The Hunted - Folk Horror RPG (Spreads)

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Section Title

Chris Bissette
Twitter.com/Pangalactic
LootTheRoom.io

ii iii
Game Design, Writing, & Layout
Chris Bissette
Contents
Special Thanks The Basics 2 Playbooks In Detail 20
Ash Catling, Cat Evans, Oliver Darkshire, Diwata ng Manila, Alicia Furness, Matthew Overview 2 The Jock 20
Gravelyn, Spencer Campbell, John Geary, Adira Slattery, Matt Sanders, Zach Cox, Adam The Setting 2 The Outsider 22
Vass and everyone at the Brain Trust, and of course all of my patrons on Patreon. Playing The Game 3 The Sceptic 24
What You Need 3 The Resilient 26
This game wouldn’t exist without Blades in the Dark by John Harper, Monster of the Safety Tools 4 Actions In Detail 28
Week by Michael Sands, Escape From Dino Island by Sam Tung and Sam Roberts, Getting Started 6 Guidance for the Guide 29
Brindlewood Bay by Jason Cordova, Dream Askew / Dream Apart by Avery Alder and Character Creation 7 How It Plays 29
Benjamin Rosenbaum, Wanderhome by Jay Dragon, Dread by Epidiah Ravachol, and Act 1 Questionnaire 8 On Character Death 29
Quietus by Oli Jeffrey. End of Act 2: Plot Twist 11 Being The Guide 30
The Structure of the Game 13 Guide Agenda 30
All art licenced from Adobe Stock Doing Stuff 14 Guide Principles 30
Action Rolls 14 How To Use The Guide Agenda 30
This work is based on Blades in the Dark (found at http://www.bladesinthedark.com/),
Spinning A Story 15 Hunter Moves and The Myth Pool 31
product of One Seven Design, developed and authored by John Harper, and licensed
Fortune Rolls 16 Hunter Moves in Detail 32
for our use under the Creative Commons Attribution 3.0 Unported license (http://
Complications 16 Fighting The Hunter 33
creativecommons.org/licenses/by/3.0/).
Harm 17
Blades in the Dark™ is a trademark of One Seven Design. The Forged in the Dark Logo is Fear, Trauma, & Resistance 18
© One Seven Design, and is used with permission. Trauma Conditions 18
Trauma Questions 19
The X-Card was created by John Stavropoulous, and is published under the Creative
Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/
by/3.0/).

iv 1
Playing The Game What You Need
The Basics The Hunted is designed to be played in one session,

The Basics
To play The Hunted you’ll need:
“Okay, here’s your motivation. You’re lost, you’re angry in the woods, and no one is here to help you.” mirroring the structure of a film. You’ll have a conversation
◊ 3-5 people, including you.
- Joshua ‘Josh’ Leonard, The Blair Witch Project with each other, telling a story that goes through three
Acts and wraps itself up with a satisfying conclusion. ◊ A few pens and pencils.

Overview The Setting Sometimes you’ll roll dice to figure out what happens next. ◊ At least 4 six-sided dice (d6s). Ideally enough for
The Hunted is a game about a group of friends on a The default setting is a wide, expansive moorland like In Act 1 you’ll introduce the setting and the characters, everyone except the Guide to have 4 each.
weekend break who become lost on a barren moor (or in those found in England’s Peak District. Moors are areas of You’ll explore their lives and relationships, and get them ◊ The The Hunted playsheets (download them at
another location of your devising). As the fog thickens and open and usually high land with poor soil, covered mainly thoroughly lost in the world you’ve created. At the end of loottheroom.itch.io/hunted).
they become increasingly isolated, they become aware that with grass and heather. They often give way to crumbling the first Act you’ll introduce the Hunter, and they’ll realise
You’ll also probably want:
they’re being hunted by something that they can’t identify. cliffs, or dense woodlands in areas of lower elevation. that they’ve got themselves into trouble.
Think of the landscape seen in Wuthering Heights, The Hound ◊ Some dark and moody music to set the mood
As the characters navigate the area and attempt to escape In Act 2 the characters will do their best to survive.
of the Baskervilles, or An American Werewolf In London. It’s (maybe the official soundtrack for this game,
they tell stories about the supernatural force that pursues They’ll look for a way back to civilisation, learn more about
open, largely barren, and incredibly isolated. available at loottheroom.itch.io/hunted-ost).
them, building up their own legends of the hunter until the Hunter as they share the stories they know about it,
they face it in an explosive final act. You may decide that you don’t want to use moorland and they’ll get themselves more lost even as they try ◊ Snacks. Popcorn is recommended.
- maybe you’re not familiar with it, maybe you have their best to get out. During this Act you’ll all introduce a
We play to find out if this found family can survive
a preferred spooky location, or maybe you just want plot twist that will further define the Hunter - a hidden
against the worst of odds - and to find out what stories the
a different kind of story. Good alternatives are dense, cult, a desecrated shrine, an abandoned witch house, or
players will tell about the things that scare them.
sprawling forest; broken, rocky gullies and ravines; or high, something else of your own devising. At the end of Act 2,
The Hunted is designed for 3-5 players to tell a single cold mountains. Whatever you use, it should be isolated all the characters advance as we get ready for the final act.
story over the course of 1-2 sessions (ideally 1) lasting 3-4 and provide fertile ground for creeping, unknowable
hours each. In Act 3 you’ll steam towards the finale. The Hunter has
horrors on the edges of the known world.
revealed itself fully, the characters will be in all sorts of
Most of you will take on the role of the Hunted, the
Touchstones trouble, some will be injured, lost, or dying, and the twist
protagonists of the horror story you’re going to create
When you’re pitching the game to your players, here are introduced in Act 2 will be turning into a source of real
together. You’ll grow to know and love these characters,
some touchstones you can use to relate the game to stuff trouble. All that remains is to get to the explosive final
and will want them to succeed, but be warned - you may
that they might already be familiar with. scene, and figure out who - if anybody - makes it out alive.
not all make it out alive. One of you will be the Guide,
who controls the force threatening the characters, any Cinema: The Blair Witch Project by Daniel Myrick and The best way to have fun in The Hunted is to treat your
secondary characters they meet (Non-player characters Eduardo Sánchez, The Ritual by David Bruckner, Trollhunter character like a stolen car. This is a one shot, and all the
or NPCs), and the setting itself in all its damp, fog- by André Øvredal, and A Field In England by Ben Wheatley. characters might not make it out alive. Play hard and
shrouded, mysterious splendour. fast, throw your characters into seemingly impossible
Literature: The Girl Who Loved Tom Gordon by Stephen
situations, and make bold decisions that keep increasing
King, The Lamb Will Slaughter The Lion by Margaret Killjoy,
the stakes. Drive it like you stole it.
and Harvest Home by Thomas Tryon.

2 3
The X-Card
Safety Tools The X-Card is designed to deal with changing comfort
levels, but not everybody feels confident using it -

Safety Tools
The X-Card was created by John Stavropoulos, and is a
The Hunted is a game of horror, violence, and being afraid. It has the potential to delve into some dark places, to especially when they’re faced with something that’s
simple and effective tool that allows anybody - including
conjure painful images, and to touch on traumatic events that may affect some players in unexpected ways. upsetting them. It can be hard to speak up in the moment.
the Guide - to edit out content during play. The Hunted
Being scared is fun. Being traumatised is not. We use safety tools to ensure that people can experience fear in a way that is entirely improvised, and there’s no way to know what If you as the Guide notice a player looking uncomfortable
is healthy and safe, doing harm to the characters without harming the people roleplaying as them. content might arise until it does. This means it’s possible during play, check in with them. Take a short break and ask
for the game to go in a direction that’s uncomfortable or them if they’re happy to continue, if there’s anything they
unwanted for some players. The X-Card allows players to need to X-Card, or if they need to add to their lines or veils.
Who is responsible for safety? play. If they have a problem with this paragraph, my
quickly fix problems on the fly, editing out content that It’s best not to do this at the table in front of everybody,
The simple answer is everybody. The Guide should brief contact details are at the front of this book and they can
makes anyone feel uncomfortable in a bad way. because putting all the focus on them creates the same
everyone on safety tools and how we use them before the take it up with me directly.
Draw an X on a piece of paper and put it in the centre problems as relying solely on the X-Card. If you’re playing
game, but that doesn’t mean that they’re in charge of The Hunted uses the following safety tools: lines and
of the play area. If anyone wants to use it at any time, all online, take a break and send the player a private message
them. Safety tools are for everybody to use as and when veils, the X-card, checking in, and an open door policy.
they have to do is touch it. When that happens, rewind to check in.
they need them. These tools are not optional. They are a core part of the
the fiction to a point before the offending content was It’s possible that after a check in a player may not want
Won’t safety tools make it less scary? game.
introduced and continue as though it didn’t happen. If to continue playing the game. That’s fine. The players are
No. Knowing where the boundaries are allows you to Lines and Veils you’re playing online you can ask people to type an X in always more important than the game.
play harder within them without being afraid of crossing Lines and veils establishes content boundaries at the start your chat, or make an X across their body with their arms.
them. Knowing that your car has brakes that work, and If this is your solution, make sure you’re keeping a close Open Door Policy
of the session and during the game. It was created by Ron
work well, means you can put your foot down and drive eye on the chat so that you don’t miss somebody X-ing The simplest safety tool to use is the Open Door Policy,
Edwards.
fast without fear of dying. (This is a metaphor. Speed kills. content. which is exactly what it sounds like - give players explicit
A line is a subject that a player does not want to come up permission to leave the table at any time, for any reason.
Don’t be that person.)
in the game under any circumstances. As with lines and veils, the decision to use the X-Card Nobody is obligated to see the game through until the end,
Drawing lines and veils before we start playing means should never be questioned or challenged (though you
A veil is a subject that a player is willing to see in the including the Guide. Just like you’d turn off a horror film
we know where those boundaries are, and means that should never stop a player from explaining why they used
game as long as it is not described in graphic detail. You if it got too violent or scary for you, you can always decide
you can feel safe playing the game without worrying it if they choose to do so).
metaphorically throw a veil over it. that you’ve had enough and stop playing.
that something that’s traumatic for you will come up
If you as the Guide aren’t sure what content is being The Open Door Policy also means that people can come
unexpectedly. At the start of the game the Guide should describe what
X-Carded, take a quick break and check in with the person back at any time. A player may need to step away from the
lines and veils are and then declare their own first, so that
Using a tool like the X-card means that you can who used the X-Card. If they don’t want to discuss it, don’t
players feel more comfortable about disclosing their own. table after a particularly intense scene and take a moment
confidently and safely delve deeper into horror, knowing force the issue. Instead, start the whole scene from the
If anyone isn’t comfortable sharing their lines and veils in to themselves. This is often a good time to take a break for
that if at any point you go too far for someone they can beginning.
front of everybody for any reason, you can instead have the whole group, but some players may instead ask that
tap the card and stop it immediately before you do any
damage.
all the players write them down secretly. As the Guide you Checking In you keep playing without them for a few minutes. They
should then transcribe this list yourself so that nobody Consent can be withdrawn at any time. All your players can then drop back into the game once they’re comfortable
If anybody at your table balks at using safety tools, mocks can tell who wrote what and share it with the group. This agreed to play The Hunted and they set their lines and veils, again.
you for wanting to use them, or otherwise minimises is a good option to use when playing with strangers, for but things change and just because somebody thought
the importance of them, don’t play this game with that example online or at a convention. they would be fine with something at the beginning of the
person. They don’t respect you or your boundaries and you game doesn’t mean that they’re fine with it when it comes
4 Never question or challenge a player’s lines or veils. 5
shouldn’t give them the opportunity to harm you during up in play.
1. Assign Three Action Dots 3. Answer Two Of Your Character
Getting Started Your playbook begins with three action dots already Questions

Getting Started - Character Creation


Character Creation placed. You get to add three more dots (so you’ll have Each playbook has a set of questions that tie the
Characters in The Hunted are initially very vague, a loose First, choose a playbook. Playbooks represent the broad
six total). At the start of the game, no action rating may characters to the world and each other. Pick the two you
collection of mechanics that tell us what these characters archetypal role that your character will fill, and provide
have more than two dots (unless a special ability tells you like best and answer them. This part of character creation
are good at and the basics of what role they fill in the story. the specific rules you need to play that character type.
otherwise). Brief descriptions of all the actions can be works best as a conversation where everybody works
We’ll find out who they are, and why they’re good at the An overview is given of each playbook here, and on the
found on page 28. Assign your three dots wherever you together to build the narrative of who these characters are
things they can do, as we play the game and explore their following pages you’ll find more detailed breakdowns for
like, thinking about why your character is good at those and how they are linked to one another.
stories. each one - including starting builds you can choose to
things in particular - and what being good at those things
speed up character creation. looks like for them.
4. Give Yourself a Name & Look
Choose a name from your character from the sample list,
Playbook: The Jock You can also choose to use one of the starting builds on or create your own. Record a few evocative words that
your playbook, which have the Action dots and special describe your character’s look.
Sporty, athletic, conventionally attractive. It seems like you’ve got it made - even if most people treat you like
ability already placed for you.
there’s nothing more to you than that pretty face. 5. Review Your Character
Playbook: The Outsider Wits The Sceptic playbook Take a look at the details on your character sheet,
Scout begins with one action especially the advancement options. These will come
You’ve lived life on the fringes, never quite fitting in anywhere. People don’t necessarily dislike you, but they don’t Study dot in Scout and one in into play at the end of Act 2 and you don’t need to worry
really take a shine to you either. What people don’t realise is that you’ve spent all this time watching them, and Track Study.
about them now, but they might help guide some of your
you know them better than they know themselves.
decisions as you play through the story.
Playbook: The Sceptic Nerve Wits That’s everything! Your character is ready for play.
You pride yourself on being the sensible one. You don’t take risks, you don’t get out of control, and you definitely Flee Scout When everyone is done, you should all move to the Act 1
don’t believe in monsters. But you’d best start believing in ghost stories fast, because now you’re in one.
Still Study Questionnaire on the next page.
Hold Track
Playbook: The Resilient
Mol chooses the Rationalist
Why do bad things happen to good people? You wish you knew the answer, but you don’t. All you do know is that starting build, which adds three
bad things will happen - and you need to be ready to face them when they do. action dots - one in Hold, one in
Scout, and one in Track.

When you choose a playbook you’re choosing a set of Choosing a playbook shows us what a character can do.
attributes and abilities specific to that character type. Playing the game reveals to us who they are.
2. Choose A Special Ability
Take a look at the special abilities for your playbook and
Don’t feel confined by these - just because you play a jock
Once you’ve chosen a playbook, fill in your sheet by choose one. If you can’t decide which one to go with, you
doesn’t mean you have to play an unintelligent person, for
following the steps on the next page. have two options: either go with the first one on the list,
example. Allow the playbooks to guide the way you picture
which is intended to be a good default choice, or wait to
your character, but make them your own. You’re selecting
choose one until you’re playing and have a better idea of
the set of initial action ratings and abilities your character
who your character is. It’s perfectly fine to pick your special
has access to - you’re not defining their personality or true
6 nature in strict, unbreakable terms.
ability at the moment where you decide you need to use it. 7
3 Growing Problems
Act 1 Questionnaire What is the mystery that you need to solve?

Setup - Act 1 Questionnaire


The answers to these two questions provide your Players: Choose one together, roll, or make up your own
Use this questionnaire to establish the starting point for the game - all the things that happened before the cameras
obstacles. The Guide has more information about how scenario.
started rolling. Work through the answers together, discussing them and fleshing them out wherever appropriate. This
these affect the game.
process should take around 30 minutes and leave you ready to jump straight into the action at the beginning of Act 2. 1. What is the meaning of the strange idols and pieces
Something has just gone wrong. What is it? of folk art you found? (As a group, describe what
1 Who are you? You came to the moors together. Why?
◊ Choose a playbook and create your character if you Players: Choose one together, roll, or make up your own you found)
1. We’re on a weekend trip, hiking and camping and
haven’t already done so. scenario. 2. All of your phones/radios/walkie-talkies keep
getting away from it all.
◊ Choose two of your character questions, asking one 1. Another friend who came with you on the trip has picking up a strange signal. Where is it coming
to the player on your left and one to the player on 2. We’re here to research local legends.
just gone missing. Who are they and where did you from? (As a group, describe the signal)
your right. (If you decide you want to ask more of 3. We lost a friend a year ago, and we’re here to scatter
these questions, do that!) last see them? 3. Who are dark figures moving on the edges of your
their ashes.
2. You’ve just lost contact with the outside world. vision that seem to be following you and what do
◊ Give yourself a name, pronouns, a personality, and
4. We’re on a religious pilgrimage of some kind. they want? (As a group, describe the first time you
a look. Why?
5. We’ve been hunting a long-forgotten place for saw them and the most recent time you saw them)
As you continue to define the starting situation, imagine 3. You can’t leave without finishing the job you came
years, and our research has brought us here. 4. Your compass has just started malfunctioning and
who your character might be and how they relate to the here to do. What still remains to be done?
6. We’re explorers, looking to chart a specific place you don’t know which way is North. What’s causing
other characters. There’s no need to get too deep into it yet. 4. You decided to take a shortcut that turned out to
nobody else has ever been to. this? (As a group, describe the moment you realised
The details of your character’s backstory, personality, and not be such a shortcut. Why can’t you just turn
2 Your Arrival the compass was broken)
relationships with the others will develop as you play. back?
Once you got here, tensions started to rise quickly. 5. You’ve just seen a small village that isn’t on any of
5. The weather has turned bad unexpectedly and
2 The Setting the maps. Who lives there, and why is it a secret?
Guide: For each question, choose one player to answer. you’re going to have to seek shelter. What kind of
For all these questions the players should choose one together, (As a group, describe one unusual thing you’ve
◊ Describe the situation - where are you all right bad weather are you facing? (Rain, fog, heavy wind,
roll, or invent something new between you. noticed about the place and give one reason why
now? snow, etc.)
What is this place? ◊ Who has been irritating you the most since you got you can’t just head straight there)
here, and what are they doing? 6. You’re just found a dead body. What awful thing
6. What are the strange noises you keep hearing,
1. A vast barren moorland at high elevation. has been done to it?
◊ What thing is making you feel anxious right now, and why can’t you see what’s making them? (As a
2. A sprawling, dense forest in the depths of a deep and who knows about it?
group, describe the last time you heard the sounds)
valley. ◊ Why do you keep falling behind?
3. Dank, sucking boglands on the very edges of the
Your problems are bigger than just a bit of Now you’re ready to go! The Guide should spend a myth
country.
arguing. point to make a Hunter move to get things rolling.
4. A high, exposed peak in the midst of a vast
Guide: For each question, choose one player to answer.
mountain range.
◊ What was your first hint that something wasn’t
5. A network of unmapped subterranean tunnels and right?
caves that rarely break the surface. ◊ Who are you looking to for guidance, and why?
6. A small, secluded community cut off from the rest ◊ Who do you think knew that something was going
of the world to go wrong, and why?
8 ◊ What specific thing that happened on the way here
had already set you on edge?
9
End of Act 2: Plot Twist

Act 2 Questionnaire
When the characters are in real trouble and the Hunter is starting to take shape, it’s time to up the stakes. The plot
twist happens when the characters have overcome one of the two obstacles.

First, all the characters advance.

Choose one plot twist from the options below, based on two criteria - what seems cool, and what makes sense. (You
can also roll to choose randomly, or make something up amongst you).

Then, each choose one of the questions below the plot twist to answer (including the Guide). If you make up your own
plot twist, you should each add one detail.

A Hidden Cult An Abandoned Witch House


1. What strange item of clothing do the cultists wear? 1. Who used to live here?
2. What ritual did we witness? 2. What strange graffiti covers the outside of the
3. What offering do the cultists make to the Hunter? house?

4. How has the cult kept its existence secret? 3. What links the house to the Hunter?

5. What does the Hunter provide the cult with? 4. What noise can you hear coming from inside the
house?
6. What does the home of the cultists look like?
5. What do you expect to find inside the house?
6. Why can’t you resist the urge to go inside?
A Desecrated Shrine
1. What piece of the natural landscape has been
corrupted to make the shrine?
2. What obscene thing has been done to the ground
around the shrine?
3. What is that smell?
4. What offerings have been left by the shrine?
5. What evidence is there that the Hunter comes here
frequently?
6. What is here that shouldn’t be possible?

10 11
The Structure of the Game

Guidance for the Guide - Game Structure


From the perspective of the players, the game is relatively Once the characters have solved one of their obstacles,
free-form. In actual fact The Hunted uses a very rigid it’s time for Act 3. First all the characters advance by
structure that will enable you to facilitate a gripping, doing one of the following things:
cinematic story.
◊ Add +1 to two Action Ratings or +2 to one Action
Much like a film, the game is divided into three Acts. Rating by colouring in the empty pips. (Action
Ratings can’t go higher than 3)
Act 1 is where we learn about the characters and the
setting, and introduce the initial complication. This takes ◊ Choose another Special Ability from their playbook
place during character creation, by answering the starting
Then consult the plot twist section as a group to decide
questionnaire and filling out the playbooks.
on the new information that reveals itself to the characters.
The Growing Problems section of the starting
Act 3 begins once advancement is done. Make another
questionnaire gives you the tools you need to progress
Hunter move, and again ask “What do you do?”
the story. The answers to this section provide you with
two obstacles for the characters to overcome. The answers The characters may still be trying to overcome their
the players give to these questions tell you what kind of second obstacle, but don’t be concerned if it falls by the
story they want to tell, and where the narrative should be wayside during the final Act. At this point the Hunter
heading. should be fully present in the narrative and actively
working against the characters. Play hard, spend your
Begin Act 2 by spending a myth point to use one of your
myth points liberally, put the characters in impossible
Hunter moves. Describe what happens, then ask “What do
situations, and drive the narrative towards an explosive
you do?” and play to find out what happens. The Hunter
finale.
will slowly grow in presence in the narrative as the players
describe it and you gather more myth points. Make moves Act 3 should last about half as long as Act 2 - somewhere
liberally, but try to pace it so that the Hunter doesn’t between 30-45 minutes.
fully reveal itself until later in the game. Things are much Once the game reaches its conclusion - maybe the Hunter
scarier when you don’t know exactly what they are. and its minions are dead, or a handful of characters
Act 2 should last around an hour or so, or longer if you’re escaped but the Hunter lives on, or however else your story
all into it and want to keep letting the story play out. draws to a close - take a second to decompress with a free-
form epilogue.

Let characters who survived spend a few minutes talking


about where they go from here and what they do. When
you think the story is done, fade to black and roll credits.

12 13
5- Roll The Dice And Judge The Result
Doing Stuff ◊ On a 6, the character does what they want to do
without any complications or consequences.

Doing Stuff - Dice & Stories


Once you’ve built your dice pool, including any bonus
The Hunted uses a stripped-down Forged In The Dark 2 - The Player Chooses An Action dice from assistance, pushing yourself, or telling stories, ◊ On a 5, you hesitate. Come up with a different
system. If you’re familiar with Blades In The Dark this The player chooses which of their actions to use. This
it’s time to roll them and determine the outcome. approach, or do it anyway with a minor
will seem familiar. If you’re not, don’t worry. It’s very should match what the character is doing in the fiction.
The action roll doesn’t just tell you whether a character consequence: a minor complication occurs, or
straightforward, and ultimately it doesn’t really matter If you want to roll your Flee action, then start running.
succeeds or fails - it tells you how well the character you suffer harm.
if you get things wrong as long as everybody enjoys their If you want to roll your Still action, then try to be quiet
time in the game. and unseen. You can’t roll for an action that your character performs as well as how serious the consequences of their ◊ On a 4, you do it, but there’s a consequence: you
isn’t currently performing. actions are. Once the dice are rolled, take the highest result suffer harm, and a major complication occurs.
Action Rolls of all the dice.
When your character wants to do something and the Some of the actions overlap, and that’s by design. It’s up ◊ On a 1-3, things fall apart. You suffer harm, a
result is in doubt, you make an action roll to see how it to you to tell the group how you’re performing your action. complication occurs, and the Hunter makes a
turns out. If the character is doing something we’d expect move.
3 - Build Your Dice Pool
them to be able to do, or if failure wouldn’t be interesting,
You’ll always roll at least one six-sided die (1d). For each
don’t reach for the dice.
circle filled in next to your chosen action, you get an
Making an action roll is a simple process: additional +1d. Grab those dice now.
◊ The player narrates what they want their character
to do and states their goal.
4- Add Bonus Dice Spinning A Story
You can normally get two bonus dice to add to your roll Spinning A Story is the throbbing heart of The Hunted. It also doesn’t matter if your story contradicts one another
◊ The player chooses an action to use. (you might have a special ability that gives you another Every time you spin a story and answer one of your player - or even you - have previously told. The nature of
◊ The player builds their dice pool. extra die in specific circumstances). playbook’s myth questions, you start to define the Hunter urban legends of folk stories is such that the details shift
◊ Add bonus dice. For one bonus die, one of your companions can assist that is pursuing your characters. and change from telling to telling. The unknown is where
◊ The player rolls the dice and we adjudicate the you. They say how they help, gain 1 fear, and you take +1d. fear lives. Lean into it.
Spinning a Story grants you +1d on your roll, and the
result. For another bonus die, you can either push yourself (say Guide adds 1 to the Myth Pool (see page 31). When you have told a story, mark it on your sheet. You
can’t tell that story again unless you have run out of stories
1 - The Player States Their Goal how you exert yourself, gain 2 fear, and take +1d), or you When you spin a story, choose one of the Myth
can spin a story (answer one of your myth questions and to tell. If you tell a story more than once, the Guide takes +1
The player stating their goal is usually a natural part of Questions from your playbook and respond to it in
take +1d). You can only choose one of these - you can’t do to the Myth Pool for each mark against that story.
the conversation taking place at the table, as a result of the whatever way you see fit. This is your opportunity to build
Guide placing an obstacle in the group’s path. Maybe your both. the details of the Hunter that is pursuing the characters, Don’t be shy about using the stories to gain bonus dice
goal is “I want to look through the window without being and to drive the narrative in the direction that you want to and increase your odds of succeeding at your rolls. The
seen”, or maybe it is “I want to shove the cultist out of the see. Feel free to be as detailed as you like with these stories. stories are what drive the narrative of the game, and they
way as Heather makes a break for the door”. Sometimes a are there for you to make use of liberally.
stated goal can be broken down into multiple actions - it’s
up to your group to decide if you want to roll for lots of
things or if you’d prefer to save rolling for the really crucial
decisions. Both are completely valid ways to play.

Whatever you decide, an action roll should always have a


14 concrete goal and a consequence for failure.
15
Fortune Rolls Complications The difference between major and minor complications
is one of impact and effect. There are no hard and fast rules

Doing Stuff - Complications


The fortune roll is a tool the Guide can use to aid with Complications represent trouble, a new threat, or growing
decision making. When you need to make a decision danger. The difference between a minor complication and for what constitutes a complication, as it will always be
or choose an outcome that isn’t directly affected by the a major complication is one of degree of effect. dependant on the specific circumstances of a roll. The
actions of the characters you can turn to the fortune roll. Guide is the ultimate arbiter of what happens as the result
For example, Paige’s character is trying to cross a
of a roll, but players should always feel empowered to
While searching through the abandoned shack, Laurie grabs narrow tree trunk that has fallen over a rushing stream.
suggest what happens when a complication is called for.
a handful of old documents and a notebook. Will it contain She describes how she takes a deep breath, placing one
information about the cult that worships the Hunter? Will foot carefully in front of another and testing her footing Remember that you can always choose to resist
it provide details about somebody who was here before the before taking each step, keeping her arms spread wide for consequences that you do not like (see below).
characters? Or is it just a mouldering pike of useless paper? balance. Harm
Who knows? The Guide can’t decide, so she makes a fortune When you suffer harm you suffer a long-lasting,
The Guide asks her to make an Action roll using Hold,
roll to see how it turns out. permanent consequence that has a mechanical effect on
which Paige has one rank in. Since this is early in the
When you make a Fortune roll, choose the Attribute session and not hugely important, she decides to forgo your character. Your playsheet contains a harm track box
(Nerve, Will, or Luck) that best represents the decision pushing herself or telling a story for an extra +1d. Paige used to record the levels of harm you suffer.
being made. As with Action rolls, the base roll is 1d. Add gathers 2d6 (1d as a base, +1d for her Hold score) and rolls. When you suffer harm, record it in the highest empty
an additional +1d to the pool for each filled Action pip on
The result of her roll is a 4 and a 5. She takes the 5, and box on your harm track. Harm always starts at level 1
the left of the line under the Ability.
the Guide gives her the options for the roll - she can either and increases as your track fills up - if you need to take
This character has a hesitate and come up with another approach, or do it harm but the row is full, move down to the next row. Your
Wits Scout Action rating of anyway and accept the consequences. Paige decides to do character suffers the penalty indicated at the end of the
1 and a Study action
it anyway. row if any or all harm recorded in that row applies to the
Scout rating of 2.
Study situation at hand. For example, if you have “Sprained
Their Wits attribute The Guide describes how her foot slips as she’s halfway
Track rating is 2 (the first Ankle” in the top row, you’ll suffer +1 fear any time you
across the log, and gives her a choice - either take a minor
column of dots). would take fear when running from something (like if you
complication as she falls into the river, pulling herself up
push yourself to flee from a murderous cultist).
onto the far side having taken a dip, with all her clothing
On a 6, it’s a good result. The outcome is beneficial to the
and belongings wet, or suffer harm as she scrambles If you need to mark a harm level but the whole track is
characters in some way.
to catch herself on the log and scrapes the skin of her full, your character suffers a catastrophic, permanent
On a 4-5, the result is mixed. The outcome is mostly forearms, drawing blood. consequence (loss of limb, sudden death, or whatever else
beneficial, but introduces a complication. fits the fiction at the table).
If Paige’s highest die had been a 4, there would have been
On a 1-3, the result is bad. A major complication is no choice for Paige here. The Guide would narrate how Harm can be anything that fits with the current fiction
introduced, or something happens that hinders the Paige’s character slipped and fell, dunking herself in the and describes what has happened to the character. The
progress of the characters. water and soaking the map the group were relying on (a words you write in the box serve as a reminder of what
major complication) and suffering harm as she strikes injuries or conditions your character has suffered so
her head on a rock beneath the water. that you’ll remember to apply the penalty when they act.
It could be as broad as “Exhausted” or “Terrified”, or as
16 specific as “Deep gash in the back of left thigh”. 17
Trauma Questions
Fear, Trauma, & Resistance Paranoid: There’s a deeper, hidden meaning to
everything that’s happening, and your companions are in

Fear, Trauma, & Resistance


When a character fills their fear track and suffers trauma,
Fear Trauma on it. they drop out of the current scene. At the beginning of the
Player characters in The Hunted are under immense When a character marks their last fear box, they suffer
Reckless: You have little regard for your own safety or next scene they return, forever changed. Ask them one of
pressure - isolated, lost, and in immediate mortal peril. a level of trauma. When you take trauma, circle one of
best interests and take unnecessary risks. the following questions, choosing whichever one you feel
Most of the time they press on and persevere, dealing with your trauma conditions like Angry, Cowering, Shaky, etc.
is most appropriate:
the consequences of their actions as they emerge - but They’re all described on page XX. Shaky: You’re in shock and struggling to deal with it.
sometimes things get too much. Their reserves of grit and You’re cautious and hesitant when you act, convinced that 1. What awful thing did you have to do to get away
When you suffer trauma, you’re out of the current scene.
determination are represented by the fear track. When you’re going to fail at everything you attempt. safely?
You might be left for dead, fail to get away with the others,
characters suffer a consequence that they don’t want to 2. What did you learn about the place where the
or any other reason why your character might drop off Soft: You lose your edge. You become passive, gentle,
accept, they can take fear instead. Hunter sleeps?
screen for a moment. This doesn’t last long - you come numb, and lose the drive to survive.
When your character suffers a consequence that you don’t back in the next scene. When you do, clear all your stress. 3. What did the Hunter whisper to you in the dark?
Unstable: Your mood becomes quickly changeable,
like, you can choose to resist it. Just tell the Guide, “That The next scene begins with the Guide choosing a Trauma 4. What other danger is out there that the rest of your
swinging from rage to laughter to despair and everything
doesn’t happen. I’m resisting it.” Resistance is automatic Question from their sheet for you to answer. companions don’t know about yet?
in between with little warning or cause.
and always works. You and the Guide should decide 5. Which one of your companions do you blame for
Trauma Conditions Vicious: You lash out at people verbally and seek
together whether the consequence is reduced in severity what just happened to you?
Trauma conditions are permanent. They have no opportunities to hurt them for no good reason, taking grim
or avoided altogether, trying to keep in mind what’s 6. What aren’t you afraid of anymore?
mechanical effect in the game. Instead, use your character’s pleasure in their pain.
happening in the fiction as you do so.
new personality quirk to exert pressure on the dynamics of
Then you make a resistance roll to see how much fear the group as the events of the story begins to weigh on the
your character suffers as a result of their resistance. characters. Stories are more interesting when the conflict
You make the roll using one of your character’s attributes comes from within as well as from external forces.
(Nerve, Wits, or Luck). The Guide chooses the attribute, Angry: You’re short tempered and irritable, quick to
based on the nature of the consequences: anger and slow to cool.
◊ Nerve: Consequences from physical strain or Cold: You’re not moved by emotional appeals and are
injury. short on empathy.
◊ Wits: Consequences from mental strain or Cowering: You’re cautious and afraid, unwilling to take
willpower. action or go with the group.
◊ Luck: Consequences from overextending yourself Haunted: You’re stuck in your thoughts, reliving past
or misfortune. horrors and replaying historic trauma over and over again.
Your character suffers 6 fear when they resist, minus Morbid: You’re convinced you’re going to die and only see
the highest die roll from the resistance roll. So, if you darkness and despair in everything, to the extent where it’s
rolled a 2, you’d suffer 4 fear. If you rolled a 6, you wouldn’t almost funny.
suffer any fear. If you rolled a critical (two sixes), you’d
Obsessed: You’re enthralled by one thing - an action, a
also clear 1 fear.
18 person, something you’ve seen, a conspiracy, a theory. 19
You may only roll against a given consequence once.
Character Questions Trauma Conditions
Playbooks In Detail

Playbooks - The Jock


Ask 1 to the left and 1 to the right: Angry: You’re short tempered and irritable, quick to

The Jock 1. You’re my oldest friend. When did we meet?


anger and slow to cool.

Sporty, athletic, conventionally attractive. It seems like Jock Special Abilities 2. What have I done to upset you, and why haven’t Reckless: You have little regard for your own safety or
you’ve got it made, even if most people treat you like Natural Leader you told me yet? best interests and take unnecessary risks.
there’s nothing more to you than that pretty face. You’re 3. What secret moment did we share recently? Soft: You lose your edge. You become passive, gentle,
When the rest of your group turn to you for leadership or
the person everyone wants to be - or, at least, that’s what numb, and lose the drive to survive.
to make a decision, choose one: 4. Why do you look down on me?
you tell yourself.
◊ Take +1d to your next action roll 5. Why do I make you nervous?
Starting Actions
◊ Clear 1 fear Myth Questions
◊ 2 Hold
Whenever you spin a story, choose one from this list and
◊ 1 Scrap Square Up
mark it. (You can mark a story more than once, but the tale you
When you use intimidation or threats of violence to try to tell must be different from the first one and the Guide gets an
Starting Builds
get what you want, you succeed on a 5 or 6. If your result additional Myth point for each mark against that story.)
If you want some guidance when you assign your three action
is less than 6, anybody who witnesses your actions gains 1
dots and special ability, use one of these templates. Tell a story about:
fear.
The Leader ◊ The name the locals give to the monster that lurks
If You Don’t See Me Again
in the dark places
Do people look to you for leadership because you’re
When you throw yourself into harm’s way to protect your
confident and charismatic, or is it because you’re an ◊ The awful thing that was found out here recently
friends, or take a bold action to help everyone get away,
asshole who scares everybody? Whatever it is, you’re in
take +1d on your roll. ◊ The unexplained thing in the footage of the
charge - for now.
documentary crew that went missing
◊ Risk +1, Scout +1, Scrap +1 Advancement
◊ The sound you never want to hear in the dead of
When you advance, choose one of the following:
◊ Special Ability - Natural Leader night
◊ Add +1 to two Action Ratings, or +2 to one Action
The Wild Child ◊ The deep sickness in the land
Rating (Action Ratings can’t go above 3)
Planning and consequences are for other people. Your ◊ [Something of your own invention]
◊ Choose another Special Ability from the list above.
motto is simple - live fast, party hard, and leave a pretty
corpse. Unfortunately, that last part might come into play
sooner than you’d like.

◊ Flee +1, Risk +2

◊ Special Ability - Square Up

20 21
Character Questions Trauma Conditions
The Outsider

Playbooks - The Outsider


Ask 1 to the left and 1 to the right: Cold: You’re not moved by emotional appeals and are
You’ve lived life on the fringes, never quite fitting Outsider Special Abilities short on empathy.
in anywhere. People don’t necessarily dislike you, but Hidden Depths 1. You used to treat me cruelly. What changed?
they don’t really take a shine to you either - although 2. When was a time you came to my defence in a Morbid: You’re convinced you’re going to die and only see
You’re braver than anybody - including you - ever
they brought you here with them, which must count for social situation? darkness and despair in everything, to the extent where it’s
expected. When you put yourself in harm’s way to protect
something. What they don’t realise is that you’ve spent all almost funny.
a friend, take +1d to your roll. If you succeed with a 6, clear 3. How did you try to teach me to stand up for myself,
this time watching them, and you know them better than and why didn’t it work? Obsessed: You’re enthralled by one thing - an action, a
one fear.
they know themselves. person, something you’ve seen, a conspiracy, a theory.
4. Why do you secretly admire me?
Beyond The Fourth Wall
Starting Actions 5. What secret did we learn together that we can
◊ 1 Still You know the rules and cliches needed to survive in a
never tell?
horror movie. When you do something that reminds you of
◊ 2 Study
a situation in a film you saw, tell the group what happened
Myth Questions
Whenever you spin a story, choose one from this list and
Starting Builds and how it’s relevant here and take +1d to your roll. If you
mark it. (You can mark a story more than once, but the tale
If you want some guidance when you assign your three action succeed with a 6, the Guide incorporates what happened in
you tell must be different from the first one and the Guide gets
dots and special ability, use one of these templates. the film into the narrative. (You don’t need to refer to a real
an additional Myth point for each mark against that story.)
film - make something up!)
The Nerd
Tell a story about:
What Lies Beneath
You like D&D, Audrey Hepburn, Fangoria, Harry Houdini,
◊ The low-budget horror film based on stories told
and croquet. You can’t swim, you can’t dance, and you When you take a quiet moment to comfort or support
in this area
don’t know karate. Face it, you’re never gonna make it. someone, make an action roll with Study and tell them
something you’ve noticed about them that they aren’t ◊ The book of occult symbols and signs you read that
◊ Scout +1, Track +1, Flee +1
aware of. made reference to these woods
◊ Special Ability - Hidden Depths
On a 6, choose two. On a 4 or 5, choose one. ◊ The reason that electronic devices are unreliable
The Stoner out here
◊ They clear 1 fear
You know you don’t fit in, and you know that the things ◊ The strange noises people have said they hear out
◊ You clear 1 fear
you think are deep and important rarely look that way to here, and the myth that explains them
the normies who couldn’t tell a haze from a sativa. But you ◊ They take +1d to their next Resistance roll
◊ An old, forgotten name linked to this region, and a
don’t care. If they saw the world for what it really is like
Advancement detail about the person or thing it belongs to
you do, they’d need an escape as well.
When you advance, choose one of the following:
◊ [Something of your own invention]
◊ Scavenge +2, Hold +1
◊ Add +1 to two Action Ratings, or +2 to one Action
◊ Special Ability - Beyond The Fourth Wall Rating (Action Ratings can’t go above 3)

◊ Choose another Special Ability from the list above.

22 23
Character Questions Trauma Conditions
The Sceptic

Playbook - The Sceptic


Ask 1 to the left and 1 to the right: Cowering: You’re cautious and afraid, unwilling to take
You pride yourself on being the sensible one. You don’t Sceptic Special Abilities action or go with the group.
take risks, you don’t get out of control, and you definitely Bait The Hook ◊ Why did you come to me for advice recently?
don’t believe in monsters. But you’d best start believing in Paranoid: There’s a deeper, hidden meaning to
When you doubt the threat is real and willingly put ◊ You think I look down on you. Why?
ghost stories fast, because now you’re in one. When people everything that’s happening, and your companions are in
yourself in harm’s way or attract attention, you succeed ◊ Why are you intimidated by me?
call you “the sensible one” they somehow make it sound on it.
on a 5 or 6, but if you fail you take an additional fear.
like an insult, but you’ve no idea why. ◊ Why do I hold a grudge against? Unstable: Your mood becomes quickly changeable,
Stranger Than Fiction
Starting Actions ◊ When did we have an argument because I was swinging from rage to laughter to despair and everything
◊ 2 Study When you suffer a consequence from something wrong and refused to admit it? in between with little warning or cause.
unnatural or impossible and you choose to resist it,
◊ 1 Scout
describe a possible rational explanation for what you have
Myth Questions
Whenever you spin a story, choose one from this list and
Starting Builds just witnessed. Then add +1d to your Resistance roll.
mark it. (You can mark a story more than once, but the tale
If you want some guidance when you assign your three Debunk The Myth you tell must be different from the first one and the Guide gets
action dots and special ability, use one of these templates.
When you and at least one of your companions takes an additional Myth point for each mark against that story.)
The Denier a moment to rest and recuperate, choose a story that ◊ The historic tragedy that took place on this land
This can’t be happening. It isn’t possible, isn’t natural, has been told about the Hunter and explain why it can’t
◊ The reason crops planted here wither and die
isn’t real. You know you’re going to wake up from this possibly be true. Mark this ability, and the Guide reduces
eventually - the only question is, when? their Myth pool by 1. You gain one fear for each mark this ◊ The thing that fell from the sky a century ago
ability has.
Flee +2, Scrap +1 ◊ The abandoned property a few miles from here, and

Special Ability - Bait The Hook


Advancement the people rumoured to have once lived there
When you advance, choose one of the following: ◊ A strange cultural tradition in these parts that has
The Rationalist
◊ Add +1 to two Action Ratings, or +2 to one Action somehow survived over the years
This can’t be happening, because it isn’t physically Rating (Action Ratings can’t go above 3) ◊ [Something of your own invention]
possible. There’s a rational explanation for everything that
◊ Choose another Special Ability from the list above.
you’re seeing and hearing - you just need to find it.

Hold +1, Scout +1, Track +1

Special Ability - Stranger Than Fiction

24 25
Personal Hell Questions Myth Questions
The Resilient

Playbook - The Resilient


Whenever you use my own personal hell, choose one from Whenever you spin a story about the hunter, choose one
Why do bad things happen to good people? You wish you Resilient Special Abilities this list and mark it. If all these stories are marked, you from this list and mark it. (You can mark a story more than
knew the answer, but you don’t. All you do know is that Always Prepared
can’t use this ability again. once, but the tale you tell must be different from the first
bad things will happen - and you need to be ready to face
When you need a specific item, say what it is and roll one and the Guide gets an additional Myth point for each
them when they do. ◊ Tell a story about:
Scavenge with +1d. On a 6, you have it already. Tell mark against that story.)
Starting Actions everyone why you brought it with you. On a 4 or 5 you can ◊ The strange way the hunter moves
Tell a story about:
◊ 2 Still find it here but something is wrong with it: the Guide will ◊ The reason you were here before
tell you what. On a miss you have it, but the Guide takes a ◊ The unusual tracks that have been found in this
◊ 1 Scavenge ◊ The reason you decided to come back
Myth point. area
Starting Builds ◊ The unbelievable thing you did to get away ◊ A strange ritual observed by local people
To Hell With It
If you want some guidance when you assign your three
◊ The quiet moment where you made the choice to ◊ A specific sign that tells locals they’ve strayed too
action dots and special ability, use one of these templates. When you try something ridiculous and hope it works,
survive far from the safe places
make a Fortune roll with Luck +1d.
The Survivor
On a 6, it works as you intended. Describe the result.
Character Questions ◊ The weird thing that happens to the weather when
Your life has been marked by tragedy and trauma - either Ask 1 to the left and 1 to the right: the hunter is near
long ago, or painfully recently. Whatever it was, you’ve On a 4 to 5, it works as intended and you describe
1. People call me cold and distant, but you know I’m ◊ A detail about the place where the hunter rests
seen some shit, and as a result you see the world differently the result, but the Guide starts a clock to introduce a
not. What experience do we share that makes us
to everyone else. Nobody can understand what it’s been complication as a direct result of this action. ◊ [Something of your own invention]
close?
like for you, and it’s better for them if it stays that way. On a 1 to 3, you fail spectacularly and suffer Minor Harm.
2. Why have you been avoiding me recently? Trauma Conditions
◊ Hold +1, Scrap +1, Track +1 My Own Personal Hell Haunted: You’re stuck in your thoughts, reliving past
3. What did I say to you that gave you a hint about my
◊ Special Ability - Always Prepared horrors and replaying historic trauma over and over again.
You’ve been here before, and you survived to tell the tale. dark past?
The Fortunate Any time you spin a story about the Hunter to gain +1d 4. What was a time you saw me narrowly avoid death? Shaky: You’re in shock and struggling to deal with it.
you can choose to answer one of the questions on the next You’re cautious and hesitant when you act, convinced that
You’re the epitome of failing upward. Your life has been 5. Tell me about a time when you saw me react to a
page instead of a normal Myth Question. The Guide doesn’t you’re going to fail at everything you attempt.
a series of seemingly random events, always in the right threat before you knew it was happening.
take a Myth point, but you and one character who hears Vicious: You lash out at people verbally and seek
place at the right time, always narrowly avoiding disaster.
the story each gain a point of fear. opportunities to hurt them for no good reason, taking grim
Some people call it luck, some call it fate. Whatever it is,
you’re just along for the ride. pleasure in their pain.

◊ Flee +1, Risk +2

◊ Special Ability - To Hell With It

26 27
Actions In Detail Guidance for the Guide

Guidance for the Guide


When you Flee, you run for your life. When you Track, you look for clues and follow trails. Your job as the Guide has two parts. On Character Death
You might try to evade an attacker. You might make a You might follow a trail of blood across rocky ground. You Your main job is to portray the world that the player Characters who gather too much fear, harm, or despair
desperate bid for freedom. You could try to run across an open might arrange an ambush. You might try to discern the nature characters find themselves in. You’ll set the scene for the are in danger of dying. Dead characters are out of the story,
space without being spotted (but Risk might be better). of signs left by something that came before (but Study might be players, describe the things they see and discover, and act and can’t continue.
better). as any side characters they meet. This isn’t fun for the players who lose their characters.
When you Still, you do your best to remain quiet and
unnoticed. When you Scavenge, you search for useful items and Your second job is to arbitrate the results of die rolls, Player elimination sucks and nobody likes it.
cobble together solutions. narrating what happens as a result of the actions the As the Guide, it’s your job to make sure that nobody
You might squeeze yourself under a broken bed and lie very
characters take and the way the dice fall. dies until the finale. Harm the characters, maim them,
still. You might draw in a big breath and hold it while the hunter You might scour an abandoned building for a makeshift
push them to the edges of their fear and endurance - but
lurks on the other side of the door. You could try to freeze in weapon. You might try to fashion a raft from bits of driftwood. How It Plays
place, standing out in the open like a statue and hoping not to You could try to find a way to barricade a door (but Hold might don’t kill them. Give them quiet moments between the
This is an improvisational game. It’s also a game that
be seen (but Hold might be better). be better). intense action and horror, safe spaces in which to rest and
places a lot of the burden of creation on the other players,
recuperate and push back those fear and despair scores so
When you Hold, you stand firm and maintain your When you Risk, you take a chance or do something rather than having it all rest solely on your shoulders.
that they can keep trying to survive.
resolve. foolhardy or desperate. You don’t do any preparation in advance of playing the
The game is more fun when the players think they’re one
You might refuse to back down in the face of a specific and You might leap from a window to escape a pursuer. You might game (other than reading through this book). This can
bad roll away from death but keep surviving by the skin
immediate threat. You might keep a tight grip on an important enter an underwater passage with no idea if or where it emerges be intimidating at first, but don’t worry about it. As the
of their teeth. Get them there, and then help them to walk
item as you leap from a window. You could try to stay very calm into air. You could try to crawl past a group of lurking cultists characters move through the world and tell stories about
that knife edge for the rest of the session.
and quiet in your hiding place (but Still might be better). (but Still might be better). the Hunter, pay attention to the things they focus on and
the details they bring up and feed these back into the
When you Scout, you hunt for landmarks and know the When you Scrap, you fight for your life or defend yourself.
story. At the beginning of play you may have some ideas
right way to go.
You might brawl or wrestle with an attacker. You might protect about what the Hunter is, but you should be fully prepared
You might climb a tree to get a better view of the landscape. yourself with the nearest makeshift weapon you can find. You to throw them out in favour of what the players come up
You might spend time orienting yourself with the map. You could could try to take the initiative and set an ambush (but Risk with.
try to follow marks and trails left by others who came before you might be better).
Let the characters do what they want. It’s your
(but Track might be better).
The uses for each action are only loosely defined, and responsibility to make the world and the other people (and
When you Study, you scrutinise details and understand many of them overlap with each other by design. You things) in it react to those actions.
signs and symbols. always get to choose which action you roll. Think in terms
If you’re ever in doubt about what to do, throw it open
of what you character would do, then apply an action
You might pore over mouldering journals to find a clue. You to the table. Don’t be afraid to let the players know (or
to it after you have described it. Let the story guide the
might closely analyse a person to detect lies or their true intent. decide) things that their characters couldn’t know. That
mechanics, not the other way around.
You could try to read the landscape and figure out where you kind of dramatic tension only adds to the enjoyment and
need to go (but Scout might be better). the suspense at the table.

28 29
Being The Guide Hunter Moves and The Myth Pool

Being The Guide - Hunter Moves & Myth Pool


While the players are making their characters, take a How To Use The Guide Agenda As the conversation progresses and the story unfolds, Guidance for using these moves is given on the next
moment to prepare yourself mentally to be the Guide. Making the world seem real means that you describe you’re going to make decisions that shape the narrative pages, but unlike the character abilities you are not strictly
Review the Guide Agenda and Guide Principles below, the world in a way that makes sense and is familiar to and force the characters to make decisions and react to the limited in what you can do with these. Interpret them as
and think about how you can use them to best facilitate the players. Most things will behave in the same way as world. This is normally very free-form, with both you and you see fit.
the game. they do in our world. It’s the juxtaposition of this with the the players reacting to each other.
You may be tempted to hoard your myth points until
strange and unknowable nature of the Hunter that is the
Guide Agenda Sometimes, though, you need to take a firmer hand and the end of the game, but this can lead to a slow, flat story
catalyst for horror. push the story in a specific direction. This is where Hunter without much sense of real threat. Remember that the
Your Agenda is what you should focus on in play. It’s a set
of broad guidelines that inform everything you do. Play to find out what happens means you let the story Moves and your Myth Pool comes into play. more points you spend, the more danger you put the
develop naturally from the conversation at the table. characters in, which in turn forces them to take more risks
Your Agenda is made up of four elements: The myth pool is an in-game currency that only the
Rather than deciding on a story and a sequence of events and tell more stories - which gives you more points to
Guide has access to. You start with one point for each
◊ Make the world seem real in advance like in some other games, your job is to listen spend.
character in the game. Every time the characters spin a
◊ Play to find out what happens to the story the players are telling you and each other and story you add another point to your pool. Other actions The players are advised to drive their characters like
make the world react organically to it. in the game will make you add or subtract more points - a stolen car, and you should take this to heart when it
◊ Be fan of the characters
Be a fan of the characters because that’s why we’re these will always be called out specifically in the relevant comes to spending myth points and making full use of the
◊ Make the world dangerous, scary, and actively
playing the game, and there’s no story without them. Put abilities. Hunter. Everybody has more fun when the stakes are high.
hostile to the characters
them through the ringer and make their lives hell in order You can spend a myth point to use a Hunter Move at
Guide Principles to give them an opportunity to show off their ingenuity any time. This allows you to directly affect the game world
The Guide Principles are eight specific ways to apply your and tenacity. without having to wait for an opportunity to respond
agenda. to the events in the story. Any time an ability says the
Make the world dangerous, scary, and actively hostile
1. Address yourself to the characters, not the players to the characters means exactly what it says. If the world Hunter makes a move you also get to use one of these
2. Pay attention to the stories the characters tell and just sits back and lets the characters travel through it moves without losing any myth points.
feed them back into the fiction of the game without incident, there’s no conflict and no story. The When you spend a myth point, use one of these moves:
characters have strayed into places where they aren’t ◊ Separate them
3. Name everyone the players meet, and make them
welcome. Make them know about it.
seem normal - at first ◊ Lead them astray
4. Ask questions and build on the answers ◊ Reveal tracks and signs

5. Sometimes give the characters what they deserve, ◊ Change things off-screen
not what they asked for ◊ Display its full might
◊ Appear suddenly
6. Think about what’s happening off-screen
◊ Seize someone or something
7. Declaim responsibility for decision making when
◊ Destroy something
you need to - let the players decide what happens
◊ Return home
next
◊ Make a direct attack
8. Threats can come from anywhere
◊ Defy the laws of nature
30 31
◊ Come back from the dead
Hunter Moves in Detail Fighting The Hunter

Fighting the Hunter


Separate them Destroy something At some point the characters are probably going to want Whenever the characters succeed at an action that gets
Create a situation that splits up the characters. Part of the Take away something valuable to the characters, to go toe-to-toe with the Hunter. The ideal way to play is them closer to their goal, tick the clock by filling in one
ground collapses, a door between them swings shut and permanently. Their car rolls off the edge of a cliff, their fiction-first, with characters describing what they want of the segments. If the characters are making a lot of
locks, or they’re caught on opposite sides of a fire. tents are destroyed, or their food washes away in a fast to do and making an Action roll with the relevant action progress, the clock should be ticked a lot.
river. rating, then using the results of those rolls to inform what
Lead them astray happens in the fiction.
When you create a clock, make it about the obstacle
Just when the characters are making progress, throw Return home and not the method. Don’t make a 4-clock for “Throw
a spanner in the works. They follow a trail that leads The Hunter makes an impossible escape, fleeing to its If you’re used to games that make use of combat rounds, the Hunter off the roof ”. Instead, make it “Create an
nowhere, find they’ve been walking in circles, or realise home or den. hit points, and the like, this may seem unusual and hard to opportunity to escape”.
that they’re hopelessly lost. run. If you’d prefer to tweak the game to be a little closer to
When the clock is filled, the characters succeed at what
Make a direct attack what you’re used to, you can use progress clocks to do the
they are trying to do.
Reveal tracks and signs The characters are put in direct danger, either by the job of hit points for you.
The physical reality of the Hunter manifests itself. The Hunter or its agents.
A progress clock is a circle divided into segments. Draw
characters find tracks in the mud, symbols carved into tree
Defy the laws of nature a progress clock when you need to track an ongoing effort
trunks, or evidence of a recent ritual.
The Hunter does something magical or otherwise against an obstacle. The harder the task, the more segments
Change things off-screen impossible. It breathes fire, it sprouts roots from its flesh you should add to the progress clock. A complex obstacle
Unseen forces are messing with the characters. They that it can control like limbs, or it shifts through rocks. is a 4-segment clock. A more complicated or dangerous
wake to find piles of rocks built around their campsite, obstacle is a 6-clock. A daunting, nigh-insurmountable
Come back from the dead
they discover an important piece of gear has vanished, or a obstacle is an 8-clock.
The Hunter returns for one final scare after the characters
character they’ve previously met turns up dead.
are sure they have killed it.
Display its full might
The characters observe the Hunter from a distance. It
uproots trees, descends on a campsite, or hunts large
animals.

Appear suddenly
The characters are confronted by the Hunter without any
warning. They might only catch a glimpse of it as it passes A 4-segment clock. A 6-segment clock. An 8-segment clock.
in front of them, or it may threaten them but be driven Two segments have
away by something before it can attack. been ticked,

Seize someone or something


The Hunter or something under its power snatches a
character or an important piece of gear. It might be the
Hunter itself, a trap or feature of the Hunter’s den, or a
32 cultist or minion. 33
34
xxxvi

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