I’ve only run a couple games, but my favorite move is the Mundane’s trust me move.

I’ve only run a couple games, but my favorite move is the Mundane’s trust me move.

I’ve only run a couple games, but my favorite move is the Mundane’s trust me move. Both times I’ve had a player use it they were using it on somebody who was not just a normal person.

The best was when the player walked up to the werewolf and confessed they were hunting a monster in the area. We got right to the action/bloodshed in that game.

The Hanging Tree – Hunger Games – Peter Hollens

The Hanging Tree – Hunger Games – Peter Hollens

When Michael Sands talks Keepers listen…

The Hanging Tree 1.1

If a hunter (s) approaches the “hanging tree” at midnight roll +Weird;

On a 10+;

The voice of a dead loved one(s) calls down and blesses the character(s). All the hunter(s) have 1 luck point restored.

On a roll of 7-9:

The voice of a murdered victim calls out warning the party or hunter of danger. The hunter(s) may ask the ghost three questions; which the Keeper must answer.

On a 6 or less:

The ghost of a murderer laughs at the hunter(s) and says “I’ll be seeing you real soon…”

The haunted tree will never speak to a hunter more than once.

http://www.youtube.com/watch?v=aJISG67FjeM

The Hanging Tree

The Hanging Tree

The Hanging Tree

If a hunter (s) approaches the “hanging tree” at midnight roll +Weird;

On a 10+;

The voice of a dead loved one(s) calls down and blesses the character. All the hunter(s) luck is restored.

On a roll of 7-9:

The voice of a murdered victim calls out warning the party or hunter of danger. The hunter(s) may ask the ghost three questions; which the Keeper must answer.

On a 6 or less:

The ghost of a murderer laughs at the hunters and tells them “I’ll be seeing you real soon…”

The haunted tree will never speak to a hunter more than once.

http://www.youtube.com/watch?v=aJISG67FjeM

Going to try to recreate a character in a couple of different ways. Anybody have some comments?

Going to try to recreate a character in a couple of different ways. Anybody have some comments?

Going to try to recreate a character in a couple of different ways. Anybody have some comments?

Sa (originally Seonju Yung) – as a child, she and her sister were one of several children taken prisoner by a serial killer who hoped to train them and weed them out until he had a crop of killers worthy of taking up his torch. Sa’s elder sister tried to escape and was killed, Sa managed to survive through tests and trials acting only in self defense while still managing to be looked at as worthy until eventually she moved to kill the teacher and remaining students before escaping into the night. She took the name “Sa” as the Korean number four and also a premonition of death. She’s tried to live an unremarkable life since then, but seemingly serial killers and monsters are drawn to her and she feels it necessary to destroy them so other people won’t suffer.

She has visions of her sister (still a child) often appearing in situations where something or someone evil was in her area or whenever she began to dwindle into self-hatred. The longer her sister is present, the bloodier she gets and she never speaks though Sa always knows whether the images are a warning or an attempt at comforting her/pleading for her to stay alive.

In a non-magical setting, these images are hallucinations that are manifestations of Sa’s subconsciously noticing things out of place or her will to live and buried realization that she was a victim and all the blood (or people she failed to save) is either from self-defense or not on her hands. In a magical setting this could be a real ghost or hallucinations (Sa would consider it a hallucination either way, they she will converse with it when alone).

She tends to be very good fighting with keys and often acts as a locksmith/keymaker. She didn’t intend to specialize with them, but she’s found herself in danger enough times when all she had were keys that they’ve become her signature weapon.

Spooky version

Charm -1, Cool +1, Sharp +0, Tough +1, Weird +2

Dark Side: Hallucinations, Secrets, Guilt

Hunches, Tune In, The Big Whammy

Keys – 1 Harm, Intimate, Innocuous

Big Knife – 1 Harm, Hand

Big Whammy description is the scary sort of fighting prowess people seem to have without explanation and her ability to track vulnerabilities. Her magical backlash is getting caught in her hit and run tactics before she can back out of range of counter attack.

Monstrous Version

Charm -1, Cool +1, Sharp +1, Tough +0, Weird +3

Monster Type: Slasher

Curse: Pure Drive: Guilt

Weapons: Base: Unnatural Fighting Prowess 2-Harm, Ignore Armor

Unholy Strength, Unquenchable Vitality

Wronged Version (doesn’t make much sense since she killed her main prey already…unless he’s shown as still alive somehow, given supernatural slashers, that’s possible)

Charm +0, Cool +0, Sharp +1, Tough +2, Weird +0

Lost her sister Eonju because she was six at the time (scared, weak and slow)

Prey: Slashers/Serial Killers

Signature Weapon: Keys 2-Harm, Intimate, Innocuous (replaces fighting knife)

Practical Weapon: Big Knife 1 Harm, Hand

I Know My Prey, Never Again, What Does Not Kill Me…

The Chosen’s Resilience includes the line “Additionally, your wounds count as 1-harm less for the purpose of the…

The Chosen’s Resilience includes the line “Additionally, your wounds count as 1-harm less for the purpose of the…

The Chosen’s Resilience includes the line “Additionally, your wounds count as 1-harm less for the purpose of the Keeper’s harm moves.” How does this work? Is this effectively +1-armor?

A rebuild of a Streetfighter RPG character I made a LONG time ago back in the late 90s.

A rebuild of a Streetfighter RPG character I made a LONG time ago back in the late 90s.

A rebuild of a Streetfighter RPG character I made a LONG time ago back in the late 90s.

Reiko Satomi

Charm -2, Cool +2, Sharp +0, Tough +0, Weird +3

Japanese Girl, Bestial Aura, Ragged Martial Arts Robes

Spirit Eater – Pure Drive: Devour

Claws 2 Harm, Hand

Water/Ice/Steam Blast 1 Harm, Close, Magical

Shapeshifter: Into pool of water, normal form is a jaguar girl. (while water +1 to sense things in a larger pool of water she’s in.  While jaguar girl +1 to sense with smell)

Unholy Strength (Ninja martial arts)

Reiko was born into a ninja clan that originally assumed that she had been blessed with powers over the control of water when she miraculously survived a near-drowning as a child and developed water-based powers. Then, on her first mission she was the only one of the team to return as it turned out that they had been hired to recover a cursed idol and the rest of the ninjas on the team had been possessed by a jaguar spirit and turned into bestial but intelligent jaguars that ran off. Reiko came back as partially a jaguar and her elders realized that she had fought and consumed the jaguar spirit attempting to possess her. Fearful that she would continue to devour other spirits, perhaps even ancestors or protective kami, they exiled her without explaining to her what she was (and some elements secretly set about to kill her out of sight of the rest of her clan). Reiko is still trying to assimilate her new instincts and occasionally can be fairly bestial but mostly she acts like a teen girl. However, encounters with supernatural entities, especially spirits and possessing entities, make her hungry.

An idea for a Spooky.

An idea for a Spooky.

An idea for a Spooky.

Your character was formerly possessed at one point. The entity used your body to fuel several powers. You were exorcised and seem normal for a while but then weird stuff continues happening. Worried you might be possessed again, you got help and were told that you weren’t possessed but that your body, mind and soul remember how to do the supernatural things the possessor used you to perform.

Basically the idea that lost power can always come back but being afflicted with power you don’t understand enough to control is exceptionally dangerous.

Hey guys I made a monster of the week playbook and am looking for feed back

Hey guys I made a monster of the week playbook and am looking for feed back

Hey guys I made a monster of the week playbook and am looking for feed back

https://docs.google.com/document/d/1-6QLn44mIovufTR0l7uusZ5UQLBsgtx-5DWHSu1riFw/edit?usp=docslist_api

https://docs.google.com/document/d/1-6QLn44mIovufTR0l7uusZ5UQLBsgtx-5DWHSu1riFw/edit?usp=docslist_api

Christian Book of the Dead

Christian Book of the Dead

Christian Book of the Dead

An exceedingly rare and powerful arcane text or grimore the “Christian Book of the Dead” is a collection of translated older, medieval magical rituals centered on the “heretical” practice of Christian Necromancy by the Cathars (sometimes referred to as the Albigensians) a gnostic sect centered in Southern France brutally eliminated by the Inquisition.  The original text is in Church Latin of the late 13th century by a William of Baskerville but an abridged modern translation was produced in the 1920s by a Professor M.R. James for the Red Dragon Press.

The book describes magic spells centered on focusing the will, identification with the dead person and speaking the “true name” of the Angel of Death to achieve the desired results. Magic circles of salt or sacrificial blood are often required to keep the caster safe from harm and any defect in the magic ritual may prove disastrous to the necromancer. The book describes rituals that allow one to conjure spirits of the dead and speak with them as well as raise suicides from the dead to become zombies under the control of the necromancer.

The book also details the rituals necessary to create a “Hand of Glory”.

Famously the original but not the abridged text also includes a ritual that allows for the manufacture of an item called Gabriel’s Horn, a musical instrument when sounded that can transform four zombies created by the book’s ritual into the Four Horsemen of the Apocalypse and bring about the end of the world.

Hand of Glory

Hand of Glory

Hand of Glory

The Hand of Glory is the dried and pickled hand of a man who has been hanged, often specified as being the left (Latin: sinister) hand, or, if the man were hanged for murder, the hand that “did the deed.”

Old European beliefs attribute great powers to a Hand of Glory combined with a candle made from fat from the corpse of the same malefactor who died on the gallows.

When the fingers of the Hand close around the proper candle (see above) and the candle is lit, the Hand has the following move:

When you walk into a building while holding a lit hand of glory, Roll + Weird;

10+ choose two

7-9 choose one

• Any normally locked door, gate, portal, safe, etc. in the candle light unlocks itself. 

• Any hostile person you encounter will be paralyzed as long as they gaze directly into the candle’s light. A paralyzed player may spend a luck point to escape the effect.

• The candle flares up blue in the presence of secret doors, buried treasure, etc. and its light reveals any invisible creature or item.