
Hunter Agenda
When you’re playing your hunter:
- Act like you’re the hero in this story (because you are).
- Make your own destiny.
- Find the damn monsters and stop them.
- Play your hunter like they’re a real person.
Think like your hunter would think. Do what your hunter would do.
Remember that you’re a badass: extremely dangerous, and good at
what you do.
When you get into a fight, you might take a lot of harm, but
hunters are lucky and heal quickly. Use Luck to avoid harm if you need
to. Alternatively, you can hold on until the end of the fight and then
take a break to rest up and heal. For the full harm and healing rules
see page 110.
You need to work out what’s behind each situation. Then work out
how to find it and what its weaknesses are. Then kill it.
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Moves
Moves cover situations when the game rules step in to help you
determine what happens. If your hunter wants to do something that any
normal person can do, then it just happens. Moves are used to
determine what happens in cases where your hunter tries to do:
- something normal people can’t do, such as casting a magic spell
- something dangerous, such as getting into a fight with a monster
- something that’s more exciting if we don’t just decide the
outcome on our own. For example, seeing if your hunter’s lie
to a monster-attack victim has any repercussions.
Each move is triggered when a particular situation happens in the game.
Look at when the move says it happens, and follow the instructions
when you do it.
For example, you need to use the move protect someone to
save another hunter from a bone puppet’s attack. The move
says when you protect someone from harm, roll +Cool, so you
roll the dice and get a two and a five. That’s seven, plus your
hunter has Cool +1 for a total of eight. The move’s instructions
say that on a 7-9, you protect the target okay but you may
suffer some or all of the harm instead.
After you’ve recognised the move’s trigger, it will tell you want to
do next. Moves can:
- ask you to roll the dice, with the results of the roll determining
what happens next
- grant you a special ability that you can use whenever you
want
- give you a bonus to certain rolls
- give you extra options to use in certain situations.
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Hunter Moves
All the hunters have a set of moves that allow them to investigate and
deal with monsters. These are called the “basic moves” (page 101).
There are eight basic moves:
- Act Under Pressure, used for any difficult or dangerous
action that isn’t covered by another move.
- Help Out, used to help another hunter do something. If you
succeed, you’ll give them a bonus on their task.
- Investigate a Mystery, used to work out what kind of
monster you are dealing with, what it can do, and what it’s
planning.
- Kick Some Ass, used for fighting. Fighting monsters, mainly.
- Manipulate Someone, used to try and get someone to do
something for you, after you give them some kind of reason.
- Protect Someone, used to save someone from danger.
- Read a Bad Situation, used to work out what dangers are
immediately threatening you. For instance, if you think you
are walking into a trap, or want to do some tactical analysis.
- Use Magic, used to cast magic spells or use enchanted items.
In addition, each hunter playbook has its own set of moves. These are
called “playbook moves.”
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The Ratings
Your hunter has ratings that describe how good they are in certain
areas that are important when hunting monsters. The ratings add to
(or subtract from) your dice total when you roll for a move.
- Cool is how calm and collected you are. It is added to your
die roll for the act under pressure and help out basic moves.
- Tough is how strong and mean you are in a fight. It is added
to your die roll for the kick some ass and protect someone
basic moves.
- Charm is how pleasant and persuasive you are. It is added to
your die roll for the manipulate someone basic move.
- Sharp is how observant you are. It is added to your die roll
for the investigate a mystery and read a bad situation basic
moves.
- Weird is how attuned to the supernatural you are. It is added to your die roll for the use magic basic move.
The ratings range from -1 to +3.
- -1 is bad
- 0 is average
- +1 is good
- +2 is really good
- +3 is phenomenal
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Rolling the Dice
Often the rules for a move will tell you to roll, say, +Cool. This means
you should grab two everyday six-sided dice, roll them, add them
together and then add whatever number is written down for your
hunter’s Cool.
If it says something else instead of Cool (usually another rating),
then add that number instead. So, if you are told to roll +Weird, roll
two dice and add your Weird rating. If you are told to roll +Tough, roll
two dice and add your Tough rating. If you have a negative rating, like
-1, then you subtract one from your total instead.
The move description will say what the different results mean.
Usually, 7 or higher is good, and 10 or higher is really good. A result of
6 or lower is a miss, which means the Keeper will have an opportunity
to screw your hunter over.
Example:
I need to roll “manipulate someone.” That’s a +Charm roll,
and my Charm is +1. I roll the dice and get a 2 and a 5. My
total is 1 + 2 + 5 = 9.
That’s a partial success for manipulate someone.
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Forward
If you get +1 forward, you get +1 on your very next roll only.
For example:
Another hunter can give you a bonus of +1 forward as
the result of a move. The next thing that happens is that you
charge in to attack a monster. You get +1 on your kick some
ass roll. If you had decided to use magic instead, to cast a
protection spell, then you would have gained the +1 on that
roll. Once you have used the bonus, it’s gone.
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Ongoing
If you get +1 ongoing, you get +1 to every roll you make until the situation no longer applies.
For example:
If you read a bad situation, you might be awarded +1
ongoing while using an escape route you spotted. You get +1
on all rolls while escaping via that route, but nothing more
once you have escaped. You also get no bonus if you don’t try
to escape via the way you spotted.
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Hold
When you get a hold, you’ll get a number of points. Each point can be
spent one-for-one to get a specific effect. The move will list the effects
you can spend your hold on.
For example, you are interviewing the witnesses to a monster
attack and you make an investigate a mystery roll. Your
result gives you 3 hold. You can spend your hold to ask the
Keeper questions from the list in the investigate a mystery
move.
You ask a witness, “Did you see where the attacker went?”
and spend one hold. (“Where did it go?” is one of the questions.)
The Keeper says (as Mrs Henderson, the witness), “It scurried over there, and pulled up that grating and went into the
sewers.”
As the conversation with the witnesses continues, you
spend the next hold to ask the Keeper about the monster’s
powers. “Hey, from all the things they’ve told me, can I work
out any powers?” (“What can it do?” is another question.)
The Keeper replies, “The witness descriptions don’t agree
at all. It must be able to change shape or maybe change memories.”
Later the last hold goes to ask the Keeper about whether
a witness is hiding something. That exhausts your hold, so you
don’t get any more questions for now.
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Luck
Every hunter has a certain amount of Luck they can call on in
emergencies.
When you mark off a point of Luck, you can choose one of the
following lucky breaks:
- Decrease a wound you just suffered to 0-harm.
- After you roll, retroactively change the result to a 12.
Your playbook has a Luck counter that keeps track of how much
is left. You only get a limited supply. Make it count.
When You Run Out Of Luck
When you have marked off all your Luck, the Keeper is allowed to hit
you with more bad stuff. Fate will be looking for some payback.
If your playbook includes fate-related stuff (such as the Chosen’s
fate or the Spooky’s dark side), running out of Luck means all that bad
stuff is going to start happening
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History
Once each character is introduced in #player-characters you’ll each pick histories.
That’s the significant shared memories, or relationships, between the hunters.
Each playbook has a list to choose from.
The Keeper or the other hunters might ask questions here as well. Answer these, too.
Each other hunter will pick a history option for you, so in the end each pair of hunters will have two history choices defining their backstory.
Take a few moments to work out what the history choices imply
about how and why the team came to work together. Tie this in to
your team concept, or use it to build a team concept if you didn’t pick
one already
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