How To Play
‘This is what you do when you are playing your
hunter.
Hunter Agenda
When you're playing your hunter:
Act like you're the hero in this story (because you are).
Make your own destiny.
Find the damn monsters and stop them.
Play your hunter like they're a real person.
‘Think like your hunter would think. Do what
your hunter would do. Remember that you're a
badass: extremely dangerous, and good at what
you do.
‘When you get into a fight, you might take a lot
of harm, but hunters are lucky and heal quickly.
Use Luck to avoid harm if you need to.
Alternatively, you can hold on until the end of
the fight and then take a break to rest up and
heal. For the full harm and healing rules see
here.
You need to work out what’s behind each
situation, Then work out how to find it and what
its weaknesses are. Then kill it.
ER
OF THE WEEK
The Game Is A
Conversation
This is an improvisational game in which you
create a story together.
‘The story emerges from a conversation
between the players, with the Keeper describing
the initiel situation and the rest of the players
describing what their hunters do in response.
This leads into an ongoing back-and-forth
between the Keeper and hunters. The Keeper will
ask you questions and describe how the
inhabitants of the game's world react, based on
your answers.
The Keeper will also present you with
situations and crises to do with the monster
you're hunting and its potential vietims. These
require new decisions from you about what
happens next: you'll deseribe what your hunter
does, and make moves when they're called for.
Each of your decisions and actions will lead to
new situations.
When deciding how to react, think like your
hunter and keep your agenda in mind.
MovesHunters make moves to find the monster, and to
defeat it, Moves are moments of danger and
uncertainty. You never know quite how they'll
turn out
Your hunter's moves cover all the things you
can do where the game's rules get involved in the
story.
Most of the time, you'll be describing whet
your hunter says, where they go, or what they do
without activating a move, That goes for
everything that a normal person could do, in
situations where failure would not be interesting
and where there’s no particular danger.
In circumstances where a normal person
couldn't do what you want to do, or the drama of
the story requires it, or it's dangerous, that's
when the moves come in and control how well
you do.
Here are some examples:
Archer is checking out the site of a monster
attack, There's blood and guts all over the place,
and police have walked in and out of the area.
Archer starts trying to track where the monster
went after the attack. When she makes the
investigate a mystery move, what does she
discover?
Chris realises that a ghul is sneaking up on
him, so he gets out his sawn-off shotgun and
blasts it in the face as it leaps for him. Does
Chris get hurt? He makes the kick some ass
move to find out how bad his injuries are and
what happens to the giul.
A roof-beam comes down on Ted as a giant
spider smashes through the wall and scampers
to freedom. Ted's partner, Rainer, grabs a chair
and tries to wedge the beam so there's room for
Ted to escape. Does she succeed? How badly is
Ted hurt? Is he trapped? She needs to make the
act under pressure move to find out.
You Have To Make The Move
Akey element of the use of moves is “You have to
make the move.”
‘This means that if you want to (for instance)
manipulate someone in the game, you need
to describe your hunter doing that. How do you
ask? What do you offer, to make them do what
you want? Why would they believe your offer is
genuine?
For example:
Alan, the Keeper: “The flayed one is racing
you to the car, and it looks like it’s going to get
to you before you can close the door. So Mark,
what do you do now?”Mary, playing her hunter Mark: “I kick
some ass!”
Alan: “What are you doing?”
Mary: “I'm going to smash it out the way with
my baseball bat so I can get in the car.”
Alan: “That sounds like you're not really
getting into a fight: what's most important?
Killing the flayed one or getting to the car?”
Mary: *Oh, yeah, killing it I guess. Til stop
running and just start smashing it on the head.”
Alan: “Sure. The flayed one brandishes its
skinning knife as it grabs you. It screams, ‘You
will become one of us now, hunter!" Now roll
kick ass.”
It works the other way too—if you are describing
what you are doing, someone might notice that
you are making one of the moves. In that case, go
ahead and roll the dice to see what happens.
For example:
Alan: “Okay, you get to the place the body
was found. You can still see some bioodstains on
the conerete, and there’s some scratches there
that might be related to the attack.”
Mary: “I want to carefully check the
bloodstains, to work out how she was killed.
Like is it a blood spray from a torn throat or did
she bleed out slowly from a wound or what?”
Alan: “That sounds like you're investigating
a mystery. Why don’t you roll?”
Sometimes the Keeper will ask you questions to
clarify what's going on. That's cool; for the game
to work, everyone needs to clearly understand
what's happening, so make sure your answer in
as much detail as you can,
Rolling the Dice
Often the rules for 2 move will tell you to roll,
say, +Cool. This means you should grab two
everyday six-sided dice, roll them, add them
together and then add whatever number is
written down for your hunter’s Cool.
If it says something else instead of Cool
(usually another rating), then add that number
instead. So, if you are told to roll +Weird, roll
two dice and add your Weird rating. If you are
told to roll +Tough, roll two dice and add your
‘Tough rating. If you have a negative rating, like
4, then you subtract one from your total instead.
The move description will say what the
different results mean. Usually, 7 or higher is
good, and 10 or higher is really good. A result of
6 or lower is a miss, which means the Keeper will
have an opportunity to serew your hunter over.