Player Moves

Check this shit out! Roll two d6 and add your appropriate skill bonus to determine your outcome!

◈ Charm Moves

- Manipulate Someone

Get someone to do what you want, provided you've given them some kind of reason to do so. Can work on other hunters, can not work on monsters.

◈ Cool Moves

- Act Under Pressure

Any action taken while trying to deal with undue stress or danger--or anything else that counts as pressure.

- Help Out

Help another player with a move they're currently making, with in-universe justification.

◈ Sharp Moves

- Investigate A Mystery

Anything that might help you gather information about the events at hand, as long as it's plausible and narratively consistent. Information you can ask the Keeper about is limited to the following topics:

  1. What happened here?
  2. What sort of creature is it?
  3. What can it do?
  4. What can hurt it?
  5. Where did it go?
  6. What was it going to do?
  7. What is being concealed here?

- Read A Bad Situation

Self-explanatory. If you make further moves based on what you learn, those moves get +1 as long as the information is actively relevant. You can assess the following things:

  1. What's my best way in?
  2. What's my best way out?
  3. Are there any dangers we haven't noticed?
  4. What's the biggest threat?
  5. What's most vulnerable to me?
  6. What's the best way to protect the victims?

◈ Tough Moves

- Kick Some Ass

Combat, combat, combat! Fight something while it fights back. The harm your hunter is capable of inflicting is based on their available weaponry and gear. Good rolls can grant you the following modifiers:

  1. You, or another hunter, add +1 to your next roll.
  2. Deal more harm (+1) to your target.
  3. Take less harm (-1) during your current move.
  4. Force your target where you want them.

- Protect Someone

Prevent somebody else from taking harm! With justification, of course. Often this means taking the harm yourself. Good rolls can grant you the following modifiers:

  1. Take one (-1) less harm.
  2. Draw the focus of ongoing danger onto yourself.
  3. Inflict harm on the enemy you're protecting from.
  4. Hold the enemy back.

◈ Weird Moves

- Use Magic

Do something that you wouldn't be able to do otherwise! Cast a spell or whatever. Pick something that you would like to happen from the list of effects and work from there. There's a time limit of about half an hour for ongoing effects. For as volatile as magic is, a number of glitches are possible depending on your roll.

Effects

  1. Inflict harm (1 harm, #magic, #ignore armor)
  2. Enchant a weapon (+1 harm, #magic)
  3. Do something beyond human limitations
  4. Keep someone or something from somewhere
  5. Trap someone or something specific
  6. Evict a spirit or curse from someone or something
  7. Summon a creature
  8. Communicate with someone or something
  9. Observe another time or place
  10. Heal 1 harm, cure disease, neutralize poison

Glitches

  1. The effect is weakened
  2. The effect is of short duration
  3. Take one harm, ignoring armor
  4. Draw immediate and unwanted attention
  5. Produce a nasty side-effect

  • 10+ Choose an effect and go nuts!
  • 7-9 Choose one effect and one glitch
  • 1-6 Control is lost entirely