Beneath Cursed Moon Playbooks v0.2
Beneath Cursed Moon Playbooks v0.2
Beneath Cursed Moon Playbooks v0.2
It
A longbow or crossbow (4 harm, ranged) with Fey Kinship: You gain +2 to Resist Dark Magic Rules of the Court: You have sworn to the rules
silver arrows; and a short sword or woodcuttpers’ axe rolls to resist the magic of, but not ward against, all of the faerie courts, knowingly or not. Gain +1
(3 harm, close, iron) fey creatures, as well as +1 to Hunt rolls in any Ongoing to Convince when you are telling the truth
A s!ear (4 harm, reach, silver); and throwing natural settpings. or using misleading word!lay and deceiving while
knives or axes (3 harm, throwable, iron) not lying. As long as you do not lie, you can tell
Finder of the Lost: You cannot be affeected by when someone is lying to you – if you do end u!
magic and glamours that kee! you from noticing lying, you lose the benefigts of this ability and suffeer
Unnoticed: Your !resence is hard for other something or someone. Add the following questions -1 Ongoing to Convince until the end of the
creatures to focus on. Beasts, Fiends, and Humans to your Poke Around and Interview moves – Poke adventure.
will never attpack you unless you make a motion to Around tied to a s!ecifigc area, Interview about a
attpack them or take something of theirs figrst. When !erson or !eo!le:
you enter a figght with such creatures, you gain +1 Touch of Magic: Choose one ty!e of magic:
➢ What was lost here – !hysical or meta!horical? Astral, Infernal, and Necromancy. Your sorcery
Forward to your figrst Battple roll against them, as if ➢ What are !eo!le’s unfulfiglled wishes?
you had ambushed them. bonus with that ty!e of magic increases to +2. You
➢ What do !eo!le regret is gone from here? know two combat s!ells from that school of magic,
Hidden Friends: Whenever you use Battple to and once !er adventure you can !roduce a ritual
Whispers: When you use the Convince move, you magic s!ell without the hel! of any scroll or outside
can give yourself -1 Forward to it to make the target draw a creature’s attpention towards you and away
from another, those you are !rotecting are source.
forget their interaction with you, and think that they
came to their desires on their own. glamoured – they are com!letely forgottpen by the
creature you’re dealing with as long as you’re still Gain +1 Knowledge/Lore.
around and they don’t attpack the creature. Hidden
allies get +1 Forward to their next roll against Gain +1 Daring Action.
creatures ignoring them, but then can’t benefigt from
Hidden Friends again that figght.
Gain +1 Resist Dark Magic.
Dreamer CHARACTER NAME
alone, and brood on your dark heritage – but you’ll ➢ What do the !eo!le here fear the most?
always show u! when needed. For an investigation ➢ What can I do to get !eo!le here to fear me?
BASIC ABILITIES action, you can instead choose to Brood. Doing so ➢ What do the !eo!le trust, that soothe their fear?
allows you to give any one ally of your choice a +1
Forward to their Investigation move afteer they roll
Against Your Nature: Whenever you s!end a Thiickened Skin: Your skin has thickened,
the dice, as you were there hel!ing all along.
combat action !uttping yourself in harms way to becoming even tougher – !ossibly with a change of
Alternatively, if someone gets into trouble during
defend another while dealing no harm to other color. You gain an additional armor that is ignored
the investigation, you can show u! and get +1
creatures, gain +1 Forward to your next move. by blessed wea!ons, but your demonic nature is
Forward to your figrst move to hel! them out of it.
Whenever you roll Convince and act generously and always a!!arent to bystanders.
honestly to the other side when you didn’t need to,
heal 1 Harm. Damn Charming: Des!ite – or maybe because of
– your a!!earance, you have a certain allure. You Unnatural Aura: You give offe an aura of ill ease
can s!end a hold from the Interview move to get that kee!s Beast, Demon, and Fey Minions from
Demon’s Skin: You have 1 armor that is ignored by a!!roaching or attpacking you, unless you attpack
someone to !erform a favor, so long as it doesn’t
blessed wea!ons. You cannot be harmed by non- them figrst. You can also ward away Beasts as if using
!lace them in danger that they’re aware of. When
magical figre or ice, and aren’t bother by extreme Resist Dark Magic, but by rolling your Infernal
you roll Convince, you can always offeer a favor later
tem!eratures. Sorcery bonus instead.
as !ayment. While you can ski! out on the favor,
you won’t be able to use Convince on that target or
Hellborne Magic: You know all infernal combat those they tell until you make good. Wings: You grow large wings that let you floy,
sorcery, and once !er adventure can !roduce a ritual glide, and hover as fast as you can run or walk.
magic s!ell without the hel! of any scroll or outside
Devour Essence: You can feed on the souls of the
source.
fallen. Whenever you kill a living creature, or at the Gain +1 to Knowledge / Lore
end of a figght in which !eo!le died, gain 1 hold that
Infernal Weapons: You have some form of natural can be s!ent immediately or aft er the figght to either Gain +1 to Resist Dark Magic
wea!onry that you can have burst into floames: ask any question from any of the investigation
claws, heavy figsts, horns, s!ikes, etc. Theese count as moves that the creature’s knowledge would hel!
a wea!on with (4 harm, close, floaming). Gain +1 to Poke Around / Hunt
answer or to heal 1 harm.
You joined u! with the other hunters because: Assign +1, +1, and +0 to the remaining
you shared the same mentor. Moves.
you taught one the art of the hunt.
you saved one from a monster attpack.
your families have always worked together.
you worked together to hunt the same
monster.
you mistakenly thought one was a monster
you needed to kill.
Tools of the Trade: You have a bag of items you Mentor: Whenever you !roduce an item through
Hunter can rely on. Twice !er adventure, you can !roduce
any item on this list. Anything that comes in
multi!les (like arrows or throwing daggers) is
Tools of the Trade and give it to another !erson, you
also have another of that item – for yourself, or to
hand out as well. In addition, whenever you gain +1
enough for one !erson to kee! on-hand and kee! Forward, you can instead choose to give it to
using: another character, with the same restrictions and
BASIC ABILITIES silver throwing knives (3 harm, throwable, silver),
uses on the bonus.
iron throwing axes (3 harm, throwable, iron),
Light armor: You own a suit of light leather or mail a hidden dagger (3 harm, close, concealed, iron), Magic in the Blood: Choose a sorcery ty!e
armor that !rovides 1 armor when worn. a heavy torch (3 harm, close, figre), attpached to one of the monsters your Slayer bonus is
vials of holy water (2 harm ignores armor, associated with; Astral (Abominations), Infernal
On the Trail: Aft er using the Poke Around move to throwable, blessed, only vs undead and demons), (Demons), or Necromancy (Undead), or for Fey, any.
ask a question about a monster, you gain +1 Forward iron or silver ammo, Your bonus to cast Sorcery s!ells of that ty!e is now
to your next Hunt move against this monster. You an iron horseshoe (warding tool), +2, and you can use your Tools of the Trade to
cannot gain more than +1 Forward against a single a holy symbol (warding tool). !roduce a combat s!ell scroll or ritual s!ell scroll for
monster from this ability. that school.
Reaper: You gain +2 Ongoing to the Battple move, Gain +1 to Interview / Convince.
but if you use the bonus you must choose to deal
harm. You also get a heavy wea!on – a battple axe, Gain +1 to Daring Action.
claymore, or scythe (4 harm, close, iron).
Scholar CHARACTER NAME
Killer Curiosity: Whenever you !ut yourself Infernal Dabbling: Your sorcery bonus with
in danger due to a need to investigate or learn Infernal magic increases to +2. You know two
something without the rest of the grou! to back combat s!ells from that school of magic, and
you u!, gain 2 holds that last until the end of once !er adventure you can !roduce a ritual
the adventure, or until they’re used. You can magic s!ell without the hel! of any scroll or
use these holds as !er the Knowledge, Lore, or outside source.
Poke Around moves.
Scoundrel CHARACTER NAME
Unholy Magic: You know all necromantic combat Fangs Out: Whenever you attpack an o!!onent Gain +1 Poke Around/Hunt.
sorcery, and once !er adventure can !roduce a ritual who is unaware of you, or you have a Forward to Gain +1 Daring Action.
magic s!ell without the hel! of any scroll or outside your Battple move from an allies action, your fangs
source. im!rove to being 4 harm.
Warlock CHARACTER NAME
You’ve sought out the other heroes to figght Assign +1, +1, and +0 to the remaining
alongside: Moves.
because it’s the only way to get your soul
back.
to continue your goal to see all monsters
burn.
to make u! for all that you’ve done.
ADVANCED ABILITIES Prey on Guilt: When you roll at least 7+ on an