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The Wise Dog

Dog

Name

Breed and markings

Charm
Cool
Sharp
Tough
Weird

+0
+1
+2
-1
+1

Team
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________

Luck

name ________________________________

Harm

name ________________________________

Unstable
Experience

Improvements

relationship ___________________________

relationship ___________________________
name _______________________________
relationship ___________________________

Notes

Get +1 Weird
Get +1 Tough
Get +1 Cool
Get +1 Sharp
Get +1 Charm
Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
A rating that starts at +2 can go as high as +3.
All others can go as high as +2

Moves
Choose three moves...
Fortunes: The Society has ancient prophecies or divination techniques to predict
the future. Once per mystery, you may use
them. If you look at what the future holds, roll
+Weird. On a 10+ hold 3, and on a 7-9 hold
1. On a miss, you get bad information and the
Keeper decides how that affects you. Spend
your hold to:
have exactly what you need nearby.
be somewhere you are needed, just in
time.
get +1 forward, or give +1 forward to another hunter
retroactively warn someone about an attack, so that it doesnt happen.
Mystic: You get a +1 on all rolls to use
magic.
Loremaster: When you investigate a
mystery, take +1 forward and you can ask the
following questions (in addition to the normal
ones):
What past encounters has the Society had
with this monster?
Is this connected to previous mysteries we
have investigated?
How does this mystery tie into the bigger
picture?
Old Dogs Dont Need New Tricks: when
you take this move, mark two basic moves as
advanced.

+3)

A dogs claws are 0-harm hand


A dogs bite is 2-harm intimate

Wisdom Of The Ages: +1 to Sharp (max:

Healing Tongue: You may use magic


to heal 2 harm, or 1 harm and stabilize the
injured party. The only special requirment
for this is that you must be able to lick the
wounds, and the GM can not assign other
requirements.

Other Rules

The Wise Dog Society


An order of canines formed sometime after
the Dark Ages to protect mankind and dogkind from bogeymen, monsters, and things
that go bump in the night. Though most have
heard tales of Wise Dogs, they are a reclusive and hierarchical group, working primarily
through packs of associates. Dogs, and very
rarely cats, who have contact with the supernatural may be recruited to work for the Society.
The Wise Dog Society has great traditions of
knowledge and lore - mundane, magical, and
ancient. They are tradition-bound, possessed
of a closed hierarchy, and (unsurprisingly)
expect total obedience. Although they do not
try to conceal their existence - the stories of
their great deeds are told to puppies the world
over - they rarely reveal the true scope of their
knowledge and doings, so as to prevent it
from falling into their enemies hands.
Once per mystery, so long as you are in good
standing with the Society, you may consult
with them about current goings-on; when you
do, its the same as investigate a mystery.
After solving a mystery, you may check in
with them and roll +Charm. On a 10+ theyre
impressed with your work and may reveal
secrets you werent aware of about the mystery; mark experience. On a 7-9 you did okay,
but there were some loose strings; fix those
and you can mark experience. On a miss, you
messed up bad. You need to fix what went
wrong before youll be in good standing again.

The Tough

Dog
Cat

Name

Breed and markings

Charm
Cool
Sharp
Tough
Weird

-1
+1
+1
+2
+0

Team
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________

Luck

name ________________________________

Harm

name ________________________________

If youre a cat, you get the third luck circle

Unstable
Experience

Improvements
Get +1 Weird
Get +1 Tough
Get +1 Cool
Get +1 Sharp
Get +1 Charm
Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
A rating that starts at +2 can go as high as +3.
All others can go as high as +2

relationship ___________________________

relationship ___________________________
name _______________________________
relationship ___________________________

Notes

Moves
Choose three moves...
Claw Claw Bite: Whenever you inflict
injury with your claws, you may immediately
follow up with a bite attack. Roll +Tough. On a
10+, add your bites harm to the harm already
done. On a 7-9, you inflict 1-harm extra. On a
miss, you leave yourself open and vulnerable
as well as failing to hurt it more.
Find Your Opening: When youve accumulated three or more harm from a monster
or minion, you may investigate a mystery
to discover its powers, motivations, or weaknesses. Regardless of the outcome, you cant
do it again until youve suffered at least another three harm.
Grizzled: You can roll +Tough to manipulate someone, and your threat of violence is
reason enough for them. You can use this on
humans, so long as youre just trying to scare
them towards or away from something, though
on a miss they will regard you as a dangerous
animal that needs to be dealt with.
Property Damage: Smashing down
doors, breaking through car windows, toppling
statues, tearing apart evil altars...all in a days
work for you. If it is at all possible to destroy
an inanimate object with your claws, teeth, or
by ramming it, you can roll +Tough to do so.
On a 10+ you can pulverize it, no trouble. On
a 7-9 it will either take a long time, or you cant
break it all down your choice. On a miss,
you cant knock that down.
Scrappy: +1 to Tough (max +3)

A dogs claws are 0-harm hand


A dogs bite is 2-harm intimate messy
A cats claws and bite are 0-harm intimate quick

Shake It Off: When you spend Luck to


avoid harm you are about to suffer, if your
wounds are stable, erase all harm you currently suffer. Otherwise reduce your current
harm by two. Additionally, once per mystery
when you are going to suffer 2-harm or more,
change it to just 1-harm.

Other Rules

Fight Club
Fighting has been a constant part of your life.
Maybe you did it for a living (dog fighting ring,
guard dog, etc.), or maybe you just always got
into more scraps than all the other animals
on your block. Either way, youve got an edge
over less experienced combatants. Check any
two of the following:
Talons: Your claw attacks do +1 harm
Jaws: Your bite atttacks to +1 harm
Go For The Throat: Your claws and bite
have ignore-armor
Thick-Skinned: You have armor-1
Lunge: Your claws and bite can be used
from close range, but afterward you are at
hand or intimate range (respectively).
Cat Scratch Fever: Wounds inflicted with
a cats claws or a dogs bite are always unstable (except against monsters, of course).
Be careful! Some things can only be dealt
with by violence, but humans are notoriously
fearful of letting dangerous animals roam their
streets unfettered. If your reputation comes to
precede you, you can expect all sorts of problems from human authorities.

Dog
Cat

Charm
Cool
Sharp
Tough
Weird

+2
+0
+1
+0
+0

The House Dog (or Cat)


Name

Choose three moves...

Breed and markings

Out Of My Element: When another hunter


uses protect someone to protect you, they
mark experience. Whenever you go off by
yourself to explore something scary and
end up in danger, mark experience.

Team
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________

Luck

name ________________________________

Harm

name ________________________________

If youre a cat, you get the third luck circle

Unstable
Experience

Improvements
Get +1 Weird
Get +1 Tough
Get +1 Cool
Get +1 Sharp
Get +1 Charm
Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
A rating that starts at +2 can go as high as +3.
All others can go as high as +2

Moves

relationship ___________________________

relationship ___________________________
name _______________________________

Best In Class: When you want to work


a phone, door, or other common human
device, roll +Sharp. On a 10+, you succeed.
On a 7-9, it works, but not quite the way you
want it to.
GPS Tag: When facing trouble, you may
spend a point of Luck to have one of your humans show up and help you out, if they can.
Theyre going to behave realistically (theyll
drive you to the next town over, but probably wont help you break into the neighbors
house), and they may hang around longer
than you want them to. The presence of humans will scare away most minions and the
like, but a big bad will generally think nothing
of murdering a human if they get in their way.

relationship ___________________________

Good With People: You may use manipulate someone on humans.

Notes

Leash Trained: When you act under


pressure, roll +Sharp instead of +Cool.
Puppy Dog Eyes: +1 to Charm (max +3).

A dogs claws are 0-harm hand


A dogs bite is 2-harm intimate messy
A cats claws and bite are 0-harm intimate quick

Other Rules

Home
You have a home, with humans, where you
can go. The home itself is an advantage. You
should also decide what your humans are like;
do they love you, or are they the sort of people who should never be allowed to own pets?
When you go home and spend the night,
if you are lightly hurt (i.e., no unstable
wounds), you heal two harm.
If your wounds are unstable, your humans
will do whatevers necessary to stabilize
them.
Its safe from minions and mundane enemies, and monsters will probably pause
before busting down the door to come after
you there.
There is a downside to this as well. When you
come home in the evening, you are probably
stuck inside for the rest of the night, unless
you have some way of sneaking out. If you
come home badly hurt, your people (if they
love you), will likely take you to the vet for
medical care, and you may not be allowed to
leave the house until youre fully healed. Conversely, if your humans are abusive assholes,
when you get into some trouble, its possible
theyll actually inflict one or two harm on you
to teach you a lesson. Both kinds of humans
may come looking for you if youre away from
home too long, and could theoretically get
themselves into trouble if they get too close to
a monster or minions while looking for you. On
top of that, your humans may sometimes just
want time with you, which can complicate your
investigative life (at the Keepers discretion).
If you like, you may specify that your home
has a doggy door, which allows you to come
and go as you please, even at night. Your
friends can also come and go. However, some
minions will also be able to use this door to
gain egress to your home.

The Familiar
Cat

Name

Breed and markings

Charm
Cool
Sharp
Tough
Weird

+1
-1
+1
+0
+2

Luck
Harm
Unstable
Experience

Improvements

Team
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________
name _______________________________
relationship ___________________________

Notes

Get +1 Weird
Get +1 Tough
Get +1 Cool
Get +1 Sharp
Get +1 Charm
Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
A rating that starts at +2 can go as high as +3.
All others can go as high as +2

Moves
Choose three moves...
Premonitions. At the start of each mystery, roll +Weird. On a 10+, you get a detailed
vision of something bad that is yet to happen.
You take +1 forward to prevent it coming true,
and mark experience if you stop it. On a 7-9+
you get clouded images of something bad that
is yet to happen: mark experience if you stop
it. On a miss, you get a vision of something
bad happening to you and the Keeper holds
3, to be spent one-for-one as penalties to rolls
you make.
The Big Whammy: You can use your
powers to kick some ass: roll +Weird instead
of +Tough. The attack has 2-harm close obvious ignore-armour. On a miss, youll get a
magical backlash.
The Sight. You can see the invisible,
especially spirits and magical influences. You
may communicate with (maybe even make
deals with) the spirits you can see, and you
have more opportunities to spot clues when
you investigate a mystery.
Tune In: You can attune your mind to a
monster or minion. Roll +Weird. On a 10+,
hold 3. On a 7-9, hold 1. On a miss, the monster becomes aware of you. Spend hold to
ask the Keeper one of the following questions, and gain +1 ongoing when acting on the
answers:
Where is the creature right now?
What is it planning to do right now?
Who is it going to attack next?
Who does it regard as the biggest threat?
How can I attract its attention?
Black Cat: +1 Weird (max +3)

A cats claws and bite are 0-harm intimate quick

Jinx: You can encourage coincidences to


occur, the way you want them to. When you
jinx a target, roll +Weird. On a 10+ hold 2 and
on a 7-9 hold 1. On a miss, the Keeper holds
2 over you to be used in the same way. Spend
your hold to:
Interfere with a hunter, giving them -1
forward.
Interfere with what a monster, minion, or
bystander is trying to do.
Inflict 1-harm on the target due to an accident.
The target finds something you left for
them.
The target loses something that you will
soon find.

Other Rules

The Dark Side


Your powers have an unsavory source and it
brings out the worst in you. Pick three tags for
your dark side:
Depression
Guilt
Dread
Rage
Self-destruction
Obsession
Poor impulse control
Hallucinations
Paranoia
Possession
The Keeper can ask you to do nasty things (in
accordance with the tags). If you do whatever
is asked, mark experience. If you dont, then
your powers are unavailable until the end of
the mystery (or you cave and do it anyway).
As you mark off Luck boxes, these requests
will get bigger and nastier.

The Stray

Dog
Cat

Name

Breed and markings

Charm
Cool
Sharp
Tough
Weird

-1
+2
+1
+1
+0

Team
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________

Luck

name ________________________________

Harm

name ________________________________

If youre a cat, you get the third luck circle

Unstable
Experience

Improvements
Get +1 Weird
Get +1 Tough
Get +1 Cool
Get +1 Sharp
Get +1 Charm
Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
A rating that starts at +2 can go as high as +3.
All others can go as high as +2

relationship ___________________________

relationship ___________________________
name _______________________________
relationship ___________________________

Notes

A dogs claws are 0-harm hand


A dogs bite is 2-harm intimate messy
A cats claws and bite are 0-harm intimate quick

Moves
Choose three moves...
Panic Button: When you need to escape,
name the route youll try and roll +Cool. On a
10+ youre out of danger, no problem. On a
7-9 you can go or stay, but if you go its going
to cost you (you leave something behind or
something comes with you). On a miss, you
are caught halfway out.
Streetwise: When you need something
unusual or rare, roll +Sharp. On a 10+, its
nearby and you know exactly where. On a
7-9 , you know here, but its not nearby: it will
take some time to get it. On a miss, you know
where it is, but its somewhere real bad.
Lead Astray: When you protect someone, roll +Cool instead of +Tough. You may
add the following option to a roll of 10+:
Tell the referee where you run off to. The
danger will follow in close pursuit, if it can.

Other Rules

Loner
Youve been alone a long time and its hard for
you to trust others when survival is on the line.
By default, you do not gain any benefit from
the help someone move, when others use it
to help you.
When someone successfully uses protect
someone to defend you, or otherwise does
something selfless to make your life safer,
write their name down on one of the lines
below and check the circle next to it. While the
circle is checked, you may receive help from
them as normal and you gain a +1 to all rolls
to protect them using protect someone. The
circle becomes unchecked when they fail to
protect you from danger or do something that
causes you to be in danger when they are not.
Alternatively, you may uncheck the box to take
an automatic result of 12, before or after the
dice are rolled, when using protect someone
to defend them.

The Dog (or Cat) With The Plan: At the


beginning of each mystery, roll +Sharp. On a
10+ hold 2, and on a 7-9 hold 1. Spend your
hold to be where you need to be, totally prepared and ready for what is there. On a miss,
the Keeper holds 1 they can spend to have
you be in the wrong place, unprepared and
unready.

______________________________

Contrary: When you seek out and receive


someones honest advice on the best course
of action for you, mark experience if you do
something else instead. If you do exactly the
opposite of their advice, you also take +1 ongoing on any moves you make pursuing that
course.

______________________________

Unfazeable: +1 Cool (max +3)

______________________________
______________________________
______________________________

______________________________
______________________________
______________________________
______________________________

The Tagalong

Dog
Cat

Name

Breed and markings

Charm
Cool
Sharp
Tough
Weird

+1
+1
+1
+0
-1

Team
name ________________________________
relationship ___________________________
name ________________________________
relationship ___________________________

Luck

name ________________________________

Harm

name ________________________________

If youre a cat, you get the third luck circle

Unstable
Experience

Improvements
Get +1 Weird
Get +1 Tough
Get +1 Cool
Get +1 Sharp
Get +1 Charm
Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
A rating that starts at +2 can go as high as +3.
All others can go as high as +2

relationship ___________________________

relationship ___________________________
name _______________________________
relationship ___________________________

Notes

A dogs claws are 0-harm hand


A dogs bite is 2-harm intimate messy
A cats claws and bite are 0-harm intimate quick

Moves
Choose three moves...
Theres No I In Team: You get +1 on
all rolls to help out. When you successfully
help out your hero, they get +2 to their roll
rather than +1.
Copycat: Take a move that your hero has.
As You Wish: Mark experience whenever your hero orders or requests that you do
something you dont 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 harms 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 heros die roll.
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.

Other Rules

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.
Think about the hero and decide what your relationship is. Perhaps theyre an older sibling,
a parent, a friend who was always better than
you, perhaps they saved you from a monster,
or you found out about their monster hunting
by accident. Check with the heros player, to
make sure theyre okay with it.
When your heros player has picked their ratings, ask them which is highest. Youve been
trying to be like them, so you get an extra +1
to that rating. If they have a tie for highest,
you can pick which one you put your +1 on.

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