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Spooky MOTW Sheet

This Spooky character has psychic and magical abilities that come with a dark side and price. They can choose three spooky moves: telepathy to read minds and communicate mentally, hex to cast harmful spells, and the sight to see spirits. They also get premonitions of future dangers and hunches about where trouble is occurring. Their powers come at a cost, and using their luck will make their dark side's needs worse over time. They are equipped with normal weapons and any magical items that help them use their powers.

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Anik Niles
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0% found this document useful (0 votes)
2K views4 pages

Spooky MOTW Sheet

This Spooky character has psychic and magical abilities that come with a dark side and price. They can choose three spooky moves: telepathy to read minds and communicate mentally, hex to cast harmful spells, and the sight to see spirits. They also get premonitions of future dangers and hunches about where trouble is occurring. Their powers come at a cost, and using their luck will make their dark side's needs worse over time. They are equipped with normal weapons and any magical items that help them use their powers.

Uploaded by

Anik Niles
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Moves

, 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

The Keeper can ask you to do nasty things (in accordance


with the tags), when your powers need you to. If you
do whatever is asked, mark experience. If you don’t do
it, then your powers are unavailable until the end of the
mystery (or until you cave). As you mark off Luck boxes,
these requests will get bigger and nastier.
Hunter Agenda
• Act like you’re the hero in this
Act Under Pressure
When you act under pressure, roll
Manipulate Someone
Once you have given them a reason, tell
Protect Someone
When you prevent harm to another
+Cool. them what you want them to do and roll character, roll +Tough.
story (because you are).
On a 10+ you do what you set out to. +Charm. On a 7+, you protect them okay, but
• Make your own destiny.
On a 7-9 the Keeper is going to give For a normal person: you’ll suffer some or all of the harm they
• Find the damn monsters and stop
you a worse outcome, hard choice, or • On a 10+, then they’ll do it for were going to get.
them.
price to pay. the reason you gave them. If you On a 10+ choose an extra:
• Play your hunter like they’re a real
advanced: On a 12+ you may asked too much, they’ll tell you the • You suffer little harm (-1 harm).
person.
choose to either do what you wanted minimum it would take for them • All impending danger is now

Basic Moves and something extra, or to do what you


wanted to absolute perfection.
to do it (or if there’s no way they’d
do it).
focused on you.
• You inflict harm on the enemy.
• On a 7-9, they’ll do it, but only if • You hold the enemy back.
Kick Some Ass you do something for them right Advanced: on a 12+ both you and
When you get into a fight and kick some Help Out now to show that you mean it. If the character you are protecting are
ass, roll +Tough. When you help another hunter, roll you asked too much, they’ll tell unharmed and out of danger. If you
On a 7+, you and whatever you’re +Cool. you what, if anything, it would were protecting a bystander, they also
fighting inflict harm on each other. The On a 10+ your help grants them +1 take for them to do it. become your ally.
amount of harm is based on the estab- to their roll. • Advanced: On a 12+ not only do
lished dangers in the game. That usually On a 7-9 your help grants them +1 to they do what you want right now,
means you inflict the harm rating of their roll, but you also expose yourself they also become your ally for the Read A Bad Situation
your weapon and your enemy inflicts to trouble or danger. rest of the mystery (or, if you do When you look around and read a bad
their attack’s harm rating on you. advanced: On a 12+ your help enough for them, permanently). situation, roll +Sharp.
On a 10+, choose one extra effect: lets them act as if they just rolled a 12, For another hunter: On a 10+ hold 3, and on a 7-9, hold 1.
• You gain the advantage: take +1 regardless of what they actually got. • On a 10+, if they do what you ask One hold can be spent to ask the
forward, or give +1 forward to they mark experience and get +1 Keeper one of the following questions:
another hunter. forward. • What’s my best way in?
• You inflict terrible harm (+1 Investigate A Mystery • On a 7-9, they mark experience if • What’s my best way out?
harm). When you investigate a mystery, roll they do what you ask. • Are there any dangers we haven’t
• You suffer less harm (-1 harm). +Sharp. On a 10+ hold 2, and on a 7-9 • On a miss, it’s up to that hunter noticed?
• You force them where you want hold 1. One hold can be spent to ask the to decide how badly you offend or • What’s the biggest threat?
them. Keeper one of the following questions: annoy them. They mark experi- • What’s most vulnerable to me?
advanced: On a 12+ instead pick • What happened here? ence if they decide not to do what • What’s the best way to protect the
an enhanced effect: • What sort of creature is it? you asked. Monsters and minions victims?
• You completely hold the advan- • What can it do? cannot normally be manipulated. If you act on the answers, you get +1
tage. All hunters involved in the • What can hurt it? • Advanced: On a 12+ they must ongoing while the information is rele-
fight get +1 forward. • Where did it go? act under pressure to resist your vant.
• You suffer no harm at all. • What was it going to do? request. If they do what you ask, advanced: On a 12+ you may ask
• Your attack inflicts double the • What is being concealed here? they mark one experience and the Keeper any question you want about
normal harm. advanced: On a 12+, you may ask the take +1 ongoing while doing what the situation, not just the listed ones.
• Your attack drives the enemy away Keeper any question you want about the you asked.
in a rout. mystery, not just the listed ones.
The Keeper may say that...
Use Magic
When you use magic, say what you’re
• The spell requires weird materials.
• The spell will take 10 seconds, 30
Harm
Whenever you suffer harm, the Keeper
Luck
When you spend a point of Luck, pick
trying to achieve and how you do the seconds, or 1 minute to cast. will tell you what effect it has. one:
spell, then roll +Weird. • The spell requires ritual chanting Injury severity depends on how much • Decrease a wound you have
On a 10+, the magic works without and gestures. harm you have suffered: suffered to 0 harm.
issues: choose your effect. • The spell requires you to draw • 0-harm wounds have only minor, • After you roll, retroactively change
On a 7-9, it works imperfectly: choose arcane symbols. short term effects. the result to a 12.
your effect and a glitch. The Keeper will • You need one or two people to • 4-7 harm wounds are serious When you have no luck left, bad
decide what effect the glitch has. help cast the spell. and unstable. They will get things will happen to you.
advanced: On a 12+ the Keeper • You need to refer to a tome of worse unless treated. Mark the
will offer you some added benefit. magic for the details.
Leveling Up
“Unstable” box.
• 8-harm or more will kill a normal
Effects
• Inflict harm (1-harm ignore- Big Magic human, including a hunter.
Armour reduces the harm suffered by
Mark an experience point whenever
your roll totals six or less, or when a
armour magic obvious). Use this when you want more than the the number of points it is rated for. move tells you to.
• Enchant a weapon. It gets +1 harm Use Magic effects. Tell the Keeper what Monsters may not be defeated until Whenever you mark the fifth experi-
and +magic. you want to do. you use their weakness against them, ence box, level up. Erase all five marks
• Do one thing that is beyond The Keeper may require: and this applies to some minions as well. and choose an improvement from your
human limitations. • You need to spend a lot of time
list.
• Bar a place or portal to a specific (days or weeks) researching the
After you have levelled up five times,
person or a type of creature.
• Trap a specific person, minion, or
magic ritual. Recovery you may choose from the advanced
• You need to experiment with the • 0 harm wounds are considered improvement list as well.
monster. spell – there will be lots of failures healed right away.
• Banish a spirit or curse from the before you get it right. • 1-3 harm wounds improve when
person, object, or place it inhabits.
• Summon a monster into the world.
• You need some rare and weird
ingredients and supplies.
you receive first aid, and later
when you rest. Heal 1 when you
End of Session
At the end of each session, the Keeper
• Communicate with something • The spell will take a long time do. will ask the following questions:
that you do not share a language (hours or days) to cast. • Unstable wounds require first aid • Did we conclude the current
with. • You need a lot of people (2, 3, 7, to become stable. While unstable, mystery?
• Observe another place or time. 13, or more) to help. they may get worse. • Did we save someone from certain
• Heal 1-harm from an injury, or • The spell needs to be cast at a • 4+ harm wounds require a healing death (or worse)?
cure a disease, or neutralize a particular place and/or time. move, time in an infirmary or • Did we learn something new and
poison. • You need to use magic as part of hospital, or magical healing. important about the world?
the ritual, perhaps to summon a
Glitches • Did we learn something new
monster, communicate with some- At the end of the mystery, you also have
• The effect is weakened. and important about one of the
thing, or bar the portal you opened. a chance to heal.
• The effect is of short duration. hunters?
• It will have a specific side-effect or • If there is no chance to rest, heal
• You take 1-harm ignore-armour. If you get one or two “Yes” answers,
danger. 1 harm.
• The magic draws immediate, mark one experience. If you get three or
If you meet the requirements, then • If there is plenty of time, heal all
unwelcome attention. four, mark two.
the magic takes effect. harm.
• It has a problematic side effect.

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