Character : Player :
Isolation
THE STRANDED You spent years cut off the world, in an strange and unforgiving
place. You had to adapt just to survive. Pick an Isolation option, and
What year is it? : Mark experience whenever the weight of your
time away from the world gets in the way of monster hunting.
At first I kept count of passing time - days, months, years… Then I stopped, so I would keep a bit of
sanity. Well, I may have still lost my mind here and there, but my head stayed on my shoudlers. At least get the corresponding move. Work out with your Keeper the details
the critters were a good way to kill time. You wouldn’t believe if I told you the things I saw. Anyway, I’m about how and how long you got stranded there. Eat me : You learned through your experiences how to use various
back in the civilized world now, I won’t run into monsters anymore ! Right? exotic plants, and brought back some samples for your personal use.
Lonely island : Even though tropics have a kind weather, the lack When you use it, roll +sharp.
To make your Stranded, first pick a name. Then follow the
instructions in this playbook to decide your look, ratings, Isolation, of space on the island amplifies territory conflicts. When you On a 10+, pick one effect to be useful.
approach a monster’s lair or hunting grounds, you can feel it. You On a 7-9, pick one useful effect, and one really unpleasant side effect that might
moves and gear. Finally, introduce yourself and pick history.
get you in trouble.
may immediately ask one of the read a bad situation questions (and
On a miss, you did not get the dose right. The Keeper may use any side effects
get +1 ongoing as the information applies)
they want.
CHARM Manipulate someone Dark caverns : With no lights, you learned to use every senses you • Awakened senses (+1 ongoing when you use them)
had. You may act under pressure to use the sensitive weird move, • Blind fury (+1 ongoing for any physical move)
Act under pressure
COOL or —if sensitive is your weird move— trust your gut. (See page 21 of • Paranoia (+1 ongoing to read a bad situation et act under pressure)
Help out Tome of Mysteries.) • Altered metabolism (during your turn, you may choose to heal 1-harm or
Investigate a mystery Forgotten oasis : This patch of green surrounded by desert draws stabilize temporarily your wounds)
SHARP in all sort of thirsty creatures you had the leisure to study. Whenever • Visions (you can focus on something to grasp information about it)
Read a bad situation
you investigate a mystery by observing a creature or it’s tracks, The useful effect will last one hour. After that, you will have to deal with the
Kick ass comedown. Drugs are bad.
TOUGH you can ask one more question, even on a miss.
Protect someone
Pocket dimension : Basic laws of physics don’t apply there. You
Use magic Survival 101 : When it comes to survival, you know your stuff.
WEIRD never need act under pressure when supernatural forces alter the
You can find a shelter when needed, gather food and make some fire.
environment around you, and you get 2-armour against harm from You can also use whatever you find in your surroundings to craft one
sudden changes to the laws of physics.
of your stranded weapons, should you be deprived of it. The Keeper
Luck Hidden valley : The tribes living among the monsters greatly can ask you to act under pressure if you are in a difficult situation.
Mark luck to change a roll to 12 or avoid all harm from an injury. valued hospitality. When you make a present to someone, as strange
as it looks, you manners will prevent them to refuse it. It will count
Okay Doomed Primal roar : You’ve faced stronger beings than this. When you
as a reason to manipulate someone, and will give you +1forward to
want to intimidate a creature or human, you use body language and
Stranded special : When you spend a point of luck, you’ll learn do so.
bestial roarings, and roll +tough.
something about your Isolation. Maybe your return wasn’t part of Frozen station : You payed a heavy toll as your actions cut you off
On a 10+, your target instantly stops what they were doing, and you take the
somebody’s plan, or maybe something followed you from there. the world for years, but you overcame yourself and outlived your psychological upper hand. Pick one option.
companions when a Thing kept possessing and killing them. Mark
• The target runs away.
Harm one of the basic move as advanced. • You keep the target focused on you.
When you reach 4, mark Unstable. Shifting maze : Prison or library, palace or temple, this changing • Get or give another hunter +1 forward against the target.
place is halfway between two worlds, and hosts the dangers of both, • You briefly stun everyone in the scene.
forcing you to stay alert. When you have no armour, you still count as On a 7-9, the target stops, but will come around fast.
Okay Dying
having 1-armour. On a miss, your target is not impressed and will take advantage of the
distraction you provide.
Unstable
Moves
Good boy : You’ve earned the affection of a creature, and couldn’t
Experience You get all the basic moves, plus two Stranded moves.
leave it behind. You get an ally (motivation friend or backup). Decide
Whenever you roll and get a total of 6 or less, or when a move tells
Wilson : Pick one of your things. His now named Wilson. Wilson is with the Keeper’s agreement what sort of « animal » it is. It may be
you to, mark an experience box.
weird or monstrous, but may then draw some attention.
your best friend, and you listen to his advices carefully. You get +1
ongoing when you act under pressure or kick ass while with Wilson.
Experience
However, if you lose him, you’ll get -1 ongoing until you get him back
or until you use an improvement to grieve and change this move for
another.
Don’t you worry about the way the others look at you, Wilson warned
you they would not understand.
Hardened : Mark 1-harm less each time you take harm.
A playbook by Caius Romanus, for use with Monster of the Week by Michael Sands. Monster of the Week is copyrighted by Evil Hat Productions, LLC and Generic Games.
Character : Player :
Gear Looks Leveling up
You get two Stranded weapons, plus one Precious weapon you • Man, woman, hidden, ____________ When you have filled all five experience boxes, you level up. Erase the
managed to keep in working condition during your Isolation and a • Hairy, muscular body, marked body, starved body, sunburnt skin, pallid marks and pick an improvement from the list below.
keepsake which helped you carry on. complexion, ____________
After you have leveled up five times, you also qualify for advanced
• Mad eyes, savage eyes, agressive eyes, shifty eyes, staring eyes, tired eyes,
____________ improvements in addition to these.
Stranded weapons (pick two) :
• « Animal » pelts, outdated clothes, uncomfortable clothes, mismatched
Spear (2-harm hand/close) clothes, tailored suit, camouflage gear, ____________
Bow (2-harm close) / (1-harm far quiet)
Improvements
Get +1 Tough (+3 max) Get +1 Sharp (+2 max)
Staff (1-harm hand balanced) Ratings Get +1 Cool (+2 max) Get +1 Charm (+2 max)
Sling (1-harm close hidden)
Charm - 1, Cool +1, Sharp +1, Tough +2, Weird=0 Get another Stranded move.
Big knife (1-harm hand)
Bola (0-harm close entangle many slow) Charm =0, Cool +2, Sharp +1, Tough +1, Weird - 1 Get a move from another playbook.
Cudgel (2-harm hand messy) Charm - 1, Cool +2, Sharp - 1, Tough +2, Weird=0 Get another Isolation move.
Charm +1, Cool - 1, Sharp +2, Tough +1, Weird=0 You get an ally, either someone from before you were lost, or another
Charm =0, Cool +1, Sharp =0, Tough +1, Weird +1 survivor recently back into the world.
Precious weapons (pick one) :
Multitool knife (1-harm hand small useful)
.38 revolver (2-harm clos loud reload) Introduction Advanced improvements
Pair of ice picks (2-harm close useful balanced messy) When you get here, wait for everyone to catch up so you can do your Get +1 to any rating (+3 max).
Hunting rifle (2-harm far loud) introductions together. Change this hunter to a new type.
Go around the group. On your turn, introduce your hunter by name Create another hunter to play as well as this one.
Keepsake (pick one) and look, and tell the group what they know about you. Mark two of the basic moves as advanced.
Folded or torned photograph Worn-out book Get back one used luck point.
Tarnished pendant or ring Strange object you found when you History Something needs closure, and you are ready to get it. You manage to
Out of tune music box arrived assemble an expedition to return to that blasted place. Decide your goal with
Go around the group again. When it’s your turn, pick one line for the Keeper (someone left behind, something you have to bring back there, an
Unreadable « lucky » coin each of the other hunters. hidden truth to discover, a will to wipe the place clean, an opportunity to show
• The mystery around your disappearance was their reason for becoming a it to the world…). The next mystery will be about this personal mission.
hunter. Ask them if they regret following that path. Retire this hunter to safety.
Notes (moves, holds, items) • They rescued and brought you back into the world. Ask them if it was their
goal, or if they found you unwittingly.
Gain an ally
• Your instinct urges you to distrust them. Tell them if you know why, then ask
them how your attitude make them feel. You gain a new ally to help you out. You might already know the ally, or they
might be new to the story. Pick one of the following types (the “motivation” is
• You have a crush on them. Ask them if they feel the same, then tell them if
the guideline for the Keeper about how they act):
they know.
• Subordinate • Friend • Confidante
• You are good friends. Decide together how long you’ve known each other.
• Lieutenant • Bodyguard • Backup
• They seem afraid of you. Ask them why, then tell them if you enjoy it or
would like to reassure them. If the ally doesn't have a name yet, pick it now. Decide what their background is
• You envy their carelessness. Ask them if it’s real or fake. too, how they look, and any special skills they bring.
• You attacked them once. Tell them why, then ask them how why you ended
working together.
A playbook by Caius Romanus, for use with Monster of the Week by Michael Sands. Monster of the Week is copyrighted by Evil Hat Productions, LLC and Generic Games.