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Monster of the Week Hunter Reference Sheets 2.0

The document outlines various moves and mechanics for a hunter role-playing game, detailing actions such as 'Kick Some Ass,' 'Help Out,' and 'Use Magic.' Each move includes specific conditions for success, potential outcomes, and advanced options for enhanced effects. The document also covers aspects like harm, recovery, and leveling up, providing a comprehensive guide for players to navigate their character's abilities and challenges.

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Seph Meadowes
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
151 views

Monster of the Week Hunter Reference Sheets 2.0

The document outlines various moves and mechanics for a hunter role-playing game, detailing actions such as 'Kick Some Ass,' 'Help Out,' and 'Use Magic.' Each move includes specific conditions for success, potential outcomes, and advanced options for enhanced effects. The document also covers aspects like harm, recovery, and leveling up, providing a comprehensive guide for players to navigate their character's abilities and challenges.

Uploaded by

Seph Meadowes
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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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.
ALTERNATIVE Illuminated
When you telepathically ask the Secret
Past Lives
When you channel your previous
Sensitive
When you open up your brain to the

WEIRD Basic Moves


Hunters who do not have use magic as
Masters for aid, roll +Weird:
• On a 10 or more, the Secret
incarnations to discover something,
pose your question and roll +Weird:
psychic environment, roll +Weird:
• On a 10 or more, you gain a defi-
Masters reveal a key fact, clue, or • On a 10 or more, a past life has nite impression (a vision, tangible
their Weirdness move must treat any
technique that will help you. something useful to offer. Ask the aura, overheard thought, etc) about
spell as big magic. The Keeper may wish
• On a 7-9, the Secret Masters need Keeper two of the questions below. something important.
to pick requirements towards the lighter
you to complete a task for them. • On a 7-9, a past life has a little • On a 7-9, you gain a hazy impres-
end of the spectrum if the spell’s effects
Once it is done, they reveal a key experience with this. Ask the sion about something important.
will be at the level of use magic.
fact, clue, or technique that will Keeper one of the questions below. • On a miss, your brain makes
Big magic still works the same for
help you. • On a miss, a past life takes over contact with something dangerous.
everyone, but you may adjust the
• On a miss, the Secret Masters’ for a while. Advanced Sensitive. When you advance
requirements so they have a more ‘weird
reply is terrible, garbled, or Advanced Past Lives. If you advance your sensitive move, add this:
science’ style when appropriate.
somehow dangerously wrong. your past lives move, add this: • On a 12 or more, you get an

Empath Advanced Illuminated. When you ad­-


vance your illuminated move, add this:
• On a 12 or more, a past life knows
exactly what you were after. Ask
impression as for 10 or more, plus
you may ask one follow-up ques-
When you open up your brain to feel • On a 12 or more, the Secret the Keeper one of the questions tion that the Keeper will answer
the emotions of something right there Masters reveal a key fact, clue, below, and one free-form question. honestly.
in front of you, roll +Weird: or technique that will help you. Gain +1 ongoing while acting on
• On a 10 or more, you gain a
clear impression of their current
You may ask one follow-up ques- the answers. Trust Your Gut
tion that the Keeper will answer Past Lives questions: When you consult your instincts about
emotional state and intentions. honestly. • What did a past life discover about what to do next, roll +Weird:
Take +1 forward when acting on ___________? • On a 10 or more, the Keeper will
this knowledge.
• On a 7-9, you gain a hazy impres-
No Limits • How did a past life deal with tell where you should go. Wher-
When you push your physical body __________? ever that is, it will be important.
sion of their current emotional • What important hidden secret can
past its limits, roll +Weird: You get +1 ongoing on the way to
state and intentions. a past life show me the way to?
• On a 10 or more, your body obeys this place.
• On a miss, your brain is over- • What did a past life learn too late
your will, to the limits of phys- • On a 7-9, the Keeper will tell you
whelmed with emotion. to help them?
ical possibility (see below), for a a general direction to go. Take +1
Advanced Empath. When you advance • What does a past life advise me to
moment. forward as you explore that.
your empath move, add this: do now?
• On a 7-9, you do it but choose • On a miss, your instincts lead you
• On a 12 or more, you get an
one consequence: suffer 1-harm, into danger.
impression (as for 10 or more), and
take –1 forward, or you need to Advanced Trust Your Gut. If you
you may ask one follow-up ques-
rest right now. advance your trust your gut move, add
tion that the Keeper will answer
• On a miss, something goes this:
honestly.
horribly wrong. • On a 12 or more, in addition to the
You can use empath on anything with
Advanced No Limits. If you advance usual 10+ result, the Keeper will
emotions, but the less human they are,
your no limits move, add this: tell you about one important thing
the less it’s safe for you. If the emotions
• On a 12 or more, you can continue you should investigate further.
are especially strong or alien, you might
acting at your body’s limits for 30
need to act under pressure.
seconds.
Telekinesis
When you fling something with your
Weird Science
When you create or adapt a device to
Phenomena Phenomenon Types
These are the possible phenomenon types:
mind, roll +Weird:
• On a 10 or more, you move it.
analyse or deal with strangeness, say
what it will do and roll +Weird:
Investigating Phenomena • Alien (motivation: to be unfath-
omable)
Hunters dealing with phenomena may
Choose two options and mark • On a 10 or more, you pick two • Artifact (motivation: to grant
ask the following as part of the standard
1-harm. requirements. someone more power than they
investigate a mystery list of questions:
• On a 7-9, you move it but it hurts. • On a 7-9, you pick one require- can handle)
• How is this phenomenon doing
Choose one option and mark ment and the Keeper picks a • Biohazard (motivation: to infect,
this?
2-harm. second one. harm, and spread)
• What could fix it, cure it, or slow
• On a miss, something goes • On a miss, something goes • Bubble (motivation: to keep inside
it down?
horribly wrong. horribly wrong. You are still able to things inside, and outside things
• How far does the effect reach?
By default you can move something create your device, but the Keeper outside)
• What will be affected next?
smaller than a person. You don’t have picks three requirements. • Conspiracy (motivation: to gather
much control, and you can’t move it
strongly enough to hurt anything. Weird science requirements: Phenomena Threat Moves power, keep secrets, and create
confusion)
• It needs a rare and/or weird mate- These are the threat moves a phenom- • Corruption (motivation: to change
Telekinesis options (anything not rial. enon can use during the mystery: the laws of the universe)
picked is not true): • It won’t be very reliable. • Hint at its effects. • Experiment (motivation: to unleash
• Something is held fast. • It requires huge amounts of power • Show its effects directly and unde- dangers)
• Something is hurt (2-harm smash). or fuel. niably. • Mutagen (motivation: to transform
• Something catches fire. • It will take a long time to get it • Break the world’s laws. creatures and people)
• You can fling something bigger working. • Increase or decrease in size or • Panic (motivation: to make people
than a person. • It won’t work exactly as you intensity. act irrationally)
• You keep it basically under your intended. • Create some new weirdness. • Portal (motivation: to draw things
control. • You’ll need help (beyond the • Harm or destroy someone or from one world to another)
• You suffer 1 less harm. hunters on your team) to finish it. something. • Teratogen (motivation: to turn crea-
• React unexpectedly. tures and people into monsters)
Advanced Telekinesis. When you Advanced Weird Science. When you • Escape from containment.
advance your weird science move, add • Zone (motivation: to harm all that
advance your telekinesis move, add this: • Hold something in place. venture within)
• On a 12 or more, choose three this: • Grant an unnatural ability.
options. You may also choose from • On a 12 or more, you gain +1 • Hinder movement.
these advanced options: ongoing when operating the device. • Subvert a bystander’s motivation.
• Something explodes (3-harm
close fire area messy)
• Something implodes (3-harm
close crush)
• Lots of stuff is flying under your
control.
• You have perfect and precise
control over exactly what
happens.

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