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The Time Traveler

Monster of the Week Playbook


by Vincent Shine

I am from the Future. Don't freak out! It's true. The Time you are living in decides the
Future of all Mankind. I had to come back to help you or you will lose. And when you
lose the World is doomed.

Moves:
You get all of the basic moves, plus pick three Time Traveler moves:

☐ Oh, how primitive! – any time you successfully rolled a 7+ on a Roll involving
technology or machines take +1 forward

☐ Been there, done that– At the beginning of each mystery, roll +Sharp to try to
remember what happened (or what will happen). On a 10+, the Keeper will tell you a
supernatural Thing that will happen and one Detail that leads towards that outcome. On
a 7-9 You only know what will happen but not how. On a miss, you remember
Information that will bring you into Danger when you investigate it.

☐ Gun Kata – when you Kick some Ass using Guns Roll +Weird instead of +Tough,
because you know a superior Future Fighting Style with Guns.

☐ Think 4-Dimensional! – Because you can travel in Time some Events can be
manipulated after they have happened. You can spend a Luck Point to be prepared for a
Situation you didn't know about. This could be:
- you find exactly what you need (because you will place it there)
- the Obstacles are already taken care of (open Doors, disabled Security System
ect.)
- You have trained for this specific Situation. Take +1 Forward for the entire Scene.

☐ Time Warp - You can turn back time to undo one mistake per Mystery. This allows
you to reroll one roll or change one Decision you made up to one Minute ago. You can't
negate harm or get back luck Points this way, because your whole Body travels back.

☐ Temporal Echo - When you investigate a Mystery you can also ask these Questions
because you can partly see into the Past:
- What did it do?
- What did it look like?
- What Sounds did it make?

☐ Well equipped - Pick an additional future Gear or future Weapon

☐ Prepared - Take a move from a hunter playbook that is not currently in play.
Secret Agenda
You have a secret Agenda the other Hunters don't know about. Talk with the Keeper
about the Details and long term goal of this Agenda. It should make your Work or the
work of the other Hunters harder and you can’t tell them about it. When you manage to
fulfill your long term goal all hunters get 4 xp and you lose your Secret Agenda.
Choose one:
☐ obtain certain helpful Items and hide them for someone to find in the Future.
☐ inform someone dangerous about what the Hunters do.
☐ Change the Relationships of the Group drastically.
☐ push the hunters to their limit.

Gear

pick two future Gear


- Hoverboard
- portable Scanner
- Hologram Projector
- Universal Tool
- 3D-Printer
- Card-Artificial Intelligence
- Phone-Implant
- resistant ordinary Clothes (1 Armor)

and one future Weapon


Monoblade (2-harm hand messy inconspicuous)
Laser Pistol (3-harm close bright Light)
Proto-Disk (2-harm far thrown returns shield)
Plasma Projector (4-harm far slow area messy loud)
Shock-Gloves (3-harm hand forceful loud)
Freeze-Ray (1-harm close ice)

Getting Started
To make your Time Traveler, first pick a name. Then follow the instructions in this
playbook to decide your look, ratings, moves, and gear. Finally, introduce yourself and
pick history.

Look, pick one from each list:


- Man, Woman, Boy, Girl, Mysterious, Nonconforming
- Jumpsuit, futuristic Clothes, color changing Clothes, expensive Suit/Dress, weird
fashion Clothes
- visible Implants, glowing tattoos, mood-colored Hair, mechanical Eyes, Artificial
Finger/Ear/Foot, unnaturally perfect face
Ratings, pick one line:
- Charm+2, Cool-1, Sharp+2, Tough+0, Weird-1
- Charm-1, Cool+2, Sharp+2, Tough+1, Weird-1
- Charm+0, Cool+2, Sharp+1, Tough+1, Weird-1
- Charm-1, Cool+1, Sharp-1, Tough+2, Weird+2
- Charm+2, Cool+2, Sharp-1, Tough-1, Weird+1

Introductions
When you get here, wait for everyone to catch up so you can do your introductions
together.
Go around the group. On your turn, introduce your Time Traveler by name and look, and
tell the group what they know about you.

History
Go around the group again. When it's your turn, pick one for each of the other hunters:
• You are a descendant of one of the other Hunters, ask them who exactly
• One of the Hunters was transported to your future and you helped them come back,
tell them how you did it.
• You prevented a certain death of one of the Hunters, because you knew about it. Tell
them why you had to save them.
• You see one of them as your personal hero and read everything about him in history
books. Ask them if they know and what they think about it.
• You are actually the future self of one of the other Hunters. You changed your
appearance so he doesn't know. Also your coming changed the future so much that your
memory of yourself isn't helpful
• You thought one of the other Hunters is insignificant in the grand scheme of things.
He convinced you otherwise. Tell him how.
• One of the other Hunters is obsessed with the future and is constantly asking you
stuff about the future.
• One of the Hunters saved you from a time anomaly. Ask him how he will do it.
Leveling Up
When you have filled all five experience boxes, you level up. Erase the marks and pick
an improvement from the following list:

Improvements
Get +1 Sharp max +3.
Get +1 Charm max +2.
Get +1 Tough max +2.
Get +1 Cool max +2.
Take another Time Traveler move.
Take another Time Traveler move.
Take a move from another playbook.
Take a move from another playbook.
Take another piece of future gear.
Win a significant amount of Money with bets, because you knew the outcome.

After you have leveled up five times, you qualify for


advanced improvements in addition to these. They’re
below.

Advanced Improvements
Get +1 to any rating max +3.
Change this hunter to a new type.
Create a second hunter to play as well as this one.
Mark two of the basic moves as advanced.
Mark another two of the basic moves as advanced.
Retire this hunter to safety.
You get yourself from a different time as an ally.

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