Name: Gender: Playbook:
Look:
🕷Select a Playbook above to get started🕷
Stats
Charm:
Cool:
Sharp:
Tough:
Weird:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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
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
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.
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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?
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
Knowledgeable
Ancient lore
Magical lore
Fighting arts
Modernised
Chapters everywhere
Secular power
Flexible tactics
Open hierarchy
Integrated in society
Rich
Nifty gadgets
Magical items
Dubious motives
Tradition-bound
Short-sighted
Paranoid and secretive
Closed hierarchy
Factionalised
Strict laws
Mystical oaths
Total obedience
Tyrannical leaders
Obsolete gears
Poor
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.
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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
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.
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
Violence
Depression
Secrets
Lust
Dark bargain
Guilt
Soulless
Addiction
Mood swings
Rage
Self-destruction
Greed for power
Poor impulse control
Hallucinations
Pain
Paranoia
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
At fault
Selfish
Injured
Weak
Slow
Scared
In denial
Complicit
I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Extra harm box: (Use after getting the corresponding Improvement)
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.
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)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.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.\"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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.
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.
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.
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:
Okay
Doomed
Loving
Broken
Second Relationship Status (Use after getting the corresponding Improvement)
Second Guide Name: Loving
Broken
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.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. 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.
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:
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. Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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?
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Extra harm box: (Use after getting the corresponding Improvement)
Extra harm box: (Use after getting the corresponding Improvement)
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.
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.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.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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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).
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: 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.
🕷 Who has something to gain from this situation?
🕷 What are you plotting?
🕷 Are you lying to me?
🕷 Who knows about _____?
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.
\"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.
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:
Okay
Apocalypse
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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).
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.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: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).
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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.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.
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.
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:
Okay
Doomed
Okay
🕷
Dying
Unstable:
Once you have filled all 5 boxes, uncheck them and choose an Improvement option
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