TEXT: This playbook is ©2019 by Generic Games and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The Gumshoe
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Gumshoe Special: When you use a point of Luck your 
  next regular case will actually be a mystery for your 
  hunter group, not a regular case at all (and the monster 
  will focus its attention on you!)
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  Gumshoe Code
  With the agreement of the Keeper, pick a one-sentence 
  Code that your Gumshoe adheres to.
   
   
   
   
   
   
  Example Codes: Murders must be punished. 
  Monsters must be destroyed. Innocents must 
  be saved. Laws must be enforced. Evil must be 
  exposed. The weak must be protected from the 
  powerful.
  This Code defines your Gumshoe. Any time you 
  violate your code you forfeit all Code related moves (The 
  Postman Always Rings Twice, The Long Goodbye) and 
  the ability to spend Luck points. These forfeits last either 
  until the next mystery or you make amends. As long as 
  you follow the Code people will sense your sincerity: you 
  receive +1 ongoing for manipulate someone and you 
  may not be possessed or charmed by any sort of super-
  natural, alien, or demonic entity or item.
  Moves
  You get three Gumshoe moves. You get these two:
   
  B
  Occult Confidential: The first time in each mystery 
  that you observe a monster, minion, or phenomenon 
  in action, you may ask one question from the inves-
  tigate a mystery list.
   
  B
  The Naked City: You have lots of personal con-
  tacts wherever you go. Pick four contact types from 
  the following areas (or from other areas agreed to 
  between you and the Keeper): 
  Academics, Accountants, Artists, Bartenders, Clergy, 
  Conspiracy Theorists, Construction, Courts, Criminals 
  (organised), Criminals (street), Cultists, Engineers, Espi-
  onage, Film and TV, Forensic Scientists, Fringe Scientists, 
  Hackers, Journalists, Lawyers, Mechanics, Media, Medical 
  Practioners, Military, Morgue, Occult, Police (local), 
  Police (national), Politicians, Prisons, Private Security, 
  Property Developers, Stage Magicians, Technologists, 
  Transportation
  You can hit them up for info (+1 to one investigate 
  a mystery roll) or small favours—but there may be 
  a small cost involved. Personal contacts can provide 
  more significant help but the Keeper decides their 
  price on a case-by-case basis.
  Then pick one of these:
   
  b
  The Postman Always Rings Twice: Twice per 
  mystery—as long as you follow your Code—you may 
  reroll a roll.
   
  b
  The Long Goodbye: You can’t die with an open case. 
  Specifically, you suffer all harm as normal but your 
  death is postponed until you have either completed 
  or abandoned the case, or you break your Code (then 
  all bets are off).
   
  b
  Jessica Jones Entry: When you double-talk your 
  way into a secure location, roll +Charm. On a 10+ 
  pick three, on a 7-9 pick two, on a fail pick one:
  • You don’t leave any trace of what you searched. 
  • You find what you wanted. 
  • You find something else that’s important. 
  • You don’t piss anyone off. 
  • You aren’t recognised. 
   
  b
  Out of the Past: You have a police buddy who will do 
  you big favors. Get in touch with them when you need 
  to redirect law enforcement attention, get a heads-up 
  on what operations are planned, or access police files. 
  You now owe them: expect them to collect on it soon.
   
  b
  Asphalt Jungle: You heal faster than normal people. 
  Any time your harm gets healed, heal an extra point. 
  You are immune to all the harm move effects under 
  ‘0-harm’ and ‘1-harm’ (when the Keeper would apply 
  these, you ignore it).
   
  b
  Hacker with a Dragon Tattoo: When you hack into 
  a computer system, roll +Sharp. On 10+ pick two, on 
  a 7-9 pick one. You:
  • ... leave no traces. 
  • ... learn something important. 
  • ... can leave misinformation in place. 
  • ... gain access to somewhere you want to get in to. 
   
  b
  “Just one more thing”: When you ask a suspect 
  leading questions, roll +Charm. On a 10+ hold 2, on 
  a 7-9 hold 1, on a miss hold 1 but something bad is 
  going to happen too.
  Spend your hold to ask questions from this list:
  • One question from the investigate a mystery list.
  • Was that a lie? 
  • What is something you left out that you didn’t want me 
  to notice?
  • Are you complicit with any ongoing criminal activity? 
  • Did you commit this specific crime? 
  
  This playbook is ©2019 by Generic Games and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
  Getting Started
  To make your Gumshoe, first pick a name. Then follow 
  the instructions in this playbook to decide your look, 
  ratings, code, moves, and gear. Finally, introduce yourself 
  and pick history.
  Look, pick one from each list:
  • Man, woman, ambiguous, __________.
  • Angelic face, unshaven face, handsomely devil-
  ish face, world-weary face, sly face, streetwise face, 
  quiet face, knowing face, watchful face, merry face, 
  obvious ex-cop face, hunted face, __________ face.
  • Nondescript clothes, tailored clothes and sunglasses, 
  vintage clothes, fashion clothes, fedora and trench 
  coat, California casual, biker clothes, Pacific island 
  casual, __________ clothes.
  Ratings, Pick one line:
   
  b
  Charm+2, Cool=0, Sharp+1, Tough=0, Weird=0
   
  b
  Charm+2, Cool=0, Sharp+1, Tough+1, Weird–1
   
  b
  Charm+1, Cool=0, Sharp+2, Tough+1, Weird–1
   
  b
  Charm+1, Cool–1, Sharp+2, Tough=0, Weird=+1
   
  b
  Charm+2, Cool+1, Sharp+1, Tough=0, Weird–1
  Gear
  You get a laptop, a liquor flask, two recording devices, 
  and one P.I. weapon.
  Recording devices (pick one):
   
  b
  Night vision camera
   
  b
  Tiny digital 
  video camera
   
  b
  Film camera 
  (8mm or 16mm)
   
  b
  Digital sound 
  recorder
   
  b
  Cassette tape 
  recorder
   
  b
  Remote-controlled 
  camera drone
   
  b
  Laser microphone
   
  b
  SLR camera
  P.I. Weapons (pick one):
   
  b
  Brass knuckles 
  (1-harm hand small)
   
  b
  .38 revolver (2-harm 
  close reload loud)
   
  b
  9mm (2-harm 
  close loud)
   
  b
  Magnum (3-harm 
  close reload loud)
   
  b
  Shotgun (3-harm 
  close messy loud)
   
  b
  Switchblade (1-harm 
  hand small)
  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 
  Gumshoe by name and look, and tell the group what they 
  know about you.
  History
  Go around the group again. On your turn, pick one for 
  each of the other hunters:
  • You are on the same (or rival) bowling teams. Ask 
  them what bowling-related disagreement rubbed 
  them the wrong way. 
  • You caught them committing a crime but let them 
  go. Ask them to describe the crime, then you explain 
  why your Code required you to look the other way. 
  • They remind you of a former partner who was mys-
  teriously murdered. Describe the unsolved case that 
  killed your partner and how you hope to solve it.  
  • You first approached them for help on a case. 
  Describe the case. Ask them to describe the key 
  expertise they provided that solved that mystery. 
  • You were friends back in training, before you 
  became a private investigator. This could be military, 
  law enforcement, or whatever—decide the details 
  between you. 
  • Ask them if they live by a code and what it is. If you 
  approve of the code, you’ve always respected them. 
  If not (or if they don’t have a code), you’ve never 
  trusted them. 
  • They hired you for a job but you were too drunk or 
  high to take it. Ask them what they wanted, then tell 
  them how you brushed them off. 
  • You first met on an unsolved crimes website. Decide 
  together what infamous crime fascinates you both. 
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  list below.
  Improvements
   
  b
  Get +1 Charm, max +3
   
  b
  Get +1 Cool, max +2
   
  b
  Get +1 Sharp, max +3
   
  b
  Get +1 Tough, max +2
   
  b
  Take another Gumshoe move.
   
  b
  Take another Gumshoe move.
   
  b
  Add another harm box to your track, before Dying.
   
  b
  Get a haven (your office, perhaps), like the Expert 
  has, with two options.
   
  b
  Add four additional or new contacts for your Naked 
  City move.
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b
  Get +1 to any rating, max +3.
   
  b
  Change this hunter to a new type.
   
  b
  Make up a second hunter to play as well as this one.
   
  b
  Mark two of the basic moves as advanced.
   
  b
  Mark another two of the basic moves as advanced.
   
  b
  Turn one of your contacts into an ally.
   
  b
  Retire this hunter to safety.
   
  b
  Erase one used Luck mark from your playbook.
  “You won’t understand this… When I take 
  a case, I’m supposed to do something about 
  it. You’re supposed to do something about it 
  whether you like it or not. You’ve got to pay 
  for what you’ve done, sweetheart, whatever 
  it is I might feel about you. Yes, I’ll have 
  some bad nights, but I’ll still have myself.”
  
  This playbook is ©2019 by Generic Games and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The Hex
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Hex Special: When you spend Luck, until the end of the 
  mystery, backlash on your spells will be extra nasty.
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  Rotes
  Whenever you use magic, you can decide afterwards 
  that a particular spell is a rote that you know. See the 
  separate Rotes sheet for more details.
  Temptation
  You have a dangerous drive that you pursue, sometimes 
  to the exclusion of your own safety. Decide if your Temp-
  tation drove you to learn magic, or if learning magic 
  drove you to it.
  Whenever you give in to your Temptation and act 
  accordingly, you mark experience. You need to act under 
  pressure to resist giving in to your temptation, if a perfect 
  opportunity presents itself; if you fail this roll, you don’t 
  mark experience like you would have if you’d willingly 
  acted out your desires.
  Choose one Temptation:
   
  b
  Vengeance: Use magic to inflict disproportionate 
  retribution on someone who wronged you.
   
  b
  Power: Use magic to exert your dominance over 
  another.
   
  b
  Addiction: Use magic to do what you could do 
  without it.
   
  b
  Callousness: Use magic without regard for the 
  safety of others.
   
  b
  Carnage: Use magic to inflict gruesome violence.
   
  b
  Secrets: Use magic to discover forbidden, dangerous 
  knowledge.
   
  b
  Glory: Use magic to steal someone’s thunder.
  Moves
  You have three Hex moves. You have this one:
   
  B
  Bad Luck Charm: Whenever you use magic and 
  miss, the backlash never affects you directly if there’s 
  someone else around to hit. It’ll go for allies, other 
  hunters, and innocent bystanders. Sometimes, every 
  so often, it might even hit an enemy.
  Plus pick two of these:
   
  b
  Burn Everything: When you use magic to inflict 
  harm, you can choose to inflict 3-harm area magic 
  obvious or 3-harm ignore-armour magic obvious.
   
  b
  Cast the Bones: Once per mystery, you may perform 
  some kind of divination (tarot, casting the runes, 
  reading entrails, or something like that) to glean 
  information about the future. When you seek guid-
  ance by divination, roll +Sharp. On a 10+, hold 2. On 
  a 7-9, hold 1. On a miss, you get some information, 
  but it’s not what you want to hear. Spend those holds 
  to ask any question from the investigate a mystery 
  move, or one of the following questions:
  • What can I gain from this person/place/thing/creature?
  • Who has touched this person/place/thing/creature 
  before me?
  The Keeper will answer truthfully, with either a 
  direct answer or how to find out more.
   
  b
  Force of Will: When you apply your will to dispelling 
  a magical effect, blocking a spell, or suspending a Phe-
  nomenon, roll +Weird. On a hit, momentary magics 
  are cancelled completely, and long-lasting spells and 
  effects are suspended temporarily. On a 10+, you can 
  also spend Luck to instantly snuff out a powerful spell 
  or strange effect. On a 7-9, you take 1-harm as the 
  strain of dismissing magic unravels you.
   
  b
  Luck of the Damned: After you use magic or cast a 
  rote, take +1 forward on the next roll you make.
   
  b
  Sympathetic Token: As long as you carry a personal 
  object belonging to someone, such as a lock of hair, 
  a full set of toenails, or a treasured family heirloom, 
  you get +1 ongoing to use magic against them. You 
  can also use magic against them at a distance. If you 
  try to use magic against them and miss, the token is 
  lost, destroyed, or loses its power.
   
  b
  This Might Sting: You can use magic to heal 
  3-harm, but the process is exceptionally painful. On 
  a 7-9 it also leaves a gnarly scar.
   
  b
  Wise Soul: Whenever you use magic, right before 
  you roll, you can ask the Keeper what exactly would 
  happen on a miss. If you dislike the risk, you can stop 
  at the last second, and let the spell fizzle harmlessly. 
  All of the effort is wasted.
  “I didn’t have magic fall into my lap. I’m not 
  blessed, I’m not one of the scary children—I’m 
  just a girl who found a way to give herself the 
  strength to fight this war. I don’t have the option 
  of not taking this risk.”
  
  This playbook is ©2019 by Generic Games and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
  Getting Started
  To make your Hex, first pick a name. Then follow the 
  instructions below to decide your look, ratings, moves, 
  Temptation, and gear. Finally, introduce yourself and pick 
  history.
  Look, pick one from each list:
  • Woman, man, transgressing, unknown, nonbinary, 
  _______ 
  • Sharp eyes, angry eyes, glowing eyes, shifty eyes, 
  serene eyes, featureless eyes, __________ eyes. 
  • Retro clothes, hippy clothes, trendy clothes, too-for-
  mal clothes, ill-fitting clothes, anachronistic clothes, 
  ___________ clothes. 
  Ratings, Pick one line:
   
  b
  Charm+2, Cool=0, Sharp=0, Tough–1, Weird+2 
   
  b
  Charm+1, Cool–1, Sharp+1, Tough=0, Weird+2 
   
  b
  Charm–1, Cool+1, Sharp=0, Tough+1, Weird+2 
   
  b
  Charm–1, Cool=0, Sharp+1, Tough+1, Weird+2 
   
  b
  Charm=0, Cool=0, Sharp+2, Tough–1, Weird+2  
  Gear
  You have whatever magical items or amulets you use to 
  perform magic, including whatever you need to cast your 
  rotes. You also have two wizardly weapons.
  Wizardly weapons, pick two:
   
  b
  .38 revolver (2-harm close reload loud) 
   
  b
  Shotgun (3-harm close messy loud) 
   
  b
  Athame (2-harm hand magic silver) 
   
  b
  Shillelagh (1-harm hand balanced) 
   
  b
  Crossbow (2-harm close slow) 
   
  b
  Staff (1-harm hand balanced large) 
  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 
  Hex 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:
  • You once cast a powerful spell or curse on them. Tell 
  them why, and ask them how it ended. 
  • They fear your power, or what you might do with it. 
  Ask them why. 
  • You’re madly in love with them. Ask them if they can 
  tell. 
  • They encourage you to indulge your temptation. Ask 
  them why. 
  • They keep you grounded, and are unfazed by your 
  displays of power. 
  • You were part of the same cult, sect, or secret society. 
  Decide together what horrible things you did in the 
  name of power. 
  • You learned through divination that they’re import-
  ant and you should help them. Decide whether 
  you’ve told them or not. 
  • They helped you out when a spell went awry. Tell 
  them what the spell was, and ask them how they 
  helped you.
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  list below.
  Improvements
   
  b
  Get +1 Weird, max +3. 
   
  b
  Get +1 Cool, max +2. 
   
  b
  Get +1 Charm, max +2. 
   
  b
  Get +1 Sharp, max +2. 
   
  b
  Take another Rote. 
   
  b
  Take another Rote. 
   
  b
  Take another Rote.
   
  b
  Take another Hex move, or an additional Rote. 
   
  b
  Take another Hex move, or an additional Rote. 
   
  b
  Take a Haven, like the Expert has, with two options. 
   
  b
  Take a move from another playbook. 
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  ADVANCED IMprovements
   
  b
  Get +1 to any rating, max +3. 
   
  b
  Change this hunter to a new type. 
   
  b
  Make up a second hunter to play as well as this one. 
   
  b
  Mark two of the basic moves as advanced. 
   
  b
  Mark another two of the basic moves as advanced. 
   
  b
  Retire this hunter to safety. 
   
  b
  Erase one used Luck mark from your playbook. 
   
  b
  Gain another two Rotes. 
   
  b
  Choose one advanced Hex move (see below).
  Advanced Hex Moves
  When you take the “Choose one advanced Hex move” 
  improvement, choose one of these moves. You can never 
  have both:
   
  b
  Apotheosis: You become a terrifying fount of mys-
  tical power. Once per mystery, after you suffer loss 
  or harm, you may enter a state where you have both 
  immense power and zero interest in the well-being 
  of other people. While in this state, you can fly, use 
  +Weird to kick some ass instead of +Tough (using 
  innate magic as a 3-harm weapon with whatever 
  properties you choose), ignore the component costs 
  of your rotes, ignore one requirement of every spell 
  you cast with use magic, and you have +1 ongoing 
  to do everything. On the other hand, you outright 
  cannot use the protect someone move, you have 
  all the Temptations, and you have to indulge them 
  whenever a good opportunity presents itself. When 
  you try to resist a temptation, roll +Cool. On a 10+, 
  your apotheosis ends. On a 7-9, it ends with you 
  doing something dangerous or cruel. On a miss, it 
  ends only after you harm someone (or something) 
  you love.
   
  b
  Synthesis: You manage to conciliate your dark 
  power with your moral impulses. You lose your 
  Temptation. Whenever you use magic to help out 
  or protect someone, you mark experience. Mark a 
  second experience if you do it at the expense of your 
  own safety.
  
  This playbook is ©2019 by Generic Games and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
  Rotes (The Hex)
  Whenever you use magic, you can decide afterwards that 
  a particular spell is a rote that you know. Write down in 
  detail what the spell does, and what it requires. You know 
  how to cast it off the top of your head, and you choose 
  two requirements from this list:
  • Magic words and ritual gestures.
  • An object of power (wand, talisman, orb, staff, etc) 
  which must be wielded.
  • An expendable component such as sulfur, sage, or 
  incense, which must be burned, blown, or scat-
  tered during the casting.
  • Runes or symbols written or engraved on a surface 
  (which must be prepared).
  • A spilling of blood, which inflicts 1-harm upon 
  you or a willing participant.
  Give your new rote a name, and decide specifically 
  what the requirements are (which words, gestures, 
  objects, symbols, and procedures are required). Unlike 
  regular use magic, a rote’s cost and the consequences for 
  failing it are known to you in advance. After you cast it 
  for the first time, treat each rote as a custom move—a 
  specialised version of use magic, which is built with the 
  Keeper. Write down what it does on a 10+, a 7-9, and a 
  miss. Also, a rote is a bit more powerful than a basic use 
  magic spell: its glitches are less onerous and its effect 
  may be a little bigger.
  Casting a rote requires you to have the needed items 
  at hand and the ability to physically use them. You roll 
  +Weird to cast it, as you would when using magic nor-
  mally.
  How many rotes?
  You start out knowing up to one rote, which you can 
  choose when creating your character or during play. You 
  can learn more by taking improvements—when you do, 
  you can choose the new rote right away or in play.
  Rote:  
  Requirements, pick two:
   
  b
  Magic words, ritual gestures
   
  b
  Object of power which must be wielded
   
  b
  Expendable component destroyed or scattered
   
  b
  Runes or symbols written or engraved on a surface
   
  b
  Spilling of blood (1-harm to you or willing person)
  Effect:
  On a 10+
  On a 7-9:
  On a miss:
  Rote:  
  Requirements, pick two:
   
  b
  Magic words, ritual gestures
   
  b
  Object of power which must be wielded
   
  b
  Expendable component destroyed or scattered
   
  b
  Runes or symbols written or engraved on a surface
   
  b
  Spilling of blood (1-harm to you or willing person)
  Effect:
  On a 10+
  On a 7-9:
  On a miss:
  Rote:  
  Requirements, pick two:
   
  b
  Magic words, ritual gestures
   
  b
  Object of power which must be wielded
   
  b
  Expendable component destroyed or scattered
   
  b
  Runes or symbols written or engraved on a surface
   
  b
  Spilling of blood (1-harm to you or willing person)
  Effect:
  On a 10+
  On a 7-9:
  On a miss:
  Rote:  
  Requirements, pick two:
   
  b
  Magic words, ritual gestures
   
  b
  Object of power which must be wielded
   
  b
  Expendable component destroyed or scattered
   
  b
  Runes or symbols written or engraved on a surface
   
  b
  Spilling of blood (1-harm to you or willing person)
  Effect:
  On a 10+
  On a 7-9:
  On a miss:
  
  This playbook is ©2019 by Generic Games and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
  Rote:  
  Requirements, pick two:
   
  b
  Magic words, ritual gestures
   
  b
  Object of power which must be wielded
   
  b
  Expendable component destroyed or scattered
   
  b
  Runes or symbols written or engraved on a surface
   
  b
  Spilling of blood (1-harm to you or willing person)
  Effect:
  On a 10+
  On a 7-9:
  On a miss:
  Rote:  
  Requirements, pick two:
   
  b
  Magic words, ritual gestures
   
  b
  Object of power which must be wielded
   
  b
  Expendable component destroyed or scattered
   
  b
  Runes or symbols written or engraved on a surface
   
  b
  Spilling of blood (1-harm to you or willing person)
  Effect:
  On a 10+
  On a 7-9:
  On a miss:
  Rote:  
  Requirements, pick two:
   
  b
  Magic words, ritual gestures
   
  b
  Object of power which must be wielded
   
  b
  Expendable component destroyed or scattered
   
  b
  Runes or symbols written or engraved on a surface
   
  b
  Spilling of blood (1-harm to you or willing person)
  Effect:
  On a 10+
  On a 7-9:
  On a miss:
  Rote:  
  Requirements, pick two:
   
  b
  Magic words, ritual gestures
   
  b
  Object of power which must be wielded
   
  b
  Expendable component destroyed or scattered
   
  b
  Runes or symbols written or engraved on a surface
   
  b
  Spilling of blood (1-harm to you or willing person)
  Effect:
  On a 10+
  On a 7-9:
  On a miss:
  
  This playbook is ©2019 by Generic Games and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The Pararomantic
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Pararomantic Special: When you spend a point of Luck, 
  also mark off one of your relationship status boxes. The 
  Keeper will bring fate of your love (see reverse) into play.
  Relationship Status
  Loving bbbbbbb Broken
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  Moves
  You get all of the basic moves, plus three Pararomantic 
  moves. 
  You get this one:
   
  B
  Supernatural Guide: You have a (most likely inti-
  mate) connection to some supernatural being who 
  is your guide into the world beyond. Choose if your 
  relationship is secret or not.
  Determine what kind of creature your Guide is 
  and how your relationship works. Say what kind of 
  power they possess. The Keeper will decide how it 
  works and define your Guide as a threat.
  If your Guide is another hunter, determine 
  together how your relationship works.
  Whenever you would roll +Weird you can roll 
  +Charm instead, by channeling the power of your 
  bond. When you do so and miss, in addition to the 
  usual consequences, you and your Guide suffer as 
  when you miss a roll for bond abuse.
  Then pick two of these:
   
  b
  Bonding Time: If you spend some quality time 
  with your Guide instead of working on the current 
  mystery you can roll +Charm. On 10+, hold 2. On 
  7-9, hold 1. Spend your hold to:
  • Erase one mark in your Relationship Status track.
  • Use a Pararomantic move you haven’t picked.
  • Receive a gift from your Guide.
  • Take +1 forward.
   
  b
  Dark Desires: You may use the manipulate 
  someone move on monsters, as long as you are 
  using emotional ties.
   
  b
  The Power of Love: When you use help someone 
  to help your Guide you don’t have to roll +Cool. You 
  automatically help as though you’d rolled a 10. If 
  your Guide is another hunter, the same applies when 
  they help you.
   
  b
  Do As The Supernatural Do: You can take an 
  unnatural move from your Guide’s playbook (if they 
  are a hunter). If they are a monster, choose a move 
  from a suitable supernatural playbook. The Keeper 
  may offer you a custom move, instead.
   
  b
  I Am Theirs And They Are Mine: Whenever you 
  are in danger, your Guide knows it. If your Guide is 
  suffering harm (and it’s feasible), you can spend a 
  point of Luck to redirect the attack onto yourself as 
  if you have rolled 10+ with protect someone. If you 
  are suffering harm, you can decide that your Guide 
  has protected you and is suffering this harm instead. 
  If you choose this, roll for bond abuse.
   
  b
  Monster Empathy: When you try to work out what 
  a supernatural creature desires, roll +Charm. On a 
  10+, hold 2. On a 7-9, hold 1. Spend your hold to 
  ask the following questions—the Keeper will answer 
  honestly:
  • What does it most desire?
  • What would it accept as good enough for now?
  • What would distract it?
   
  b
  Spirit Touched: Your experiences have made you 
  sensitive to the supernatural. When you sense magical 
  things, roll +Weird. On a 10+ you can sense them 
  fully. On a 7-9, choose: either sense them fully but 
  they notice you too, or you sense only impressions.
  Bond Abuse
  For details, see fate of your love on the reverse side.
  Bond Abuse: Whenever you do something to abuse the 
  bond with your Guide, like acting against them, or not 
  giving them enough attention, roll +Charm:
  • On 10+, your action has no effect beyond the 
  exchange of some angry words.
  • On 7-9 choose one of the bond abuse options below.
  • On a miss, the Keeper may choose two of the bond 
  abuse options below, or something worse.
  Bond abuse options:
  • Mark off a box in your Relationship Status track.
  • You may not channel the power of your bond for the 
  rest of the mystery.
  • You gain the unwelcome attention of others of your 
  Guide’s kind.
  • Someone who shouldn’t know finds a clue about 
  your relationship with your Guide.
  
  This playbook is ©2019 by Generic Games and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
  Getting Started
  To make your Pararomantic, first pick a name. Then follow the 
  instructions below to decide your look, ratings, fate, moves, 
  gear, and your relationship. Finally, introduce yourself and pick 
  history..
  Look, pick one from each list:
  • Man, woman, boy, girl, concealed, __________.
  • Friendly face, alluring face, laughing face, trustworthy face, 
  average face, serious face, sensual face, face, __________ face.
  • Normal clothes, casual clothes, goth clothes, sporty clothes, 
  street clothes, nerdy clothes, __________ clothes.
  Ratings, Pick one line:
   
  b
  Charm+2, Cool+1, Sharp=0, Tough–1, Weird+1
   
  b
  Charm+2, Cool–1, Sharp+1, Tough+1, Weird=0
   
  b
  Charm+2, Cool+2, Sharp=0, Tough=0, Weird–1
   
  b
  Charm+2, Cool+1, Sharp+1, Tough–1, Weird=0
   
  b
  Charm+2, Cool=0, Sharp+2, Tough–1, Weird=0
  Gear
  Choose two of these normal things:
   
  b
  Golf club, baseball bat, cricket bat, or hockey stick (2-harm 
  hand innocuous messy)
   
  b
  Pocket knife or multitool (1-harm hand useful small)
   
  b
  Small handgun (2-harm close loud reload)
   
  b
  Bicycle
   
  b
  Fairly new car in decent condition
   
  b
  Motorcycle
  And choose one gift from your Guide. Whatever gift you choose, 
  it must be periodically recharged by interactions with your Guide. 
  The gifts are:
   
  b
  Part of their body, e.g. a vial of blood, lock of hair, tears in a 
  phial, fairy dust. It either helps you heal, or counts as a weak-
  ness against a specific sort of monster.
   
  b
  Piece of jewelery, e.g. a golden ring, tribal pendant, silver 
  locket. It either provides 1-armour magic or protects you 
  from the powers of a specific sort of monster.
   
  b
  A memento of the time when they were human, e.g. a por-
  trait/photo from life, diary, favourite hat, doll, or lighter. 
  Provides +1 on bond abuse rolls. 
   
  b
  A strange or antique weapon, e.g. a family sword, ancient 
  staff, holy mace (2-harm hand messy). Additionally, add 
  “magic,” “silver,” “holy,” or “iron” to the weapon.
  Leveling Up
  When you have filled all five experience boxes, you 
  level up. Erase the marks and pick an improvement 
  from the list below.
  Improvements
   
  b
  Get +1 Charm, max +3
   
  b
  Get +1 Cool, max +2
   
  b
  Get +1 Sharp, max +2
   
  b
  Get +1 Weird, max +2
   
  b
  Take another Pararomantic move
   
  b
  Take another Pararomantic move
   
  b
  Gain an ally
   
  b
  Take a move from another playbook
   
  b
  Take a move from another playbook
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b
  Get +1 to any rating, max +3.
   
  b
  Change this hunter to a new type.
   
  b
  Create a second hunter to play as well as this one.
   
  b
  Mark two of the basic moves as advanced.
   
  b
  Mark another two of the basic moves as advanced.
   
  b
  Retire this hunter to safety.
   
  b
  Take a second gift from your guide or add another 
  property to an existing gift.
   
  b
  Change your Guide, as you fall for another crea-
  ture.
   
  b
  Gain a second Guide. Track the relationship 
  status tracks of both relationships separately. 
  Both Guides initially hate each other, but this 
  could change through play. All moves that 
  applied to your original Guide can now apply to 
  either one.
   
  b
  Erase all the marks from the Relationship Status 
  track.
  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 
  Pararomantic 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:
  • Your best friend in the world. You trust them 
  totally.
  • You are blood-kin. Decide your exact relation-
  ship together. 
  • Your ex. Ask them why you aren’t together 
  anymore.
  • Romantic entanglement, or fated to be romanti-
  cally entangled.
  • They know about some of your dark secrets, but 
  they’ve agreed to keep quiet about them. Tell 
  them what they know.
  • An old rivalry has turned into a tight friendship. 
  Ask them what (or who) you once fought over.
  • Mentor from another life. Ask them what they 
  taught you.
  Fate Of Your Love
  There is a reason why your love with your Guide (the 
  supernatural being you have a connection with) is for-
  bidden or doomed. Invent this reason or leave it to 
  the Keeper. Whenever you mark off a point of Luck, 
  the truth of your love’s Fate slowly unfolds: mark off a 
  box in your Relationship Status track. When your last 
  point of Luck is used it becomes clear you cannot be 
  together. Your Guide might even end up as an enemy, 
  depending on how things go.
  Whenever you put yourself or somebody else in 
  serious danger in order to conceal the truth about you 
  and your Guide, mark experience.
  
  This playbook is ©2019 by Generic Games and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
   
  , 
  The Searcher
  Luck
  Mark luck to change a roll to 12 or avoid all harm from 
  an injury.
  Okay bbbbbbb Doomed
  Searcher Special: When you spend a point of Luck, your 
  first encounter comes up in play. It could be a flashback, 
  new occurrence, or related event.
  Harm
  When you reach 4 or more, mark unstable.
  Okay bbb|bbbb Dying
  Unstable: b  
  (Unstable injuries will worsen as time passes)
  Experience
  Experience: bbbbb
  Whenever you roll and get a total of 6 or less, or when a 
  move tells you to, mark an experience box.
  CHARM
  • Manipulate Someone
  COoL
  • Act Under Pressure
  • Help Out
  SHARP
  • Investigate a Mystery
  • Read a Bad Situation
  TOUGH
  • Kick Some Ass
  • Protect Someone
  WEIRD
  • Use Magic
  Moves
  You get all of the basic moves, plus three Searcher moves. 
  You get this one:
   
  B
  First Encounter: One strange event started you 
  down this path, sparking your need to discover the 
  truth behind the unexplained. Decide what that 
  event was: pick a category below and take the associ-
  ated move. Then tell everyone what happened to you 
  (or someone close to you). 
   
  b
  Cryptid Sighting: You take note of any reports 
  of strange creatures. Whenever you first see a 
  new type of creature, you may immediately ask 
  one of the investigate a mystery questions.
   
  b
  Zone of Strangeness: Things are not fixed. You 
  never need act under pressure when super-
  natural forces alter the environment around 
  you, and you get 2-armour against harm from 
  sudden changes to the laws of physics.
   
  b
  Psychic Event: Your mind is awakened. You may 
  act under pressure to use the sensitive weird 
  move, or—if sensitive is your weird move—
  empath. See page 21 of Tome of Mysteries.
   
  b
  Higher power: Something looks out for you. 
  You start with an extra Luck.
   
  b
  Strange Dangers: You are always watching for 
  hazards. When you have no armour, you still 
  count as having 1-armour.
   
  b
  Abduction: They taught you hidden knowledge. 
  Gain +1 to any move when you research strange 
  or ancient secrets to do it.
   
  b
  Cosmic Insight: You have encompassed the 
  soul of the universe. You never need to act 
  under pressure due to feelings of fear, despair, 
  or isolation.
  Then pick two of these:
   
  b
  Prepared to Defend: Even truth seekers need to 
  fight some times. Whenever you suffer harm when 
  you kick some ass or protect someone, you suffer 
  1-harm less.
   
  b
  Fellow Believer: People understand you’ve also 
  known strangeness. Bystanders will talk to you about 
  weird things they would not trust another hunter (or 
  a mundane official) to believe.
   
  b
  Guardian: You have a mystical ally (perhaps a spirit, 
  alien, or cryptid) who helps and defends you. Define 
  them, and their powers, with the Keeper’s agree-
  ment. Their look is one of: invisible, an intangible 
  spirit thing, a weird creature, disguised as an animal, 
  or disguised as a person.
   
  b
  Just Another Day: When you have to act under 
  pressure due to a monster, phenomenon, or mysti-
  cal effect, you may roll +Weird instead of +Cool.
   
  b
  Network: You may gain an ally group of others who 
  had experiences similar to your first encounter—
  perhaps they’re a support group or hobbyist club. 
  Detail up to five members with useful skills related 
  to what happened to them (none are up for fighting 
  monsters).
   
  b
  Ockham’s Broadsword: When you first encounter 
  something strange, you may ask the Keeper what sort 
  of thing it is. They will tell you if it (or the cause) is: 
  natural, an unnatural creature, a weird phenomenon, 
  or a person. You gain +1 forward dealing with it.
   
  b
  The Things I’ve Seen: When you encounter a crea-
  ture or phenomenon, you may declare that you have 
  seen it before. The Keeper may ask you some ques-
  tions about that encounter, and will then tell you one 
  useful fact you learned and one danger you need to 
  watch out for (maybe right now).
  
  This playbook is ©2019 by Generic Games and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
  Getting Started
  To make your Searcher, first pick a name. Then follow 
  the instructions below to decide your look, ratings, first 
  encounter, moves, and gear. Finally, introduce yourself 
  and pick history. 
  Look, pick one from each list:
  • Man, woman, boy, girl, ambiguous, __________.
  • Friendly face, haunted face, thoughtful face, lined 
  face, curious face, __________ face.
  • Normal clothes, casual clothes, nerdy clothes, 
  tweedy clothes, outdoor wear, __________ clothes. 
  Ratings, Pick one line:
   
  b
  Charm=0, Cool+1, Sharp+1, Tough–1, Weird+2
   
  b
  Charm+1, Cool–1, Sharp+1, Tough=0, Weird+2
   
  b
  Charm=0, Cool–1, Sharp+2, Tough=0, Weird+2
   
  b
  Charm=0, Cool+1, Sharp+2, Tough–1, Weird+1
   
  b
  Charm+1, Cool=0, Sharp+2, Tough–1, Weird+1
  Gear
  You get a laptop, a car or motorcycle, a camera, binocu-
  lars, two sets of investigation tools, and one self-defence 
  weapon.
  Investigation tools, pick two:
   
  b
  A bag of cameras 
  & microphones.
   
  b
  Forensic tools.
   
  b
  Ghost hunting tools.
   
  b
  Scientific 
  measuring tools.
   
  b
  Cryptid hunting gear.
   
  b
  Historical 
  documents and 
  witness reports of 
  strange events.
   
  b
  Maps, blueprints, 
  and building reports 
  for significant places.
  Self-defence weapons, pick one:
   
  b
  Walking stick (1-harm hand innocuous).
   
  b
  Small handgun (2-harm close reload loud).
   
  b
  Small knife (1-harm hand messy).
   
  b
  Martial arts training (1-harm hand innocuous).
   
  b
  Incapacitating spray (0-harm hand irritating).
   
  b
  Heavy flashlight (1-harm hand innocuous).
  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 
  Searcher 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:
  • In your researches, you found accounts (and pic-
  tures) of someone matching their description 
  perfectly, but long before they were born. Tell them 
  if you have mentioned this.
  • A relative. Decide between you how close.
  • They were involved in a supernatural event similar to 
  your first encounter. Perhaps it was the same event, 
  or perhaps you investigated their event later. Ask 
  them how the event affected them.
  • You figured out a supernatural or weird secret they 
  keep. Ask them what it is.
  • You met when you were each investigating seperate 
  mysteries. Tell them what trick you used to protect 
  them from weirdness and ask them how they saved 
  you from a danger.
  • You’re both veterans of a therapy or support group or 
  a treatment program. Work out the details between 
  you.
  • Some creature or force is stalking them. Ask them 
  what it is. Then decide if you’ve told them about it or 
  if they are still happily unaware.
  • You found their pet when it went missing. Where 
  had it gone?
  Leveling Up
  When you have filled all five experience boxes, you level 
  up. Erase the marks and pick an improvement from the 
  list below.
  Improvements
   
  b
  Get +1 Sharp, 
  max +3
   
  b
  Get +1 Weird, 
  max +3
   
  b
  Get +1 Charm, 
  max +2
   
  b
  Get +1 Cool, max +2
   
  b
  Take another 
  Searcher move
   
  b
  Take another 
  Searcher move
   
  b
  Gain an ally.
   
  b
  Take a second 
  first encounter 
  move, based on a 
  recent mystery.
   
  b
  Take a move from 
  another playbook
   
  b
  Take a move from 
  another playbook.
  After you have leveled up five times, you qualify for 
  advanced improvements in addition to these. They’re 
  below.
  Advanced Improvements
   
  b
  Get +1 to any 
  rating, max +3.
   
  b
  Change this hunter 
  to a new type.
   
  b
  Create a second 
  hunter to play as 
  well as this one.
   
  b
  Retire this hunter 
  to safety.
   
  b
  Mark two of the 
  basic moves as 
  advanced.
   
  b
  Mark another two 
  of the basic moves 
  as advanced.
   
  b
  Erase a used 
  Luck mark from 
  your playbook.
   
  b
  Erase a used 
  Luck mark from 
  your playbook.
   
  b
  Resolve your first encounter. The Keeper makes the 
  next mystery about this event, and should try to 
  answer all remaining questions about it during the 
  mystery (although there are sure to be new threads 
  to investigate after...)
  “There’s still so much 
  to be discovered and 
  explained, even now. 
  Perhaps only one 
  event in a thousand 
  is true weirdness—
  but I’ll investigate 
  them all to find it.”
  
SOURCE: textdata/thevault/Monster of the Week (PbtA) [multi]/Monster of the Week (revised)/Playbooks/MotW - Tome of Mysteries - Playbooks.pdf