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Playbooks
Advanced. You begin play with all Basic abilities
foes.
associated with your playbook, and two Advanced
Vampire: A predator of the night, cursed with abilities. At the MC’s option, you may start with
undeath who must feed upon the blood of the more Advanced abilities if they want to run a
Once the group has some kind of idea of what
living. game with more experienced characters. As you
they want to play, each picks a Playbook. The play, you’ll get more Advanced abilities every few
playbooks tell you what kind of character you’ll Werewolf: Cursed with lycanthropy, a werewolf is
adventures.
be playing, and what they’re capable of. While always fighting for control with the vicious beast
multiple players can pick the same playbook, it’s within. While some playbooks list equipment, not all do.
highly discouraged – picking different playbooks This doesn’t mean that those characters are
ensures that each member of the group has their walking around without anything, though. All
specialties, and everyone gets their own chance in characters are assumed to have the basics – things
the spotlight. The playbooks are: like clothes, food, torches, rope, money, and the
like. Any sort of weaponry not listed is only
Champion: A devoted warrior who defends the capable of dealing 2 harm, and while any
innocent with an impenetrable armor and will. character can be wearing protective gear, if it’s not
Changeling: A faerie-touched wanderer who provided by a playbook provides no mechanical
carries the enchantments of the fey courts. benefit against the threats PCs will actually face.
Dreamer: A sorcerer whose mind is infected with Finally, each playbook comes with some
eldritch insights, and master of astral sorceries, quickplay backgrounds – use these if you’re
the magic of dreams and nightmares. having problems coming up with details on your
character, or just need to make a character fast for
Fiend: A redeemed demon who has to fight a one-shot game. These quickplay backgrounds
against their evil nature, while still commanding are just suggestions, and you shouldn’t feel
the full powers of hell. restricted by them.
Hunter: A seasoned monster slayer, who is a
peerless warrior that always has the tools needed.
Whispers: When you use the Convince move, ◯ Hidden Friends: Whenever you use the Battle move
you can give yourself -1 Forward to it to make the to draw a creature’s attention towards you and away
target forget their interaction with you, and think from another, those you are protecting are glamoured –
that they came to their desires on their own. they are completely forgotten by the creature you’re
dealing with as long as you’re still around and they don’t
attack the creature. Hidden allies get +1 Forward to their
next move against creatures ignoring them, but then
can’t benefit from Hidden Friends again that fight.
Monster hunting has become your life because: Resist Dark Magic
◯ of your need for revenge on the creatures that
killed your family. +2 Poke Around/Hunt
◯ your bloodline has always done so.
◯ it’s a living. Interview/Convince
Light Armor: You own a suit of light leather or silver) ◯ Mentor: Whenever you produce an item
mail armor that provides 1 armor when worn. ◯ iron throwing axes (3 harm, throwable, iron) through Tools of the Trade and give it to another
◯ a hidden dagger (3 harm, close, concealed, person, you also have another of that item – for
On the Trail: After using the Poke Around move
iron) yourself, or to hand out as well. In addition,
to ask a question about a monster, you gain +1
◯ an heirloom blade (3 harm, close, soulbound) whenever you gain +1 Forward for any reason, you
Forward to your next Hunt move against this
◯ a heavy torch (3 harm, close, fire) can instead choose to give it to another character,
monster. You cannot gain more than +1 Forward
◯ iron or silver ammo with the same restrictions and uses on the bonus.
against a single monster from this ability.
◯ a flaming emblem (warding tool),
◯ Reputation: You’re well known and
Signature Weapon: You begin play with a magical ◯ an iron emblem (warding tool),
experienced as a monster hunter – your Slayer
weapon. At your choice, it or its ammo is made of ◯ a silver emblem (warding tool)
bonus now applies to Convince or Interview
◯ a soulbound emblem (warding tool)
◯ iron or ◯ silver, and the weapon is either ◯ moves when getting bystanders to help against
flaming or ◯ soulbound. Choose one from the Advanced Abilities any monsters you’re a Slayer of, as well as Poke
list below: Around and Hunt moves against said monsters.
◯ Backup Weapon: Choose and gain a second
◯ Battle Axe or Claymore (4 harm, close) Signature Weapon. You own it, or your signature ◯ Slayer of Many: Choose an additional monster
◯ Chain Whip or Spear (4 harm, reach) weapon can transform into it with a flick of the type to be a Slayer of.
◯ Crossbow, longbow, or musket (4 harm, wrist. ◯ Stench of Evil: Whenever you use the
ranged)
◯ Bigger Bag: You can pull two more item from Interview move, you can spend a question to ask
Slayer: You have one type of monster you know a your Tools of the Trade a day. In addition, add the “Is the person I’m talking to a monster?”. If they’re
lot about – maybe they’re the ones you’ve following items to the list: ◯ poisoned knives (2 a type of monster you’re a Slayer of, you’re told
primarily trained against, maybe they killed your harm ignores armor, throwable, only vs living what type they are.
family and burned your village, or maybe just a creatures), ◯ oil flasks (2 harm, ranged, fire, target ◯ Unstoppable Pursuit: You gain +1 Forward to
touch of magic is in your bloodline compelling takes 1 harm ignores armor per action until put any Daring Action moves in order to chase, reach,
you against them. Choose one type of monster: out), ◯ a vial of distilled souls (makes a weapon or otherwise get to someone for you to fight, and
Abominations, Beasts, Demons, Fey, or Undead. soulbound for one scene), ◯ a vial of flaming oil you can always choose to suffer 1 Harm (ignores
You gain +1 Ongoing to your Knowledge, Lore, (makes a weapon flaming for one scene). armor) as the drawback from such a move. In
and Resist Dark Magic moves when used against
◯ Create Opening: You gain +1 Forward to your addition, your Slayer bonus applies on Daring
these creatures, and when you use Lore when
next Battle move against any creature you’ve Action when trying to reach one of your chosen
investigating these creatures, you get the answer
successfully warded away using a Resist Dark enemies.
to “What type of creature was it?” for free, without
spending a hold. In addition, choose one item Magic move, or successfully resisted the effects of ◯ Gain +1 Knowledge/Lore
from the Tools of the Trade list that’s relevant to a power from using Resist Dark Magic.
◯ Gain +1 Resist Dark Magic
that type – you always have it on hand. ◯ Magic in the Blood: Choose a sorcery type
attached to one of the monsters your Slayer ◯ Gain +1 Interview/Convince
Tools of the Trade: You have a bag of items you
can rely on. Twice per adventure, you can bonus is associated with; Astral (Abominations),
Necromancer
Character Name
The magic of life and death is a seductive path,
promising to defeat man’s greatest foe –
mortality. The quest for eternal life through
undeath draws many to the dark magic of
Player Name
necromancy, while others research it to prolong
the life of others, or try to bring back loved ones.
No matter the intention, necromancy slowly eats Harm: ◯◯◯◯◯◯◯◯◯◯
away at your soul, leaving its practitioners as
lifeless as the creatures they command. Bonus Moves
◯ Make Em Bleed: Whenever you use Battle to give ◯ Gain +1 Resist Dark Magic
your allies +1 Forward, you can also deliver a bleeding ◯ Gain +1 Poke Around/Hunt
wound. In addition to the normal effects, you deal 1
harm (ignores armor), gain +1 Ongoing to Hunt and
Poke Around moves involving them thanks to a blood
trail, and will be able to identify them even if they try to
disguise themselves or shapeshift if the wound is visible.
Werewolf list: