MotW - The Summoned (Revised).pdf
(
866 KB
)
Pobierz
The Summoned
I was called here. Don’t know why. Don’t know where from.
But I got this sense: like there’s a destiny waiting for me. I think - real soon - we’re
gonna find out why I was called.
But I have this feeling it’s for something bad. Real bad.
A Monster of the Week
hunter playbook by Steve Hickey.
To make your Summoned, pick a name. Then follow the
NAME:
instructions below to decide your look, ratings, Apocalypse,
moves, and gear. Finally, introduce yourself and pick history.
look, pick one from each list:
•
•
•
•
Male, female, asexual, unknown, hermaphrodite, alien.
Demonic body, elemental body, reptilian body, glassy
body, almost human body.
Cigars, pets, sports, junk food, hat, films, comics, luxury
food, antiques, classic cars.
Working clothes, motorcycle leathers, huge coat, no
clothes, normal clothes.
LOOK:
Ratings
Charm:
Cool:
Sharp:
Tough:
Weird:
-1
-1
-1
-1
-1
0
0
0
0
0
+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
Basic moves: Manipulate
Someone
Basic moves: Act
Under Pressure, Help Out
Basic moves:
Investigate, Read a Bad Situation
Basic moves: Kick
Some Ass, Protect Someone
Basic moves:
Use Magic
Ratings
Pick one line, then mark each rating on the right
Charm-1, Cool+2, Sharp=0, Tough+2, Weird-1
Charm-1, Cool-1, Sharp+2, Tough+2, Weird=0
Charm-1, Cool=0, Sharp-1, Tough+2, Weird+2
Charm=0, Cool+1, Sharp+1, Tough+2, Weird-1
Charm=0, Cool+1, Sharp-1, Tough+2, Weird+1
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 (maybe with help from the group) that has already been revealed to you.
Whenever you use 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 all your Luck is used, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.
Moves
You get all the basic moves, and three Summoned moves
You get this one:
Freakish:
You’re weird, and people react badly. You can’t
use
manipulate someone
until you prove yourself to them
first (this includes the other hunters: it’s up to them when
you have proved yourself). Until then, they’ll just try to get
away from you. You can spend 1 Luck to have the person
take to you. Skip the
manipulate someone
roll: they act as
if you rolled a 12. Additionally, 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
(it has to capable of reason and speech), it will recognise you
(and your potential). If you ask it what it knows, 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
Absolute Badass:
Increase your Tough by +1 (to a
maximum of +3).
Screw You:
Spend a point of Luck to get +1 ongoing vs.
one particular monster. This lasts until that monster is
dead.
Whatever:
Spend one Luck to get +1 Tough for the
remainder of the current mystery (maximum +4 Tough).
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).
After
you inflict harm with it
(with a
kick 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, and 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.
Heavy weapons, pick two:
Gear
Huge weapons, pick one:
Super hand cannon (4-harm close heavy loud reload)
Machinegun (3-harm close auto messy heavy loud reload)
Rocket launcher (4-harm far area heavy messy reload loud)
Gigantic Hellsword (4-harm hand heavy messy magic)
Automatic shotgun (3-harm close auto heavy loud reload)
Red right hand (3-harm hand magic)
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 loud messy reload)
Introductions
When you get here, wait for everyone to catch up so you can do your introductions together.
Go around the group. On your turn, introduce your Summoned by name and look, and tell the group what they know about
you.
History
Go around the group again. When it's your turn, pick one for each of the other hunters:
Hunter
Sees your human side. Ask them why.
You could probably take this hunter in a fight, but you’re not certain. Together,
decide when the last time you threw down was, and what interrupted your fight.
Romantic obsession on your part. Ask them if they know about it, and if they
reciprocate it.
Tied into your destiny somehow. Tell them how they fit into your first sign of the
Apocalypse.
Saved your ass when the shit went down. Ask them how.
You met while separately hunting a monster. Ask them why you now work
together.
Your good friend. Tell them if it's from way back, or recently.
You are suspicious about their motives. Ask them what they did that gave you
doubts about them.
History
Was there when you were summoned. Ask them who the summoners were.
Notes
Luck
You can mark off a Luck box to
either
change a roll you just made to a 12, as if you had rolled that;
or
change a wound you
have just taken to count as just 0-harm. If your Luck boxes all get filled, you've run out of good luck.
Summoned Special:
Whenever you spend a point of Luck, another Sign of the Apocalypse will come to pass. When you have
spent all your luck, the Apocalypse begins.
Okay
The Apocalypse
Harm
When you suffer harm, mark of the number of boxes equal to harm suffered. More than four harm is especially dangerous.
Okay
|
Dying
Unstable:
(Unstable injuries will worsen as time passes)
Leveling Up
Experience:
Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box.
When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the list below.
Improvements:
Get +1 Weird, max +3
Get +1 Charm, max +2
Get +1 Sharp, max +2
Get +1 Cool, max +2
Take another Summoned move
Take another Summoned move
Gain a team of monster hunters (or monstrous hunters)
under your command. They count as an ally team.
Get a position in a Sect, like the Initiate has. Create your
Sect as if you were making an Initiate character, or join a
Sect that already exists in your game. You gain the Initiate
move for
when you are in good standing with your Sect.
Take a move from another playbook
Take a move from another playbook
After you have leveled up
five
times, you qualify for advanced improvements in addition to these, from the list below.
Advanced Improvements
Get +1 to any rating, max +3.
Change this hunter to a new type.
Make up a second hunter to play as well as this one.
Mark two of the basic moves as advanced.
Mark another two of the basic moves as advanced.
Retire this hunter to safety.
Erase one used luck mark from your playbook.
You turn evil (again?): retire this hunter. They become one
of the Keeper's threats.
Notes (Apocalypse, moves, holds, etc)
This is a hunter playbook for
Monster of the Week
revised.
Find out more at genericgames.co.nz and www.evilhat.com/home/monster-of-the-week
Plik z chomika:
Dihercen
Inne pliki z tego folderu:
MotW - Revised Playbooks.pdf
(3460 KB)
MotW - Tome of Mysteries.pdf
(10984 KB)
MotW - The Exile (Revised).pdf
(781 KB)
MotW - The Meddling Kid (Revised).pdf
(905 KB)
MotW - The Sidekick (Revised).pdf
(670 KB)
Inne foldery tego chomika:
Sheets - Revised
Zgłoś jeśli
naruszono regulamin