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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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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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.