Hunter Agenda Act Under Pressure Manipulate Someone Protect Someone
• Act like you’re the hero in this
story (because you are). When you act under pressure, roll Once you have given them a reason, tell When you prevent harm to another
• Make your own destiny. +Cool. them what you want them to do and roll character, roll +Tough.
• Find the damn monsters and stop +Charm.
them. On a 10+ you do what you set out to. On a 7+, you protect them okay, but
• Play your hunter like they’re a real On a 7-9 the Keeper is going to give For a normal person: you’ll suffer some or all of the harm they
person. you a worse outcome, hard choice, or • On a 10+, then they’ll do it for were going to get.
price to pay.
Basic Moves advanced: On a 12+ you may the reason you gave them. If you On a 10+ choose an extra:
choose to either do what you wanted asked too much, they’ll tell you the • You suffer little harm (-1 harm).
Kick Some Ass and something extra, or to do what you minimum it would take for them • All impending danger is now
wanted to absolute perfection. to do it (or if there’s no way they’d
When you get into a fight and kick some do it). focused on you.
ass, roll +Tough. Help Out • On a 7-9, they’ll do it, but only if • You inflict harm on the enemy.
you do something for them right • You hold the enemy back.
On a 7+, you and whatever you’re When you help another hunter, roll now to show that you mean it. If Advanced: on a 12+ both you and
fighting inflict harm on each other. The +Cool. you asked too much, they’ll tell the character you are protecting are
amount of harm is based on the estab- you what, if anything, it would unharmed and out of danger. If you
lished dangers in the game. That usually On a 10+ your help grants them +1 take for them to do it. were protecting a bystander, they also
means you inflict the harm rating of to their roll. • Advanced: On a 12+ not only do become your ally.
your weapon and your enemy inflicts they do what you want right now,
their attack’s harm rating on you. On a 7-9 your help grants them +1 to they also become your ally for the Read A Bad Situation
their roll, but you also expose yourself rest of the mystery (or, if you do
On a 10+, choose one extra effect: to trouble or danger. enough for them, permanently). When you look around and read a bad
• You gain the advantage: take +1 situation, roll +Sharp.
advanced: On a 12+ your help For another hunter:
forward, or give +1 forward to lets them act as if they just rolled a 12, • On a 10+, if they do what you ask On a 10+ hold 3, and on a 7-9, hold 1.
another hunter. regardless of what they actually got. One hold can be spent to ask the
• You inflict terrible harm (+1 they mark experience and get +1 Keeper one of the following questions:
harm). Investigate A Mystery forward. • What’s my best way in?
• You suffer less harm (-1 harm). • On a 7-9, they mark experience if • What’s my best way out?
• You force them where you want When you investigate a mystery, roll they do what you ask. • Are there any dangers we haven’t
them. +Sharp. On a 10+ hold 2, and on a 7-9 • On a miss, it’s up to that hunter
advanced: On a 12+ instead pick hold 1. One hold can be spent to ask the to decide how badly you offend or noticed?
an enhanced effect: Keeper one of the following questions: annoy them. They mark experi- • What’s the biggest threat?
• You completely hold the advan- ence if they decide not to do what • What’s most vulnerable to me?
tage. All hunters involved in the • What happened here? you asked. Monsters and minions • What’s the best way to protect the
fight get +1 forward. • What sort of creature is it? cannot normally be manipulated.
• You suffer no harm at all. • What can it do? • Advanced: On a 12+ they must victims?
• Your attack inflicts double the • What can hurt it? act under pressure to resist your If you act on the answers, you get +1
normal harm. • Where did it go? request. If they do what you ask, ongoing while the information is rele-
• Your attack drives the enemy away • What was it going to do? they mark one experience and vant.
in a rout. • What is being concealed here? take +1 ongoing while doing what advanced: On a 12+ you may ask
advanced: On a 12+, you may ask the you asked. the Keeper any question you want about
Keeper any question you want about the the situation, not just the listed ones.
mystery, not just the listed ones.
Use Magic The Keeper may say that... Harm Luck
When you use magic, say what you’re • The spell requires weird materials. Whenever you suffer harm, the Keeper When you spend a point of Luck, pick
trying to achieve and how you do the • The spell will take 10 seconds, 30 will tell you what effect it has. one:
spell, then roll +Weird.
seconds, or 1 minute to cast. Injury severity depends on how much • Decrease a wound you have
On a 10+, the magic works without • The spell requires ritual chanting harm you have suffered: suffered to 0 harm.
issues: choose your effect.
and gestures. • 0-harm wounds have only minor, • After you roll, retroactively change
On a 7-9, it works imperfectly: choose • The spell requires you to draw short term effects. the result to a 12.
your effect and a glitch. The Keeper will
decide what effect the glitch has. arcane symbols. • 4-7 harm wounds are serious When you have no luck left, bad
• You need one or two people to and unstable. They will get things will happen to you.
advanced: On a 12+ the Keeper worse unless treated. Mark the
will offer you some added benefit. help cast the spell. “Unstable” box. Leveling Up
• You need to refer to a tome of
Effects • 8-harm or more will kill a normal Mark an experience point whenever
magic for the details. human, including a hunter. your roll totals six or less, or when a
• Inflict harm (1-harm ignore- move tells you to.
armour magic obvious). Big Magic Armour reduces the harm suffered by
the number of points it is rated for. Whenever you mark the fifth experi-
• Enchant a weapon. It gets +1 harm Use this when you want more than the ence box, level up. Erase all five marks
and +magic. Use Magic effects. Tell the Keeper what Monsters may not be defeated until and choose an improvement from your
you want to do. you use their weakness against them, list.
• Do one thing that is beyond and this applies to some minions as well.
human limitations. The Keeper may require: After you have levelled up five times,
• You need to spend a lot of time Recovery you may choose from the advanced
• Bar a place or portal to a specific improvement list as well.
person or a type of creature. (days or weeks) researching the • 0 harm wounds are considered
magic ritual. healed right away. End of Session
• Trap a specific person, minion, or • You need to experiment with the
monster. spell – there will be lots of failures • 1-3 harm wounds improve when At the end of each session, the Keeper
before you get it right. you receive first aid, and later will ask the following questions:
• Banish a spirit or curse from the • You need some rare and weird when you rest. Heal 1 when you
person, object, or place it inhabits. ingredients and supplies. do. • Did we conclude the current
• The spell will take a long time mystery?
• Summon a monster into the world. (hours or days) to cast. • Unstable wounds require first aid
• Communicate with something • You need a lot of people (2, 3, 7, to become stable. While unstable, • Did we save someone from certain
13, or more) to help. they may get worse. death (or worse)?
that you do not share a language • The spell needs to be cast at a
with. particular place and/or time. • 4+ harm wounds require a healing • Did we learn something new and
• Observe another place or time. • You need to use magic as part of move, time in an infirmary or important about the world?
• Heal 1-harm from an injury, or the ritual, perhaps to summon a hospital, or magical healing.
cure a disease, or neutralize a monster, communicate with some- • Did we learn something new
poison. thing, or bar the portal you opened. At the end of the mystery, you also have and important about one of the
• It will have a specific side-effect or a chance to heal. hunters?
Glitches danger.
If you meet the requirements, then • If there is no chance to rest, heal If you get one or two “Yes” answers,
• The effect is weakened. the magic takes effect. 1 harm. mark one experience. If you get three or
• The effect is of short duration. four, mark two.
• You take 1-harm ignore-armour. • If there is plenty of time, heal all
• The magic draws immediate, harm.
unwelcome attention.
• It has a problematic side effect.