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MOVES

You get all of the basic moves, plus three Braggart moves. ❑ I graduated from Princeton!: When using
documentation to Investigate a mystery, gain +1
❑ How do you like that?! : When you inflict harm
forward.
on a monster and you try to taunt it, roll +Cool.
On a 10+ the monster focuses on you, and you take GEAR
You’re the best around. There isn’t anyone around 1 less harm from its next attack. The next hunter You get 2 intramural weapons and one firearm.
who can outclass you. It doesn’t matter if you lean on other than you to attack the monster gets +1
daddy’s fortune to get your way, if someone’s in your forward to Kick Some Ass. On a 7-9 you draw Intramural weapons (pick two):
way they better know what they’re gonna get. the monsters focus, and the next hunter other ❑ Lacrosse Stick (1-harm hand balanced innocuous)
than you to attack it gets +1 forward to Kick ❑ Fencing Foil (2-harm hand quick fragile)
Some Ass. On a miss the monster’s attention is ❑ Golf Club (2-harm hand balanced messy)
• Manipulate Someone drawn to you, but you leave yourself wide open. ❑ Polo Stick (2-harm hand balanced slow)
• Act Under Pressure ❑ Fine, do whatever asshat… : When you admit ❑ Riding Crop (1-harm hand small quick)
• Help Out that someone’s plan is better than yours, they ❑ Bow (2-harm close/1-harm far)
take +1 ongoing.
• Investigate a Mystery Firearms (pick one):
❑ I got people in high places: When rolling to
• Read a Bad Situation ❑ Hunting Rifle (2-harm far loud)
manipulate someone, using your family name
• Kick Some Ass counts as a reason for them to do as you say. ❑ Holdout Pistol (2-harm close small reload loud)
• Protect Someone ❑ Shotgun (3-harm close messy)
❑ Of course I can!... : When you claim to be capable
of something beyond your skill set, take +1 GETTING STARTED
• Use Magic
forward on the roll and mark 1 experience. If To make your Braggart, first pick a name. Then
you fail the roll, take -1 forward from your follow the instructions in this playbook to decide
LUCK bruised ego. your look, ratings, moves, and gear. Finally introduce
Mark luck to change a roll to 12 or avoid all harm ❑ Hey beautiful: When you attempt to distract yourself and pick history.
from an injury. someone using your devilish charms, roll +Charm.
On a 10+ your distraction is more than enough to
Okay Doomed LOOK, PICK ONE FROM EACH LIST:
keep them interested in you. On a 7-9 you manage • Man, woman, boy, girl, androgynous.
HARM to keep their attention, though they it might slip • Clean shaven, crew cut, man-bun(or just bun),
When you reach 4 or more, mark unstable. away during the important part. On a miss you tousled, pony-tail, shoulder cut.
have managed to completely offend them, causing • Preppy clothes, dress shirt and shorts, varsity
Okay Dying them to storm off exactly toward what you don’t jacket and khakis, sweater and skirt.
want them to see.
Unstable:
❑ High Society: When you need to get into
(Unstable injuries will worsen as time passes) ACCESSORY
somewhere restricted (eg. Rooftop Party, secret
club, country club, etc.) roll +Charm. On a 10+ one
Choose your accessory that makes your look
EXPERIENCE “yours”.
of your many contacts can supply you and anyone
Experience: you need with an invite. On a 7-9 you can get • Ascot, tie, sunglasses, Rolex, suede loafers.
Whenever you roll and get a total of 6 or less, or yourself and a +1 in. On a miss, you’re blacklisted
when a move tells you to, mark an experience box. from the location.

This playbook is ©2019 by RangerDanger9000 All rights reserved. Permission to copy for personal use granted!
RATINGS, PICK ONE LINE: IMPROVEMENTS
• Charm+2, Cool=0, Sharp-1, Tough=0, Weird+2 ❑ Get +1 Charm, max +3
• Charm+2, Cool+2, Sharp-1, Tough+1, Weird-1 ❑ Get +1 Cool, max +2
• Charm+2, Cool=0, Sharp+1, Tough+1, Weird-1 ❑ Get +1 Sharp, max +2
• Charm+2, Cool-1, Sharp+1, Tough=0, Weird+1 ❑ Get +1 Tough, max +2
• Charm+2, Cool+1, Sharp=0, Tough-1, Weird-1 ❑ Take another Braggart Move
❑ Take another Braggart Move
INTRODUCTION ❑ Gain an ally (Butler/Maid [motivation: to execute the
When you get here, wait for everyone to catch up so you spirit of your instructions])
can do your introductions together. ❑ Get a spiffy new sportscar, courtesy of your trust
Go around the group. On your turn, introduce your fund.
Braggart by name and Look, and tell the group what ❑ Take a move from another playbook
they know about you. ❑ Take a move from another playbook
HISTORY After you have leveled up five times, you qualify for
Go around the group again. On your turn, pick one of advanced improvements in addition to these. They’re
there for each other hunter. below.
• This hunter was an old childhood friend that you
ditched in middle school because they weren’t “cool”. ADVANCED IMPROVEMENTS
• This hunter is part of another rich family that ❑ Get +1 to any rating, max +3.
frequents the same country club as your parents. ❑ Change this hunter to a new type.
• This hunter was in the same intramural club as you ❑ Create a second hunter to play as well as this one.
in high school or college. ❑ Mark two of the basic moves as advanced.
• This hunter is alumni of the same university as you. ❑ Mark another two of the basic moves as advanced.
• This hunter was an employee at the university you ❑ Retire this hunter to safety.
attended, whether as a temporary cover or as a real ❑ Take the move “You can’t arrest me, my dad’s a
job. lawyer!” (When dealing with the law, your family can
• This hunter has gone on record as thinking ill of you get you off the hook.)
and your family in the past. ❑ Erase one used Luck mark from your playbook.
• This hunter was either employed by your family, or
their parent was.
• This hunter is an old drinking buddy/hunting buddy
of your father’s

LEVELING UP
When you have filled all five experience boxes, you level
up. Erase the marks and pick and improvement from the
following list:

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