Monster of the Week Revised
Total Page:16
File Type:pdf, Size:1020Kb
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 magic sword One, and with your abilities you can save the You get these two: world. If you fail, all will be destroyed. It all rests you could choose the following: handle + blade + long + B 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 b staff (1-harm hand/close) a 7-9 you get a vague hint about it. On a miss, some- b haft (2-harm hand heavy) • Act Under Pressure thing bad is going to happen to you. b handle (1-harm hand balanced) b chain (1-harm hand area) COoL • Help Out B 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 b artifact (add the “magic” tag) to pass. , then you must spend a If you die in play b spikes (+1 harm, add the “messy” tag) • Kick Some Ass Luck point. You will then, somehow, recover or be b blade (+1 harm) TOUGH • Protect Someone returned to life. Once your task is done (or you use b heavy (+1 harm) up all your Luck), all bets are off. b long (add the “close” tag) • Use Magic WEIRD b throwable (add the “close” tag) Then pick one of these: b chain (add the “area” tag) b 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. b Devastating: When you inflict harm, you may Harm inflict +1 harm. Getting Started When you reach 4 or more, mark unstable. b 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. b 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: 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 b Charm+2, Cool-1, Sharp+1, Tough+2, Weird-1 When you get here, wait for everyone to catch up so you b Charm-1, Cool+2, Sharp+1, Tough+2, Weird-1 can do your introductions together. b Charm+1, Cool+2, Sharp+1, Tough+1, Weird-1 Go around the group. On your turn, introduce your b Charm-1, Cool+1, Sharp+2, Tough-1, Weird+2 Chosen by name and look, and tell the group what they b 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): b Nightmares and visions these for each other hunter: b Some weirdo told you • You are close blood relations. Ask them exactly how b An ancient cult found you close. b Sought out by your nemesis • They are destined to be your mentor. Tell them how b Attacked by monsters this was revealed. b Trained from birth • Your best friend in the world, who you trust totally. b 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. b Sacrifice b A normal life b b Leveling Up You are the True love Advanced Improvements Champion b You can save When you have filled all five experience boxes, you level b Get +1 to any rating, max +3. b Visions the world up. Erase the marks and pick an improvement from the b Get back one used Luck point. b Secret training b Hidden allies following list: b Change this hunter to a new type. b Magical powers b The end of monsters Improvements b Create a second hunter to play as well as this one. b Mystical inheritance b Divine help b b Get +1 Charm, Get +1 Weird, b Mark two of the basic moves as advanced. max +3 max +3 b Mark another two of the basic moves as advanced. Doom (pick two): b Get +1 Cool, max +3 b Take another b b b Retire this hunter to safety. Death Sympathy with b Get +1 Sharp, Chosen move b b Delete one of your Doom tags, and (optionally) one You can’t save the enemy max +3 b Take another b of your Heroic tags. You have changed that aspect of everyone Damnation b Get +1 Tough, Chosen move b b your destiny. Impossible love Hosts of monsters max +3 b Gain an ally b b Failure The end of days b Take a move from another playbook b b A nemesis The source of Evil b Take a move from another playbook b No normal life b Loss of loved ones After you have leveled up five times, you qualify for b Treachery advanced improvements in addition to these. They’re b 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? Artifact: You ‘found’ a magical artifact with handy b 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), Grimoire (studying b 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. b Grifter. When you are about to manipulate b 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).