MotW - The Exile (Revised).pdf
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the Exile
What is this place? Am I in hell? One moment, fighting the Devil's spawn sword to
claw, the next I am surrounded by all this light and noise. Why are you pointing that
at me? And what is it? What manner of clothes are those? Zounds! There's the
creature! After it!
A Monster of the Week
hunter playbook.
To make your Exile, follow the instructions below to decide
your look, ratings, origin and name, moves, and gear. Finally,
NAME:
introduce yourself and pick history.
look, pick one from each list:
•
•
•
•
Man, woman, boy, girl.
Warrior's body, wasted body, scarred body, lithe body,
short, tall, tattooed body.
Old-fashioned armour, old-fashioned clothing, hastily
scavenged modern clothing.
Silver necklace with holy symbol, gold and silver arm
rings, mystical amulet, many rings, gem-inlaid armour,
jeweled brooch, embroidered belt, beadwork shirt, many
necklaces.
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
à
Charm-1, Cool+2, Sharp+1, Tough+2, Weird=0
Charm=0, Cool+1, Sharp+2, Tough=0, Weird+1
Charm+1, Cool=0, Sharp+1, Tough+3, Weird-1
Charm-1, Cool+1, Sharp+1, Tough+1, Weird+2
Charm+2, Cool+1, Sharp+1, Tough+1, Weird-1
Origin
You were taken from your home in the past, and dropped into the modern world with only what you were carrying. I am
from ________________________ in the year ________. Pick a name appropriate to your origin.
Your nemesis came to the modern world as well, and is aware you followed it. It will try and kill you if you don't kill it first.
Decide what it is (with the Keeper's agreement): My nemesis is a _________________ named __________________________.
How did you get transported to the modern day? Pick one:
You were pursuing your nemesis
Your nemesis had already travelled to the future, so you
(or your comrades) cast a spell to send you after it.
Magical accident or side-effect.
You angered a sorcerer.
Divine intervention.
One moment you were there, the next you were here.
A strange place or artifact brought you.
You were frozen, and recently unearthed and revived.
___________________________________________________
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 result don't choose
a glitch. Instead you just 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 following questions as well
as the ones on the usual list:
•
•
•
Did this creature (or type) exist in my home time?
What defenses are effective against this creature?
What do I know about this creature that has been
forgotten?
Moves
You get all the basic moves, plus pick two Exile moves:
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
less harm. 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 (e.g., healing herbs).
Immortal Name:
Your monster hunting exploits are
legendary, so much that your name still scares monsters
and minions. You
may manipulate monsters with threats
if they understand enough to have heard stories about you.
Gear
At your option, take ancient armour appropriate to your origin (this counts as 0-armour or 1-armour).
You have whatever you were carrying when you were transported. Most likely, a monster hunting kit in some easy-to-carry
bag appropriate to your origin.
You carried some ancient weapons with you. Pick three:
Bow (2-harm close/1-harm far)
Crossbow (2-harm close slow)
Handgonne (1-harm hand/close loud volatile smokey reload)
Harquebus (2-harm close loud volatile smokey heavy reload)
Spear (2-harm hand/close)
Big knife (1-harm hand)
Cudgel (1-harm hand)
Martial arts (your unarmed attacks do 1-harm)
Sword (2-harm hand messy)
Axe (2-harm hand messy)
Big sword (3-harm hand messy heavy)
Big axe (3-harm hand messy heavy)
Shield (1-harm hand 1-armour) Note: may not be used at the
same time as a “heavy” weapon.
Silver knife (1-harm hand silver)
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 Exile 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
History
They are a distant descendant of your family line.
They belong to an organisation that existed in your home time. Decide between you
what your relationship was with that group, and how you'll be remembered by
them.
They showed understanding when you were confused and overwhelmed.
When you met, you immediately liked and respected each other.
They possess a message or item left for you from your comrades in the past. Ask
them to tell you what it is and how it came into their possession.
They had a vision, premonition, or prophecy that mentioned your exile. Tell them
what the vision showed them about you.
You both became hunters because of the same sort of monster attacked you or your
kin. Decide between you what it was.
They were the first person to take you in, explain the modern world, and learn
about your origins. Work out how you managed to communicate (perhaps you
speak a common language, or ancient and modern versions of the same one).
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 Weird, max +3
Get +1 Charm, max +2
Get +1 Cool, max +2
Get +1 Sharp, max +2
Take another Exile move
Take another Exile move
You find another one of your old comrades has come to
join you in the modern day. They count as an ally, it's up to
you what type.
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
they expected you would need in the future.
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. Optionally, you may return
home to the past.
Erase one used luck mark from your playbook.
When you
use magic,
you may choose “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.
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.
Notes (moves, holds, etc)
This is a hunter playbook for
Monster of the Week
revised. Find out more at http://genericgames.co.nz
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:
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