen move of your Heroic tags. You have changed that aspect of
bb You can’t save the enemy max +3 bb Take another
everyone bb Damnation your destiny.
bb Get +1 Tough, Chosen move
bb Impossible love bb Hosts of monsters max +3 bb Gain an ally
bb Failure bb The end of days bb Take a move from another playbook
bb A nemesis bb The source of Evil bb Take a move from another playbook
bb No normal life
bb Loss of loved ones After you have leveled up five times, you qualify for
bb Treachery advanced improvements in addition to these. They’re
bb Doubt below.
Background Moves
, You worked a less-than-legal job before you became a You get all the basic moves, and two Crooked moves:
bb Artifact: You ‘found’ a magical artifact with handy

The Crooked
monster hunter. What did you do?
bb Hoodlum. You can use Tough instead of Charm to powers, and kept it. Pick one: Protective amulet
(1-armour magic recharge), Lucky charm (may be
manipulate someone with threats of violence.
used as a Luck point, once only), Grimoire (studying
bb Burglar. When you break into a secure location,
“Yeah, I’ve been around the block. A bit of this, a the book gives +1 forward to use magic), Skeleton
roll +Sharp. On a 10+ pick three, on a 7-9 pick two: key (opens any magically sealed lock), Imp stone (A
bit of that. When I came across the secret under- you get in undetected, you get out undetected, you weak demon is bound to serve the holder. The imp
world of monsters and magic… well… it wasn’t don’t leave a mess, you find what you were after. must be summoned with the use magic move).
so different from the underworld I already knew. bb Grifter. When you are about to manipulate bb Crew: You have a regular crew, a team of three or
It was easy to find an angle, just like before.” someone, you can ask the Keeper “What will con- four people who will help you out with pretty much
vince this person to do what I want?” The Keeper anything. They count as a team (see page 119).
bb Deal with the Devil: You sold your soul to the Devil.
CHARM • Manipulate Someone must answer honestly, but not necessarily com-
pletely. Pick one or two things you got out of the deal: wealth,
fame, youth, sensual gratification, skill (add +1 to
• Act Under Pressure bb Fixer. If you need to buy something, sell some-
COoL • Help Out thing, or hire someone, roll +Charm. On a 10+ you
know just the person who will be interested. On a
two ratings). Payment is due either when you die, in
six months (if you picked two things) or otherwise
in a year.
• Investigate a Mystery
SHARP • Read a Bad Situation
7-9 you know the only person who can do it, but
there’s a complication. Pick one: you owe them; they
bb Friends on the Force: You know a few cops who
can be persuaded to look the other way, or do you
• Kick Some Ass screwed you over; you screwed them over. On a miss, a favour, for certain considerations. You can act
TOUGH • Protect Someone the only person who can help is someone who abso-
lutely hates you.
under pressure to get in touch with them when you
need to divert any law enforcement attention. There
will be a cost, although maybe not right now.
WEIRD • Use Magic bb Assassin. When you take your first shot at an unsus-
pecting target, do +2 Harm.
bb Made: You’re “made” in a gang. Name the gang and
describe how their operations tie into your back-
bb Charlatan. When you want people to think you are
ground. You can call on gang members to help you
Luck using magic, roll +Cool. On a 10 or more, your audi- out, but they’ll expect to be paid. Your bosses will
Mark luck to change a roll to 12 or avoid all harm from ence is amazed and fooled by your illusion. On a 7-9 have requests for you now and again, but you’ll be
an injury. you tripped up a couple of times, maybe someone paid. Minor trouble will be overlooked, but you
Okay bbbbbbb Doomed will notice. You may also manipulate people with better not screw over any other made gangsters.
fortune telling. When you do that, ask “What are bb Driver: You have +1 ongoing while driving, plus you
Crooked special: Whenever you spend a Luck point, they hoping for right now?” as a free question (even can hotwire anything (the older it is, the fewer tools
someone from your past will re-appear in your life. Soon. on a miss). you need to do it). You also own two handy, wide-
bb Pickpocket. When you steal something small, roll ly-available vehicles (perhaps a sportscar and a van).
Harm bb Home Ground: Your crew made a point of keeping
+Charm. On a 10 or more, you get it and they didn’t
When you reach 4 or more, mark unstable. the locals happy - keeping them safe, ensuring things
notice you taking it. On a 7-9 either you don’t grab always went down okay. When you’re back in your
Okay bbb|bbbb Dying it, you grab the wrong thing, or they remember you old neighbourhood, you can always find people who
Unstable: b later: your choice. will hide you or help you with a minor favour, no
questions asked.
Experience bb Notorious: You have a reputation from your crim-
inal past. When you reveal who you are, your
Experience: bbbbb
terrifying reputation counts as a reason for people
Whenever you roll and get a total of 6 or less, or when a to do what you ask, for the manipulate someone
move. Revealing your identity to someone can create
move tells you to, mark an experience box.
other problems later, of course.
This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Gear Getting Started Leveling Up
Effective weapons, pick three: To make your Crooked, pick a name. Then follow the When you have filled all five experience boxes, you level
bb .22 revolver (1-harm close reload small) instructions in this playbook to decide your look, ratings, up. Erase the marks and pick an improvement from the
bb .38 revolver (2-harm close reload loud) background, heat, underworld, moves, and gear. Finally, list below.
bb 9mm (2-harm close loud) introduce yourself and pick history.
Improvements
bb Shotgun (3-harm close messy)
Look, pick one from each List: bb Get +1 Sharp, max +3
bb Hunting rifle (2-harm far loud)
• Man, woman, concealed. bb Get +1 Tough, max +2
bb Big knife (1-harm hand)
• Hard eyes, friendly eyes, watchful eyes, smiling eyes, bb Get +1 Cool, max +2
bb Baseball bat (1-harm hand)
calculating eyes. bb Get +1 Charm, max +2
bb Submachinegun (2-harm close reload auto)
• Street wear, tailored suit, cheap suit, tracksuit, non- bb Take another Crooked move
bb Assault rifle (3-harm close/far auto)
descript clothes. bb Take another Crooked move
Heat Ratings, pick one line: bb Gain an ally: one of your old crew.
You didn’t get here without making enemies. Pick at least bb Recover a stash of money from the old days, enough
bb Charm +1, Cool +1, Sharp +2, Tough 0, Weird -1
two of these and name the people involved: to live without care... for a year or two.
bb Charm -1, Cool +1, Sharp +1, Tough +2, Weird 0
bb A police detective,                            , has made it a bb Take a move from another playbook
bb Charm -1, Cool +2, Sharp +2, Tough 0, Weird -1
personal goal to put you away. bb Take a move from another playbook
bb Charm +2, Cool +1, Sharp +1, Tough 0, Weird -1
bb You have a rival from your background,
bb Charm +2, Cool 0, Sharp +1, Tough -1, Weird +1 After you have leveled up five times, you qualify for
                           , who never misses a chance to
screw you over. Introductions advanced improvements in addition to these, from the
bb You pissed off a well-connected criminal, When you get here, wait for everyone to catch up so you list below.
                           , and they’ll do whatever they can to can do your introductions together. Advanced Improvements
destroy you. Go around the group. On your turn, introduce your bb Get +1 to any rating, max +3.
bb                             is someone with special powers, a Crooked by name and look, and tell the group what they bb Change this hunter to a new type.
person or monster, who you took advantage of. know about you. bb Create a second hunter to play as well as this one.
bb                             is an old partner you betrayed in the History bb Mark two of the basic moves as advanced.
middle of a job. Go around the group again. When it’s your turn, pick one bb Mark another two of the basic moves as advanced.
Underworld for each of the other hunters: bb Retire this hunter to safety.
Pick how you discovered about the real underworld. • This hunter knows about your criminal past. Tell bb Erase one used luck mark from your playbook.
Keep this in mind when you select your moves in the next them what crimes they saw you commit.
section, so that everything fits together. • This hunter was there when you decided to give
up the life and hunt monsters instead. Work out
bb The target of a job was a dangerous creature. Pick
together what happened.
one: vampire, werewolf, troll, reptiloid.
• This hunter is your younger sibling or child (possibly
bb You worked with someone who was more than they adopted). You look out for them.
seemed. Pick one: sorcerer, demon, faerie, psychic. • This hunter is a cousin or more distant relative.
bb You were hired by something weird. Pick one: • This hunter saved your life when a monster had the
immortal, god, outsider, witch. drop on you. Now you owe them one.
bb Things went south on a job—including, but not • This hunter worked with you on a semi-legal or
limited to, running into (choose one): a horde of illegal job. Work out what it was.
goblins, a hunger of ghouls, a dream-eater, a sala- • This hunter is your moral compass. When you talk
mander. over things with them, their advice keeps you on the
straight and narrow.
• You’re powerfully attracted to this hunter. Maybe
someday you’ll deserve them.
Moves
, You get all the basic moves, and pick three Divine moves:

The DiVIne
bb Boss from Beyond: At the beginning of each bb Soothe: When you talk to someone for a few
mystery, roll +Weird. On a 10+, your Superiors ask seconds in a quiet voice, you can calm them down,
you to do something simple. On a 7-9, they ask you blocking any panic, anger, or other negative emo-
I am the Light, the Sword. to do something complicated or difficult. In either tions they have. This works even if the thing that
I am sent to defend the meek from Darkness. case, you get to ask them one of the questions from freaked them out is still present, as long as your
All Evil fears me, for I am its end. the investigate a mystery move right now. On a voice can be heard.
miss, you are required to do something terrible. If bb Lay On Hands: Your touch can heal injury and
you do not accomplish what they’ve ordered, you disease. When you lay your hands on someone

CHARM • Manipulate Someone cannot use this move again until you have made up
for your failure.
hurt, roll +Cool. On a 10+, heal 2 harm or an illness,
plus they’re stabilized. On a 7-9, you can heal the
• Act Under Pressure bb Angel Wings: You can go instantly to anywhere harm or illness as on a 10+, but you take it into your-
COoL • Help Out you’ve visited before, or to a person you know well.
When you carry one or two people with you, roll
self. On a miss, your aura causes them extra harm.
bb Cast Out Evil: You may banish an unnatural crea-
• Investigate a Mystery
SHARP • Read a Bad Situation
+Weird. On a 10+ you all go where you wanted. On
a 7-9, you don’t quite manage it. Either you are all
ture from your presence. Roll +Tough. On a 10+ it
is banished. On a 7-9 it takes a little while for the
• Kick Some Ass separated, or you all appear in the wrong place. banishing to take effect—the creature has time to
TOUGH • Protect Someone bb What I Need, When I Need It: You may store any
small object you own, putting it into a magical space
make one or two actions. Either way, the banished
creature is unharmed, and you have no control over

WEIRD
nobody can get to. You may retrieve anything you where it goes. This move may be used on unnatural
• Use Magic
stored at any time; it appears in your hand. hunters (e.g. the Monstrous). On a miss, something
bb Smite: Your body and divine weapon always count is keeping it here. That’s bad.
Luck as a weakness against the monsters you fight. Your
Mark luck to change a roll to 12 or avoid all harm from unarmed attacks are 2-harm intimate hand messy.
an injury. Gear Mission
Okay bbbbbbb Doomed Pick one divine weapon: You have been put on Earth for a purpose. Pick one:
bb Flaming sword (3-harm hand fire holy) bb You are here to fight the schemes of an Adversary.
Harm
bb Thunder hammer (3-harm hand stun holy) bb The End of Days approaches. Your role is to guide
When you reach 4 or more, mark unstable.
bb Razor whip (3-harm hand area messy holy) these hunters and prevent it from coming to pass.
Okay bbb|bbbb Dying bb Five demon bag (3-harm close magic holy) bb The End of Days approaches. Your role is to guide
Unstable: b bb Silver trident (3-harm hand silver holy) these hunters and ensure it comes to pass.
You also get divine armour (1-armour holy). It has a look bb You have been exiled. You must work for the cause of
Experience suited to your divine origin. Good without drawing attention from your brothers
Experience: bbbbb and sisters, as they are bound to execute you for your
crimes.
Whenever you roll and get a total of 6 or less, or when a bb One of the other hunters has a crucial role to play
move tells you to, mark an experience box. in events to come. You must prepare them for their
role, and protect them at any cost.

This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Getting Started Look, pick one from each List: Leveling Up
To make your Divine, first pick a name. Then follow the • Man, woman, androgynous, asexual. When you have filled all five experience boxes, you level
instructions in this playbook to decide your look, ratings, • Blazing eyes, terrifying eyes, placid eyes, sparkling up. Erase the marks and pick an improvement from the
mission, moves, and gear. Finally, introduce yourself and eyes, perceptive eyes, starry eyes, glowing eyes. list below.
pick history. • Dirty clothes, perfect suit, rumpled suit, casual
Improvements
clothes, practical clothes.
bb Get +1 Tough, max +3
Ratings, pick one line: bb Get +1 Cool, max +2
bb Charm+1, Cool+1, Sharp-1, Tough+2, Weird=0 bb Get +1 Charm, max +2
bb Charm-1, Cool+2, Sharp-1, Tough+2, Weird=0 bb Get +1 Sharp, max +2
bb Charm-1, Cool=0, Sharp+1, Tough+2, Weird+1 bb Get +1 Weird, max +2
bb Charm+1, Cool+1, Sharp=0, Tough+2, Weird-1 bb Take another Divine move
bb Charm-1, Cool+1, Sharp=0, Tough+2, Weird+1 bb Take another Divine move
bb Gain a lesser divine being as an ally, sent from above
Introductions
to help with your mission
When you get here, wait for everyone to catch up so you
bb Take a move from another playbook
can do your introductions together.
bb Take a move from another playbook
Go around the group. On your turn, introduce your
Divine by name and look, and tell the group what they After you have leveled up five times, you qualify for
know about you. advanced improvements in addition to these, from the
History list below.
Go around the group again. When it’s your turn, pick one Advanced Improvements
for each of the other hunters: bb Get +1 to any rating, max +3.
• If you are protecting another hunter as your mission, bb Change this hunter to a new type.
tell them this: You have a crucial role in what is to bb Create a second hunter to play as well as this one.
come. I am here to guide and defend you. bb Mark two of the basic moves as advanced.
• They should not be involved in this situation: the bb Mark another two of the basic moves as advanced.
prophecies didn’t mention them at all. This gets your bb Retire this hunter to safety.
attention but you don’t know what it means yet. bb Erase one used Luck mark from your playbook.
• They are, at heart, a good and righteous person. You bb Change your mission. Select a different mission
must help them stay that way. from the normal options, or (with the Keeper’s
• They are an abomination, and should be destroyed. agreement) a new mission of your creation.
Except you can’t–work out with them why not.
• Their prayer (perhaps an informal or even uncon-
scious prayer) summoned you.
• They fill you with feelings of sexual infatuation. You
are confused by the associated mortal emotions.
• They saved your life, and you understand (intellectu-
ally at least) that you owe them for it.
• They’re the person you go to for advice on mortal
stuff (e.g sex, food, drugs, television, etc).
Moves Haven
, You get all of the basic moves, plus pick two Expert moves: You have set up a haven, a safe place to work. Pick three

The Expert
bb I’ve Read About This Sort Of Thing: Roll +Sharp of the options below for your haven:
instead of +Cool when you act under pressure. bb Lore Library. When you hit the books, take +1
bb Often Right: When a hunter comes to you for forward to investigate the mystery (as long as his-
advice about a problem, give them your honest torical or reference works are appropriate).
I have dedicated my life to the study of the unnat- opinion and advice. If they take your advice, they bb Mystical Library. If you use your library’s occult
ural. I know their habits, their weaknesses. I may get +1 ongoing while following your advice, and you tomes and grimoires, preparing with your tomes
not be youngest or strongest, but my knowledge mark experience. and grimoires, take +1 forward for use magic.
makes me the biggest threat. bb Preparedness: When you need something unusual bb Protection Spells. Your haven is safe from mon-
or rare, roll +Sharp. On a 10+, you have it here right sters—they cannot enter. Monsters might be able

CHARM • Manipulate Someone now. On a 7-9 you have it, but not here: it will take
some time to get it. On a miss, you know where it is,
to do something special to evade the wards, but not
easily.
• Act Under Pressure but it’s somewhere real bad. bb Armory. You have a stockpile of mystical and rare
COoL • Help Out bb It Wasn’t As Bad As It Looked: Once per mystery,
you may attempt to keep going despite your inju-
monster-killing weapons and items. If you need a
special weapon, roll +Weird. On a 10+ you have it
• Investigate a Mystery
SHARP • Read a Bad Situation
ries. Roll +Cool. On a 10+, heal 2 harm and stabilize
your wounds. On a 7-9 you may either stabilize or
(and plenty if that matters). On a 7-9 you have it, but
only the minimum. On a miss, you’ve got the wrong
• Kick Some Ass heal 1 harm. On a miss, it was worse than it looked: thing.
TOUGH • Protect Someone the Keeper may inflict a harm move on you, or make
your wounds unstable.
bb Infirmary. You can heal people, and have the space
for one or two to recuperate. The Keeper will tell you
bb Precise Strike. When you inflict harm on a monster,
WEIRD
how long any patient’s recovery is likely to take, and
• Use Magic
you can aim for a weak spot. Roll +Tough. On a 10+ if you need extra supplies or help.
you inflict +2 harm. On a 7-9 you inflict +1 harm. bb Workshop. You have a space for building and repair-
Luck On a miss, you leave yourself open to the monster. ing guns, cars and other gadgets. Work out with the
Mark luck to change a roll to 12 or avoid all harm from bb The Woman (or Man) With The Plan: At the Keeper how long any repair or construction will take,
an injury. beginning of each mystery, roll +Sharp. On a 10+ and if you need extra supplies or help.
hold 2, on a 7-9 hold 1. Spend the hold to be where bb Oubliette. This room is isolated from every kind of
Okay bbbbbbb Doomed you need to be, prepared and ready. On a miss, the monster, spirit and magic that you know about. Any-
Harm Keeper holds 1 they can spend to put you in the thing you stash in there can’t be found, can’t do any
When you reach 4 or more, mark unstable. worst place, unprepared and unready. magic, and can’t get out.
bb Dark Past: If you trawl through your memories for bb Panic Room. This has essential supplies and is pro-
Okay bbb|bbbb Dying something relevant to the case at hand, roll +Weird. tected by normal and mystical means. You can hide
On a 10+ ask the Keeper two questions from the list out there for a few days, safe from pretty much any-
Unstable: b
below. On a 7-9 ask one. On a miss, you can ask a thing.
(Unstable injuries will worsen as time passes)
question anyway but that will mean you were per- bb Magical Laboratory. You have a mystical lab with
Experience sonally complicit in creating the situation you are all kinds of weird ingredients and tools useful for
now dealing with. The questions are: casting spells (like the use magic move, big magic,
Experience: bbbbb • When I dealt with this creature (or one of its kind), and any other magical moves).
what did I learn?
Whenever you roll and get a total of 6 or less, or when a • What black magic do I know that could help here?
move tells you to, mark an experience box. • Do I know anyone who might be behind this?
• Who do I know who can help us right now?

This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Gear look, pick one from each List: Leveling Up
You get three monster-slaying weapons. • Man, woman, indeterminate. When you have filled all five experience boxes, you level
• Thoughtful face, lined face, scarred face, contempla- up. Erase the marks and pick an improvement from the
Monster-slaying weapons (pick three): tive face, stern face, avuncular face, experienced face, following list:
bb Mallet & wooden stakes (3-harm intimate slow ancient face.
wooden) Improvements
• Old fashioned clothes, casual clothes, utility clothes,
bb Silver sword (2-harm hand messy silver) bb Get +1 Sharp, max +3
tailored clothes, outdoor clothes.
bb Cold iron sword (2-harm hand messy iron) bb Get +1 Charm, max +2
bb Blessed knife (2-harm hand holy) Ratings, pick one line: bb Get +1 Cool, max +2
bb Magical dagger (2-harm hand magic) bb Charm-1, Cool+1, Sharp+2, Tough+1, Weird=0 bb Get +1 Weird, max +2
bb Juju bag (1-harm far magic) bb Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1 bb Take another Expert move
bb Flamethrower (3-harm close fire heavy volatile) bb Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0 bb Take another Expert move
bb Magnum (3-harm close reload loud) bb Charm-1, Cool+1, Sharp+2, Tough=0, Weird+1 bb Add an option to your haven
bb Shotgun (3-harm close messy loud) bb Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2 bb Add an option to your haven
bb Take a move from another playbook
Introductions
Getting Started When you get here, wait for everyone to catch up so you
bb Take a move from another playbook
To make your Expert, first pick a name. Then follow the can do your introductions together.
instructions in this playbook to decide your look, ratings, After you have leveled up five times, you qualify for
Go around the group. On your turn, introduce your advanced improvements in addition to these. They’re
breed, moves, and gear. Finally, introduce yourself and Expert by name and look, and tell the group what they
pick history. below.
know about you.
Advanced Improvements
History bb Get +1 to any rating, max +3.
Go around the group again. On your turn, pick one of bb Change this hunter to a new type.
these for each other hunter: bb Create a second hunter to play as well as this one.
• They are your student, apprentice, ward, or child. bb Mark two of the basic moves as advanced.
Between you, decide which. bb Mark another two of the basic moves as advanced.
• They came to you for advice, and your advice got bb Retire this hunter to safety.
them out of trouble. Ask them what the trouble was.
• They know about some of your dark secrets, but
they’ve agreed to keep quiet about them. Tell them
what they know.
• A distant relation. Tell them exactly what.
• You were previously both members of an eldritch
group, now disbanded. Ask them why they left, then
tell them why you did.
• They once helped you get a singular item that is now
part of your haven. Tell them what it was.
• You were taught by the same master. Ask them how
it ended.
• You saved their life in a tight spot. Tell them what
happened.
Moves Gear
, You get all of the basic moves, plus pick three Flake moves: You get one normal weapon and two hidden weapons.

The Flake
bb Connect the Dots: At the beginning of each mystery,
if you look for the wider patterns that current Normal weapons (pick one):
events might be part of, roll +Sharp. On a 10+ hold bb .38 revolver (2-harm close reload loud)
3, and on a 7-9 hold 1. Spend your hold during the bb 9mm (2-harm close loud)
Everything’s connected. But not everyone can mystery to ask the Keeper any one of the following bb Hunting rifle (2-harm far loud)
see the patterns, and most people don’t even questions: bb Magnum (3-harm close reload loud)
look that hard. But me, I can never stop looking • Is this person connected to current events more bb Shotgun (3-harm close messy loud)
deeper. I can never stop seeing the truth. I spot than they are saying? bb Big knife (1-harm hand)
the patterns. That’s how I found the monsters, • When and where will the next critical event
and that’s how I help kill them. Hidden weapons (pick two):
occur?
bb Throwing knives (1-harm close many)
• What does the monster want from this person?
bb Holdout pistol (2-harm close loud reload)
CHARM • Manipulate Someone • Is this connected to previous mysteries we have
investigated?
bb Garrote (3-harm intimate)
bb Watchman’s flashlight (1-harm hand)
• Act Under Pressure • How does this mystery connect to the bigger
COoL • Help Out picture?
bb Weighted gloves/brass knuckles (1-harm hand)
bb Butterfly knife/folding knife (1-harm hand)
bb Crazy Eyes: You get +1 Weird (max +3).
• Investigate a Mystery
SHARP • Read a Bad Situation
bb See, It All Fits Together: You can use Sharp instead
of Charm when you manipulate someone.
Getting Started
To make your Flake, first pick a name. Then follow the
• Kick Some Ass bb Suspicious Mind: If someone lies to you, you know instructions in this playbook to decide your look, ratings,
TOUGH • Protect Someone it.
bb Often Overlooked: When you act all crazy to avoid
moves, and gear. Finally, introduce yourself and pick
history.

WEIRD • Use Magic something, roll +Weird. On a 10+ you’re regarded as


unthreatening and unimportant. On a 7-9, pick one:
Look, pick one from each List:
• Man, woman, transgressive, concealed.
Luck unthreatening or unimportant. On a miss, you draw • Wild eyes, moving eyes, focused eyes, searching
Mark luck to change a roll to 12 or avoid all harm from lots (but not all) of the attention. eyes, suspicious eyes, wide eyes, guarded eyes.
an injury. bb Contrary: When you seek out and receive some- • Ratty clothes, casual clothes, rumpled suit, neat
one’s honest advice on the best course of action for clothes, comfortable clothes, army surplus gear.
Okay bbbbbbb Doomed you and then do something else instead, mark expe-
rience. If you do exactly the opposite of their advice, Ratings, pick one line:
Harm bb Charm+1, Cool+1, Sharp+2, Tough-1, Weird=0
When you reach 4 or more, mark unstable. you also take +1 ongoing on any moves you make
pursuing that course. bb Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1
Okay bbb|bbbb Dying bb Net Friends: You know a lot of people on the Inter- bb Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0
net. When you contact a net friend to help you with bb Charm+1, Cool-1, Sharp+2, Tough=0, Weird+1
Unstable: b a mystery, roll +Charm. On a 10+, they’re available bb Charm-1, Cool-1, Sharp+2, Tough=0, Weird+2
(Unstable injuries will worsen as time passes) and helpful—they can fix something, break a code,
hack a computer, or get you some special informa-
Experience tion. On a 7-9, they’re prepared to help, but it’s either
Experience: bbbbb going to take some time or you’re going to have to do
part of it yourself. On a miss, you burn some bridges.
Whenever you roll and get a total of 6 or less, or when a bb Sneaky: When you attack from ambush, or from
move tells you to, mark an experience box. behind, inflict +2 harm.

This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Introductions Leveling Up
When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
can do your introductions together. up. Erase the marks and pick an improvement from the
Go around the group. On your turn, introduce your following list:
Flake by name and look, and tell the group what they
Improvements
know about you.
bb Get +1 Sharp, max +3
History bb Get +1 Charm, max +2
Go around the group again. On your turn, pick one of bb Get +1 Cool, max +2
these for each other hunter: bb Get +1 Weird, max +2
• They’re somehow tied into it all. You’ve been keeping bb Take another Flake move
an eye on them. bb Take another Flake move
• They’re a close relative. Ask them to decide exactly bb Get a haven, like the Expert has, with two options
what. bb Gain another option for your haven
• Old friends, who originally met through a long chain bb Take a move from another playbook
of coincidences. bb Take a move from another playbook
• You went through hell together: maybe a monster,
maybe military service, maybe time in an institution. After you have leveled up five times, you qualify for
Whatever it was, it bound you together, and you advanced improvements in addition to these. They’re
have total trust in each other. below.
• Members of the same support group. Advanced Improvements
• Fellow freaks. bb Get +1 to any rating, max +3.
• The signs all pointed to working together. So you bb Change this hunter to a new type.
found them and now you work together. bb Create a second hunter to play as well as this one.
• You know each other through cryptozoology and bb Mark two of the basic moves as advanced.
conspiracy theory websites. bb Mark another two of the basic moves as advanced.
bb Retire this hunter to safety.
Moves bb Mentor: You have a mentor in the Sect: name
, You get all of the basic moves, plus four Initiate moves. You them. When you contact your mentor for info, roll

The Initiate
get this one: +Sharp. On a 10+, you get an answer to your ques-
BB When you are in good standing with your Sect, at tion, no problem. On a 7-9 you choose: they’re either
the beginning of each mystery, roll +Charm. On busy and can’t help, or they answer the question but
a 10+ they provide some useful info or help in the you owe a favour. On a miss, your question causes
Since the dawn of history, we have been the field. On a 7-9 you get a mission associated with the trouble.
bulwark against Darkness. We know the Evils mystery, and if you do it you’ll get some info or help bb Apprentice: You have an apprentice: name them.
of the world, and we stand against them so that too. On a miss, they ask you to do something bad. Your job is to teach them the Sect’s ways. They count
the mass of humanity need not fear. We are the If you fail a mission or refuse an order, you’ll be in as an ally: subordinate (motivation: to follow your
Flame that cleanses the Shadows. trouble with the Sect until you atone. instructions to the letter).
Then pick three of these: bb Helping Hand: When you successfully help out
another hunter, they get +2 instead of the usual +1.
CHARM • Manipulate Someone bb Ancient Fighting Arts: When using an old-fash-
ioned hand weapon, you inflict +1 harm and get +1 bb That Old Black Magic: When you use magic, you
whenever you roll protect someone. can ask a question from the investigate a mystery
• Act Under Pressure
COoL • Help Out bb Mystic: Every time you successfully use magic, take
+1 forward.
move as your effect.
Gear
• Investigate a Mystery
SHARP • Read a Bad Situation
bb Fortunes: The Sect has ancient prophecies or div-
ination techniques to predict the future. Once per
If your Sect has fighting arts or obsolete gear (see next
page) then pick three old-fashioned weapons. If the Sect
• Kick Some Ass mystery, you may use them. If you look at what the has modernised or nifty gadgets, you may pick two
TOUGH • Protect Someone future holds, roll +Weird. On a 10+ hold 3, and on
a 7-9 hold 1. On a miss, you get bad information and
modern weapons. Otherwise, pick two old-fashioned
weapons and one modern weapon.

WEIRD • Use Magic the Keeper decides how that affects you. Spend your
hold to: You also get old-fashioned armour (1-armour heavy).
• have a useful object ready.
Luck • be somewhere you are needed, just in time.
Old-fashioned weapons (pick either two or three, as
Mark luck to change a roll to 12 or avoid all harm from above):
• take +1 forward, or give +1 forward to another
an injury. bb Sword (2-harm hand messy)
hunter.
bb Axe (2-harm hand messy)
• retroactively warn someone about an attack, so
Okay bbbbbbb Doomed bb Big sword (3-harm hand messy heavy)
that it doesn’t happen.
Harm bb Big axe (3-harm hand messy slow heavy)
bb Sacred Oath: You may bind yourself to a single goal,
When you reach 4 or more, mark unstable. bb Silver knife (1-harm hand silver)
forsaking something during your quest (e.g. speech,
bb Fighting sticks (1-harm hand quick)
all sustenance but bread and water, alcohol, lying,
Okay bbb|bbbb Dying bb Spear (2-harm hand/close)
sex, etc). Get the Keeper’s agreement on this—it
bb Mace (2-harm hand messy)
Unstable: b should match the goal in importance and difficulty.
bb Crossbow (2-harm close slow)
(Unstable injuries will worsen as time passes) While you keep your oath and work towards your
goal, mark experience at the end of every session Modern weapons (pick either one or two, as above):
Experience and get +1 on any rolls that directly help achieve the bb .38 revolver (2-harm close reload loud)
goal. If you break the oath, take -1 ongoing until you bb 9mm (2-harm close loud)
Experience: bbbbb have atoned. bb Sniper rifle (3-harm far)
Whenever you roll and get a total of 6 or less, or when a bb Magnum (3-harm close reload loud)
move tells you to, mark an experience box. bb Shotgun (3-harm close messy)

This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Getting Started Introductions Leveling Up
To make your Initiate, first pick a name. Then follow the When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
instructions in this playbook to decide your look, ratings, can do your introductions together. up. Erase the marks and pick an improvement from the
moves, Sect, and gear. Finally, introduce yourself and Go around the group. On your turn, introduce your following list:
pick history. Initiate by name and look, and tell the group what they
Improvements
know about you.
Look, pick one from each List: bb Get +1 Weird, max +3
• Man, woman, masked, concealed. History bb Get +1 Cool, max +2
• Hardened body, tattooed body, agile body, strong Go around the group again. On your turn, pick one for bb Get +1 Sharp, max +2
body, thin body, angular body, hunched body. each of the other hunters: bb Get +1 Tough, max +2
• Archaic clothes, unfashionable clothes, ceremonial • They are a lay member of your Sect. bb Take another Initiate move
clothes, mismatched clothes, formal clothes. • You fought together when the tide of monsters seemed bb Take another Initiate move
unstoppable. Ask them how it went. bb Get command of your chapter of the Sect
Ratings, pick one line:
• Friends, but they first met you under your cover bb Get a Sect team under your command
bb Charm-1, Cool+1, Sharp=0, Tough+1, Weird+2
identity, and learned about the Sect later. Ask how bb Take a move from another playbook
bb Charm=0, Cool+1, Sharp+1, Tough-1, Weird+2
they feel about that. bb Take a move from another playbook
bb Charm-1, Cool=0, Sharp-1, Tough+2, Weird+2
• They are your close relative, or partner/spouse.
bb Charm+1, Cool-1, Sharp+1, Tough=0, Weird+2 After you have leveled up five times, you qualify for
Decide between you exactly what the relationship is.
bb Charm=0, Cool=0, Sharp=0, Tough+1, Weird+2 advanced improvements in addition to these. They’re
• Fellow ancient weapons/martial arts club members.
Sect • They’re described in below.
You are part of an ancient, secret order that slays mon- the prophecies, but Advanced Improvements
sters. Where are they from? How old are they? Are they the role they will bb Get +1 to any rating, max +3.
religious? Why do they stay secret? How do they recruit? play isn’t stated. bb Change this hunter to a new type.
You also need to pick the Sect’s traditions (these will • An ex-member of bb Create a second hunter to play as well as this one.
be used by the Keeper to determine the Sect’s methods the Sect, but still bb Mark two of the basic moves as advanced.
and actions): friends. Ask them bb Mark another two of the basic moves as advanced.
why they left or got bb Retire this hunter to safety.
Good Traditions (pick two):
thrown out bb Become the leader, or effective leader, of the whole
bb Knowledgable bb Flexible tactics
• You met researching Sect.
bb Ancient lore bb Open hierarchy
mystical weirdness,
bb Magical lore bb Integrated in society
and you’ve been occult
bb Fighting arts bb Rich
comrades ever since.
bb Modernised bb Nifty gadgets
bb Chapters everywhere bb Magical items
bb Secular power

Bad Traditions (pick one):


bb Dubious motives bb Strict laws
bb Tradition-bound bb Mystical oaths
bb Short-sighted bb Total obedience
bb Paranoid and bb Tyrannical leaders
secretive bb Obsolete gear
bb Closed hierarchy bb Poor
bb Factionalised
Monster Breed Moves
, You’re half-human, half-monster: decide if you were You get all the basic moves, plus pick two Monstrous

The Monstrous
always this way or if you you were originally human and moves:
transformed somehow. bb Immortal: You do not age or sicken, and whenever
Now decide if you were always fighting to be good, or you suffer harm you suffer 1-harm less.
if you were evil and changed sides. bb Unnatural Appeal: Roll +Weird instead of +Charm
I feel the hunger, the lust to destroy. But I fight Define your monstrous breed by picking a curse, when you manipulate someone.
it: I never give in. I’m not human any more, not moves, and natural attacks. bb Unholy Strength: Roll +Weird instead of +Tough
really, but I have to protect those who still are. Create the monster you want to be: whatever you when you kick some ass.
That way I can tell myself I’m different to the choose defines your breed in the game. Some classic bb Incorporeal: You may move freely through solid
other monsters. Sometimes I can even believe it. monsters with suggestions for picks are listed on the back objects (but not people).
of this sheet. These are only suggestions: feel free to make bb Preternatural Speed: You go much faster than

CHARM • Manipulate Someone a different version!


Curses, pick one:
normal people. When you chase, flee, or run take
+1 ongoing.
• Act Under Pressure bb Claws of the Beast: All your natural attacks get +1
bb Feed: You must subsist on living humans—it might
COoL • Help Out take the form of blood, brains, or spiritual essence
harm.
bb Mental Dominion: When you gaze into a normal
but it must be from people. You need to act under
• Investigate a Mystery
SHARP
human’s eyes and exert your will over them, roll
pressure to resist feeding whenever a perfect oppor-
• Read a Bad Situation +Charm. On a 10+, hold 3. On a 7-9, hold 1. You
tunity presents itself.
may spend your hold to give them an order. Regular
• Kick Some Ass bb Vulnerability: Pick a substance. You suffer +1 harm
TOUGH • Protect Someone when you suffer harm from it. If you are bound or
people will follow your order, whatever it is. Hunters
can choose whether they do it or not. If they do, they
surrounded by it, you must act under pressure to

WEIRD
mark experience.
• Use Magic use your powers.
bb Unquenchable Vitality: When you have taken harm,
bb Pure Drive: One emotion rules you. Pick from:
you can heal yourself. Roll +Cool. On a 10+, heal
hunger, hate, anger, fear, jealousy, greed, joy, pride,
Luck 2-harm and stabilise your injuries. On a 7-9, heal
envy, lust, or cruelty. Whenever you have a chance
Mark luck to change a roll to 12 or avoid all harm from 1-harm and stabilise your injuries. On a miss, your
to indulge that emotion, you must do so immediately,
an injury. injuries worsen.
or act under pressure to resist.
bb Dark Negotiator: You can use the manipulate
Okay bbbbbbb Doomed bb Dark Master: You have an evil lord who doesn’t
someone move on monsters as well as people, if
know you changed sides. They still give you orders,
Harm and they do not tolerate refusal. Or failure.
they can reason and talk.
When you reach 4 or more, mark unstable. bb Flight: You can fly.
Natural Attacks bb Shapeshifter: You may change your form (usually
Okay bbb|bbbb Dying Pick a Base and add an extra to it, or two Bases. into an animal). Decide if you have just one alter-
bb Base: teeth (3-harm intimate) nate form or several, and detail them. You gain +1
Unstable: b bb Base: claws (2-harm hand) to investigate a mystery when using an alternate
(Unstable injuries will worsen as time passes) bb Base: magical force (1-harm magical close) form’s superior senses (e.g. smell for a wolf, sight for
bb Base: life-drain (1-harm intimate life-drain) an eagle).
Experience
bb Extra: Add +1 harm to a base bb Something Borrowed: Take a move from a hunter
Experience: bbbbb bb Extra: Add ignore-armour to a base playbook that is not currently in play.
bb Extra: Add an extra range to a base (add intimate,
Whenever you roll and get a total of 6 or less, or when a hand, or close).
move tells you to, mark an experience box.

This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Gear History Leveling Up
If you want, you can take one handy weapon: Go around the group again. When it’s your turn, pick one When you have filled all five experience boxes, you level
bb .38 revolver (2-harm close reload loud) for each of the other hunters: up. Erase the marks and pick an improvement from the
bb 9mm (2-harm close loud) • You lost control one time, and almost killed them. following list:
bb Magnum (3-harm close reload loud) Ask them how they stopped you.
Improvements
bb Shotgun (3-harm close messy) • They tried to slay you, but you proved you’re on the
bb Get +1 Charm, max +2
bb Big knife (1-harm hand) side of good. Ask them what convinced them.
bb Get +1 Cool, max +2
bb Brass knuckles (1-harm hand quiet small) • You are romantically obsessed with them. Ask them
bb Get +1 Sharp, max +2
bb Sword (2-harm hand messy) if they know, and if they reciprocate.
bb Get +1 Tough, max +2
bb Huge sword (3-harm hand heavy) • Close relations, or a distant descendant. Tell them
bb Take another Monstrous move
which.
Getting Started bb Take another Monstrous move
• You saved them from another of your kind, and
To make your Monstrous, first pick a name. Then follow bb Gain a haven, like the Expert has, with two options
prevented reprisals against that individual creature
the instructions in this playbook to decide your look, bb Take a natural attacks pick
(maybe it’s another good one, or maybe it has a hold
ratings, breed, moves, and gear. Finally, introduce your- bb Take a move from another playbook
over you).
self and pick history. bb Take a move from another playbook
• They are tied to your curse or origin. Tell them how.
look, pick one from each List: • You fought together against the odds, and prevailed. After you have leveled up five times, you qualify for
• Man, woman, mysterious, transgressive. • They saved you from another hunter who was pre- advanced improvements in addition to these. They’re
• Sinister aura, powerful aura, dark aura, unnerving pared to kill you. Ask them what happened. below.
aura, energetic aura, evil aura, bestial aura. Monster Breed Suggestions Advanced Improvements
• Archaic clothes, casual clothes, ragged clothes, tai- • Vampire: Curse: feed (blood or life-force). Natural bb Get +1 to any rating, max +3.
lored clothes, stylish clothes, street clothes, outdoor attacks: Base: life-drain or Base: teeth; add +1 harm bb Change this hunter to a new type.
clothes. to base attack. Moves: immortal or unquenchable bb Create a second hunter to play as well as this one.
Ratings, pick one line: vitality; mental domination. bb Mark two of the basic moves as advanced.
bb Charm-1, Cool-1, Sharp=0, Tough+2, Weird+3 • Werewolf: Curse: vulnerability (silver). Natural bb Mark another two of the basic moves as advanced.
bb Charm-1, Cool+1, Sharp+1, Tough=0, Weird+3 attacks: Base: claws; Base: teeth. Moves: shapeshifter bb Retire this hunter to safety.
bb Charm+2, Cool=0, Sharp-1, Tough-1, Weird+3 (wolf and/or wolfman); claws of the beast or unholy bb Free yourself from the curse of your kind. Your curse
bb Charm-2, Cool+2, Sharp=0, Tough=0, Weird+3 strength. no longer applies, but you lose 1 Weird.
bb Charm=0, Cool-1, Sharp+2, Tough-1, Weird+3 • Ghost: Curse: vulnerability (rock salt). Natural bb You turn evil (again). Retire this character, they
attacks: Base: magical force; add hand range to become one of the Keeper’s threats.
Introductions magical force. Moves: incorporeal; immortal.
When you get here, wait for everyone to catch up so you • Faerie: Curse: pure drive (joy). Natural attacks:
can do your introductions together. Base: magical force; add ignore-armour to magical
Go around the group. On your turn, introduce your force. Moves: flight; preternatural speed.
Monstrous by name and look, and tell the group what • Demon: Curse: pure drive (cruelty). Natural attacks:
they know about you. Base: claws; +1 harm to claws. Moves: dark negotia-
tor; unquenchable vitality.
• Orc: Curse: dark master (the orc overlord). Natural
attacks: Base: teeth; add ignore-armour to teeth.
Moves: Unholy strength; dark negotiator.
• Zombie: Curse: pure drive (hunger), feed (flesh or
brains). Natural attacks: Base: teeth; +1 harm to
teeth. Moves: immortal; unquenchable vitality.
Moves Gear
, You get all the basic moves, plus pick three Mundane You get two Mundane weapons and a means of transport.

The Mundane
moves:
bb Always The Victim: When another hunter uses Mundane weapons (pick two):
protect someone to protect you, they mark expe- bb Golf club, baseball bat, cricket bat, or hockey stick
rience. Whenever a monster captures you, you mark (2-harm hand innocuous messy)
You heard about how monsters only pick on experience. bb Pocket knife or multitool (1-harm hand useful small)
people with crazy powers who can fight back on bb Oops! If you want to stumble across something bb Small handgun (2-harm close loud reload)
even terms? Yeah, me neither. But, hell, I ended important, tell the Keeper. You will find something bb Hunting rifle (3-harm far loud reload)
up in this monster-hunting team so I gotta do important and useful, although not necessarily bb Sledge-hammer or fire axe (3-harm hand messy)
what I can, right? related to your immediate problems. bb Nunchuks (2-harm hand area)
bb Let’s Get Out Of Here! If you can protect someone
Means of transport (pick one):
CHARM • Manipulate Someone by telling them what to do, or by leading them out,
roll +Charm instead of +Tough.
bb Skateboard
bb Bicycle
bb Classic car in
terrible condition
• Act Under Pressure bb Panic Button: When you need to escape, name the
COoL
bb Fairly new car in bb Motorcycle
• Help Out route you’ll try and roll +Sharp. On a 10+ you’re out
decent condition bb Van
of danger, no problem. On a 7-9 you can go or stay,
• Investigate a Mystery Getting Started
SHARP
but if you go it’s going to cost you (you leave some-
• Read a Bad Situation thing behind or something comes with you). On a To make your Mundane, first pick a name. Then follow
miss, you are caught halfway out. the instructions in this playbook to decide your look,
• Kick Some Ass
TOUGH • Protect Someone
bb The Power of Heart: When fighting a monster, if
you help someone, don’t roll +Cool. You automat-
ratings, moves, and gear. Finally, introduce yourself and
pick history.

WEIRD
ically help as though you’d rolled a 10. Look, pick one from each List:
• Use Magic
bb Trust Me: When you tell a normal person the • Man, woman, boy, girl, androgynous, concealed.
truth in order to protect them from danger, roll • Friendly face, alluring face, laughing face, trust-
Luck +Charm. On a 10+ they’ll do what you say they worthy face, average face, serious face, sensual face.
Mark luck to change a roll to 12 or avoid all harm from should, no questions asked. On a 7-9 they do it, but • Normal clothes, casual clothes, goth clothes, sporty
an injury. the Keeper chooses one from: clothes, work clothes, street clothes, nerdy clothes.
• They ask you a hard question first.
Okay bbbbbbb Doomed • They stall and dither a while. Ratings, pick one line:
Harm • They have a “better” idea. bb Charm+2, Cool+1, Sharp=0, Tough+1, Weird-1
When you reach 4 or more, mark unstable. On a miss, they’re going to think you’re crazy and bb Charm+2, Cool-1, Sharp+1, Tough+1, Weird=0
maybe dangerous too. bb Charm+2, Cool=0, Sharp-1, Tough+1, Weird+1
Okay bbb|bbbb Dying bb What Could Go Wrong?: Whenever you charge bb Charm+2, Cool=0, Sharp+1, Tough+1, Weird-1
into immediate danger without hedging your bets, bb Charm+2, Cool+1, Sharp+1, Tough=0, Weird-1
Unstable: b
hold 2. You may spend your hold to:
(Unstable injuries will worsen as time passes)
• Inflict +1 harm.
Experience • Reduce someone’s harm suffered by 1.
• Take +2 forward on an act under pressure roll.
Experience: bbbbb bb Don’t Worry, I’ll Check It Out: Whenever you go
off by yourself to check out somewhere (or some-
Whenever you roll and get a total of 6 or less, or when a thing) scary, mark experience.
move tells you to, mark an experience box.

This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Introductions Leveling Up
When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
can do your introductions together. up. Erase the marks and pick an improvement from the
Go around the group. On your turn, introduce your following list:
Mundane by name and look, and tell the group what they
Improvements
know about you.
bb Get +1 Charm, max +3
History bb Get +1 Cool, max +2
Go around the group again. When it’s your turn, pick one bb Get +1 Sharp, max +2
for each of the other hunters: bb Get +1 Tough, max +2
• You are close relations. Tell them exactly how you’re bb Take another Mundane move
related. bb Take another Mundane move
• Initially rivals, you both now respect each others’ bb Get back one used Luck point
talents. bb Get back one used Luck point
• Romantically involved, or you just have a crush on bb Take a move from another playbook
them. Ask them which they prefer. bb Take a move from another playbook
• They’re your hero, exactly the kind of monster hunter
you aspire to be. Tell them why you worship them. After you have leveled up five times, you qualify for
• Good friends. Tell them if it’s from way back, or advanced improvements in addition to these. They’re
recently. below.
• You’re a bit suspicious of them (maybe due to their Advanced Improvements
unnatural powers or something like that). bb Get +1 to any rating, max +3.
• They introduced you to the existence of monsters. bb Change this hunter to a new type.
Tell them how you feel about that. bb Create a second hunter to play as well as this one.
• You saved their life from a monster due to an unlikely bb Mark two of the basic moves as advanced.
chain of events. Tell them what. bb Mark another two of the basic moves as advanced.
bb Retire this hunter to safety.
bb Get back one used Luck point.
bb Get back one used Luck point.
Moves
, You get all the basic moves, plus four Professional moves. And you get this one:

The ProfesSional
BB When you deal with the Agency, requesting help or
Pick three of these:
gear, or making excuses for a failure, roll +Sharp. On
bb Bottle It Up: If you want, you can take up to +3
a 10+, you’re good—your request for gear or person-
bonus when you act under pressure. For each +1
nel is okayed, or your slip-up goes unnoticed. On a
It’s kind of strange when your regular 9-to-5 job is you use, the Keeper holds 1. That hold can be spent
7-9, things aren’t so great. You might get chewed out
to hunt down monsters. Still, that’s the job I took later—one for one—to give you -1 on any move
by your superiors and there’ll be fallout, but you get
on when I joined this outfit. It pays well, and the except act under pressure.
what you need for the job. On a miss, you screwed
benefits are good. Like they say “You don’t have bb Unfazeable: Take +1 Cool (max +3).
up: you might be suspended or under investigation,
to be crazy to work here, but it sure helps!” bb Battlefield Awareness: You always know what’s
or just in the doghouse. You certainly aren’t going to
happening around you, and what to watch out for.
get any help until you sort it all out.
Take +1 armour (max 2-armour) on top of whatever
CHARM • Manipulate Someone
you get from your gear.
bb Leave No One Behind: In combat, when you help
Gear
Pick one serious weapon and two normal weapons.
• Act Under Pressure
COoL • Help Out
someone escape, roll +Sharp. On a 10+ you get
them out clean. On a 7-9, you can either get them out
You get either a flak vest (1-armour hidden) or combat
armour (2-armour heavy) for protection.
• Investigate a Mystery or suffer no harm, you choose. On a miss, you fail to
SHARP • Read a Bad Situation get them out and you’ve attracted hostile attention.
bb Tactical Genius: When you read a bad situation,
Serious weapons (pick one):
bb Assault rifle (3-harm far area loud reload)
• Kick Some Ass bb Grenade launcher (4-harm far area messy loud
TOUGH • Protect Someone
you may roll +Cool instead of +Sharp
bb Medic: You have a full first aid kit, and the training reload)
bb Sniper rifle (4-harm far)
to heal people. When you do first aid, roll +Cool.
WEIRD • Use Magic On a 10+ the patient is stabilized and healed of 2
harm. On a 7-9 choose one: heal 2 harm or stabi-
bb Grenades (4-harm close area messy loud)
bb Submachine gun (3-harm close area loud reload)

Luck lize the injury. On a miss, you cause an extra 1 harm.


Normal weapons (pick two):
Mark luck to change a roll to 12 or avoid all harm from This move takes the place of regular first aid.
bb .38 revolver (2-harm close reload loud)
an injury. bb Mobility: You have a truck, van, or car built for
bb 9mm (2-harm close loud)
monster hunting. Choose two good things and one
bb Hunting rifle (2-harm far loud)
Okay bbbbbbb Doomed bad thing about it.
bb Shotgun (3-harm close messy)
Harm Good things: roomy; surveillance gear; fast;
bb Big knife (1-harm hand)
When you reach 4 or more, mark unstable. stealthy; intimidating; classic; medical kit; sleep-
ing space; toolkit; concealed weapons; anonymous;
Okay bbb|bbbb Dying armoured (+1 armour inside); tough; monster cage.
Bad things: loud; obvious; temperamental; beat-
Unstable: b en-up; gas-guzzler; uncomfortable; slow; old.
(Unstable injuries will worsen as time passes)

Experience
Experience: bbbbb

Whenever you roll and get a total of 6 or less, or when a


move tells you to, mark an experience box.

This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Getting Started Introductions Leveling Up
To make your Professional, first pick a name. Then follow When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
the instructions in this playbook to decide your look, can do your introductions together. up. Erase the marks and pick an improvement from the
ratings, Agency, moves, and gear. Finally, introduce your- Go around the group. On your turn, introduce your following list:
self and pick history. Professional by name and look, and tell the group what
Improvements
they know about you.
look, pick one from each List: bb Get +1 Cool, max +3
• Man, woman, concealed. History bb Get +1 Charm, max +2
• Chiseled face, scarred face, unshaven face, soft face, Go around the group again. On your turn, pick one for bb Get +1 Sharp, max +2
young face, old face, determined face. each of the other hunters: bb Get +1 Tough, max +2
• Tailored suit, shabby suit, perfect suit, utility cover- • Your relationship with them has romantic potential. bb Take another Professional move
alls, battledress, paramilitary uniform, lab coat. So far it hasn’t gone further. bb Take another Professional move
• They’re on the Agency’s watch list, and you’ve been bb Add a new resource tag for your Agency or change
Ratings, pick one line:
keeping an eye on them. a red tape tag
bb Charm=0, Cool+2, Sharp-1, Tough+2, Weird-1
• You are related. Tell them how close. bb Get command of an Agency team of monster hunters
bb Charm-1, Cool+2, Sharp+1, Tough+1, Weird=0
• You met on a mission and worked together unoffi- bb Take a move from another playbook
bb Charm+1, Cool+2, Sharp+1, Tough-1, Weird=0
cially. And successfully. bb Take a move from another playbook
bb Charm-1, Cool+2, Sharp+1, Tough=0, Weird+1
• They’ve worked with the Agency before, and they’re
bb Charm=0, Cool+2, Sharp+2, Tough-1, Weird-1 After you have leveled up five times, you qualify for
well regarded.
Agency • You were friends back in training, before the Agency advanced improvements in addition to these. They’re
Decide who it is you work for. Are they a black-budget recruited you. This could be military, law enforce- below.
government department, a secret military unit, a clan- ment, or some weirder school: decide the details Advanced Improvements
destine police team, a private individual’s crusade, a between you. bb Get +1 to any rating, max +3.
corporation, a scientific team, or what? • They pulled you (and maybe your team) out of a ter- bb Change this hunter to a new type.
Is the Agency’s goal to: destroy monsters, study the super- rible FUBARed mission. bb Create a second hunter to play as well as this one.
natural, protect people, gain power, or something else? • You got sent to “deal with them” as a hazard to bb Mark two of the basic moves as advanced.
Pick two resource tags for the Agency, and two red the Agency’s policies one time. Tell them how you bb Mark another two of the basic moves as advanced.
tape tags: resolved this. bb Retire this hunter to safety.
bb Get some or all of the other players’ hunters hired
Resources (pick two):
by your agency. They get the deal with the agency
bb Well-armed bb Offices all over
move, as well as salary and benefits.
bb Well-financed the place
bb Rigorous training bb Good intel
bb Official pull bb Recognised authority
bb Cover identities bb Weird tech gadgets
bb Support teams

Red Tape (pick two):


bb Dubious motives bb Inter-depart-
bb Bureaucratic mental rivalry
bb Secretive hierarchy bb Budget cuts
bb Cryptic missions bb Take no pris-
bb Hostile superiors oners policy
bb Live capture policy
Combat Magic Plus pick three of these:
, You have a few attack spells you can use as weapons. bb Advanced Arcane Training: If you have two of your
When you use these spells to kick some ass, roll +Weird three Tools and Techniques at the ready, you may

The SpeLl-Slinger instead of +Tough. Sometimes the situation may require


you to act under pressure to cast your spell without
problems.
ignore the third one.
bb Arcane Reputation: Pick three big organizations or
groups in the supernatural community, which can
include some of the more sociable types of monsters.
Fight fire with fire magic. Your combat spells can combine any of your base spells
with any of your effects. They’ve heard of you and respect your power. With
affected humans, take +1 forward when you manip-
Combat magic, pick three (with at least one base):
ulate them. You may manipulate affected monsters
CHARM • Manipulate Someone Bases:
bb Blast: 2-harm magic close obvious loud
as if they were human, with no bonus.
bb Could’ve Been Worse: When you miss a use magic
• Act Under Pressure bb Ball: 1-harm magic area close obvious loud
COoL
roll you can choose one of the following options
bb Missile: 1-harm magic far obvious loud
• Help Out instead of losing control of the magic:
bb Wall: 1-harm magic barrier close 1-armour obvious loud
• Fizzle: The preparations and materials for the
• Investigate a Mystery Effects:
SHARP • Read a Bad Situation bb Fire: Add “+2 harm fire” to a base. If you get a 10+ on
a combat magic roll, the fire won’t spread.
spell are ruined. You’ll have to start over from
scratch with the prep time doubled.
• Kick Some Ass • This Is Gonna Suck: The effect happens, but
TOUGH • Protect Someone
bb Force or Wind: Add “+1 harm forceful” to a base, or
“+1 armour” to a wall.
you trigger all of the listed glitches but one. You
pick the one you avoid.
bb Lightning or Entropy: Add “+1 harm messy” to a
bb Enchanted Clothing: Pick an article of every-day
WEIRD • Use Magic base.
bb Frost or Ice: Adds “-1 harm +2 armour” to a wall, or
clothing–it’s enchanted without any change in
appearance. Take -1 harm from any source that tries
“+1 harm restraining” to other bases.
to get at you through the garment.
Luck bb Earth: Add “forceful restraining” to a base.
bb Forensic Divination: When you successfully inves-
Mark luck to change a roll to 12 or avoid all harm from bb Necromantic: Add “life-drain” to a base.
tigate a mystery, you may ask “What magic was
an injury. Moves done here?” as a free extra question.
You get all the basic moves and four Spell-slinger moves. bb Go Big or Go Home: When you must use magic
Okay bbbbbbb Doomed
You have this one: as a requirement for Big Magic, take +1 ongoing to
Harm BB Tools and Techniques: To use your combat magic those use magic rolls.
When you reach 4 or more, mark unstable. effectively, you rely on a collection of tools and tech- bb Not My Fault: +1 to act under pressure when you
niques. Cross off one; you’ll need the rest. are dealing with the consequences of your own spell-
Okay bbb|bbbb Dying • Consumables: You need certain supplies— powders, casting.
oils, etc—on hand, some will be used up each cast. bb Practitioner: Choose two effects available to you
Unstable: b under use magic. Take +1 to use magic whenever
If you don’t have them, take 1-harm ignore-armour
(Unstable injuries will worsen as time passes) you choose one of those effects.
when you cast.
• Foci: You need wands, staves, and other obvious bb Shield Spell: When you protect someone, gain
Experience 2-armour against any harm that is transferred to you.
props to focus. If you don’t have what you need, your
combat magic does 1 less harm. This doesn’t stack with your other armour, if any.
Experience: bbbbb
• Gestures: You need to wave your hands around bb Third Eye: When you read a bad situation, you can
Whenever you roll and get a total of 6 or less, or when a to use combat magic. If you’re restrained, take -1 open up your third eye for a moment to take in
move tells you to, mark an experience box. ongoing for combat magic. extra information. Take +1 hold on any result of 7
• Incantations: You must speak in an arcane language or more, plus you can see invisible things. On a miss,
to control your magic. If you use combat magic you may still get 1 hold, but you’re exposed to super-
without speaking, act under pressure to avoid natural danger. Unfiltered hidden reality is rough on
scrambling your thoughts. the mind!
This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Gear Introductions Leveling Up
You don’t need much—aside from any foci or consum- When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
ables to power your magic. Still, it’s good to carry some can do your introductions together. up. Erase the marks and pick an improvement from the
backup. Pick one: Go around the group. On your turn, introduce your following list:
bb Old revolver (2-harm close reload loud) Spell-slinger by name and look, and tell the group what
Improvements
bb Ritual knife (1-harm hand) they know about you.
bb Get +1 Weird, max +3
bb Heirloom sword (2-harm hand messy)
History bb Get +1 Cool, max +2
Getting Started Go around the group again. On your turn, pick one for bb Get +1 Sharp, max +2
To make your Spell-slinger, first pick a name. Then follow each of the other hunters: bb Get +1 Tough, max +2
the instructions below to decide your look, ratings, • They act as your conscience when the power goes bb Take another Spell-Slinger move.
Combat Magic, moves, and gear. Finally, introduce your- to your head. Ask them about the last time this hap- bb Take another Spell-Slinger move.
self and pick history. pened. bb Take a move from another playbook.
• Blood relation, though you were out of contact for bb Take a move from another playbook.
Look, pick one from each List:
years. Ask them how they reconnected with you. bb Take another Combat Magic pick.
• Woman, man, androgynous.
• Mentor from another life. Ask them what they
• Rumpled clothes, stylish clothes, goth clothes, old After you have leveled up five times, you qualify for
taught you.
fashioned clothes. advanced improvements in addition to these. They’re
• Your magic-fueled rescue of them introduced them
• Shadowed eyes, fierce eyes, weary eyes, sparkling below.
to the supernatural. Tell them what creature was
eyes.
after them. Advanced Improvements
Ratings, pick one line: • An old rivalry has turned into a tight friendship. Tell bb Get +1 to any rating, max +3.
bb Charm-1, Cool+1, Sharp+1, Tough=0, Weird+2 them what you once fought over. bb Change this hunter to a new type.
bb Charm=0, Cool-1, Sharp+1, Tough+1, Weird+2 • You thought they were dead, and now they’re back. bb Create a second hunter to play as well as this one.
bb Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2 What “killed” them? bb Mark two of the basic moves as advanced.
bb Charm+1, Cool=0, Sharp+1, Tough-1, Weird+2 • They’re an on-again/off-again love interest. Ask bb Mark another two of the basic moves as advanced.
bb Charm=0, Cool=0, Sharp+1, Tough=0, Weird+2 them what keeps you apart. Tell them what keeps bb Retire this hunter to safety.
you together. bb Erase one used Luck mark from your playbook.
• A comrade-in-arms. You’ve faced the biggest threats bb Take another Combat Magic pick.
together. bb You may cross off another option from your Tools
and Techniques.
Moves
, You get all the basic moves, plus pick three Spooky moves:

The SpOoky
bb Telepathy: You can read people’s thoughts and put bb Tune In: You can attune your mind to a monster
words in their mind. This can allow you to inves- or minion. Roll +Weird. On a 10+, hold 3. On a 7-9,
tigate a mystery or read a bad situation without hold 1. On a miss, the monster becomes aware of
needing to actually talk. You can also manipulate you. Spend one hold to ask the Keeper one of the fol-
I can do things, things that normal people can’t. someone without speaking. You still roll moves as lowing questions, and gain +1 ongoing while acting
But there’s a price—I haven’t paid it in full, yet, normal, except people will not expect the weirdness on the answers:
but the bill’s gonna come due soon. It’s best I don’t of your mental communication. • Where is the creature right now?
tell you any more. You get too close, you’ll get hurt. bb Hex: When you cast a spell (with use magic), as well • What is it planning to do right now?
as the normal effects, you may pick from the follow- • Who is it going to attack next?
CHARM • Manipulate Someone ing:
• The target contracts a disease.
• Who does it regard as the biggest threat?
• How can I attract its attention?
• Act Under Pressure
COoL • Help Out
• The target immediately suffers harm (2-harm
magic ignore-armour).
bb The Big Whammy: You can use your powers to kick
some ass: roll +Weird instead of +Tough. The attack
• Investigate a Mystery • The target breaks something precious or has 2-harm close obvious ignore-armour. On a miss,
SHARP • Read a Bad Situation important.
bb The Sight: You can see the invisible, especially spirits
you’ll get a magical backlash.
bb Jinx: You can encourage coincidences to occur, the
• Kick Some Ass
TOUGH • Protect Someone
and magical influences. You may communicate with
(maybe even make deals with) the spirits you see,
way you want. When you jinx a target, roll +Weird.
On a 10+ hold 2 and on a 7-9 hold 1. On a miss, the
and they give you more opportunities to spot clues Keeper holds 2 over you to be used in the same way.
WEIRD • Use Magic when you investigate a mystery.
bb Premonitions: At the start of each mystery, roll
Spend your hold to:
• Interfere with a hunter, giving them -1 forward.
Luck +Weird. On a 10+, you get a detailed vision of some- • Help a hunter, giving them +1 forward, by inter-
Mark luck to change a roll to 12 or avoid all harm from thing bad that is yet to happen. You take +1 forward fering with their enemy.
an injury. to prevent it coming true, and mark experience if you • Interfere with what a monster, minion, or
stop it. On a 7-9+ you get clouded images of some- bystander is trying to do.
Okay bbbbbbb Doomed
thing bad that is yet to happen: mark experience if • Inflict 1-harm on the target due to an accident.
Spooky special: As you mark off Luck boxes, your dark you stop it. On a miss, you get a vision of something • The target finds something you left for them.
side’s needs will get nastier. bad happening to you and the Keeper holds 3, to be • The target loses something that you will soon
spent one-for-one as penalties to rolls you make. find.
Harm bb Hunches: When something bad is happening (or
When you reach 4 or more, mark unstable. Gear
just about to happen) somewhere that you aren’t,
You get two normal weapons and any magical items or
roll +Sharp. On a 10+ you knew where you needed
Okay bbb|bbbb Dying amulets that you use to invoke your powers.
to go, just in time to get there. On a 7-9, you get
Unstable: b there late—in time to intervene, but not prevent it Normal weapons (pick two):
(Unstable injuries will worsen as time passes) altogether. On a miss, you get there just in time to be bb .38 revolver (2-harm close reload loud)
in trouble yourself. bb 9mm (2-harm close loud)
Experience bb Hunting rifle (2-harm far loud)
bb Shotgun (3-harm close messy)
Experience: bbbbb
bb Big knife (1-harm hand)
Whenever you roll and get a total of 6 or less, or when a
move tells you to, mark an experience box.
This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Getting Started Introductions Leveling Up
To make your Spooky, first pick a name. Then follow the When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
instructions in this playbook to decide your look, ratings, can do your introductions together. up. Erase the marks and pick an improvement from the
moves, dark side and gear. Finally, introduce yourself and Go around the group. On your turn, introduce your following list:
pick history. Spooky by name and look, and tell the group what they
Improvements
know about you.
Look, pick one from each List: bb Get +1 Weird, max +3
• Man, woman, boy, girl, concealed, androgynous. History bb Get +1 Charm, max +2
• Burning eyes, dark eyes, pained eyes, blank eyes, Go around the group again. On your turn, pick one of bb Get +1 Cool, max +2
unblinking eyes, piercing eyes, shadowed eyes, these for each hunter: bb Get +1 Sharp, max +2
creepy eyes. • They taught you to control your powers, to the extent bb Take another Spooky move
• Ratty clothes, casual clothes, goth clothes, neat that you can control them at all. bb Take another Spooky move
clothes, nerdy clothes. • You are blood-kin. Decide together exactly what. bb Change some, or all, your dark side tags
• You are married, or romantically involved. Decide bb Get a mystical library, like the Expert’s haven option
Ratings, pick one line:
between you the exact relationship. bb Take a move from another playbook
bb Charm+1, Cool=0, Sharp+1, Tough-1, Weird+2
• You’re old friends, and trust each other completely. bb Take a move from another playbook
bb Charm-1, Cool+1, Sharp=0, Tough+1, Weird+2
• You used your powers on them one time. Decide if
bb Charm+2, Cool=0, Sharp-1, Tough-1, Weird+2 After you have leveled up five times, you qualify for
it was for selfish reasons or not, and tell them if they
bb Charm=0, Cool-1, Sharp+1, Tough+1, Weird+2 advanced improvements in addition to these. They’re
found out about it.
bb Charm-1, Cool-1, Sharp+2, Tough=0, Weird+2 below.
• You’ve known each other some time, but since your
The Dark Side powers manifested, you keep them at a distance Advanced Improvements
Your powers have an unsavory source, and sometimes emotionally. bb Get +1 to any rating, max +3.
you get tempted to do things you shouldn’t. These could • You hope they can help you control your powers. bb Change this hunter to a new type.
be orders from whatever granted your power, or urges • They saw you use your powers for selfish or vindic- bb Create a second hunter to play as well as this one.
that bubble up from your subconscious. Something like tive reasons. Ask them who the victim was, and then bb Mark two of the basic moves as advanced.
that. Whatever it is, it’s unsettling. tell them what you did. bb Mark another two of the basic moves as advanced.
bb Retire this hunter to safety.
Pick three tags for your dark side:
bb You discover how to use your powers at a lower price.
bb Violence bb Mood swings
Delete one dark side tag permanently.
bb Depression bb Rage
bb Secrets bb Self-destruction
bb Lust bb Greed for power
bb Dark bargain bb Poor impulse control
bb Guilt bb Hallucinations
bb Soulless bb Pain
bb Addiction bb Paranoia

The Keeper can ask you to do nasty things (in accordance


with the tags), when your powers need you to. If you
do whatever is asked, mark experience. If you don’t do
it, then your powers are unavailable until the end of the
mystery (or until you cave). As you mark off Luck boxes,
these requests will get bigger and nastier.
Moves Gear
, You get all the basic moves plus three Wronged moves. You Pick one signature weapon and two practical weapons.

The Wronged
get this one: You have protective wear, suited to your look, worth
BB I Know My Prey: You get +1 ongoing when know- 1-armour.
ingly investigating, pursuing or fighting the breed of If you want, you may take a classic car, classic motorcy-
monster that caused your loss. cle, plain pickup, or plain van.
They took my loved ones. Back then I wasn’t
strong enough to fight, but I studied, trained, and Then pick two of these: Signature Weapons, pick one:
now I’m ready to cleanse the world of their taint. bb Berserk: No matter how much harm you take, you bb Sawn-off shotgun (3-harm hand/close messy loud
I’ll kill them all. That’s all I have left. can always keep going until the current fight is over. reload)
During a fight, the Keeper may not use harm moves bb Hand cannon (3-harm close loud)
on you and you cannot die. When the fight ends, all bb Fighting knife (2-harm hand quiet)
CHARM • Manipulate Someone
harm takes effect as normal. bb Huge sword or huge axe (3-harm hand messy heavy)
bb Specialist weapons for destroying your foes (e.g.
bb NEVER AGAIN: In combat, you may choose to
• Act Under Pressure
COoL • Help Out
protect someone without rolling, as if you had
rolled a 10+, but you may not choose to “suffer little
wooden stakes and mallet for vampires, silver dagger
for werewolves, etc.). 4-harm against the specific
• Investigate a Mystery harm.” creatures it targets, 1-harm otherwise, and other
SHARP • Read a Bad Situation bb What Does Not Kill Me...: If you have suffered harm
in a fight, you gain +1 ongoing until the fight is over.
tags by agreement with the Keeper.
bb Enchanted dagger (2-harm hand magic)
• Kick Some Ass
TOUGH • Protect Someone
bb Fervor: When you manipulate someone, roll
+Tough instead of +Charm.
bb Chainsaw (3-harm hand messy unreliable loud
heavy)
bb Safety First: You have jury-rigged extra protection
WEIRD • Use Magic
into your gear, giving you +1 armour (maximum
2-armour).
Practical weapons, pick two:
bb .38 revolver (2-harm close reload loud)
bb 9mm (2-harm close loud)
Luck bb DIY Surgery: When you do quick and dirty first
bb Hunting rifle (2-harm far loud)
Mark luck to change a roll to 12 or avoid all harm from aid on someone (including yourself ), roll +Cool.
bb Shotgun (3-harm close messy loud)
an injury. On a 10+ it’s all good, it counts as normal first aid,
bb Big knife (1-harm hand)
plus stabilize the injury and heal 1 harm. On a 7-9
Okay bbbbbbb Doomed bb Brass knuckles (1-harm hand stealthy)
it counts as normal first aid, plus one of these, your
bb Assault rifle (3-harm close area loud reload)
Harm choice:
When you reach 4 or more, mark unstable. • Stabilise the injury but the patient takes -1
forward.
Okay bbb|bbbb Dying • Heal 1-harm and stabilise for now, but it will
return as 2-harm and become unstable again
Unstable: b
later.
(Unstable injuries will worsen as time passes)
• Heal 1-harm and stabilise but the patient takes
Experience -1 ongoing until it’s fixed properly.
bb Tools Matter: With your signature weapon (see
Experience: bbbbb your gear, below), you get +1 to kick some ass.

Whenever you roll and get a total of 6 or less, or when a


move tells you to, mark an experience box.

This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Getting Started Introductions Leveling Up
To make your Wronged, first pick a name. Then follow When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
the instructions in this playbook to decide your look, can do your introductions together. up. Erase the marks and pick an improvement from the
ratings, who you lost, moves, and gear. Finally, introduce Go around the group. On your turn, introduce your following list:
yourself and pick history. Wronged by name and look, and tell the group what they
Improvements
know about you.
Look, pick one from each List: bb Get +1 Tough, max +3
• Man, woman, concealed. History bb Get +1 Cool, max +2
• Sad eyes, icy eyes, angry eyes, untouchable eyes, Go around the group again. When it’s your turn, pick one bb Get +1 Sharp, max +2
emotionless eyes, hurt eyes, harrowed eyes. for each of the other hunters: bb Get +1 Weird, max +2
• Nondescript clothes, ragged clothes, casual clothes, • They helped you at a critical point in your quest for bb Take another Wronged move
hunting gear, army surplus gear, old clothes. revenge. Tell them what you needed help with. bb Take another Wronged move
• They stood between you and what you needed to bb Gain a haven, like the Expert has, with two options
Ratings, pick one line:
find out. Ask them why. bb Add one more option to your haven
bb Charm=0, Cool+1, Sharp-1, Tough+2, Weird+1
• They also lost a friend or relative to these monsters. bb Take a move from another playbook
bb Charm=0, Cool=0, Sharp+1, Tough+2, Weird=0
Ask them who it was. bb Take a move from another playbook
bb Charm+1, Cool=0, Sharp+1, Tough+2, Weird-1
• Relations, close or distant. Tell them exactly what.
bb Charm-1, Cool-1, Sharp=0, Tough+2, Weird+2 After you have leveled up five times, you qualify for
• You saved their life, back when they were a pathetic
bb Charm+1, Cool-1, Sharp=0, Tough+2, Weird+1 advanced improvements in addition to these. They’re
newbie hunter. Ask them what you saved them from.
Who You Lost • You respect their hard-earned knowledge, and often below.
Who did you lose? Pick one or more of: come to them for advice. Advanced Improvements
bb Your parent(s):                                                • They showed you the ropes when you were learning bb Get +1 to any rating, max +3.
how to fight. bb Change this hunter to a new type.
bb Your sibling(s):                                               
• They saw you absolutely lose it and go berserk. Tell bb Create a second hunter to play as well as this one.
bb Your spouse/partner:                                                                   them what the situation was, bb Mark two of the basic moves as advanced.
bb Your child(ren):                                                        and ask them how much col- bb Mark another two of the basic moves as advanced.
lateral damage you caused. bb Retire this hunter to safety.
bb Your best friend(s):                                                         
bb You track down the specific monster(s) responsi-
What did it? ble for your loss. The Keeper must make the next
With the Keeper’s agreement, pick the monster breed. mystery about them.
bb Change the target of your vengeful rage. Pick a new
My prey:                                    monster breed: I know my prey now applies to them
instead.
Why couldn’t you save them? You were (pick one or
more):
bb at fault bb slow
bb selfish bb scared
bb injured bb in denial
bb weak bb complicit

S-ar putea să vă placă și