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, You get to decide what sort of fate is in store for you. Pick You can have protective gear worth 1-armour, if you want.
The Chosen
how you found out about your fate on the reverse side of You have a special weapon you are destined to wield.
this sheet.
Your Special Weapon
Moves Design your weapon by choosing a form and three busi-
Your birth was prophesied. You are the Chosen You get all of the basic moves, plus three Chosen moves. ness-end options (which are added to the base tags),
One, and with your abilities you can save the and a material. For example, if you want a magic sword
You get these two: you could choose the following: handle + blade + long +
world. If you fail, all will be destroyed. It all rests
B Destiny’s Plaything: At the beginning of each magic.
on you. Only you.
mystery, roll +Weird to see what is revealed about
Form (choose 1):
your immediate future. On a 10+, the Keeper will
CHARM
b staff (1-harm hand/close)
• Manipulate Someone reveal a useful detail about the coming mystery. On
b haft (2-harm hand heavy)
a 7-9 you get a vague hint about it. On a miss, some-
b handle (1-harm hand balanced)
• Act Under Pressure thing bad is going to happen to you.
COoL • Help Out B I’m Here For A Reason: There’s something you are
b chain (1-harm hand area)
Business-end (choose 3 options):
• Investigate a Mystery destined to do. Work out the details with the Keeper,
SHARP • Read a Bad Situation based on your fate. You cannot die until it comes
to pass. If you die in play, then you must spend a
b artifact (add the “magic” tag)
b spikes (+1 harm, add the “messy” tag)
• Kick Some Ass b blade (+1 harm)
TOUGH • Protect Someone
Luck point. You will then, somehow, recover or be
returned to life. Once your task is done (or you use b heavy (+1 harm)
b long (add the “close” tag)
up all your Luck), all bets are off.
WEIRD • Use Magic
Then pick one of these:
b throwable (add the “close” tag)
b chain (add the “area” tag)
b The Big Entrance: When you make a showy
Luck entrance into a dangerous situation, roll +Cool.
Material (choose 1):
Mark luck to change a roll to 12 or avoid all harm from Finally, pick what material the business-end is made
On 10+ everyone stops to watch and listen until you
an injury. from: add “steel,” “cold iron,” “silver,” “wood,” “stone,”
finish your opening speech. On a 7-9, you pick one
“bone,” “teeth,” “obsidian,” or anything else you want.
Okay bbbbbbb Doomed person or monster to stop, watch and listen until
you finish talking. On a miss, you’re marked as the Material:
Chosen special: When you spend a point of Luck, the biggest threat by all enemies who are present.
Keeper will bring your fate into play. b Devastating: When you inflict harm, you may Getting Started
Harm inflict +1 harm. To make your Chosen, first pick a name. Then follow
When you reach 4 or more, mark unstable. b Dutiful: When your fate rears its ugly head, and the instructions below to decide your look, ratings, fate,
you act in accordance with any of your fate tags moves, gear, and your special weapon. Finally, introduce
Okay bbb|bbbb Dying
(either heroic or doom) then mark experience. If it’s yourself and pick history.
Unstable: b a heroic tag, take +1 forward.
Pronouns:
b Invincible: You always count as having 2-armour.
Experience This doesn’t stack with other protection. Look, pick one from each List:
Experience: bbbbb b Resilience: You heal faster than normal people. Any • Kid, teen, young, burnt-out, .
time your harm gets healed, heal an extra point. • Fresh face, haggard face, young face, haunted face,
Whenever you roll and get a total of 6 or less, or when a Additionally, your wounds count as 1-harm less for hopeful face, controlled face, __________ face.
move tells you to, mark an experience box. the purpose of the Keeper’s harm moves. • Preppy clothes, casual wear, urban wear, normal
clothes, neat clothes, street wear, __________ clothes.
Ratings, pick one line: Introductions Advanced Improvements
b Charm+2, Cool-1, Sharp+1, Tough+2, Weird-1 When you get here, wait for everyone to catch up so you b Get +1 to any rating, max +3.
b Charm-1, Cool+2, Sharp+1, Tough+2, Weird-1 can do your introductions together. b Get back one used Luck point.
b Charm+1, Cool+2, Sharp+1, Tough+1, Weird-1 Go around the group. On your turn, introduce your b Change this hunter to a new type.
b Charm-1, Cool+1, Sharp+2, Tough-1, Weird+2 Chosen by name and look, and tell the group what they b Create a second hunter to play as well as this one.
b Charm+1, Cool+2, Sharp-1, Tough-1, Weird+2 know about you. b Mark two of the basic moves as advanced.
b Mark another two of the basic moves as advanced.
Your Fate History
b Retire this hunter to safety.
How You Found Out (pick one): Go around the group again. On your turn, pick one of
b Delete one of your Doom tags, and (optionally) one
b Nightmares and visions these for each other hunter:
of your Heroic tags. You have changed that aspect of
b Some weirdo told you • You are close blood relations. Ask them exactly how
your destiny.
b An ancient cult found you close.
b Sought out by your nemesis • They are destined to be your mentor. Tell them how
b Attacked by monsters this was revealed.
b Trained from birth • Your best friend in the world, who you trust totally.
b You found the prophecy • A rival at first, but you came to a working arrange-
ment.
Then pick two heroic and two doom tags for your fate • Romantic entanglement, or fated to be romantically
from the lists below. This is how your fate will unfold. It’s entangled.
okay to pick contradictory tags: that means your fate is • Just friends, from school or work or something. Ask
pulling you both ways. them what.
Whenever you mark off a point of Luck, the Keeper • They could have been the Chosen One instead of you,
will throw something from your fate at you. but they failed some trial. Tell them how they failed.
• You saved their life, back when they didn’t know mon-
Heroic (pick two): sters were real. Tell them what you saved them from.
b Sacrifice b A normal life
b You are the b True love Leveling Up
Champion b You can save When you have filled all five experience boxes, you level
b Visions the world up. Erase the marks and pick an improvement from the
b Secret training b Hidden allies following list:
b Magical powers b The end of monsters Improvements
b Mystical inheritance b Divine help b Get +1 Charm, b Get +1 Weird,
max +3 max +3
Doom (pick two): b Get +1 Cool, max +3 b Take another
b Death b Sympathy with b Get +1 Sharp, Chosen move
b You can’t save the enemy max +3 b Take another
everyone b Damnation b Get +1 Tough, Chosen move
b Impossible love b Hosts of monsters max +3 b Gain an ally
b Failure b The end of days b Take a move from another playbook
b A nemesis b The source of Evil b Take a move from another playbook
b No normal life
b Loss of loved ones After you have leveled up five times, you qualify for
b Treachery advanced improvements in addition to these. They’re
b Doubt below.
Background Moves
, You worked a less-than-legal job before you became a You get all the basic moves, and two Crooked moves:
b Artifact: You ‘found’ a magical artifact with handy
The Crooked
monster hunter. What did you do?
b Hoodlum. You can use Tough instead of Charm powers, and kept it. Pick one: Protective amulet
(1-armour magic recharge), Lucky charm (may be
to manipulate someone with threats of violence.
used as a Luck point, once only), Grimoire (studying
b Burglar. When you break into a secure location,
“Yeah, I’ve been around the block. A bit of this, a the book gives +1 forward to use magic), Skeleton key
roll +Sharp. On a 10+ pick three, on a 7-9 pick two: (opens any magically sealed lock), Imp stone (A weak
bit of that. When I came across the secret under- you get in undetected, you get out undetected, you demon is bound to serve the holder. The imp must be
world of monsters and magic… well… it wasn’t don’t leave a mess, you find what you were after. summoned with the use magic move).
so different from the underworld I already knew. b Grifter. When you are about to manipulate b Crew: You have a regular crew, a team of three or four
It was easy to find an angle, just like before.” someone, you can ask the Keeper “What will con- people who will help you out with pretty much any-
vince this person to do what I want?” The Keeper thing. They count as a team (see page 119).
b A Wild Pact: You sold your soul to the Wild. Pick one
CHARM • Manipulate Someone must answer honestly, but not necessarily com-
pletely. or two things you got out of the deal: wealth, fame,
youth, sensual gratification, skill (add +1 to two ratings).
• Act Under Pressure b Fixer. If you need to buy something, sell some-
COoL • Help Out thing, or hire someone, roll +Charm. On a 10+
you know just the person who will be interested.
Payment is due either when you die, in six months (if
you picked two things) or otherwise in a year.
b Friends on the Force: You have friends among the
• Investigate a Mystery
SHARP • Read a Bad Situation
On a 7-9 you know the only person who can do
it, but there’s a complication. Pick one: you owe
Marches Guard and royal administrators who can be
persuaded to look the other way, or do you a favour, for
• Kick Some Ass them; they screwed you over; you screwed them certain considerations. You can act under pressure to
TOUGH • Protect Someone over. On a miss, the only person who can help is
someone who absolutely hates you.
get in touch with them when you need to divert any
official attention. There will be a cost, although maybe
not right now.
WEIRD • Use Magic b Assassin. When you take your first shot at an
unsuspecting target, do +2 Harm.
b Made: You’re “made” in a gang. Name the gang and
describe how their operations tie into your back-
b Charlatan. When you want people to think you
ground. You can call on gang members to help you
Luck are using magic, roll +Cool. On a 10 or more, your out, but they’ll expect to be paid. Your bosses will have
Mark luck to change a roll to 12 or avoid all harm from audience is amazed and fooled by your illusion. requests for you now and again, but you’ll be paid.
an injury. On a 7-9 you tripped up a couple of times, maybe Minor trouble will be overlooked, but you better not
Okay bbbbbbb Doomed someone will notice. You may also manipulate screw over any other made gangsters.
people with fortune telling. When you do that, b Equestrian: You have +1 ongoing while riding a horse
Crooked special: Whenever you spend a Luck point, ask “What are they hoping for right now?” as a or similar creature, plus you can tame any such crea-
someone from your past will re-appear in your life. Soon. free question (even on a miss). ture. You also own two riding animals for various
b Pickpocket. When you steal something small, purposes.
Harm b Home Ground: Your crew made a point of keeping
roll +Charm. On a 10 or more, you get it and they
When you reach 4 or more, mark unstable. the locals happy - keeping them safe, ensuring things
didn’t notice you taking it. On a 7-9 either you always went down okay. When you’re back in your old
Okay bbb|bbbb Dying don’t grab it, you grab the wrong thing, or they neighbourhood, you can always find people who will
Unstable: b remember you later: your choice. hide you or help you with a minor favour, no questions
asked.
Experience b Notorious: You have a reputation from your criminal
past. When you reveal who you are, your terrifying
Experience: bbbbb
reputation counts as a reason for people to do what
Whenever you roll and get a total of 6 or less, or when a you ask, for the manipulate someone move. Revealing
your identity to someone can create other problems
move tells you to, mark an experience box.
later, of course.
Gear Getting Started Leveling Up
Effective weapons, pick three: To make your Crooked, pick a name. Then follow the When you have filled all five experience boxes, you level
b Big knife (1-harm hand) instructions in this playbook to decide your look, ratings, up. Erase the marks and pick an improvement from the
b Prototype pistol (3-harm close reload background, heat, underworld, moves, and gear. Finally, list below.
ignore-armour volatile loud) introduce yourself and pick history.
Improvements
b Repeating crossbow (2-harm close quick reload
Pronouns: b Get +1 Sharp, max +3
unreliable)
b Get +1 Tough, max +2
b Sword (2-harm hand) Look, pick one from each List:
b Get +1 Cool, max +2
b Spear (2-harm hand/close) • Hard eyes, friendly eyes, watchful eyes, smiling eyes,
b Get +1 Charm, max +2
b Shortbow (2-harm close concealable) calculating eyes, __________ eyes.
b Take another Crooked move
• Street wear, tailored suit, cheap suit, tracksuit, non-
Heat descript clothes, __________ clothes.
b Take another Crooked move
You didn’t get here without making enemies. Pick at least b Gain an ally: one of your old crew.
two of these and name the people involved: Ratings, pick one line: b Recover a stash of money from the old days, enough
b A royal administrator, , has b Charm +1, Cool +1, Sharp +2, Tough 0, Weird -1 to live without care... for a year or two.
made it a personal goal to put you away. b Charm -1, Cool +1, Sharp +1, Tough +2, Weird 0 b Take a move from another playbook
b You have a rival from your background, b Charm -1, Cool +2, Sharp +2, Tough 0, Weird -1 b Take a move from another playbook
, who never misses a chance to b Charm +2, Cool +1, Sharp +1, Tough 0, Weird -1
screw you over. b Charm +2, Cool 0, Sharp +1, Tough -1, Weird +1 After you have leveled up five times, you qualify for
b You pissed off a well-connected criminal, advanced improvements in addition to these, from the
Introductions list below.
, and they’ll do whatever they When you get here, wait for everyone to catch up so you
can to destroy you. can do your introductions together. Advanced Improvements
b is someone with special powers, Go around the group. On your turn, introduce your b Get +1 to any rating, max +3.
a person or monster, who you took advantage of. Crooked by name and look, and tell the group what they b Change this hunter to a new type.
b is an old partner you betrayed know about you. b Create a second hunter to play as well as this one.
in the middle of a job. b Mark two of the basic moves as advanced.
History b Mark another two of the basic moves as advanced.
Go around the group again. When it’s your turn, pick one
b Retire this hunter to safety.
for each of the other hunters:
b Erase one used luck mark from your playbook.
• This hunter knows about your criminal past. Tell
them what crimes they saw you commit.
• This hunter was there when you decided to give
up the life and hunt monsters instead. Work out
together what happened.
• This hunter is your younger sibling or child (possibly
adopted). You look out for them.
• This hunter is a cousin or more distant relative.
• This hunter saved your life when a monster had the
drop on you. Now you owe them one.
• This hunter worked with you on a semi-legal or
illegal job. Work out what it was.
• This hunter is your moral compass. When you talk
over things with them, their advice keeps you on the
straight and narrow.
• You’re powerfully attracted to this hunter. Maybe
someday you’ll deserve them.
Moves
, You get all the basic moves, and pick three Divine moves:
The DiVIne
b Boss from Beyond: At the beginning of each b Soothe: When you talk to someone for a few
mystery, roll +Weird. On a 10+, your Superiors ask seconds in a quiet voice, you can calm them down,
you to do something simple. On a 7-9, they ask you blocking any panic, anger, or other negative emo-
I am the Light, the Sword. to do something complicated or difficult. In either tions they have. This works even if the thing that
I am sent to defend the meek from Darkness. case, you get to ask them one of the questions from freaked them out is still present, as long as your
All Evil fears me, for I am its end. the investigate a mystery move right now. On a voice can be heard.
miss, you are required to do something terrible. If b Lay On Hands: Your touch can heal injury and
you do not accomplish what they’ve ordered, you disease. When you lay your hands on someone
CHARM • Manipulate Someone cannot use this move again until you have made up
for your failure.
hurt, roll +Cool. On a 10+, heal 2 harm or an illness,
plus they’re stabilized. On a 7-9, you can heal the
• Act Under Pressure b Angel Wings: You can go instantly to anywhere harm or illness as on a 10+, but you take it into your-
COoL • Help Out you’ve visited before, or to a person you know well.
When you carry one or two people with you, roll
self. On a miss, your aura causes them extra harm.
b Cast Out Spirits: You may banish a corporeal
• Investigate a Mystery
SHARP • Read a Bad Situation
+Weird. On a 10+ you all go where you wanted. On
a 7-9, you don’t quite manage it. Either you are all
spirit or contain an incorporeal spirit in your
presence. On a 10+, you force corporeal spirits to
• Kick Some Ass separated, or you all appear in the wrong place. flee and makes the incorporeal ones unable to use
TOUGH • Protect Someone b What I Need, When I Need It: You may store any
small object you own, putting it into a magical space
any powers as long as you’re near them and don’t
hurt them directly. On a 7-9, it takes a while before
WEIRD
nobody can get to. You may retrieve anything you this effect starts. On a miss, it doesn’t work, and
• Use Magic
stored at any time; it appears in your hand. they’re really furious at you for using the Wild’s
b Smite: Your body and divine weapon always count magic against them. You take –1 ongoing to moves
Luck as a weakness against the monsters you fight. Your against the spirits you tried to banish.
Mark luck to change a roll to 12 or avoid all harm from unarmed attacks are 2-harm intimate hand messy.
an injury. Gear Mission
Okay bbbbbbb Doomed Pick one divine weapon: You have been put on Earth for a purpose. Pick one:
b Flaming sword (3-harm hand fire holy) b You are here to fight the schemes of an Adversary.
Divine special: When you spend a point of Luck, you get b Thunder hammer (3-harm hand stun holy) b The End of Days approaches. Your role is to guide
word your Mission requires something difficult that must b Razor whip (3-harm hand area messy holy) these hunters and prevent it from coming to pass.
be done. By you. Urgently. b Five demon bag (3-harm close magic holy) b The End of Days approaches. Your role is to guide
Harm b Silver trident (3-harm hand silver holy) these hunters and ensure it comes to pass.
When you reach 4 or more, mark unstable. b Halberd (3-harm hand/close messy slow) b You have been exiled. You must work for the cause of
You also get divine armour (1-armour holy). It has a look Good without drawing attention from your brothers
Okay bbb|bbbb Dying
suited to your divine origin. and sisters, as they are bound to execute you for your
Unstable: b crimes.
b One of the other hunters has a crucial role to play
Experience in events to come. You must prepare them for their
Experience: bbbbb role, and protect them at any cost.
The Expert
You get all of the basic moves, plus pick two Expert moves: You have set up a haven, a safe place to work. Pick three
b I’ve Read About This Sort Of Thing: Roll +Sharp of the options below for your haven:
instead of +Cool when you act under pressure. b Lore Library. When you hit the books, take +1
b Often Right: When a hunter comes to you for forward to investigate the mystery (as long as his-
I have dedicated my life to the study of the unnat-
advice about a problem, give them your honest torical or reference works are appropriate).
ural. I know their habits, their weaknesses. I may
opinion and advice. If they take your advice, they b Mystical Library. If you use your library’s occult
not be youngest or strongest, but my knowledge
get +1 ongoing while following your advice, and you tomes and grimoires, preparing with your tomes
makes me the biggest threat.
mark experience. and grimoires, take +1 forward for use magic.
b Preparedness: When you need something unusual b Protection Spells. Your haven is safe from mon-
CHARM • Manipulate Someone or rare, roll +Sharp. On a 10+, you have it here right
now. On a 7-9 you have it, but not here: it will take
sters—they cannot enter. Monsters might be able
to do something special to evade the wards, but not
• Act Under Pressure
COoL • Help Out
some time to get it. On a miss, you know where it is,
but it’s somewhere real bad.
easily.
b Armory. You have a stockpile of mystical and rare
• Investigate a Mystery b It Wasn’t As Bad As It Looked: Once per mystery, monster-killing weapons and items. If you need a
SHARP • Read a Bad Situation you may attempt to keep going despite your inju-
ries. Roll +Cool. On a 10+, heal 2 harm and stabilize
special weapon, roll +Weird. On a 10+ you have it
(and plenty if that matters). On a 7-9 you have it, but
• Kick Some Ass
TOUGH • Protect Someone
your wounds. On a 7-9 you may either stabilize or
heal 1 harm. On a miss, it was worse than it looked:
only the minimum. On a miss, you’ve got the wrong
thing.
the Keeper may inflict a harm move on you, or make b Infirmary. You can heal people, and have the space
WEIRD • Use Magic your wounds unstable.
b Precise Strike. When you inflict harm on a monster,
for one or two to recuperate. The Keeper will tell you
how long any patient’s recovery is likely to take, and
you can aim for a weak spot. Roll +Tough. On a 10+ if you need extra supplies or help.
Luck you inflict +2 harm. On a 7-9 you inflict +1 harm. b Workshop. You have a space for building and repair-
Mark luck to change a roll to 12 or avoid all harm.
On a miss, you leave yourself open to the monster. ing guns, cars and other gadgets. Work out with the
Okay bbbbbbb Doomed b The Woman (or Man) With The Plan: At the Keeper how long any repair or construction will take,
beginning of each mystery, roll +Sharp. On a 10+ and if you need extra supplies or help.
Expert special: When you spend a point of Luck, you hold 2, on a 7-9 hold 1. Spend the hold to be where b Oubliette. This room is isolated from every kind of
discover something happening now is related to some- you need to be, prepared and ready. On a miss, the monster, spirit and magic that you know about. Any-
thing you were involved in years ago. Keeper holds 1 they can spend to put you in the thing you stash in there can’t be found, can’t do any
worst place, unprepared and unready. magic, and can’t get out.
Harm
b Dark Past: If you trawl through your memories for b Panic Room. This has essential supplies and is pro-
When you reach 4 or more, mark unstable.
something relevant to the case at hand, roll +Weird. tected by normal and mystical means. You can hide
Okay bbb|bbbb Dying On a 10+ ask the Keeper two questions from the list out there for a few days, safe from pretty much any-
below. On a 7-9 ask one. On a miss, you can ask a thing.
Unstable: b question anyway but that will mean you were per- b Magical Laboratory. You have a mystical lab with
(Unstable injuries will worsen as time passes) sonally complicit in creating the situation you are all kinds of weird ingredients and tools useful for
now dealing with. The questions are: casting spells (like the use magic move, big magic,
Experience • When I dealt with this creature (or one of its kind), and any other magical moves).
Experience: bbbbb what did I learn?
• What black magic do I know that could help here?
Whenever you roll and get a total of 6 or less, or when a • Do I know anyone who might be behind this?
move tells you to, mark an experience box. • Who do I know who can help us right now?
Gear Pronouns: Leveling Up
You get three monster-slaying weapons. All of them can When you have filled all five experience boxes, you level
look, pick one from each List:
be made from a special material, you can even have two up. Erase the marks and pick an improvement from the
• Thoughtful face, lined face, scarred face, contempla-
copies of the same weapon, but from different materials. following list:
tive face, stern face, avuncular face, experienced face,
Monster-slaying weapons (pick three): ancient face, __________ face. Improvements
b Crossbow (2-harm close quick reload) • Old fashioned clothes, casual clothes, utility clothes, b Get +1 Sharp, max +3
b Prototype pistol (3-harm close reload ignore-armour tailored clothes, outdoor clothes, __________ clothes. b Get +1 Charm, max +2
b Get +1 Cool, max +2
volatile loud) Ratings, pick one line:
b Juju bag (1-harm far magic) b Get +1 Weird, max +2
b Charm-1, Cool+1, Sharp+2, Tough+1, Weird=0
b Magical dagger (2-harm hand magic) b Take another Expert move
b Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1
b Prototype rifle (3-harm far reload ignore-armour b Take another Expert move
b Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0
volatile loud) b Add an option to your haven
b Charm-1, Cool+1, Sharp+2, Tough=0, Weird+1
b Spear (2-harm hand/close) b Add an option to your haven
b Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2
b Sword (2-harm hand) b Take a move from another playbook
Introductions b Take a move from another playbook
Getting Started When you get here, wait for everyone to catch up so you
To make your Expert, first pick a name. Then follow the can do your introductions together. After you have leveled up five times, you qualify for
instructions in this playbook to decide your look, ratings, Go around the group. On your turn, introduce your advanced improvements in addition to these. They’re
haven, moves, and gear. Finally, introduce yourself and Expert by name and look, and tell the group what they below.
pick history. know about you. Advanced Improvements
History b Get +1 to any rating, max +3.
Go around the group again. On your turn, pick one of b Get back one used Luck point.
these for each other hunter: b Change this hunter to a new type.
• They are your student, apprentice, ward, or child. b Create a second hunter to play as well as this one.
Between you, decide which. b Mark two of the basic moves as advanced.
• They came to you for advice, and your advice got b Mark another two of the basic moves as advanced.
them out of trouble. Ask them what the trouble was. b Retire this hunter to safety.
• They know about some of your dark secrets, but
they’ve agreed to keep quiet about them. Tell them
what they know.
• A distant relation. Tell them exactly what.
• You were previously both members of an eldritch
group, now disbanded. Ask them why they left, then
tell them why you did.
• They once helped you get a singular item that is now
part of your haven. Tell them what it was.
• You were taught by the same master. Ask them how
it ended.
• You saved their life in a tight spot. Tell them what
happened.
, Moves Gear
You get all of the basic moves, plus pick three Flake moves: You get one normal weapon and two hidden weapons.
The Gumshoe
Code that your Gumshoe adheres to. mystery—as long as you follow your Code—you may
reroll a roll.
b The Long Goodbye: You can’t die with an open case.
Specifically, you suffer all harm as normal but your
Example Codes: Murders must be punished.
death is postponed until you have either completed
CHARM • Manipulate Someone Monsters must be destroyed. Innocents must
be saved. Laws must be enforced. Evil must be
or abandoned the case, or you break your Code (then
all bets are off ).
• Act Under Pressure exposed. The weak must be protected from the
COoL • Help Out powerful.
b Jessica Jones Entry: When you double-talk your
way into a secure location, roll +Charm. On a 10+
• Investigate a Mystery This Code defines your Gumshoe. Any time you pick three, on a 7-9 pick two, on a fail pick one:
SHARP • Read a Bad Situation violate your code you forfeit all Code related moves (The
•
•
You don’t leave any trace of what you searched.
You find what you wanted.
Postman Always Rings Twice, The Long Goodbye) and • You find something else that’s important.
• Kick Some Ass
TOUGH • Protect Someone
the ability to spend Luck points. These forfeits last either
until the next mystery or you make amends. As long as
•
•
You don’t piss anyone off.
You aren’t recognised.
you follow the Code people will sense your sincerity: you b Out of the Past: You have a Marches guard or royal
WEIRD • Use Magic
receive +1 ongoing for manipulate someone and you
may not be possessed or charmed by any sort of super-
administrator buddy who will do you big favors. Get
in touch with them when you need to redirect law
natural, alien, or demonic entity or item. enforcement attention, get a heads-up on what oper-
Luck ations are planned, or access police files. You now
Mark luck to change a roll to 12 or avoid all harm from Moves owe them: expect them to collect on it soon.
an injury. You get three Gumshoe moves. You get these two: b Asphalt Jungle: You heal faster than normal people.
B Occult Confidential: The first time in each mystery Any time your harm gets healed, heal an extra point.
Okay bbbbbbb Doomed
that you observe a monster, minion, or phenomenon You are immune to all the harm move effects under
Gumshoe Special: When you use a point of Luck your in action, you may ask one question from the inves- ‘0-harm’ and ‘1-harm’ (when the Keeper would apply
next regular case will actually be a mystery for your tigate a mystery list. these, you ignore it).
hunter group, not a regular case at all (and the monster B The Naked City: You have lots of personal con- b Tune in to Gossip: When you chat folks up at a
will focus its attention on you!) tacts wherever you go. Pick four contact types from tavern, inn, or other public gathering, roll +Sharp.
the following areas (or from other areas agreed to On 10+ pick two, on a 7-9 pick one. You:
Harm between you and the Keeper): • ... leave no traces.
When you reach 4 or more, mark unstable. Scholars, Scribes, Artists, Bartenders, Builders, Healers, • ... learn something important.
Magistrates, Wild cultists, Secret agents, Criminals, Engi- • ... can leave misinformation in place.
Okay bbb|bbbb Dying neers, Lawyers, Marches Guard, Carters • ... gain access to somewhere you want to get in to.
You can hit them up for info (+1 to one investigate b “Just one more thing”: When you ask a suspect
Unstable: b leading questions, roll +Charm. On a 10+ hold 2, on
a mystery roll) or small favours—but there may be
(Unstable injuries will worsen as time passes) a 7-9 hold 1, on a miss hold 1 but something bad is
a small cost involved. Personal contacts can provide
more significant help but the Keeper decides their going to happen too.
Experience Spend your hold to ask questions from this list:
price on a case-by-case basis.
• One question from the investigate a mystery list.
Experience: bbbbb • Was that a lie?
• What is something you left out that you didn’t want me
Whenever you roll and get a total of 6 or less, or when a to notice?
move tells you to, mark an experience box. • Are you complicit with any ongoing criminal activity?
• Did you commit this specific crime?
Getting Started Introductions Leveling Up
To make your Gumshoe, first pick a name. Then follow When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
the instructions in this playbook to decide your look, can do your introductions together. up. Erase the marks and pick an improvement from the
ratings, code, moves, and gear. Finally, introduce yourself Go around the group. On your turn, introduce your list below.
and pick history. Gumshoe by name and look, and tell the group what they
Improvements
know about you.
Pronouns: b Get +1 Charm, max +3
Look, pick one from each list: History b Get +1 Cool, max +2
Go around the group again. On your turn, pick one for b Get +1 Sharp, max +3
• Angelic face, unshaven face, handsomely devil-
each of the other hunters: b Get +1 Tough, max +2
ish face, world-weary face, sly face, streetwise face,
• You are on the same (or rival) bowling teams. Ask b Take another Gumshoe move.
quiet face, knowing face, watchful face, merry face,
them what bowling-related disagreement rubbed b Take another Gumshoe move.
obvious ex-cop face, hunted face, __________ face.
them the wrong way. b Add another harm box to your track, before Dying.
• Nondescript clothes, tailored clothes and sunglasses,
• You caught them committing a crime but let them b Get a haven (your office, perhaps), like the Expert
vintage clothes, fashion clothes, fedora and trench
go. Ask them to describe the crime, then you explain has, with two options.
coat, California casual, biker clothes, Pacific island
why your Code required you to look the other way. b Add four additional or new contacts for your Naked
casual, __________ clothes.
• They remind you of a former partner who was mys- City move.
Ratings, Pick one line: teriously murdered. Describe the unsolved case that
b Charm+2, Cool=0, Sharp+1, Tough=0, Weird=0 killed your partner and how you hope to solve it. After you have leveled up five times, you qualify for
b Charm+2, Cool=0, Sharp+1, Tough+1, Weird–1 • You first approached them for help on a case. advanced improvements in addition to these. They’re
b Charm+1, Cool=0, Sharp+2, Tough+1, Weird–1 Describe the case. Ask them to describe the key below.
b Charm+1, Cool–1, Sharp+2, Tough=0, Weird=+1 expertise they provided that solved that mystery. Advanced Improvements
b Charm+2, Cool+1, Sharp+1, Tough=0, Weird–1 • You were friends back in training, before you b Get +1 to any rating, max +3.
Gear became a private investigator. This could be military, b Change this hunter to a new type.
You get a flask of wine or vodka, three espionage tools, law enforcement, or whatever—decide the details b Make up a second hunter to play as well as this one.
and one handy weapon. between you. b Mark two of the basic moves as advanced.
• Ask them if they live by a code and what it is. If you b Mark another two of the basic moves as advanced.
Espionage tools (pick three): approve of the code, you’ve always respected them. b Turn one of your contacts into an ally.
b A crude map of the b Climbing claws If not (or if they don’t have a code), you’ve never b Retire this hunter to safety.
entire Marches b Durable rope trusted them. b Erase one used Luck mark from your playbook.
b A detailed map of b False Queen’s seal • They hired you for a job but you were too drunk or
key spirits’ domains b Invisible ink high to take it. Ask them what they wanted, then tell
b Big magic b Well-crafted disguise them how you brushed them off.
ritual useful for (can be chosen • You first met on an unsolved crimes website. Decide
gaining info multiple times) together what infamous crime fascinates you both.
Handy Weapons (pick one):
b Brass knuckles b Prototype pistol “You won’t understand this… When I take
(1-harm hand small) (3-harm close reload a case, I’m supposed to do something about
b Dagger (1-harm ignore-armour it. You’re supposed to do something about it
hand/close hidden) volatile loud) whether you like it or not. You’ve got to pay
b Switchblade (1-harm b Repeating crossbow for what you’ve done, sweetheart, whatever
hand small) (2-harm close quick it is I might feel about you. Yes, I’ll have
b Shortbow (2-harm reload unreliable) some bad nights, but I’ll still have myself.”
close concealable)
“I didn’t have magic fall into my lap. I’m not Plus pick two of these:
, blessed, I’m not one of the scary children—I’m b Burn Everything: When you use magic to inflict
The Hex
just a girl who found a way to give herself the harm, you can choose to inflict 3-harm area magic
strength to fight this war. I don’t have the option obvious or 3-harm ignore-armour magic obvious.
of not taking this risk.” b Cast the Bones: Once per mystery, you may perform
some kind of divination (tarot, casting the runes,
Rotes reading entrails, or something like that) to glean
CHARM • Manipulate Someone Whenever you use magic, you can decide afterwards
that a particular spell is a rote that you know. See the
information about the future. When you seek guid-
ance by divination, roll +Sharp. On a 10+, hold 2. On
• Act Under Pressure
COoL
separate Rotes sheet for more details. a 7-9, hold 1. On a miss, you get some information,
• Help Out but it’s not what you want to hear. Spend those holds
Temptation
• Investigate a Mystery to ask any question from the investigate a mystery
SHARP
You have a dangerous drive that you pursue, sometimes
• Read a Bad Situation to the exclusion of your own safety. Decide if your Temp- move, or one of the following questions:
• What can I gain from this person/place/thing/creature?
tation drove you to learn magic, or if learning magic • Who has touched this person/place/thing/creature
• Kick Some Ass
TOUGH • Protect Someone
drove you to it.
Whenever you give in to your Temptation and act
before me?
The Keeper will answer truthfully, with either a
accordingly, you mark experience. You need to act under
WEIRD
direct answer or how to find out more.
• Use Magic
pressure to resist giving in to your temptation, if a perfect b Force of Will: When you apply your will to dispelling
opportunity presents itself; if you fail this roll, you don’t a magical effect, blocking a spell, or suspending a Phe-
mark experience like you would have if you’d willingly nomenon, roll +Weird. On a hit, momentary magics
Luck
acted out your desires. are cancelled completely, and long-lasting spells and
Mark luck to change a roll to 12 or avoid all harm from
an injury. effects are suspended temporarily. On a 10+, you can
Choose one Temptation:
also spend Luck to instantly snuff out a powerful spell
b Vengeance: Use magic to inflict disproportionate
Okay bbbbbbb Doomed or strange effect. On a 7-9, you take 1-harm as the
retribution on someone who wronged you.
strain of dismissing magic unravels you.
Hex Special: When you spend Luck, until the end of the b Power: Use magic to exert your dominance over
b Luck of the Damned: After you use magic or cast a
mystery, backlash on your spells will be extra nasty. another.
rote, take +1 forward on the next roll you make.
b Addiction: Use magic to do what you could do
Harm without it.
b Sympathetic Token: As long as you carry a personal
When you reach 4 or more, mark unstable. object belonging to someone, such as a lock of hair,
b Callousness: Use magic without regard for the
a full set of toenails, or a treasured family heirloom,
Okay bbb|bbbb Dying safety of others.
you get +1 ongoing to use magic against them. You
b Carnage: Use magic to inflict gruesome violence.
can also use magic against them at a distance. If you
Unstable: b b Secrets: Use magic to discover forbidden, dangerous
try to use magic against them and miss, the token is
(Unstable injuries will worsen as time passes) knowledge.
lost, destroyed, or loses its power.
b Glory: Use magic to steal someone’s thunder.
This Might Sting: You can use magic to heal
Experience b
Moves 3-harm, but the process is exceptionally painful. On
Experience: bbbbb You have three Hex moves. You have this one: a 7-9 it also leaves a gnarly scar.
B Bad Luck Charm: Whenever you use magic and b Wise Soul: Whenever you use magic, right before
Whenever you roll and get a total of 6 or less, or when a miss, the backlash never affects you directly if there’s you roll, you can ask the Keeper what exactly would
move tells you to, mark an experience box. someone else around to hit. It’ll go for allies, other happen on a miss. If you dislike the risk, you can stop
hunters, and innocent bystanders. Sometimes, every at the last second, and let the spell fizzle harmlessly.
so often, it might even hit an enemy. All of the effort is wasted.
Getting Started History ADVANCED IMprovements
To make your Hex, first pick a name. Then follow the Go around the group again. When it’s your turn, pick one b Get +1 to any rating, max +3.
instructions below to decide your look, ratings, moves, for each of the other hunters: b Change this hunter to a new type.
Temptation, and gear. Finally, introduce yourself and pick • You once cast a powerful spell or curse on them. Tell b Make up a second hunter to play as well as this one.
history. them why, and ask them how it ended. b Mark two of the basic moves as advanced.
• They fear your power, or what you might do with it. b Mark another two of the basic moves as advanced.
Pronouns:
Ask them why. b Retire this hunter to safety.
Look, pick one from each list: • You’re madly in love with them. Ask them if they can b Erase one used Luck mark from your playbook.
• Sharp eyes, angry eyes, glowing eyes, shifty eyes, tell. b Gain another two Rotes.
serene eyes, featureless eyes, __________ eyes. • They encourage you to indulge your temptation. Ask b Choose one advanced Hex move (see below).
• Retro clothes, hippy clothes, trendy clothes, too-for- them why.
mal clothes, ill-fitting clothes, anachronistic clothes,
Advanced Hex Moves
• They keep you grounded, and are unfazed by your
When you take the “Choose one advanced Hex move”
___________ clothes. displays of power.
improvement, choose one of these moves. You can never
Ratings, Pick one line: • You were part of the same cult, sect, or secret society.
have both:
Charm+2, Cool=0, Sharp=0, Tough–1, Weird+2 Decide together what horrible things you did in the
b b Apotheosis: You become a terrifying fount of mys-
Charm+1, Cool–1, Sharp+1, Tough=0, Weird+2 name of power.
b tical power. Once per mystery, after you suffer loss
Charm–1, Cool+1, Sharp=0, Tough+1, Weird+2 • You learned through divination that they’re import-
b or harm, you may enter a state where you have both
Charm–1, Cool=0, Sharp+1, Tough+1, Weird+2 ant and you should help them. Decide whether
b immense power and zero interest in the well-being
Charm=0, Cool=0, Sharp+2, Tough–1, Weird+2
you’ve told them or not.
b of other people. While in this state, you can fly, use
• They helped you out when a spell went awry. Tell
Gear +Weird to kick some ass instead of +Tough (using
them what the spell was, and ask them how they
You have whatever magical items or amulets you use to innate magic as a 3-harm weapon with whatever
helped you.
perform magic, including whatever you need to cast your properties you choose), ignore the component costs
rotes. You also have two wizardly weapons. Leveling Up of your rotes, ignore one requirement of every spell
When you have filled all five experience boxes, you level you cast with use magic, and you have +1 ongoing
Wizardly weapons, pick two: up. Erase the marks and pick an improvement from the to do everything. On the other hand, you outright
b Athame (2-harm hand magic silver) list below. cannot use the protect someone move, you have
b Crossbow (2-harm close quick reload) all the Temptations, and you have to indulge them
Improvements
b Dagger (1-harm hand/close hidden) whenever a good opportunity presents itself. When
b Get +1 Weird, max +3.
b Shillelagh (1-harm hand balanced) you try to resist a temptation, roll +Cool. On a 10+,
b Get +1 Cool, max +2.
b Spear (2-harm hand/close) your apotheosis ends. On a 7-9, it ends with you
b Get +1 Charm, max +2.
b Staff (1-harm hand balanced large) doing something dangerous or cruel. On a miss, it
b Get +1 Sharp, max +2.
ends only after you harm someone (or something)
Introductions b Take another Rote.
you love.
When you get here, wait for everyone to catch up so you b Take another Rote.
b Synthesis: You manage to conciliate your dark
can do your introductions together. b Take another Rote.
power with your moral impulses. You lose your
Go around the group. On your turn, introduce your b Take another Hex move, or an additional Rote.
Temptation. Whenever you use magic to help out
Hex by name and look, and tell the group what they know b Take another Hex move, or an additional Rote.
or protect someone, you mark experience. Mark a
about you. b Take a Haven, like the Expert has, with two options.
second experience if you do it at the expense of your
b Take a move from another playbook.
own safety.
After you have leveled up five times, you qualify for
advanced improvements in addition to these. They’re
below.
Rotes (The Hex)
Whenever you use magic, you can decide afterwards that
Rote:
Requirements, pick two:
b Magic words, ritual gestures
Rote:
Requirements, pick two:
b Magic words, ritual gestures
a particular spell is a rote that you know. Write down in
b Object of power which must be wielded b Object of power which must be wielded
detail what the spell does, and what it requires. You know
b Expendable component destroyed or scattered b Expendable component destroyed or scattered
how to cast it off the top of your head, and you choose
b Runes or symbols written or engraved on a surface b Runes or symbols written or engraved on a surface
two requirements from this list:
b Spilling of blood (1-harm to you or willing person) b Spilling of blood (1-harm to you or willing person)
• Magic words and ritual gestures.
• An object of power (wand, talisman, orb, staff, etc) Effect: Effect:
which must be wielded. On a 10+ On a 10+
• An expendable component such as sulfur, sage, or
incense, which must be burned, blown, or scat-
tered during the casting.
• Runes or symbols written or engraved on a surface On a 7-9: On a 7-9:
(which must be prepared).
• A spilling of blood, which inflicts 1-harm upon
you or a willing participant.
Give your new rote a name, and decide specifically On a miss: On a miss:
what the requirements are (which words, gestures,
objects, symbols, and procedures are required). Unlike
regular use magic, a rote’s cost and the consequences for
failing it are known to you in advance. After you cast it
for the first time, treat each rote as a custom move—a
specialised version of use magic, which is built with the
Rote: Rote:
Keeper. Write down what it does on a 10+, a 7-9, and a Requirements, pick two: Requirements, pick two:
miss. Also, a rote is a bit more powerful than a basic use b Magic words, ritual gestures b Magic words, ritual gestures
magic spell: its glitches are less onerous and its effect b Object of power which must be wielded b Object of power which must be wielded
may be a little bigger. b Expendable component destroyed or scattered b Expendable component destroyed or scattered
Casting a rote requires you to have the needed items b Runes or symbols written or engraved on a surface b Runes or symbols written or engraved on a surface
at hand and the ability to physically use them. You roll b Spilling of blood (1-harm to you or willing person) b Spilling of blood (1-harm to you or willing person)
+Weird to cast it, as you would when using magic nor-
Effect: Effect:
mally.
On a 10+ On a 10+
How many rotes?
You start out knowing up to one rote, which you can
choose when creating your character or during play. You
can learn more by taking improvements—when you do, On a 7-9: On a 7-9:
you can choose the new rote right away or in play.
On a miss: On a miss:
Rote: Rote:
Requirements, pick two: Requirements, pick two:
b Magic words, ritual gestures b Magic words, ritual gestures
b Object of power which must be wielded b Object of power which must be wielded
b Expendable component destroyed or scattered b Expendable component destroyed or scattered
b Runes or symbols written or engraved on a surface b Runes or symbols written or engraved on a surface
b Spilling of blood (1-harm to you or willing person) b Spilling of blood (1-harm to you or willing person)
Effect: Effect:
On a 10+ On a 10+
On a 7-9: On a 7-9:
On a miss: On a miss:
Rote: Rote:
Requirements, pick two: Requirements, pick two:
b Magic words, ritual gestures b Magic words, ritual gestures
b Object of power which must be wielded b Object of power which must be wielded
b Expendable component destroyed or scattered b Expendable component destroyed or scattered
b Runes or symbols written or engraved on a surface b Runes or symbols written or engraved on a surface
b Spilling of blood (1-harm to you or willing person) b Spilling of blood (1-harm to you or willing person)
Effect: Effect:
On a 10+ On a 10+
On a 7-9: On a 7-9:
On a miss: On a miss:
, Moves
You get all of the basic moves, plus four Initiate moves. You
b Mentor: You have a mentor in the Sect: name
them. When you contact your mentor for info, roll
The Initiate get this one: +Sharp. On a 10+, you get an answer to your ques-
B When you are in good standing with your Sect, at tion, no problem. On a 7-9 you choose: they’re either
the beginning of each mystery, roll +Charm. On busy and can’t help, or they answer the question but
a 10+ they provide some useful info or help in the you owe a favour. On a miss, your question causes
Since the dawn of history, we have been the
field. On a 7-9 you get a mission associated with the trouble.
bulwark against Darkness. We know the Evils
mystery, and if you do it you’ll get some info or help b Apprentice: You have an apprentice: name them.
of the world, and we stand against them so that
too. On a miss, they ask you to do something bad. Your job is to teach them the Sect’s ways. They count
the mass of humanity need not fear. We are the
If you fail a mission or refuse an order, you’ll be in as an ally: subordinate (motivation: to follow your
Flame that cleanses the Shadows.
trouble with the Sect until you atone. instructions to the letter).
Then pick three of these: b Helping Hand: When you successfully help out
CHARM • Manipulate Someone
b Ancient Fighting Arts: When using an old-fash-
ioned hand weapon, you inflict +1 harm and get +1
another hunter, they get +2 instead of the usual +1.
b That Old Black Magic: When you use magic, you
• Act Under Pressure can ask a question from the investigate a mystery
COoL • Help Out
whenever you roll protect someone.
b Mystic: Every time you successfully use magic, take move as your effect.
• Investigate a Mystery +1 forward. Gear
SHARP • Read a Bad Situation b Fortunes: The Sect has ancient prophecies or div-
ination techniques to predict the future. Once per
If your Sect has fighting arts or obsolete gear (see next
page) then pick three old-fashioned weapons. If the Sect
• Kick Some Ass
TOUGH • Protect Someone
mystery, you may use them. If you look at what the
future holds, roll +Weird. On a 10+ hold 3, and on
has modernised or industrial marvels, you may pick
two modern weapons. Otherwise, pick two old-fash-
a 7-9 hold 1. On a miss, you get bad information and ioned weapons and one modern weapon.
WEIRD • Use Magic the Keeper decides how that affects you. Spend your
hold to: You also get old-fashioned armour (1-armour heavy).
Luck • have a useful object ready.
Old-fashioned weapons (pick either two or three, as
Mark luck to change a roll to 12 or avoid all harm. • be somewhere you are needed, just in time.
above):
• take +1 forward, or give +1 forward to another
Okay bbbbbbb Doomed b Axe (2-harm hand messy)
hunter.
b Big sword (3-harm hand messy)
Initiate special: When you spend a point of Luck, some- • retroactively warn someone about an attack, so
b Big axe (3-harm hand messy slow heavy)
thing goes wrong for your Sect: an ill-advised project or a that it doesn’t happen.
b Crossbow (2-harm close quick reload)
disastrous operation. b Sacred Oath: You may bind yourself to a single goal,
b Fighting sticks (1-harm hand quick)
forsaking something during your quest (e.g. speech,
Harm all sustenance but bread and water, alcohol, lying,
b Halberd (3-harm hand/close messy slow)
When you reach 4 or more, mark unstable. b Mace (2-harm hand messy)
sex, etc). Get the Keeper’s agreement on this—it
b Silver knife (1-harm hand silver)
Okay bbb|bbbb Dying should match the goal in importance and difficulty.
b Spear (2-harm hand/close)
While you keep your oath and work towards your
Unstable: b
goal, mark experience at the end of every session Modern weapons (pick either one or two, as above):
(Unstable injuries will worsen as time passes)
and get +1 on any rolls that directly help achieve the b Prototype pistol (3-harm close reload
Experience goal. If you break the oath, take -1 ongoing until you ignore-armour volatile loud)
have atoned. b Prototype rifle (3-harm far reload ignore-armour
Experience: bbbbb
volatile loud)
Whenever you roll and get a total of 6 or less, or when a b Repeating crossbow (2-harm close quick reload
move tells you to, mark an experience box. unreliable)
Getting Started Introductions Leveling Up
To make your Initiate, first pick a name. Then follow the When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
instructions in this playbook to decide your look, ratings, can do your introductions together. up. Erase the marks and pick an improvement from the
moves, Sect, and gear. Finally, introduce yourself and Go around the group. On your turn, introduce your following list:
pick history. Initiate by name and look, and tell the group what they
Improvements
know about you.
Pronouns: b Get +1 Weird, max +3
Look, pick one from each List: History b Get +1 Cool, max +2
Go around the group again. On your turn, pick one for b Get +1 Sharp, max +2
• Hardened body, tattooed body, agile body, strong
each of the other hunters: b Get +1 Tough, max +2
body, thin body, angular body, hunched body,
• They are a lay member of your Sect. b Take another Initiate move
__________ body.
• You fought together when the tide of monsters seemed b Take another Initiate move
• Archaic clothes, unfashionable clothes, ceremonial
unstoppable. Ask them how it went. b Get command of your chapter of the Sect
clothes, mismatched clothes, formal clothes,
• Friends, but they first met you under your cover b Get a Sect team under your command
__________ clothes.
identity, and learned about the Sect later. Ask how b Take a move from another playbook
Ratings, pick one line: they feel about that. b Take a move from another playbook
b Charm-1, Cool+1, Sharp=0, Tough+1, Weird+2 • They are your close relative, or partner/spouse.
b Charm=0, Cool+1, Sharp+1, Tough-1, Weird+2 Decide between you exactly what the relationship is. After you have leveled up five times, you qualify for
b Charm-1, Cool=0, Sharp-1, Tough+2, Weird+2 • Fellow ancient weapons/martial arts club members. advanced improvements in addition to these. They’re
b Charm+1, Cool-1, Sharp+1, Tough=0, Weird+2 • They’re described in the prophecies, but the role below.
b Charm=0, Cool=0, Sharp=0, Tough+1, Weird+2 they will play isn’t stated. Advanced Improvements
Sect • An ex-member of the Sect, but still friends. Ask b Get +1 to any rating, max +3.
You are part of an ancient, secret order that slays mon- them why they left or got thrown out b Change this hunter to a new type.
sters. Where are they from? How old are they? Are they • You met researching mystical weirdness, and you’ve b Create a second hunter to play as well as this one.
religious? Why do they stay secret? How do they recruit? been occult comrades ever since. b Mark two of the basic moves as advanced.
You also need to pick the Sect’s traditions (used by the b Mark another two of the basic moves as advanced.
Keeper to determine the Sect’s methods and actions): b Retire this hunter to safety.
b Become the leader, or effective leader, of the whole
Good Traditions (pick two):
Sect.
b Knowledgable b Flexible tactics
b Get back one used Luck point.
b Ancient lore b Open hierarchy
b Magical lore b Integrated in society
b Fighting arts b Rich
b Modernised b Industrial marvels
b Chapters everywhere b Magical items
b Secular power
Bad Traditions (pick one):
b Dubious motives b Strict laws
b Tradition-bound b Mystical oaths
b Short-sighted b Total obedience
b Paranoid and b Tyrannical leaders
secretive b Obsolete gear
b Closed hierarchy b Poor
b Factionalised
, Monster Breed
You’re half-human, half-monster: decide if you were
Moves
You get all the basic moves, plus pick two Monstrous
The Monstrous always this way or if you you were originally human and
transformed somehow.
Now decide if you were always fighting to be good, or
if you were evil and changed sides.
moves:
b Immortal: You do not age or sicken, and whenever
you suffer harm you suffer 1-harm less.
b Unnatural Appeal: Roll +Weird instead of +Charm
I feel the hunger, the lust to destroy. But I fight
it: I never give in. I’m not human any more, not Define your monstrous breed by picking a curse, when you manipulate someone.
really, but I have to protect those who still are. moves, and natural attacks. b Unholy Strength: Roll +Weird instead of +Tough
That way I can tell myself I’m different to the Create the monster you want to be: whatever you when you kick some ass.
other monsters. Sometimes I can even believe it. choose defines your breed in the game. Some classic b Incorporeal: You may move freely through solid
monsters with suggestions for picks are listed on the back objects (but not people).
of this sheet. These are only suggestions: feel free to make b Preternatural Speed: You go much faster than
CHARM • Manipulate Someone a different version! normal people. When you chase, flee, or run take
+1 ongoing.
• Act Under Pressure
Curses, pick one:
COoL • Help Out
b Feed: You must subsist on living humans—it might
take the form of blood, brains, or spiritual essence
b Claws of the Beast: All your natural attacks get +1
harm.
• Investigate a Mystery b Mental Dominion: When you gaze into a normal
but it must be from people. You need to act under
SHARP • Read a Bad Situation pressure to resist feeding whenever a perfect oppor-
human’s eyes and exert your will over them, roll
+Charm. On a 10+, hold 3. On a 7-9, hold 1. You
tunity presents itself.
• Kick Some Ass
TOUGH
may spend your hold to give them an order. Regular
b Vulnerability: Pick a substance. You suffer +1 harm
• Protect Someone people will follow your order, whatever it is. Hunters
when you suffer harm from it. If you are bound or
can choose whether they do it or not. If they do, they
surrounded by it, you must act under pressure to
WEIRD • Use Magic
use your powers.
mark experience.
b Unquenchable Vitality: When you have taken harm,
b Pure Drive: One emotion rules you. Pick from:
Luck you can heal yourself. Roll +Cool. On a 10+, heal
hunger, hate, anger, fear, jealousy, greed, joy, pride,
Mark luck to change a roll to 12 or avoid all harm. 2-harm and stabilise your injuries. On a 7-9, heal
envy, lust, or cruelty. Whenever you have a chance
1-harm and stabilise your injuries. On a miss, your
Okay bbbbbbb Doomed to indulge that emotion, you must do so immediately,
injuries worsen.
or act under pressure to resist.
b Dark Negotiator: You can use the manipulate
Monstrous special: When you spend a point of Luck, b Dark Master: You have an evil lord who doesn’t
someone move on monsters as well as people, if
your monster side gains power: your Curse may become know you changed sides. They still give you orders,
they can reason and talk.
stronger, or another Breed disadvantage may manifest. and they do not tolerate refusal. Or failure.
b Flight: You can fly.
Harm Natural Attacks b Shapeshifter: You may change your form (usually
When you reach 4 or more, mark unstable. Pick a Base and add an extra to it, or two Bases. into an animal). Decide if you have just one alter-
Okay bbb|bbbb Dying b Base: teeth (3-harm intimate) nate form or several, and detail them. You gain +1
b Base: claws (2-harm hand) to investigate a mystery when using an alternate
Unstable: b b Base: magical force (1-harm magical close) form’s superior senses (e.g. smell for a wolf, sight for
(Unstable injuries will worsen as time passes) b Base: life-drain (1-harm intimate life-drain) an eagle).
b Extra: Add +1 harm to a base b Something Borrowed: Take a move from a hunter
Experience b Extra: Add ignore-armour to a base playbook that is not currently in play.
Experience: bbbbb b Extra: Add an extra range to a base (add intimate,
hand, or close).
Whenever you roll and get a total of 6 or less, or when a
move tells you to, mark an experience box.
Gear History Leveling Up
If you want, you can take one handy weapon: Go around the group again. When it’s your turn, pick one When you have filled all five experience boxes, you level
b Big knife (1-harm hand) for each of the other hunters: up. Erase the marks and pick an improvement from the
b Brass knuckles (1-harm hand quiet small) • You lost control one time, and almost killed them. following list:
b Crossbow (2-harm close quick reload) Ask them how they stopped you.
Improvements
b Halberd (3-harm hand/close messy slow) • They tried to slay you, but you proved you’re on the
b Get +1 Charm, max +2
b Huge sword (3-harm hand heavy) side of good. Ask them what convinced them.
b Get +1 Cool, max +2
b Sword (2-harm hand) • You are romantically obsessed with them. Ask them
b Get +1 Sharp, max +2
if they know, and if they reciprocate.
Getting Started b Get +1 Tough, max +2
• Close relations, or a distant descendant. Tell them
To make your Monstrous, first pick a name. Then follow b Take another Monstrous move
which.
the instructions in this playbook to decide your look, b Take another Monstrous move
• You saved them from another of your kind, and
ratings, breed, moves, and gear. Finally, introduce your- b Gain a haven, like the Expert has, with two options
prevented reprisals against that individual creature
self and pick history. b Take a natural attacks pick
(maybe it’s another good one, or maybe it has a hold
b Take a move from another playbook
Pronouns: over you).
b Take a move from another playbook
• They are tied to your curse or origin. Tell them how.
look, pick one from each List: • You fought together against the odds, and prevailed. After you have leveled up five times, you qualify for
• Almost human, half human, monstrous, • They saved you from another hunter who was pre- advanced improvements in addition to these. They’re
• Sinister aura, powerful aura, dark aura, unnerv- pared to kill you. Ask them what happened. below.
ing aura, energetic aura, evil aura, bestial aura,
__________ aura. Monster Breed Suggestions Advanced Improvements
• Archaic clothes, casual clothes, ragged clothes, tai- • Changed: Curse: pure drive (anger). Natural attacks: b Get +1 to any rating, max +3.
lored clothes, stylish clothes, street clothes, outdoor Base: fists (works like claws), add +1 harm to base. b Change this hunter to a new type.
clothes, __________ clothes. Moves: Something Borrowed, Dark Negotiator. b Create a second hunter to play as well as this one.
• Permanently Possessed: Curse: dark master b Mark two of the basic moves as advanced.
Ratings, pick one line: (other spirits). Natural attacks: Base: claws, add b Mark another two of the basic moves as advanced.
b Charm-1, Cool-1, Sharp=0, Tough+2, Weird+3 ignore-armour to base. Moves: Unnatural Appeal, b Retire this hunter to safety.
b Charm-1, Cool+1, Sharp+1, Tough=0, Weird+3 Shapeshifter. b Free yourself from the curse of your kind. Your curse
b Charm+2, Cool=0, Sharp-1, Tough-1, Weird+3 • Corporeal Spirit: Curse: pure drive (hate). Natural no longer applies, but you lose 1 Weird.
b Charm-2, Cool+2, Sharp=0, Tough=0, Weird+3 attacks: Base: claws, add +1 harm to base. Moves: b You turn evil (again). Retire this character, they
b Charm=0, Cool-1, Sharp+2, Tough-1, Weird+3 Immortal, Mental Dominion. become one of the Keeper’s threats.
Introductions • Fed with Mutagens: Curse: vulnerability (cold b Get back one used Luck point.
When you get here, wait for everyone to catch up so you iron). Natural attacks: Base: magical force, add far
can do your introductions together. to the base. Moves: Unholy Strength, Unquenchable
Go around the group. On your turn, introduce your Vitality.
Monstrous by name and look, and tell the group what • Wyvern: Curse: Dark Master (incorporeal spirits).
they know about you. Natural attacks: Base: teeth, add ignore-armour
to base. Moves: Flight, Preternatural Speed. The
wyvern can’t take human form, but will be accepted
or even revered in some Marches settlements.
, Moves Gear
The Mundane
You get all the basic moves, plus pick three Mundane You get two Mundane weapons and a means of transport.
moves:
b Always The Victim: When another hunter uses Mundane weapons (pick two):
protect someone to protect you, they mark expe- b Axe (2-harm hand messy)
You heard about how monsters only pick on rience. Whenever a monster captures you, you mark b Dagger (1-harm hand/close hidden)
people with crazy powers who can fight back on experience. b Crossbow (2-harm close quick reload)
even terms? Yeah, me neither. But, hell, I ended b Oops! If you want to stumble across something b Pocket knife (1-harm hand useful small)
up in this monster-hunting team so I gotta do important, tell the Keeper. You will find something b Sledge-hammer (3-harm hand messy)
what I can, right? important and useful, although not necessarily b Spear (2-harm hand/close)
related to your immediate problems.
Means of transport (pick one):
CHARM • Manipulate Someone b Let’s Get Out Of Here! If you can protect someone
b A fast horse b Add “What useful
by telling them what to do, or by leading them out,
b An average horse shortcut do I know?”
roll +Charm instead of +Tough.
• Act Under Pressure to investigate
COoL
and a carriage
b Panic Button: When you need to escape, name the
• Help Out b Right to stay in mystery questions
route you’ll try and roll +Sharp. On a 10+ you’re out
inns for free
• Investigate a Mystery
SHARP
of danger, no problem. On a 7-9 you can go or stay,
• Read a Bad Situation but if you go it’s going to cost you (you leave some- Getting Started
thing behind or something comes with you). On a To make your Mundane, first pick a name. Then follow
• Kick Some Ass
TOUGH • Protect Someone
miss, you are caught halfway out.
b The Power of Heart: When fighting a monster, if
the instructions in this playbook to decide your look,
ratings, moves, and gear. Finally, introduce yourself and
you help someone, don’t roll +Cool. You automat- pick history.
WEIRD • Use Magic
ically help as though you’d rolled a 10. Pronouns:
b Trust Me: When you tell a normal person the
Luck truth in order to protect them from danger, roll Look, pick one from each List:
Mark luck to change a roll to 12 or avoid all harm. +Charm. On a 10+ they’ll do what you say they • Kid, teen, adult, old, .
should, no questions asked. On a 7-9 they do it, but • Friendly face, alluring face, laughing face, trust-
Okay bbbbbbb Doomed the Keeper chooses one from: worthy face, average face, serious face, sensual face,
• They ask you a hard question first. __________ face.
Mundane special: When you spend a point of Luck, • Normal clothes, casual clothes, goth clothes, sporty
• They stall and dither a while.
you’ll find something weird—maybe even useful! clothes, work clothes, street clothes, nerdy clothes,
• They have a “better” idea.
Harm On a miss, they’re going to think you’re crazy and __________ clothes.
When you reach 4 or more, mark unstable. maybe dangerous too. Ratings, pick one line:
b What Could Go Wrong?: Whenever you charge b Charm+2, Cool+1, Sharp=0, Tough+1, Weird-1
Okay bbb|bbbb Dying
into immediate danger without hedging your bets, b Charm+2, Cool-1, Sharp+1, Tough+1, Weird=0
Unstable: b hold 2. You may spend your hold to: b Charm+2, Cool=0, Sharp-1, Tough+1, Weird+1
(Unstable injuries will worsen as time passes) • Inflict +1 harm. b Charm+2, Cool=0, Sharp+1, Tough+1, Weird-1
• Reduce someone’s harm suffered by 1. b Charm+2, Cool+1, Sharp+1, Tough=0, Weird-1
Experience • Take +2 forward on an act under pressure roll.
b Don’t Worry, I’ll Check It Out: Whenever you go
Experience: bbbbb off by yourself to check out somewhere (or some-
thing) scary, mark experience.
Whenever you roll and get a total of 6 or less, or when a
move tells you to, mark an experience box.
Introductions Leveling Up
When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
can do your introductions together. up. Erase the marks and pick an improvement from the
Go around the group. On your turn, introduce your following list:
Mundane by name and look, and tell the group what they
Improvements
know about you.
b Get +1 Charm, max +3
History b Get +1 Cool, max +2
Go around the group again. When it’s your turn, pick one b Get +1 Sharp, max +2
for each of the other hunters: b Get +1 Tough, max +2
• You are close relations. Tell them exactly how you’re b Take another Mundane move
related. b Take another Mundane move
• Initially rivals, you both now respect each others’ b Get back one used Luck point
talents. b Get back one used Luck point
• Romantically involved, or you just have a crush on b Take a move from another playbook
them. Ask them which they prefer. b Take a move from another playbook
• They’re your hero, exactly the kind of monster hunter
you aspire to be. Tell them why you worship them. After you have leveled up five times, you qualify for
• Good friends. Tell them if it’s from way back, or advanced improvements in addition to these. They’re
recently. below.
• You’re a bit suspicious of them (maybe due to their Advanced Improvements
unnatural powers or something like that). b Get +1 to any rating, max +3.
• They introduced you to the existence of monsters. b Change this hunter to a new type.
Tell them how you feel about that. b Create a second hunter to play as well as this one.
• You saved their life from a monster due to an unlikely b Mark two of the basic moves as advanced.
chain of events. Tell them what. b Mark another two of the basic moves as advanced.
b Retire this hunter to safety.
b Get back one used Luck point.
b Get back one used Luck point.
Moves b I Am Theirs And They Are Mine: Whenever you
, You get all of the basic moves, plus three Pararomantic are in danger, your Guide knows it. If your Guide is
The Pararomantic
moves. suffering harm (and it’s feasible), you can spend a
point of Luck to redirect the attack onto yourself as
You get this one: if you have rolled 10+ with protect someone. If you
B Supernatural Guide: You have a (most likely inti- are suffering harm, you can decide that your Guide
mate) connection to some supernatural being who has protected you and is suffering this harm instead.
CHARM • Manipulate Someone is your guide into the world beyond. Choose if your
relationship is secret or not.
If you choose this, roll for bond abuse.
b Monster Empathy: When you try to work out what
• Act Under Pressure
COoL • Help Out
Determine what kind of creature your Guide is
and how your relationship works. Say what kind of
a supernatural creature desires, roll +Charm. On a
10+, hold 2. On a 7-9, hold 1. Spend your hold to
• Investigate a Mystery power they possess. The Keeper will decide how it ask the following questions—the Keeper will answer
SHARP • Read a Bad Situation works and define your Guide as a threat.
If your Guide is another hunter, determine
honestly:
• What does it most desire?
• Kick Some Ass • What would it accept as good enough for now?
TOUGH • Protect Someone
together how your relationship works.
Whenever you would roll +Weird you can roll
• What would distract it?
b Spirit Touched: Your experiences have made you
+Charm instead, by channeling the power of your
WEIRD
sensitive to the supernatural. When you sense magical
• Use Magic bond. When you do so and miss, in addition to the things, roll +Weird. On a 10+ you can sense them
usual consequences, you and your Guide suffer as fully. On a 7-9, choose: either sense them fully but
when you miss a roll for bond abuse. they notice you too, or you sense only impressions.
Luck
Mark luck to change a roll to 12 or avoid all harm from Then pick two of these: Bond Abuse
an injury. b Bonding Time: If you spend some quality time For details, see fate of your love on the reverse side.
with your Guide instead of working on the current
Okay bbbbbbb Doomed
mystery you can roll +Charm. On 10+, hold 2. On Bond Abuse: Whenever you do something to abuse the
Pararomantic Special: When you spend a point of Luck, 7-9, hold 1. Spend your hold to: bond with your Guide, like acting against them, or not
• Erase one mark in your Relationship Status track. giving them enough attention, roll +Charm:
also mark off one of your relationship status boxes. The • Use a Pararomantic move you haven’t picked.
Keeper will bring fate of your love (see reverse) into play. • Receive a gift from your Guide. • On 10+, your action has no effect beyond the
• Take +1 forward. exchange of some angry words.
Relationship Status b Dark Desires: You may use the manipulate • On 7-9 choose one of the bond abuse options below.
someone move on monsters, as long as you are • On a miss, the Keeper may choose two of the bond
Loving bbbbbbb Broken
using emotional ties. abuse options below, or something worse.
Harm b The Power of Love: When you use help someone
When you reach 4 or more, mark unstable. Bond abuse options:
to help your Guide you don’t have to roll +Cool. You
• Mark off a box in your Relationship Status track.
Okay bbb|bbbb Dying automatically help as though you’d rolled a 10. If
• You may not channel the power of your bond for the
your Guide is another hunter, the same applies when
Unstable: b rest of the mystery.
they help you.
(Unstable injuries will worsen as time passes) • You gain the unwelcome attention of others of your
b Do As The Supernatural Do: You can take an
Guide’s kind.
unnatural move from your Guide’s playbook (if they
Experience are a hunter). If they are a monster, choose a move
• Someone who shouldn’t know finds a clue about
Experience: bbbbb your relationship with your Guide.
from a suitable supernatural playbook. The Keeper
may offer you a custom move, instead.
Whenever you roll and get a total of 6 or less, or when a
move tells you to, mark an experience box.
Getting Started Fate Of Your Love Leveling Up
To make your Pararomantic, first pick a name. Then follow the There is a reason why your love with your Guide (the When you have filled all five experience boxes, you
instructions below to decide your look, ratings, fate, moves, supernatural being you have a connection with) is for- level up. Erase the marks and pick an improvement
gear, and your relationship. Finally, introduce yourself and pick bidden or doomed. Invent this reason or leave it to from the list below.
history.. the Keeper. Whenever you mark off a point of Luck,
Improvements
the truth of your love’s Fate slowly unfolds: mark off a
Pronouns: b Get +1 Charm, max +3
box in your Relationship Status track. When your last
b Get +1 Cool, max +2
Look, pick one from each list: point of Luck is used it becomes clear you cannot be
b Get +1 Sharp, max +2
• Friendly face, alluring face, laughing face, trustworthy face, together. Your Guide might even end up as an enemy,
b Get +1 Weird, max +2
average face, serious face, sensual face, face, __________ face. depending on how things go.
b Take another Pararomantic move
• Normal clothes, casual clothes, goth clothes, sporty clothes, Whenever you put yourself or somebody else in
b Take another Pararomantic move
street clothes, nerdy clothes, __________ clothes. serious danger in order to conceal the truth about you
b Gain an ally
Ratings, Pick one line: and your Guide, mark experience.
b Take a move from another playbook
b Charm+2, Cool+1, Sharp=0, Tough–1, Weird+1 Introductions b Take a move from another playbook
b Charm+2, Cool–1, Sharp+1, Tough+1, Weird=0 When you get here, wait for everyone to catch up so
b Charm+2, Cool+2, Sharp=0, Tough=0, Weird–1 After you have leveled up five times, you qualify for
you can do your introductions together.
b Charm+2, Cool+1, Sharp+1, Tough–1, Weird=0 advanced improvements in addition to these. They’re
Go around the group. On your turn, introduce your
b Charm+2, Cool=0, Sharp+2, Tough–1, Weird=0 below.
Pararomantic by name and look, and tell the group
Gear what they know about you. Advanced Improvements
Choose two of these normal things: b Get +1 to any rating, max +3.
History
b Shortbow (2-harm close concealable) b Change this hunter to a new type.
Go around the group again. When it’s your turn, pick
b Spear (2-harm hand/close) b Create a second hunter to play as well as this one.
one for each of the other hunters:
b Pocket knife (1-harm hand useful small) b Mark two of the basic moves as advanced.
• Your best friend in the world. You trust them
b A horse b Mark another two of the basic moves as advanced.
totally.
b A mule-drawn carriage b Retire this hunter to safety.
• You are blood-kin. Decide your exact relation-
b A boat b Take a second gift from your guide or add another
ship together.
property to an existing gift.
• Your ex. Ask them why you aren’t together
And choose one gift from your Guide. Whatever gift you choose, b Change your Guide, as you fall for another crea-
anymore.
it must be periodically recharged by interactions with your Guide. ture.
• Romantic entanglement, or fated to be romanti-
The gifts are: b Gain a second Guide. Track the relationship
cally entangled.
b Part of their body, e.g. a vial of blood, lock of hair, tears in a status tracks of both relationships separately.
• They know about some of your dark secrets, but
phial, fairy dust. It either helps you heal, or counts as a weak- Both Guides initially hate each other, but this
they’ve agreed to keep quiet about them. Tell
ness against a specific sort of monster. could change through play. All moves that
them what they know.
b Piece of jewelery, e.g. a golden ring, tribal pendant, silver applied to your original Guide can now apply to
• An old rivalry has turned into a tight friendship.
locket. It either provides 1-armour magic or protects you either one.
Ask them what (or who) you once fought over.
from the powers of a specific sort of monster. b Erase all the marks from the Relationship Status
• Mentor from another life. Ask them what they
b A memento of the time when they were human, e.g. a por- track.
taught you.
trait/photo from life, diary, favourite hat, doll, or lighter.
Provides +1 on bond abuse rolls.
b A strange or antique weapon, e.g. a family sword, ancient
staff, holy mace (2-harm hand messy). Additionally, add
“magic,” “silver,” “holy,” or “iron” to the weapon.
, Moves
You get all the basic moves, plus four Professional moves. And you get this one:
Experience
Experience: bbbbb
The Searcher
You get this one: fight some times. Whenever you suffer harm when
B First Encounter: One strange event started you you kick some ass or protect someone, you suffer
down this path, sparking your need to discover the 1-harm less.
truth behind the unexplained. Decide what that b Fellow Believer: People understand you’ve also
known strangeness. Bystanders will talk to you about
CHARM
event was: pick a category below and take the associ-
• Manipulate Someone weird things they would not trust another hunter (or
ated move. Then tell everyone what happened to you
(or someone close to you). a mundane official) to believe.
• Act Under Pressure
COoL • Help Out b Cryptid Sighting: You take note of any reports
of strange creatures. Whenever you first see a
b Guardian: You have a mystical ally (perhaps a spirit,
alien, or cryptid) who helps and defends you. Define
• Investigate a Mystery them, and their powers, with the Keeper’s agree-
SHARP
new type of creature, you may immediately ask
• Read a Bad Situation one of the investigate a mystery questions. ment. Their look is one of: invisible, an intangible
b Zone of Strangeness: Things are not fixed. You spirit thing, a weird creature, disguised as an animal,
• Kick Some Ass
TOUGH • Protect Someone
never need act under pressure when super-
natural forces alter the environment around
or disguised as a person.
b Just Another Day: When you have to act under
pressure due to a monster, phenomenon, or mysti-
WEIRD
you, and you get 2-armour against harm from
• Use Magic cal effect, you may roll +Weird instead of +Cool.
sudden changes to the laws of physics.
b Psychic Event: Your mind is awakened. You may b Network: You may gain an ally group of others who
act under pressure to use the sensitive weird had experiences similar to your first encounter—
Luck perhaps they’re a support group or hobbyist club.
Mark luck to change a roll to 12 or avoid all harm from move, or—if sensitive is your weird move—
empath. See page 21 of Tome of Mysteries. Detail up to five members with useful skills related
an injury. to what happened to them (none are up for fighting
b Higher power: Something looks out for you.
You start with an extra Luck. monsters).
Okay bbbbbbb Doomed
b Strange Dangers: You are always watching for b Ockham’s Broadsword: When you first encounter
Searcher Special: When you spend a point of Luck, your hazards. When you have no armour, you still something strange, you may ask the Keeper what sort
first encounter comes up in play. It could be a flashback, count as having 1-armour. of thing it is. They will tell you if it (or the cause) is:
new occurrence, or related event. b Abduction: They taught you hidden knowledge. natural, an unnatural creature, a weird phenomenon,
or a person. You gain +1 forward dealing with it.
Harm Gain +1 to any move when you research strange
b The Things I’ve Seen: When you encounter a crea-
When you reach 4 or more, mark unstable. or ancient secrets to do it.
b Cosmic Insight: You have encompassed the ture or phenomenon, you may declare that you have
Okay bbb|bbbb Dying soul of the universe. You never need to act seen it before. The Keeper may ask you some ques-
under pressure due to feelings of fear, despair, tions about that encounter, and will then tell you one
Unstable: b or isolation. useful fact you learned and one danger you need to
(Unstable injuries will worsen as time passes) watch out for (maybe right now).
Experience
Experience: bbbbb
The SpoOktacular
ability based on its style. Pick two of these:
Are you still with them? If so, how do you balance work b Put On A Show: You can entertain people so they
and monster hunting? If you left, why was that? feel joy and forget their troubles. Say what you do
Pick your show’s specialty: and roll +Charm if it’s pure performance or +Weird
I’ve traveled all over, pretty much everywhere b An Infernal Power: A Big Bad operated the if you add a pinch of magic. On a 10+ the audience
you can make a dollar. I’ve made people happy, Show for evil purposes. You signed the contract– is transported and happy. Troubles and trauma are
and I guess annoyed a few. But everywhere you take a three-box infernal favour track. Spend eased in their minds, for a good while. On a 7-9 pick
go has monsters–this show included. these as if they were Luck points. The Big Bad one: the effect just lasts a little while, or the regular
may restore these points when they wish, but time but there’s a ruckus when you’re done.
The SpOoky
b Telepathy: You can read people’s thoughts and put b Tune In: You can attune your mind to a monster
words in their mind. This can allow you to inves- or minion. Roll +Weird. On a 10+, hold 3. On a 7-9,
tigate a mystery or read a bad situation without hold 1. On a miss, the monster becomes aware of
needing to actually talk. You can also manipulate you. Spend one hold to ask the Keeper one of the fol-
I can do things, things that normal people can’t. someone without speaking. You still roll moves as lowing questions, and gain +1 ongoing while acting
But there’s a price—I haven’t paid it in full, yet, normal, except people will not expect the weirdness on the answers:
but the bill’s gonna come due soon. It’s best I don’t of your mental communication. • Where is the creature right now?
tell you any more. You get too close, you’ll get hurt. b Hex: When you cast a spell (with use magic), as well • What is it planning to do right now?
as the normal effects, you may pick from the follow- • Who is it going to attack next?
CHARM • Manipulate Someone ing:
• The target contracts a disease.
• Who does it regard as the biggest threat?
• How can I attract its attention?
• Act Under Pressure
COoL • Help Out
• The target immediately suffers harm (2-harm
magic ignore-armour).
b The Big Whammy: You can use your powers to kick
some ass: roll +Weird instead of +Tough. The attack
• Investigate a Mystery • The target breaks something precious or has 2-harm close obvious ignore-armour. On a miss,
SHARP • Read a Bad Situation important.
b The Sight: You can see the invisible, especially spirits
you’ll get a magical backlash.
b Jinx: You can encourage coincidences to occur, the
• Kick Some Ass
TOUGH • Protect Someone
and magical influences. You may communicate with
(maybe even make deals with) the spirits you see,
way you want. When you jinx a target, roll +Weird.
On a 10+ hold 2 and on a 7-9 hold 1. On a miss, the
and they give you more opportunities to spot clues Keeper holds 2 over you to be used in the same way.
WEIRD • Use Magic when you investigate a mystery.
b Premonitions: At the start of each mystery, roll
Spend your hold to:
• Interfere with a hunter, giving them -1 forward.
Luck +Weird. On a 10+, you get a detailed vision of some- • Help a hunter, giving them +1 forward, by inter-
Mark luck to change a roll to 12 or avoid all harm from thing bad that is yet to happen. You take +1 forward fering with their enemy.
an injury. to prevent it coming true, and mark experience if you • Interfere with what a monster, minion, or
stop it. On a 7-9+ you get clouded images of some- bystander is trying to do.
Okay bbbbbbb Doomed
thing bad that is yet to happen: mark experience if • Inflict 1-harm on the target due to an accident.
Spooky special: As you mark off Luck boxes, your dark you stop it. On a miss, you get a vision of something • The target finds something you left for them.
side’s needs will get nastier. bad happening to you and the Keeper holds 3, to be • The target loses something that you will soon
spent one-for-one as penalties to rolls you make. find.
Harm b Hunches: When something bad is happening (or
When you reach 4 or more, mark unstable. Gear
just about to happen) somewhere that you aren’t,
You get two normal weapons and any magical items or
roll +Sharp. On a 10+ you knew where you needed
Okay bbb|bbbb Dying amulets that you use to invoke your powers.
to go, just in time to get there. On a 7-9, you get
Unstable: b there late—in time to intervene, but not prevent it Normal weapons (pick two):
(Unstable injuries will worsen as time passes) altogether. On a miss, you get there just in time to be b Axe (2-harm hand messy)
in trouble yourself. b Big knife (1-harm hand)
Experience b Crossbow (2-harm close quick reload)
b Shortbow (2-harm close concealable)
Experience: bbbbb
b Spear (2-harm hand/close)
Whenever you roll and get a total of 6 or less, or when a b Sword (2-harm hand)
move tells you to, mark an experience box.
Getting Started Introductions Leveling Up
To make your Spooky, first pick a name. Then follow the When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
instructions in this playbook to decide your look, ratings, can do your introductions together. up. Erase the marks and pick an improvement from the
moves, dark side and gear. Finally, introduce yourself and Go around the group. On your turn, introduce your following list:
pick history. Spooky by name and look, and tell the group what they
Improvements
know about you.
Pronouns: b Get +1 Weird, max +3
Look, pick one from each List: History b Get +1 Charm, max +2
Go around the group again. On your turn, pick one of b Get +1 Cool, max +2
• Kid, teen, adult, old, .
these for each hunter: b Get +1 Sharp, max +2
• Burning eyes, dark eyes, pained eyes, blank eyes,
• They taught you to control your powers, to the extent b Take another Spooky move
unblinking eyes, piercing eyes, shadowed eyes,
that you can control them at all. b Take another Spooky move
creepy eyes, __________ eyes.
• You are blood-kin. Decide together exactly what. b Change some, or all, your dark side tags
• Ratty clothes, casual clothes, goth clothes, neat
• You are married, or romantically involved. Decide b Get a mystical library, like the Expert’s haven option
clothes, nerdy clothes, __________ clothes.
between you the exact relationship. b Take a move from another playbook
Ratings, pick one line: • You’re old friends, and trust each other completely. b Take a move from another playbook
b Charm+1, Cool=0, Sharp+1, Tough-1, Weird+2 • You used your powers on them one time. Decide if
b Charm-1, Cool+1, Sharp=0, Tough+1, Weird+2 it was for selfish reasons or not, and tell them if they After you have leveled up five times, you qualify for
b Charm+2, Cool=0, Sharp-1, Tough-1, Weird+2 found out about it. advanced improvements in addition to these. They’re
b Charm=0, Cool-1, Sharp+1, Tough+1, Weird+2 • You’ve known each other some time, but since your below.
b Charm-1, Cool-1, Sharp+2, Tough=0, Weird+2 powers manifested, you keep them at a distance Advanced Improvements
The Dark Side emotionally. b Get +1 to any rating, max +3.
Your powers have an unsavory source, and sometimes • You hope they can help you control your powers. b Change this hunter to a new type.
you get tempted to do things you shouldn’t. These could • They saw you use your powers for selfish or vindic- b Create a second hunter to play as well as this one.
be orders from whatever granted your power, or urges tive reasons. Ask them who the victim was, and then b Mark two of the basic moves as advanced.
that bubble up from your subconscious. Something like tell them what you did. b Mark another two of the basic moves as advanced.
that. Whatever it is, it’s unsettling. b Retire this hunter to safety.
b You discover how to use your powers at a lower price.
Pick three tags for your dark side: Delete one dark side tag permanently.
b Violence b Mood swings b Get back one used Luck point.
b Depression b Rage
b Secrets b Self-destruction
b Lust b Greed for power
b Dark bargain b Poor impulse control
b Guilt b Hallucinations
b Soulless b Pain
b Addiction b Paranoia
The Wronged
You get all the basic moves plus three Wronged moves. You Pick one signature weapon and two practical weapons.
get this one: You have protective wear, suited to your look, worth
B I Know My Prey: You get +1 ongoing when know- 1-armour.
ingly investigating, pursuing or fighting the breed of If you want, you may take a trusted horse or a horse- or
They took my loved ones. Back then I wasn’t monster that caused your loss. mule-drawn carriage.
strong enough to fight, but I studied, trained, and
now I’m ready to cleanse the world of their taint. Then pick two of these: Signature Weapons, pick one:
I’ll kill them all. That’s all I have left. b Berserk: No matter how much harm you take, you b Enchanted dagger (2-harm hand magic)
can always keep going until the current fight is over. b Fighting knife (2-harm hand quiet)
During a fight, the Keeper may not use harm moves b Halberd (3-harm hand/close messy slow)
CHARM • Manipulate Someone
on you and you cannot die. When the fight ends, all b Huge sword or huge axe (3-harm hand messy heavy)
b Longbow (2-harm far)
harm takes effect as normal.
• Act Under Pressure
COoL • Help Out
b NEVER AGAIN: In combat, you may choose to
protect someone without rolling, as if you had
b Prototype rifle (3-harm far reload ignore-armour
volatile loud)
• Investigate a Mystery rolled a 10+, but you may not choose to “suffer little b Repeating crossbow (2-harm close quick reload
SHARP • Read a Bad Situation harm.”
b What Does Not Kill Me...: If you have suffered harm
unreliable)
b Specialist weapons for destroying your foes (e.g.
• Kick Some Ass
TOUGH • Protect Someone
in a fight, you gain +1 ongoing until the fight is over.
b Fervor: When you manipulate someone, roll
wooden stakes and mallet for vampires, silver
dagger for werewolves, etc.). 4-harm against the
+Tough instead of +Charm. specific creatures it targets, 1-harm otherwise, and
WEIRD • Use Magic b Safety First: You have jury-rigged extra protection
into your gear, giving you +1 armour (maximum
other tags by agreement with the Keeper
b Sword (2-harm hand) made from two special mate-
Luck 2-armour). rials at once
Mark luck to change a roll to 12 or avoid all harm from b DIY Surgery: When you do quick and dirty first
Practical weapons, pick two:
an injury. aid on someone (including yourself ), roll +Cool.
b Axe (2-harm hand messy)
On a 10+ it’s all good, it counts as normal first aid,
Okay bbbbbbb Doomed b Big knife (1-harm hand)
plus stabilize the injury and heal 1 harm. On a 7-9
b Brass knuckles (1-harm hand stealthy)
it counts as normal first aid, plus one of these, your
Wronged special: When you spend a point of Luck, you b Crossbow (2-harm close quick reload)
choice:
find a dangerous lead on your prey. b Prototype pistol (3-harm close reload ignore-ar-
• Stabilise the injury but the patient takes -1
mour volatile loud)
Harm forward.
b Shortbow (2-harm close concealable)
When you reach 4 or more, mark unstable. • Heal 1-harm and stabilise for now, but it will
b Spear (2-harm hand/close)
return as 2-harm and become unstable again
Okay bbb|bbbb Dying b Sword (2-harm hand)
later.
Unstable: b • Heal 1-harm and stabilise but the patient takes
(Unstable injuries will worsen as time passes) -1 ongoing until it’s fixed properly.
b Tools Matter: With your signature weapon (see
Experience your gear, below), you get +1 to kick some ass.
Experience: bbbbb