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Beneath Cursed Moon Playbooks v0.2

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Dreamer: A sorcerer whose mind is infected Each !laybook is com!osed of the same !arts.

It

Credits with eldritch insights, and master of astral


sorceries, the magic of dreams and nightmares.
lists Moves – which are available to everyone –
with your bonuses associated with each move.
Whenever you roll that Move, you get to add
Fiend: A redeemed demon who has to figght the bonuses listed for your !laybooks. Some
Writing & Design by Michael “Karrius” Mazur. against their evil nature, while still Moves share the same bonuses, such as
commanding the full !owers of hell. Knowledge and Lore.
Playbook art by Dreamweaver Druid. Hunter: A seasoned monster slayer, who is a
!eerless warrior that always has the tools Thee !laybooks also list abilities – Basic and
➢ http!s://dreamweaverdruid.tumblr.com needed. Advanced. You begin !lay with all Basic
abilities associated with your !laybook, and
Necromancer: A master of the magic of death, two Advanced abilities. At the MC’s o!tion, you
Layout & formattping by Goaty Goats. able to drain the life from their foes and may start with more Advanced abilities if they
command undead. want to run a game with more ex!erienced
➢ http!s://goaty.neocities.org
Scholar: An always-!re!ared sage who is able characters. As you !lay, you’ll get more
to identify monster weaknesses, and carries all Advanced abilities every few adventures.

Playbooks sorts of useful items.


Scoundrel: A former bandit or outlaw who
figghts against the darkness with cunning, dirty
While some !laybooks list equi!ment, not all
do. Theis doesn’t mean that those characters are
walking around without anything, though. All
tricks, and charm. characters are assumed to have the basics –
Once the grou! has some kind of idea of what
they want to !lay, each !icks a Playbook. Thee Warlock: A master of infernal magic, who has things like clothes, food, torches, ro!e, money,
!laybooks tell you what kind of character you’ll sold their soul for the !ower to incinerate their and the like. Any sort of wea!onry not listed is
be !laying, and what they’re ca!able of. While foes. only ca!able of dealing 2 harm, and while any
multi!le !layers can !ick the same !laybook, character can be wearing !rotective gear, if it’s
Vampire: A !redator of the night, cursed with not !rovided by a !laybook !rovides no
it’s highly discouraged – !icking diffeerent undeath who must feed u!on the blood of the
!laybooks ensures that each member of the mechanical benefigt against the threats PCs will
living. actually face.
grou! has their s!ecialties, and everyone gets
their own chance in the s!otlight. Thee Werewolf: Cursed with lycanthro!y, a
!laybooks are: werewolf is always figghting for control with the Finally, each !laybook comes with some
vicious beast within. quick!lay backgrounds – use these if you’re
Champion: A devoted warrior who defends having !roblems coming u! with details on
the innocent and is guided by their strong your character, or just need to make a character
beliefs. fast for a one-shot game. Theese quick!lay
backgrounds are just suggestions, and you
Changeling: A faerie-touched wanderer who shouldn’t feel restricted by them.
carries the enchantments of the fey courts.
Champion CHARACTER NAME

Theose that stand for truth and righteousness,


and are em!owered by their strong belief in a PLAYER NAME
cause, !lace, or religion, have littple to fear from HARM: 
the dark. Shunning subtlety and dishonesty,
they wade forward into battple to defeat the
forces of evil, and !rotect the innocent. And Bonus Moves
while faith is a mighty shield and justice a
!owerful sword, being heavily armed and +2 Battple
armored hel!s, too.
Knowledge / Lore
QUICKPLAY BACKGROUND
+3 Resist Dark Magic
Your distinctive armor is:
Poke Around / Hunt
 a shining suit of !late.
 battpered, worn, and !atched together.
 a thick and fur lined leather coat, boots, and +2 Interview / Convince
hat.
Daring Action
You draw your strength of conviction from
your faith in: +0 Sorcery
 god and religion.
 your land and its !eo!le. Assign +1, +1, and +0 to the remaining
 the good that exists in all hearts. Moves.
 cold, hard steel.

You and another PC are tied together through:


 your shared faith or hometown.
 your guidance to them on the !ath of light.
 working together to save the same !erson.
ADVANCED ABILITIES  Leadership: You can direct your allies in

Champion  Authority: You have a granted authority,


their tasks, kee!ing them organized, motivated,
and ins!ired. Instead of using a combat or
investigation move, you can instead choose to
from church, crown, or law, and can get those lead your allies, giving them +1 Ongoing to all
under the same authority to aid you. At the
BASIC ABILITIES beginning of an adventure, roll your Convince
rolls until next turn.
move. On a 7-9, hold 1. On a 10-12, hold 2. On a
Heavily Armed and Armored: You own a 13+, hold 3. During the adventure, you can  Religious Training: You always have holy
suit of marvelous heavy armor (and !ossibly a s!end a hold to fignd someone who obeys the water (2 harm ignores armor, throwable,
shield) which gives you 2 armor, as well as one same authority as you, and make a request of blessed, only vs undead and demons) and a holy
of the following wea!ons: them like you had rolled a Convince move with symbol (warding tool) on you. In addition, all
a result of 10. wea!ons you wield count as blessed.
 Battple axe or claymore (4 harm, close, iron)
 S!ear (4 harm, reach, iron)  Shining Example: Whenever you succeed
 Short sword (3 harm, close, iron) and a  Center of Attention: Before rolling Hunt,
you may choose to make yourself the bait. If on a Resist Dark Magic roll to resist a
longbow, crossbow, or musket (4 harm, ranged) dangerous effeect, or a Daring Action roll to
with iron ammo. you do, your allies get +1 Forward to their Hunt
rolls, but you can’t get a result higher than 7-9. avoid harm or !erform a stunt, your allies gain
+1 Ongoing to accom!lish that same task for
Protect the Weak: Whenever you use the the rest of the scene. Theey cannot gain more
Battple move to draw attpention onto you, you  Guided by Conviction: When you make a than +1 Ongoing to the same effeect from this
can choose to give an ally you’re !rotecting +1 Daring Action move in a way that does not ability.
Forward against the creature you’re figghting, or involve treachery, guile, dece!tion, or sur!rise,
to reduce the next Harm you take from the you always set out whatever you wanted to
accom!lish: rolling 6 or below is treated as a 7-  Stand Your Ground: Whenever a creature
creature by 1. deals harm to you, you deal +1 Harm the next
9.
time you damage said creature.
Turn Away Evil: Whenever you successfully
use Resist Dark Magic to ward away a creature,  Honest to a Fault: As long as you haven’t
lied to a bystander this mystery and intend to  Gain +1 Knowledge/Lore
you may choose to deal 1 Harm (ignores armor)
to that creature or gain +1 Forward against stay true to your word, you gain a +1 bonus to
your Interview and Convince moves.  Gain +1 Poke Around / Hunt
them.

 Mind Like An Empty Book: You’re good at  Gain +1 Daring Action


listening to others and res!ecting when they’re
right. When someone uses a Knowledge hold to
hel! you s!ecifigcally, they gain +1 Forward to
their next Knowledge check. When you use the
Lore move alongside someone who has a higher
Lore bonus than you, you gain +1 Ongoing to
your Lore rolls.
Changeling CHARACTER NAME

Thee reach of the fey is subtle and insidious.


Some who wander into their lands return years PLAYER NAME
later, unchanged !hysically, but forever
touched. Other times, children are snatched HARM: 
from their cribs, with a faerie child left in their
!lace. Changelings are those who bridge the Bonus Moves
human and fey worlds in some way – be they
humans who entered faerie lands, or fey who
+2 Battple
have im!rinted on human ones. Theey fignd
themselves with all of the charm of the fey, but
being between worlds as they are, forgettpable Knowledge / Lore
by those around them.
Resist Dark Magic
QUICKPLAY BACKGROUND
+2 Poke Around / Hunt
Your fey heritage is obvious due to your:
 inky black eyes. +3 Interview / Convince
 long, !ointed ears.
 su!ernatural beauty.
 unnatural hair color. Daring Action
 skin and hair that changes with the seasons.
+0 Sorcery
You became a wanderer:
 aft er esca!ing from the fey realms.
Assign +1, +1, and +0 to the remaining
 aft er your !arents rejected you for your
heritage. Moves.
 because the wanderlust was too strong.
You joined u! with the other heroes:
 because they were the only ones who seem
to be able to focus on you.
 because one of them took you in when
nobody else would.
 because misfigts have to stick together.
 because you fignd yourself drawn to one, and
want to be close to them.
ADVANCED ABILITIES  Listen to the Wilds: You can s!eak to and

Changeling  Enchanting Voice: Your voice can take on an


enthralling quality. When you use Enchanting Voice,
understand animals, !lants, and other natural
creatures. When you use the Interview move, you
can ask questions of them, and you can use
roll your Convince move. On a 6 or below, your use Convince to get both domesticated and wild animals
of magic is obvious, and enrages your victims. On a to do things for you.
BASIC ABILITIES 7-10, you can distract !eo!le or beast minions for as
long as you talk, but they’ll know they’ve been  Oathkeeper: You can swear an oath, and are
Forgotten Child: Whenever you use an tricked when it’s done. On a 10-12, you can distract granted great abilities to kee! it. If you swear an
Investigation move, you can !revent anyone from !eo!le or beast minions and warriors for as long as oath to !rotect someone or something, you gain +1
remembering your !resence – but they still react to you talk, and a few minutes aft er, with them being Forward on any roll used to directly kee! them out
you in the moment. If you s!end a hold from any none the wiser. On a 13+, your voice can lull !eo!le of harm’s way, and magically know whenever they
investigation move, you can also have your allies be and beast minions or warriors into a trance that is are in danger. If you swear an oath to kill a thing,
forgottpen. Theis can be as selective as you’d like. only broken aft er hours, or until someone rouses you deal +1 Harm to said creature. If you abandon or
them. fail on your oath, you suffeer -1 Ongoing to Resist
Hunter’s Tools: You own one of the following Dark Magic, Convince, and Sorcery until the end of
 Faerie Skin: Your skin is tough, and can turn the adventure. You can swear one oath each
wea!on sets, and a suit of light armor worth 1 aside the claws and teeth of shar! beasts. Gain 1
armor. adventure.
armor that is ignored by iron.

 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

Thee slee!ers from beyond the stars, under the


waters, and within the earth s!eak to many PLAYER NAME
unfortunate. Theey whis!er in their dreams, HARM: 
invade their thoughts, and bring unwanted
insights. Theese unbidden secrets can be
mastered, and astral sorceries floow through the Bonus Moves
reci!ients like waves through the ocean. But
while the waves can be harnessed, they change Battple
what they touch, and the Dreamer’s mind is
never left unscarred. +2 Knowledge / Lore
QUICKPLAY BACKGROUND +2 Resist Dark Magic
Peo!le are unsettpled by you because of your
Poke Around / Hunt
habit of:
 never blinking.
 taking ras!y, gurgling breaths. Interview / Convince
 chanting in your slee!.
 bleeding black oil. Daring Action
Thee slee!ers have a connection to you because:
 you came too close to where they slumber. +1 Sorcery
 you meddled in magics that should not be
touched. +3 Astral Magic
 they were drawn to you by your art.
Des!ite your oddities, the other heroes work Assign +1, +1, +0, and +0 to the
with you because: remaining Moves.
 they knew you before your changes.
 you’re convinced they can hel! you silence
the voices.
 you’ve !roven your reliability in saving
others.
 few know more about monsters than you do.
ADVANCED ABILITIES clear mental image of. Roll your Astral Magic. On a

Dreamer  Forbidden Knowledge: Whenever you roll for


6 or below, that !erson has a dream about you, and
grows sus!icious. On a 7-12, you can im!lant an idea
in their mind, that they’ll carry out until they’re in
the Knowledge or Lore move, you can choose to ta! obvious great risk. On a 13 or above, they’ll carry
into forbidden knowledge. When you do, gain an out the im!lanted idea with fanatical dedication. If
BASIC ABILITIES extra hold – or two extra holds if you roll 13+. When you roll 9 or less, you also suffeer a ritual sorcery
you use this, you suffeer -1 Ongoing to Resist Dark drawback.
Magic until you’ve had time to rest.
Commune: You can sli! into the world of dreams,  Sorcerous Savant: Choose Infernal or
and feel out the creatures living here. As an Necromantic sorcery. Your sorcery bonus with that
Investigation move, roll Astral Magic, and ask  Lead the Faithful: When you use a hold from
ty!e of magic increases to +2. You know two combat
questions from the following list as normal: the Knowledge move to increase harm dealt to a
s!ells from that school of magic, and once !er
monster, the attpacks of you and any bystanders
adventure you can !roduce a ritual magic s!ell
you’re figghting deal +1 Harm and don’t count as the
➢ What evils are slumbering here? without the hel! of any scroll or outside source.
“next attpack” for the !ur!ose of the bonus’s
➢ What major events have ha!!ened here?
duration. In addition, whenever you use a hold from  Twisted Flesh: Your body seethes with twisted
➢ What emotions and fears are heavy here?
the Knowledge move to give your allies a bonus to growths underneath the surface. You gain one armor
➢ What is the geogra!hy and terrain of the
Resist Dark Magic, all bystanders you’re figghting against !hysical blows like swords and claws, but is
surrounding area and structures?
with are immune to the effeect. ignored by any wea!on that’s floaming or any other
source of damage. Whenever a creature deals
Astral Sorcerer: You know all astral combat damage to you by consuming !art of you in some
 Lingering Aura: When you use Commune, you
sorcery, and if you want to cast an astral ritual way – biting, blood draining, soul stealing, or the
can focus on an object instead of an area, and ask
sorcery, you know it and don’t need to fignd it like – it suffeers one harm that ignores armor.
the following questions:
writtpen down.
 Whispers of the Sleeper: At the beginning of
➢ Who owned this last? each day, and whenever you take the Patch U!
Touched by Another World: Choose a mutation
➢ Who handled this, since the !ast full moon? move, you can listen to the whis!ers of the slee!er,
from the following list. Every three Advanced
➢ What owner had the dee!est connection? choosing one of the following benefigts: heal an
Abilities you choose, you can choose another.
➢ When and why did it change hands? additional Harm; gain +1 to Resist Dark Magic until
➢ What was this used for, or on? you cast a s!ell; gain +1 Forward to your next
 See in total darkness.
investigation move.
 Breathe underwater and swim !erfectly.
 Lure of the Moon: Your magic is tied to the
 Ignore all !oisons, sickness, disease, and  Zeal of Devotion: When making a Battple or
!hases of the moon. During the night of a full moon,
corru!tion. Daring Action move, you may add u! to +3 Forward.
you ignore Combat S!ell and Ritual Sorcery
 Have no need to slee!. You then take -1 Ongoing to all Sorcery moves until
drawbacks for all your s!ells – although your allies
 Be able to eat any organic material, no mattper you’ve rolled under 10 a number of times equal to
do not, even when !artici!ating in a ritual with you.
how s!oiled, rottpen, or !oisoned. the bonus Forward you took. You cannot use this
During the night of a new moon, you suffeer a -1
Ongoing to all Sorcery rolls. During any other night, ability if you are already suffeering the Ongoing
you only suffeer from the figrst combat sorcery !enalty from it.
drawback each scene.  Gain +1 to Daring Action.
 Gain +1 to Poke Around / Hunt.
 Misguided Dreams: You can enter a trance, and
 Gain +1 to Interview/Convince.
sli! into the dreams of someone who you have a
Fiend CHARACTER NAME

Not all demons are bad. For whatever reason,


some of them turn out good.. Maybe they were PLAYER NAME
summoned and raised by humans as a baby, HARM: 
they’re a human !ossessed by a figend, found
love with a mortal, or just never got into that
evil thing in the figrst !lace. Now, they bring Bonus Moves
hellfigre and damnation to the side of good,
while struggling against their dark nature. Battple

QUICKPLAY BACKGROUND +0 Knowledge / Lore

Your demonic heritage is obvious from your: +1 Resist Dark Magic


 oddly colored skin.
 hooves and tail. +1 Poke Around / Hunt
 thick horns.
Interview / Convince
You strayed from the !ath of evil due to:
 being raised by humans since you were Daring Action
young.
 falling in love with a mortal.
 witnessing a great tragedy.
+0 Sorcery
 never having the heart for evil anyway.
+2 Infernal Sorcery
Thee other PCs met you when:
 they sus!ected you of being a monster to Assign +1, +1, and +0 to the remaining
hunt. Moves.
 you saved them from another demon.
 you worked together as !arts of the same
organization.
ADVANCED ABILITIES  Smell of Fear: Add the following questions to

Fiend  Brooding: Sometimes, you just need to stay


your Interview list. When you roll at least 7+ on an
Interview move, you may ask one of them for free:

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.

 Driven by Shame: You’ve learned to turn your


own shame into a driving force. Whenever you roll 6
or below for any move, you gain +1 Ongoing to all
moves until you roll a 10+.

 Fury: Whenever a creature infloicts harm on you,


or two or more harm on an ally, you get +1 Forward
to your next move against it – but that move must
infloict harm back if !ossible.
Hunter CHARACTER NAME

Theere are many who wander as ex!ert monster


hunters. Theey’ve learned every trick for PLAYER NAME
tracking all sorts of creatures down and !uttping HARM: 
them to rest. Chances are they’ve had some sort
of terrible run-in that set them down this !ath,
and there’s always older hunters willing to Bonus Moves
mentor the next generation. Maybe it’s even in
their blood. +3 Battple

QUICKPLAY BACKGROUND Knowledge / Lore

Your hunter’s outfigt is: Resist Dark Magic


 a long cloak stained with mud.
 a nobleman’s outfigt, worn from the road. +2 Poke Around / Hunt
 a cuirass and armored skirt.
Interview / Convince
Monster hunting has become your life because:
 of your need for revenge on the creatures +2 Daring Action
that killed your family.
 your bloodline has always done so.
 it’s a living.
+0 Sorcery

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.

Signature Weapon: You begin !lay with a magical


ADVANCED ABILITIES  Reputation: You’re well known and ex!erienced
wea!on. At your choice, it or its ammo is also made as a monster hunter – your Slayer bonus now
of  iron or  silver, and the wea!on is either  Backup Weapon: Choose and gain a second a!!lies to Convince or Interview rolls when gettping
 blessed or  floaming. Choose one from the list Signature Wea!on. You own it, or your signature bystanders to hel! against any monsters you’re a
below: wea!on can transform into it with a floick of the Slayer of, as well as Poke Around and Hunt moves
wrist. against said monsters.
 Battple Axe or Claymore (4 harm, close)
 Chain Whi! or S!ear (4 harm, reach)  Bigger Bag: You can !ull two more item from  Stench of Evil: Whenever you use the Interview
 Crossbow, longbow, or musket (4 harm, ranged) your Tools of the Trade a day. In addition, add the move, you can s!end a question to ask “Is the !erson
following items to the list:  !oisoned knives (2 I’m talking to a monster?”. If they’re a ty!e of
harm ignores armor, throwable, only vs living monster you’re a Slayer of, you’re told what ty!e
Slayer: You have one ty!e of monster you know a they are.
lot about – maybe they’re the ones you’ve !rimarily creatures),  oil floasks (2 harm, ranged, figre, target
trained against, maybe they killed your family and takes 1 harm ignores armor !er turn until !ut out),
burned your village, or maybe just a touch of magic  a vial of anointing oil (makes a wea!on blessed  Unstoppable Pursuit: You gain a +1 bonus on
is in your bloodline com!elling you against them. for one scene),  a vial of floaming oil (makes a any Daring Actions in order to chase, reach, or
Choose one ty!e of monster: Abominations, Beasts, wea!on floaming for one scene). otherwise get to someone for you to figght, and you
Demons, Fey, or Undead. Your Knowledge, Lore, and suffeer 1 less Harm from any drawbacks of these
Resist Dark Magic moves increase by +1 when used  Create Opening: You gain +1 Forward to your Daring Actions. In addition, your Slayer bonus
against these creatures, and when you use Lore next Battple move against any creature you’ve a!!lies on Daring Action when trying to reach one
when investigating these creatures, you get the successfully warded away with Resist Dark Magic. of your chosen enemies.
answer to “What ty!e of creature was it?” for free,
without s!ending a hold. In addition, choose one  Slayer of Many: Choose an additional monster  Gain +1 Knowledge/Lore
item from the Tools of the Trade list that’s relevant ty!e to be a Slayer of.
to that ty!e – you always have it on hand.  Gain +1 Resist Dark Magic
 Gain +1 Interview/Convince
Necromancer CHARACTER NAME

Thee magic of life and death is a seductive !ath,


!romising to defeat man’s greatest foe – PLAYER NAME
mortality. Thee quest for eternal life through HARM: 
undeath draws many to the dark magic of
necromancy, while others research it to !rolong
the life of others, or try to bring back loved Bonus Moves
ones. No mattper the intention, necromancy
slowly eats away at your soul, leaving its Battple
!ractitioners as lifeless as the creatures they
command. +2 Knowledge / Lore

QUICKPLAY BACKGROUND +2 Resist Dark Magic

Death follows you, and is obvious by your: Poke Around / Hunt


 dark, dramatic clothing.
 !ale, lifeless skin. Interview / Convince
 total lack of body heat.
Daring Action
You figrst delved into the dark arts:
 because you were allured by its forbidden
nature.
+1 Sorcery
 to try to resurrect someone im!ortant to you.
 to bettper understand and figght undead +3 Necromantic Sorcery
horrors.
 to seek eternal life. Assign +1, +1, +0 and +0 to the
remaining Moves.
Thee other heroes work with you:
 aft er you used your magic to save the life of
an innocent.
 because you !ursue the same research, and
just took it further.
 aft er needing your hel! to !ut an unruly
s!irit to rest.
ADVANCED ABILITIES  Death Sight: You can see the ebb and floow of life

Necromancer  Bind Soul: When a creature dies near you, you


and death.. Add the following questions to you Lore
move list. When you roll at least a 7+ on a Lore
move, you may ask one of them for free:
can choose to tra! its soul into a talisman of your
own making. When you have that talisman with ➢ Who or what’s blood (or body !art) is this, and
BASIC ABILITIES you, you can interrogate the soul to use Interview or are they still alive?
Lore to learn anything the soul would know. If you ➢ When and how did this !erson die?
s!end an entire night in a ritual, the soul becomes ➢ What was the last thing this !erson ex!erienced
Command Undead: You may attpem!t to command
!ermanently tra!!ed. Otherwise, it is released the before they died?
unintelligent undead. As a combat action, roll your
next time you bind a soul. ➢ Is this !erson or creature undead?
Necromantic Magic move. On a 6 or below you
attpract the attpention of the undead, who instead
come for you. On a 7-9, you can get unintelligent  Blood Sacrificce: Using your own blood as a ritual  Dread Medic: Whenever you heal your own
undead minions to momentarily halt. On a 10-12, com!onent, you can em!ower your s!ells. If harm through Necromantic sorcery, you may instead
you can get unintelligent undead warriors to halt, or everyone !artici!ating in a ritual with you suffeers 1 heal a nearby ally. If you do not change the target
unintelligent minions to figght for you for a turn. On Harm (ignoring armor), you can ignore one of the you’re healing through sorcery (be it yourself or
a 13+, monstrous warriors will figght for you for a ritual’s requirements of your choice. When you cast another), heal an additional harm.
turn, and minions fall under your command for the a sorcery that deals damage, you can choose to
rest of the scene. You can kee! using this move on suffeer 1 Harm to deal an additional 2 Harm.
 Essence Focus: If you have a body !art
the same undead until you roll 6 or below, aft er
(including hair, blood, or the like) belonging to a
which they become immune until you rest. You can  Curse Master: Whenever you use a Ritual creature, you can use it to channel your magic. You
only affeect a close handful of undead each time you Sorcery to !lace a curse, hex, or the like on another can target that creature with your s!ells, even if you
use it. creature, you can ignore one of the ritual can’t see them, as long as they’re nearby. In
requirements. Whenever you use a combat sorcery addition, you gain +1 Ongoing to Hunt rolls against
To Know Death: Whenever a non-minion to give a creature any kind of non-harm !enalty, creatures you have a body !art to.
creature dies near you, you gain a Knowledge that !enalty lasts for twice as long.
hold that can only be s!ent against creatures of  Sorcerous Savant: Choose Astral or Infernal
a similar ty!e (abomination, beast, demon, fey,  Dark Life: You have com!leted your sorcery. Your sorcery bonus with that ty!e of magic
undead, or human). transformation into one of the undead. You gain a +2 increases to +2. You know two combat s!ells from
bonus to Resist Dark Magic, but can no longer ward that school of magic, and once !er adventure you
against any creatures. Unintelligent undead will not can !roduce a ritual magic s!ell without the hel! of
Necromantic Sorcerer: You know all attpack you exce!t in self-defense, or unless ex!licitly any scroll or outside source.
necromantic combat sorcery, and if you want to commanded to by their controller. You count as
cast a necromantic ritual sorcery, you know it undead, and no longer need to eat, drink, slee!, or
and don’t need to fignd it writtpen down. breathe, but still heal normally.  Gain +1 to Poke Around / Hunt.

 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

Knowledge is one of the greatest wea!ons


against the darkness, and some wield it as their PLAYER NAME
sword. Educated students, !riests, and even
former cultist all have turned their hard HARM: 
studying into a way to figght horrors
intellectually when they can’t !hysically. Theeir Bonus Moves
knowledge is an invaluable resource – as are all
the tools and equi!ment they carry, and the bits
+0 Battple
of magic they dabble in.
+3 Knowledge / Lore
QUICKPLAY BACKGROUND
Resist Dark Magic
Your clothes s!eak to who you are. You wear:
 a fancy scholar’s outfigt, dirtied from the road.
Poke Around / Hunt
 a scholar’s outfigt, !erfectly maintained and
!ressed.
 !ractical, smart traveling gear. Interview / Convince
 unassuming religious robes.
 a hooded cowl. Daring Action

You’ve learned all you know from: +0 Sorcery


 studying in the to! universities
 being mentored by a skilled monster hunter Assign +2, +1, +1, and +0 to the
 as !art of your !riestly duties remaining Moves.
 hands on ex!erience and curiosity
 being a !art of a cult.

You figrst met the other PCs:


 when they were investigating near you, and
you had something they needed.
 when you hel!ed educate one.
 when you were assigned to them from the
same grou!.
ADVANCED ABILITIES  Just a Scholar!: You know how to make

Scholar  Always Prepared: You may use your Bag of


yourself look harmless. You can s!end a hold
from a Knowledge roll to have an enemy’s
attpention redirected from you to elsewhere –
Su!!lies an additional 3 times every adventure, you don’t get to choose where.
In addition, you may s!end 2 uses of your Bag
BASIC ABILITIES of Su!!lies to have any item at all you can
 Necromantic Dabbling: Your sorcery bonus
think of that’s reasonable for you to be carrying
Bag of Supplies: You have a bag of items you with Necromantic magic increases to +2. You
around.
can rely on for every conceivable situation. Five know two combat s!ells from that school of
times !er adventure, you can !roduce any item magic, and once !er adventure you can !roduce
 Astral Dabbling: Your sorcery bonus with a ritual magic s!ell without the hel! of any
on this list. Anything that comes in multi!les is Astral Magic increases to +2. You know two
enough for one !erson to kee! on-hand and scroll or outside source.
combat s!ells from that school of magic, and
kee! using: once !er adventure you can !roduce a ritual
 Plenty to Go Around: Whenever you
 vials of holy water (2 harm ignores armor, magic s!ell without the hel! of any scroll or
!roduce an item from your Bag of Su!!lies, you
throwable, blessed, only vs undead and outside source.
can s!end an addition use of it to !rovide
demons), enough of that item for the entire !arty of
 an iron horseshoe (warding tool),  Bumbling: Whenever you suffeer a drawback heroes.
 a holy symbol (warding tool), from Daring Action, you can always choose to
 a heavy torch (3 harm, close, figre), lose one use from your Bag of Su!!lies, or lose
 Gain +1 to a Move or !air of linked Moves
 a silver dagger (3 harm, close, concealed, or break an item you’ve already !ulled from it
that are at +0 or +1 currently.
silver), as your !enalty.
 silver or iron ammo,
 Gain +1 to a Move or !air of linked Moves
 oil floasks (2 harm, ranged, figre, target takes 1  Dramatic Reveal: Whenever you !roduce
that are at +0 or +1 currently.
harm ignores armor !er turn until !ut out), an item from your Bag of Su!!lies to
 a vial of anointing oil (makes a wea!on immediately use, you gain +2 Forward to the
blessed for one scene), move to use it.  Gain +1 to a Move or !air of linked Moves
 a vial of floaming oil (makes a wea!on floaming that are at +0 or +1 currently.
for one scene),  Light armor: You invest in a suit of light
 a scroll containing any ritual or combat leather or mail armor that !rovides 1 armor
sorcery. when worn.

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

Some who figght against monsters weren’t


always the most heroic, even if you they PLAYER NAME
wouldn’t think of themselves that way – HARM: 
bandits, !irates, cut!urses, highwaymen, or the
like. But there’s always something more
dangerous lurking in the dark. One fateful Bonus Moves
encounter with a real monster is enough to
change anyone’s !riorities to focusing on +2 Battple
making the night their own once again.
Knowledge / Lore
QUICKPLAY BACKGROUND
Resist Dark Magic
Your rough & rugged look is com!lemented by:
 a big scar across your face.
Poke Around / Hunt
 a bandanna and an o!en shirt.
 your blades on o!en dis!lay.
+2 Interview / Convince
You abandoned the criminal life aft er:
 someone you failed to mug gave you a +3 Daring Action
second chance.
 a robbery went tragically wrong. +0 Sorcery
 monsters attpacked the !eo!le you cared
about. Assign +1, +1, and +0 to the remaining
Moves.
You met u! with another hero when:
 you tried to steal from one of them.
 they called u!on you having heard of your
fearsome re!utation.
 you were with them at the wrong !lace,
wrong time.
 you sought them out to teach you the way of
the straight and narrow.
 they saved you when you got in over your
head.
 Criminal Lore: When investigating, if you roll at  Scoundrel’s Luck: Whenever you would suffeer

Scoundrel least 7+ on any investigation move, you can ask one


of the following questions for free, and s!end holds
from any investigation moves to ask more:
Harm, you may take -1 Forward to reduce that
Harm by 1 by rolling out of the way, !uttping
yourself into a bad !osition, or the like. If you use
this ability to negate Harm, you can’t use it again
BASIC ABILITIES ➢ What is the most ex!ensive thing here? until you’ve lost the forward and regained your
footing.
➢ Were or are there any cheats, scams, or cons
Ambush Master: You gain a +1 Ongoing to Hunt taking !lace?
moves when you try to lay an ambush or tra!. ➢ Is anyone here using a cover identity?  Sticky Fingers: Whenever you use the Poke
➢ How has this scene been tam!ered with? Around move and get at least one hold, you can ask
“What items have been hidden here” or “What’s here
Element of Surprise: Whenever you attpack a target that might be useful” for free, and !ocket it without
unaware of your !resence or unaware that you’re a  Expose Weakness: When you damage an
o!!onent and have at least one Knowledge hold, you anyone noticing. In addition, if there’s something
threat, deal +2 Harm. from a !revious scene you could have !icked u!, and
can ignore 1 !oint of that o!!onent’s armor (to a
minimum of 0) without s!ending the hold. An ally it turns out you need it later, you’ve been hiding it
Scoundrel’s Gear: You own a suit of light leather or can s!end two Knowledge holds to give you one the entire time.
mail armor that !rovides 1 armor when worn, and Knowledge hold at any time.
you have a collection of light wea!ons, including  Who’s Side Are You On?: You gain +2 to Resist
throwing knives or axes (3 harm, throwable, iron), Dark Magic to not give into inflouences that would
and either:  Make Em Bleed: Whenever you use Battple to
throw your o!!onent offe balance, you can also cause you to harm or betray your allies. However,
 a small crossbow or !istol (3 harm, ranged, deliver a bleeding wound. In addition to giving your you’re very good at !retending to have succumbed.
concealable) with iron ammo allies +1 Forward, you deal 1 harm (ignores armor), Whenever you try to !retend you’re betraying
 daggers (3 harm, close, concealed, iron) gain +1 Ongoing to Hunt and Poke Around rolls someone or that you’ve been inca!acitated, magic or
involving them, and will be able to identify them not, you gain a +1 bonus to the Convince roll in
even if they try to disguise themselves or sha!eshift order to make it look genuine, and get +1 Forward to
Slippery Bastard: Whenever you use the Battple a Battple roll against anyone who buys it, in addition
move and don’t choose to deal Harm, you suffeer one if the wound is visible.
to being able to ambush them.
less Harm from any creatures until your next action.
 Reputation: You have a criminal re!utation of
some kind. Gain +1 on Convince moves when you  Gain +1 Knowledge/Lore
ADVANCED ABILITIES use that re!utation, and you may ask another
question when using Interview for free, but doing so  Gain +1 Resist Dark Magic
 Connections: Whenever you want some hel! will likely scare away who you’re talking to
and are in an environment that might have some of aft erwards – and might draw the attpention of local  Gain +1 Poke Around/Hunt
your old gang or other ruffiaans you can !ress into authorities.
service around, make a Convince roll. On a 6 or
below, you won’t get the hel! you need, and word  Risk Taker: When you roll a 10-12 on Daring
will get around. On a 7-9, you’ll get some basic Action, you can take a downside to also gain one of
su!!lies, no questions asked, or a guy or two to hel! the benefigts you get from rolling 13+. You also can
you. On a 10-12, you can get some s!ecialized only ever take a maximum of 1 harm from the
(illegal) hel!, or a cou!le of armed !eo!le who don’t downsides of your Daring Actions.
mind gettping their hands dirty. On a 13+, you can
!ut together an entire gang, no !roblem.
Vampire CHARACTER NAME

Cursed with undeath, vam!ires require blood to


survive, and are driven to !rey on others. Some PLAYER NAME
are strong enough to figght against this curse – HARM: 
or may have some hel! – and so retain some
essence of their humanity. Theey still feel the call
to feed, but figght against it, and use the dark Bonus Moves
!owers granted to them as best they can.
+2 Battple
QUICKPLAY BACKGROUND
Knowledge / Lore
You are dressed in:
 a noble’s outfigt, with long cloak, suiting your +0 Resist Dark Magic
old status.
 sim!le !easant garb, that you wore when you +1 Poke Around / Hunt
were attpacked.
 a long hooded robe, to !rotect you from the +2 Interview / Convince
sun and hide your hideous visage.
Daring Action
Thee vam!ire who sired you:
 is dead – you saw to it.
 you have no knowledge of.
+0 Sorcery
 is out there somewhere, and you’ll fignd them.
 was killed by another one of the heroes, for +2 Necromantic Magic
which you’re thankful.
Assign +1, and +0 to the remaining
You managed to figght against the curse and Moves.
retain your humanity because:
 you were born from a woman turned
vam!ire when !regnant.
 one of your !arents was fully mortal.
 you were saved before you were made a
vam!ire fully.
 a !owerful necromancer gave you a soul.
Fangs: You have a set of shar! fangs (3 harm, close)  Form of Mist: By s!ending a blood !oint, you

Vampire which can be used to drain blood from others.


Whenever you deal harm with your fangs, set your
blood !oints to be equal to the harm dealt (aft er
can shift into a cloud of mist, allowing you to floy
through the air and through tiny cracks. As a cloud
of mist, you can floy as fast as you can normally walk,
armor). If you’re trying to drink the blood of a cannot make any sort of attpacks, and cannot be
willing or hel!less creature, use Shared Blood, harmed exce!t by figre.
BASIC ABILITIES instead.
 Hunt for Blood: You have learned how to hunt
Armaments: You own a suit of light leather or ADVANCED ABILITIES for wildlife to sate your hunger. As an investigation
move, roll your Hunt bonus, with +1 Ongoing if it’s
chain armor (1 armor) and one of:  Beast Form: By s!ending one blood !oint, you night. On a 6 or below you fail to fignd anything to
 a figne duelist’s sword (4 harm, close, iron) can sha!eshift into a wolf or bat. As a wolf you gain drain. On a 7-9, you fignd small wildlife; set your
 a s!ear (4 harm, reach, iron) +1 ongoing to Poke Around and Hunt, and retain blood !oints to 2. On a 10-12, you managed to hunt
your fangs. As a bat, you can floy as fast as you can and consume a deer, or similar sized animal; set your
Blood Points: Thee curse of vam!irism leaves you normally run, but cannot make any attpacks. You blood !oints to 3. On a 13+, you gorge yourself on
craving the blood of the living, which drives and cannot s!eak, wear armor, or use most items and large !rey; set your blood !oints to 4.
em!owers you. You begin each adventure with 3 wea!ons in either form, but anything you carry
 Hypnotic Gaze: You can hy!notize creatures
blood !oints, which can be used on various abilities melds into your new form. Turning back into human
who look into your eyes, making them easy !rey.
down to your minimum of 0. You can s!end 1 blood form does not take any blood !oints.
When you use Hy!notic Gaze, roll your Convince
!oint to gain +1 Forward to any move. You cannot
 Blood of Life: You can draw u!on your undeath move. On a 6 or below, your attpem!t to hy!notize
s!end any blood !oints in direct sunlight, but may
to heal your wounds. You can s!end 1 blood !oint to the target is obvious to them. On a 7-10, you can
do so in the shade or in a sunless room. If a move
recover 1 Harm. As a combat action, you can also hy!notize one !erson or beast minion for as long as
tells you to set your blood !oints to a s!ecifigc value,
have others drink your blood, healing them 1 Harm you take no other actions. On a 10-12, you can
you only do so if your current blood !oints are
for each 1 Harm you suffeer. distract one !erson or beast minion for several
lower. minutes aft er you sto! focusing, or a warrior for as
 Cloak of the Night: Thee darkness surrounds and long as you take no other action. On a 13+, you lull a
Shared Blood: You can drain blood !oints from a !rotects you. Whenever you are com!letely isolated !erson or beast minion into a trance that is only
hel!less or willing creature. Choose how much harm from the sun you gain 1 armor that is ignored by broken aft er several hours, or a warrior for several
you want to deal ahead of time – this damage blessed wea!ons. You can also see !erfectly in even minutes. You gain +1 to Battple and Convince against
ignores armor. Set your blood !oints to be equal to the dee!est darkness. creatures you’ve hy!notized. Any harm dealt to a
the amount of harm you deal. When you have no hy!notized warrior breaks the effeect.
 Darkly Charming: You have a su!ernatural
blood !oints and use Shared Blood, you must declare
allure. Whenever you use the Interview move to get  Sanguine Strength: Whenever you have 2 or
how much you want to drink and then roll a move at
information out of someone, you get +1 Ongoing on more blood !oints, and s!end a blood !oint to gain
no bonus. On 6 or below, you deal 2 more harm (and
Convince rolls against that !erson. You can use the +1 Forward, you instead get +1 Ongoing to that
gain 2 more blood !oints) than you intended. On a 7-
Convince move to convince !eo!le to let you drink move (and just that move) for the rest of the scene,
9, you deal 1 more Harm (and gain 1 more blood
their blood, and as long as you don’t kill them, or until your blood !oints dro! below 2.
!oints) than you intended. On a 10 or above, you
they’ll fignd it !leasant enough to come back for
feed as you want.
more.  Gain +1 Knowledge/Lore.

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

A seductive source of !ower, infernal magic


grants its users whatever they wish – as long as PLAYER NAME
what they wish is destructive. Warlocks have HARM: 
sold their soul for the ability to burn away all
their worries – and their soul. Some see it as a
necessary sacrifigce to make in order to !rotect Bonus Moves
those they care about, and struggle not to sli!
further. Others figght against their !ast, in ho!es Battple
of redeeming themselves.
+2 Knowledge / Lore
QUICKPLAY BACKGROUND
+0 Resist Dark Magic
Try as you might to hide your sinister nature,
it’s always revealed by: Poke Around / Hunt
 the way your eyes glow.
 the smell of sulfur around you. +2 Interview / Convince
 a brand seared into your floesh.
Daring Action
You figrst !ursued the dark arts:
 to obtain revenge on those who had wronged
you.
+1 Sorcery
 aft er being tem!ted by mortal !leasures.
 when you were indoctrinated into a cult. +3 Infernal Magic

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

Warlock  Demonic Torture: You know just how to strike


Interview move, you may ask “What is this !erson
feel most guilty of?” for free. When you take
advantage of this to !rey on their guilt, you gain +1
to make your foes hurt. Whenever you cause harm Ongoing to your Convince move.
to a creature, one ally of your choice gains +1
BASIC ABILITIES Forward to any move against it as the creature is  Sacrificcial Expert: Gain +1 Ongoing to your
wracked with !ain. Sacrifigce move. In addition, you can choose to s!end
Infernal Sorcerer: You know all infernal combat your Sacrifigce holds to gain +1 Forward to any move,
sorcery, and if you want to cast an infernal ritual  Impromptu Offeering: You have a ritual knife (3 but only one at a time (exce!t for sorcery, as
sorcery, you know it and don’t need to fignd it harm, close, iron), that’s decorated in a macabre normal).
writtpen down. way. Whenever you successfully kill a creature in
combat with it, or an ally benefigting from a forward  Sift Thirough the Ashes: Add the following
or bonus to harm that you have given them kills a questions to your Poke Around list. When you roll at
Sacrificce: You can gain magical !ower by sacrifigcing
creature in combat, you immediately gain a hold for least 7+ on a Poke Around move, you may ask one
to !owerful demons. As you !erform sacrifigces, they
your Sacrifigce ability that does not count as a of them for free:
grant you more !ower, but ex!ect more and more
!enalty to future Sacrifigce moves.
from you. A sacrifigce is an involved ritual, and takes
an investigation action to !erform. Making a ➢ What was destroyed here?
sacrifigce is a move with a bonus based on the value  Know Your Pain: Thee fastest way for you to get ➢ Why were things destroyed here?
of your sacrifigce, as below: to know someone is to see them in !ain. Whenever ➢ How long ago did this destruction ha!!en?
you deal harm against a creature, the next time you
use the Knowledge move, you gain an additional
➢ Kill a living animal = +0 bonus  Soul of Cinders: You’ve sold your soul, or
hold only to use against knowledge gleaned from or
➢ Take and destroy someone’s !ro!erty = +1 burned it away to get the !ower you crave. Your
about that creature.
bonus Resist Dark Magic bonus increases by +2 against
➢ Take and destroy an animal owned by another = resisting effeects, but not against warding creatures,
+2 bonus  Metamorphosis: You can take on a demonic and you’re immune to any effeects based on draining
➢ Take and destroy something !recious and form for a short !eriod of time. Roll your Infernal or stealing your soul.
irre!laceable to someone = +3 bonus Magic bonus. Thee transformation’s duration and
➢ Kill a living !erson = +4 bonus strength is based on your result, and you can choose
to end it at any time. When the transformation ends,  Sorcerous Savant: Choose Astral or Necromantic
you suffeer a Ritual Sorcery drawback. On a 6-, your sorcery. Your sorcery bonus with that ty!e of magic
If you roll 6 or below, the dark gods are dis!leased increases to +2. You know two combat s!ells from
s!ell fails, and you don’t have the energy to try
with your sacrifigce, and you can’t make another that school of magic, and once !er adventure you
again today. On a 7-10, you gain claws (4 harm,
sacrifigce this adventure. On a 7-9, gain one hold. On can !roduce a ritual magic s!ell without the hel! of
close) and thick skin (1 armor) for the rest of the
a 10-12, gain two holds. On 13+, gain three holds. any scroll or outside source.
scene. On a 10+ you gain claws (4 harm, close,
Each hold can be used to give you +1 Forward to a
floaming) and thick skin (1 armor, cannot be hurt by
Sorcery roll, and you can use as many holds as you
nonmagical figre or ice) until the next sunset or  Gain +1 Battple.
want on a single roll. If you try to make multi!le
sunrise. On a 13+, you no longer suffeer a ritual
sacrifigces in one adventure, you suffeer a !enalty
sorcery drawback.  Gain +1 Poke Around/Hunt.
equal to the total number of holds you’ve gained
from Sacrifigce this adventure. Performing demonic
sacrifigces is a dangerous thing, and should not be  Gain +1 Daring Action.
taken lightly.
Werewolf CHARACTER NAME

One of the most terrifying beasts of the night,


werewolves are creatures of bestial strength PLAYER NAME
and rage. Theose infected with lycanthro!y are HARM: 
doomed to forever be a danger to those around
them, ready to ex!lode in a killing frenzy at a
moment’s notice. Thee strongest willed learn to Bonus Moves
figght back, eventually regaining some measure
of control. Still a danger to all those around +2 Battple
them, they seek to make sure those at risk for
being caught in their wrath are those who can Knowledge / Lore
handle it – and those who deserve it.
Resist Dark Magic
QUICKPLAY BACKGROUND
+2 Poke Around / Hunt
Your bestial nature is hinted at from:
 your body hair and sideburns.
 your odd nose and constant sniffiang. Interview / Convince
 fangs that show when you smile.
 figngernails that grow back long no mattper +1 Daring Action
how much you cut them.
Thee figrst time you transformed: +0 Sorcery
 was a tragedy you never want to s!eak of.
 was !redicted and controlled, because you +2 Control
knew you were infected.
 someone showed u! to sto! you, and you Assign +1, +1, and +0 to the remaining
owe them everything. Moves.
You travel with the other heroes:
 because you’ve always been close friends.
 because they’re the only ones who acce!t
you.
 for redem!tion for all that you’ve done.
 because you know they can handle you at
your worst.
identity of creatures, or on the following questions whenever you shift into or out of Beast Form, you

Werewolf which are added to your Poke Around list:

➢ Who’s scents can I smell here?


heal 1 harm.

 Close Friends: You’ve formed close bonds with


➢ Where have I smelled this !erson’s scent those around you. Whenever you need to roll a
before? Control check, one of your friends can also roll a
BASIC ABILITIES Convince check to try to calm you down. On a 6 or
Scrounged Weapons: You’ve learned how to below, they become the target for your rage. On a 7-
Beast Form: When you sha!eshift into your beast defend yourself with whatever you can get your 10, you get +1 Forward to your Control check. On a
form – either a large wolf, or bi!edal hybrid form – hands on. With a bit of time, you can get your hands 10-12, you gain +2 Forward to your Control check.
you gain +1 Ongoing to Battple and Hunt, as well as on a woodcuttper’s axe (3 harm, close, iron) or On a 12 or above, you treat your Control check as if
Daring Action for !hysical stunts focused on s!eed !itchfork (3 harm, reach, iron). you had rolled a 12.
or brute strength. You also gain claws and bite (5
harm, close), and 2 armor that is ignored by silver.  Memento: You have a !recious item or memento
ADVANCED ABILITIES of some sort that hel!s you remember your human
Control: You have a s!ecial move, Control, used to side. When you hold or wear the memento, or an
kee! yourself from changing into your beast form,  Anger Management: You no longer have to roll ally !resents it to you to try to calm you down, you
and to force yourself to change back. Your Control Control when taking harm from a Daring Action gain +1 Ongoing to Control. If you lose or destroy
bonus starts at +2, but take a -1 Ongoing under a roll. In addition, you can channel your bestial the memento, you suffeer -1 Ongoing to Control until
full moon and -1 Ongoing if you have 4 or more strength for great feats even in your normal form: you can re!lace it.
harm. Whenever you suffeer harm, or the figrst time you get +1 Ongoing to !hysical stunts based on
each scene you’re ex!osed to the full moon, you strength or s!eed. Theis adds to the bonus from Beast  Rampage: Whenever you attpack with your claws
must roll the Control move. On a 6 or below, you Form. or teeth, you can choose to have the results of your
transform into your beast form. On a 7-10, you hold Battple move effeect all creatures within reach around
it back for now. On a 10+, you don’t need to roll  Animal Magnetism: You can understand the you, as if it had the (grou!) tag, exce!t for one of
Control again for the rest of the scene. wants and needs of animals, allowing you to use your choice – this a!!lies to both enemies and allies.
Convince to get both domesticated and wild animals
You can will yourself into your beast form at any to do things for you. When dealing with wolves or  Shred: Whenever you deal harm to a creature
time, and transform whenever you fail a Control dogs, you have +1 Ongoing to Convince checks. with armor using your claws and bite, its armor is
move. When in beast form, you lose control, going reduced by 1 against attpacks that don’t by!ass any of
on a ram!age – you’ll start with attpacking your  Beast Without: When not in beast form, you can its armor until the end of the scene. Theis ability
enemies (because you hate them the most!), but still manifest claws (4 harm, close), and are resistant cannot reduce a creature’s armor by more than 1.
given a lack of targets, you’ll go aft er your friends, to damage, gaining 1 armor that is ignored by silver,
too. Each turn, you can roll Control to try to turn as well as a +1 bonus to the Hunt move due to your  Gain +1 Knowledge/Lore.
back. On a 6-, you continue your rage. On a 7-10, shar!ened senses. Theis is re!laced by your Beast
you won’t attpack !eo!le you don’t want to this turn, Form bonuses when you transform.
but will still smash everything around you. On a  Gain +1 Resist Dark Magic.
10+, you transform back.
 Break the Chains: Whenever you are in Beast  Gain +1 Interview/Convince.
Form, you ignore any attpem!ts by enemies to
Keen Nose: Whenever you make a Poke Around magically inflouence your mind. Whenever someone
move, you get an extra hold that must be s!ent on a tries to magically inflouence you, you may choose to
question to identify the movements, number, or immediately shift into Beast Form. In addition,

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