Name: Gender: Playbook:

Look:

🕷Select a Playbook above to get started🕷

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, the Keeper will bring your fate into play.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Your Fate
How you found out:
How your fate will unfold:
Heroic: (pick two)

Sacrifice You are the Champion
Visions Secret training
Magical powers Mystical inheritance
A normal life True love
You can save the world Hidden allies
The end of monsters Divine help

Doom: (pick two)

Death You can't save everyone
Impossible love Failure
A nemesis No normal life
Loss of loved ones Treachery
Doubt Sympathy with the enemy
Damnation Hosts of monsters
The end of days The source of Evil

Moves
You get these two:

Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.

I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it comes to pass. If you die in play, then you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, (or you use up all your Luck), all bets are off.

Then pick one of these:

The Big Entrance: When you make a showy entrance into a dangerous situation, roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On a 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.

Devastating: When you inflict harm, you may inflict +1 harm.

Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.

Invincible: You always count as having 2 armour. This doesn't stack with other protection.

Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.

Other Moves

Gear
🕷 (Optional) Protective gear worth 1 armour
🕷 Special Weapon:
Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from. Form (pick one):
  Staff (1 harm, hand/close)
  Haft (2 harm, hand, heavy)
  Handle (1 harm, hand, balanced)
  Chain (1 harm, hand, area)
Business-end (pick three):
  Artifact (+magic)
  Spikes (+1 harm, +messy)
  Blade (+1 harm)
  Heavy (+1 harm)
  Long (+close)
  Throwable (+close)
  Chain (+area)
Material (pick one):
(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +3) +1 Cool (max +3) +1 Sharp (max +3) +1 Tough (max +3) +1 Weird (max +3)
Take another move from your own playbook Take another move from your own playbook Gain an ally
Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Delete a Doom tag, and (optionally) also delete a Heroic tag Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, someone from your past will re-appear in your life. Soon.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Background
Before you became a hunter, what less-than-legal job did you do?

Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.

Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two:
  🕷 You get in undetected
  🕷 You get out undetected
  🕷 You don't leave a mess
  🕷 You find what you were after

Grifter: When you are about to manipulate someone, you can ask the Keeper "what will convince this person to do what I want?" The Keeper must answer honestly, but not necessarily completely.

Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one:
  🕷 You owe them
  🕷 They screwed you over
  🕷 You screwed them over
On a miss, the only person who can help you is someone who absolutely hates you.

Assassin: When you take your first shot at an unsuspecting target, do +2 harm.

Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, someone will notice.
You may also manipulate someone with fortune telling. When you do that, ask "What are they hoping for right now?" as a free question (even on a miss).

Pickpocket: When you steal something small. roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.

Moves
Pick two of these:

Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1:
    Protective amulet (1 amour, magic, recharge)
    Lucky charm (may be used as a Luck point just once)
    Grimoire (studying the book gives +1 forward to use magic)
    Skeleton key (opens any magically sealed lock)
    Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)

Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.

Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).

Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.

Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.

Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles. Include them in Other Gear.

Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.

Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.

Other Moves

Gear
🕷 Effective Weapons (pick three):
  .22 revolver (1 harm, close, reload, small)
  .38 revolver (2 harm, close, reload, loud)
  9mm (2 harm, close, loud)
  Shotgun (3 harm, close, messy)
  Hunting rifle (2 harm, far, loud)
  Big knife (1 harm, hand)
  Baseball bat (1 harm, hand)
  Submachinegun (2 harm, close, reload, area)
  Assault rifle (3 harm, close/far, area)

Other Gear


Heat
You didn't get here without making enemies.
Pick at least 2 of these and name the people involved:
A police detective has made it a personal goal to put you away.
You have a rival from your background, who never misses a chance to screw you over.
You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.
You took advantage of someone with special powers (a person or monster).
You betrayed an old partner in the middle of a job.

Underworld
Pick how you discovered the real underworld:
The target of a job was a dangerous creature (pick one: vampire, warewolf, troll, reptiloid, etc).
You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).
You were hired by something weird (pick one: immortal, god, outsider, witch, etc).
Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Sharp (max +3) +1 Tough (max +2) +1 Cool (max +2) +1 Charm (max +2)
Take another move from your own playbook Take another move from your own playbook Gain an ally: one of your old crew
Recover a stash of money from the old days, enough to live without care for a year or two
Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Mission
You have been put here for a purpose:
You are here to fight the schemes of an Adversary.
The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.
The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.
You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.
One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.

Moves
Pick three of these:

Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.

Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.

What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.

Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.

Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.

Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.

Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.

Other Moves

Gear
🕷 Divine Armour (1 armour, holy) with a look suited to your divine origin
🕷 Divine Weapon (pick one):
  Flaming sword (3 harm, hand, fire, holy)
  Thunder hammer (3 harm, hand, stun, holy)
  Razor whip (3 harm, hand, area, messy, holy)
  Five demon bag (3 harm, close, magic, holy)
  Silver trident (3 harm, hand, silver, holy)
Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Tough (max +3) +1 Cool (max +2) +1 Charm (max +2) +1 Sharp (max +2) +1 Weird (max +2)
Take another move from your own playbook Take another move from your own playbook
Gain an ally: a lesser divine being, sent to help you with your mission
Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety Erase one used Luck point
Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, you discover something happening now is related to something you were involved in years ago.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Gear
🕷 Monster-slaying Weapons (pick three):
  Mallet and wooden stakes (3 harm, intimate, slow, wooden)
  Silver sword (2 harm, hand, messy, silver)
  Cold iron sword (2 harm, hand, messy, iron)
  Blessed knife (2 harm, hand, holy)
  Magical dagger (2 harm, hand, magic)
  Juju bag (1 harm, far, magic)
  Flamethrower (3 harm, close, fire, heavy, volitile)
  Magnum (3 harm, close, reload, loud)
  Shotgun (3 harm, close, messy, loud)

Other Gear


Moves
Pick two of these:

I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.

Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.

Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.

It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.

Precise Strike: When you inflict harm on a monster, 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 a miss, you leave yourself open to the monster.

The Woman (or Man) With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.

Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.
  🕷 When I dealt with this creature (or one of its kind), what did I learn?
  🕷 What black magic do I know that could help here?
  🕷 Do I know anyone who might be behind this?
  🕷 Who do I know that can help us right now?

Other Moves

Haven
You have set up a haven, a safe place to work
(pick three):
Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).
Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.
Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.
Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.
Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.
Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.
Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.
Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.
Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).


Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Sharp (max +3) +1 Charm (max +2) +1 Cool (max +2) +1 Weird (max +2)
Take another move from your own playbook Take another move from your own playbook Add a Haven option Add a Haven option
Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Other Moves

Moves
Pick three of these:

Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions
  🕷 Is this person connected to current events more than they are saying?
  🕷 When and where will the next critical event occur?
  🕷 What does the monster want from this person?
  🕷 Is this connected to previous mysteries we have investigated?
  🕷 How does this mystery connect to the bigger picture?

Crazy Eyes: You get +1 Weird (max +3).

See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.

Suspicious Mind: If someone lies to you, you know it.

Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.

Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.

Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.

Sneaky: When you attack from ambush or from behind, inflict +2 harm.

Gear
🕷 Normal Weapon (pick one):
  .38 revolver (2 harm, close, reload, loud)
  9mm (2 harm, close, loud)
  Hunting rifle (2 harm, far, loud)
  Magnum (3 harm, close, reload, loud)
  Shotgun (3 harm, close, messy, loud)
  Big knife (1 harm, hand)
🕷 Hidden Weapons (pick two):
  Throwing knives (1 harm, close, many)
  Holdout pistol (2 harm, close, loud, reload)
  Garrote (3 harm, intimate)
  Watchman's flashlight (1 harm, hand)
  Weighted gloves/brass knuckles (1 harm, hand))
  Butterfly knife/folding knife (1 harm, hand)

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Sharp (max +3) +1 Charm (max +2) +1 Cool (max +2) +1 Weird (max +2)
Take another move from your own playbook Take another move from your own playbook
Gain a Haven, like the Expert, with two options Add a Haven option
Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disasterous operation.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Sect
You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?
Sect's Traditions:
Good Traditions (pick 2):

Knowledgeable Ancient lore
Magical lore Fighting arts
Modernised Chapters everywhere
Secular power Flexible tactics
Open hierarchy Integrated in society
Rich Nifty gadgets
Magical items

Bad Traditions (pick 1):

Dubious motives Tradition-bound
Short-sighted Paranoid and secretive
Closed hierarchy Factionalised
Strict laws Mystical oaths
Total obedience Tyrannical leaders
Obsolete gears Poor

Moves
You get this one:

When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.

Then pick three of these:

Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.

Mystic: Every time you successfully use magic, take +1 forward.

Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to:
  🕷 Have a useful object ready.
  🕷 Be somewhere you are needed, just in time.
  🕷 Take +1 forward, or give +1 forward to another hunter.
  🕷 Preemptively warn someone about an attack, so that it doesn't happen.

Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.

Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.

Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).

Helping Hand: When you successfuly help out another hunter, they get +2 instead of the usual +1.

That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.

Other Moves

Gear
🕷 Old-fashioned Armour (1 armour, heavy)
🕷 Old-fashioned Weapons
(If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two):
  Sword (2 harm, hand, messy)
  Axe (2 harm, hand, messy)
  Big sword (3 harm, hand, messy, heavy)
  Big axe (3 harm, hand, messy, slow, heavy)
  Silver knife (1 harm, hand, silver)
  Fighting sticks (1 harm, hand, quick)
  Spear (2 harm, hand/close)
  Mace (2 harm, hand, messy)
  Crossbow (2 harm, close, slow)
🕷 Modern Weapons
(If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one):
  .38 revolver (2 harm, hand, close, reload, loud)
  9mm (2 harm, close, loud)
  Sniper rifle (3 harm, far)
  Magnum (3 harm, close, reload, loud)
  Shotgun (3 harm, close, messy)

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Weird (max +3) +1 Cool (max +2) +1 Sharp (max +2) +1 Tough (max +2)
Take another move from your own playbook Take another move from your own playbook Get command of your chapter of the Sect
Get a Sect team under your command Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Become the leader, or effective leader, of the whole Sect Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Monster Breed
You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?


Curses (pick one):
Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.
Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.
Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.
Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.

Moves
Pick two of these:

Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.

Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.

Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.

Incorporeal: You may move freely though solid objects (but not people).

Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.

Claws of the Beast: Your natural attacks deal +1 harm.

Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.

Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.

Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.

Flight: You can fly.

Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).


Something Borrowed: Take a move from a hunter playbook that is not currently in play.


Natural Attacks
(pick one base and one extra, or pick two bases):
  Base: teeth (3 harm, intimate)
  Base: claws (2 harm, hand)
  Base: magical force (1 harm, magical, close)
  Base: life-drain (1 harm, intimate, life-drain)
  Extra: add +1 harm to a base
  Extra: add ignore-armour to a base
  Extra: Add an extra range to a base (intimate, hand, or close)

Gear
🕷 (Optional) Handy Weapon (pick one):
  .38 revolver (2 harm, close, reload, loud)
  9mm (2 harm, close, loud)
  Magnum (3 harm, close, reload, loud)
  Shotgun (3 harm, close, messy)
  Big knife (1 harm, hand)
  Brass knuckles (1 harm, hand, quiet, small)
  Sword (2 harm, hand, messy)
  Huge sword (3 harm, hand, heavy)

Other Gear


Other Moves


Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +2) +1 Cool (max +2) +1 Sharp (max +2) +1 Tough (max +2)
Take another move from your own playbook Take another move from your own playbook Gain a Haven, like the Expert, with two options
Take a natural attacks pick Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Free yourself from your kind's curse, it no longer affects you; but you lose 1 Weird
Turn evil (again?). Retire this character, they become one of the Keeper's threats Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, you'll find something weird - maybe even useful!

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Other Moves

Moves
Pick three of these:

Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.

Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.

Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.

Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.

The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.

Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from:
  🕷 They ask you a hard question first.
  🕷 They stall and dither a while.
  🕷 They have a 'better' idea.
On a Miss, they think you're crazy, and maybe dangerous too.

What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:
  🕷 Inflict 1 harm.
  🕷 Reduce someone's harm suffered by 1.
  🕷 Take +2 forward on an act under pressure roll.

Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.

Gear
🕷 Mundane Weapons (pick two):
  Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)
  Pocket knife or multitool (1 harm, hand, useful, small)
  Small handgun (2 harm, close, loud, reload)
  Hunting rifle (3 harm, far, loud, reload)
  Sledge-hammer or fire axe (3 harm, hand, messy)
  Nunchuks (2 harm, hand, area)
🕷 Means of Transport (pick one):
  Skateboard
  Bicycle
  Fairly new car in decent condition
  Classic car in terrible condition
  Motorcycle
  Van

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +3) +1 Cool (max +2) +1 Sharp (max +2) +1 Tough (max +2)
Take another move from your own playbook Take another move from your own playbook
Erase one used Luck point Erase one used Luck point
Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Agency
Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?

Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?


Resources (pick two):
Well-armed Well-financed
Rigorous training Official pull
Cover identities
Offices all over the place Good intel Recognised authority
Weird tech gadgets Support teams

Red Tape (pick two):
Dubious motives Bureaucratic
Secretive hierarchy Cryptic missions
Hostile superiors
Inter-departmental rivalry Budget cuts
Take no prisoners policy
Live capture policy

Moves
You get this:

When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.

Then pick three of these:

Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.

Unfazeable: Take +1 Cool (max +3).

Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.

Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.

Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.

Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.

Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.
  🕷 Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.
  🕷 Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.


Other Moves

Gear
🕷 Armour (pick one):
  Flak vest (1 armour, hidden)
  Combat armour (2 armour, heavy)
🕷 Serious Weapons (pick one):
  Assault rifle (3 harm, far, area, loud, reload)
  Grenade launcher (4 harm, far, area, messy, loud, reload)
  Sniper rifle (4 harm, far)
  Grenades (4 harm, close, area, messy, loud)
  Submachine gun (3 harm, close, area, loud, reload)
🕷 Normal Weapons (pick two):
  .38 revolver (2 harm, close, reload, loud)
  9mm (2 harm, close, loud)
  Hunting rifle (2 harm, far, loud)
  Shotgun (3 harm, close, messy)
  Big knife (1 harm, hand)

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Cool (max +3) +1 Charm (max +2) +1 Sharp (max +2) +1 Tough (max +2)
Take another move from your own playbook Take another move from your own playbook
Add a new Resource tag or change a Red Tape tag for your Agency Get command of an Agency team of monster hunters
Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salery and benefits
Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, the official council of wizards is going to poke their nose into your business.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Gear
🕷 Backup Weapon (pick one):
  Old revolver (2 harm, close, reload, loud)
  Ritual knife (1 harm, hand)
  Heirloom sword (2 harm, hand, messy)

Other Gear


Other Moves

Moves
You get this:

Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.
🕷 Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.
🕷 Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.
🕷 Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.
🕷 Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.

Combat Magic
You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems.
(pick three, with at least one base)

Bases:
  Blast (2 harm, magic, close, obvious, loud)
  Ball (1 harm, magic, area, close, obvious, loud)
  Missile (1 harm, magic, far, obvious, loud)
  Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)

Effects:
  Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)
  Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)
  Lightning or Entropy (add '+1 harm, messy' to a base)
  Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)
  Earth (add 'forceful, restraining' to a base)
  Necromantic (add 'life-drain' to a base)
Then pick three of these:

Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.

Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.


Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.
  🕷 Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.
  🕷 This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.

Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment.



Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.

Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.

Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.

Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.


Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.

Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!


Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Weird (max +3) +1 Cool (max +2) +1 Sharp (max +2) +1 Tough (max +2)
Take another move from your own playbook Take another move from your own playbook Take another Combat Magic pick
Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point Take another Combat Magic pick
You may cross off another option from your Tools and Techniques

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, your Dark Side's needs will get nastier.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

The Dark Side
Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling. (pick three):

Violence Depression
Secrets Lust
Dark bargain Guilt
Soulless Addiction
Mood swings Rage
Self-destruction Greed for power
Poor impulse control Hallucinations
Pain Paranoia

The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.
Moves
Pick three of these:

Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.

Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list:
  🕷 The target contracts a disease.
  🕷 The target immediately suffers harm (2 harm, magic, ignore-armour).
  🕷 The target breaks something precious or important.

The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.

Premonitions: At the beginning of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.

Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +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 time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.

Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers:
  🕷 Where is the creature right now?
  🕷 What is it planning to do right now?
  🕷 Who is it going to attack next?
  🕷 Who does it regard as the biggest threat?
  🕷 How can I attract its attention?

The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.

Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to:
  🕷 Interfere with a hunter, giving them -1 forward.
  🕷 Help a hunter, giving them +1 forward, by interfering with their enemy.
  🕷 Interfere with what a monster, minion, or bystander is trying to do.
  🕷 Inflict 1 harm on the target due to an accident.
  🕷 The target finds something you left for them.
  🕷 The target loses something that you will soon find.

Other Moves

Gear
🕷 Any magical items or amulets that you use to invoke your powers

🕷 Normal Weapons (pick two):
  .38 revolver (2 harm, close, reload, loud)
  9mm (2 harm, close, loud)
  Hunting rifle (2 harm, far, loud)
  Shotgun (3 harm, close, messy)
  Big knife (1 harm, hand)

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Weird (max +3) +1 Charm (max +2) +1 Cool (max +2) +1 Sharp (max +2)
Take another move from your own playbook Take another move from your own playbook Change some, or all, of your Dark Side tags
Gain a Mystical Library, like the Haven option of the Expert
Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
You discover how to use your powers at a lower price, delete one Dark Side tag Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, you find a dangerous lead on your prey.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Who You Lost
Who did you lose? (pick one or more)
Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s) etc

Why couldn't you save them? You were: (pick one or more)

At fault Selfish Injured
Weak Slow Scared
In denial Complicit

What Did It?
With the Keeper's agreement, pick the monster breed.
My Prey:

Other Moves

Moves
You get this:

I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.

Then pick two of these:

Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.

NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".

What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.

Fervour: When you manipulate someone, roll +Tough instead of +Charm.

Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).

DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice:
  🕷 Stabilize the injury but the patient take -1 forward.
  🕷 Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.
  🕷 Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.

Tools Matter: With your signature weapon, you get +1 to kick some ass.

Gear
🕷 Protective wear suited to your look (1 armour)
🕷 Signature Weapon (pick one):
  Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)
  Hand cannon (3 harm, close, loud)
  Fighting knife (2 harm, hand, quiet)
  Huge sword or huge axe (3 harm, hand, messy, heavy)
  Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper
  Enchanted dagger (2 harm, hand, magic)
  Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)
🕷 Practical Weapons (pick two):
  .38 revolver (2 harm, close, reload, loud)
  9mm (2 harm, close, loud)
  Hunting rifle (2 harm, far, loud)
  Shotgun (3 harm, close, messy, loud)
  Big knife (1 harm, hand)
  Brass knuckles (1 harm, hand, stealthy)
  Assault rifle (3 harm, close, area, loud, reload)
🕷 (Optional) Vehicle (pick one):
  Classic car
  Classic motorcycle
  Plain pickup
  Plain van

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Tough (max +3) +1 Cool (max +2) +1 Sharp (max +2) +1 Weird (max +2)
Take another move from your own playbook Take another move from your own playbook Gain a Haven, like the Expert, with two options
Add a haven option Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
You track down the specific monster(s) responsible fo your loss; the Keeper must make the next mystery about them
Change the target of your vengeful rage; replace the monster breed in My Prey with a new one
Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Gumshoe Special: When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!

Harm

Okay 🕷 Dying

Unstable:

Extra harm box: (Use after getting the corresponding Improvement)


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Gumshoe Code
With the agreement of the Keeper, pick a one-sentence Code that you adhere to.


Example Codes:
(Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.)

This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.

Gear
🕷 A laptop, and a liquor flask
🕷 Recording Devices (pick two):
  Night vision camera
  Tiny digital video camera
  Film camera (8mm or 16mm)
  Digital sound recorder
  Cassette tape recorder
  Remote-controlled camera drone
  Laser microphone
  SLR camera
🕷 P.I. Weapons (pick one):
  Brass knuckles (1 harm, hand, small)
  .38 revolver (2 harm, close, reload, loud)
  9mm (2 harm, close, loud)
  Magnum (3 harm, close, reload, loud)
  Shotgun (3 harm, close, messy, loud)
  Switchblade (1-harm, hand, small)

Other Gear


Moves
You get these 2:

Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.

The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper):

(Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation)
You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.
Then pick one of these:

The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.

The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).

Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one:

  🕷 You don't leave any trace of what you searched.
  🕷 You find what you wanted.
  🕷 You find something else that's important.
  🕷 You don't piss anyone off.
  🕷 You aren't recognised.

Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.

Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).

Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You:

  🕷 ...leave no traces.
  🕷 ...learn something important.
  🕷 ...can leave misinformation in place.
  🕷 ...gain access to somewhere you want to get in to.

\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list:

  🕷 One question from the investigate a mystery list.
  🕷 Was that a lie?
  🕷 What is something you left out that you didn't want me to notice?
  🕷 Are you complicit with any ongoing criminal activity?
  🕷 Did you commit this specific crime?

Other Moves


Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +3) +1 Cool (max +2) +1 Sharp (max +3) +1 Tough (max +2)
Take another move from your own playbook Take another move from your own playbook Add an extra harm box on the Dying side
Gain a Haven (your office, perhaps), like the Expert, with two options Add four additional or new contacts for Naked City

Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Turn one of your contacts into an ally
Retire this hunter to safety Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, you discover something happening now is related to something you were involved in years ago.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Gear
🕷 Any magical items or amulets that you use to perform magic

🕷 Wizardly Weapons (pick two):
  .38 revolver (2 harm, close, reload, loud)
  Shotgun (3 harm, close, messy, loud)
  Athame (2 harm, hand, magic, silver)
  Shillelagh (1 harm, hand, balanced)
  Crossbow (2 harm, close, slow)
  Staff (1 harm, hand, balanced, large)

Other Gear


Advanced Hex Moves
When you take the corresponding Improvement, choose one of these:

Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true:
  🕷 You can fly.
  🕷 Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).
  🕷 Ignore the component costs of your rotes.
  🕷 Ignore one requirement of every spell you cast with use magic.
  🕷 You have +1 ongoing to do everything.
  🕷 You cannot use the protect someone move.
  🕷 You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.
  🕷 When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.

Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.


Moves
You get this:

Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.

Then pick two of these:

Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).

Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list:
  🕷 What can I gain from this person/place/thing/creature?
  🕷 Who has touched this person/place/thing/creature before me?
The Keeper will answer truthfully, with either a direct answer or how to find out more.

Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.

Luck of the Damned: After you use magic or cast a rote, take +1 forward.

Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.

This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.

Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.

Other Moves

Temptation
You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it:

Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.

Choose one Temptation:
Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.
Power: Utilize magic to exert your dominance over another.
Addiction: Utilize magic to do what you could do without it.
Callousness: Utilize magic without regard for the safety of others.
Carnage: Utilize magic to inflict gruesome violence.
Secrets: Utilize magic to discover forbidden, dangerous knowledge.
Glory: Utilize magic to steal someone’s thunder.


Rotes
Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.
Choose two fixed requirements for each Rote from this list:
  🕷 Magic words and ritual gestures.
  🕷 An object of power (wand, talisman, orb, staff, etc) which must be wielded.
  🕷 An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.
  🕷 Runes or symbols written or engraved on a surface (which must be prepared).
  🕷 A spilling of blood (1 harm to you or a willing participant).
After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.

List of Rotes:
You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.
You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.
Rote Name: Requirements: Effects:
Rote Name: Requirements: Effects:


Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Weird (max +3) +1 Cool (max +2) +1 Charm (max +2) +1 Sharp (max +2)
Take another Rote Take another Rote Take another Rote
Take another move from your own playbook, or an additional Rote Take another move from your own playbook, or an additional Rote
Gain a Haven, like the Expert, with two options Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point Take another two Rotes Choose one Advanced Hex Move

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.

Relationship Status
Guide Name:

Loving Broken

Second Relationship Status (Use after getting the corresponding Improvement)

Second Guide Name:

Loving Broken


Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Bond Abuse
Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm:
  🕷 On a 10+, your action has no effect beyond the exchange of some angry words.
  🕷 On a 7-9, choose one of the Bond Abuse options below.
  🕷 On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.
Bond Abuse options:
  🕷 Mark one Relationship Status box.
  🕷 You may not channel the power of your Bond for the rest of the mystery.
  🕷 You gain the unwelcome attention of others of your Guide's kind.
  🕷 Someone who shouldn't know finds a clue about your relationship with your Guide.

Fate of your Love
There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.
Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go. Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.
Moves
You get this:

Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not:

Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.
If your Guide is another hunter, determine together how your relationship works. Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.

Then pick two of these:

Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to:

  🕷 Erase one used Relationship Status mark.
  🕷 Use a Pararomantic move you haven't picked.
  🕷 Receive a gift from your Guide.
  🕷 Take +1 forward.

Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.

The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.

Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.

I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.

Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly:
  🕷 What do they most desire?
  🕷 What would they accept as good enough for now?
  🕷 What would distract them?

Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.

Other Moves


Gear
🕷 Normal Equipment (pick two):
  Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)
  Pocket knife or multitool (1 harm, hand, useful, small)
  Small handgun (2 harm, close, loud, reload)
  Bicycle
  Fairly new car in decent condition
  Motorcycle
🕷 Gift from your Guide, which must be periodically recharged by interactions with them (pick one):
  Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.
  Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.
  A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.
  A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.


Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +3) +1 Cool (max +2) +1 Sharp (max +2) +1 Weird (max +2)
Take another move from your own playbook Take another move from your own playbook Gain an ally
Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Take a second Gift from your Guide or add another property to an existing gift
Change your Guide, as you fall for another supernatural being
Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one
Erase one used Luck point Erase all marks from the Relationship Status track(s)

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Extra Luck point: (Use if you have the corresponding First Encounter move)

Special: When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Gear
🕷 A laptop, a car or motorcycle, a camera, and binoculars
🕷 Investigation Tools (pick two):
  A bag of cameras and microphones
  Forensic tools
  Ghost hunting tools
  Scientific measuring tools
  Cryptid hunting gear
  Historical documents and witness reports of strange events
  Maps, blueprints, and building reports for significant places
🕷 Self-defence Weapons (pick one):
  Walking stick (1 harm, hand, innocuous)
  Small handgun (2 harm, close, reload, loud)
  Small knife (1 harm, hand, messy)
  Martial arts training (1 harm, hand, innocuous)
  Incapacitating spray (0 harm, hand, irritating)
  Heavy flashlight (1 harm, hand, innocuous)

Other Gear


Other Moves

Moves
You get this:

First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).
🕷 Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.
🕷 Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.
🕷 Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.
🕷 Higher Power: Something looks out for you. You start with an extra Luck point.
🕷 Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).
🕷 Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.
🕷 Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.

Then pick two of these:

Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.

Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.

Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.

Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.

Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).

Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.

The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).


Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Sharp (max +3) +1 Weird (max +3) +1 Charm (max +2) +1 Cool (max +2)
Take another move from your own playbook Take another move from your own playbook Gain an ally
Take a second First Encounter move, based on a recent mystery
Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point Erase one used Luck point
Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Origin
You were taken from your home in the past, and dropped into the modern world with only what you were carrying.

Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).


How did you get transported to the modern day? (pick one):
You were pursuing your nemesis.
Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.
Magical accident or side-effect.
You angered a sorcerer.
Divine intervention.
One moment you were there, the next you were here.
A strange place or artifact brought you.
You were frozen, and recently unearthed and revived.

Moves
Pick two of these:

Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).

Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.

Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).

Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.

Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.

Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.

Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.

Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list:
  🕷 Did this creature (or this type of creature) exist in my home time?
  🕷 What defenses are effective against this creature?
  🕷 What do I know about this creature that has been forgotten?

Other Moves

Gear
🕷 Ancient Armour (0 armour or, 1 armour) appropriate to your origin
🕷 Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin

🕷 Ancient Weapons (pick three):
  Sword (2 harm, hand, messy)
  Axe (2 harm, hand, messy)
  Big sword (3 harm, hand, messy, heavy)
  Big axe (3 harm, hand, messy, heavy)
  Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)
  Silver knife (1 harm, hand, silver)
  Bow (2 harm, close)/(1 harm, far)
  Crossbow (2 harm, close, slow)
  Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)
  Arquebus (2 harm, close, loud volatile, smokey, heavy, reload)
  Spear (2 harm, hand/close)
  Big knife (1 harm, hand)
  Cudgel (1 harm, hand)
  Martial arts (1 harm, hand)

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Weird (max +3) +1 Charm (max +2) +1 Cool (max +2) +1 Sharp (max +2)
Take another move from your own playbook Take another move from your own playbook
Take a move from another playbook Take a move from another playbook
Gain an ally: you find one of your old comrades, who has come to join you in the modern day
Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future

Once you have taken 5 Improvements you may choose from these options as well as the list above:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Erase one used Luck point
Retire this hunter to safety. Optionally, you may return home to the past
When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.

Harm

Okay 🕷 Dying

Unstable:

Extra harm box: (Use after getting the corresponding Improvement)

Extra harm box: (Use after getting the corresponding Improvement)


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Other Moves

Moves
You get this:

Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.

Then pick two of these:

FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.

Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.

Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.

Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).

Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.

Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.

Gear
🕷 Hard Case Weapons (pick one):
  Crowbar (2 harm, hand, messy)
  Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)
  Automatic shotgun (3 harm, close, loud, reload, auto)
  Huge knife (2 harm, hand, messy)
  Hand cannon (3 harm, close, loud)
  Submachinegun (2 harm, close, reload, auto)
  Battered assault rifle (3 harm, close/far, auto)
🕷 Normal Weapons (pick two):
  .38 revolver (2 harm, close, reload, loud)
  Shotgun (3 harm, close, messy, loud)
  Hunting rifle (2 harm, far, loud)
  9mm (2 harm, close, loud)
  Big knife (1 harm, hand)
  Magnum (3 harm, close, reload, loud)

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Tough (max +3) +1 Cool (max +2) +1 Sharp (max +2) +1 Weird (max +2)
Take another move from your own playbook Take another move from your own playbook Gain command of a team of monster-hunters
Add an extra harm box on the Dying side Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point Add an extra harm box on the Dying side

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Gear
🕷 Normal Weapons (pick two):
  .38 revolver (2 harm, close, reload, loud)
  9mm (2 harm, close, loud)
  Shotgun (3 harm, close, messy, loud)
  Heavy chain (2 harm, hand, area)
  Sledgehammer (3 harm, hand, messy)
  Big knife (1 harm, hand)
  Brass knuckles (1 harm, hand, stealthy)
🕷 Stylish Vehicle (pick one):
  Foreign sports car
  Giant off-road vehicle
  Limo and chauffeur
  Tricked out motorcycle
  Van with custom paint job

Other Gear


Other Moves

Moves
You get this:

Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.


When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.
Then pick two of these:

Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.

Intensive Training: Take +1 Tough (max +3).

Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.

Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).

Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.

Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one:

  🕷 Interrupt a move someone or something else is making, so they can't do it yet.
  🕷 Take +1 forward.
  🕷 Give another hunter +1 forward.
  🕷 Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.
  🕷 You don't suffer harm in return.
On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.

Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do:

  🕷 Act as an angry mob, unleashed at the target you name.
  🕷 Be a vigilant watch force.
  🕷 Go wherever you tell them to.
  🕷 Help construct a trap.
On a miss, you lose face with the bystanders.

Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.

Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.


Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Tough (max +3) +1 Cool (max +2) +1 Charm (max +2) +1 Sharp (max +2)
Take another move from your own playbook Take another move from your own playbook
Gain an ally: another wrestler who has chosen to fight monsters with you
Gain a Haven, like the Expert, with two options Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Animal Allies

Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).

Moves
Pick three of these:

Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of:
  🕷 This really is a monster, but the named bystander was secretly their ally all along.
  🕷 You are correct, but while you talked, they found a way to attempt an escape.
  🕷 The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.
On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.

Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.

Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects:
  🕷 Inflict 1 harm.
  🕷 Momentarily stun them with a blow to the head.
  🕷 Trip or entangle them.
  🕷 Inflict 2 harm but the improvised weapon breaks.

It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects:
  🕷 It will take some time for the victim to get free.
  🕷 The trap inflicts harm (as an improvised weapon).
  🕷 The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.

Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list:
  🕷 Who has something to gain from this situation?
  🕷 What are you plotting?
  🕷 Are you lying to me?
  🕷 Who knows about _____?

Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.

A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.

Other Moves


Gear
🕷 Mystery-solving Gadgets (pick three):
  Magnifying glass
  Microscope
  A van
  Library card
  Chemistry kit
  A set of walkie-talkies
  Fingerprint kit
  Camera

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +3) +1 Sharp (max +2) +1 Cool (max +2) +1 Weird (max +2)
Take another move from your own playbook Take another move from your own playbook Erase one used Luck point
Take a move from another playbook Take a move from another playbook
Gain an ally: someone to join the gang, it may be an animal (most likely a dog or a cat)

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Hero
Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.

Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.

When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.

Moves
You get this:

There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.

Then pick two of these:

Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.

As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.

Eek!: When a monster (or anyone, really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before they see you. On a 7-9, you hide okay but pick one:
  🕷 the monster (or person) is now between you and escape.
  🕷 your hiding spot is bound to be spotted soon.
  🕷 you leave something important out in the open.

Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.

Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.

I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.

Journeyman (or Journeywoman): Take a move that your hero has.

Other Moves


Gear
🕷 Hero's Weapon (from your hero's gear options):

🕷 Sidekick Weapons (pick two):
  .38 revolver (2 harm, close, reload, loud)
  Shotgun (3 harm, close, messy, loud)
  Baseball bat (2 harm, hand)
  9mm (2 harm, close, loud)
  Big knife (1 harm, hand)

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Sharp (max +3) +1 Charm (max +3) +1 Cool (max +2) +1 Tough (max +2)
Take another move from your own playbook Take another move from your own playbook
Gain an ally: another sidekick for your hero, your junior
Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)
Take a move from another playbook Take a move from another playbook

Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point Change your hero; pick another hunter to be your new hero

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Crew

Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.
Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.

Other Moves


Moves
Pick three of these:

\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.

Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.

We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.

I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.

Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.

The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.

Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.

Gear
🕷 A laptop
🕷 Recording Devices (pick three):
  Digital video camera
  Tiny digital video camera
  Film camera (8mm or 16mm)
  Digital sound recorder
  Cassette tape recorder
  Infrared video camera
  Pro sound gear with boom mike
  Remote controlled camera drone
  Starlight camera
  Steadicam rig
  Laser microphone
  SLR camera
🕷 Detectors (pick two):
  Electromagnetic field detector
  Temperature fluctuation detector
  Ouija board
  Humidity meter
  Dowsing rods
  Chemistry test kit
  Metal detector
  Compass
  GPS receiver
  Laser rangefinder
  Pendulum
🕷 Subtle Weapons (pick one):
  .32 revolver (2 harm, close, reload, small)
  9mm (2 harm, close, loud)
  Knife (1 harm, hand, hidden)
  Multitool/pocket knife (1 harm, hand, hidden, useful)

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +3) +1 Sharp (max +3) +1 Cool (max +2) +1 Weird (max +2)
Take another move from your own playbook Take another move from your own playbook
Take a move from another playbook Take a move from another playbook
Gain a Haven, like the Expert, with one option plus a film lab
Gain an ally: possibly one of your existing crew members, or the whole crew as an ally team

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Apocalypse

Special: When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Apocalypse
You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.
Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.

Example Signs:
(Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn)

When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.
Moves
You get this:

Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).

Then pick two of these:

What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal:

  🕷 Tell me something about where I'm from.
  🕷 Tell me something about my destiny.
  🕷 Tell me something about who I really am.
  🕷 Tell me something about the Apocalypse.

Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.

Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.

Guidelines:
  🕷 Fire extinguisher, fence post, furniture, etc: 2 harm
  🕷 Motorcycle, lamppost, masonry chunk, etc: 3 harm
  🕷 Car, dumpster, boulder, etc: 4 harm
  🕷 Bus, truck, wall, etc: 5 harm
After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two:
  🕷 You hurt someone nearby as well as your target.
  🕷 You make something about the situation worse.
  🕷 You lose control of your improvised weapon.
  🕷 You cause massive property damage.
  🕷 Your improvised weapon breaks.

Absolute Badass: Take +1 Tough (max +3).

Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.

Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).

Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).

Other Moves

Gear
🕷 Huge Weapon (pick one):
  Super hand cannon (4 harm, close, heavy, loud, reload)
  Machinegun (3 harm, close, auto, heavy, messy, loud, reload)
  Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)
  Gigantic Hellsword (4 harm, hand, heavy, messy, magic)
  Automatic shotgun (3 harm, close, auto, heavy, loud, reload)
  Red right hand (3 harm, hand, magic)
🕷 Heavy Weapons (pick two):
  Sledgehammer (3 harm, hand, heavy, messy)
  Big sword (3 harm, hand, heavy, messy)
  Big axe (3 harm, hand, heavy, messy)
  Magnum (3 harm, close, loud, reload)
  Shotgun (3 harm, close, messy, loud, reload)

Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Weird (max +3) +1 Charm (max +2) +1 Sharp (max +2) +1 Cool (max +2)
Take another move from your own playbook Take another move from your own playbook
Take a move from another playbook Take a move from another playbook
Gain an ally team of monster-hunters (or monstrous hunters) under your command
Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect

Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Turn evil (again?). Retire this character, they become one of the Keeper's threats
Erase one used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Means of Transport

You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.

When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.

Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.

It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.
Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.
88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.
Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...

Moves
You get this:

Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.

Then pick three of these:

Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.

Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.

Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.

Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.

Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.

Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.

No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.

Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).

Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.

Other Moves

Gear
🕷 Technological Devices (pick two):
  Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared
  Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)
  Travel Guide: A small electronic book containing all human historical knowledge up to the present era
  Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input
  Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation
  Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched
  Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)
🕷 Protective Weapons (pick one):
  Machete (1 harm, contact)
  Common revolver (2 harm, close, loud, reload)
  Shotgun (3 harm, close, messy, loud, reload)
  Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)

  Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)


Other Gear



Improvements
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+1 Tough (max +3) +1 Sharp (max +3) +1 Cool (max +3) +1 Charm (max +3) +1 Weird (max +2)
Take another move from your own playbook Take another move from your own playbook Gain an ally
Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one used Luck point
Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it

History and Notes

Playbook Name:
Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: You may come up with a Luck Special move for this playbook with help from the Keeper.

Harm

Okay 🕷 Dying

Unstable:


Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Playbook Special
(Like the Expert's haven or the Spellslinger's combat magic)
Name of special: Description:
Playbook Moves
Name: Description:
Other Moves


Playbook Gear

Other Gear




Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Charm +1 Cool +1 Sharp +1 Tough +1 Weird
Take another move from your own playbook Take another move from your own playbook
Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change playbooks Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety

History and Notes




sheet version 1.0