Haunter in The Dark Playbooks

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Name:

Background: Descendent
Look:
Stress Knowledge

Contacts
Trauma
Mythos

Occult

Injury Spirit
Need
-effect -1D Persuade
help

Special abilities Study

Not to be trifled with Survey


When you push yourself to perform an
action, you can perform a feat of physical
Flesh
force that verges on the superhuman, or
engage a small gang on an equal footing.

Only human
Finesse
When another investigator marks stress,
explain to them how what they are Speed
experiencing is their own fault and why they
deserve it. They can reroll the stress die or Strength
resistance dice.

Parasite Equipment: 4 load


Whenever a fellow investigator takes harm,
trauma or dies, you feed on a piece of their Armour Wad of cash
body or soul: describe how that looks and
feels, and heal D6 stress or 1 injury. Firearm & Family
ammunition heirloom
Unnatural reflexes
Hand weapon Fine disguise
When there is any question as to who moves
first, the answer is you. Torch or Occult
lantern implements
Dead language
Tools and
An unnatural entity of any sort will answer Scary weapon
hardware
one question or tell you a secret. Mark D6
stress to ask a follow-up question.
Playbook XP
Relate to a horror
When you touch an unnatural entity, it is
placated by your stroke; direct it to another When your traumas are brought into play
victim. Make a resistance roll, or it will require When you talk about your family
you to participate in some way. When you lie to a friend
When you lie to yourself
Name:

Background: Dreamer
Look:
Stress Knowledge

Contacts
Trauma
Mythos

Occult

Injury Spirit
Need
-effect -1D Persuade
help

Special abilities Study

Waking nightmare Survey


You saw this moment in a dream: once per
game you may dictate what someone or
Flesh
something does until the MC insists you stop.

Dim recollection
When you encounter an unnatural entity or
Finesse
place for the first time, you can add, change,
or remove a detail about it. Speed

The moth Strength


When you investigate a mysterious object,
place or person by putting yourself in a
desperate position, the MC asks you a Equipment: 4 load
question about it. Your answer is truth. Mark
D6 stress to earn a second question. Armour Wad of cash

The candle Firearm &


Art supplies
You can always force a horror to come closer ammunition
to you, physically or otherwise.
Hand weapon A sensitive pet
Unravelling Torch or A fine bottle
You have a supply of drugs that you can use lantern of whiskey
to grant one person potency for any action.
Tools and Parasomnia
Describe the drug, how it grants them
hardware medication
potency, and the negative consequences.
You can use this more than once.
Playbook XP
Devil's luck
Gain +1 to all resistance rolls, but
immediately fill in a trauma box permanently. When your traumas are brought into play
When you talk about your nightmares
When you refuse to believe your senses
When you don't know what's real
Name:

Background: Exorcist
Look:
Stress Knowledge

Contacts
Trauma
Mythos

Occult

Injury Spirit
Need
-effect -1D Persuade
help

Special abilities Study

Amoral Survey
The MC can never impose stress on you
because of enormities you voluntarily
Flesh
commit.

Have-a-go-hero
When you roll a desperate action, you get
Finesse
+1d to your roll if you also take -1d against
consequences from that action. Speed

Iron will Strength


Encountering a supernatural entity will never
cause you to freeze or flee. When you make
a resistance roll with Spirit, take +1d. Equipment: 4 load

Prepared for adventure Armour Wad of cash


Take +2 to your load.
Firearm & Arsonist's
Follow me ammunition equipment
When you lead a group action, act with A heavy
Hand weapon
potency. When you command a cohort, weapon
they continue to fight when they would Torch or Religious
otherwise break, and they gain +1 effect lantern icons
and 1 armour.
Tools and
A guard dog
hardware
Over the top
When you charge into the teeth of a threat,
clear 1D6 stress. Playbook XP

When your traumas are brought into play


When you explain why you are obsessed
When you lead a group of into rash action
When you suffer harm
Name:

Background: Scientist
Look:
Stress Knowledge

Contacts
Trauma
Mythos

Occult

Injury Spirit
Need
-effect -1D Persuade
help

Special abilities Study

Soothe Survey
Cure 1D6 stress from another character or
heal a wound. This takes some time, and you
Flesh
cannot soothe someone who is not visibly or
audibly upset.

Where angels fear to tread


Finesse
When you lead a group action, you may
suffer at most 1 stress. Speed

Sceptic Strength
You always know when someone is lying to
you.
Equipment: 4 load
Abrasion
When you investigate a mysterious object by Armour Wad of cash
breaking it, take +1D to an investigation roll.
The item can no longer be used. The MC will Firearm & Scientific
tell you how the item could have helped. ammunition instruments
Maps and
Hand weapon
Polymath plans
Increase two zero-ranked skills to rank 1. Torch or A concealed
lantern weapon
This isn't real
Tools and A fine alibi
You can take 1 additional trauma before
hardware
dying.

Playbook XP

When your traumas are brought into play


When you provide a rational explanation
When you address a challenge using reason
When you berate a friend for their gullibility
Name:

Background: Sleuth
Look:
Stress Knowledge

Contacts
Trauma
Mythos

Occult

Injury Spirit
Need
-effect -1D Persuade
help

Special abilities Study

Spot hidden Survey


When you express fear there is peril here that
you cannot see, the MC will always tell you
Flesh
whether that is true.

Saw it first
When you resist for a friend, resist with +1D.
Finesse

Head in the clouds Speed


When someone suffers harm or stress
protecting you, they mark XP. Strength
Break the tension
Once a game, if you tell a funny, personal, or Equipment: 4 load
meaningful story, anyone listening can clear
1D6 stress. Armour Wad of cash

Pull rank Firearm & Detective


Mark 1D6 stress to give a direct order to an ammunition equipment
NPC, which will be carried out, not necessarily Binoculars or
Hand weapon
successfully but to the letter. telescope
Torch or
Archaeology Fine disguise
lantern
You can push yourself to study, handle, or use
Tools and Burglary
dangerous artifacts without requiring a
hardware equipment
resistance roll.

Playbook XP

When your traumas are brought into play


When you solve a mystery
When you know more than you let on
When you refuse to admit you didn't know
something
Name:

Background: Sorcerer
Look:
Stress Knowledge

Contacts
Trauma
Mythos

Occult

Injury Spirit
Need
-effect -1D Persuade
help

Special abilities Study

Instinct Survey
When you ask the MC whether there is
something mystical or unnatural in your
Flesh
presence, they will always tell you the truth,
but not what or where it is.

Wither and shrivel


Finesse
Spill your blood and mark an injury to use
your Mythos skill in combat with Extreme Speed
potency.
Strength
Devil's bargain
Add +1D to any roll, but the MC will tell you
what inevitable additional consequences Equipment: 4 load
occur.
Armour Wad of cash
Fortune teller
Lie to a friend that you see a happy future for Firearm & Occult
them, and describe what you claim to predict. ammunition paraphernalia
They can clear 1D6 stress, but you take on Appropriate
Hand weapon
1D6 stress. sacrifice
Torch or Enchanted
Misfortune teller lantern weapon
Tell a friend something gruesome or sad you
Tools and Blackmail
see in their future, and you clear D6 stress.
hardware material

Prescience
Twice per game, explain how you foretold this Playbook XP
moment to assist a teammate without paying
stress or flash back without paying stress.
When your traumas are brought into play
When you talk about occult secrets
When you cause distress to a friend
When you meet a horror eye to eye
Name:

Background:

Look:
Stress Knowledge

Contacts
Trauma
Mythos

Occult

Injury Spirit
Need
-effect -1D Persuade
help

Special abilities Study

Survey

Flesh

Finesse
Speed

Strength

Equipment: 4 load

Armour Wad of cash

Firearm &
ammunition

Hand weapon

Torch or
lantern
Tools and
hardware

Playbook XP

When your traumas are brought into play

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