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Name:______________________________ the year ___________. Pick a name appropriate to your origin.

a name appropriate to your origin. ☐ Knowledge Of The Future: When you roll +Sharp to

THE DESCENDED
Your target lies in the present time, awaiting the day to investigate a mystery or read a bad situation, roll again.
invoke their evil scheme to take over, or destroy the world. If you roll a 10+ hold 2, and on a 7-9, hold 1. On a miss,
Decide what it is (with the keeper’s agreement): “My you’re left out in the open clueless. Spend your hold to:
“I can’t say much, but something horrible is about to happen. Can’t target is a ____________ named _____________.” How did you get ● ask the keeper what event will transpire from this.
say how or when, but my mission is clear: Destroy the ones who are transported to the modern day? Pick one: ● take +1 forward, or give +1 forward to another hunter.
responsible for the oncoming disaster and save the future.” ☐ You were pursuing your target(s) in their home time. ● ask the keeper if this was your targets’ doing in any
CHARM • Manipulate Someone ☐ Your target had traveled to the past, so you (or your way.
How pleasant and Used to try to get someone comrades) transported you(rself) after them. ● ask the keeper if and when such a thing could happen
persuasive you are to do something for you ☐ A strange place, artifact or person brought you. again, and if there’s any way to change it.
☐ Divine intervention. ☐ Cybernetic Tweaking: Once per mystery, you may
COOL • Act Under Pressure ☐ A mad scientist experimented on you to test their new increase one of your stats by +1 without experience (max
How calm and Used for any difficult or time-machine. +2). Also, you may roll +sharp instead of +weird when
collected you are dangerous action ☐ Somebody you loved is dead or dying during the enhancing non-futuristic weapons and vehicles. The object
• Help Out
Used to help another Hunter
destruction, and you’re sent to the past to save them. enhancements can only have one of three “tweeks,” either
☐ Some odd paradox or unrelated event. increasing harm by +1, making it quieter, or increasing its
• Investigate a Mystery MOVES range.
SHARP
How observant you are Used to investigate a You get all of the basic moves, plus three Descended moves. ☐ Hasta la Vista: When finishing off an enemy, roll
monster You get this one: +sharp to have everything stop for this momentous
• Read a Bad Situation occasion. On a 10+ everyone stops what they’re doing,
Used to identify what
■ The Future’s At Stake: At the start of each mystery,
you’re told to perform a task to save your future in the long enough for you to lay the final blow on the enemy
danger is immediately
long run by an ally from your time-traveling task force. If with +1 forward. On a 7-9, the enemy has a chance to
threatening you
you choose to deny or alternate said task for any escape, but then again, your allies aren’t that far either. On
• Kick Some Ass reason. The Keeper will choose one of the following a miss, you’re left out in the open, the enemy is guaranteed
TOUGH
Used for fighting paradoxes, and say how long they would take: to escape or damage you.
How strong and mean
you are • Protect Someone ● Your Descended will begin to disappear. ☐ What Do They Know?: Once per mystery, if and when
Used to save someone from you deny or alternate a task provided by the force, you
● Your Gear and health status will change.
danger may roll +Sharp to see if the task is necessary. On a 10+,
● The_task_force_might_disappear_or_change
personalities. you’ll be given a different task that’s less dangerous or
WEIRD • Use Magic risky. On a 7-9, the task won’t be super-risky in the first
Used to cast spells or ● The coming apocalypse will happen sooner than
How attuned to the place, but it must be done. On a miss, the Keeper must
supernatural you are activate magic items originally calculated.
● Your targets become stronger as a result of your choose a paradox or two to show how dire the situation is,
LUCK actions (or inactions). bottom line, you must do it.
● Your task-force may send another agent, more ☐ I Am You: You may make a second hunter of your
Mark luck to change a roll to 12 or avoid all harm from an
ruthless and on-point than you. character. Add this to their history; “They’re your past self,
injury.
You may spend luck to undo any one negative effect, or you will risk your current life to protect yourself.” If that
Okay ☐☐☐☐☐☐☐ Doomed
ask the Keeper if you can fix it another way. If you‘re hunter dies, so does this one, never the other way around.
Descended special: When you spend a point of Luck,
out of luck, prepare for unforeseen consequences. You may add one unused move from that playbook to this
judgement day will draw closer.
one.
HARM ☐ Come with me if you want to leave!: If your saving a
Then pick two of these:
Okay☐☐☐I☐☐☐☐Dying civilian, or help out a hunter, roll +Sharp to assist them
☐ Superior Immune System: If you’re harmed by an
Unstable:☐ Experience ☐☐☐☐☐ attack that causes illnesses (vampire bites, poisonous from danger. On a 10+, you successfully lead them out of
Whenever you roll 6-, or when a move tells you to, mark an weapons, etc.), roll +Cool. On a 10+, you feel no side danger. On a 7-9, you lead them away, but the exit is rather
experience box. effects from the attacks. On a 7-9, you’re infected, but not dangerous. On a miss, you escort them straight into
ORIGIN mutating or dying. Any side effects that have potential danger, not an exit.
You’re sent to the past to prevent a terrible disaster that disadvantages remain for a few hours. On a miss, the
ruins your world. You’re brought to the modern world diseases are at full effect. You may ask the keeper if there’s
with only what you were carrying. You’re from___________ in a cure or not.
GEAR INTRODUCTIONS ☐ Get +1 to any rating, max +3.
At your option, take futuristic armour appropriate to your When you get here, wait for everyone to catch up so you ☐ Change this hunter to a new type.
origin (this counts as 1-armour or 1-magic armour). You can do your introductions together. ☐ Create a second hunter to play as well as this one.
have whatever you were carrying when you were being Go around the group. On your turn, introduce your ☐ Mark two of the basic moves as advanced.
transported. Most likely, a monster hunting kit in some Descended by name and look, and tell the group what they ☐ Mark another two of the basic moves as advanced.
easy-to-carry bag appropriate to your origin. As for know about you. ☐ Retire this hunter to safety. Optionally, you may return
weapons, you may simply have three futuristic weapons. home to the future (hopefully a better one).
Otherwise, you may pick two futuristic weapons and a ☐ Erase one used luck mark from your playbook.
HISTORY
modern one, or one futuristic weapon and two modern Go around the group again. On your turn, pick one of these
ones. for each other hunter:
● They’re your ancestor, or their relative, explain how far
Futuristic weapons (pick one, two or three as above): in the family.
☐ Plasma Pistol (2-harm close reload loud) ● They were a target, discuss how and why you’re not
☐ Electrified sword (3-harm hand messy heavy) killing each other right now.
☐ Semi-auto railgun(2-harm close loud) ● A lover in the future, but you’re not quite ready to scare
☐ Holo-shield (1-harm hand 1-armour) them with the details.
☐ Scoped harpoon gun (2-harm far reload) ● Both of you are in an agreement to try to fix time.
☐ Tranquiliser prod (1-harm intimate chance to stun) ● They were your partner, but your presence in this
timeline may have altered them completely.
Modern weapons (pick one or two as above): ● They witnessed your appearance in the present, and are
☐ .38 revolver (2-harm close reload loud) pretty much your guide now.
☐ 9mm (2-harm close loud) ● They’re repaying you for saving them, explain from
☐ Big knife (1-harm hand) what.
☐ Sword (2-harm hand messy) ● Somebody who wanted to take advantage of your
☐ Brass knuckles (1-harm hand stealthy) futuristic techknowledgey, discuss whether or not they
☐ Hunting rifle (2-harm far loud) still do.
☐ Sawn-off shotgun (3-harm hand/close messy loud
reload)
LEVELING UP
When you have filled all five experience boxes, you level
GETTING STARTED up. Erase the marks and pick an improvement from the
To make your Descended, first pick a name. Then follow following list:
the instructions below to decide your look, ratings, moves,
& gear. Finally, introduce yourself and pick history.
IMPROVEMENTS
☐ Get +1 Charm, max +3
LOOK, PICK ONE FROM EACH LIST: ☐ Get +1 Cool, max +3
● Man, woman, androgynous, concealed. ☐ Get +1 Tough, max +3
● Agile body, hardened body, cyborg body, strong body, ☐ Get +1 Weird, max +3
tattooed body, scarred body. ☐ Take another Descended move
● Futuristic clothes, nondescript clothes, punk clothes, ☐ Take another Descended move
army surplus clothes, ragged clothes, casual clothes. ☐ Gain an ally
RATINGS, PICK ONE LINE: ☐ Take a move from another playbook
☐ Charm-1, Cool-1, Sharp+2, Tough=0, Weird+2 ☐ Take a move from another playbook
☐ Charm+1, Cool=0, Sharp+2, Tough-1, Weird+1 After you have leveled up five times, you qualify for
☐ Charm+2, Cool=0, Sharp+2, Tough+2, Weird-1 advanced improvements in addition to these. They’re
☐ Charm=0, Cool+2, Sharp+2, Tough+1, Weird-1 below.
☐ Charm-1, Cool+1, Sharp+2, Tough+1, Weird=0
ADVANCED IMPROVEMENTS

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