Monster of The Week Hunter Playbooks Consolidated 2025 1
Monster of The Week Hunter Playbooks Consolidated 2025 1
WEIRD • Use Magic b Computers and Electronics: When you access a secure
computer system or electronic device, or change what it
for danger, you are immune to all fear-based moves and
powers. You never need to act under pressure to resist
Luck does, roll +Cool. fear from any source.
Mark luck to change a roll to 12 or avoid all harm from • On a 10+, you get access, or change it (within the b The Doors of Perception: When you use psychological,
an injury. limits of the system). pharmacological, or meditation techniques to open your
• On a 7–9, either it takes extra time or something mind to transcendental knowledge, roll +Weird.
Okay bbbbbbb Doomed unexpected happens. • On a 10+, pick two effects.
Action scientist special: When you spend a point of Luck, • On a miss, it all goes wrong in the worst way possible. • On a 7–9, pick one effect but your mind and per-
you some gadget or machine near you will soon malfunc- b Violence: You may roll +Sharp to kick some ass instead ceptions are confused and foggy.
tion, break down, or explode (what exactly is up to the of +Tough. When you make a scientific attack, either do • On a miss, you get lost in altered states of conscious-
Keeper). +1 harm or take +1 forward. ness.
b Mechanics and Engineering: When you fix machinery, it Effects available:
Harm takes much less time than expected. You also don’t need • Communicate with someone or something that you
When you reach 4 or more, mark unstable. all the proper tools to work on machines (sometimes a normally couldn’t.
Okay bbb|bbbb Dying thump in the right spot is all that was needed). • See what is normally invisible: things like physical
You may also combine any two devices, rebuilding them forces, ghosts and spirits, incursions of other dimen-
Unstable: b together. The new gadget has all the abilities of each com- sions, and magical effects.
(Unstable injuries will worsen as time passes) ponent, and is the size of the larger one. It has all the tags • Ask one question from the investigate a mystery list.
Experience of both components. You may add, delete, or change • Clarity: Get +1 Cool, Sharp, or Weird for the next
one tag. hour or so (maximum +3).
Experience: bbbbb b Space: You have +1 ongoing with rocketry or astronaut b Fieldwork: When you put yourself in danger to test a
Whenever you roll and get a total of 6 or less, or when a stuff. You have access to a space launch facility (including hypothesis, get +1 forward. When you confirm the hypoth-
move tells you to, mark an experience box. use of spacecraft). esis as true or false, mark experience.
Gear Pronouns: Leveling Up
You have toolkits containing everything you need for your When you have filled all five experience boxes, you level
normal science, engineering, and analysis tasks. Look, pick one from each list: up. Erase the marks and pick an improvement from the
• Human, robot, extraterrestrial, dinosaur, following list:
Science weapons (pick two): ____________.
b Lightning gun (3-harm close loud area electricity bat- • Calculating eyes, curious eyes, observant Improvements
teries) eyes, friendly eyes, calm eyes, visionary eyes, b Get +1 Sharp, max +3
b Portable particle accelerator (3-harm close/far messy ____________ eyes. b Get +1 Cool, max +2
batteries) • Lab coat, tweed suit, plain suit, engineer’s jumpsuit, b Get +1 Weird, max +2
b Laser cannon (2-harm close/far quiet batteries) casual clothes, messy clothes, old unfashionable b Get +1 Tough, max +2
b Net launcher (0-harm close entangling) suit, ____________ clothes. b Take another Action Scientist move
b Scalpel (1-harm intimate/hand) b Take another Action Scientist move
b Force knife (2-harm hand batteries) Introductions b Get a laboratory with staff, facilities, and instruments
b Tranquiliser rifle (1-harm close/far sedating) When you get here, wait for everyone to catch up so you suited to your area of study
b Stun-ray (0-harm close sedating) can do your introductions together. b Gain an ally team of action scientists
b Autonomous drone (2-harm far autonomous) Go around the group. On your turn, introduce your b Take a move from another playbook
b Atomic pistol (3-harm close radiation) Action Scientist by name, pronouns, and look, and tell the b Take a move from another playbook
group what they know about you.
Personal protective equipment (pick one): After you have leveled up five times, you qualify for
b Biohazard suit (air-supply sealed) advanced improvements in addition to these.
History
b Lab coat (chemical-resistant)
Go around the group again. On your turn, pick one for
b Engineering coveralls Advanced Improvements
each of the other hunters:
b Space suit (air-supply sealed climate-control) b Get +1 Cool, max +3
• You are relations, most likely distant. Tell them what
b Science armour (2-armour batteries heavy) b Get +1 to any rating, max +3
the connection is.
b Change this hunter to a new playbook
The “batteries” tag works like “reload”: the weapon is liable • You were academic colleagues at some point in the
b Create a second hunter to play in
to run out of power at the worst moment. “Autonomous” past. Decide together where and when.
addition to this one
means you program it and it’ll go do its thing. • On-again, off-again romance. Decide together if it’s
b Mark two of the basic moves
off or on right now.
as advanced
Getting Started • You’ve been friends ever since you had a Science
b Mark another two of the
To make your Action Scientist, first pick a name and pro- Adventure a while ago. Decide which evil science
basic moves as advanced
nouns. Then follow the instructions to decide your look, nemesis you defeated together.
b Retire this hunter
ratings, area of study, moves, and gear. Finally, introduce • Just buddies. You get along well when it’s time to relax
to safety
yourself and pick history. after all the monsters have been dealt with.
b Erase one used Luck
It’s recommended that you take the weird science alter- • They once helped you deal with an “experiment” that
mark from your playbook
nate Weird move for your Action Scientist rather than use got out of hand. Tell them what it was and let them
b New interest: add a
magic. It’s a natural fit. decide how they helped you sort it out.
second area of study
• They were there when your career changed from sci-
Ratings, pick one line: entist to action scientist. Decide together how they
b Charm–1, Cool+1, Sharp+2, Tough+1, Weird=0 helped you out when you fought your first monster.
b Charm+2, Cool–1, Sharp+2, Tough=0, Weird–1 • You used science to get them out of a jam, and they
b Charm–1, Cool=0, Sharp+2, Tough–1, Weird+2 still owe you for it. Ask them what the jam was, then
b Charm=0, Cool+1, Sharp+2, Tough–1, Weird+1 tell them what you did.
b Charm=0, Cool+1, Sharp+2, Tough+1, Weird–1
, Moves Gear
The Celebrity
You get all the basic moves, plus three Celebrity moves. You get this one: You always have copies of your work, posters,
B Fakelore: When you use “facts” learned from your work, roll books, etc., ready to be signed and handed out to
+Sharp. On a 10+, pick two. On a 7–9, pick one. On a miss, pick fans. Plus a ride and a couple of normal weapons.
two, but one is true, one isn’t, and you won’t find out which until
“You’d be surprised at just how many curses get Ride (pick one):
it really matters.
exchanged by entertainers. Then again, you might b Tour bus with custom paint job
• You coincidentally expose a vulnerability of the monster.
also read the tabloids.” b Fancy sports car
• You kept a useful prop and can make use of it now.
b Barely street legal “civilian” military vehicle
• You don’t set yourself up to be attacked.
CHARM • Manipulate Someone • It works for the reason you say it should.
b Limo with driver
b Classic old car
• Act Under Pressure Then pick two of these: b Overpowered sports motorcycle
COoL • Help Out b Scream Queen: When you make a commotion, roll +Cool. On
a 10+, you draw all the attention you want. On a 7–9, you either
Normal weapons (pick two):
• Investigate a Mystery b .38 revolver (2-harm close reload loud)
SHARP • Read a Bad Situation
attract something you didn’t want or don’t attract everything
you wanted.
b Shotgun (3-harm close messy)
b Hunting rifle (2-harm far loud)
• Kick Some Ass b The Price of Fame: When your career interferes with a hunt or
TOUGH • Protect Someone puts someone in harm’s way, mark experience. When dealing
with fans, your fame usually serves as a reason for manipulating
b 9mm pistol (2-harm close loud)
b Big knife (1-harm hand)
b Chainsaw (2-harm hand
WEIRD • Use Magic someone.
b I Have People: You have friends in high places. When you ask
heavy messy loud)
The Changeling
You get all the basic moves, plus three Changeling moves. You get this one: Transportation (pick one):
B Glamour: Your appearance is clearly inhuman, making regular interaction with b Skateboard
bystanders difficult. However, when feeling calm, you can maintain an illusion b Roller skates
of humanity. You may drop your glamour and display your supernatural power b Bicycle
“Uh, before you start with the awkward puberty talk, to turn any roll into a 10. Your unknown heritage stirs up trouble right away or b Old pickup truck
do most teenagers start growing gills?” soon after. b Motorcycle
Then pick two of these: b Van
CHARM • Manipulate Someone b Inhuman Talent: You’re naturally skilled with a specific type of magic—perhaps b Fairly new car in decent condition
plants, ice, illusions, or summer. You have +1 ongoing when you use a basic Weird b Classic car in poor condition
• Act Under Pressure move that uses these powers. In addition, at the start of each session, hold 2. Spend
COoL • Help Out your hold for +1 forward on a move your powers can enhance.
b They Are My People: Once per session, when you protect someone, act as if you
Weapon (pick one):
b Sport club (2-harm hand innocuous
• Investigate a Mystery messy)
SHARP
rolled a 12. You gain +1 forward when acting under pressure to resist instincts
b Pocket knife of multitool (1-harm
• Read a Bad Situation like your unknown heritage, other dark urges, and “fight or flight” situations.
hand useful small)
b Force of Nature: You have a supernatural attack from your heritage. Choose
• Kick Some Ass b Small handgun (2-harm close loud)
TOUGH • Protect Someone
its type: lightning, insect swarms, magical blades, or something else. When you
unleash your power, roll +Weird. On any 7+, you summon a 1-harm close weapon
b Hunting rifle (3-harm far loud
reload)
for a short time. On a 10+, pick two extras. On a 7–9, pick one. On a miss, the
WEIRD • Use Magic power turns against you.
• Extras: +1 harm, hand, far, autonomous, distracting, ignore-armour, area,
b Sledgehammer (2-harm hand messy
slow)
Luck b Fire axe (2-harm hand messy heavy)
grab, blind, stun
Mark luck to change a roll to 12 or avoid all harm from b Talisman or artifact (1-harm close
b Lockdown: You can stun people with a power like a petrifying gaze, overwhelming
magic ignore-armour)
an injury. illusions, or bewildering moths. When you freeze someone, roll +Weird.
• On a 10+, the target is immobilised for a few minutes or until something Mementos and gear (pick two):
Okay bbbbbbb Doomed snaps them out of it. b A childhood toy
• On a 7–9, the target is immobilised for as long as you focus your attention, b A laptop
Changeling Special: When you spend a point of Luck,
or until something snaps them out of it. b A knapsack, backpack, or purse
something or someone related to your inhuman heritage
• On a miss, it causes a magical backlash. b A smartphone, mobile game device,
or human upbringing shows up soon.
Harming the target always snaps them out of it. or music player
Harm b Faerie Gossip: You can communicate with local spirits and mystical creatures. b Old photos
When you reach 4 or more, mark unstable. When you investigate a mystery by questioning these beings, you may roll +Weird b Jewellery
instead of +Sharp, and may ask the following questions as well as the usual ones: b A favourite piece of clothing
Okay bbb|bbbb Dying • Is anything affecting the supernatural environment? b A journal
• How long has __________ been in the area? b Letters or emails from home
Unstable: b • When did __________ first arrive?
(Unstable injuries will worsen as time passes) b Renewal: You can speed the healing of those around you. When teammates and
allies in your presence recover harm by any means, they recover 1 extra harm.
Experience b Strange Paths: You can walk (or drive) between worlds. However, you don’t know
the way very well. When you take an otherworld shortcut, roll +Weird.
Experience: bbbbb
• On a 10+, you arrive quicker than otherwise possible.
Whenever you roll and get a total of 6 or less, or when a • On a 7–9, you find trouble along the way. Perhaps you get only partway,
move tells you to, mark an experience box. encounter locals, or only save a little time.
• On a miss, you arrive a little too late or have to deal with something block-
ing the way.
Unknown Heritage Pronouns: Leveling Up
Your non-human heritage has pitfalls you were never When you have filled all five experience boxes, you level
taught about. Pick three: Look, pick one from each list: up. Erase the marks and pick an improvement from the
b Dietary restriction • Inhuman features, moving hair, strange eyes, weird following list.
b Hygienic need reflection, distorted shadow, ____________________.
• Sound of chimes, cold aura, creepy feeling, sooth- Improvements
b Unearned reputation
ing presence, rainbow glimmers, smell of incense, b Get +1 Weird, max +3
b Erratic power
_____________________________________________. b Get +1 Cool, max +2
b Strange thoughts
• Friendly face, alluring face, laughing face, trust- b Get +1 Sharp, max +2
b Sensory bombardment
worthy face, average face, serious face, sensual face, b Get +1 Charm, max +2
b Allergy to
_________________________________________ face. b Take another Changeling move
b Repulsion from
• Normal clothes, ragged clothes, casual clothes, goth b Take another Changeling move
b Attraction to
clothes, sporty clothes, work clothes, street clothes, b Gain an ally, associated with either the mortal or super-
b Obsession with
nerdy clothes, _________________________ clothes. natural worlds
The Keeper may introduce obstacles or distractions based b Mark use magic (or your alternate Weird move) as
on these tags. If you push through or ignore them, things Introductions advanced
can spiral out of control, and you may need to act under When you get here, wait for everyone to catch up so you b Take a move from another playbook
pressure. can do your introductions together. b Take a move from another playbook
Alternatively, devote time to dealing with it and put Go around the group. On your turn, introduce your After you have leveled up five times, you qualify for
other concerns (like the current crisis, ongoing mystery, Changeling by name, pronouns, and look, and tell the advanced improvements in addition to these.
or personal issues) on hold. If you do, mark experience. group what they know about you.
Advanced Improvements
You always have the temptation to find out about your
nature. When investigating a mystery with a source of History b Get +1 to any rating, max +3
Go around the group again. On your turn, pick one for b Change this hunter to a new playbook
supernatural knowledge, you may ask, “What do I learn
each of the other hunters: b Create a second hunter to play in addition to this one
about myself?” as one of your questions.
• They discovered you aren’t human. Ask them how b Mark two of the basic moves as advanced
If the character gains any useful knowledge of themself,
they realised and how (if?) they told you. b Mark another two of the basic moves as advanced
word will get out among the supernatural world that they’re
• You suspect they know more about your heritage than b Retire this hunter to safety
asking questions.
they’re telling. Ask if your suspicion is correct. b Erase one used Luck mark from your playbook
Getting Started • They tried to slay you, but decided you were inno- b Remove one Unknown Heritage tag. You’ve now inte-
To make your Changeling, first pick a name and pronouns. cent—or at least not evil. Ask what convinced them. grated well enough to avoid issues.
Then follow the instructions to decide your look, ratings, • You see them as your anchor to humanity. Ask them b Your character retires to a position of supernatural
unknown heritage, moves, and gear. Finally, introduce what sort of example they set. responsibility, preventing their involvement in mortal
yourself and pick history. • You are romantically involved with them, or a close matters
relative of theirs. Decide together the exact relation- b You find a home. Pick one:
Ratings, pick one line: ship. • A human group that has accepted you for what
b Charm+1, Cool–1, Sharp+1, Tough=0, Weird+2 • They are family in every way but blood. Decide you are. Create as the Professional’s Agency, with
b Charm–1, Cool+1, Sharp=0, Tough+1, Weird+2 together the details of your relationship. one resource and one red tape.
b Charm+1, Cool=0, Sharp–1, Tough+1, Weird+2 • They claim you and your people are part of their • You’ve been welcomed into a group of your super-
b Charm=0, Cool+2, Sharp+1, Tough–1, Weird+1 destiny. Ask them what they told you and tell them natural heritage. Create as the Initiate’s Sect, with
b Charm+2, Cool+1, Sharp+1, Tough–1, Weird=0 your reaction to this. one good tradition and one bad tradition.
• They see you as a protégé to train for hunting. Ask • You’ve claimed a supernatural realm. Create as
them how persistent they are in this agenda. the Expert’s haven, with two options. You may use
magic to access this realm from any location.
Fate Gear
, 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), and
One, and with your abilities you can save the a material. For example, if you want a magic sword you
world. If you fail, all will be destroyed. It all rests You get these two: could choose the following: handle + blade + long + magic.
on you. Only you. B Destiny’s Plaything: At the beginning of each mystery,
Form (choose 1):
roll +Weird to see what is revealed about your imme-
b staff (1-harm hand/close)
diate future. On a 10+, the Keeper will reveal a useful
CHARM
b haft (2-harm hand heavy)
• Manipulate Someone detail about the coming mystery. On a 7-9 you get a
b handle (1-harm hand balanced)
vague hint about it. On a miss, something bad is going
b chain (1-harm hand area)
• Act Under Pressure to happen to you.
COoL • Help Out B I’m Here For A Reason: There’s something you are Business-end (choose 3 options):
b artifact (add the “magic” tag)
• 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 Luck
b spikes (+1 harm, add the “messy” tag)
b blade (+1 harm)
• Kick Some Ass b heavy (+1 harm)
TOUGH • Protect Someone
point. You will then, somehow, recover or be returned
to life. Once your task is done (or you use up all your b long (add the “close” tag)
b throwable (add the “close” tag)
Luck), all bets are off.
WEIRD • Use Magic
Then pick one of these:
b chain (add the “area” tag)
The Covenant
You get all the basic moves, plus two Covenant moves. Pick You have a knack for keeping allies safe. Once per session,
two of these: if an ally would be killed, describe how you help them
b Get Down!: When you protect someone, you may survive and escape. They return, fully or mostly recovered,
choose to split the harm suffered with a nearby ally as at the start of the next mystery.
“The blood of the covenant is thicker than the water well as yourself and the protected person.
of the womb.”
Friendship
b Fast Friends: When you meet a new being and spend
You start with an ally. Pick a type (Monster of the Week
time befriending them, roll +Charm.
hardcover, page 131) and a style:
CHARM • Manipulate Someone • On a 10+, they become your ally.
• On a 7–9, they become your ally until the end of
b Watson: An individual, extra-competent ally.
b Rolodex: An ally team with various skills; tends to
• Act Under Pressure the mystery.
COoL • Help Out • On a miss, you’ve offended them.
You can only gain one permanent ally per mystery
operate individually.
b Unit: A small group that usually operates as a team.
• Investigate a Mystery
SHARP • Read a Bad Situation
with this move (a second 10+ makes them an ally for
the rest of the mystery).
Describe the ally:
b Long-time coworker b Loyal retainer
• Kick Some Ass b Smash Cut: Once per mystery, when you reveal you b Good buddy b Mutually cursed
TOUGH • Protect Someone asked an ally to do something for you, describe the task
as a flashback and roll +Cool.
b Supernatural creature
b Romantic interest
b Something else:
Gear
Luck • On a 7–9, it was either more dangerous or less
Communication device (pick one):
Mark luck to change a roll to 12 or avoid all harm from effective than you hoped. The Keeper describes
b Cell phone
an injury. the results.
b Summoning charm
• On a miss, your allies are in serious danger right
Okay bbbbbbb Doomed b Walkie-talkie
now.
b High-tech communicator
b The Geek in the Chair: Your ally watches and guides
Covenant Special: When you spend a point of Luck, an b Telepathic link
you remotely. You may spend 1 hold from read a bad
ally needs your help, or needs you to spend some time b Messaging relic
situation to warn someone about to suffer harm, pre-
with them. venting 2 harm. You gain +1 forward to read a bad Utility item (pick one):
Harm situation in each new location. b A plentiful wardrobe of socially appropriate clothes
When you reach 4 or more, mark unstable. b Acolyte: Either one of your existing allies has acquired b Kevlar vest (1-armour)
supernatural powers or you have acquired a supernatu- b Cutting-edge laptop
Okay bbb|bbbb Dying ral ally. You decide with the Keeper what sort of powers b Ritual gear
they have. b Extensive tool collection
Unstable: b
b Who Said I Was Alone?: Once per session, when your
(Unstable injuries will worsen as time passes)
ally suddenly appears, treat a miss result as if you rolled Weapon (pick one):
Experience a 7–9. Immediate consequences (such as suffering harm) b Heavy tool (2-harm hand utility innocuous)
apply to you, but the ally becomes the focus of attention. b Summoned minion (2-harm close autonomous messy)
Experience: bbbbb b Opening Doors: Your allies have their own contacts b Handgun (2-harm close reload loud)
and social circles. Once per session, an ally can arrange b Bag of curses (1-harm close magic ignore armour)
Whenever you roll and get a total of 6 or less, or when a a meeting between you and someone they know. You b Shotgun (3-harm close messy loud)
move tells you to, mark an experience box. have +1 ongoing to interact with your ally’s contacts b Hunting rifle (2-harm far loud)
during this meeting. b Sword (2-harm hand magic)
Getting Started Introductions Leveling Up
To make your Covenant, first pick a name and pronouns. When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
Then follow the instructions to decide your look, ratings, can do your introductions together. up. Erase the marks and pick an improvement from the
Covenant, moves, and gear. Finally, introduce yourself Go around the group. On your turn, introduce your following list.
and pick history. Covenant and ally by name, pronouns, and look, and tell
the group what they know about you. Improvements
Pronouns: b Get +1 Cool, max +2
Look, pick one from each list: History b Get +1 Weird, max +2
Go around the group again. On your turn, pick one for b Get +1 Charm, max +3
• Warrior’s build, trustworthy look, mystic tattoos,
each of the other hunters: b Get +1 Sharp, max +2
grease stains everywhere, ____________________.
• They introduced you to your ally. Ask them how that b Get +1 Tough, max +2
• Tactical gear, matching outfit, summoner’s robes,
happened. Decide together what the relationship is b Take another Covenant move
fashionable suit, _____________________ clothes.
now. b Take another Covenant move
• Exuberant manner, observant pose, confident
• The first time you encountered a monster, they were b Take a move from another playbook
stance, ____________________________________.
there. Ask them whether they were already a veteran. b Take a move from another playbook
Ratings, pick one line: • You introduced them to the hunting lifestyle. Was b You gain a second ally. Pick a different style for them.
b Charm+2, Cool–1, Sharp+1, Tough=0, Weird+1 it on purpose? Ask them how they feel about being b Gain one type of contact as if from the Gumshoe’s
b Charm–1, Cool+1, Sharp+2, Tough+1, Weird=0 dragged into this life. naked city move (Tome of Mysteries, page 34)
b Charm+1, Cool+2, Sharp=0, Tough+1, Weird–1 • Your ally is a big fan of this hunter. Has the ally
approached them? Ask the other hunter if they’ve After you have leveled up five times, you qualify for
b Charm=0, Cool+1, Sharp–1, Tough+2, Weird+1
noticed. advanced improvements in addition to these.
b Charm+1, Cool=0, Sharp+1, Tough–1, Weird+2
• They’re related to your ally. Ask the other hunter what
Advanced Improvements
they think about your relationship.
b Get +1 to any rating, max +3
• You are always trying to show off in front of them.
b Change this hunter to a new playbook
Why do you do this? Ask what they think of it.
b Create a second hunter to play in addition to this one
• They shared a traumatic encounter with you and your
b Retire this hunter to safety
ally. What detail do you all disagree on?
b Mark two basic moves as advanced
b Mark another two basic moves as advanced
b Your Covenant now works twice per session
b Create a hunter based on one of your allies to play in
addition to this one. If you die, they have +1 ongoing
on tasks leading toward avenging or resurrecting the
Covenant.
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 to powers, and kept it. Pick one: Protective amulet
(1-armour magic recharge), Lucky charm (may be
manipulate someone with threats of violence.
used as a Luck point, once only), Grimoire (studying
b Burglar. When you break into a secure location, roll
“Yeah, I’ve been around the block. A bit of this, a the book gives +1 forward to use magic), Skeleton key
+Sharp. On a 10+ pick three, on a 7-9 pick two: you get (opens any magically sealed lock), Imp stone (A weak
bit of that. When I came across the secret under- in undetected, you get out undetected, you don’t leave demon is bound to serve the holder. The imp must be
world of monsters and magic… well… it wasn’t so a mess, you find what you were after. summoned with the use magic move).
different from the underworld I already knew. It b Grifter. When you are about to manipulate someone, b Crew: You have a regular crew, a team of three or four
was easy to find an angle, just like before.” you can ask the Keeper “What will convince this person people who will help you out with pretty much any-
to do what I want?” The Keeper must answer honestly, thing. They count as a team (see page 119).
b Deal with the Devil: You sold your soul to the Devil.
CHARM • Manipulate Someone but not necessarily completely.
b Fixer. If you need to buy something, sell something, Pick one or two things you got out of the deal: wealth,
fame, youth, sensual gratification, skill (add +1 to two
• Act Under Pressure or hire someone, roll +Charm. On a 10+ you know just
COoL • Help Out the person who will be interested. On a 7-9 you know
the only person who can do it, but there’s a complica-
ratings). 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 know a few cops who can be
• Investigate a Mystery
SHARP • Read a Bad Situation
tion. Pick one: you owe them; they screwed you over;
you screwed them over. On a miss, the only person who
persuaded to look the other way, or do you a favour, for
certain considerations. You can act under pressure to
• Kick Some Ass can help is someone who absolutely hates you. get in touch with them when you need to divert any law
TOUGH • Protect Someone b Assassin. When you take your first shot at an unsus-
pecting target, do +2 Harm.
enforcement attention. There will be a cost, although
maybe not right now.
b Made: You’re “made” in a gang. Name the gang and
WEIRD • Use Magic b Charlatan. When you want people to think you are
using magic, roll +Cool. On a 10 or more, your audi-
describe how their operations tie into your background.
You can call on gang members to help you out, but
ence is amazed and fooled by your illusion. On a 7-9
they’ll expect to be paid. Your bosses will have requests
Luck you tripped up a couple of times, maybe someone will for you now and again, but you’ll be paid. Minor trouble
Mark luck to change a roll to 12 or avoid all harm from notice. You may also manipulate people with fortune will be overlooked, but you better not screw over any
an injury. telling. When you do that, ask “What are they hoping other made gangsters.
Okay bbbbbbb Doomed for right now?” as a free question (even on a miss). b Driver: You have +1 ongoing while driving, plus you
b Pickpocket. When you steal something small, roll can hotwire anything (the older it is, the fewer tools you
Crooked special: Whenever you spend a Luck point, +Charm. On a 10 or more, you get it and they didn’t need to do it). You also own two handy, widely-available
someone from your past will re-appear in your life. Soon. notice you taking it. On a 7-9 either you don’t grab vehicles (perhaps a sportscar and a van).
it, you grab the wrong thing, or they remember you b Home Ground: Your crew made a point of keeping
Harm the locals happy - keeping them safe, ensuring things
later: your choice.
When you reach 4 or more, mark unstable. always went down okay. When you’re back in your old
neighbourhood, you can always find people who will
Okay bbb|bbbb Dying
hide you or help you with a minor favour, no questions
Unstable: b asked.
b Notorious: You have a reputation from your criminal
Experience past. When you reveal who you are, your terrifying
reputation counts as a reason for people to do what
Experience: bbbbb
you ask, for the manipulate someone move. Revealing
Whenever you roll and get a total of 6 or less, or when a your identity to someone can create other problems
later, of course.
move tells you to, mark an experience box.
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.22 revolver (1-harm close reload small) instructions in this playbook to decide your look, ratings, up. Erase the marks and pick an improvement from the
b.38 revolver (2-harm close reload loud) background, heat, underworld, moves, and gear. Finally, list below.
b 9mm (2-harm close loud) introduce yourself and pick history.
Improvements
b Shotgun (3-harm close messy)
Pronouns: b Get +1 Sharp, max +3
b Hunting rifle (2-harm far loud)
b Get +1 Tough, max +2
b Big knife (1-harm hand) Look, pick one from each List:
b Get +1 Cool, max +2
b Baseball bat (1-harm hand) • Hard eyes, friendly eyes, watchful eyes, smiling eyes,
b Get +1 Charm, max +2
b Submachinegun (2-harm close reload area) calculating eyes, __________ eyes.
b Take another Crooked move
b Assault rifle (3-harm close/far area) • Street wear, tailored suit, cheap suit, tracksuit, non-
b Take another Crooked move
descript clothes, __________ clothes.
Heat b Gain an ally: one of your old crew.
You didn’t get here without making enemies. Pick at least Ratings, pick one line: b Recover a stash of money from the old days, enough
two of these and name the people involved: b Charm +1, Cool +1, Sharp +2, Tough 0, Weird -1 to live without care... for a year or two.
b A police detective, , has made it a b Charm -1, Cool +1, Sharp +1, Tough +2, Weird 0 b Take a move from another playbook
personal goal to put you away. b Charm -1, Cool +2, Sharp +2, Tough 0, Weird -1 b Take a move from another playbook
b You have a rival from your background, b Charm +2, Cool +1, Sharp +1, Tough 0, Weird -1
, who never misses a chance to b Charm +2, Cool 0, Sharp +1, Tough -1, Weird +1 After you have leveled up five times, you qualify for
screw you over. advanced improvements in addition to these, from the
Introductions list below.
b You pissed off a well-connected criminal, When you get here, wait for everyone to catch up so you
, and they’ll do whatever they can do your introductions together. Advanced Improvements
can to destroy you. Go around the group. On your turn, introduce your b Get +1 to any rating, max +3.
b is someone with special powers, Crooked by name and look, and tell the group what they b Change this hunter to a new type.
a person or monster, who you took advantage of. know about you. b Create a second hunter to play as well as this one.
b is an old partner you betrayed in b Mark two of the basic moves as advanced.
the middle of a job. History b Mark another two of the basic moves as advanced.
Go around the group again. When it’s your turn, pick one
Underworld b Retire this hunter to safety.
for each of the other hunters:
Pick how you discovered about the real underworld. Keep b Erase one used luck mark from your playbook.
• This hunter knows about your criminal past. Tell them
this in mind when you select your moves in the next what crimes they saw you commit.
section, so that everything fits together. • This hunter was there when you decided to give up
b The target of a job was a dangerous creature. Pick one: the life and hunt monsters instead. Work out together
vampire, werewolf, troll, reptiloid. what happened.
b You worked with someone who was more than they • This hunter is your younger sibling or child (possibly
seemed. Pick one: sorcerer, demon, faerie, psychic. adopted). You look out for them.
b You were hired by something weird. Pick one: immortal, • This hunter is a cousin or more distant relative.
• This hunter saved your life when a monster had the
god, outsider, witch.
drop on you. Now you owe them one.
b Things went south on a job—including, but not limited
• This hunter worked with you on a semi-legal or illegal
to, running into (choose one): a horde of goblins, a job. Work out what it was.
hunger of ghouls, a dream-eater, a salamander. • 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
The Curse-eater
You get all the basic moves, and four Curse-eater moves. Then pick two of these:
You get these two: b Devour Harm: Touch someone (or some creature)
B Devour Evil: When you absorb a curse—from a who’s hurt and mark one corruption to completely heal
monster, phenomenon, minion, or evil magic—roll them. Mark half the harm they had suffered.
“You can’t always go for the kill. Sometimes a one die. If the die shows a 1-3, mark one corruption, on b Reach: When you use magic, you may choose one of
monster is an illness to be cured, not a danger to a 4-5, mark two, and on a 6, mark three. For a monster these alternate effects:
be destroyed.” or minion with half or more harm capacity remaining, • Use the devour evil move at range.
mark one extra. If you have more corruption than con- • Use the unleash corruption move at range.
CHARM • Manipulate Someone sumed magics, ask the Keeper to provide you a power
and downside this curse gives you. If the curse was
• Learn whether this magic may be devoured, and
what the power and downside will be.
• Act Under Pressure b Curse Whispers: When you investigate a mystery,
COoL
small or short-lived, it is destroyed. If the curse is strong
• Help Out or long lasting (monsters, phenomenon, minions in you may also ask:
particular) and you used its weakness, then the curse is • What sort of curse is this?
• Investigate a Mystery
SHARP • Read a Bad Situation
lifted. Some curses cannot be lifted this way—these are
temporarily but significantly reduced in power instead.
• Where did this curse come from?
• Is there a curse here that I can consume?
• Kick Some Ass If you discover a curse (by any method) matching
TOUGH • Protect Someone
B Unleash Corruption: When you have marked cor-
ruption, you may release a power you have consumed. one you have previously consumed, take +1 forward.
b Ropes of Fate: You can mystically hold a cursed being
Say how you use the power and clear one corrup-
WEIRD • Use Magic tion, then choose whether to keep control or not.
Controlled, the power does what you want. You erase
or object restrained (range: close). Roll +Cool.
• On a 10 or more, they’re restrained for at least
the consumed magic line (including the power and an hour.
Luck downside). Uncontrolled, the power and downside • On a 7-9, they’re restrained but choose one:
Mark luck to change a roll to 12 or avoid all harm from it’s not for long, you suffer 1-harm, or unleash
both activate and the Keeper determines how it goes.
an injury. corruption.
• On a 6 or less, it’s unrestrained and very angry.
Okay bbbbbbb Doomed
Corruption b Feel the Burn: When you unleash corruption, you
Curse-eater special: Whenever you spend a Luck point, Okay bbbbbbb Lost may clear one extra corruption, but you suffer 2-harm
you develop a permanent mark related to one of your con- When you consume evil magic, you gain corruption as well that cannot be reduced by any means.
sumed magics. as the ability to use some of those powers. Record what the b Fortune’s Fool: Mark three corruption to gain the
magic was, the power it offers you, and the downside it asks effects of spending one Luck. Don’t mark a consumed
Harm magic.
of you. The Keeper will provide these, and can also confirm
When you reach 4 or more, mark unstable. b Let It Go: When you have three or more consumed
whether you are in the presence of a consumable curse.
Repeated devouring evil may give the same or different magics marked, you may spend all consumed magics
Okay bbb|bbbb Dying
effects. Other moves, starting with unleash corruption, in place of all requirements for use magic. For big
Unstable: b depend on these corruptions. magic, the Keeper will tell you how many consumed
(Unstable injuries will worsen as time passes) If you should take corruption, but the track is full, you magics you can lose in place of each requirement. Keep
become a monster under the Keeper’s control. the corruption.
Experience
Consumed MagiC (Power, Downside)
Experience: bbbbb
The DiVIne
b Boss from Beyond: At the beginning of each mystery, b Soothe: When you talk to someone for a few seconds
roll +Weird. On a 10+, your Superiors ask you to do in a quiet voice, you can calm them down, blocking
something simple. On a 7-9, they ask you to do some- any panic, anger, or other negative emotions they have.
I am the Light, the Sword. thing complicated or difficult. In either case, you get to This works even if the thing that freaked them out is
I am sent to defend the meek from Darkness. ask them one of the questions from the investigate a still present, as long as your voice can be heard.
All Evil fears me, for I am its end. mystery move right now. On a miss, you are required b Lay On Hands: Your touch can heal injury and disease.
to do something terrible. If you do not accomplish what When you lay your hands on someone hurt, roll
they’ve ordered, you cannot use this move again until +Cool. On a 10+, heal 2 harm or an illness, plus they’re
WEIRD
time; it appears in your hand. On a miss, something is keeping it here. That’s bad.
• Use Magic
b Smite: Your body and divine weapon always count as a
weakness against the monsters you fight. Your unarmed
Luck attacks are 2-harm intimate hand messy.
Mark luck to change a roll to 12 or avoid all harm from
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 these
word your Mission requires something difficult that must b Razor whip (3-harm hand area messy holy) 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 these
Harm b Silver trident (3-harm hand silver holy) hunters and ensure it comes to pass.
When you reach 4 or more, mark unstable. You also get divine armour (1-armour holy). It has a look b You have been exiled. You must work for the cause of
suited to your divine origin. Good without drawing attention from your brothers
Okay bbb|bbbb Dying
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 in
Experience events to come. You must prepare them for their role,
Experience: bbbbb and protect them at any cost.
The Envoy
You get all the basic moves and two Envoy moves. Pick two You have been given a task by the Overseers. Pick one:
of these: b Guide: You are meant to guide people towards a desired
b Strangely Normal: When you behave with casual confi- end. What is it?
dence despite doing something weird, roll +Charm. b Herald: You are meant to bring instructions to other
“I am burdened with glorious purpose.” • On a 10+, your odd behaviour is accepted and gives people. What do you teach?
you an icebreaker to start a longer conversation if b Watcher: You are meant to search for signs of something.
you want. What are the signs?
CHARM • Manipulate Someone • On a 7–9, someone becomes suspicious, starting
a pointed conversation with you.
b Witness: You are meant to record and observe ongoing
events. What do you record?
• Act Under Pressure
COoL • Help Out
• On a miss, someone takes offence.
b Too Much Has Been Lost: When you research old tales
Secret Wisdom
You’ve received insight from your Task. At the start of each
to investigate a mystery, ask one of these in addition to
• Investigate a Mystery
SHARP
session, roll +Cool. On a 10+, hold 2. On a 7–9, hold 1. On a
your normal questions:
• Read a Bad Situation miss, hold 1, but the Keeper introduces a cruel choice or ter-
• What in this record is exaggerated?
rible truth related to your Task. Hold can be spent in different
• Kick Some Ass • What in this record is understated?
TOUGH • Protect Someone • What in this record is manufactured?
• What is this record missing?
ways based on your Task:
b Guide: When you advise as instructed by the Overseers,
spend 1 hold to help out without needing to be in the same
WEIRD • Use Magic b The Council Has Made a Decision: When you defy a
direct command from the Overseers, hold 2. Spend this
place, or spend 2 hold to help out on a start-of-mystery
or start-of-session move.
hold to turn a rolled move into a 10+, but the fallout gets
b Herald: When you announce your Overseers’ demands,
Luck worse each time you do.
spend 1 hold to manipulate a monster, if it is capable of
Mark luck to change a roll to 12 or avoid all harm from b Prime Directive: When the Overseers’ Values conflict
communication.
an injury. with what you need to do, make a choice: uphold the
b Watcher: When you examine the patterns of Fate, spend
Value or do what you need. You get +1 ongoing on moves
1 hold to protect someone even when you are not in the
Okay bbbbbbb Doomed that heighten the conflict. If the conclusion leaves the
same place.
Overseers, hunters, and bystanders all content, mark
Envoy Special: Whenever you spend a point of Luck, your b Witness: When you report to the Overseers, spend 1 hold
experience.
actions come under intense scrutiny, or the Overseers to grant any hunter one question as if they just investi-
b Servant of the Secret Fire: When you help out another
demand something specific and troublesome. gated a mystery.
hunter using supernatural or weird means, you also gain
+1 forward. Once per session, you may use a basic Weird
Harm Gear
move you don’t normally have access to. If you are not
When you reach 4 or more, mark unstable. Resources (pick one):
playing with alternate Weird moves, you may instead use
b Mysterious financial assets
Okay bbb|bbbb Dying magic as if you rolled a 10+.
b Access to exclusive spaces
b From a Certain Point of View: Your style of cooperation
b Communication devices
Unstable: b can appear dishonest. When you use deceit to manipulate
bystanders or allies, roll +Cool. b Diplomatic credentials
(Unstable injuries will worsen as time passes)
• On a 10+, everything goes smoothly.
Weapon (pick one):
Experience • On a 7–9, there is some collateral damage you didn’t
b Defensive charm (1-harm close magic 1-armour)
expect. Do you consider the success worth the cost?
Experience: bbbbb b Holdout pistol (2-harm close small)
• On a miss, that went badly.
b Rebuking touch (1-harm hand holy)
b No One Listens to Zathras: Once per mystery for each
Whenever you roll and get a total of 6 or less, or when a b Whispered revelation (0-harm intimate stun)
hunter, when you give cryptic advice to another hunter,
move tells you to, mark an experience box.
they may ask the Keeper “What have I missed?” If they
choose not to do so, they mark experience.
Overseers Introductions Leveling Up
The Envoy was sent or given a task by a higher power. Describe When you get here, wait for everyone to catch up so When you have filled all five experience boxes, you level
your Overseers according to their Values and your Concerns. you can do your introductions together. up. Erase the marks and pick an improvement from the
Their Values (pick two): Your Concerns (pick one): Go around the group. On your turn, introduce your following list.
b Order b Overseers’ internal Envoy by name, pronouns, and look, and tell the group
what they know about you. Improvements
b Freedom politics
b Get +1 Cool, max+3
b Safety b Cryptic communication
History b Get +1 Weird, max+2
b Compassion b Strict rules
Go around the group again. On your turn, pick one b Get +1 Charm, max+2
b Secrecy b Alien perspective
for each of the other hunters: b Get +1 Sharp, max+2
b Knowledge b Distant presence
• They were the first person you met after receiving b Take another Envoy move
b Honesty b Secret underlying motives
your Task. Tell them if they witnessed the event b Take another Envoy move
b Power b Purity
itself. How did they react? b Take a move from another playbook
b Growth b Narrow-focused
• They’re a family member. Ask them what sur- b Take a move from another playbook
b Truth b Big picture
prised them most about how you’ve changed. b Pick a second resource item from the Envoy’s gear
b Something else: b Something else:
• They’re somehow integral to your Task. Ask them options
_____________________ _____________________
why the Overseers are interested in them. b Your Overseers provide bodyguards. You gain an ally or
The Envoy doesn’t have a means to contact their Overseers • The Overseers have warned you about this hunter. ally team. Choose their type: mortal operatives, invisible
easily in the way the Initiate and Professional can. This is by What was the warning? Have you revealed this? spirits, high-tech drones, or something else.
design—the Overseers are hands-off and esoteric compared to • You enjoy every minute you spend with them. b Change your Task to another option
an Agency or Sect. You can use magic to reach out, otherwise Decide together what causes you to get along so
contact is always at the Overseers’ whim. well. After you have leveled up five times, you qualify for
• They respect your Task and the work you do with advanced improvements in addition to these.
Getting Started the Overseers. Ask them if they respect the Over- Advanced
To make your Envoy, first pick a name and pronouns. Then seers as much as the work. Improvements
follow the instructions to decide your look, ratings, Overseers, • They’ve always listened to your worries. Have you b Get +1 to any rating, max+3
moves, and gear. Finally, introduce yourself and pick a story. ever taken advantage of their willingness to listen? b Change this hunter to a new
Pronouns: • They work efficiently with you. Decide together playbook
why others think you don’t like each other. b Create a second hunter to play
Look, pick one from each list: in addition to this one
• Slender and shady, tall and imposing, plump and pleasant, b Retire this hunter to safety
gruff and grizzled, alien proportions, timelessly young, b Mark two basic moves as
________________________________________________. advanced
• Extremely normal, extra limbs, strange eyes, bionic b Mark another two basic moves
implants, visible halo or aura, ______________________. as advanced
• Humble clothes, strange garb, clothes of light, clothes of b Pick a secondary Task as well as
darkness, eccentric clothes, _________________ clothes. your first
b Erase one used Luck point
Ratings, pick one line: from your playbook
b Charm+1, Cool+2, Sharp=0, Tough–1, Weird+1 b Change any or all of the Over-
b Charm=0, Cool+2, Sharp+1, Tough–1, Weird+1 seers’ Values and Concerns.
b Charm–1, Cool+2, Sharp+1, Tough+1, Weird=0 What’s changed?
b Charm+1, Cool+2, Sharp–1, Tough+1, Weird=0
b Charm+1, Cool+2, Sharp–1, Tough=0, Weird+1
, Moves Haven
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 forward
b Often Right: When a hunter comes to you for advice to investigate the mystery (as long as historical or
I have dedicated my life to the study of the unnat-
about a problem, give them your honest opinion and reference works are appropriate).
ural. I know their habits, their weaknesses. I may
advice. If they take your advice, they get +1 ongoing b Mystical Library. If you use your library’s occult
not be youngest or strongest, but my knowledge
while following your advice, and you mark experience. tomes and grimoires, preparing with your tomes and
makes me the biggest threat.
b Preparedness: When you need something unusual grimoires, take +1 forward for use magic.
or rare, roll +Sharp. On a 10+, you have it here right b Protection Spells. Your haven is safe from mon-
CHARM • Manipulate Someone now. On a 7-9 you have it, but not here: it will take
some time to get it. On a miss, you know where it is,
sters—they cannot enter. Monsters might be able to
do something special to evade the wards, but not easily.
• Act Under Pressure
COoL • Help Out
but it’s somewhere real bad.
b It Wasn’t As Bad As It Looked: Once per mystery, you
b Armory. You have a stockpile of mystical and rare mon-
ster-killing weapons and items. If you need a special
• Investigate a Mystery may attempt to keep going despite your injuries. Roll weapon, roll +Weird. On a 10+ you have it (and plenty
SHARP • Read a Bad Situation +Cool. On a 10+, heal 2 harm and stabilize your wounds.
On a 7-9 you may either stabilize or heal 1 harm. On a
if that matters). On a 7-9 you have it, but only the
minimum. On a miss, you’ve got the wrong thing.
• Kick Some Ass
TOUGH • Protect Someone
miss, it was worse than it looked: the Keeper may inflict
a harm move on you, or make your wounds unstable.
b Infirmary. You can heal people, and have the space
for one or two to recuperate. The Keeper will tell you
b Precise Strike. When you inflict harm on a monster, how long any patient’s recovery is likely to take, and if
WEIRD • Use Magic you can aim for a weak spot. Roll +Tough. On a 10+
you inflict +2 harm. On a 7-9 you inflict +1 harm. On
you need extra supplies or help.
b Workshop. You have a space for building and repairing
a miss, you leave yourself open to the monster. guns, cars and other gadgets. Work out with the Keeper
Luck b The Woman (or Man) With The Plan: At the begin- how long any repair or construction will take, and if
Mark luck to change a roll to 12 or avoid all harm.
ning of each mystery, roll +Sharp. On a 10+ hold 2, you need extra supplies or help.
Okay bbbbbbb Doomed on a 7-9 hold 1. Spend the hold to be where you need b Oubliette. This room is isolated from every kind of
to be, prepared and ready. On a miss, the Keeper holds monster, spirit and magic that you know about. Any-
Expert special: When you spend a point of Luck, you 1 they can spend to put you in the worst place, unpre- thing you stash in there can’t be found, can’t do any
discover something happening now is related to something pared and unready. magic, and can’t get out.
you were involved in years ago. b Dark Past: If you trawl through your memories for b Panic Room. This has essential supplies and is pro-
something relevant to the case at hand, roll +Weird. tected by normal and mystical means. You can hide out
Harm
On a 10+ ask the Keeper two questions from the list there for a few days, safe from pretty much anything.
When you reach 4 or more, mark unstable.
below. On a 7-9 ask one. On a miss, you can ask a b Magical Laboratory. You have a mystical lab with all
Okay bbb|bbbb Dying question anyway but that will mean you were personally kinds of weird ingredients and tools useful for casting
complicit in creating the situation you are now dealing spells (like the use magic move, big magic, and any
Unstable: b with. The questions are: other magical moves).
(Unstable injuries will worsen as time passes) • When I dealt with this creature (or one of its kind),
what did I learn?
Experience • What black magic do I know that could help here?
Experience: bbbbb • Do I know anyone who might be behind this?
• Who do I know who can help us right now?
Whenever you roll and get a total of 6 or less, or when a
move tells you to, mark an experience box.
Gear Pronouns: Leveling Up
You get three monster-slaying weapons. When you have filled all five experience boxes, you level
look, pick one from each List:
up. Erase the marks and pick an improvement from the
Monster-slaying weapons (pick three): • Thoughtful face, lined face, scarred face, contempla-
following list:
b Mallet & wooden stakes (3-harm intimate slow wooden) tive face, stern face, avuncular face, experienced face,
b Silver sword (2-harm hand messy silver) ancient face, __________ face. Improvements
b Cold iron sword (2-harm hand messy iron) • Old fashioned clothes, casual clothes, utility clothes, b Get +1 Sharp, max +3
b Blessed knife (2-harm hand holy) tailored clothes, outdoor clothes, __________ clothes. b Get +1 Charm, max +2
b Get +1 Cool, max +2
b Magical dagger (2-harm hand magic) 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 Flamethrower (3-harm close fire heavy volatile) b Take another Expert move
b Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1
b Magnum (3-harm close reload loud) b Take another Expert move
b Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0
b Shotgun (3-harm close messy loud) b Add an option to your haven
b Charm-1, Cool+1, Sharp+2, Tough=0, Weird+1
b Add an option to your haven
b Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2
Getting Started b Take a move from another playbook
To make your Expert, first pick a name. Then follow the Introductions b Take a move from another playbook
instructions in this playbook to decide your look, ratings, When you get here, wait for everyone to catch up so you
haven, moves, and gear. Finally, introduce yourself and can do your introductions together. After you have leveled up five times, you qualify for
pick history. Go around the group. On your turn, introduce your advanced improvements in addition to these. They’re below.
Expert by name and look, and tell the group what they Advanced Improvements
know about you. b Get +1 to any rating, max +3.
History b Get back one used Luck point.
Go around the group again. On your turn, pick one of these b Change this hunter to a new type.
for each other hunter: b Create a second hunter to play as well as this one.
• They are your student, apprentice, ward, or child. b Mark two of the basic moves as advanced.
Between you, decide which. b Mark another two of the basic moves as advanced.
• They came to you for advice, and your advice got them b Retire this hunter to safety.
out of trouble. Ask them what the trouble was.
• 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 Forged
You get all the basic moves, plus two Forged moves. You get Then pick one of these:
this one: b Tactical Advice: When working closely with your
B Partner: Choose another hunter or create an ally to partner, you may transfer any +1 ongoing benefits from
be your wielder/partner, then pick two bonds and one read a bad situation to them. You and your partner
“I was created to be a tool, but I don’t want to be burden. The partner can be changed via a big magic ritual also have +1 ongoing to help each other out.
stuck that way forever.” (maybe including a duel or gift-giving), or if they die. b My Outlet: You have a hobby that deepens your sense
Bonds (pick two): of self. Well, you hope that’s what it does anyhow. Once
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+ pick
• Investigate a Mystery This Code defines your Gumshoe. Any time you violate three, on a 7-9 pick two, on a fail pick one:
SHARP • Read a Bad Situation your code you forfeit all Code related moves (The Postman
•
•
You don’t leave any trace of what you searched.
You find what you wanted.
Always Rings Twice, The Long Goodbye) and the ability • You find something else that’s important.
• Kick Some Ass
TOUGH • Protect Someone
to spend Luck points. These forfeits last either until the
next mystery or you make amends. As long as you follow
•
•
You don’t piss anyone off.
You aren’t recognised.
the Code people will sense your sincerity: you receive +1 b Out of the Past: You have a police buddy who will do
WEIRD • Use Magic
ongoing for manipulate someone and you may not be
possessed or charmed by any sort of supernatural, alien,
you big favors. Get in touch with them when you need
to redirect law enforcement attention, get a heads-up
or demonic entity or item. on what operations are planned, or access police files.
Luck You now owe them: expect them to collect on it soon.
Mark luck to change a roll to 12 or avoid all harm from Moves b Asphalt Jungle: You heal faster than normal people.
an injury. You get three Gumshoe moves. You get these two: Any time your harm gets healed, heal an extra point.
B Occult Confidential: The first time in each mystery You are immune to all the harm move effects under
Okay bbbbbbb Doomed
that you observe a monster, minion, or phenomenon in ‘0-harm’ and ‘1-harm’ (when the Keeper would apply
Gumshoe Special: When you use a point of Luck your action, you may ask one question from the investigate these, you ignore it).
next regular case will actually be a mystery for your hunter a mystery list. b Hacker with a Dragon Tattoo: When you hack into
group, not a regular case at all (and the monster will focus B The Naked City: You have lots of personal contacts a computer system, roll +Sharp. On 10+ pick two, on
its attention on you!) wherever you go. Pick four contact types from the fol- a 7-9 pick one. You:
lowing areas (or from other areas agreed to between • ... leave no traces.
Harm you and the Keeper):
• ... learn something important.
When you reach 4 or more, mark unstable. • ... can leave misinformation in place.
Academics, Accountants, Artists, Bartenders, Clergy,
• ... gain access to somewhere you want to get in to.
Conspiracy Theorists, Construction, Courts, Criminals
Okay bbb|bbbb Dying (organised), Criminals (street), Cultists, Engineers, Espi- b “Just one more thing”: When you ask a suspect leading
onage, Film and TV, Forensic Scientists, Fringe Scientists, questions, roll +Charm. On a 10+ hold 2, on a 7-9
Unstable: b Hackers, Journalists, Lawyers, Mechanics, Media, Medical hold 1, on a miss hold 1 but something bad is going
(Unstable injuries will worsen as time passes) Practioners, Military, Morgue, Occult, Police (local), Police
to happen too.
(national), Politicians, Prisons, Private Security, Property
Spend your hold to ask questions from this list:
Experience Developers, Stage Magicians, Technologists, Transportation
• One question from the investigate a mystery list.
You can hit them up for info (+1 to one investigate • Was that a lie?
Experience: bbbbb a mystery roll) or small favours—but there may be • What is something you left out that you didn’t want me
a small cost involved. Personal contacts can provide to notice?
Whenever you roll and get a total of 6 or less, or when a more significant help but the Keeper decides their • Are you complicit with any ongoing criminal activity?
move tells you to, mark an experience box. • Did you commit this specific crime?
price on a case-by-case basis.
Getting Started Introductions Leveling Up
To make your Gumshoe, 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
code, moves, and gear. Finally, introduce yourself and pick Go around the group. On your turn, introduce your list below.
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 devilish
each of the other hunters: b Get +1 Tough, max +2
face, world-weary face, sly face, streetwise face, quiet
• You are on the same (or rival) bowling teams. Ask b Take another Gumshoe move.
face, knowing face, watchful face, merry face, obvious
them what bowling-related disagreement rubbed them b Take another Gumshoe move.
ex-cop face, hunted face, __________ face.
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 has,
vintage clothes, fashion clothes, fedora and trench
go. Ask them to describe the crime, then you explain 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. Describe advanced improvements in addition to these. They’re
b Charm+1, Cool=0, Sharp+2, Tough+1, Weird–1 the case. Ask them to describe the key expertise they below.
b Charm+1, Cool–1, Sharp+2, Tough=0, Weird=+1 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 became b Get +1 to any rating, max +3.
Gear a private investigator. This could be military, law b Change this hunter to a new type.
You get a laptop, a liquor flask, two recording devices, and enforcement, or whatever—decide the details between b Make up a second hunter to play as well as this one.
one P.I. weapon. 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.
Recording devices (pick two): approve of the code, you’ve always respected them. If b Turn one of your contacts into an ally.
b Night vision camera b Cassette tape recorder not (or if they don’t have a code), you’ve never trusted b Retire this hunter to safety.
b Tiny digital b Remote-controlled them. b Erase one used Luck mark from your playbook.
video camera camera drone • They hired you for a job but you were too drunk or
b Film camera (8mm b Laser microphone high to take it. Ask them what they wanted, then tell
or 16mm) b SLR camera them how you brushed them off.
b Digital sound recorder • You first met on an unsolved crimes website. Decide
together what infamous crime fascinates you both.
P.I. Weapons (pick one):
b Brass knuckles b Magnum (3-harm
“You won’t understand this… When I take
(1-harm hand small) close reload loud)
a case, I’m supposed to do something about
b .38 revolver (2-harm b Shotgun (3-harm
it. You’re supposed to do something about it
close reload loud) close messy loud)
whether you like it or not. You’ve got to pay
b 9mm (2-harm b Switchblade (1-harm
for what you’ve done, sweetheart, whatever it
close loud) hand small)
is I might feel about you. Yes, I’ll have some
bad nights, but I’ll still have myself.”
“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 harm,
The Hex
just a girl who found a way to give herself the you can choose to inflict 3-harm area magic obvious
strength to fight this war. I don’t have the option 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 infor-
CHARM • Manipulate Someone Whenever you use magic, you can decide afterwards that
a particular spell is a rote that you know. See the separate
mation about the future. When you seek guidance by
divination, roll +Sharp. On a 10+, hold 2. On a 7-9,
• Act Under Pressure
COoL
Rotes sheet for more details. hold 1. On a miss, you get some information, but it’s
• Help Out not what you want to hear. Spend those holds to ask
Temptation
• Investigate a Mystery any question from the investigate a mystery move, or
SHARP
You have a dangerous drive that you pursue, sometimes to
• Read a Bad Situation the exclusion of your own safety. Decide if your Tempta- one of the following questions:
• What can I gain from this person/place/thing/creature?
tion drove you to learn magic, or if learning magic drove • Who has touched this person/place/thing/creature before
• Kick Some Ass
TOUGH • Protect Someone
you to it.
Whenever you give in to your Temptation and act
me?
The Keeper will answer truthfully, with either a direct
accordingly, you mark experience. You need to act under
WEIRD
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 ret-
Okay bbbbbbb Doomed or strange effect. On a 7-9, you take 1-harm as the strain
ribution on someone who wronged you.
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 without
Harm 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, a
b Callousness: Use magic without regard for the safety
full set of toenails, or a treasured family heirloom, you
Okay bbb|bbbb Dying of others.
get +1 ongoing to use magic against them. You can
b Carnage: Use magic to inflict gruesome violence.
also use magic against them at a distance. If you try
Unstable: b b Secrets: Use magic to discover forbidden, dangerous
to use magic against them and miss, the token is lost,
(Unstable injuries will worsen as time passes) knowledge.
destroyed, or loses its power.
b Glory: Use magic to steal someone’s thunder.
This Might Sting: You can use magic to heal 3-harm,
Experience b
Moves but the process is exceptionally painful. On a 7-9 it also
Experience: bbbbb You have three Hex moves. You have this one: leaves a gnarly scar.
B Bad Luck Charm: Whenever you use magic and b Wise Soul: Whenever you use magic, right before you
Whenever you roll and get a total of 6 or less, or when a miss, the backlash never affects you directly if there’s roll, you can ask the Keeper what exactly would happen
move tells you to, mark an experience box. someone else around to hit. It’ll go for allies, other on a miss. If you dislike the risk, you can stop at the
hunters, and innocent bystanders. Sometimes, every last second, and let the spell fizzle harmlessly. All of
so often, it might even hit an enemy. 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 mystical
Charm+1, Cool–1, Sharp+1, Tough=0, Weird+2 name of power.
b power. Once per mystery, after you suffer loss or harm,
Charm–1, Cool+1, Sharp=0, Tough+1, Weird+2 • You learned through divination that they’re important
b you may enter a state where you have both immense
Charm–1, Cool=0, Sharp+1, Tough+1, Weird+2 and you should help them. Decide whether you’ve
b power and zero interest in the well-being of other
Charm=0, Cool=0, Sharp+2, Tough–1, Weird+2
told them or not.
b people. While in this state, you can fly, use +Weird to
• They helped you out when a spell went awry. Tell them
Gear kick some ass instead of +Tough (using innate magic
what the spell was, and ask them how they helped you.
You have whatever magical items or amulets you use to as a 3-harm weapon with whatever properties you
perform magic, including whatever you need to cast your Leveling Up choose), ignore the component costs of your rotes,
rotes. You also have two wizardly weapons. When you have filled all five experience boxes, you level ignore one requirement of every spell you cast with use
up. Erase the marks and pick an improvement from the magic, and you have +1 ongoing to do everything. On
Wizardly weapons, pick two: list below. the other hand, you outright cannot use the protect
b .38 revolver (2-harm close reload loud) someone move, you have all the Temptations, and you
Improvements
b Shotgun (3-harm close messy loud) have to indulge them whenever a good opportunity
b Get +1 Weird, max +3.
b Athame (2-harm hand magic silver) presents itself. When you try to resist a temptation,
b Get +1 Cool, max +2.
b Shillelagh (1-harm hand balanced) roll +Cool. On a 10+, your apotheosis ends. On a 7-9,
b Get +1 Charm, max +2.
b Crossbow (2-harm close slow) it ends with you doing something dangerous or cruel.
b Get +1 Sharp, max +2.
b Staff (1-harm hand balanced large) On a miss, it ends only after you harm someone (or
b Take another Rote.
something) you love.
Introductions b Take another Rote.
b Synthesis: You manage to conciliate your dark power
When you get here, wait for everyone to catch up so you b Take another Rote.
with your moral impulses. You lose your Temptation.
can do your introductions together. b Take another Hex move, or an additional Rote.
Whenever you use magic to help out or protect
Go around the group. On your turn, introduce your b Take another Hex move, or an additional Rote.
someone, you mark experience. Mark a second expe-
Hex by name and look, and tell the group what they know b Take a Haven, like the Expert has, with two options.
rience if you do it at the expense of your own safety.
about you. b Take a move from another playbook.
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:
, Symbiosis Moves
The Host
Choose the Benefits and Downside of your symbiosis. You get all the basic moves, plus three Host moves. You get this one:
Benefits (pick two): B Defensive Adaptation: Your symbiote protects you. Pick one:
b Aligned motivations b Silk threads: 0-harm close entangle sticky.
b Unaging b Acid spray: 1-harm close blinding acid.
“Listen, we’ve only got this one body between us, so
b Can survive vacuum, pressure, and lack of air b Soothe thoughts: 0-harm intimate/hand sedative calming.
we’re going to have to cooperate.”
b Immune to radiation b Scales: 1-armour.
b Disease, drug, and poison resistance b Camouflage: +1 ongoing to stay out of sight.
CHARM • Manipulate Someone
b Subtle physical improvements
b Can’t be possessed
b Whispered advice: Get +1 hold to read a bad situation,
even on a miss.
• Act Under Pressure
COoL • Help Out
b Can climb walls
b Efficient metabolism
Then pick two of these:
b Mutual Survival: Your symbiote helps you heal. Take 1 less
• Investigate a Mystery b Non-physical symbiote
SHARP • Read a Bad Situation
Downsides (pick one):
harm from attacks and hazards when unstable. Whenever you
heal, heal one extra harm.
• Kick Some Ass b Balanced Neurochemistry: Take +1 ongoing resisting emo-
TOUGH
b Limited communication
• Protect Someone b Body timeshare tional manipulation or mental assault. Your blood or other
b Biological needs bodily substances sometimes count as a special requirement
The Initiate get this one: On a 10+, you get an answer to your question, no
B When you are in good standing with your Sect, at problem. On a 7-9 you choose: they’re either busy and
the beginning of each mystery, roll +Charm. On a can’t help, or they answer the question but you owe a
10+ they provide some useful info or help in the field. favour. On a miss, your question causes trouble.
Since the dawn of history, we have been the
On a 7-9 you get a mission associated with the mystery, b Apprentice: You have an apprentice: name them. Your
bulwark against Darkness. We know the Evils of
and if you do it you’ll get some info or help too. On a job is to teach them the Sect’s ways. They count as an
the world, and we stand against them so that the
miss, they ask you to do something bad. If you fail a ally: subordinate (motivation: to follow your instruc-
mass of humanity need not fear. We are the Flame
mission or refuse an order, you’ll be in trouble with the tions to the letter).
that cleanses the Shadows.
Sect until you atone. b Helping Hand: When you successfully help out
Then pick three of these: another hunter, they get +2 instead of the usual +1.
CHARM • Manipulate Someone
b Ancient Fighting Arts: When using an old-fashioned
hand weapon, you inflict +1 harm and get +1 whenever
b That Old Black Magic: When you use magic, you can
ask a question from the investigate a mystery move
• Act Under Pressure
COoL you roll protect someone. as your effect.
• Help Out
b Mystic: Every time you successfully use magic, take Gear
• Investigate a Mystery +1 forward. If your Sect has fighting arts or obsolete gear (see next
SHARP • Read a Bad Situation b Fortunes: The Sect has ancient prophecies or divina-
tion techniques to predict the future. Once per mystery,
page) then pick three old-fashioned weapons. If the Sect
has modernised or nifty gadgets, you may pick two
• Kick Some Ass
TOUGH • Protect Someone
you may use them. If you look at what the future
holds, roll +Weird. On a 10+ hold 3, and on a 7-9 hold
modern weapons. Otherwise, pick two old-fashioned
weapons and one modern weapon.
1. On a miss, you get bad information and the Keeper
WEIRD • Use Magic decides how that affects you. Spend your hold to:
• have a useful object ready.
You also get old-fashioned armour (1-armour heavy).
The Interface
Pick Upgrades and Faults to describe how you interact You get all the basic moves, plus three Interface moves. Pick
with machines: three of these:
Upgrades (pick two): Faults (pick two): b Technomancer: When you repurpose a machine on the
b Always connected b Need my gear fly to do something it wasn’t designed for, roll +Cool. On
“I know where I stand with circuitry and a 10+, it does what you want, pick three effects. On a 7–9,
b Specialised tools b Hackable brain
wires. People are just nonsense.” it does it and shuts down, pick one effect:
b Security specialist b Specialised
b Intelligence database maintenance • The machine is repairable afterwards.
WEIRD • Use Magic machines. How did you gain or discover your powers?
b Volunteer: You volunteered to be upgraded. Who had
On a miss, they act while you’re making plans.
b Keep Going and Going: You don’t need sleep, and are
Luck the technology to do this to you? immune to sedating effects from any source.
Mark luck to change a roll to 12 or avoid all harm from b Skillz: Sheer genius and hard work. What event made b Take the Shot: You may forgo +1 ongoing from read a
an injury. your reputation, and how does it cause you trouble? bad situation to gain +2 forward on a single relevant roll.
b Artificial: You were created this way. What was your b Hack the Planet: You immediately know whether a
Okay bbbbbbb Doomed original purpose? Have you transcended it? system you’re connected to has hidden directories or
connections. When you successfully manipulate tech-
Interface Special: When you spend a point of Luck, you nology, give another hunter +1 forward.
get a chance to gain either a significant social connection b Virus Whisperer: When you quarantine or create a virus,
or incredible piece of tech. roll +Cool. On a 10+, pick two. On a 7–9, pick one:
Harm • You safely contain the virus.
When you reach 4 or more, mark unstable. • It erases or changes specific information.
• It locks down the system.
Okay bbb|bbbb Dying • Ask one question from the investigate a mystery
list.
Unstable: b
(Unstable injuries will worsen as time passes)
Experience
Experience: bbbbb
The Monstrous this way or if you you were originally human and trans-
formed somehow.
Now decide if you were always fighting to be good, or
if you were evil and changed sides.
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
when you manipulate someone.
I feel the hunger, the lust to destroy. But I fight it: I
never give in. I’m not human any more, not really, Define your monstrous breed by picking a curse, moves, b Unholy Strength: Roll +Weird instead of +Tough when
but I have to protect those who still are. That way and natural attacks. you kick some ass.
I can tell myself I’m different to the other monsters. Create the monster you want to be: whatever you choose b Incorporeal: You may move freely through solid
Sometimes I can even believe it. defines your breed in the game. Some classic monsters objects (but not people).
with suggestions for picks are listed on the back of this b Preternatural Speed: You go much faster than normal
sheet. These are only suggestions: feel free to make a dif- people. When you chase, flee, or run take +1 ongoing.
CHARM • Manipulate Someone ferent version! b Claws of the Beast: All your natural attacks get +1
harm.
• 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 but
b Mental Dominion: When you gaze into a normal
human’s eyes and exert your will over them, roll
• Investigate a Mystery +Charm. On a 10+, hold 3. On a 7-9, hold 1. You
it must be from people. You need to act under pres-
SHARP • Read a Bad Situation sure to resist feeding whenever a perfect opportunity
may spend your hold to give them an order. Regular
people will follow your order, whatever it is. Hunters
presents itself.
• Kick Some Ass
TOUGH
can choose whether they do it or not. If they do, they
b Vulnerability: Pick a substance. You suffer +1 harm
• Protect Someone mark experience.
when you suffer harm from it. If you are bound or sur-
b Unquenchable Vitality: When you have taken harm,
rounded by it, you must act under pressure to use
WEIRD • Use Magic
your powers.
you can heal yourself. Roll +Cool. On a 10+, heal
2-harm and stabilise your injuries. On a 7-9, heal
b Pure Drive: One emotion rules you. Pick from: hunger,
Luck 1-harm and stabilise your injuries. On a miss, your
hate, anger, fear, jealousy, greed, joy, pride, envy, lust,
Mark luck to change a roll to 12 or avoid all harm. injuries worsen.
or cruelty. Whenever you have a chance to indulge that
b Dark Negotiator: You can use the manipulate
Okay bbbbbbb Doomed emotion, you must do so immediately, or act under
someone move on monsters as well as people, if they
pressure to resist.
can reason and talk.
Monstrous special: When you spend a point of Luck, your b Dark Master: You have an evil lord who doesn’t know
b Flight: You can fly.
monster side gains power: your Curse may become stron- you changed sides. They still give you orders, and they
b Shapeshifter: You may change your form (usually into
ger, or another Breed disadvantage may manifest. do not tolerate refusal. Or failure.
an animal). Decide if you have just one alternate form
Harm Natural Attacks or several, and detail them. You gain +1 to investigate a
When you reach 4 or more, mark unstable. Pick a Base and add an extra to it, or two Bases. mystery when using an alternate form’s superior senses
Okay bbb|bbbb Dying b Base: teeth (3-harm intimate) (e.g. smell for a wolf, sight for an eagle).
b Base: claws (2-harm hand) b Something Borrowed: Take a move from a hunter
Unstable: b b Base: magical force (1-harm magical close) playbook that is not currently in play.
(Unstable injuries will worsen as time passes) b Base: life-drain (1-harm intimate life-drain)
b Extra: Add +1 harm to a base
Experience b Extra: Add ignore-armour to a base
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.38 revolver (2-harm close reload loud) for each of the other hunters: up. Erase the marks and pick an improvement from the
b 9mm (2-harm close loud) • You lost control one time, and almost killed them. Ask following list:
b Magnum (3-harm close reload loud) them how they stopped you.
Improvements
b Shotgun (3-harm close messy) • They tried to slay you, but you proved you’re on the
b Get +1 Charm, max +2
b Big knife (1-harm hand) side of good. Ask them what convinced them.
b Get +1 Cool, max +2
b Brass knuckles (1-harm hand quiet small) • You are romantically obsessed with them. Ask them
b Get +1 Sharp, max +2
b Sword (2-harm hand messy) if they know, and if they reciprocate.
b Get +1 Tough, max +2
b Huge sword (3-harm hand heavy) • Close relations, or a distant descendant. Tell them
b Take another Monstrous move
which.
Getting Started b Take another Monstrous move
• You saved them from another of your kind, and
To make your Monstrous, first pick a name. Then follow the b Gain a haven, like the Expert has, with two options
prevented reprisals against that individual creature
instructions in this playbook to decide your look, ratings, b Take a natural attacks pick
(maybe it’s another good one, or maybe it has a hold
breed, moves, and gear. Finally, introduce yourself and b Take a move from another playbook
over you).
pick history. b Take a move from another playbook
• They are tied to your curse or origin. Tell them how.
Pronouns: • You fought together against the odds, and prevailed. After you have leveled up five times, you qualify for
• They saved you from another hunter who was pre- advanced improvements in addition to these. They’re below.
look, pick one from each List: pared to kill you. Ask them what happened.
• Almost human, half human, monstrous, Advanced Improvements
• Sinister aura, powerful aura, dark aura, unnerving Monster Breed Suggestions b Get +1 to any rating, max +3.
aura, energetic aura, evil aura, bestial aura, __________ • Vampire: Curse: feed (blood or life-force). Natural b Change this hunter to a new type.
aura. attacks: Base: life-drain or Base: teeth; add +1 harm to b Create a second hunter to play as well as this one.
• Archaic clothes, casual clothes, ragged clothes, tai- base attack. Moves: immortal or unquenchable vitality; b Mark two of the basic moves as advanced.
lored clothes, stylish clothes, street clothes, outdoor mental domination. b Mark another two of the basic moves as advanced.
clothes, __________ clothes. • Werewolf: Curse: vulnerability (silver). Natural b Retire this hunter to safety.
attacks: Base: claws; Base: teeth. Moves: shapeshifter b Free yourself from the curse of your kind. Your curse
Ratings, pick one line: (wolf and/or wolfman); claws of the beast or unholy no longer applies, but you lose 1 Weird.
b Charm-1, Cool-1, Sharp=0, Tough+2, Weird+3 strength. b You turn evil (again). Retire this character, they become
b Charm-1, Cool+1, Sharp+1, Tough=0, Weird+3 • Ghost: Curse: vulnerability (rock salt). Natural attacks: one of the Keeper’s threats.
b Charm+2, Cool=0, Sharp-1, Tough-1, Weird+3 Base: magical force; add hand range to magical force. b Get back one used Luck point.
b Charm-2, Cool+2, Sharp=0, Tough=0, Weird+3 Moves: incorporeal; immortal.
b Charm=0, Cool-1, Sharp+2, Tough-1, Weird+3 • Faerie: Curse: pure drive (joy). Natural attacks: Base:
Introductions magical force; add ignore-armour to magical force.
When you get here, wait for everyone to catch up so you Moves: flight; preternatural speed.
can do your introductions together. • Demon: Curse: pure drive (cruelty). Natural attacks:
Go around the group. On your turn, introduce your Base: claws; +1 harm to claws. Moves: dark negotiator;
Monstrous by name and look, and tell the group what unquenchable vitality.
they know about you. • Orc: Curse: dark master (the orc overlord). Natural
attacks: Base: teeth; add ignore-armour to teeth.
Moves: Unholy strength; dark negotiator.
• Zombie: Curse: pure drive (hunger), feed (flesh or
brains). Natural attacks: Base: teeth; +1 harm to teeth.
Moves: immortal; unquenchable vitality.
, Moves Gear
The Mundane
You get all the basic moves, plus pick three Mundane moves: You get two Mundane weapons and a means of transport.
b Always The Victim: When another hunter uses protect
someone to protect you, they mark experience. When- Mundane weapons (pick two):
ever a monster captures you, you mark experience. b Golf club, baseball bat, cricket bat, or hockey stick
You heard about how monsters only pick on people b Oops! If you want to stumble across something (2-harm hand innocuous messy)
with crazy powers who can fight back on even important, tell the Keeper. You will find something b Pocket knife or multitool (1-harm hand useful small)
terms? Yeah, me neither. But, hell, I ended up in important and useful, although not necessarily related b Small handgun (2-harm close loud reload)
this monster-hunting team so I gotta do what I to your immediate problems. b Hunting rifle (3-harm far loud reload)
can, right? b Let’s Get Out Of Here! If you can protect someone b Sledge-hammer or fire axe (3-harm hand messy)
by telling them what to do, or by leading them out, roll b Nunchuks (2-harm hand area)
The Pararomantic
moves. b Bonding Time: If you spend some quality time with
your Guide instead of working on the current mystery
You get this one: you can roll +Charm. On 10+, hold 2. On 7-9, hold 1.
B Supernatural Guide: You have a (most likely intimate) Spend your hold to:
connection to some supernatural being who is your • Erase one mark in your Relationship Status track.
CHARM • Manipulate Someone guide into the world beyond. Choose if your relation-
ship is secret or not.
•
•
Use a Pararomantic move you haven’t picked.
Receive a gift from your Guide.
• Take +1 forward.
• Act Under Pressure
COoL • Help Out
Determine what kind of creature your Guide is and
how your relationship works. Say what kind of power
b Dark Desires: You may use the manipulate someone
move on monsters, as long as you are using emotional
• Investigate a Mystery they possess. The Keeper will decide how it works and
SHARP
ties.
• Read a Bad Situation define your Guide as a threat. b The Power of Love: When you use help someone to
If your Guide is another hunter, determine together help your Guide you don’t have to roll +Cool. You auto-
• Kick Some Ass
TOUGH • Protect Someone
how your relationship works.
Whenever you would roll +Weird you can roll
matically help as though you’d rolled a 10. If your Guide
is another hunter, the same applies when they help you.
+Charm instead, by channeling the power of your b Do As The Supernatural Do: You can take an unnat-
WEIRD • Use Magic bond. When you do so and miss, in addition to the
usual consequences, you and your Guide suffer as
ural move from your Guide’s playbook (if they are a
hunter). If they are a monster, choose a move from a
when you miss a roll for bond abuse. suitable supernatural playbook. The Keeper may offer
Luck
you a custom move, instead.
Mark luck to change a roll to 12 or avoid all harm from Bond Abuse b I Am Theirs And They Are Mine: Whenever you are in
an injury. For details, see fate of your love on the reverse side.
danger, your Guide knows it. If your Guide is suffering
Okay bbbbbbb Doomed Bond Abuse: Whenever you do something to abuse the harm (and it’s feasible), you can spend a point of Luck
bond with your Guide, like acting against them, or not to redirect the attack onto yourself as if you have rolled
Pararomantic Special: When you spend a point of Luck, 10+ with protect someone. If you are suffering harm,
giving them enough attention, roll +Charm:
also mark off one of your relationship status boxes. The you can decide that your Guide has protected you and
• On 10+, your action has no effect beyond the exchange
Keeper will bring fate of your love (see reverse) into play. is suffering this harm instead. If you choose this, roll
of some angry words.
Relationship Status • On 7-9 choose one of the bond abuse options below. for bond abuse.
• On a miss, the Keeper may choose two of the bond b Monster Empathy: When you try to work out what a
Loving bbbbbbb Broken abuse options below, or something worse. supernatural creature desires, roll +Charm. On a 10+,
hold 2. On a 7-9, hold 1. Spend your hold to ask the
Harm Bond abuse options: following questions—the Keeper will answer honestly:
When you reach 4 or more, mark unstable. • Mark off a box in your Relationship Status track. • What does it most desire?
Okay bbb|bbbb Dying • You may not channel the power of your bond for the • What would it accept as good enough for now?
rest of the mystery. • What would distract it?
Unstable: b • You gain the unwelcome attention of others of your b Spirit Touched: Your experiences have made you sensi-
(Unstable injuries will worsen as time passes) Guide’s kind. tive to the supernatural. When you sense magical things,
• Someone who shouldn’t know finds a clue about your roll +Weird. On a 10+ you can sense them fully. On a
Experience relationship with your Guide. 7-9, choose: either sense them fully but they notice you
Experience: bbbbb too, or you sense only impressions.
Experience
Experience: bbbbb
The Searcher
You get this one: b Prepared to Defend: Even truth seekers need to fight
B First Encounter: One strange event started you down some times. Whenever you suffer harm when you kick
this path, sparking your need to discover the truth some ass or protect someone, you suffer 1-harm less.
behind the unexplained. Decide what that event was: b Fellow Believer: People understand you’ve also known
strangeness. Bystanders will talk to you about weird
CHARM
pick a category below and take the associated move.
• Manipulate Someone
Then tell everyone what happened to you (or someone things they would not trust another hunter (or a
close to you). 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 new
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 agreement.
SHARP
type of creature, you may immediately ask one of
• Read a Bad Situation the investigate a mystery questions. Their look is one of: invisible, an intangible spirit thing,
b Zone of Strangeness: Things are not fixed. You a weird creature, disguised as an animal, or disguised
• Kick Some Ass
TOUGH • Protect Someone
never need act under pressure when supernatural
forces alter the environment around you, and you
as a person.
b Just Another Day: When you have to act under pres-
sure due to a monster, phenomenon, or mystical effect,
WEIRD
get 2-armour against harm from sudden changes
• Use Magic you may roll +Weird instead of +Cool.
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 had
act under pressure to use the sensitive weird experiences similar to your first encounter—perhaps
Luck they’re a support group or hobbyist club. Detail up to
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. five members with useful skills related to what hap-
an injury.
b Higher power: Something looks out for you. You pened to them (none are up for fighting monsters).
Okay bbbbbbb Doomed start with an extra Luck. b Ockham’s Broadsword: When you first encounter
b Strange Dangers: You are always watching for something strange, you may ask the Keeper what sort
Searcher Special: When you spend a point of Luck, your hazards. When you have no armour, you still count of thing it is. They will tell you if it (or the cause) is:
first encounter comes up in play. It could be a flashback, as having 1-armour. natural, an unnatural creature, a weird phenomenon,
new occurrence, or related event. b Abduction: They taught you hidden knowledge. or a person. You gain +1 forward dealing with it.
b The Things I’ve Seen: When you encounter a creature
Harm Gain +1 to any move when you research strange
or ancient secrets to do it. or phenomenon, you may declare that you have seen it
When you reach 4 or more, mark unstable.
b Cosmic Insight: You have encompassed the soul before. The Keeper may ask you some questions about
Okay bbb|bbbb Dying of the universe. You never need to act under pres- that encounter, and will then tell you one useful fact
sure due to feelings of fear, despair, or isolation. you learned and one danger you need to watch out for
Unstable: b (maybe right now).
(Unstable injuries will worsen as time passes)
Experience
Experience: bbbbb
Gear • You figured out a supernatural or weird secret they Advanced Improvements
You get a laptop, a car or motorcycle, a camera, binocu- keep. Ask them what it is. b Get +1 to any b Mark another two
lars, two sets of investigation tools, and one self-defence • You met when you were each investigating seperate rating, max +3. of the basic moves
weapon. mysteries. Tell them what trick you used to protect b Change this hunter as advanced.
them from weirdness and ask them how they saved to a new type. b Erase a used Luck
Investigation tools, pick two: you from a danger. b Create a second mark from your
b A bag of cameras b Historical documents • You’re both veterans of a therapy or support group or a hunter to play as playbook.
& microphones. and witness reports treatment program. Work out the details between you. well as this one. b Erase a used Luck
b Forensic tools. of strange events. • Some creature or force is stalking them. Ask them b Retire this hunter mark from your
b Ghost hunting tools. b Maps, blueprints, and what it is. Then decide if you’ve told them about it or to safety. playbook.
b Scientific building reports for if they are still happily unaware. b Mark two of the basic
measuring tools. significant places. • You found their pet when it went missing. Where had moves as advanced.
b Cryptid hunting gear. it gone? b Resolve your first encounter. The Keeper makes the
next mystery about this event, and should try to answer
Self-defence weapons, pick one: “There’s still so much all remaining questions about it during the mystery
b Walking stick (1-harm hand innocuous). to be discovered and (although there are sure to be new threads to inves-
b Small handgun (2-harm close reload loud). explained, even now. tigate after...)
b Small knife (1-harm hand messy). Perhaps only one
b Martial arts training (1-harm hand innocuous). event in a thousand
b Incapacitating spray (0-harm hand irritating). is true weirdness—
b Heavy flashlight (1-harm hand innocuous). but I’ll investigate
them all to find it.”
Moves Gear
, You get all the basic moves, plus three Snoop moves. You get a laptop, three recording devices, two detectors
The SnOop
Pick three: and one subtle weapon.
b“What Does That Feel Like?”: When you put your
camera or microphone right in a person’s face, they Recording devices (pick three):
Cryptids have kept out of sight, but I’m going break off whatever they are doing. They might go right b Video camera b Camera drone
back to it after they deal with you, but you’ll create b Tiny digital camera b Starlight camera
to find them and record them. The evidence will
enough time for the other hunters to act in the mean- b Film camera b Steadicam rig
be incontrovertible, and I’ll be the one who did it. time.
I’m going to be a superstar one day, you mark my b Digital recorder b Laser microphone
b Minor Celebrity: At the beginning of each mystery, roll
words! Hey... did you just feel a chill? b Tape recorder b SLR camera
+Weird. On a 10+ hold 2 and on a 7-9 hold 1. Spend
b Infrared camera b Nice smartphone
your hold during the mystery to have someone you
CHARM • Manipulate Someone meet know of you in a positive light (maybe they read
your blog, listen to your podcast, or watch your Inter-
b Pro sound gear
• Act Under Pressure net/TV show, etc). You may end up getting asked for
COoL • Help Out autographs or given “hot” leads, etc.
b We’ll Fix It In Post: You can use anything you could
b Electromagnetic
field detector
b Metal detector
b Compass
• Investigate a Mystery conceivably have recorded as evidence for investigate b Temperature fluc- b GPS receiver
SHARP • Read a Bad Situation a mystery, allowing you to check previous interviews,
attack sites, and so on from the comfort of your laptop.
tuation detector
b Ouija board
b Laser rangefinder
b Pendulum
• Kick Some Ass
TOUGH
b Press Accreditation: When you investigate a mystery b Humidity meter b Tarot deck
• Protect Someone by talking to witnesses, interviewing locals, or anything b Dowsing rods b___________________
else requiring interpersonal skills, roll +Charm instead b Chemistry test kit
WEIRD • Use Magic of +Sharp.
b Truthiness: Whatever you tell a normal person, they’ll Subtle weapons (pick one):
accept that you think it’s true. If it’s far out, they might
Luck b Multitool/pocket knife (1-harm hand hidden useful)
think you’re deluded, but they won’t think you’re lying.
Mark luck to change a roll to 12 or avoid all harm from b Stun gun (1-harm hand stun)
b The Mojo Wire: When you spend a while reading all
an injury. the latest news feeds looking for the weird stuff, take b Baseball/cricket bat (2-harm hand innocuous messy)
+1 forward. b Handgun (2-harm close loud)
Okay bbbbbbb Doomed b Knife (1-harm hand hidden)
b Relaxed Producer: You’re employed, with a regular pay
Snoop special: Whenever you spend a Luck point, you’re check and little or no oversight. As long as you send in
a story every few days, no matter how bizarre, you’re
going to have technical difficulties. Breakdowns, commu-
set. Every now and again they’ll send you somewhere
nication problems, weird noises in the recordings, etc. in particular, and when that happens it usually involves
supernatural activity. Unless they need human interest,
Harm in which case it will be a kitten show or agricultural
When you reach 4 or more, mark unstable. fair or something.
Okay bbb|bbbb Dying
Unstable: b
Experience
Experience: bbbbb
The SpoOktacular
a traveling show and get an Pick two of these:
ability based on its style. b Put On A Show: You can entertain people so they feel
Are you still with them? If so, joy and forget their troubles. Say what you do and
how do you balance work and roll +Charm if it’s pure performance or +Weird if you
I’ve traveled all over, pretty much everywhere you monster hunting? If you left, add a pinch of magic. On a 10+ the audience is trans-
can make a dollar. I’ve made people happy, and I why was that? ported and happy. Troubles and trauma are eased in
guess annoyed a few. But everywhere you go has Pick your show’s specialty: their minds, for a good while. On a 7-9 pick one: the
monsters–this show included. b An Infernal Power: A Big Bad operated the Show for effect just lasts a little while, or the regular time but
evil purposes. You signed the contract–take a three- there’s a ruckus when you’re done.
CHARM • Manipulate Someone box infernal favour track. Spend these as if they were
Luck points. The Big Bad may restore these points when
b A Negligible Price: You can make a magical deal to
fulfill a desire for someone else. The price is that they
• Act Under Pressure they wish, but first you must do something unforgiv- reveal to you a secret, the world then arranges itself to
COoL • Help Out ably terrible. What sin have you already committed?
Infernal Favour: b b b.
fulfill their desire, fitting the scale of the secret.
b Easygoin’: You have the gift of being friendly and easy
• Investigate a Mystery
SHARP • Read a Bad Situation
b Magic & Illusions: You can cast confounding spells.
When you weave an illusion, roll +Weird. On a 10+
to chat to. When you try to make a good impression
on someone you just met, roll +Charm. On a 10+
• Kick Some Ass everyone is fooled, they are either led in a direction they treat you as a trustworthy and friendly acquain-
TOUGH • Protect Someone of your choice or you and those you choose escape
undetected. On a 7-9, it doesn’t quite work: misdirect
tance. On a 7-9 they open up more than usual but still
regard you as a stranger. On a 6 or less, they think
WEIRD • Use Magic or escape as a 10+ result, but the Keeper chooses one:
someone isn’t fooled, or you gain unwelcome attention.
you’re playing them, and they’ll not trust you or your
companions.
On a miss, it goes badly as magic always does. b Pay It Backward: Give yourself or someone else an
Luck b Making Money: You’ve got a lot of practice bam- advantage on any roll: roll 3 dice and select the best 2
Mark luck to change a roll to 12 or avoid all harm from boozling folks. When you mess with someone, roll for your result. Whenever you do this, the Keeper gains
an injury. +Charm. On a 10+, they don’t know what’s going on 1 hold. That hold may be spent to give any hunter (but
Okay bbbbbbb Doomed and overlook something of your choice. On a 7-9 they usually you) a disadvantage: roll 3 dice and select the
still overlook something but they’re more angry than worst 2 instead.
Spooktacular special: When you spend a point of Luck, baffled. On a miss, you better run. b The Old Crew: You have an ally team of Show folks
you’re going to run into someone you met at the Show. b Problem Solvers: The Show rolls into town, people you worked with. They are great at setting up a scene,
Could be good, could be bad, who knows?. visit and reveal their difficulties. The crew arrange to creating a distraction, or even intimidating folks.
make things better, leaving each town a little happier b The Game Is Fixed: When you use magic in a crowded
Harm
than when you arrived. Well, when things go smoothly and chaotic place (like a fairground), take +1 forward.
When you reach 4 or more, mark unstable.
anyhow. When you chat to someone, or observe them You may also choose the following effects whenever
Okay bbb|bbbb Dying for a few minutes, the Keeper will tell you what their you use magic:
Unstable: b biggest problem is right now. • Someone fails a skilled task
b Supernatural Creatures: You’re not entirely human • You disappear unnoticed and untraceable in a
Experience yourself. Pick a single supernatural move from any crowded and chaotic scene
Experience: bbbbb hunter playbook (the Monstrous is a good place to • Instantly set up or pack away a carnival stall or
start). How does your inhuman nature show? camp site
Whenever you roll and get a total of 6 or less, or when a • Track someone
move tells you to, mark an experience box. • Get a bunch of cash.
Gear Look, pick one from each List: Leveling Up
You get one camp tool, one vehicle, one mystical item, and • Human, slightly inhuman, fate-marked, __________. When you have filled all five experience boxes, you level
all the paraphernalia. • Friendly face, guarded face, observant face, open face, up. Erase the marks and pick an improvement from the
weathered face, young face, _____________ face. following list:
Camp tools, pick one: • Fancy clothes, old clothes, stage costume, working
b Pocket knife or multi-tool (1-harm hand useful small) Improvements
clothes, _______________.
b Mallet (1-harm hand useful blunt) b Get +1 Charm, b Gain an ally
b Crowbar (2-harm hand useful messy) Ratings, pick one line: max +3 b Take another
b Baseball bat or similar (2-harm hand) b Charm +2, Cool -1, Sharp +1, Tough 0, Weird +1 b Get +1 Cool, max +2 Show option.
b Hatchet (2-harm hand messy) b Charm +2, Cool +1, Sharp 0, Tough -1, Weird +1 b Get +1 Sharp, max +2 b Take a move from
b Sock full of coins (1-harm hand stun) b Charm +2, Cool 0, Sharp -1, Tough -1, Weird +2 b Get +1 Weird, max +3 another playbook.
b Charm +1, Cool 0, Sharp -1, Tough +1, Weird +2 b Take another b Take a move from
Vehicles, pick one: b Charm +1, Cool +1, Sharp 0, Tough -1, Weird +2 Spooktacular move another playbook
b Pickup b Truck b Take another
Introductions
b Van b Motorcycle & sidecar Spooktacular move
When you get here, wait for everyone to catch up so you
Mystical item, pick one: can do your introductions together. After you have leveled up five times, you qualify for
b Ghost Shades. Sunglasses that can see into the spirit Go around the group. On your turn, introduce your advanced improvements in addition to these. They’re below.
world (it seems darker than usual, obviously) Spooktacular by name and look, and tell the group what
they know about you. Advanced Improvements
b Really Big Plush Dog (Animated). Somehow this
b Get +1 to any rating, max +3
came to life. It’s kind of like a regular dog? History b Change this hunter to a new type
b Returning 100. Spend this hundred dollar bill, and it Go around the group again. On your turn, pick one of these b Create a second hunter to play as well as this one
will come back in a day or so for each other hunter: b Mark two of the basic moves as advanced
b Scamulet. Heats up whenever someone’s running a • This hunter worked the Show with you. Ask them for b Mark another two of the basic moves as advanced
scam on you how long–it was at least a few months, time enough b Retire this hunter to safety
b Wizard Tent. Worn and crappy on the outside, big and to become friends. b Get back one used Luck point
luxurious on the inside • This hunter knew you as a kid. Ask what town you b Get your own traveling show. Maybe you take over your
both hail from. Did you run away to join the Show? old one, maybe you start anew
Paraphernalia. You have all of this crap.
• “No, I certainly did not rip you off in that town a few
B Tickets to a show, Snack vouchers, Decks of cards, Pairs years back. Must have been a different show, mate.”
of dice, Magic trick props, Camping gear, Makeup, • This hunter was chasing a monster when the Show
Costume accessories. was in town, and thought it might be one of the crew.
Was it? How did you resolve things?
Getting Started • This hunter is an estranged family member. Decide
To make your Spooktacular, first pick a name. Then
the exact relationship together.
follow the instructions in this playbook to decide your
• Something got loose from the Show, a few years back,
look, ratings, Show, moves, and gear. Finally, introduce
and this hunter ended up helping you secure it again.
yourself and pick history.
Tell them what got loose, then ask how they ended
Pronouns: up hunting it too.
• A fortune teller told you this hunter is part of your
destiny. Ask what the rest of the fortune said.
• This weird old person pointed this hunter out to you
when you were in a bad spot. Ask them why they
helped you get back on track.
Moves
, You get all the basic moves, plus pick three Spooky moves:
The SpOoky
b Telepathy: You can read people’s thoughts and put b Tune In: You can attune your mind to a monster or
words in their mind. This can allow you to investigate minion. Roll +Weird. On a 10+, hold 3. On a 7-9, hold
a mystery or read a bad situation without needing 1. On a miss, the monster becomes aware of you. Spend
to actually talk. You can also manipulate someone one hold to ask the Keeper one of the following ques-
I can do things, things that normal people can’t. without speaking. You still roll moves as normal, except tions, and gain +1 ongoing while acting on the answers:
But there’s a price—I haven’t paid it in full, yet, people will not expect the weirdness of your mental • Where is the creature right now?
but the bill’s gonna come due soon. It’s best I don’t communication. • What is it planning to do 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 • Who is it going to attack next?
as the normal effects, you may pick from the following: • Who does it regard as the biggest threat?
CHARM • Manipulate Someone • The target contracts a disease.
• The target immediately suffers harm (2-harm
• How can I attract its attention?
b The Big Whammy: You can use your powers to kick
• Act Under Pressure
COoL • Help Out
magic ignore-armour).
• The target breaks something precious or import-
some ass: roll +Weird instead of +Tough. The attack
has 2-harm close obvious ignore-armour. On a miss,
• Investigate a Mystery ant. you’ll get a magical backlash.
SHARP • Read a Bad Situation b The Sight: You can see the invisible, especially spirits
and magical influences. You may communicate with
b Jinx: You can encourage coincidences to occur, the
way you want. When you jinx a target, roll +Weird.
• Kick Some Ass
TOUGH • Protect Someone
(maybe even make deals with) the spirits you see, and
they give you more opportunities to spot clues when
On a 10+ hold 2 and on a 7-9 hold 1. On a miss, the
Keeper holds 2 over you to be used in the same way.
you investigate a mystery. Spend your hold to:
WEIRD • Use Magic b Premonitions: At the start of each mystery, roll
+Weird. On a 10+, you get a detailed vision of some-
• Interfere with a hunter, giving them -1 forward.
• Help a hunter, giving them +1 forward, by inter-
Luck thing bad that is yet to happen. You take +1 forward to fering with their enemy.
Mark luck to change a roll to 12 or avoid all harm from prevent it coming true, and mark experience if you stop • Interfere with what a monster, minion, or
an injury. it. On a 7-9+ you get clouded images of something bad bystander is trying to do.
that is yet to happen: mark experience if you stop it. On • Inflict 1-harm on the target due to an accident.
Okay bbbbbbb Doomed
a miss, you get a vision of something bad happening to • The target finds something you left for them.
Spooky special: As you mark off Luck boxes, your dark you and the Keeper holds 3, to be spent one-for-one as • The target loses something that you will soon find.
penalties to rolls you make.
side’s needs will get nastier. Gear
b Hunches: When something bad is happening (or
Harm You get two normal weapons and any magical items or
just about to happen) somewhere that you aren’t, roll
When you reach 4 or more, mark unstable. amulets that you use to invoke your powers.
+Sharp. On a 10+ you knew where you needed to go,
just in time to get there. On a 7-9, you get there late—in Normal weapons (pick two):
Okay bbb|bbbb Dying
time to intervene, but not prevent it altogether. On a b.38 revolver (2-harm close reload loud)
Unstable: b miss, you get there just in time to be in trouble yourself. b 9mm (2-harm close loud)
(Unstable injuries will worsen as time passes) b Hunting rifle (2-harm far loud)
b Shotgun (3-harm close messy)
Experience b Big knife (1-harm hand)
Experience: bbbbb
The Visitor
You get all the basic moves, plus three Visitor moves. Choose three You have the vessel that brought you here, but it’s
of these: broken. What does it look like? You also have:
b Something Strange: You have an odd adaptation natural to
you. Pick one: Alien gear (pick two):
“It’s been twenty-two planetary rotations since b You breathe water as well as air and swim incredibly well. b Information crystal
I’ve arrived and the locals continue to accept me b You have 1-armour and great strength. b Pocket medkit
as one of their own. There seems to be a cultural b You can smell the difference between types of magic. b Universal translator
welcoming involving holding out a small commu- b You can glide and take no fall damage. You also don’t trigger b Instant climate bubble
nication device and staring.” most weight sensors. b Food replicator
b Something else (with the group’s agreement): with four recipes
b Holographic disguise
CHARM • Manipulate Someone
b Hoverbike
b Portable power generator (can support a small
• Act Under Pressure b Always Learning: When you make the effort to learn from
COoL • Help Out someone of another culture, mark experience and take +1 ongoing
to tasks related to the lesson until the current mystery ends.
Earth town’s worth of tech)
WEIRD
think you’ve upset someone, or from other people, such as when
• Use Magic b Harvester gem (1-harm, far energy life-drain)
you accidentally remind someone of painful personal history.
b Destabilising seed (3-harm area messy loud)
b Different World, Different Rules: You’ve learned some of the
Luck rules and tricks that work here. When you’re in conflict with an Local gear (pick two):
Mark luck to change a roll to 12 or avoid all harm from entity less familiar with this world than you are, take +1 ongoing. b Mobile game console
an injury. b Taste of Home: When you and another hunter share something b E-book reader, full
one of you loves that is new to the other, they explain how it is b Old Walkman
Okay bbbbbbb Doomed important to either them or their culture. The other hunter b Smartphone
Visitor Special: When you spend a point of Luck, you picks one: b Earth camping gear
learn about another culture or someone else learns about • Relate a similar memory or element of your culture or back- b Collection of photos
your culture. This could be good or bad. ground. Each hunter gains +1 ongoing to aid each other until b Favourite snacks
the mystery ends. b Good shoes
Harm
• Relate a contrasting memory or element of your culture or b Pickup truck
When you reach 4 or more, mark unstable.
background. Each hunter marks experience.
Okay bbb|bbbb Dying • Relate how this is entirely alien to you. Each hunter gains +1
Unstable: b forward to investigate a mystery or read a bad situation
(Unstable injuries will worsen as time passes) because it has put them in a questioning frame of mind.
b Alien Anatomy: When you suffer harm from someone not
Experience from your homeworld, take 1 less harm.
Experience: bbbbb b Otherworldly Techniques: At the start of each session, you
Whenever you roll and get a total of 6 or less, or when a gain 2 hold. You can spend hold to gain +1 forward on a move
move tells you to, mark an experience box. when you use gear from your home culture.
Expatriation Pronouns: Leveling Up
What was your home culture like? Pick one or more from When you have filled all five experience boxes, you level
at least two lines: Look, pick one from each list: up. Erase the marks and pick an improvement from the
• Feudal, imperial, democratic, theocratic, mercantile, • Humanoid, large, small, odd proportions, robotic, following list.
egalitarian, meritocratic, unusual form, ooze, _____________________________.
• Lone homeworld, lone system, space habitats, inter- • Strange skin, antenna, big eyes, strong scent, inhuman Improvements
stellar, nomadic, scattered worlds, body temps, extra limbs, _______________________. b +1 Sharp, max +3
• Caste system, wartorn, tyrannical, peaceful, rationalist, • Futuristic, skintight, normal Earth clothes, incorrect b +1 Weird, max +3
high-tech, low-tech, “normal Earth clothes,” eclectic, environmental suit, b +1 Tough, max +2
______________________________________ clothes. b +1 Charm, max +2
Why did you leave? b +1 Cool, max +2
b You had to escape Introductions b Gain an ally: alien, local animal, or local friend
b You’re a scout, exploring new worlds When you get here, wait for everyone to catch up so you b Take another Visitor move
b You’re a tourist, looking for interesting experiences can do your introductions together. b Take another Visitor move
b You’re an emissary Go around the group. On your turn, introduce your b Take a move from another playbook
b Something else: Visitor by name, pronouns, and look, and tell the group b Take a move from another playbook
what they know about you. b Repair the vehicle that brought you here so it can safely
Why have you stayed on Earth? enter a vacuum and travel in space
b To befriend b To learn History
b To teach b To protect it Go around the group again. On your turn, pick one for After you have leveled up five times, you qualify for
b Something else: each of the other hunters: advanced improvements in addition to these.
• They were the first local resident you ever had a con-
What pulls you back home? versation with. Was there a language barrier? What
Advanced Improvements
b Relationships b Obligations b Get +1 to any rating, max+3
was the conversation about?
b Enemies b Homesickness b This is my home now, and I’ll protect it. Change this
• This hunter seems to know things about the history of
b Something else: hunter to a new playbook.
your homeland you only vaguely know about.
b Create a second hunter to play in addition to this one
• Tests indicate that one of their ancestors was from
Getting Started your people. Did you know this was possible? Have
b Mark two of the basic moves as advanced
To make your Visitor, first pick a name and pronouns. b Mark another two of the basic moves as advanced
you told them?
Then follow the instructions to decide your look, ratings, b This is my home now, and I need to rest. Retire this
• You frequently have deep conversations with this
expatriation, moves, and gear. Finally, introduce yourself hunter to safety, on Earth.
hunter about your respective cultures.
and pick history. b This was just an adventure, and now it’s over. Retire this
• It especially bothers you to be misunderstood by this
hunter to safety back on your homeworld.
Ratings, pick one line: hunter. You don’t understand why. Ask them if they’ve
b Establish official, friendly contact between Earth and
b Charm–2, Cool+1, Sharp+1, Tough=0, Weird+3 noticed.
your people
b Charm+1, Cool=0, Sharp–2, Tough+3, Weird+1 • One of the hunters has had a past experience with your
b Charm=0, Cool+1, Sharp+3, Tough+1, Weird–2 people. Ask them whether it was a good experience
b Charm+1, Cool+3, Sharp+1, Tough–2, Weird=0 or a bad one? Were you there?
b Charm+3, Cool–2, Sharp=0, Tough+1, Weird+1 • How have you and this hunter shared hobbies from
each other’s upbringings?
• One of you mistook the other for a threat people
needed to be protected from. Decide together how
that played out.
, Moves Gear
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 knowingly 1-armour.
investigating, pursuing or fighting the breed of monster If you want, you may take a classic car, classic motorcycle,
They took my loved ones. Back then I wasn’t strong that caused your loss. plain pickup, or plain van.
enough to fight, but I studied, trained, and now
I’m ready to cleanse the world of their taint. I’ll Then pick two of these: Signature Weapons, pick one:
kill them all. That’s all I have left. b Berserk: No matter how much harm you take, you b Sawn-off shotgun (3-harm hand/close messy loud
can always keep going until the current fight is over. reload)
During a fight, the Keeper may not use harm moves b Hand cannon (3-harm close loud)
CHARM • Manipulate Someone
on you and you cannot die. When the fight ends, all b Fighting knife (2-harm hand quiet)
b Huge sword or huge axe (3-harm hand messy heavy)
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 rolled
b Specialist weapons for destroying your foes (e.g.
wooden stakes and mallet for vampires, silver dagger
• Investigate a Mystery a 10+, but you may not choose to “suffer little harm.” for werewolves, etc.). 4-harm against the specific crea-
SHARP • Read a Bad Situation b What Does Not Kill Me...: If you have suffered harm
in a fight, you gain +1 ongoing until the fight is over.
tures it targets, 1-harm otherwise, and other tags by
agreement with the Keeper.
• Kick Some Ass
TOUGH • Protect Someone
b Fervor: When you manipulate someone, roll +Tough
instead of +Charm.
b Enchanted dagger (2-harm hand magic)
b Chainsaw (3-harm hand messy unreliable loud heavy)
b Safety First: You have jury-rigged extra protection into
WEIRD • Use Magic your gear, giving you +1 armour (maximum 2-armour).
b DIY Surgery: When you do quick and dirty first aid
Practical weapons, pick two:
b.38 revolver (2-harm close reload loud)
b 9mm (2-harm close loud)
Luck on someone (including yourself ), roll +Cool. On a 10+
b Hunting rifle (2-harm far loud)
Mark luck to change a roll to 12 or avoid all harm from it’s all good, it counts as normal first aid, plus stabilize
b Shotgun (3-harm close messy loud)
an injury. the injury and heal 1 harm. On a 7-9 it counts as normal
b Big knife (1-harm hand)
first aid, plus one of these, your choice:
Okay bbbbbbb Doomed b Brass knuckles (1-harm hand stealthy)
• Stabilise the injury but the patient takes -1
b Assault rifle (3-harm close area loud reload)
forward.
Wronged special: When you spend a point of Luck, you
• Heal 1-harm and stabilise for now, but it will
find a dangerous lead on your prey.
return as 2-harm and become unstable again later.
Harm • Heal 1-harm and stabilise but the patient takes
When you reach 4 or more, mark unstable. -1 ongoing until it’s fixed properly.
b Tools Matter: With your signature weapon (see your
Okay bbb|bbbb Dying
gear, below), you get +1 to kick some ass.
Unstable: b
(Unstable injuries will worsen as time passes)
Experience
Experience: bbbbb
Why couldn’t you save them? You were (pick one or more):
b at fault b slow
b selfish b scared
b injured b in denial
b weak b complicit