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The Exile: Charm Cool Sharp Tough Weird

The document describes the character creation process for playing an Exile in a roleplaying game. It provides options for the Exile's appearance, abilities, equipment, and backstory. The Exile arrives from another time and must adapt to hunting monsters in the modern world.

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Boblin Gob
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0% found this document useful (0 votes)
2K views2 pages

The Exile: Charm Cool Sharp Tough Weird

The document describes the character creation process for playing an Exile in a roleplaying game. It provides options for the Exile's appearance, abilities, equipment, and backstory. The Exile arrives from another time and must adapt to hunting monsters in the modern world.

Uploaded by

Boblin Gob
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Moves Gear

, You get all the basic moves, plus two Exile moves. Pick At your option, take ancient armour appropriate to your

The Exile
two of these: origin (0-armour or 1-armour).
b Adept sorcerer: You have a familiar spirit (usually You have whatever you were carrying when you were
in the guise of a pet) that counts as an Ally: Subor- transported. Most likely, a monster hunting kit in an
What is this place? Am I in hell? One dinate. easy-to-carry bag appropriate to your origin.
b Warrior: If you are fighting with (and against) old-
moment, fighting the Devil’s spawn sword to claw,
fashioned hand weapons and suffer harm, you suffer You carried some ancient weapons with you. Pick up to
the next I am here in this light and noise. What 1 less harm. Monster attacks almost always count as
manner of clothes are those? Zounds! There’s the three:
old-fashioned for this move.
creature! After it! b Sword (2-harm hand messy)
b Traditional remedies: You can treat injuries without
b Axe (2-harm hand messy)
any need for modern medical supplies (although you
CHARM • Manipulate Someone might need someone to hold the patient down). This
can stabilise a hunter or heal 1-harm. Dealing with a
b Spear (2-harm hand/close balanced)
b Big sword (3-harm hand messy heavy)
• Act Under Pressure poison, infection, or disease might need you to track b Poleaxe (3-harm hand messy heavy)
COoL • Help Out down some specific healing herbs.
b Immortal name: Your monster hunting exploits
b Shield (1-harm hand 1-armour)
b Silver knife (1-harm hand silver)
• Investigate a Mystery are legendary, so much that your name still scares
SHARP
b Bow (2-harm close/1-harm far)
• Read a Bad Situation monsters and minions. You may manipulate mon- b Crossbow (2-harm close slow)
sters with threats if they understand enough to have b Handgonne (1-harm hand/close loud volatile
• Kick Some Ass
TOUGH • Protect Someone
heard stories about you.
b Hearty constitution: You never suffer from normal
illnesses, and get +1 ongoing against magical ill-
smokey reload)
b Harquebus (2-harm close loud volatile smokey

WEIRD nesses and poisons. You’ve been through worse. heavy reload)
• Use Magic
b Confused: Mark experience whenever your baf- b Big knife (1-harm hand)
flement with the modern world gets in the way of b Cudgel (1-harm hand)
Luck monster hunting. b Martial arts (your unarmed attacks do 1-harm)
Mark luck to change a roll to 12 or avoid all harm from b Ancient magics: You learned magic when less lore
an injury. had been lost. When you use magic, on a 7-9 result
you can opt not to choose a glitch, instead taking -1
Okay bbbbbbb Doomed
forward.
Exile special: Whenever you spend a Luck point, you’ll b Learned: You researched all the legends and tales of
monsters in your home time. When you investigate
soon find something from your original life. It might be
a mystery, you can ask the Keeper following ques-
something good, or it might be bad. tions as well as the ones on the usual list:
• Did this creature (or type) exist in my home
Harm
time?
When you reach 4 or more, mark unstable.
• What defenses are effective against this crea-
Okay bbb|bbbb Dying ture?
Unstable: b • What do I know about this creature that has
been forgotten?
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 ©2020 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Getting Started Introductions Leveling Up
To make your Exile, first pick a name. Then follow the When you get here, wait for everyone to catch up so you When you have filled all five experience boxes, you level
instructions in this playbook to decide your look, ratings, can do your introductions together. up. Erase the marks and pick an improvement from the
origin, moves, and gear. Finally, introduce yourself and Go around the group. On your turn, introduce your list below.
pick history. Exile by name and look, and tell the group what they
Improvements
Pronouns: _______________________ know about you.
b Get +1 Weird, max +3
Look, pick one from each List: History b Get +1 Tough, max +3
• Warrior body, wasted body, scarred body, lithe body, Go around the group again. When it’s your turn, pick one b Get +1 Cool, max +3
short, tall, tattooed body, _____________ body. for each of the other hunters: b Get +1 Sharp, max +3
• Ancient armour, ancient clothing, hastily scavenged • This hunter is a distant descendant in your family b Take another Exile move
modern clothing, _____________ clothing. line. b Take another Exile move
• Silver necklace with holy symbol, gold and silver arm • This hunter was the first to take you in, explain the b Gain an ally: another one of your old comrades has
rings, mystical amulet, many rings, jeweled brooch, modern world, and learn about your origins. Work come to join you in the modern day
embroidered belt, beadwork shirt, many necklaces, out how you managed to communicate (perhaps you b Find a cache of objects left for you by your com-
_________________. speak a common language, or ancient and modern rades in the past. The Keeper will decide what they
versions of the same one). expected you might need
Ratings, pick one line:
• This hunter belongs to an organisation that existed b Take a move from another playbook
b Charm -1, Cool +2, Sharp +1, Tough +2, Weird 0
in your home time. Decide between you what your b Take a move from another playbook
b Charm -1, Cool +2, Sharp +2, Tough +1, Weird 0
relationship was with that group, and how you’ll be
b Charm +1, Cool 0, Sharp +1, Tough+3, Weird -1 After you have leveled up five times, you qualify for
remembered by them.
b Charm -1, Cool +2, Sharp 0, Tough +1, Weird +2 advanced improvements in addition to these, from the
• This hunter showed understanding when you were
b Charm +2, Cool -1, Sharp -1, Tough +1, Weird +2 list below.
confused and overwhelmed.
Origin • When you met, you immediately liked and respected Advanced Improvements
You were taken from your home in the past, and dropped each other. b Get +1 to any rating, max +3
into the modern world with only what you were carrying. • This hunter possesses a message or item left for you b Change this hunter to a new type
You are from ________________________ in the year by your comrades in the past. Tell them what it is b Create a second hunter to play as well as this one
________. Pick a name appropriate to your origin. and ask how it came into their possession. b Mark two of the basic moves as advanced
Your nemesis came to the modern world and is aware you • This hunter had a vision, premonition, or proph- b Mark another two of the basic moves as advanced
followed it. It will kill you if you don’t kill it first. Decide what ecy that mentioned you. Tell them what the vision b Retire this hunter to safety
it is with the Keeper. My nemesis is a _________________ showed them about you. b Get back one used Luck point
named __________________________. • You both became hunters because of the same sort of b When you use magic, you may choose “create a
How were you transported to the modern day? Pick one: monster attacked you or your kin. Decide between gateway between the modern world and my origin”
b You chased your nemesis through a portal. you what it was. as an effect
b A spell sent you after your nemesis.
b Magical accident or side-effect.
b You angered a sorcerer.
b Divine intervention.
b One moment you were there, the next you were here.
b A strange place or artifact brought you.
b You were frozen, and recently unearthed and revived.
b _____________________________________________

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