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Fate Gear

, You get to decide what sort of fate is in store for you. Pick You can have protective gear worth 1-armour, if you want
how you found out about your fate on the reverse side of

The Chosen
it.
this sheet. Backup weapon, pick one:
Moves bb Simple knife, throwing knife or throwing dart
You get all of the basic moves, plus three Chosen moves. (2-harm hand small iron)
“Your birth was prophesied. You are the Chosen bb Hatchet, small hammer, throwing axe or throwing
One, and with your abilities you can save the You get these two: hammer (3-harm hand wood iron)
world. If you fail, all will be destroyed. It all rests BB Destiny’s Plaything: At the beginning of each bb Axe, small spear, javelin, hammer, mace (2-harm
on you. Only you.” mystery, roll +Weird to see what is revealed about 1-block reach wood iron) □
your immediate future. On a 10+, the Keeper will bb Shortbow (3-harm close-range two-handed ammu-

CHARM
reveal a useful detail about the coming mystery. On nition wood)
• Manipulate Someone
a 7-9 you get a vague hint about it. On a miss, some- bb Small wood shield (1-harm hand 3-block wood
thing bad is going to happen to you. bulky) □□□
• Act Under Pressure
COoL • Help Out BB I’m Here For A Reason: There’s something you are
destined to do. Work out the details with the Keeper,
Your Special Weapon
You have a special weapon you are destined to wield. The
• Investigate a Mystery
SHARP • Read a Bad Situation
based on your fate. You cannot die until it comes
to pass. If you die in play, then you must spend a
weapon has the “conspicuous” and “magic” tags, as it’s
adorned with magic symbols, changes colour, or does
• Kick Some Ass Luck point. You will then, somehow, recover or be other things that denote its magic and needs to be con-
TOUGH • Protect Someone returned to life. Once your task is done (or you use
up all your Luck), all bets are off.
cealed. The weapon also has the “sturdy” tag as it’s very
hard to break

WEIRD • Use Magic


Then pick one of these:
bb The Big Entrance: When you make a showy
Handle (base), pick one:
bb Long staff (1-harm 1-block reach bulky) □
bb Thick shaft (2-harm 2-block reach heavy two-
Luck entrance into a dangerous situation, roll +Cool. On
10+ everyone stops to watch and listen until you handed) □□
Mark luck to change a roll to 12 or avoid all harm from
finish your opening speech. On a 7-9, you pick one bb Small handle (2-harm hand)
an injury.
person or monster to stop, watch and listen until bb Basket hilt (1-harm 1-block hand) □
Okay bbbbbbb Doomed you finish talking. On a miss, you’re marked as the bb Enchanted chain (0-harm reach area heavy)
biggest threat by all enemies who are present. Business-end, pick three:
Chosen special: When you spend a point of Luck, the bb Devastating: When you inflict harm, you may inflict bb Blade (+1-harm)
Keeper will bring your fate into play. +1 harm. bb Spikes (+1-harm)
Harm bb Dutiful: When your fate rears its ugly head, and you bb Heavy end (+1-harm, add the “heavy” tag if the
act in accordance with any of your fate tags (either
When you reach 4 or more, mark unstable. range is “reach”)
heroic or doom) then mark experience. If it’s a heroic
Okay bbb|bbbb Dying tag, take +1 forward. bb Multiple/branching ends (+1-block, add the “slow”
bb Invincible: You always count as having 2-armour. tag if the range is “reach”) □
Unstable: b bb Long business-end (+1-block, change range tag to
This doesn’t stack with other protection.
bb Resilience: You heal faster than normal people. Any “reach”) □
Experience time your harm gets healed, heal an extra point. bb Returning (add the returning tag)
Experience: bbbbb Additionally, your wounds count as 1-harm less for bb Enchanted chain (add the “area” and “heavy” tags)
the purpose of the Keeper’s harm moves. Material, pick one:
Whenever you roll and get a total of 6 or less, or when a
Steel, cold-iron, silver, magic-wood, stone, bone, teeth,
move tells you to, mark an experience box.
obsidian, or anything else you want __________________

This playbook is for Monster of the Week ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Your Fate Getting Started Leveling Up
How you found out (pick one): To make your Chosen, first pick a name. Then follow When you have filled all five experience boxes, you level
bb Nightmares and visions the instructions below to decide your look, ratings, fate, up. Erase the marks and pick an improvement from the
bb Some weirdo told you moves, gear, and your special weapon. Finally, introduce list below.
bb An ancient cult found you yourself and pick history
Improvements
bb Sought out by your nemesis
Pronouns: __________________________________ bb Get +1 Charm, max +3
bb Attacked by monsters
bb Get +1 Cool, max +3
bb Trained from birth Look, pick one from each List:
bb Get +1 Sharp, max +3
bb You found the prophecy • Kid, teen, young, burnt-out, ____________________.
bb Get +1 Tough, max +3
Then pick two heroic and two doom tags for your fate • Fresh face, haggard face, young face, haunted face,
bb Get +1 Weird, max +3
from the lists below. This is how your fate will unfold. It’s hopeful face, controlled face, __________ face.
bb Take another Chosen move
okay to pick contradictory tags: that means your fate is • Country clothes, city clothes, traveller clothes, tai-
bb Take another Chosen move
pulling you both ways. lored clothes, ragged clothes, ____________ clothes.
bb Gain an ally
Whenever you mark off a point of Luck, the Keeper Ratings, pick one line: bb Take a move from another playbook
will throw something from your fate at you. bb Charm+2, Cool-1, Sharp+1, Tough+2, Weird-1 bb Take a move from another playbook
Heroic (pick two): bb Charm-1, Cool+2, Sharp+1, Tough+2, Weird-1
bb Sacrifice bb Charm+1, Cool+2, Sharp+1, Tough+1, Weird-1 After you have leveled up five times, you qualify for
bb You are the Champion bb Charm-1, Cool+1, Sharp+2, Tough-1, Weird+2 advanced improvements in addition to these, from the
bb Visions bb Charm+1, Cool+2, Sharp-1, Tough-1, Weird+2 list below.
bb Secret training
bb Magical powers Introductions Advanced Improvements
When you get here, wait for everyone to catch up so you bb Get +1 to any rating, max +3
bb Mystical inheritance
can do your introductions together. bb Change this hunter to a new type.
bb A normal life
Go around the group. On your turn, introduce your bb Create a second hunter to play as well as this one.
bb True love
Chosen by name and look, and tell the group what they bb Mark two of the basic moves as advanced.
bb You can save the world
know about you. bb Mark another two of the basic moves as advanced.
bb Hidden allies
bb Retire this hunter to safety.
bb The end of monsters History bb Get back one used Luck point.
bb Divine help Go around the group again. When it’s your turn, pick one
bb Delete one of your Doom tags, and (optionally) one
Doom (pick two): for each of the other hunters:
of your Heroic tags. You have changed that aspect of
bb Death • You are close blood relations. Ask them exactly how
close. your destiny.
bb You can’t save everyone
bb Impossible love • They are destined to be your mentor. Tell them how this
bb Failure was revealed.
• Your best friend in the world, who you trust totally.
bb A nemesis
• A rival at first, but you came to a working arrangement.
bb No normal life • Romantic entanglement, or fated to be romantically
bb Loss of loved ones entangled.
bb Treachery • Just friends, maybe you work together or something
bb Doubt else. Ask them what.
bb Sympathy with the enemy • They could have been the Chosen One instead of you,
bb Damnation but they failed some trial. Tell them how they failed.
• You saved their life, back when they didn’t know mon-
bb Hosts of monsters
sters were real. Tell them what you saved them from.
bb The end of days
bb The source of Evil
Gear
, Moves Commoner weapons, pick two:

The Commoner
You get all the basic moves, plus pick three Mundane bb Builder’s hammer, mining pick or lumberjack axe
moves: (2-harm 1-block reach wood iron innocuous) □
bb Shepherd’s staff (3-harm 1-block two-handed reach
bb Always The Victim: When another hunter uses wood innocuous) □
“You heard about how monsters only pick on protect someone to protect you, they mark expe- bb Pitchfork (2-harm 2-block two-handed reach wood
people with crazy powers who can fight back on rience. Whenever a monster captures you, you mark iron bulky innocuous) □□
even terms? Yeah, me neither. But, hell, I ended experience.
bb Shepherd’s sling (2-harm close-range slow ammuni-
up in this monster-hunting team so I gotta do bb Oops! If you want to stumble across something
tion leather)
what I can, right?” important, tell the Keeper. You will find something
important and useful, although not necessarily bb Hunter’s shortbow (3-harm close-range two-handed
related to your immediate problems. ammunition wood)

CHARM • Manipulate Someone bb Let’s Get Out Of Here! If you can protect someone
by telling them what to do, or by leading them out,
bb Large wooden pot lid or large plank of wood with
a rope around it (1-harm hand 4-block wood heavy
• Act Under Pressure
roll +Charm instead of +Tough. bulky) □□□□
COoL • Help Out
bb Panic Button: When you need to escape, name the
route you’ll try and roll +Sharp. On a 10+ you’re out
Working animal, pick one:
bb Donkey and a merchant’s cart
• Investigate a Mystery of danger, no problem. On a 7-9 you can go or stay,
SHARP • Read a Bad Situation but if you go it’s going to cost you (you leave some-
thing behind or something comes with you). On a
bb Horse with spacious bags
bb Camel with spacious bags
miss, you are caught halfway out. bb Hunting dog
• Kick Some Ass
TOUGH • Protect Someone bb The Power of Heart: When fighting a monster, if
you help someone, don’t roll +Cool. You automat-
bb Hunting hawk
bb Truffle hog

WEIRD • Use Magic ically help as though you’d rolled a 10.


bb Trust Me: When you tell a normal person the truth
in order to protect them from danger, roll +Charm.
Getting Started
To make your Commoner, first pick a name. Then follow
Luck On a 10+ they’ll do what you say they should, no the instructions in this playbook to decide your look,
Mark luck to change a roll to 12 or avoid all harm from questions asked. On a 7-9 they do it, but the Keeper ratings, moves, and gear. Finally, introduce yourself and
an injury. chooses one from: • They ask you a hard question pick history.
first. • They stall and dither a while. • They have a
Okay bbbbbbb Doomed “better” idea. On a miss, they’re going to think you’re Pronouns: __________________________________
crazy and maybe dangerous too. Look, pick one from each List:
Commoner special: When you spend a point of Luck, bb What Could Go Wrong?: Whenever you charge
you’ll find something weird—maybe even useful. • Kid, teen, adult, old, _____________________.
into immediate danger without hedging your bets,
hold 2. You may spend your hold to: • Inflict +1 harm. • Friendly face, alluring face, laughing face, trust-wor-
Harm thy face, average face, serious face, sensual face,
• Reduce someone’s harm suffered by 1. • Take +2
When you reach 4 or more, mark unstable. __________________ face.
forward on an act under pressure roll.
Okay bbb|bbbb Dying bb Don’t Worry, I’ll Check It Out: Whenever you go • Farmer clothes, shepherd clothes, builder clothes,
off by yourself to check out somewhere (or some- miner clothes, merchant clothes, hunting gear, cook
Unstable: b
thing) scary, mark experience. clothes, ____________________ clothes.
Experience
Experience: bbbbb

Whenever you roll and get a total of 6 or less, or when a


move tells you to, mark an experience box.

This playbook is for Monster of the Week ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Ratings, pick one line: bb Get back one used Luck point
bb Charm+2, Cool+1, Sharp=0, Tough+1, Weird-1 bb Take a move from another playbook
bb Charm+2, Cool-1, Sharp+2, Tough=0, Weird-1 bb Take a move from another playbook
bb Charm+2, Cool+2, Sharp-1, Tough=0, Weird-1
After you have leveled up five times, you qualify for
bb Charm+2, Cool=0, Sharp+1, Tough+1, Weird-1
advanced improvements in addition to these, from the
bb Charm+2, Cool+1, Sharp+1, Tough=0, Weird-1
list below.
Introductions
When you get here, wait for everyone to catch up so you
Advanced Improvements
bb Get +1 to any rating, max +3
can do your introductions together.
bb Change this hunter to a new type.
Go around the group. On your turn, introduce your
bb Create a second hunter to play as well as this one.
Commoner by name and look, and tell the group what
bb Mark two of the basic moves as advanced.
they know about you.
bb Mark another two of the basic moves as advanced.
History bb Retire this hunter to safety.
Go around the group again. When it’s your turn, pick one bb Get back one used Luck point.
for each of the other hunters: bb Get back one used Luck point.
• You are close relations. Tell them exactly how you’re
related.
• Initially rivals, you both now respect each others’
talents.
• Romantically involved, or you just have a crush on
them. Ask them which they prefer.
• They’re your hero, exactly the kind of monster hunter
you aspire to be. Tell them why you worship them.
• Good friends. Tell them if it’s from way back, or
recently.
• You’re a bit suspicious of them (maybe due to their
unnatural powers or something like that).
• They introduced you to the existence of monsters.
• Tell them how you feel about that.
• You saved their life from a monster due to an unlikely
chain of events. Tell them what.
Leveling Up
When you have filled all five experience boxes, you level
up. Erase the marks and pick an improvement from the
list below.
Improvements
bb Get +1 Charm, max +3
bb Get +1 Cool, max +2
bb Get +1 Sharp, max +2
bb Get +1 Tough, max +2
bb Take another Commoner move
bb Take another Commoner move
bb Get back one used Luck point
bb Crew: You have a regular crew, a team of three or four
, Background
people who will help you out with pretty much any-
thing. They count as a team (see page 119).

The Crooked
You worked a less-than-legal job before you became a bb Deal with the Devil: You sold your soul to the Devil.
monster hunter. What did you do? Pick one or two things you got out of the deal: wealth,
bb Hoodlum. You can use Tough instead of Charm to fame, youth, sensual gratification, skill (add +1 to two
manipulate someone with threats of violence. ratings). Payment is due either when you die, in six
“Yeah, I’ve been around the block. A bit of this, a bb Burglar. When you break into a secure location, roll months (if you picked two things) or otherwise in a year.
bit of that. When I came across the secret under- +Sharp. On a 10+ pick three, on a 7-9 pick two: you get bb Friends in the city guard: You know a few guards who
world of monsters and magic... well... it wasn’t so in undetected, you get out undetected, you don’t leave can be persuaded to look the other way, or do you a
different from the underworld I already knew. It a mess, you find what you were after. favour, for certain considerations. You can act under
bb Grifter. When you are about to manipulate someone,
was easy to find an angle, just like before.” pressure to get in touch with them when you need to
you can ask the Keeper “What will con- vince this divert any law enforcement attention. There will be a
person to do what I want?” The Keeper must answer cost, although maybe not right now.
CHARM • Manipulate Someone honestly, but not necessarily com- pletely.
bb Fixer. If you need to buy something, sell something, or
bb Assassins’ Guild: You went through the bloody initi-
ation ritual of an assassins’ guild. Name the guild and
• Act Under Pressure hire someone, roll +Charm. On a 10+ you know just the
COoL
describe how their operations tie into your background.
• Help Out person who will be interested. On a 7-9 you know the You can call on guild members to help you out, but
only person who can do it, but there’s a complication. they’ll expect to be paid. Your bosses will have requests
• Investigate a Mystery Pick one: you owe them; they screwed you over; you
SHARP • Read a Bad Situation screwed them over. On a miss, the only person who can
help is someone who abso- lutely hates you.
for you now and again, but you’ll be paid. Minor trouble
will be overlooked, but you better not screw over any
other guild members.
• Kick Some Ass
TOUGH
bb Assassin. When you take your first shot at an unsus- bb Animal Handler: You can easily and quickly train
• Protect Someone pecting target, do +2 Harm. any animal that can be domesticated. Depending
bb Charlatan. When you want people to think you are on whether you are in the right climate and culture,
WEIRD • Use Magic using magic, roll +Cool. On a 10 or more, your audi-
ence is amazed and fooled by your illusion. On a 7-9
you also own a couple of riding horses (or camels, or
donkeys), or an elephant, or four hunting/guard dogs/
you tripped up a couple of times, maybe someone will hawks, or eight messenger pigeons/ravens, or any com-
Luck notice. You may also manipulate people with fortune bination that seems sensible. If you want animals not
Mark luck to change a roll to 12 or avoid all harm from telling. When you do that, ask “What are they hoping listed, ask your Keeper.
an injury. for right now?” as a free question (even on a miss). bb Home Ground: Your crew made a point of keeping
bb Pickpocket. When you steal something small, roll the locals happy - keeping them safe, ensuring things
Okay bbbbbbb Doomed +Charm. On a 10 or more, you get it and they didn’t always went down okay. When you’re back in your old
notice you taking it. On a 7-9 either you don’t grab it, neighbourhood, you can always find people who will
Crooked special: Whenever you spend a Luck point, you grab the wrong thing, or they remember you later: hide you or help you with a minor favour, no questions
someone from your past will re-appear in your life. Soon. your choice. asked.
Harm Moves bb Notorious: You have a reputation from your crim- inal
When you reach 4 or more, mark unstable. past. When you reveal who you are , your terrifying
You get all the basic moves, and two Crooked moves: reputation counts as a reason for people to do what you
Okay bbb|bbbb Dying ask, for the manipulate someone move. Revealing your
bb Artifact: You ‘found’ a magical artifact with handy
Unstable: b powers, and kept it. Pick one: Protective amulet identity to someone can create other problems later, of
(1-armour magic recharge), Lucky charm (may be course.
Experience used as a Luck point, once only), Grimoire (studying
the book gives +1 forward to use magic), Skeleton key
Experience: bbbbb
(opens any magically sealed lock), Imp stone (A weak
demon is bound to serve the holder. The imp must be
Whenever you roll and get a total of 6 or less, or when a
summoned with the use magic move).
move tells you to, mark an experience box.

This playbook is for Monster of the Week ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Gear Getting Started Leveling Up
Effective weapons, pick three: To make your Crooked, pick a name. Then follow the When you have filled all five experience boxes, you level
bb Lots of simple knives, throwing knives or throwing instructions in this playbook to decide your look, ratings, up. Erase the marks and pick an improvement from the
darts (2-harm hand small iron many) background, heat, underworld, moves, and gear. Finally,
list below.
bb Six throwing axes or throwing hammers (3-harm hand introduce yourself and pick history.
wood iron) Improvements
bb Parrying Dagger, main gauche or buckler (2-harm Pronouns: __________________________________ bb Get +1 Sharp, max +3
2-block hand small iron) □□
Look, pick one from each List: bb Get +1 Tough, max +2
bb Fighting dagger, shortsword or gladius (3-harm 1-block
bb Get +1 Cool, max +2
hand iron) □
• Hard eyes, friendly eyes, watchful eyes, smiling eyes,
bb Sword, rapier, scimitar, iron war hammer, iron mace or calculating eyes, __________ eyes. bb Get +1 Charm, max +2
morning star (3-harm 1-block reach heavy iron)□ • Country clothes, city clothes, traveller clothes, tai- bb Take another Crooked move
bb Battleaxe, war pick, war hammer, spear, pike or trident lored clothes, ragged clothes, nondescript clothes, bb Take another Crooked move
(3-harm 2-block reach heavy wood iron slow) □□ ____________ clothes. bb Gain an ally: one of your old crew.
bb Longbow (3-harm far-range two-handed ammunition bb Recover a stash of gold from the old days, enough to
bulky wood) Ratings, pick one line:
live without care... for a year or two.
bb Crossbow (3-harm far-range two-handed ammunition bb Charm +1, Cool +1, Sharp +2, Tough 0, Weird -1
bb Take a move from another playbook
slow wood) bb Charm -1, Cool +1, Sharp +1, Tough +2, Weird 0
bb Take a move from another playbook
bb Small Wood Shield (1-harm hand 3-block wood bulky) bb Charm -1, Cool +2, Sharp +2, Tough 0, Weird -1
□□□ bb Charm +2, Cool +1, Sharp +1, Tough 0, Weird -1 After you have leveled up five times, you qualify for
bb Charm +2, Cool 0, Sharp +1, Tough -1, Weird +1 advanced improvements in addition to these, from the
Heat
You didn’t get here without making enemies. Pick at least Introductions list below.
two of these and name the people involved: When you get here, wait for everyone to catch up so you can Advanced Improvements
bb A captain of the guards, paladin or vigilante, ______, do your introductions together.
bb Get +1 to any rating, max +3
has made it a personal goal to put you away. Go around the group. On your turn, introduce your
Crooked by name and look, and tell the group what they bb Change this hunter to a new type.
bb You have a rival from your background, ______, who
know about you. bb Create a second hunter to play as well as this one.
never misses a chance to screw you over.
bb You pissed off a well-connected criminal, ______, and bb Mark two of the basic moves as advanced.
they’ll do whatever they can to destroy you.
History bb Mark another two of the basic moves as advanced.
bb ______ is someone with special powers, a person or Go around the group again. When it’s your turn, pick one bb Retire this hunter to safety.
monster, who you took advantage of. for each of the other hunters: bb Get back one used Luck point.
bb ______ is an old partner you betrayed in the middle of • This hunter knows about your criminal past. Tell them
a job. what crimes they saw you commit.
• This hunter was there when you decided to give up the
Underworld life and hunt monsters instead. Work out together what
Pick how you discovered about the real underworld. happened.
Keep this in mind when you select your moves in the next • This hunter is your younger sibling or child (possibly
section, so that everything fits together. adopted). You look out for them.
bb The target of a job was a dangerous creature. Pick one: • This hunter is a cousin or more distant relative.
vampire, werewolf, troll, reptiloid. • This hunter saved your life when a monster had the
bb You worked with someone who was more than they drop on you. Now you owe them one.
seemed. Pick one: sorcerer, demon, faerie, psychic. • This hunter worked with you on a semi-legal or illegal
bb You were hired by something weird. Pick one: immortal, job. Work out what it was.
god, outsider, witch. • This hunter is your moral compass. When you talk over
bb Things went south on a job—including, but not limited things with them, their advice keeps you on the straight
to, running into (choose one): a horde of goblins, a and narrow.
• You’re powerfully attracted to this hunter. Maybe
hunger of ghouls, a dream-eater, a salamander.
someday you’ll deserve them
Moves Gear
, You get all the basic moves, and pick three Divine moves: You have a divine weapon. Divine weapons have the “con-

The Divine
bb Boss from Beyond: At the beginning of each spicuous” and “holy” tag, as they are adorned with holy
mystery, roll +Weird. On a 10+, your Superiors ask symbols, emit a faint light, or do other things that denote
you to do something simple. On a 7-9, they ask you their magic and need to be concealed. The weapons also
to do something complicated or difficult. In either
have the “sturdy” tag as they are very hard to break.
“I am the Light, the Sword. I am sent to defend case, you get to ask them one of the questions from
Pick one:
the meek from Darkness. All Evil fears me, for I the investigate a mystery move right now. On a miss,
you are required to do something terrible. If you do bb Flaming sword (3-harm 2-block reach heavy iron
am its end.”
not accomplish what they’ve ordered, you cannot fire) □□
use this move again until you have made up for your bb Thunder hammer (3-harm 3-block two-handed
reach heavy iron slow bulky stun) □□□
CHARM • Manipulate Someone failure.
bb Angel Wings: You can go instantly to anywhere bb Razor whip (2-harm 1-block reach iron area) □
you’ve visited before, or to a person you know well. bb Silver trident (4-harm 3-block two-handed reach
• Act Under Pressure
COoL • Help Out
When you carry one or two people with you, roll
+Weird. On a 10+ you all go where you wanted. On
heavy silver slow bulky) □□□
bb Moon bow (3-harm far-range two-handed ammuni-
• Investigate a Mystery a 7-9, you don’t quite manage it. Either you are all
SHARP
tion slow magic-wood bulky)
separated, or you all appear in the wrong place.
• Read a Bad Situation You also get divine armour (1-armour holy). It has a look
bb What I Need, When I Need It: You may store any
small object you own, putting it into a magical space suited to your divine origin.
• Kick Some Ass
TOUGH • Protect Someone nobody can get to. You may retrieve anything you
stored at any time; it appears in your hand. Mission
bb Smite: Your body and divine weapon always count as
WEIRD • Use Magic
a weakness against the monsters you fight, however
they still won’t work in place of the right weakness
You have been put on Earth for a purpose. Pick one:
bb You are here to fight the schemes of an Adversary.
bb The End of Days approaches. Your role is to guide
Luck to inflict the final blow. Your unarmed attacks are
2-harm hand messy. these hunters and prevent it from coming to pass.
Mark luck to change a roll to 12 or avoid all harm from
bb Soothe: When you talk to someone for a few seconds bb The End of Days approaches. Your role is to guide
an injury.
in a quiet voice, you can calm them down, blocking these hunters and ensure it comes to pass.
Okay bbbbbbb Doomed any panic, anger, or other negative emo- tions they bb You have been exiled. You must work for the cause of
have. This works even if the thing that freaked them Good without drawing attention from your brothers
Divine special: When you spend a point of Luck, you get out is still present, as long as your voice can be heard and sisters, as they are bound to execute you for your
word your Mission requires something difficult that must bb Lay On Hands: Your touch can heal injury and
crimes.
be done. By you. Urgently. disease. When you lay your hands on someone hurt,
roll +Cool. On a 10+, heal 2 harm or an illness, plus bb One of the other hunters has a crucial role to play
Harm they’re stabilized. On a 7-9, you can heal the harm or in events to come. You must prepare them for their
When you reach 4 or more, mark unstable. illness as on a 10+, but you take it into your- self. On role, and protect them at any cost.
Okay bbb|bbbb Dying a miss, your aura causes them extra harm.
bb Cast Out Evil: You may banish an unnatural crea-
Unstable: b ture from your presence. Roll +Tough. On a 10+ it
is banished. On a 7-9 it takes a little while for the
Experience banishing to take effect—the creature has time to
Experience: bbbbb make one or two actions. Either way, the banished
creature is unharmed, and you have no control over
Whenever you roll and get a total of 6 or less, or when a where it goes. This move may be used on unnatural
move tells you to, mark an experience box. hunters (e.g. the Monstrous). On a miss, something
is keeping it here. That’s bad.

This playbook is for Monster of the Week ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Getting Started History After you have leveled up five times, you qualify for
To make your Divine, first pick a name. Then follow the Go around the group again. When it’s your turn, pick one advanced improvements in addition to these, from the
instructions in this playbook to decide your look, ratings, for each of the other hunters: list below.
mission, moves, and gear. Finally, introduce yourself and • If you are protecting another hunter as your mission, Advanced Improvements
pick history. tell them this: You have a crucial role in what is to
bb Get +1 to any rating, max +3
come. I am here to guide and defend you.
Pronouns: __________________________________ • They should not be involved in this situation: the
bb Change this hunter to a new type.
prophecies didn’t mention them at all. This gets your bb Create a second hunter to play as well as this one.
Look, pick one from each List: bb Mark two of the basic moves as advanced.
• Human, marked by divinity, inhuman, ___________. attention but you don’t know what it means yet.
• They are, at heart, a good and righteous person. You bb Mark another two of the basic moves as advanced.
• Blazing eyes, terrifying eyes, placid eyes, sparkling
must help them stay that way. bb Retire this hunter to safety.
eyes, perceptive eyes, starry eyes, glowing eyes,
• They are an abomination, and should be destroyed. bb Get back one used Luck point.
___________ eyes. Except you can’t–work out with them why not. bb Change your mission. Select a different mission
• Traveller clothes, tailored clothes, ragged clothes, • Their prayer (perhaps an informal or even uncon- from the normal options, or (with the Keeper’s
priest vestments, ethereal robes, ancient robes, scious prayer) summoned you. agreement) a new mission of your creation.
___________ clothes. • They fill you with feelings of sexual infatuation. You
are confused by the associated mortal emotions.
Ratings, pick one line:
• They saved your life, and you understand (intellectu-
bb Charm+1, Cool+1, Sharp-1, Tough+2, Weird=0
ally at least) that you owe them for it.
bb Charm-1, Cool+2, Sharp-1, Tough+2, Weird=0 • They’re the person you go to for advice on mortal
bb Charm-1, Cool=0, Sharp+1, Tough+2, Weird+1 stuff (e.g sex, food, drugs, television, etc).
bb Charm+1, Cool+1, Sharp=0, Tough+2, Weird-1
bb Charm-1, Cool+1, Sharp=0, Tough+2, Weird+1 Leveling Up
When you have filled all five experience boxes, you level
Introductions up. Erase the marks and pick an improvement from the
When you get here, wait for everyone to catch up so you list below.
can do your introductions together.
Go around the group. On your turn, introduce your Improvements
Divine by name and look, and tell the group what they bb Get +1 Tough, max +3
know about you. bb Get +1 Cool, max +2
bb Get +1 Charm, max +2
bb Get +1 Sharp, max +2
bb Get +1 Weird, max +2
bb Take another Divine move
bb Take another Divine move
bb Gain a lesser divine being as an ally, sent from above
to help with your mission
bb Take a move from another playbook
bb Take a move from another playbook
bb Tune In: You can attune your mind to a monster
, Moves
or minion. Roll +Weird. On a 10+, hold 3. On a 7-9,
hold 1. On a miss, the monster becomes aware of

The Eerie
You get all the basic moves, plus pick three Spooky moves: you. Spend one hold to ask the Keeper one of the
bb Telepathy: You can read people’s thoughts and put following questions, and gain +1 ongoing while
words in their mind. This can allow you to inves- acting on the answers:
tigate a mystery or read a bad situation without • Where is the creature right now?
“I can do things, things that normal people can’t. needing to actually talk. You can also manipulate • What is it planning to do right now?
But there’s a price — I haven’t paid it in full, yet, someone without speaking. You still roll moves as • Who is it going to attack next?
but soon they will come to collect this debt. It’s normal, except people will not expect the weirdness • Who does it regard as the biggest threat?
best I don’t tell you any more. You get too close, of your mental communication • How can I attract its attention?
you’ll get hurt.” bb Hex: When you cast a spell (with use magic), as bb The Big Whammy: You can use your powers to kick
well as the normal effects, you may pick from the some ass: roll +Weird instead of +Tough. The attack
following: has 2-harm close obvious ignore-armour. On a miss,
CHARM • Manipulate Someone • The target contracts a disease.
• The target immediately suffers harm (2-harm
you’ll get a magical backlash.
bb Jinx: You can encourage coincidences to occur, the
magic ignore-armour). way you want. When you jinx a target, roll +Weird.
• Act Under Pressure
COoL • Help Out
• The target breaks something precious or import-
ant.
On a 10+ hold 2 and on a 7-9 hold 1. On a miss, the
Keeper holds 2 over you to be used in the same way.
• Investigate a Mystery bb The Sight: You can see the invisible, especially spirits Spend your hold to:
SHARP • Read a Bad Situation and magical influences. You may communicate with
(maybe even make deals with) the spirits you see,
• Interfere with a hunter, giving them -1 forward.
• Help a hunter, giving them +1 forward, by inter-
• Kick Some Ass and they give you more opportunities to spot clues
TOUGH • Protect Someone when you investigate a mystery.
bb Premonitions: At the start of each mystery, roll
fering with their enemy.
• Interfere with what a monster, minion, or
bystander is trying to do.

WEIRD • Use Magic +Weird. On a 10+, you get a detailed vision of some-
thing bad that is yet to happen. You take +1 forward
to prevent it coming true, and mark experience if you
• Inflict 1-harm on the target due to an accident.
• The target finds something you left for them.
• The target loses something that you will soon find.
Luck stop it. On a 7-9+ you get clouded images of some-
Mark luck to change a roll to 12 or avoid all harm from thing bad that is yet to happen: mark experience if
you stop it. On a miss, you get a vision of something
an injury.
bad happening to you and the Keeper holds 3, to be
Gear
Okay bbbbbbb Doomed spent one-for-one as penalties to rolls you make. You get two normal weapons and any magical items or
bb Hunches: When something bad is happening (or amulets that you use to invoke your powers.
Eerie special: As you mark off Luck boxes, your dark just about to happen) somewhere that you aren’t, Normal weapons, pick two:
side’s needs will get nastier. roll +Sharp. On a 10+ you knew where you needed bb Simple knife, throwing knife or throwing dart
Harm to go, just in time to get there. On a 7-9, you get (2-harm hand small iron)
there late—in time to intervene, but not prevent it bb Hatchet, small hammer, throwing axe or throwing
When you reach 4 or more, mark unstable.
altogether. On a miss, you get there just in time to be hammer (3-harm hand wood iron)
Okay bbb|bbbb Dying in trouble yourself. bb Axe, small spear, javelin, hammer, mace (2-harm
Unstable: b 1-block reach wood iron) □
bb Shortbow (3-harm close-range two-handed ammu-
Experience nition wood)
Experience: bbbbb bb Small wood shield (1-harm hand 3-block wood
bulky) □□□
Whenever you roll and get a total of 6 or less, or when a
move tells you to, mark an experience box.

This playbook is for Monster of the Week ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
The Dark Side Pronouns: __________________________________ Leveling Up
Your powers have an unsavory source, and sometimes When you have filled all five experience boxes, you level
Look, pick one from each List:
you get tempted to do things you shouldn’t. These could up. Erase the marks and pick an improvement from the
• Kid, teen, adult, old, __________________________.
be orders from whatever granted your power, or urges list below.
• Burning eyes, dark eyes, pained eyes, blank eyes,
that bubble up from your subconscious. Something like
unblinking eyes, piercing eyes, shadowed eyes, Improvements
that. Whatever it is, it’s unsettling.
creepy eyes, __________ eyes. bb Get +1 Weird, max +3
Pick three tags for your dark side:
• Country clothes, city clothes, traveller clothes, tai- bb Get +1 Charm, max +2
bb Violence
lored clothes, ragged clothes, __________ clothes. bb Get +1 Cool, max +2
bb Depression
bb Get +1 Sharp, max +2
bb Secrets Ratings, pick one line:
bb Take another Eerie move
bb Lust bb Charm+1, Cool=0, Sharp+1, Tough-1, Weird+2
bb Take another Eerie move
bb Dark bargain bb Charm-1, Cool+1, Sharp=0, Tough+1, Weird+2
bb Change some, or all, your dark side tags
bb Guilt bb Charm+2, Cool=0, Sharp-1, Tough-1, Weird+2
bb Get a mystical library, like the Expert’s haven option
bb Soulless bb Charm=0, Cool-1, Sharp+1, Tough+1, Weird+2
bb Take a move from another playbook
bb Addiction bb Charm-1, Cool-1, Sharp+2, Tough=0, Weird+2
bb Take a move from another playbook
bb Mood swings Introductions
bb Rage When you get here, wait for everyone to catch up so you After you have leveled up five times, you qualify for
bb Self-destruction can do your introductions together. advanced improvements in addition to these, from the
bb Greed for power Go around the group. On your turn, introduce your list below.
bb Poor impulse control Eerie by name and look, and tell the group what they
bb Hallucinations
Advanced Improvements
know about you. bb Get +1 to any rating, max +3
bb Pain
bb Paranoia History bb Change this hunter to a new type.
Go around the group again. When it’s your turn, pick one bb Create a second hunter to play as well as this one.
The Keeper can ask you to do nasty things (in accordance
for each of the other hunters: bb Mark two of the basic moves as advanced.
with the tags), when your powers need you to. If you
• They taught you to control your powers, to the extent bb Mark another two of the basic moves as advanced.
do whatever is asked, mark experience. If you don’t do
that you can control them at all. bb Retire this hunter to safety.
it, then your powers are unavailable until the end of the
• You are blood-kin. Decide together exactly what. bb Get back one used Luck point.
mystery (or until you cave). As you mark off Luck boxes,
• You are married, or romantically involved. Decide bb You discover how to use your powers at a lower price.
these requests will get bigger and nastier. between you the exact relationship. Delete one dark side tag permanently.
• You’re old friends, and trust each other completely.
Getting Started • You used your powers on them one time. Decide if
To make your Eerie, first pick a name. Then follow the it was for selfish reasons or not, and tell them if they
instructions in this playbook to decide your look, ratings, found out about it.
moves, and gear. Finally, introduce yourself and pick • You’ve known each other some time, but since your
history. powers manifested, you keep them at a distance
emotionally.
• You hope they can help you control your powers.
• They saw you use your powers for selfish or vindic-
tive reasons. Ask them who the victim was, and then
tell them what you did.
, Haven Moves

The Expert
You have set up a haven, a safe place to work. Pick three You get all of the basic moves, plus pick two Expert moves:
of the options below for your haven: bb I’ve Read About This Sort Of Thing: Roll with Sharp
bb Lore Library: When you hit the books, take +1
instead of +Cool when you act under pressure.
forward to investigate the mystery (as long as histor-
“I have dedicated my life to the study of the unnat- bb Often Right: When a hunter comes to you for advice
ical or reference works are appropriate).
about a problem, give them your honest opinion and
ural. I know their habits, their weaknesses. I may bb Mystical Library: If you use your library’s occult
not be youngest or strongest, but my knowledge advice. If they take your advice, they get +1 ongoing
tomes and grimoires, preparing with your tomes
makes me the biggest threat.” while following your advice, and you mark experience.
and grimoires, take +1 forward for use magic.
bb Preparedness: When you need something unusual or
bb Protection Spells: Your haven is safe from mon-
rare, roll with Sharp. On a 10+, you have it here right
CHARM
sters—they cannot enter. Monsters might be able
• Manipulate Someone now. On a 7-9 you have it, but not here: it will take
to do something special to evade the wards, but not
some time to get it. On a miss, you know where it is,
easily.
• Act Under Pressure
COoL • Help Out
bb Armory: You have a stockpile of mystical and rare
monster-killing weapons and items. If you need a
but it’s somewhere real bad.
bb It Wasn’t As Bad As It Looked: Once per mystery,
you may attempt to keep going despite your injuries.
• Investigate a Mystery special weapon, roll with Weird. On a 10+ you have
SHARP • Read a Bad Situation it (and plenty if that matters). On a 7-9 you have it, Roll with Cool. On a 10+, heal 2 harm and stabilize
your wounds. On a 7-9 you may either stabilize or heal
but only the minimum. On a miss, you’ve got the
• Kick Some Ass
TOUGH
1 harm. On a miss, it was worse than it looked: the
wrong thing.
• Protect Someone Keeper may inflict a harm move on you, or make your
bb Infirmary: You can heal people, and have the space
wounds unstable.
for one or two to recuperate. The Keeper will tell you
WEIRD • Use Magic
how long any patient’s recovery is likely to take, and
if you need extra supplies or help.
bb Precise Strike: When you inflict harm on a monster,
you can aim for a weak spot. Roll with Tough. On a 10+
you inflict +2 harm. On a 7-9 you inflict +1 harm. On a
Luck bb Workshop: You have a space for building and repair-
miss, you leave yourself open for the monster to hit you.
Mark luck to change a roll to 12 or avoid all harm from ing guns, cars and other gadgets. Work out with the
bb The Woman (or Man) With The Plan: At the begin-
an injury. Keeper how long any repair or construction will take,
ning of each mystery, roll with Sharp. On a 10+ hold 2,
and if you need extra supplies or help.
Okay bbbbbbb Doomed on a 7-9 hold 1. Spend the hold to be where you need to
bb Oubliette: This room is isolated from every kind of
be, prepared and ready. On a miss, the Keeper holds 1
Expert special: When you spend a point of Luck, you monster, spirit and magic that you know about. Any-
they can spend to have you be in the worst place, unpre-
discover something happening now is related to some- thing you stash in there can’t be found, can’t do any
pared and unready.
thing you were involved in years ago. magic, and can’t get out.
bb Dark Past: If you trawl through your memories for
bb Panic Room: This has essential supplies and is pro-
Harm tected by normal and mystical means. You can hide something relevant to the case at hand, roll with
When you reach 4 or more, mark unstable. Weird. On a 10+ ask the Keeper two questions from
out there for a few days, safe from pretty much any-
Okay bbb|bbbb Dying the list below. On a 7-9 ask one. On a miss, you can
thing.
ask a question anyway but that will mean you were
Unstable: b bb Magical Laboratory: You have a mystical lab with
personally complicit in creating the situation you are
all kinds of weird ingredients and tools useful for
now dealing with. The questions are:
Experience casting spells (like the use magic move, big magic,
-When I dealt with this creature (or one of its kind),
and any other magical moves).
Experience: bbbbb what did I learn?
-What black magic do I know that could help here?
Whenever you roll and get a total of 6 or less, or when a
-Do I know anyone who might be behind this?
move tells you to, mark an experience box.
-Who do I know who can help us right now?
This playbook is for Monster of the Week ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Gear Go around the group. On your turn, introduce your After you have leveled up five times, you qualify for
Monster-slaying weapons, pick three: Expert by name and look, and tell the group what they advanced improvements in addition to these, from the
bb Mallet & wooden stakes (3-harm hand wood) know about you. list below.
bb Silver longsword (4-harm 1-block two-handed reach History Advanced Improvements
heavy silver) □ Go around the group again. When it’s your turn, pick one bb Get +1 to any rating, max +3
bb Cold iron sword (3-harm 1-block reach heavy iron for each of the other hunters: bb Change this hunter to a new type.
frost) □ • They are your student, apprentice, ward, or child. bb Create a second hunter to play as well as this one.
bb Blessed dagger (3-harm 1-block hand iron holy) □ Between you, decide which. bb Mark two of the basic moves as advanced.
bb Magical floating knife (2-harm hand small iron • They came to you for advice, and your advice got bb Mark another two of the basic moves as advanced.
magic returning) them out of trouble. Ask them what the trouble was. bb Retire this hunter to safety.
bb Fire enchanted iron club (2-harm 1-block reach • They know about some of your dark secrets, but
bb Get back one used Luck point.
heavy iron fire) □ they’ve agreed to keep quiet about them. Tell them
bb Blowgun (2-harm close-range ammunition wood) what they know.
bb Shepherd’s Sling (2-harm close-range slow ammuni- • A distant relation. Tell them exactly what.
• You were previously both members of an eldritch
tion leather)
group, now disbanded. Ask them why they left, then
bb Shortbow (3-harm close-range two-handed ammu-
tell them why you did.
nition wood) • They once helped you get a singular item that is now
part of your haven. Tell them what it was.
Getting Started • You were taught by the same master. Ask them how
To make your Expert, first pick a name. Then follow the it ended.
instructions in this playbook to decide your look, ratings, • You saved their life in a tight spot. Tell them what
breed, moves, and gear. Finally, introduce yourself and happened.
pick history.
Leveling Up
Pronouns: __________________________________ When you have filled all five experience boxes, you level
Look, pick one from each List: up. Erase the marks and pick an improvement from the
• Thoughtful face, lined face, scarred face, contempla- list below.
tive face, stern face, avuncular face, experienced face, Improvements
ancient face, __________ face. bb Get +1 Sharp, max +3
• City clothes, traveller clothes, tailored clothes, uni- bb Get +1 Charm, max +2
versity robes, priest vestments, noble clothes, ragged bb Get +1 Cool, max +2
witch clothes, ____________ clothes. bb Get +1 Weird, max +2
Ratings, pick one line: bb Take another Expert move
bb Charm-1, Cool+1, Sharp+2, Tough+1, Weird=0 bb Take another Expert move
bb Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1 bb Add an option to your haven
bb Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0 bb Add an option to your haven
bb Charm-1, Cool+1, Sharp+2, Tough=0, Weird+1 bb Take a move from another playbook
bb Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2 bb Take a move from another playbook

Introductions
When you get here, wait for everyone to catch up so you
can do your introductions together.
bb Mentor: You have a mentor in the Sect: name them.
, Moves
When you contact your mentor for info, roll with
Sharp. On a 10+, you get an answer to your ques-

The Initiate
You get all the basic moves, plus four Initiate moves. You tion, no problem. On a 7-9 you choose: they’re either
get this one: busy and can’t help, or they answer the question but
BB When you are in good standing with your Sect, at you owe a favour. On a miss, your question causes
the beginning of each mystery, roll with Charm. On trouble.
“Since the dawn of history, we have been the bb Apprentice: You have an apprentice: name them.
a 10+ they provide some useful info or help in the
bulwark against Darkness. We know the Evils Your job is to teach them the Sect’s ways. They count
field. On a 7-9 you get a mission associated with the
of the world, and we stand against them so that as an ally: subordinate (motivation: to follow your
mystery, and if you do it you’ll get some info or help
the mass of humanity need not fear. We are the instructions to the letter).
too. On a miss, they ask you to do something bad.
Flame that cleanses the Shadows.” bb Helping Hand: When you successfully help out
If you fail a mission or refuse an order, you’ll be in
another hunter, they get +2 instead of the usual +1.
CHARM
trouble with the Sect until you atone. bb That Old Black Magic: When you use magic, you
• Manipulate Someone
can ask a question from the investigate a mystery
Then pick three of these:
• Act Under Pressure move as your effect.
COoL • Help Out
bb Ancient Fighting Arts: When using an old-fash-
ioned hand weapon, you inflict +1 harm and get +1 Sect
whenever you roll protect someone. You are part of an ancient, secret order that slays mon-
• Investigate a Mystery
SHARP • Read a Bad Situation
bb Mystic: Every time you successfully use magic, take
+1 forward.
sters. Where are they from? How old are they? Are they
religious? Why do they stay secret? How do they recruit?
• Kick Some Ass bb Fortunes: The Sect has ancient prophecies or div- You also need to pick the Sect’s traditions (used by the
TOUGH • Protect Someone ination techniques to predict the future. Once per
mystery, you may use them. If you look at what the
Keeper to determine the Sect’s methods and actions).
Good Traditions (pick two):
future holds, roll with Weird. On a 10+ hold 3, and
WEIRD • Use Magic on a 7-9 hold 1. On a miss, you get bad information
and the Keeper decides how that affects you. Spend
bb
bb
bb
Knowledgeable
Ancient lore
Magical
Luck your hold to: bb Fighting arts
Mark luck to change a roll to 12 or avoid all harm from - have a useful object ready. bb Chapters everywhere
- be somewhere you are needed, just in time. bb Secular power
an injury.
- take +1 forward, or give +1 forward to another bb Flexible tactics
Okay bbbbbbb Doomed bb Open hierarchy
hunter. bb Integrated in society
- retroactively warn someone about an attack, so bb Rich
Initiate special: When you spend a point of Luck, some-
that it doesn’t happen. bb Engineers and alchemists
thing goes wrong for your Sect: an ill-advised project or a bb Sacred Oath: You may bind yourself to a single goal, bb Magical items
disastrous operation. forsaking something during your quest (e.g. speech, Bad Traditions (pick one):
Harm all sustenance but bread and water, alcohol, lying, bb Dubious motives
sex, etc). Get the Keeper’s agreement on this—it bb Tradition-bound
When you reach 4 or more, mark unstable. bb Short-sighted
should match the goal in importance and difficulty.
Okay bbb|bbbb Dying While you keep your oath and work towards your bb Paranoid and secretive
bb Closed hierarchy
goal, mark experience at the end of every session
Unstable: b bb Factionalised
and get +1 on any rolls that directly help achieve the bb Strict laws
goal. If you break the oath, take -1 ongoing until you
Experience have atoned.
bb Mystical oaths
bb Total obedience
Experience: bbbbb bb Tyrannical leaders
bb Iron taboo
Whenever you roll and get a total of 6 or less, or when a bb Poor
move tells you to, mark an experience box.

This playbook is for Monster of the Week ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Gear Getting Started Leveling Up
You pick three weapons. If your sect has iron taboo then To make your Initiate, first pick a name. Then follow the When you have filled all five experience boxes, you level
don’t pick any weapons with an iron handle. If the sect instructions in this playbook to decide your look, ratings, up. Erase the marks and pick an improvement from the
moves, Sect, and gear. Finally, introduce yourself and
has engineers and alchemists, you may pick one experi- list below.
pick history.
mental weapon instead of one of your three weapons.
Improvements
Experimental weapons: Pronouns: __________________________________ bb Get +1 Weird, max +3
bb Schioppo hand-cannon (4-harm close-range two-
Look, pick one from each List: bb Get +1 Cool, max +2
handed ammunition slow iron heavy unreliable
• Hardened body, tattooed body, agile body, strong bb Get +1 Sharp, max +2
volatile ignore-armour)
body, thin body, angular body, hunched body, bb Get +1 Tough, max +2
bb Greek fire flamethrower (4-harm close-range two-
__________ body bb Take another Initiate move
handed ammunition iron fire heavy unreliable
• Mismatched clothes, traveller clothes, tailored bb Take another Initiate move
volatile area)
clothes, ancient robes, formal robes, ceremonial bb Get command of your chapter of the Sect
bb Bag of iron bombs with rope wicks (4-harm close-
robes, ___________ clothes. bb Get a Sect contingent under your command
range small many slow iron explosion heavy
bb Take a move from another playbook
unreliable volatile area) Ratings, pick one line:
bb Take a move from another playbook
Old-fashioned weapons: bb Charm-1, Cool+1, Sharp=0, Tough+1, Weird+2
bb Parrying Dagger, main gauche or buckler (2-harm bb Charm=0, Cool+1, Sharp+1, Tough-1, Weird+2 After you have leveled up five times, you qualify for
2-block hand small iron) □□ bb Charm-1, Cool=0, Sharp-1, Tough+2, Weird+2 advanced improvements in addition to these, from the
bb Fighting dagger, shortsword or gladius (3-harm bb Charm+1, Cool-1, Sharp+1, Tough=0, Weird+2 list below.
1-block hand iron) □ bb Charm=0, Cool=0, Sharp=0, Tough+1, Weird+2
bb Sword, rapier, scimitar, iron war hammer, iron mace
Advanced Improvements
Introductions
or morning star (3-harm 1-block reach heavy iron)□
bb Get +1 to any rating, max +3
When you get here, wait for everyone to catch up so you can bb Change this hunter to a new type.
bb Battleaxe, war pick, war hammer, spear, pike or do your introductions together.
bb Create a second hunter to play as well as this one.
trident (3-harm 2-block reach heavy wood iron Go around the group. On your turn, introduce your Ini-
slow) □□ tiate by name and look, and tell the group what they know bb Mark two of the basic moves as advanced.
about you. bb Mark another two of the basic moves as advanced.
bb Longsword or iron maul (4-harm 1-block two-
handed reach heavy iron) □
bb Retire this hunter to safety.
History bb Get back one used Luck point.
bb Halberd, glaive, lance, great axe or large studded Go around the group again. When it’s your turn, pick one for
bb Become the leader, or effective leader, of the whole
wood flail (4-harm 2-block two-handed reach heavy each of the other hunters:
wood iron bulky) □□
Sect.
• They are a lay member of your Sect.
bb Longbow (3-harm far-range two-handed ammuni- • You fought together when the tide of monsters seemed
tion bulky wood) unstoppable. Ask them how it went.
• Friends, but they first met you under your cover iden-
bb Crossbow (3-harm far-range two-handed ammuni-
tity, and learned about the Sect later. Ask how they feel
tion slow wood)
about that.
bb Large Wood Shield (1-harm hand 4-block wood • They are your close relative, or partner/spouse. Decide
heavy bulky) □□□□ between you exactly what the relationship is.
bb Small Iron Shield (1-harm hand 3-block iron heavy • You train together in an ancient fighting style that
bulky) □□□ others think is obsolete.
bb Large Iron Shield (1-harm hand 4-block iron heavy • They’re described in the prophecies, but the role they
slow bulky) □□□□ will play isn’t stated.
• An ex-member of the Sect, but still friends. Ask them
You also get armour (1-armour heavy). If your sect has
why they left or got thrown out.
iron taboo then your armour is made of leather or wood. • You met researching mystical weirdness, and you’ve
been occult comrades ever since.
Moves
, Monster Breed You get all the basic moves, plus pick two Monstrous

The Monstrous
You’re half-human, half-monster: decide if you were moves:
always this way or if you you were originally human and bb Immortal: You do not age or sicken, and whenever
transformed somehow. you suffer harm you suffer 1-harm less.
Now decide if you were always fighting to be good, or if bb Unnatural Appeal: Roll +Weird instead of +Charm
“I feel the hunger, the lust to destroy. But I fight you were evil and changed sides. when you manipulate someone.
it: I never give in. I’m not human anymore, not Define your monstrous breed by picking a curse, moves, bb Unholy Strength: Roll +Weird instead of +Tough
and natural attacks. when you kick some ass.
really, but I have to protect those who still are.
Create the monster you want to be: whatever you choose bb Incorporeal: You may move freely through solid
That way I can tell myself I’m different to the objects (but not people).
other monsters. Sometimes I can even believe it.” defines your breed in the game. Some classic monsters
with suggestions for picks are listed on the back of this bb Preternatural Speed: You go much faster than

CHARM sheet. These are only suggestions: feel free to make normal people. When you chase, flee, or run take +1
• Manipulate Someone
a different version! ongoing.
bb Claws of the Beast: All your natural attacks get +1
• Act Under Pressure Curses, pick one:
COoL • Help Out bb Feed: You must subsist on living humans—it migh
take the form of blood, brains, or spiritual essence
harm.
bb Mental Dominion: When you gaze into a normal
human’s eyes and exert your will over them, roll
• Investigate a Mystery
SHARP • Read a Bad Situation
but it must be from people. You need to act under
pressure to resist feeding whenever a perfect oppor-
+Charm. On a 10+, hold 3. On a 7-9, hold 1. You
may spend your hold to give them an order. Regular
• Kick Some Ass tunity presents itself. people will follow your order, whatever it is. Hunters
TOUGH • Protect Someone
bb Vulnerability: Pick a substance. You suffer +1 harm
when you suffer harm from it. If you are bound or
can choose whether they do it or not. If they do, they
mark experience.
surrounded by it, you must act under pressure to use bb Unquenchable Vitality: When you have taken harm,
WEIRD • Use Magic your powers.
bb Pure Drive: One emotion rules you. Pick from:
you can heal yourself. Roll +Cool. On a 10+, heal
2-harm and stabilise your injuries. On a 7-9, heal
Luck hunger, hate, anger, fear, jealousy, greed, joy, pride, 1-harm and stabilise your injuries. On a miss, your
envy, lust, or cruelty. Whenever you have a chance injuries worsen.
Mark luck to change a roll to 12 or avoid all harm from
to indulge that emotion, you must do so immediately, bb Dark Negotiator: You can use the manipulate
an injury.
or act under pressure to resist. someone move on monsters as well as people, if they
Okay bbbbbbb Doomed bb Dark Master: You have an evil lord who doesn’t can reason and talk.
know you changed sides. They still give you orders, bb Flight: You can fly.
Monstrous special: When you spend a point of Luck, and they do not tolerate refusal. Or failure. bb Shapeshifter: You may change your form (usually
your monster side gains power: your Curse may become into an animal). Decide if you have just one alter-
Natural Attacks nate form or several, and detail them. You gain +1 to
stronger, or another Breed disadvantage may manifest.
Pick a Base and add an extra to it, or two Bases: investigate a mystery when using an alternate form’s
Harm bb Base: teeth (3-harm hand) - doesn’t occupy a hand superior senses (e.g. smell for a wolf, sight for an
When you reach 4 or more, mark unstable. bb Base: claws (2-harm 2-block hand) □ □ eagle).
bb Base: magical force (2-harm magical close-range) - bb Something Borrowed: Take a move from a hunter
Okay bbb|bbbb Dying keeps a hand busy
bb playbook that is not currently in play.
Unstable: b bb Base: life-drain (1-harm hand life-drain) - keeps a
hand busy
Experience bb Extra: Add +1 harm to a base
bb Extra: Add the “ignore-armour” tag to a base, but
Experience: bbbbb reduce harm by 1 (if it would be less than 1 don’t
reduce harm)
Whenever you roll and get a total of 6 or less, or when a bb Extra: Add the “reach” tag to a base as an extra range
move tells you to, mark an experience box. that the weapon is effective at
This playbook is for Monster of the Week ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Gear Introductions After you have leveled up five times, you qualify for
If you want, you can take one handy weapon: When you get here, wait for everyone to catch up so you advanced improvements in addition to these, from the
bb Parrying dagger or main gauche (2-harm 2-block can do your introductions together. list below.
hand small iron) □□ Go around the group. On your turn, introduce your Advanced Improvements
bb Fighting dagger, shortsword, gladius (3-harm Monstrous by name and look, and tell the group what bb Get +1 to any rating, max +3
1-block hand iron) □ they know about you. bb Change this hunter to a new type.
bb Sword, rapier, scimitar, iron war hammer, iron mace
History bb Create a second hunter to play as well as this one.
or morning star (3-harm 1-block reach heavy iron)□ bb Mark two of the basic moves as advanced.
Go around the group again. When it’s your turn, pick one
bb Battleaxe, war pick, war hammer, spear, pike or bb Mark another two of the basic moves as advanced.
for each of the other hunters:
trident (3-harm 2-block reach heavy wood iron • You lost control one time, and almost killed them. bb Retire this hunter to safety.
slow) □□ Ask them how they stopped you. bb Get back one used Luck point.
bb Longsword or iron maul (4-harm 1-block two- • They tried to slay you, but you proved you’re on the bb Free yourself from the curse of your kind. Your curse
handed reach heavy iron) □ side of good. Ask them what convinced them. no longer applies, but you lose 1 Weird.
bb Halberd, glaive, lance, great axe or large wood flail • You are romantically obsessed with them. Ask them bb You turn evil (again). Retire this character, they
(4-harm 2-block two-handed reach heavy wood iron if they know, and if they reciprocate. become one of the Keeper’s threats.
bulky) □□ • Close relations, or a distant descendant. Tell them
bb Longbow (3-harm far-range two-handed ammuni- which.
tion bulky wood) • You saved them from another of your kind, and
bb Crossbow (3-harm far-range two-handed ammuni- prevented reprisals against that individual creature
(maybe it’s another good one, or maybe it has a hold
tion slow wood)
over you).
• They are tied to your curse or origin. Tell them how.
Getting Started • You fought together against the odds, and prevailed.
To make your Monstrous, first pick a name. Then follow • They saved you from another hunter who was pre-
the instructions in this playbook to decide your look, pared to kill you. Ask them what happened.
ratings, breed, moves, and gear. Finally, introduce your-
self and pick history. Leveling Up
When you have filled all five experience boxes, you level
Pronouns: __________________________________ up. Erase the marks and pick an improvement from the
Look, pick one from each List: list below.
• Almost human, half human, monstrous, _________. Improvements
• Sinister aura, powerful aura, dark aura, unnerv- bb Get +1 Charm, max +2
ing aura, energetic aura, evil aura, bestial aura, bb Get +1 Cool, max +2
__________ aura bb Get +1 Sharp, max +2
• Country clothes, city clothes, traveller clothes, tai- bb Get +1 Tough, max +2
lored clothes, ragged clothes, ancient robes. bb Take another Monstrous move
Ratings, pick one line: bb Take another Monstrous move
bb Charm-1, Cool-1, Sharp=0, Tough+2, Weird+3 bb Gain a haven, like the Expert has, with two options
bb Charm-1, Cool+1, Sharp+1, Tough=0, Weird+3 bb Take a natural attacks pick
bb Charm+2, Cool=0, Sharp-1, Tough-1, Weird+3 bb Take a move from another playbook
bb Charm-2, Cool+2, Sharp=0, Tough=0, Weird+3 bb Take a move from another playbook
bb Charm=0, Cool-1, Sharp+2, Tough-1, Weird+3
Gear
, Moves You get one normal and two hidden weapons.

The Outcast
You get all the basic moves, plus pick three Outcast
moves: Normal weapons, pick one:
bb Connect the Dots: At the beginning of each bb Axe, small spear, javelin, war hammer or mace
mystery, if you look for the wider patterns that (2-harm 1-block reach wood iron) □
“Everything’s connected. But not everyone can see the pat- current events might be part of, roll +Sharp. On a bb Whip (2-harm reach leather)
terns, and most people don’t even look that hard. But me, 10+ hold 3, and on a 7-9 hold 1. Spend your hold bb Quarterstaff or long club (3-harm 1-block two-
I can never stop looking deeper. I can never stop seeing the during the mystery to ask the Keeper any one of the handed reach wood) □
truth. I spot the patterns. That’s how I found the monsters, following questions: bb Huge club (3-harm 2-block two-handed reach wood
heavy slow) □□
and that’s how I help kill them.” • Is this person connected to current events more
than they are saying?
CHARM • Manipulate Someone bb Shepherd’s Sling (2-harm close-range slow ammuni-
• When and where will the next critical event
occur? tion leather)
• What does the monster want from this person? bb Shortbow (3-harm close-range two-handed ammu-
• Act Under Pressure
COoL • Help Out • Is this connected to previous mysteries we have
investigated?
nition wood)

• Investigate a Mystery • How does this mystery connect to the bigger


SHARP
Hidden weapons, pick two:
• Read a Bad Situation picture? bb Lots of simple knives, throwing knives or throwing
bb Crazy Eyes: You get +1 Weird (max +3). darts (2-harm hand small iron many)
• Kick Some Ass
TOUGH • Protect Someone
bb See, It All Fits Together: You can use Sharp instead
of Charm when you manipulate someone.
bb Six lumberjack’s hatchets or herbalist’s sickles
(3-harm hand wood iron innocuous)
bb Suspicious Mind: If someone lies to you, you know
bb Long torch or wooden sparring sword (2-harm
WEIRD • Use Magic it.
bb Often Overlooked: When you act all crazy to avoid 1-block reach wood innocuous) □
something, roll +Weird. On a 10+ you’re regarded as bb Frying pan (2-harm 1-block reach heavy iron innoc-
Luck unthreatening and unimportant. On a 7-9, pick one: uous) □
Mark luck to change a roll to 12 or avoid all harm from unthreatening or unimportant. On a miss, you draw bb Blowgun disguised as a flute (2-harm close-range
an injury. lots (but not all) of the attention. ammunition wood innocuous)
bb Contrary: When you seek out and receive some- bb Large wooden pan lid (1-harm hand 3-block wood
Okay bbbbbbb Doomed
one’s honest advice on the best course of action for bulky innocuous) □□□
Outcast special: When you spend a point of Luck, pick you and then do something else instead, mark expe-
rience. If you do exactly the opposite of their advice,
an aspect of the current situation. The Keeper will tell
you also take +1 ongoing on any moves you make
you what other conspiracies that aspect connects to.
pursuing that course.
Harm bb Beggar Friends: You know a lot of vagrants and very
When you reach 4 or more, mark unstable. poor people all over the place. When you ask the
poor folk to help you with a mystery, roll with Charm.
Okay bbb|bbbb Dying On a 10+, they’re available and helpful—they can fix
Unstable: b something, spy someone, break in somewhere, or
get you some special information. On a 7-9, they’re
Experience prepared to help, but it’s either going to take some
time or you’re going to have to do part of it yourself.
Experience: bbbbb On a miss, you burn some bridges.
bb Sneaky: When you attack from ambush, or from
Whenever you roll and get a total of 6 or less, or when a
behind, inflict +2 harm.
move tells you to, mark an experience box.

This playbook is for Monster of the Week ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Getting Started History After you have leveled up five times, you qualify for
To make your Outcast, first pick a name. Then follow the Go around the group again. When it’s your turn, pick one advanced improvements in addition to these, from the
instructions in this playbook to decide your look, ratings, for each of the other hunters: list below.
moves, and gear. Finally, introduce yourself and pick • They’re somehow tied into it all. You’ve been keeping Advanced Improvements
history. an eye on them.
bb Get +1 to any rating, max +3
• They’re a close relative. Ask them to decide exactly
Pronouns: __________________________________ what.
bb Change this hunter to a new type.
• Old friends, who originally met through a long chain bb Create a second hunter to play as well as this one.
Look, pick one from each List: bb Mark two of the basic moves as advanced.
• Wild eyes, moving eyes, focused eyes, searching eyes, of coincidences.
• You went through hell together: maybe a monster, bb Mark another two of the basic moves as advanced.
suspicious eyes, wide eyes, guarded eyes, __________
maybe you were urchins together, maybe locked in bb Retire this hunter to safety.
eyes.
a dungeon. Whatever it was, it bound you together, bb Get back one used Luck point.
• Country clothes, ratty clothes, traveller clothes, sec- and you have total trust in each other.
ond-hand tailored clothes, rags, second-hand army • Members of the same church/temple.
clothes, ___________ clothes. • Fellow freaks.
Ratings, pick one line: • The signs all pointed to working together. So you
found them and now you work together.
bb Charm+1, Cool+1, Sharp+2, Tough-1, Weird=0
• You rambled to them about the supernatural while
bb Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1
begging on the streets and they took you seriously.
bb Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0
bb Charm+1, Cool-1, Sharp+2, Tough=0, Weird+1 Leveling Up
bb Charm-1, Cool-1, Sharp+2, Tough=0, Weird+2 When you have filled all five experience boxes, you level
up. Erase the marks and pick an improvement from the
Introductions list below.
When you get here, wait for everyone to catch up so you
can do your introductions together. Improvements
Go around the group. On your turn, introduce your bb Get +1 Sharp, max +3
Outcast by name and look, and tell the group what they bb Get +1 Charm, max +2
know about you. bb Get +1 Cool, max +2
bb Get +1 Weird, max +2
bb Take another Outcast move
bb Take another Outcast move
bb Get a haven, like the Expert has, with two options
bb Gain another option for your haven
bb Take a move from another playbook
bb Take a move from another playbook
bb War Mount: You have an armoured horse, camel or
, Moves
elephant bred for monster hunting. Choose two good
things and one bad thing about the mount or the way

The Soldier
You get all the basic moves, and four Soldier moves. You get it’s equipped.
this one: - Good things: large, alert, fast, stealthy, intimidat-
BB When you deal with the Armed Group, requesting ing, bag of medical tools, large storage bag, bag of
help or gear, or making excuses for a failure, roll with work tools, hidden bag of weapons, obedient, heavily
“It’s kind of strange when your job is to hunt down armoured, fighter.
Sharp. On a 10+, your request for gear or soldiers is
monsters every night. Still, that’s the job I took on - Bad things: loud, obvious, temperamental, looks old
accepted, or your slip-up goes unnoticed. On a 7-9,
when I joined this guild. It pays good gold. They and ugly, always hungry, is a donkey, slow, often sickly.
things aren’t so great. You might get berated by your
say you don’t have to be crazy to work here, but
leaders and there’ll be repercussions, but you get what
it sure helps.” Gear
you need. On a miss, you screwed up: someone may be
You get either a leather armour under your clothes

CHARM
investigating what you did, or you might be temporarily
• Manipulate Someone (1-armour hidden) or combat armour (2-armour heavy
exiled or just in trouble. You certainly aren’t going to
slow) for protection.
get any help until you sort it all out.
• Act Under Pressure Pick two melee weapons and one side weapon.
COoL • Help Out
Then pick three of these:
Melee weapons, pick two:
• Investigate a Mystery bb Bottle It Up: If you want, you can take up to +3 bonus
SHARP • Read a Bad Situation when you act under pressure. For each +1 you use, the
Keeper holds 1. That hold can be spent later—one for
bb Parrying Dagger, main gauche or buckler (2-harm
2-block hand small iron) □□
• Kick Some Ass one—to give you -1 on any move except act under pres- bb Fighting dagger, shortsword or gladius (3-harm
TOUGH • Protect Someone sure.
bb Unfazeable: Take +1 Cool (max +3).
1-block hand iron) □
bb Sword, rapier, scimitar, iron war hammer, iron mace
or morning star (3-harm 1-block reach heavy iron)□
WEIRD • Use Magic bb Battlefield Awareness: You always know what’s hap-
pening around you, and what to watch out for. Take +1
armour (max 2-armour) on top of whatever you get
bb Battleaxe, war pick, war hammer, spear, pike or
Luck from your gear.
trident (3-harm 2-block reach heavy wood iron
Mark luck to change a roll to 12 or avoid all harm from slow) □□
bb Leave No One Behind: In combat, when you help
an injury. someone escape, roll +Sharp. On a 10+ you get them bb Longsword or iron maul (4-harm 1-block two-
out clean. On a 7-9, you can either get them out or handed reach heavy iron) □
Okay bbbbbbb Doomed
suffer no harm, you choose. On a miss, you fail to get bb Halberd, glaive, lance, great axe or large wood flail
Soldier special: When you spend a point of Luck, the them out and you’ve attracted hostile attention. (4-harm 2-block two-handed reach heavy wood iron
Flaws of the Armed Group will manifest themselves very
bb Tactical Genius: When you read a bad situation, you bulky) □□
may roll +Cool instead of +Sharp Side weapons, pick one:
soon and very clearly
bb Physician: You have all the tools of a medieval phy- bb Longbow (3-harm far-range two-handed ammuni-
Harm sician, and your non-scientific training just happens tion bulky wood)
When you reach 4 or more, mark unstable. to usually match with what needs to be done to heal
bb Crossbow (3-harm far-range two-handed ammuni-
people. When you do first aid, roll with Cool. On a 10+
Okay bbb|bbbb Dying the patient is stabilized and healed of 2 harm. On a 7-9
tion slow wood)
choose one: heal 2 harm or stabilize the injury. On a bb Large Wood Shield (1-harm hand 4-block wood
Unstable: b
miss, you cause an extra 1 harm (perhaps the patient heavy bulky) □□□□
Experience didn’t need leeches or mercury...). This move takes the bb Small Iron Shield (1-harm hand 3-block iron heavy
place of regular first aid. bulky) □□□
Experience: bbbbb bb Large Iron Shield (1-harm hand 4-block iron heavy
Whenever you roll and get a total of 6 or less, or when a slow bulky) □□□□
move tells you to, mark an experience box.

This playbook is for Monster of the Week ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Armed Group Pronouns: __________________________________ Leveling Up
Decide who it is you work for. They are either publicly When you have filled all five experience boxes, you level
Look, pick one from each List:
known as an armed force, but secretly fight monsters, or up. Erase the marks and pick an improvement from the
• Chiseled face, scarred face, unshaven face, soft face,
they are publicly known but the fact that they have sol- list below.
young face, old face, determined face, __________
diers is a secret, or they are a secret group and even the
face. Improvements
group’s existence is unknown to most. Are they a group
• City clothes, traveller clothes, sailor clothes, tailored bb Get +1 Cool, max +3
of spies working for a king, an arm of a duke’s army, a
captain clothes, battledress, army clothes, guard bb Get +1 Charm, max +2
clandestine city guard, an organisation created by a rich
clothes, university robes, ____________ clothes. bb Get +1 Sharp, max +2
merchant, a city guild, a university’s secret occult depart-
bb Get +1 Tough, max +2
ment, or what? Ratings, pick one line:
bb Take another Soldier move
Pick two resource tags: bb Charm=0, Cool+2, Sharp-1, Tough+2, Weird-1
bb Take another Soldier move
bb Well-armed bb Charm-1, Cool+2, Sharp+1, Tough+1, Weird=0
bb Add a new resource tag for your Armed Group and/
bb Well-financed bb Charm+1, Cool+2, Sharp+1, Tough-1, Weird=0
or change a flaw tag
bb Rigorous training bb Charm-1, Cool+2, Sharp+1, Tough=0, Weird+1
bb Get command of a contingent of monster hunters
bb Power over official bureaucracy bb Charm=0, Cool+2, Sharp+2, Tough-1, Weird-1
from the Armed Group
bb Cover identities Introductions bb Take a move from another playbook
bb Headquarters all over the place When you get here, wait for everyone to catch up so you bb Take a move from another playbook
bb Spies all over the place can do your introductions together.
bb Recognised authority Go around the group. On your turn, introduce your After you have leveled up five times, you qualify for
bb Alchemical and engineering gadgets Soldier by name and look, and tell the group what they advanced improvements in addition to these, from the
bb Can send help sometimes know about you. list below.
Pick two flaw tags:
bb Dubious motives History Advanced Improvements
Go around the group again. When it’s your turn, pick one bb Get +1 to any rating, max +3
bb Bureaucratic
for each of the other hunters: bb Change this hunter to a new type.
bb Secretive hierarchy
• Your relationship with them has romantic potential. bb Create a second hunter to play as well as this one.
bb Cryptic missions
So far it hasn’t gone further. bb Mark two of the basic moves as advanced.
bb Hostile leaders
• They’re on the Armed Group’s watch list, and you’ve bb Mark another two of the basic moves as advanced.
bb Internal rivalries
been keeping an eye on them. bb Retire this hunter to safety.
bb Badly financed • You are related. Tell them how close. bb Get back one used Luck point.
bb Take no prisoners policy • You met on a mission and worked together unoffi- bb Get some or all of the other players’ hunters hired by
bb Live capture policy cially. And successfully.
your armed group. They get the deal with the armed
• They’ve worked with the Armed Group before, and
Getting Started they’re well regarded.
group move, as well as resources and benefits.
To make your Soldier, first pick a name. Then follow • You were training together to become soldiers,
the instructions in this playbook to decide your look, before the Armed Group recruited you. This could
ratings, Agency, moves, and gear. Finally, introduce your- be military, city guard, or some weirder school:
self and pick history. decide the details between you.
• They pulled you (and maybe your crew) out of a ter-
rible mission gone south.
• You got sent to “deal with them” as a hazard to the
Armed Group’s rules one time. Tell them how you
resolved this.
Combat Magic Then pick three of these:
, You have a few attack spells you can use as weapons. bb Advanced Arcane Training: If you have two of your
three Tools and Techniques at the ready, you may

The Spell-Slinger
When you use these spells to kick some ass, roll +Weird
instead of +Tough. Sometimes the situation may require ignore the third one.
you to act under pressure to cast your spell without bb Arcane Reputation: Pick three big organizations or
problems. Your hands need to both be free in order for you to be groups in the supernatural community, which can
able to cast combat spells, aside from any harmless item that you include some of the more sociable types of monsters.
“Fight fire with fire magic.”
use as a magical focus (if you like to). They’ve heard of you and respect your power. With
Your combat spells can combine any one of your base spells affected humans, take +1 forward when you manip-

CHARM • Manipulate Someone with any one of your effects.


Pick four options from the lists below (with at least one base).
ulate them. You may manipulate affected monsters
as if they were human, with no bonus.
Bases:
bb Could’ve Been Worse: When you miss a use magic
• Act Under Pressure
COoL • Help Out bb Blast: 3-harm magical close-range obvious loud
bb Ball: 2-harm magical area close-range obvious loud
roll you can choose one of the following options
instead of losing control of the magic:
• Investigate a Mystery • Fizzle: The preparations and materials for the
SHARP
bb Missile: 2-harm magical far-range obvious loud
• Read a Bad Situation bb Wall: 1-harm 3-block magical barrier reach obvious loud □ spell are ruined. You’ll have to start over from
□□ - Before you can use a wall to block, you need to deploy
scratch with the prep time doubled.
• This Is Gonna Suck: The effect happens, but you
• Kick Some Ass
TOUGH • Protect Someone
it by using it to harm first.
Effects:
trigger all of the listed glitches but one. You pick the
one you avoid.
bb Fire: Add “+2 harm fire” to a base. If you get a 10+ on a combat
bb Enchanted Clothing: Pick an article of every-day
WEIRD • Use Magic magic roll, the fire won’t spread.
bb Force or Wind: Add “+1 harm forceful” to a base, or “+2 block
clothing–it’s enchanted without any change in
appearance. Take -1 harm from any source that tries
□□
forceful” to a wall.
to get at you through the garment.
Luck bb Lightning or Entropy: Add “+1 harm messy” to a base.
Mark luck to change a roll to 12 or avoid all harm from bb Forensic Divination: When you successfully inves-
bb Frost or Ice: Adds “+ 2 block immobile” to a wall, or “+ 1 harm
tigate a mystery, you may ask “What magic was done
an injury. □□
restraining” to other bases.
here?” as a free extra question.
bb Earth: Add “forceful restraining” to a base.
Okay bbbbbbb Doomed bb Go Big or Go Home: When you must use magic as a
bb Necromantic: Add “life-drain” to a base. requirement for Big Magic, take +1 ongoing to those
Spell-slinger special: When you spend a point of Luck, use magic rolls.
Moves
the official council of wizards is going to poke their nose bb Not My Fault: +1 to act under pressure when you
You get all the basic moves and four Spell-slinger moves.
into your business. are dealing with the consequences of your own spell-
You have this one:
casting.
Harm BB Tools and Techniques: To use your combat magic effectively,
bb Practitioner: Choose two effects available to you
When you reach 4 or more, mark unstable. you rely on a collection of tools and techniques. Cross off
under use magic. Take +1 to use magic whenever
one; you’ll need the rest.
Okay bbb|bbbb Dying you choose one of those effects.
• Consumables: You need certain supplies— powders, oils, bb Shield Spell: When you protect someone, gain
Unstable: b etc—on hand, some will be used up each cast. If you don’t 2-armour against any harm that is transferred to you.
have them, take 1-harm ignore-armour when you cast. This doesn’t stack with your other armour, if any.
Experience • Foci: You need wands, staves, and other obvious props to bb Third Eye: When you read a bad situation, you can
focus. If you don’t have what you need, your combat magic open up your third eye for a moment to take in extra
Experience: bbbbb does 1 less harm. information. Take +1 hold on any result of 7 or more,
• Gestures: You need to wave your hands around to use plus you can see invisible things. On a miss, you may
Whenever you roll and get a total of 6 or less, or when a
combat magic. If you’re restrained, take -1 ongoing for still get 1 hold, but you’re exposed to supernatural
move tells you to, mark an experience box.
combat magic. danger. Unfiltered hidden reality is rough on the
• Incantations: You must speak in an arcane language to mind!
control your magic. If you use combat magic without speak-
ing, act under pressure to avoid scrambling your thoughts

This playbook is for Monster of the Week ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Gear History After you have leveled up five times, you qualify for
You don’t need much—aside from any foci or consum- Go around the group again. When it’s your turn, pick one advanced improvements in addition to these, from the
ables to power your magic. Still, it’s good to carry some for each of the other hunters: list below.
backup. Pick one: • They act as your conscience when the power goes Advanced Improvements
bb Small janky crossbow (3-harm close-range two- to your head. Ask them about the last time this hap-
bb Get +1 to any rating, max +3
handed ammunition slow wood unreliable) pened.
bb Change this hunter to a new type.
bb Ritual knife (2-harm hand small iron) • Blood relation, though you were out of contact for
years. Ask them how they reconnected with you. bb Create a second hunter to play as well as this one.
bb Decorative heirloom sword (2-harm 1-block reach bb Mark two of the basic moves as advanced.
• Mentor from another life. Ask them what they
heavy iron) □ bb Mark another two of the basic moves as advanced.
taught you.
• Your magic-fueled rescue of them introduced them bb Retire this hunter to safety.
Getting Started
to the supernatural. Tell them what creature was bb Get back one used Luck point.
To make your Spell-slinger, first pick a name. Then follow
after them. bb Take another Combat Magic pick.
the instructions below to decide your look, ratings, • An old rivalry has turned into a tight friendship. Tell bb You may cross off another option from your Tools
Combat Magic, moves, and gear. Finally, introduce your- them what you once fought over. and Techniques
self and pick history. • You thought they were dead, and now they’re back.
Pronouns: __________________________________ What “killed” them?
• They’re an on-again/off-again love interest. Ask
Look, pick one from each List: them what keeps you apart. Tell them what keeps
• Shadowed eyes, fierce eyes, weary eyes, sparkling you together.
eyes, __________ eyes. • A comrade-in-arms. You’ve faced the biggest threats
• city clothes, traveller clothes, tailored clothes, cer- together.
emonial robes, formal robes, ragged witch clothes, Leveling Up
______________ clothes. When you have filled all five experience boxes, you level
Ratings, pick one line: up. Erase the marks and pick an improvement from the
bb Charm-1, Cool+1, Sharp+1, Tough=0, Weird+2 list below.
bb Charm=0, Cool-1, Sharp+1, Tough+1, Weird+2 Improvements
bb Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2 bb Get +1 Weird, max +3
bb Charm+1, Cool=0, Sharp+1, Tough-1, Weird+2 bb Get +1 Cool, max +2
bb Charm=0, Cool=0, Sharp+1, Tough=0, Weird+2 bb Get +1 Sharp, max +2
Introductions bb Get +1 Tough, max +2
When you get here, wait for everyone to catch up so you bb Take another Spell-Slinger move.
can do your introductions together. bb Take another Spell-Slinger move.
Go around the group. On your turn, introduce your bb Take a move from another playbook.
Spell-slinger by name and look, and tell the group what bb Take a move from another playbook.
they know about you. bb Take another Combat Magic pick
Moves Gear
, You get all the basic moves, plus three Wronged moves. You have protective wear, suited to your look, worth
You get this one:

The Wronged
1-armour.
BB I know my prey: You get +1 ongoing when know- If you want, you may take a horse, camel, or other simple
ingly investigating, pursuing or fighting the breed of ride.
monster that caused your loss Pick one signature weapon and two practical weapons.
“They took my loved ones. Back then I wasn’t
strong enough to fight, but I studied, trained, and Then pick two of these: Signature weapons, pick one:
now I’m ready to cleanse the world of their taint. bb Berserk: No matter how much harm you take, you bb Broad basket hilt sword, estoc, heavy one handed
I’ll kill them all. That’s all I have left.” can always keep going until the current fight is over.
mace, iron flail or spiked chain (3-harm 2-block
During a fight, the Keeper may not use harm moves
on you and you cannot die. When the fight ends, all reach heavy iron) □□

CHARM • Manipulate Someone harm takes effect as normal. bb Massive axe, massive maul or enormous halberd
bb NEVER AGAIN: In combat, you may choose to (4-harm 3-block two-handed reach heavy wood iron
protect someone without rolling, as if you had rolled bulky) □□□
• Act Under Pressure
COoL • Help Out
a 10+, but you may not choose to “suffer little harm.”
bb What Does Not Kill Me...: If you have suffered harm
bb Huge sword or huge iron maul (4-harm 3-block two-
handed reach heavy iron slow bulky) □□□
• Investigate a Mystery in a fight, you gain +1 ongoing until the fight is over.
SHARP
bb Giant Crossbow or portable ballista (4-harm far-
• Read a Bad Situation bb Fervor: When you manipulate someone, roll +Tough range two-handed ammunition slow wood bulky
instead of +Charm.
heavy)
• Kick Some Ass bb Impossibly Heavy Armour: Your armour has the
TOUGH • Protect Someone “heavy” tag and looks just too heavy for a human
being to be walking around in it. You get +1 armour
bb Spiked Iron Shield (3-harm hand 3-block iron heavy
bulky) □□□

WEIRD • Use Magic from your armour. (maximum 2-armour).


bb Barber Surgeon: You have the training of a medie- Practical weapons, pick two:
val surgeon. When you do quick and dirty first aid bb Parrying Dagger, main gauche or buckler (2-harm
Luck on someone (including yourself ), roll with Cool. 2-block hand small iron) □□
Mark luck to change a roll to 12 or avoid all harm from On a 10+ it’s all good, it counts as normal first aid, bb Fighting dagger, shortsword or gladius (3-harm
an injury. plus stabilize the injury and heal 1 harm. On a 7-9 1-block hand iron) □
it counts as normal first aid, plus one of these, your bb Sword, rapier, scimitar, iron war hammer, iron mace
Okay bbbbbbb Doomed choice:
or morning star (3-harm 1-block reach heavy iron)□
- Stabilize the injury but the patient takes -1
Wronged special: When you spend a point of Luck, you forward. bb Battleaxe, war pick, war hammer, spear, pike or
find a dangerous lead on your prey. - Heal 1-harm and stabilize for now, but it will trident (3-harm 2-block reach heavy wood iron
return as 2-harm and become unstable again later. slow) □□
Harm
- Heal 1-harm and stabilize but the patient takes -1 bb Longbow (3-harm far-range two-handed ammuni-
When you reach 4 or more, mark unstable.
ongoing until it’s fixed properly. tion bulky wood)
Okay bbb|bbbb Dying bb Tools Matter: With your signature weapon (see bb Crossbow (3-harm far-range two-handed ammuni-
your gear, below), you get +1 to kick some ass. tion slow wood)
Unstable: b
bb Large Wood Shield (1-harm hand 4-block wood
Experience heavy bulky) □□□□
Experience: bbbbb bb Small Iron Shield (1-harm hand 3-block iron heavy
bulky) □□□
Whenever you roll and get a total of 6 or less, or when a bb Large Iron Shield (1-harm hand 4-block iron heavy
move tells you to, mark an experience box. slow bulky) □□□□

This playbook is for Monster of the Week ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Who You Lost Introductions After you have leveled up five times, you qualify for
Who did you lose? Pick one or more of: When you get here, wait for everyone to catch up so you advanced improvements in addition to these, from the
bb Your parent(s): ________________________________ can do your introductions together. list below.
bb Your sibling(s): ________________________________ Go around the group. On your turn, introduce your Advanced Improvements
bb Your spouse/partner: ___________________________ Wronged by name and look, and tell the group what they bb Get +1 to any rating, max +3
bb Your child(ren): _______________________________ know about you. bb Change this hunter to a new type.
bb Your best friend(s): _____________________________
History bb Create a second hunter to play as well as this one.
Go around the group again. When it’s your turn, pick one bb Mark two of the basic moves as advanced.
What Did It?
for each of the other hunters: bb Mark another two of the basic moves as advanced.
With the Keeper’s agreement, pick the monster breed.
• They helped you at a critical point in your quest for bb Retire this hunter to safety.
My prey: _________________________________________
revenge. Tell them what you needed help with. bb Get back one used Luck point.
Why couldn’t you save them? You were (pick one or
• They stood between you and what you needed to bb You track down the specific monster(s) responsi-
more): find out. Ask them why. ble for your loss. The Keeper must make the next
bb at fault • They also lost a friend or relative to these monsters. mystery about them.
bb selfish Ask them who it was. bb Change the target of your vengeful rage. Pick a new
bb injured • Relations, close or distant. Tell them exactly what.
monster breed: I know my prey now applies to them
bb weak • You saved their life, back when they were a pathetic
instead.
bb slow newbie hunter. Ask them what you saved them from.
bb scared • You respect their hard-earned knowledge, and often
bb in denial come to them for advice.
bb complicit • They showed you the ropes when you were learning
how to fight.
Getting Started • They saw you absolutely lose it and go berserk. Tell
To make your Wronged, first pick a name. Then follow them what the situation was, and ask them how
much collateral damage you caused.
the instructions in this playbook to decide your look,
ratings, who you lost, moves, and gear. Finally, introduce Leveling Up
yourself and pick history. When you have filled all five experience boxes, you level
up. Erase the marks and pick an improvement from the
Pronouns: __________________________________
list below.
Look, pick one from each List:
• Sad eyes, icy eyes, angry eyes, untouchable
Improvements
bb Get +1 Tough, max +3
eyes, emotionless eyes, hurt eyes, harrowed eyes,
bb Get +1 Cool, max +2
__________ eyes.
bb Get +1 Sharp, max +2
• Ragged clothes, traveller clothes, hunting gear, sec-
bb Get +1 Weird, max +2
ond-hand army clothes, old city clothes, primitive
bb Take another Wronged move
clothes, _____________ clothes.
bb Take another Wronged move
Ratings, pick one line: bb Gain a haven, like the Expert has, with two options
bb Charm=0, Cool+1, Sharp-1, Tough+2, Weird+1 bb Add one more option to your haven
bb Charm=0, Cool=0, Sharp+1, Tough+2, Weird=0 bb Take a move from another playbook
bb Charm+1, Cool=0, Sharp+1, Tough+2, Weird-1 bb Take a move from another playbook
bb Charm-1, Cool-1, Sharp=0, Tough+2, Weird+2
bb Charm+1, Cool-1, Sharp=0, Tough+2, Weird+1

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