Star
Star
com/
the Star
"I'm a rock star, baby, but that's not all I am. I use my power, money, and influence to look into creepy things
wherever I go! Touring is the perfect cover to get into those abandoned asylums."
Ratings Cool: -1 0 +1 +2 +3
Pick one line, then mark each rating on the right à Basic moves: Act Under Pressure, Help Out
Charm+2, Cool+2, Sharp+0, Tough+0, Weird-1
Sharp: -1 0 +1 +2 +3
Charm+2, Cool+1, Sharp+0, Tough+0, Weird+0 Basic moves: Investigate, Read a Bad Situation
Charm+2, Cool+1, Sharp-1, Tough+1, Weird+0
Tough: -1 0 +1 +2 +3
Charm+2, Cool+1, Sharp+0, Tough-1, Weird+1 Basic moves: Kick Some Ass, Protect Someone
Charm+2, Cool-1, Sharp+1, Tough+0, Weird+1
Weird: -1 0 +1 +2 +3
Moves Basic moves: Use Magic
You get all the basic moves, and three Star moves.
You! Me! Dancing!: Your music is more than just investigate a mystery.
catchy. Play a tune near a monster and it may just start to
Victorious: The show must go on! Once per mystery, you
dance! Roll +Charm. On a 10+ the monster dances for you
may attempt to keep going despite your injuries. Roll
and is unable to attack. On a 7-9 the monster's attacks are
+Cool. On a 10+, completely ignore the effect of injuries until
hampered, but not stopped by the dancing. On a miss the
the end of battle. On a 7-9 injury effects only half as badly
monster will become angry and target you. Re-roll for each
during battle. On a miss, it was worse than it looked: the
new song.
Keeper may inflict a harm move on you, or make your
Bohemian Rhapsody: You play an inspiring anthem for wounds unstable. Note that these injuries still exist and at
your team. +1 to everyone going forward as long as you are the end of battle will regain their full effect.
in your current location or venue.
Highway to Hell: Like any good performer you have an
When You're Evil: You sold your soul to the Devil in eye for detail. When you read a bad situation, you can take a
order to attain your musical talent. You may pick one other moment to take in extra information. Take +1 hold on any
thing you got out of the deal: wealth, fame, youth, result of 7 or more, plus you can detect the influence of
everlasting beauty, or skill (add +1 to two ratings). Your invisible things. On a miss, you may still get 1 hold, but one
luck, however, is now tied to the payment of your debt, and of the things you noticed now has your full attention.
when it's run out, the devil will come for his due.
Never Gonna Give You Up: Use +Charm instead of
Sleep Now in the Fire: Use + charm instead of +sharp to +Tough on Protect Someone. +1 if the person you're
protecting is a fan of your work.
Road to infamy
You're freaking famous! Sometimes that's good, sometimes, well, not so good. Pick two Fame and two Bad Fortune tags to go
with your Celebrity Status.
Fame: Pick Two
Wealth: Business is good. You never seem to run out of area, you will almost certainly attract positive attention.
money.
Internet Sensation: You have an active online fanbase
Popular: People recognize you in the streets and are where you can often get your fans to do a little digging for
willing to do you favors. you if the request is worded well enough.
Connections: You know a guy who knows a guy. Every Alias: You have a double life, your stage presence is
now and then you can pull a string to get something done totally different from who you are in real life, and you can
for you. often fly under the radar. Share your Star's well-known alias
with the group.
Draw a Crowd: If you start playing in the middle of an
Crew
Decide if your crew are made up of the other hunters, or if you have your own entourage.
If they are other people, there are 1-3 of them. Pick a name and job for each (they can all be groupies if you really want).
If it's the other hunters, decide together who gets what jobs.
Crew jobs: Backup Musicians/Other Band Members, Tech Crew, Backup Dancers, Groupies, Security, Toadies
Gear
Normal weapons, pick one:
Guitar (2-harm hand)
9mm (2-harm close loud)
Tazer (2-harm, close, attracts attention)
Switchblade (1-harm, hand, concealed)
Cane/Walking Stick (2-harm close, innocuous)
Brass Knuckles (2-harm, hand)
Introductions
When you get here, wait for everyone to catch up so you can do your introductions together.
Go around the group. On your turn, introduce your Star by name and look, and tell the group what they know about you.
History
Go around the group again. When it's your turn, pick one for each of the other hunters:
Harm
When you suffer harm, mark of the number of boxes equal to harm suffered. More than four harm is especially dangerous.
Okay | Dying Unstable: (Unstable injuries will worsen as time passes)
Leveling Up
Experience:
Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box.
When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the list below.
Improvements:
Get +1 Charm, max +3 Take another Star move
Get +1 Cool, max +2 Build a Green Room using the Expert's Haven specs
Get +1 Tough, max +2 Pick something new from the gear list
Get +1 Weird, max +2 Take a move from another playbook
Take another Star move Take a move from another playbook
After you have leveled up five times, you qualify for advanced improvements in addition to these, from the list below.
Advanced Improvements
Get +1 to any rating, max +3.
Change this hunter to a new type.
Make up a second hunter to play as well as this one.
Mark two of the basic moves as advanced.
Mark another two of the basic moves as advanced.
Retire this hunter to safety.
Erase one used luck mark from your playbook.
Notes (moves, holds, etc)