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Keeper Agenda Basic Keeper Moves Monster Moves Bystander Moves

• Make the world seem real • Separate them • Hint at its presence • Go off alone
• Play to see what happens • Reveal future badness • Display its full might • Argue with the hunters
• Get in the way
• Make hunters' lives dangerous • Reveal off-screen badness • Appear suddenly • Reveal something
& scary • Inflict harm, as established • Attack with great force and fury • Confess their fears
• Make them investigate • Seize someone or something • Freak out in terror
• Make them acquire stuff • Attack with stealth and calcu- • Try to help the hunters
Principles • Tell the possible consequences lation •

Try to protect people
Display inability or incompetence
• Put horror in everyday situa- and ask if they want to go ahead • Order underlings to do terrible
• Seek help or comfort
tions • Turn their move back on them acts
• Address the hunters, not the • Offer an opportunity, & maybe • Destroy something
players
• Use the Keeper moves, without
a cost
• Take away some of the hunters'
• Escape, no matter how well con- Location Moves
tained • Present a hazard
names stuff • Give chase • Reveal something
• Be a fan of the hunters • Put someone in trouble • Return to home ground • Hide something
• Build a coherent mythology in • Close a way
• Make a threat move, from one • Boast and gloat, maybe reveal-
• Open a way
play of your mystery or arc threats ing a secret • Reshape itself
• Nothing is safe • After every move, ask what they • Return from seeming destruc- • Trap someone
• Name everyone they meet, make do next tion • Offer a guide
them seem like normal folks • Use an unnatural power • Present a guardian
• Ask questions and build on the • Something doesn't work properly
answers Harm Moves • Create a particular feeling

• Sometimes give them exactly Every time anyone gets hurt, use one. Minion Moves
what they earned, rather than
all they wanted
0-harm or more:
• Momentarily inhibited
• A burst of sudden, uncontrolled
violence
Hunter Basic Moves
• Act Under Pressure (Cool)
• What's happening off-screen? • Drop something • Make a coordinated attack • Help Out (Cool)
• Don't always decide what hap- • Take -1 forward • Capture someone, or steal • Investigate A Mystery (Sharp)
pens 1-harm or more: something • Kick Some Ass (Tough)
• Manipulate Someone (Charm)
• Everything is a threat • Fall down • Reveal a secret
• Protect Someone (Tough)
• Take -1 ongoing • Deliver someone or something • Read A Bad Situation (Sharp)
• Pass out to the master • Use Magic (Weird)
Always Say... • Intense pain • Give chase
• What the principles demand Unstable wounds: • Make a threat or demand for the
• What the rules demand • +1 harm master End of Session Experience
• What your preparation de- 8-harm or more: • Run away 1-2 “yes”: 1 mark; 3-4 “yes”: 2 marks
• Did they conclude the current mystery?
mands • Dying or dead. • Use an unnatural power
• Did they save someone from certain death
• What honesty demands • Display a hint of conscience or (or worse)?
humanity • Did we learn something new and important
• Disobey the master, in some about the world?
petty way • Did we learn something new and important
about one of the hunters?
Bystanders (motivation) Minions (motivation)
Mystery Creation Creating Threats • Busybody (to interfere in other • Assassin (to kill the hunters)
Pick a type and then create the details people’s plans) • Brute (to intimidate and attack)
1. Basic Concept listed underneath. • Detective (to rule out explana- • Cultist (to save their own skin at
• A cool monster from urban legend tions) any cost)
or folklore. Monsters (motivation) • Gossip (to pass on rumours) • Guardian (to bar a way or protect
• A loose end from a previous • Beast (to run wild, destroying and • Helper (to join the hunt) something)
mystery. killing) • Innocent (to do the right thing) • Right hand (to back up the
• A problem from one of your arcs. • Breeder (to give birth to, bring • Official (to be suspicious) monster)
• Take a plot from somewhere else forth, or create evil) • Skeptic (to deny supernatural • Plague (to swarm and destroy)
and change some details. • Collector (to steal specific sorts of explanations) • Renfield (to push victims towards
• A place you know that would make things) • Victim (to put themselves in the monster)
a good place for a monster to lurk. • Destroyer (to bring about the end danger) • Scout (to stalk, watch, and report)
• Is there something the hunters of the world) • Witness (to reveal information) • Thief (to steal and deliver to the
want to check out? • Devourer (to consume people) monster)
• Return of a monster, bystander, or • Executioner (to punish the guilty) Name the bystander. • Traitor (to betray people)
location from a previous mystery. • Parasite (to infest, control and What do they know about the situ-
devour) ation? What is it called? What does it look like?
2. Hook • Queen (to possess and control) What do they do? How loyal to the master is it?
The clue that caught the hunters' atten- • Sorcerer (to usurp unnatural What do they look like? Powers: What supernatural abilities
tion. power) What do they want from the hunters? does it have?
• Tempter (to tempt people into evil Any custom moves for this bystander? Weakness: Is this minion especially
3. Threats deeds) vulnerable to anything?
Create your monsters, minions, by- • Torturer (to hurt and terrify) Locations (motivation) Attacks: Description, how much
standers and locations. • Trickster (to create chaos) • Crossroads (to bring people, and harm (usually 2-4), range, other tags
things, together) Armour: Normally 0- to 1-armour.
4. Countdown Name, how it looks, what does it want • Deathtrap (to harm intruders) Harm capacity: Normally 5-10
What would happen if the hunters never to achieve? • Den (to harbour monsters) harm to kill it.
came here? Break it into six key events: Powers: What supernatural abilities • Fortress (to deny entry) Any custom moves for this minion
1. Day does it have? • Hellgate (to create evil) (e.g. for its powers)?
2. Shadows Weakness: What is the monster • Hub (to reveal information)
3. Sunset vulnerable to? • Lab (to create weirdness)
4. Dusk Attacks: Description, how much • Maze (to confuse and separate) Custom Moves
5. Nightfall harm it does (usually 3 to 5), range, • Prison (to constrain and prevent • What's the basic concept for the
6. Midnight other tags. exit) move?
Armour: Normally 1- or 2-armour. • Wilds (to contain hidden things) • When is it triggered?
Harm capacity: Normally 8-12 • What effect does it have?
harm to kill it. Name the location.
Any custom moves for the monster What is it like? Optionally, draw a
(e.g. for its powers)? map.
Any custom moves for this location?

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