MotW - The Sidekick (Revised).pdf
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the Sidekick
I'm not really that tough, you know? And I don't know much about the occult or mon-
sters, or this whole deal.
But I found a Hero. Someone better than me. And they need a hand now and then, so
they can focus on the heroic stuff.
And I can learn from them and someday, maybe, I can be a big damn hero too.
A Monster of the Week
hunter playbook.
To make your Sidekick, pick a name. Then follow the instruc-
NAME:
tions below to decide your hero, look, ratings, moves, and
gear. Finally, introduce yourself and pick history.
Hero
Pick one of the other hunters to be your hero. This is the
person you decided is such an awesome monster hunter that
you are going to spend your time helping them out.
LOOK:
Ratings
+3
+3
+3
+3
+3
-1
0
+1
+2
Charm:
Think about the hero and decide what your relationship is.
Perhaps they're an older sibling, a parent, a friend who was
Basic moves:
Manipulate Someone
always better than you, perhaps they saved you from a mon -
-1
0
+1
+2
ster, or you found out about their monster hunting by acci -
Cool:
dent. Check with the hero's player, to make sure they're
Basic moves:
Act Under Pressure, Help Out
okay with it.
-1
0
+1
+2
Sharp:
When your hero's player has picked their ratings, ask them
Basic moves:
Investigate, Read a Bad Situation
which is highest. You've been trying to be like them, so you
get an extra +1 to that rating. If they have a tie for highest,
-1
0
+1
+2
Tough:
you can pick which one you put your +1 on.
Basic moves:
Kick Some Ass, Protect Someone
Look
-1
0
Take a look at your hero's choices in their playbook. Pick one
Weird:
they chose to copy: you mark that one down as well.
Basic moves:
Use Magic
For the rest of their lines, pick one from each (these can be
the same as the hero picked, if you want, but they don't have
to be).
+1
+2
Ratings
Pick one line, then mark each rating above
Charm+2, Cool-1, Sharp+1, Tough-1, Weird=0
Charm+1, Cool+1, Sharp+1, Tough-1, Weird=0
Charm+1, Cool+1, Sharp+2, Tough-1, Weird=0
Charm=0, Cool-1, Sharp+1, Tough-1, Weird+2
Eek!:
When a monster (or anyone really) appears on the
scene and
you find a hiding spot,
roll +Sharp. On a 10+, you
hide in the best nearby spot before the monster sees you. On
a 7-9, pick one of these:
•
•
•
You hide okay, but the monster is now between you
and escape.
You hide okay for now, but your hiding spot is
bound to be spotted soon.
You hide okay, but leave something important out
in the open.
Charm+1, Cool=0, Sharp+1, Tough-1, Weird+1
Moves
You get all the basic moves, and three Sidekick moves.
You get this one:
There's no “I” in “team”
: You get +1 on all rolls to
help
out,
or +2 if you are helping out your hero.
Then pick two of these:
Caddy:
You carry all your hero's stuff around. That
means you can use anything from their gear list, unless they
are currently holding it. Plus, if the item is not unique, you
carry spares. For anything like that, you can use one of the
spares even if your hero currently is using it.
As You Wish:
Mark experience whenever your hero or-
ders or requests that you do something you don't want to
do, and you go ahead and do it anyway.
Bodyguard:
If something bad is going to happen to your
hero, your comrades, or a bystander, and you are right
there, you may throw yourself in harm's way. Whatever was
going to happen to them happens to you instead.
Me Too!:
If your hero makes a roll for a move, and you
copy what they did (i.e. the same move), you may choose not
to roll. Instead, use your hero's die roll.
I Can Make You Look Good:
If you are helping out your
hero, you may choose to swap your rolled dice with theirs.
Calculate your results as if you had each rolled the dice you
now have in front of you.
Journeyman:
Take a move that your hero has.
Gear
Pick one weapon from your hero's gear options, and one of the sidekick weapons here.
Hero's weapon:__________________ ___-harm____________________________________________
Sidekick weapons, pick two:
.38 revolver (2-harm close reload loud)
Shotgun (3-harm close messy)
Baseball bat (2-harm hand)
9mm (2-harm close loud)
Big knife (1-harm hand)
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
you.
Sidekick by name and look, and tell the group what they know about
History
Go around the group again. When it's your turn, pick one for each of the other hunters:
Hunter
Your hero.
You are a bit jealous of this hunter because of their relationship with your hero.
You have feelings for this hunter, but you need to become a true hero before you
are worthy of their love.
You have been friends for years – decide between you when and where you
originally met.
You bonded almost instantly after defeating a monster together, the first time you
worked as a team. Decide the details between you.
This hunter knew you back when you were a nobody. Tell them something about
the person you used to be, something you're now ashamed of.
When you first became a hunter, you weren't sure what to do. This hunter
introduced you to your hero.
They saved your life when you were distracted, or maybe you couldn't get it
together to fight back. You owe them one. Tell them the circumstances.
History
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 Sharp, max +3
Get +1 Charm, max +3
Get +1 Cool, max +2
Get +1 Tough, max +2
Take another Sidekick move
Take another Sidekick move
Gain an ally – another sidekick for your hero, your junior.
Change playbooks to the same as your hero. (This over -
rides the general rule that only one of each may be in play).
Take a move from another playbook
Take a move from another playbook
After you have leveled up
five
times, you qualify for advanced improvements in addition to these, from the list below.
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.
Pick a new hero. Your moves that mention your hero now
apply to the new hero.
Gaining An Ally
If you gain an ally to help out on monster hunts, decide if you already know them, or if they are 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 your ally doesn't have a name yet, pick one now. Decide what their background is, how they look, and any special skills
they have.
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
Plik z chomika:
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MotW - Revised Playbooks.pdf
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MotW - Tome of Mysteries.pdf
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MotW - The Exile (Revised).pdf
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MotW - The Meddling Kid (Revised).pdf
(905 KB)
MotW - The Sidekick (Revised).pdf
(670 KB)
Inne foldery tego chomika:
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