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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
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
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.
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.
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
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
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
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