MotW - The Snoop (Revised).pdf

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the Snoop
The monsters have kept themselves from sight, but they're out there and I'm going to
find them. Find them and record them. Then the evidence will be incontrovertible,
and I will be the one who did it. I'm going to be a superstar one day, you mark my
words! Hey... did you just feel a chill? Quick! Turn on the infrared cameras!
A Monster of the Week
hunter playbook.
To make your Snoop, pick a name. Then follow the
instructions below to decide your look, ratings, moves, crew,
and gear. Finally, introduce yourself and pick history.
NAME:
LOOK:
Ratings
Charm:
Cool:
Sharp:
Tough:
Weird:
-1
-1
-1
-1
-1
0
0
0
0
0
+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
Basic moves:
Manipulate Someone
Basic moves:
Act Under Pressure, Help Out
Basic moves:
Investigate, Read a Bad Situation
Basic moves:
Kick Some Ass, Protect Someone
Basic moves:
Use Magic
I'm A Reporter!:
When you
investigate a mystery
by
talking to witnesses, interviewing locals, or anything else
requiring interpersonal skills, roll +Charm instead of +Sharp.
Truthiness:
Whatever you tell a normal person, they'll
accept that you think it's true. If it's far out, they might
think you're crazy, but they won't think you're lying.
The Mojo Wire:
When you read all the current news
feeds looking for the weird and crazy stuff, take +1 forward.
Relaxed Producer:
You're employed, with a regular pay
check and little or no oversight. As long as you send in a
story every few days, no matter how bizarre, you're set.
Every now and again they'll send you somewhere in
particular, and when that happens it usually involves
supernatural activity. Unless they need human interest, in
which case it will be a kitten show or agricultural fair or
something.
look, pick one from each list:
Man, woman.
Slender body, fidgeting body, hefty body, trim body,
jittery body, tall body, short body.
Student clothes, arty clothes, old suit, stylish suit, safari
wear, hat & trenchcoat, utility wear.
Ratings
Pick one line, then mark each rating on the right
Charm+2, Cool=0, Sharp+1, Tough=0, Weird=0
Charm+2, Cool=0, Sharp+1, Tough-1, Weird+1
Charm+2, Cool+1, Sharp+1, Tough=0, Weird-1
Charm+2, Cool-1, Sharp+2, Tough-1, Weird=0
Charm+2, Cool+1, Sharp=0, Tough-1, Weird+1
Moves
You get all the basic moves, plus pick three Snoop moves:
“What Does That
Feel
Like?”:
When you put your
camera/microphone right in a person's face, they
automatically break off whatever they are doing. They
might go right back to it after they deal with you, but you'll
create enough time for everyone else to act in the
meantime.
Minor Celebrity: At the beginning of each mystery,
roll +Weird. On a 10+ hold 2 and on a 7-9 hold 1. Spend your
hold during the mystery to have someone you meet know of
you in a positive light (maybe they read your blog, listen to
your podcast, or watch your Internet/TV show, etc). You
may end up getting asked for autographs or given “hot”
leads, too.
We'll Fix It In Post:
You can use anything you could
conceivably have recorded as evidence for
investigate a
mystery,
allowing you to check previous interviews, attack
sites, and so on from the comfort of your laptop.
Crew
Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are
1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.
Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard.
Gear
You get a laptop, three recording devices, two detectors and one subtle weapon.
Recording devices (pick three):
Digital video camera
Tiny digital video camera
Film camera (8mm or 16mm)
Digital sound recorder
Cassette tape recorder
Infrared video camera
Pro sound gear, with boom mike
Remote controlled camera drone
Starlight camera
Steadicam rig
Laser microphone
SLR camera
Detectors (pick two):
Electromagnetic field detector
Temperature fluctuation detector
Ouija board
Humidity meter
Dowsing rods
Chemistry test kit
Metal detector
Compass
GPS receiver
Laser rangefinder
Pendulum
Subtle weapons (pick one):
.32 revolver (2-harm close reload
small)
9mm (2-harm close loud)
Knife (1-harm hand hidden)
Multitool/pocket knife (1-harm hand
hidden useful)
Introductions
When you get here, wait for everyone to catch up so you can do your introductions together.
Go around the group. On your turn, introduce your Snoop by name and look, and tell the group what they know about you.
History
Go around the group again. When it's your turn, pick one for each of the other hunters:
Hunter
History
You have a crush on them. Ask them if they've noticed.
You're best friends from school/university (film class, maybe?)
You met when they killed the monster you were doing a story on. Ask them what it
was.
They missed a monster kill because of something you did. Ask them what you
screwed up.
They were in danger of some unhelpful publicity, but you got the story killed.
Saved your ass when you did something stupid. Ask them what you did.
A huge fan of your work. Ask them if they keep quiet about it or if everyone knows.
Relations, close or distant. Decide between you which.
Notes
Luck
You can mark off a Luck box to
either
change a roll you just made to a 12, as if you had rolled that;
or
change a wound you
have just taken to count as just 0-harm. If your Luck boxes all get filled, you've run out of good luck.
Okay
      
Doomed
Harm
When you suffer harm, mark of the number of boxes equal to harm suffered. More than four harm is especially dangerous.
Okay
  |   
Dying
Unstable:
(Unstable injuries will worsen as time passes)
Leveling Up
Experience:
    
Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box.
When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the list below.
Improvements:
Get +1 Charm, max +3
Get +1 Cool, max +2
Get +1 Sharp, max +3
Get +1 Weird, max +2
Take another Snoop move
Take another Snoop move
After you have leveled up
five
times, you qualify for advanced improvements in addition to these, from the list below.
Gain an ally, possibly one of your existing crew members
or the whole crew as an ally team.
Get a haven, like the Expert has, with one option plus a
film lab
Take a move from another playbook
Take a move from another playbook
Advanced Improvements
Get +1 to any rating, max +3.
Change this hunter to a new type.
Make up a second hunter to play as well as this one.
Mark two of the basic moves as advanced.
Mark another two of the basic moves as advanced.
Retire this hunter to safety.
Erase one used luck mark from your playbook.
Gaining An Ally
You gain a friendly ally to help out on monster hunts. You might already know them, or they might be new to the game. Pick
one of the following types for your ally (the “motivation” is the guideline for the Keeper about how they act):
Ally: subordinate (motivation: to follow your exact instructions)
Ally: lieutenant (motivation: to execute the spirit of your instructions)
Ally: friend (motivation: to provide emotional support)
Ally: bodyguard (motivation: to intercept danger)
Ally: confidante (motivation: to give you advice and perspective)
Ally: backup (motivation: to stand with you)
If the ally doesn't have a name yet, pick one now. Decide what their background is, how they look, and their special skills.
A Snoop-centered Team Concept: The Monster Revelations Show.
The team has an Internet video channel that covers their monster hunts and teaches viewers about the monsters that are
really out there.
A Snoop is required; a Flake or Expert makes a good researcher; a Chosen or Wronged is useful as muscle; a Mundane can
make the coffee; anyone else can hold a camera or boom mike.
Notes (moves, holds, etc)
This is a hunter playbook for
Monster of the Week
revised.
Find out more at genericgames.co.nz and www.evilhat.com/home/monster-of-the-week
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