Spooky MOTW Sheet
Spooky MOTW Sheet
, You get all the basic moves, plus pick three Spooky moves:
The SpOoky
b Telepathy: You can read people’s thoughts and put b Tune In: You can attune your mind to a monster
words in their mind. This can allow you to inves- or minion. Roll +Weird. On a 10+, hold 3. On a 7-9,
tigate a mystery or read a bad situation without hold 1. On a miss, the monster becomes aware of
needing to actually talk. You can also manipulate you. Spend one hold to ask the Keeper one of the fol-
I can do things, things that normal people can’t. someone without speaking. You still roll moves as lowing questions, and gain +1 ongoing while acting
But there’s a price—I haven’t paid it in full, yet, normal, except people will not expect the weirdness on the answers:
but the bill’s gonna come due soon. It’s best I don’t of your mental communication. • Where is the creature right now?
tell you any more. You get too close, you’ll get hurt. b Hex: When you cast a spell (with use magic), as well • What is it planning to do right now?
as the normal effects, you may pick from the follow- • Who is it going to attack next?
-1 CHARM • Manipulate Someone ing:
• The target contracts a disease.
• Who does it regard as the biggest threat?
• How can I attract its attention?
• Act Under Pressure
-1 COoL • Help Out
• The target immediately suffers harm (2-harm
magic ignore-armour).
b The Big Whammy: You can use your powers to kick
some ass: roll +Weird instead of +Tough. The attack
• Investigate a Mystery • The target breaks something precious or has 2-harm close obvious ignore-armour. On a miss,
2 SHARP • Read a Bad Situation important.
b The Sight: You can see the invisible, especially spirits
you’ll get a magical backlash.
b Jinx: You can encourage coincidences to occur, the
• Kick Some Ass
2 TOUGH • Protect Someone
and magical influences. You may communicate with
(maybe even make deals with) the spirits you see,
way you want. When you jinx a target, roll +Weird.
On a 10+ hold 2 and on a 7-9 hold 1. On a miss, the
and they give you more opportunities to spot clues Keeper holds 2 over you to be used in the same way.
2 WEIRD • Use Magic when you investigate a mystery.
b Premonitions: At the start of each mystery, roll
Spend your hold to:
• Interfere with a hunter, giving them -1 forward.
Luck +Weird. On a 10+, you get a detailed vision of some- • Help a hunter, giving them +1 forward, by inter-
Mark luck to change a roll to 12 or avoid all harm from thing bad that is yet to happen. You take +1 forward fering with their enemy.
an injury. to prevent it coming true, and mark experience if you • Interfere with what a monster, minion, or
stop it. On a 7-9+ you get clouded images of some- bystander is trying to do.
Okay bbbbbbb Doomed
thing bad that is yet to happen: mark experience if • Inflict 1-harm on the target due to an accident.
Spooky special: As you mark off Luck boxes, your dark you stop it. On a miss, you get a vision of something • The target finds something you left for them.
side’s needs will get nastier. bad happening to you and the Keeper holds 3, to be • The target loses something that you will soon
spent one-for-one as penalties to rolls you make. find.
Harm b Hunches: When something bad is happening (or
When you reach 4 or more, mark unstable. Gear
just about to happen) somewhere that you aren’t,
You get two normal weapons and any magical items or
roll +Sharp. On a 10+ you knew where you needed
Okay bbb|bbbb Dying amulets that you use to invoke your powers.
to go, just in time to get there. On a 7-9, you get
Unstable: b there late—in time to intervene, but not prevent it Normal weapons (pick two):
(Unstable injuries will worsen as time passes) altogether. On a miss, you get there just in time to be b .38 revolver (2-harm close reload loud)
in trouble yourself. b 9mm (2-harm close loud)
Experience b Hunting rifle (2-harm far loud)
b Shotgun (3-harm close messy)
Experience: bbbbb
b Big knife (1-harm hand)
Whenever you roll and get a total of 6 or less, or when a
move tells you to, mark an experience box.
Getting Started Introductions Leveling Up
To make your Spooky, first pick a name. Then follow the When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
instructions in this playbook to decide your look, ratings, can do your introductions together. up. Erase the marks and pick an improvement from the
moves, dark side and gear. Finally, introduce yourself and Go around the group. On your turn, introduce your following list:
pick history. Spooky by name and look, and tell the group what they
Improvements
know about you.
Pronouns: b Get +1 Weird, max +3
Look, pick one from each List: History b Get +1 Charm, max +2
Go around the group again. On your turn, pick one of b Get +1 Cool, max +2
• Kid, teen, adult, old, .
these for each hunter: b Get +1 Sharp, max +2
• Burning eyes, dark eyes, pained eyes, blank eyes,
• They taught you to control your powers, to the extent b Take another Spooky move
unblinking eyes, piercing eyes, shadowed eyes,
that you can control them at all. b Take another Spooky move
creepy eyes, __________ eyes.
• You are blood-kin. Decide together exactly what. b Change some, or all, your dark side tags
• Ratty clothes, casual clothes, goth clothes, neat
• You are married, or romantically involved. Decide b Get a mystical library, like the Expert’s haven option
clothes, nerdy clothes, __________ clothes.
between you the exact relationship. b Take a move from another playbook
Ratings, pick one line: • You’re old friends, and trust each other completely. b Take a move from another playbook
b Charm+1, Cool=0, Sharp+1, Tough-1, Weird+2 • You used your powers on them one time. Decide if
b Charm-1, Cool+1, Sharp=0, Tough+1, Weird+2 it was for selfish reasons or not, and tell them if they After you have leveled up five times, you qualify for
b Charm+2, Cool=0, Sharp-1, Tough-1, Weird+2 found out about it. advanced improvements in addition to these. They’re
b Charm=0, Cool-1, Sharp+1, Tough+1, Weird+2 • You’ve known each other some time, but since your below.
b Charm-1, Cool-1, Sharp+2, Tough=0, Weird+2 powers manifested, you keep them at a distance Advanced Improvements
The Dark Side emotionally. b Get +1 to any rating, max +3.
Your powers have an unsavory source, and sometimes • You hope they can help you control your powers. b Change this hunter to a new type.
you get tempted to do things you shouldn’t. These could • They saw you use your powers for selfish or vindic- b Create a second hunter to play as well as this one.
be orders from whatever granted your power, or urges tive reasons. Ask them who the victim was, and then b Mark two of the basic moves as advanced.
that bubble up from your subconscious. Something like tell them what you did. b Mark another two of the basic moves as advanced.
that. Whatever it is, it’s unsettling. b Retire this hunter to safety.
b You discover how to use your powers at a lower price.
Pick three tags for your dark side: Delete one dark side tag permanently.
b Violence b Mood swings b Get back one used Luck point.
b Depression b Rage
b Secrets b Self-destruction
b Lust b Greed for power
b Dark bargain b Poor impulse control
b Guilt b Hallucinations
b Soulless b Pain
b Addiction b Paranoia