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Doomed

The document is a character playbook for the 'Doomed' archetype in the game 'Monster of the Week'. It provides guidelines for creating a character, including selecting a name, appearance, abilities, and backstory, as well as detailing unique moves and gear. The Doomed character is defined by their tragic fate and the mechanics surrounding their impending doom, offering a blend of narrative and gameplay elements.

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0% found this document useful (0 votes)
41 views5 pages

Doomed

The document is a character playbook for the 'Doomed' archetype in the game 'Monster of the Week'. It provides guidelines for creating a character, including selecting a name, appearance, abilities, and backstory, as well as detailing unique moves and gear. The Doomed character is defined by their tragic fate and the mechanics surrounding their impending doom, offering a blend of narrative and gameplay elements.

Uploaded by

fishguts4ever
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Doomed

I’ve always had it bad, but I just figured it was part of life. Probably a curse or
something; nobody has it worse than me. Just my luck, I guess. Oh well. I guess
hunting is as good a use of my time as any.

A Monster of the Week hunter playbook by Abby Cable and Sage Munson.
To make your Doomed, pick a name. Then follow the instruc-
tions below to decide your look, ratings, moves, and gear. Fi- NAME:
nally, introduce yourself and pick history.
LOOK:
Look, pick one from each list:
• Man, woman, boy, girl, androgynous.
• Friendly face, kind face, haggard face, nihilistic face, inno- Ratings
cent face, somber face, empty face.
Charm: -1 0 +1 +2 +3
• Preppy clothes, cute clothes, simple clothes, stylish
clothes, dilapidated clothes, nondescript clothes, red shirt. Basic moves: Manipulate Someone

Ratings Cool: -1 0 +1 +2 +3
Pick one line, then mark each rating on the right. Basic moves: Act Under Pressure, Help Out
Charm-1, Cool+2, Sharp-1, Tough+1, Weird+2 Sharp: -1 0 +1 +2 +3
Charm+1, Cool+2, Sharp=0, Tough-1, Weird+1 Basic moves: Investigate, Read a Bad Situation
Charm+1, Cool+2, Sharp+1, Tough=0, Weird-1 Tough: -1 0 +1 +2 +3
Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1 Basic moves: Kick Some Ass, Protect Someone
Charm+1, Cool=0, Sharp-1, Tough+2, Weird=0 Weird: -1 0 +1 +2 +3
Dooms and Gloom Basic moves: Use Magic
You are doomed to be vanquished before your time. Discuss
with your Keeper why this is the case, and how you know what
fate has in store. Choose at least two reasons why you’re doomed:
Family curse Death wish Marked for death Loss of faith
Atonement for past deeds Angered the forces that be To balance-out the universe Heart of a martyr
Masochism Cowardice Treacherous Easily manipulated
Self hatred Hopelessly in love Just pure bad luck Hubris
Cosmic indifference Unfettered scorn Apathy Other? ________
Moves
You get all the basic moves, and four Doomed moves. Spiteful: When you have suffered harm, the next time you
inflict harm, add +1.
You get this one:
Heartwarming: Whenever you have your item of emotional
■ I Knew This Would Happen: When you die in play, all your value with you, you are considered to have armour (1-armour
companions—after hearing your parting words—get +1 ongo- magic).
ing until the end of the mystery. Nihilistic Tendencies: Whenever you are facing impending
Then pick three of these: doom and you make a disparaging or depressing comment about
the meaninglessness of life and the cruel nature of fate, mark
Go on Without Me: When your fellow hunters leave you experience. Anyone who hears your remark will usually take -1
behind while in serious peril, everyone gets +1 forward. forward.
Eager: You are always looking to defend your friends in com- Challenging Fate: When you challenge the gods (or what-
bat. You can roll +Cool instead of +Tough when you protect ever might be pulling the strings), roll +Weird. On a 10+, fate
someone if you know them closely. takes pity on you, and you can ask two questions from the list
Take It: When you give someone your item of emotional below of the higher powers. On a 7-9, you still get to ask two
value to comfort or manipulate them, roll +Cool. On a 10+, they questions, but one of the answers will be a lie. On a failure, the
are both comforted will do what you ask of them. On a 7-9, pick gods will not be going easy on you any time soon.
one, and it won’t last forever. On a failure, you’ve offended • What should I do?
them, and they won’t listen to you at all.
• Where should I go?
Punching Bag: When you go unstable, mark experience.
• Who has relevant information?
Lovable Goof: People are a lot more likely to trust you when
you demonstrate your happy-go-lucky personality and carefree • Who has lied to me recently?
attitude. You gain friends and allies more easily than most and
are most always able to make someone smile. • When will the monster show up next?
• Why did this happen to me?

Gear
You get one normal weapon, and one item of great emotional value that holds special meaning to your character and their identity.
Normal weapon, pick one: Item of emotional value, pick one:
Crowbar (1-harm hand useful messy) Antique coin Worn blanket Malfunctioning compass
9mm (2-harm close loud) Stuffed animal Old toy Tarnished handkerchief
Hunting rifle (2-harm far loud) Unique article of clothing Heirloom knife Bottle of perfume/cologne
Big Knife (1-harm hand) Piece of jewelry Broken cog Other? _____________
Shotgun (3-harm close messy)

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 Hunter 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 Notes


They are your sibling. Ask them about your past together, and if they have experienced
similar bad luck.
They gave you your item of emotional value. Ask them why they gave it to you, and
what it means to them.
They are your romantic partner and you are deeply in love. Ask them how they would
feel if they lost you.
They intervened in your fate once before. Ask them why they think you’re worth
saving.
Your constant negative attitude has them on edge. Ask them how long they will be able
to tolerate it before they snap.
You two are longtime friends. They have always looked out for you. Ask them why they
care so much.
They might know why your luck is so bad. Tell them why you think they can help.
You were close once, but your fate drove you apart. Ask them if they will miss you
when you’re gone.
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. Unfortunately, the Doomed starts
off without any Luck left to spare. Sorry pal, but it looks like your time is pretty close to being up.

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 Cool max +3 Take another Doomed move
Get +1 Charm, max +2 Erase one used Luck mark from your playbook.
Get +1 Sharp, max +2 Erase one used Luck mark from your playbook.
Get +1 Weird, max +2 Take a move from another playbook
Take another Doomed move 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. Erase one used Luck mark from your playbook.
Change this hunter to a new type. Gain another item of emotional value. The armour effect does
not stack.
Make up a second hunter to play as well as this one.
The time is right. In the next mystery, the Keeper will give you
Mark two of the basic moves as advanced.
a worthy, awesome and narratively satisfying death. You’ve
Mark another two of the basic moves as advanced. earned it.
Retire this hunter to safety.
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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