Big Game Hunter
Big Game Hunter
Big Game Hunter
You have been to exotic locals on every continent on the globe, spoken with tribesmen
from cultures thought long extinct, seen things no man was meant to see, and yet you
crave more. No mere animal could pose challenge to you now. Now you hunt the most
elusive and dangerous of prey... monsters!
Now, why did you choose to hunt monster instead of animals? Pick one or more of the reasons below:
Animals are no longer a challenge. You met something and it changed your life.
You found out the supernatural was real. You want a one of a kind trophy.
Because a monster ate your __________________. Because of a debt.
They are hunting you. You have a death wish.
Independently Wealthy
Through deeds or inheritance, you have become a person of means with an immense amount of funds and influence available to meet
your needs. Pick three of the options below as benefits of your status:
Faithful Companion: Years ago, an honorable tribesman or local saved you life and has traveled with you ever since. You gain an Ally
(your choice of motivation) who is talented and loyal to the death.
Entourage: You never go on a hunt without your faithful servants to carry your gear and take care of other laborious tasks that might
distract you from the hunt. You gain a Team: Subordinates (motivation: to follow your exact instructions) with skills appropriate to
travel, camping, and domestics. Note that these people are not risk takers and will run from any combat situation.
Vehicle Aficionado: You have a massive collection of vehicles in your personal collection and the contacts to get one delivered to even
the remotest location, given time. Once per mystery you can have any type of civilian class vehicle on hand. Commercial and military
class vehicles will require Keeper approval.
Equipment Cache: You have access to large inventories of mundane gear and rapid delivery service. If you need something special
from there, roll +Sharp. On a 10+ you have access to it, and plenty if that matters. On a 7-9 you have access to it, but only the
minimum. On a miss, you receive the wrong thing.
Call in a Favor: You have friends in high places. If you get into trouble with the local authorities you can make a few calls, roll +Cool.
On a 10+ you are released and have diplomatic immunity in the area. On a 7-9 you are released but they are keeping an eye on you. On
a miss, you are dropped off at the border and told not to come back.
Home Away From Home: You have numerous luxury hide-aways located all over the globe. Each is private, secure, well stocked, and
capable of housing 4-6 people comfortably.
Open Invitation: You are known in all of the right social circles. If you need to get an audience with someone or access to a restricted
location, roll +Sharp. On a 10+ you welcomed with open arms. On a 7-9 you are received with suspicion. On a miss, you are refused.
Old Alma Mater: Your generous annual donations to your old university have not been forgotten. If ask for a bit of research
assistance, gain +1 on an investigate the mystery roll. (as long as the relevant information is available to the university)
Moves
You get all the basic moves and you get this one: Thrilling Tale: By regaling your fellow hunters with a
exciting account of one of your previous adventures, you
Experienced Huntsman: You are an expert at figuring
can give them insight in to the mystery at hand. When you
out your prey's strengths and weakness by only the faintest
tell a story about a similar situation, roll +Charm.
of clues. After finding physical evidence of the monster or
hearing a detailed eyewitness account of it, roll +Sharp. On a 10+, every hunter present gains a +1 forward.
On a 10+, ask two questions, On a 7-9, ask one question. On a 7-9, one hunter of your choice gains +1 forward.
• What is the monster's main method of attack? On a miss, the Keeper holds 3 that can be spent to give
• What does the monster feed on? anyone who heard the story -1 forward on any investigate
or kick ass roll.
• What environment would the monster prefer to den in?
• Is there anything the monster seems to be avoiding? Relentless Tracker: Once you have faced your prey, you
rarely lose track of it. Once you have confronted the
• What is one of the monster's special powers?
monster you always have a general idea where it is or where
• Is the monster nesting/caring for young? it is going, as long as you pursue it without resting.
Exotic Magic: Your travels have led you to strange,
Then pick one of these: remote places and you have been exposed to ancient
magical lore that most experts believe to be lost. You may
Killer's Wisdom: You have learned how to study your
replace one or more of the normal requirements set by the
prey very well. After taking three rounds to observe a
Keeper for a Use Magic move, 1-for-1, with exotic
monster, roll +Sharp.
requirements.
On a 10+, hold 2. On a 7-9, hold 1. Spend your hold to:
Sample Exotic Use Magic requirements:
• Give yourself or another hunter +1 ongoing vs. the
monster until the end of this encounter. • The spell requires that you must be naked.
• you do +2 harm. • The spell requires the use of natural hallucinogenic
drugs.
• tell another hunter where to hit it, they get +1 harm
• The spell requires that you vigorously dance for
Well Traveled: You have dealt with hundreds of
several minutes.
different languages and cultures in your travels. You can
communicate with anyone, regardless of the language or • The spell requires that you paint symbols on the
culture barriers, assuming you keep the conversation simple target's body.
and to the point. This allows you to make manipulate • The spell requires the consumption of a beating animal
someone and investigate a mystery moves against heart or other freshly harvested organ.
bystanders that do not share a common language with you. • The spell requires human blood or ritual cutting, yours
or another persons (+1harm).
Gear
Pick one Big Game weapon and two backup weapons. If you want, you may take a land rover or other high quality off-road vehicle, loaded
with high quality camping gear.
Big Game weapons, pick one: Backup weapons, pick two:
High tech bow/crossbow (2-harm close slow quiet) .38 revolver (2-harm close reload loud)
High power rifle (3-harm AP far loud) Shotgun (3-harm close messy)
Net launcher (0-harm close area heavy slow entangle) Hunting rifle (2-harm far loud)
Elephant gun (4-harm far slow loud unreliable) 9mm (2-harm close loud)
Survival knife (1-harm hand useful)
Hypo-dart rifle (1-harm far quiet slow drugged)
Spear (2-harm hand/close)
Machete (2-harm hand messy)
Bola (0-harm close slow entangle many)
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:
You have competed for the same prey. Ask them what you were both hunting.
Romantically involved, or you just have a crush on them. Ask them which they prefer.
You know them more by reputation then personal experience. Tell them what you've heard .
You guided them to a remote location. Ask them where they needed to go.
You considered hunting them once. (maybe due to their monstrous nature or something like
that).
You met them while on a hunt and they ended up getting in your way. Ask them what
happened.
Went on safari together. Work out together where it was and what you were hunting.
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 a highlighted rating, or 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 Take another Hunter move
Get +1 Cool, max +2 Gain another benefit of being Independently Wealthy
Get +1 Charm, max +2 Gain another benefit of being Independently Wealthy
Get +1 Weird, max +2 Take a move from another playbook
Take another Hunter 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. Mark another two of the basic moves as advanced.
Change this hunter to a new type. Retire this hunter to safety.
Make up a second hunter to play as well as this one. Erase one used luck mark from your playbook.
Mark two of the basic moves as advanced.