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MOTW Pest Control Monster Reference Guide

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151 views

MOTW Pest Control Monster Reference Guide

Uploaded by

ahcobras1314
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Monster of the Week - Pest Control

Monster Reference Guide

By Sam Richardson

Special Thanks To:

William White
Jonas Newhouse
Sami Darr
Queuetimes
Alejandro Guarin
Michael Sands
Spencer Starke

This work is licensed under the


Creative Commons Attribution
Watch the series: 4.0 International License. To view
a copy of this license, visit http://
Bit.ly/FightTheMonsters creativecommons.org/licenses/
by/4.0/ or send a letter to Creative
Commons, PO Box 1866, Mountain
View, CA 94042, USA.
Handipede - A.k.A. The Thing inside Hardy Tackard
(From Arc #1: The Dirge, Monster name courtesy of Spencer LaBelle)

HOOK:
There is a reason that new ground is seldom broken in Huntsville. Locals say that sometimes, breaking
ground releases the ghosts of the past. Fittingly, the Dirge is now most commonly known for it’s ghost stories.
The people of Huntsville talk amongst themselves about the visage of Hardy Tackard – a disgraced former
mayor – said to still be drifting sullenly through the halls, trapped forever in a shining coffin of his own illicit
creation.
Everyone laughs when they hear these stories. But no one tells them where the Dirge can hear them.

Description:
Had you not been asleep, you would’ve seen the hand – almost human, almost, were it not for the vast
number of bony segments – that cricked and cracked as it twists away from you, back into the darkness of the
ventilation system, holding a single strand of your hair.

Monster Type: Collector (to steal specific sorts of things)

Harm Capacity:
• Host Heart: [ ][ ] (2)
• Handipede Limbs: [ ][ ][ ][ ] (4 per limb)

Armor: None

Supernatural Powers:
• HOST BODY – The Handipede requires a host. It can self-replicate elements of the host’s body as long
as it has access to water.
• NOW YOU SEE ME – If this monster absorbs DNA (such as a piece of hair, a drop of blood, or a sam-
ple of spit) from an organism, the organism loses the ability to see it without magical assistance.
• MARIONETTE – The Handipede will use victim’s bodies like puppets – animating arms, legs, jaws, and
eyeballs with it’s own invisible extremities to give the body some semblance of life.
• STRUCTURAL INTEGRITY – The Handipede is the primary source of stability for the building that it
inhabits. If it dies, the building will begin to collapse around it and any Hunters in the building must roll
Act Under Pressure in order to escape, or be caught in the collapse.
• RAW POWER – The Handipede’s limbs are each capable of lifting a single Hunter.

Attacks:
• BURNING HANDS: (2-harm, hand, fire) - the palm of a Handipede limb burns a target
• CRUSH: (3-harm, intimate, time-consuming) - multiple Handipede limbs converge to crush the target
• SQUEEZE: (3-harm, intimate) - a Handipede limb wraps around the neck/extremity of a target

Weaknesses:
• The Handipede cannot survive on it’s own. It requires a host organism to inhabit, and must keep the
host’s body alive in order to continue functioning.
• The Handipede needs water in order to continue.
• The Handipede’s limbs must be connected to it’s host body in order to function, it may get to Hunters by
using vents, drains, and pipes, but it cannot go through solid surfaces unless it breaks them.
Anglerhound
(From Arc #2: Geringer, Monster name courtesy of Spencer LaBelle)

Hook:
“What is scarier than something that makes the people around you forget your face? Forget your name?
No one will mark you missing. No one will hold the funeral. No one comes looking for strangers.”

DESCRIPTION:
Something uncurls itself from the rafters, lowering slowly by one long, slimy appendage. Transluscent,
shimmering skin is pulled tight all the way down it’s body. It’s about the size of a pit-bull, with large, white, bulb-
like “eyes” on it’s head that glow and pulse distractingly. Rubbery lips part to reveal a wide mouth full of bristling,
needle-like teeth.

MONSTER TYPE: Devourer (to consume)

HARM CAPACITY: [ ][ ][ ][ ][ ][ ][ ][ ][ ] (9)

ARMOR: 1 (slippery, slimy skin)



SUPERNATURAL POWERS:
• FORGET ME NOT - After you are bitten by this monster, and until you can be cured, all other Hunters
must roll +Sharp to see if they remember you each time you leave their immediate vicinity. On a 7-9,
they remember what they need to know, but they also choose one of the following:
o -1 on their next roll against this move.
o They also remember something you wanted them to forget.
o They also think they remember something that isn’t true.
o They remember the important info, but they also permanently forget something else (at the dis-
cretion of the Hunter who rolled).
• HYPNOTISM - When looking this monster in the eyes, Hunters must Act Under Pressure. On a failure,
they are frozen in place by hypnotic lights in the creatures eyes.
• PACK HUNTING – Anglerhounds often hunt as members of a pack, biting their prey and then trailing
them as a group until the venom has set in completely.

ATTACKS:
• NEEDLE TEETH (2-harm, reach, messy) - the Anglerhound takes a messy bite of it’s victim
• TAIL TOURNIQUET (3-harm, reach, prolonged) - the Anglerhound wraps it’s tail around an appendage
or neck
​​
WEAKNESSES:
• Anglerhounds are completely blind. The “eyes” on it’s head are used exclusively for hypnotism.
• This monster is nocturnal – it will sleep during the day unless explicitly awoken.
• It’s teeth break off like porcupine quills when something struggles to escape, so it doesn’t chase. It just
stalks.
• Anglerhound blood contains a special antigen to it’s own memory-poison, which means drinking the
blood can reverse the effects of it’s venom.
Rageflies
(From Arc #3: Silky & The Solutions)

HOOK: Do you feel that rage, rising inside of you? Good. It’s working.

DESCRIPTION: A red and gold firefly bursts from a vein, buzzing, into the air around the infected body.

MONSTER TYPE: Parasite (to infest, control, and devour)

HARM CAPACITY:
• INDIVIDUAL: [ ][ ] (2)
• SWARM: [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] (10)

ARMOR: If a hunter attacks a SWARM with a physical weapon, the SWARM acts as though it has 2-armor.

SUPERNATURAL POWERS:
• SURGING THROUGH MY VEINS: When a Hunter is infected with Rage Fly Larva, they take +1
Tough ongoing until they are cured, or the Rageflies pupate.
• RAGE: When a player is infected with Rage Fly Larva, they must roll +Cool whenever they are confront-
ed with a situation that might spike adrenalin (E.g. things that scare the them, things that surprise them,
people who are mean to them, high levels of exertion, etc). For a breakdown of the Ragefly Infection
Countdown, see the Next Page.
o On a 10+, they successfully keep their cool.
o On a 7-9, they don’t advance in the Ragefly Countdown when they roll Kick Some Ass.
o On a miss, the Hunter must roll Kick Some Ass against whatever was spiking their adrenalin
and advance in the Ragefly Countdown.
• THEY’RE COMING OUT: If Hunters reach the Nightfall stage of Rage Fly Infection, they may choose
to take 2-harm and contain the Rageflies for the moment, or release them for 4-harm. Either way, when
a Hunter reaches the Midnight stage, the flies will pupate for 4-harm.
• ONE OF OUR OWN: When a Ragefly is killed, other pupated Rageflies learn innately where it was
killed, who killed it, and begin to swarm that person/area.
• SWARM: Groups of five flies or more count as a “Swarm” and use the Swarm Harm Capacity. Swarms
can use Use Magic without a roll and may attempt to use Big Magic.
o On a 12, the Big Magic is successful.
o On a 10-11, the Big Magic is successful but the swarm is dispersed.
o On a miss, the swarm is dispersed without accomplishing Big Magic.

Attacks: (Note: Rageflies may only make physical attacks as a swarm)


• SWARM DIVE: (2-harm, loud, messy) - A swarm of rageflies dive-bomb a Hunter
• PICK THE BONES CLEAN: (3-harm, loud, messy, close) - A swarm of rageflies land on a Hunter, bit-
ing at exposed skin, and wiggling under clothing

Weaknesses:
• Steady, calming, consistent music will cause rage flies to settle to the nearest surface. They will move
slower
• Ice and subzero temperatures will kill rageflies on prolonged exposure.
Ragefly Infection Countdown
Time Infected Attitude Physical Markers
Day Rage Fly larva are ingested. There are None
no immediate indications anything is
wrong.

Shadows Infected people initially feel great, they On a 10+ Sharp roll, Hunters will notice that
feel strong and full of energy - their the infected are flowing with magical ener-
self-confidence shoots up. They feel gy, have dilated pupils, and their veins have
a little high. They dance more, kiss turned red under their skin. They may also
more, and may feel a slight shortness note changes in personality.
of breath.
On a 7-9 Sharp roll, Hunters will notice that
the infected person seems to be acting oddly.
Dusk Infected people begin acting in ways On a 10+ Sharp roll, Hunters will notice small,
that is atypical - picking fights, refus- glowing red cysts about the size of a pinhead
ing to stop dancing, acting out, becom- forming along the veins, spreading out from
ing violent. They have some definite major arteries, and shortness of breath.
shortness of breath, but they still feel
great. On a 7-9 Sharp roll, Hunters will notice all of
the previous signs.
Sunset Infected people act completely out On a 10+ Sharp roll, Hunters will notice the
of character - intentionally picking cysts, changes in attitude, and all other effects
fights, refusing to move slowly or sit the Rageflies are producing in hosts.
still, becoming violent at the drop of a
hat. They will still report high levels of On a 7-9 Sharp roll, Hunters will notice all
energy and positive feelings. previous information, and if previously ex-
amined, will note that cysts have increased to
about the size of a pencil eraser.

Nightfall Infected persons will be breathing No rolls are required. Hunters will all no-
heavily, as if they’ve just finished run- tice glowing, pulsing red cysts about the size
ning, and will be visibly sweating. This of dimes visible throughout the entire body,
is due to Rage Flies siphoning oxygen grouped especially tightly around arteries.
from the bloodstream. Infected people
experience constant rage - throwing The first Rageflies may begin pupating.
themselves into violent or dangerous
situations at any opportunity.
Midnight The rage flies pupate, exploding from No rolls are required. Hunters will all notice
veins and arteries near the surface of blood is leaking from eyes, nose, and ears. The
the skin. cysts are wiggling beneath the skin, flashing
clearly and obviously.

Rageflies are pupating from the hosts and


emerging into the air.
The Ghost of Pious Linniman
(From Arc #4: M.R.S. Montessori)

HOOK:
“Can I tell you a secret? Mrs. Oschana is still talking to me. She’s in my head. She tells me about things.
She told me that you might be here to hurt us. You can hear her too, if you listen.”

DESCRIPTION:
• THE THERMOS: A stainless steel thermos with both a palm-sized photovoltaic (solar-panel) cell badly
soldered to the top, and the top soldered shut. On the bottom is a familiar symbol - the same one in-
scribed onto the pills that create Anglerhounds, and the VaccuCon Tickets. Inside, amongst a mess of
wires, is a rough piece of semi-translucent stone.
• THE GHOST: A swirl of miscellaneous objects from around the room takes shape in front of you, creat-
ing the semblance of a humanoid body (for reference, look up “suspended anamorphic sculpture”).

MONSTER TYPE: Assassin (to kill)



HARM CAPACITY:
• CONTAINED: [ ][ ][ ][ ][ ][ ][ ][ ] (8)
o If The Ghost is killed in this form it does not die, but must spend some time in it’s vessel recu-
perating it’s strength.
• UNCONTAINED: [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] (12)
o In this form, the Ghost is vulnerable to banishment under the Use Magic move.

ARMOR: None

SUPERNATURAL POWERS:
• TELEPATHY: The Ghost can communicate telepathically. It has limited ability to read thoughts.
• TELEKINESIS: The Ghost can interact with objects in the real world, throwing them around, opening
doors/windows, picking pockets, dragging people across the room, etc. However, it must focus on one
telekinetic endeavor at a time.
• MIRAGE: The Ghost can make things appear like something else by bending light - for instance, it can
create the form of a huge, snarling Werewolf, or it can make doors appear to be just another section of
wall. These illusions are somewhat weaker at night.
• INCORPOREALITY: While the Ghost is still bound to the Petalite, only it’s manifestations can be
touched or hurt physically. It may also walk through walls, ceilings, roofs, etc as long as they are not
shielded to it magically. However, this effect stops working the instant the Petalite is shattered.
• BOUND TO THIS EARTH: The Ghost cannot be banished as long as the Petalite remains intact. If the
Petalite is shattered, it immediately loses the ability to use INCORPOREALITY and MIRAGE, but gains
the use of the BROKEN CHAINS moveset.
• BROKEN CHAINS: Once the Petalite is broken, the Ghost has access to the following moves:
1. MEND THESE WOUNDS - The Ghost is instantly healed of all harm inflicted on it’s spectral
form, and now has 12 hit points.
2. THE MIND IS A POWERFUL THING - Anyone that has established a psychic link to the Ghost
takes an extra 1-Harm ignore-armor when they are hit by one of it’s attacks.
ATTACKS:
• TELEKINETIC THRUST – The harm of this move varies depending on the object the Ghost is throw-
ing. The Ghost must use objects in it’s immediate vicinity.
• Small objects (a loaf of bread) – 1 harm, messy, far, loud
• Medium objects (a chair) – 2 harm, messy, far, loud
• Large objects (a table, a washing machine): 3-harm, messy, far, loud
• BRAIN-BREAKER – (3 harm ignore-armour, far, internal) The Ghost inflicts it’s victim with a piercing
migraine.
• Note: This Attack is only available against Hunters who have made mental contact with the Ghost
• SPECTRAL STORM – (3 harm, messy, loud, close​) - The Ghost summons a cloud of objects in it’s area
into a spinning twister, then flings the swirling objects at it’s victims en masse

WEAKNESSES:
• The Ghost is bound to a shard of petalite contained within a metal thermos. As long as it remains bound
to the petalite, it cannot be banished – but it loses that capability if the petalite is destroyed.
• The Ghost cannot move more than one kilometer from it’s petalite shard while bound. If it tries to move
past that point it collapses immediately, dropping any gathered items.

Fate
(From Arc #5: Vacation)

Note: This monster is not intended for first-time play or one-shots. The Hunters involved are going to have
a Bad TimeTM. Fate itself is not intended to be killed by the Hunters, and should be treated more like a Phe-
nomenon Mystery (see Tome of Mysteries, pg. 24). While the Fate can technically be killed, Harm Capacity and
Armor are listed only for sadism purposes.

Special Instructions:
“Fate’s Door” - the portal to the place where Fate resides - is created through an intricate summoning
ritual that culminates in the death of someone not yet ready to die. Once the Door has been opened, it can only
be closed by the retrieval of the shadows used to create it (see Reunion in the Supernatural Powers on the next
page), the death of the people tied to those shadows, or Fate passing through a Door.

Hook:
In your bones, you know: the thing on the horizon does not stop. It does not waver. It revels in destruc-
tion, creulty, and torture. If it is allowed to cross the threshold of our world, it will circumnavigate the Earth
until the end of time.

Description:
As your brain claws desperately at the back of your eyes for a single point of familiarty and comes away
empty-handed, your eyes also catch on a tiny shape, shiimering like a mirage on this new horizon.
With the suns so directly behind it, it’s tough to make out exact details about it - only a swirling vortex of
dark grey clouds, shifting figures, and the unsettling dread that it is turning to look at YOU. It’s shadow muddies
the water, reaching out towards you ten times further than it should. Slowly, and with the twitching conviction
of long-dead limbs, it shifts towards you, and a wave rushes out from it, tolling like a bell as it strikes the edge of
your boat.
A shudder wracks your body. You find yourself out of breath, white-knuckling the closest support, des-
perate for a solution.
Fate takes another step closer.

Phenomenon Type: Portal (to draw things from one world to another)
Monster Type: The Destroyer (to bring about the end of the world)

Harm Capacity: [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] (80)

Armor: 3 (Unnatural Camouflage)



​Weaknesses:
• While Fate cannot generally be killed, it is beholden to Fate’s Door. It will travel in a straight line towards
the closest Door at all times, and Doors will close as it passes through them.
Supernatural Powers:
• THE HERALDS: When the Fate is summoned, all Hunters and bystanders will have their shadows
ripped away from their bodies. When your Shadow is stolen, roll 2 dice without adding any modifiers.
The numbers on the dice will correspond to statistics as follows:
1. Charm
2. Cool
3. Sharp
4. Tough
5. Weird
6. Give the Keeper 3 Hold
Of the two numbers you rolled, pick one corresponding stat. Until you are able to magically rejoin with
your Shadow, you are assumed to have rolled a Failure when trying to use that stat, and are assumed to
have a -3 modifier when using that stat in the context of a playbook move.
Do not mark experience from failures caused by this move. If you roll double sixes, you manage to
maintain your Shadow despite the pull of the monster, and maintain all of your stats. If you roll double
one’s, pick two stats to give up instead of one.
• REUNION: Reuniting with your shadow is a personal, individual experience. A hunter must go to sleep
to search their subconscious for it, and must not be interrupted while they are under. Going to sleep in
this context will force Hunters to confront their darkest fears.
• THE SILENT STORM: If the Hunters reach the Nightfall stage of Fate’s approach, they will lose the abil-
ity to communicate with sound. You must justify any communication with one another or other people
using alternative means.
the Heralds - Minion
(From Arc #5: Vacation)

Note: Heralds are created upon the summoning of the Fate.

SPECIAL INSTRUCTIONS:
Heralds will not kill marked targets if they can avoid it. Instead, they will seek to rob them of all five
physical senses - and will adorn themselves with removed eyes, ears, tongues, skin, and noses.

HOOK:
Down the hall, out of the corner of your eye, you see movement in the darkness. Or, wait... is the darkness moving?

DESCRIPTION:
A shadow lurches around the corner. It’s humanoid - the roughest approximation of a human form - and
it’s face is imbeded with trophies: teeth, patches of bloody skin, eyeballs hanging from severed optical nerves. It
sees you, reaches it’s arms out and staggers towards you. Maybe it’s just the teeth, or the unnerving wrinkles on
the stolen skin, but you could swear that it’s smiling.

MINION TYPE: Devourer (to consume people)

HARM CAPACITY: [ ][ ][ ][ ][ ] (5)

ARMOR: 1 (Absorbs magical energy; only applies to magical attacks)

SUPERNATURAL POWERS:
• YOU’RE MY SPECIAL ONE - When a Herald sees a Hunter for the first time. it can Mark that Hunter.
Marked Hunters can be located anywhere on the planet, unless cloaked via magical means. A glowing,
golden halo will appear above the heads of Marked Hunters. It cannot be removed, and inflicts 1-harm,
fire if touched. A Marked Hunter will be hunted down by the Herald until the Hunter has lost the ability
to use all five of their physcial senses.
• IT’S... IT’S GOT MY EYES - The abilities that the Hunters give up when they lose their shadows trans-
late directly to skills the Heralds have access to (see Next Page)

ATTACKS:
• SHADOW STRIKE - 2-harm, close, magical, quiet (unless adjusted by “It’s... It’s Got My Eyes” move)
• SHRIEK - The Herald opens it’s mouth and lets out a horrifying shriek. The closer the Hunter is to the
Shadow, the more Harm they take:
• Intimate = 4 harm, -1 forward on the Hunter’s next roll
• Close = 3 harm
• Reach = 2 harm

WeAKNESSES:
• Heralds are vulnerable to all the same things as humans. However, dealing them 5 harm only sends
them to the nearest Door, where they replenish their strength and return to continue hunting.
The Heralds “It’s... It’s Got My Eyes” Power Breakdown
Refer to the stats your Hunters gave up when their shadows were stolen by Fate. If they gave up:

• CHARM
• If 1 Hunter chooses Charm, The Heralds can create small illusions (E.g. hiding alarms, door-
knobs, or creating the illusion of a campfire)
• If 2 Hunter chooses Charm, The Heralds can create large illusions (E.g. doors, rooms, hall-
ways, etc)
• If 3 Hunter chooses Charm, The Heralds can create visual illusions of Hunters and Bystand-
ers.
• If 4 Hunter chooses Charm, The Heralds can perfectly recreate any object, environment, or
person including sounds and smells.
• TOUGH
• If 1 Hunter chooses Tough, the Heralds’ Shadow Strike becomes 3-harm, close, quiet
• If 2 Hunter chooses Tough, the Heralds’ Shadow Strike becomes 4-harm, close, quiet
• If 3 Hunter chooses Tough, the Heralds’ Shadow Strike becomes 4-harm, close, quiet. ig-
nore-armour
• If 4 Hunter chooses Tough, the Heralds’ Shadow Strike becomes 5-harm, close, quiet. ig-
nore-armour
• WEIRD
• If 1 Hunter chooses Weird, the Heralds’ Shriek goes from 2/3/4 harm to 3/4/5 harm
• If 2 Hunter chooses Weird, the Heralds’ can pass through solid objects. Hunters must roll
+Cool with physical attacks in order to inflict damage. On a 10+, they inflict harm as intend-
ed. On a 7-9, they deal harm the normal amount of harm, rounded up. On a miss, the attack
goes right through the Herald.
• If 3 Hunter chooses Weird, the Heralds can impose their will on the Universe. Each Herald
can force their Marked Hunter to re-roll one time.
• If 4 Hunter chooses Weird, the Heralds can use Big Magic at will, changing the shape, size,
physics, and relationships of any of their targets to their advantage.
• SHARP
• If 1 Hunter chooses Sharp, The Heralds can notice and use objects in their surroundings to
their advantage, including weapons.
• If 2 Hunter chooses Sharp, The Heralds can combine two or more objects in order to create
stronger ones, or can sabotage pre-existing objects including engines, computers, weapons,
etc.
• If 3 Hunter chooses Sharp, The Heralds can roll against any predetermined plans. On a 10+,
the Hunters will suffer some setbacks before their plan, or the plan will go awry.
• If 4 Hunter chooses Sharp, The Heralds will always cause predetermined plans to suffer some
setbacks or go awry, sometimes with terrible reprecussions for the Hunters.
• COOL
• If 1 Hunter chooses Cool, The Heralds can turn up behind a Marked Hunter on any failed
roll.
• If 2 Hunter chooses Cool, The Heralds can turn up behind any Hunter on a failed roll, even if
they have not already been Marked.
• If 3 Hunter chooses Cool, The Heralds always inflict 1-Harm when they turn up behind a
Hunter.
• If 4 Hunter chooses Cool, The Heralds will always be behind the Hunters when they are
alone or seperated.
Jameson Johnson, Werewolf bodyguard - Minion
(From Arc #5: Vacation)

Hook:
Jameson looks you up and down, and you feel yourself shrink to nothingness behind his eyes. He reaches
a hand out slowly, and his lips curl back over two rows of thin white teeth.
“Jameson. Jameson Johnson, it’s a pleasure to meet you. Are you here to see the Speaker?”

DESCRIPTION:
A figure towers in front of you. He runs a hand through close-cropped silver hair, and your eyes catch on
the outline of a huge pistol just inside the breast of a black-and-white suit. A scar runs horizontally across his
forehead, overshadowing a pair of beautiful, faded grey eyes.

Minion Type: Guardian (to protect something or someone)

Harm Capacity: [ ][ ][ ][ ][ ][ ][ ][ ] (8)

Armor: 2 (Kevlar vest)

Supernatural Powers:
• LOOK AT THOSE GUNS: Jameson can pick up and throw objects that humans would struggle to even
lift.
• TRANSFORMATION: Jameson can transform into a Werewolf at any point, however his power is af-
fected by the cycle of the moon. While transformed:
• When the moon is waxing, he deals an additional point of Harm whenever he uses his Natural
Claws attack.
• On the full-moon, he can use the alternative Weird move No Limits as if he were a Hunter.
• When the moon is waning, he deals one less point of Harm whenever he uses his Natural Claws
attack.
• On a new moon, he acts as though he were Doomed.

Attacks:
• HANDGUN (4-harm, silenced, big, heavy)
• FISTICUFFS (2-harm, heavy, reach)
• NATURAL CLAWS (2-Harm, reach, messy)

WeAKNESSES:
• Jameson, like all werewolves, is weakened by silver. If he is attacked with a silvered weapon (including
silver bullets) he will take +1 harm from all ensuing attacks until he is able to remove the silver.
the thornback three - minion
(From Arc #5 Vacation)

HOOK:
THe three figures look up from the bubbling cauldron sitting in front of them. Their faces are lit by a
sickly neon glow, contorting the bones in their face to strange, angular structures of darkness that make sure jaw
clench unconsciously.
One of the figures titters, one sighs, and one takes a step forward - holding a martini glass that’s casting
that same aching glow as the cauldron.
“You’re just in time,” she says, offering you the glass with a flourish and a flirtatious smirk.
“Grandmother was just about to tell us one of her stories.”

DESCRIPTION:
• Minny: A tall white woman in her 30s with long straight red hair, and freckles. Minny is the only one of
the Thornback Three wearing anything other than black.
• Mauve: A white woman in her 30s, with shoulder length black hair and eyes that seem to literally spar-
kle. She has the uncanny look all bartenders have - simultaneously disinterested, and deeply fascinated
by the world around her.
• Mabeline (Bell): A white woman in her early 20s. She has dyed black hair, black eyeliner, and a black
skirt that swishes around her ankles. She’s the kind who would be pleased with an interaction if the only
thing that passed between herself and a stranger was a withering stare.

MINION TYPE: Guardian (to protect something)

Harm Capacity: [ ][ ][ ][ ][ ][ ][ ][ ] (8 each)

Armor: 1 (Witch’s Charm)

Supernatural Powers:
• THE THORNBACK BREW: The Thornback Three have created a potion which forces those that ingest
it to stay within a predetermined radius of the Cauldron where it was made. If an NPC leaves the radius,
they begin to die. If a Hunter leaves the radius after ingesting the brew, they mark Unstable and accrue
Harm until they return to the radius, or are cured.
• ANTIDOTE: The Thornback Brew can be cured by destroying the original Cauldron where it was
made, but if a Hunter destroys the Cauldron without first removing the curse on it, they will take
1-Harm for each person afflicted by the brew who is still alive.
• DEATH BY A THOUSAND CUTS: If there are a variety of loose materials (E.g. paper, coins, trash, etc)
the Thornback Three can whip them into a frenzy - inflicting 2/3/4 Harm depending on the material’s
properties.
• SPELLZ: The Thornback Three have access to the Combat Magic moves from the Spellslinger playbook.

Attacks:
• GAROTTE (3-Harm, close, restraining)
• RITUAL DAGGER (2-Harm, hand, small, concealable)

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