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Hunter Agenda

• Act like you’re the hero in this


Act Under Pressure
When you act under pressure, roll
Manipulate Someone
Once you have given them a reason, tell
Protect Someone
When you prevent harm to another
+Cool. them what you want them to do and roll character, roll +Tough.
story (because you are).
On a 10+ you do what you set out to. +Charm. On a 7+, you protect them okay, but
• Make your own destiny.
On a 7-9 the Keeper is going to give For a normal person: you’ll suffer some or all of the harm they
• Find the damn monsters and stop
you a worse outcome, hard choice, or • On a 10+, then they’ll do it for were going to get.
them.
price to pay. the reason you gave them. If you On a 10+ choose an extra:
• Play your hunter like they’re a real
advanced: On a 12+ you may asked too much, they’ll tell you the • You suffer little harm (-1 harm).
person.
choose to either do what you wanted minimum it would take for them • All impending danger is now

Basic Moves and something extra, or to do what you


wanted to absolute perfection.
to do it (or if there’s no way they’d
do it).
focused on you.
• You inflict harm on the enemy.
• On a 7-9, they’ll do it, but only if • You hold the enemy back.
Kick Some Ass you do something for them right Advanced: on a 12+ both you and
When you get into a fight and kick some Help Out now to show that you mean it. If the character you are protecting are
ass, roll +Tough. When you help another hunter, roll you asked too much, they’ll tell unharmed and out of danger. If you
On a 7+, you and whatever you’re +Cool. you what, if anything, it would were protecting a bystander, they also
fighting inflict harm on each other. The On a 10+ your help grants them +1 take for them to do it. become your ally.
amount of harm is based on the estab- to their roll. • Advanced: On a 12+ not only do
lished dangers in the game. That usually On a 7-9 your help grants them +1 to they do what you want right now,
means you inflict the harm rating of their roll, but you also expose yourself they also become your ally for the Read A Bad Situation
your weapon and your enemy inflicts to trouble or danger. rest of the mystery (or, if you do When you look around and read a bad
their attack’s harm rating on you. advanced: On a 12+ your help enough for them, permanently). situation, roll +Sharp.
On a 10+, choose one extra effect: lets them act as if they just rolled a 12, For another hunter: On a 10+ hold 3, and on a 7-9, hold 1.
• You gain the advantage: take +1 regardless of what they actually got. • On a 10+, if they do what you ask One hold can be spent to ask the
forward, or give +1 forward to they mark experience and get +1 Keeper one of the following questions:
another hunter. forward. • What’s my best way in?
• You inflict terrible harm (+1 Investigate A Mystery • On a 7-9, they mark experience if • What’s my best way out?
harm). When you investigate a mystery, roll they do what you ask. • Are there any dangers we haven’t
• You suffer less harm (-1 harm). +Sharp. On a 10+ hold 2, and on a 7-9 • On a miss, it’s up to that hunter noticed?
• You force them where you want hold 1. One hold can be spent to ask the to decide how badly you offend or • What’s the biggest threat?
them. Keeper one of the following questions: annoy them. They mark experi- • What’s most vulnerable to me?
advanced: On a 12+ instead pick • What happened here? ence if they decide not to do what • What’s the best way to protect the
an enhanced effect: • What sort of creature is it? you asked. Monsters and minions victims?
• You completely hold the advan- • What can it do? cannot normally be manipulated. If you act on the answers, you get +1
tage. All hunters involved in the • What can hurt it? • Advanced: On a 12+ they must ongoing while the information is rele-
fight get +1 forward. • Where did it go? act under pressure to resist your vant.
• You suffer no harm at all. • What was it going to do? request. If they do what you ask, advanced: On a 12+ you may ask
• Your attack inflicts double the • What is being concealed here? they mark one experience and the Keeper any question you want about
normal harm. advanced: On a 12+, you may ask the take +1 ongoing while doing what the situation, not just the listed ones.
• Your attack drives the enemy away Keeper any question you want about the you asked.
in a rout. mystery, not just the listed ones.
The Keeper may say that...
Use Magic
When you use magic, say what you’re
• The spell requires weird materials.
• The spell will take 10 seconds, 30
Harm
Whenever you suffer harm, the Keeper
Luck
When you spend a point of Luck, pick
trying to achieve and how you do the seconds, or 1 minute to cast. will tell you what effect it has. one:
spell, then roll +Weird. • The spell requires ritual chanting Injury severity depends on how much • Decrease a wound you have
On a 10+, the magic works without and gestures. harm you have suffered: suffered to 0 harm.
issues: choose your effect. • The spell requires you to draw • 0-harm wounds have only minor, • After you roll, retroactively change
On a 7-9, it works imperfectly: choose arcane symbols. short term effects. the result to a 12.
your effect and a glitch. The Keeper will • You need one or two people to • 4-7 harm wounds are serious When you have no luck left, bad
decide what effect the glitch has. help cast the spell. and unstable. They will get things will happen to you.
advanced: On a 12+ the Keeper • You need to refer to a tome of worse unless treated. Mark the
will offer you some added benefit. magic for the details.
Leveling Up
“Unstable” box.
• 8-harm or more will kill a normal
Effects
• Inflict harm (1-harm ignore- Big Magic human, including a hunter.
Armour reduces the harm suffered by
Mark an experience point whenever
your roll totals six or less, or when a
armour magic obvious). Use this when you want more than the the number of points it is rated for. move tells you to.
• Enchant a weapon. It gets +1 harm Use Magic effects. Tell the Keeper what Monsters may not be defeated until Whenever you mark the fifth experi-
and +magic. you want to do. you use their weakness against them, ence box, level up. Erase all five marks
• Do one thing that is beyond The Keeper may require: and this applies to some minions as well. and choose an improvement from your
human limitations. • You need to spend a lot of time
list.
• Bar a place or portal to a specific (days or weeks) researching the
After you have levelled up five times,
person or a type of creature.
• Trap a specific person, minion, or
magic ritual. Recovery you may choose from the advanced
• You need to experiment with the • 0 harm wounds are considered improvement list as well.
monster. spell – there will be lots of failures healed right away.
• Banish a spirit or curse from the before you get it right. • 1-3 harm wounds improve when
person, object, or place it inhabits.
• Summon a monster into the world.
• You need some rare and weird
ingredients and supplies.
you receive first aid, and later
when you rest. Heal 1 when you
End of Session
At the end of each session, the Keeper
• Communicate with something • The spell will take a long time do. will ask the following questions:
that you do not share a language (hours or days) to cast. • Unstable wounds require first aid • Did we conclude the current
with. • You need a lot of people (2, 3, 7, to become stable. While unstable, mystery?
• Observe another place or time. 13, or more) to help. they may get worse. • Did we save someone from certain
• Heal 1-harm from an injury, or • The spell needs to be cast at a • 4+ harm wounds require a healing death (or worse)?
cure a disease, or neutralize a particular place and/or time. move, time in an infirmary or • Did we learn something new and
poison. • You need to use magic as part of hospital, or magical healing. important about the world?
the ritual, perhaps to summon a
Glitches • Did we learn something new
monster, communicate with some- At the end of the mystery, you also have
• The effect is weakened. and important about one of the
thing, or bar the portal you opened. a chance to heal.
• The effect is of short duration. hunters?
• It will have a specific side-effect or • If there is no chance to rest, heal
• You take 1-harm ignore-armour. If you get one or two “Yes” answers,
danger. 1 harm.
• The magic draws immediate, mark one experience. If you get three or
If you meet the requirements, then • If there is plenty of time, heal all
unwelcome attention. four, mark two.
the magic takes effect. harm.
• It has a problematic side effect.

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