MOVES HAVEN
You get all the basic moves, and two Broken moves. Through levelling up, you may set up a haven, a safe place
the broken 1 Old Dogs Don’t Need New Tricks: when you take this
move, mark two basic moves as advanced.
to work.
1 Lore Library. When you hit the books, take +1 for-
“I had seen too much. Too much violence, too much fear, ward to investigate the mystery (as long as historical
1 Crusaders Anger: You know painfully well just how
and too much evil. I was done. Then they came to me, a or reference works are appropriate).
much every one of these things deserve a bullet, or
group of hunters, the next generation. It was then I realized, 1 Mystical Library. If you use your library’s occult tomes
twenty, when you inflict harm, inflict +1 harm
I’m not done quite yet” and grimoires, preparing with your tomes and gri-
1 Knowledge of old: when you’re in the game long
moires, take +1 forward for use magic.
enough, you pick up a few things, take +1 forward
1 Protection Spells. Your haven is safe from monsters—
when you investigate a mystery.
they cannot enter. Monsters might be able to do some-
charm • Manipulate Someone 1 Arsenal: When you need something unusual or rare,
thing special to evade the wards, but not easily.
roll +Sharp. On a 10+, you have it here right now. On
• Act Under Pressure 1 Armory. You have a stockpile of mystical and rare
cool • Help Out
a 7-9 you have it, but not here: it will take some time
monster-killing weapons and items. If you need a spe-
to get it. On a miss, you know where it is, but it’s not
• Investigate a Mystery cial weapon, roll +Weird. On a 10+ you have it (and
gonna be easy to retrieve.
sharp • Read a Bad Situation plenty if that matters). On a 7-9 you have it, but only
1 You can’t die, I won’t let you!: you may tend to the
the minimum. On a miss, you’ve got the wrong thing.
• Kick Some Ass wounds of the injured, roll +cool. On a 10+ it’s all good,
tough • Protect Someone stabilise the injury and heal 1-harm. On a 7-9 pick one:
1 Infirmary. You can heal people, and have the space for
one or two to recuperate. The Keeper will tell you how
• Stabilize the injury but the patient takes -1 forward.
weird • Use Magic • Heal 1-harm and stabilise for now, but have it
long any patient’s recovery is likely to take, and if you
need extra supplies or help.
return as 2-harm (and become unstable) later.
LUCK 1 Workshop. You have a space for building and repairing
Mark luck to change a roll to 12 or avoid all harm from • Heal 1-harm but the patient takes -1 ongoing until it’s
fixed properly. guns, cars and other gadgets. Work out with the Keeper
an injury.
how long any repair or construction will take, and if
1 They Pull Me Back In: when you’re about to flee and
Okay 7 Doomed you need extra supplies or help.
someone else is harmed, roll +sharp to run back and
HARM help them out. 1 Magical Laboratory. You have a mystical lab with all
When you reach 4 or more, mark unstable. kinds of weird ingredients and tools useful for casting
1 Won’t Back Down: while in a fight, you have 1-armor
spells (like the use magic move, big magic, and any
Okay 3 4 Dying against damage dealt by enemies you can see.
other magical moves)
Unstable: 1 1 What I Left Behind: the meeting that made you leave
hunting the last time made it’s mark. Since then, you
(Unstable injuries will worsen as time passes)
always are prepeared for it surfucing again. While you
EXPERIENCE might know it’s weaknesses, you need to make +Cool
Experience: 5 2 when meeting it face to face and a failure is bad.
1 Old tricks: take a move from a playbook that is not in
Whenever you roll and get a total of 6 or less, or when a
move tells you to, mark an experience box. play.
This playbook was originally written by LordOfCrumpets in 2013 and slightly tinkered with by J. Nicklas Andersson in 2016.
GEAR RATINGS, PICK ONE LINE: LEVELING UP
As a seasoned monster hunter, you get three weapons. 1 Charm-1, Cool=0, Sharp+2, Tough+2, Weird=0 When you have filled all five experience boxes, you level
1 Charm=0, Cool+2,Sharp+2, Tough+1, Weird-1 up. Erase the marks and pick an improvement from the list
Big weapons, pick one: 1 Charm-1, Cool-1, Sharp+2, Tough+1, Weird+2 below.
1 Hand cannon (3-harm close loud) 1 Charm=0, Cool=0, Sharp+2, Tough+1,Weird+0
1 Fighting knife (2-harm hand quiet) 1 Charm=0, Cool-1, Sharp+2, Tough+2, Weird+1 IMPROVEMENTS
1 Huge sword or axe (3-harm hand messy heavy) 1 Get +1 sharp, max +3
INTRODUCTIONS 1 Get +1 tough, max +2
Normal weapons, pick two: When you get here, wait for everyone to catch up so you 1 Get +1 weird, max +2
1 Hunting rifle (2-harm far loud) can do your introductions together. 1 Get +1 cool, max +2
1 9mm (2-harm close loud) Go around the group. On your turn, introduce your 1 Take another Broken move
1 Big knife (1-harm hand) Broken by name and look, and tell the group what they 1 Take another Broken move
1 Shotgun (3-harm close messy) know about you. 1 Gain a haven, like the Expert has, with two options.
1 Brass knuckles (1-harm hand stealthy) HISTORY 1 Add one more option to your haven
1 Assault rifle (3-harm close auto loud) Go around the group again. When it’s your turn, pick one 1 Take a move from another playbook
for each of the other hunters: 1 Take a move from another playbook
GETTING STARTED
To make your Broken, pick a name. Then follow the in- • Relations, close or distant. Tell them exactly how After you have leveled up five times, you qualify for ad-
structions below to decide your look, ratings, moves, and you’re related. vanced improvements in addition to these, from the list
gear. Finally, introduce yourself and pick history. below.
• You were both members of the same huntering
LOOK, PICK ONE FROM EACH LIST: group, now disbanded, ask them why they left, ADVANCED IMPROVEMENTS
• Man, woman. then tell them why you did. 1 Get +1 to any rating, max +3.
• Sad eyes, icy eyes, angry eyes, emotionless eyes, hurt
• You fought together when the tide of monsters 1 Change this hunter to a new type.
eyes, harrowed eyes..
seemed unstoppable. Ask them how it went. 1 Make up a second hunter to play as well as this one.
• Tailored suit, casual clothes. hunting gear, army sur-
1 Mark two of the basic moves as advanced.
plus gear, ragged clothes • You knew them before they were a hunter, ask
1 Reckless.
them how you knew them
• The armor of Won’t Back Down stacks with other ar-
• They were your best friend back when you were a mor and it applies in all obvious dangerous situations.
hunter, ask them if they kept in touch after you got • When you help someone out against a monster, they
out. take harm-1.
• They know something about you that you aren’t
exactly proud of, tell them what they know
• They were the ones who drew you back in, ask
them how and why
• You saved their life, back when they were a newbie,
tell them how.