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The Hunted - Folk Horror RPG (Spreads)
The Hunted - Folk Horror RPG (Spreads)
The Hunted - Folk Horror RPG (Spreads)
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
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?
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.
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.
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
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.
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.
20 21
Character Questions Trauma Conditions
The Outsider
22 23
Character Questions Trauma Conditions
The Sceptic
24 25
Personal Hell Questions Myth Questions
The Resilient
26 27
Actions In Detail Guidance for the Guide
28 29
Being The Guide Hunter Moves and The Myth Pool
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
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,