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Monster of the

Week
Monster of The Week
By Michael Sands
Illustrated by Daniel Gorringe
Edited by Steve Hickey
First edition, June 2!2"
ISB# $%rint edition&' ()*++,)-+2,..+2
ISB# $/DF edition&' ()*++,)-+2,.)+(
For 01anda and 2elda 3ith love, 4or their su%%ort and tolerance over
the very long ti1e this ga1e 3as in develo%1ent"
Acknowledgements
5hanks go to 1any %eo%le 3ho hel%ed 1e 3ith this ga1e" Firstly, to
6incent Baker 4or Apocalypse World, and 4or not 1inding that I took his
rules and changed the1 all around to 4it 1y vision"
0lso, to the 1any %laytesters 3ho indulged 1e by 7oining in and
hunting 1onsters over 4our or 4ive years o4 develo%1ent $es%ecially
1y regular Monday night cre3' Scott 8elly, Bruce #orris, 0ndre3
Mc9eod, Jason /ollock, and Ste4an 5yler&"
Steve Hickey, 3ho edited the ga1e, 3as one o4 1y 4irst enthusiastic
4ans, the 4irst 8ee%er $aside 4ro1 1e&, and has %rovided great 4eedback
throughout the %rocess" 5hanks to 1y other early 4ans' Jenni Do3sett,
So%hie Melchior, Ha1ish :a1eron, and Ste4an 5yler"
Daniel Gorringe 4or the art' he 3as on the sa1e %age as 1e instantly in
ter1s o4 style, and his 3ork is 4antastic"
5hanks to 01anda ;eilly, 5odd Furler, /atrice Hede, Ste%hanie /egg,
and /eter 0ronson 4or 4inding ty%os above and beyond the call o4 duty"
5hanks also to everyone 3ho contributed to the ga1e<s 4undraising
ca1%aign' the ga1e 3ould have been 1uch rougher 3ithout you"
0nd, 4inally, to 1y 3i4e and daughter" 0s the dedication says, they %ut
u% 3ith a lot 3hile I 3as 3riting, and 3ere su%%ortive all along"
Play-testers Roll of Honour
Final edition' 0ndre3 Mc9eod, Scott =It<ll be 4ine> 8elly, Jason =Dark
%ast> /ollock, and Ste4an =?nsto%%able> 5yler, Steve Hickey, So%hie
Melchior, Ha1ish :a1eron, Jenni Do3sett, Svend 0ndersen, :eleste
Mackintosh, @ayne ?lyate, Dale Elvy, 8aren @ilson, Ste%hanie /egg,
Ellen :ouch, 0ndy Millar, and #ick :ole"
Many 1ore %eo%le %laytested earlier versions" 5hanks to you all"
Funders Roll Of Honour
5hanks to all o4 you 3ho contributed to the %reorder ca1%aign'
/eter 0ronson, 9ester @ard, 0lasdair Sinclair, So%hie Melchior,
Malcol1 Harbro3, :olin Jessu%, Dev /urkayastha, Marco 0ndreeto,
Ha1ish :a1eron, Shane Mclean, Ja1as Enright, Jere1y 5id3ell, ;ohan
S1ith, Ian ;ay1ond, Morgan Davie, Ste%hanie /egg, 0ndre3 Millar,
;obert AglodBinski, Her1an Duyker, 5odd Furler, 9uke @alker, John
Har%er, Jonathan Davis, 0vra1 9e3is, Fealoro, Martin Gray, Eirik 8ildal
Stangnes, E11a+Jean, Jason /ollock, 0ntoine Fournier, Sevag Bakalian,
Steve De1%sey, ;ich ;ogers, Marcus :onstable, CragaDl Malbos,
#athan ;oberts, Jose%h 9e May, 9inda 9arsson, 6incent Baker,
Jonathan Bristo3, Stuart :ha%lin, ;obert 5 ;oy, Marc Ma7cher, 8evin
9indgren, #ick ;eynolds, Dale Elvy, John ;yan, Mike Alson, Brian
0llred, 8en Finlayson, GunsEnEDroids, 0lan Jackson, Scott @hite,
Matthe3 Ed3ards, Guillau1e :arrF, Svend 0ndersen, Ste4an 5yler,
/aul @ilson, Florian Hoheneder, /eter Borah, Bryan :haveB, Dag
Sverre Syrdal, David Bo3ers, /aul Edson, Jason 9 Blair, Marcus Bone,
Jere1y Friesen, /hil Garrad, 0da1 @aggens%ack, 5i1 Ireland, Sevag
Bakalian, #athan ;iddell, ;ichard ;ogers, Derek Gri11, Julianna
Backer, Ferrer Jean+Alivier, Ja1es Iles, 8atrina 0llis, #icolas Brian,
Sean Dunstan, :hris #or3ood, Mark Harris, Gary 0nastasio, Felan
/arker, Steve Hickey, #oah Doyle, 8aren @ilson, Sven Folkesson, Gino
Moretto, Frank /itt, :hris Moriarty, Jenni Do3sett, #eal Dalton, 0lden
Strock, ;eid San Fili%%o, 2oe 5sang, :hristo%her @eeks, @" Mark
@oodhouse, Ben @ootten, Ja1es Gabrielsen, 0urynn Sha3, 0leG 0bate
Biral, Jason /itre, Justin 8oo%1ans, ;enF John 8erkdyk, Diogo :urado,
GrFgoire /inson, Brett Easterbrook, @ayne @est, #icolas ;onvel, 0leG
Fradera, #oa1 ;osen, Mark Shocklee, Scott 8elly, @ill 0 @right, John
Machin, /eter Ed3ards, Guy Milner, Joe Beason, Joe Mcdaldno, Gerry
Saracco, Ji1 S3eeney, :arl ;igney, Jonathan @alton, 8eith Higdon,
Scott Bennett, Joshua :u%%, /arke Hult1an, Bryan ;enneka1%,
0ndre3 ;osenhei1"
Table of Contents
5here 0re Monsters Aut 5here"""""""""!
What You've Signed Up For...................1
What You'll Need..................................... 2
What You Should Read...........................2
Feedbac.................................................... !
5he Hunters""""""""""""""""""""""""""""""""""""""""",
"he First Session...................................... #
"ea$ %oncepts......................................... &
5ea1 :usto1isation"""""""""""""""""""""""""""".
EGa1%le 5ea1 :once%ts"""""""""""""""""""""".
'e(ore You %reate Your )unter............*
Moves"""""""""""""""""""""""""""""""""""""""""""""""""""" *
5he ;atings""""""""""""""""""""""""""""""""""""""""" !
"he %hosen.............................................. 11
"he +,pert............................................... 1-
"he Flae................................................. 21
"he .nitiate............................................. 2&
"he /onstrous........................................!0
"he /undane..........................................!&
"he 1ro(essional..................................... !2
"he Spooy.............................................. ##
"he Wronged..........................................#2
3et Ready For Action.............................&#
Introductions"""""""""""""""""""""""""""""""""""""" H,
History""""""""""""""""""""""""""""""""""""""""""""""""" H,
)o4 "o 1lay............................................ &&
Hunter 0genda""""""""""""""""""""""""""""""""""" HH
5he Ga1e Is 0 :onversation""""""""""""" HH
Moves"""""""""""""""""""""""""""""""""""""""""""""""""" H.
5he Basic Moves""""""""""""""""""""""""""""""""" H(
'ig /agic.................................................-#
Fights....................................................... -#
?nar1ed 0ttacks 0nd I1%rovised
@ea%ons"""""""""""""""""""""""""""""""""""""""""""""" .H
)ar$........................................................ -&
Monsters and Har1"""""""""""""""""""""""""""..
Healing"""""""""""""""""""""""""""""""""""""""""""""""" ..
;esurrection""""""""""""""""""""""""""""""""""""""" .)
"he 5uc %ounter...................................-*
@hen Cou ;un Aut A4 9uck""""""""""""""".*
3ear.......................................................... -2
Getting #e3 Gear""""""""""""""""""""""""""""""".(
@ea%ons"""""""""""""""""""""""""""""""""""""""""""""" .(
0r1our"""""""""""""""""""""""""""""""""""""""""""""""" )!
Ather Gear""""""""""""""""""""""""""""""""""""""""""" )!
Gear 5ags""""""""""""""""""""""""""""""""""""""""""""" )2
:usto1 Gear Moves"""""""""""""""""""""""""""")2
5eveling Up............................................. 6!
I1%rove1ents"""""""""""""""""""""""""""""""""""" )-
0dvanced I1%rove1ents"""""""""""""""""")H
0dvanced Moves"""""""""""""""""""""""""""""""").
Su$$ary7 )unter's Session.................62
5he First 5i1e Anly""""""""""""""""""""""""""")(
Every Ga1e""""""""""""""""""""""""""""""""""""""""" )(
5he 8ee%er"""""""""""""""""""""""""""""""""""""""""*
What You 8o........................................... *0
Ho3 It @ill /lay Aut""""""""""""""""""""""""""" *
'e(ore Your First 3a$e.........................*1
5hink 0bout Style""""""""""""""""""""""""""""""*!
Get Into 5he 8ee%er Mindset""""""""""""*2
5he 8ee%er 0genda"""""""""""""""""""""""""""" *2
5he 8ee%er /rinci%les"""""""""""""""""""""""" *2
%reating Your First /ystery................*!
0n EGa1%le Mystery' Mongolian
Death @or1 0ttack""""""""""""""""""""""""""""*-
/re%aring Cour First Mystery"""""""""""*.
Mystery :ountdo3ns""""""""""""""""""""""""" (,
Su11ary' First Mystery :reation""""()
"he First Session.................................... 2*
Hunter :reation"""""""""""""""""""""""""""""""""(*
Running "he First /ystery................100
5he Ga1e Is 0 :onversation"""""""""""!
8ee%er 0genda"""""""""""""""""""""""""""""""""!!
5he 8ee%er /rinci%les"""""""""""""""""""""" !!
0l3ays Say"""""""""""""""""""""""""""""""""""""""" !,
Moves"""""""""""""""""""""""""""""""""""""""""""""""" !H
5he Basic 8ee%er Moves""""""""""""""""""!.
5hreat Moves"""""""""""""""""""""""""""""""""""" !!
5he Basic Hunter Moves"""""""""""""""""" !!,
Big Magic""""""""""""""""""""""""""""""""""""""""""" !2H
/laybook Moves"""""""""""""""""""""""""""""""" !2.
0ctions #ot :overed By 0 Move"""""!2.
9n With "he /ystery:......................... 126
Start+A4+Mystery Moves""""""""""""""""""!2)
5he 5easer""""""""""""""""""""""""""""""""""""""""!2)
Beginning the Investigation""""""""""""!2*
?se 5he :ountdo3n""""""""""""""""""""""""" !2(
I<1 #ot /re%ared For 5his"""""""""""""""!-
:losing In An 5he Monster"""""""""""""" !-
It 0l3ays :o1es 5o 0 Fight"""""""""""""!-
Har1"""""""""""""""""""""""""""""""""""""""""""""""""" !-H
Healing"""""""""""""""""""""""""""""""""""""""""""""" !-*
0n EGa1%le Fight""""""""""""""""""""""""""""" !-(
A(ter "he /ystery................................1#&
Getting ;eady For #eGt 5i1e""""""""""!,H
Su$$ary7 ;eeper's First Session......1#-
'et4een 3a$e Sessions......................1#6
0rcs"""""""""""""""""""""""""""""""""""""""""""""""""""" !,)
0rc 5e1%lates""""""""""""""""""""""""""""""""""" !H!
0rc :usto1 Moves"""""""""""""""""""""""""""!H-
Su$$ary7 Arc %reation......................1&#
Subse<uent /ysteries.........................1&&
Su$$ary7 /ystery %reation..............1&&
Basic :once%t""""""""""""""""""""""""""""""""""""!HH
5he Hook""""""""""""""""""""""""""""""""""""""""""" !H.
5he 5hreats""""""""""""""""""""""""""""""""""""""" !H)
5he :ountdo3n"""""""""""""""""""""""""""""""" !..
Messing @ith 5he For1ula"""""""""""""!.(
Sessions and Mysteries"""""""""""""""""""" !)
Mystery 9etters""""""""""""""""""""""""""""""""!)!
Running Subse<uent /ysteries.........16#
0t the Beginning o4 Each Session" " "!),
/laying the Mystery""""""""""""""""""""""""" !),
Su11ary' 8ee%er<s Session""""""""""""!).
As "he 3a$e 3oes 9n.......................... 166
0t the End A4 Each Mystery""""""""""""!))
:hecking An Cour 0rcs"""""""""""""""""""" !))
+ndga$e................................................ 16*
9eveling ?% 0nd I1%rove1ents"""""!)*
;unning Aut A4 9uck"""""""""""""""""""""""" !)*
Dealing @ith 0rcs"""""""""""""""""""""""""""""!)(
Ather 5hings 5o :onsider""""""""""""""" !)(
Ho3 5o End 0 Ga1e""""""""""""""""""""""""" !)(
:usto1ising Cour Ga1e"""""""""""""""""!*
%usto$ /oves.......................................1*0
5riggering 5he :usto1 Move"""""""""!*
Move 5y%es""""""""""""""""""""""""""""""""""""""" !*
EGa1%le :usto1 Moves""""""""""""""""""" !*!
9ne=Shot 3a$es................................... 1*#
Ane+Shot Hunters"""""""""""""""""""""""""""""!*,
Ane+Shot Mystery :reation""""""""""""" !*,
Ane+Shot Mystery /lay""""""""""""""""""""!*H
%usto$ "hreats.................................... 1*-
Sharing "he ;eeper 8uties.................1*-
%usto$ 1layboos................................ 1*6
A Whole Ne4 3a$e..............................1*2
Ins%iration""""""""""""""""""""""""""""""""""""""" !(
Ga1es"""""""""""""""""""""""""""""""""""""""""""""""" !(
5elevision"""""""""""""""""""""""""""""""""""""""""" !(
Fil1"""""""""""""""""""""""""""""""""""""""""""""""""""" !(
#ovels"""""""""""""""""""""""""""""""""""""""""""""""" !(!
:o1ics""""""""""""""""""""""""""""""""""""""""""""""" !(!
IndeG"""""""""""""""""""""""""""""""""""""""""""""""""!(2
:olo%hon""""""""""""""""""""""""""""""""""""""""""!(,
There Are Monsters Out There
/ost people don't believe in $onsters> but they're real. When so$eone
(inds out $onsters are real> it's usually ?ust be(ore they get eaten.
'ut so$e people are $ean enough> s$art enough> cra@y enough> or
hurt enough> that they live.
And so$e o( those survivors go on a crusade against the $onsters.
"hat's you.
.t could be that you $ae a stand and de(end your ho$eto4n (ro$
everything evil that co$es there.
.t could be that you tae to the road and go hunt the$ do4n> 4herever
you can (ind the$.
.t could be that you have $agic po4ers to put you on an even (ooting.
.t could be that your na$e ca$e up in prophecies thousands o( years
ago.
"he one sure thing is that you aren't gonna go bac to your old sa(e li(e.
What You've Signed Up For
@hen you %lay this ga1e, 1ost o4 you 3ill 1ake u% hunters, %eo%le
3ho have devoted their lives to killing 1onsters"
Ane %layer 3ill be the 8ee%er $that<s short 4or =8ee%er o4 Monsters and
Mysteries>&" 5he 8ee%er 3ill be in charge o4 designing the 1onsters
and 1ysteries that the hunters 3ill encounter, bringing the 3orld to
li4e, and %ortraying the 1onsters and %eo%le the hunters 1eet"
5he rest o4 you 3ill decide ho3 the hunters 3ork together to
investigate the 3eird situations they 4ind, slay the 1onsters causing
the trouble, and save the %eo%le in danger"
Cour hunters aren<t nor1al %eo%leI not even nor1al 4or $onster
hunters" Cou are the ones 3ho stand out, larger than li4e and t3ice as
badass" Cou can change the 3orld J save it, destroy it, or alter it
4orever" Ane 3ay or another, you 4ill 1ake a di44erence"
1
What You'll Need
5he ga1e 3orks best 3ith three to 4ive %eo%le, 3ith one o4 you acting
as 8ee%er" It 3ill 3ork 3ith t3o, or you could stretch it to siG or seven
%eo%le 3ithout breaking anything"
Make sure you have'
0 co%y o4 each o4 the hunter %laybooks $these are a co1bined
rules re4erence and record sheet 4or your hunter&"
Enough %layer re4erence sheets to go round"
0 8ee%er re4erence sheet"
So1e 1ystery and arc sheets 4or the 8ee%er $7ust one at 4irst,
and 1ore later&"
/encils and note %a%er 4or everyone"
0 %air o4 nor1al siG+sided dice 4or each hunter $the 8ee%er
3on<t need dice&"
5he 4iles 4or all the things you need to %rint out can be do3nloaded
4ro1 htt%'KKgenericga1es"co"nB"
0lso handy, 1ostly 4or the 8ee%er, is a big list o4 na1es that you can
use 4or the characters that 3ill be %art o4 the ga1e $I like to use the
Story Ga1es #a1es book, but a %hone book or the cast and cre3 list o4
a 4il1 3ork 7ust as 3ell&"
It<s a good idea to have drinks and snacks 4or everyone, too"
Each ti1e you sit do3n to %lay eG%ect to get through a single 1ystery
in about 2+, hours" 0 1ystery is one situation 4or the hunters to deal
3ith J like a ty%ical 1onster o4 the 3eek e%isode on Supernatural, 'u((y,
or "he A=Files" 5he 4irst ga1e 3ill take a little longer because you have
to 1ake u% your hunters at the beginning"
What You Should Read
I<ve 3ritten the rulebook in the order that you<ll need as you %lay, 3ith
all the hunters< in4or1ation 4irst and then the 8ee%er<s a4ter"
I4 you 3ant to ski% that and 7ust hit the basics, here<s so1e suggestions'
I4 you<re going to %lay a hunter, read the hunter %laybooks
$4ro1 %" !!& and read about 1oves $%" *& and ratings $%" !&"
Most i1%ortant is to %ick 3hich hunter ty%e$s& you 3ant to
%lay"
2
I4 you<re going to be 8ee%er, 4ocus on the First Session section
$%" (*&' that tells you 3hat you need to %re%are, and 3hat to do
4or the 4irst ga1e" Cou can 1anage 3ith 7ust that 4or no3" It<s
best to kno3 the hunters< basic 1oves $%" !!,& and %laybooks
$4ro1 %" !!&, at least in %assing"
I4 you<re an eG%erienced role%layer 3ho hasn<t %layed
Apocalypse World $that<s the ga1e these rules are ada%ted
4ro1&, check out the hunter %laybooks $%" !!& and the 1oves
$%" *& and ratings $%" !&" Fro1 there everything else should 4all
into %lace"
I4 you<ve %layed Apocalypse World $or another ga1e based on
those rules, such as /onsterhearts or 8ungeon World& then
%lenty here 3ill be 4a1iliar" 5he ratings $stats in Apocalypse
World& are al1ost the sa1e, the %laybooks $%" !!& are di44erent,
and the basic 1oves $%" H(& are less si1ilar than they a%%ear at
4irst glance" 9uck is ne3 $%" .*&" 5he 8ee%er<s $M: in Apocalypse
World& agenda and %rinci%les $%ages *2 L !!&, threats $%" *)&,
and 1oves $%ages !. L !!& are di44erent, and 1ysteries
$%ages *- L !HH& and arcs $%" !,)& take the %lace o4 4ronts"
Feedback
I4 you have so1e 4eedback or 7ust 3ant to talk about the ga1e, you can
send 1e e1ail at 1ikeMgenericga1es"co"nB, or %ost at the Monster o4
the @eek 4oru1'
htt%'KKa%ocaly%se+3orld"co1K4oru1sKindeG"%h%NboardO--"
I4 you 3ant to kee% u% 3ith Monster o4 the @eek ne3s and u%dates,
you can 3atch the ga1e 3ebsite at htt%'KKgenericga1es"co"nB or
4ollo3 MMot@Er%g on 53itter"
3
The Hunters
So, you<re going to be a 1onster hunter" I<ll take you through 3hat
ha%%ens the 4irst ti1e you sit do3n to %lay' creating hunters, co1ing
u% 3ith a tea1 history, and getting on 3ith investigating 1ysteries
and slaying so1e 1onsters"
It<s 3ritten to tell you 3hat you need to kno3 in the order you<ll need
it $3ith a 4e3 digressions along the 3ay&"
The First Session
Here<s an overvie3 o4 ho3 you<ll create your hunters and investigate
your 4irst 1ystery"
5he 4irst ste% is to decide i4 the grou% 3ants to %ick a tea1 conce%t $%"
H&" 5hat<s the reason you are a tea1, 4or eGa1%le, =3e all 3ork 4or a
secret 1onster hunting agency> or =3e de4end our ho1e to3n against
the 1onsters that kee% co1ing here"> 5he 8ee%er 1ay have so1e
suggestions based on 3hat they<ve been %lanning"
I4 you have a tea1 conce%t that needs certain hunter ty%es, allocate
the 1andatory ones 4irst"
I4 you don<t have a tea1 conce%t, 7ust let everyone %ick a %laybook
$that<s your hunter rules and record sheet& and see 3hat the tea1
looks like" Cou<ll 3ork out 3hy they are together as you create your
hunters, establish their history 3ith each other, and as you %lay the
ga1e"
5he hunter ty%es are'
The Chosen' the chosen one, 3ith a s%ecial destiny" E"g" Bu44y
4ro1 'u((y the Ba$pire Slayer $%" !!&"
The Expert' kno3s all about 1onsters and 1agic" E"g" Bobby
Singer 4ro1 SupernaturalI ;u%ert Giles 4ro1 'u((y the Ba$pire
Slayer $%" !.&"
The Flake' a cons%iracy theorist, great at %utting clues
together" E"g" Mulder or the 9one Gun1en 4ro1 "he A=Files $%"
2!&"
The Initiate' 1e1ber o4 an ancient 1onster+slaying Sect,
trained to 4ight and use 1agic" 5he @ardens 4ro1 "he 8resden
FilesI 0nnelise 4ro1 the "4enty 1alaces series $%" 2H&"
4
The Monstrous' a 1onster 4ighting 4or the good guys" E"g"
0ngel 4ro1 'u((y the Ba$pire Slayer and AngelI Bill :o1%ton
4ro1 "rue 'lood $%" -&"
The Mundane' 7ust a nor1al regular %erson, es%ecially good at
dealing 3ith regular %eo%le you 1eet" E"g" Pander or :ordelia
4ro1 'u((y the Ba$pire Slayer $%" -H&"
The Professional' you 3ork 4or an agency that hunts
1onsters" E"g" ;iley and the Initiative 4ro1 'u((y the Ba$pire
SlayerI Alivia Denhol1 4ro1 Fringe $%" -(&"
The Spooky' has %sychic or 1agical %o3ers" E"g" Sa1
@inchester 4ro1 SupernaturalI @illo3 4ro1 'u((y the Ba$pire
Slayer $%" ,,&"
The Wronged' revenge+driven, and really tough" E"g" Dean and
John @inchester 4ro1 Supernatural $%" ,(&"
5here are so1e li1ited edition hunter %laybooks out there too'
4or eGa1%le, the Divine, Hard Case, Snoop and Suoned
3hich 3ere 4undraiser re3ards" 5here are 4an+1ade
%laybooks, too" Cou can 4ind advice on 1aking your o3n on
%age !*)"
Anly one hunter o4 each ty%e is allo3ed at the sa1e ti1e in any ga1e"
5hat<s because you<re not 7ust one o( that ty%e o4 hunter' you<re the
archety%e" 5here 1ay be a 3hole 0gency o4 %ro4essional 1onster
hunters, but there<s 7ust one 3ho is "he 1ro(essional"
Follo3 the instructions in your %laybook to create your hunter" @hen
you get to the Introductions section, 3ait until everyone catches u%"
5he 8ee%er 3ill guide everyone as you 1ake u% your hunters, so ask
the1 i4 you have any Questions $8ee%er, instructions on ho3 to guide
this %rocess are in 5he First Session on %age (*&"
Team Concepts
It<s good to 3ork out 3hy the hunters 4or1ed their tea1" Have a Quick
discussion and see i4 you co1e u% 3ith an idea J even i4 it<s 7ust a vague
one" I4 nobody has anything, you can 3ork it out later on $a4ter you
have all 1ade your hunters, and 4igured out your history together&"
Don<t set your conce%t in stone yet, either" Cou<ll 3ant to revise it as
you 1ake u% your hunters, based on the choices you 1ake along the
3ay"
5
Team Customisation
So1eti1es your tea1 conce%t 3ill reQuire additional stu44 on to% o4
the nor1al character creation o%tions" Decide as a grou% i4 any
changes are needed, and 3hat they 3ill be" Cou can 3ork these out at
any %oint' it 1ight co1e u% right a3ay 3hen you %ick your conce%t, or
you 1ight think o4 it later on"
Cour conce%t 1ight reQuire'
EQui%1ent that isn<t in your %laybook o%tions" For eGa1%le'
your tea1 conce%t has the hunters al3ays on the 1ove, but
none o4 your %laybooks include trans%ort in the gear section"
Cou can decide the tea1 has a van to travel in"
So1ething that can be 3ritten u% as a custo1 1ove $%" !*&"
For eGa1%le' the tea1 conce%t is that you are all 1e1bers o4 a
secret organisation, so everyone starts 3ith a version o4 the
/ro4essional<s deal !ith the "gen#y 1ove $%" ,&"
#e3 o%tions 3hen you level u% $%" )-&" For eGa1%le' the tea1
conce%t has a s%ecial 1ystical arti4act 4or each hunter, but the
%o3ers are not initially available" Each hunter 1ay choose to
unlock one o4 their arti4act<s %o3ers 3hen they level u%"
Example Team Concepts
Here are so1e eGa1%le tea1 conce%ts" ?se the1 as they are, or as
ins%iration 4or your o3n ideas"
Slayer and Entourage
5here<s a chosen one, and their su%%ort grou%" Ho%e4ully, together
you<ll be able to save the 3orld"
5he tea1 has a :hosen, 3ho is at the centre o4 things" 0n EG%ert or
Initiate 1akes a good 1entor" 0 Mundane or Flake could be a 4riend o4
the :hosen" 0 Monstrous or S%ooky gives the tea1 so1e 1agical
%o3ers to dra3 on"
The Unexplained Cases Team
5he 0gency needs a tea1 to handle all the 3eird stu44 regular agents
don<t understand" 5hat<s you' the ?neG%lained :ases 5ea1" Cou check
out the 1ysterious disa%%earances, the 4ungus 1onsters, the alien
abductions, the va1%ires, and anything else the regular agents can<t
handle"
6
5he tea1 reQuires a /ro4essional" 5he Flake, Mundane, EG%ert, S%ooky,
and @ronged are good choices to 4ill out the tea1<s skill %ro4ile"
5he /ro4essional<s 0gency 3ill e1%loy the 3hole tea1" 0s a
custo1isation, allo3 any o4 the hunters to take the /ro4essional<s deal
!ith the "gen#y 1ove as a leveling u% o%tion $%" )-&" ?ntil then,
they<re 7ust consultants, contractors, or te1%s"
The Order
Cou are all 1e1bers o4 an ancient order o4 1onster slayers"
Cou<ll need an Initiate" Everyone else 1akes u% the tea1 the Initiate
co11ands' the S%ooky, EG%ert, Mundane, Flake, or :hosen all 3ork
3ell here"
Everyone is a 1e1ber o4 the order, but initially only the Initiate 3ill
have to deal 3ith your su%eriors" 0s a custo1isation, anyone can take
the Initiate 1ove 4or !hen you are in good standing !ith the Se#t as
a leveling u% o%tion $%" )-&" 0nyone 1ay also substitute one o4 the
Initiate<s old+4ashioned 3ea%ons $%" 2*& 4or a regular 3ea%on choice"
Road-tripping Hunter Family
Cour 4a1ily<s trade is hunting 1onsters" 5he no1adic li4e, dri4ting into
to3n 7ust long enough to 4ind and slay 3hatever is causing trouble"""
3ell, it suits so1e o4 you 7ust 4ine" Athers, not so 1uch"
5his tea1 conce%t suits the @ronged, S%ooky, EG%ert, Flake, and
:hosen best" 0 Monstrous could 4it in too, but not co14ortably" 0ll the
others eGce%t the /ro4essional could round out the tea1" I4 there<s an
Initiate, 1aybe the Sect is co1%rised o4 certain bloodlines, so everyone
in the 4a1ily is a 1e1ber"
Cou are all 4a1ily, or as good as 4a1ily"
Ah, and 1ake sure you have a cool car" Ar a sensible anony1ous car, i4
that<s your thing" I4 none o4 the hunters has a vehicle, you can decide
the tea1 gets one as a custo1isation"
7
Before You Create Your Hunter
Be4ore you get started, you need to kno3 about t3o ga1e conce%ts'
1oves and ratings"
5he hunter %laybooks 1ention so1e other ter1s that I haven<t
introduced yet" Don<t 3orry about those, you don<t need to understand
the1 7ust no3" I4 you 3ant to 4ind out 1ore, read the =Ho3 to /lay>
section starting at %age HH"
Moves
Moves cover situations 3hen the ga1e rules ste% in to hel% you
deter1ine 3hat ha%%ens"
Moves don<t cover basic stu44 that anyone can do" I4 your hunter does
so1ething that isn<t covered by a 1ove, and it<s so1ething that
anyone could do, then it 7ust ha%%ens" Cou don<t need a 1ove to 4ollo3
a 1onster do3n the street, talk to a co%, or break into an e1%ty house"
I4 there<s so1ething nor1al %eo%le could never do and it<s not covered
by a 1ove, then you can<t do it either" For eGa1%le, your hunter can<t
turn invisible at 3ill, or 3alk through a 4ire unhar1ed"
Moves cover the in+bet3een cases'
5hings that nor1al %eo%le can<t do" For eGa1%le, casting a
1agic s%ell"
5hings that are dangerous" For eGa1%le, getting into a 4ight
3ith a 1onster"
5hings that are 1ore eGciting i4 3e let the dice decide ho3
they go rather than 7ust deciding" For eGa1%le, 3orking out
3hether you sneak %ast a slee%ing dragon undetected"
Many 1oves reQuire you to roll t3o dice and add the1 together
$usually adding another nu1ber too& and then 4igure out 3hat ha%%ens
based on your total" Ather 1oves give you a s%ecial ability that you can
use all the ti1e, or 3hen certain circu1stances a%%ear in the ga1e"
Each 1ove is triggered 3hen a %articular situation ha%%ens in the
ga1e" 9ook at 3hen the 1ove says it ha%%ens, and 4ollo3 the
instructions 3hen you do it"
For e,a$ple> you need to use the $ove protect someone to save
another hunter (ro$ a bone puppet's attac. "he $ove says when you
protect someone (ro$ har$> roll C%ool> so you roll the dice and get a
8
t4o and a (ive. "hat's seven> plus your hunter has %ool C1 (or a total o(
eight. "he $ove's instructions say that on a 6=2> you protect the target
oay but you su((er the har$ that threatened instead.
The Hunter Basic Moves
0ll the hunters have a set o4 1oves that allo3 the1 to investigate and
deal 3ith 1onsters" 5hese are called the =basic 1oves> $%" H(&" 5here
are eight basic 1oves'
"#t $nder Pressure, used 4or any di44icult or dangerous
action that isn<t covered by another 1ove"
Help %ut, used to hel% another hunter do so1ething" I4 you
succeed, you<ll give the1 a bonus on their task"
Investigate a Mystery, used to 3ork out 3hat kind o4 1onster
you are dealing 3ith, 3hat it can do, and 3hat it<s %lanning"
&i#k Soe "ss, used 4or 4ighting" Fighting 1onsters, 1ainly"
Manipulate Soeone, used to try and get so1eone to do
so1ething 4or you, a4ter you give the1 so1e kind o4 reason"
Prote#t Soeone, used to save so1eone 4ro1 danger"
'ead a (ad Situation, used to 3ork out 3hat dangers are
i11ediately threatening you" For instance, i4 you think you
are 3alking into a tra%, or 3ant to do so1e tactical analysis"
$se Magi#, used to cast 1agic s%ells or use enchanted ite1s"
In addition, each hunter %laybook has its o3n set o4 1oves" 5hese are
called =%laybook 1oves">
9
The Ratings
Cour hunter has ratings that describe ho3 good they are in certain
areas that are i1%ortant 3hen hunting 1onsters" 5he ratings add to
$or subtract 4ro1& your dice total 3hen you roll 4or a 1ove"
Cool is ho3 cal1 and collected you are" It is added to your die
roll 4or the a#t under pressure and help out basic 1oves"
Tough is ho3 strong and 1ean you are in a 4ight" It is added to
your die roll 4or the ki#k soe ass and prote#t soeone basic
1oves"
Char is ho3 %leasant and %ersuasive you are" It is added to
your die roll 4or the anipulate soeone basic 1ove"
Sharp is ho3 observant you are" It is added to your die roll 4or
the investigate a ystery and read a )ad situation basic
1oves"
Weird is ho3 attuned to the su%ernatural you are" It is added
to your die roll 4or the use agi# basic 1ove"
5he ratings range 4ro1 +! to R-"
+! is bad
is average
R! is good
R2 is really good
R- is %heno1enal
10
/re%%y clothes, casual 3ear, urban 3ear, nor1al clothes, neat
clothes, street 3ear"
Ratings, pick one line:
:har1R2, :ool+!, Shar%R!, 5oughR2, @eird+!
:har1+!, :oolR2, Shar%R!, 5oughR2, @eird+!
:har1R!, :oolR2, Shar%R!, 5oughR!, @eird+!
:har1+!, :oolR!, Shar%R2, 5ough+!, @eirdR2
:har1R!, :oolR2, Shar%+!, 5ough+!, @eirdR2
Fate
Cou get to decide 3hat sort o4 4ate is in store 4or you"
/ick ho3 you 4ound out about your 4ate, 4ro1 the list belo3"
Ho! *ou Found %ut $%ick one&'
#ight1ares and visions
So1e 3eirdo told you
0n ancient cult 4ound you
Sought out by your
ne1esis
0ttacked by 1onsters
5rained 4ro1 birth
Cou 4ound the %ro%hecy
Cou 4ound your s%ecial
3ea%on
11
5hen %ick t3o heroic and t3o doo1 tags 4or your 4ate, 4ro1 the lists
belo3" 5he tags deter1ine ho3 your 4ate 3ill un4old" It<s okay to %ick
contradictory tags' that 1eans your 4ate is %ulling both 3ays"
@henever you 1ark o44 a %oint o4 9uck, the 8ee%er 3ill thro3
so1ething 4ro1 your 4ate at you"
Heroi# $%ick t3o&'
Sacri4ice
Cou are the :ha1%ion
6isions
Secret training
Magical %o3ers
Mystical inheritance
0 nor1al li4e
5rue love
Cou can save the 3orld
Hidden allies
5he end o4 1onsters
Divine hel%
Doo $%ick t3o&'
Death
Cou can<t save everyone
I1%ossible love
Failure
0 ne1esis
#o nor1al li4e
9oss o4 loved ones
5reachery
Doubt
Sy1%athy 3ith the ene1y
Da1nation
Hosts o4 1onsters
5he end o4 days
5he source o4 Evil
Moves
You get all o( the basic $oves> plus three %hosen $oves.
You get these t4o7
Destiny+s Plaything' 0t the beginning o4 each 1ystery, roll
R@eird to see !hat is revealed a)out your iediate
future" An a !R, the 8ee%er 3ill reveal a use4ul detail about
the co1ing 1ystery" An a )+( you get a vague hint about it" An
a 1iss, so1ething bad is going to ha%%en to you"
I+ Here For " 'eason' 5here<s so1ething you are destined to
do" @ork out the details 3ith the 8ee%er, based on your 4ate"
Cou cannot die until it co1es to %ass" If you die in play, then
you 1ust s%end a 9uck %oint" Cou 3ill then, so1eho3, recover
or get returned to li4e" Ance your task is done $or you use u% all
your 9uck&, all bets are o44"
12
"hen pic one o( these7
The (ig Entran#e' @hen you ake a sho!y entran#e into a
dangerous situation, roll R:ool" An !R everyone sto%s to
3atch and listen until you 4inish your o%ening s%eech" An a )+
(, you %ick one %erson or 1onster to sto%, 3atch and listen
until you 4inish talking" An a 1iss, you<re 1arked as the
biggest threat by all"
Devastating' @hen you infli#t har, you 1ay in4lict R! har1"
"##eptan#e' @hen your 4ate rears its ugly head, and you a#t in
a##ordan#e !ith any of your fate tags $either heroic or doo1&
then 1ark eG%erience"
Invin#i)le' Cou al3ays count as having 2+ar1our" 5his doesn<t
stack 3ith other %rotection"
'esilien#e' Cou heal 4aster than nor1al %eo%le" 0ny ti1e your
har1 gets healed, heal an eGtra %oint" 0dditionally, your 3ounds
count as !+har1 less 4or the %ur%ose o4 the 8ee%er<s har1 1oves"
Gear
Cou can have %rotective gear 3orth !+ar1our, i4 you 3ant it"
Cou have a s%ecial 3ea%on you are destined to 3ield"
Your Special Weapon
Design your 3ea%on by choosing a base, three o%tions $3hich add their
tags to the base tags&, and a 1aterial"
Base $choose !&'
sta44 $!+har1 handKclose&
ha4t $2+har1 hand&
handle $!+har1 hand balanced&
chain $!+har1 hand area&
A%tions $choose -, du%licates allo3ed&'
antiQue $add =valuable>&
arti4act $add =1agic>&
head $R! har1&
s%ikes $R! har1, add =1essy>&
blade $R! har1&
long $R! har1&
13
reach $add =close>&
thro3able $add =close>&
chains $add =area>&
5hen %ick 3hat 1aterial the business end is 1ade 4ro1' add =steel,>
=cold iron,> =silver,> =3ood,> =stone,> =bone,> =teeth,> =obsidian,> or
anything else you 3ant"
Introductions
@hen you get here, 3ait 4or everyone to catch u% so you can do your
introductions together"
Go around the grou%" An your turn, introduce your :hosen by na1e
and look, and tell the grou% 3hat they kno3 about you"
History
Go around the grou% again" An your turn, %ick one o4 these 4or each
other hunter'
Cou are close blood relations" 0sk the1 eGactly ho3 close"
5hey are destined to be your 1entor" 5ell the1 ho3 this 3as
revealed"
Cour best 4riend in the 3orld, 3ho you trust totally"
0 rival at 4irst, but you ca1e to a 3orking arrange1ent"
;o1antic entangle1ent, or 4ated to be ro1antically entangled"
Just 4riends, 4ro1 school or 3ork or so1ething" 0sk the1
3hat"
5hey could have been the :hosen Ane instead o4 you, but they
4ailed so1e trial" 5ell the1 ho3 they 4ailed"
Cou saved their li4e, back 3hen they didn<t kno3 1onsters
3ere real" 5ell the1 3hat you saved the1 4ro1"
Luck
Cou can 1ark o44 a 9uck boG to either change a roll you 7ust 1ade to a !2,
as i4 you had rolled thatI or change a 3ound you have 7ust taken to count
as +har1, no 1atter ho3 bad it 3as" I4 your 9uck boGes all get 4illed,
you<ve run out o4 good luck"
@hen you s%end a %oint o4 9uck, the 8ee%er 3ill bring your 4ate into %lay"
Akay c c c c c c c Doo1ed
14
Harm
@hen you su44er har1, 1ark o44 the nu1ber o4 boGes eQual to har1
su44ered" @hen you reach 4our har1, tick =?nstable">
Akay c c c|c c c c Dying
?nstable' c DUnstable in?uries 4ill 4orsen as ti$e passesE
Leveling Up
+,perience' c c c c c
@henever you roll a highlighted rating, or a 1ove tells you to, 1ark an
eG%erience boG"
@hen you have 4illed all 4ive eG%erience boGes, you level u%" Erase the
1arks and %ick an i1%rove1ent 4ro1 the 4ollo3ing list'
Improvements
c Get R! :har1, 1aG R-
c Get R! :ool, 1aG R-
c Get R! Shar%, 1aG R-
c Get R! 5ough, 1aG R-
c Get R! @eird, 1aG R-
c 5ake another :hosen 1ove
c 5ake another :hosen 1ove
c Gain an ally
c 5ake a 1ove 4ro1 another
%laybook
c 5ake a 1ove 4ro1 another
%laybook
04ter leveling u% 4ive ti1es, you Quali4y 4or advanced i1%rove1ents, as
described on %age )H"
15
The Expert
. have dedicated $y li(e to the study o( the
unnatural. . no4 their habits> their
4eanesses. . $ay not be youngest or
strongest> but . no4 enough to be the
biggest threat.
5o 1ake your EG%ert, 4irst %ick a na1e"
5hen 4ollo3 the instructions belo3 to
decide your look, ratings, 1oves,
haven, and gear" Finally, introduce
yoursel4 and %ick history"
look, pick one from each List:
Man, 3o1an"
5hought4ul 4ace, lined 4ace,
scarred 4ace, conte1%lative
4ace, stern 4ace, avuncular 4ace,
eG%erienced 4ace"
Ald 4ashioned clothes, casual clothes, utility clothes, tailored
clothes, outdoor clothes"
Ratings, pick one line:
:har1+!, :oolR!, Shar%R2, 5oughR!, @eirdO
:har1O, :oolR!, Shar%R2, 5ough+!, @eirdR!
:har1R!, :ool+!, Shar%R2, 5oughR!, @eirdO
:har1+!, :oolR!, Shar%R2, 5oughO, @eirdR!
:har1+!, :oolO, Shar%R2, 5ough+!, @eirdR2
Moves
You get all o( the basic $oves> plus pic t4o +,pert $oves7
I+ve 'ead ")out This Sort %f Thing' ;oll RShar% instead o4
R:ool 3hen you a#t under pressure"
%ften 'ight' @hen a hunter #oes to you for advi#e about a
%roble1, give the1 your honest o%inion and advice" I4 they
take your advice, they get R! ongoing 3hile 4ollo3ing your
advice, and you 1ark eG%erience"
16
Preparedness, @hen you need soething unusual or rare,
roll RShar%" An a !R, you have it here right no3" An a )+( you
have it, but not here' it 3ill take so1e ti1e to get it" An a 1iss,
you kno3 3here it is, but it<s so1e3here real bad"
It Wasn+t "s (ad "s It -ooked' Ance %er 1ystery, you 1ay
atte1%t to keep going despite your in.uries" ;oll R:ool" An a
!R, heal 2 har1 and stabiliBe your 3ounds" An a )+( you 1ay
either stabiliBe or heal ! har1" An a 1iss, it 3as 3orse than it
looked"
Pre#ise Strike" @hen you in4lict har1 on a 1onster, you can
ai for a !eak spot" ;oll R5ough" An a !R you in4lict R2
har1" An a )+( you in4lict R! har1" An a 1iss, you leave
yoursel4 o%en 4or the 1onster to hit you"
The Woan /or Man0 With The Plan' "t the )eginning of
ea#h ystery, roll RShar%" An a !R hold 2, on a )+( hold !"
S%end the hold to be 3here you need to be, %re%ared and
ready" An a 1iss, the 8ee%er holds ! they can s%end to have
you be in the 3rong %lace, un%re%ared and unready"
Dark Past' Cou dabbled in the 3orst sort o4 1ystical arts
be4ore you beca1e one o4 the good guys" I4 you tra!l through
your eories 4or so1ething relevant to the case at hand,
roll R@eird" An a !R ask the 8ee%er t3o Questions 4ro1 the
list belo3" An a )+( ask one" An a 1iss, you can ask a Question
any3ay but that 1eans you 3ere %ersonally co1%licit in
creating the situation you are dealing 3ith no3" 5he Questions
are'
When . dealt 4ith this creature Dor one o( its indE> 4hat did
. learnF
What blac $agic do . no4 that could help hereF
8o . no4 anyone 4ho $ight be behind thisF
Who do . no4 4ho can help us right no4F
Haven
Cou have a haven set u%, a sa4e %lace to 3ork" /ick three o4 the o%tions
belo3 4or your haven'
-ore -i)rary" @hen you hit the books, take R! 4or3ard to
investigate the ystery $as long as historical or re4erence
3orks are a%%ro%riate&"
17
Mysti#al -i)rary" I4 you use your library, %re%aring 3ith your
to1es and gri1oires, take R! 4or3ard 4or use agi#"
Prote#tion Spells" Cour haven is sa4e 4ro1 1onsters J they
cannot enter" Monsters 1ight be able to do so1ething s%ecial
to evade the 3ards, but not easily"
"rory" Cou have a stock%ile o4 1ystical and rare 1onster+
killing 3ea%ons and ite1s" I4 you need a spe#ial !eapon, roll
R@eird" An a !R you have it $and %lenty i4 that 1atters&" An a
)+( you have it, but only the 1ini1u1" An a 1iss, you<ve got
the 3rong thing"
Infirary" Cou can heal %eo%le, and have the s%ace 4or one or
t3o to recu%erate" 5he 8ee%er 3ill tell you ho3 long any
%atient<s recovery is likely to take, and i4 you need eGtra
su%%lies or hel%"
Workshop" Cou have a s%ace 4or building and re%airing guns,
cars and other gadgets" @ork out 3ith the 8ee%er ho3 long
any re%air or construction 3ill take, and i4 you need eGtra
su%%lies or hel%"
%u)liette" 5his roo1 is isolated 4ro1 every kind o4 1onster,
s%irit and 1agic that you kno3 about" 0nything you stash in
there can<t be 4ound, can<t do any 1agic, and can<t get out"
Pani# 'oo" 5his has essential su%%lies and is %rotected by
nor1al and 1ystical 1eans" Cou can hide out there 4or a 4e3
days, sa4e 4ro1 %retty 1uch anything"
Magi#al -a)oratory" Cou have a 1ystical lab 3ith all kinds o4
3eird ingredients and tools use4ul 4or casting s%ells $like the
use agi# 1ove, big 1agic, and any other 1agical 1oves&"
Gear
Cou get three 1onster+slaying 3ea%ons"
Monster+slaying 3ea%ons $%ick three&'
Mallet L 3ooden stakes $-+har1 inti1ate slo3 3ooden&
Silver s3ord $2+har1 hand 1essy silver&
:old iron s3ord $2+har1 hand 1essy iron&
Blessed kni4e $2+har1 hand holy&
Magical dagger $2+har1 hand 1agic&
Ju7u bag $!+har1 4ar 1agic&
18
Fla1ethro3er $-+har1 close 4ire heavy volatile&
Magnu1 $-+har1 close reload loud&
Shotgun $-+har1 close 1essy loud&
Introductions
@hen you get here, 3ait 4or everyone to catch u% so you can do your
introductions together"
Go around the grou%" An your turn, introduce your EG%ert by na1e
and look, and tell the grou% 3hat they kno3 about you"
History
Go around the grou% again" An your turn, %ick one o4 these 4or each
other hunter'
5hey are your student, a%%rentice, 3ard, or child" Decide
bet3een you 3hich"
5hey ca1e to you 4or advice, and your advice got the1 out o4
trouble" 0sk the1 3hat the trouble 3as"
5hey kno3 about so1e o4 your dark secrets, but they<ve
agreed to kee% Quiet about the1" 5ell the1 3hat they kno3"
0 distant relation" 5ell the1 eGactly 3hat"
Cou 3ere %reviously both 1e1bers o4 an eldritch grou%, no3
disbanded" 0sk the1 3hy they le4t, then tell the1 3hy you did"
5hey once hel%ed you get a singular ite1 that is no3 %art o4
your haven" 5ell the1 3hat it 3as"
Cou 3ere taught by the sa1e 1aster" 0sk the1 ho3 it ended"
Cou saved their li4e in a tight s%ot" 5ell the1 3hat ha%%ened"
Luck
Cou can 1ark o44 a 9uck boG to either change a roll you 7ust 1ade to a !2,
as i4 you had rolled thatI or change a 3ound you have 7ust taken to count
as +har1, no 1atter ho3 bad it 3as" I4 your 9uck boGes all get 4illed,
you<ve run out o4 good luck"
Akay c c c c c c c Doo1ed
19
Harm
@hen you su44er har1, 1ark o44 the nu1ber o4 boGes eQual to har1
su44ered" @hen you reach 4our har1, tick =?nstable">
Akay c c c|c c c c Dying
?nstable' c DUnstable in?uries 4ill 4orsen as ti$e passesE
Leveling Up
+,perience' c c c c c
@henever you roll a highlighted rating, or a 1ove tells you to, 1ark an
eG%erience boG"
@hen you have 4illed all 4ive eG%erience boGes, you level u%" Erase the
1arks and %ick an i1%rove1ent 4ro1 the 4ollo3ing list'
Improvements
c Get R! Shar%, 1aG R-
c Get R! :har1, 1aG R2
c Get R! :ool, 1aG R2
c Get R! @eird, 1aG R2
c 5ake another EG%ert 1ove
c 5ake another EG%ert 1ove
c 0dd an o%tion to your haven
c 0dd an o%tion to your haven
c 5ake a 1ove 4ro1 another
%laybook
c 5ake a 1ove 4ro1 another
%laybook
04ter leveling u% 4ive ti1es, you Quali4y 4or advanced i1%rove1ents, as
described on %age )H"
20
The Flake
+verything's connected. 'ut not everyone can see
the patterns> and $ost people don't even loo
that hard.
'ut $e> . can never stop looing deeper. . can
never stop seeing the truth.
. spot the patterns. "hat's ho4 . (ound the
$onsters> and that's ho4 . help ill the$.
5o 1ake your Flake, 4irst %ick a na1e" 5hen
4ollo3 the instructions belo3 to decide your
look, ratings, 1oves, and gear" Finally,
introduce yoursel4 and %ick history"
look, pick one from each List:
Man, 3o1an, transgressive,
concealed"
@ild eyes, 1oving eyes, 4ocused
eyes, searching eyes, sus%icious
eyes, 3ide eyes, guarded eyes"
;atty clothes, casual clothes, ru1%led suit, neat clothes,
co14ortable clothes, ar1y sur%lus gear"
Ratings, pick one line:
:har1R!, :oolR!, Shar%R2, 5ough+!, @eirdO
:har1O, :oolR!, Shar%R2, 5ough+!, @eirdR!
:har1R!, :ool+!, Shar%R2, 5oughR!, @eirdO
:har1R!, :ool+!, Shar%R2, 5oughO, @eirdR!
:har1+!, :ool+!, Shar%R2, 5oughO, @eirdR2
Moves
You get all o( the basic $oves> plus pic three Flae $oves7
Conne#t the Dots' 0t the beginning o4 each 1ystery, i4 you
look for the !ider patterns that current events 1ight be %art
o4, roll RShar%" An a !R hold -, and on a )+( hold !" S%end
your hold during the 1ystery to ask the 8ee%er any one o4 the
4ollo3ing Questions'
21
.s this person connected to current events $ore than they
are sayingF
When and 4here 4ill the ne,t critical event occurF
What does the $onster 4ant (ro$ this personF
.s this connected to previous $ysteries 4e have
investigatedF
)o4 does this $ystery connect to the bigger pictureF
Cra1y Eyes' Cou get R! @eird $1aG R-&"
See2 It "ll Fits Together' Cou can use Shar% instead o4 :har1
3hen you anipulate soeone"
Suspi#ious Mind' I4 so1eone lies to you, you kno3 it"
%ften %verlooked' @hen you a#t all #ra1y to avoid so1ething,
roll R@eird" An a !R you<re regarded as unthreatening and
uni1%ortant" An a )+(, %ick one' unthreatening or uni1%ortant"
An a 1iss, you dra3 lots o4 attention"
Contrary' @hen you seek out and re#eive soeone+s honest
advi#e on the best course o4 action 4or you, then 1ark eG%erience
i4 you do so1ething else instead" I4 you do eGactly the o%%osite o4
their advice, you also take R! ongoing on any 1oves you 1ake
%ursuing that course"
3et Friends' Cou kno3 a lot o4 %eo%le on the Internet" @hen
you #onta#t a net friend to help you 3ith a 1ystery, roll
R:har1" An a !R, they<re available and hel%4ul J they can 4iG
so1ething, break a code, hack a co1%uter, or get you so1e
s%ecial in4or1ation" An a )+(, they<re %re%ared to hel%, but it<s
either going to take so1e ti1e or you<re going to have to do
%art o4 it yoursel4" An a 1iss, you burn so1e bridges"
Sneaky' @hen you atta#k fro a)ush2 or fro )ehind,
in4lict R2 har1"
Gear
Cou get one nor1al 3ea%on and t3o hidden 3ea%ons"
#or1al 3ea%ons $%ick one&'
"-* revolver $2+har1 close reload loud&
(11 $2+har1 close loud&
Hunting ri4le $2+har1 4ar loud&
Magnu1 $-+har1 close reload loud&
22
Shotgun $-+har1 close 1essy loud&
Big kni4e $!+har1 hand&
Hidden 3ea%ons $%ick t3o&'
5hro3ing knives $!+har1 close 1any&
Holdout %istol $2+har1 close loud reload&
Garrote $-+har1 inti1ate&
@atch1an<s 4lashlight $!+har1 hand&
@eighted glovesKbrass knuckles $!+har1 hand&
Butter4ly kni4eK4olding kni4e $!+har1 hand&
Introductions
@hen you get here, 3ait 4or everyone to catch u% so you can do your
introductions together"
Go around the grou%" An your turn, introduce your Flake by na1e and
look, and tell the grou% 3hat they kno3 about you"
History
Go around the grou% again" An your turn, %ick one o4 these 4or each
other hunter'
5hey<re so1eho3 tied into it all" Cou<ve been kee%ing an eye
on the1"
5hey<re a close relative" 0sk the1 to decide eGactly 3hat"
Ald 4riends, 4ro1 a hobby or a 7ob you had once" Decide
together 3hat it 3as"
Cou 3ent through hell together' 1aybe a 1onster, 1aybe
1ilitary service, 1aybe ti1e in an institution" @hatever it 3as,
it bound you together, and you have total trust in each other"
Me1bers o4 the sa1e su%%ort grou%"
Fello3 4reaks"
5he signs all %ointed to 3orking together" So you 4ound the1
and no3 you 3ork together"
Cou kno3 each other through cry%toBoology and cons%iracy
theory 3ebsites"
23
Luck
Cou can 1ark o44 a 9uck boG to either change a roll you 7ust 1ade to a !2,
as i4 you had rolled thatI or change a 3ound you have 7ust taken to count
as +har1, no 1atter ho3 bad it 3as" I4 your 9uck boGes all get 4illed,
you<ve run out o4 good luck"
Akay c c c c c c c Doo1ed
Harm
@hen you su44er har1, 1ark o44 the nu1ber o4 boGes eQual to har1
su44ered" @hen you reach 4our har1, tick =?nstable">
Akay c c c|c c c c Dying
?nstable' c DUnstable in?uries 4ill 4orsen as ti$e passesE
Leveling Up
+,perience' c c c c c
@henever you roll a highlighted rating, or a 1ove tells you to, 1ark an
eG%erience boG"
@hen you have 4illed all 4ive eG%erience boGes, you level u%" Erase the
1arks and %ick an i1%rove1ent 4ro1 the 4ollo3ing list'
Improvements
c Get R! Shar%, 1aG R-
c Get R! :har1, 1aG R2
c Get R! :ool, 1aG R2
c Get R! @eird, 1aG R2
c 5ake another Flake 1ove
c 5ake another Flake 1ove
c Get a haven, like the EG%ert has,
3ith t3o o%tions
c Gain another o%tion 4or your
haven
c 5ake a 1ove 4ro1 another
%laybook
c 5ake a 1ove 4ro1 another
%laybook
04ter leveling u% 4ive ti1es, you Quali4y 4or advanced i1%rove1ents, as
described on %age )H"
24
The Initiate
Since the da4n o( history> 4e have
been the bul4ar against 8arness. We
no4 the +vils o( the 4orld> and 4e
stand against the$ so that the $ass o(
hu$anity need not (ear. We are the
Fla$e that cleanses the Shado4s.
5o 1ake your Initiate, 4irst %ick a
na1e" 5hen 4ollo3 the instructions
belo3 to decide your look, ratings,
1oves, Sect, and gear" Finally,
introduce yoursel4 and %ick history"
look, pick one from each List:
Man, 3o1an, 1asked"
Hardened body, tattooed
body, agile body, strong
body, thin body, angular body, hunched body"
0rchaic clothes, un4ashionable clothes, cere1onial clothes,
1is1atched clothes"
Ratings, pick one line:
:har1+!, :oolR!, Shar%O, 5oughR!, @eirdR2
:har1O, :oolR!, Shar%R!, 5ough+!, @eirdR2
:har1+!, :oolO, Shar%+!, 5oughR2, @eirdR2
:har1R!, :ool+!, Shar%R!, 5oughO, @eirdR2
:har1O, :oolO, Shar%O, 5oughR!, @eirdR2
Moves
You get all o( the basic $oves> plus (our .nitiate $oves.
You get this one7
@hen you are in good standing !ith your Se#t, at the
beginning o4 each 1ystery, roll R:har1" An a !R they %rovide
so1e use4ul in4o or hel% in the 4ield" An a )+( you get a 1ission
associated 3ith the 1ystery, and i4 you do it you<ll get so1e
in4o or hel% too" An a 1iss, they ask you to do so1ething bad"
I4 you 4ail a 1ission or re4use an order, you<ll be in trouble
3ith the Sect until you atone"
25
"hen pic three o( these7
"n#ient Fighting "rts' @hen using an old+4ashioned hand
3ea%on, you in4lict R! har1 and get R! 3henever you roll
prote#t soeone"
Mysti#' Every ti1e you success4ully use agi#, take R!
4or3ard"
Fortunes' 5he Sect has ancient %ro%hecies or divination
techniQues to %redict the 4uture" Ance %er 1ystery, you 1ay
use the1" I4 you look at !hat the future holds, roll R@eird"
An a !R hold -, and on a )+( hold !" An a 1iss, you get bad
in4or1ation and the 8ee%er decides ho3 that a44ects you"
S%end your hold to'
have a use4ul ob7ect ready"
be so1e3here you are needed, 7ust in ti1e"
take R! 4or3ard, or give R! 4or3ard to another hunter"
retroactively 3arn so1eone about an attack, so that it
doesn<t ha%%en"
Sa#red %ath, Cou 1ay bind yoursel4 to a single goal, 4orsaking
so1ething during your Quest $e"g" s%eech, all sustenance but
bread and 3ater, alcohol, lying, seG, etc&" Get the 8ee%er<s
agree1ent on this J it should 1atch the goal in i1%ortance
and di44iculty" @hile you kee% your oath and 3ork to3ards
your goal, 1ark eG%erience at the end o4 every session and get
R! on any rolls that directly hel% achieve the goal" I4 you break
the oath, take +! ongoing until you have atoned"
Mentor' Cou have a 1entor in the Sect' na1e the1" @hen you
#onta#t your entor for info, roll RShar%" An a !R, you get
an ans3er to your Question, no %roble1" An a )+( you choose'
they<re either busy and can<t hel%, or they ans3er the Question
but you o3e a 4avour" An a 1iss, your Question causes trouble"
"pprenti#e' Cou have an a%%rentice' na1e the1" Cour 7ob is to
teach the1 the Sect<s 3ays" 5hey count as an ally' su)ordinate
$1otivation' to 4ollo3 your instructions to the letter&"
Helping Hand' @hen you success4ully help out another
hunter, they get R2 instead o4 the usual R!"
That %ld (la#k Magi#' @hen you use agi#, you can ask a
Question 4ro1 the investigate a ystery 1ove as your e44ect"
26
Sect
Cou are %art o4 an ancient, secret order that slays 1onsters" @here are
they 4ro1N Ho3 old are theyN 0re they religiousN @hy do they stay
secretN Ho3 do they recruitN
Cou also need to %ick the Sect<s traditions $these 3ill be used by the
8ee%er to deter1ine the Sect<s 1ethods and actions&'
4ood Traditions $%ick t3o&'
8no3ledgable
0ncient lore
Magical lore
Fighting arts
:ha%ters every3here
Secular %o3er
FleGible tactics
Modernised
Integrated in society
A%en hierarchy
;ich
#i4ty gadgets
Magical ite1s
(ad Traditions $%ick one&'
Dubious 1otives
5radition+bound
Short+sighted
/aranoid and secretive
:losed hierarchy
Factionalised
Strict la3s
Mystical oaths
5otal obedience
5yrannical leaders
Absolete gear
/oor
Gear
I4 the Sect has fighting arts or o)solete gear, then %ick t3o old+
4ashioned 3ea%ons" I4 the Sect has odernised or nifty gadgets, you
1ay %ick t3o 1odern 3ea%ons" Ather3ise, %ick one old+4ashioned
3ea%on and one 1odern 3ea%on"
Cou also get old+4ashioned ar1our $!+ar1our heavy&"
27
Ald+4ashioned 3ea%ons'
s3ord $2+har1 hand 1essy&
aGe $2+har1 hand 1essy&
big s3ord $-+har1 hand 1essy heavy&
big aGe $-+har1 hand 1essy slo3 heavy&
silver kni4e $!+har1 hand silver&
4ighting sticks $!+har1 hand Quick&
s%ear $2+har1 handKclose&
1ace $2+har1 hand 1essy&
crossbo3 $2+har1 close slo3&
Modern 3ea%ons'
"-* revolver $2+har1 close reload loud&
(11 $2+har1 close loud&
sni%er ri4le $-+har1 4ar&
1agnu1 $-+har1 close reload loud&
shotgun $-+har1 close 1essy&
Introductions
@hen you get here, 3ait 4or everyone to catch u% so you can do your
introductions together"
Go around the grou%" An your turn, introduce your Initiate by na1e
and look, and tell the grou% 3hat they kno3 about you"
History
Go around the grou% again" An your turn, %ick one 4or each o4 the
other hunters'
5hey are a lay 1e1ber o4 your Sect"
Cou 4ought together 3hen the tide o4 1onsters see1ed
unsto%%able" 0sk the1 ho3 it 3ent"
Friends, but they only kno3 your cover identity, not about the
Sect"
5hey are your close relative, or %artnerKs%ouse" Decide
bet3een you eGactly 3hat the relationshi% is"
Fello3 ancient 3ea%onsK1artial arts club 1e1bers"
They're described in the prophecies, but the role they will
28
play isn't stated.
0n eG+1e1ber o4 the Sect, but still 4riends" 0sk the1 3hy they
le4t or got thro3n out"
Cou 1et researching 1ystical 3eirdness, and you<ve been
s%ooky buddies ever since"
Luck
Cou can 1ark o44 a 9uck boG to either change a roll you 7ust 1ade to a !2,
as i4 you had rolled thatI or change a 3ound you have 7ust taken to count
as +har1, no 1atter ho3 bad it 3as" I4 all your 9uck boGes get 4illed,
you<ve run out o4 good luck"
Akay c c c c c c c Doo1ed
Harm
@hen you su44er har1, 1ark o44 the nu1ber o4 boGes eQual to har1
su44ered" @hen you reach 4our har1, tick =?nstable">
Akay c c c|c c c c Dying
?nstable' c DUnstable in?uries 4ill 4orsen as ti$e passesE
Leveling Up
+,perience' c c c c c
@henever you roll a highlighted rating, or a 1ove tells you to, 1ark an
eG%erience boG"
@hen you have 4illed all 4ive eG%erience boGes, you level u%" Erase the
1arks and %ick an i1%rove1ent 4ro1 the 4ollo3ing list'
Improvements
c Get R! @eird, 1aG R-
c Get R! :ool, 1aG R2
c Get R! Shar%, 1aG R2
c Get R! 5ough, 1aG R2
c 5ake another Initiate 1ove
c 5ake another Initiate 1ove
c Get co11and o4 your cha%ter o4
the Sect
c Get a Sect tea1 under your
co11and
c 5ake a 1ove 4ro1 another
%laybook
c 5ake a 1ove 4ro1 another
%laybook
04ter leveling u% 4ive ti1es, you Quali4y 4or advanced i1%rove1ents, as
described on %age )H"
29
The Monstrous
. (eel the hunger> the lust to destroy. 'ut . (ight it> .
never give in. .'$ not hu$an any $ore> not really>
but . have to protect those 4ho still are. "hat 4ay .
can tell $ysel( .'$ di((erent to the other $onsters.
So$eti$es . even believe it.
5o 1ake your Monstrous, 4irst %ick a na1e"
5hen 4ollo3 the instructions belo3 to decide
your look, ratings, breed, 1oves, and gear"
Finally, introduce yoursel4 and %ick history"
look, pick one from each List:
Man, 3o1an, concealed, transgressive"
Sinister aura, %o3er4ul aura, dark aura,
unnerving aura, %leasant aura,
energetic aura, evil aura"
0rchaic clothes, casual clothes, ragged
clothes, tailored clothes, stylish
clothes, street clothes, outdoor clothes"
Ratings, pick one line:
:har1+!, :ool+!, Shar%O, 5oughR2, @eirdR-
:har1+!, :oolR!, Shar%R!, 5oughO, @eirdR-
:har1R2, :oolO, Shar%+!, 5ough+!, @eirdR-
:har1+2, :oolR2, Shar%O, 5oughO, @eirdR-
:har1O, :ool+!, Shar%R2, 5ough+!, @eirdR-
Breed
Cou<re hal4+hu1an, hal4+1onster' decide i4 you 3ere al3ays this 3ay
or i4 you you 3ere originally hu1an and trans4or1ed so1eho3"
#o3 decide i4 you 3ere al3ays 4ighting to be good, or i4 you 3ere evil
and changed sides"
De4ine your 1onstrous breed by %icking a curse, 1oves, and natural
attacks"
:reate the 1onster you 3ant to be' 3hatever you choose de4ines your
breed in the ga1e" So1e classic 1onsters 3ith suggestions 4or %icks
are listed belo3" 5hese are only suggestions' 4eel 4ree to 1ake a
di44erent versionS
30
Monster Breed Suggestions
5apire' %urse' 4eed $blood or li4e+4orce&" Natural attacs' Base'
li4e+drain or Base' teethI add R! har1 to base attack" /oves'
i11ortal or unQuenchable vitalityI 1ental do1ination"
Were!olf' %urse' vulnerability $silver&" Natural attacs' Base'
cla3sI Base' teeth" /oves' sha%eshi4ter $3ol4 andKor 3ol41an&I
cla3s o4 the beast or unholy strength"
4host' %urse' vulnerability $rock salt&" Natural attacs' Base'
1agical 4orceI add hand range to 1agical 4orce" /oves'
incor%orealI i11ortal"
Faerie' %urse' %ure drive $7oy&" Natural attacs' Base' 1agical
4orceI add ignore+ar1our to 1agical 4orce" /oves' 4lightI
%reternatural s%eed"
Deon' %urse' %ure drive $cruelty&" Natural attacs' Base' cla3sI
R! har1 to cla3s" /oves' dark negotiatorI unQuenchable
vitality"
%r#' %urse' dark 1aster $the orc overlord&" Natural attacs' Base'
teethI add ignore+ar1our to teeth" /oves' ?nholy strengthI
dark negotiator"
6o)ie' %urse' %ure drive $hunger&, 4eed $4lesh or brains&"
Natural attacs' Base' teethI R! har1 to teeth" /oves' i11ortalI
unQuenchable vitality"
Curses, pick one:
Feed, Cou 1ust subsist on living hu1ans J it 1ight take the
4or1 o4 blood, brains, or s%iritual essence but it 1ust be 4ro1
%eo%le" Cou need to a#t under pressure to resist 4eeding
3henever a %er4ect o%%ortunity %resents itsel4"
5ulnera)ility' /ick a substance" Cou su44er R! har1 3hen you
su44er har1 4ro1 it" I4 you are bound or surrounded by it, you
1ust a#t under pressure to use your %o3ers"
Pure Drive' Ane e1otion rules you" /ick 4ro1' hunger, hate,
anger, 4ear, 7ealousy, greed, 7oy, %ride, envy, lust, or cruelty"
@henever you have a chance to indulge that e1otion, you
1ust do so i11ediately, or a#t under pressure to resist"
Dark Master' Cou have an evil lord 3ho doesn<t kno3 you
changed sides" 5hey still give you orders, and do not tolerate
re4usal" Ar 4ailure"
31
Natural Attacks
1ic a 'ase and add an e,tra to it> or t4o 'ases.
Base' teeth $-+har1 inti1ate&
Base' cla3s $2+har1 hand&
Base' li4e+drain $!+har1 inti1ate healing&
Base' 1agical 4orce $!+har1 1agical close&
0dd R! har1 to a base
0dd ignore+ar1our to a base
0dd an eGtra range to a base $add inti1ate, hand, or close&"
Moves
You get all the basic $oves> plus pic t4o /onstrous $oves7
Iortal' Cou do not age or sicken, and 3henever you su44er
har1 you su44er !+har1 less"
In#orporeal' Cou 1ay 1ove 4reely through solid ob7ects $but
not %eo%le&"
$nnatural "ppeal' ;oll R@eird instead o4 R:har1 3hen you
anipulate soeone"
$nholy Strength' ;oll R@eird instead o4 R5ough 3hen you
ki#k soe ass"
Preternatural Speed' Cou go 1uch 4aster than nor1al %eo%le"
When you #hase2 flee2 or run take R! ongoing"
Cla!s of the (east' 0ll your natural attacks get R! har1"
Mental Doinion' @hen you gaBe into a nor1al hu1an<s eyes
and exert your !ill over the, roll R:har1" An a !R, hold -"
An a )+(, hold !" Cou 1ay s%end your hold to give the1 an
order" ;egular %eo%le 3ill 4ollo3 your order, 3hatever it is"
Hunters can choose 3hether they do it or not" I4 they do, they
1ark eG%erience"
$n7uen#ha)le 5itality' @hen you have taken har1, you #an
heal yourself" ;oll R:ool" An a !R, heal 2+har1 and stabilise
your in7uries" An a )+(, heal !+har1 and stabilise your in7uries"
An a 1iss, your in7uries 3orsen"
Dark 3egotiator' Cou can use the anipulate soeone 1ove
on 1onsters as 3ell as %eo%le, i4 they can reason and talk"
Flight' Cou can 4ly"
32
Shapeshifter' Cou 1ay change your 4or1 $usually into an
ani1al& J decide i4 you have 7ust one alternate 4or1 or several,
and detail the1" Cou gain R! to investigate a ystery 3hen
using an alternate 4or1<s su%erior senses $e"g" s1ell 4or a 3ol4,
sight 4or an eagle&"
Soething (orro!ed' 5ake a 1ove 4ro1 a hunter %laybook
that is not currently in %lay"
Gear
I4 you 3ant, you can take one handy 3ea%on'
"-* revolver $2+har1 close reload loud&
(11 $2+har1 close loud&
1agnu1 $-+har1 close reload loud&
shotgun $-+har1 close 1essy&
big kni4e $!+har1 hand&
brass knuckles $!+har1 hand Quiet s1all&
s3ord $2+har1 hand 1essy&
huge s3ord $-+har1 hand heavy&
Introductions
@hen you get here, 3ait 4or everyone to catch u% so you can do your
introductions together"
Go around the grou%" An your turn, introduce your Monstrous by na1e
and look, and tell the grou% 3hat they kno3 about you"
History
Go around the grou% again" @hen it<s your turn, %ick one 4or each o4
the other hunters'
Cou lost control one ti1e, and al1ost killed the1" 0sk the1
ho3 they sto%%ed you"
5hey tried to slay you, but you %roved you<re a good guy" 0sk
the1 3hat convinced the1"
;o1antic obsession on your %art" 0sk the1 i4 they kno3, and
i4 they reci%rocate"
:lose relations, or a distant descendant" 5ell the1 3hich"
Cou saved the1 4ro1 another o4 your kind, and %revented
re%risals against that individual $1aybe it<s another good one,
or 1aybe it has a hold over you&"
33
5hey are tied to your curse or origin" 5ell the1 ho3"
Cou 4ought together against the odds, and %revailed"
5hey saved you 4ro1 another hunter 3ho 3as %re%ared to kill
you" 0sk the1 3hat ha%%ened"
Luck
Cou can 1ark o44 a 9uck boG to either change a roll you 7ust 1ade to a !2,
as i4 you had rolled thatI or change a 3ound you have 7ust taken to count
as +har1, no 1atter ho3 bad it 3as" I4 all your 9uck boGes get 4illed,
you<ve run out o4 good luck"
Akay c c c c c c c Doo1ed
Harm
@hen you su44er har1, 1ark o44 the nu1ber o4 boGes eQual to har1
su44ered" @hen you reach 4our har1, tick =?nstable">
Akay c c c|c c c c Dying
?nstable' c DUnstable in?uries 4ill 4orsen as ti$e passesE
Leveling Up
+,perience' c c c c c
@henever you roll a highlighted rating, or a 1ove tells you to, 1ark an
eG%erience boG"
@hen you have 4illed all 4ive eG%erience boGes, you level u%" Erase the
1arks and %ick an i1%rove1ent 4ro1 the 4ollo3ing list'
Improvements
c Get R! :har1, 1aG R2
c Get R! :ool, 1aG R2
c Get R! Shar%, 1aG R2
c Get R! 5ough, 1aG R2
c 5ake another Monstrous 1ove
c 5ake another Monstrous 1ove
c Gain a haven, like the EG%ert
has, 3ith t3o o%tions
c 5ake a natural attacks %ick
c 5ake a 1ove 4ro1 another
%laybook
c 5ake a 1ove 4ro1 another
%laybook
04ter leveling u% 4ive ti1es, you Quali4y 4or advanced i1%rove1ents, as
described on %age )H"
34
The Mundane
You heard about ho4 $onsters only
pic on people 4ith cra@y po4ers
4ho can (ight bac on even ter$sF
Yeah> $e neither. 'ut> hell> . ended
up in this $onster=hunting tea$ so
. gotta do 4hat . can> rightF
5o 1ake your Mundane, 4irst
%ick a na1e" 5hen 4ollo3 the
instructions belo3 to decide
your look, ratings, 1oves, and
gear" Finally, introduce yoursel4
and %ick history"
look, pick one from each List:
Man, 3o1an, boy, girl"
Friendly 4ace, alluring
4ace, laughing 4ace,
trust3orthy 4ace,
average 4ace, serious 4ace, sensual 4ace"
#or1al clothes, casual clothes, goth clothes, s%orty clothes,
3ork clothes, street clothes, nerdy clothes"
Ratings, pick one line:
:har1R2, :oolR!, Shar%O, 5oughR!, @eird+!
:har1R2, :ool+!, Shar%R!, 5oughR!, @eirdO
:har1R2, :oolO, Shar%+!, 5oughR!, @eirdR!
:har1R2, :oolO, Shar%R!, 5oughR!, @eird+!
:har1R2, :oolR!, Shar%R!, 5oughO, @eird+!
Moves
You get all the basic $oves> plus pic three /undane $oves7
"l!ays The 5i#ti' @hen another hunter uses prote#t
soeone to %rotect you, they 1ark eG%erience" @henever a
1onster ca%tures you, you 1ark eG%erience"
%ops8 I4 you !ant to stu)le a#ross soething iportant,
roll R@eird" 5reat the results as i4 you had investigated a
35
ystery, but anything you discover is by du1b luck rather
than skill $e"g" literally tri%%ing over a clue&"
-et+s 4et %ut %f Here8 I4 you can prote#t soeone by telling
the1 3hat to do, or by leading the1 out, roll R:har1 instead
o4 R5ough"
Pani# (utton' @hen you need to esca%e, nae the route
you+ll try and roll RShar%" An a !R you<re out o4 danger, no
%roble1" An a )+( you can go or stay, but i4 you go it<s going to
cost you $you leave so1ething behind or so1ething co1es
3ith you&" An a 1iss, you are caught hal43ay out"
The Po!er of Heart' @hen 4ighting a 1onster, i4 you help
soeone, donTt rollR:ool" Cou auto1atically hel% as though
youTd rolled and got a total o4 !"
Trust Me' @hen you tell a noral person the truth in order
to prote#t the 4ro1 danger, roll R:har1" An a !R they<ll do
3hat you say they should, no Questions asked" An a )+( they do
it, but the 8ee%er chooses one 4ro1'
5hey ask you a hard Question 4irst"
5hey stall and dither a 3hile"
5hey have a =better> idea"
An a 1iss, they<re going to think you<re craBy and 1aybe
dangerous too"
What Could 4o Wrong9' @henever you #harge into
iediate danger 3ithout hedging your bets, hold 2" Cou
1ay s%end your hold to'
In4lict R! har1"
;educe so1eone<s har1 su44ered by !"
5ake R2 4or3ard on an a#t under pressure roll"
Don+t Worry2 I+ll Che#k It %ut' @henever you go off )y
yourself to check out so1e3here $or so1ething& scary, 1ark
eG%erience"
36
Gear
Cou get t3o Mundane 3ea%ons and a 1eans o4 trans%ort"
Mundane 3ea%ons $%ick t3o&'
Gol4 club, baseball bat, cricket bat, or hockey stick $2+har1
hand innocuous 1essy&
/ocket kni4e or 1ultitool $!+har1 hand use4ul s1all&
S1all handgun $2+har1 close loud reload&
Hunting ri4le $-+har1 4ar loud reload&
Sledge+ha11er or 4ire aGe $-+har1 hand 1essy&
#unchuks $2+har1 hand area&
Means o4 trans%ort $%ick one&'
Skateboard
Bicycle
Fairly ne3 car in decent condition
:lassic car in terrible condition
Motorcycle
6an
Introductions
@hen you get here, 3ait 4or everyone to catch u% so you can do your
introductions together"
Go around the grou%" An your turn, introduce your Mundane by na1e
and look, and tell the grou% 3hat they kno3 about you"
History
Go around the grou% again" @hen it<s your turn, %ick one 4or each o4
the other hunters'
Cou are close relations" 5ell the1 eGactly ho3 you<re related"
Initially rivals, you both no3 res%ect each others< talents"
;o1antically involved, or you 7ust have a crush on the1" 0sk
the1 3hich they %re4er"
5hey<re your hero, eGactly the kind o4 1onster hunter you
as%ire to be" 5ell the1 3hy you 3orshi% the1"
Good 4riends" 5ell the1 i4 it<s 4ro1 3ay back, or recently"
Cou<re a bit sus%icious o4 the1 $1aybe due to their unnatural
%o3ers or so1ething like that&"
37
5hey introduced you to the eGistence o4 1onsters" 5ell the1
ho3 you 4eel about that"
Cou saved their li4e 4ro1 a 1onster due to an unlikely chain o4
events" 5ell the1 3hat"
Luck
Cou can 1ark o44 a 9uck boG to either change a roll you 7ust 1ade to a !2,
as i4 you had rolled thatI or change a 3ound you have 7ust taken to count
as +har1, no 1atter ho3 bad it 3as" I4 all your 9uck boGes get 4illed,
you<ve run out o4 good luck"
Akay c c c c c c c Doo1ed
Harm
@hen you su44er har1, 1ark o44 the nu1ber o4 boGes eQual to har1
su44ered" @hen you reach 4our har1, tick =?nstable">
Akay c c c|c c c c Dying
?nstable' c DUnstable in?uries 4ill 4orsen as ti$e passesE
Leveling Up
+,perience' c c c c c
@henever you roll a highlighted rating, or a 1ove tells you to, 1ark an
eG%erience boG"
@hen you have 4illed all 4ive eG%erience boGes, you level u%" Erase the
1arks and %ick an i1%rove1ent 4ro1 the 4ollo3ing list'
Improvements
c Get R! :har1, 1aG R-
c Get R! :ool, 1aG R2
c Get R! Shar%, 1aG R2
c Get R! 5ough, 1aG R2
c 5ake another Mundane 1ove
c 5ake another Mundane 1ove
c Get back one used 9uck %oint
c Get back one used 9uck %oint
c 5ake a 1ove 4ro1 another
%laybook
c 5ake a 1ove 4ro1 another
%laybook
04ter leveling u% 4ive ti1es, you Quali4y 4or advanced i1%rove1ents, as
described on %age )H"
38
The Professional
.t's ind o( strange 4hen your regular 2=to=& ?ob
is to hunt do4n $onsters. Still> that's the ?ob .
got 4hen . accepted that $ysterious trans(er. .t
pays 4ell> and the bene(its are good. 5ie they
say Gyou don't have to be cra@y to 4or here> but
it sure helps:H
5o 1ake your /ro4essional, 4irst %ick a
na1e" 5hen 4ollo3 the instructions belo3 to
decide your look, ratings, 0gency, 1oves,
and gear" Finally, introduce yoursel4 and
%ick history"
look, pick one from each List:
Man, 3o1an"
:hiseled 4ace, scarred 4ace,
unshaven 4ace, so4t 4ace, young 4ace,
old 4ace, deter1ined 4ace"
5ailored suit, shabby suit, %er4ect suit, utility coveralls,
battledress, %ara1ilitary uni4or1, lab coat"
Ratings, pick one line:
:har1O, :oolR2, Shar%+!, 5oughR2, @eird+!
:har1+!, :oolR2, Shar%R!, 5oughR!, @eirdO
:har1R!, :oolR2, Shar%R!, 5ough+!, @eirdO
:har1+!, :oolR2, Shar%R!, 5oughO, @eirdR!
:har1O, :oolR2, Shar%R2, 5ough+!, @eird+!
Agency
Decide 3ho it is you 3ork 4or" 0re they a black+budget govern1ent
de%art1ent, a secret 1ilitary ar1, a clandestine %olice tea1, a %rivate
individual<s crusade, a cor%oration, a scienti4ic tea1, or 3hatN
Is the 0gency<s goal to' destroy 1onsters, study the su%ernatural,
%rotect %eo%le, gain %o3er, or so1ething elseN
39
/ick t3o resource tags 4or the 0gency, and t3o red ta%e tags'
'esour#es $%ick t3o&'
@ell+ar1ed
@ell+4inanced
;igorous training
A44icial %ull
:over identities
A44ices all over the %lace
Good intel
;ecognised authority
@eird tech gadgets
Su%%ort tea1s
'ed Tape $%ick t3o&'
Dubious 1otives
Bureaucratic
Secretive hierarchy
:ry%tic 1issions
Hostile su%eriors
Inter+de%art1ental rivalry
Budget cuts
5ake no %risoners %olicy
9ive ca%ture %olicy
An+call 2,K)
Moves
You get all the basic $oves> plus (our 1ro(essional $oves.
You get this one7
@hen you deal !ith the "gen#y2 reQuesting hel% or gear, or
1aking eGcuses 4or a 4ailure, roll RShar%" An a !R, you<re good J
your reQuest 4or gear or %ersonnel is okayed, or your sli%+u% goes
unnoticed" An a )+(, things aren<t so great" Cou 1ight get che3ed
out by your su%eriors and there<ll be 4allout, but you get 3hat you
need 4or the 7ob" An a 1iss, you scre3ed u%' you 1ight be
sus%ended or under investigation, or 7ust in the doghouse" Cou
certainly aren<t going to get any hel% until you sort it all out"
"hen pic three o( these7
(ottle It $p' I4 you 3ant, you can take u% to R- bonus 3hen
you a#t under pressure" For each R! you use, the 8ee%er holds
!" 5hat hold can be s%ent later J one 4or one J to give you +! on
any 1ove e,cept a#t under pressure"
$nfa1ea)le' 5ake R! :ool $1aG R-&"
(attlefield "!areness' Cou al3ays kno3 3hat<s ha%%ening
around you, and 3hat to 3atch out 4or" 5ake R! ar1our $1aG
2+ar1our& on to% o4 3hatever you get 4ro1 your gear"
-eave 3o %ne (ehind' In co1bat, 3hen you help soeone
es#ape, roll RShar%" An a !R you get the1 out clean" An a )+(, you
40
can either get the1 out or su44er no har1, you choose" An a 1iss,
you 4ail to get the1 out and you<ve attracted hostile attention"
Ta#ti#al 4enius' @hen you read a )ad situation, you 1ay roll
R:ool instead o4 RShar%
Medi#' Cou have a 4ull 4irst aid kit, and training to heal %eo%le"
When you do first aid, ;oll R:ool" An a !R the %atient is
stabiliBed and healed o4 ! har1" An a )+( choose one' heal ! har1I
stabiliBe the in7ury" An a 1iss, you cause an eGtra ! har1" First aid
can only be used once %er in7ury"
Mo)ility' Cou have a truck, van, or car built 4or 1onster
hunting" :hoose t3o good things and one bad thing about it"
3ood things' roo1yI surveillance gearI 4astI stealthyI
inti1idatingI classicI 1edical kitI slee%ing s%aceI
toolkitI concealed 3ea%onsI anony1ousI ar1oured $R!
ar1our inside&I toughI 1onster cage"
'ad things' loudI obviousI te1%era1entalI beaten+u%I
gas+guBBlerI unco14ortableI slo3I old"
Gear
/ick one serious 3ea%on and t3o nor1al 3ea%ons"
Cou get either a 4lak vest $!+ar1our hidden& or co1bat ar1our $2+
ar1our heavy& 4or %rotection"
Serious 3ea%ons $%ick one&'
assault ri4le $-+har1 4ar auto1atic loud&
grenade launcher $,+har1 4ar area 1essy loud reload&
sni%er ri4le $,+har1 4ar&
grenades $,+har1 close area 1essy loud&
sub1achine gun $-+har1 close auto1atic loud&
41
#or1al 3ea%ons $%ick t3o&'
"-* revolver $2+har1 close reload loud&
(11 $2+har1 close loud&
hunting ri4le $2+har1 4ar loud&
shotgun $-+har1 close 1essy&
big kni4e $!+har1 hand&
Introductions
@hen you get here, 3ait 4or everyone to catch u% so you can do your
introductions together"
Go around the grou%" An your turn, introduce your /ro4essional by
na1e and look, and tell the grou% 3hat they kno3 about you"
History
Go around the grou% again" An your turn, %ick one 4or each o4 the
other hunters'
Cour relationshi% 3ith the1 has ro1antic %otential" So 4ar it
hasn<t gone 4urther"
5hey<re on the 0gency<s 3atch list, and you<ve been kee%ing an
eye on the1"
Cou are related" 5ell the1 ho3 close"
Cou 1et on a 1ission and 3orked together uno44icially" 0nd
success4ully"
5hey<ve 3orked 3ith the 0gency be4ore, and they<re 3ell
regarded"
Cou 3ere 4riends back in training, be4ore the 0gency recruited
you" 5his could be 1ilitary, la3 en4orce1ent, or so1e 3eirder
school' decide the details bet3een you"
5hey %ulled you $and 1aybe your tea1& out o4 a terrible
F?B0;ed 1ission"
Cou got sent to =deal 3ith the1> as a haBard to the 0gency<s
%olicies one ti1e" 5ell the1 ho3 you resolved this"
42
Luck
Cou can 1ark o44 a 9uck boG to either change a roll you 7ust 1ade to a
!2, as i4 you had rolled thatI or change a 3ound you have 7ust taken to
count as +har1, no 1atter ho3 bad it 3as" I4 all your 9uck boGes get
4illed, you<ve run out o4 good luck"
Akay c c c c c c c Doo1ed
Harm
@hen you su44er har1, 1ark o44 the nu1ber o4 boGes eQual to har1
su44ered" @hen you reach 4our har1, tick =?nstable">
Akay c c c|c c c c Dying
?nstable' c DUnstable in?uries 4ill 4orsen as ti$e passesE
Leveling Up
+,perience' c c c c c
@henever you roll a highlighted rating, or a 1ove tells you to, 1ark an
eG%erience boG"
@hen you have 4illed all 4ive eG%erience boGes, you level u%" Erase the
1arks and %ick an i1%rove1ent 4ro1 the 4ollo3ing list'
Improvements
c Get R! :ool, 1aG R-
c Get R! :har1, 1aG R2
c Get R! Shar%, 1aG R2
c Get R! 5ough, 1aG R2
c 5ake another /ro4essional 1ove
c 5ake another /ro4essional 1ove
c 0dd a ne3 resource tag 4or your
0gency or change a red ta%e tag
c Get co11and o4 an 0gency
tea1 o4 1onster hunters
c 5ake a 1ove 4ro1 another
%laybook
c 5ake a 1ove 4ro1 another
%laybook
04ter leveling u% 4ive ti1es, you Quali4y 4or advanced i1%rove1ents, as
described on %age )H"
43
The Spooky
. can do things> things that
nor$al people can't. 'ut there's
a price I . haven't paid it in (ull>
yet> but the bill's gonna co$e
due soon. .t's best . don't tell
you any $ore. You get too close>
you'll get hurt.
5o 1ake your S%ooky, 4irst
%ick a na1e" 5hen 4ollo3 the
instructions belo3 to decide
your look, ratings, 1oves,
dark side and gear" Finally,
introduce yoursel4 and %ick
history"
look, pick one from each List:
Man, 3o1an, boy,
girl, concealed"
Burning eyes, dark eyes, %ained eyes, blank eyes, unblinking
eyes, %iercing eyes, shado3ed eyes, cree%y eyes"
;atty clothes, casual clothes, goth clothes, neat clothes, nerdy
clothes"
Ratings, pick one line:
:har1R!, :oolO, Shar%R!, 5ough+!, @eirdR2
:har1+!, :oolR!, Shar%O, 5oughR!, @eirdR2
:har1R2, :oolO, Shar%+!, 5ough+!, @eirdR2
:har1O, :ool+!, Shar%R!, 5oughR!, @eirdR2
:har1+!, :ool+!, Shar%R2, 5oughO, @eirdR2
Moves
You get all the basic $oves> plus pic three Spooy $oves7
Telepathy, Cou can read %eo%le<s thoughts and %ut 3ords in
their 1ind" 5his can allo3 you to investigate a ystery or read
a )ad situation 3ithout needing to actually talk" Cou can also
anipulate soeone 3ithout s%eaking" Cou still roll 1oves as
44
nor1al, eGce%t %eo%le 3ill not eG%ect the 3eirdness o4 your
1ental co11unication"
Hex, @hen you cast a s%ell $3ith use agi#&, you can %ick the
4ollo3ing eGtra 1agical e44ects'
5he target contracts a disease"
5he target i11ediately su44ers har1 $2+har1 1agic
ignore+ar1our&"
5he target breaks so1ething %recious or i1%ortant"
The Sight, Cou can see the invisible, es%ecially s%irits and
1agical in4luences" Cou 1ay co11unicate 3ith $1aybe even
1ake deals 3ith& the s%irits you see, and you have 1ore
o%%ortunities to s%ot clues 3hen you investigate a ystery"
Preonitions, "t the start of ea#h ystery, roll R@eird" An a
!R, you get a detailed vision o4 so1ething bad that is yet to
ha%%en" Cou take R! 4or3ard to %revent it co1ing true, and 1ark
eG%erience i4 you sto% it" An a )+(R you get clouded i1ages o4
so1ething bad that is yet to ha%%en' 1ark eG%erience i4 you sto%
it" An a 1iss, you get a vision o4 so1ething bad ha%%ening to you
and the 8ee%er holds -, to be s%ent one+4or+one as %enalties to
rolls you 1ake"
Hun#hes, When soething )ad is happening $or 7ust about to
ha%%en& so1e3here that you aren<t, roll RShar%" An a !R you
kne3 3here you needed to go, 7ust in ti1e to get there" An a )+(,
you get there late J in ti1e to intervene, but not %revent it
altogether" An a 1iss, you get there 7ust in ti1e to be in trouble
yoursel4"
Tune In' Cou can attune your ind to a onster or inion"
;oll R@eird" An a !R, hold -" An a )+(, hold !" An a 1iss, the
1onster beco1es a3are o4 you" S%end one hold to ask the 8ee%er
one o4 the 4ollo3ing Questions, and gain R! ongoing 3hile acting
on the ans3ers'
Where is the creature right no4F
What is it planning to do right no4F
Who is it going to attac ne,tF
Who does it regard as the biggest threatF
)o4 can . attract its attentionF
45
The (ig Whay' Cou can use your %o3ers to ki#k soe ass,
roll R@eird instead o4 R5ough" 5he attack has 2+har1 close
obvious ignore+ar1our" An a 1iss, you<ll get a 1agical backlash"
:inx' Cou can encourage coincidences to occur, the 3ay you
3ant" When you .inx a target, roll R@eird" An a !R hold 2 and
on a )+( hold !" An a 1iss, the 8ee%er holds 2 over you to be
used in the sa1e 3ay" S%end your hold to'
Inter4ere 3ith a hunter, giving the1 +! 4or3ard"
Inter4ere 3ith 3hat a 1onster, 1inion, or bystander is
trying to do"
In4lict !+har1 on the target due to an accident"
5he target 4inds so1ething you le4t 4or the1"
5he target loses so1ething that you 3ill soon 4ind"
The Dark Side
Cour %o3ers have an unsavory source, and so1eti1es you get te1%ted
to do things you shouldn<t" 5hese could be orders 4ro1 3hatever
granted your %o3er, or urges that bubble u% 4ro1 your subconscious"
So1ething like that" @hatever it is, it<s unsettling"
1ic three tags (or your dar side7
6iolence
De%ression
Secrets
9ust
Dark bargain
Guilt
Soulless
0ddiction
Mood s3ings
;age
Sel4+destruction
/oor i1%ulse control
Greed 4or %o3er
Hallucinations
/ain
/aranoia
5he 8ee%er can ask you to do nasty things $in accordance 3ith the
tags&, 3hen your %o3ers need you to" I4 you do 3hatever is asked, 1ark
eG%erience" I4 you don<t do it, then your %o3ers are unavailable until
the end o4 the 1ystery $or you cave and do it any3ay&" 0s you 1ark o44
9uck boGes, these reQuests 3ill get bigger and nastier"
46
Gear
Cou get t3o nor1al 3ea%ons and any 1agical ite1s or a1ulets that
you use to invoke your %o3ers"
#or1al 3ea%ons $%ick t3o&'
"-* revolver $2+har1 close reload loud&
(11 $2+har1 close loud&
hunting ri4le $2+har1 4ar loud&
shotgun $-+har1 close 1essy&
big kni4e $!+har1 hand&
Introductions
@hen you get here, 3ait 4or everyone to catch u% so you can do your
introductions together"
Go around the grou%" An your turn, introduce your S%ooky by na1e
and look, and tell the grou% 3hat they kno3 about you"
History
Go around the grou% again" An your turn, %ick one o4 these 4or each
hunter'
5hey taught you to control your %o3ers, to the eGtent that you
can control the1 at all"
Cou are blood+kin" Decide together eGactly 3hat"
Cou are 1arried, or ro1antically involved" Decide bet3een
you the eGact relationshi%"
Cou<re old 4riends, and trust each other co1%letely"
Cou used your %o3ers on the1 one ti1e" Decide i4 it 3as 4or
sel4ish reasons or not, and tell the1 i4 they 4ound out about it"
Cou<ve kno3n each other so1e ti1e, but since your %o3ers
1ani4ested, you kee% the1 at a distance e1otionally"
Cou ho%e that they can hel% you control your %o3ers"
5hey sa3 you use your %o3ers 4or sel4ish or vindictive reasons"
0sk the1 3ho the victi1 3as, and then tell the1 3hat you did"
47
Luck
Cou can 1ark o44 a 9uck boG to either change a roll you 7ust 1ade to a
!2, as i4 you had rolled thatI or change a 3ound you have 7ust taken to
count as +har1, no 1atter ho3 bad it 3as" I4 all your 9uck boGes get
4illed, you<ve run out o4 good luck" 0s you 1ark o44 9uck boGes, your
dark side<s needs 3ill get nastier"
Akay c c c c c c c Doo1ed
Harm
@hen you su44er har1, 1ark o44 the nu1ber o4 boGes eQual to har1
su44ered" @hen you reach 4our har1, tick =?nstable">
Akay c c c|c c c c Dying
?nstable' c DUnstable in?uries 4ill 4orsen as ti$e passesE
Leveling Up
+,perience' c c c c c
@henever you roll a highlighted rating, or a 1ove tells you to, 1ark an
eG%erience boG"
@hen you have 4illed all 4ive eG%erience boGes, you level u%" Erase the
1arks and %ick an i1%rove1ent 4ro1 the 4ollo3ing list'
Improvements
c Get R! @eird, 1aG R-
c Get R! :har1, 1aG R2
c Get R! :ool, 1aG R2
c Get R! Shar%, 1aG R2
c 5ake another S%ooky 1ove
c 5ake another S%ooky 1ove
c :hange so1e, or all, your dark
side tags
c Get a 1ystical library, like the
EG%ert<s haven o%tion
c 5ake a 1ove 4ro1 another
%laybook
c 5ake a 1ove 4ro1 another
%laybook
04ter leveling u% 4ive ti1es, you Quali4y 4or advanced i1%rove1ents, as
described on %age )H"
48
The Wronged
"hey too $y loved ones. 'ac then . 4asn't
strong enough to (ight> but . studied> trained>
and no4 .'$ ready to ill the things that too
$y loved ones.
.'ll cleanse the 4orld o( their taint. "hat's all
. have le(t.
5o 1ake your @ronged, 4irst %ick a
na1e" 5hen 4ollo3 the instructions
belo3 to decide your look, ratings, 3ho
you lost, 1oves, and gear" Finally,
introduce yoursel4 and %ick history"
look, pick one from each List:
Man, 3o1an"
Sad eyes, icy eyes, angry eyes,
untouchable eyes, e1otionless
eyes, hurt eyes, harro3ed eyes"
#ondescri%t clothes, ragged clothes, casual clothes, hunting
gear, ar1y sur%lus gear, old clothes"
Ratings, pick one line:
:har1O, :oolR!, Shar%+!, 5oughR2, @eirdR!
:har1O, :oolO, Shar%R!, 5oughR2, @eirdO
:har1R!, :oolO, Shar%R!, 5oughR2, @eird+!
:har1+!, :ool+!, Shar%O, 5oughR2, @eirdR2
:har1R!, :ool+!, Shar%O, 5oughR2, @eirdR!
Who You Lost
@ho did you loseN /ick one or 1ore o4' your %arent$s&, your sibling$s&,
your s%ouseK%artner, your child$ren&, your best 4riend$s&"
@hat did itN @ith the 8ee%er<s agree1ent, %ick the 1onster ty%e"
@hy couldn<t you save the1N Cou 3ere $%ick one or 1ore&' at 4ault,
sel4ish, in7ured, 3eak, slo3, scared, in denial, or co1%licit"
49
Moves
You get all the basic $oves plus three Wronged $oves.
You get this one7
I &no! My Prey' Cou get R! ongoing 3hen kno3ingly
investigating, %ursuing or 4ighting the 1onster ty%e that
caused your loss"
"hen pic t4o o( these7
(erserk' #o 1atter ho3 1uch har1 you take, you can kee%
going until the current 4ight is over" During a 4ight, the 8ee%er
1ay not use har1 1oves on you and you cannot die" @hen the
4ight ends, all har1 takes e44ect as nor1al"
3E5E' "4"I3' In co1bat, you 1ay choose to prote#t
soeone 3ithout rolling, as i4 you had rolled a !R, but you
1ay not choose to =su44er little har1">
What Does 3ot &ill Me;;;' I4 you have su44ered har1 in a 4ight,
you gain R! ongoing until the 4ight is over"
Fervor' @hen you anipulate soeone, roll R5ough instead
o4 R:har1"
Safety First, Cou have 7ury+rigged eGtra %rotection into your
gear, giving you R! ar1our $1aGi1u1 2+ar1our&"
DI* Surgery' @hen you do 7ui#k and dirty first aid on
soeone $including yoursel4&, roll R:ool" An a !R it<s all good,
stabiliBe the in7ury and heal ! har1" An a )+( %ick one'
Stabilise the in7ury but the %atient takes +! 4or3ard"
Heal !+har1 and stabilise 4or no3, but it 3ill return as
2+har1 and beco1e unstable again later"
Heal !+har1 and stabilise but the %atient takes +!
ongoing until it<s 4iGed %ro%erly"
An a 1iss, the 8ee%er chooses 3hat da1age you did"
Tools Matter' @ith your signature 3ea%on $see your gear,
belo3&, you get R! to ki#k soe ass"
50
Gear
/ick one signature 3ea%on and t3o %ractical 3ea%ons"
Cou have %rotective 3ear, suited to your look, 3orth !+ar1our"
I4 you 3ant, you 1ay take a classic car, classic 1otorcycle, %lain
%icku%, or %lain van"
Signature @ea%ons, %ick one'
Sa3n+o44 shotgun $-+har1 handKclose 1essy loud reload&
Hand cannon $-+har1 close loud&
Fighting kni4e $2+har1 hand Quiet&
Huge s3ord or huge aGe $-+har1 hand 1essy heavy&
S%ecialist 3ea%ons 4or destroying your 4oes $e"g" 3ooden
stakes and 1allet 4or va1%ires, silver dagger 4or 3ere3olves,
etc"&" ,+har1 against the s%eci4ic creatures it targets, !+har1
other3ise, and other tags by agree1ent 3ith the 8ee%er"
Enchanted dagger $2+har1 hand 1agic&
:hainsa3 $-+har1 hand 1essy unreliable loud heavy&
/ractical 3ea%ons, %ick t3o'
"-* revolver $2+har1 close reload loud&
(11 $2+har1 close loud&
hunting ri4le $2+har1 4ar loud&
shotgun $-+har1 close 1essy loud&
big kni4e $!+har1 hand&
brass knuckles $!+har1 hand stealthy&
assault ri4le $-+har1 close auto1atic loud&
Introductions
@hen you get here, 3ait 4or everyone to catch u% so you can do your
introductions together"
Go around the grou%" An your turn, introduce your @ronged by na1e
and look, and tell the grou% 3hat they kno3 about you"
51
History
Go around the grou% again" @hen it<s your turn, %ick one 4or each o4
the other hunters'
5hey hel%ed you at a critical %oint in your Quest 4or revenge"
5ell the1 3hat you needed hel% 3ith"
5hey stood bet3een you and 3hat you needed to 4ind out" 0sk
the1 3hy"
5hey also lost a 4riend or relative to these 1onsters" 0sk the1
3ho it 3as"
;elations, close or distant" 5ell the1 eGactly 3hat"
Cou saved their li4e, back 3hen they 3ere a %athetic ne3bie
hunter" 0sk the1 3hat you saved the1 4ro1"
Cou res%ect their hard+earned kno3ledge, and o4ten co1e to
the1 4or advice"
5hey sho3ed you the ro%es 3hen you 3ere learning ho3 to
4ight"
5hey sa3 you absolutely lose it and go berserk" 5ell the1 3hat
the situation 3as, and ask the1 ho3 1uch collateral da1age
you caused"
Luck
Cou can 1ark o44 a 9uck boG to either change a roll you 7ust 1ade to a
!2, as i4 you had rolled thatI or change a 3ound you have 7ust taken to
count as +har1, no 1atter ho3 bad it 3as" I4 your 9uck boGes all get
4illed, you<ve run out o4 good luck"
Akay c c c c c c c Doo1ed
Harm
@hen you su44er har1, 1ark o44 the nu1ber o4 boGes eQual to har1
su44ered" @hen you reach 4our har1, tick =?nstable">
Akay c c c|c c c c Dying
?nstable' c DUnstable in?uries 4ill 4orsen as ti$e passesE
52
Leveling Up
+,perience' c c c c c
@henever you roll a highlighted rating, or a 1ove tells you to, 1ark an
eG%erience boG"
@hen you have 4illed all 4ive eG%erience boGes, you level u%" Erase the
1arks and %ick an i1%rove1ent 4ro1 the 4ollo3ing list'
Improvements
c Get R! 5ough, 1aG R-
c Get R! :ool, 1aG R2
c Get R! Shar%, 1aG R2
c Get R! @eird, 1aG R2
c 5ake another @ronged 1ove
c 5ake another @ronged 1ove
c Gain a haven, like the EG%ert
has, 3ith t3o o%tions
c 0dd one 1ore o%tion to your
haven
c 5ake a 1ove 4ro1 another
%laybook
c 5ake a 1ove 4ro1 another
%laybook
04ter leveling u% 4ive ti1es, you Quali4y 4or advanced i1%rove1ents, as
described on %age )H"
53
Get Ready For Action
Ance you<ve %icked your hunter %laybook, 3ork through it to create
your hunter, 1aking the choices your %laybook gives you"
5he 8ee%er 3ill guide you through the %rocess, and can ans3er any
Questions you have"
Introductions
@hen you<ve all reached the =Introductions> section, you<ll take turns
introducing your hunter to the others" Describe ho3 your hunter
looks, and the 1ain things the tea1 3ould kno3 about you" @hat are
you good atN @hat drives youN @hat %ersonality traits stand outN 5he
8ee%er, or the other hunters, 1ight have so1e Questions 4or you too"
0ns3er the1 as a%%ro%riate"
History
@hen everyone has introduced their hunters, you<ll each take another
turn, this ti1e %icking =History"> 5hat<s the signi4icant shared
1e1ories, or relationshi%s, bet3een the hunters" Each %laybook has a
list to choose 4ro1" For each other hunter, %ick an o%tion 4ro1 the list"
Many o4 the1 reQuire so1e additional detail" So1eti1es the history
choice 3ill tell you 3ho decides on the detail" I4 not, 7ust 3ork it out
bet3een you" 5he 8ee%er or the other hunters 1ight ask Questions
here as 3ell" 0ns3er these, too"
0t each other hunter<s turn, they<ll %ick a history o%tion 4or you, so in
the end each %air o4 hunters 3ill have t3o history choices de4ining
their backstory"
5ake a 4e3 1o1ents to 3ork out 3hat the history choices i1%ly about
the tea1" @ork out the ho3s and 3hys o4 ho3 you ca1e to 3ork
together based on your history" 5ie this in to your tea1 conce%t, or use
it to build a tea1 conce%t i4 you didn<t %ick one already"
Highlight Ratings
Cou all need to highlight ratings" Each o4 you takes a turn, to %ick the
other hunter on the tea1 you 4eel closest to right no3" For your 4irst
1ystery, use 3hat you kno3 about the1 and the history o%tions you
%icked to guide you" 5he hunter you %ick 3ill then choose one o4 the
ratings to highlight' tick that rating<s highlight boG" 5he 8ee%er 3ill
then %ick a second rating 4or you to highlight" Mark that one too"
54
@henever you roll one o4 the highlighted ratings, 1ark one eG%erience
$3hether you succeed on the roll or not&"
5he 8ee%er 3ill have %re%ared a 1ystery 4or you to investigate, and
3ill start by telling you 3hat clues dre3 you in"
Moves for the Beginning Of The Mystery
I4 you have a 1ove 4or the beginning o4 a 1ystery, you should do that
no3"
5he :hosen has a 1ove they al3ays 1ake at this %oint"
5he EG%ert, Flake, Initiate, and S%ooky all have 1oves that take %lace
no3" I4 you %icked one o4 those 1oves, check i4 you have to 1ake it
no3 $i4 it<s 1andatory& or decide i4 you 3ant to $i4 it<s o%tional&"
How To Play
5his is 3hat you do 3hen you are %laying your hunter"
Hunter Agenda
@hen you<re %laying your hunter'
0ct like you<re the hero in this story $because you are&"
Make your o3n destiny"
Find the da1n 1onsters and sto% the1"
/lay your hunter like they<re a real %erson"
5hink like your hunter 3ould think" Do 3hat your hunter 3ould do"
;e1e1ber that you<re a badass' eGtre1ely dangerous, and good at
3hat you do"
Cou need to 3ork out 3hat<s behind each situation" 5hen 3ork out ho3
to 4ind it and 3hat its 3eaknesses are" 5hen kill it"
The Game Is A Conversation
5his is an i1%rovisational ga1e in 3hich you create a story together"
5he story e1erges 4ro1 a conversation bet3een the %layers, 3ith the
8ee%er describing the initial situation and the rest o4 the %layers
describing 3hat their hunters do in res%onse" 5his leads into an
ongoing back+and+4orth bet3een the 8ee%er and hunters, as each
decision and action leads to a ne3 situation, reQuiring ne3 decisions
about 3hat ha%%ens neGt"
55
5he 8ee%er 3ill describe the ga1e<s 3orld to you, and ask Questions"
Cou res%ond to that 3orld $3ith descri%tions, and 1oves 3hen they
are called 4or&, and ans3er those Questions" 8ee% your agenda in 1ind
as you do it"
Moves
Hunters 1ake 1oves to 4ind the 1onster, and to kill it" Moves are
1o1ents o4 danger and uncertainty" Cou never kno3 Quite ho3 they<ll
turn out"
Cour hunter<s 1oves cover all the things you can do 3here the ga1e<s
rules get involved in the story"
Most o4 the ti1e, you<ll be describing 3hat your hunter says, 3here
they go, or 3hat they do 3ithout activating a 1ove" 5hat goes 4or
everything that a nor1al %erson could do, in situations 3here 4ailure
3ould not be interesting and 3here there<s no %articular danger"
In circu1stances 3here a nor1al %erson couldn<t do 3hat you 3ant to
do, or the dra1a o4 the story reQuires it, or it<s dangerous, that<s 3hen
the 1oves co1e in and control ho3 3ell you do"
Here are so1e eGa1%les'
Archer is checing out the site o( a $onster attac. "here's blood and
guts all over the place> and police have 4aled in and out o( the area.
Archer starts trying to trac 4here the $onster 4ent a(ter the attac.
What does she discoverF
%hris realises that a ghul is sneaing up on hi$> so he gets out his
sa4n=o(( shotgun and blasts it in the (ace as it leaps (or hi$. 8oes %hris
get hurtF )o4 badlyF What about the ghulF
A roo( bea$ co$es do4n on "ed as a giant spider s$ashes through the
4all and sca$pers to (reedo$. Rainer grabs a chair and tries to 4edge
the bea$ so there's roo$ (or "ed to escape. 8oes she succeedF )o4
badly is "ed hurtF .s he trappedF
You Have To Make The Move
0 key ele1ent o4 the use o4 1oves is =you have to 1ake the 1ove">
5his 1eans that i4 you 3ant to $4or instance& anipulate soeone in
the ga1e, you need to describe your hunter doing that" Ho3 do you
askN @hat do you o44er, to 1ake the1 do 3hat you 3antN @hy 3ould
they believe your o44er is genuineN
For e,a$ple7
56
Alan> the ;eeper7 G"he (layed one is racing you to the car> and it loos
lie it's going to get to you be(ore you can close the door. So /ar> 4hat
do you do no4FH
/ary> playing her hunter /ar7 G. kick some ass:H
Alan7 GWhat are you doingFH
/ary7 G.'$ going to s$ash it out the 4ay 4ith $y baseball bat so . can
get in the car.H
Alan7 G"hat sounds lie you're not really getting into a (ight7 4hat's
$ost i$portantF ;illing the (layed one or getting to the carFH
/ary7 G9h> yeah> illing it . guess. .'ll stop running and ?ust start
s$ashing it on the head.H
Alan7 GSure. "he (layed one brandishes its sinning ni(e as it grabs
you. .t screa$s> 'You 4ill beco$e one o( us no4> hunter:' No4 roll kick
ass.H
It 3orks the other 3ay too J i4 you are describing 3hat you are doing,
so1eone 1ight notice that you are 1aking one o4 the 1oves" In that
case, go ahead and roll the dice to see 3hat ha%%ens"
For e,a$ple7
Alan7 G9ay> you get to the place the body 4as (ound. You can still see
so$e bloodstains on the concrete> and there's so$e scratches there that
$ight be related to the attac.H
/ary7 G. 4ant to care(ully chec the bloodstains> to 4or out ho4 she
4as illed. 5ie is it a blood spray (ro$ a torn throat or did she bleed
out slo4ly (ro$ a 4ound or 4hatFH
Alan7 G"hat sounds lie you're investigating a mystery. Why don't
you rollFH
So1eti1es the 8ee%er 3ill ask you Questions to clari4y 3hat<s going
on" 5hat<s coolI 4or the ga1e to 3ork, everyone needs to clearly
understand 3hat<s ha%%ening, so 1ake sure your ans3er in as 1uch
detail as you can"
Rolling the Dice
A4ten the rules 4or a 1ove 3ill tell you to roll, say, R:ool" 5his 1eans
you should grab t3o everyday siG+sided dice, roll the1, add the1
together and then add 3hatever nu1ber is 3ritten do3n 4or your
hunter<s :ool"
57
I4 it says so1ething else instead o4 :ool $usually another rating&, then
add that nu1ber instead" So, i4 you are told to roll R@eird, roll t3o dice
and add your @eird rating" I4 you are told to roll R5ough, roll t3o dice
and add your 5ough rating" I4 you have a negative rating, like +!, then
you subtract one 4ro1 your total instead"
5he 1ove descri%tion 3ill say 3hat the di44erent results 1ean" ?sually,
) or higher is good, and ! or higher is really good" 0 result o4 . or
lo3er is a 1iss, and 1eans the 8ee%er 3ill have an o%%ortunity to
scre3 your hunter over"
+,a$ple7
. need to roll G$anipulate so$eone.H "hat's a C%har$ roll> and $y
%har$ is C1. . roll the dice and get a 2 and a &. /y total is 1 C 2 C & J *.
"hat's a partial success (or manipulate someone.
Bonuses and Holds
So1eti1es a 1ove 3ill give you a bonus to 4uture dice rolls' you get to
take the bonus =4or3ard> or =ongoing"> So1eti1es a 1ove 3ill give
you a =hold">
Forward
I4 you get R! 4or3ard, you get R! on your very neGt roll only"
For e,a$ple> another hunter can give you a bonus o( C1 (or4ard as the
result o( a $ove. "he ne,t thing that happens is that you charge in to
attac a $onster. You get C1 on your kick some ass roll. .( you had
decided to use magic instead> to cast a protection spell> then you 4ould
have gained the C1 on that roll. 9nce you have used the bonus> it's
gone.
Ongoing
I4 you get R! ongoing, you get R! to every roll you 1ake until the
situation no longer a%%lies"
For e,a$ple> i( you read a bad situation> you $ight be a4arded C1
ongoing 4hile using an escape route you spotted. You get C1 on all rolls
4hile escaping via that route> but nothing $ore once you have escaped.
You also get no bonus i( you don't try to escape that 4ay.
Hold
@hen you get a hold, you<ll get a nu1ber o4 %oints" Each %oint can be
s%ent one+4or+one to get a s%eci4ic e44ect" 5he 1ove 3ill list the e44ects
you can s%end your hold on"
58
For e,a$ple> you are intervie4ing $onster attac 4itnesses and $ae
an investigate a mystery roll. Your result gives you ! hold that can be
spent to as the ;eeper <uestions (ro$ the list in the $ove.
You as a 4itness> G8id you see 4here the attacer 4entFH and spend
one hold. DGWhere did it goFH is one o( the <uestions.E
"he ;eeper says Das /rs )enderson> the 4itnessE> G.t scurried over
there> and pulled up that grating and 4ent into the se4ers.H
As the conversation 4ith the 4itnesses continues> you spend the ne,t
hold to as the ;eeper about the $onster's po4ers. G)ey> (ro$ all the
things they've told $e> can . 4or out any po4ersFH DGWhat can it doFH
is another <uestion.E
"he ;eeper replies> G"he 4itness descriptions don't agree at all. .t $ust
be able to change shape or $aybe change $e$ories.H
5ater the last hold goes to as the ;eeper about 4hether a 4itness is
hiding so$ething. "hat e,hausts your hold> so you don't get any $ore
<uestions (or no4.
The Basic Moves
I introduced the basic 1oves earlier" #o3 that you<re about to start,
you need the 3hole deal so you kno3 3hat you can do"
Act Under Pressure
5his covers trying to do so1ething under conditions o4 %articular
stress or danger" EGa1%les o4 acting under %ressure are' staying on
task 3hile a banshee screa1s at youI barricading a door be4ore the
giant rats catch u%I resisting the 1ental do1ination o4 a brain+3or1I
4ighting on 3hen you<re badly in7ured"
@hen you a#t under pressure, roll R:ool"
An a !R you do 3hat you set out to"
An a )+( the 8ee%er is going to give you a 3orse outco1e, hard choice,
or %rice to %ay"
An a 1iss, things go to hell"
Help Out
@hen you help another hunter 3ith a 1ove they are 1aking, roll
R:ool"
An a !R your hel% grants the1 R! to their roll"
59
An a )+( your hel% grants the1 R! to their roll, but you also eG%ose
yoursel4 to trouble or danger"
An a 4ailure, you eG%ose yoursel4 to trouble or danger 3ithout hel%ing"
Investigate A Mystery
Investigating can be done any nu1ber o4 3ays' 4ollo3ing tracks,
intervie3ing 3itnesses, 4orensic analysis, looking u% old 4olklore in a
library, ty%ing the 1onster<s na1e into Google, ca%turing the 1onster
and conducting tests on it, and so on" 0nything that 1ight give you
1ore in4or1ation about 3hat<s going on is 4air ga1e 4or an investigate
1ove"
@hen you investigate a ystery, roll RShar%"
An a !R hold 2, and on a )+( hold !"
Ane hold can be s%ent to ask the 8ee%er one o4 the 4ollo3ing Questions'
What happened hereF
What sort o( creature is itF
What can it doF
What can hurt itF
Where did it goF
What 4as it going to doF
What is being concealed hereF
An a 1iss, you reveal so1e in4or1ation to the 1onster or 3hoever you
are talking to" 5he 8ee%er 1ight ask you so1e Questions, 3hich you
have to ans3er"
It<s i1%ortant that your atte1%ts to investigate $and the results you
get 4ro1 the1& are %lausible and consistent 3ith 3hat<s ha%%ening"
5he 8ee%er 1ay ask, =ho3 do you 4ind that outN> I4 you don<t have a
good ans3er, choose another Question instead"
Kick Some Ass
5his is used 3hen you are 4ighting so1ething that<s 4ighting you back"
@hen you get into a 4ight and ki#k soe ass, roll R5ough"
An any success $i"e", total ) or 1ore& you in4lict har1 on $and su44er
har1 4ro1& 3hatever you<re 4ighting" 5he a1ount o4 har1 is based on
the established dangers in the ga1e" 5hat usually 1eans you in4lict the
har1 rating o4 your 3ea%on and your ene1ies in4lict their attack<s
har1 rating on you"
60
I4 you roll a !R, choose one eGtra e44ect'
Cou gain the advantage' take R! 4or3ard, or give R! 4or3ard to
another hunter"
Cou in4lict terrible har1 $R! har1&"
Cou su44er less har1 $+! har1&"
Cou 4orce the1 3here you 3ant the1"
An a 1iss, you get your ass kicked instead"
Manipulate Someone
5his 1ove is used to get %eo%le to do 3hat you 3ant, but you need to
give the1 a reason to do it 4irst" @hat counts as a reason 3ill de%end
on your relationshi% 3ith the %erson" Maybe you<ve given the1 a
reason to trust you, or you o44er the1 a re3ard to do it, or 1aybe you
have real $or 4aked& authority"
Ance you have given the target a reason, tell the !hat you !ant
the to do and roll R:har1"
For a nor1al %erson'
I4 you get !R, then they<ll do it as long as you re3ard the1 as
%ro1ised"
An a )+(, they<ll do it, but only i4 you do so1ething 4or the1
right no3 to sho3 that you 1ean it"
An a 1iss, your a%%roach is co1%letely 3rong' you o44end or
anger the target"
For another hunter'
An a !R they 1ark eG%erience and get R! 4or3ard i4 they do
3hat you ask"
An a )+(, they 1ark eG%erience i4 they do 3hat you ask"
An a 1iss, it<s u% to that hunter to decide ho3 badly you
o44end or annoy the1" 5hey 1ark eG%erience i4 they do not do
3hat you asked"
Manipulating Monsters
Manipulate soeone does not nor1ally 3ork on 1onsters, even i4
they can reason and talk" Cou can try and 1ake a deal 3ith one i4 you
really 3ant, but you don<t get to roll to ensure it kee%s its side o4 the
bargain" Cou 7ust have to ho%e it<s an honourable 4iend" Good luck 3ith
that"
61
I4 you take the Monstrous 1ove dark negotiator $or any other 1ove
that s%eci4ically allo3s it& then you are allo3ed to 1ani%ulate
1onsters, at least i4 they can reason and talk"
Minions 1ay or 1ay not be susce%tible to 1ani%ulation" It 1ay be
%ossible to 1ani%ulate 1inions 3ho are hu1an, or al1ost hu1anI
those that are inca%able o4 s%eech or reason cannot be 1ani%ulated"
Protect Someone
I4 so1eone is about to su44er har1 and you can so1eho3 %revent it,
then you can try to %rotect the1"
@hen you prevent har to another #hara#ter, roll R5ough"
An any success $i"e", ) or 1ore&, you %rotect the1 okay, but you<ll
su44er so1e or all o4 the har1 they 3ere going to get"
I4 you got a !R choose an eGtra'
Cou su44er little har1 $+! har1&"
0ll i1%ending danger is no3 4ocused on you"
Cou in4lict har1 on the ene1y"
Cou hold the ene1y back"
An a 1iss, then you end u% 1aking things 3orse"
Read A Bad Situation
@hen you look around and read a )ad situation, roll RShar%"
An a !R hold -, and on a )+(, hold !"
Ane hold can be s%ent to ask the 8ee%er one o4 the 4ollo3ing Questions'
What's $y best 4ay inF
What's $y best 4ay outF
Are there any dangers 4e haven't noticedF
What's the biggest threatF
What's $ost vulnerable to $eF
What's the best 4ay to protect the victi$sF
If you a#t on the ans!ers, you get R! ongoing 3hile the in4or1ation is
relevant" For eGa1%le, i4 you ask 4or the best 3ay in to the 1onster<s
lair then you<ll get R! 3hile you are in4iltrating it" But once you<re in,
the in4or1ation doesn<t hel% you any 1ore"
An a 1iss, you 1ight 1is+read the situation $e"g" =Everything is 4ine
hereS It 3ill be totally sa4e to go investigate aloneS>&, or you 1ight
62
reveal tactical details to your ene1ies $3hich 1eans the 8ee%er can
ask the Questions above o4 you&"
Use Magic
@hen you use agi#, say 3hat you<re trying to achieve and ho3 you
do the s%ell, then roll R@eird"
I4 you get a !R, the 1agic 3orks 3ithout issues' choose your e44ect"
An a )+(, it 3orks i1%er4ectly' choose your e44ect and a glitch" 5he
8ee%er 3ill decide 3hat e44ect the glitch has"
An a 1iss, you lose control o4 the 1agic" 5his never ends 3ell"
By de4ault the 1agic has one o4 the e44ects listed belo3, lasts 4or
around thirty 1inutes, and does not eG%ose you to danger, un3anted
attention, or side+e44ects" I4 there<s a glitch that 1ight change"
E44ects'
In4lict har1 $!+har1 ignore+ar1our 1agic obvious&"
Enchant a 3ea%on" It gets R! har1 and R1agic"
Do one thing that is beyond hu1an li1itations"
Bar a %lace or %ortal to a s%eci4ic %erson or a ty%e o4 creature"
5ra% a s%eci4ic %erson, 1inion, or 1onster"
Evict a s%irit or curse 4ro1 the %erson, ob7ect, or %lace it
inhabits"
Su11on a 1onster into the 3orld"
:o11unicate 3ith so1ething that you do not share a
language 3ith"
Abserve another %lace or ti1e"
Heal !+har1 4ro1 an in7ury, or cure a disease, or neutraliBe a
%oison"
Glitches'
5he e44ect is 3eakened"
5he e44ect is o4 short duration"
Cou take !+har1 ignore+ar1our"
5he 1agic dra3s i11ediate, un3elco1e attention"
It has a %roble1atic side e44ect"
5he 8ee%er 1ay reQuire one or 1ore o4 the 4ollo3ing'
5he s%ell reQuires 3eird 1aterials"
63
5he s%ell 3ill take ! seconds, - seconds, or ! 1inute to cast"
5he s%ell reQuires ritual chanting and gestures"
5he s%ell reQuires you to dra3 arcane sy1bols"
Cou need one or t3o %eo%le to hel% cast the s%ell"
Cou need to re4er to a to1e o4 1agic 4or the details"
I4 you 3ant to do 1agic that goes beyond these e44ects, it counts as )ig
agi#" Big 1agic uses di44erent rules, described belo3"
Big Magic
I4 you 3ant to %er4or1 an act o4 1agic that goes 4urther than the use
agi# 1ove $or your other 1oves& allo3, use these rules 4or big 1agic"
First, say 3hat 1agical e44ect you 3ant to 1ake ha%%en"
5he 8ee%er 3ill deter1ine 3hat you need to do 4or this 1agic s%ell"
5he 8ee%er %icks so1e o4 these'
Cou need to s%end a lot o4 ti1e $days or 3eeks& researching
the 1agic ritual"
Cou need to eG%eri1ent 3ith the s%ell J there 3ill be lots o4
4ailures be4ore you get it right"
Cou need so1e rare and 3eird ingredients and su%%lies"
5he s%ell 3ill take a long ti1e $hours or days& to cast"
Cou need a lot o4 %eo%le $2, -, ), !-, or 1ore& to hel%"
5he s%ell needs to be cast at a %articular %lace andKor ti1e"
Ance the 8ee%er has s%eci4ied the reQuire1ents, you 7ust need to 1ake
the1 ha%%en and the 1agic 3ill go ahead" 5here<s no s%eci4ic roll 4or
1aking big 1agic 3ork, but you 1ight need to succeed on so1e other
1oves, like use agi# or a#t under pressure, as %art o4 the %rocess"
A4 course, 1agic is al3ays %erilous and big 1agic is 3ay 1ore %erilous
than the usual sort" 5he side+e44ects and dangers o4 big 1agic are at
the 8ee%er<s discretion"
Fights
Here are so1e things to re1e1ber 3hen you get do3n to the slaying"
Don<t al3ays go right to rolling dice 4or ki#k soe ass" 5hat 1ove %uts
you in danger o4 har1 as 3ell as your ene1y" I4 you can 4ind a 3ay to
attack 4ithout %utting yoursel4 in danger, then you can in4lict har1 on
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the ene1y 3ithout su44ering any yoursel4 $and 3ithout needing to
succeed on a roll&"
;e1e1ber you can try to prote#t soeone 3henever they are
threatened 3ith har1" 5hink about 3ho needs %rotecting, and 3here
everyone is in relation to each other" I4 you set things u% right, you
1ight even be able to save a tea11ate 4ro1 the har1 they<re going to
su44er i4 they 1iss a roll"
;e1e1ber that you can help another hunter to give the1 R! on a roll"
5his can so1eti1es be the di44erence bet3een li4e and death"
Unarmed Attacks And Improvised Weapons
I4 your hunter has been caught unar1ed, and is 7ust 4ighting 3ith 4ists
and 4eet, you do +har1 handKinti1ate" Cou can still hurt things i4 you
have a bonus to har1" 5hat could co1e 4ro1 getting a !R on a ki#k
soe ass roll, or a 1ove you have"
I4 your hunter grabs a rando1 ob7ect to use as a 3ea%on, decide
bet3een you and your 8ee%er about ho3 it is rated" Here are so1e
guidelines'
I4 it<s hardly 1ore dangerous than a %unch, +har1 hand"
I4 it<s shar% or heavy $kitchen kni4e, la1%&, !+har1 hand"
I4 it<s really heavy $1icro3ave, bar stool&, 2+har1 hand heavy"
I4 you can thro3 it, add Rclose"
Harm
@hen you take har1, the 8ee%er 3ill tell you 3hat ha%%ened and ho3
1any %oints o4 har1 it 3as" Mark o44 that nu1ber o4 boGes on your
har1 track" 5here 1ight be an additional e44ect' the 8ee%er 3ill tell
you i4 there is"
In7ury severity de%ends on ho3 1uch har1 you have su44ered'
+har1 3ounds have only 1inor, short ter1 e44ects"
,+) har1 3ounds are serious and unstable" 5hey 3ill get 3orse
unless treated" Mark the =?nstable> boG"
*+har1 or 1ore 3ill kill a nor1al hu1an, including a hunter"
#ote that ar1our reduces the har1 su44ered by the nu1ber o4
%oints it is rated 4or"
5here are 1ore details in the 8ee%er section $%" !-H&"
65
Monsters and Harm
Monsters are a lot harder to kill than hu1ans" Minions $lesser
su%ernatural creatures& can be as 3ell"
0ll 1onsters $and so1e 1inions& have 4eanesses" 5hat 1eans they
cannot be killed until you use their 3eakness against the1" Ho3 to use
a 3eakness against a 1onster de%ends on 3hat the 3eakness is"
@eaknesses can include'
5hings that can be used as a 3ea%on' e"g" 4ire, cold iron"
S%eci4ic 1ethods o4 attack' e"g" a silver 3ea%on, deca%itation"
So1ething to do' e"g" a 1agic ritual, a burial %rocedure"
0 har14ul environ1ent' e"g" sunlight, running 3ater"
I4 you kno3 the 1onster<s 3eakness, use it"
I4 you don<t kno3 its 3eakness, 4ind out using your 1oves"
I4 you don<t use a creature<s 3eakness, it 3ill co1e back, even i4 you
3in the 4ight"
Healing
0 +har1 3ound goes a3ay right a4ter you get it" It can cause a
1o1entary %roble1, but a4ter that it is %urely cos1etic"
Moderate 3ounds $!+- har1& 3ill i1%rove 3hen your hunter has a
chance to rest u% $e"g" a decent night<s slee%&, or get so1e 1edical
attention" 5his restKtreat1ent 3ill reduce an in7ury by !+har1"
Serious 3ounds $,R har1& reQuire treat1ent" 5hey are nor1ally
unstable, 1eaning that they 3ill 3orsen i4 untreated $the 8ee%er 3ill
tell you 3hen to 1ark o44 another %oint o4 har1&" 9e4t too long, serious
3ounds 3ill kill you" I4 a 1ove tells you that the in7ury is no3 stable,
you can erase the 1ark in the unstable boG" I4 you take 1ore har1 and
are still at ,+har1 or 1ore, then your in7uries beco1e unstable again"
@hat counts as treat1ent de%ends on the 3ound, but it 3ill usually be
one o4 the 4ollo3ing'
0 hunter<s healing 1ove"
5i1e in an in4ir1ary in so1eone<s haven"
0 visit to a doctor or e1ergency roo1"
0 1agic s%ell"
Healing 1oves 3ill 1ention ho3 1any har1 they heal"
66
I4 a 3ound is =stabilised> via a 1ove, then you can clear the =?nstable>
boG" Cour in7uries 3on<t get 3orse on their o3n any 1ore"
Healing Between Mysteries
04ter a 1ystery is concluded, but be4ore the neGt one, all the in7ured
hunters 3ill get so1e healing"
I4 there 3as a 3hile to rest bet3een 1ysteries, then heal all your har1"
I4 there 3as no ti1e to rest bet3een 1ysteries, then heal !+har1"
Resurrection
I4 so1eone 3ants to bring a slain hunter $or so1eone else& back 4ro1
the dead, this reQuires big 1agic" But there<s an eGtra ste% 4or this
%articular case"
When you return to life2 roll +@eird $so subtract three i4 you have R-
@eird, add one 4or +! @eird, etc"&" 5he 3eirder you are, the 3eirder it
is 3hen you co1e back 4ro1 the dead"
An a !R, you have changed a little" Mark eG%erience and %ick any one
o4 the o%tions belo3 $4or )+( or 1iss results&"
An a )+(, choose one o4 these'
Cou co1e back a little bit broken $1e1ory loss, stressed,
disconnected&"
Cou co1e back a little di44erent" 0dd ! to one rating $1aG R-&
and subtract ! 4ro1 another $1in +2&"
Cou co1e back very di44erent" :hange to a ne3 %laybook, 7ust
as i4 you took that advanced i1%rove1ent $see %" )H&"
Cour revival satis4ies an ancient %ro%hecy"
So1ething co1es back 3ith you $e"g" a %ossessing s%irit, a
slain 1onster is revived, an ancient evil is released&, but it<s
not a %ressing danger"
Cou, or the one 3ho brought you back, o3es a 4avour to a
%o3er4ul 1onster"
An a 1iss, choose one o4 these'
Cou co1e back broken $soulless, insane, de%ressive&"
Cou co1e back disabled" 5ake +! to a rating $to +2, at 3orst&"
Cour revival satis4ies an ancient, dark, and terrible %ro%hecy"
67
So1ething co1es back 3ith you $e"g" a %ossessing s%irit, a
slain 1onster is revived, an ancient evil is released&" It is an
i11ediate and %ressing danger"
Cou, or the one 3ho brought you back, o3es a huge debt $soul,
4irstborn, ten years o4 servitude, etc"& to a %o3er4ul s%irit,
1onster, or de1on"
The Luck Counter
Every hunter has a certain a1ount o4 9uck that they can call on in
e1ergencies" Cour %laybook has a 9uck counter that kee%s track o4
ho3 1uch is le4t"
Cou can choose to 1ark o44 a %oint o4 9uck in return 4or a lucky break"
S%eci4ically, 3hen you s%end a %oint o4 9uck, you can choose one o4
these'
Decrease a 3ound you 7ust su44ered to +har1"
04ter you roll, retroactively change the result to a !2"
Cou only get a li1ited su%%ly o4 9uck" Make it count"
When You Run Out Of Luck
@hen you have 1arked o44 all your 9uck, the 8ee%er is allo3ed to hit
you 3ith 1ore bad stu44" Fate 3ill be looking 4or so1e %ayback"
I4 your %laybook includes 4ate+related stu44 $such as the :hosen<s 4ate
or the S%ooky<s dark side&, running out o4 9uck 1eans all that bad stu44
is going to start ha%%ening"
68
Gear
Here are the rules 4or gear, vehicles, tea1s, allies, havens and all that"
Getting New Gear
I4 you 3ant to get so1ething that you could 7ust buy, 7ust buy it"
Cou can also get ne3 gear 3hen you take certain i1%rove1ents"
I4 you 3ant so1ething that you couldn<t 7ust buy $like a 4la1ethro3er,
or a 1agical arti4act&, or so1ething you don<t have the resources to
get, then you need to do so1ething s%ecial $like call in a 4avour, or
steal it&" 5ell the 8ee%er 3hat you<re doing, and %lay through the
acQuisition atte1%t to see ho3 3ell it 3orks"
5he sa1e thing can a%%ly i4 you 3ant an ally, a tea1 under your
co11and, or so1ething else hard to arrange $like an EG%ert<s haven&"
I4 you do everything necessary to get the ne3 gear, 3ell, then you get
it $even 3ithout using an i1%rove1ent or anything like that&"
Weapons
0ll 3ea%ons have so1e =tags> $i"e" lists o4 descri%tions& that describe
ho3 they 3ork" 0ll 3ea%ons have a har1 and range tag, that let you
kno3 ho3 1uch har1 an in7ury 4ro1 it causes, and ho3 4ar a3ay the
target can be"
For e,a$ple7 1o4er drill D2=har$ hand loud $essyE
G2=har$H Ghand>H Gloud>H and G$essyH are the tags. G2=har$H is the
har$ tag> GhandH is the range tag> and GloudH and G$essyH are
descriptive tags.
Here<s 3hat the tags 1ean'
<=har2 >=har2 ?=har, etc' 5his is ho3 1uch har1 the
3ea%on in4licts 3hen you use it on so1ething"
autoati#' 5his 3ea%on can use auto1atic 4ire, 3hich gives
you either Rarea or R! har1" ?se o4 auto1atic 4ire 3ill hasten
the need to reload"
area' 5his 3ea%on can hit 1ulti%le 4oes" Cou 1ay divide the
har1 you in4lict a1ong 1ulti%le targets"
)alan#ed' 5his 3ea%on is easy to 3ield and hold on to"
69
#lose' 5his 3ea%on is e44ective at 4airly close Quarters J outside
ar1s< reach, but not too 4ar"
far' 5his 3ea%on is e44ective at long range"
fire' 5he 3ea%on sets things on 4ire"
hand' 5his 3ea%on is e44ective at a hand to hand co1bat range
J 3ithin ar1s< reach"
healing' 5his 3ea%on trans4ers li4e energy' the 3ielder is
healed 4or as 1any %oints o4 har1 as 3ere in4licted" E"g" i4 you
in4lict 2+har1, then you get healed 4or 2+har1 o4 your in7uries"
heavy' 5his 3ea%on is heavy and di44icult to 3ield"
holy' 5his 3ea%on has been blessed" 5his 3ill be 1ore e44ective
against 1onsters 3ith a 3eakness to holy ite1s"
ignore=arour' 5his 3ea%on ignores %rotective ar1our"
0r1our has no e44ect on the har1 it causes" I4 ar1our has the
1agic tag, then a 3ea%on needs both ignore+ar1our and 1agic
to by%ass the ar1our"
inno#uous' 5his 3ea%on doesn<t dra3 sus%icion"
intiate' 5his 3ea%on is e44ective at the closest o4 Quarters J
3ithin the e1brace o4 your 4oe"
loud' 5his 3ea%on is loud enough that it dra3s attention"
agi#' 5his 3ea%on is enchanted, and so can a44ect certain
creatures that are %roo4 against nor1al 3ea%ons"
any' 5hese 3ea%ons are s1all enough you can carry a large
nu1ber o4 the1"
@a aterialA' 5his 3ea%on is 1ade 4ro1 the na1ed 1aterial,
and is thus use4ul against 1onsters 3ith that 3eakness"
essy' 5his 3ea%on s%reads a lot o4 blood and gore around"
7ui#k' 5his 3ea%on is Quick to %re%are and attack 3ith"
reload' 5his 3ea%on has li1ited a11unition, and 1ay run out
at a bad ti1e and need to be reloaded"
slo!' 5his 3ea%on is slo3 to %re%are and attack 3ith"
sall' 5his 3ea%on is tiny and easy to conceal"
unrelia)le' 5his 3ea%on needs regular cleaning and
1aintenance, other3ise it 7ust isn<t gonna 3ork"
useful' 5his 3ea%on has other uses aside 4ro1 violence"
70
valua)le' 5his 3ea%on is antiQue, or 1ade o4 valuable
1aterials"
volatile' 5his 3ea%on is dangerous and unstable"
Custom Weapons
I4 your hunter $or your 4oes& get a ne3 3ea%on that needs tags, you can
de4ine your o3n" 5hink about the 3ay the 3ea%on is used and 3hat
e44ects it 3ill have, then 3rite do3n tags in accordance 3ith that"
Every 3ea%on 1ust have a har1 and range tag" 5here<s no u%%er li1it
on the har1 rating, but , or 1ore is unusually destructive" ?se the
eGisting 3ea%ons as a guide" 5he %er1itted range tags are inti1ate,
hand, close, and 4ar" Ather tags are o%tional"
For eGa1%le, a hunter decides they 3ant a su%er+soaker ty%e 3ater
gun 4or a 1onster that has =3ater> as a 3eakness" It needs a =liQuid>
tag $not =3ater,> because you could 4ill it 3ith so1ething else too&, so
3rite it' 3ater gun $+har1 close liQuid&"
Armour
0r1our reduces the har1 su44ered by the 3earer, by the nu1ber o4
%oints that it is rated 4or" For eGa1%le, i4 you are 3earing a leather
7acket 3orth !+ar1our, and a se3er 1utant cla3s your ar1 4or -+
har1, you only su44er a 2+har1 in7ury"
!+ar1our includes heavy leather 7ackets, 1otorcycle ar1our,
bullet%roo4 or stab+%roo4 vests and other light but signi4icant
%rotection"
2+ar1our includes 1ilitary body ar1our, %olice riot gear, 1ediaeval
1ail, or other seriously bulky and highly e44ective %rotective gear"
I4 ar1our has the 1agic tag, then nor1al 3ea%ons that have ignore+
ar1our don<t by%ass the rating" Anly 3ea%ons that have 1agic and
ignore+ar1our 3ill by%ass 1agic ar1our"
#or1ally hunters can only get gear 3orth ! or 2+ar1our" 0r1our
3orth 1ore than that 3ould be so1ething very rare and s%ecial'
%erha%s ancient 1agic, or the results o4 3eird science"
Other Gear
In general your hunter can si1%ly use other gear 3ithout needing any
eGtra rules 4or it"
71
It<s not necessary to de4ine every %iece o4 eQui%1ent that co1es into
%lay, but i4 so1ething beco1es signi4icant in %lay then you can de4ine
it in 1ore detail so that everyone<s on the sa1e %age" 5his can be done
via gear tags and custo1 gear 1oves"
Gear Tags
De4ining tags 4or a %iece o4 gear gives you a de4inition o4 3hat it can
do, and the advantages or disadvantages o4 using it"
5ags co1e into %lay by o%ening u% %ossibilities 4or the hunters" For
eGa1%le, night+vision goggles $tag' see in the dark& allo3 you to 4ollo3
a creature<s tracks even 3hen it<s dark"
Custom Gear Moves
I4 tags aren<t Quite enough, you can also de4ine a custo1 1ove 4or gear"
:usto1 1oves are dealt 3ith in detail on %age !*, but the basic idea is
si1%le' 7ust de4ine 3hen the gear 3orks, and 3hat it does 4or the user"
For eGa1%le, i4 you get a s%orts car, you could de4ine a custo1 1ove to
re%resent its s%eed and %er4or1ance" E"g" =@hen you flee or pursue in
a sports #ar, you get R! ongoing">
72
Leveling Up
Cou get an eG%erience %oint 3henever you roll a highlighted rating
$3hether you succeed or 4ail& or 3hen a 1ove tells you to" Mark your
neGt eG%erience boG"
@henever you 1ark the 4i4th eG%erience boG on your %laybook, you
level up" Erase all 4ive 1arks and choose an i1%rove1ent 4ro1 the list
in your %laybook" Mark the i1%rove1ents o44 as you take the1' each
can only be selected once"
5hen you start collecting eG%erience 1arks again, until you level u%
again 3hen you get another 4ive eG%erience %oints"
@hen you have leveled u% 4ive ti1es, you can start choosing 4ro1 the
advanced i1%rove1ents list as 3ell $%" )H&"
Improvements
5here are ten ty%es o4 i1%rove1ent" Here are the details'
Get +1 To A Rating (Max +X)
/er1anently raise the s%eci4ied rating" 5he 1aGi1u1 is a li1it' you
can only raise the rating to the listed 1aGi1u1, and no 4urther" I4 your
rating is already at $or above& the listed 1aGi1u1, then don<t select
this i1%rove1ent"
For e,a$ple> your hunter has "oughJ0 and you select an i$prove$ent7
GC1 "ough D$a,i$u$ C!E.H .ncrease your "ough rating to "ough C1.
Take Another Move From Your Playbook
Select another one o4 the 1oves 4ro1 your %laybook"
Take A Move From Another Playbook
Select a 1ove 4ro1 any other %laybook that<s available in your ga1e
$3hether in use or not&"
5his i1%rove1ent reQuires a little care" It 3on<t al3ays 1ake sense to
take certain 1oves $es%ecially su%ernatural ones&" Make sure that the
ne3 1ove 1akes sense 4or your hunter"
Gain an Ally/Gain a Team
Cou gain a ne3 ally or a 4riendly tea1 o4 %eo%le to hel% you out" Cou
1ight already kno3 the allyKtea1, or they 1ight be ne3 to the story"
0llies and tea1s are de4ined the sa1e 3ay, even though an ally is
individual and a tea1 is several %eo%le $usually 2+.&" 5he 1ain
73
di44erence is that 4or a tea1, the 1otivation describes ho3 they act as
a tea$, but the individual 1e1bers can have their o3n, di44erent,
1otivation 3hen they do their o3n thing"
/ick one o4 the 4ollo3ing ty%es $the =1otivation> is the guideline 4or
the 8ee%er about ho3 they act&'
0lly' subordinate $1otivation' to 4ollo3 your eGact
instructions&
0lly' lieutenant $1otivation' to eGecute the s%irit o4 your
instructions&
0lly' 4riend $1otivation' to %rovide e1otional su%%ort&
0lly' bodyguard $1otivation' to interce%t danger&
0lly' con4idante $1otivation' to give you advice and
%ers%ective&
0lly' backu% $1otivation' to stand 3ith you&
I4 the allyKtea1 1e1bers don<t have na1es yet, %ick the1 no3" Decide
3hat their background is too, ho3 they look, and any s%ecial skills
they bring"
Gain A Haven Like The Expert Has
Cou get a haven" @hen you take this, it 3ill tell you ho3 1any o%tions
you can %ick 4ro1 the list in the EG%ert %laybook"
Decide ho3 you got the haven, and 3here it is"
Add An Option To Your Haven
Select a ne3 haven o%tion 4ro1 the list in the EG%ert %laybook" Cou
have added this 4acility to your haven"
Don<t bother taking this i1%rove1ent i4 you don<t have a havenS
Initiate: Gain Command Of Your Chapter Of The Sect
5he Initiate can take this" It 1eans they get %ro1oted to be head o4
their local cha%ter" 5his gives the Initiate access to all the Sect<s local
4acilities and co11and o4 the cha%ter<s 1e1bers"
It doesn<t 1ean you can constantly bring %eo%le along to hel% you on
your 1ysteries J you need to take a tea1 under your co11and 4or
that"
Cou can still call on resources 4ro1 the Sect on a case by case basis,
using your usual start+o4+the+1ystery 1ove, but you can ask 4or bigger
things no3" A4 course, your ne3 su%eriors also eG%ect 1ore 4ro1 you"
74
Mundane: Erase a Luck Mark
Erase a used 9uck 1ark 4ro1 your sheet" Cou have bought so1e ti1e
be4ore Fate co1es 4or you"
Professional: Add Resource Tag/Change Red Tape Tag
I4 you 3ant to add a ne3 resource tag, %ick one 4ro1 the list in the
0gency section o4 your %laybook"
I4 you 3ant to change a red ta%e tag, erase the one you don<t 3ant and
%ut a ne3 one 4ro1 the list in its %lace"
Either o4 these changes 1ay i1%ly the 0gency is altering tactics or
ob7ectives, so there 1ight be 4urther conseQuences because o4 this"
Spooky: Change Some Or All Of Your Dark Side Tags
Erase the old tags and substitute ne3 ones that you 3ant to change to"
Cou don<t get to have any 4e3er, 7ust change the1 around"
5his i1%lies that you have changed your relationshi% 3ith your
%o3ers in so1e 3ay"
Advanced Improvements
04ter a hunter has leveled u% 4ive ti1es, they unlock the advanced
i1%rove1ents" 5hat<s a list o4 ne3 i1%rove1ents you can choose 4ro1
in addition to the basic i1%rove1ents" Fro1 no3 on, 3hen you level
u% choose 4ro1 either the basic or advanced i1%rove1ent lists"
So1e o4 the %laybooks have s%ecial advanced i1%rove1ents o4 their
o3n" 5hese are unlocked at the sa1e ti1e $a4ter 4ive level+u%s&"
+1 to Any Rating (Max +3)
Just like the nor1al R! to a s%eci4ic rating advance, eGce%t you can
choose 3hichever you 3ant" R- is the 1aGi1u1 4or any rating J once
you<re there, you can<t i1%rove any 4urther"
Change Your Hunter To A New Type
@hen you change your ty%e, %ick another %laybook you 3ish to change
to"
Cour ratings and history stay the sa1e"
Cou 1ay change your na1e or look, i4 you 3ant"
For your old 1oves, check each one and decide $3ith the 8ee%er& i4 it is
intrinsic to 3ho you are, or 7ust so1ething you did 4or a 3hile" I4 it<s
intrinsic, kee% that 1ove" I4 not, erase it"
75
5hen add ne3 1oves 4ro1 your ne3 %laybook, as i4 you 3ere creating
a ne3 hunter"
Finally, you 1ay or 1ay not get the ne3 gear, or kee% your old gear,
de%ending 3hat 1akes sense given the circu1stances o4 your change"
Make A Second Hunter
:reate a ne3 hunter to 7oin the tea1" Cou can %lay both hunters at
once, or 1aybe take turns, deciding 3hich 3ill co1e along on a
1ystery on a case+by+case basis"
Make u% the ne3 hunter as nor1al, eGce%t 4or history" Anly %ick
history 4or the hunters %layed by di44erent %eo%le J don<t tie your o3n
hunters together 3ith history %icks"
Retire To Safety
Cour hunter retires to a sa4e %lace" 5hey no longer actively hunt
1onsters, and have 4ound a %lace to live that<s sa4e 4ro1 old ene1ies"
Give your hunter to the 8ee%er to look a4ter 4ro1 no3 on" 5hey are
sa4e 4ro1 the 8ee%er<s threats, and never count as a threat the1selves"
Cour retired hunter 1ight, at your and the 8ee%er<s discretion, count
as an ally 4or the other hunters"
Erase One Used Luck Mark
Erase a used 9uck 1ark 4ro1 your sheet" Cou have bought so1e ti1e
be4ore Fate co1es 4or you"
Mark Two Of Your Basic Moves As Advanced
5his 1eans you get better at the basic 1oves"
5here<s a ne3 result 4or each advanced 1ove, that a%%lies 3hen you
roll a !2 or higher" 5hese !2R results re%resent the eGtraordinary levels
o4 success you can no3 achieve" See belo3 4or details"
Advanced Moves
I4 you have advanced a basic 1ove, there is no3 an even better result
3hen you roll a !2 or 1ore 4or it"
For a#t under pressure, on a !2R you rise above the %ressure
co1%letely" Cou 1ay choose to either do 3hat you 3anted and
so1ething eGtra, or to do 3hat you 3anted to absolute %er4ection $so
that %eo%le 3ill talk about it 4or years to co1e&"
For help out, on a !2R you 1ake the di44erence" 5he %erson you are
hel%ing acts as i4 they 7ust rolled a !2 on their 1ove, regardless o4 3hat
they actually got"
76
For ki#k soe ass, on a !2R you devastate and overa3e your ene1y"
Cou in4lict and su44er har1 as nor1al, and %ick one o4 these enhanced
e44ects'
Cou co1%letely hold the advantage" 0ll hunters involved in
the 4ight get R! 4or3ard"
Cou su44er no har1 at all"
Cour attack in4licts double the nor1al har1"
Cour attack drives the ene1y a3ay in a rout"
For prote#t soeone, on a !2R you de4end the1 %er4ectly" Both you
and the character you are %rotecting are unhar1ed and out o4 danger"
I4 you 3ere %rotecting a bystander, they also beco1e your ally $%ick a
ty%e 4or the1 as i4 you had taken the =gain an ally> i1%rove1ent on
leveling u%, see %" )-&"
For anipulate soeone, on a !2R you absolutely convince the1"
5hey do 3hat you 3ant right no4" For a hunter, they 1ust a#t under
pressure to resist your reQuest" I4 they do 3hat you ask, they 1ark one
eG%erience and take R! ongoing 3hile doing 3hat you asked" For a
bystander, not only do they do 3hat you 3ant right no3, they also
beco1e your ally $%ick a ty%e 4or the1 as i4 you had taken the =gain an
ally> i1%rove1ent on leveling u%, see %" )-&"
For investigate a ystery, on a !2R you 1ay ask the 8ee%er any
Question you 3ant about the 1ystery, not 7ust the listed ones"
For read a )ad situation, on a !2R you 1ay ask the 8ee%er any
Question you 3ant about the situation, not 7ust the listed ones"
For use agi#, on a !2R you are in4used 3ith 1agical %o3er" @hat you
3anted to do ha%%ens and the 8ee%er 3ill o44er you so1e eGtra bene4it
on to% o4 that"
Playbook-Specific Advanced Improvements
5hese are only available to the hunters o4 the ty%e listed" 5hey beco1e
available a4ter you have leveled u% 4ive ti1es, the sa1e as the usual
advanced i1%rove1ents"
For the Chosen
Delete one doo1 tag 4ro1 your 4ate, and $o%tionally& change
one heroic tag as 3ell"
For the Initiate
Beco1e the leader, or e44ective leader, o4 the 3hole Sect"
77
5his o%erates si1ilarly to beco1ing the leader o4 your cha%ter" Cou are
no3 in charge o4 everything" Cou don<t have su%eriors any 1ore
$eGce%t 1aybe divine ones&, but you<ll still have to 1anage the 4actions
3ithin the Sect to get things done"
For the Monstrous
Cou have 4reed yoursel4 4ro1 the curse o4 your kind' your
curse no longer a%%lies, but you lose ! @eird"
Cou turn evil $again&' retire this character, they beco1e one o4
the 8ee%er<s threats"
5urning evil takes your hunter out o4 your control %er1anently" 5he
character is no3 a threat, 4or the 8ee%er to use against the hunters"
Given ho3 1any o4 the tea1<s secrets your hunter kno3s, this o%tion
shouldn<t be chosen lightlyS
For the Professional
Cou can get so1e or all o4 the hunters hired by your agency
$they<ll get the deal !ith the agen#y 1ove, as 3ell as salary
and bene4its&"
0ll the hunters you %ick are no3 0gency e1%loyees" 5hey all get the
deal 3ith the 0gency 1ove, and everything else that goes along 3ith
being an agent"
For the Spooky
Cou discover ho3 to use your %o3ers at a lo3er %rice" Delete
one dark side tag %er1anently"
For the Wronged
Cou track do3n the s%eci4ic 1onster$s& res%onsible 4or your
loss J the 8ee%er 1ust 1ake the neGt 1ystery about the1"
#ote that this doesn<t 1ean you get to auto1atically 3in" Cou 7ust get
a shot at the1" 8ee%er, the @ronged<s targets should be central to the
neGt 1ystery but other3ise create the 1ystery as nor1al"
:hange the target o4 your venge4ul rage" I kno! y prey no3
a%%lies to these 1onsters instead"
78
Summary: Hunter's Session
5here<s t3o %arts to this' the things you<ll do 7ust at the start o4 a ne3
ga1e, and then the things you<ll do every ti1e"
The First Time Only
A%tionally, co1e u% 3ith a tea1 conce%t"
:reate your hunter 3hile everyone else creates theirs"
Go around the grou%' each o4 you introduces your hunter to
the others
Go around the grou% again' each o4 you %icks a history o%tion
4or every other hunter on the tea1"
5idy u% the tea1 conce%t and 3ork out your backstory"
Go on to the things you do every ga1e'
Every Game
Highlight ratings 4or each hunter" Decide 3ho you are closest
to and ask the1 to %ick one rating to highlight, then the
8ee%er 3ill %ick another"
Do all the start+o4+1ystery 1oves"
Get the 4irst clue 4ro1 the 8ee%er, and 1ake a %lan"
Investigate the 1ystery' intervie3 3itnessesI check out 3here
key events ha%%enedI look into any other 3eird stu44 going on"
@hen you kno3 3hat it is you<re hunting, 3ork out its
3eaknesses and 3here to 4ind it"
@hen you roll a highlighted rating, 1ark eG%erience" @hen
you 1ark your 4i4th eG%erience %oint, level u%"
/rotect all the innocent bystanders"
Go and kill the 1onsterS
79
The Keeper
I4 you are going to be the 8ee%er, your res%onsibilities are Quite
di44erent to %laying a hunter" 5his section takes you through all that"
It<s 3ritten to tell you 3hat you need to kno3 in the order you<ll need
it $3ith so1e digressions along the 3ay&"
What You Do
Cour 7ob as 8ee%er has t3o %arts"
First, be4ore each ga1e you need to s%end a 4e3 1inutes inventing a
1ystery' a 1onster and a situation 4or the hunters to investigate and
sort out"
Second, 3hen you sit do3n to %lay, you are res%onsible 4or %ortraying
the hunters< 3orld' describing the %laces, %eo%le and 1onsters that
they 1eet, and ho3 those things react to the hunters< actions"
.ncidentally> the ter$ G;eeperH co$es (ro$ the classic ga$e :all o4
:thulhu. .t's short (or G;eeper o( Arcane 5oreH there> but in Monster
o4 the @eek the $eaning is G;eeper o( /onsters and /ysteries.H
5his section is 3ritten in the order you<ll be doing things, both
%re%aring 4or the ga1e and then %laying it" But 4irst I<ll talk a bit about
the 3ay you need to think about the ga1e"
How It Will Play Out
5his is an i1%rovisational ga1e" Cou 3ill start each 1ystery having
de4ined the 1onster and other details, but you 3on<t kno3 ho3 the
situation 3ill %lay out once the hunters get involved" 9et the1 do 3hat
they 3ant and then you decide ho3 the %eo%le and 1onsters and
anything else reacts to those actions"
5he ga1e is i1%rovised in the 3ider scale tooI as your story about the
hunters and their 3orld 3ill develo% a backstory and 1ythology as you
%lay" @hen so1ething ha%%ens in an individual 1ystery, you can
3eave so1e o4 those events back into later events to build a consistent
3orld"
I<ve codi4ied 1y best %ractices 4or running /onster o( the Wee into a
<toolboG< o4 advice" 5his toolboG o3es a huge debt to 6incent Baker' in
Apocalypse World he described his 1ethods 4or running that ga1e" 0s
he does, I describe an agenda 4or 3hat you do as 8ee%er, 3hat you
80
should al!ays say, the prin#iples you use to create the 3orld, and the
oves you can 1ake"
No Planning Ahead
Ane thing that is de4initely not %art o4 your 8ee%er<s toolboG is
deciding 3hat is going to ha%%en to the hunters" Cou<ll %re%are the
situation that they<re co1ing in to investigate, and you<ll think about
3hat 3ould ha%%en i4 they didn<t co1e"
But once you sit do3n to %lay your 1ystery 3ith the hunters, then
everything is u% to the1" 5hey get to choose 3hich %laces they visit,
3hich %eo%le they talk to, ho3 they chase do3n the 1onster, and
everything else"
Cour %re%aration gives you a sketch o4 3hat<s going on, 7ust enough 4or
you to 3ork out ho3 everything 3ill react to 3hat the hunters do"
It<s 4ine to s%eculate about 3hat is likely to ha%%en" Say i4 you have a
hunter 3ho is likely to be sy1%athetic to a %articular %erson in the
1ystery, you can go ahead and think about so1e %ossible things that
1ight ha%%en because o4 that" Ar %erha%s you set u% a %lace because
you are sure that the hunters 3ill track the 1onster do3n there and
have a big 4ight" 5hat sort o4 thing is 4ine' 7ust as long as you re1e1ber
it<s only a possible outco1e"
@hat you should not do is (orce the story to go a certain 3ay" Instead,
let the hunters do 3hatever they 3ant, in the situation you have set u%
4or the1"
Before Your First Game
5here<s a 4e3 things you need to do be4ore you begin"
!" 5hink about the style you 3ant"
2" Get into the 8ee%er 1indset"
-" :reate a 1ystery 4or the hunters to investigate"
Think About Style
Be4ore you begin %laying, s%end so1e ti1e thinking about the style
you 3ant to bring to the ga1e" :onsider the 1onster hunter 4iction
that eGcites you the 1ost, and 1aybe 3atch or read so1e o4 it"
Generate so1e ideas about ho3 you 3ant the 3orld o4 the ga1e to
3ork, ho3 it 3ill look to the hunters, and 3hat sorts o4 things 1ight be
going on"
81
5he ga1e is going to be built by you and the other %layers together' at
this stage, you<re the only one involved, so consider your ideas 7ust a
sketch" Ance the hunters are created and the ga1e begins, all your
sketches 1ight get over3ritten" Having so1ething in 1ind gives you a
skeleton o4 the 3orld to begin 3ith, but you<ll 4ill in the details as a
grou%, in %lay"
Get Into The Keeper Mindset
Cou also need to %re%are yoursel4 4or ho3 to run the ga1e" 5his is
su11ed u% by the 8ee%er agenda and %rinci%les" I<ll have 1ore to say
about these later, but I<ll %resent the1 here so you have the1 in 1ind
3hile you %re%are your 4irst 1ystery"
The Keeper Agenda
5he 8ee%er agenda is 3hat you should 4ocus on in %lay" It<s the
4oundation 4or everything else you do"
Cour agenda is 1ade u% o4 three ele1ents'
Make the 3orld see1 real"
/lay to see 3hat ha%%ens"
Make the hunters< lives dangerous and scary"
The Keeper Principles
5he 8ee%er %rinci%les are 1ore s%eci4ic a%%lications o4 your agenda"
5here are t3elve %rinci%les'
/ut horror in everyday situations"
0ddress yoursel4 to the hunters, not the %layers"
?se the 8ee%er 1oves, never use their na1es"
Be a 4an o4 the hunters"
Build u% a coherent 1ythology o4 the 3orld as you %lay"
#othing is sa4e" 8ill bystanders and 1inions, burn do3n
buildings, let 1onsters be slain"
#a1e everyone they 1eet, 1ake the1 see1 like nor1al 4olks"
0sk Questions and build on the ans3ers"
So1eti1es give the hunters eGactly 3hat they earned, rather
than everything they 3anted"
5hink about 3hat<s ha%%ening o44+screen"
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Cou don<t al3ays have to decide 3hat ha%%ens"
Everything is a threat"
Creating Your First Mystery
Be4ore each ga1e, you<ll create a 1ystery 4or the hunters to
investigate" Here<s ho3 to build the 4irst one"
0 1ystery is 1ade u% o4 siG basic ele1ents" Cou can create the1 in any
order, but I<ll sho3 you the order I usually use'
0 basic conce%t 4or the 1ystery"
5he hook that got the hunters< attention"
5he 1onster"
5he 1inions, bystanders, and locations that are involved"
5he 1ystery countdo3n"
A%tionally' custo1 1oves 4or s%ecial as%ects o4 the 1ystery"
Be4ore I get into the guts o4 it, here<s 3hat a 4inished 1ystery looks
like" 5his is a 3rite+u% o4 one o4 1y 1ysteries" ;ead it, and then I<ll talk
about ho3 the %ieces 4it together"
An Example Mystery: Mongolian Death Worm Attack
"he hunters get a report o( so$e strange deaths at a local $useu$.
1ro(essor Kosh Singer> 8r Kenni(er So(ia> and /ichelle Fit@si$$ons 4ere
last seen alive 4oring late unpacing and cleaning up ne4 ite$s (or
the collection. "he ne,t $orning they 4ere (ound Gburned and
partially dissolvedH Daccording to police reportsE.
"he $onsters are three ne4ly hatched /ongolian death 4or$s.
"hey're bright red and loo $oist and
intestinal. +ach is about &c$ thic and
&0c$ long. "hey have a deadly veno$
that they can spit> and e,crete via the
sin. 1lus> they can shoot lightning bolts.
"hey lie things dry> and 4ater is
poisonous to the$.
"here's so$eone here 4oring (or the
$onster> sort o(. 8r ;elly /orrison
beca$e obsessed 4ith the$ during (ield
4or in the 3obi 8esert> and she
83
s$uggled the eggs bac. )er plan didn't include the$ hatching and
getting out> but no4 that they have she 4ants to protect and observe
the$.
While the hunters are investigating> they are liely to co$e across
these people7
8r Frances Ferrara> 4ho 4ored 4ith the victi$s. She'll be help(ul
to the hunters> 4hich $ay endanger her.
8etective 1atric +agan. )e's the police o((icer in charge o(
investigating the deaths> and 4on't appreciate the hunters
getting involved.
%hris 5arsen> $useu$ ad$inistrator. A sticler (or procedure> he
4ill annoy the hunters 4ith de$ands (or authorisation and
inter(ere 4ith anything he thins is strange or against the rules.
"he Natural )istory /useu$ is a large> $odern co$ple,. .t's divided
into several 4ings> each 4ith plenty o( e,hibition halls> o((ices> store
roo$s> and 4or roo$s. 5ooing (or things here> the hunters are going
to be poing into all inds o( dar corners.
"he 4or$s have split up and are looing (or 4ar$> dry spaces to nest.
9nce they (ind those Dand (inish digesting their initial $ealE they'll
start hunting through the $useu$7 they 4on't need to start s$all>
either> due to their veno$. )u$ans 4ill be on the $enu right a4ay.
9nce they've eaten and gro4n> they'll $ate Deach is her$aphroditicE
and each lay a clutch o( eggs. When those hatch> a plague o( do@ens o(
4or$s 4ill spread out (ro$ the $useu$.
What That All Means
5hat 1ystery 3riteu% sho3s the level o4 detail you need to %lay the
ga1e" Cou also give the hunters a reason to co1e and investigate the
situation and to deal 3ith the 1onster$s& at the botto1 o4 it" Cou start
the ga1e kno3ing 3hat the 1onster<s doing, so1e i1%ortant %eo%le
and %laces, and 3ith a %lan about 3hat 3ill ha%%en i4 the hunters don<t
sort it out"
@hen you<re 1aking u% your o3n 1ystery, so1e o4 these ele1ents 3ill
be de4ined in ga1e ter1s to 1ake it easier 4or you to 1anage the1" I
le4t the 7argon out o4 the eGa1%le, but I<ll describe each o4 the %ieces
no3" 5hese are the siG 1ystery ele1ents I 1entioned be4ore"
84
Components Of A Mystery
5he basic concept is your original idea, the thought that led to this
1ystery"
.n the e,a$ple> the basic concept is the /ongolian death 4or$s I the
stories are a4eso$e> so . 4anted to $ae a $ystery about the$.
5he hoo is 3hatever has dra3n the hunters< attention to the situation'
re%orts o4 deaths or disa%%earances, a 1onster sighting, or so1e 3eird
%heno1ena" Cou<ll tell the hunters u% 4ront 3hat the hook is, but a4ter
that it<s totally u% to the1 ho3 they deal 3ith 3hat<s going on"
.n the e,a$ple> the hoo is the reports o( the (irst three deaths.
#eGt there<s the $onster" 5he 1onster has a ty%e that de4ines its
1otivation, a descri%tion o4 3hat it looks like, 3hat it can do, the 3ays
it can 4ight the hunters, and so1e po4ers $its su%ernatural abilities&"
Monsters also have a 4eaness' until the hunters use the 1onster<s
3eakness against it, it cannot be destroyed"
/ongolian 8eath Wor$s are $onsters. "hey are beasts> 4ith the
$otivation Gto run 4ild> illing and destroying.H
Attacs7 Beno$ D#=har$ handLclose poisonEM 5ightning blast D!=har$
close electricity stunE.
1o4ers7 Beno$M 5ightning blast.
Weaness7 Water.
%usto$ $ove7 /ongolian 8eath Wor$ veno$. When you are poisoned
by a worm> its veno$ 4ill cause 1=har$ every (ive $inutes until the
in?ury is stabili@ed or the a((ected area is (lushed clean 4ith 4ater.
5hat section at the end, the veno1 custo$ $ove $%" !*&, is there to
de4ine eGactly 3hat the creature can do" 0 custo1 1ove gives you a
de4inite rule saying 3hat e44ect the %o3er has 3hen it co1es into %lay"
#eGt u% are $inions" 5hese are servants o4 the 1ain 1onster, 3ho hel%
it out and 3ork against the hunters" Minions also get a ty%e and
1otivation to guide you about ho3 they act"
.n the e,a$ple> 8r ;elly /orrison is a $inion. She's a guardian> 4ith
the $otivation Gto bar a 4ay or protect so$ething.H She's going to try
and protect the 4or$s as they nest and breed> because she 4ants to
study and understand the$.
5here<s also a list o4 bystanders. 5hese are the %eo%le involved in the
situation" 5hese can be %eo%le 3ho are in danger, 3ho 1ight hel% the
85
hunters< investigation, 3ho 1ight get in the 3ay" Bystanders each
have a ty%e and associated 1otivation"
8r Francesco Ferrara> is a victi1 4ith the $otivation Gto put hersel( in
danger.H She'll put hersel( in danger by helping the hunters as $uch as
she can.
8etective 1atric +agan is a detective> 4ith the $otivation Gto rule
out e,planations.H .( the hunters tal to hi$> they'll <uicly discover
that the deaths 4ere no nor$al accident or cri$inal attac.
%hris 5arsen is an o44icial 4ith the $otivation Gto be suspicious.H )e is
there to get in the 4ay o( the hunters by bringing up annoying
regulations they need to co$ply 4ith> and that sort o( thing. Kust so the
hunters don't have too easy a ti$e e,ploring the $useu$.
#eGt u% is one or 1ore locations that 3ill be i1%ortant" 9ocations are
allocated a ty%e 4ro1 a list" 5he ty%e has a descri%tive na1e and a
1otivation" 9ocations usually aren<t able to do things, but in the ga1e
they can act as i4 they do" 5he 1otivation tells you 3hat sort o4 things
this %articular %lace 3ill do
.n the e,a$ple> the one location is the Natural )istory /useu$. .t's a
Wilds> 4ith the $otivation Gto contain hidden things.H "he plan is to
have it (ull o( scary places> and (ae=out scares> as 4ell as people to
protect and 4or$s to hunt do4n.
5hose ele1ents' $onsters, $inions, bystanders, and locations are threats"
"hreats are the things that 1ake trouble 4or the hunters, one 3ay or
another" Each threat gets a type and a corres%onding $otivation"
0ny kind o4 threat can have a custo$ $ove, too, not 7ust $onsters" 5his
1ystery 7ust ha%%ened to only need one 4or the 3or1s the1selves"
5he last reQuired ele1ent is a countdo4n" 5hat<s 3hat 3ould ha%%en i4
the hunters never dealt 3ith this situation" I<ve su11ariBed it in the
4inal %aragra%h o4 the eGa1%le, but 3hen you<re 1aking your o3n
1ysteries, you<ll note do3n siG %articular events that 3ill ha%%en
unless the hunters %revent the1"
5hat covers enough ideas and ga1e+related notes to get started
creating your 4irst 1ystery"
Preparing Your First Mystery
5his 4irst 1ystery is going to be everyone<s introduction to the hunters
and to your ga1e<s 3orld" Build a straight4or3ard hunt, to give the
hunters s%ace to talk and get a sense o4 ho3 the tea1 o%erates" /ick a
86
classic 1onster that everyone 3ill recognise 4ro1 4olklore, urban
legend, or %o% culture"
Ance you have a 1onster, co1e u% 3ith a basic conce%t" 5hink about
3hat the creature could 3ant, and 3hat bad stu44 is going to ha%%en i4
the hunters don<t sto% it" 5he bad stu44 1ight be %ersonal, local, or
a%ocaly%tic in scale"
I<ll build an eGa1%le ghost story 3hile 3e go through the %rocess, to
illustrate each %iece"
"he basic concept is a haunted house story. "here'll be a ghost>
$urdered un?ustly> 4ho 4ants restitution and is lashing out at anyone
4ho stays in the house.
/arie 9'%onnell is the angry ghost. She 4as $urdered by her husband
8a$ian Din an un?usti(ied ?ealous rageE and subse<uently drove hi$ to
suicide.
The Hook
#o3 co1e u% 3ith a hook 4or the hunters" 5hat<s the 1ysterious event
or clue that %oints to a su%ernatural %roble1" 5he hook is 3hat ca1e
to the hunters< attention' it needs to clearly %oint to the 1ystery"
5he ideal hook screa1s =5here is a 1onster hereS> to a hunter, but
3ould be easily dis1issed by nor1al 4olks 3ho don<t believe in
1onsters" It also suggests 3hat sort o4 1onster it 1ight be"
A (a$ily ?ust $oved into the haunted house and attracted the attention
o( the ghost. "he house has been in the (a$ily (or a long ti$e> but
uninhabited (or $any years. 5ocal ne4s reports have been running
pu(( pieces about the haunting. Speci(ically> the (a$ily have heard
strange noises> ob?ects have been $oved> and parts o( the house are
al4ays cold. "he articles $ention the tragic suicide o( 8a$ian
9'%onnell in the house #2 years ago> a(ter his 4i(e /arie disappeared.
The Threats
#o3 the 1ystery needs so1e threats" 5hese are the things that 3ill
inter4ere 3ith the hunters as they atte1%t to sort out the 1ystery"
5hreats co1e in 4our ty%es'
Monsters $the big bad behind these events&"
Minions $allies o4 the 1onster, usually 3eaker creatures&"
(ystanders $nor1al 4olks 3ho are involved&"
-o#ations $signi4icant %laces&"
87
Monsters
Start 3ith the 1onster" Most 1ysteries 3ill have 7ust one' the single
creature behind everything bad that<s going to ha%%en"
Monsters need the 4ollo3ing details'
0 descri%tion"
Monster ty%e and 1otivation"
Su%ernatural %o3ers"
0ttacks and ar1our"
Ho3 1uch har1 3ill kill it"
0ny 3eaknesses it has"
:usto1 1oves 4or its %o3ers $o%tional&"
First, %ick the 1onster<s ty%e" 5he t3elve ty%es $and the 1otivations
that go 3ith the1& are'
Beast $1otivation' to run 3ild, destroying and killing&
Breeder $1otivation' to give birth to, bring 4orth, or create
evil&
:ollector $1otivation' to steal s%eci4ic sorts o4 things&
Destroyer $1otivation' to bring about the end o4 the 3orld&
Devourer $1otivation' to consu1e %eo%le&
EGecutioner $1otivation' to %unish the guilty&
/arasite $1otivation' to in4est, control and devour&
Uueen $1otivation' to %ossess and control&
Sorcerer $1otivation' to usur% unnatural %o3er&
5e1%ter $1otivation' to te1%t %eo%le into evil deeds&
5orturer $1otivation' to hurt and terri4y&
5rickster $1otivation' to create chaos&
.n $y e,a$ple> /arie 9'8onnell> a ghost seeing ?ustice> $aes a good
e,ecutioner 4ith the $otivation Gto punish the guilty.H "o give her a
reason to be angry at the hunters> she 4ants to be properly laid to rest
D8a$ian buried her under the base$ent (loorE> and treats anyone 4ho
isn't actively doing that as one o( the guilty parties she is punishing.
#eGt u%, think about the su%ernatural po!ers the 1onster %ossesses"
5hink about your initial ins%iration 4or the 1onster and 3ork out 3hat
it can do" 5here<s no %articular level o4 detail you need 4or 1onster
88
%o3ers" So1e 1ight be a si1%le descri%tive note, such as =can 4ly"> For
others you 1ight need 1ore detail' note do3n as 1uch about the
%o3er<s e44ects and li1itations as you can think o4 $this is a custo1
1ove 4or the %o3er' there<s 1ore about the1 on %age !*&"
For po4ers> /arie has the ability to appear instantly any4here in the
house. And teleinesis 4hich allo4s her to thro4 nives and stu((
around> and hold doors and 4indo4s closed.
As she's only a ghost> a lot o( attacs 4on't hurt her. 9nly attacs using
roc salt> cold iron> or $agic can har$ her at all D.'$ dra4ing
inspiration straight (ro$ Su%ernatural hereE.
Ance you kno3 the 1onster<s %o3ers, it<s ti1e to 1ake a note o4 its
atta#ks" 5hink about ho3 it hurts and kills, and de4ine an attack 4or
each 1ethod" 0ttacks are described 7ust like hunter 3ea%ons' ho3
1uch har1 is in4licted, the range o4 the attack, and any descri%tive
tags 4or additional e44ects" /ick so1ething in the range o4 2 to , har1
4or each attack"
/arie's attac uses her teleinetic po4ers. . describe this as 2 to ,+
har1 close Dthe e,act har$ 4ill depend on 4hat she has to 4or 4ith7
the itchen 4ill be especially dangerousE.
#o3 decide ho3 resilient the 1onster is"
Decide ho3 1any %oints o4 har 3ill kill it" 5ake eight as your basic
1ini1u1 $the sa1e as a hunter&" Increase it based on ho3 large and
robust the 1onster is" 5here<s no set 1aGi1u1, but 1ore than
4ourteen 3ould be eGce%tional" So1eti1es a 1onster 1ight be 1ore
4ragile, too' in those cases, reduce the har1 ca%acity"
Secondly decide i4 it has an arour rating, based on its innate
toughness or a %o3er that 1akes it harder to hurt" !+ or 2+ ar1our is
nor1al" Higher values 1ake it di44icult 4or the hunters to hurt the
1onster, and no ar1our 1akes the 1onster very vulnerable"
/arie is an averagely resilient ghost. .'ll set her har$ capacity to eight.
'ut . 4on't give her any ar$our7 her incorporeal po4er is enough (or
the hunters to deal 4ith.
#o3 think about a !eakness" 0ll 1onsters 1ust have one, and 1ost
1onsters have t3o or three" I4 the 1onster<s 3eakness is not used
against it, then the hunters cannot kill it" @eaknesses co1e in three
1ain ty%es'
So1ething that 3ill har1 the 1onster directly, such as using
silver against a 3ere3ol4"
89
0n environ1ent that 3eakens or har1s the 1onster, such as
sunlight against a va1%ire"
0 s%ecial ritual or action that 1ust be taken, such as an
eGorcis1 to drive out an evil s%irit"
5hink about your idea about the 1onster, and decide 3hat it 3ill have
as 3eaknesses"
For 4eanesses> . pic Gher $ortal re$ainsH Dthat 4ors 4ell 4ith
allo4ing proper burial to lay her to restE and Gthe houseH Dher
association is so great that har$ing the house can also har$ herE.
I4 you haven<t already 3orked out 3hat the 1onster is trying to
achieve, give that so1e thought no3" I4 the initial conce%t doesn<t
suggest a %lan, look at the ty%e you have given the 1onster" ?se the
1otivation as a starting %oint, and 3ork out 3hat is the 4orst thing
that this 1onster could be %lanning to do hereN
/arie is obsessed 4ith being laid to rest properly. She can't
co$$unicate 4ith anyone directly> she's ?ust going to violently attac
the$ 4henever they don't see$ to be helping her. .( people persist in
not helping> she's ?ust going to ill the$. 'ecause the (a$ily have been
here longest 4ithout helping her> she'll target the$ (irst.
Minions
Decide i4 the 1onster is 3orking on its o3n or i4 it has 1inions to hel%
it" I4 there 3ill be 1inions, detail the1 no3" Minions can be 3eaker
individuals o4 the sa1e kind o4 1onster, allied creatures o4 di44erent
kinds, hu1an 3orshi%%ers, or hu1an servants $%erha%s un3itting&"
Minions need the 4ollo3ing details'
0 descri%tion"
Minion ty%e and 1otivation"
Su%ernatural %o3ers, i4 any"
0ttacks and ar1our"
Ho3 1uch har1 3ill kill it"
0 3eakness $o%tional&"
:usto1 1oves 4or %o3ers $o%tional&"
5here are ten 1inion ty%es'
0ssassin $1otivation' to kill the hunters&
Brute $1otivation' to inti1idate and attack&
:ultist $1otivation' to save their o3n skin at any cost&
90
Guardian $1otivation' to bar a 3ay or %rotect so1ething&
;ight hand $1otivation' to back u% the 1onster&
/lague $1otivation' to s3ar1 and destroy&
;en4ield $1otivation' to %ush victi1s to3ards the 1onster&
Scout $1otivation' to stalk, 3atch, and re%ort&
5hie4 $1otivation' to steal and deliver to the 1onster&
5raitor $1otivation' to betray %eo%le&
Minions 1ay have %o3ers and 3eaknesses like a 1onster" 5hey are
usually 3eaker, but other3ise you can 4ollo3 the rules and guidelines
4or 1onster %o3ers and 3eaknesses"
0 grou% o4 1inions can be de4ined the sa1e as an individual" Do this i4
the 1inions are a gang or s3ar1 o4 na1eless goons or critters, to kee%
things si1%le" De4ine their attacks, ar1our, and har1 ca%acity to
account 4or the grou% as a 3hole"
De4ine attacks, har1 ca%acity, and ar1our 4or all 1inions" Minion
attacks should be in the !+ to ,+ har1 range $grou% 1inions should
have their attacks boosted by one to re%resent their 1ulti%le attacks&"
5he a1ount o4 har1 reQuired to kill the 1inion should range 4ro1 H to
! $although 3eaker and stronger 1inions are both %ossible&" Grou%s
o4 1inions can be given a single har1 track 4or all o4 the1' har1 taken
re%resents de4eat o4 the grou% as a 3hole"
I4 1inions have ar1our, they nor1ally have !+ar1our, and only rarely
2+ar1our or higher"
"here's no obvious $inions in the situation so (ar> but . have an idea
that /arie has a psychic connection 4ith the rats that live in the
house. "hey'll $ae good $inions> probably $ainly to eep an eye on
everyone in the house.
1ossessed rats are scouts D$otivation7 to stal> 4atch> and reportE. .(
they attac> they do 1=har$ inti$ate as a s4ar$. 10=har$ $ust be
in(licted to disperse the group co$pletely.
Bystanders
Bystanders are the nor1al %eo%le 3ho are involved in the situation"
5hey<re the victi1s, 3itnesses, inter4ering co%s, and anyone else"
Bystanders need the 4ollo3ing details'
0 na1e"
0 descri%tion"
91
Bystander ty%e and 1otivation"
5here are nine ty%es o4 bystander'
Busybody $1otivation' to inter4ere in other %eo%le<s %lans&
Detective $1otivation' to rule out eG%lanations&
Gossi% $1otivation' to %ass on ru1ours&
Hel%er $1otivation' to 7oin the hunt&
Innocent $1otivation' to do the right thing&
A44icial $1otivation' to be sus%icious&
Ske%tic $1otivation' to deny su%ernatural eG%lanations&
6icti1 $1otivation' to %ut the1selves in danger&
@itness $1otivation' to reveal in4or1ation&
Include at least t3o bystanders' it<s i1%ortant to have so1e %eo%le 4or
the hunters to save"
Start by de4ining the %eo%le directly involved in the situation'
surviving victi1s, 3itnesses, o44icial investigators" 5hink about 3hy
they are here, 3hy they<re involved in the 1onster<s %lan, and 3hat
they 3ant to achieve" :o1ing u% 3ith those details hel%s develo% the1
as real %eo%le, in a real 3orld"
Cou generally don<t need to 3orry about ho3 1uch har1 a bystander
can take $it 3ill al1ost al3ays be seven, the sa1e as a hunter& or 3hat
their 3ea%ons are" I4 a bystander has a good chance o4 getting involved
in a 4ight $hel%ers in %articular 1ight do this&, note do3n 3hat they<re
ar1ed 3ith"
It<s a good idea to include so1e %artially de4ined bystanders' 7ust a
na1e and ty%e" Cou can use the1 in %lay 4or uneG%ected bystander
characters' 7ust add any eGtra details at the ti1e"
For bystanders> there's the (a$ily 4ho've $oved into the house. "heir
na$es are /ar and Andi )adley and their ids Sean and Ashley.
"he (a$ily $oved to the country (or Andi to get a rest a(ter <uitting a
stress(ul ?ob> and to help 4ith Sean's asth$a. /ar has a ?ob he can do
(ro$ the country I he's a 4eb designer. Andi 4as a la4yer. Sean is 11
and Ashley is -.
No4 . need to pic 4hich sort o( bystander each one is.
/ar )adley. 'ystander7 Septic D$otivation7 to deny supernatural
e,planationsE. )aving hi$ regard any tal o( ghosts or $agic as
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(oolishness 4ill give the hunters so$ething they need to deal 4ith7 ho4
do they handle /ar and still get the ghost sorted outF
Andi )adley. 'ystander7 Witness D$otivation7 to reveal in(or$ationE.
'ecause .'ve $ade /ar into so$eone di((icult> .'ll $ae Andi help(ul.
At least> that 4ill be her intention at (irst. 9nce things get strange and
stress(ul> she 4on't handle it 4ell. )elp(ul bystanders are a 4hole ne4
sort o( proble$ (or the hunters:
Sean )adley. 'ystander7 Bicti$ D$otivation7 to put hi$sel( into
dangerE. .'$ going (or the easy Gids in perilH scares here.
Ashley )adley. 'ystander7 )elper D$otivation7 to ?oin in the huntE. .
can see a si, year old being totally (ascinated by a tea$ o( $onster
hunters. 9( course she 4ants to help out:
"he bystanders could be rounded out 4ith so$e $ore people in the
to4n> but . thin 4e have enough.
Locations
9ocations are %laces that can cause trouble 4or the hunters" 5hey<re
1eta%horically hostile, enco1%assing all the stu44 that can go 3rong
around the hunters $like the %hones not 3orking, or a car not starting,
or getting lost and ending u% alone in the dark&"
9ocations need the 4ollo3ing details'
0 na1e"
0 descri%tion"
9ocation ty%e and 1otivation"
A%tionally, a 1a%"
A%tionally, one or 1ore custo1 1oves"
5here are ten location ty%es'
:rossroads $1otivation' to bring %eo%le, and things, together&
Deathtra% $1otivation' to har1 intruders&
Den $1otivation' to harbor 1onsters&
Fortress $1otivation' to deny entry&
Hellgate $1otivation' to create evil&
Hub $1otivation' to reveal in4or1ation&
9ab $1otivation' to create 3eirdness&
MaBe $1otivation' to con4use and se%arate&
/rison $1otivation' to constrain and %revent eGit&
93
@ilds $1otivation' to contain hidden things&
De4ine a location 4or any3here that you eG%ect signi4icant %arts o4 the
1ystery 3ill take %lace" 0ny3here that is going to be an i1%ortant
scene o4 investigation or action, or 3here the 1onster is active should
be 3ritten u% as a location threat"
Good locations to start 3ith are'
5he general area"
5he 1onster<s lair"
/laces 3here the 1onster has been active, or attacked
so1eone"
/laces that the bystanders 3ill be 4ound"
Ma%s can hel% de4ine the location so that everyone can see ho3 it
looks" Even a Quick sketch o4 the area can hel% the grou% %icture
3hat<s going on and 3hat the %lace is like" 0nother good source 4or
to3n or region 1a%s is to 4ind an a%%ro%riate looking %lace in Google
Ma%s and %rint it out"
We have the 9'8onnell house. A location is an obvious (it> but 4hat
indF /aybe it's a huge> ra$bling place> $aing it a per(ect MaBe
D$otivation7 to con(use and separateE. "hat 4ill give lots o( good $oves
to (orce the hunter to e,plore dar> cluttered roo$s... alone. "he house
has one custo$ $ove7 9nce /arie closes the (ront door> if you try to
leave the house> you can not get out. 9nly laying /arie to rest> or
destroying her> 4ill allo4 the hunters Dand (a$ilyE to leave.
"here's also the nearby to4n. .t's liely the hunters 4ill do a bit o(
preli$inary asing around> $aing a Hub D$otivation7 to reveal
in(or$ationE a good choice. "he to4n's s$all> not $uch $ore than a
service centre (or nearby (ar$s. "here's a run=do4n $otel that the
hunters 4ill probably end up staying in> a diner> and a couple o( bars.
More Threats
0s you continue to detail the 1ystery, you 1ay realise that you need to
go back and add another threat o4 a certain ty%e" Just %ut the1 in as
you think o4 the1"
Mystery Countdowns
Each 1ystery has a countdo4n' this is the seQuence o4 the terrible
things that 3ill ha%%en i4 the hunters don<t sto% the 1onster" 5he
94
countdo3n 3ill be your guide to 3hat 3ill be going on o44+screen as the
hunters investigate"
5o create the countdo3n, think about 3hat 3ould ha%%en i4 the
hunters never ca1e to hel%"
@ho 3ould be attackedN
@ho 3ould dieN
@hat is the 1onster<s ulti1ate %lanN
Ance you have an idea, divide it into siG events in the order they 3ill
occur" 5hen allocate the1 to the ste%s in the countdo3n" :ountdo3ns
al3ays have the 4ollo3ing siG ste%s'
!" Day"
2" Shado3s"
-" Dusk"
," Sunset"
H" #ight4all"
." Midnight"
5he na1es o4 each ste% are 1eta%horical' the =sunset> ste% o4 a
countdo3n doesn<t have to ha%%en at sunset, the na1es are %icked to
give a sense o4 things getting 3orse"
0s the countdo3n is 3hat 3ould ha%%en i4 the hunters didn<t inter4ere,
it nor1ally 3on<t %lay out ho3 you 3rote it" But even 3hen the
1onster<s %lan has been derailed, it 3ill still be trying to achieve its
goals and the countdo3n is use4ul as a guide $or so1ething to ada%t& to
deter1ine 3hat ha%%ens neGt"
For e,a$ple7
)ere's the countdo4n (or our haunted house story.
8ay7 /arie traps the )adleys in the house.
Shado4s7 /arie begins scaring the$> hoping to push the$ to4ards the
cellar by (ear.
8us7 /ar is illed 4hile trying to get a 4indo4 open.
Sunset7 /arie tries to get Andi and the ids to dig up her re$ains> but
they don't understand and she ills the$ all in a rage.
Night(all7 .n another year> /arie ills (our $ore people 4ho s<uat in
the house overnight.
/idnight7 Five years later> another (a$ily $oves in and /arie ills
the$.
95
"his is all the stu(( that 4ill happen i( the hunters never ca$e. . e,pect
that 4ith the hunters present> they'll be trapped in the house as 4ell as
Dor instead o(E the )adleys. A(ter that> .'$ not sure ho4 it 4ill go. We'll
(ind out 4hen 4e play.
96
Summary: First Mystery Creation
:o1e u% 3ith a cool but unco1%licated basic concept 4or the
1onster and 1ystery"
:reate a hoo' the clue that caught the hunters< attention"
:reate the $onster' na1e, descri%tion, ty%e L 1otivation, then
de4ine its %o3ers, 3eaknesses, attacks, ar1our, har1 ca%acity,
o%tionally custo1 1oves"
:reate the $inions $i4 any&' na1e, descri%tion, ty%e L
1otivation, then de4ine their %o3ers, attacks, ar1our, har1
ca%acity, o%tionally 3eaknesses and custo1 1oves"
:reate the bystanders $at least t3o&' na1e, descri%tion, ty%e L
1otivation"
:reate the locations' na1e, descri%tion, ty%e L 1otivation,
o%tionally 1a%s and custo1 1oves"
De4ine the 1ystery countdo4n' siG terrible events that 3ould
occur i4 the hunters never ca1e"
97
The First Session
Getting everyone into a roo1 to %lay is the neGt ste%"
I<1 going to assu1e that you get all the saying, =Hi,> and getting
snacks and drinks and catching u% out o4 the 3ay 4irst, and I<ll tell you
about the ga1e stu44 you need to do"
Hunter Creation
5he 4irst thing you need to do is guide the other %layers through the
%rocess o4 creating their hunters"
Introduce the idea o4 tea1 conce%ts $%" H&" Hel% the grou% co1e u%
3ith a conce%t, so1ething that gets the1 all eGcited" I4 nobody co1es
u% 3ith an eGciting conce%t no3, you can 3ait until later to 3ork that
out $a4ter they<ve decided their history is best&"
#eGt, allocate hunter %laybooks" I4 the tea1 has a conce%t that
reQuires certain %laybooks, have %eo%le choose 4ro1 those 4irst"
Ather3ise, 7ust let everyone have a Quick look at each and grab the one
they like the look o4" I4 anyone is having trouble, ask the1 3hat sort o4
hunter they 3ould like and you can suggest 3hich %laybooks suit that
idea"
5hen get everyone to 4ollo3 the instructions in their %laybook u% to
=Introductions"> Be ready to ans3er any Questions, and 3atch 4or
anyone 3ho see1s to be having trouble" Cou can hel% the1 3ork out
3hat<s best 4or their idea o4 the hunter" /ut so1e Questions to the
3hole grou%, too, and get everyone<s in%ut"
I4 you have any li1ited edition or 4an+1ade hunter %laybooks that you
3ant to add to the selection, do it" I4 one o4 the grou% has one that
they<ve brought along, that should be 4ine too" 5alk it through i4 you
have any doubts about it $4or instance, i4 you think adding that ty%e o4
hunter to the 1iG 3on<t 4it the ga1e style you<ve %lanned&"
0s everyone gets close to done, go around those 3ho 4inished and 4ind
out 3hat they %icked, and %oint out any i1%lications you can see 4ro1
their choices" For eGa1%le, there 1ight be a 1is1atch bet3een the
ratings they %icked and 3hat they need to roll 4or their 1oves, or
%ossible du%lication o4 abilities 3ith the other hunters" 5hat sort o4
thing isn<t necessarily bad, but it<s 3orth thinking about 3hether they
really 3ant to do it"
98
Introductions
Ance everyone<s ready to introduce the1selves, lead the grou% as they
take turns to introduce their hunter" 5he 1ost i1%ortant things they
should include are na1e, %laybook and looks, and they can add 1ore i4
they 3ant"
Cou should ask a 4e3 Questions o4 each %layer to tease out 1ore details
that you and the others 1ight need to kno3, es%ecially about things
that 3ill have a big i1%act on the ga1e $the :hosen<s destiny, the
/ro4essional<s agency, the @ronged<s loss, etc&"
History
5hen go around the grou% again and have each %layer %ick their
hunter<s history 3ith the other hunters" 5hey do this by %icking one o4
the shared events or relationshi%s 4ro1 the list in their %laybook"
So1e %icks reQuire eGtra details' 4ollo3 the instructions listed" I4 it
doesn<t say 3ho decides, the %layer concerned gets the 4inal 3ord"
Hel% 3ith suggestions i4 anyone has a 1ind+blank 3hen the ti1e
co1es to think o4 so1ething, and 1ake sure everyone<s cool 3ith the
ans3er"
0t the end, each hunter should have t3o 4acts about their history 3ith
every other 1e1ber o4 the tea1 $one they %icked the1selves, and one
%icked by the other hunter about the1&"
#o3 you can 3ork out the tea1<s story, based on all those bits o4
history" Cou don<t need to go into detail, but 3ork out the basics o4
ho3 the hunters got to kno3 each other and started hunting 1onsters
together, and 1aybe a rough chronology o4 3hat ha%%ened 3hen"
Highlight Ratings
9ast ste% be4ore the 1ystery starts is to highlight ratings"
Go around the grou% again and have everyone %ick the hunter they
4eel closest to, based on the introductions and history" 5he chosen
hunter selects a rating to highlight 4or the hunter 3ho %icked the1
and you, as 8ee%er, %ick another" 5here<s a =highlight> boG to tick
beside each rating to re1ind the1 o4 their current highlights" 5ell
everyone that 3hen they roll a highlighted rating, they should 1ark
eG%erience $3hether they succeed or not&"
@hen you 1ake your highlight selection, %ick based on one o4 these'
0n i1%ortant rating $that they 3ill roll a lot, based on their
hunter<s 1oves&"
99
0 rating relevant to ho3 they introduced the1selves $4or
eGa1%le, i4 so1eone is interested in 1agic, then highlight
@eird even i4 they<re not very good at it&
0 rating they<re likely to need 4or the 1ystery ahead"
5he rating that they 3ant you to %ick"
5hese o%tions are based on your 8ee%er %rinci%le =Be a 4an o4 the
hunters"> I<ll talk 1ore about the %rinci%les soon"
Mention How Things Work
5his is a good ti1e to eG%lain the %layer agenda $%" HH&, basic 1oves $%"
(&, 3hat to roll and add $%" H)&, 3hen to 1ark eG%erience $%" )-&, using
9uck $%" .*&, and ho3 to level u% $%" )-&" Give 7ust enough detail to get
started, rather than trying to eG%lain everything right no3" Cou can
re1ind the1, or 4ill in 1ore details as they are needed"
Running The First Mystery
I<1 going to start by talking a bit about the 3ay to %lay the ga1e, then
re1ind you o4 the 8ee%er agenda and prin#iples, then discuss ho3 to
use the1" I 3ill then introduce t3o 1ore conce%ts you need' 3hat you
should al!ays say and the &eeper oves" 5hat 3ill give you all the
rules you need to run the ga1e" I<ll %ull all o4 this together to eG%lain
ho3 to run your 1ystery on %age !2)"
The Game Is A Conversation
5his is an i1%rovisational ga1e in 3hich you create a story together"
5he story e1erges 4ro1 a conversation bet3een the %layers" Cou<ll
describe an initial situation and the other %layers 3ill describe ho3
their hunters res%ond" 5his leads into an ongoing back+and+4orth
bet3een you and the hunters, as each decision the hunters 1ake leads
to a ne3 situation, reQuiring ne3 decisions about 3hat ha%%ens neGt"
5o hel% you 1ake your decisions about 3hat ha%%ens neGt in unsure
circu1stances, the rules restrict you to certain o%tions" 5hese %arts o4
the conversation are called =1oves"> 8ee%er 1oves 3ork di44erently to
hunter 1oves' your 1oves are less s%eci4ic, to allo3 you to build the
ga1e<s 3orld in accordance 3ith your res%onsibilities" 5hey 4lo3 4ro1
your 8ee%er agenda, 8ee%er %rinci%les, and the things you should
al3ays say, so I<ll eG%lain 1ore about those, 4irst"
100
Keeper Agenda
;e1e1ber that your agenda is to'
Make the 3orld see1 real"
/lay to see 3hat ha%%ens"
Make the hunters< lives dangerous and scary"
Using the Keeper Agenda
/aing the 4orld see$ real 1eans that you describe the 3orld in a 3ay
that 1akes sense" Most things are going to be the sa1e" 5he rules o4
1agic and 1onsters should be consistent" #or1al %eo%le 3ill act like
nor1al %eo%le"
1lay to see 4hat happens 1eans you let the story develo% naturally"
@hen you %re%are a 1ystery, you decide 3hat 3ill ha%%en i4 the
hunters don<t get involved" @hen the hunters start inter4ering in the
1onster<s %lans, let the results 4ro1 that ha%%en organically, based on
3hat the hunters do and the 1oves you decide to 1ake"
/ae the hunters' lives dangerous and scary. @ell, that<s 7ust 3hat it says"
5he hunters are cool action heroes and 4or that to 1atter they need to
be dealing 3ith horri4ic and over3hel1ing stu44" 5he harder it is to
save the bystanders they 1eet, the 1ore re3arding it 3ill be 3hen
they 1anage"
Cour %rinci%les, the things you should al3ays say, and your 1oves are
all designed to su%%ort you in sticking to your agenda"
The Keeper Principles
;e1e1ber that your %rinci%les are'
/ut horror in everyday situations"
0ddress yoursel4 to the hunters, not the %layers"
?se the 8ee%er 1oves, but never use their na1es"
Be a 4an o4 the hunters"
Build u% a coherent 1ythology o4 the 3orld as you %lay"
#othing is sa4e" 8ill bystanders and 1inions, burn do3n
buildings, let 1onsters be slain"
#a1e everyone they 1eet, 1ake the1 see1 like nor1al 4olks"
0sk Questions and build on the ans3ers"
101
So1eti1es give the hunters eGactly 3hat they earned, rather
than everything they 3anted"
5hink about 3hat<s ha%%ening o44+screen"
Cou don<t al3ays have to decide 3hat ha%%ens"
Everything is a threat"
Using the Keeper Principles
5he 8ee%er %rinci%les kee% your agenda at the 4ront o4 your 1ind"
Here<s 1ore detail on each o4 the %rinci%les'
1ut horror in everyday situations because that<s a 3ay to 1ake it hit
ho1e" I4 the victi1s are regular %eo%le, 7ust like us, then that gives the
horror an e1otional bite" /lus 3e<re creating a 3orld al1ost like the
real one"
Address the hunters> not the players to kee% things i11ediate" I4 you talk
to Diana the hunter instead o4 Ste4an the %layer, you<re %utting hi1
into that Bone, 3here he needs to deal 3ith 3hat Diana has in 4ront o4
her right no3"
/ae your $ove but never use its na$e. Cou have a list o4 1oves you are
allo3ed to 1ake $see %" !.&" Cou should not, ho3ever, tell the hunters
that you are %icking a %articular 1ove 4ro1 the list" 5ell the1 3hat
ha%%ens in the story, the actions that co1%rise your 1ove" G"he s4a$p
gargoyle grabs you and leaps up onto the roo(> leaving everyone else in the
alleyH is a lot 1ore interesting than G. separate you: Francis> you're
grabbed and on the roo( no4.H Grounding your 1oves in the events o4 the
ga1e kee%s the sense that things are ha%%ening because they 1ake
sense, rather than that you %icked an o%tion 4ro1 a list"
'e a (an o( the hunters because that<s the 3hole %oint o4 the ga1e" @e<re
here to see ho3 a3eso1e these hunters can be" Cour 7ob is to 1ake li4e
hard 4or the1, but only so you can see ho3 the hell they get out o4
their neGt %redica1entS
'uild up a coherent $ythology o( the 4orld as you play is another 3ay to
1ake the 3orld see1 real" @hen the hunters 4ight a va1%ire, it should
have the sa1e instincts, %o3ers and 3eaknesses as the va1%ire they
4ought a 1onth ago $unless you already kno3 that there are several
kinds o4 va1%ire, o4 course"& 8ee% track o4 3hat<s ha%%ened, and ho3
it 4its together" 5hen you can start 3orking out the dee%er truths that
underlie it all"
Nothing is sa(e because this is a horror ga1e" 5he 1onsters are going to
kill %eo%le $or 3orse& unless the hunters sto% the1" 0nd the sa1e goes
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4or your 1onsters and 1inions' 3hen the hunters track the1 do3n, let
the1 die" 9et stu44 burn, eG%lode, or 4all into a 1agical ri4t 4orever"
Na$e everyone they $eet> $ae the$ see$ lie nor$al (ols is there to
1ake the hunters 3ant to save these %eo%le" But nor1al 4olks could be
7erks, or du1b, or annoying, and they still need to be saved" I4 the
hunters 1eet a bystander a second ti1e, 1ake sure that bystander
re1e1bers 3hat ha%%ened last ti1e and acts based on 3hat the
hunters did then"
As <uestions and build on the ans4ers hel%s you %o%ulate the 3orld" 0t
the beginning, none o4 you kno3 3hat the story is here" Cou<re going
to invent details as you 4ill the 3orld, but so1e o4 this is u% to the
other %layers" @hen a hunter does so1ething, ask ho3 they do it"
@hat did it see1 like to everyone elseN @hy do they do it that 3ayN
Have you 4ought one o4 these creatures be4oreN @hat did you learn
thenN ?se the ans3er they give you and eG%and on it' build it into the
ga1e<s 1ythology and into the 1ysteries and recurring threats you
create"
So$eti$es give the$ e,actly 4hat they earned> rather than 4hat they 4anted
kee%s things interesting" ?sually it<s %retty obvious 3hat the hunters
3ant 3hen they 1ake a 1ove, but you don<t have to give the1 1ore
than the rules say" For eGa1%le, 1aybe they ask =3ho<s 1ost
vulnerableN> and your ans3er could be =3ell, you can see 3here
another ghoul is hiding, you could get behind it> but so1eti1es the
ans3er is =the one that<s hal4 dead on the 4loor in 4ront o4 you"> Don<t
al3ays do this J re1e1ber to do 3hat your %re%aration and honesty
de1and $see the al3ays say section, belo3&" But, so1eti1es, 7ust do
3hat the rules de1and"
"hin about 4hat's happening o((=screen is a re1inder that 3hat you<re
4ocused on right here and no3 isn<t the only thing that<s going on"
@hat is the 1onster doing at the 1o1entN @hat about the %eo%le the
hunters talked to be4oreN @ho is in danger and 3ho is u% to
so1ethingN I4 the hunters have s%lit u%, 3hat are the others doingN
You don't al4ays have to decide 4hat happens. So1eti1es there are %laces
3here you have a choice J 3ould the 1onster kill this victi1 right
no3, say J and you don<t have a clear idea ho3 it should %lay out"
Maybe you can give the hunters a chance to intervene" Ar you could
think about 3hat<s going through this 1onster, 1inion or bystander<s
head, and let the$ decide" Does the 1onster really 3ant to kill that
%erson, or 3ould it 1aybe take the1 ca%tive, or 1aybe scare the1 and
leaveN Ar 1aybe the victi1 has a %lanN Cou don<t need to 1ake every
103
single 7udg1ent based on a %er4ect 4irst i1%ulse" 5here are other 3ays
to 3ork it out"
+verything is a threat" Abviously the 1onsters and 1inions are threats,
but so is everything else" =5hreat> here is 1eant very broadly J a
threat is anything that<s going to 1ake trouble 4or the hunters" So
even the %eo%le the hunters are trying to hel% are going to be threats"
5hey<ll get in the 3ay, or %anic, or do so1ething really stu%id" 5hat
a%%lies to everything else that turns u% in the ga1e, too" /laces,
ob7ects, cults, %olice de%art1ents" Everything is a threat"
Always Say
@hen it<s ti1e 4or you to say so1ething, 3hat you say is one o4 these'
3hat the %rinci%les de1and"
3hat the rules de1and"
3hat your %re%ared 1ystery and arcs de1and"
3hat honesty de1ands"
Using What You Always Say
5he =al3ays say> rules ensure you stick to your 7ob"
Say so$ething that the principles de$and. 5he %rinci%les kee% the style o4
the ga1e grounded in action+horror, and hel% you decide 3hat 3ill
co1e neGt"
Say 4hat the rules de$and. @hen so1eone 1akes a 1ove, 4ollo3 the
rules 4or that 1ove" Don<t a%%ly the1 inconsistently"
Say 4hat your prepared $ysteries and arcs de$and. 5hat<s 3hat you
%re%ared the1 4or, a4ter all" I4 the 1ystery countdo3n says the
rakshasa is going a4ter the 1ayor neGt, that<s 3hat you say $unless
other events have changed its %lan, o4 course&" 0rcs are ongoing or
recurring threats, like season+long stories or big bad 1onsters $I talk
1ore about the1 on %age !,)&, but are treated here the sa1e as
1ysteries"
Say 4hat honesty de$ands 1eans you should let the hunters kno3
anything they 3ould be a3are o4" For eGa1%le, there<s a 1onster
3aiting to a1bush the1 and they<re 3alking right into it" But as
eG%erienced, bad+ass hunters they 3ould kno3 to be care4ul here" It
1akes sense to say to the1 =5his 3ould be a good a1bush s%ot J
1aybe you 3ant to read a )ad situationN> Ar, i4 they<re talking about
the 3ere3ol4 they<re hunting and they say =Silver kills 3ere3olves>
104
but that isn<t true 4or your 3ere3olves, then let the1 kno3 =0ctually
silver is a 1yth, but 3ol4sbane 3orks"> Ar i4 they<re going to 1ake a
1ove like prote#t soeone and they<ll need to thro3 the1selves in
4ront o4 a 4lesh+stitcher, let the1 kno3 that they<re going to su44er a
lot o4 har1 i4 they do it"
More generally' don<t let du1b, unsaid stu44 tri% the hunters u%"
EGtending that, you can al3ays give a %layer a do+over i4 a situation
3asn<t 3hat they thought it 3as" For eGa1%le, i4 so1eone chooses to
su44er har1 as a 1ove result, thinking it 3ill only be a 1inor in7ury but
in 4act it<s enough to kill the1" In that case, let the1 go back and
choose the o%tion that kee%s the1 alive instead"
Moves
Moves cover situations 3hen the ga1e rules ste% in to hel% deter1ine
3hat ha%%ens"
For the hunters, their 1oves cover s%eci4ic cases" Hunter 1oves say
that 3hen a hunter does this, it is resolved like so" Cour 8ee%er 1oves
are 1ore general, giving you broad but de4inite o%tions"
Just as the hunters have basic 1oves and %laybook 1oves, you have a
set o4 basic 8ee%er 1oves" Cou also get 1oves that go 3ith each ty%e o4
threat, and har1 1oves 4or 3hen so1eone $or so1ething& gets hurt"
To Do It, You Have To Do It
5his is i1%ortant' 3hen you $or the hunters& 1ake any 1ove, you 1ust
describe ho3 it ha%%ens"
0l3ays say 3hat is ha%%ening in the ga1e, not 7ust the rules side o4
things" Don<t tell so1eone =roll a#t under pressureS> tell the1 =the
3arlock<s gaBe insinuates itsel4 into your 1ind and as it hisses <kill
your co1rades< you 4eel an over3hel1ing urge to co1%ly" @hat do you
doN>
5here<s a 4li%+side to this as 3ell" @hen one o4 the hunters is doing
so1ething that is a 1ove, 1ake sure they 4ollo3 the rules 4or that
1ove" For eGa1%le, i4 so1eone says =I go u% to the %ark ranger and ask
her VDid you see anything 3eird last Sunday nightN<> then you should
ask the1 to roll the investigate 1ove be4ore you decide ho3 the
ranger ans3ers"
105
The Basic Keeper Moves
Every ti1e it<s your turn in the conversation to tell the hunters 3hat
ha%%ens, or 3hen they look at you eG%ecting you to say so1ething, use
one o4 these 1oves'
Se%arate the1"
;eveal 4uture badness"
;eveal o44+screen badness"
In4lict har1, as established"
Make the1 investigate"
Make the1 acQuire stu44"
5ell the1 the %ossible conseQuences and ask i4 they 3ant to go
ahead"
5urn their 1ove back on the1"
A44er an o%%ortunity, 1aybe 3ith a cost"
5ake a3ay so1e o4 the hunters< stu44"
/ut so1eone in trouble"
Make a threat 1ove, 4ro1 one o4 your 1ystery or arc threats"
04ter every 1ove, ask 3hat they do neGt"
Using The Keeper Moves
5hese 1oves are your 1ain tool in %lay" Most o4 the ti1e, 3hen you<re
saying so1ething, it 3ill be one o4 these 8ee%er 1oves" Here are the
detailed eG%lanations o4 the1 all'
Separate the$ is 7ust that" Cou can arrange a se%aration lots o4 di44erent
3ays" Maybe a 1onster grabs so1eone, 1aybe so1eone 4alls behind,
or 1aybe you can 7ust say =@hile Francis is checking out the kitchen,
you<re u%stairs searching the bedroo1s"> 0nything to get the hunters
a3ay 4ro1 each other and 4ro1 the %eo%le they<re trying to hel%"
Se%arating %eo%le can be used to 1ake the1 vulnerable, or you can use
it to %ut certain %eo%le together, a3ay 4ro1 the others, i4 you think
that 3ill lead to so1ething interesting"
Reveal (uture badness allo3s you to hint at so1ething that the hunters
3ill need to deal 3ith later" It can be obvious, 4or eGa1%le 3hen they
see a re%toid a%%roaching, or 3hen they ask about 3hat<s likely to
ha%%en as %art o4 an investigate 1ove" It can be subtle, such as you
1ention the sun is setting $and, by i1%lication, that the 1onsters are
106
co1ing&, or they hear an indistinct noise ahead o4 the1 3hile they
eG%lore a haunted house" It could be so1ething 4ro1 your 1ystery
countdo3n that 3ill be ha%%ening soon" It could be so1ething 4ro1
one o4 your arcs, that 1ight not 1atter right no3, but 3hich creates
a3areness o4 bigger %roble1s 4or the hunters"
Reveal o((=screen badness is si1ilar, but it<s so1ething ha%%ening right
no3, so1e3here else" It could be things seen or heard in the distance
$screa1s, sirens, a 4ire, etc&" Ar it could be 3hat<s going on 4ro1
so1eone else<s %oint o4 vie3, such as a %otential victi1 seeing the
1onster co1ing 4or the1" Cou can even cut a3ay 4ro1 the hunters,
7ust like in a 56 sho3, and sho3 the %layers 3ho is in danger, or 3ho is
u% to so1ething"
.n(lict har$> as established is used 3hen an in7ury 3as threatening and
nothing %revented it" 5he =as established> %art is i1%ortant J you can
only in4lict har1 that is %lausible and already %resent in the story" For
eGa1%le, i4 a hunter is %ushed do3n a 4light o4 stairs you i11ediately
have a good idea o4 the %otential har1" It is likely they<ll be shaken and
bruised, %ossible that they broke a bone or got a concussion, but they
can<t su44er severe burns"
/ae the$ investigate kee%s the ga1e 1oving" Each 1ystery is all about
4inding clues, until they 4ace the 1onster behind it all" @henever the
hunters get stu1%ed, ask the1 3here they look neGt" I4 they ask you
4or in4or1ation, ask the1 ho3 they 4ind it out, then get the1 to 1ake
the investigate a ystery 1ove" Make sure that the results o4
investigation 3ork 3ith the 1ethod used' 3hen a hunter asks a
3itness Questions, they can learn di44erent sorts o4 things to 3hen they
analyse sa1%les in a lab" I4 you can<t see ho3 they<ll discover
so1ething given 3hat they are doing, ask the1 to eG%lain ho3 they
3ill 4ind out that ans3er based on that 1ethod" I4 they can<t eG%lain it,
then tell the1 to ask a di44erent Question' one that they could 4ind out
the ans3er to"
/ae the$ ac<uire stu((" ?se this 1ove 3hen the hunters need
so1ething s%ecial, like they 3ant to build a s%irit detector, or cast a
s%ell, or 4ind an old book, or get a ne3 3ea%on" 0sk the1 ho3 they %ay
4or it, steal it, or 4ind it"
"ell the$ the possible conse<uences and as" A4ten, the hunters 3ill 3ant
to do so1ething but it isn<t a 1ove" 9et the1 kno3 they can do it, but
only i4 they %ay a certain %rice or su44er certain e44ects" For eGa1%le,
you can get a3ay through that vent, but you<ll have to leave your
shotgun behind" Ar you can grab that bag, but only by %utting yoursel4
107
in the 4iring line" 5he conseQuences could be a 1ove, too' =you can do
it, but you<ll need to a#t under pressure">
"urn their $ove bac on the$ is 4or 3hen a hunter 1isses a 1ove roll"
@hatever they 3ere trying to do ha%%ens to the1 instead" I4 they 3ere
trying to prote#t soeone, they 1ade the danger 3orse" I4 they 3ere
investigating a ystery, they revealed so1ething to the 1onster" I4
they 3ere using agi#, it has the o%%osite o4 its intended e44ect"
9((er an opportunity> $aybe 4ith a cost" I4 they need so1ething, o44er
3hat they need and tell the1 3hat they need to %ay 4or it" For
eGa1%le, 1aybe the sheri44 3ill let the1 continue investigating in his
to3n, but only i4 they guarantee his children<s sa4ety"
"ae a4ay so$e o( the hunters' stu((" 5hings can break" 5hey can be
dro%%ed" 5hey can be thro3n across the roo1 by a 1onster, or
s1ashed to %ieces" 5he =taking a3ay> doesn<t have to be %er1anent,
either' cell%hones can lose the signal, the car could be out o4 gas, or a
gas leak 1ight 1ake it too dangerous to 4ire a gun right no3"
1ut so$eone in trouble" Hunters are out to save %eo%le, so you need to
%rovide %eo%le 4or the1 to save" 5hreaten bystanders, endanger other
1e1bers o4 the tea1, and send 1onsters a4ter a hunter<s 4a1ily" /lus
there are other kinds o4 trouble as 3ell, such as sus%icious co%s or
neighbours 3ho don<t like the hunters snoo%ing around"
/ae a threat $ove> (ro$ one o( the current $ystery's threats or one o( your
arc threats" 5his list o4 8ee%er 1oves is not the 3hole story" Each ty%e
o4 threat has its o3n list o4 s%ecial 1oves it can 1ake" ?se these 3hen
the threats are %resent and active"
A(ter every $ove> as 4hat they do ne,t" Just as it says, every ti1e you
1ake a 1ove, i11ediately ask 3hat the hunters do neGt" 9et the1
drive the action, by asking 3hat they do neGt at every chance you get"
Which Keeper Move To Use
Mostly it 3ill be obvious 3hat should ha%%en neGt, and %icking your
1ove is easy" Ather ti1es it<s not so obvious, and you 1ight need to
think a little about 3hat you 3ill do" 5hat<s 4ine, take a 1o1ent i4 you
need to" Ar you can 7ust ask the hunters 3hat they do J that<s a good
de4ault 1ove 3hen you can<t think o4 anything right no3"
Soft Moves And Hard Moves
=So4t 1oves> and =hard 1oves> are a bit o4 ter1inology to describe
t3o 3ays to use 8ee%er 1oves"
108
0 soft ove is one that threatens danger, or %ushes the hunters in a
certain direction, but there<s a 3ay to a sto% the danger, or divert it"
For e,a$ple7 G"he ice 4easel races do4n the hall> teeth bared to rend:H
5his is a reveal future )adness 1ove, and gives the hunters
so1ething to react to J they can do so1ething to %revent the danger,
or ignore it and do so1ething else instead"
0 hard ove doesn<t give the hunters a chance to react"
For e,a$ple7 G"he ice 4easel shoulders your ar$ out the 4ay> and its
teeth bite deep into your shoulder> ripping through clothes> sin> and
$uscle. "ae (our har$.H
5his ti1e it<s infli#t har as esta)lished, but because it<s used as a
hard 1ove, the hunter doesn<t have any chance to res%ond $or avoid
su44ering the har1&"
Soft Moves Set Up Hard Moves
?se so4t 1oves to set u% situations that 3ill lead to a hard 1ove" 0 so4t
1ove gives the hunters so1ething to deal 3ith" I4 they solve that
%roble1, great" I4 not, then a 4ollo3+u% hard 1ove is the conseQuence
o4 4ailure"
When To Make A Hard Move Without Setting It Up
0s 3ell as a 4ailed atte1%t to deal 3ith a so4t 1ove, events in %lay can
turn out so that a hard 1ove is a%%ro%riate" S%eci4ically'
@hen the hunters hand you a golden o%%ortunity"
@hen a hunter 1isses a roll $that is, rolls a . or less&"
@hen a hunter has used u% all their 9uck"
)anding you a golden opportunity is a situation 3here, 4or eGa1%le, the
hunter says, =I lea% do3n into the horde o4 Bo1biesS> I4 you in4lict ,+
har1 on the1 4ro1 Bo1bie bites and cla3ing, then that<s too bad' they
kne3 3hat they 3ere getting into"
/issing a roll $3ith a total o4 siG or less& is al4ays a ti1e 3hen you can
1ake a hard 1ove" 5he hunter<s scre3ed so1ething u% badly, so do
3hatever you need to" For eGa1%le, i4 a hunter tries to prote#t
soeone and blo3s it, then you can in4lict har1 on the victi1, 1aybe
even kill the1' 1ake 3hatever 3as threatened co1e to %ass"
5he last one<s a di44erent case" @hen so$eone has used all their 5uc, they
beco1e doo1ed" 5his 1eans you are allo3ed to 1ake hard 1oves
against the1 any ti1e" For eGa1%le, let<s say a hunter says =I<ll go
109
check out the ca1% site> and you kno3 that yeti have set u% an
a1bush there" #or1ally it 3ould 1ake sense to give the1 a chance to
s%ot this, 4or instance by asking i4 they 3ant to read a )ad situation
as they a%%roach" But i4 the hunter has used all their 9uck $and doesn<t
1ake a %oint o4 checking 4or danger&, then you 1ay 1ake a hard 1ove,
3hich 1eans they only 4ind out 3hen t3o yeti grab the1"
5hese situations are ti1es 3hen you are ?usti(ied 1aking as hard a
1ove as you like" Cou don<t have to, but you can" 0l3ays re4er back to
your agenda and %rinci%les 3hen you 1ake these choices"
Threat Moves
Each ty%e o4 threat has its o3n set o4 s%ecial 1oves it can 1ake" ?se
these as 3ell as the basic 8ee%er 1oves 3hen you<re describing 3hat a
threat is doing"
5hreat 1oves are used in the sa1e 3ay as the basic 8ee%er 1oves,
eGce%t that a %articular threat has to be the source o4 the 1ove"
Monster Threat Moves
Monsters get 4ourteen 1oves'
Hint at its %resence
Dis%lay its 4ull 1ight
0%%ear suddenly
0ttack 3ith great 4orce and 4ury
SeiBe so1eone or so1ething
0ttack 3ith stealth and calculation
Arder underlings to do terrible acts
Destroy so1ething
Esca%e, no 1atter ho3 3ell contained it is
Give chase
;eturn to ho1e ground
Boast and gloat, 1aybe revealing a secret
;eturn 4ro1 see1ing destruction
?se an unnatural %o3er
Using Monsters
Monsters are the key threat ty%e, al3ays there in the shado3s, behind
everything bad that is ha%%ening" 5hey should be dangerous and scary,
110
but also re1ote at 4irst" 9et the 1onster be revealed slo3ly, as the
hunters close in" 5his 3ill be 1atched by the hunters gradually
learning about the 1onster<s %o3ers and 3eaknesses"
Don<t be a4raid to use the 1onster threat 1oves to get it out o4 trouble,
either" Es%ecially in cases 3here the hunters track it do3n early in the
1ystery, you can let it esca%e 4or the ti1e being, allo3ing it $and the
hunters& a chance to rest and regrou%"
Finally, it 3ill likely co1e do3n to a 4ight bet3een the hunters and the
1onster" 5his is the chance to thro3 everything at the1' use all its
unnatural %o3ers, gloat, and generally 1ake the 4inal 4ight as tough
and eGciting as %ossible"
Minion Threat Moves
Minions get eleven 1oves'
0 burst o4 sudden, uncontrolled violence
Make a coordinated attack
:a%ture so1eone, or steal so1ething
;eveal a secret
Deliver so1eone or so1ething to the 1aster
Give chase
Make a threat or de1and on behal4 o4 the 1aster
;un a3ay
?se an unnatural %o3er
Dis%lay a hint o4 conscience or hu1anity
Disobey the 1aster, in so1e %etty 3ay
Using Minions
Minions are there to su%%ort and guard the 1onster" @hile 1onsters
should be ke%t at a distance to start 3ith, it<s 4ine 4or 1inions to be
noticed and 4ought early in the 1ystery"
Minions can also be used to build u% tension, giving the hunters a
4eeling o4 being surrounded by danger, or o4 constantly being 3atched"
Don<t have 1inions al3ays 4ight to the death' they can 4lee, surrender,
or o44er a deal to be le4t alive or betray their 1aster" 5his is es%ecially
true 4or hu1an 1inions"
111
Bystander Threat Moves
Bystanders get ten 1oves'
Go o44 alone
0rgue 3ith the hunters
Get in the 3ay
;eveal so1ething
:on4ess their 4ears
Freak out in terror
5ry to hel% the hunters
5ry to %rotect %eo%le
Dis%lay inability or inco1%etence
Seek hel% or co14ort
Using Bystanders
Bystanders don<t nor1ally intend to cause trouble 4or the hunters, but
they do so any3ay" 5hink o4 each bystander as a %erson 3ho 3ants one
si1%le thing $%icked to go 3ith their 1otivation&" 0 vi#ti 1ight 3ant
to 7ust stay in his a%art1ent, 3hatever the hunters say is co1ing" 0n
offi#ial 1ight 7ust 3ant to 4inish the %a%er3ork and be done 3ith this
case, 3ithout dealing 3ith any craBy hunters"
@hen thinking about bystander 1oves, consider the bystander<s
1otivation, and 3hat du1b thing they could do that 3ill lead to
trouble 4or the hunters" @hat can the bystander co1%licate 4or the
huntersN Ho3 can they get in the 3ayN 5his a%%lies even 3hen the
bystander hel%s the hunters' this 3ill give the hunters eGtra %roble1s,
starting 3ith kee%ing the hel%er alive"
Bystander 1otivations are not al3ays things that i11ediately lead to
trouble" For eGa1%le'
0 !itness is 1otivated to reveal in4or1ation" 0lthough 3hen
you reveal in4or1ation to a hunter, that does tend to lead to
trouble' telling the hunters 3here to 4ind a 1onster usually
leads to the1 going to 4ight itS @itnesses 1ight also give the
hunters too 1uch in4or1ation, or tell the1 so1ething
inco1%lete or 7ust %lain 3rong"
0 helper can easily create trouble des%ite 3anting to hel%
the hunters, 7ust by giving the hunter so1eone to look a4ter"
112
Ar consider a hel%er 3ho tries to lure the 1onster to3ards
the hunters"
0n inno#ent, 3anting to do the right thing, can cause trouble
by insisting that the authorities get involved, or by telling
%eo%le the 3hole truth at an ino%%ortune ti1e"
0ny nor1al %erson the hunters talk to should be given a na1e and
threat ty%e, al1ost al3ays a bystander ty%e" I4 you have no %articular
idea 3hat their role in the story is going to be, de4ault to !itness i4
they 1ight have so1e clues 4or the hunters, or vi#ti other3ise"
Location Threat Moves
9ocations get eleven 1oves'
/resent a haBard
;eveal so1ething
Hide so1ething
:lose a 3ay
A%en a 3ay
;esha%e itsel4
5ra% so1eone
A44er a guide
/resent a guardian
So1ething doesn<t 3ork %ro%erly
:reate a %articular 4eeling
Using Location Threats
9ocations nor1ally don<t have intentions in the 3ay that 1onsters,
1inions and bystanders do" Instead they stand in 4or things that go
3rong around the hunters, due to haBards in the environ1ent" For
eGa1%le, in a a1e, an eGit door could get 7a11ed, or the G/S in the
hunters< car 1ight start glitching out"
9ocation threat 1oves give you 3ays to 1ove the 1ystery along, or
%ut obstacles in the 3ay o4 the hunters" 5hey<re use4ul to %ace the
1ystery as it %lays out J to slo3 the %rogress do3n, or s%eed it u%" 5he
1oves also 3ork 3ell 3hen there<s action, to kee% things eGciting"
113
The Basic Hunter Moves
5he earlier descri%tion o4 the basic hunter 1oves $on %age H(& is
3ritten 4ro1 the hunters< %oint o4 vie3" Here<s so1e eGtra in4or1ation
about the 1oves 4ro1 the 8ee%er<s %oint o4 vie3"
Act Under Pressure
Here<s the 1ove'
When you act under pressure> roll C%ool.
9n a 10C you do 4hat you set out to.
9n a 6=2 the ;eeper is going to give you a 4orse outco$e> hard choice>
or price to pay.
9n a $iss> things go to hell.
5his is a general %ur%ose 1ove, 4or any ti1e a hunter tries so1ething
that is dangerous or liable to 4ail, and isn<t covered by any other 1oves
$either a basic 1ove, or one 4ro1 a %laybook&"
5he %ressure can be anything 4ro1 being detected 3hen they<re hiding
to resisting death as they try and esca%e a blaBing building"
Make sure you establish 3hat the %ressure is at the start, so the
hunters kno3 3hat they<re in 4or i4 they 1ess u%" Cou need to kno3
3hat they<re trying to do, and to let the1 kno3 3hat<s 1aking it hard"
0 result o4 )+( tells you to give the1 a 3orse outco1e, hard choice, or
%rice to %ay J they can do 3hat they 3anted, i4 they acce%t 3hat you
%ick" It is still a success, so they should be able to do 3hat they 3anted,
although the cost 1ight be high enough that they decide not to" ?se
your agenda and %rinci%les to hel% decide"
For our hiding eGa1%le, 1aybe they can stay hidden, but only i4 they
let the 1onster tra% the1 in a dead end" Ar they have to go so 4ar back
that they can no longer see 3hat<s ha%%ening" In both o4 these cases,
the hard choice is about 3here they<re %ositioned in the story" 5hey
could stay hidden, but have to %ay the %rice"
For the burning building, 1aybe they can esca%e i4 they 7u1% out a
second 4loor 3indo3" Ar they can run through 4la1es to esca%e or stay
so1e3here that is sa4e 4or no3" In these cases, the %rice is so1e har1
4ro1 the 4all or the 4ire"
An a 1iss, then 3hatever the %ressure 3as over3hel1ed the hunter"
114
Help Out
Here<s the 1ove'
When you help another hunter 4ith a $ove they are $aing> roll
C%ool.
9n a 10C your help grants the$ C1 to their roll.
9n a 6=2 your help grants the$ C1 to their roll> but you also e,pose
yoursel( to trouble or danger.
9n a (ailure> you e,pose yoursel( to trouble or danger 4ithout helping.
5his is used 3hen a hunter 3ants to hel% another hunter 1ake a 1ove"
Hel%ing 3ill give the other hunter R! on a single roll" It<s okay to see
3hat the 4irst roll is be4ore deciding to hel% out, as long as it still
1akes sense that the hunter could do so1ething to hel% i1%rove the
results"
Make sure they tell you 3hat concrete action they are taking to hel%
out" I4 they can<t think o4 ho3 they hel%, then they don<t get to do it"
0 result o4 )+( 1eans that the hunter succeeds in hel%ing, but eG%oses
the1selves to trouble" 0 lot o4 the ti1e this trouble 3ill be obvious, as
3hen they are hel%ing so1eone ki#k soe ass" Here you could in4lict
har1 on both o4 the hunters" In other cases the trouble 3ill be less
obvious, such as a 3hen trying to hel% investigate a ystery by
intervie3ing 3itnesses' this 1ight lead to hostile ru1ours circulating
about the hunter later on, or 1ake an ene1y o4 a 3itness"
An a 1iss, the hel% does no good and the hel%er eG%oses the1selves to
trouble or danger" 5his could be the sa1e as the danger o4 the 1ove
being hel%ed, or so1ething else entirely"
Investigate A Mystery
Here<s the 1ove'
When you investigate a mystery> roll CSharp.
9n a 10C hold 2> and on a 6=2> hold 1.
9ne hold can be spent to as the ;eeper one o( the (ollo4ing <uestions7
What happened hereF
What sort o( creature is itF
What can it doF
What can hurt itF
115
Where did it goF
What 4as it going to doF
What is being concealed hereF
9n a $iss> you reveal so$e in(or$ation to the $onster or 4hoever you
are taling to. "he ;eeper $ight as you so$e <uestions> 4hich you
have to ans4er.
5he investigate a ystery 1ove 3ill be used 4reQuently" @hen the
hunters begin each ne3 1ystery, they 3ill have $at best& a vague idea
o4 3hat they<re hunting" Investigation is the 1ain 3ay to 4ind out
3hat<s going on, 3here the 1onster is, 3ho they need to %rotect, and
anything else they need to kno3"
5he 1ove covers any investigation techniQue the hunters can think o4'
intervie3ing 3itnesses, sending 1onster D#0 to the lab, tracking it
through the alleys, looking at a dead body and reconstructing 3hat
ha%%ened, looking through ancient to1es o4 1onster lore, and hacking
into %olice databases" 5hese are all legiti1ate 3ays to investigate"
0sk yoursel4, =:ould they conceivably 4ind anything use4ul that 3ayN>
I4 the ans3er is =yes,> tell the1 to go ahead" I4 the ans3er is =no> then
ask, =Ho3 3ould you 4ind that outN> I4 they have a good re%ly, let the1
kno3 the ans3er" I4 there still isn<t a 3ay to 4ind out, you can ask the1
to %ick a di44erent Question instead"
It<s i1%ortant that you give the hunters as 1any clues as you can" It<s
easy to 1ake the hunters 3ork hard to discover the details o4 the
1ystery" But that isn<t %art o4 your agenda" Every success on an
investigate 1ove should give the hunters so1ething solid" Cou should
also be generous 3ith obvious details, even on a 1iss"
For eGa1%le, i4 a hunter is investigating by looking at the body o4 a
1onster victi1, you should describe the state o4 the body 4irst" =It<s
been ri%%ed a%art, looks like it 3ent 4or the heart" 5he heart is
1issing"> 5hose details don<t reQuire a 1ove, because they<re obvious
and don<t address the investigate Questions directly" I4 the hunter
then gets a success on the roll, they 1ay ask you to tell the1 about the
creature<s %o3ers J that<s so1ething that reQuires care4ul analysis o4
the scene and in7uries"
So1eti1es the ans3er to one o4 the Questions 3ill be a negative, such
as 3hen you are asked 4or 1ore about the creature<s 3eaknesses 3hen
the hunters have already discovered the1 all" In these cases, 1ake it
clear that they kno3 this" =Cour hours %oring over the books tell you
that the creature has no 1ore 3eaknesses">
116
Misses 4or this 1ove lend the1selves to trouble 3ith nor1al %eo%le
$e"g" annoying the 3itnessI being caught stealing evidence, etc& or
giving a3ay in4or1ation to their ene1ies $e"g" the 1onster or 1inions
hear about Questions being askedI the hunters are observed in their
evidence collectionI etc&"
An Example Investigation
Here<s an eGa1%le sho3ing ho3 an investigation scene 1ight %lay out"
Aur cast is'
Mary, %laying Mark $a @ronged hunter&"
:hris, %laying :ray $a S%ooky hunter&"
0lan, the 8ee%er $3ho is also %laying A44icer Hannah 5arlton, a
bystander&"
5he investigation'
)annah has brought the hunters to the place she sa4 an attac tae
place. "he hunters are posing as F'. agents.
Alan Dspeaing as )annahE7 GRight> here's 4here it happened>H says
)annah> GYou can see the blood on the 4all there. 9ur 4itness
said the attacer ran o(( do4n that alley and over a (ence.H
%hris Dspeaing as %rayE7 GYou $ind i( . tae so$e sa$plesFH "hen .
?ust start> 4ithout 4aiting (or per$ission.
Alan Dspeaing as )annahE7 GUh> sure. Forensics are already taing a
loo at it.H
/ary Dspeaing as /arE7 GSo> 4hat did the 4itness have to say about
the attacerF .'$ interested in anything> even i( it's inda 4eird.H
Alan7 9ay> roll investigate a mystery (or $e.
Mary rolls the dice and adds Mark<s Shar%"
/ary7 . got a nine. 9ne <uestionF
Alan7 Well> you already ased about the 4itness seeing anything 4eird>
so . (igure you're interested in its po4ersF
/ary7 8e(initely.
Alan7 9ay> )annah says GWell> the guy clai$ed that the attacer ?ust
vaulted over that (ence do4n there. 'ut he'd been drining.H
/ary Dspeaing as /arE7 GRight. Witnesses> huhFH
%hris7 While they are chatting . 4ant to test the bloodstains to 4or out
4hat it is.
Alan7 U$> ho4 do you test a bloodstain (or 4hat ind o( $onster
attacedF . can't see ho4 you'd 4or that out.
117
%hris7 .'$ going to get out $y che$istry test it and try the sa$ples
4ith> lie> silver to see i( there's a reaction that you $ight see
(ro$ 4ere4ol( blood> or i( there's sulphur present that $ight
$ean it 4as a de$on> or i( it reacts to holy 4ater> that could be a
va$pire or de$on blood. "hat sort o( thing.
Alan7 . guess that $ight 4or. 'ut only (or things you could learn (ro$
the bloodstains I and it see$s to be $ainly hu$an blood> $aybe
all hu$an. Roll it.
:hris rolls the dice and adds :ray<s Shar%"
%hris7 Yeah> a t4elve. First <uestion7 4hat is itF
Alan7 9ay> you (ind a couple o( splashes o( blood that are a slightly
di((erent colour I $ore richly red> and slo4er drying. "hey react
to the holy 4ater test> and let's say you had garlic in there too.
"he blood starts s$oldering in contact 4ith both. So a va$pire>
$ost liely.
%hris7 Ba$pire. 3ot it. .n that case> ne,t <uestion is G4hat can it doFH
Alan7 )o4 are you going to (ind that out (ro$ bloodstainsF
%hris7 Re$e$ber ho4 . spent all that ti$e researching va$pires (or the
case last $onthF . no4 that turned out to be a chupacabra> but .
still read all those boos.
Alan7 9ay> so 4e (lash bac to you going over all those old boos> and
you're $aing a list o( va$pire po4ers on a pad7 super strength>
(ast> $es$eris$> rapid healing are the things you 4rote on the
list. )annah says GSo> you (inished your tests and everythingF .
have a ?ob to do here.H
%hris Dspeaing as %rayE7 GYes> that's everything (or no4. "hans (or
your help.H
Alan7 %ool> she gets bac to her o4n 4or. What do you do no4F
Kick Some Ass
Here<s the 1ove'
When you get into a (ight and kick some ass> roll C"ough.
9n any success Di.e.> total 6 or $oreE you in(lict har$ on Dand su((er
har$ (ro$E 4hatever you're (ighting. "he a$ount o( har$ is based on
the established dangers in the ga$e. "hat usually $eans you in(lict the
har$ rating o( your 4eapon and your ene$ies in(lict their attac's
har$ rating on you.
.( you roll a 10C> choose one e,tra e((ect7
You gain the advantage7 tae C1 (or4ard> or give C1 (or4ard to
another hunter.
118
You in(lict terrible har$ DC1 har$E.
You su((er less har$ D=1 har$E.
You (orce the$ 4here you 4ant the$.
9n a $iss> you get your ass iced instead.
5his is the basic 4ighting 1ove, covering the back and 4orth o4 a short
burst o4 4ighting, rather than a single attack"
By de4ault both sides in4lict har1 as established J the hunter 3ith their
3ea%on and the ene1y theirs"
For e,a$ple> )oss the hunter is going to shoot a @o$bie 4ith his
shotgun Dhar$=! close load $essy reloadE> 4hile the @o$bie is trying to
bite )oss Dthe @o$bie's bite attac is rated G2=har$ handHE. .( the
@o$bie is still out o( reach Di.e. out o( hand rangeE> )oss 4ill in(lict !=
har$ on it but be sa(e (ro$ the @o$bie's bite. 9nce the @o$bie is right
up in )oss's (ace> then )oss can still blast it (or !=har$ and this ti$e
the @o$bie can bite hi$ bac (or 2=har$.
Don<t auto1atically call 4or this 1ove any ti1e a hunter attacks
so1eone" I4 a hunter attacks a 4oe that cannot $or 3ill not& 4ight back,
then it is a%%ro%riate to 7ust use the 8ee%er 1ove infli#t har as
esta)lished instead"
An a success o4 !R, the hunter gets to %ick an eGtra e44ect" 0l3ays ask
the1 3hat ha%%ened"
I4 the hunter takes R! 4or3ard, or gives another hunter R! 4or3ard,
then 1ake sure to ask the1 3hat they did to set u% an advantage" 5his
1ight include things like tactical 1aneuvering, gra%%ling 3ith the
ene1y, %ushing the ene1y back, or knocking the ene1y o44 balance"
I4 the hunter in4licts terrible har1, then they in4lict one 1ore %oint o4
har1" 5hat 1eans they did so1ething eGtra+nasty 3ith their attack, so
be sure to ask the1 3hat that 3as"
I4 the hunter su44ers less har1, then reduce the har1 the ene1y
in4licts by one" 0sk the1 3hat they did to reduce the har1"
I4 the hunter 4orces the ene1y 3here they 3ant the1, this 3ill allo3
the1 to %ush the bad guys 3herever they 3ant" Be generous 3ith this,
as long as it<s consistent 3ith 3hat is ha%%ening in the ga1e' you can<t
drive the 1onsters out i4 they<re in a dead end, 4or instance"
@hen a hunter 1isses on ki#k soe ass, they<re usually going to be in
a lot o4 trouble" Cour 1ove doesn<t al3ays have to be infli#t har as
esta)lished" So1eti1es your other 1oves can a%%ly too' 1aybe the
hunter gets ca%tured, or the 1onster gets a chance to 4lee the 4ight"
119
Manipulate Someone
Here<s the 1ove'
9nce you have given the target a reason> tell them what you want
them to do and roll C%har$.
For a nor$al person7
.( you get 10C> then they'll do it as long as you do 4hat you o((ered
D4hich $ight be nothing> i( your reason is intangible> lie the
authority o( an o((icial badgeE.
9n a 6=2> they'll do it> but only i( you do so$ething (or the$ right
no4 to sho4 you $ean it.
9n a $iss> your approach is co$pletely 4rong7 you o((end or
anger the target.
For another hunter7
9n a 10C they $ar e,perience and get C1 (or4ard i( they do 4hat
you as.
9n a 6=2> they $ar e,perience i( they do 4hat you as.
9n a $iss> it's up to that hunter to decide ho4 badly you o((end or
annoy the$. "hey $ar e,perience i( they do not do 4hat you
ased.
Heres the 1ost i1%ortant thing to re1e1ber about the anipulate
soeone 1ove' the hunter needs to o44er so1ething that 1akes the
target 3illing to do 3hat the hunter asks"
Don<t 1ake this too hard" It can be enough 4or the hunter to %retend to
be an authority 4igure, or 7ust say =I<ll look a4ter you,> or %ro1ise to
hel% out later"
But don<t let it be too easy either" I4 a hunter is asking a bystander to
be bait in a 1onster tra%, there 1ay be nothing the hunter can o44er
that 3ill convince the1 to do it" ?se the target<s 1otivation to hel%
1ake this decision"
@hen a hunter tries to 1ani%ulate another hunter, things go
di44erently" In this case, the incentive is the eG%erience check and
bonus that 3ill be available to the target i4 the 1ove succeeds" 5he
target hunter gets to choose 3hether that incentive, along 3ith
3hatever they 3ere o44ered in the ga1e, is enough to convince the1
do 3hat is asked"
120
Misses on this 1ove naturally lead to o44ending the target, or the
hunter co1ing across as obtuse or annoying" @hen the 1ove is used
on the other hunters, one o4 these results 3ill %robably ha%%en
naturally" For 1isses 3ith bystanders, the target could see through a
disguise, or re4use to believe a critical lie $or truthS&" 9ook at the threat
ty%e 4or the character $or %ick one 4or the1 right no3& and their
1otivation 3ill give you an idea ho3 they are going to react"
Manipulating Monsters
By de4ault the hunters can<t 1ani%ulate 1onsters" Even i4 a 1onster
can talk and reason, it cannot be trusted to kee% its 3ord" Cou should
certainly allo3 the hunters to 1ake a deal 3ith a 1onster, i4 they try
to, but they do not get to roll anipulate soeone and they certainly
3ill not get a guarantee that the 1onster 3ill hold u% its end o4 the
bargain" Fro1 the 1onster<s %oint o4 vie3, hunters 3anting to 1ake a
deal are %robably in a really 3eak %osition and this is a great
o%%ortunity to use that against the1"
5he only eGce%tion is 3hen a hunter 1ove eG%licitly allo3s it $such as
the Monstrous 1ove dark negotiator&" I4 a hunter has a 1ove allo3ing
this, then anipulate 3orks as nor1al $although 3hat a 1onster
3ants in return could be Quite un%leasant&"
Minions 1ay or 1ay not be vulnerable to 1ani%ulation" I4 the 1inion
is a nor1al hu1an 3orking 4or a 1onster, then hunters can
1ani%ulate the1 4ine" 5he other eGtre1e are 1inions 3ho can<t
understand s%eech and 1ay not be ca%able o4 1aking deals, such as
brain+eating Bo1bie or 1alevolent 4ungus" Make decisions 4or the in+
bet3een cases as they co1e u%, and re1e1ber that the 1inion 1ight
3ant so1ething nasty in return 4or doing 3hat the hunter asks"
Protect Someone
Here<s the 1ove'
When you prevent harm to another character> roll C"ough.
9n any success Di.e.> 6 or $oreE> you protect the$ oay> but you'll su((er
so$e or all o( the har$ they 4ere going to get.
.( you got a 10C choose an e,tra7
You su((er little har$ D=1 har$E.
All i$pending danger is no4 (ocused on you.
You in(lict har$ on the ene$y.
You hold the ene$y bac.
121
9n a $iss> then you end up $aing things 4orse.
5his can be used any ti1e so1eone is about to su44er har1, including
as the result o4 another 1ove $i"e" a ki#k soe ass 1ove that 1eans a
hunter is going to su44er har1&"
0s 3ith help out, al3ays ask the hunter ho3 they are going to
%rotecting this %erson in this situation"
By de4ault, any success 1eans that the hunter has success4ully
%rotected the target $so the target is not har1ed at all& but the hunter
3ill su44er har1 instead $usually, but not al3ays, the sa1e har1&"
An a !R the hunter gets to %ick an eGtra e44ect" 0sk the hunter 3hat
ha%%ened"
5hey can choose to su44er little har1, taking one less har1" 0sk 3hat
they do to reduce the har1"
I4 they choose =all i1%ending danger is no3 4ocused on the hunter,>
they<ve %ut the1selves right in har1<s 3ay" 0sk the1 3hat they do to
get all the danger" Don<t be shy 3hen this is %icked J the hunter has
chosen to have the entire ene1y 4orce have a go at the1"
I4 they choose to =in4lict har1 on the ene1y,> they get to har1 an
ene1y as 3ell as %rotecting the target" 0sk ho3 they did that" 0s usual,
the a1ount o4 har1 done de%ends on the hunter<s 3ea%on"
I4 they choose =hold the ene1y back> then the bad guys can<t get %ast
the hunter" Ather hunters, or even bystanders, 1ay hel% 4ight 4ro1
this %osition i4 it 1akes sense" 5his 3orks best 3hen de4ending a s1all
s%ace like a door3ay" I4 the hunters are in the o%en, the bad guys 3ill
be able to 3ork their 3ay around the1 eventually"
Missing a prote#t soeone roll is very bad" In general, har1 to both
the original victi1 and the hunter is a good choice" 5hings could be
even 3orse, e"g" the target 1ight be ca%tured as 3ell" 0s 3ith ki#k
soe ass, 3hen things go bad here, they go really bad"
Read A Bad Situation
Here<s the 1ove'
When you loo around and read a bad situation> roll CSharp.
9n a 10C hold !> and on a 6=2 hold 1.
9ne hold can be spent to as the ;eeper one o( the (ollo4ing <uestions7
What's $y best 4ay inF
What's $y best 4ay outF
122
Are there any dangers 4e haven't noticedF
What's the biggest threatF
What's $ost vulnerable to $eF
What's the best 4ay to protect the victi$sF
.( you act on the ans4ers> you get C1 ongoing 4hile the in(or$ation is
relevant. For e,a$ple> i( you as (or the best 4ay in to the $onster's
lair then you'll get C1 4hile you are in(iltrating it. 'ut once you're in>
the in(or$ation doesn't help you any $ore.
9n a $iss> you $ight $is=read the situation De.g. G+verything is (ine
here: .t 4ill be totally sa(e to go investigate alone:HE> or you $ight
reveal tactical details to your ene$ies D4hich $eans the ;eeper can
as the <uestions above o( youE.
5his 1ove is 4or 3hen a hunter goes into a situation they kno3 is
hostile J e"g" 3hen they kno3 the 1onster<s in this house so1e3here"
It can also be used in the 1iddle o4 a dangerous situation, i4 the hunter
needs so1e 1ore tactical in4or1ation"
Misses on reading a )ad situation lend the1selves to you turning the
1ove back on the hunter J ask the1 so1e o4 the Questions on behal4 o4
3hatever ene1ies are %resent, and then have the ene1ies act on those
ans3ers"
Misses can also give you a chance to %ut the hunters into danger J 4or
eGa1%le, they 7ust 4ailed to notice the a1bush that they<re 3alking
into"
Use Magic
Here<s the 1ove'
When you use magic> say 4hat you're trying to achieve and ho4 you
do the spell> then roll CWeird.
.( you get a 10C> the $agic 4ors 4ithout issues7 choose your e((ect.
9n a 6=2> it 4ors i$per(ectly7 choose your e((ect and a glitch. "he
;eeper 4ill decide 4hat e((ect the glitch has.
9n a $iss> you lose control o( the $agic. "his never ends 4ell.
'y de(ault the $agic has one o( the e((ects listed belo4> lasts (or around
thirty $inutes> and does not e,pose you to danger> un4anted attention>
or side=e((ects. .( there's a glitch this $ight change.
+((ects7
123
.n(lict har$ D1=har$ ignore=ar$our $agic obviousE.
+nchant a 4eapon. .t gets C1 har$ and C$agic.
8o one thing that is beyond hu$an li$itations.
'ar a place or portal to a speci(ic person or a type o( creature.
"rap a speci(ic person> $inion> or $onster.
+vict a spirit or curse (ro$ the person> ob?ect> or place it inhabits.
Su$$on a $onster into the 4orld.
%o$$unicate 4ith so$ething that you do not share a language 4ith.
9bserve another place or ti$e.
)eal 1=har$ (ro$ an in?ury> or cure a disease> or neutrali@e a poison.
3litches7
"he e((ect is 4eaened.
"he e((ect is o( short duration.
You tae 1=har$ ignore=ar$our.
"he $agic dra4s i$$ediate> un4elco$e attention.
.t has a proble$atic side e((ect.
"he ;eeper $ay re<uire one or $ore o( the (ollo4ing7
"he spell re<uires 4eird $aterials.
"he spell 4ill tae 10 seconds> !0 seconds> or 1 $inute to cast.
"he spell re<uires ritual chanting and gestures.
"he spell re<uires you to dra4 arcane sy$bols.
You need one or t4o people to help cast the spell.
You need to re(er to a to$e o( $agic (or the details.
Magic, by its nature, breaks the rules" 5he use agi# 1ove lists the
%ossible e44ects 4or 1agic s%ells" Magic that goes beyond these e44ects
counts as big 1agic $see %" ., and belo3&"
@hen a hunter uses 1agic, it<s i1%ortant to ask the1 3hat they<re
trying to do $and 3ork out 3hich o4 the e44ects they are trying 4or&" 0sk
the hunter ho3 they cast the s%ell, and 3hat it looks like too"
5hen consider the sco%e o4 3hat they<re doing, ho3 they said the s%ell
is cast, and decide i4 you 3ill reQuire anything eGtra 4ro1 the list"
124
/ick eGtra reQuire1ents based on the siBe o4 1agical e44ect" Magic that
has a big e44ect should need a bigger e44ort" ?sually %ick one or t3o
things including anything the hunter included in their descri%tion o4
casting the s%ell" Cou can o44er alternatives, too, so that the hunter
either takes one 1inute or needs arcane sy1bols, say"
/artial successes 3hen using agi# 1ean that the hunter has to %ick a
glitch" Glitches are bad ne3s, but it<s u% to the hunter to decide 3hich
one ha%%ens" Magic should al3ays be dangerous and un%redictable, so
ha11er that ho1e 3hen you decide ho3 the glitches take e44ect"
An a 1iss using agi#, 1ake as hard a 1ove as you likeI anything can
ha%%en 3hen 1agic goes 3rong" ;eversing the intended e44ect o4 the
s%ell is an o%tion, so that the eGact o%%osite o4 3hat the hunter 3anted
ha%%ens" Cou can also go 4or o44+the+3all 3eirdness' %ortals to other
di1ensionsI angry s%irits converging on the hunterI or changes to the
la3s o4 %hysics around the hunterI that sort o4 thing"
Big Magic
5he rules 4or the use agi# 1ove are constrained, but )ig agi# is
not" Big 1agic is 4or everything else, 4ro1 curing so1eone o4
va1%iris1 to o%ening a gate to another di1ension"
5he only li1its on big 1agic are those that have been established in
your ga1e" For eGa1%le, it 1ay be that you decided 1agic never allo3s
anyone to travel into the %ast"
Even these established rules 1ight be broken i4 there is a strong
enough reason in the story" For eGa1%le, i4 the hunters realise that the
only 3ay to de4eat a 1onster is to go back in ti1e to 3hen it 3as
3eaker" I4 you reveal that a li1it can be broken in certain
circu1stances, think about 3hat this reveals about the 3orld" 5his sort
o4 event should al3ays be a big deal, 3ith big re%ercussions in your
story" In our ti1e travel eGa1%le, 1aybe travel into the %ast changes
the ti1eline irrevocablyI or 1aybe the rule being broken unleashes an
angry ti1e god on the hunters"
@hen the hunters 3ant to do big 1agic, you decide 3hat it reQuires,
the sa1e as 3hen so1eone uses 1agic nor1ally" Here are the o%tions
4or 3hen the hunters need to %er4or1 big 1agic'
S%end a lot o4 ti1e $days or 3eeks& researching the 1agic
ritual"
EG%eri1ent 3ith the s%ell J there 3ill be lots o4 4ailures be4ore
you get it right"
125
5he hunter needs so1e rare and 3eird ingredients and
su%%lies"
It 3ill take a long ti1e $hours or days& to cast"
5he hunter needs a lot o4 %eo%le $2, -, ), !-, or 1ore& to hel%"
It needs to be done at a %articular %lace andKor ti1e"
Cou can %ick 1ulti%le reQuire1ents, that all need to be satis4ied'
For e,a$ple> you can tell the hunters GYou need to spend a (e4 days
doing research and then get a lava snae (ang to cast this spell. And
then you'll need three people to help you cast it.H
Cou can also give the hunters alternatives'
For e,a$ple> you can tell the hunters GYou need to spend a (e4 days
doing research (or a si$ple version> or i( you get a lava snae (ang then
you can cast it right no4. +ither 4ay you need three people to help
out.H
Make the reQuire1ents consistent 3ith ho3 big a deal this s%ell is
going to be"
Playbook Moves
I<ve gone into detail about ho3 to handle the basic 1oves, but there
isn<t roo1 to cover all the %laybook 1oves in the sa1e de%th"
5he overarching rule is to inter%ret results using all your nor1al rules'
the 8ee%er<s agenda, %rinci%les, things to al3ays say, and all your
1oves" I4 you stick to those, you 3on<t go 3rong"
Actions Not Covered By A Move
So1eti1es the hunters 3ill co1e u% 3ith so1ething they 3ant to try
that isn<t covered by eGisting 1oves" De%ending on eGactly 3hat it is,
there are several 3ays to deal 3ith this"
I4 the action is so1ething a nor1al %erson could do, then you can 7ust
acce%t it" 9ook at your list o4 8ee%er 1oves and see i4 any o4 the1
a%%ly to the action' i4 they do, then use that 1ove" Uuite o4ten, I 4ind
that the 8ee%er 1ove that a%%lies is =ask the1 3hat they do neGt"> 9et
the1 do 3hat they 3ant and see 3hat co1es o4 it"
I4 it<s so1ething that a nor1al %erson could do, but it<s really hard
andKor dangerous, ask the1 to a#t under pressure"
I4 it<s so1ething that a nor1al %erson couldn<t do at all, then you can
ask the1 to use agi#, or )ig agi#"
126
In 4act, a#t under pressure and use agi# are intended to be catch+
alls" I4 you can<t 3ork out 3hich 1ove to use, one o4 these t3o 3ill
usually 3ork"
0nother alternative is to Quickly 1ake u% a custo1 1ove 4or this
%articular situation" Anly do this i4 you think it 3ill co1e u% again, and
only once you are co14ortable enough 3ith the 1oves that you can do
this Quickly"
On With The Mystery!
5hat covers the basic rules that you need to kee% in 1ind, it<s ti1e to
get on 3ith the 1ystery" 5he %revious section 3as a long digression'
but i4 you cast your 1ind back, the grou% had 7ust 4inished creating
hunters and 3ere ready to start %laying out the 1ystery" Cou should
have your 1ystery %re%aration in 4ront o4 you"
Start-Of-Mystery Moves
First, check i4 anyone has a 1ove to roll at the beginning o4 the
1ystery" 5he :hosen al3ays does, and an EG%ert, Flake, Initiate, or
S%ooky 1ight have one" 0sk the1 ho3 they do the 1ove" 5hen have
the1 roll and see 3hat the e44ect is" Make sure that anyone 3ho rolled
a 1ove that used one o4 their highlighted ratings 1arks eG%erience"
The Teaser
Begin %laying 3ith a scene to introduce the hook" 0sk the hunters
3here they start their investigation" 0t the scene o4 an attack or
1ysterious eventN Intervie3ing a 3itness or survivorN 5alking to the
authoritiesN :hecking historical docu1ents in the local libraryN
Making %lans over break4ast at a dinerN Give the1 a good descri%tion
o4 the %lace $or ask the1 4or the descri%tion, i4 it<s one o4 their haunts&"
5hen tell the1 3hatever strange clue dre3 the1 here $that<s the hook,
3hich you created 3ith your 1ystery&"
9et the1 talk about ho3 they<ll a%%roach it, and 1aybe do so1e
%reli1inary investigation' things that they could research here $on the
InternetN& or they could describe J in 4lashback J checking things u%
be4ore they ca1e here" I4 anyone has ideas, let the1 1ake an
investigate 1ove no3"
Ance they have a %lan $and be4ore the discussion gets boring&, cut to
the hunters beginning their investigation and go on 4ro1 there"
127
Beginning the Investigation
5ell the1 about the location and sketch a Quick 1a% o4 the area $or
sho3 the1 one you already %re%ared&" Include i1%ortant 4eatures,
es%ecially anything that 3as 1entioned in the hook J 3here bodies
3ere 4ound, 3hich house a%%ears to be haunted, the location o4 the
%olice station that 4iled the re%ort, and so on" 5hen ask the1 =So,
3here are you going 4irstN 0re you all going or are you going to s%lit u%
and cover 1ore groundN> 04ter this, let the hunters drive the
investigation"
/lay out the hunters< intervie3s 3ith nor1al 4olks, and their
eGa1ination o4 %laces" I4 they 1eet bystanders you %re%ared 3ith the
1ystery, use the details you 3rote do3n" I4 they talk to so1eone ne3,
give that bystander a na1e, and a bystander ty%e $%" (!&"
Dra3 a 1a% o4 every3here they search, and every3here there<s so1e
action" Give each %lace a location threat ty%e $%" (-&"
Ask Questions
0ll the 3ay through this 4irst 1ystery, you need to ask Questions all
the ti1e" 5hat<s ho3 to get a handle on the hunters' ho3 each
a%%roaches things, ho3 the tea1 3orks together, and ho3 each
hunter<s backstory is going to 4actor into the ga1e" @hen they do
so1ething, ask the1 ho4 they do it" I4 they 3ant to kno3 i4 they have a
torch $or 3hatever&, ask the1 =Do you nor1ally carry oneN> @hen
they 4ind out about an i1%ortant location, ask the1 i4 they<ve been
there be4ore" I4 they have, ask the1 3hat it 3as like" 9et everyone
contribute to the 3orld you are creating in your ga1e, 3ith their
ans3ers to your Questions $and you, as 8ee%er, building on those
ans3ers&"
Make notes o4 all the ans3ers you get, in case you need the1 later"
Call For Moves
:all 4or investigate and anipulate 1oves 3hen the hunters look 4or
clues" 0nd i4 they go so1e3here dangerous, suggest that they 1ight
3ant to read a )ad situation"
I4 a hunter 3ants to do so1e craBy, i1%ossible stu44 then re1ind the1
they can use agi# 4or that sort o4 thing"
Use Your Keeper Moves
8ee% in 1ind your agenda and %rinci%les $%" !!&, and 1oves $%" !.&"
128
;es%ond to the hunters< actions 3ith your 8ee%er and threat 1oves"
Make so4t 1oves that the hunters 1ust deal 3ith, and then 1ake a
hard 1ove i4 they don<t deal 3ith it $see %" !*&"
;ecall that 3hen a hunter 1isses a 1ove roll $that is, their total is siG
or less&, you get to res%ond 3ith a 1ove o4 your o3n $and it can be a
hard 1ove&'
For a#t under pressure, things go to hell 4or the hunter"
For help out, the hunter eG%oses the1selves to trouble or
danger"
For ki#k soe ass, the hunter gets their ass kicked"
For prote#t soeone, the hunter 1akes things 3orse"
For anipulate soeone, the hunter angers or o44ends the
target"
For investigate a ystery, the hunter reveals so1ething to
the 1onster or 3hoever they are talking to"
For read a )ad situation, the hunter reads the situation all
3rong or reveals tactical details to their ene1ies"
For use agi#, the hunter loses control o4 the 1agic and
anything can ha%%en"
Use The Countdown
Mark o44 the ste%s on the countdo3n i4 the corres%onding event
ha%%ens in %lay, or 3hen you decide it has no3 ha%%ened o44+screen"
0dvancing the countdo3n isn<t one o4 your 1oves by itsel4, but it
re%resents a 1ove that 3as 7ust 1ade or is about to be 1ade" Good
ti1es to advance the countdo3n are'
you announ#e off=s#reen )adness that 3arns about the event
about to ha%%en, or sho3s that it is ha%%ening no3"
a hunter blo3s an investigate 1ove that could have led to
4inding out about the neGt event"
you 1ake a 1ove 4or a threat that co1%letes the neGt event"
a hunter 1isses a 1ove roll atte1%ting to sto% the neGt event"
0s the countdo3n is 3hat 3ould ha%%en i4 the hunters didn<t inter4ere,
you 3ill usually need to revise the %lan based on 3hat ha%%ens in %lay"
5he hunters 1ight %revent so1ething directly, or the 1onster 1ight
change its %lans in res%onse to 3hat the hunters do" Maybe so1e o4
the events 3ill be changed, or 1aybe so1e 3ill be ski%%ed, or they
129
could all beco1e irrelevant" 5hat<s 4ine" 5he i1%ortant thing is that
the countdo3n %rovides you 3ith a guide to 3hat the bad guys are
trying to do"
I'm Not Prepared For This
5he hunters 3ill do things you didn<t eG%ect" 5hey 1ight check out
so1e3here you didn<t de4ine, or talk to so1eone you hadn<t thought
about"
I4 this ha%%ens, 7ust 1ake a note o4 the %erson or %lace, give the1 a
na1e, and Quickly %ick a threat ty%e 4or the1" 5hat<s all you need to
do, a4ter 3hich you can treat that %erson or %lace the sa1e as any o4
your %re%ared threats"
Cou can even do this 3ith 1onster and 1inion threats, i4 it 1akes
sense, although then you also need to %ick %o3ers, 3eaknesses,
attacks, ar1our, and har1 ca%acity" It<s less co11on 4or an
uneG%ected 1onster to be called 4or, but you can never be sure" 5he
hunters 1ight su11on a s%irit to hel% the1, or so1ething like that"
In general, 7ust note do3n the 1ini1u1 that you need to get on 3ith
the ga1e, and then get on 3ith it" Fill in 1ore details i4 and 3hen you
need the1"
Closing In On The Monster
5he hunters 3ill steadily catch u% to the 1onster as they investigate"
I4 they 4ind the 1onster or its 1inions then there can be a 4ight scene J
have so1eone read the situation, then get into the action 3ith a#t
under pressure, ki#k ass, and prote#t soeone 1oves"
;e1ind the hunters that they can help each other, too, es%ecially i4
so1eone 7ust 1issed a roll by one $hel% can be given a4ter a roll has
been 1ade&"
It Always Comes To A Fight
Ance the hunters get a handle on 3hat they<re hunting, they<ll 3ant to
take it out" 5he 4ollo3ing sections have a lot o4 advice 4or running
4ights, but this is the overvie3"
Start 4ights so1e3here interesting, 3ith lots o4 stu44 that can be used
in 1ove descri%tions, by you and the hunters" Every 4ight scene should
have a location threat ty%e, too, so re1e1ber to use those location
threat 1oves 3hen a%%ro%riate"
130
0i1 to have a cou%le o4 set+%iece 4ight scenes' it<s really the hunters
3ho deter1ine ho3 4ast they catch the 1onster, but you still have a bit
o4 control over the %acing via your 1oves" For eGa1%le, i4 the hunters
track do3n the 1onster early on and it 4eels anticli1actic, have the
1onster disengage or run a3ay $%erha%s using the 1onster threat
1ove es#ape2 no atter ho! !ell #ontained it is&" :onversely, i4 the
hunters are 1oving slo3ly, the 1onster 1ight decide to attack the1
4irst $the 1onster threat 1ove could be sho! its full po!er, atta#k
!ith great for#e and fury, or atta#k !ith stealth and #unning&, or it
could send 1inions a4ter the1 /1onster' order underlings to do
terri)le a#ts, 1inions' a )urst of sudden un#ontrolled violen#e, a
#oordinated atta#k, give #hase0;
5ry to hurt the hunters' they have %lenty o4 9uck at the beginning so
they are not any real danger" 0 hard 4ight in the 4irst 1ystery sets an
eG%ectation o4 danger and risk 4or the ga1e, 3hich hel%s create a
sense o4 horror"
Keeping Fights Interesting
5here are going to be a lot o4 4ights, and you need to kee% the1 novel"
It<s easy to 4all into giving everyone a turn, the hunters each rolling
ki#k soe ass one at a ti1e, but that<s dull"
I<1 going to %resent a variety o4 techniQues to kee% 4ight scenes
eGciting" ?se the1 in your ga1e $3ith your 8ee%er 1oves& 3henever
you can" 5he techniQues are'
5hink about 3hat<s at stake"
Start the 4ight"
?se the environ1ent"
Make 1a%s"
?se 3ea%on tags"
Be creative 3ith 1oves"
So1eti1es do the obvious thing"
Balance s%otlight ti1e"
So1eti1es don<t go into detail"
?se so4t 1oves to set u% hard 1oves"
Think About What's At Stake
5here are a lot o4 reasons 4or the hunters to get into a 4ight" 5hink
about 3hat their ene1ies 3ant" I4 a 1onster is 4ighting to destroy the
131
hunters be4ore they kill it, then it has 1ore at stake than i4 they caught
it sneaking around" In the 4irst case, it 1ight 4ight to the death" In the
second, 1aybe it 7ust 3ants to run a3ay"
5ake a 1o1ent to 3ork out 3hat the co1batants 3ant to achieve, and
that 3ill hel% you %ick their tactics"
Start The Fight
@hen a 4ight starts, %ick 3ho gets the 4irst 1ove based on 3hat<s
ha%%ening in the ga1e"
I4 a hunter 7ust 1issed a read a )ad situation roll, 1aybe the 4irst she
kno3s about the troll is 3hen it attacks" :onversely, i4 the hunters
have 1ade a concerted e44ort to in4iltrate the lair undetected, they<ll
be the ones attacking 3ithout 3arning"
Ather ti1es, both sides are a3are o4 each other" ?se your co11on
sense here, and base the decision on 3hat<s ha%%ening, as al3ays in
accordance 3ith your agenda and %rinci%les"
The Environment
5o kee% 4ights 4resh, ground the action in 3hat<s ha%%ening" 5hink
about the %lace the 4ight is occurring $e"g" house, se3er, street, cave,
etc"&" 5hink about 3hat 1akes this %articular location unusual 4or this
sort o4 %lace $and al3ays include so1ething unusual, so1ething that
sets it a%art 4ro1 average&"
For e,a$ple7
"his house loos rundo4n but nor$al> e,cept there's a dusty s$ell
(ro$ the piles and piles o( $aga@ines every4here. 5oos lie the o4ner
really loves National 3eographic.
"he leshy disappears into the (orest and as you reach the edges you see
the 4hole place is da$p and $arshy> 4ith $ud and $oss that your (eet
start sining into.
5he eGtra details in both those eGa1%les 1ight not directly a44ect 3hat
ha%%ens in the ga1e $although they 1ight&" 5he i1%ortant thing is
that the eGtra detail creates a 1uch 1ore evocative %icture in the
i1agination than =it<s a rundo3n house> or =the leshy disa%%ears into
the 4orest> 3ould have done"
Decide on a location threat ty%e every ti1e a 4ight takes %lace" 5his
%rovides you 3ith hints about ho3 to describe the %lace $based on its
1otivation&, and gives you access to the location threat 1oves"
132
Make Maps
Dra3ing a 1a% is a good idea, and 3ill give everyone an agreed %icture
o4 the s%ace and 3ho is 3here" Make sure you include details that the
hunters $and their ene1ies& can use to their advantage" ?se details like
3hat 4urniture is %resent, 3here the sli1y %uddles are, the iron
candlesticks around the te1%le altar, 3here the tra44ic is rushing %ast"
Even i4 the hunters don<t use these things, you can" @hen so1eone is
hurt don<t 7ust say that they take har1" Say that they get thro3n at the
altar, knocking candlesticks every3here"
Weapons
/ay attention to the tags o4 the 3ea%ons used in the 4ight, so you can
3ork the1 into your descri%tions o4 3hat<s going on" 0s 3ell as the
hunters< 3ea%on tags, use the 1onster<s and 1inions< attack tags"
Make sure that you take 3ea%on range tags into account, too" I4 a
3ea%on is being used out o4 its nor1al range, that 3ill be a
disadvantage to the 3ielder" 5hat 1ight %revent it 4ro1 being used at
all, or it 1ight be less e44ective $e"g" causing less har1 than usual, or
reQuiring an a#t under pressure to use it %ro%erly&"
Be Creative With Moves
6ary the 8ee%er 1oves you use" I4 you 4ind yoursel4 re%eating the sa1e
sort o4 thing, take a 1o1ent to check the 8ee%er 1oves list and think
about 3hat else could ha%%en right no3"
:all 4or the hunters to use a#t under pressure, help out, prote#t
soeone, and read a )ad situation 3henever an o%%ortunity co1es
u%, so the hunters do not 7ust use ki#k soe ass all the ti1e"
;e1e1ber that you can also use the 1ove infli#t har as
esta)lished" I4 an attack 3ould strike ho1e easily, you can use this
instead o4 asking a hunter to ki#k soe ass"
Make sure the hunters al3ays describe 3hat they are doing in detail" I4
they<ve used enough detail, you<ll 4ind it easy to 3ork out ho3 to react"
@hen a hunter 1isses a 1ove roll, think a little about 3hat could go
3rong, given 3hat they tried and 3hat else is ha%%ening"
For e,a$ple> "erry Dplaying the hunter .sisE says G. shoot the cyclops
slug.H You can as G9ay> 4here do you shoot itFH or GAre you leaning
around the door(ra$e or co$ing into the passage to get a clear shotFH
or G.s it a care(ully ai$ed shot or <uic shotFH
.( .sis $isses her kick some ass roll> then you can react based on the
ans4er7
133
.( she shot it in the (ace> it could blind the single eye.
.( she shot it in the body> it can't co$e at her so (ast.
.( she 4ent into the passage> it can sli$e her.
.( she stayed in the door4ay> it can s$ash through the 4all.
.( she tried to get a care(ul shot> $aybe the cyclops slug rushed
her be(ore she could (ire.
.( she tried a <uic shot> $aybe it hits so$ething else i$portant
Da victi$> or a gas pipe $aybeFE
Sometimes Do The Obvious Thing
Don<t get hung u% on trying to al3ays think u% the 1ost innovative,
creative thing to do" ?sually, i4 you think about 3hat eGactly is
ha%%ening, it 3ill be obvious 3hat should ha%%en neGt $3hether you
are deciding ho3 a 1onster reacts, or 3hat 1ove you should 1ake in
res%onse to 3hat a hunter 7ust did&" In those cases 3hen there is a
single, obvious thing to do neGt, trust your instincts and do it"
Balance Spotlight Time
Cou need to strike a balance bet3een s%otlight ti1e $giving each
hunter a turn& and doing 3hat is obviously neGt" E"g" i4 one hunter
kee%s attacking the 1onsters, take a break 4ro1 the1 to check 3hat
everyone else is u% to $even i4 the 4ight is the 1ain thing that is going
on&"
I4 so1e o4 the hunters don<t 7oin the 4ighting, ask the1 3hat they<re
doing 3hile it goes on" Give these activities 7ust as 1uch e1%hasis as
the co1bat' those hunters 1ight be able to hel% save the day 3ith
1agic, or a non+co1bat use o4 a 1onster 3eakness, or so1e other
cunning %lan"
Sometimes Don't Go Into Detail
Don<t be a4raid to resolve 4ights Quickly, es%ecially i4 the hunters are
4ighting outclassed 1inions, or a di44icult bystander" Ane success4ul
ki#k soe ass can be enough to 3in an easy 4ight" ;e1e1ber that
1any 1inions and 1ost bystanders 3on<t 7ust 4ight to the death' they
1ight surrender or 4lee a4ter a single hit"
Use Soft Moves
Don<t 7ust use hard 1oves on the hunters $or anyone else&" ?se so4t
1oves that %re%are 4or a 4ollo3+u% hard 1ove, giving the hunters a
chance to do so1ething about 3hatever is co1ing"
134
Summary: Running Fights
5hink about 3hat<s at stake"
@ork out ho3 it starts based on 3hat<s ha%%ening in the ga1e"
Describe the location and %ick a ty%e 4or it, then use those
details and threat 1oves"
Make 1a%s"
?se the co1batants< 3ea%on and attack tags"
?se 1oves creatively"
So1eti1es do the obvious thing"
Balance s%otlight ti1e bet3een the hunters"
So1eti1es you don<t need to go into detail"
?se so4t 1oves and give the hunters a chance to react"
5ry to hurt the hunters' they can handle it"
Harm
@henever a character $hunter, 1onster, 1inion, or bystander& gets
har1ed, note do3n the 3ound and ho3 1uch har1 3as caused" For
eGa1%le, =cla3ed le4t ar1, -+har1> or =shot in the head, 2+har1">
;e1e1ber that i4 the victi1 has ar1our, that reduces the a1ount o4
har1 su44ered by its rating"
I4 it<s a hunter, tell the1 ho3 1any har1 boGes to check o44" Make sure
you kno3 i4 they<re u% to 4our $a4ter 3hich the in7uries beco1e
unstable, and 3ill get 3orse until treated&"
Describe the %ain, ho3 bad the 3ound looks, ho3 1uch blood is
co1ing out, i4 a bone is sticking out, i4 they<re 4eeling 4aint, and so on"
0ll the gory detail you can think o4"
The Harm Moves
In7uries allo3 you to 1ake har1 1oves against that hunter $or
1onster, 1inion, or bystander&, based on ho3 bad it is" Every ti1e
so1eone gets hurt, use a har1 1ove on the1"
5he har1 1oves are listed belo3, along 3ith the 1ini1u1 har1 level
4or each"
+har1 or 1ore'
Mo1entarily inhibited"
135
Dro% so1ething"
5ake +! 4or3ard"
!+har1 or 1ore'
Fall do3n"
5ake +! ongoing"
/ass out"
Intense %ain"
?nstable 3ounds'
R! har1"
*+har1 or 1ore'
Dead"
How To Use The Harm Moves
In7uries 1ust be as serious as they have been described in order to
1ake the 3orld see1 real" ?se the har1 1oves to hel% 3ith that
i1%ression" ?se a har1 1ove 3henever so1eone is hurt, to re%resent
the i11ediate e44ects o4 the attack"
5hink about each o4 the har1 1oves you could use, and 3hether any o4
the 4ollo3ing 1ight a%%ly'
Is the 3ound bad enough that the victi1 1ight be knocked
do3nN EGa1%les o4 3ounds that 1ight cause knockdo3n' a
really strong hitI a hit 3ith lots o4 inertiaI an intensely %ain4ul
3oundI being hit in the legs"
Is the 3ound going to cause ongoing di44icultyN EGa1%les o4
ongoing di44iculty' intense %ainI so1ething got stuck in the
3oundI an irritant $dust, sand, gravel& gets in the 3oundI it<s
so1e3here distracting $like your hand&"
:ould the 3ound render the victi1 unconsciousN EGa1%les' a
blo3 to the headI shock 4ro1 blood loss"
Is the 3ound going to be es%ecially %ain4ulN For eGa1%le
burnsI in7uries to the hands or 4aceI an eGisting in7ury is struck
again"
:ould the in7ury kill the victi1N EGa1%les' blood lossI head
trau1aI chest or abdo1en hits $3hich could ru%ture a 1a7or
organ&"
@hen an in7ury occurs, it<s u% to you to think about the i1%lications
and 1ake a har1 1ove"
136
Unstable Wounds
Ance a hunter has su44ered ,+har1, their in7uries beco1e unstable"
5hat 1eans that it 3ill get 3orse, until it<s treated"
@hile the in7uries are unstable, you 1ay tell the hunter they take
another %oint o4 har1 at any ti1e" ?se the sa1e %rocess as deciding
3hich har1 1ove to use' given the ty%e and severity o4 the in7uries,
3ould it be likely to have gotten 3orse yetN
I4 an unstable 3ound has been le4t 4or a day and you haven<t added any
1ore har1 yet, do it then"
Minions, Bystanders and Harm
For 1inions and bystanders, you don<t have to track 3ounds in detail"
Cou can 7ust 1ake a call based on each in7ury' is this enough to take
the1 out o4 the 4ightN Is this enough to kill the1N Make the decision
about the in7ury<s severity based on your usual 8ee%er<s agenda and
%rinci%les, and $4or 1inions& based on the har1 ca%acity you %icked
4or the1"
Bystanders, and so1e 1inions, 3ill be inclined to 4lee or surrender
3hen in7ured rather than 4ight to the death"
Killing Monsters
@hen you de4ined the 1onster, you %icked the har1 ca%acity it has"
5hat<s ho3 1any %oints o4 har1 it can take be4ore it<s dying"
Ather3ise, the har1 rules a%%ly as nor1al" Cou should in4lict har1
1oves on 1onsters as nor1al 3henever they are in7ured"
Monster in7uries do not beco1e unstable 3hen they have taken 4our
har1 or 1ore"
0dditionally, the 1onster is only really dead i4 the hunters used a
3eakness against it"
When A Monster Isn't Really Dead
I4 the hunters deal enough da1age to a 1onster to kill it $or enough to
kill it several ti1es over&, but haven<t used a 3eakness, then that
1onster is not dead" Ane 3ay or another, it 3ill co1e back"
Here<s so1e ideas 4or 3ays a see1ingly+dead 1onster can co1e back'
5he 1onster 7ust kee%s going, regardless o4 the terrible
in7uries it has sustained"
5he 1onster<s a%%arently dying body turns to dust, or 1ist, or
shado3, and esca%es"
137
5he 1onster returns in a ne3 4or1 $1aybe as an even 1ore
dangerous s%iritN&"
Fire $or acid, or 3hatever& si1%ly has no e44ect on the in7ured
1onster"
5he 1onster reveals a ne3 %o3er, healing itsel4 suddenly or
over3hel1ing the hunters"
Minions hold the hunters back, 3hile others grab and run o44
3ith the cri%%led 1onster"
#o 1atter 3hat the hunters did to it, slo3ly the %ieces o4 the
1onster 1ake their 3ay back together and rebuild the1selves"
Far a3ay, 1inions begin a 1agical ritual to return the 1onster
to li4e"
5he 1onster has tricked the1' the thing that died 3as a 4ake
$0 1agical illusionN 0 trans4or1ed 1inionN&"
5he 1onster 3as 7ust %retending to be al1ost de4eated' as
soon as the hunters dro% their guard, it goes back on the
o44ensive"
Knowing The Monster is Dead
@hen the hunters 4inally take do3n a 1onster, it needs to be really
obvious"
9ots o4 1onsters can disa%%ear, turn invisible, and so on" 5hat 1eans
that you should ensure a dying 1onster gets a good descri%tion o4 ho3
it dies"
I4 a 1onster 7ust 4alls over 3hen the hunters in4lict the 4inal blo3,
that<s an anticli1aG" But i4 it bursts in a huge s%ray o4 blood and gore,
or eG%lodes and takes do3n the building, or gets %ulled screa1ing into
another di1ensionN
5hen everyone kno3s they %ro%erly killed it"
Healing
5he rules 4or healing $4ro1 the hunters< %ers%ective& are on %" .."
In brie4, they are'
+har1 3ounds only a%%ly at the 1o1ent they ha%%en' no
healing ti1e is reQuired to get over the1"
Stable 3ounds get better by ! %oint 4or each day o4 rest, or
3hen 1edical attention is given"
138
,R har1 3ounds need stabiliBation and long ter1 treat1ent"
It<s your call ho3 long that takes" 0s a general rule, any
treat1ent $a visit to a doctor or e1ergency roo1, or ti1e in a
haven in4ir1ary& 3ill stabilise the in7ury and heal ! har1"
*+har1 or 1ore 1eans the victi1 is dead"
Healing 1oves 3ill say ho3 1uch they heal"
0dditionally, at the end o4 a 1ystery all the hunters get healed to
account 4or the ti1e %assed"
I4 there<s do3nti1e be4ore the neGt 1ystery, have everyone erase all
har1' there<s ti1e 4or the1 to have had all the treat1ent they need"
I4 the neGt 1ystery 4ollo3s right on the last, everyone gets !+har1
healed" 5hat re%resents that they<ve had ti1e 4or so1e recovery, but
not 1uch"
For 1onsters and 1inions, it<s u% to you to decide i4 $and ho3 1uch&
they 1ight have healed bet3een encounters" So1e creatures 1ight
have the %o3er to heal easily and be co1%letely 4ine the neGt ti1e the
hunters 1eet the1, others 1ight heal the sa1e as a nor1al hu1an
does, or not at all"
An Example Fight
5his illustrates so1e o4 the techniQues I<ve outlined above,
de1onstrating ho3 it 3orks in %lay"
Aur cast is'
0lan, the 8ee%er, %laying $variously&' Jerry /arsons, a
bystander, and 9ucius, a va1%ire $already on -+har1 4ro1 an
earlier encounter&"
Mary, %laying Mark $a @ronged hunter&
:hris, %laying :ray $a S%ooky hunter&
5he house is a location' deathtra% $1otivation' to har1
intruders&"
Mark and :ray are %ursuing a va1%ire" 5hey<ve tracked it to a
disused house, and 4ound the caretaker, Jerry, to let the1 in"
Alan7 Kerry leads you into the house> shining a (lashlight around. "he
place is (ull o( (urniture covered in sheets to eep the dust o((.
Alan Dspeaing as KerryE7 G"he place see$s lie . le(t it I u$> . don't
thin anyone's been in here.H
139
/ary Dspeaing as /arE7 GWe're sure it... ah> he ca$e this 4ay.
1robably best you leave us to it no4.H
Alan7 "he door s4ings shut 4ith a sla$.
0lan used the location 1ove #lose a path"
Alan7 At the sa$e $o$ent you notice a trail in the dust I so$eone has
been co$ing and going here recently. %ray> there are three 4ays
out o( the hall4ay I into the house> le(t into a (a$ily roo$ or
lounge> and right into 4hat 4as $aybe a study. "here's a (licer
o( $ove$ent in the study. Kerry is 4aling do4n the hall shining
his (lashlight around.
0lan used the 8ee%er 1ove announ#e future )adness" He then
sketches a 1a% o4 the hall3ay and ad7oining roo1s"
Alan Dspeaing as KerryE7 G8id you hear thatFH
%hris7 %ray's going to chec out the study.
%hris Dspeaing as %rayE7 G)ey /ar> 4atch $y bac:H
Alan7 Are you reading a bad situationF
%hris7 . sure a$.
:hris rolls the dice and adds :ray<s Shar%"
%hris7 . got... eight. 5et $e see... any dangers 4e haven't noticedF
Alan7 "he only things $oving in here are you guys and 4hatever's in
the study.
%hris7 9ay> it clearly no4s 4e're here.
%hris Dspeaing as %rayE7 GSho4 yoursel( you unholy bastard:H
Alan7 Are you stepping into the roo$F
%hris7 Yes> but slo4ly.
/ary7 /ar's covering hi$ 4ith the ri(le.
Alan7 "here's a s4irl o( shado4 and the va$pire taes (or$ directly in
(ront o( you.
0lan used the 1onster 1ove appear suddenly"
%hris7 . already have $y $agnu$ out> oayF
Alan7 Sure.
0lthough :hris didn<t say :ray got his gun ready, there<s no
reason to think that he 3ouldn<t have done so in this situation"
%hris7 . shoot it in the (ace:
Alan7 "he va$pire's trying to grab you by both shoulders> and opening
it's $outh ready to sin (angs in your nec. 'ut you can shoot it
in the (ace as it co$es (or you. /ar> you don't have a clear shot
here. Kerry ?u$ps and screa$s 4hen the shots are (ired. Roll $e
kick ass.
0lan used the 1onster 1ove atta#k !ith great for#e and fury"
140
:hris rolls the dice and adds :ray<s 5ough;
%hris7 Right> that's a... (ive. %rap.
Alan7 8id you re$e$ber C1 (or reading the situation ?ust thenF You're
acting on 4hat you sa4.
%hris7 Yeah> (ive is 4ith the bonus.
Alan7 Yeah> so you shoot it in the (ace a couple o( ti$es and it doesn't
even slo4 do4n. .t grabs your shoulders and co$es in to bite.
Because :ray<s ki#k soe ass 1ove 4ailed, 0lan is res%onding
3ith infli#t har2 as esta)lished"
/ary7 %an /ar get a shot no4F
Alan7 U$... . guess> it's close but %ray's still in the 4ay. You could
$aybe club it.
/ary7 %an . noc its (ace a4ayF
Alan7 With the ri(le buttF Yes> that $ight 4or. Roll... this see$s lie
protect someone.
/ary7 S4eet> . use Never again to $ae it lie . rolled a 10. As usual>
all i$pending danger on $e.
5he va1%ire<s bite 3as interru%ted by Mark<s prote#t soeone
1ove, so :ray doesn<t su44er har1"
/ary Dspeaing as /arE7 G'ring it:H
Alan7 9ay> so you s$ash its (ace> and it spins %ray out the 4ay and
co$es (or you. .t s$ashes you up against the 4all on the (ar side
o( the hall4ay> and you notice you go a 4ays into the plaster. No4
4hatF
5his is the 8ee%er 1ove infli#t har2 as esta)lished and the
e44ects o4 the success4ul prote#t soeone 1ove"
Mary notes do3n that Mark took 2+har1"
/ary Dscrea$ing as /arE7 GARRRR3):H
Alan7 9ay> you drop your ri(le too.
0lan uses the har1 1ove drop soething"
/ary7 Sure> . drop the ri(le as . (ly bac and scra$ble (or $y sa4n=o((.
'5A/: 'oth barrels> sucer:
Alan7 9ay> roll kick some ass. .t's trying to get 4ith the biting on you>
but it's going (or inside your elbo4 rather than your nec>
grabbing (or your ar$ as you shoot.
Mary rolls and adds Mark<s 5ough"
/ary7 )a ha: +leven: . shoot it in the gut> so it goes (lying bac: Four
har$:
141
0lan notes do3n -+har1 4ro1 shotgun blast 4or the va1%ire' it<s
so tough it counts as having !+ar1our" 0gain, this is infli#t
har2 as esta)lished"
Alan7 Yep> the va$pire is blasted bac> catches itsel( on a covered table>
then gets bac up.
/ary7 .'$ reloading:
Alan7 %rayF What are you doingF
%hris7 .'$ going bac into the hall4ay to chec Kerry isn't doing
anything stupid.
Alan7 9ay. )e's not I ?ust standing there> $outh open> 4atching 4hat
you're all doing. "he va$p grabs the dust sheet and s4irls it up in
the 4ay. When it co$es do4n you can't see 4here its gone>
although the only options are out the (ront door or into the other
roo$. Unless it can turn invisible or so$ething.
0lan used the bystander 1ove display ina)ility or
in#opeten#e 4or Jerry, and the 1onster 1ove es#ape no
atter ho! !ell #ontained it is 4or 9ucius"
%hris7 9ay> . 4ant to $ae sure it can't escape. .'$ casting a spell to
eep it in here.
Alan7 Sure> you can use magic to bar a place or portal to a $onster. .
thin eeping it (ro$ leaving counts. )o4 do you cast this spellF .
thin you're going to need at least so$e 4eird ingredients.
%hris7 .t's undead> so .'ll use so$e goo(er dust. . sprinle it on the door
and 4rite $ystic sy$bols in it 4ith $y (inger.
Alan7 9ay> roll it. /ar> 4hat are you doing 4hile this hoodoo's
happeningF
/ary7 Kust eeping an eye on things. . get the $allet and staes 4e
brought out o( $y pac> too.
Alan7 ;eeping an eye 4here e,actlyF
/ary7 9n the lounge roo$ or 4hatever> and on %ray.
/ary Dspeaing as /arE G)urry that creepy shit up: "here's a
disappearing va$pire in here:H
Alan7 9ay. Kerry screa$s. You both loo bac and the va$pire has
hi$> nec cho$ped and blood all over the place.
0lan used the 1onster 1ove atta#k !ith stealth and
#al#ulation"
0lan notes do3n that Jerry took H+har1 4ro1 a va1%ire bite"
Alan7 Kerry's gone all li$p in the va$pire's grasp.
0lan used the har1 1ove pass out"
/ary Das /arE7 G8a$$it:H %an . get there in ti$e to save hi$F
142
Alan7 Ah... $aybe> i( you act under pressureF
/ary7 .s there lie a light hanging above hi$ . can shoot do4nF
Alan7 Sure: So> you 4ant it to (all on the va$pireF 1rotecting KerryF
/ary7 Yes: And .'ll use never again (or a ten. . guess all its attention is
(ocused on $e no4F
Alan7 Yeah> 4hen the light (itting co$es do4n> it s$ashes on top o( it>
and the va$pire drops Kerry and ?ust loos at you> then starts
4aling to4ards you lie a gun(ighter heading (or a sho4do4n.
5his is the result o4 the prote#t soeone 1ove"
Alan Dspeaing as 5uciusE7 GBery 4ell: . 4ill tae you (irst.H
/ary Dspeaing as /arE7 G%ray: Forget your stupid spell: 3rab the
va$p so . can stae it:H
%hris Dspeaing as %rayE7 GWhatF 3rab itF No 4ay:H
%hris7 .'ll cast a spell to $ae the cable (ro$ the light shade snae
do4n and tie it up:
Alan7 "hat's the 'trap a $onster' e((ect. )o4 do you cast the spellF
%hris7 . ?ust loo hard at it and (ocus $y $ind> and then pull it do4n
lie .'$ using the Force.
Alan7 %ool.
:hris rolls and adds :ray<s @eird"
%hris7 Yeah> it's a nine. 3litch is short duration G/ae it (ast> /ar:H
Alan7 9ay> so the va$pire's all tangled but the cable's already starting
to co$e loose.
Alan Dspeaing as 5uciusE7 GWhatF What's happeningF 3ah> stupid
plastic rope:H
/ary7 . stae it:
Alan7 Sure> roll kick ass I it $ight be able to scratch you a bit even
tangled up.
Mary rolls the dice and adds Mark<s 5ough"
/ary7 Nine: . guess it gets $e then. . do !=har$ 4ith the stae.
0lan notes do3n har1 to 9ucius, and that 9ucius has been hit
3ith a 3eakness' a 3ooden stake to the heart"
Mary notes do3n the har1 to Mark"
Alan7 You ha$$er the stae in but it doesn't loo lie it 4ent in (ar
enough to get the heart yet. .t gets one nasty scratch across your
(ace that $o$entarily blinds you7 tae =1 (or4ard.
0lan has given :ray +! 4or3ard as a har ove"
/ary7 . stae it again:
Mary rolls the dice and adds Mark<s 5ough"
143
/ary7 "hirteen> even 4ith that =1: . in(lict terrible har$:
0lan notes do3n that har1, sees that this %uts 9ucius at !2+
har1 total' he has har1 ca%acity o4 !, so this is enough to kill
hi1 $and %er1anently, as a 3eakness has been used&"
Alan7 9ay> that sure got the heart. "here's a burst o( dust as the
va$pire's (lesh disintegrates> leaving ?ust the bones and shriveled
heart> co$plete 4ith stae.
5he details o4 3hat ha%%ens 3hen a va1%ire gets staked are %art
o4 the ga1e<s 1ythology"
144
After The Mystery
Ance the 1ystery has been solved, take so1e ti1e to go around the
table and check that everyone<s ha%%y 3ith ho3 it %layed out"
It<s a good idea to let everyone revise as%ects o4 their hunter no3 that
they<ve %layed' they 1ight 3ant to change so1ething no3 they<ve
seen ho3 the ga1e 3orks" 0sk the1 i4 they have any 1ore ideas about
their hunter<s backstory, 3hat their hunter<s %lanning to do neGt, 3hat
they thought o4 the 1ystery, and anything else they liked or didn<t
like" Make a note o4 all the ans3ers, 4or ideas you can use later"
5hen you can let everyone go ho1e, or go ho1e yoursel4"
Getting Ready For Next Time
Make notes o4 all the stu44 you 1ight need to re1e1ber later'
Ele1ents 4ro1 a hunter<s %ast"
Friction in the hunter tea1"
5he1es 3ith e1otional resonance 4or the hunters or %layers"
Ideas 4or 1onsters that 1ight be %articularly unsettling"
Bystanders they 1ight 1eet again"
0ny 1onsters that got a3ay"
Facts about ho3 the 3orld 3orks in your ga1e"
Looking Ahead
#o3 think about events 4ro1 the story that suggest there<s so1ething
bigger going on in the shado3s"
5he sort o4 things that 1ight co1e u% include'
Hunters< history choices that 1ight indicate so1ething else
going on"
Events during the 1ystery that hint at bigger troubles
ha%%ening so1e3here else"
?n4inished business 4ro1 the 1ystery"
Hunter choices that have a 3ide reach, such as the :hosen<s
4ate, the /ro4essional<s 0gency, and the Initiate<s Sect"
5hings that ca1e u% in %lay that suggest so1ething 1ore"
EGa1%les include the results o4 the EG%ert<s dark %ast 1ove, or
7ust so1eone saying so1ething interesting about their %ast
145
$e"g" 8ee%er' =Have you ever dealt 3ith a snake de1on
be4oreN> Hunter' =Ah, sure, 3e get a lot o4 the1 back in
0rkansas">&
I4 so1ething like that ca1e u%, 1ake a note"
Cou<ll use these notes to build subseQuent 1ysteries, and your arcs
$those are long ter1 %roble1s 4or the hunters&" I4 you are thinking
about long ter1 %roble1s and %lots already, go and read about
building arcs $%" !,)& and start your 4irst one" It 1ay not be totally
de4ined yet' it could 7ust be one or t3o threats and a cou%le o4 notes"
5hat<s 4ine" Cou can develo% and %olish it as you go on"
I4 nothing s%rings to 1ind yet, 3ait until events in later 1ysteries give
you so1e ideas"
Summary: Keeper's First Session
Discuss tea1 conce%ts, and 1aybe %ick one 4or the ga1e"
Guide the others through %icking %laybooks and creating their
hunters"
Do introductions and history 4or the hunters"
Highlight ratings' 4irst each hunter %icks 3ho they are closest
to and the chosen hunter %icks one rating, you as 8ee%er %ick
a second rating"
Have any hunters 3ith start+o4+1ystery 1oves do the1 no3"
Start the 1ystery 3ith a teaser scene"
9et the1 begin investigating" 0sk lots o4 Questions to 3ork out
ho3 each hunter does things, and to 4ind out about their %asts"
/ut lots o4 horror into the stu44 they 4ind" Give the1 %roble1s
so they can sho3 ho3 cool they are as they solve the1"
Make a note o4 everything you can"
Have so1e 4ights and action scenes as they get close to the
1onster"
5hey con4ront the 1onster" Ho%e4ully, the hunters 3in"
Discuss ho3 it 3ent" 9et the1 change their hunters around a
bit i4 reQuired"
9ook at your notes, and think ahead" 5hink about %ossible
4uture 1ysteries and 1onsters"
146
Between Game Sessions
5here<s a 4e3 things you need to do a4ter each ga1e session, and
be4ore the neGt" I<ll take you through those here"
In 4act, you already started 3hen you thought about 3hat ca1e u% in
the %revious session that you could use later on" Going over the events
o4 the last 1ystery %rovides you 3ith ideas to use 4or the neGt 1ystery,
or 4or ne3 or eGisting arcs"
Most i1%ortantly, be4ore the neGt ga1e you 3ill need to create a ne3
1ystery 4or the hunters to deal 3ith" 5hat 3orks %retty 1uch the sa1e
as the 4irst one did"
I<ll discuss arcs 4irst, and then ho3 to create your later 1ysteries"
Arcs
0rcs are like 1ysteries that %lay out slo3ly in the background" 5hey
describe things that are causing trouble 4or the hunters over the long
ter1" 5hink o4 the1 like the season+long %lots used in 'u((y and
Supernatural' a big bad 1onster and its ongoing %lan is a %er4ect basis
4or an arc"
Building Arcs
0n arc is 1ade u% o4 4our basic ele1ents, si1ilar to a 1ystery" Cou can
create the1 in any order you 3ant, but I<ll go through the1 in the
order I usually use'
!" Basic conce%t"
2" 5he threats"
-" Ane or 1ore countdo3ns"
," A%tionally, so1e custo1 1oves"
0rcs 3ork 4ine 3ithout being 4ully detailed at 4irst" So1eti1es you<ll
have only a 4e3 ideas about 3hat<s going on" 5hat<s 4ine' 7ust note the
details you have no3, and 4ill in others as you think o4 the1" Events in
%lay 3ill suggest 4urther ele1ents to be added in later"
The Basic Concept
Decide on a starting conce%t 4or your arc" Mysteries usually start 3ith
a 1onster, but arcs can co1e 4ro1 a 3ide variety o4 %laces' a hunter<s
history, un4inished business 4ro1 a 1ystery, or a neat idea you have
4or an evil %lan"
147
Cou 1ay get so1e ideas 4or arcs right at the beginning o4 a ne3 ga1e
3hen the hunters are created" /erha%s the tea1 conce%t and backstory
o4 the tea1 suggests so1ething" So1e %laybooks also have built+in arc
seeds, s%eci4ically'
5he :hosen<s 4ate" ?se the details that you 3ork out 3ith the
%layer about 3hat is in store 4or the :hosen"
5he Initiate<s Sect and /ro4essional<s 0gency both deserve an
arc" ?se the choices the %layer 1ade to decide 3hat the
organisation<s 1otivations are, and ho3 these 3ill a44ect the
hunters" 5he organisation 1ay 1ean 3ell, but still cause
trouble by accident" An the other hand, so1e organisations
1ight have a sinister %ur%ose 4or hunting 1onsters"
5he @ronged<s loss' every @ronged should have an arc
involving the creature$s& that caused their loss"
0ny hunter could have a decision that suggests so1ething"
In all these cases, ask the %layer Questions about their hunter and their
history, in order to tease out ideas you can use 4or an arc"
0nother 3ay to get arc ideas is to take un4inished business 4ro1 the
1ysteries you %lay" For eGa1%le'
I4 the hunters 4ailed to de4eat a 1onster, it 1ight decide to
track the1 and get revenge" 0lternatively, it 1ight restart its
evil %lan so1e3here else"
I4 the hunters 4ailed to notice and sto% an evil %lot, the %lotters
can 1ove on to the neGt ste% in their terrible %lan"
I4 the hunters 1iss an i1%ortant detail, it 1ight start a ne3
%roble1 $4or instance, a roach+%erson<s eggs are le4t in %lace to
hatch a ne3 generation&"
9astly, as the ga1e goes on you 1ight notice that %reviously
unconnected 4acts or events 1ake 1ore sense i4 they 3ere really
connected all along" 5hat is the seed o4 an arc" Maybe you<ve had t3o
1ysteries that both had a naga as the 1onster" :ould there be a naga
cons%iracy that led to both situationsN 5hink about 3hat the nagas
1ight be trying to achieve, and use that as your arc conce%t"
An e,a$ple arc7
5et's say that there 4as a particularly annoying 4ere4ol( pac leader
4ho eluded the hunters. She see$s lie a good choice to start an arc
around Despecially as the tea$ has a Wronged 4ho is hunting
4ere4olvesE.
148
"he hunters illed $ost o( the 4ere4ol( pac> so the leader 4ill
de(initely hold a grudge> and she 4as pretty s$art in her tactics> so the
idea o( her starting a crusade against the hunters $aes per(ect sense.
Arc Threats
0rc threats are created $and 3ork& in eGactly the sa1e 3ay as 1ystery
threats, eGce%t there doesn<t need to be a 1onster" 0rcs dealing 3ith
hu1an organisations $an 0gency or Sect, 4or eGa1%le& 1ight be 1ade
u% o4 only bystanders and locations"
For e,a$ple7
9ur 4ere4ol( leader 4as already 4ritten up as a threat in that original
$ystery> so 4e'll add her (irst.
#ina 8eenan" Monster' Uueen $1otivation' to %ossess and
control&. .'ll o$it her 4ere4ol( po4ers and 4eanesses here> but they
4ill be the sa$e as 4hen she appeared previously Dand in eeping 4ith
the established rules (or 4ere4olvesE.
"he Wronged is hunting a 4ere4ol( too. )is na$e is 3eorge "ovey> but
the Wronged ?ust calls hi$ Gthe blac 4ere4ol(.H 5et's put that one
here too. "his threat 4as established by the player 4hen she $ade the
Wronged> but it is currently unallocated to any $ystery or arc. .'ll add
hi$ to this arc no4.
#a1e =5he Black @ere3ol4> aka George 5ovey" Monster'
5orturer $1otivation' to hurt and terri4y&"
/y idea is that Nina is in charge o( this ne4 pac> and she's brought in
3eorge to be her top en(orcer.
"hat's enough ey 4ere4olves (or this pac> but 4e'll add t4o $inion
threats (or the rest o( the pac. "he (irst .'$ calling G4ere4ol( brutes.H
"hey're $y generic 4ere4olves to thro4 in at 4ill. .'ll also have a (e4
4ho are going to be tougher> and sent a(ter the hunters. "hey'll be
G4ere4ol( assassins.H 'oth groups are na$ed a(ter their $inion type.
@ere3ol4 brutes $there are a doBen or so&" Minion' Brute
$1otivation' to inti1idate and attack&"
5hree 3ere3ol4 assassins" Minion' 0ssassin $1otivation' to kill
the hunters&"
Nina's ne4 4ere4ol( pac 4ill have taen a to4n Dlet's call it GNe4
)a$psteadHE as their ne4 territory> and 4ill be beginning to tae over
the 4hole area. .'ll de(ine that as a location> because sooner or later the
hunters 4ill go there.
149
#e3 Ha1%stead and surrounds" 9ocation' Den $1otivation' to
harbour 1onsters&"
3iven that the $ost liely thing that 4ill happen to the hunters 4hen
they visit is a succession o( 4ere4ol( attacs> that type see$s very
appropriate.
. don't thin the arc needs any $ore threats at this stage. /aybe so$e
o( the people in Ne4 )a$pstead 4ill be bystanders in this arc later on>
but this is enough to start 4ith. "he initial ideas have given $e plenty
to use 4hen 4riting up $ysteries7 4ere4ol( attacs> people asing
around about the hunters> ru$ours o( 4ere4ol( activity> and so on.
Arc Countdowns
0rc countdo3ns are like 1ystery countdo3ns, eGce%t they are on a
bigger scale"
0i1 4or each ste% o4 the countdo3n to have the %otential to be a 3hole
1ystery $either 3ith the hunters atte1%ting to sto% it, or dealing 3ith
the a4ter1ath&"
For e,a$ple7
"he arc countdo4n (or our 4ere4ol( revenge arc is going to center on
Nina and 3eorge getting ready to tae out the hunters.
8ay7 Nina consolidates her hold over Ne4 )a$pstead and creates a
bunch o( ne4 4ere4olves.
Shado4s7 "he pac begins sending out spies to (ind the hunters and
assassins to ill the hunters' loved ones and support net4or.
8us7 3eorge decides to target the Wronged> by hunting do4n her
(a$ily Dai$ing to turn the$ into 4ere4olves> rather than G?ustH ill
the$E.
Sunset7 "he pac $aes a concerted assault on the hunters and taes
the$ out.
Night(all7 "he pac ills any other $onster hunters 4ho are active in
the region> and begins turning people in positions o( authority.
/idnight7 Nina rules the 4hole region through the pac.
#ote that this countdo3n needs to be created a little di44erently than
usual" Because the arc 3as triggered by the hunters< actions, it<s not
3hat 3ould ha%%en i4 they never got involved" 5hey<re already
involvedS So this one is 3hat 3ill ha%%en i4 the hunters don<t 4ind out
150
about #ina and the 3ere3olves, or i4 the hunters do not sto% #ina<s
%lan in ti1e"
Arc Templates
Here are so1e si1%le skeletons 4or arcs that allo3 you to slot in so1e
threats and build u% the rest o4 the arc Quickly"
?se the1 as+is, or as ins%iration 4or your o3n arcs"
I<ve included a starting %oint in each" 5hese are events that 1ight
ha%%en in your ga1e that %rovide a %er4ect o%%ortunity to %ut that arc
into %lay"
Ancient Evil Rising
5his centers on a dor1ant, dead, or i1%risoned 1onster and the allies
or servants 3orking to bring it back"
Starting point' the hunters stu1ble u%on early %re%arations 4or the
a3akening"
"hreats7
5he 1onster that<s a3akening"
Minions and allied 1onsters"
5he location 3here the 1onster is 3aiting"
%ountdo4n'
Day' Minions are collecting %otential sacri4ices to %re%are 4or
the a3akening"
Shado3s' Minions conduct a dark ritual to %re%are the 3ay,
killing the sacri4ices"
Dusk' Minions conduct the dark ritual that a3akens the
1onster"
Sunset' 5he 1onster a3akens and 3reaks havoc"
#ight4all' 5he 1onster builds u% its ar1ies o4 1inions"
Midnight' 5he 1onster converts the area into a hellish
kingdo1 3here all hu1ans are enslaved or killed"
The Nemesis
5his 3orks 4or any hunter$s& 3ith a ne1esis J %ossibly a 1onster that
esca%ed, or the one the @ronged is hunting do3n, or so1ething 4ro1 a
destiny or dark %ast" 5he ne1esis 1ight be a4ter an individual hunter,
or the 3hole tea1"
151
#ote that 1y 3ere3ol4 eGa1%le arc, above, is a version o4 this
te1%late $although 3ith a 4e3 changes, to re4lect the details o4 that
%articular ga1e&"
Starting point' 0 1onster gets a3ay, or there is a @ronged in the tea1"
"hreats'
0 1onster $the ne1esis&"
Minions and allied 1onsters"
Bystanders $%eo%le the hunter cares about&"
%ountdo4n'
Day' 5he ne1esis recruits allies and 1inions"
Shado3s' 5he ne1esis starts investigating the hunters, to 4ind
out 3here they are vulnerable"
Dusk' 5he 1inions atte1%t to abduct, torture and kill %eo%le
the hunters care about"
Sunset' 5he ne1esis sends 1inions out to inter4ere 3ith the
hunters during other 1ysteries"
#ight4all' 5he ne1esis and 1inions set a tra% 4or the hunters"
Midnight' 5he ne1esis kills the hunters"
The End of Days
5his is about the 0%ocaly%se" 5he 3orld is going to end"
Starting point' 5he End o4 the @orld is %ro%hesied, or the hunters are
told o4 3hat is being %lanned by a 1onster or cons%irator, or there is a
:hosen in the tea1"
"hreats7
Several 1onsters, including at least one destroyer"
Hordes o4 1inions"
0 location $the %lace it begins&"
%ountdo4n'
Day' 0 1onster starts looking 4or a s%ecial arti4act that is
needed to bring about the end"
Shado3s' 5here are %ro%hecies, clues in 1ysteries, and other
signs that bad things are co1ing"
Dusk' 5he 1onster 4inds the arti4act"
152
Sunset' 5he 1onster and 1inions go to the %lace it 3ill begin,
and conduct an evil 1agic ritual"
#ight4all' 5he 0%ocaly%se begins"
Midnight' 5he 3orld is destroyed $or irrevocably changed 4or
the 3orse&"
Corruption
5his is 4or ga1es 3ith a critical organisation that the hunters have to
trust" ?n4ortunately it has been in4iltrated by evil, or %erha%s al3ays
has been evil" 0 /ro4essional<s 0gency or Initiate<s Sect 1ight Quali4y,
or it could be an organisation that the hunters co1e across, or ally
3ith, in %lay"
Starting point' 5he hunters co1e across so1ething that sho3s that they
are being lied to, or that %eo%le they trust are u% to so1ething sinister"
"hreats'
Minions $the traitors&"
Bystanders $the %eo%le 3ho bought the cover story&"
Monsters behind the scenes"
9ocations 4or organisation sites"
%ountdo4n'
Day' 5he organisation sends the hunters on a 1ystery 3ith
inco1%lete intelligence"
Shado3s' 5he organisation sends a second tea1 to do
so1ething at odds 3ith the hunters< goal on a 1ystery"
Dusk' 5he organiBation recruits 1onsters and 1inions
directly"
Sunset' 5he traitors start liQuidating good agents"
#ight4all' 5he traitors start o%enly doing out+and+out evil
deeds"
Midnight' 5he evil %lan is co1%lete $e"g" i11ortality 4or the
traitors, =3e<ll be eaten last,> etc"&"
Arc Custom Moves
0rcs and arc threats 1ay have custo1 1oves, the sa1e as 1ysteries
and 1ystery threats $the rules 4or custo1 1oves are on %age !*&"
5hink about creating custo1 1oves 4or threats that the hunters 3ill
deal 3ith directly, or to highlight s%ecial 4eatures o4 the arc"
153
For e,a$ple7
"his arc relies on the 4ere4olves Grecruiting>H so let's thin about ho4
that happens. . don't 4ant it to be every ti$e you get hurt by a
4ere4ol(> $aybe it has to be a serious in?uryF
When a werewolf attack causes 4-harm> you start beco$ing a
4ere4ol(. You'll be (everish all the ti$e> and su((er rando$ pains. As
the (ull $oon approaches> you'll have sharper senses Despecially s$ell>
hearing> and night visionE and crave ra4> bloody $eat. "he
trans(or$ation $ay be stopped by a big $agic ritual> or treat$ent
4ith silver Danything that 4ill a((ect the 4hole body> such as colloidal
silver capsules> 4ill doE. .( not cured by the ne,t (ull $oon> you'll
trans(or$ and it 4ill be too late to save you7 change your playboo to
/onstrous. Note that al$ost no bystanders 4ho su((er such a 4ere4ol(
attac 4ill be able to cure it> so they 4ill al$ost all be turned.
Summary: Arc Creation
:o1e u% 3ith a basic conce%t' a long+ter1 evil %lot that
threatens the hunters or the 3orld"
:reate the threats 4or the arc, using the rules 4or 1ystery
threats"
:reate a countdo3n 4or the arc"
0dd to the arc as %laying out individual 1ysteries reveals 1ore
details"
154
Subsequent Mysteries
5he %rocess 4or creating subseQuent 1ysteries is 1uch the sa1e as
3hen you create the 4irst one" I<ll su11ariBe the %rocess again here,
and then eG%lain 3hat you need to do di44erently"
Summary: Mystery Creation
:o1e u% 3ith a basic conce%t' a cool 1onster, 1ystery idea, or
so1ething ins%ired by a %revious 1ystery or by your arcs"
:reate a hook' the clue that caught the hunters< attention"
:reate the 1onster$s&' na1e, descri%tion, ty%e and 1otivation,
de4ine %o3ers, 3eaknesses, attacks, ar1our, har1 ca%acity"
:reate the 1inions $i4 any&' na1e, descri%tion, ty%e and
1otivation, de4ine %o3ers, 3eaknesses, attacks, ar1our, har1
ca%acity"
:reate the bystanders' na1e, descri%tion, ty%e and 1otivation"
:reate the locations' na1e, descri%tion, ty%e and 1otivation"
De4ine the 1ystery countdo3n' siG terrible events that 3ould
occur i4 the hunters never ca1e"
:reate any custo1 1oves reQuired 4or these threats, or the
1ystery as a 3hole"
Basic Concept
Start by co1ing u% 3ith a conce%t" 5hink about'
Favourite 1onsters 4ro1 1yth, 4olklore, urban legend or
%o%ular culture"
9oose ends 4ro1 %revious 1ysteries"
5he neGt %roble1 4ro1 one o4 your arcs $see %" !H.&"
Steal a %lot 4ro1 so1e3here else and 4ile o44 the serial
nu1bers $by changing the location andKor ty%e o4 1onster&"
0 %lace you<ve been, or kno3 about, that has %otential as
so1e3here a 1onster could be lurking"
0ny secrets the hunters 4ound out and 3ant to eG%lore"
Bystanders 4ro1 old 1ysteries call the hunters 4or hel%"
155
0 1onster the hunters 4ailed to kill returns"
01bush the hunters 3ith 1onsters o4 a ty%e they<ve 4ought
be4ore"
;eturn to the %lace a %revious 1ystery ha%%ened"
:reate a di44erent variety o4 1onsters they have %reviously
encountered"
/ick so1ething that ins%ires you, then 3ork out 3hat<s going to be
ha%%ening"
I4 your conce%t has a 1onster, 3hat does it 3ant to achieveN
I4 the conce%t has co1e 4ro1 so1e3here else, 3ork out 3hich
1onster$s& 4it into it"
Using Your Arcs
Cou can use arcs in a 4e3 di44erent 3ays to ins%ire your 1ysteries'
?se as%ects o4 the arc" Most obviously, the neGt event in the
arc countdo3n could be the basis o4 a 1ystery" 0 1ystery
1ight also be connected tangentially to the arc, 4or instance i4
the arc threats have indirectly caused it"
5he hunters 1ight investigate ele1ents o4 an arc on their o3n
initiative, so they 1ight %re+e1%t the neGt countdo3n event"
5he threats 4ro1 an arc 1ight turn u% as 1inor $or 1a7or&
ele1ents in a 1ystery" For instance, 1aybe a 1inion 4ro1 the
arc is an ally o4 the 1onster in your 1ysteryN
:lues re4erring to an arc can be 4ound 3hile investigating
so1ething else"
@hile investigating a 1ystery, the hunters could be targeted
by 1onsters or 1inions 4ro1 an arc" /ossibly this is a %re+
e1%tive attack, or %ossibly the hunters are 7ust in the 3ay o4
so1ething the creatures need to do"
The Hook
5he hook is the clue that brought the hunters to this situation, such as
so1ething 3eird in the ne3s or consider these other hooks 4or
subseQuent 1ysteries'
I4 any o4 the hunters have a %articular interest in a s%eci4ic
sort o4 1onster or %heno1enon, their research could 4ind
signs o4 sus%icious activity"
156
0 bystander that the hunters have hel%ed be4ore 1ight contact
the1 i4 they encounter another 1onster"
0 1onster that has reason to hate the hunters can co1e
looking 4or the1" 5he hook here 1ight be the 4irst attack on
the hunters"
0 clue that is si1ilar to so1ething the hunters have seen
be4ore, but 3ith an i1%ortant di44erence"
So1ething the hunters have done 1ight have dra3n
su%ernatural attention, so that the neGt 1ystery co1es to
the1" 5he hook 3ill be 3hen things start getting 3eird"
Ane o4 the hunters is told a %ro%hecy or has a vision o4 3hat is
going to ha%%en $or is already ha%%ening&"
I4 the hunters are associated 3ith an organisation $e"g", a
/ro4essional<s 0gency or Initiate<s Sect& then they 1ay be
given the 1ission by their su%eriors"
/lus, o4 course, you can still use hooks that are like the 4irst 1ystery'
so1ething that says =1onster> to a hunter but is easily overlooked by
nor1al %eo%le"
The Threats
Just like the 4irst 1ystery, your threats are 1onsters, 1inions,
bystanders, and locations"
Monsters
For your 1onster, it<s best to start 3ith so1ething 4ro1 4olklore or
urban legend $there<s %lenty o4 online sources 4or this' I use @iki%edia
to start 3ith&" Starting 4ro1 established 4olklore 1eans everyone 3ill
have a general idea about 3hat the 1onster is ca%able o4 $once they
3ork out 3hat it is&"
I4 you don<t 3ant to take a creature 4ro1 4olklore or urban legend as
the basis o4 your 1ystery, here are so1e other good sources'
?se a 1onster 4ro1 another source $%erha%s a 4il1, novel, 56
sho3, or co1ic&" I reco11end changing things around a little,
so that any o4 your %layers 4a1iliar 3ith the source 3on<t
recognise it i11ediately"
?se a basic idea 4ro1 4olklore or urban legend, but change it in
1a7or 3ays"
157
:reate your o3n creature, %erha%s based on your ga1e<s
eGisting 1ythology"
?se a 1onster breed the hunters have encountered be4ore, but
vary its abilities or 1otivation"
?se a 1onster breed the hunters have encountered be4ore, but
sho3ing a di44erent as%ect o4 it $e"g" 1aybe the se3er troll they
1et be4ore 3as a her1it, and 1ost se3er trolls live in 4a1ily
grou%s&"
/ick a ty%e based on the creature<s 1otivation rather than its abilities"
#ot every blood+drinking va1%ire is a devourer, 4or eGa1%leI it 1ight
be a breeder, because its real goal is to create an ar1y o4 va1%ire
1inions"
Here are the t3elve 1onster ty%es again'
Beast $1otivation' to run 3ild, destroying and killing&
Breeder $1otivation' to give birth to, bring 4orth, or create
evil&
:ollector $1otivation' to steal s%eci4ic sorts o4 things&
Destroyer $1otivation' to bring about the end o4 the 3orld&
Devourer $1otivation' to consu1e %eo%le&
EGecutioner $1otivation' to %unish the guilty&
/arasite $1otivation' to in4est, control and devour&
Uueen $1otivation' to %ossess and control&
Sorcerer $1otivation' to usur% unnatural %o3er&
5e1%ter $1otivation' to te1%t %eo%le into evil deeds&
5orturer $1otivation' to hurt and terri4y&
5rickster $1otivation' to create chaos&
Decide on all the re1aining ele1ents that you<ll need' its %o3ers,
attacks, ar1our, har1 ca%acity, and 3eakness$es&'
/ick the ty%e 4or the 1otivation this 1onster needs"
#ote do3n all the su%ernatural %o3ers that it has"
De4ine 3eaknesses"
De4ine its attacks' ho3 1uch har1 does it do $usually -+H&N
@hat rangeN 0re any other tags reQuiredN
Ho3 1uch ar1our does it haveN
Ho3 1uch har1 can it su44er be4ore it dies $usually *+!2&N
158
A%tionally, custo1 1oves 4or the 1onster<s %o3ers"
@hen your hunters are eG%erienced and ca%able, you can 1ake the
1onsters tougher than those guidelines" For attacks, the nor1al range
is -+ to H+har1, but go higher i4 a 1onster es%ecially dangerous" 0n
attack doing *+har1 or 1ore is instant death $hunters have 3ays to
survive such nasty attacks, o4 course' s%ending 9uck, or another hunter
prote#ting the1&"
I4 you haven<t already 3orked out 3hat it<s trying to achieve, give that
so1e thought no3" Cou need to kno3 3hat its %lan is, even i4 that %lan
is 7ust =eat a lot o4 %eo%le"> I4 your initial idea doesn<t suggest a %lan,
look at the ty%e you have given it" 5he 1otivation should suggest a
certain sort o4 goal" 5hink about that, and then 3ork out $given 3hat
you<ve already thought o4& 3hat is the 4orst thing that 1onster could
be %lanning hereN 5he %lan could also 4ul4ill the neGt stage in one o4
your arcs, or be a ne3 t3ist on so1ething that ha%%ened in a %revious
1ystery"
Example Monsters
Here are three eGa1%les to illustrate a variety o4 di44erent 1onsters"
A Classic Vampire
Here<s ho3 I<d 3rite u% a va1%ire like Dracula'
/onster7 Nueen D$otivation7 to possess and controlE.
1o4ers' I11ortal" Mes1eris1" 5rans4or1 into
3ol4, bat, or shado3" EGtre1ely strong" :an
cli1b any 3all" Incredibly stealthy" 6a1%iric
bite $victi1s bitten three ti1es beco1e
va1%ires the1selves&" Master va1%ire $he
controls all the va1%ires he has created&"
/lague bringer"
Attacs' /unchKthro3' ,+har1 hand" Bite'
-+har1 inti1ate va1%iric"
Ar$our' His %hysical toughness counts as
!+ar1our"
Weanesses' Must subsist on hu1an blood" Must
slee% in the soil o4 his ho1eland" 0 3ooden
stake through the heart" Deca%itation"
)ar$ capacity' (+har1 3ill kill hi1"
159
%usto$ $ove' Meseris' 3hen he co11ands you, roll R:ool" An a
!R, you can choose 3hether to do it or not" I4 you do, 1ark eG%erience
and take R! 4or3ard" An a )+(, you can choose 3hether you do it or not"
I4 you do, 1ark eG%erience" I4 you don<t, take R! the neGt ti1e he tries
to 1es1erise you" An a 1iss, you do 3hat he asks"
A Monstrosity From Beyond
5his is a strange, 9ovecra4tian alien being" It does not have a na1e"
/onster7 %ollector D$otivation7 to steal speci(ic sorts o( thingsE.
It looks like a collection o4 1oving sha%es, or roiling bubbles and is an
oily black shi11ery colour"
1o4ers' /hysically re1ove a 1e1ory" /hasing" $See the custo1 1oves,
belo3, 4or details&"
Attacs7 Devour 1e1ory' see %o3ers belo3" 5endril lash' ,+har1 close
ignore+ar1our %hasing"
Ar$our' Its se1i+%hysical body counts as 2+ar1our"
Weanesses' Its 4or1 can be disru%ted by high energy $e"g" intense heat,
industrial+voltage electricity, high %o3ered laser, etc"&"
)ar$ capacity' !2+har1 3ill kill it"
%usto$ $oves'
Devour Meory' I4 the creature succeeds 3ith a =devour 1e1ory>
attack it eGtrudes a tentacle into the victi1<s head" 5he victi1 takes -+
har1 ignore+ar1our and loses one 1e1ory o4 the 8ee%er<s choice" It
doesn<t 1uch care i4 the victi1 is hu1an or not, so it 3ill be ha%%y
eating 1e1ories 4ro1 anything that has 1e1ories"
Phasing' 5he creature is not eGactly in our di1ension, so it can
sQueeBe itsel4 through solid ob7ects" #ote that 3hen it lashes %eo%le
3ith its tendrils in de4ense, they 3ill in 4act lash through the target
$that<s 3hy it has ignore+ar1our&"
Uhul, Demon Prince
?hul is i11ensely %o3er4ul, and hard to call to Earth" He<s even
harder to banish" He 1ay a%%ear in 1any 4or1s, but %re4ers to %ass as
hu1an $3ith a 4e3 clues, e"g" he 1ight have s1all horns at his te1%les&
or as a to3ering archety%al de1on $re%tilian, red, 4angs, cloven
hooves, 3ings, and tail&"
/onster7 "e$pter D$otivation7 to te$pt people into evil deedsE.
1o4ers' Grant 1agical %o3er $he only does this in eGchange 4or
so1ething o4 great value, such as a soul' hunters 1aking this deal can
160
take a 1agical 1ove 4ro1 any %laybook&" :hange 4or1 $1ay take any
hu1anoid 4or1 he 3ants, but retains at least one =de1onic> 4eature&"
Su11on ?hul<s s%ear $it a%%ears in his hand at 3ill&"
Attacs' Fisticu44s $2+har1 hand&, De1onic talons $,+har1 hand&,
Barbed iron s%ear $H+har1 handKclose heavy&"
Ar$our' !+ar1our $he<s 7ust generally hard to hurt&"
Weanesses' 0 s%eci4ic big 1agic banishing ritual $reQuires ) %eo%le,
so1e rare ingredients, and takes 2 hours to cast&"
)ar$ capacity' !2+har1 3ill kill hi1"
Minions
Minions can be su%ernatural creatures $1aybe 3eaker versions o4 a
1onster breed&, or nor1al %eo%le $3ho could be voluntarily or
involuntarily hel%ing the 1onster&" 5hey can also be a grou% that 3ork
together"
5he 1ain thing is that 1inions hel% the 1onster and 3ork against the
hunters"
5here are ten 1inion ty%es'
0ssassin $1otivation' to kill the hunters&
Brute $1otivation' to inti1idate and attack&
:ultist $1otivation' to save their o3n skin at any cost&
Guardian $1otivation' to bar a 3ay or %rotect so1ething&
;ight hand $1otivation' to back u% the 1onster&
/lague $1otivation' to s3ar1 and destroy&
;en4ield $1otivation' to %ush victi1s to3ards the 1onster&
Scout $1otivation' to stalk, 3atch, and re%ort&
5hie4 $1otivation' to steal and deliver to the 1onster&
5raitor $1otivation' to betray %eo%le&
Decide on all the ele1ents that you<ll need'
Descri%tion"
/ick the ty%e $and associated 1otivation& 4or the 1inion"
#ote do3n all the su%ernatural %o3ers it has, i4 any"
@eaknesses, i4 any"
De4ine its attacks' ho3 1uch har1 does the 1inion do $usually
2+,&N @hat rangeN 0re any other tags reQuiredN
161
Ho3 1uch ar1our does it have, i4 anyN
Ho3 1uch har1 can it su44er be4ore it dies $usually H+!&N
A%tionally, custo1 1oves 4or the 1inion<s %o3ers"
0s 3ith 1onsters, 3hen your hunters are eG%erienced and ca%able,
you can 1ake the 1inions tougher than these guidelines"
;e1e1ber 1inions 1ay be a grou% o4 undistinguished 4oes as 3ell as
individuals" I4 you create a grou% 1inion, the har1 ca%acity is ho3
1uch is reQuired to kill or dis%erse the 3hole grou%"
Example Minions
Here are t3o eGa1%le 1inions, illustrating a cou%le o4 3ays to create a
1inion that isn<t 7ust a 3eaker version o4 a 1onster"
Homunculus Swarm
5he ho1unculus s3ar1 is a nu1ber o4 s1all critters" 0 gole1ancer
has been building the1 4ro1 %arts o4 dead %eo%le" 5hey act as scouts
and guards 4or the gole1ancer 3hile she builds bigger and better
versions"
5hey look nasty' stri%s o4 1uscle, bits o4 bone, %ieces o4 organs, an eye
or threeI all 7ust kinda %ut together into a vaguely sensible sha%e, 3ith
varying nu1bers o4 legs, cla3s, and teeth" 5hey<re not s1art or,
individually, very tough"
/inion7 'rute D$otivation7 to inti$idate and attacE.
Attacs' Individuals have an attack o4 !+har1 $i4 rat+siBed& or 2+har1,
$i4 cat+siBed&" 5here aren<t any bigger ones $yet&" I4 they attack as a
grou%, then they have a -+har1 area attack" ;ange is handKinti1ate"
)ar$ capacity' )+har1 3ill dis%erse the s3ar1" Each %oint o4 har1 3ill
kill one or t3o individuals"
Chuck The Bartender
:huck is the hunters< good 4riend at their 4avorite bar, al3ays ha%%y to
give the1 a cou%le o4 4ree drinks and to listen to the1 unload about
their %roble1s" ?n4ortunately, :huck also 1akes a bit o4 eGtra 1oney
%assing in4or1ation back to the hunters< biggest ene1ies"
/inion7 "raitor D$otivation7 to betray peopleE
:huck is 4riendly and a little too generous" He 3on<t do anything
obvious against the hunters, but 1ake hi1 7ust a little nicer than he
needs to be" 0nd 1ake sure that the 1onster hears about everything
162
that they tell :huck $assu1e the 1onster kno3s ho3 to 4ill in any ga%s
the hunters have le4t out because they are talking to a civilian&"
:huck<s 7ust a nor1al %erson" He doesn<t have any s%ecial %o3ers,
attacks, or ar1our"
Bystanders
5hese are %eo%le 3ho, o4ten inadvertently, 1ake it harder 4or the
hunters to solve the 1ystery"
5hink about your agenda and %rinci%les 3hen you<re creating
bystanders" Make sure each has so1ething that they 3ill 3ant 4ro1
the hunters" It 3orks best i4 it<s so1ething si1%le, like =go a3ay and
leave 1e alone,> or =save 1e">
It<s use4ul to %ut so1e %artially+de4ined bystanders into each 1ystery,
3ith 7ust a na1e and threat ty%e" 5hat 3ay, 3hen the hunters 3ant to
talk to so1eone you didn<t think o4 in advance, you can 7ust use the
neGt %artial descri%tion $and 4ill in any eGtra details then and there&"
5here are nine bystander ty%es'
Busybody $1otivation' to inter4ere in other %eo%le<s %lans&
Detective $1otivation' to rule out eG%lanations&
Gossi% $1otivation' to %ass on ru1ours&
Hel%er $1otivation' to 7oin the hunt&
Innocent $1otivation' to do the right thing&
A44icial $1otivation' to be sus%icious&
Ske%tic $1otivation' to deny su%ernatural eG%lanations&
6icti1 $1otivation' to %ut the1selves in danger&
@itness $1otivation' to reveal in4or1ation&
Decide on the details the bystanders need'
0 na1e"
0 descri%tion"
Bystander ty%e and 1otivation" 5his 1ay suggest 3hat they
3ill 3ant 4ro1 the hunters"
A%tionally, a custo1 1ove"
163
Example Bystanders
Here are a cou%le o4 eGa1%le bystanders" 5hey<re a bit 1ore detailed
than you need 4or a single 1ystery' this level o4 descri%tion is 4or
so1eone 3ho is going to be a recurring character"
Harvey Jones, Monster Investigator
Harvey is a cons%iracy theorist and cry%toBoologist, 7ust short o4
donning a tin4oil hat" I4 there<s a Flake on the tea1 3ith the net
friends 1ove, 1aybe they even kno3 Harvey $%robably one o4 his
%seudony1s&"
'ystander7 8etective $1otivation' to rule out eG%lanations&"
I4 there<s 1onster activity in Harvey<s to3n, he<s going to be
investigating it" He<s likely to get in the 3ay o4 the hunters, both
directly and by annoying other %eo%le be4ore the hunters get to the1"
He<ll be sus%icious o4 the hunters $1aybe even deciding they are Men
in Black&"
He can also be encountered investigating a 1ystery a3ay 4ro1 ho1e'
he could %ick u% on the sa1e things that the hunters did and have
3orked out that a 1onster is active there"
Christine Fleming: She Would Like To Help
:hristine is an e1%athetic ty%e, 3ho 3ill notice any o4 the hunters
3ho have e1otional baggage, and try to dra3 that out o4 the1" It<s
al3ays better to talk things out, rightN
'ystander7 .nnocent $1otivation' to do the right thing&"
?se :hristine to give the hunters a 3hole di44erent thing to 3orry
about' so1eone trying to give the1 a1ateur %sychological aid 4or their
%erceived e1otional da1age $chances are that she can 4ind at least t3o
1e1bers o4 the tea1 3ho see1 da1aged&"
Locations
9ocations are signi4icant %laces in the 1ystery" De4ine a location threat
4or any %laces that are likely to be i1%ortant during the 1ystery" Cou
can also add a location threat ty%e 3hen, during %lay, a %lace beco1es
the scene o4 action or signi4icant events"
It<s i1%ortant to note that the ty%es describe the location in ter1s o4
3hat sort o4 things ha%%en there, not the actual 4or1 o4 it" 0 diner
could be a crossroads, because %eo%le 1eet there" 0nother diner could
be a hellgate, because creatures 4ro1 beyond are su11oned in the
164
back roo1" @hen %icking a location threat ty%e, think o4 3hat the
%lace is e1otionally, sy1bolically, and 4unctionally, not literally"
5here are ten location ty%es'
:rossroads $1otivation' to bring %eo%le, and things, together&
Deathtra% $1otivation' to har1 intruders&
Den $1otivation' to harbour 1onsters&
Fortress $1otivation' to deny entry&
Hellgate $1otivation' to create evil&
Hub $1otivation' to reveal in4or1ation&
9ab $1otivation' to create 3eirdness&
MaBe $1otivation' to con4use and se%arate&
/rison $1otivation' to constrain and %revent eGit&
@ilds $1otivation' to contain hidden things&
Decide on all the details your locations need'
0 na1e"
0 descri%tion"
9ocation ty%e and 1otivation"
A%tionally, a 1a%"
A%tionally, one or 1ore custo1 1oves"
Example Locations
Here<s t3o eGa1%le locations to illustrate so1e di44erent 3ays you can
use location threats" 0s 3ith the eGa1%le bystanders, this 1ight be a
little 1ore detail than reQuired 4or an average location in a 1ystery'
this is the a1ount you<d need i4 it is a central %art o4 a 1ystery or 3ill
be a recurring %lace"
The Portal of Darkness
Here<s a location that could be the center o4 a 1ystery $or an arc&"
0 huge, ancient gate3ay 1ade o4 a circular grassy area surrounded by
three enor1ous stones 3hich are covered in eldritch runes"
5ocation7 )ub $1otivation' to reveal in4or1ation&"
0lthough the %ortal looks scary, it<s not dangerous in itsel4" Instead,
the records o4 the site and deci%hering the runes carved here can give
the hunters a lot o4 clues about 3hat<s going on" I4 the %ortal is
eventually activated, it 1ight change to be a hellgate or lab instead"
165
Home
5his location is so1eone<s ho1e' 1aybe a :hosen, Mundane, or S%ooky
3ho is still living 3ith their 4a1ily" It<s sa4e, but also has their 4a1ily to
cause trouble"
5ocation7 1rison $1otivation' to constrain and %revent eGit&"
%usto$ $ove' @hen you ake ex#uses to the faily for soething to
do !ith onster hunting, roll R:har1"
An a !R, you s1ooth over things but you 1ight need to hel%
out 3ith so1e chores in the near 4uture"
An a )+(, they kno3 you aren<t telling the 3hole truth" Cou
s1ooth over things 4or no3, but you<ll need to 1ake an e44ort
to be seen as the good kid" 0lso, take +! the neGt ti1e you roll
this 1ove"
An a 1iss, they catch you out" Cou<re in big troubleS
#ote that this 1ove doesn<t need to 7ust a%%ly to a hunter 3ho lives
here" So1eti1es the other hunters 1ight need to 1ake eGcuses to the
4a1ily, tooS
The Countdown
5o create the 1ystery countdo3n, 3ork out 3hat 3ill ha%%en i4 the
hunters never co1e to hel%" ;e1e1ber, this is 7ust your %lan 4or 3hat
3ill ha%%en until the hunters inter4ere, and the ste% na1es are
1eta%horical"
5hen allocate the1 to the ste%s in the countdo3n" :ountdo3ns have
the 4ollo3ing siG ste%s'
!" Day"
2" Shado3s"
-" Dusk"
," Sunset"
H" #ight4all"
." Midnight"
Mystery Scope
5he countdo3n gives you a 3ay to de4ine the sco%e o4 a 1ystery"
0 con4ined, %ersonal 1ystery has each event about the sa1e %erson, or
their i11ediate 4a1ily and surroundings"
166
0n e%ic 1ystery has the e44ects o4 each ste% a44ecting a 3ider area,
1aybe u% to the 3hole 3orld $or the 3hole universe&"
5o 1ake the 1ystery 1ore intense, a good trick is to take your 4inished
countdo3n, 1ove the =1idnight> event to =dusk> or =sunset"> @ork
out 3hat ha%%ens neGt to 4ill u% the re1aining ste%s again"
Mystery Templates
Here are so1e si1%le skeletons 4or 1ysteries that allo3 you to slot in a
1onster and build u% the rest o4 the 1ystery Quickly" ?se the1 as+is i4
you<re in a hurry, or as eGa1%les 4or your o3n 1ysteries"
A Bug Hunt
0 straight4or3ard 1onster hunt" Bug hunts suit 1onsters that have
si1%le 1otivations, such as a devourer, torturer, beast, or eGecutioner"
)oo' 5here have been one or 1ore killings 3hich, to those in the
kno3, are obviously the 3ork o4 an unnatural creature"
"hreats'
5he 1onster"
0 location' the general vicinity"
0 location' the 1onster<s lair"
0t least t3o bystanders to be %otential 3itnesses and victi1s
$so1e sy1%athetic, others annoying&"
%ountdo4n7
Day' 5he 1onster kills again"
Shado3s' 5he 1onster kills again $a hel%4ul bystander&"
Dusk' 5he 1onster kills again $an annoying bystander&"
Sunset' 5he 1onster abducts so1e innocent victi1s"
#ight4all' 5he 1onster devours all the ca%tives"
Midnight' 5he 1onster gro3s in strength and %o3er"
An Evil Ritual
0 1onster $or an evil hu1an sorcerer& is %lanning a terrible ritual to
unleash horrors u%on the 3orld"
)oo' 0n ancient %ro%hecy, a vision o4 the 4uture, or everyday
investigation and research tells the hunters that the ritual is going to
occur"
"hreats'
167
0 1onster"
So1e 1inions $including your sorcerer, i4 you have one&"
0 location $the ritual ground J 1ost likely a hellgate&"
0t least one bystander $a %otential sacri4ice&"
%ountdo4n7
Day' 5he 1onsterKsorcerer %re%ares the ritual ground"
Shado3s' 5he 1onsterKsorcerer kills in the %rocess o4 getting
so1ething reQuired in the ritual"
Dusk' 5he 1onsterKsorcerer abducts a sacri4icial victi1
$%re4erably the bystander or a hunter&"
Sunset' 5he ritual begins"
#ight4all' 5he victi1 is sacri4iced"
Midnight' 5he ritual is co1%leted and horrors are unleashed"
Not What It Seems
5his te1%late is used 4or 1ysteries that start out looking like one sort
o4 1onster but 3hich turn out to be so1ething else $1aybe 7ust a
di44erent variety o4 that ty%e, 1aybe so1ething totally di44erent&"
Cou<ll need to co1e u% 3ith the 1onster, and 3ork out 3hy it initially
see1s to be so1ething else" Is it intentionally trying to thro3 o44 the
scentN Is it a di44erent variety 3ith di44erent 1otives and habitsN
)oo' 0 death that a%%ears, to those in the kno3, to be a certain sort o4
1onster"
"hreats'
0 1onster"
5he area 3here the attacks are ha%%ening"
9ots o4 bystanders"
%ountdo4n7
Day' 5he 1onster attacks so1eone else in a 1isleading
1anner"
Shado3s' 5he 1onster does so1ething that hints that it is not
3hat the initial clues i1%lied"
Dusk' 5he 1onster attacks so1eone in a 1anner totally out o4
kee%ing 3ith 3hat the initial clues i1%lied"
Sunset' So1eone sees the 1onster<s true nature and esca%es"
168
#ight4all' 5he 1onster %uts its true %lan into action"
Midnight' 5he true %lan is enacted"
Messing With The Formula
5he instructions above are the 4or1ula 4or a nor1al /onster o( the Wee
1ystery" But i4 every 1ystery ends u% being built the sa1e 3ay it 3ill
get boring" :hange things u% no3 and again to %revent that"
Here are so1e ideas o4 ho3 to do this'
Give the 1ystery t3o 1onsters, at odds 3ith each other"
Maybe the hunters 3ill have a chance to tea1 u% 3ith one, in a
=1y ene1y<s ene1y"""> sort o4 storyN Maybe both 1onsters
need to be sto%%edN
;evisit a %erson, %lace, or 1onster that 3as es%ecially
1e1orable" 5his is a good 3ay to build u% your ga1e<s
1ythology and to advance an arc" ;eturning to ele1ents that
you<ve used be4ore 1eans there 3ill be associations and
%re7udices built in" Make sure to get your notes 4ro1 the
%revious ti1e$s& and u%date each threat' think about 3hat<s
the sa1e and 3hat has changed"
5here<s no 1onster at all" 5his could be due to the situation
having a 3eird but natural eG%lanation" Ar it could be that
there is su%ernatural 3eirdness about the %lace $a location
threat& that needs to be dealt 3ith" Cou could even have a
1onster 3ith a %seudo+scienti4ic eG%lanation $like a 1ind+
controlling 4ungus, or a deadly disease&" 5hese o%tions 3ork
great 4or a ga1e ins%ired by "he A=Files or Fringe, 3here the
tea1 is not necessarily hunting 1onsters, but instead
investigating 3eird events"
5here<s no 1onster, but instead lo3+%o3ered 1inions are the
%roble1" 0 %lague o4 giant s%iders, 4or eGa1%le, could 3ork
this 3ay"
0 session 3here the hunters are o44+duty gives an o%%ortunity
to eG%lore the relationshi%s in the tea1, and 3ith their 4riends
and 4a1ily outside the tea1 as 3ell"
5he discussion o4 one+shot ga1es $%" !*,& includes so1e ideas
4or 1ore intense, sel4+contained 1ysteries that you can use in
an ongoing ga1e as 3ell"
169
0 4lashback 1ystery could eG%lore as%ects o4 the tea1<s
history $such as 3hen they 1et, or events that intrigued you
4ro1 the characters< backstories&"
5here are no bystanders" In this sort o4 1ystery, 1aybe the
hunters are thro3n into a re1ote location 3ith only unnatural
horrors 4or co1%any" 5here 3on<t be any ti1e 4or chatting to
nor1al 4olks, you<ll be too busy staying alive"
0 co1edy e%isode" Set things u% to be silly, 1aybe in a 3ay
that %okes 4un at the hunters and yoursel4" Cou can steal one
o4 the co1edy e%isode ideas 4ro1 'u((y, Angel or Supernatural>
and then ad7ust it to 1ake your o3n version"
0 1ystery based directly on 3hat<s ha%%ening in one o4 your
arcs" 5his 3ill contribute to the ongoing %lot, and can hel%
alert the hunters about the bigger %roble1"
0 deadly 1ystery, 3here the %layers all create ne3 hunters
3ith 7ust ! or 2 9uck" ?se the t3eaks 4or a one+shot ga1e $%"
!*,&, and ai1 to kill the1 all" 5hen these events beco1e
background 4or a 1ystery 3ith the nor1al hunter tea1, or
1aybe illustrate so1ething about an arc that they 1ight not
have noticed"
In the end though, take any cool idea you have, 3rite it u% as a list o4
threats and you<re good to go"
Sessions and Mysteries
Most 1ysteries 3ill 4ill one session o4 %lay, so that you can sit do3n 4or
an a4ternoon or evening and %lay through a sel4+contained 1ystery" A4
course, there<s %lenty o4 3ays to vary that i4 it doesn<t 3ork 4or your
grou%"
So1e grou%s have short ti1e slots by necessity, so you 1ight need to
break each 1ystery u% over t3o or three sessions"
0lternately, i4 you have a longer block o4 ti1e to %lay, you 1ight be
able to get through t3o 1ysteries at a ti1e"
Multi-Part Mysteries
Cou can build t3o+%art 1ysteries, or even longer connected seQuences"
For a t3o+%art 1ystery, build it 7ust like t3o nor1al ones, eGce%t that
the end %oint o4 the 4irst 1ystery $1onster de4eated andKor secret
revealed& leads into the neGt one" 5hat 3ay you can end on a shock+
reveal and tell everyone =to be continued"""> I4 events in the ga1e 4all
170
into %lace 7ust right you 1ight be able to end on a cli44hanger, but you
can<t count on this"
5he second 1ystery is %robably best 7ust sketched out, 4or you to
co1%lete once the 4irst one is done" 5hat 3ay you 3ill kno3 3hich
threats 4ro1 %art one are still around, and tailor the conclusion o4 the
1ystery based on 3hat the hunters did in the 4irst %art"
So1eti1es a 1ystery 1ight 7ust take longer to 4inish than eG%ected" In
these cases, you can sto% in the 1idst o4 the action and say, =5o be
continued"""> Be4ore the neGt session, have another look at the
re1aining sections o4 the 1ystery and u%date the1 based on 3hat has
already ha%%ened, then continue the 1ystery 4ro1 3here you le4t o44"
Longer Mystery Sequences
I4 you 3ant to build a longer set o4 connected 1ysteries, the sa1e
%rocess a%%lies" 0 series o4 connected 1ysteries 3orks 3ell 4or an arc J
you can 7ust dro% in the neGt adventure in the series no3 and again,
the 3ay that "he A=Files, 'u((y the Ba$pire Slayer and Fringe inters%erse
one or t3o e%isodes about the overarching %lot a1ongst the usual
1onster+o4+the+3eek e%isodes"
5he 1ore connected 1ysteries, o4 course, the less you can assu1e in
advance" #ot kno3ing 3hat the hunters 3ill achieve in the co1ing
1ysteries, you<ll have to 1ake the ones 4urther in the 4uture 1ore
vague" Cou 1ight have a 1onster that is su%%osed to be a key %layer
later on killed early, so bear in 1ind the need to be 4leGible and ready
to change your %lans de%ending on 3hat ha%%ens in %lay"
Absences
I eG%ect %lay to 1ainly be the sa1e grou% o4 %eo%le 1eeting together
to %lay out a series o4 1ysteries" ;eal li4e doesn<t al3ays allo3 that"
Ane o4 the advantages o4 the 1ystery+centered structure is that it
allo3s so1e o4 the %layers to 1iss a ga1e 3ith 1ini1al disru%tion"
Cou can 7ust say, =Ah, A3en is o44 hunting do3n so1ething on his o3n
this 3eek, and can<t hel% you 3ith this case"> #eGt ti1e 3hen the
%layer is back you can ask 3hat they 3ere doing on their o3n $or 3rite
a 1ystery letter 4or the1 to cover it"&
Mystery Letters
Mystery letters are a techniQue to give the hunters in4or1ation to set
u% a ne3 1ystery and start the ga1e 3ith a roar" 5hey<re es%ecially
use4ul 3hen'
171
Cou are running a convention ga1e"
So1eone 1issed a ga1e, to bring the1 $and yoursel4& back u%
to s%eed"
5here<s been a hiatus in your ga1e"
5here<s so1e un4inished business 4ro1 the last ga1e session"
Cou 3ant to give the hunters so1e clues about the 1ystery"
Cou 3ant to start 3ith the hunters already in the 1idst o4 the
action"
5he letter should brie4ly re1ind the hunter 3hat ha%%ened last ti1e,
and 3here you le4t o44" Include any ne3 in4or1ation that you 3ant to
give the hunter" For eGa1%le, you can %ut the hook 4or this 1ystery
and so1e background in4or1ation they have already discovered"
5hen %ut in a custo1 1ove 4or the hunter to roll, or %ick 4ro1 a list o4
o%tions" 5he 1oves should either %rovide so1e use4ul in4or1ation, or
%ut the hunter right into the action, or both"
Here<s so1e 4rag1ents 4ro1 letters I used 4or a convention scenario"
5he tea1 are in a haunted house, atte1%ting to eGorcise a %oltergeist"
0n in4or1ation+4inding 1ove'
9bviously you checed out the haunting's bacground be(ore the ?ob.
Roll $e CWeird> to see 4hat you've (ound out> or 4ored out. 9n a 10C
as $e t4o o( these> on a 6=2 as $e one. 9n a $iss> you can as $e one
anyho4 but you had to do so$ething dangerous to (ind out. .'ll let you
no4 4hat that 4as. "he <uestions you can as7
What's the bu@@ on the crypto@oology and ghost hunter $essage
boards and $ailing listsF
. (ound so$e 4riting in blood on a $irror. What did it sayF
What did . notice 4hen . looed at the $apF
0 1ove to get into the action'
"he initial chec o( the house 4ent oay> but then things turned bad.
Roll $e CSharp and see 4hat happened7 9n a 10C pic t4o> on a 6=2 pic
one7
You have the poltergeist in a ghost trap.
You do not have a huge shard o( $irror e$bedded in your leg Dthat
$eans you do other4iseE.
You have one o( the other ghosts in a ghost trap.
9n a $iss> 4ell. .'ll let you no4 4hat's going 4rong DeverythingE.
172
In both 1oves I have o%tions that 3ill suggest 3hat<s going on beyond
the i11ediate situation" In the 4irst, the 4act that the 1a% is i1%ortant
is raised even i4 they don<t ask 1e about it" In the second, the =other
ghosts> had not been 1entioned earlier, so this is the 4irst hint that
there<s so1ething eGtra going on"
5here<s also that negatively %hrased o%tion about the 1irror shard"
5he hunter has to %ick it to avoid trouble, because other3ise $by
i1%lication&, they<ll have that in7ury"
Example Mystery Letter
Here<s an entire 1ystery letter to use as a 1odel" 5his one is 4or a
hunter 3ho 3as a3ay because the %layer 1issed the %revious session"
8ear %arter>
Re$e$ber ho4 you'd taen that sa$ple (ro$ the lae creature (or
testsF You've got your results bac (ro$ your (riend in the police
(orensic lab. As $e one o( these <uestions to (ind out 4hat you
learned7
.s it related to anything 4e have $et be(oreF
8id 4e really ill itF
)o4 does it tie in 4ith that old guy... 4hat 4as his na$e> Ka$esF
and 4hat he told youF
You've been a4ay (ro$ the tea$ (or a 4ee no4> and .'d lie to no4
4hat you've been up to> and 4hat you achieved. )ere are so$e things .
no4 you 4anted to do7
%hec up on 4here the Unseeing 9nes $ight have holed up.
Research a spell that 4ill cure "heresa.
3et hold o( so$e o( those Gcan ill anythingH bullets (ro$ that
creepy dude.
.( there's anything you 4ant to add to that list> go ahead and as. .'ll let
you no4 i( it's oay Danything you could do in a 4ee should be (ineE.
Roll CSharp to see ho4 $uch you got done.
9n a 10C you can pic t4o o( the$ to be done> on a 6=2 only one.
9n a $iss you can pic one i( you 4ant> but you got into trouble doing
it. 3etting you out o( that trouble is 4here 4e'll ic o(( today.
5ove and isses> your ;eeper
173
Here you can see' a re1inder and a chance to learn a little about the
bigger %icture, a custo1 1ove that can tell the hunter so1e use4ul
4acts and add in4or1ation 4or the story, and another 1ove to hel% the
hunter 3ork to3ards one o4 their goals"
Running Subsequent Mysteries
Mostly, this 3orks 7ust like the 4irst one" 5here<s 7ust a 4e3 di44erences"
At the Beginning of Each Session
0t the beginning o4 each session, re+select highlighted ratings 4or the
hunters"
@hen you re+select highlighted ratings, do it the sa1e 3ay as you did
during the 4irst ga1e" Go around the grou%, and each hunter should
%ick 3ho they 4eel they kno3 best right no3" 5hat %erson %icks a
rating to highlight and then you, as 8ee%er, choose another"
/ick a highlight based on your agenda and %rinci%les' be a 4an o4 the
hunters, but kee% their lives eGciting" So1eti1es highlight the rating
that hunter relies on, so1eti1es the one you kno3 they<ll need today,
so1eti1es the one they don<t use 1uch $to see 3hat they do 3ith it&"
I4 it<s a ne3 1ystery, have everyone 3ho has a start+o4+the+1ystery
1ove do it no3"
?%date the hunters< har1 to account 4or healing ti1e'
I4 there<s been so1e ti1e to get treat1ent and recover, have
everyone erase all har1"
I4 you are 4ollo3ing right on the last 1ystery, everyone gets !+
har1 healed"
Playing the Mystery
5his goes 7ust like the 4irst ti1e, eGce%t you don<t need to ask so 1any
Questions"
0s you go on, there<s roo1 4or 1ore interaction 3ith nor1al 4olks, 4or
4ighting tougher 1onsters or large grou%s o4 1inions, and stu44 like
that"
It<s also good to %ut %ressure on the things that hold the tea1
together" Say your hunters have a disagree1ent about ho3 to handle a
bystander 3ho<s in the 3ay" 5hat<s interesting' it<s an o%%ortunity to
%ush and see 3hat ha%%ens in a 1ore intense situation" 5ake these
174
tensions and %ut the hunters into %ositions 3here they have to 1ake
si1ilar decisions" 5his is not so1ething you do to 1ess 3ith the1' it<s
being a 4an" Being a 4an 1eans being interested in 3hat ha%%ens 3hen
the hunters have to 1ake hard decisions"
0nd you should %lay hardball 3ith the hunters" 5hey are a3eso1e, and
they have a load o4 di44erent 3ays to avoid har1 and stay alive" So have
your 1onsters and 1inions hit the hunters as hard as they can" Do not
shy a3ay 4ro1 1aking the 1onsters tough, and giving the1 attacks
that could easily kill a hunter" Hunting 1onsters is not su%%osed to be
easy or sa4e"
@e<re not interested in the hunters having everything go their 3ay"
It<s 1uch cooler to see the1 in bad s%ots, so 3e can be a1aBed by the
3ays they get out"
175
Summary: Keeper's Session
;e+select highlighted ratings' 4irst each hunter %icks 3ho they
are closest to, and that hunter %icks one rating, then you %ick
another"
?%date in7ured hunters 4or healing since the last 1ystery" 0ll
har1 is healed i4 there<s been ti1e, or 7ust !+har1 each i4
you<re 4ollo3ing right on 4ro1 the last 1ystery"
Do start+o4+1ystery 1oves 4or hunters that have the1"
5ell the hunters the hook"
9et the1 investigate the 1ystery"
0sk Questions"
5ake note o4 everything you can"
/ut lots o4 horror into the stu44 they 4ind" Give the1 %roble1s
so they can sho3 ho3 cool they are as they solve the1"
/ut %ressure on the relationshi%s in the hunter tea1, or on
their relationshi%s 3ith bystanders"
@hen they 1eet so1eone you didn<t %re%are, give the1 a
na1e and bystander ty%e $usually a !itness or vi#ti&"
@hen they visit so1e3here you didn<t %re%are, describe it and
give it a location ty%e"
Make the action and 4ight scenes eGciting"
:on4ront the 1onsterS Ho%e4ully the hunters 3in"
5hink about ho3 events in the 1ystery 3ill a44ect your arcs or
later 1ysteries" 5idy u% your notes"
176
As The Game Goes On
0s you %lay through 1ysteries and elaborate the tea1<s history, and
the 3orld, here are the things you need to kee% in 1ind"
At the End Of Each Mystery
5his 3orks the sa1e as be4ore"
5idy u% your notes 4ro1 the 1ystery"
5alk to everyone about ho3 it 3ent and see i4 they have %lans
4or 3hat to do neGt, or ideas 4or later"
5hink about 3hether the 1ystery gave you 1ore ideas 4or
your eGisting arcs, or suggested a ne3 one"
Checking On Your Arcs
04ter each 1ystery, look at each o4 your arcs and think about 3hat got
revealed in %lay" I4 so1ething relevant ha%%ened, u%date the arc 3ith
the ne3, altered, or de4eated threats"
0dvance any countdo3ns that have no3 1oved on, based on events in
%lay or o44+screen" Cou should do this i4 events during the last 1ystery
%ointed to it $4or eGa1%le, i4 the hunters 4ailed to 4oil the evil %lot&, or
i4 it has been so long that the neGt event in the arc countdo3n 3ould
have ha%%ened $4or eGa1%le, isolated re%orts o4 Bo1bies over the %ast
cou%le o4 1onths no3 1oves on to 3ides%read re%orts o4 Bo1bie
attacks&"
I4 you advance an arc due to o44+screen events, you should 1ake the
neGt 1ystery about that arc so that the hunters have a chance to sto%
it %rogressing 4urther"
0lso, an arc countdo3n 1ight suggest an idea 4or the neGt 1ystery,
even i4 it<s not directly tied to the countdo3n advancing"
Building Mythology
0s the ga1e goes on, over 1any 1ysteries, kee% building u% the
1ythology o4 your 3orld' the history, logic, and rules behind 3hy
things are the 3ay they are" @hat are the rules o4 1agicN @hy are
these 1onsters out thereN @ho are the big %o3ers that are cons%iring
against hu1anityN
5his should develo% on its o3n, but kee% track o4 all the %ieces you
created 3ith a 1ystery or added as you %layed" 8ee% the 1ystery
177
sheets too" 5rack any loose ends, en7oyable threats, signi4icant deaths,
and other details that 1ight be 3orth revisiting"
9ook at the i1%lications o4 each 1ystery' do they suggest so1ething
that should be %art o4 your 1ythologyN Maybe you<ve discovered a rule
4or 1agic or ho3 1onsters co1e to beN Ar ho3 these creatures
o%erate, or 3hat their ulti1ate goal isN
0rcs and 1ythology 3ork hand in hand" Ho3 your 1ythology accretes
3ill suggest the 3ays your arcs should %lay out" 0nd the arcs 3ill %oint
at ele1ents that ought to be %art o4 the 1ythology"
Endgame
5he ga1e has so1e built+in 1easures o4 %rogress' things that 1ight
tell you that one o4 the hunter<s stories is co1ing to a close, or even
that the 3hole tea1<s story is" I<ll talk here about 3hat to look 4or and
ho3 to deal 3ith these signs 3hen you see the1"
Leveling Up And Improvements
Most sessions, eG%ect each hunter to level u% once or t3ice, getting
one or t3o i1%rove1ents" 0t 4irst, this does not contribute one 3ay or
another to ho3 the story is %laying out"
Ho3ever, 3hen the hunters get to the advanced i1%rove1ents a4ter
4ive level+u%s, they 3ill be getting to %eak e44ectiveness" 0 hunter 3ho
has taken 1ost o4 their starting i1%rove1ents and a 4e3 advanced
i1%rove1ents 3ill have a 3ide array o4 1oves to deal 3ith the
%roble1s they encounter, and things usually go the 3ay they 3ant"
Ance so1e hunters are at this %oint, try to %ush arcs relating to that
hunter to3ards closure" De%ending on eGactly ho3 4ast the hunters
earn advances in your ga1e, eG%ect the1 to reach this %oint a4ter ten
to t3enty sessions"
5here<s also that advanced i1%rove1ent =retire your hunter to
sa4ety"> I4 anyone %icks that, or is seriously considering it, that<s a clue
that that hunter<s story is a%%roaching an end $although it 1ight not
be the end o4 the story 4or the rest o4 the tea1&"
Running Out Of Luck
9uck scores are another 1easure o4 story %rogress" 9uck 3ill gradually
get used u% as you %lay"
178
I4 a hunter is getting to the end o4 their 9uck, that<s another sign their
story needs to end" I4 not, they<ll be killed by a 1onster sooner or later
$either because they can no longer 1itigate har1 su44ered, or because
o4 a hard 1ove you 1ake against the1&"
So1e hunter ty%es have s%ecial e44ects as they s%end 9uck, as 3ell"
@hen the :hosen s%ends 9uck, you need to include so1ething 4ro1
their 4ate in the ga1e" 0s the S%ooky s%ends 9uck, the de1ands o4
their dark side 3ill gro3"
Dealing With Arcs
5he other ga1e ele1ent that 4eeds in to the endga1e are your arcs' i4
the arcs that the hunters are 1ost concerned 3ith are concluded
$either via the hunters sto%%ing 3hatever is ha%%ening, or 4ailing to
sto% it&, that suggests it<s nearing ti1e to 3ind u%"
Other Things To Consider
5he rhyth1s o4 hunter develo%1ent and arcs are not the only things
that you should use to 1ake decisions about 3hen a ga1e is ending" I4
a hunter dies and the %layer creates a 4resh re%lace1ent, or so1eone
decides to %lay a second character, then that ne3 hunter starts at the
beginning" 5his 3ill 1iG u% the ca%abilities bet3een the di44erent
characters" 0nd i4 hunters are retiring and being re%laced on the tea1,
that 1ight 1ean you<re in 4or a long saga"
How To End A Game
I4 you 4eel that things are 1oving to3ards a cli1aG and resolution, it<s
a good idea to talk to the rest o4 the grou% and 1ention that you 4eel
that 3ay" 5hey<ll let you kno3 i4 they agree, or i4 they think there<s
still un4inished business to deal 3ith"
I4 there is general agree1ent that it<s ti1e to 4inish the ga1e, 1ake
sure you %lan the neGt 4e3 1ysteries to suit" Have the1 be bigger in
sco%e, 1ore e%ic, and ensure the i1%ortant arcs get resolved"
I4 there<s no agree1ent that it<s ti1e to 4inish u% and there<s
enthusias1 to continue, that<s your cue to start thinking u% so1e ne3
arcs to re%lace the ones that have been dealt 3ith, and 1aybe 4or so1e
ne3 hunters to 7oin the tea1"
179
Customising Your Game
5here are are variety o4 3ays you can custo1ise your /onster o( the
Wee ga1e" Here<s 1y advice, 3orking 4ro1 1odest changes $custo1
1oves& to the 1ost a1bitious $hacking it into a 3hole ne3 ga1e&
Custom Moves
:usto1 1oves are 1oves that you create to give your o3n ga1e a
uniQue 4eel and identity" I4 you 3ant to de4ine a 1onster<s uniQue
%o3ers, s%ecial things that another threat can do, or even ne3 1oves
that the hunters can use, create a custo1 1ove using the %rocess
belo3"
:usto1 1oves 4or threats start 3ith a basic idea" @hat does the threat
need to be ca%able o4N I4 the threat<s abilities are not covered by the
eGisting 8ee%er and threat 1oves, then you need to de4ine a custo1
1ove"
:usto1 1oves 4or the hunters could be available as an i1%rove1ent,
or so1ething they can all do 3hen certain conditions are 1et"
Triggering The Custom Move
:are4ully de4ine 3hen the custo1 1ove a%%lies" Having a s%eci4ic
trigger condition ensures that you kno3 3hen the 1ove a%%lies" 5he
trigger is there to en4orce describing the 1ove %ro%erly, so there<s no
doubt about 3hen it ha%%ens" So1ething like =3hen you go do3n into
the se3ers,> =3hen you call on the de1on ?hul,> or =3hen you<re
s%lashed 3ith la1ia+bile">
Move Types
Moves co1e in three 1ain ty%es'
0 roll, usually adding a rating" De4ine 3hat ha%%ens on a good
success $!R&, %artial success $)+(& and a 1iss $.+&" #ote that
you could use a di44erent nu1ber instead o4 a rating' har1
su44ered, nu1ber o4 %eo%le sacri4iced to cast a s%ell, etc"
0 bonus or %enalty 4or so1e circu1stance"
0 s%ecial e44ect that a%%lies in certain circu1stances"
?se the 1oves I<ve %rovided throughout this book as eGa1%les and
guidelines" 0ll the character 1oves, the basic 1oves, and the eGa1%le
180
1oves in the Mysteries and 0rcs section have been created to 4it this
%attern"
:usto1 1oves 1ight be 1uch 1ore li1ited than other 1oves, or they
1ight be vastly 1ore %o3er4ul" 5hat<s 4ine, as long as they are 7ust
3hat is needed 4or that %art o4 your ga1e"
Example Custom Moves
Here are a bunch 1ore eGa1%les to sho3 you the sorts o4 1oves you
1ight create" I<ve %ut the trigger o4 the 1ove in )old, so you can see
3hen it a%%lies" 5hen I<ve eG%lained 1ore reasons 4or creating the
1ove that 3ay, and the e44ect I intend"
An Aura Of Terror
An ancient 4raith has an aura o( terror. Anyone within 5 metres of
the wraith taes =1 ongoing> unless they act under pressure to resist
the (ear.
5his is a %enalty 1ove, triggered by being close to the 1onster" It<s
designed to 1ake attacking the ghost u% close harder, 3hich 1ay get
the hunters thinking o4 alternative 3ays to de4eat it"
The Infernal Hunting Pack
"his hunting pac o( thirteen in(ernal hounds D$inions7 brutesE serve a
de$on lord. "he hounds $ay mark someone for death 4ith a bite.
"he $ared person is then allo4ed to escape> but the pac 4ill no4
the location o( a $ared person (orever.
5his is a s%ecial+e44ect 1ove, triggered by the hounds biting a %erson"
5his 1ove adds a long+ter1 %roble1 that could re1ain in %lay even
a4ter the current 1ystery is solved"
Knows It Like The Back Of His Hand
+d 9'3rady Dbystander7 4itnessE is a een 4aler> and no4s the 4oods
and hills nearby lie the bac o( his hand. .( you ask his advice on the
terrain or ho4 to (ind so$e4here> hold 1 that you can spend to get C1
on any roll you $ae (ollo4ing his directions.
5his is a bonus 1ove, so1ething to 1ark out this %articular bystander
as so1eone 3orth %aying eGtra attention to"
181
Searching The Marshes
When you search in the marshes Dlocation7 $a@eE roll CSharp. 9n a
10C things see$ to point so$e4here in particular7 tae C1 (or4ard (or
investigating. 9n a 6=2> you can investigate> but then you $ust pic one
o( the bad things belo4. 9n a $iss> all three bad things are true.
'ad things that can happen in the $arshes7
So$ething is (ollo4ing you.
You are lost> and your phone and 31S are not 4oring properly.
You stu$ble upon so$ething abo$inable.
Searching the 1arshes is a roll 1ove" It is designed to 1ake the
1arshes a bit 1ore eGciting than a usual location threat" By 1aking it
a roll, you 1ake the %layer %ick 3hat ha%%ens" 5his gives the1 a bit
1ore o4 a stake in the situation $%lus it can be eGciting 7ust kno3ing
there<s a s%ecial 1ove to roll&"
Nightmares
When you go to sleep in this town> count ho4 $any ti$es you have
slept here and roll Csleeps. 9n a 10C> you have night$are visions o(
4hat is to co$e and you no4 it can't be stopped7 you $ust act under
pressure to brea out o( your despair and actually do so$ething about
the visions. 9n a 6=2 you have night$are visions o( 4hat's co$ing> but
that's all. 9n a $iss> you sleep lie a baby.
5his 1ove belongs to the location threat that describes the to3n" It is
another roll ty%e 1ove, that tells the hunters that this to3n is in big
trouble, and they need to sort it out be4ore too 1any nights %ass"
Calling The Flame Spirits
Here<s a 1ove 4or a hunter 3ho 1ade the use agi# 1ove a lot 4or a
%articular e44ect, so 3e decided to 1ake a custo1 1ove 4or that s%ell"
When you call the flame spirits you need to spill so$e very strong
li<uor into a (ire and call the spirits by na$e Das $any or as (e4 na$es
as you 4antE. Roll CWeird. 9n a 10C all the spirits you na$ed co$e> and
they'll tell you so$e speci(ic things and burn anything you 4ant. 9n a
6=2 one o( the$ co$es and it 4ill tell you so$e obscure things> then it
4ill burn so$e stu((> $ostly 4hat you 4anted burnt. 9n a $iss> the (ire
spirits are angered. "hey $ight re(use your su$$ons (or a long ti$e>
or so$e o( the$ $ight appear and de$and a signi(icant sacri(ice (ro$
you right no4> or else.
182
5his is another roll 1ove, designed to be a slightly di44erent version o4
use agi# that deals 3ith this %articular s%ell" #ote that it is sa4er, but
a lot 1ore s%eci4ic, than the use agi# 1ove"
Inaccurate Memories
Here<s a 1ove 4or a 1ystery that deals 3ith a 1onster that can
do1inate %eo%le<s 1inds"
When a hunter questions someone who has seen the monster> they
get told one o( these in addition to any nor$al <uestions and ans4ers7
"hey say so$ething that directly contradicts a (act the hunters
already no4 De.g. G. 4as at 4orH 4hen they no4 she 4asn'tE.
"hey can't re$e$ber that ti$e at all.
"hey can re$e$ber that> but their $e$ory is an obvious (abrication
De.g. GA(ter . got ho$e . had dinner> 4atched so$e "B> then . had
dinnerHE.
5his is a s%ecial+e44ect 1ove" 5he obvious contradictions here are a
3ay to let the hunters kno3 that the 1onster they are a4ter can get
into %eo%le<s 1inds and change their 1e1ories, or 1ake the1 lie, or
so1ething like that"
Checking Out An Agency Facility
Here<s a 1ove 4or an arc" It goes 3ith an arc about a /ro4essional<s
0gency"
When you eplore an Agency facility it counts as investigating a
mystery> but you can also as these <uestions7
What do . (ind out about the Agency's real goalsF
Who do . (ind out so$ething suspicious aboutF
5his is a s%ecial+e44ect 1ove, adding so1e eGtra o%tions 4or
investigation that bear on s%eci4ic issues that have co1e u% in the
hunters< %revious investigation o4 the 0gency $and a si1ilar 1ove in
your ga1e 3ould have Questions tailored to 3hat<s already ha%%ened
to your hunters&" Cou add 1ore Questions later, i4 the hunters co1e u%
3ith other things they 3ant to look 4or"
183
One-Shot Games
I4 you 3ant to run a single 1ystery $1aybe as a convention ga1e or 4or
a change 4ro1 a regular ga1e&, here<s 3hat to do"
One-Shot Hunters
?se 1ystery letters to share background in4or1ation the hunters
should kno3" 5hey can also be used to let the1 kno3 any custo1 rules
4or creating their hunters $see belo3&" I4 you<re not %roviding s%eci4ic
hunter %laybooks, you can 3rite letters that are ai1ed at di44erent
s%ecialities' 4or eGa1%le one 4or a bra3ler, one 4or a 1agician, one 4or
an investigator"
5he hunters should start 3ith 4e3er 9uck %oints' give the1 one to
three $de%ending on ho3 tough you 3ant the 1ystery to be&" Cou 1ay
allo3 the1 to have a 4ree level+u% a4ter creating their hunter, to 1ake
u% 4or having 4e3er 9uck %oints to save the1"
It<s use4ul to %ick a tea1 conce%t 4or the ga1e, and 7ust tell everyone
3ho the tea1 are and ho3 they o%erate" Cou 1ay need to 1ake certain
%laybooks 1andatory, suggest others that 4it in, and leave out others
co1%letely" For eGa1%le, i4 your tea1 conce%t is centered on the
/ro4essional, having an Initiate 1ight not 3ork so 3ell" Don<t o44er the
Initiate %laybook as an o%tion"
I strongly advise that you let everyone 1ake u% their o3n hunter $even
i4 you restrict the ty%es available"& Making all the choices during
hunter creation J about their abilities, history and so on J give the
%layers a stake in the 3ay the ga1e is going to %lay"
Cou 1ay reduce the o%tions available in hunter creation to suit your
1ystery" Cou can do this 3ith a 1ystery letter' include an instruction
like =By the 3ay, 3hen you are %icking your 1oves, this ove 3ill be
es%ecially use4ul 4or this 1ystery, that ove is not allo3ed, and other
ove 3ill %robably not be very relevant">
One-Shot Mystery Creation
0 t3ist or t3o 3orks very 3ell in a one+shot ga1e" For eGa1%le, give
the hunters a hook that a%%ears to be a classic 1onster $ghost,
va1%ire, 3ere3ol4, etc&, but 3hich turns out to be so1ething Quite
di44erent"
184
Cou can 1ake things easy on yoursel4 i4 you bring a 1a% o4 %ossible
locations, a list o4 na1es, and so1e %re+3ritten bystanders $e"g" you
can al3ays 4ind roo1 4or a sus%icious co% and so1e naWve victi1s&"
@ithout the eG%ectation that the ga1e 3ill continue, you should also
4eel 4ree to ra1% u% the danger level o4 the threats" Cou can have'
1ore unnatural %o3ers"
1ore 1inions, or 1ulti%le 1onsters"
higher da1age attacks 4or 1onsters and 1inions"
higher har1 ca%acity 4or 1onsters or 1inions be4ore they are
killed"
threats target the hunters, or their loved ones, directly"
0lso, think about the scale o4 events" In a one+shot, the stakes o4 the
1ystery can be huge' Bo1bie e%ide1ics, the legions o4 Hell being
unleashed on earth, hideous gods 4ro1 beyond the stars J any huge
threat is 4air ga1e"
I4 your tea1 includes hunters 3ith central story ele1ents $the :hosen
and her 4ate, the @ronged<s ne1esis, the /ro4essional and her 0gency,
the Initiate and his Sect, etc& then tie those into the 1ystery as 3ell"
5hink about these central ele1ents 3hen you decide 3hich hunter
books to bring to the table, and then you can leave the right+sha%ed
holes in your 1ystery $e"g" you could leave yoursel4 s%ace to ad7ust the
threats to 1atch the :hosen<s 4ate&" Cou should have ti1e to do this as
the other %layers 1ake u% their hunters' as they go, 4ind out 3hat they
%icked 4or their hunters, and you can Quickly ad7ust your notes to 4it,
or suggest to the %layer things that 3ork 3ith 3hat you have %lanned"
One-Shot Mystery Play
In general, 4ollo3 the instructions 4or a 4irst session" Cou should have a
tea1 conce%t 4or the1 already, or at least a selected subset o4 the
hunter %laybooks that 3ill give everyone an idea 3hat is in store in
your 1ystery"
Give everyone a Quick introduction to the rules be4ore they 1ake their
hunters" 5he idea o4 1oves and 3hat the ratings 1ean $%" *& is enough"
EG%lain other rules 3hen you need the1 in the ga1e"
Go a little easier on the Questions, as you don<t need to build so 1uch
1ythology 4ro1 the ans3ers"
Cou can also go 1uch harder on the hunters in %lay" /ush 4or 1ore
horror, and don<t hold back 3ith the danger"
185
Custom Threats
I4 there<s a need 4or a threat ty%e that doesn<t Quite 4it into the ones
that are already de4ined, 7ust add it" 0ll that<s needed are a na1e, a
1otivation, and any custo1 1oves it can 1ake"
5hink about 3hether it is a 1onster, 1inion, bystander, or location" I4
it doesn<t 4it into any o4 those, you can create a ne3 threat ty%e 3ith
its o3n list o4 s%ecial 1oves"
Example Custom Threat: An Evil Cult
5his custo1 threat re%resents an evil cult in4esting a s1all to3n" It<s a
1inion threat"
"hey're +very4here: $1otivation' 1ake %eo%le scared to s%eak out&"
5his threat has this custo1 1ove"
@hen a hunter asks lo#als a)out soething !eird, roll RShar%" An a
!R, the hunter 3orks out'
i4 they are talking to a 1e1ber o4 the cult, this %erson is
concealing so1ething i1%ortant"
i4 they are talking to a nor1al %erson, this %erson is too scared
to reveal anything"
An a )+(, the hunter kno3s so1ething isn<t right, but not eGactly 3hat"
An a 1iss, the cult gets told that this hunter is asking Questions about
the1 $regardless o4 3hether that 3as the sub7ect or not&"
Sharing The Keeper Duties
I4 your grou% 3ants to s3a% around the duties $3ho is the 8ee%er, and
3ho %lays the hunters&, the ga1e can handle that 3ithout 1uch
trouble"
Cou<ll need to decide i4 you have all the ga1e<s arcs o%en, 4or %eo%le to
use ho3 they 3ant 3hen it<s their turn to be 8ee%er, or secret" I4 the
arcs are secret, then each o4 you 3ill have to look a4ter your o3n, and
tie the1 into your o3n 1ysteries"
5hen you can take turns as 8ee%er, each %re%aring a 1ystery and
running it" I<d suggest that each current 8ee%er<s hunter take a break
4ro1 the tea1 $because tracking everything that your hunter and all
the 1ystery threats are doing is too 1uch to handle&" Cou 1ay 3ant to
consider a tea1 conce%t that allo3s so1e o4 the hunters to be absent,
186
3henever convenient, in a believable 3ay" For eGa1%le, you 1ight all
3ork 4or an organisation that investigates 1onsters, 3ith each tea1
built as needed at the ti1e' that 3ay any hunter can be said to be on
another case $or on leave& to eG%lain their absence"
It<s also a good idea to kee% a shared 7ournal $or set u% a 3iki& 3ith all
the 1ysteries, 1onsters, and other things you have encountered, so
that everyone 3ill be on the sa1e %age 3hen re+using ele1ents 4ro1
earlier 1ysteries"
Custom Playbooks
I encourage the creation o4 custo1 hunter ty%es 4or your ga1e, and to
share the results 3ith other %layers and grou%s over the Internet"
Here<s ho3 to go about %utting a ne3 %laybook together"
Concept
5o start 3ith, 1ake sure your conce%t is good enough" I4 you can only
think o4 a single eGa1%le o4 your %ossible hunter ty%e in 4iction, the
conce%t is %robably too s%eci4ic" But i4 you can think o4 a type, then it<s
a good candidate" 0side 4ro1 that, 7ust go 4or so1ething really cool"
Ratings
;ating lines should add u% to three, and nor1ally each hunter ty%e has
one rating that is al3ays R2" I4 you give a line a second rating at R2,
count that second R2 as a R- instead"
A nor$al rating line7
%har$ C2> %ool C1> Sharp =1> "ough C1> Weird =1 D"otal !E
A rating line 4ith t4o C2 ratings7
%har$ =1> %ool C2> Sharp =1> "ough C2> WeirdJ0 D"otal 2> but counted as
! due to the second C2E
5he Monstrous al3ays gets R- @eird, as a s%ecial case' there<s an
unstated 1ove that gives the Monstrous R! @eird"
5he :hosen varies the rule as 3ell' she gets t3o R2 ratings $each line
has a di44erent %air&, %lus each line adds u% to 4our' the :hosen also has
an unstated eGtra 1ove to give her this advantage"
Moves
Each hunter ty%e gets three 1oves as 3ell" For 1any, one or t3o o4
these 1oves are 1andatory"
187
So1e o4 the 1oves don<t count as one against their count' that<s 4or
1oves that aren<t %urely an advantage, but so1ething that has both a
good and bad side" 5he Initiate<s 1ove 3hen in good standing !ith
the Se#t is one o4 those' the 1ove<s good and bad sides balance out, so
the Initiate gets another three choices o4 %urely use4ul 1oves"
So1e %laybooks have 1oves that are %urely bad $the Monstrous<s
curse and the S%ooky<s dark side, 4or eGa1%le&" @hen a %laybook has a
%urely bad 1ove, give the1 an eGtra use4ul 1ove to 1ake u% 4or it"
#ot all the 1oves in the %laybooks are eG%licitly called that, either" For
eGa1%le, the EG%ert<s haven is a 1ove, but not re4erred to as one" Do
this i4 your 1ove is so1ething s%ecial that doesn<t 4it into the usual list
o4 things the hunter can do"
Gear
Gear and 3ea%on lists are %ri1arily driven by 3hat 1akes sense 4or
the %laybook" 5ry to include ite1s that %ush to3ards your vision o4
3hat is cool and eGciting about the conce%t"
History
5he history choices are another %lace that gives you a great
o%%ortunity to drive to3ards your conce%t" Each %otential relationshi%
3ith another hunter should re4lect an as%ect o4 3hat 1akes your ne3
hunter ty%e eGciting"
Improvements
I1%rove1ents usually include'
Ane rating that 1ay be i1%roved to R-"
5hree ratings that 1ay be i1%roved to R2"
53o choices o4 eGtra 1oves 4ro1 this %laybook"
53o choices o4 1oves 4ro1 another %laybook"
53o s%ecial choices" 5hese should be s%eci4ic to the hunter
ty%e and re4lect ho3 they 3ill develo% and gro3"
A%tionally, add an advanced i1%rove1ent $or t3o& s%eci4ic to
this hunter ty%e" Anly do so i4 there is so1ething that really
needs to be here, like the 4inal resolution o4 the1atic issues
uniQue to the %laybook"
188
Balance?
Don<t 3orry about balancing your hunter ty%e against the others" I4
you 4ollo3 the guidelines above $1ore or less&, the %laybook 3ill 3ork
4ine 3ith the other hunter ty%es"
The Template
I4 you 3ould like to %ut your hunter %laybook into the o44icial 4or1at,
let 1e kno3 $e1ail to 1ichael"sandsMgenericga1es"co"nB& and I<ll
send you the te1%late"
Sharing
5o share your custo1 hunter %laybook 3ith other /onster o( the Wee
%layers, or 4or advice or hel% 3orking through your ideas, or to see
3hat other %eo%le have co1e u% 3ith, go to 1y /onster o( the Wee
4oru1' htt%'KKa%ocaly%se+3orld"co1K4oru1sKindeG"%h%NboardO--""
A Whole New Game
Apocalypse World 3as built 3ith hacking in 1ind" I don<t have a lot to
add to those guidelines about ho3 to hack it, but as you 1ay not o3n
Apocalypse World, I<ll say a little about 3hat to do i4 you 3ant to take
these rules and use the1 4or so1ething else"
5he key things are the 8ee%er<s agenda and %rinci%les, and the basic
1oves" 5hey are the 1ost i1%ortant dials that control ho3 the ga1e
%lays out"
5he setting can be le4t 1ainly i1%licit" ?se the %laybooks, basic 1oves,
threats, and 8ee%er 1oves to %rovide the ga1e<s setting" 5hat allo3s
each grou% to 4ill in the other details to suit the1selves and their
ga1e"
I4 you 3ant to co1%are and contrast, here are so1e other hacks o4
Apocalypse World that 1ight be o4 interest'
/onsterhearts by Joe Mcdaldno dra3s 4ro1 a si1ilar %lace to
/onster o( the Wee, but its about the 1essy su%ernatural
ro1ance side o4 Bu44y and "rue 'lood $and "4ilight&"
8ungeon World by Sage 9a5orra and 0da1 8oebel is a 1odern
take on classic dungeon cra3l role%laying"
189
Inspiration
Here<s a big list o4 things that ins%ired 1e, to a greater or lesser eGtent"
5he ga1e ins%irations are ga1es that gave 1e ideas 4or the rules, ho3
to arrange the teGt, or ho3 to use horror in role%laying"
5he various 4iction ins%irations 4ed into 1y conce%tion o4 3hat
1onster hunters in the 1odern 3orld 1ight be like" 5hey cover a
range o4 styles, 4ro1 straight u% horror through to co1edy" /onster o(
the Wee can 4it any3here along that continuu1, but by de4ault it<s like
the television sho3 Supernatural" 5hat<s 1y nu1ber one ins%iration"
Games
5his is a hack o4 6incent Baker<s Apocalypse World, 3hich is a great
ga1e, and I highly reco11end it i4 you 4eel like s%ending so1e ti1e in
a %ost+a%ocaly%tic 3asteland"
Ather ga1es that %rovided ins%iration $in no %articular order&'
Unno4n Ar$ies, Fiasco> 3eiger %ounter> /ouse 3uard> .nSpectres> 3UR1S7
'lac 9ps> 3UR1S7 )orror> %old %ity, %all o( %thulhu> "rail o( %thulhu>
8ungeon World, and /onsterhearts"
Graha1 @al1sley<s 1lay Unsa(e has great advice 4or i1%rovisation in
ga1es $and /onster o( the Wee is largely i1%rovised, so that advice is
all directly a%%licable&" His book Stealing %thulhu has advice about
3riting 9ovecra4tian adventures' these ideas can be used to good e44ect
4or /onster o( the Wee 1ysteries, too"
Television
/ri1arily Supernatural and 'u((y the Ba$pire SlayerM
0lso FringeM "he A=FilesM "rue 'loodM 'eing )u$anM 8octor WhoM 3ri$$M "he
FadesM Were4ol(M 'ri$stoneM ReaperM Sanctuary.
Film
'ig "rouble in 5ittle %hinaM Near 8arM 8racula $any version' 1y 4avorites
are Murnau<s Nos(eratu, HerBog<s re1ake o4 Nos(eratu, and :o%%ola<s
'ra$ Stoer's 8racula&M "he )ungerM 'ubba )o="epM An A$erican Were4ol( in
5ondonM 8og SoldiersM "he 5ost 'oysM Fright Night $old or ne3&I )ellboy L
)ellboy 27 "he 3olden Ar$yM Ar$y o( 8arnessM /y Na$e .s 'ruceM "roll
)unterM Attac the 'locM AlienM AliensM :ar%enter<s "he "hing"
190
Novels
"he 8resden Files by Ji1 ButcherI the "4enty 1alaces books by Harry
:onnollyI the Feli, %astor books by Mike :areyI the /onster )unter
.nternational books by 9arry :orreiaI 8racula by Bra1 StokerI anything
by H" /" 9ovecra4tI the Strain trilogy by Guiller1o del 5oro and :huck
HoganI 8eclare> 5ast %all> +,piration 8ate> +arth<uae Weather> and "he
Anubis 3ates by 5i1 /o3ersI :harles Stross< 5aundry seriesI Garth #iG<s
9ld ;ingdo$ trilogyI "he Roo by Daniel A<Malley"
Comics
)ellboy> '1R8> and '1R87 )ell 9n +arth by Mike MignolaM )ellbla@erI
Ato$ic Robo by Brian :levinger and Scott @egener.
191
Index
0ct ?nder /ressure""""""""""""(, H(, !!,, !2(
0ctions #ot :overed By 0 Move"""""""""!2.
0dvanced I1%rove1ents"""""""""""""" )H, !)*
0dvanced Moves"""""""""""""""""""""""""""""""""""").
04ter 5he Mystery"""""""""""""""""""""""""""""""" !,H
0llies"""""""""""""""""""""""""""""""""""""""""""""""""""""""" )-
0l3ays Say"""""""""""""""""""""""""""""""""""""""""""" !,
0rc 5e1%lates""""""""""""""""""""""""""""""""""""""!H!
0rcs"""""""""""""""""""""""""""""""""""""""" !,), !H., !))
area"""""""""""""""""""""""""""""""""""""""""""""""""""""""""" .(
0r1our"""""""""""""""""""""""""""""""""""""""""""""""""""" )!
0t the End A4 Each Mystery""""""""""""""""!))
auto1atic"""""""""""""""""""""""""""""""""""""""""""""""" .(
Basic Hunter Moves"""""""""""""""""""(, H(, !!,
Basic 8ee%er Moves"""""""""""""""""""""""""""""!.
Beginning Each Session""""""""""""""""""""""" !),
Bet3een Sessions""""""""""""""""""""""""""""""""" !,)
Big Magic""""""""""""""""""""""""""""""""""""""""" .,, !2H
Bystander Moves"""""""""""""""""""""""""""""""""" !!2
Bystanders""""""""""""""""""""""""""""""""*), (!, !.-
:ountdo3ns""""""""""""""""""""""""""!2(, !H, !..
:reating 5he First Mystery"""""""""""""*-, *.
:usto1 Moves"""""""""""""""""""""""""""""""""""""" !*
:usto1 5hreats"""""""""""""""""""""""""""""""""""" !*.
Endga1e""""""""""""""""""""""""""""""""""""""""""""""" !)*
Fights""""""""""""""""""""""""""""""""""""""""""""""" .,, !-
First Session"""""""""""""""""""""""""""""""""""""""""""" (*
For3ard""""""""""""""""""""""""""""""""""""""""""""""""""" H*
Gear""""""""""""""""""""""""""""""""""""""""""""""""""""""""" .(
Getting ;eady For #eGt 5i1e"""""""""""""" !,H
Hard Moves""""""""""""""""""""""""""""""""""""""""""" !*
Har1"""""""""""""""""""""""""""""""""""""""""""""""" .H, !-H
Har1 4or Minions L Bystanders"""""""""!-)
Har1 Moves"""""""""""""""""""""""""""""""""""""""""" !-H
Healing"""""""""""""""""""""""""""""""""""""""""""" .., !-*
Healing Bet3een Mysteries""""""""""""""""""".)
Hel% Aut"""""""""""""""""""""""""""""""(, H(, !!H, !2(
Highlight ;atings"""""""""""""""""""""""""""""H,, ((
History""""""""""""""""""""""""""""""""""""""""""""""" H,, ((
Holds""""""""""""""""""""""""""""""""""""""""""""""""""""""" H*
Hunter 0genda""""""""""""""""""""""""""""""""""""""" HH
ignore+ar1our"""""""""""""""""""""""""""""""""" ), )!
I1%rove1ents"""""""""""""""""""""""""""""""""""""""" )-
I1%rovised @ea%ons""""""""""""""""""""""""""""".H
Introductions"""""""""""""""""""""""""""""""""""" H,, ((
Investigate 0 Mystery""""""""(, ., !!H, !2(
8ee%er 0genda"""""""""""""""""""""""""""""""*2, !!
8ee%er /rinci%les"""""""""""""""""""""""""""*2, !!
8ick So1e 0ss"""""""""""""""""""""(, ., !!*, !2(
9eveling ?%""""""""""""""""""""""""""""""""""""" )-, !)*
9ocation Moves""""""""""""""""""""""""""""""""""""!!-
9ocations""""""""""""""""""""""""""""""""""" *), (-, !.,
9uck""""""""""""""""""""""""""""""""""""""""""""""""" .*, !)*
Mani%ulate So1eone"""""""""(, .!, !2, !2(
Mani%ulating Monsters""""""""""""""""".!, !2!
Messing @ith 5he For1ula"""""""""""""""""!.(
Minion Moves""""""""""""""""""""""""""""""""""""""" !!!
Minions"""""""""""""""""""""""""""""""""""""*), (, !.!
Monster Moves""""""""""""""""""""""""""""""""""""" !!
Monsters"""""""""""""""""""""""""""""""""""*), **, !H)
Monsters and Har1""""""""""""""""""""""".., !-)
Moves"""""""""""""""""""""""""""""""""""""""""" *, H., !H
Mystery :ountdo3ns""""""""""""""""""""""""""""" (H
Mystery 9etters""""""""""""""""""""""""""""!)!, !)-
Mystery 5e1%lates""""""""""""""""""""""""""""""!.)
Mythology""*, *2, !2, !-, !H*, !.(, !))
Ane+Shot Ga1es""""""""""""""""""""""""""""""""""" !*,
Angoing""""""""""""""""""""""""""""""""""""""""""""""""""" H*
/laying 5he Mystery"""""""""""""""""""""""""""" !2)
/rotect So1eone""""""""""""""""(, .2, !2!, !2(
192
;atings"""""""""""""""""""""""""""""""""""""""""""""""""""" !
;ead 0 Bad Situation""""""""""(, .2, !22, !2(
;esurrection""""""""""""""""""""""""""""""""""""""""""" .)
;olling the Dice"""""""""""""""""""""""""""""""""""""" H)
;unning SubseQuent Mysteries""""""""""!),
;unning 5he First Mystery"""""""""""""""""!
So4t Moves"""""""""""""""""""""""""""""""""""""!*, !-,
Start+A4+Mystery Moves""""""""""""""""HH, !2)
Su11ary' 0rc :reation"""""""""""""""""""""""!H,
Su11ary' Fights"""""""""""""""""""""""""""""""""" !-H
Su11ary' First Mystery :reation""""""""()
Su11ary' Hunter<s Session"""""""""""""""""")(
Su11ary' 8ee%er<s First Session"""""""!,.
Su11ary' 8ee%er<s Session""""""""""""""""!).
Su11ary' Mystery :reation"""""""""""""""!HH
5ea1 :once%ts""""""""""""""""""""""""""""""""""""""""" H
5ea1s"""""""""""""""""""""""""""""""""""""""""""""""""""""" )-
5he :hosen""""""""""""""""""""""""""""""""""""""""" ,, !!
5he EG%ert"""""""""""""""""""""""""""""""""""""""""" ,, !.
5he Flake""""""""""""""""""""""""""""""""""""""""""""" ,, 2!
5he Hunters"""""""""""""""""""""""""""""""""""""""""""""" ,
5he Initiate""""""""""""""""""""""""""""""""""""""""" ,, 2H
5he 8ee%er"""""""""""""""""""""""""""""""""""""""""""""" *
5he Monstrous"""""""""""""""""""""""""""""""""""H, -
5he Mundane"""""""""""""""""""""""""""""""""""""" H, -H
5he /ro4essional""""""""""""""""""""""""""""""""" H, -(
5he S%ooky""""""""""""""""""""""""""""""""""""""""" H, ,,
5he @ronged"""""""""""""""""""""""""""""""""""""" H, ,(
5hreat Moves"""""""""""""""""""""""""""""""""""""""" !!
5hreats"""""""""""""""""""""""""""""""""""""""""""" *), !H)
?nar1ed 0ttacks""""""""""""""""""""""""""""""""""".H
?se Magic"""""""""""""""""""""""""""" (, .-, !2-, !2(
@eaknesses""""""""""""""""""""""""""""""""""""" .., !-)
@ea%ons"""""""""""""""""""""""""""""""""""""""""""""""""" .(
@hat Cou #eed""""""""""""""""""""""""""""""""""""""""" 2
193
Colophon
5he ga1e 3as 3ritten in A%enA44ice and 9ibreA44ice"
5he headings use the -
rd
Man ty%e4ace by Bu1bayo Font Fabrik"
5he teGt body is set in Gentiu1 Book Basic by SI9"
I raised the 4unds to get this %ro7ect 4inished and into %rint 3ith
IndieGoGo' htt%'KKindiegogo"co1"
194

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