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The Displaced

Wha-where am I? Why is it so cold? Is that… is that a horse? What is this place? Oh god,
where the hell am I?

A Monster of the Week hunter playbook by Abby Cable and Sage Munson, partially inspired
by the Time Traveler by Vincent Shine.
To make your Displaced, pick a name. Then follow the instruc-
tions below to decide your look, ratings, moves, and gear. Fi- NAME:
nally, introduce yourself and pick history.
LOOK:
look, pick one from each list:
• Man, woman, boy, girl, nonconforming.
• Normal clothes (for your era), “vintage” pieces, hip Ratings
clothes, daring clothes, gaudy clothes, cyberpunk clothes,
militant clothes. Charm: -1 0  +1  +2  +3

• Confused face, troubled face, determined face, augmented Basic moves: Manipulate Someone
face, tired face, cocky face, scared face, intimidating face.
Cool: -1 0  +1  +2  +3
Ratings Basic moves: Act Under Pressure, Help Out
Pick one line, then mark each rating on the right.
Sharp: -1 0  +1  +2  +3
Charm+1, Cool-1, Sharp+1, Tough=0, Weird+2
Basic moves: Investigate, Read a Bad Situation
Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0
Tough: -1 0  +1  +2  +3
Charm+1, Cool+1, Sharp=0, Tough+2, Weird=0
Charm-1, Cool=0, Sharp+2, Tough+1, Weird+1 Basic moves: Kick Some Ass, Protect Someone
Weird: -1 0  +1  +2  +3
Charm=0, Cool+2, Sharp-1, Tough+1, Weird+1
Basic moves: Use Magic

Back in Time…
You showed up in the past for some reason. Maybe you don’t even know what it is, but you’re here now, and you’ve got
to face facts. How did you get here? What are you trying to accomplish? Pick one method and at least one goal.
Method: Goal:
Magic portal Weird technology Get back home To prevent something awful
Time anomaly Experiment Assassinate a target Chronicle and research
Sent back by a monster A wish Gather a specific item Help someone important
Exiled from your own time Other? __________ Change the future Other? ___________
Moves
You get all the basic moves, and three Displaced moves. I Know How You Die: When you want to distract someone,
you can tell them something crazy about the future. When
Oh, How Primitive!: Any time you successfully roll a 7+
doing so, roll +Cool. On a 10+ you keep them thoroughly dis-
while attempting to use or understand technology or machines
tracted. On a 7-9, you’ve distracted them, but they believe you,
of the era, take +1 forward.
and they want to know everything. On a miss, they regard you
I Think I Read About This Somewhere: When you are as crazy and completely ignore you.
faced with a situation that could have feasibly been recorded and
Historical Bias: You have strong opinions about things that
attempt to recall past events from memory, roll +Sharp. On a
have happened in the past, but they aren’t always the most pop-
10+, you take +1 ongoing when dealing with the situation. On a
ular ones of the era. When you blurt out an opinion on a con-
7-9, you take +1 forward, but you remember the rest wrong. On
troversial topic of the time, mark experience. This often has
a miss, you cause something awful to happen as a result of your
negative social repercussions.
misremembering.
Better Off: Thanks to living a life full of proper nutrition and
Past-Modern Medicine: You come from the near-future, so
moderate exercise, you are more resilient to things that would
you have access to a wealth of knowledge concerning the medi-
be deadly to those around you. When you take harm, it is always
cal practices that have developed since the current time you are
considered one harm less than usual, and you are less likely to
in. Whenever you want to cure someone of a sickness or pro-
catch the diseases of the day.
vide a remedy, roll +Weird. On a 10+, the disease or ailment
can be cured via the treatment you suggest. On a 7-9, you need Not How I Remember It: You know how some major events
materials that you do not have access to, and must find a way to happen before everyone else. At the start of each mystery, roll
get them or, if it hasn’t been invented yet, you must try and find +Sharp. On a 10+, you know one bad thing that may happen and
a substitute. On a miss, you make it worse. how to prevent it from coming to pass. On a 7-9, you know
something that might happen but you either don’t know how to
I Can’t BELIEVE This is Happening to Me: When your
stop it or there are unexpected consequences. On a miss, you
frustration or confusion with the limited technologies of the era
misremember history and when you try to intervene, you just
gets in the way of your monster hunting, mark experience.
make everything worse.
Gear
Displaced weapon, pick one: Displaced technology, pick two:
Automatic pistol (2-harm close loading quick) Futuristic multitool Augmented hand
Hidden blade (1-harm hand intimate hidden) Cybernetic eye Exoskeleton (1-armour hidden recharging)
Pulse rifle (3-harm messy area close) Hacking tool Disguise kit
Heated knife (1-harm hand fire) Surveillance device Locator beacon
Laser gun (2-harm close ap) Nanobots Changing badge
Rebar crossbow (3-harm far reloading) Communication device Other? _________

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 Hunter 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:

Hunter History Notes


You know this person will accomplish great things. Will telling them change their
future?
This person is doomed. Are you here to save them, or to make sure it happens?
They were the first person you met when you got here. Ask them why they helped you.
You have grown rather close to this person and will hate to part when the time comes.
Ask them how they would feel if you left.
You’ve read about this person. Ask them how they became famous and tell them how
that is seen through the modern lens.
You’ve caught feelings for this person, and it hurts because you know what happens to
them. Ask them if they know you like them, and if they feel the same.
They knew there was something off about you from the moment you two met. Did you
keep your time-traveling secret for very long? Ask them how they feel about it.
You are a direct descendant of this person. Tell them how far you’ll go to ensure your
own birth in the future.
Luck
You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have
just taken to count as just 0-harm. If your Luck boxes all get filled, you've run out of good luck.
Okay Doomed
Harm
When you suffer harm, mark of the number of boxes equal to harm suffered. More than four harm is especially dangerous.
Okay | Dying Unstable: (Unstable injuries will worsen as time passes)
Leveling Up
Experience:
Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box.
When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the list below.
Improvements:
Get +1 Sharp, max +3 Take another Displaced move
Get +1 Weird, max +2 Gain a laboratory like the Mad Scientist with two options
Get +1 Cool, max +2 Some of your possessions get sent back for you.
Get +1 Charm, max +2 Take a move from another playbook
Take another Displaced move Take a move from another playbook
After you have leveled up five times, you qualify for advanced improvements in addition to these, from the list below.
Advanced Improvements
Get +1 to any rating, max +3. Mark another two of the basic moves as advanced.
Change this hunter to a new type. Retire this hunter to safety.
Make up a second hunter to play as well as this one. Erase one used luck mark from your playbook.
Mark two of the basic moves as advanced. You finally achieve your goal, whatever it may be.
Notes (moves, holds, etc)

This is a hunter playbook for Monster of the Week revised.


Find out more at genericgames.co.nz and www.evilhat.com/home/monster-of-the-week

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