Beruflich Dokumente
Kultur Dokumente
Dog
Name
Charm
Cool
Sharp
Tough
Weird
+0
+1
+2
-1
+1
Team
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________
Luck
name ________________________________
Harm
name ________________________________
Unstable
Experience
Improvements
relationship ___________________________
relationship ___________________________
name _______________________________
relationship ___________________________
Notes
Get +1 Weird
Get +1 Tough
Get +1 Cool
Get +1 Sharp
Get +1 Charm
Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
A rating that starts at +2 can go as high as +3.
All others can go as high as +2
Moves
Choose three moves...
Fortunes: The Society 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, and on a 7-9 hold
1. On a miss, you get bad information and the
Keeper decides how that affects you. Spend
your hold to:
have exactly what you need nearby.
be somewhere you are needed, just in
time.
get +1 forward, or give +1 forward to another hunter
retroactively warn someone about an attack, so that it doesnt happen.
Mystic: You get a +1 on all rolls to use
magic.
Loremaster: When you investigate a
mystery, take +1 forward and you can ask the
following questions (in addition to the normal
ones):
What past encounters has the Society had
with this monster?
Is this connected to previous mysteries we
have investigated?
How does this mystery tie into the bigger
picture?
Old Dogs Dont Need New Tricks: when
you take this move, mark two basic moves as
advanced.
+3)
Other Rules
The Tough
Dog
Cat
Name
Charm
Cool
Sharp
Tough
Weird
-1
+1
+1
+2
+0
Team
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________
Luck
name ________________________________
Harm
name ________________________________
Unstable
Experience
Improvements
Get +1 Weird
Get +1 Tough
Get +1 Cool
Get +1 Sharp
Get +1 Charm
Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
A rating that starts at +2 can go as high as +3.
All others can go as high as +2
relationship ___________________________
relationship ___________________________
name _______________________________
relationship ___________________________
Notes
Moves
Choose three moves...
Claw Claw Bite: Whenever you inflict
injury with your claws, you may immediately
follow up with a bite attack. Roll +Tough. On a
10+, add your bites harm to the harm already
done. On a 7-9, you inflict 1-harm extra. On a
miss, you leave yourself open and vulnerable
as well as failing to hurt it more.
Find Your Opening: When youve accumulated three or more harm from a monster
or minion, you may investigate a mystery
to discover its powers, motivations, or weaknesses. Regardless of the outcome, you cant
do it again until youve suffered at least another three harm.
Grizzled: You can roll +Tough to manipulate someone, and your threat of violence is
reason enough for them. You can use this on
humans, so long as youre just trying to scare
them towards or away from something, though
on a miss they will regard you as a dangerous
animal that needs to be dealt with.
Property Damage: Smashing down
doors, breaking through car windows, toppling
statues, tearing apart evil altars...all in a days
work for you. If it is at all possible to destroy
an inanimate object with your claws, teeth, or
by ramming it, you can roll +Tough to do so.
On a 10+ you can pulverize it, no trouble. On
a 7-9 it will either take a long time, or you cant
break it all down your choice. On a miss,
you cant knock that down.
Scrappy: +1 to Tough (max +3)
Other Rules
Fight Club
Fighting has been a constant part of your life.
Maybe you did it for a living (dog fighting ring,
guard dog, etc.), or maybe you just always got
into more scraps than all the other animals
on your block. Either way, youve got an edge
over less experienced combatants. Check any
two of the following:
Talons: Your claw attacks do +1 harm
Jaws: Your bite atttacks to +1 harm
Go For The Throat: Your claws and bite
have ignore-armor
Thick-Skinned: You have armor-1
Lunge: Your claws and bite can be used
from close range, but afterward you are at
hand or intimate range (respectively).
Cat Scratch Fever: Wounds inflicted with
a cats claws or a dogs bite are always unstable (except against monsters, of course).
Be careful! Some things can only be dealt
with by violence, but humans are notoriously
fearful of letting dangerous animals roam their
streets unfettered. If your reputation comes to
precede you, you can expect all sorts of problems from human authorities.
Dog
Cat
Charm
Cool
Sharp
Tough
Weird
+2
+0
+1
+0
+0
Team
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________
Luck
name ________________________________
Harm
name ________________________________
Unstable
Experience
Improvements
Get +1 Weird
Get +1 Tough
Get +1 Cool
Get +1 Sharp
Get +1 Charm
Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
A rating that starts at +2 can go as high as +3.
All others can go as high as +2
Moves
relationship ___________________________
relationship ___________________________
name _______________________________
relationship ___________________________
Notes
Other Rules
Home
You have a home, with humans, where you
can go. The home itself is an advantage. You
should also decide what your humans are like;
do they love you, or are they the sort of people who should never be allowed to own pets?
When you go home and spend the night,
if you are lightly hurt (i.e., no unstable
wounds), you heal two harm.
If your wounds are unstable, your humans
will do whatevers necessary to stabilize
them.
Its safe from minions and mundane enemies, and monsters will probably pause
before busting down the door to come after
you there.
There is a downside to this as well. When you
come home in the evening, you are probably
stuck inside for the rest of the night, unless
you have some way of sneaking out. If you
come home badly hurt, your people (if they
love you), will likely take you to the vet for
medical care, and you may not be allowed to
leave the house until youre fully healed. Conversely, if your humans are abusive assholes,
when you get into some trouble, its possible
theyll actually inflict one or two harm on you
to teach you a lesson. Both kinds of humans
may come looking for you if youre away from
home too long, and could theoretically get
themselves into trouble if they get too close to
a monster or minions while looking for you. On
top of that, your humans may sometimes just
want time with you, which can complicate your
investigative life (at the Keepers discretion).
If you like, you may specify that your home
has a doggy door, which allows you to come
and go as you please, even at night. Your
friends can also come and go. However, some
minions will also be able to use this door to
gain egress to your home.
The Familiar
Cat
Name
Charm
Cool
Sharp
Tough
Weird
+1
-1
+1
+0
+2
Luck
Harm
Unstable
Experience
Improvements
Team
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________
name _______________________________
relationship ___________________________
Notes
Get +1 Weird
Get +1 Tough
Get +1 Cool
Get +1 Sharp
Get +1 Charm
Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
A rating that starts at +2 can go as high as +3.
All others can go as high as +2
Moves
Choose three moves...
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 happening to you and the Keeper holds
3, to be spent one-for-one as penalties to rolls
you make.
The Big Whammy: You can use your
powers to kick some ass: roll +Weird instead
of +Tough. The attack has 2-harm close obvious ignore-armour. On a miss, youll get a
magical backlash.
The Sight. You can see the invisible,
especially spirits and magical influences. You
may communicate with (maybe even make
deals with) the spirits you can see, and you
have more opportunities to spot clues when
you investigate a mystery.
Tune In: You can attune your mind to a
monster or minion. Roll +Weird. On a 10+,
hold 3. On a 7-9, hold 1. On a miss, the monster becomes aware of you. Spend hold to
ask the Keeper one of the following questions, and gain +1 ongoing when 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?
Black Cat: +1 Weird (max +3)
Other Rules
The Stray
Dog
Cat
Name
Charm
Cool
Sharp
Tough
Weird
-1
+2
+1
+1
+0
Team
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________
Luck
name ________________________________
Harm
name ________________________________
Unstable
Experience
Improvements
Get +1 Weird
Get +1 Tough
Get +1 Cool
Get +1 Sharp
Get +1 Charm
Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
A rating that starts at +2 can go as high as +3.
All others can go as high as +2
relationship ___________________________
relationship ___________________________
name _______________________________
relationship ___________________________
Notes
Moves
Choose three moves...
Panic Button: When you need to escape,
name the route youll try and roll +Cool. On a
10+ youre out of danger, no problem. On a
7-9 you can go or stay, but if you go its going
to cost you (you leave something behind or
something comes with you). On a miss, you
are caught halfway out.
Streetwise: When you need something
unusual or rare, roll +Sharp. On a 10+, its
nearby and you know exactly where. On a
7-9 , you know here, but its not nearby: it will
take some time to get it. On a miss, you know
where it is, but its somewhere real bad.
Lead Astray: When you protect someone, roll +Cool instead of +Tough. You may
add the following option to a roll of 10+:
Tell the referee where you run off to. The
danger will follow in close pursuit, if it can.
Other Rules
Loner
Youve been alone a long time and its hard for
you to trust others when survival is on the line.
By default, you do not gain any benefit from
the help someone move, when others use it
to help you.
When someone successfully uses protect
someone to defend you, or otherwise does
something selfless to make your life safer,
write their name down on one of the lines
below and check the circle next to it. While the
circle is checked, you may receive help from
them as normal and you gain a +1 to all rolls
to protect them using protect someone. The
circle becomes unchecked when they fail to
protect you from danger or do something that
causes you to be in danger when they are not.
Alternatively, you may uncheck the box to take
an automatic result of 12, before or after the
dice are rolled, when using protect someone
to defend them.
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
The Tagalong
Dog
Cat
Name
Charm
Cool
Sharp
Tough
Weird
+1
+1
+1
+0
-1
Team
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________
Luck
name ________________________________
Harm
name ________________________________
Unstable
Experience
Improvements
Get +1 Weird
Get +1 Tough
Get +1 Cool
Get +1 Sharp
Get +1 Charm
Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
A rating that starts at +2 can go as high as +3.
All others can go as high as +2
relationship ___________________________
relationship ___________________________
name _______________________________
relationship ___________________________
Notes
Moves
Choose three moves...
Theres No I In Team: You get +1 on
all rolls to help out. When you successfully
help out your hero, they get +2 to their roll
rather than +1.
Copycat: Take a move that your hero has.
As You Wish: Mark experience whenever your hero orders or requests that you do
something you dont want to do, and you go
ahead and do it anyway.
Bodyguard: If something bad is going
to happen to your hero, your comrades, or a
bystander, and you are right there, you may
throw yourself in harms way. Whatever was
going to happen to them happens to you
instead.
Me Too!: If your hero makes a roll for a
move, and you copy what they did (i.e. the
same move), you may choose not to roll. Instead, use your heros die roll.
Eek!: When a monster (or anyone really)
appears on the scene and you find a hiding
spot, roll +Sharp. On a 10+, you hide in the
best nearby spot before the monster sees
you. On a 7-9, pick one of these:
You hide okay, but the monster is now
between you and escape.
You hide okay for now, but your hiding spot
is bound to be spotted soon.
You hide okay, but leave something important out in the open.
Other Rules
Hero
Pick one of the other hunters to be your hero.
This is the person you decided is such an
awesome monster hunter that you are going
to spend your time helping them out.
Think about the hero and decide what your relationship is. Perhaps theyre an older sibling,
a parent, a friend who was always better than
you, perhaps they saved you from a monster,
or you found out about their monster hunting
by accident. Check with the heros player, to
make sure theyre okay with it.
When your heros player has picked their ratings, ask them which is highest. Youve been
trying to be like them, so you get an extra +1
to that rating. If they have a tie for highest,
you can pick which one you put your +1 on.