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,
The Chosen
Your birth was prophesied. You are the Chosen
One, and with your abilities you can save the
world. If you fail, all will be destroyed. It all rests
on you. Only you.
You get to decide what sort of fate is in store for you. Pick
how you found out about your fate on the reverse side of
this sheet.
You get all of the basic moves, plus three Chosen moves.
You get these two:
B
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, some-
thing bad is going to happen to you.
B
I’m Here For A Reason:
There’s something you are
destined to do. Work out the details with the Keeper,
based on your fate. You cannot die until it comes
to pass.
If you die in play,
then you must spend a
Luck point. You will then, somehow, recover or be
returned to life. Once your task is done (or you use
up all your Luck), all bets are off.
Then pick one of these:
b
The Big Entrance:
When
you make a showy
entrance into a dangerous situation,
roll +Cool.
On 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.
b
Devastating:
When
you inflict harm,
you may
inflict +1 harm.
b
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.
b
Invincible:
You always count as having 2-armour.
This doesn’t stack with other protection.
b
Resilience:
You heal faster than normal people. Any
time your harm gets healed, heal an extra point.
Additionally, your wounds count as 1-harm less for
the purpose of the Keeper’s harm moves.
Fate
You can have protective gear worth 1-armour, if you want.
You have a special weapon you are destined to wield.
Gear
Moves
Your Special Weapon
Design your weapon by choosing a form and three busi-
ness-end options (which are added to the base tags),
and a material. For example, if you want a magic sword
you could choose the following: handle + blade + long +
magic.
Form
(choose 1):
b
staff (1-harm hand/close)
b
haft (2-harm hand heavy)
b
handle (1-harm hand balanced)
b
chain (1-harm hand area)
Business-end
(choose 3 options):
b
artifact (add the “magic” tag)
b
spikes (+1 harm, add the “messy” tag)
b
blade (+1 harm)
b
heavy (+1 harm)
b
long (add the “close” tag)
b
throwable (add the “close” tag)
b
chain (add the “area” tag)
CHARM
COoL
SHARP
TOUGH
WEIRD
Luck
Manipulate Someone
Act Under Pressure
Help Out
Investigate a Mystery
Read a Bad Situation
Kick Some Ass
Protect Someone
Use Magic
Mark luck to change a roll to 12
or
avoid all harm from
an injury.
Okay
bbbbbbb
Doomed
Material
(choose 1):
Finally, pick what material the business-end is made
from: add “steel,” “cold iron,” “silver,” “wood,” “stone,”
“bone,” “teeth,” “obsidian,” or anything else you want.
Material:
To make your Chosen, first pick a name. Then follow
the instructions below to decide your look, ratings, fate,
moves, gear, and your special weapon. Finally, introduce
yourself and pick history.
Chosen special:
When you spend a point of Luck, the
Keeper will bring your fate into play.
When you reach 4 or more, mark unstable.
Okay
bbb|bbbb
Dying
Unstable:
b
Harm
Getting Started
Experience
Experience:
bbbbb
Whenever you roll and get a total of 6 or less, or when a
move tells you to, mark an experience box.
Look, pick one from each List:
• Man, woman, boy, girl, androgynous.
• Fresh face, haggard face, young face, haunted face,
hopeful face, controlled face.
• Preppy clothes, casual wear, urban wear, normal
clothes, neat clothes, street wear.
This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Ratings, pick one line:
b
b
b
b
b
Charm+2, Cool-1, Sharp+1, Tough+2, Weird-1
Charm-1, Cool+2, Sharp+1, Tough+2, Weird-1
Charm+1, Cool+2, Sharp+1, Tough+1, Weird-1
Charm-1, Cool+1, Sharp+2, Tough-1, Weird+2
Charm+1, Cool+2, Sharp-1, Tough-1, Weird+2
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
Chosen by name and look, and tell the group what they
know about you.
Introductions
Your Fate
History
How You Found Out
(pick one):
b
Nightmares and visions
b
Some weirdo told you
b
An ancient cult found you
b
Sought out by your nemesis
b
Attacked by monsters
b
Trained from birth
b
You found the prophecy
Then pick two heroic and two doom tags for your fate
from the lists below. This is how your fate will unfold. It’s
okay to pick contradictory tags: that means your fate is
pulling you both ways.
Whenever you mark off a point of Luck,
the Keeper
will throw something from your fate at you.
Heroic
(pick two):
b
Sacrifice
b
You are the
Champion
b
Visions
b
Secret training
b
Magical powers
b
Mystical inheritance
Doom
(pick two):
b
Death
b
You can’t save
everyone
b
Impossible love
b
Failure
b
A nemesis
b
No normal life
b
Loss of loved ones
b
Treachery
b
Doubt
b
A normal life
b
True love
b
You can save
the world
b
Hidden allies
b
The end of monsters
b
Divine help
b
Sympathy with
the enemy
b
Damnation
b
Hosts of monsters
b
The end of days
b
The source of Evil
Go around the group again. On your turn, pick one of
these for each other hunter:
• You are close blood relations. Ask them exactly how
close.
• They are destined to be your mentor. Tell them how
this was revealed.
• Your best friend in the world, who you trust totally.
• A rival at first, but you came to a working arrange-
ment.
• Romantic entanglement, or fated to be romantically
entangled.
• Just friends, from school or work or something. Ask
them what.
• They could have been the Chosen One instead of you,
but they failed some trial. Tell them how they failed.
• You saved their life, back when they didn’t know mon-
sters were real. Tell them what you saved them from.
When you have filled all five experience boxes, you level
up. Erase the marks and pick an improvement from the
following list:
Leveling Up
Advanced Improvements
b
b
b
b
b
b
b
Improvements
b
Get +1 Charm,
b
Get +1 Weird,
max +3
max +3
b
Get +1 Cool, max +3
b
Take another
b
Get +1 Sharp,
Chosen move
max +3
b
Take another
b
Get +1 Tough,
Chosen move
max +3
b
Gain an ally
b
Take a move from another playbook
b
Take a move from another playbook
Get +1 to any rating, max +3.
Change this hunter to a new type.
Create 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.
Delete one of your Doom tags, and (optionally) one
of your Heroic tags. You have changed that aspect of
your destiny.
After you have leveled up
five
times, you qualify for
advanced improvements in addition to these. They’re
below.
,
The Crooked
“Yeah, I’ve been around the block. A bit of this, a
bit of that. When I came across the secret under-
world of monsters and magic… well… it wasn’t
so different from the underworld I already knew.
It was easy to find an angle, just like before.
CHARM
COoL
SHARP
TOUGH
WEIRD
Luck
Manipulate Someone
Act Under Pressure
Help Out
Investigate a Mystery
Read a Bad Situation
Kick Some Ass
Protect Someone
Use Magic
Mark luck to change a roll to 12
or
avoid all harm from
an injury.
Okay
bbbbbbb
Doomed
Crooked special:
Whenever you spend a Luck point,
someone from your past will re-appear in your life. Soon.
When you reach 4 or more, mark unstable.
Okay
bbb|bbbb
Dying
Unstable:
b
Harm
You worked a less-than-legal job before you became a
monster hunter. What did you do?
b
Hoodlum.
You can use Tough instead of Charm to
manipulate someone
with threats of violence.
b
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.
b
Grifter.
When you are about to
manipulate
someone,
you can ask the Keeper “What will con-
vince this person to do what I want?” The Keeper
must answer honestly, but not necessarily com-
pletely.
b
Fixer.
If you
need to buy something, sell some-
thing, or hire someone,
roll +Charm. On a 10+ you
know just the person who 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 is someone who abso-
lutely hates you.
b
Assassin.
When you take your first shot at an unsus-
pecting target, do +2 Harm.
b
Charlatan.
When you want people to think you are
using magic, roll +Cool. On a 10 or more, your audi-
ence is amazed and fooled by your illusion. On a 7-9
you tripped up a couple of times, maybe someone
will notice. You may also
manipulate people
with
fortune telling. When you do that, ask “What are
they hoping for right now?” as a free question (even
on a miss).
b
Pickpocket.
When you
steal something small,
roll
+Charm. On a 10 or more, 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.
Background
Experience
Experience:
bbbbb
Whenever you roll and get a total of 6 or less, or when a
move tells you to, mark an experience box.
You get all the basic moves, and two Crooked moves:
b
Artifact:
You ‘found’ a magical artifact with handy
powers, and kept it. Pick one: Protective amulet
(1-armour magic recharge), Lucky charm (may be
used as a Luck point, once only), 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 the
use magic
move).
b
Crew:
You have a regular crew, a team of three or
four people who will help you out with pretty much
anything. They count as a team (see page 119).
b
Deal with the Devil:
You sold your soul to the Devil.
Pick one or two 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, in
six months (if you picked two things) or otherwise
in a year.
b
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.
b
Made:
You’re “made” in a gang. Name the gang and
describe how their operations tie into your back-
ground. 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 gangsters.
b
Driver:
You have +1 ongoing while driving, plus you
can hotwire anything (the older it is, the fewer tools
you need to do it). You also own two handy, wide-
ly-available vehicles (perhaps a sportscar and a van).
b
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.
b
Notorious:
You have a reputation from your crim-
inal past. When
you reveal who you are,
your
terrifying reputation counts as a reason for people
to do what you ask, for the
manipulate someone
move. Revealing your identity to someone can create
other problems later, of course.
Moves
This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Gear
Effective weapons, pick three:
b
.22 revolver (1-harm close reload small)
b
.38 revolver (2-harm close reload loud)
b
9mm (2-harm close loud)
b
Shotgun (3-harm close messy)
b
Hunting rifle (2-harm far loud)
b
Big knife (1-harm hand)
b
Baseball bat (1-harm hand)
b
Submachinegun (2-harm close reload auto)
b
Assault rifle (3-harm close/far auto)
To make your Crooked, pick a name. Then follow the
instructions in this playbook to decide your look, ratings,
background, heat, underworld, moves, and gear. Finally,
introduce yourself and pick history.
Getting Started
When you have filled all five experience boxes, you level
up. Erase the marks and pick an improvement from the
list below.
Leveling Up
Look, pick one from each List:
Improvements
b
b
b
b
b
b
b
b
You didn’t get here without making enemies. Pick at least
two of these and name the people involved:
b
A police detective,
, has made it a
personal goal to put you away.
b
You have a rival from your background,
, who never misses a chance to
screw you over.
b
You pissed off a well-connected criminal,
, and they’ll do whatever they can to
destroy you.
b
is someone with special powers, a
person or monster, who you took advantage of.
b
is an old partner you betrayed in the
middle of a job.
Heat
• Man, woman, concealed.
• Hard eyes, friendly eyes, watchful eyes, smiling eyes,
calculating eyes.
• Street wear, tailored suit, cheap suit, tracksuit, non-
descript clothes.
Charm +1, Cool +1, Sharp +2, Tough 0, Weird -1
Charm -1, Cool +1, Sharp +1, Tough +2, Weird 0
Charm -1, Cool +2, Sharp +2, Tough 0, Weird -1
Charm +2, Cool +1, Sharp +1, Tough 0, Weird -1
Charm +2, Cool 0, Sharp +1, Tough -1, Weird +1
Ratings, pick one line:
b
b
b
b
b
Get +1 Sharp, max +3
Get +1 Tough, max +2
Get +1 Cool, max +2
Get +1 Charm, max +2
Take another Crooked move
Take another Crooked move
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.
b
Take a move from another playbook
b
Take a move from another playbook
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
Crooked by name and look, and tell the group what they
know about you.
Introductions
After you have leveled up five times, you qualify for
advanced improvements in addition to these, from the
list below.
Advanced Improvements
b
b
b
b
b
b
b
History
Underworld
Pick how you discovered about the real underworld.
Keep this in mind when you select your moves in the next
section, so that everything fits together.
b
The target of a job was a dangerous creature. Pick
one: vampire, werewolf, troll, reptiloid.
b
You worked with someone who was more than they
seemed. Pick one: sorcerer, demon, faerie, psychic.
b
You were hired by something weird. Pick one:
immortal, god, outsider, witch.
b
Things went south on a job—including, but not
limited to, running into (choose one): a horde of
goblins, a hunger of ghouls, a dream-eater, a sala-
mander.
Go around the group again. When it’s your turn, pick one
for each of the other hunters:
• This hunter knows about your criminal past. Tell
them what crimes they saw you commit.
• This hunter was there when you decided to give
up the life and hunt monsters instead. Work out
together what happened.
• This hunter is your younger sibling or child (possibly
adopted). You look out for them.
• This hunter is a cousin or more distant relative.
• This hunter saved your life when a monster had the
drop on you. Now you owe them one.
• This hunter worked with you on a semi-legal or
illegal job. Work out what it was.
• This hunter is your moral compass. When you talk
over things with them, their advice keeps you on the
straight and narrow.
• You’re powerfully attracted to this hunter. Maybe
someday you’ll deserve them.
Get +1 to any rating, max +3.
Change this hunter to a new type.
Create 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.
,
The DiVIne
CHARM
COoL
SHARP
TOUGH
WEIRD
Luck
I am the Light, the Sword.
I am sent to defend the meek from Darkness.
All Evil fears me, for I am its end.
Manipulate Someone
Act Under Pressure
Help Out
Investigate a Mystery
Read a Bad Situation
Kick Some Ass
Protect Someone
Use Magic
Mark luck to change a roll to 12
or
avoid all harm from
an injury.
Okay
bbbbbbb
Doomed
You get all the basic moves, and pick three Divine moves:
b
Boss from Beyond: At the beginning of each
mystery,
roll +Weird. On a 10+, your Superiors ask
you to do something simple. On a 7-9, they ask you
to do something complicated or difficult. In either
case, you get to ask them one of the questions 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.
b
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.
b
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.
b
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.
Pick one divine weapon:
b
Flaming sword (3-harm hand fire holy)
b
Thunder hammer (3-harm hand stun holy)
b
Razor whip (3-harm hand area messy holy)
b
Five demon bag (3-harm close magic holy)
b
Silver trident (3-harm hand silver holy)
You also get divine armour (1-armour holy). It has a look
suited to your divine origin.
Moves
b
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 negative emo-
tions they have. This works even if the thing that
freaked them out is still present, as long as your
voice can be heard.
b
Lay On Hands:
Your touch can heal injury and
disease. When you
lay your hands on someone
hurt,
roll +Cool. On a 10+, heal 2 harm or an illness,
plus they’re stabilized. On a 7-9, you can heal the
harm or illness as on a 10+, but you take it into your-
self. On a miss, your aura causes them extra harm.
b
Cast Out Evil:
You may
banish an unnatural crea-
ture 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 (e.g. the Monstrous). On a miss, something
is keeping it here. That’s bad.
Gear
When you reach 4 or more, mark unstable.
Okay
bbb|bbbb
Dying
Unstable:
b
Harm
Experience
Experience:
bbbbb
Whenever you roll and get a total of 6 or less, or when a
move tells you to, mark an experience box.
You have been put on Earth for a purpose. Pick one:
b
You are here to fight the schemes of an Adversary.
b
The End of Days approaches. Your role is to guide
these hunters and prevent it from coming to pass.
b
The End of Days approaches. Your role is to guide
these hunters and ensure it comes to pass.
b
You have been exiled. You must work for the cause of
Good without drawing attention from your brothers
and sisters, as they are bound to execute you for your
crimes.
b
One of the other hunters has a crucial role to play
in events to come. You must prepare them for their
role, and protect them at
any
cost.
Mission
This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
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