Name: Gender: Playbook:

Look:

🕷Select a Playbook above to get started🕷

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck the Keeper will bring your fate into play

Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Your Fate
How you found out you were the chosen one:
How your fate will unfold:
Heroic: (pick two)

Sacrifice You are the Champion
Visions Secret Training True Love Magical Powers Mystical Inheritance A Normal Life The End of Monsters Hidden Allies Divine Help
You Can Save the World

Doom: (pick two)

Death You Can't Save Everyone
Impossible Love Failure
A Nemesis No Normal Life Doubt Loss of Loved Ones Treachery
Sympathy with the Enemy
Damnation The End of Days
Hosts of Monsters The Source of Evil

Moves
You get these 2:

Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you

I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off

Then pick one of these:

The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present

Devastating When you inflict harm, you may inflict +1 harm

Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward

Invincible You always count as having 2 armour, this doesn't stack with other protection

Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves

Other Moves

Gear
🕷 Protective gear worth 1 armour
    (optional)
🕷 One Special Weapon:
Form (choose one)
  Staff (1 harm, hand, close)
  Haft (2 harm, hand, heavy)
  Handle (1 harm, hand, balanced)
  Chain (1 harm, hand, area)
Business End (choose 3)
  Artifact (+magic)
  Spikes (+1 harm, +messy)
  Blade (+1 harm)
  Heavy (+1 harm)
  Long (+close)
  Throwable (+close)
  Chain (+area)
Material (choose one)

Other Gear


Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +3) +1 Cool (max +3) +1 Sharp (max +3) +1 Tough (max +3) +1 Weird (max +3)
Take another Chosen move Take another Chosen move Gain an ally
Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Delete a doom tag (optionally alse delete a heroic tag)

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: When you spend Luck someone from your past will re-appear in your life, soon

Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Background
Before you were a hunter what less-than-legal job did you do?

Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence

Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two:
  🕷 You get in undetected
  🕷 You get out undetected
  🕷 You don't leave a mess
  🕷 You find what you were after

Grifter When you are about to manipulate someone, you can ask the Keeper "what will convince this person to do what I want?" The Keeper must answer honestly, but not necessarily completely

Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one:
  🕷 You owe them
  🕷 They screwed you over
  🕷 You screwed them over
On a miss, the only person who can help you is someone who absolutely hates you

Assassin When you take your first shot at an unsuspecting target, do +2 harm

Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask "What are they hoping for right now?" as a free question (even on a miss)

Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice

Moves
Pick 2 of these:

Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)

Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team

Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)

Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now

Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members

Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles

Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked

Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course

Other Moves

Gear
🕷 Effective Weapons
(pick 3)
  .22 revolver (1 harm, close, reload,
      small)
  .38 revolver (2 harm, close, reload,
      loud)
  9mm (2 harm, close, loud)
  Shotgun (3 harm, close, messy)
  Hunting rifle (2 harm, far, loud)
  Big knife (1 harm, hand)
  Baseball bat (1 harm, hand)
  Submachinegun (2 harm, close, reload,
      auto
  Assault rifle (3 harm, close/far, auto)

Other Gear


Underworld
Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved:
The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)
You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)
You were hired by something weird (Pick one: immortal, god, outsider, witch)
Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)


Heat
You didn't get here without making enemies
(pick at least 2 of these and name the people involved)
A police detective has made it a
      personal goal to put you away
You have a rival from your background
You pissed off a well connected criminal,
      and they'll do whatever they can to
      destroy you
You took advantage of someone
      who has special powers (a person or
      monster)
You betrayed an old partner in the
      middle of a job


Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Sharp (max +3) +1 Tough (max +2) +1 Cool (max +2) +1 Charm (max +2)
Take another Crooked move Take another Crooked move Gain an ally; one of your old crew
Recover a stash of money from the old days, enough to live without care for a year or two
Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Erase one Luck point from your playbook

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed


Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Your Mission
You have been put on the earth for a purpose:
You are here to fight the schemes of an adversary
The end of days approaches, you are here to guide the hunters and prevent it from coming to pass
The end of days approaches, you are here to guide the hunters and ensure it comes to passs
You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes
One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost
Moves
Pick three of these:

Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure

Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated

What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand

Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy

Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard

Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm

Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad

Other Moves

Gear
🕷 Divine Armour with a look suited to your
     origin (1 armour, holy)
🕷 One Divine Weapon:
  Flaming sword (3 harm, hand, fire,
      holy)
  Thunder hammer (3 harm, hand, stun,
      holy)
  Razor whip (3 harm, hand, area,
      messy, holy)
  Five demon bag (3 harm, close, magic,
      holy)
  Silver trident (3 harm, hand, silver,
      holy)
Other Gear


Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +2) +1 Cool (max +2) +1 Sharp (max +2) +1 Tough (max +3) +1 Weird (max +2)
Take another Divine move Take another Divine move
Gain a lesser divine being as an ally, sent from above to help you with your mission
Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety Erase one used Luck from your playbook
Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed


Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Gear
🕷 Monster-Slaying Weapons:
(pick three)
  Mallet and stakes (3 harm, intimate,
      slow, wooden)
  Silver sword (2 harm, hand, messy,
      silver)
  Cold iron sword (2 harm, hand, messy,
      iron)
  Blessed knife (2 harm, hand, holy)
  Magical dagger (2 harm, hand, magic)
  Juju bag (1 harm, far, magic)
  Flamethrower (3 harm, close, heavy,
      fire, volitile)
  Magnum (3 harm, close, reload, loud)
  Shotgun (3 harm, close, messy, loud)

Other Gear


Moves
Pick two of these:

I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure

Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience

Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad

It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable

Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster

The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready

Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with
  🕷 When I dealt with this creature (or one of its kind), what did I learn?
  🕷 What black magic do I know that could help here?
  🕷 Do I know anyone that might be behind this?
  🕷 Who do I know that can help us right now?

Other Moves

Your Haven
You have a haven, a safe place to work
(pick three)
Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate
Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic
Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily
Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing
Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help
Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help
Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out
Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything
Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)

Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +2) +1 Cool (max +2) +1 Sharp (max +3) +1 Weird (max +2)
Take another Expert move Take another Expert move Add a haven option
Add a haven option Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed


Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Other Moves

Moves
Pick three of these:

Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions
  🕷 Is this person connected to current events more than they are saying?
  🕷 When and where will the next critical event occur?
  🕷 What does the monster want from this person?
  🕷 Is this connected to previous mysteries we have investigated?
  🕷 How does this mystery connect to the bigger picture?

Crazy Eyes You get +1 Weird (max +3)

See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone

Suspicious Mind If someone lies to you, you know it

Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention

Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course

Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges

Sneaky When you attack from ambush or from behind, inflict +2 harm

Gear
🕷 One Normal Weapon:
  .38 revolver (2 harm, close, reload,
      loud)
  9mm (2 harm, close, loud)
  Hunting rifle (2 harm, far, loud)
  Magnum (3 harm, close, reload, loud)
  Shotgun (3 harm, close, messy, loud)
  Big knife (1 harm, hand)
🕷 Hidden Weapons:
(pick 2)
  Throwing knives (1 harm, close, many)
  Holdout pistol (2 harm, close, loud,
      reload)
  Garrote (3 harm, intimate)
  Watchman's flashlight (1 harm, hand)
  Weighted gloves/brass knuckles (1
      harm, hand)
  Butterfly knife/folding knife (1
      harm, hand)

Other Gear


Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +2) +1 Cool (max +3) +1 Sharp (max +3) +1 Weird (max +2)
Take another Flake move Take another Flake move Gain a haven like the Expert with two options
Add a haven option Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed


Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Your Sect
Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?
Your Sect's Traditions:
Good Traditions: (pick 2)

Knowledge Ancient Lore
Magical Lore Fighting Arts
Modernised Chapters Everywhere
Secular Power Flexible Tactics
Open Hierarchy Rich
Integrated in Society Nifty Gadgets
Magical Items

Bad Traditions: (pick 1)

Dubious Motives Tradition-Bound
Short-Sighted Strict Laws
Closed Hierarchy Factionalised
Paranoid and Secretive Poor
Total Obedience Obsolete Gear
Tyrannical Leaders Mystical Oaths

Moves
You get this one:

When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone

Then pick three of these:

Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone

Mystic Every time you successfuly use magic, take +1 forward

Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to:
  🕷 Have a useful object ready
  🕷 Be somewhere you are needed, just in time
  🕷 Take +1 forward, or give +1 forward to another hunter
  🕷 Retroactively warn someone about an attack, so that it doesn't happen

Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned

Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble

Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)

Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1

That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect

Other Moves

Gear
🕷 Old-fashioned armour (1 armour, heavy)
🕷 Old-fashioned Weapons:
(If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two)
  Sword (2 harm, hand, messy)
  Axe (2 harm, hand, messy)
  Big sword (3 harm, hand, messy,
      heavy)
  Big axe (3 harm, hand, messy, slow,
      heavy)
  Silver knife (1 harm, hand, silver)
  Fighting sticks (1 harm, hand, quick)
  Spear (2 harm, hand, close)
  Mace (2 harm, hand, messy)
  Crossbow (2 harm, close, slow)
🕷 Modern Weapons:
(If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one)
  .38 revolver (2 harm, hand, close,
      reload, loud
  9mm (2 harm, close, reload, loud)
  Sniper rifle (3 harm, far)
  Magnum (3 harm, close, reload, loud)
  Shotgun (3 harm, close, messy

Other Gear


Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Weird (max +3) +1 Cool (max +2) +1 Sharp (max +2) +1 Tough (max +2)
Take another Initiate move Take another Initiate move Get command of your chapter of the Sect
Get a Sect team under your command Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Become the leader, or effective leader, of the whole Sect

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed


Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Monster Breed
You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?

Curses: (pick one)
Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself
Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers
Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist
Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure
Moves
Pick two of these:

Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less

Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone

Unholy Strength Roll +Weird instead of +Tough when you kick some ass

Incorporeal You may move freely though solid objects (but not people)

Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing

Claws of the Beast Your natural attacks deal +1 harm

Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience

Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen

Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk

Flight You can fly

Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)

Something Borrowed Take a move from a hunter playbook that is not currently in play

Other Moves

Natural Attacks
(pick one base and one extra, or pick two bases)
  Base: teeth (3 harm, intimate)
  Base: Claws (2 harm, hand)
  Base: Magical force (1 harm, magical, close)
  Base: Life-drain (1 harm, intimate, life-drain)
  Extra: Add +1 harm to a base
  Extra: Add +ignore armour to a base
  Extra: Add an extra range to a base
      (+intimate, hand, or close)

Gear
🕷 One Handy Weapon: (if you want one)
  .38 revolver (2 harm, close, reload,
      loud)
  9mm (2 harm, close, loud)
  Magnum (3 harm, close, reload, loud)
  Shotgun (3 harm, close, messy)
  Big knife (1 harm, hand)
  Brass knuckles (1 harm, hand, quiet,
      small)
  Sword (2 harm, hand, messy)
  Huge sword (3 harm, hand, heavy)

Other Gear


Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +2) +1 Cool (max +2) +1 Sharp (max +2) +1 Tough (max +2)
Take another Monsterous move Take another Monsterous move Gain a haven like the Expert with two options
Take a Natural Attacks pick Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Free yourself from your type's curse. It no longer affects you but you lose 1 Weird
Become evil (again). Retire this character, they become one of the Keeper's threats

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed


Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Other Moves

Moves
Pick three of these:

Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience

Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems

Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough

Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out

The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10

Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1:
  🕷 They ask you a hard question first
  🕷 They stall and dither a while
  🕷 They have a 'better' idea
On a Miss they think you are crazy, and maybe dangerous too

What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to:
  🕷 Inflict 1 harm
  🕷 Reduce someone's harm suffered by 1
  🕷 Take +2 forward on an act under pressure roll

Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience

Gear
🕷 Mundane Weapon:
(choose two)
  Golf club, baseball bat, cricket bat,
      or hockey stick (2 harm, hand,
      innocuous, messy)
  Pocket knife or multitool (1 harm,
      hand, useful, small)
  Small handgun (2 harm, close, loud,
      reload)
  Hunting rifle (3 harm, far, loud, reload)
  Sledge-hammer or fire axe (3 harm,
      hand, messy)
  Nunchuks (2 harm, hand, area)
🕷 Means of Transport:
(choose one)
  Skateboard
  Bicycle
  Fairly new car in decent condition
  Classic car in terrible condition
  Motorcycle
  Van

Other Gear


Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +3) +1 Cool (max +2) +1 Sharp (max +2) +1 Tough (max +2)
Take another Mundane move Take another Mundane move Regain a used Luck point
Regain a used Luck point Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Regain a used Luck point Regain a used Luck point

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed


Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Agency
Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?

Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?

Resources:
(pick two)
Well Armed Well Financed
Rigorous Training Official Pull
Cover Identities Good Intel
Offices all over the place
Support Teams Weird Tech Gadgets
Recognised Authority
Red Tape:
(pick two)
Dubious Motives Bureaucratic
Inter-departmental Rivalry
Secretive Hierarchy Budget Cuts
Take No Prisoners
Hostile Superiors Cryptic Missions
Live Capture Policy

Moves
You get this:

When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out

Then pick three of these:

Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure

Unfazeable Take +1 Cool (max +3)

Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear

Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention

Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp

Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid

Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing:
  🕷 Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage
  🕷 Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow

Other Moves

Gear
🕷 Armour
(pick one)
  Flak Vest (1 amrour, hidden)
  Combat Armour (1 armour, heavy)
🕷 Serious Weapons:
(choose one)
  Assault rifle (3 harm, far, area, loud,
      reload
  Grenade launcher (4 harm, far, area,
      messy, loud, reload)
  Sniper rifle (4 harm, far)
  Grenades (4 harm, close, area, messy,
      loud)
  Submachine gun (3 harm, close, area,
      loud, reload)
🕷 Normal Weapons:
(choose two)
  .38 revolver (2 harm, close, reload,
      loud)
  9mm (2 harm, close, loud)
  Hunting rifle (2 harm, far, loud)
  Shotgun (3 harm, close, messy)
  Big knife (1 harm, hand)

Other Gear


Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +2) +1 Cool (max +3) +1 Sharp (max +2) +1 Tough (max +2)
Take another Professional move Take another Professional move Add a resource tag or change a red tape tag for your Agency
Get command of an Agency team of monster hunters Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed


Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Other Moves

Gear
You don't need much except items to power your magic, still it's good to be prepared
🕷 One Backup Weapon:
  Old revolver (2 harm, close, reload,
      loud)
  Ritual knife (1 harm, hand)
  Heirloom sword (2 harm, hand, messy)

Other Gear


Moves
Pick three of these:

Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third

Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus

Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic:
  🕷 Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled
  🕷 This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid

Forensic Divination When you successfully investigate a mystery you may ask "what magic was done here?" as a free extra question

Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls

Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment

Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting

Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects

Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour

Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!

And you get this:

Tools and Techniques To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest:
🕷 Consumables: You'll need certain supplies- powders, oils, etc- on hand, some will be used up each cast. If you don't have them, take 1 harm, ignore-armour when you cast
🕷 Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need then your combat magic does 1 harm less
🕷 Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic
🕷 Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts

Combat Magic
You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems
(pick three, with at least one base)
Bases:
  Blast (2 harm, magic, close, obvious,
      loud)
  Ball (1 harm, magic, area, close,
      obvious, loud)
  Missile (1 harm, magic, far, obvious,
      loud)
  Wall (1 harm, magic, barrier, close,
      1 armour, obvious, loud)
Effects:
  Fire (Add '+1 harm, fire' to a base) If
      you get a 10+ on a combat magic roll,
      the fire won't spread)
  Force or Wind (Add '+1 harm, forceful'
      to a base or '+1 armour' to a wall)
  Lightning or Entropy (Add '1 harm,
      messy' to a base)
  Frost or Ice (Add '-1 harm, +2 armour'
      to a wall, or '+1 harm, restraining' to
      other bases)
  Earth (Add 'forceful, restraining' to a
      base)
  Necromantic (Add 'life-drain' to a base)

Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Weird (max +3) +1 Cool (max +2) +1 Sharp (max +2) +1 Tough (max +2)
Take another Spellslinger move Take another Spellslinger move Take another Combat Magic pick
Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
Regain a used Luck point Take another Combat Magic pick Cross off another option from tools and techniques

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special: As you spend Luck your Dark Side's needs will get nastier

Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

The Dark Side
Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else
Whatever it is, it is unsettling
(pick three for your dark side)

Violence Depression Secrets
Lust Dark Bargain Guilt
Soulless Addiction Mood Swings
Rage Self-Destruction
Greed for Power Pain
Poor Impulse Control
Hallucinations Paranoia

The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)
Moves
Pick three of these:

Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication

Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following:
  🕷 The target contracts a disease
  🕷 The target immediately suffers (2 harm, magic, ignore-armour)
  🕷 The target breaks something precious or important

The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery

Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make

Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself

The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash

Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers:
  🕷 Where is the creature right now?
  🕷 What is it planning to do right now?
  🕷 Who is it going to attack next?
  🕷 Who does it regard as the biggest threat?
  🕷 How can I attract its attention?

Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to:
  🕷 Interfere with a hunter, giving them -1 forward
  🕷 Help a hunter, giving them +1 forward by interfering with their enemy
  🕷 Interfere with what a monster, minion, or bystander is trying to do
  🕷 Inflict 1 harm on the target due to an accident
  🕷 The target finds something you left for them
  🕷 The target loses something that you will soon find

Other Moves

Gear
🕷 Any items or amulets that you use to invoke your powers
🕷 Normal Weapons:
(choose two)
  .38 revolver (2 harm, close, reload,
      loud)
  9mm (2 harm, close, loud)
  Hunting rifle (2 harm, far, loud)
  Shotgun (3 harm, close, messy)
  Big knife (1 harm, hand)

Other Gear


Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Charm (max +2) +1 Cool (max +2) +1 Sharp (max +2) +1 Weird (max +3)
Take another Spooky move Take another Spooky move Change some or all of your Dark Side tags
Gain a mystical library, like the Expert's haven option Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
You discover how to use your powers at a lower cost. Delete one Dark Side tag

History and Notes

Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed


Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Who You Lost
Who did you lose?
(pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s))

Why couldn't you save them? You were:
(pick one or more)
At fault
Selfish
Injured
Weak
Slow
Scared
In denial
Complicit

What Did It?
My Prey:
(with the Keeper's agreement, pick the monster breed)

Other Moves

Moves
You get this:

I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss

Then pick two of these:

Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal

NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to "suffer little harm"

What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over

Fervour When you manipulate someone roll +Tough instead of +Charm

Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)

Tools Matter With your signature weapon you get +1 to kick some ass

DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice::
  🕷 Stabilise the injury but the patient take -1 forward
  🕷 Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later
  🕷 Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly

Gear
🕷 Protective wear suited to your look (1 armour)
🕷 Signature Weapons:
(choose one)
  Sawn-off shotgun (3 harm, hand/close,
      messy, loud, reload)
  Hand cannon (3 harm, close, loud)
  Fighting knife (2 harm, hand, quiet)
  Huge sword or huge axe (3 harm, hand,
      messy, heavy)
  Enchanted dagger (2 harm, hand,
      magic)
  Chainsaw (3 harm, hand, messy,
      unreliable, loud, heavy)
  Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper
🕷 Practical Weapons:
(choose two)
  .38 revolver (2 harm, close, reload,
      loud)
  9mm (2 harm, close, loud)
  Hunting rifle (2 harm, far, loud)
  Shotgun (3 harm, close, messy)
  Big knife (1 harm, hand)
  Brass knuckles (1 harm, hand, stealthy)
  Assault rifle (3 harm, close, area, loud, reload)
🕷 Vehicles:
(choose one, if you want it)
  Classic car
  Classic motorcycle
  Plain pickup
  Plain van

Other Gear


Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Weird (max +2) +1 Cool (max +2) +1 Sharp (max +2) +1 Tough (max +3)
Take another Wronged move Take another Wronged move Gain a haven like the Expert with two options
Add one more option to your haven Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety
You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them
Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead

History and Notes

Playbook Name:
Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Luck
Mark Luck to change a roll to a 12 or to avoid all harm from an injury

Okay Doomed

Special (if any):

Harm

Okay 🕷 Dying

Unstable:

Experience
Mark Experience when a roll totals 6 or less; or when a move tells you to do so

 

Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Playbook Special
(Like the Expert's haven or the Spellslinger's combat magic)
Name of special: Description:
Playbook Moves
Name: Description:
Other Moves

Playbook Gear

Other Gear


Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2
+1 Charm +1 Cool +1 Sharp +1 Tough +1 Weird
Take another Custom Playbook move Take another Custom Playbook move
Take a move from another playbook Take a move from another playbook

Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+1 to any rating (max +3) Change this hunter to a new type Create a second hunter to play
Advance 2 basic moves Advance 2 basic moves Retire this hunter to safety

History and Notes




sheet version 0.1.0