Moves
• You leave an obvious trail.
, You get all the basic moves, and three Huntsman moves.
• You lose something important.
• Something or someone becomes vaguely
The Huntsman Pick three of these:
b Tracking: When you find a spot where a monster
has been you may look for a trail. Roll +Sharp. On
a 10+, hold 2. On a 7-9, hold 1. On a miss you either
aware of your presence.
On a miss you fail to go unobserved. You are imme-
diately noticed and exposed to danger. If applicable,
“I’ve spent my life riding the thrill of the hunt;
ruin the evidence or hold 2 (ask Keeper). One or the monster gains an opportunity.
fighting monsters makes it that much better.” both of the answers may be misleading. Spend your
hold any time while looking for the creature to: Gear
CHARM • Manipulate Someone
• Follow its trail some distance.
• Determine how long ago it was here.
Special weapons, pick one:
b Sniper rifle (4-harm far loud reload slow )
• Act Under Pressure • Identify how many there are.
COoL • Help Out
• Figure out how fast it was moving.
• Get an idea of how big it is.
b Runed bow (2-harm far/close magic quiet)
b Enchanted kukri (2-harm close/hand messy magic)
• Investigate a Mystery b Patient Observer: You have learned how to study b Wide-bore shotgun (3-harm close forceful loud)
SHARP • Read a Bad Situation your target. After you successfully investigate a
mystery to learn about a monster you are currently Normal weapons, pick two:
• Kick Some Ass observing, you may roll +Sharp. On a 10+ hold 2. On
TOUGH • Protect Someone
a 7-9 hold 1. You may spend your hold to:
• Give yourself +1 ongoing on rolls directly
b Survival knife (1-harm hand useful)
b .38 revolver (2-harm close reload loud)
b Brass knuckles (1-harm hand hidden quiet)
WEIRD • Use Magic relating to the monster until the end of the
encounter.
b Hunting rifle (2-harm far loud)
• You do +2 harm on your next successful
Luck attack.
• Tell another hunter where to hit it; they get
Mark luck to change a roll to 12 or avoid all harm from
+1 harm.
an injury.
b Dead-Eye: You gain +1 to your roll when you kick
Okay bbbbbbb Doomed some ass while outside of close range of an enemy.
b Expert Tracker: When you successfully investigate
Huntsman special: Whenever you spend a Luck point, a mystery, you may ask "Where did it go?" without
the hunter becomes the hunted. spending a hold.
b Camouflaged: If you spend some time settling into
Harm an environment in which you could reasonably hide,
When you reach 4 or more, mark unstable. you become difficult to notice as long as you remain
Okay bbb|bbbb Dying stationary and quiet.
b Proximity Learner: You know how others hunt.
Unstable: b Take a move from another playbook currently in
play.
Experience b Skulk: You understand how to move yourself and
Experience: bbbbb others stealthily. Roll +Weird. On a 10+ you conceal
your group's passage from all but supernatural Getting Started
Whenever you roll and get a total of 6 or less, or when a pursuit or detection. On a 7-9 you must choose one To make your Venator, pick a name. Then follow the
move tells you to, mark an experience box. of the following. instructions in this playbook to decide your look, ratings,
• You only succeed in concealing your own
moves, and gear. Finally, introduce yourself and pick
passage, any teammates with you when you
make the role are discovered. history.
This playbook template is ©2021 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to use, remix, or copy to create custom hunter playbooks is granted!
Getting Started • Skilled: provides +1 ongoing to a move of your Leveling Up
To make your Huntsman, pick a name. Then follow the choice, but -1 ongoing to another move of When you have filled all five experience boxes, you level
instructions in this playbook to decide your look, ratings, the Keeper's choice. up. Erase the marks and pick an improvement from the
moves, and gear. Finally, introduce yourself and pick •____________________________________ list below.
history. • Entropic: anytime you deal harm you deal +1 harm,
but you take a -1 forward.
Improvements
Pronouns: __________________________________ •________________________________________
b Get +1 Sharp, max +3
b Get +1 Tough, max +2
Look, pick one from each List: • Spectral: when you kick some ass your attacks
b Get +1 Cool, max +2
• Hulking, lithe, weather-worn, heavy, obscured. ignore armor, but attacks against you ignore 1 armor.
b Get +1 Weird, max +2
• Male, Female, Androgynous. If you have no armor, the attack does an additional
b Take another Huntsman move
• Rawhide leathers, street clothes, ratty clothes, harm.
b Take another Huntsman move
motorcycle leathers, professional attire. •________________________________________
b You can make another talisman
Ratings, pick one line: b You can make another talisman
b Charm 0, Cool +1, Sharp +2, Tough +1, Weird -1 Introductions b Take a move from another playbook
b Charm +1, Cool +1, Sharp +2, Tough 0, Weird -1 When you get here, wait for everyone to catch up so you b Take a move from another playbook
b Charm +1, Cool 0, Sharp +1, Tough +2, Weird -1 can do your introductions together.
b Charm -1, Cool +2, Sharp +1, Tough 0, Weird +1 Go around the group. On your turn, introduce your After you have leveled up five times, you qualify for
b Charm -1, Cool 0, Sharp +2, Tough +2, Weird -1 Huntsman by name and look, and tell the group what advanced improvements in addition to these, from the
they know about you. list below.
Trophies
Whenever you kill a monster you may take a trophie History Advanced Improvements
(where applicable and appropriate). You can use these Go around the group again. When it’s your turn, pick one b Get +1 to any rating, max +3
trophies to craft a special item. Roll +Sharp to determine for each of the other hunters: b Change this hunter to a new type
the quality of your item. On a 10+ hold 2. On a 7-9 hold 1. • This hunter was there when you killed your first b Create a second hunter to play as well as this one
On a miss you damage the trophie beyond use. To make monster. b Mark two of the basic moves as advanced
your item, first choose a base from below, then spend • This hunter is a childhood friend. b Mark another two of the basic moves as advanced
• This hunter is someone you deeply wronged. b Retire this hunter to safety
your hold to add tags based on the traits of the creature.
• This hunter is who told you the truth about the world. b Erase one used luck mark from your playbook
Base:
• This hunter knows a secret about you. What is it? b You may wear two talismans at once; although you
• Weapon (1-harm fragile) • This hunter taught you ___________.
• Ammunition (+1 harm fragile) may only ever have one of each kind.
• This hunter helped cover up a crime that you com-
• Protection (1-armor fragile) mited.
When you start play or change your hunter to this play-
book you start with one trophie. What monster is it from,
and what is it? Work with the Keeper where necessary.
Alternatively you may use magic to create talismans from
the trophies, choosing an effect from below. The effects
are a double edged sword, and can cause trouble. You
start being able to make one, and can only wear one at a
time. You can elect to destroy a talisman in order to make Leveling Up
a new one. Glitches that occur during the creation of the When you have filled all five experience boxes, you level
talisman can persist throughout its use at the Keeper's up. Erase the marks and pick an improvement from the
discretion. You cannot start with a talisman. list below.