MotW - Core - Keeper Reference Sheets.pdf
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Keeper Agenda
• Make the world seem real
• Play to see what happens
• Make hunters' lives dangerous
& scary
Basic Keeper Moves
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Separate them
Reveal future badness
Reveal off-screen badness
Inflict harm, as established
Make them investigate
Make them acquire stuff
Tell the possible consequences
and ask if they want to go ahead
Turn their move back on them
Offer an opportunity, & maybe
a cost
Take away some of the hunters'
stuff
Put someone in trouble
Make a threat move, from one
of your mystery or arc threats
After every move, ask what they
do next
Monster Moves
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Hint at its presence
Display its full might
Appear suddenly
Attack with great force and fury
Seize someone or something
Attack with stealth and calcu-
lation
Order underlings to do terrible
acts
Destroy something
Escape, no matter how well con-
tained
Give chase
Return to home ground
Boast and gloat, maybe reveal-
ing a secret
Return from seeming destruc-
tion
Use an unnatural power
Bystander Moves
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Principles
• Put horror in everyday situa-
tions
• Address the hunters, not the
players
• Use the Keeper moves, without
names
• Be a fan of the hunters
• Build a coherent mythology in
play
• Nothing is safe
• Name everyone they meet, make
them seem like normal folks
• Ask questions and build on the
answers
• Sometimes give them exactly
what they earned, rather than
all they wanted
• What's happening off-screen?
• Don't always decide what hap-
pens
• Everything is a threat
Go off alone
Argue with the hunters
Get in the way
Reveal something
Confess their fears
Freak out in terror
Try to help the hunters
Try to protect people
Display inability or incompetence
Seek help or comfort
Location Moves
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Harm Moves
Every time anyone gets hurt, use one.
0-harm or more:
• Momentarily inhibited
• Drop something
• Take -1 forward
1-harm or more:
• Fall down
• Take -1 ongoing
• Pass out
• Intense pain
Unstable wounds:
• +1 harm
8-harm or more:
• Dying or dead.
Minion Moves
• A burst of sudden, uncontrolled
violence
• Make a coordinated attack
• Capture someone, or steal
something
• Reveal a secret
• Deliver someone or something
to the master
• Give chase
• Make a threat or demand for the
master
• Run away
• Use an unnatural power
• Display a hint of conscience or
humanity
• Disobey the master, in some
petty way
Present a hazard
Reveal something
Hide something
Close a way
Open a way
Reshape itself
Trap someone
Offer a guide
Present a guardian
Something doesn't work properly
Create a particular feeling
Hunter Basic Moves
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Always Say...
• What the principles demand
• What the rules demand
• What your preparation de-
mands
• What honesty demands
Act Under Pressure (Cool)
Help Out (Cool)
Investigate A Mystery (Sharp)
Kick Some Ass (Tough)
Manipulate Someone (Charm)
Protect Someone (Tough)
Read A Bad Situation (Sharp)
Use Magic (Weird)
End of Session Experience
1-2 “yes”: 1 mark; 3-4 “yes”: 2 marks
• Did they conclude the current mystery?
• Did they save someone from certain death
(or worse)?
• Did we learn something new and important
about the world?
• Did we learn something new and important
about one of the hunters?
Mystery Creation
1. Basic Concept
• A cool monster from urban legend
or folklore.
• A loose end from a previous
mystery.
• A problem from one of your arcs.
• Take a plot from somewhere else
and change some details.
• A place you know that would make
a good place for a monster to lurk.
• Is there something the hunters
want to check out?
• Return of a monster, bystander, or
location from a previous mystery.
Creating Threats
Pick a type and then create the details
listed underneath.
Bystanders (motivation)
Monsters (motivation)
2. Hook
The clue that caught the hunters' atten-
tion.
3. Threats
Create your monsters, minions, by-
standers and locations.
• Beast (to run wild, destroying and
killing)
• Breeder (to give birth to, bring
forth, or create evil)
• Collector (to steal specific sorts of
things)
• Destroyer (to bring about the end
of the world)
• Devourer (to consume people)
• Executioner (to punish the guilty)
• Parasite (to infest, control and
devour)
• Queen (to possess and control)
• Sorcerer (to usurp unnatural
power)
• Tempter (to tempt people into evil
deeds)
• Torturer (to hurt and terrify)
• Trickster (to create chaos)
• Busybody (to interfere in other
people’s plans)
• Detective (to rule out explana-
tions)
• Gossip (to pass on rumours)
• Helper (to join the hunt)
• Innocent (to do the right thing)
• Official (to be suspicious)
• Skeptic (to deny supernatural
explanations)
• Victim (to put themselves in
danger)
• Witness (to reveal information)
Minions (motivation)
Name the bystander.
What do they know about the situ-
ation?
What do they do?
What do they look like?
What do they want from the hunters?
Any custom moves for this bystander?
• Assassin (to kill the hunters)
• Brute (to intimidate and attack)
• Cultist (to save their own skin at
any cost)
• Guardian (to bar a way or protect
something)
• Right hand (to back up the
monster)
• Plague (to swarm and destroy)
• Renfield (to push victims towards
the monster)
• Scout (to stalk, watch, and report)
• Thief (to steal and deliver to the
monster)
• Traitor (to betray people)
Locations (motivation)
4. Countdown
What would happen if the hunters never
came here? Break it into six key events:
1. Day
2. Shadows
3. Dusk
4. Sunset
5. Nightfall
6. Midnight
Name, how it looks, what does it want
to achieve?
Powers:
What supernatural abilities
does it have?
Weakness: What is the monster
vulnerable to?
Attacks:
Description, how much
harm it does (usually 3 to 5), range,
other tags.
Armour:
Normally 1- or 2-armour.
Harm capacity:
Normally 8-12
harm to kill it.
Any custom moves for the monster
(e.g. for its powers)?
• Crossroads (to bring people, and
things, together)
• Deathtrap (to harm intruders)
• Den (to harbour monsters)
• Fortress (to deny entry)
• Hellgate (to create evil)
• Hub (to reveal information)
• Lab (to create weirdness)
• Maze (to confuse and separate)
• Prison (to constrain and prevent
exit)
• Wilds (to contain hidden things)
What is it called? What does it look like?
How loyal to the master is it?
Powers:
What supernatural abilities
does it have?
Weakness: Is this minion especially
vulnerable to anything?
Attacks:
Description, how much
harm (usually 2-4), range, other tags
Armour:
Normally 0- to 1-armour.
Harm capacity:
Normally 5-10
harm to kill it.
Any custom moves for this minion
(e.g. for its powers)?
Custom Moves
• What's the basic concept for the
move?
• When is it triggered?
• What effect does it have?
Name the location.
What is it like? Optionally, draw a
map.
Any custom moves for this location?
Plik z chomika:
Dihercen
Inne pliki z tego folderu:
MotW - Core - Keeper Reference Sheets.pdf
(74 KB)
MotW - Hunter Reference Sheets.pdf
(74 KB)
MotW - Mystery Worksheet.pdf
(47 KB)
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