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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. how you found out about your fate on the reverse side of You have a special weapon you are destined to wield. this sheet. The Chosen 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), and a material. For example, if you want a One, and with your abilities you can save the You get these two: world. If you fail, all will be destroyed. all rests you could choose the following: handle + blade + long + BB Destiny’s Plaything: At the beginning of each on you. Only you. magic. 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 bb staff (1-harm hand/close) a 7-9 you get a vague hint about it. On a miss, some- bb haft (2-harm hand heavy) • Act Under Pressure thing bad is going to happen to you. bb handle (1-harm hand balanced) bb chain (1-harm hand area) COoL • Help Out BB I’m Here For A Reason: There’s something you are destined to do. Work out the details with the Keeper, • Investigate a Mystery Business-end (choose 3 options): based on your fate. You cannot die until it comes SHARP • Read a Bad Situation bb artifact (add the “magic” tag) to pass. , then you must spend a If you die in play bb spikes (+1 harm, add the “messy” tag) • Kick Some Ass Luck point. You will then, somehow, recover or be bb blade (+1 harm) TOUGH • Protect Someone returned to life. Once your task is done (or you use bb heavy (+1 harm) up all your Luck), all bets are off. bb long (add the “close” tag) • Use Magic WEIRD 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 an injury. Finally, pick what material the business-end is made finish your opening speech. On a 7-9, you pick one from: add “steel,” “cold iron,” “silver,” “wood,” “stone,” bbbbbbb Okay 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 (either heroic or doom) then mark experience. If it’s moves, gear, and your special weapon. Finally, introduce b Unstable: a heroic tag, take +1 forward. yourself and pick history. bb Invincible: You always count as having 2-armour. Experience Look, pick one from each List: This doesn’t stack with other protection. • Man, woman, boy, girl, androgynous. bbbbb b Experience: b 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 Go around the group again. On your turn, pick one of How You Found Out (pick one): 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 b b Leveling Up b You are the b True love Advanced Improvements Champion bb You can save When you have filled all five experience boxes, you level bb Get +1 to any rating, max +3. bb Visions the world up. Erase the marks and pick an improvement from the bb Get back one used Luck point. bb Secret training bb Hidden allies following list: bb Change this hunter to a new type. bb Magical powers bb The end of monsters Improvements bb Create a second hunter to play as well as this one. bb Mystical inheritance bb Divine help b b b Get +1 Charm, b Get +1 Weird, bb Mark two of the basic moves as advanced. max +3 max +3 bb Mark another two of the basic moves as advanced. Doom (pick two): bb Get +1 Cool, max +3 bb Take another b b bb Retire this hunter to safety. b Death b Sympathy with bb Get +1 Sharp, Chosen move b bb Delete one of your Doom tags, and (optionally) one b You can’t save the enemy max +3 bb Take another b of your Heroic tags. You have changed that aspect of everyone b Damnation bb Get +1 Tough, Chosen move b b your destiny. b Impossible love b Hosts of monsters max +3 bb Gain an ally b b b Failure b The end of days bb Take a move from another playbook b b b A nemesis b 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: b monster hunter. What did you do? b Artifact: You ‘found’ a magical artifact with handy 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 The Crooked manipulate someone with threats of violence. used as a Luck point, once only), (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), roll +Sharp. On a 10+ pick three, on a 7-9 pick two: key (opens any magically sealed lock), stone (A bit of that. When I came across the secret under- you get in undetected, you get out undetected, you weak 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 bb Fixer. If you need to buy something, sell some- • Act Under Pressure two ratings). Payment is due either when you die, in COoL • Help Out thing, or hire someone, roll +Charm. On a 10+ you six months (if you picked two things) or otherwise know just the person who will be interested. On a in a year. • Investigate a Mystery SHARP 7-9 you know the only person who can do it, but bb Friends on the Force: You know a few cops who • Read a Bad Situation there’s a complication. Pick one: you owe them; they 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 to get in touch with them when you TOUGH • Protect Someone the only person who can help is someone who abso- under pressure lutely hates you. need to divert any law enforcement attention. There bb Assassin. When you take your first shot at an unsus- will be a cost, although maybe not right now. • Use Magic bb : You’re “made” in a gang. Name the gang and WEIRD pecting target, do +2 Harm. Made describe how their operations tie into your back- bb . When you want people to think you are Charlatan 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- ly-available vehicles (perhaps a sportscar and a van). bb Pickpocket. When you steal something small, roll 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 area) • Street wear, tailored suit, cheap suit, tracksuit, non- bb Take another Crooked move bb Assault rifle (3-harm close/far area) descript clothes. bb Take another Crooked move bb Gain an ally: one of your old crew. Heat Ratings, pick one line: 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 , who never misses a chance to After you have leveled up five times, you qualify for 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. b b 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. for each of the other hunters: bb Retire this hunter to safety. Underworld b Pick how you discovered about the real underworld. • This hunter knows about your criminal past. Tell b 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: , , , reptiloid. b • This hunter is your younger sibling or child (possibly b 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. b b 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. , a hunger of ghouls, a dream-eater, a sala- • This hunter is your 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: 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, The DiVIne 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 • Manipulate Someone cannot use this move again until you have made up hurt, roll +Cool. On a 10+, heal 2 harm or an illness, CHARM for your failure. plus they’re stabilized. On a 7-9, you can heal the b • Act Under Pressure b 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. self. On a miss, your aura causes them extra harm. When you carry one or two people with you, roll bb Cast Out Evil: You may banish an unnatural crea- • Investigate a Mystery +Weird. On a 10+ you all go where you wanted. On ture from your presence. Roll +Tough. On a 10+ it SHARP • Read a Bad Situation a 7-9, you don’t quite manage it. Either you are all 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 b TOUGH • Protect Someone b What I Need, When I Need It: You may store any make one or two actions. Either way, the banished small object you own, putting it into a magical space creature is unharmed, and you have no control over nobody can get to. You may retrieve anything you where it goes. This move may be used on unnatural • Use Magic WEIRD 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. bbb bbbb Okay | Dying bb Five demon bag (3-harm close magic holy) bb The End of Days approaches. Your role is to guide b Unstable: b b 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 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 The Expert 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 , 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 • Manipulate Someone now. On a 7-9 you have it, but not here: it will take to do something special to evade the wards, but not CHARM some time to get it. On a miss, you know where it is, easily. b • Act Under Pressure but it’s somewhere real bad. b Armory. You have a stockpile of mystical and rare b COoL • Help Out b It Wasn’t As Bad As It Looked: Once per mystery, monster-killing weapons and items. If you need a you may attempt to keep going despite your inju- special weapon, roll +Weird. On a 10+ you have it • Investigate a Mystery ries. Roll +Cool. On a 10+, heal 2 harm and stabilize (and plenty if that matters). On a 7-9 you have it, but SHARP • Read a Bad Situation your wounds. On a 7-9 you may either stabilize or 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. b TOUGH • Protect Someone the Keeper may inflict a harm move on you, or make b Infirmary. You can heal people, and have the space your wounds unstable. for one or two to recuperate. The Keeper will tell you bb . When you inflict harm on a monster, how long any patient’s recovery is likely to take, and • Use Magic Precise Strike WEIRD 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 . This room is isolated from every kind of bbbbbbb Oubliette Okay Doomed you need to be, prepared and ready. On a miss, the monster, 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- bbb bbbb Okay | 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 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: b b Mallet & wooden stakes (3-harm intimate slow ancient face. wooden) Improvements • Old fashioned clothes, casual clothes, utility clothes, b bb Silver sword (2-harm hand messy silver) b Get +1 Sharp, max +3 tailored clothes, outdoor clothes. b bb Cold iron sword (2-harm hand messy iron) b Get +1 Charm, max +2 b bb Blessed knife (2-harm hand holy) Ratings, pick one line: b Get +1 Cool, max +2 b b bb Magical dagger (2-harm hand magic) b Charm-1, Cool+1, Sharp+2, Tough+1, Weird=0 b Get +1 Weird, max +2 b b bb Juju bag (1-harm far magic) b Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1 b Take another Expert move b b bb Flamethrower (3-harm close fire heavy volatile) b Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0 b Take another Expert move b b bb Magnum (3-harm close reload loud) b Charm-1, Cool+1, Sharp+2, Tough=0, Weird+1 b Add an option to your haven b b bb Shotgun (3-harm close messy loud) b Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2 b Add an option to your haven bb Take a move from another playbook Introductions bb Take a move from another playbook Getting Started When you get here, wait for everyone to catch up so you To make your Expert, first pick a name. Then follow the can do your introductions together. After you have leveled up five times, you qualify for instructions in this playbook to decide your look, ratings, Go around the group. On your turn, introduce your breed, moves, and gear. Finally, introduce yourself and advanced improvements in addition to these. They’re Expert by name and look, and tell the group what they below. pick history. 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 Get back one used Luck point. these for each other hunter: bb Change this hunter to a new type. • They are your student, apprentice, ward, or child. bb Create a second hunter to play as well as this one. Between you, decide which. bb Mark two of the basic moves as advanced. • They came to you for advice, and your advice got bb Mark another two of the basic moves as advanced. them out of trouble. Ask them what the trouble was. bb Retire this hunter to safety. • 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. bb Connect the Dots: At the beginning of each mystery, if you look for the wider patterns that current Normal weapons (pick one): b The Flake events might be part of, roll +Sharp. On a 10+ hold b .38 revolver (2-harm close reload loud) b 3, and on a 7-9 hold 1. Spend your hold during the b 9mm (2-harm close loud) b Everything’s connected. But not everyone can mystery to ask the Keeper any one of the following b Hunting rifle (2-harm far loud) b see the patterns, and most people don’t even questions: b Magnum (3-harm close reload loud) b look that hard. But me, I can never stop looking • Is this person connected to current events more b Shotgun (3-harm close messy loud) b deeper. I can never stop seeing the truth. I spot than they are saying? b Big knife (1-harm hand) the patterns. That’s how I found the monsters, • When and where will the next critical event Hidden weapons (pick two): and that’s how I help kill them. occur? bb Throwing knives (1-harm close many) • What does the monster want from this person? bb Holdout pistol (2-harm close loud reload) • Manipulate Someone • Is this connected to previous mysteries we have CHARM bb Garrote (3-harm intimate) investigated? bb Watchman’s flashlight (1-harm hand) • Act Under Pressure • How does this mystery connect to the bigger bb Weighted gloves/brass knuckles (1-harm hand) COoL • Help Out picture? bb Butterfly knife/folding knife (1-harm hand) bb Crazy Eyes: You get +1 Weird (max +3). • Investigate a Mystery bb See, It All Fits Together: You can use Sharp instead Getting Started SHARP • Read a Bad Situation of Charm when you manipulate someone. 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. moves, and gear. Finally, introduce yourself and pick bb Often Overlooked: When you act all crazy to avoid history. WEIRD • Use Magic something, roll +Weird. On a 10+ you’re regarded as Look, pick one from each List: unthreatening and unimportant. On a 7-9, pick one: • 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. b an injury. b 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 b you also take +1 ongoing on any moves you make b Charm+1, Cool+1, Sharp+2, Tough-1, Weird=0 When you reach 4 or more, mark unstable. b pursuing that course. b Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1 b Okay bbb|bbbb Dying bb Net Friends: You know a lot of people on the Inter- b Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0 b net. When you contact a net friend to help you with b Charm+1, Cool-1, Sharp+2, Tough=0, Weird+1 b b Unstable: a mystery, roll +Charm. On a 10+, they’re available b 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 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. bb Get back one used Luck point. 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 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 Initiate , roll +Charm. On busy and can’t help, or they answer the question but the beginning of each mystery 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. b bulwark against Darkness. We know the Evils mystery, and if you do it you’ll get some info or help b 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). b Then pick three of these: b Helping Hand: When you successfully help out bb : When using an old-fash- another hunter, they get +2 instead of the usual +1. CHARM • Manipulate Someone Ancient Fighting Arts b ioned hand weapon, you inflict +1 harm and get +1 b That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery • Act Under Pressure whenever you roll protect someone. move as your effect. COoL • Help Out bb Mystic: Every time you successfully use magic, take +1 forward. Gear • Investigate a Mystery bb Fortunes: The Sect has ancient prophecies or div- If your Sect has fighting arts or obsolete gear (see next SHARP • Read a Bad Situation ination techniques to predict the future. Once per 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 modern weapons. Otherwise, pick two old-fashioned a 7-9 hold 1. On a miss, you get bad information and weapons and one modern weapon. • Use Magic the Keeper decides how that affects you. Spend your WEIRD hold to: You also get old-fashioned armour (1-armour heavy). • have a useful object ready. Old-fashioned weapons (pick either two or three, as Luck • be somewhere you are needed, just in time. above): Mark luck to change a roll to 12 or avoid all harm from • take +1 forward, or give +1 forward to another bb Sword (2-harm hand messy) an injury. 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. bb Big axe (3-harm hand messy slow heavy) Harm bb Sacred Oath: You may bind yourself to a single goal, bb Silver knife (1-harm hand silver) When you reach 4 or more, mark unstable. forsaking something during your (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) b should match the goal in importance and difficulty. Unstable: 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) b Whenever you roll and get a total of 6 or less, or when a b Magnum (3-harm close reload loud) b move tells you to, mark an experience box. b 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 Decide between you exactly what the relationship is. After you have leveled up five times, you qualify for bb Charm=0, Cool=0, Sharp=0, Tough+1, Weird+2 • Fellow ancient weapons/martial arts club members. advanced improvements in addition to these. They’re 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 Get back one used Luck point. 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-, half-monster: decide if you were You get all the basic moves, plus pick two 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 The Monstrous 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 • Manipulate Someone a different version! normal people. When you chase, flee, or run take CHARM +1 ongoing. Curses, pick one: bb Claws of the Beast: All your natural attacks get +1 • Act Under Pressure bb Feed: You must subsist on living —it might harm. COoL • Help Out take the form of blood, brains, or spiritual essence bb Mental Dominion: When you gaze into a normal but it must be from people. You need to act under • Investigate a Mystery human’s eyes and exert your will over them, roll pressure to resist feeding whenever a perfect oppor- SHARP • 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 people will follow your order, whatever it is. Hunters TOUGH • Protect Someone when you suffer harm from it. If you are bound or can choose whether they do it or not. If they do, they surrounded by it, you must act under pressure to mark experience. • Use Magic use your powers. WEIRD 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, 2-harm and stabilise your injuries. On a 7-9, heal Luck 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. b b b Dark Negotiator: You can use the manipulate Okay bbbbbbb Doomed b 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, they can reason and talk. Harm and they do not tolerate refusal. Or failure. When you reach 4 or more, mark unstable. bb Flight: You can fly. Natural Attacks bb Shapeshifter: You may change your form (usually bbb bbbb Okay | 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 b b 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 b b 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. bb Take another Monstrous move Getting Started • You saved them from another of your kind, and bb Gain a haven, like the Expert has, with two options To make your Monstrous, first pick a name. Then follow prevented reprisals against that individual creature bb Take a natural attacks pick the instructions in this playbook to decide your look, (maybe it’s another good one, or maybe it has a hold bb Take a move from another playbook ratings, breed, moves, and gear. Finally, introduce your- over you). bb Take a move from another playbook self and pick history. • 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 • : 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. bb Get back one used Luck point. 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. • : Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator. • : 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. moves: bb Always The Victim: When another hunter uses Mundane weapons (pick two): b The Mundane protect someone to protect you, they mark expe- b Golf club, baseball bat, cricket bat, or hockey stick rience. Whenever a monster captures you, you mark (2-harm hand innocuous messy) b You heard about how monsters only pick on experience. b Pocket knife or multitool (1-harm hand useful small) b people with crazy powers who can fight back on bb Oops! If you want to stumble across something b Small handgun (2-harm close loud reload) b even terms? Yeah, me neither. But, hell, I ended important, tell the Keeper. You will find something b Hunting rifle (3-harm far loud reload) b up in this monster-hunting team so I gotta do important and useful, although not necessarily b Sledge-hammer or fire axe (3-harm hand messy) b what I can, right? related to your immediate problems. b Nunchuks (2-harm hand area) bb Let’s Get Out Of Here! If you can protect someone Means of transport (pick one): by telling them what to do, or by leading them out, • Manipulate Someone bb Skateboard bb Classic car in CHARM roll +Charm instead of +Tough. bb Bicycle terrible condition bb Panic Button: When you need to escape, name the • Act Under Pressure bb Fairly new car in bb Motorcycle route you’ll try and roll +Sharp. On a 10+ you’re out COoL • Help Out decent condition bb Van of danger, no problem. On a 7-9 you can go or stay, • Investigate a Mystery but if you go it’s going to cost you (you leave some- Getting Started SHARP • 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 bb : When fighting a monster, if ratings, moves, and gear. Finally, introduce yourself and TOUGH • Protect Someone The Power of Heart you help someone, don’t roll +Cool. You automat- pick history. ically help as though you’d rolled a 10. WEIRD • Use Magic b Look, pick one from each List: b 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. bbbbbbb Okay Doomed • They stall and dither a while. Ratings, pick one line: b • They have a “better” idea. b Charm+2, Cool+1, Sharp=0, Tough+1, Weird-1 Harm b When you reach 4 or more, mark unstable. On a miss, they’re going to think you’re crazy and b Charm+2, Cool-1, Sharp+1, Tough+1, Weird=0 b maybe dangerous too. b Charm+2, Cool=0, Sharp-1, Tough+1, Weird+1 bbb bbbb b Okay | Dying bb What Could Go Wrong?: Whenever you b Charm+2, Cool=0, Sharp+1, Tough+1, Weird-1 b into immediate danger without hedging your bets, b 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 , 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: 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 : If you want, you can take up to +3 The ProfesSional Bottle It Up a 10+, you’re good—your request for gear or person- bonus when you . For each +1 act under pressure nel is okayed, or your slip-up goes unnoticed. On a you use, the Keeper holds 1. That hold can be spent It’s kind of strange when your regular 9-to-5 job is 7-9, things aren’t so great. You might get chewed out later—one for one—to give you -1 on any move to hunt down monsters. Still, that’s the job I took by your superiors and there’ll be fallout, but you get except . on when I joined this outfit. It pays well, and the act under pressure what you need for the job. On a miss, you screwed bb : Take +1 Cool (max +3). benefits are good. Like they say “You don’t have Unfazeable up: you might be suspended or under investigation, bb : You always know what’s to be crazy to work here, but it sure helps!” Battlefield Awareness 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 • Manipulate Someone CHARM you get from your gear. Gear bb Leave No One Behind: In combat, when you help Pick one serious weapon and two normal weapons. • Act Under Pressure COoL someone escape, roll +Sharp. On a 10+ you get You get either a flak vest (1-armour hidden) or combat • Help Out them out clean. On a 7-9, you can either get them out armour (2-armour heavy) for protection. • Investigate a Mystery or suffer no harm, you choose. On a miss, you fail to Serious weapons (pick one): SHARP • Read a Bad Situation get them out and you’ve attracted hostile attention. bb Assault rifle (3-harm far area loud reload) bb Tactical Genius: When you read a bad situation, b • Kick Some Ass you may roll +Cool instead of +Sharp b Grenade launcher (4-harm far area messy loud TOUGH reload) • Protect Someone bb Medic: You have a full first aid kit, and the training bb Sniper rifle (4-harm far) to heal people. When you do first aid, roll +Cool. b • Use Magic On a 10+ the patient is stabilized and healed of 2 b Grenades (4-harm close area messy loud) WEIRD b harm. On a 7-9 choose one: heal 2 harm or stabi- b Submachine gun (3-harm close area loud reload) lize the injury. On a miss, you cause an extra 1 harm. Luck Normal weapons (pick two): This move takes the place of regular first aid. Mark luck to change a roll to 12 or avoid all harm from bb .38 revolver (2-harm close reload loud) bb : You have a truck, van, or car built for an injury. Mobility 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) Good things: roomy; surveillance gear; fast; Harm 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- b Unstable: 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 well regarded. After you have leveled up five times, you qualify for 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 thedeal with the agency bb Well-armed bb Offices all over move, as well as salary and benefits. bb Well-financed the place bb Get back one used Luck point. 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 instead of +Tough. Sometimes the situation may require ignore the third one. b The SpeLl-Slinger you to act under pressure to cast your spell without b Arcane Reputation: Pick three big organizations or problems. groups in the supernatural community, which can Fight fire withfire magic. Your combat spells can combine any of your base spells include some of the more sociable types of monsters. with any of your effects. They’ve heard of you and respect your power. With affected humans, take +1 forward when youmanip - Combat magic, pick three (with at least one base): ulate them. You may manipulate affected monsters Bases: • Manipulate Someone as if they were human, with no bonus. CHARM bb Blast: 2-harm magic close obvious loud bb Could’ve Been Worse: When you miss a use magic bb Ball: 1-harm magic area close obvious loud • Act Under Pressure roll you can choose one of the following options bb Missile: 1-harm magic far obvious loud COoL • 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 Effects: • Investigate a Mystery spell are ruined. You’ll have to start over from SHARP bb Fire: Add “+2 harm fire” to a base. If you get a 10+ on • Read a Bad Situation scratch with the prep time doubled. a combat magic roll, the fire won’t spread. • This Is Gonna Suck: The effect happens, but • Kick Some Ass bb Force or Wind: Add “+1 harm forceful” to a base, or you trigger all of the listed glitches but one. You TOUGH • Protect Someone “+1 armour” to a wall. pick the one you avoid. bb Lightning or Entropy: Add “+1 harm messy” to a bb Enchanted Clothing: Pick an article of every-day • Use Magic base. WEIRD clothing–it’s enchanted without any change in bb Frost or Ice: Adds “-1 harm +2 armour” to a wall, or 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 : 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. b Okay bbbbbbb Doomed b Go Big or Go Home: When you must use magic 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 If you don’t have them, take 1-harm ignore-armour under use magic. Take +1 to use magic whenever (Unstable injuries will worsen as time passes) when you cast. you choose one of those effects. b • Foci: You need , staves, and other obvious b Shield Spell: When you protect someone, gain Experience props to focus. If you don’t have what you need, your 2-armour against any harm that is transferred to you. bbbbb combat magic does 1 less harm. This doesn’t stack with your other armour, if any. Experience: b • Gestures: You need to wave your hands around b 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 • : 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 taught you. After you have leveled up five times, you qualify for fashioned clothes. • Your magic-fueled rescue of them introduced them advanced improvements in addition to these. They’re • Shadowed eyes, fierce eyes, weary eyes, sparkling to the supernatural. Tell them what creature was below. 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. b b Charm-1, Cool+1, Sharp+1, Tough=0, Weird+2 them what you once fought over. bb Change this hunter to a new type. b b 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. b b Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2 What “killed” them? bb Mark two of the basic moves as advanced. b b 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. b b 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: 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, The SpOoky 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: • Who does it regard as the biggest threat? • The target contracts a disease. • How can I attract its attention? • Act Under Pressure • The target immediately suffers harm (2-harm bb The Big Whammy: You can use your powers to kick COoL • Help Out magic ignore-armour). 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. you’ll get a magical backlash. bb The Sight: You can see the invisible, especially spirits bb Jinx: You can encourage coincidences to occur, the • Kick Some Ass and magical influences. You may communicate with way you want. When you jinx a target, roll +Weird. TOUGH • Protect Someone (maybe even make deals with) the spirits you see, 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. Spend your hold to: bb Premonitions: At the start of each mystery, roll • 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 (or Hunches: When something bad is happening Gear When you reach 4 or more, mark unstable. 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 it was for selfish reasons or not, and tell them if they After you have leveled up five times, you qualify for bb Charm=0, Cool-1, Sharp+1, Tough+1, Weird+2 found out about it. advanced improvements in addition to these. They’re bb Charm-1, Cool-1, Sharp+2, Tough=0, Weird+2 • You’ve known each other some time, but since your below. 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 Get back one used Luck point. 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. 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. The Wronged 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: b now I’m ready to cleanse the world of their taint. bb Berserk: No matter how much harm you take, you b 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) b During a fight, the Keeper may not use harm moves b Hand cannon (3-harm close loud) b on you and you cannot die. When the fight ends, all b Fighting knife (2-harm hand quiet) • Manipulate Someone b CHARM harm takes effect as normal. b Huge sword or huge axe (3-harm hand messy heavy) b bb NEVER AGAIN: In combat, you may choose to b Specialist weapons for destroying your foes (e.g. • Act Under Pressure protect someone without rolling, as if you had wooden stakes and mallet for , silver dagger COoL • Help Out rolled a 10+, but you may not choose to “suffer little for , 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 tags by agreement with the Keeper. b in a fight, you gain +1 ongoing until the fight is over. b Enchanted dagger (2-harm hand magic) • Kick Some Ass b bb Fervor: When you manipulate someone, roll b Chainsaw (3-harm hand messy unreliable loud TOUGH • Protect Someone +Tough instead of +Charm. heavy) bb Safety First: You have jury-rigged extra protection • Use Magic Practical weapons, pick two: WEIRD into your gear, giving you +1 armour (maximum bb .38 revolver (2-harm close reload loud) 2-armour). bb 9mm (2-harm close loud) bb DIY Surgery: When you do quick and dirty first Luck 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 bbbbbbb bb Brass knuckles (1-harm hand stealthy) Okay Doomed 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 • You saved their life, back when they were a pathetic After you have leveled up five times, you qualify for bb Charm+1, Cool-1, Sharp=0, Tough+2, Weird+1 newbie hunter. Ask them what you saved them from. advanced improvements in addition to these. They’re 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. b b 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 bb Get back one used Luck point. more): bb at fault bb slow bb selfish bb scared bb injured bb in denial bb weak bb complicit