You are on page 1of 23

Dreamer: A sorcerer whose mind is infected Each playbook is composed of the same parts.

It

Credits with eldritch insights, and master of astral


sorceries, the magic of dreams and nightmares.
lists Moves – which are available to everyone –
with your bonuses associated with each move.
Whenever you roll that Move, you get to add
Fiend: A redeemed demon who has to fight the bonuses listed for your playbooks. Some
Writing & Design by Michael “Karrius” Mazur. against their evil nature, while still Moves share the same bonuses, such as
commanding the full powers of hell. Knowledge and Lore.
Playbook art by Dreamweaver Druid. Hunter: A seasoned monster slayer, who is a
peerless warrior that always has the tools The playbooks also list abilities – Basic and
➢ https://dreamweaverdruid.tumblr.com needed. Advanced. You begin play with all Basic
abilities associated with your playbook, and
Necromancer: A master of the magic of death, two Advanced abilities. At the MC’s option, you
Layout & formatting by Goaty Goats. able to drain the life from their foes and may start with more Advanced abilities if they
command undead. want to run a game with more experienced
➢ https://goaty.neocities.org
Scholar: An always-prepared sage who is able characters. As you play, you’ll get more
to identify monster weaknesses, and carries all Advanced abilities every few adventures.

Playbooks
sorts of useful items.
While some playbooks list equipment, not all
Scoundrel: A former bandit or outlaw who do. This doesn’t mean that those characters are
fights against the darkness with cunning, dirty walking around without anything, though. All
tricks, and charm. characters are assumed to have the basics –
Once the group has some kind of idea of what things like clothes, food, torches, rope, money,
Warlock: A master of infernal magic, who has
they want to play, each picks a Playbook. The and the like. Any sort of weaponry not listed is
sold their soul for the power to incinerate their
playbooks tell you what kind of character you’ll only capable of dealing 2 harm, and while any
foes.
be playing, and what they’re capable of. While character can be wearing protective gear, if it’s
multiple players can pick the same playbook, Vampire: A predator of the night, cursed with not provided by a playbook provides no
it’s highly discouraged – picking different undeath who must feed upon the blood of the mechanical benefit against the threats PCs will
playbooks ensures that each member of the living. actually face.
group has their specialties, and everyone gets
their own chance in the spotlight. The Werewolf: Cursed with lycanthropy, a
werewolf is always fighting for control with the Finally, each playbook comes with some
playbooks are:
vicious beast within. quickplay backgrounds – use these if you’re
having problems coming up with details on
Champion: A devoted warrior who defends your character, or just need to make a character
the innocent and is guided by their strong fast for a one-shot game. These quickplay
beliefs. backgrounds are just suggestions, and you
Changeling: A faerie-touched wanderer who shouldn’t feel restricted by them.
carries the enchantments of the fey courts.
Champion CHARACTER NAME

Those that stand for truth and righteousness,


and are empowered by their strong belief in a PLAYER NAME
cause, place, or religion, have little to fear from HARM: 
the dark. Shunning subtlety and dishonesty,
they wade forward into battle to defeat the
forces of evil, and protect the innocent. And Bonus Moves
while faith is a mighty shield and justice a
powerful sword, being heavily armed and +2 Battle
armored helps, too.
Knowledge / Lore
QUICKPLAY BACKGROUND
+3 Resist Dark Magic
Your distinctive armor is:
Poke Around / Hunt
 a shining suit of plate.
 battered, worn, and patched together.
 a thick and fur lined leather coat, boots, and +2 Interview / Convince
hat.
Daring Action
You draw your strength of conviction from
your faith in: +0 Sorcery
 god and religion.
 your land and its people. Assign +1, +1, and +0 to the remaining
 the good that exists in all hearts. Moves.
 cold, hard steel.

You and another PC are tied together through:


 your shared faith or hometown.
 your guidance to them on the path of light.
 working together to save the same person.
ADVANCED ABILITIES  Leadership: You can direct your allies in

Champion  Authority: You have a granted authority,


their tasks, keeping them organized, motivated,
and inspired. Instead of using a combat or
investigation move, you can instead choose to
from church, crown, or law, and can get those lead your allies, giving them +1 Ongoing to all
under the same authority to aid you. At the
BASIC ABILITIES beginning of an adventure, roll your Convince
rolls until next turn.
move. On a 7-9, hold 1. On a 10-12, hold 2. On a
Heavily Armed and Armored: You own a 13+, hold 3. During the adventure, you can  Religious Training: You always have holy
suit of marvelous heavy armor (and possibly a spend a hold to find someone who obeys the water (2 harm ignores armor, throwable,
shield) which gives you 2 armor, as well as one same authority as you, and make a request of blessed, only vs undead and demons) and a holy
of the following weapons: them like you had rolled a Convince move with symbol (warding tool) on you. In addition, all
a result of 10. weapons you wield count as blessed.
 Battle axe or claymore (4 harm, close, iron)
 Spear (4 harm, reach, iron)  Shining Example: Whenever you succeed
 Short sword (3 harm, close, iron) and a  Center of Attention: Before rolling Hunt,
you may choose to make yourself the bait. If on a Resist Dark Magic roll to resist a
longbow, crossbow, or musket (4 harm, ranged) dangerous effect, or a Daring Action roll to
with iron ammo. you do, your allies get +1 Forward to their Hunt
rolls, but you can’t get a result higher than 7-9. avoid harm or perform a stunt, your allies gain
+1 Ongoing to accomplish that same task for
Protect the Weak: Whenever you use the the rest of the scene. They cannot gain more
Battle move to draw attention onto you, you  Guided by Conviction: When you make a than +1 Ongoing to the same effect from this
can choose to give an ally you’re protecting +1 Daring Action move in a way that does not ability.
Forward against the creature you’re fighting, or involve treachery, guile, deception, or surprise,
to reduce the next Harm you take from the you always set out whatever you wanted to
accomplish: rolling 6 or below is treated as a 7-  Stand Your Ground: Whenever a creature
creature by 1. deals harm to you, you deal +1 Harm the next
9.
time you damage said creature.
Turn Away Evil: Whenever you successfully
use Resist Dark Magic to ward away a creature,  Honest to a Fault: As long as you haven’t
lied to a bystander this mystery and intend to  Gain +1 Knowledge/Lore
you may choose to deal 1 Harm (ignores armor)
to that creature or gain +1 Forward against stay true to your word, you gain a +1 bonus to
your Interview and Convince moves.  Gain +1 Poke Around / Hunt
them.

 Mind Like An Empty Book: You’re good at  Gain +1 Daring Action


listening to others and respecting when they’re
right. When someone uses a Knowledge hold to
help you specifically, they gain +1 Forward to
their next Knowledge check. When you use the
Lore move alongside someone who has a higher
Lore bonus than you, you gain +1 Ongoing to
your Lore rolls.
Changeling CHARACTER NAME

The reach of the fey is subtle and insidious.


Some who wander into their lands return years PLAYER NAME
later, unchanged physically, but forever
touched. Other times, children are snatched HARM: 
from their cribs, with a faerie child left in their
place. Changelings are those who bridge the Bonus Moves
human and fey worlds in some way – be they
humans who entered faerie lands, or fey who
+2 Battle
have imprinted on human ones. They find
themselves with all of the charm of the fey, but
being between worlds as they are, forgettable Knowledge / Lore
by those around them.
Resist Dark Magic
QUICKPLAY BACKGROUND
+2 Poke Around / Hunt
Your fey heritage is obvious due to your:
 inky black eyes. +3 Interview / Convince
 long, pointed ears.
 supernatural beauty.
 unnatural hair color. Daring Action
 skin and hair that changes with the seasons.
+0 Sorcery
You became a wanderer:
 after escaping from the fey realms.
Assign +1, +1, and +0 to the remaining
 after your parents rejected you for your
heritage. Moves.
 because the wanderlust was too strong.
You joined up with the other heroes:
 because they were the only ones who seem
to be able to focus on you.
 because one of them took you in when
nobody else would.
 because misfits have to stick together.
 because you find yourself drawn to one, and
want to be close to them.
ADVANCED ABILITIES  Listen to the Wilds: You can speak to and

Changeling  Enchanting Voice: Your voice can take on an


enthralling quality. When you use Enchanting Voice,
understand animals, plants, and other natural
creatures. When you use the Interview move, you
can ask questions of them, and you can use
roll your Convince move. On a 6 or below, your use Convince to get both domesticated and wild animals
of magic is obvious, and enrages your victims. On a to do things for you.
BASIC ABILITIES 7-10, you can distract people or beast minions for as
long as you talk, but they’ll know they’ve been  Oathkeeper: You can swear an oath, and are
Forgotten Child: Whenever you use an tricked when it’s done. On a 10-12, you can distract granted great abilities to keep it. If you swear an
Investigation move, you can prevent anyone from people or beast minions and warriors for as long as oath to protect someone or something, you gain +1
remembering your presence – but they still react to you talk, and a few minutes after, with them being Forward on any roll used to directly keep them out
you in the moment. If you spend a hold from any none the wiser. On a 13+, your voice can lull people of harm’s way, and magically know whenever they
investigation move, you can also have your allies be and beast minions or warriors into a trance that is are in danger. If you swear an oath to kill a thing,
forgotten. This can be as selective as you’d like. only broken after hours, or until someone rouses you deal +1 Harm to said creature. If you abandon or
them. fail on your oath, you suffer -1 Ongoing to Resist
Hunter’s Tools: You own one of the following Dark Magic, Convince, and Sorcery until the end of
 Faerie Skin: Your skin is tough, and can turn the adventure. You can swear one oath each
weapon sets, and a suit of light armor worth 1 aside the claws and teeth of sharp beasts. Gain 1
armor. adventure.
armor that is ignored by iron.

 A longbow or crossbow (4 harm, ranged) with  Fey Kinship: You gain +2 to Resist Dark Magic  Rules of the Court: You have sworn to the rules
silver arrows; and a short sword or woodcutters’ axe rolls to resist the magic of, but not ward against, all of the faerie courts, knowingly or not. Gain +1
(3 harm, close, iron) fey creatures, as well as +1 to Hunt rolls in any Ongoing to Convince when you are telling the truth
 A spear (4 harm, reach, silver); and throwing natural settings. or using misleading wordplay and deceiving while
knives or axes (3 harm, throwable, iron) not lying. As long as you do not lie, you can tell
 Finder of the Lost: You cannot be affected by when someone is lying to you – if you do end up
magic and glamours that keep you from noticing lying, you lose the benefits of this ability and suffer
Unnoticed: Your presence is hard for other something or someone. Add the following questions -1 Ongoing to Convince until the end of the
creatures to focus on. Beasts, Fiends, and Humans to your Poke Around and Interview moves – Poke adventure.
will never attack you unless you make a motion to Around tied to a specific area, Interview about a
attack them or take something of theirs first. When person or people:
you enter a fight with such creatures, you gain +1  Touch of Magic: Choose one type of magic:
➢ What was lost here – physical or metaphorical? Astral, Infernal, and Necromancy. Your sorcery
Forward to your first Battle roll against them, as if ➢ What are people’s unfulfilled wishes?
you had ambushed them. bonus with that type of magic increases to +2. You
➢ What do people regret is gone from here? know two combat spells from that school of magic,
 Hidden Friends: Whenever you use Battle to and once per adventure you can produce a ritual
Whispers: When you use the Convince move, you magic spell without the help of any scroll or outside
can give yourself -1 Forward to it to make the target draw a creature’s attention towards you and away
from another, those you are protecting are source.
forget their interaction with you, and think that they
came to their desires on their own. glamoured – they are completely forgotten by the
creature you’re dealing with as long as you’re still  Gain +1 Knowledge/Lore.
around and they don’t attack the creature. Hidden
allies get +1 Forward to their next roll against  Gain +1 Daring Action.
creatures ignoring them, but then can’t benefit from
Hidden Friends again that fight.
 Gain +1 Resist Dark Magic.
Dreamer CHARACTER NAME

The sleepers from beyond the stars, under the


waters, and within the earth speak to many PLAYER NAME
unfortunate. They whisper in their dreams, HARM: 
invade their thoughts, and bring unwanted
insights. These unbidden secrets can be
mastered, and astral sorceries flow through the Bonus Moves
recipients like waves through the ocean. But
while the waves can be harnessed, they change Battle
what they touch, and the Dreamer’s mind is
never left unscarred. +2 Knowledge / Lore
QUICKPLAY BACKGROUND +2 Resist Dark Magic
People are unsettled by you because of your
Poke Around / Hunt
habit of:
 never blinking.
 taking raspy, gurgling breaths. Interview / Convince
 chanting in your sleep.
 bleeding black oil. Daring Action
The sleepers have a connection to you because:
 you came too close to where they slumber. +1 Sorcery
 you meddled in magics that should not be
touched. +3 Astral Magic
 they were drawn to you by your art.
Despite your oddities, the other heroes work Assign +1, +1, and +0 to the remaining
with you because: Moves.
 they knew you before your changes.
 you’re convinced they can help you silence
the voices.
 you’ve proven your reliability in saving
others.
 few know more about monsters than you do.
ADVANCED ABILITIES clear mental image of. Roll your Astral Magic. On a

Dreamer  Forbidden Knowledge: Whenever you roll for


6 or below, that person has a dream about you, and
grows suspicious. On a 7-12, you can implant an idea
in their mind, that they’ll carry out until they’re in
the Knowledge or Lore move, you can choose to tap obvious great risk. On a 13 or above, they’ll carry
into forbidden knowledge. When you do, gain an out the implanted idea with fanatical dedication. If
BASIC ABILITIES extra hold – or two extra holds if you roll 13+. When you roll 9 or less, you also suffer a ritual sorcery
you use this, you suffer -1 Ongoing to Resist Dark drawback.
Magic until you’ve had time to rest.
Commune: You can slip into the world of dreams,  Sorcerous Savant: Choose Infernal or
and feel out the creatures living here. As an Necromantic sorcery. Your sorcery bonus with that
Investigation move, roll Astral Magic, and ask  Lead the Faithful: When you use a hold from
type of magic increases to +2. You know two combat
questions from the following list as normal: the Knowledge move to increase harm dealt to a
spells from that school of magic, and once per
monster, the attacks of you and any bystanders
adventure you can produce a ritual magic spell
you’re fighting deal +1 Harm and don’t count as the
➢ What evils are slumbering here? without the help of any scroll or outside source.
“next attack” for the purpose of the bonus’s
➢ What major events have happened here?
duration. In addition, whenever you use a hold from  Twisted Flesh: Your body seethes with twisted
➢ What emotions and fears are heavy here?
the Knowledge move to give your allies a bonus to growths underneath the surface. You gain one armor
➢ What is the geography and terrain of the
Resist Dark Magic, all bystanders you’re fighting against physical blows like swords and claws, but is
surrounding area and structures?
with are immune to the effect. ignored by any weapon that’s flaming or any other
source of damage. Whenever a creature deals
Astral Sorcerer: You know all astral combat damage to you by consuming part of you in some
 Lingering Aura: When you use Commune, you
sorcery, and if you want to cast an astral ritual way – biting, blood draining, soul stealing, or the
can focus on an object instead of an area, and ask
sorcery, you know it and don’t need to find it like – it suffers one harm that ignores armor.
the following questions:
written down.
 Whispers of the Sleeper: At the beginning of
➢ Who owned this last? each day, and whenever you take the Patch Up
Touched by Another World: Choose a mutation
➢ Who handled this, since the past full moon? move, you can listen to the whispers of the sleeper,
from the following list. Every three Advanced
➢ What owner had the deepest connection? choosing one of the following benefits: heal an
Abilities you choose, you can choose another.
➢ When and why did it change hands? additional Harm; gain +1 to Resist Dark Magic until
➢ What was this used for, or on? you cast a spell; gain +1 Forward to your next
 See in total darkness.
investigation move.
 Breathe underwater and swim perfectly.
 Lure of the Moon: Your magic is tied to the
 Ignore all poisons, sickness, disease, and  Zeal of Devotion: When making a Battle or
phases of the moon. During the night of a full moon,
corruption. Daring Action move, you may add up to +3 Forward.
you ignore Combat Spell and Ritual Sorcery
 Have no need to sleep. You then take -1 Ongoing to all Sorcery moves until
drawbacks for all your spells – although your allies
 Be able to eat any organic material, no matter you’ve rolled under 10 a number of times equal to
do not, even when participating in a ritual with you.
how spoiled, rotten, or poisoned. the bonus Forward you took. You cannot use this
During the night of a new moon, you suffer a -1
Ongoing to all Sorcery rolls. During any other night, ability if you are already suffering the Ongoing
you only suffer from the first combat sorcery penalty from it.
drawback each scene.  Gain +1 to Daring Action.
 Gain +1 to Poke Around / Hunt.
 Misguided Dreams: You can enter a trance, and
 Gain +1 to Interview/Convince.
slip into the dreams of someone who you have a
Fiend CHARACTER NAME

Not all demons are bad. For whatever reason,


some of them turn out good.. Maybe they were PLAYER NAME
summoned and raised by humans as a baby, HARM: 
they’re a human possessed by a fiend, found
love with a mortal, or just never got into that
evil thing in the first place. Now, they bring Bonus Moves
hellfire and damnation to the side of good,
while struggling against their dark nature. Battle

QUICKPLAY BACKGROUND +0 Knowledge / Lore

Your demonic heritage is obvious from your: +1 Resist Dark Magic


 oddly colored skin.
 hooves and tail. +1 Poke Around / Hunt
 thick horns.
Interview / Convince
You strayed from the path of evil due to:
 being raised by humans since you were Daring Action
young.
 falling in love with a mortal.
 witnessing a great tragedy.
+0 Sorcery
 never having the heart for evil anyway.
+2 Infernal Sorcery
The other PCs met you when:
 they suspected you of being a monster to Assign +1, +1, and +0 to the remaining
hunt. Moves.
 you saved them from another demon.
 you worked together as parts of the same
organization.
ADVANCED ABILITIES  Smell of Fear: Add the following questions to

Fiend  Brooding: Sometimes, you just need to stay


your Interview list. When you roll at least 7+ on an
Interview move, you may ask one of them for free:

alone, and brood on your dark heritage – but you’ll ➢ What do the people here fear the most?
always show up when needed. For an investigation ➢ What can I do to get people here to fear me?
BASIC ABILITIES action, you can instead choose to Brood. Doing so ➢ What do the people trust, that soothe their fear?
allows you to give any one ally of your choice a +1
Forward to their Investigation move after they roll
Against Your Nature: Whenever you spend a  Thickened Skin: Your skin has thickened,
the dice, as you were there helping all along.
combat action putting yourself in harms way to becoming even tougher – possibly with a change of
Alternatively, if someone gets into trouble during
defend another while dealing no harm to other color. You gain an additional armor that is ignored
the investigation, you can show up and get +1
creatures, gain +1 Forward to your next move. by blessed weapons, but your demonic nature is
Forward to your first move to help them out of it.
Whenever you roll Convince and act generously and always apparent to bystanders.
honestly to the other side when you didn’t need to,
heal 1 Harm.  Damn Charming: Despite – or maybe because of
– your appearance, you have a certain allure. You  Unnatural Aura: You give off an aura of ill ease
can spend a hold from the Interview move to get that keeps Beast, Demon, and Fey Minions from
Demon’s Skin: You have 1 armor that is ignored by approaching or attacking you, unless you attack
someone to perform a favor, so long as it doesn’t
blessed weapons. You cannot be harmed by non- them first. You can also ward away Beasts as if using
place them in danger that they’re aware of. When
magical fire or ice, and aren’t bother by extreme Resist Dark Magic, but by rolling your Infernal
you roll Convince, you can always offer a favor later
temperatures. Sorcery bonus instead.
as payment. While you can skip out on the favor,
you won’t be able to use Convince on that target or
Hellborne Magic: You know all infernal combat those they tell until you make good.  Wings: You grow large wings that let you fly,
sorcery, and once per adventure can produce a ritual glide, and hover as fast as you can run or walk.
magic spell without the help of any scroll or outside
 Devour Essence: You can feed on the souls of the
source.
fallen. Whenever you kill a living creature, or at the  Gain +1 to Knowledge / Lore
end of a fight in which people died, gain 1 hold that
Infernal Weapons: You have some form of natural can be spent immediately or after the fight to either  Gain +1 to Resist Dark Magic
weaponry that you can have burst into flames: ask any question from any of the investigation
claws, heavy fists, horns, spikes, etc. These count as moves that the creature’s knowledge would help
a weapon with (4 harm, close, flaming).  Gain +1 to Poke Around / Hunt
answer or to heal 1 harm.

 Driven by Shame: You’ve learned to turn your


own shame into a driving force. Whenever you roll 6
or below for any move, you gain +1 Ongoing to all
moves until you roll a 10+.

 Fury: Whenever a creature inflicts harm on you,


or two or more harm on an ally, you get +1 Forward
to your next move against it – but that move must
inflict harm back if possible.
Hunter CHARACTER NAME

There are many who wander as expert monster


hunters. They’ve learned every trick for PLAYER NAME
tracking all sorts of creatures down and putting HARM: 
them to rest. Chances are they’ve had some sort
of terrible run-in that set them down this path,
and there’s always older hunters willing to Bonus Moves
mentor the next generation. Maybe it’s even in
their blood. +3 Battle

QUICKPLAY BACKGROUND Knowledge / Lore

Your hunter’s outfit is: Resist Dark Magic


 a long cloak stained with mud.
 a nobleman’s outfit, worn from the road. +2 Poke Around / Hunt
 a cuirass and armored skirt.
Interview / Convince
Monster hunting has become your life because:
 of your need for revenge on the creatures +2 Daring Action
that killed your family.
 your bloodline has always done so.
 it’s a living.
+0 Sorcery

You joined up with the other hunters because: Assign +1, +1, and +0 to the remaining
 you shared the same mentor. Moves.
 you taught one the art of the hunt.
 you saved one from a monster attack.
 your families have always worked together.
 you worked together to hunt the same
monster.
 you mistakenly thought one was a monster
you needed to kill.
Tools of the Trade: You have a bag of items you  Mentor: Whenever you produce an item through

Hunter can rely on. Twice per adventure, you can produce
any item on this list. Anything that comes in
multiples (like arrows or throwing daggers) is
Tools of the Trade and give it to another person, you
also have another of that item – for yourself, or to
hand out as well. In addition, whenever you gain +1
enough for one person to keep on-hand and keep Forward, you can instead choose to give it to
using: another character, with the same restrictions and
BASIC ABILITIES  silver throwing knives (3 harm, throwable, silver),
uses on the bonus.
 iron throwing axes (3 harm, throwable, iron),
Light armor: You own a suit of light leather or mail  a hidden dagger (3 harm, close, concealed, iron),  Magic in the Blood: Choose a sorcery type
armor that provides 1 armor when worn.  a heavy torch (3 harm, close, fire), attached to one of the monsters your Slayer bonus is
 vials of holy water (2 harm ignores armor, associated with; Astral (Abominations), Infernal
On the Trail: After using the Poke Around move to throwable, blessed, only vs undead and demons), (Demons), or Necromancy (Undead), or for Fey, any.
ask a question about a monster, you gain +1 Forward  iron or silver ammo, Your bonus to cast Sorcery spells of that type is now
to your next Hunt move against this monster. You  an iron horseshoe (warding tool), +2, and you can use your Tools of the Trade to
cannot gain more than +1 Forward against a single  a holy symbol (warding tool). produce a combat spell scroll or ritual spell scroll for
monster from this ability. that school.

Signature Weapon: You begin play with a magical


ADVANCED ABILITIES  Reputation: You’re well known and experienced
weapon. At your choice, it or its ammo is also made as a monster hunter – your Slayer bonus now
of  iron or  silver, and the weapon is either  Backup Weapon: Choose and gain a second applies to Convince or Interview rolls when getting
 blessed or  flaming. Choose one from the list Signature Weapon. You own it, or your signature bystanders to help against any monsters you’re a
below: weapon can transform into it with a flick of the Slayer of, as well as Poke Around and Hunt moves
wrist. against said monsters.
 Battle Axe or Claymore (4 harm, close)
 Chain Whip or Spear (4 harm, reach)  Bigger Bag: You can pull two more item from  Stench of Evil: Whenever you use the Interview
 Crossbow, longbow, or musket (4 harm, ranged) your Tools of the Trade a day. In addition, add the move, you can spend a question to ask “Is the person
following items to the list:  poisoned knives (2 I’m talking to a monster?”. If they’re a type of
harm ignores armor, throwable, only vs living monster you’re a Slayer of, you’re told what type
Slayer: You have one type of monster you know a they are.
lot about – maybe they’re the ones you’ve primarily creatures),  oil flasks (2 harm, ranged, fire, target
trained against, maybe they killed your family and takes 1 harm ignores armor per turn until put out),
burned your village, or maybe just a touch of magic  a vial of anointing oil (makes a weapon blessed  Unstoppable Pursuit: You gain a +1 bonus on
is in your bloodline compelling you against them. for one scene),  a vial of flaming oil (makes a any Daring Actions in order to chase, reach, or
Choose one type of monster: Abominations, Beasts, weapon flaming for one scene). otherwise get to someone for you to fight, and you
Demons, Fey, or Undead. Your Knowledge, Lore, and suffer 1 less Harm from any drawbacks of these
Resist Dark Magic moves increase by +1 when used  Create Opening: You gain +1 Forward to your Daring Actions. In addition, your Slayer bonus
against these creatures, and when you use Lore next Battle move against any creature you’ve applies on Daring Action when trying to reach one
when investigating these creatures, you get the successfully warded away with Resist Dark Magic. of your chosen enemies.
answer to “What type of creature was it?” for free,
without spending a hold. In addition, choose one  Slayer of Many: Choose an additional monster  Gain +1 Knowledge/Lore
item from the Tools of the Trade list that’s relevant type to be a Slayer of.
to that type – you always have it on hand.  Gain +1 Resist Dark Magic
 Gain +1 Interview/Convince
Necromancer CHARACTER NAME

The magic of life and death is a seductive path,


promising to defeat man’s greatest foe – PLAYER NAME
mortality. The quest for eternal life through HARM: 
undeath draws many to the dark magic of
necromancy, while others research it to prolong
the life of others, or try to bring back loved Bonus Moves
ones. No matter the intention, necromancy
slowly eats away at your soul, leaving its Battle
practitioners as lifeless as the creatures they
command. +2 Knowledge / Lore

QUICKPLAY BACKGROUND +2 Resist Dark Magic

Death follows you, and is obvious by your: Poke Around / Hunt


 dark, dramatic clothing.
 pale, lifeless skin. Interview / Convince
 total lack of body heat.
Daring Action
You first delved into the dark arts:
 because you were allured by its forbidden
nature.
+1 Sorcery
 to try to resurrect someone important to you.
 to better understand and fight undead +3 Necromantic Sorcery
horrors.
 to seek eternal life. Assign +1, +1, and +0 to the remaining
Moves.
The other heroes work with you:
 after you used your magic to save the life of
an innocent.
 because you pursue the same research, and
just took it further.
 after needing your help to put an unruly
spirit to rest.
ADVANCED ABILITIES  Death Sight: You can see the ebb and flow of life

Necromancer  Bind Soul: When a creature dies near you, you


and death.. Add the following questions to you Lore
move list. When you roll at least a 7+ on a Lore
move, you may ask one of them for free:
can choose to trap its soul into a talisman of your
own making. When you have that talisman with ➢ Who or what’s blood (or body part) is this, and
BASIC ABILITIES you, you can interrogate the soul to use Interview or are they still alive?
Lore to learn anything the soul would know. If you ➢ When and how did this person die?
spend an entire night in a ritual, the soul becomes ➢ What was the last thing this person experienced
Command Undead: You may attempt to command
permanently trapped. Otherwise, it is released the before they died?
unintelligent undead. As a combat action, roll your
next time you bind a soul. ➢ Is this person or creature undead?
Necromantic Magic move. On a 6 or below you
attract the attention of the undead, who instead
come for you. On a 7-9, you can get unintelligent  Blood Sacrifice: Using your own blood as a ritual  Dread Medic: Whenever you heal your own
undead minions to momentarily halt. On a 10-12, component, you can empower your spells. If harm through Necromantic sorcery, you may instead
you can get unintelligent undead warriors to halt, or everyone participating in a ritual with you suffers 1 heal a nearby ally. If you do not change the target
unintelligent minions to fight for you for a turn. On Harm (ignoring armor), you can ignore one of the you’re healing through sorcery (be it yourself or
a 13+, monstrous warriors will fight for you for a ritual’s requirements of your choice. When you cast another), heal an additional harm.
turn, and minions fall under your command for the a sorcery that deals damage, you can choose to
rest of the scene. You can keep using this move on suffer 1 Harm to deal an additional 2 Harm.
 Essence Focus: If you have a body part
the same undead until you roll 6 or below, after
(including hair, blood, or the like) belonging to a
which they become immune until you rest. You can  Curse Master: Whenever you use a Ritual creature, you can use it to channel your magic. You
only affect a close handful of undead each time you Sorcery to place a curse, hex, or the like on another can target that creature with your spells, even if you
use it. creature, you can ignore one of the ritual can’t see them, as long as they’re nearby. In
requirements. Whenever you use a combat sorcery addition, you gain +1 Ongoing to Hunt rolls against
To Know Death: Whenever a non-minion to give a creature any kind of non-harm penalty, creatures you have a body part to.
creature dies near you, you gain a Knowledge that penalty lasts for twice as long.
hold that can only be spent against creatures of  Sorcerous Savant: Choose Astral or Infernal
a similar type (abomination, beast, demon, fey,  Dark Life: You have completed your sorcery. Your sorcery bonus with that type of magic
undead, or human). transformation into one of the undead. You gain a +2 increases to +2. You know two combat spells from
bonus to Resist Dark Magic, but can no longer ward that school of magic, and once per adventure you
against any creatures. Unintelligent undead will not can produce a ritual magic spell without the help of
Necromantic Sorcerer: You know all attack you except in self-defense, or unless explicitly any scroll or outside source.
necromantic combat sorcery, and if you want to commanded to by their controller. You count as
cast a necromantic ritual sorcery, you know it undead, and no longer need to eat, drink, sleep, or
and don’t need to find it written down. breathe, but still heal normally.  Gain +1 to Poke Around / Hunt.

 Reaper: You gain +2 Ongoing to the Battle move,  Gain +1 to Interview / Convince.
but if you use the bonus you must choose to deal
harm. You also get a heavy weapon – a battle axe,  Gain +1 to Daring Action.
claymore, or scythe (4 harm, close, iron).
Scholar CHARACTER NAME

Knowledge is one of the greatest weapons


against the darkness, and some wield it as their PLAYER NAME
sword. Educated students, priests, and even
former cultist all have turned their hard HARM: 
studying into a way to fight horrors
intellectually when they can’t physically. Their Bonus Moves
knowledge is an invaluable resource – as are all
the tools and equipment they carry, and the bits
+0 Battle
of magic they dabble in.
+3 Knowledge / Lore
QUICKPLAY BACKGROUND
Resist Dark Magic
Your clothes speak to who you are. You wear:
 a fancy scholar’s outfit, dirtied from the road.
Poke Around / Hunt
 a scholar’s outfit, perfectly maintained and
pressed.
 practical, smart traveling gear. Interview / Convince
 unassuming religious robes.
 a hooded cowl. Daring Action

You’ve learned all you know from: +0 Sorcery


 studying in the top universities
 being mentored by a skilled monster hunter Assign +2, +1, +1, and +0 to the
 as part of your priestly duties remaining Moves.
 hands on experience and curiosity
 being a part of a cult.

You first met the other PCs:


 when they were investigating near you, and
you had something they needed.
 when you helped educate one.
 when you were assigned to them from the
same group.
ADVANCED ABILITIES  Just a Scholar!: You know how to make

Scholar  Always Prepared: You may use your Bag of


yourself look harmless. You can spend a hold
from a Knowledge roll to have an enemy’s
attention redirected from you to elsewhere –
Supplies an additional 3 times every adventure, you don’t get to choose where.
In addition, you may spend 2 uses of your Bag
BASIC ABILITIES of Supplies to have any item at all you can
 Necromantic Dabbling: Your sorcery bonus
think of that’s reasonable for you to be carrying
Bag of Supplies: You have a bag of items you with Necromantic magic increases to +2. You
around.
can rely on for every conceivable situation. Five know two combat spells from that school of
times per adventure, you can produce any item magic, and once per adventure you can produce
 Astral Dabbling: Your sorcery bonus with a ritual magic spell without the help of any
on this list. Anything that comes in multiples is Astral Magic increases to +2. You know two
enough for one person to keep on-hand and scroll or outside source.
combat spells from that school of magic, and
keep using: once per adventure you can produce a ritual
 Plenty to Go Around: Whenever you
 vials of holy water (2 harm ignores armor, magic spell without the help of any scroll or
produce an item from your Bag of Supplies, you
throwable, blessed, only vs undead and outside source.
can spend an addition use of it to provide
demons), enough of that item for the entire party of
 an iron horseshoe (warding tool),  Bumbling: Whenever you suffer a drawback heroes.
 a holy symbol (warding tool), from Daring Action, you can always choose to
 a heavy torch (3 harm, close, fire), lose one use from your Bag of Supplies, or lose
 Gain +1 to a Move or pair of linked Moves
 a silver dagger (3 harm, close, concealed, or break an item you’ve already pulled from it
that are at +0 or +1 currently.
silver), as your penalty.
 silver or iron ammo,
 Gain +1 to a Move or pair of linked Moves
 oil flasks (2 harm, ranged, fire, target takes 1  Dramatic Reveal: Whenever you produce
that are at +0 or +1 currently.
harm ignores armor per turn until put out), an item from your Bag of Supplies to
 a vial of anointing oil (makes a weapon immediately use, you gain +2 Forward to the
blessed for one scene), move to use it.  Gain +1 to a Move or pair of linked Moves
 a vial of flaming oil (makes a weapon flaming that are at +0 or +1 currently.
for one scene),  Light armor: You invest in a suit of light
 a scroll containing any ritual or combat leather or mail armor that provides 1 armor
sorcery. when worn.

Killer Curiosity: Whenever you put yourself  Infernal Dabbling: Your sorcery bonus with
in danger due to a need to investigate or learn Infernal magic increases to +2. You know two
something without the rest of the group to back combat spells from that school of magic, and
you up, gain 2 holds that last until the end of once per adventure you can produce a ritual
the adventure, or until they’re used. You can magic spell without the help of any scroll or
use these holds as per the Knowledge, Lore, or outside source.
Poke Around moves.
Scoundrel CHARACTER NAME

Some who fight against monsters weren’t


always the most heroic, even if you they PLAYER NAME
wouldn’t think of themselves that way – HARM: 
bandits, pirates, cutpurses, highwaymen, or the
like. But there’s always something more
dangerous lurking in the dark. One fateful Bonus Moves
encounter with a real monster is enough to
change anyone’s priorities to focusing on +2 Battle
making the night their own once again.
Knowledge / Lore
QUICKPLAY BACKGROUND
Resist Dark Magic
Your rough & rugged look is complemented by:
 a big scar across your face.
Poke Around / Hunt
 a bandanna and an open shirt.
 your blades on open display.
+2 Interview / Convince
You abandoned the criminal life after:
 someone you failed to mug gave you a +3 Daring Action
second chance.
 a robbery went tragically wrong. +0 Sorcery
 monsters attacked the people you cared
about. Assign +1, +1, and +0 to the remaining
Moves.
You met up with another hero when:
 you tried to steal from one of them.
 they called upon you having heard of your
fearsome reputation.
 you were with them at the wrong place,
wrong time.
 you sought them out to teach you the way of
the straight and narrow.
 they saved you when you got in over your
head.
 Criminal Lore: When investigating, if you roll at  Scoundrel’s Luck: Whenever you would suffer

Scoundrel least 7+ on any investigation move, you can ask one


of the following questions for free, and spend holds
from any investigation moves to ask more:
Harm, you may take -1 Forward to reduce that
Harm by 1 by rolling out of the way, putting
yourself into a bad position, or the like. If you use
this ability to negate Harm, you can’t use it again
BASIC ABILITIES ➢ What is the most expensive thing here? until you’ve lost the forward and regained your
footing.
➢ Were or are there any cheats, scams, or cons
Ambush Master: You gain a +1 Ongoing to Hunt taking place?
moves when you try to lay an ambush or trap. ➢ Is anyone here using a cover identity?  Sticky Fingers: Whenever you use the Poke
➢ How has this scene been tampered with? Around move and get at least one hold, you can ask
“What items have been hidden here” or “What’s here
Element of Surprise: Whenever you attack a target that might be useful” for free, and pocket it without
unaware of your presence or unaware that you’re a  Expose Weakness: When you damage an
opponent and have at least one Knowledge hold, you anyone noticing. In addition, if there’s something
threat, deal +2 Harm. from a previous scene you could have picked up, and
can ignore 1 point of that opponent’s armor (to a
minimum of 0) without spending the hold. An ally it turns out you need it later, you’ve been hiding it
Scoundrel’s Gear: You own a suit of light leather or can spend two Knowledge holds to give you one the entire time.
mail armor that provides 1 armor when worn, and Knowledge hold at any time.
you have a collection of light weapons, including  Who’s Side Are You On?: You gain +2 to Resist
throwing knives or axes (3 harm, throwable, iron), Dark Magic to not give into influences that would
and either:  Make Em Bleed: Whenever you use Battle to
throw your opponent off balance, you can also cause you to harm or betray your allies. However,
 a small crossbow or pistol (3 harm, ranged, deliver a bleeding wound. In addition to giving your you’re very good at pretending to have succumbed.
concealable) with iron ammo allies +1 Forward, you deal 1 harm (ignores armor), Whenever you try to pretend you’re betraying
 daggers (3 harm, close, concealed, iron) gain +1 Ongoing to Hunt and Poke Around rolls someone or that you’ve been incapacitated, magic or
involving them, and will be able to identify them not, you gain a +1 bonus to the Convince roll in
even if they try to disguise themselves or shapeshift order to make it look genuine, and get +1 Forward to
Slippery Bastard: Whenever you use the Battle a Battle roll against anyone who buys it, in addition
move and don’t choose to deal Harm, you suffer one if the wound is visible.
to being able to ambush them.
less Harm from any creatures until your next action.
 Reputation: You have a criminal reputation of
some kind. Gain +1 on Convince moves when you  Gain +1 Knowledge/Lore
ADVANCED ABILITIES use that reputation, and you may ask another
question when using Interview for free, but doing so  Gain +1 Resist Dark Magic
 Connections: Whenever you want some help will likely scare away who you’re talking to
and are in an environment that might have some of afterwards – and might draw the attention of local  Gain +1 Poke Around/Hunt
your old gang or other ruffians you can press into authorities.
service around, make a Convince roll. On a 6 or
below, you won’t get the help you need, and word  Risk Taker: When you roll a 10-12 on Daring
will get around. On a 7-9, you’ll get some basic Action, you can take a downside to also gain one of
supplies, no questions asked, or a guy or two to help the benefits you get from rolling 13+. You also can
you. On a 10-12, you can get some specialized only ever take a maximum of 1 harm from the
(illegal) help, or a couple of armed people who don’t downsides of your Daring Actions.
mind getting their hands dirty. On a 13+, you can
put together an entire gang, no problem.
Vampire CHARACTER NAME

Cursed with undeath, vampires require blood to


survive, and are driven to prey on others. Some PLAYER NAME
are strong enough to fight against this curse – HARM: 
or may have some help – and so retain some
essence of their humanity. They still feel the call
to feed, but fight against it, and use the dark Bonus Moves
powers granted to them as best they can.
+2 Battle
QUICKPLAY BACKGROUND
Knowledge / Lore
You are dressed in:
 a noble’s outfit, with long cloak, suiting your +0 Resist Dark Magic
old status.
 simple peasant garb, that you wore when you +1 Poke Around / Hunt
were attacked.
 a long hooded robe, to protect you from the +2 Interview / Convince
sun and hide your hideous visage.
Daring Action
The vampire who sired you:
 is dead – you saw to it.
 you have no knowledge of.
+0 Sorcery
 is out there somewhere, and you’ll find them.
 was killed by another one of the heroes, for +2 Necromantic Magic
which you’re thankful.
Assign +1, +1, and +0 to the remaining
You managed to fight against the curse and Moves.
retain your humanity because:
 you were born from a woman turned
vampire when pregnant.
 one of your parents was fully mortal.
 you were saved before you were made a
vampire fully.
 a powerful necromancer gave you a soul.
Fangs: You have a set of sharp fangs (3 harm, close)  Form of Mist: By spending a blood point, you

Vampire which can be used to drain blood from others.


Whenever you deal harm with your fangs, set your
blood points to be equal to the harm dealt (after
can shift into a cloud of mist, allowing you to fly
through the air and through tiny cracks. As a cloud
of mist, you can fly as fast as you can normally walk,
armor). If you’re trying to drink the blood of a cannot make any sort of attacks, and cannot be
willing or helpless creature, use Shared Blood, harmed except by fire.
BASIC ABILITIES instead.
 Hunt for Blood: You have learned how to hunt
Armaments: You own a suit of light leather or ADVANCED ABILITIES for wildlife to sate your hunger. As an investigation
move, roll your Hunt bonus, with +1 Ongoing if it’s
chain armor (1 armor) and one of:  Beast Form: By spending one blood point, you night. On a 6 or below you fail to find anything to
 a fine duelist’s sword (4 harm, close, iron) can shapeshift into a wolf or bat. As a wolf you gain drain. On a 7-9, you find small wildlife; set your
 a spear (4 harm, reach, iron) +1 ongoing to Poke Around and Hunt, and retain blood points to 2. On a 10-12, you managed to hunt
your fangs. As a bat, you can fly as fast as you can and consume a deer, or similar sized animal; set your
Blood Points: The curse of vampirism leaves you normally run, but cannot make any attacks. You blood points to 3. On a 13+, you gorge yourself on
craving the blood of the living, which drives and cannot speak, wear armor, or use most items and large prey; set your blood points to 4.
empowers you. You begin each adventure with 3 weapons in either form, but anything you carry
 Hypnotic Gaze: You can hypnotize creatures
blood points, which can be used on various abilities melds into your new form. Turning back into human
who look into your eyes, making them easy prey.
down to your minimum of 0. You can spend 1 blood form does not take any blood points.
When you use Hypnotic Gaze, roll your Convince
point to gain +1 Forward to any move. You cannot
 Blood of Life: You can draw upon your undeath move. On a 6 or below, your attempt to hypnotize
spend any blood points in direct sunlight, but may
to heal your wounds. You can spend 1 blood point to the target is obvious to them. On a 7-10, you can
do so in the shade or in a sunless room. If a move
recover 1 Harm. As a combat action, you can also hypnotize one person or beast minion for as long as
tells you to set your blood points to a specific value,
have others drink your blood, healing them 1 Harm you take no other actions. On a 10-12, you can
you only do so if your current blood points are
for each 1 Harm you suffer. distract one person or beast minion for several
lower. minutes after you stop focusing, or a warrior for as
 Cloak of the Night: The darkness surrounds and long as you take no other action. On a 13+, you lull a
Shared Blood: You can drain blood points from a protects you. Whenever you are completely isolated person or beast minion into a trance that is only
helpless or willing creature. Choose how much harm from the sun you gain 1 armor that is ignored by broken after several hours, or a warrior for several
you want to deal ahead of time – this damage blessed weapons. You can also see perfectly in even minutes. You gain +1 to Battle and Convince against
ignores armor. Set your blood points to be equal to the deepest darkness. creatures you’ve hypnotized. Any harm dealt to a
the amount of harm you deal. When you have no hypnotized warrior breaks the effect.
 Darkly Charming: You have a supernatural
blood points and use Shared Blood, you must declare
allure. Whenever you use the Interview move to get  Sanguine Strength: Whenever you have 2 or
how much you want to drink and then roll a move at
information out of someone, you get +1 Ongoing on more blood points, and spend a blood point to gain
no bonus. On 6 or below, you deal 2 more harm (and
Convince rolls against that person. You can use the +1 Forward, you instead get +1 Ongoing to that
gain 2 more blood points) than you intended. On a 7-
Convince move to convince people to let you drink move (and just that move) for the rest of the scene,
9, you deal 1 more Harm (and gain 1 more blood
their blood, and as long as you don’t kill them, or until your blood points drop below 2.
points) than you intended. On a 10 or above, you
they’ll find it pleasant enough to come back for
feed as you want.
more.  Gain +1 Knowledge/Lore.

Unholy Magic: You know all necromantic combat  Fangs Out: Whenever you attack an opponent  Gain +1 Poke Around/Hunt.
sorcery, and once per adventure can produce a ritual who is unaware of you, or you have a Forward to  Gain +1 Daring Action.
magic spell without the help of any scroll or outside your Battle move from an allies action, your fangs
source. improve to being 4 harm.
Warlock CHARACTER NAME

A seductive source of power, infernal magic


grants its users whatever they wish – as long as PLAYER NAME
what they wish is destructive. Warlocks have HARM: 
sold their soul for the ability to burn away all
their worries – and their soul. Some see it as a
necessary sacrifice to make in order to protect Bonus Moves
those they care about, and struggle not to slip
further. Others fight against their past, in hopes Battle
of redeeming themselves.
+2 Knowledge / Lore
QUICKPLAY BACKGROUND
+0 Resist Dark Magic
Try as you might to hide your sinister nature,
it’s always revealed by: Poke Around / Hunt
 the way your eyes glow.
 the smell of sulfur around you. +2 Interview / Convince
 a brand seared into your flesh.
Daring Action
You first pursued the dark arts:
 to obtain revenge on those who had wronged
you.
+1 Sorcery
 after being tempted by mortal pleasures.
 when you were indoctrinated into a cult. +3 Infernal Magic

You’ve sought out the other heroes to fight Assign +1, +1, and +0 to the remaining
alongside: Moves.
 because it’s the only way to get your soul
back.
 to continue your goal to see all monsters
burn.
 to make up for all that you’ve done.
ADVANCED ABILITIES  Prey on Guilt: When you roll at least 7+ on an

Warlock  Demonic Torture: You know just how to strike


Interview move, you may ask “What is this person
feel most guilty of?” for free. When you take
advantage of this to prey on their guilt, you gain +1
to make your foes hurt. Whenever you cause harm Ongoing to your Convince move.
to a creature, one ally of your choice gains +1
BASIC ABILITIES Forward to any move against it as the creature is  Sacrificial Expert: Gain +1 Ongoing to your
wracked with pain. Sacrifice move. In addition, you can choose to spend
Infernal Sorcerer: You know all infernal combat your Sacrifice holds to gain +1 Forward to any move,
sorcery, and if you want to cast an infernal ritual  Impromptu Offering: You have a ritual knife (3 but only one at a time (except for sorcery, as
sorcery, you know it and don’t need to find it harm, close, iron), that’s decorated in a macabre normal).
written down. way. Whenever you successfully kill a creature in
combat with it, or an ally benefiting from a forward  Sift Through the Ashes: Add the following
or bonus to harm that you have given them kills a questions to your Poke Around list. When you roll at
Sacrifice: You can gain magical power by sacrificing
creature in combat, you immediately gain a hold for least 7+ on a Poke Around move, you may ask one
to powerful demons. As you perform sacrifices, they
your Sacrifice ability that does not count as a of them for free:
grant you more power, but expect more and more
penalty to future Sacrifice moves.
from you. A sacrifice is an involved ritual, and takes
an investigation action to perform. Making a ➢ What was destroyed here?
sacrifice is a move with a bonus based on the value  Know Your Pain: The fastest way for you to get ➢ Why were things destroyed here?
of your sacrifice, as below: to know someone is to see them in pain. Whenever ➢ How long ago did this destruction happen?
you deal harm against a creature, the next time you
use the Knowledge move, you gain an additional
➢ Kill a living animal = +0 bonus  Soul of Cinders: You’ve sold your soul, or
hold only to use against knowledge gleaned from or
➢ Take and destroy someone’s property = +1 burned it away to get the power you crave. Your
about that creature.
bonus Resist Dark Magic bonus increases by +2 against
➢ Take and destroy an animal owned by another = resisting effects, but not against warding creatures,
+2 bonus  Metamorphosis: You can take on a demonic and you’re immune to any effects based on draining
➢ Take and destroy something precious and form for a short period of time. Roll your Infernal or stealing your soul.
irreplaceable to someone = +3 bonus Magic bonus. The transformation’s duration and
➢ Kill a living person = +4 bonus strength is based on your result, and you can choose
to end it at any time. When the transformation ends,  Sorcerous Savant: Choose Astral or Necromantic
you suffer a Ritual Sorcery drawback. On a 6-, your sorcery. Your sorcery bonus with that type of magic
If you roll 6 or below, the dark gods are displeased increases to +2. You know two combat spells from
spell fails, and you don’t have the energy to try
with your sacrifice, and you can’t make another that school of magic, and once per adventure you
again today. On a 7-10, you gain claws (4 harm,
sacrifice this adventure. On a 7-9, gain one hold. On can produce a ritual magic spell without the help of
close) and thick skin (1 armor) for the rest of the
a 10-12, gain two holds. On 13+, gain three holds. any scroll or outside source.
scene. On a 10+ you gain claws (4 harm, close,
Each hold can be used to give you +1 Forward to a
flaming) and thick skin (1 armor, cannot be hurt by
Sorcery roll, and you can use as many holds as you
nonmagical fire or ice) until the next sunset or  Gain +1 Battle.
want on a single roll. If you try to make multiple
sunrise. On a 13+, you no longer suffer a ritual
sacrifices in one adventure, you suffer a penalty
sorcery drawback.  Gain +1 Poke Around/Hunt.
equal to the total number of holds you’ve gained
from Sacrifice this adventure. Performing demonic
sacrifices is a dangerous thing, and should not be  Gain +1 Daring Action.
taken lightly.
Werewolf CHARACTER NAME

One of the most terrifying beasts of the night,


werewolves are creatures of bestial strength PLAYER NAME
and rage. Those infected with lycanthropy are HARM: 
doomed to forever be a danger to those around
them, ready to explode in a killing frenzy at a
moment’s notice. The strongest willed learn to Bonus Moves
fight back, eventually regaining some measure
of control. Still a danger to all those around +2 Battle
them, they seek to make sure those at risk for
being caught in their wrath are those who can Knowledge / Lore
handle it – and those who deserve it.
Resist Dark Magic
QUICKPLAY BACKGROUND
+2 Poke Around / Hunt
Your bestial nature is hinted at from:
 your body hair and sideburns.
 your odd nose and constant sniffing. Interview / Convince
 fangs that show when you smile.
 fingernails that grow back long no matter +1 Daring Action
how much you cut them.
The first time you transformed: +0 Sorcery
 was a tragedy you never want to speak of.
 was predicted and controlled, because you +2 Control
knew you were infected.
 someone showed up to stop you, and you Assign +1, +1, and +0 to the remaining
owe them everything. Moves.
You travel with the other heroes:
 because you’ve always been close friends.
 because they’re the only ones who accept
you.
 for redemption for all that you’ve done.
 because you know they can handle you at
your worst.
identity of creatures, or on the following questions whenever you shift into or out of Beast Form, you

Werewolf which are added to your Poke Around list:

➢ Who’s scents can I smell here?


heal 1 harm.

 Close Friends: You’ve formed close bonds with


➢ Where have I smelled this person’s scent those around you. Whenever you need to roll a
before? Control check, one of your friends can also roll a
BASIC ABILITIES Convince check to try to calm you down. On a 6 or
Scrounged Weapons: You’ve learned how to below, they become the target for your rage. On a 7-
Beast Form: When you shapeshift into your beast defend yourself with whatever you can get your 10, you get +1 Forward to your Control check. On a
form – either a large wolf, or bipedal hybrid form – hands on. With a bit of time, you can get your hands 10-12, you gain +2 Forward to your Control check.
you gain +1 Ongoing to Battle and Hunt, as well as on a woodcutter’s axe (3 harm, close, iron) or On a 12 or above, you treat your Control check as if
Daring Action for physical stunts focused on speed pitchfork (3 harm, reach, iron). you had rolled a 12.
or brute strength. You also gain claws and bite (5
harm, close), and 2 armor that is ignored by silver.  Memento: You have a precious item or memento
ADVANCED ABILITIES of some sort that helps you remember your human
Control: You have a special move, Control, used to side. When you hold or wear the memento, or an
keep yourself from changing into your beast form,  Anger Management: You no longer have to roll ally presents it to you to try to calm you down, you
and to force yourself to change back. Your Control Control when taking harm from a Daring Action gain +1 Ongoing to Control. If you lose or destroy
bonus starts at +2, but take a -1 Ongoing under a roll. In addition, you can channel your bestial the memento, you suffer -1 Ongoing to Control until
full moon and -1 Ongoing if you have 4 or more strength for great feats even in your normal form: you can replace it.
harm. Whenever you suffer harm, or the first time you get +1 Ongoing to physical stunts based on
each scene you’re exposed to the full moon, you strength or speed. This adds to the bonus from Beast  Rampage: Whenever you attack with your claws
must roll the Control move. On a 6 or below, you Form. or teeth, you can choose to have the results of your
transform into your beast form. On a 7-10, you hold Battle move effect all creatures within reach around
it back for now. On a 10+, you don’t need to roll  Animal Magnetism: You can understand the you, as if it had the (group) tag, except for one of
Control again for the rest of the scene. wants and needs of animals, allowing you to use your choice – this applies to both enemies and allies.
Convince to get both domesticated and wild animals
You can will yourself into your beast form at any to do things for you. When dealing with wolves or  Shred: Whenever you deal harm to a creature
time, and transform whenever you fail a Control dogs, you have +1 Ongoing to Convince checks. with armor using your claws and bite, its armor is
move. When in beast form, you lose control, going reduced by 1 against attacks that don’t bypass any of
on a rampage – you’ll start with attacking your  Beast Without: When not in beast form, you can its armor until the end of the scene. This ability
enemies (because you hate them the most!), but still manifest claws (4 harm, close), and are resistant cannot reduce a creature’s armor by more than 1.
given a lack of targets, you’ll go after your friends, to damage, gaining 1 armor that is ignored by silver,
too. Each turn, you can roll Control to try to turn as well as a +1 bonus to the Hunt move due to your  Gain +1 Knowledge/Lore.
back. On a 6-, you continue your rage. On a 7-10, sharpened senses. This is replaced by your Beast
you won’t attack people you don’t want to this turn, Form bonuses when you transform.
but will still smash everything around you. On a  Gain +1 Resist Dark Magic.
10+, you transform back.
 Break the Chains: Whenever you are in Beast  Gain +1 Interview/Convince.
Form, you ignore any attempts by enemies to
Keen Nose: Whenever you make a Poke Around magically influence your mind. Whenever someone
move, you get an extra hold that must be spent on a tries to magically influence you, you may choose to
question to identify the movements, number, or immediately shift into Beast Form. In addition,

You might also like