
Act Under Pressure
When you act under pressure, roll +Cool.
- On a 10+ you do what you set out to.
- On a 7-9 the Keeper is going to give you a worse
outcome, hard choice, or price to pay.
- On a miss, things go to hell.
This is a general purpose move, for any time a hunter tries something
that is dangerous or liable to fail, and isn’t covered by any other moves
(either a basic move, or one from a playbook).
The pressure can be anything from being detected when they’re
hiding to resisting death as they try and escape a blazing building.
Make sure you establish what the pressure is at the start, so the
hunters know what they’re in for if they mess up. You need to know
what they’re trying to do, and to let them know what’s making it hard.
A result of 7-9 tells you to give them a worse outcome, hard
choice, or price to pay—they can do what they wanted, if they accept
what you pick. It is still a success, so they should be able to do what
they wanted, although the cost might be high enough that they decide
not to. Use your agenda and principles to help decide.
For our hiding example, maybe they can stay hidden, but only if
they let the monster trap them in a dead end. Or they have to go so far
back that they can no longer see what’s happening. In both of these
cases, the hard choice is about where they’re positioned in the story.
They could stay hidden, but have to pay the price.
For the burning building, maybe they can escape if they jump out
a second floor window. Or they can run through flames to escape or
stay somewhere that is safe for now. In these cases, the price is some
harm from the fall or the fire.
On a miss, then whatever the pressure has overwhelmed the
hunter.
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Investigate a Mystrey
Investigating can be done any number of ways: following
tracks, interviewing witnesses, forensic analysis, looking up
old folklore in a library, typing the monster’s name into Google,
capturing the monster and conducting tests on it, and so on.
Anything that might give you more information about what’s
going on is fair game for an investigate move.
When you investigate a mystery, roll +Sharp.
On a 10+ hold 2, and on a 7-9 hold 1.
One hold can be spent to ask the Keeper one of the following questions:
- What happened here?
- What sort of creature is it?
- What can it do?
- What can hurt it?
- Where did it go?
- What was it going to do?
- What is being concealed here?
On a miss, you reveal some information to the monster
or whoever you are talking to. The Keeper might ask you some
questions, which you have to answer.
It’s important that your attempts to investigate (and the
results you get from them) are plausible and consistent with
what’s happening. For example, if you’re using laboratory
equipment to investigate evidence, you probably won’t be able
to learn anything about the monster’s magical origins.
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Kick Some Ass
When you get into a fight and kick some ass, roll +Tough.
On any success (i.e., total 7 or more) you inflict harm on
(and suffer harm from) whatever you’re fighting. The amount
of harm is based on the established dangers in the game. That
usually means you inflict the harm rating of your weapon and
your enemies inflict their attack’s harm rating on you.
If you roll a 10+, choose one extra effect:
- You gain the advantage: take +1 forward, or give +1
forward to another hunter.
- You inflict terrible harm (+1 harm).
- You suffer less harm (-1 harm).
- You force them where you want them.
On a miss, you get your ass kicked instead. You suffer
harm or get captured, but don’t inflict any harm back.
This is the basic fighting move, covering the back and forth of a short burst of fighting, rather than a single attack.
By default when a hunter kicks ass both sides inflict harm as
established—the hunter with their weapon and the enemy theirs. The precise amount of harm that’s traded will depend on what’s happening at that moment in the fight.
For example, Hoss the hunter is going to shoot a zombie
with his shotgun (harm-3 close load messy reload), while the
zombie is trying to bite Hoss (the zombie’s bite attack is rated
“2-harm hand”). If the zombie is still out of reach (i.e. out of
hand range), Hoss will inflict 3-harm on it but be safe from the
zombie’s bite. Once the zombie is right up in Hoss’s face, then
Hoss can still blast it for 3-harm and this time the zombie can
bite him back for 2-harm.
Don’t automatically call for this move any time a hunter attacks something. If a hunter attacks a foe that cannot (or will not) fight back,
then it is appropriate to just use the Keeper move inflict harm as
established instead. What the hunter’s doing could also be a move
like protect someone or act under pressure (or another move altogether): use what the player has stated the hunter’s intentions are and
the actions they’ve described the hunter taking to determine what
makes sense.
On a success of 10+, the hunter gets to pick an extra effect. Always
ask them what happened.
If the hunter takes +1 forward, or gives another hunter +1 forward,
then make sure to ask them what they did to set up an advantage. This
might include things like tactical maneuvering, grappling with the
enemy, pushing the enemy back, or knocking the enemy off balance.
If the hunter inflicts terrible harm, then they inflict one more
point of harm. That means they did something extra-nasty with their
attack, so be sure to ask them what that was.
If the hunter suffers less harm, then reduce the harm the enemy
inflicts by one. Ask them what they did to reduce the harm.
If the hunter forces the enemy where they want them, this will
allow them to push the bad guys wherever they want. Be generous
with this, as long as it’s consistent with what is happening in the game:
you can’t drive the monsters out if they’re in a dead end, for instance.
When a hunter misses on kick some ass, they’re usually going
to be in a lot of trouble. Your move doesn’t always have to be inflict
harm as established. Sometimes your other moves can apply too:
maybe the hunter gets captured, or the monster gets a chance to flee
the fight.
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Manipulate Someone
This move is used when you want someone to do something
for you. You’ll need a good reason for them to do it, and what
counts as a good reason depends on what you are asking for
and your relationship with them.
For friends and allies, you might just need to ask. For witnesses to a monster attack, you could tell them you are with
the police, or just offer them some cash for answering your
questions.
Once you have given them a reason, tell them what you
want them to do and roll +Charm.
For a normal person:
- If you get 10+, then they’ll do it for the reason you gave
them. If you asked too much, they’ll tell you the minimum
it would take for them to do it (or if there’s no way they’d
do it).
- On a 7-9, they’ll do it, but only if you do something for
them right now to show that you mean it. If you asked too
much, they’ll tell you what, if anything, it would take for
them to do it.
- On a miss, your approach is completely wrong: you offend
or anger the target.
For another hunter:
- On a 10+ they mark experience and get +1 forward if they
do what you ask.
- On a 7-9, they mark experience if they do what you ask.
- On a miss, it’s up to that hunter to decide how badly you
offend or annoy them. They mark experience if they do not
do what you asked.
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Protect Someone
When you prevent harm to another character, roll +Tough.
On any success (i.e., 7 or more), you protect them okay,
but you’ll suffer some or all of the harm they were going to get.
If you got a 10+ choose an extra:
- You suffer little harm (-1 harm).
- All impending danger is now focused on you.
- You inflict harm on the enemy.
- You hold the enemy back.
On a miss, then you end up making things worse.
This can be used any time someone is about to suffer harm, including
as the result of another move (i.e. a kick some ass move that means a
hunter is going to suffer harm).
As with help out, always ask the hunter how they are going to
protect this person in this situation.
By default, any success means that the hunter has successfully
protected the target (so the target is not harmed at all) but the hunter
will suffer harm instead (usually, but not always, the same harm).
On a 10+ the hunter gets to pick an extra effect. Ask the hunter
what happened.
They can choose to suffer little harm, taking one less harm. Ask
what they do to reduce the harm.
If they choose “All impending danger is now focused on the
hunter,” they’ve put themselves right in harm’s way. Ask them what
they do to get all the danger. Don’t be shy when this is picked: the
hunter has chosen to have the entire enemy force have a go at them.
If they choose to “inflict harm on the enemy,” they get to harm an
enemy as well as protecting the target. Ask how they did that. As usual,
the amount of harm done depends on the hunter’s weapon.
If they choose “Hold the enemy back” then the bad guys can’t get
past the hunter. Other hunters, or even bystanders, may help fight
from this position if it makes sense. This works best when defending a
small space like a doorway. If the hunters are in the open, the bad guys
will be able to work their way around them eventually.
Missing a protect someone roll is very bad. In general, harm to
both the original victim and the hunter is a good choice. Things could
be even worse, e.g. the target might be captured as well. As with kick
some ass, when things go bad here, they go really bad. Feel free to
inflict harm as established and follow up with a hard move.
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Help Out
When you help another hunter with a move they are making,
roll +Cool.
- On a 10+ your help grants them +1 to their roll.
- On a 7-9 your help grants them +1 to their roll, but you
also expose yourself to trouble or danger.
- On a failure, you expose yourself to trouble or danger
without helping.
This is used when a hunter wants to help another hunter make a move.
Helping will give the other hunter +1 on a single roll. It’s okay to see
what the result is before deciding to help out, as long as it still makes
sense that the hunter could do something to help improve the results.
Make sure they tell you what concrete action they are taking to
help out. If they can’t think of how they help, then they don’t get to
do it. You should also make sure their actions actually do help in the
game, too. For example, helping with an attack might allow the helper
to add their weapon’s harm to the injury the first hunter inflicts on the
monster.
A result of 7-9 means that the hunter succeeds in helping, but
exposes themselves to trouble. A lot of the time this trouble will be
obvious, as when they are helping someone kick some ass. Here you
could inflict harm on both of the hunters. In other cases the trouble
will be less obvious, such as a when trying to help investigate a
mystery by interviewing witnesses: this might lead to hostile rumours
circulating about the hunter later on, or make an enemy of a witness.
On a miss, the help does no good and the helper exposes themselves to trouble or danger. This could be the same as the danger of the
move being helped, or something else entirely.
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Read a Bad Situation
When you look around and read a bad situation, roll +Sharp.
On a 10+ hold 3, and on a 7-9 hold 1.
One hold can be spent to ask the Keeper one of the following questions:
- What’s my best way in?
- What’s my best way out?
- Are there any dangers we haven’t noticed?
- What’s the biggest threat?
- What’s most vulnerable to me?
- What’s the best way to protect the victims?
If you act on the answers, you get +1 ongoing while the
information is relevant. For example, if you ask for the best
way in to the monster’s lair then you’ll get +1 while you are
infiltrating it. But once you’re in, the information doesn’t help
you any more.
On a miss, you might mis-read the situation (e.g. “Everything is fine here! It will be totally safe to go investigate alone!”),
or you might reveal tactical details to your enemies (which
means the Keeper can ask the questions above of you).
This move is for when a hunter goes into a situation they know is hostile—e.g. when they know the monster’s in this house somewhere. It
can also be used in the middle of a dangerous situation, if the hunter
needs some more tactical information.
Misses on reading a bad situation lend themselves to you turning
the move back on the hunter—ask them some of the questions on
behalf of whatever enemies are present, and then have the enemies
act on those answers.
Misses can also give you a chance to put the hunters into danger—
for example, they just failed to notice the ambush they’re walking into.
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Use Magic
When you use magic, say what you’re trying to achieve and how
you do the spell, then roll +Weird.
If you get a 10+, the magic works without issues: choose
your effect.
On a 7-9, it works imperfectly: choose your effect and a
glitch. The Keeper will decide what effect the glitch has.
On a miss, you lose control of the magic. This never ends well.
By default the magic has one of the effects listed below, lasts for
around thirty minutes, and does not expose you to danger, unwanted
attention, or side-effects. If there’s a glitch this might change.
Effects:
- Inflict harm (1-harm ignore-armour magic obvious).
- Enchant a weapon. It gets +1 harm and +magic.
- Do one thing that is beyond human limitations.
- Bar a place or portal to a specific person or a type of creature.
- Trap a specific person, minion, or monster.
- Banish a spirit or curse from the person, object, or place it
inhabits.
- Summon a monster into the world.
- Communicate with something that you do not share a language with.
- Observe another place or time.
- Heal 1-harm from an injury, or cure a disease, or neutralize
a poison.
Glitches:
- The effect is weakened.
- The effect is of short duration.
- You take 1-harm ignore-armour magic.
- The magic draws immediate, unwelcome attention.
- It has a problematic side effect.
The Keeper may require one or more of the following:
- The spell requires weird materials.
- The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
- The spell requires ritual chanting and gestures.
- The spell requires you to draw arcane symbols.
- You need one or two people to help cast the spell.
- You need to refer to a tome of magic for the details. 195
Magic, by its nature, breaks the rules. The use magic move lists the
possible effects for magic spells. Magic that goes beyond these effects
counts as big magic (see below).
When a hunter uses magic, it’s important to ask them what
they’re trying to do (and work out which of the effects they are trying
for). Ask the hunter how they cast the spell, and what it looks like too.
Then consider the scope of what they’re doing, how they said the
spell is cast, and decide if you will require anything extra from the list.
Pick extra requirements based on the size of magical effect. Magic
that has a big effect should need a bigger effort. Usually pick one or
two things including anything the hunter included in their description
of casting the spell. You can offer alternatives, too, so that the hunter
either takes one minute or needs arcane symbols, say.
Partial successes when using magic mean that the hunter has to
pick a glitch. Glitches are bad news, but it’s up to the hunter to decide
which one happens. Magic should always be dangerous and unpredictable, so hammer that home when you decide how the glitches take effect.
On a miss using magic, make as hard a move as you like: anything
can happen when magic goes wrong. Reversing the intended effect of
the spell is an option, so that the exact opposite of what the hunter
wanted happens. You can also go for off-the-wall weirdness: portals to
other dimensions; angry spirits converging on the hunter; or changes
to the laws of physics around the hunter—that sort of thing.
One Thing Beyond Human Limitations
This particular effect is an important one because what you allow here
will define how powerful magic is in your game.
For a gritty game, going ‘beyond human limitations’ might include:
- lifting a car just enough to free someone trapped underneath
- carrying on despite a nasty injury
- resisting a mental attack from a monster.
For a more super-heroic game, going ‘beyond human limitations’
might include:
- flying up to a rooftop.
- surviving a deadly injury.
- reading the thoughts of everyone around you.
So, when a hunter wants to exceed human limitations, think carefully about what allowing their desired effect in this case implies for
your entire game. You can think of your decisions about this as a dial
that determines how much power the hunters can get from everyday
magic spells.
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Use Big Magic
The rules for the use magic move are constrained, but big magic is
not. Big magic is for everything else, from curing someone of vampirism to opening a gate to another dimension.
The only limits on big magic are those that have been established
in your game. For example, it may be that you decided magic never
allows anyone to travel into the past.
Even these established rules might be broken if there is a strong
enough reason in the story. For example, the hunters might realise
that the only way to defeat a monster is to go back in time to when
it was weaker. If you reveal that a limit can be broken in certain circumstances, think about what this reveals about the world. This sort
of event should always be a big deal, with big repercussions in your
story. In our time travel example, maybe travel into the past changes
the timeline irrevocably; or maybe the rule being broken unleashes an
angry time god on the hunters.
When the hunters want to do big magic, you decide what it
requires, the same as when someone uses magic normally. Once
the hunters meet the requirements, the spell happens successfully,
without a roll. Here are the options for requirements that you can
choose from:
- Spend a lot of time (days or weeks) researching the magic
ritual.
- Experiment with the spell—there will be lots of failures
before you get it right.
- The hunter needs some rare and weird ingredients and supplies.
- It will take a long time (hours or days) to cast.
- The hunter needs a lot of people (2, 3, 7, 13, or more) to help.
- It needs to be done at a particular place and/or time.
- You need to use magic as part of the ritual, perhaps to
summon a monster, communicate with something, or bar
the portal you opened.
- It will have a specific side effect or danger.
You can pick multiple requirements, that all need to be satisfied:
For example, you can tell the hunters “You need to spend a
few days doing research and then get a lava snake fang to cast
this spell. And then you’ll need three people to help you cast it.”
You can also give the hunters alternatives:
For example, you can tell the hunters “You need to spend a few
days doing research for a simple version, or if you get a lava
snake fang then you can cast it right now. Either way you need
three people to help out.”
Make the requirements consistent with how big a deal this spell is
going to be. Also, because the big magic does not require a roll for any
move (except, incidentally, as part of meeting the requirements), you
need to consider the perils and side effects of the spell and bring them
into play as Keeper moves.
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