MotW - The Meddling Kid (Revised).pdf
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The Meddling Kid
You say there's a ghost in the old library? We'll find out what's
really
going on! By
the way, what's up with your stake in the development company that wants to knock
the old place down?
A Monster of the Week
hunter playbook.
To make your Meddling Kid, pick a name. Then follow the in -
NAME:
structions below to decide your look, ratings, moves, and
gear. Finally, introduce yourself and pick history.
look, pick one from each list:
•
•
•
Boy, girl, dog.
Messy hair, long hair, perfect hair, short hair, big hair.
Preppy clothes, designer clothes, nerdy clothes, stoner
clothes, collar and nametag.
LOOK:
Ratings
Charm:
Cool:
Sharp:
Tough:
Weird:
-1
0
+1
+2
+3
Basic moves:
Manipulate Someone
-1
-1
-1
-1
0
0
0
0
+1
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+3
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
It's A Trap!:
When you make a trap to capture a monster
or minion, roll +Sharp. On a 7-9 or higher you capture some-
thing! On a 10+ not only do you capture something, but you
can choose one extra effect:
•
•
•
It will take some time for the victim to get free.
The trap inflicts harm (as an improvised weapon).
The trap may be re-set and re-used later (you'll
need to roll the move again when you do so, with +1
forward).
Ratings
Pick one line, then mark each rating on the right
Charm+2, Cool-1, Sharp+1, Tough-1, Weird+1
Charm+2, Cool=0, Sharp+1, Tough+1, Weird-1
Charm+2, Cool-1, Sharp=0, Tough-1, Weird+2
Charm+2, Cool+1, Sharp=0, Tough+1, Weird-1
Charm+2, Cool=0, Sharp+1, Tough-1, Weird+1
Moves
You get all the basic moves, plus pick three Meddling Kid moves:
Unmasked!:
When you have a monster captured or at
bay, you may explain it is not a monster after all but a spe-
cific 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 cul-
prit,
roll +Sharp.
On a 10+, your deduction is correct and it really is that per-
son 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.
Tell Me The Truth!:
When you are questioning some-
body to investigate a mystery, you may add these questions
to the list you may choose to ask:
•
•
•
•
Who has something to gain from this situation?
What are you plotting?
Are you lying to me?
Who knows about ________?
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.
My snack is: _________________________________________
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.
Run Away!:
When you decide to get out of a bad situa-
tion, 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 somebody,
your impeccable manners always
count as a reason for the person to do what you say.
Gear
Mystery solving gadgets, pick three:
Magnifying glass
Microscope
A van
Library card
Chemistry kit
A set of walkie-talkies
Fingerprint kit
Camera
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
about you.
Meddling Kid by name and look, and tell the group what they know
History
Go around the group again. When it's your turn, pick one for each of the other hunters:
Hunter
History
A cousin, aunt, or uncle. Decide between you what makes sense.
You're uncomfortable with their “kill all monsters” attitude.
You have an unrequited crush on them.
School friends.
Mutual respect, as you are both expert mystery-solvers.
They know why you don't really believe in monsters. Tell them what they found out
about your past.
When you saw your first “monster,” they explained what was going on. You may
not believe everything they believe, but you appreciate that they mean well.
You stopped them attacking the wrong person one time, when they thought it was a
monster.
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.
Okay
Doomed
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 Charm, max +3
Get +1 Sharp, max +2
Get +1 Cool, max +2
Get +1 Weird, max +2
Take another Meddling Kid move
Take another Meddling Kid move
Gain an ally, someone to join the gang. The ally may be an
animal (most likely a dog or cat)
Erase one used Luck mark from your playbook
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.
Gaining An Ally
If you gain an ally to help out on monster hunts, decide if you already know them, or if they are new to the game. Pick one of
the following types for your ally (the “motivation” is the guideline for the Keeper about how they act):
Ally: subordinate (motivation: to follow your exact instructions)
Ally: lieutenant (motivation: to execute the spirit of your instructions)
Ally: friend (motivation: to provide emotional support)
Ally: bodyguard (motivation: to intercept danger)
Ally: confidante (motivation: to give you advice and perspective)
Ally: backup (motivation: to stand with you)
If your ally doesn't have a name yet, pick one now. Decide what their background is, how they look, and any special skills
they have.
Animal Allies
Animal allies follow the normal rules for allies, except for communication. Your animal ally can understand commands
about as well as a very clever dog (regardless of what sort of animal it is).
Decide if your ally can speak based on your individual game. Discuss it with the rest of the group to see if that fits in to the
world you are creating for your game. In general, the Meddling Kid might be expected to belong in a comedy-style game,
where a talking animal is not too crazy an idea to include.
Notes (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
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MotW - The Meddling Kid (Revised).pdf
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