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Hunter Agenda Basic Moves - Evil Hat Productions

Hunter Agenda Act like you're the hero in this Act Under Pressure When you act under pressure, roll Manipulate Someone Once you have given them a reason, tell Protect Someone When you prevent harm to another +Cool. them what you want them to do and roll character, roll +Tough. story (because you are). On a 10+ you do what you set out to. +Charm. On a 7+, you protect them okay, but Make your own destiny. On a 7-9 the Keeper is going to give For a normal person: you'll suffer some or all of the harm they Find the damn monsters and stop you a worse outcome, hard choice, or On a 10+, then they'll do it for were going to get. them. price to pay. the reason you gave them. If you On a 10+ choose an extra: Play your Hunter like they're a real advanced: On a 12+ you may asked too much, they'll tell you the You suffer little harm (-1 harm). person. choose to either do what you wanted minimum it would take for them All impending danger is now Basic Moves and something extra, or to do what you wanted to absolute perfection.

Basic Moves Kick Some Ass When you get into a fight and kick some ass, roll +Tough. On a 7+, you and whatever you’re fighting inflict harm on each other. The amount of harm is based on the estab-lished dangers in the game. That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack’s harm rating on you.

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Transcription of Hunter Agenda Basic Moves - Evil Hat Productions

1 Hunter Agenda Act like you're the hero in this Act Under Pressure When you act under pressure, roll Manipulate Someone Once you have given them a reason, tell Protect Someone When you prevent harm to another +Cool. them what you want them to do and roll character, roll +Tough. story (because you are). On a 10+ you do what you set out to. +Charm. On a 7+, you protect them okay, but Make your own destiny. On a 7-9 the Keeper is going to give For a normal person: you'll suffer some or all of the harm they Find the damn monsters and stop you a worse outcome, hard choice, or On a 10+, then they'll do it for were going to get. them. price to pay. the reason you gave them. If you On a 10+ choose an extra: Play your Hunter like they're a real advanced: On a 12+ you may asked too much, they'll tell you the You suffer little harm (-1 harm). person. choose to either do what you wanted minimum it would take for them All impending danger is now Basic Moves and something extra, or to do what you wanted to absolute perfection.

2 To do it (or if there's no way they'd do it). focused on you. You inflict harm on the enemy. On a 7-9, they'll do it, but only if You hold the enemy back. Kick Some Ass you do something for them right Advanced: on a 12+ both you and When you get into a fight and kick some Help Out now to show that you mean it. If the character you are protecting are ass, roll +Tough. When you help another Hunter , roll you asked too much, they'll tell unharmed and out of danger. If you On a 7+, you and whatever you're +Cool. you what, if anything, it would were protecting a bystander, they also fighting inflict harm on each other. The On a 10+ your help grants them +1 take for them to do it. become your ally. amount of harm is based on the estab- to their roll. Advanced: On a 12+ not only do lished dangers in the game. That usually On a 7-9 your help grants them +1 to they do what you want right now, means you inflict the harm rating of their roll, but you also expose yourself they also become your ally for the Read A Bad Situation your weapon and your enemy inflicts to trouble or danger.

3 Rest of the mystery (or, if you do When you look around and read a bad their attack's harm rating on you. advanced: On a 12+ your help enough for them, permanently). situation, roll +Sharp. On a 10+, choose one extra effect: lets them act as if they just rolled a 12, For another Hunter : On a 10+ hold 3, and on a 7-9, hold 1. You gain the advantage: take +1 regardless of what they actually got. On a 10+, if they do what you ask One hold can be spent to ask the forward, or give +1 forward to they mark experience and get +1 Keeper one of the following questions: another Hunter . forward. What's my best way in? You inflict terrible harm (+1 Investigate A Mystery On a 7-9, they mark experience if What's my best way out? harm). When you investigate a mystery, roll they do what you ask. Are there any dangers we haven't You suffer less harm (-1 harm). +Sharp. On a 10+ hold 2, and on a 7-9 On a miss, it's up to that Hunter noticed? You force them where you want hold 1.

4 One hold can be spent to ask the to decide how badly you offend or What's the biggest threat? them. Keeper one of the following questions: annoy them. They mark experi- What's most vulnerable to me? advanced: On a 12+ instead pick What happened here? ence if they decide not to do what What's the best way to protect the an enhanced effect: What sort of creature is it? you asked. Monsters and minions victims? You completely hold the advan- What can it do? cannot normally be manipulated. If you act on the answers, you get +1. tage. All hunters involved in the What can hurt it? Advanced: On a 12+ they must ongoing while the information is rele- fight get +1 forward. Where did it go? act under pressure to resist your vant. You suffer no harm at all. What was it going to do? request. If they do what you ask, advanced: On a 12+ you may ask Your attack inflicts double the What is being concealed here? they mark one experience and the Keeper any question you want about normal harm.

5 Advanced: On a 12+, you may ask the take +1 ongoing while doing what the situation, not just the listed ones. Your attack drives the enemy away Keeper any question you want about the you asked. in a rout. mystery, not just the listed ones. The Keeper may say Use Magic When you use magic, say what you're The spell requires weird materials. The spell will take 10 seconds, 30. Harm Whenever you suffer harm, the Keeper Luck When you spend a point of Luck, pick trying to achieve and how you do the seconds, or 1 minute to cast. will tell you what effect it has. one: spell, then roll +Weird. The spell requires ritual chanting Injury severity depends on how much Decrease a wound you have On a 10+, the magic works without and gestures. harm you have suffered: suffered to 0 harm. issues: choose your effect. The spell requires you to draw 0-harm wounds have only minor, After you roll, retroactively change On a 7-9, it works imperfectly: choose arcane symbols. short term effects.

6 The result to a 12. your effect and a glitch. The Keeper will You need one or two people to 4-7 harm wounds are serious When you have no luck left, bad decide what effect the glitch has. help cast the spell. and unstable. They will get things will happen to you. advanced: On a 12+ the Keeper You need to refer to a tome of worse unless treated. Mark the will offer you some added benefit. magic for the details. Leveling Up Unstable box. 8-harm or more will kill a normal Effects Inflict harm (1-harm ignore- Big Magic human, including a Hunter . Armour reduces the harm suffered by Mark an experience point whenever your roll totals six or less, or when a armour magic obvious). Use this when you want more than the the number of points it is rated for. move tells you to. Enchant a weapon. It gets +1 harm Use Magic effects. Tell the Keeper what Monsters may not be defeated until Whenever you mark the fifth experi- and +magic. you want to do. you use their weakness against them, ence box, level up.

7 Erase all five marks Do one thing that is beyond The Keeper may require: and this applies to some minions as well. and choose an improvement from your human limitations. You need to spend a lot of time list. Bar a place or portal to a specific (days or weeks) researching the After you have levelled up five times, person or a type of creature. Trap a specific person, minion, or magic ritual. Recovery you may choose from the advanced You need to experiment with the 0 harm wounds are considered improvement list as well. monster. spell there will be lots of failures healed right away. Banish a spirit or curse from the before you get it right. 1-3 harm wounds improve when person, object, or place it inhabits. Summon a monster into the world. You need some rare and weird ingredients and supplies. you receive first aid, and later when you rest. Heal 1 when you End of Session At the end of each session, the Keeper Communicate with something The spell will take a long time do.

8 Will ask the following questions: that you do not share a language (hours or days) to cast. Unstable wounds require first aid Did we conclude the current with. You need a lot of people (2, 3, 7, to become stable. While unstable, mystery? Observe another place or time. 13, or more) to help. they may get worse. Did we save someone from certain Heal 1-harm from an injury, or The spell needs to be cast at a 4+ harm wounds require a healing death (or worse)? cure a disease, or neutralize a particular place and/or time. move , time in an infirmary or Did we learn something new and poison. You need to use magic as part of hospital, or magical healing. important about the world? the ritual, perhaps to summon a Glitches Did we learn something new monster, communicate with some- At the end of the mystery, you also have The effect is weakened. and important about one of the thing, or bar the portal you opened. a chance to heal. The effect is of short duration. hunters?

9 It will have a specific side-effect or If there is no chance to rest, heal You take 1-harm ignore-armour. If you get one or two Yes answers, danger. 1 harm. The magic draws immediate, mark one experience. If you get three or If you meet the requirements, then If there is plenty of time, heal all unwelcome attention. four, mark two. the magic takes effect. harm. It has a problematic side effect.


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