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The Bloodhound

The document provides character details for a playbook called "The Bloodhound". It includes: - Stats like Aggro, Cool, Hard, Sharp, and Weird that are improved through gaining experience points. - Special moves the character can perform like "Interrogating reality" to determine if mysteries are true or false, and "Whispering truth" which impacts how NPCs react to learning mysteries. - Descriptions of mysteries the character seeks to solve through determining if they are true or false. - Gear the character starts with like clothing and living space, as well as mysteries to investigate.

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Guilherme Souza
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0% found this document useful (0 votes)
14 views2 pages

The Bloodhound

The document provides character details for a playbook called "The Bloodhound". It includes: - Stats like Aggro, Cool, Hard, Sharp, and Weird that are improved through gaining experience points. - Special moves the character can perform like "Interrogating reality" to determine if mysteries are true or false, and "Whispering truth" which impacts how NPCs react to learning mysteries. - Descriptions of mysteries the character seeks to solve through determining if they are true or false. - Gear the character starts with like clothing and living space, as well as mysteries to investigate.

Uploaded by

Guilherme Souza
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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STATS MOVES EFFECTS HARM

Countdown
NAME: THE BLOODHOUND
Confront someone
Try something
12 Here in the ashes of the burned world,
strange things dwell, strange forces move.

AGGRO  » Xp 9 3 PRONOUNS: What seems solid, real, is illusion; what seems
impossible, must be true. Any whose mind still
lights with curiosity must see that it’s so.
WEAPON
Act under fire
6 1st IMPRESSION
Sway someone
 Stabilized
COOL  » Xp When life becomes untenable:
ARMOR  Return to play with -1Hard.
Attack someone
Do battle
 Return to play with +1Weird.
 Return to play with a new
BLOODHOUND MOVES
playbook.  Interrogating reality†: At the end of the session, choose one of your mysteries. Tell the
HARD  » Xp  Die. MC that you’d like to mark it true or false. They must choose 1 of these answers: go ahead

Read someone
Ψ and mark it true; go ahead and mark it false; or for now, you’d better not mark it either way.
They can also allow you to choose another mystery and ask again, if they like.
Read a situation SCAVENGE  Compassionate presence: When you meet an NPC in private, at your choice, you can
roll+Cool. On a 10+, both. On a 7–9, choose 1:
Choose 1:
SHARP  » Xp  To you, only the truth has real • If they’re ashamed of something they’ve done, they blurt it out to you. Ask the MC if they do.

Open your brain to


value. You don’t seek material
power or comfort, and are
BARTER • If they’re holding onto pain, they blurt it out to you. Ask the MC if they do.
On a miss, if they’re hurting or ashamed, they see you as a threat. Ask the MC what they do.
Live day to day
the world’s psychic satisfied merely to survive. You Cruise a market
maelstrom  Eerily astute: When you read a situation, as a free additional question, you can ask:
have Barter -1
WEIRD  » Xp  To you the truth is not sacred. You use your
• Which threat types are in play here?
The MC must list them. They aren’t required to tell you who’s who, but they can if they like.
knowledge to manipulate people, and sell your
Hx secrets to enrich yourself. You have Barter +1.  Stern presence: When you enter into a situation, roll+Hard. On a 10+, both. On a 7–9,
Help someone choose 1:
Interrupt someone • If anyone here has intentionally told lies, betrayed trust, or sown confusion, they can’t meet your
IMPROVEMENT eyes. Ask the MC who can’t.
• If anyone here needs your help, they meet and hold your eyes. Ask the MC who does.
Mark 6 Xp »  » Improve:
On a miss, something else catches your attention first. Ask the MC what does.
 Get +1Aggro (max Aggro+2).
 Whispering truth†: When you tell an NPC a mystery marked true, the truth of it whispers
 Get +1Cool (max Cool+2).
to their psyche. Have the MC choose 1:
 Get +1Hard (max Hard+2). • They become fixed upon it, intent upon pursuing it to its conclusions, abandoning other
 Get +1Weird (max Weird+2). commitments. They change threat type if necessary.
 Get a new Bloodhound move. • They become fixed upon you, your devoted disciple, abandoning other commitments. They change
threat type if necessary.
 Get a new Bloodhound move.
 Establish a following and get devotion.
 Establish an observatory (workspace: cosmology)
OTHER MOVES
and get tinkering.
 Get a move from an unused playbook.
 Get a move from an unused playbook.

 Get +1 to any stat (max stat+3).


 Get +1 to any stat (max stat+3).
 Unlock a gamechanger.
 Create an additional character to play.
* This is a highly interruptible move.
 Retire your character to safety. † This move requires you to have mysteries.
MYSTERIES THE BLOODHOUND
You are a student of truth, seeking reality without fear. At any time, you may mark any of
the following mysteries I believe or I don’t believe. You may also create up to 3 mysteries
To create your Bloodhound, choose name
& pronouns, 1st impression, stats, effects,
GEAR
of your own. To mark a mystery true or false, use your move interrogating reality. moves, gear, and Hx. You get:
ve • Your mysteries.
NAME • Clothing you detail, including at your
e

option a piece worth 1-armor.


eli
eve

’t b

Baskerville, Ricardo, Kepler, Mona, Trini, • Living space and incidentals you

lse
eli

Linus, Wisteria, Scarlet, or Mazarine.


on

ue
detail, suitable to your personal needs,
MYSTERIES
Ib

Fa
Id

Tr
Doe, Eclipse, Static, Cricket, Cuff, Speck, Lion, Scavenge, Hard Zone, and moves.
  It would be possible to undo the apocalypse, if we knew how.   Coronet, Valley, Beech, Raygate, or Devilfoot.
  Our world is not real, but is somehow created just for us to experience.   Choose your pronouns. Hx
Everyone introduces their characters by
 

Somewhere there are those who survived the apocalypse, safe and
intact, at peace, in a green and bountiful place.
 
1st IMPRESSION name, pronouns, look and outlook. Take
your turn.
Choose 1 or more, and add your own:
  The apocalypse was imposed upon us by enemies of humanity, vast and   List the other characters’ names.
inimical, existing outside us or else deep within. Aggressive, antic, contemplative, cryptic,
curious, cynical, dreamy, exacting, forgiving, Go around again for Hx. On your turn, ask
  The future is written before us, and we could read it if we knew how.   humorous, idealistic, impatient, kind, lively, each other character directly: Can I count
  There are other worlds than this one, and it’s possible to travel to them.   mystical, nitpicky, patient, raving, unflappable. on you to tell me the truth, whenever I ask, no
matter what I ask?




They burned the world on purpose, out of vast spite and malice.
They burned the world on purpose, to end some inconceivable horror.




STATS • If they say yes, write Hx+2.
Choose a set: • If they say no, write Hx+1.
  Time travel is possible.   Aggro+1, Cool+1, Hard=0, Sharp+2, Weird-1 • If they say anything else, or if you don’t
  The world’s psychic maelstrom has always existed, but has now grown   Aggro=0, Cool+1, Hard+1, Sharp+2, Weird-1 believe their answer, write Hx-1.
strong. Aggro=0, Cool-1, Hard+1, Sharp+2, Weird+1 On the others’ turns, volunteer if you like.
  The world’s psychic maelstrom is an alien intelligence or will.   Aggro-1, Cool+2, Hard-1, Sharp+2, Weird=0
IMPROVEMENT

 
 The world’s psychic maelstrom is made of ghosts.
The world’s psychic maelstrom is the soul of the earth, wounded,




EFFECTS Whenever you roll a stat, mark it. At 4
You have no weapon. marks, get 1Xp and erase.
screaming in pain and loss.
When you choose your gear, list your armor, When your Hx with someone rolls over
  The world’s psychic maelstrom was created by human beings.   if any. from +3 to +1 or from -2 to -1, get 1Xp.
  We survive death, transformed. Death is not the end of us.   You have 0-Ψ. At the end of each session, judge for
  —   You have Barter per your Scavenge. yourself: Are you satisfied with your place
in the world? If you’re not, get 1Xp.
  —   HARD ZONE At the end of each session, judge for
  —   Ask your MC which Hard Zone is in play, or yourself: Does your Scavenge choice still
else choose with the other players. hold true? If it does, get 1Xp. If it doesn’t,
you have the option to change it now.
CLOTHING, LIVING SPACE & INCIDENTALS You can adapt your gear and other options to
the Hard Zone as necessary. At 6Xp, choose an improvement and erase.

MOVES
You get all the basic moves. You get
interrogating reality, and choose 1 more
Bloodhound move.

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