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Monster Hunters On Main Street

The document provides background information for a roleplaying game character called "The Jock." It includes details about the character's abilities, occupation, and personal life. Randomization tables prompt the reader to make choices to flesh out additional specifics about the character, such as what they do for fun or who might be causing them gossip or trouble.

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Tiur
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0% found this document useful (0 votes)
28 views

Monster Hunters On Main Street

The document provides background information for a roleplaying game character called "The Jock." It includes details about the character's abilities, occupation, and personal life. Randomization tables prompt the reader to make choices to flesh out additional specifics about the character, such as what they do for fun or who might be causing them gossip or trouble.

Uploaded by

Tiur
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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Monster Hunters

on Main Street
Monster Hunters
on Main Stree
by Richard Ruane
R. Rook Studio
r-rook.itch.io

Dark Streets & Darker Secrets


is a trademark of Diogo Nogueira
t
Name: _______________________
The Jock Pronouns: ____________________

Archetype: The Jock Concept: _______________________________________________________________


Level:
______________________________________________________________________
Experience:
Complication: ___________________________________________________________
Physique
Starts a 8
_____________________________________________________

1d6 When you’re not ghting evil bad guys, what do you do? Gain

Agility +2 Agility
1 Swim Coach. Who in town used to be a regular in your class?
Starts a 10 +2 Intellect

+2 Agility
2 Chrous Dancer. Who is your manager who always a crazy scheme for you to get more famous?
+1 Physique, +1 Luck
Intellect
Starts a 7
School Coach. Which kid (or parent) do you suspect has found out about your .monster +2 Physique
3 +2 Willpower
hunting and supernatural investigations?

Willpower
+2 Agility
Starts a 7 Aerobics Instructor. Which regular in your class are you starting to suspect is up to something
4 +1 Physique
you might need to look into?
+1 Willpower
Vitality
Physique + Minor Leagues. What you lack in precision, you made up for in drive. Name a former teammate +2 Physique
5 +2 Agility
2*Level who’s jealous of your current (still limited) success?

University Lacrosse. The scholarship is paying your way. Which of your classmates do you +2 Physique
6 +2 Intellect
worry might be getting themselves into trouble with their own investigations?
Sanity
Inte ect.
1d6 There’s lots of gossip about you. What one thing everyone knows about you is true? Gain

+1 Agility, +1 Luck
Luck 1 Silver Spoon. What got your grandparents to almost disinherit you?
+2 Money
Starts a 3

+2 Willpower
2 Political Scandal. Who told the press about your relationship with the candidate?
+2 Intellect
Money
Starts a 2 +2 Physique
3 Secret Fling. Who was the cad who le you out here by yourself?
+2 Intellect

Weapons 4 +2 Physique
Party Animal. Which bar or club no longer allows you to come in? Why?
+2 Willpower
_______________________

_______________________ +2 Physique
5 Health Nut. What more libertine neighbor do you wish you could party harder with?
+2 Agility
_______________________
+2 Intellect
6 Gossip. Who is trying as hard to besmirch your reputation as you are to besmirch theirs?
_______________________ +2 Agility

_______________________

_______________________
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1d6 What do you do for fun? Gain

+2 Agility
1 Music. Name the garage band you play with when you get some spare time.
+2 Intellect

+2 Agility
2 Ballroom. Name the studio where you’ve been spending your free time honing your dance skills.
+2 Willpower

+2 Agility
3 Squash. Name the overly friendly person who’s always at the squash court when you’re there.
+2 Physique

+2 Physique
4 Gardening. Name the helpful clerk at the garden center who always remembers your name and asks about your marigolds.
+2 Intellect

+2 Physique
5 Weights. Who’s the friendly person who’s always around whenever you need a spot?
+2 Agility

+1 Luck
6 Poker. Who’s annoyed that you beat them handily at last weekend’s poker night? +1 Money
+2 Willpower

1d6 How did you and your friend (the one played by the person on your right) discover the supernatural? Gain

You were followed! One night, you and your friend were out around town and noticed a strange, not-quite human gure always behind Both get +1 Willpower
1
you. What did it look like? Where were you when it disappeared?

You were helped a neighbor! A dramatically cloaked gure was threatening someone you both know. When you went to help, the gure Both get +1 Agility
2
hissed and said your names before eeing away. Name the person you saved who’s been reticent to talk about what happened.

You saw the lights! While walking outdoors with your friend one night, you both saw weird lights and heard a faint sound near a local Both get +1 Intellect
3
landmark. Name the location where the lights and sounds came from.

You were attacked! You and your friend were walking on the beach one night, when cultists in expensive-looking robes tried to kidnap Both get +1 Physique.
4
you. You fended them o and got away. What secret name did they whisper while they were trying to capture you?

They rescued you! When you followed a strange ball of light o into the wilderness at the edge of town one night, your friend held you You get +1 Physique
5 They get +1 Willpower
back. Where was the light trying to lead you?

You rescued them! When they didn’t see the strange shadows while you were exploring the old house, you pulled them away to safety. They get +1 Intellect
6 You get +1 Agility
Who had you seen go into the house before you went in (even though they swear they don’t remember)?

Special Abilities Equipment


• Prime Attributes: Physique & Agility 1. ________________________________________________________
• Recovery Roll: 1d6+2 2. ________________________________________________________
• I’m Okay! Once per adventure, upon reaching 0 Vitality, immediately regain 3. ________________________________________________________
1d6+Level Vitality points. 4. ________________________________________________________
• Gottem: You have a positive die on all checks for combat maneuvers involving 5. ________________________________________________________
grappling, restraining, pushing, or pulling opponents. 6. ________________________________________________________
• Feats of Strength: Gain a positive die to break open doors, bend bars, or… you 7. ________________________________________________________
know… li gates.
8. ________________________________________________________
• You’ve Got the Moves: When you’re down to just your workout gear, you’re +1
9. ________________________________________________________
Di culty for opponents to hit with melee attacks (Minimum 1). When you’re
down to just your swimwear (or less), you’re +2 Di culty for opponents to hit 10. ________________________________________________________
with melee attacks (Minimum 2). 11. ________________________________________________________
12. ________________________________________________________
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Name: _______________________
Reformed Brute Pronouns: ____________________

Archetype: Tough Concept: _______________________________________________________________


Level:
______________________________________________________________________
Experience:
Complication: ___________________________________________________________
Physique _____________________________________________________
Starts a 10
1d6 What job did you previously hold before you decided to take up occult investigations? Gain

Apprentice PI. Your boss had you doing basic footwork. Name the person that your boss and +2 Agility
Agility 1 +2 Intellect
their partners told you to avoid getting entangled with, but wouldn’t tell you why.
Starts a 8

Sailor. You were close with people all over the globe when you were sailing. Name the person +2 Physique
2 +1 Agility, +1 Luck
you just recently met from your sailing days who you never expected to see here in town.
Intellect
Starts a 7 Private Security. You provided discreet security and bodyguard services for local big wigs. +2 Physique
3 +2 Willpower
Which former client seems to know more about what you're investigating than they let on?

Roadie. It was a tough life working for that band. Which band member you never wanted to see +2 Physique
Willpower 4 again has been showing up around here? +1 Agility
Starts a 7 +1 Willpower

Criminal Tough. You made your living making sure people “learned their lessons” about +2 Physique
Vitality
5 crossing your old bosses. Name someone who helped you get out of that life but who's recently +2 Agility
Physique +
2*Level gone missing.

Pan-Hellenic President. You thought they’d always be your siblings, but they weren’t ready to +2 Physique
6 accept everything about you and the people you cared for. Which of them has recently been trying +2 Intellect
Sanity to get in touch with you?
Inte ec

1d6 There’s lots of gossip about you. What one thing everyone knows about you is true? Gain

Luck Silver Spoon. What got your grandparents to almost disinherit you? +1 Agility, +1 Luck
Starts a 3 1 +2 Money

Political Scandal. Who told the press about your relationship with the candidate? +2 Willpower
2
+2 Intellect
Money
Starts a 2 Secret Fling. Who was the cad who le you out here by yourself? +2 Physique
3
+2 Intellect
Weapons
4 Party Animal. Which bar or club no longer allows you to come in? Why? +2 Physique
_______________________ +2 Willpower

_______________________ +2 Physique
5 Health Nut. What more libertine neighbor do you wish you could party harder with?
+2 Agility
_______________________
Gossip. Who is trying as hard to besmirch your reputation as you are to besmirch theirs? +2 Intellect
_______________________ 6
+2 Agility
_______________________

_______________________
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1d6 What secret are you hiding from even your fellow investigators? Gain

Torrid A air. Name the person who you don’t want the others to know about? +2 Physique
1 +2 Agility

Risky Business. What secret interests did you or your family invest in that you must never be publicly connected to? +2 Agility
2 +2 Intellect

Secret Identity. What’s your real name and who are you hiding from? +2 Intellect
3 +2 Willpower

Guardian Angel. Who are you protecting in town and why must they never know your true purpose? Why? +2 Agility
4
+2 Willpower

Secret Vows. You’ve sworn to get something justice for a terrible wrong. What is it? +2 Physique
5 +2 Willpower

+2 Physique
6 Family Troubles. What does your family have connections to that your friends and loved ones would nd disturbing?
+2 Intellect

1d6 How did you and your friend (the one played by the person on your right) discover the supernatural? Gain

You were followed! One night, you and your friend were out around town and noticed a strange, not-quite human gure always behind Both get +1 Willpower
1
you. What did it look like? Where were you when it disappeared?

You were helped a neighbor! A dramatically cloaked gure was threatening someone you both know. When you went to help, the gure Both get +1 Agility
2
hissed and said your names before eeing away. Name the person you saved who’s been reticent to talk about what happened.

You saw the lights! While walking outdoors with your friend one night, you both saw weird lights and heard a faint sound near a local Both get +1 Intellect
3
landmark. Name the location where the lights and sounds came from.

You were attacked! You and your friend were walking on the beach one night, when cultists in expensive-looking robes tried to kidnap Both get +1 Physique.
4
you. You fended them o and got away. What secret name did they whisper while they were trying to capture you?

They rescued you! When you followed a strange ball of light o into the wilderness at the edge of town one night, your friend held you You get +1 Physique
5 They get +1 Willpower
back. Where was the light trying to lead you?

You rescued them! When they didn’t see the strange shadows while you were exploring the old house, you pulled them away to safety. They get +1 Intellect
6 You get +1 Agility
Who had you seen go into the house before you went in (even though they swear they don’t remember)?

Special Abilities Equipment


• Prime Attributes: Physique & Agility 1. Your Favorite Melee Weapon:
• Recovery Roll: 1d6+2 2. ________________________________________________________
• Too Tough to Die: Once per adventure, upon reaching 0 Vitality, The Tough 3. ________________________________________________________
immediately regains 1d6+Level Vitality points. 4. ________________________________________________________
• Feel the Pain: All melee damage in icted by the character is increased by 1. 5. ________________________________________________________
• I Can Take 'Em All: The Tough knows how to take advantage of their superior 6. ________________________________________________________
combat prowess. The character can automatically in ict 1d6 points of damage to 7. ________________________________________________________
any Opponent in close range for each Level they have above the highest HD 8. ________________________________________________________
Opponent in close distance of them.
9. ________________________________________________________
• That’s My Favorite: The Tough chooses one particular type of melee weapon as
10. ________________________________________________________
their favorite. When using weapons of that type, the character rolls a Positive Die
when attacking. 11. ________________________________________________________
12. ________________________________________________________
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Name: _______________________
Former Crook Pronouns: ____________________
Concept: _______________________________________________________________
Archetype: Nimble
Level: ______________________________________________________________________
Experience:
Professions: ___________________________________________________________
_____________________________________________________
Physique
Complication: ___________________________________________________________
Starts a 7
_____________________________________________________

Agility 1d6 What were you doing when you almost got caught and decided to clean up your act? Gain
Starts a 10
+2 Agility
1 Corporate Saboteur. Who were your former bosses and what did you refuse to do for them?
+2 Intellect

Intellect
Second Story Work. You broke and entered and almost always got away without +2 Agility
Starts a 8 2
complications. What do you regret learning on one of your incursions? +1 Physique & Luck

Cleaning & Fixing. Your clients frequently someone to clean up the messes they le behind. +2 Intellect
3 +2 Willpower
Willpower Who did you do a favor for that you swore you’d never help out again?
Starts a 7
Con dence. You don’t need to pay your way when you can convince someone else to pay it for +2 Intellect
4 +1 Luck & Money
you. Which of your former marks showed up in town last week?
Vitality
Physique +
2*Level Getaway & Lookout. You made sure that no one got caught. And then someone did get caught. +2 Intellect
5 +1 Agility & Luck
Who is it and what did they get caught doing? Why did they blame you?

+2 Intellect
Weed Dealer. It helped you pay for college, sure. Who’s your former customer who's starting a
6 +1 Willpower
Sanity campaign to “clean up” the town=?
+1 Luck
Inte ec

1d6 What secret are you hiding from even your fellow investigators? Gain
Luck
Starts a 3 Torrid A air. Name the person who you don’t want the others to know about? +2 Physique
1 +2 Agility

Risky Business. What secret interests did you or your family invest in that you must never be +2 Agility
2 +2 Intellect
Money publicly connected to?
Starts a 2
Secret Identity. What’s your real name and who are you hiding from? +2 Intellect
3
Weapons +2 Willpower

_______________________ Guardian Angel. Who are you protecting in town and why must they never know your true +2 Agility
4
purpose? Why? +2 Willpower
_______________________

Secret Vows. You’ve sworn to get something justice for a terrible wrong. What is it? +2 Physique
_______________________ 5 +2 Willpower
_______________________
+2 Physique
6 Family Troubles. What does your family have connections to that your friends and loved ones
_______________________ +2 Intellect
would nd disturbing?

_______________________
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1d6 How are you making ends meet? Gain

+2 Agility
1 Entertainer. What famously reclusive local citizen’s been coming to the bar where you play piano for discreet rendezvous.
+2 Intellect

+2 Agility
2 Bartender. Which of your regulars was going to tell you a big secret before they went to take a call and never came back?
+2 Willpower

Water Taxi Crew. What strange waterfront location did a wealthy local hire your crew to take them to late one night? Which one of your +2 Agility
3
crew members got very curious and has since gone missing? +2 Physique

Assistant Gardener. What strange things did you and your colleagues at the park department nd in the local botanical garden early one +2 Physique
4
morning? +2 Intellect

Bouncer. A local celebrity has been showing up at the nightclub where you work an awful lot, and never pays cover. Who is it? Why do +2 Physique
5 +2 Agility
you suspect they’re making your boss nervous?

+1 Luck
6 Savings. What local busybody keeps asking questions about where you got your money from? +1 Money
+2 Willpower

1d6 How did you and your friend (the one played by the person on your right) discover the supernatural? Gain

You were followed! One night, you and your friend were out around town and noticed a strange, not-quite human gure always behind Both get +1 Willpower
1
you. What did it look like? Where were you when it disappeared?

You were helped a neighbor! A dramatically cloaked gure was threatening someone you both know. When you went to help, the gure Both get +1 Agility
2
hissed and said your names before eeing away. Name the person you saved who’s been reticent to talk about what happened.

You saw the lights! While walking outdoors with your friend one night, you both saw weird lights and heard a faint sound near a local Both get +1 Intellect
3
landmark. Name the location where the lights and sounds came from.

You were attacked! You and your friend were walking on the beach one night, when cultists in expensive-looking robes tried to kidnap Both get +1 Physique.
4
you. You fended them o and got away. What secret name did they whisper while they were trying to capture you?

They rescued you! When you followed a strange ball of light o into the wilderness at the edge of town one night, your friend held you You get +1 Physique
5 They get +1 Willpower
back. Where was the light trying to lead you?

You rescued them! When they didn’t see the strange shadows while you were exploring the old house, you pulled them away to safety. They get +1 Intellect
6 You get +1 Agility
Who had you seen go into the house before you went in (even though they swear they don’t remember)?

Special Abilities Equipment


• Prime Attributes: Agility & Intellect 1. Piece of Equipment from Your Profession:
• Recovery Die: 1d6+1 2. ________________________________________________________
• You Can’t Hit Me: The character can impose a number of Negative Dice on 3. ________________________________________________________
attacks against them per combat equal to their Level. 4. ________________________________________________________
• That’s an Easy Target: Instead of needing a full combat round to aim a shot, The 5. ________________________________________________________
Nimble can forego their Movement in a round to get the same bene t as someone 6. ________________________________________________________
aiming for a full round (see Aiming in Chapter 5: Combat). 7. ________________________________________________________
• Luck is on My Side: Characters from this Archetype can reroll a number of Luck 8. ________________________________________________________
Rolls per adventure equal to their Level.
9. ________________________________________________________
• I Know How to Do This: Having a very exible career (and sometimes even
10. ________________________________________________________
more exible morals), the Nimble learns an additional “profession” each odd
Level, beginning at rst. These professions can be used just like Concepts, 11. ________________________________________________________
granting and imposing Positive or Negative Dice. 12. ________________________________________________________
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Moonlight
Grad Student on Roseville Beach Name: _______________________
Pronouns: ____________________
Concept: _______________________________________________________________
Archetype: Smart
Level: ______________________________________________________________________
Experience: Fields of Study: ___________________________________________________________
_____________________________________________________
Physique
Complication: ___________________________________________________________
Starts a 7
_____________________________________________________

Agility 1d6 What side gig have you been pursuing to supplement your income? Gain
Starts a 8
Legal Researcher. They send you research materials, you send back summaries. What nancial +2 Intellect
1 +2 Willpower
or political scandal did your research uncover a month or so ago?

Intellect
Novelist. You write the genre thrillers that fans talk about. Choose the genre and say the name +2 Intellect
Starts a 10 2
of one devoted fan who’s contacting you a lot but doesn’t realize you’re really the writer they love? +1 Agility & Luck

Paranormal Sleuth. You used to try to debunk mysterious phenomenon. Who’s angry that you +2 Intellect
3 +2 Agility
Willpower couldn’t debunk something that turned out to be real?
Starts a 7
Hacker. You nd private information for mysterious clients. Who in town do you suspect knows +2 Intellect
4 +1 Luck & Willpower
more about your side gig than they’ve let on?
Vitality
Physique +
2*Level Clergy. Whether it’s a known religion or mail-order ordination, you don’t have a congregation +2 Intellect
5 right now, but you do private ceremonies and services in town when you’re needed. Who recently +1 Agility & Luck
contacted you with a strange and private request, but disappeared before you could respond?

+2 Intellect
Sanity Ghost Writer. You’re “assisting” a minor celebrity by writing their tell-all memoirs for them.
6 +1 Willpower
Inte ec Who is it?
+1 Luck

Luck 1d6 There’s lots of gossip about you. What one thing everyone knows about you is true? Gain
Starts a 3
+1 Agility, +1 Luck
1 Silver Spoon. What got your grandparents to almost disinherit you?
+2 Money

Money +2 Willpower
2 Political Scandal. Who told the press about your relationship with the candidate?
Starts a 3 +2 Intellect

+2 Physique
Weapons 3 Secret Fling. Who was the cad who le you out here by yourself?
+2 Intellect
_______________________
4 +2 Physique
Party Animal. Which bar or club no longer allows you to come in? Why?
+2 Willpower
_______________________

_______________________ +2 Physique
5 Health Nut. What more libertine neighbor do you wish you could party harder with?
+2 Agility
_______________________
+2 Intellect
6 Gossip. Who is trying as hard to besmirch your reputation as you are to besmirch theirs?
_______________________ +2 Agility

_______________________
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1d6 What do you do for fun? Gain

+2 Agility
1 Music. Name the garage band you play with when you get some spare time.
+2 Intellect

+2 Agility
2 Ballroom. Name the studio where you’ve been spending your free time honing your dance skills.
+2 Willpower

+2 Agility
3 Squash. Name the overly friendly person who’s always at the squash court when you’re there.
+2 Physique

+2 Physique
4 Gardening. Name the helpful clerk at the garden center who always remembers your name and asks about your marigolds.
+2 Intellect

+2 Physique
5 Weights. Who’s the friendly person who’s always around whenever you need a spot?
+2 Agility

+1 Luck
6 Poker. Who’s annoyed that you beat them handily at last weekend’s poker night? +1 Money
+2 Willpower

1d6 How did you and your friend (the one played by the person on your right) discover the supernatural? Gain

You were followed! One night, you and your friend were out around town and noticed a strange, not-quite human gure always behind Both get +1 Willpower
1
you. What did it look like? Where were you when it disappeared?

You were helped a neighbor! A dramatically cloaked gure was threatening someone you both know. When you went to help, the gure Both get +1 Agility
2
hissed and said your names before eeing away. Name the person you saved who’s been reticent to talk about what happened.

You saw the lights! While walking outdoors with your friend one night, you both saw weird lights and heard a faint sound near a local Both get +1 Intellect
3
landmark. Name the location where the lights and sounds came from.

You were attacked! You and your friend were walking on the beach one night, when cultists in expensive-looking robes tried to kidnap Both get +1 Physique.
4
you. You fended them o and got away. What secret name did they whisper while they were trying to capture you?

They rescued you! When you followed a strange ball of light o into the wilderness at the edge of town one night, your friend held you You get +1 Physique
5 They get +1 Willpower
back. Where was the light trying to lead you?

You rescued them! When they didn’t see the strange shadows while you were exploring the old house, you pulled them away to safety. They get +1 Intellect
6 You get +1 Agility
Who had you seen go into the house before you went in (even though they swear they don’t remember)?

Special Abilities Equipment


• Prime Attributes: Intellect & Agility 1. Laptop or Electric Typewriter
• Recovery Die: 1d6 2. ________________________________________________________
• A Repository of Knowledge: The Smart has access to a great database of 3. ________________________________________________________
information and facts, be it a gigantic library or a great number of scholarly 4. ________________________________________________________
contacts. In game terms, they may make Luck Roll and, if lucky, ask a number of 5. ________________________________________________________
“yes or no” questions to the Referee equal to the number rolled on the dice. This 6. ________________________________________________________
can be used a number of times per session equal to the character’s Level.
7. ________________________________________________________
• Ritualistic Magic: The Smart can cast spells in a ritualized fashion. They can
8. ________________________________________________________
cast spells to which they have the complete formula writing in some fashion (in a
book, scroll, or somewhere else), spending Vitality points equal to the Power Level 9. ________________________________________________________
of the spell, spending a number of turns equal to the same number, and making a 10. ________________________________________________________
Willpower test with Di culty determined the same way. 11. ________________________________________________________
• A Link with the Shadows: When trying to understand how a supernatural 12. ________________________________________________________
event occurred, the character halves the Di culty value of any Attribute Test.
• I’ve Read About This: Starting at rst Level, and again at each odd Level a er
that, they choose a eld of study. These elds grant a Positive Die when making
Attribute Tests relating to them.
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Name: _______________________
The Witch Pronouns: ____________________

Archetype: Gi ed Concept: _______________________________________________________________


Level:
______________________________________________________________________
Experience:
Complication: ___________________________________________________________
_____________________________________________________
Physique
Starts a 7
1d6 Where did you learn your magic powers? Gain

Family Tradition Witch. Which older relative taught you magic? +2 Intellect
1 +2 Willpower
Agility Suggested powers: Glimpse Future, Invoke Ghosts, and Transfer Life
Starts a 7
Self Taught Witch. What was the book that made it all clear to you? +2 Intellect
2 +1 Agility & Luck
Suggested powers: Consult Void Entity, Gi from the Abyss, and Project Consciousness
Intellect
Starts a 9 Cunning Witch. Who was the oddball neighbor who trained you as a witch? +2 Willpower
3 +2 Agility
Suggested powers: Summoning, Sigil of Return, and Shadow Travel

Natural-Born Witch. Which old childhood friend did you study witchcra alongside? +2 Physique
Willpower 4 +2 Willpower
Suggested powers: False Face, Fearful Phantom, and Ventriloquism
Starts a 9

Romantic Witch. Which former lover or close companion taught you witchcra ? +2 Agility
Vitality 5 +2 Intellect
Suggested powers: Shadow Cloak, Slow Time, and Song of Serenity
Physique +
2*Level
New Witch. Who haven’t you told about your new powers? +2 Intellect
6 +1 Willpower & Luck
Suggested powers: Read Thoughts, Telekinesis, and Telepathy

Sanity
1d6 There’s lots of gossip about you. What one thing everyone knows about you is true? Gain
Inte ec
+1 Agility, +1 Luck
1 Silver Spoon. What got your grandparents to almost disinherit you?
+2 Money
Luck
Starts a 3 +2 Willpower
2 Political Scandal. Who told the press about your relationship with the candidate?
+2 Intellect

+2 Physique
3 Secret Fling. Who was the cad who le you out here by yourself?
Money +2 Intellect
Starts a 2
4 +2 Physique
Party Animal. Which bar or club no longer allows you to come in? Why?
Weapons +2 Willpower

_______________________ +2 Physique
5 Health Nut. What more libertine neighbor do you wish you could party harder with?
+2 Agility
_______________________
+2 Intellect
6 Gossip. Who is trying as hard to besmirch your reputation as you are to besmirch theirs?
_______________________ +2 Agility

_______________________

_______________________

_______________________
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1d6 What secret are you hiding from even your fellow investigators? Gain

Torrid A air. Name the person who you don’t want the others to know about? +2 Physique
1 +2 Agility

Risky Business. What secret interests did you or your family invest in that you must never be publicly connected to? +2 Agility
2 +2 Intellect

Secret Identity. What’s your real name and who are you hiding from? +2 Intellect
3 +2 Willpower

Guardian Angel. Who are you protecting in town and why must they never know your true purpose? Why? +2 Agility
4
+2 Willpower

Secret Vows. You’ve sworn to get something justice for a terrible wrong. What is it? +2 Physique
5 +2 Willpower

+2 Physique
6 Family Troubles. What does your family have connections to that your friends and loved ones would nd disturbing?
+2 Intellect

You were with one of your friend (the one played by the person on your right) when they discovered the supernatural? What
1d6 Gain
happened?

You were followed! One night, you and your friend were out around town and noticed a strange, not-quite human gure always behind Both get +1 Willpower
1
you. What did it look like? Where were you when it disappeared?

You were helped a neighbor! A dramatically cloaked gure was threatening someone you both know. When you went to help, the gure Both get +1 Agility
2
hissed and said your names before eeing away. Name the person you saved who’s been reticent to talk about what happened.

You saw the lights! While walking outdoors with your friend one night, you both saw weird lights and heard a faint sound near a local Both get +1 Intellect
3
landmark. Name the location where the lights and sounds came from.

You were attacked! You and your friend were walking on the beach one night, when cultists in expensive-looking robes tried to kidnap Both get +1 Physique.
4
you. You fended them o and got away. What secret name did they whisper while they were trying to capture you?

They rescued you! When you followed a strange ball of light o into the wilderness at the edge of town one night, your friend held you You get +1 Physique
5 They get +1 Willpower
back. Where was the light trying to lead you?

You rescued them! When they didn’t see the strange shadows while you were exploring the old house, you pulled them away to safety. They get +1 Intellect
6 You get +1 Agility
Who had you seen go into the house before you went in (even though they swear they don’t remember)?

Special Abilities Equipment


• Prime Attributes: Intellect & Willpower 1. ________________________________________________________
• Recovery Die: 1d6 2. ________________________________________________________
• I Sense a Disturbance: The Gi ed can sense supernatural activities and e ects 3. ________________________________________________________
in their vicinity. Making an Intellect test with a Di culty equal to the HD of the 4. ________________________________________________________
creature or the Power Level (PL) of the e ect, the character can detect 5. ________________________________________________________
supernatural e ects up to medium range.
6. ________________________________________________________
• I Make My Own Reality: Begin gameplay with 3 known powers and learn a
7. ________________________________________________________
new one each Level a er level 1. To use these powers, The Gi ed makes a
Willpower test with Di culty equal to its PL. 8. ________________________________________________________
• There is Power in Blood: Using these supernatural powers is really taxing for 9. ________________________________________________________
The Gi ed’s body and mind. To improve their chances to use their powers, the 10. ________________________________________________________
character may sacri ce points of Physique or Agility to add the same amount to 11. ________________________________________________________
their Willpower for a single Attribute Test. A er the check, these points are lost 12. ________________________________________________________
and need to be recovered normally.
• Familiar. You have a small animal such as a bat, cat or mouse as a familiar, who
can communicate telepathically with the character for a whole Scene.
ft
ff
ff
fi
ft
ffi
ff
ft
fl
ff
ft
ffi
fi
ft
ff
ff
fi
fi
fi
Name: _______________________
The Werewolf Pronouns: ____________________

Archetype: Werewolf Concept: _______________________________________________________________


Level:
______________________________________________________________________
Experience:
Complication: ___________________________________________________________
_____________________________________________________
Physique
Starts at 10
1d6 How did you get your shifting powers? Gain

Curse. What were you secretly watching who caught and cursed you? +2 Agility
1 +2 Willpower
Agility Suggested Powers: Shadow Cloak & Shadow Travel
Starts at 7
Drunken Night. Who in town do you suspect is really the werewolf who bit you? +2 Physique
2 +2 Agility
Suggested Powers: Ferocity & Augment Reflexes
Intellect
Starts at 7 Out Hiking. What were you looking for when you went out alone that day? +2 Agility
3 +2 Intellect
Suggested Powers: Shadow Cloak & Ventriloquism

Nightmares Come True. What three details do you remember from your dreams? +2 Physique
Willpower 4 +2 Willpower
Suggested Powers: Ferocity & Shadow Travel
Starts at 8

Family. Who told you of your family’s secret power? +2 Physique


Vitality 5 +2 Intellect
Suggested Powers: Augment Strength & Transfer Life
Physique +
2*Level
Secret Society of Shifters. Which older werewolf did you impress? How? +2 Willpower
6 +2 Intellect
Suggested Powers: Accelerate & Drain Powers

Sanity
Intellect 1d6 There’s lots of gossip about you. What one thing everyone knows about you is true? Gain

Silver Spoon. What got your grandparents to almost disinherit you? +1 Agility, +1 Luck
1 +2 Money
Luck
Starts at 3
Political Scandal. Who told the press about your relationship with the candidate? +2 Willpower
2
+2 Intellect

Secret Fling. Who was the cad who left you out here by yourself? +2 Physique
Money 3
+2 Intellect
Starts at 2
4 Party Animal. Which bar or club no longer allows you to come in? Why? +2 Physique
Weapons +2 Willpower

_______________________ +2 Physique
5 Health Nut. What more libertine neighbor do you wish you could party harder with?
+2 Agility
_______________________

Gossip. Who is trying as hard to besmirch your reputation as you are to besmirch theirs? +2 Intellect
_______________________ 6
+2 Agility
_______________________

_______________________

_______________________
1d6 What secret are you hiding from even your fellow investigators? Gain

Torrid Affair. Name the person who you don’t want the others to know about? +2 Physique
1 +2 Agility

Risky Business. What secret interests did you or your family invest in that you must never be publicly connected to? +2 Agility
2 +2 Intellect

Secret Identity. What’s your real name and who are you hiding from? +2 Intellect
3 +2 Willpower

Guardian Angel. Who are you protecting in town and why must they never know your true purpose? Why? +2 Agility
4
+2 Willpower

Secret Vows. You’ve sworn to get something justice for a terrible wrong. What is it? +2 Physique
5 +2 Willpower

+2 Physique
6 Family Troubles. What does your family have connections to that your friends and loved ones would find disturbing?
+2 Intellect

You were with one of your friend (the one played by the person on your right) when they discovered the supernatural? What
1d6 Gain
happened?

You were followed! One night, you and your friend were out around town and noticed a strange, not-quite human figure always behind Both get +1 Willpower
1
you. What did it look like? Where were you when it disappeared?

You were helped a neighbor! A dramatically cloaked figure was threatening someone you both know. When you went to help, the figure Both get +1 Agility
2
hissed and said your names before fleeing away. Name the person you saved who’s been reticent to talk about what happened.

You saw the lights! While walking outdoors with your friend one night, you both saw weird lights and heard a faint sound near a local Both get +1 Intellect
3
landmark. Name the location where the lights and sounds came from.

You were attacked! You and your friend were walking on the beach one night, when cultists in expensive-looking robes tried to kidnap Both get +1 Physique.
4
you. You fended them off and got away. What secret name did they whisper while they were trying to capture you?

They rescued you! When you followed a strange ball of light off into the wilderness at the edge of town one night, your friend held you You get +1 Physique
5 They get +1 Willpower
back. Where was the light trying to lead you?

You rescued them! When they didn’t see the strange shadows while you were exploring the old house, you pulled them away to safety. They get +1 Intellect
6 You get +1 Agility
Who had you seen go into the house before you went in (even though they swear they don’t remember)?

Special Abilities Equipment


• Prime Attributes: Physique & Willpower 1. ________________________________________________________
• Recovery Die: 1d6 2. ________________________________________________________
• Nose for Magic: The Werewolf can sense supernatural activities and effects in 3. ________________________________________________________
their vicinity. Making an Intellect test with a Difficulty equal to the HD of the 4. ________________________________________________________
creature or the Power Level (PL) of the effect, the character can detect 5. ________________________________________________________
supernatural effects up to medium range.
6. ________________________________________________________
• I Make My Own Reality: Begin gameplay with Lycanthropy and 2 known
7. ________________________________________________________
powers and can learn a new one each Level thereafter. To use these powers, The
Gifted makes a Willpower test with Difficulty equal to its PL. 8. ________________________________________________________
• Too Tough to Die: Once per adventure, upon reaching 0 Vitality, The Tough 9. ________________________________________________________
immediately regains 1d6+Level Vitality points. 10. ________________________________________________________
• Beast Speech. You have the ability to speak to animals related to your beast form 11. ________________________________________________________
and sometimes those of other forms (with an Intellect Check). 12. ________________________________________________________
Name: _______________________
The Wereraven Pronouns: ____________________

Archetype: Wereraven Concept: _______________________________________________________________


Level:
______________________________________________________________________
Experience:
Complication: ___________________________________________________________
_____________________________________________________
Physique
Starts at 7
1d6 How did you get your shifting powers? Gain

Curse. What were you secretly watching who caught and cursed you? +2 Agility
1 +2 Willpower
Agility Suggested Powers: Shadow Cloak & Shadow Travel
Starts at 9
Drunken Night. Who in town do you suspect is really the wereraven who attached you? +2 Physique
2 +2 Agility
Suggested Powers: Ferocity & Augment Reflexes
Intellect
Starts at 8 Out Hiking. What were you looking for when you went out alone that day? +2 Agility
3 +2 Intellect
Suggested Powers: Shadow Cloak & Ventriloquism

Nightmares Come True. What three details do you remember from your dreams? +2 Physique
Willpower 4 +2 Willpower
Suggested Powers: Ferocity & Shadow Travel
Starts at 8

Family. Who told you of your family’s secret power? +2 Physique


Vitality 5 +2 Intellect
Suggested Powers: Augment Strength & Transfer Life
Physique +
2*Level
Secret Society of Shifters. Which older were raven did you impress? How? +2 Willpower
6 +2 Intellect
Suggested Powers: Accelerate & Drain Powers

Sanity
Intellect 1d6 There’s lots of gossip about you. What one thing everyone knows about you is true? Gain

Silver Spoon. What got your grandparents to almost disinherit you? +1 Agility, +1 Luck
1 +2 Money
Luck
Starts at 3
Political Scandal. Who told the press about your relationship with the candidate? +2 Willpower
2
+2 Intellect

Secret Fling. Who was the cad who left you out here by yourself? +2 Physique
Money 3
+2 Intellect
Starts at 2
4 Party Animal. Which bar or club no longer allows you to come in? Why? +2 Physique
Weapons +2 Willpower

_______________________ +2 Physique
5 Health Nut. What more libertine neighbor do you wish you could party harder with?
+2 Agility
_______________________

Gossip. Who is trying as hard to besmirch your reputation as you are to besmirch theirs? +2 Intellect
_______________________ 6
+2 Agility
_______________________

_______________________

_______________________
1d6 What secret are you hiding from even your fellow investigators? Gain

Torrid Affair. Name the person who you don’t want the others to know about? +2 Physique
1 +2 Agility

Risky Business. What secret interests did you or your family invest in that you must never be publicly connected to? +2 Agility
2 +2 Intellect

Secret Identity. What’s your real name and who are you hiding from? +2 Intellect
3 +2 Willpower

Guardian Angel. Who are you protecting in town and why must they never know your true purpose? Why? +2 Agility
4
+2 Willpower

Secret Vows. You’ve sworn to get something justice for a terrible wrong. What is it? +2 Physique
5 +2 Willpower

+2 Physique
6 Family Troubles. What does your family have connections to that your friends and loved ones would find disturbing?
+2 Intellect

You were with one of your friend (the one played by the person on your right) when they discovered the supernatural? What
1d6 Gain
happened?

You were followed! One night, you and your friend were out around town and noticed a strange, not-quite human figure always behind Both get +1 Willpower
1
you. What did it look like? Where were you when it disappeared?

You were helped a neighbor! A dramatically cloaked figure was threatening someone you both know. When you went to help, the figure Both get +1 Agility
2
hissed and said your names before fleeing away. Name the person you saved who’s been reticent to talk about what happened.

You saw the lights! While walking outdoors with your friend one night, you both saw weird lights and heard a faint sound near a local Both get +1 Intellect
3
landmark. Name the location where the lights and sounds came from.

You were attacked! You and your friend were walking on the beach one night, when cultists in expensive-looking robes tried to kidnap Both get +1 Physique.
4
you. You fended them off and got away. What secret name did they whisper while they were trying to capture you?

They rescued you! When you followed a strange ball of light off into the wilderness at the edge of town one night, your friend held you You get +1 Physique
5 They get +1 Willpower
back. Where was the light trying to lead you?

You rescued them! When they didn’t see the strange shadows while you were exploring the old house, you pulled them away to safety. They get +1 Intellect
6 You get +1 Agility
Who had you seen go into the house before you went in (even though they swear they don’t remember)?

Special Abilities Equipment


• Prime Attributes: Agility & Willpower 1. ________________________________________________________
• Recovery Die: 1d6 2. ________________________________________________________
• A Link with the Shadows: When trying to understand how a supernatural 3. ________________________________________________________
event occurred, the character halves the Difficulty value of any Attribute Test. 4. ________________________________________________________
• I Make My Own Reality: Begin gameplay with Lycanthropy and 2 known 5. ________________________________________________________
powers and can learn a new one each Level thereafter. To use these powers, The 6. ________________________________________________________
Gifted makes a Willpower test with Difficulty equal to its PL.
7. ________________________________________________________
• A Repository of Knowledge: The Smart has access to a great database of
8. ________________________________________________________
information and facts, be it a gigantic library or a great number of scholarly
contacts. In game terms, they may make Luck Roll and, if lucky, ask a number of 9. ________________________________________________________
“yes or no” questions to the Referee equal to the number rolled on the dice. This 10. ________________________________________________________
can be used a number of times per session equal to the character’s Level. 11. ________________________________________________________
• Luck is on My Side: Characters from this Archetype can reroll a number of Luck 12. ________________________________________________________
Rolls per adventure equal to their Level.
Lycanthropy
You can change into the specific type of beast or beast-human hybrid designated when you take the power. When you shift, you have your level + PL HD. The changes
rends your clothes and scatters anything you’re carrying. While transformed you:
• Take the creature type as your new Concept
• Take half damage from non-silver weapons (or similar unusual but non inaccessible material)
• Cannot speak
• Can only use powers that target yourself (you can use Transfer Life if you are either the target or beneficiary)
• Roll your HD for your new form’s Vitality

While changed, most beast forms have +3 to Physique and Agility, -3 to Intellect and Willpower, but you and your GM may work out other adjustments, or allow you
to temporarily shift additional points from Willpower to other attributes (in all cases, 19 is the maximum score). Dropping to 0 hit points causes you to revert to your
naked human form the next Round, at the same Vitality you had immediately after using this power. If you change back before the sun next rises and the moon next sets,
you’ll need to make a Willpower roll to change shape
Failed Lycanthropy Rolls
Failing the casting usually mean inability to control your change or control the beast within.
Complications
In addition to other complications, those with the lycanthropy power also have an additional complication: there two things that can make your powers trigger
involuntarily and last till the next time the sun rises and the moon sets: touch of silver, touch of cold iron, a new moon, a full moon, the site of blood, sustaining an
injury. Invoking this complication cannot raise your luck above 5.
Open Game License 4. Grant and Consideration: In consideration for agreeing to use
this License, the Contributors grant You a perpetual, worldwide,
DESIGNATION OF PRODUCT IDENTITY royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content.
All artwork, logos, and presentation are product identity. The
names “Barrow Keep,” “R. Rook,” “R. Rook Studio,” and “The 5.Representation of Authority to Contribute: If You are
Rookery” are product identity. contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
DESIGNATION OF OPEN GAME CONTENT and/ or You have sufficient rights to grant the rights conveyed by
All archetype abilities, powers, and life path tables not already this License.
appearing in Dark Streets & Darker Secrets are open content.
6.Notice of License Copyright: You must update the COPYRIGHT
OPEN GAME LICENSE Version 1.0a NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must add the title,
The following text is the property of Wizards of the Coast, Inc. the copyright date, and the copyright holder’s name to the
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All COPYRIGHT NOTICE of any original Open Game Content you
Rights Reserved. Distribute.

1. Definitions: (a)”Contributors” means the copyright and/or 7. Use of Product Identity: You agree not to Use any Product
trademark owners who have contributed Open Game Content; Identity, including as an indication as to compatibility, except as
(b)”Derivative Material” means copyrighted material including expressly licensed in another, independent Agreement with the
derivative works and translations (including into other computer owner of each element of that Product Identity. You agree not to
languages), potation, modification, correction, addition, indicate compatibility or co-adaptability with any Trademark or
extension, upgrade, improvement, compilation, abridgment or Registered Trademark in conjunction with a work containing
other form in which an existing work may be recast, transformed Open Game Content except as expressly licensed in another,
or adapted; (c) “Distribute” means to reproduce, license, rent, independent Agreement with the owner of such Trademark or
lease, sell, broadcast, publicly display, transmit or otherwise Registered Trademark. The use of any Product Identity in Open
distribute; (d)”Open Game Content” means the game mechanic Game Content does not constitute a challenge to the ownership
and includes the methods, procedures, processes and routines to of that Product Identity. The owner of any Product Identity used
the extent such content does not embody the Product Identity in Open Game Content shall retain all rights, title and interest in
and is an enhancement over the prior art and any additional and to that Product Identity.
content clearly identified as Open Game Content by the
Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, 8. Identification: If you distribute Open Game Content You must
but specifically excludes Product Identity. (e) “Product Identity” clearly indicate which portions of the work that you are
means product and product line names, logos and identifying distributing are Open Game Content.
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stories, storylines, plots, thematic elements, dialogue, incidents, 9. Updating the License: Wizards or its designated Agents may
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likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, 10 Copy of this License: You MUST include a copy of this License
logos, symbols, or graphic designs; and any other trademark or with every copy of the Open Game Content You Distribute.
registered trademark clearly identified as Product identity by the
owner of the Product Identity, and which specifically excludes 11. Use of Contributor Credits: You may not market or advertise
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names, mark, sign, motto, designs that are used by a Contributor unless You have written permission from the Contributor to do
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contributed to the Open Game License by the Contributor (g)
“Use”, “Used” or “Using” means to use, Distribute, copy, edit, 12 Inability to Comply: If it is impossible for You to comply with
format, modify, translate and otherwise create Derivative any of the terms of this License with respect to some or all of the
Material of Open Game Content. (h) “You” or “Your” means the Open Game Content due to statute, judicial order, or
licensee in terms of this agreement. governmental regulation then You may not Use any Open Game
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2. The License: This License applies to any Open Game Content
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be applied to any Open Game Content distributed using this
License. 14 Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the
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3.Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
15 COPYRIGHT NOTICE

Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.

System Reference Document © 2000, Wizards of the Coast, Inc.;


Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
original material by E. Gary Gygax and Dave Arneson.

System Reference Document © 2000-2003, Wizards of the


Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James
Wyatt, based on original material by E. Gary Gygax and Dave
Arneson.

Beyond the Wall and Other Adventures, Copyright 2012-2014,


Flatland Games, llc.

The original roleplaying game “The Black Hack” text, tables, all
artwork, logos and layout are Copyright 2016, David Black.
“Additional Things” text, tables, artwork and layout are
Copyright 2016, David Black.

“Dark Streets & Darker Secrets” Copyright ©2018 Diogo


Nogueira.

END OF LICENSE

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