Lead Designer: Jonathan Sévigny
Game Designer: Jonathan Sévigny
Writer: Jonathan Sévigny
Proofreading: Maïthé Roussel
Art Director: Jonathan Sevigny
Design Consultants: Maïthé Roussel
Page Layout and Editing: Jonathan
Sevigny
Publicity and Social Medias:
Jonathan Sévigny and Maïthé
Roussel
A game by Wendigo Workshop
This work is based on Breathless,
product of Fari RPGs
([Link]
[Link]
), developed
and authored by René-Pier
Deshaies-Gélinas, and licensed for
our use under the Creative
Commons Attribution 4.0 License
([Link]
ses/by/4.0/
ses/by/4.0/))
You're Hired! Checks
Welcome to Anomaly Hunters! When there's a challenge that needs to be
overcome, you make a check to see how it
I guess I should quickly explain what the plays out. You only need to roll if what you
concept of the show is: we find haunted are doing is risky.
locations, you go there, destroy the thing,
and film the whole process! The GM telegraphs the risk of your action,
you then pick a skill, and roll the die that
You're here because we thought you'd be matches its rating. If an ally helps you, they
an amazing addition to our team after last also make a check, but share the same risks
year’s… incident. Worry not though! We’ve as you. Take the highest die and interpret
taken care of everything, and are all ready the results.
to start a whole new season. Bigger, Better On a 1-2, you fail, and something wrong
and MORE Scares is what I’m thinking! happens.
On a 3-4, you succeed, but at a cost.
But, hum… before we start everything: who On a 5+, you succeed. The higher the
are you again? result, the better the effect.
Move to Page 5 to create your character Surviving is hard. Everyone who rolled
and fill your character sheet. reduces the rating of the skill they used by
one level: d12 » d10 » d8 » d6 » d4. Skills
cannot go lower than a d4.
Before We Start The GM can disclaim decision-making by
Content Warning testing for luck. To do so, pick a die rating
Anomaly Hunters is a horror-themed game simply based on the odds of a thing
and might include mention of gore, death, happening, roll, and interpret the results.
suicide and body horror.
Pause or rewind the game if something
uncomfortable happens during a session.
Take a Break
Always make sure everyone is comfortable To reset all your skills to their original rating,
with the direction of the story. you can ask to “take a break”. This is a brief
break in tension. It can be done at any time,
even during combat.
Playing The Game When a character catches their breath, the
One person is the game master (GM), the GM looks at the scene and introduces a new
rest are players. complication to the group.
GM: Guide the story, present challenges to
the group. Be a fan of the players. Ask them
questions, fill the world with their answers.
Loot Checks
If it's cool, let them try or split complex When the fiction allows it, you can make a
challenges into multiple checks. loot check to scavenge for tools, weapons,
objects, etc. Be careful of what is lurking in
Player: Narrate what your character does. the shadow.
Make checks when things are risky. Give
everyone a time to shine. Fill the world with When you do a loot check, roll a d20.
your ideas. Take risks, and rise up from On a 1, something bad happens.
failures. On a 15-16, you find a d6 item.
On a 17-18, you find a d8 item.
Anomaly Hunters pretty much has a On a 19-20, you find a d10 item —or— a
“monster of the week” format, where each very strong and useful item.
session (or sessions) represents one episode
of the show. The episode usually concludes
when the monster is destroyed.
An episode ending on a 3 could be
Backpack better, but is passable. On next episode
Items in your backpack can be used in place start, choose 2 items instead of 3.
of your skills. They start with a die rating An episode ending on a 4 is good. There
which decreases after each use. When are no consequences related to this
reduced to a d4, the item either breaks, gets rating.
lost, or fades away from the fiction until it’s An episode ending on a 5 is great, and
made relevant again. the best it can be. On next episode start,
all of the team’s skills are increased by
Characters can only carry 3 items at once in one level (d4 » d6 » d8 » d10 » d12).
their backpack.
What if… You All Die
Stunts Sometimes, all characters might die during
When you pull off a stunt, you use a d12 one episode. Unfortunate, but it happens! If
instead of a skill rating to do a check. Once you want to continue on within the same
used, you'll need to "catch your breath" to universe, consider the episode a “Found
use it again. Footage” (which will be aired of course), and
start over with new characters. The
company behind Anomaly Hunters will take
Stress care of any lawsuits that this might cause.
When you face a consequence as a result of
one of your actions, the GM can decide that
you take 1 stress. If your character reaches Choose a Role
4 stress, they become “vulnerable”. THE CAMERAMAN is the one filming the
action. They always follow the group, trying
When vulnerable, failing a dangerous action to pick up the best angle of all crew
could mean being taken out —or— sudden members. The Cameraman gains an extra
death. You can lay low someplace secure for Photography skill at a d10. Additionally, on
a moment to clear 1 stress. a 5+ roll with any skill used to shoot scenes,
they increase the “Cool Rating” by 1.
THE FACE is always there, in front of the
The Cool Factor camera, narrating the story and interacting
Anomaly Hunters is a TV show, and TV with the public. The Face gains an extra
shows require their audience to be Entertain skill at a d10. Additionally, on a 5+
entertained. The GM marks on a sheet the roll with any skills used to speak to the
"Cool Rating" of the episode, which ranges public, they increase the “Cool Rating” by 1.
from 1 to 5 (1 being absolutely boring, and 5
being the best it can be). THE COMIC usually brings up the funny
banter, making sure everyone is having fun.
When playing through an Anomaly Hunters Often underestimated, they are mostly the
session, don't forget to use your skill to one keeping everyone's sanity intact. The
specifically increase that cool rating, else Comic gains an extra Humor skill at a d10.
you might get canceled, or have other Additionally, on a 5+ roll with any skills used
consequences on your next episode! to make people laugh or do something silly,
team members in the same room as them
An episode ending on a 1 causes the clear 1 stress.
show to be canceled, well at least with
that particular team. You can create THE TECH GUY works tirelessly behind the
new characters and start over in the scenes to ensure all equipment works
same universe. perfectly. The Tech Guy gains an extra
An episode ending on a 2 is not the Tinker skill at a d10. Additionally, on a 5+
best, but definitely not the worst. On roll with any skills used to repair or check
next episode start, all of the team’s skills equipment, they increase its durability by
are reduced by one level (d12 » d10 » d8 one level (d4 » d6 » d8 » d10 » d12).
» d6 » d4).
THE EXORCIST brings their expertise of the
occult to expunge the dark forces from Your Character
locations, or even people. The Exorcist gains On your character sheet, write down your
an extra Prayer skill at a d10. Additionally, character’s name and pronouns.
they can use the Prayer skill to clear 1 By default, skills have a d4 rating. Assign a
stress for all people in the same room as d10, a d8, and a d6 to three skills you think
them. your character is good at.
THE WITCH is the esoteric counterpart to Characters have a total of 6 skills:
the exorcist. Using herbs and rituals, they Bash: wreck, move, force.
are able to keep spirits at bay and protect Dash: run, jump, climb.
those around them. The Witch gains an Sneak: hide, skulk, lurk.
extra Witchcraft skill at a d10. Additionally, Shoot: track, throw, fire.
they can use the Witchcraft skill to protect Think: perceive, analyze, repair.
those in the same room as them, negating Sway: charm, manipulate, intimidate.
the next stress damage they take.
Pick three of the following items at each
THE MEDIUM can see and feel spiritual episode's start, and add them to your
presences, or even have visions of the past. backpack as d10 items. If starting with any
Not taken seriously enough, they are electronic(ex: EMF, Flashlight) equipment,
extremely valuable to a team. The Medium the d10 represents the battery. You can
gains an extra Divination skill at a d10. return to your base of operations to pick up
Additionally, on a 5+ roll with any skills used a new item, but each item can only be
to identify a creature, you are able to get picked up once (a number besides an item
additional, specific, information about its means that it can be picked up more than
past and location. once):
THE INVESTIGATOR is there to find clues 1 - EMF Reader
and decode everything the team might see. 2 - Candles (3)
They are often underestimated in favor of 3 - Flashlight
The Face, but the whole show would 4 - Head Mounted Camera
probably collapse without them. The 5 - Digital Camera (2)
Investigator gains an extra Lore skill at a 6 - Thermometer
d10. Additionally, on a 5+ roll with any skills 7 - Ghost Box
used to identify a creature, you learn one 8 - EVP Recorder
additional piece of information related to 9 - Crucifix
their strengths or weaknesses. 10 - Spare Batteries (3)
11 - Baseball Bat (2)
12 - Pepper Spray
13 - Silver Knife (2)
14 - Stake (2)
15 - Bible
16 - Sage
17 - Taser
18 - Holy Water
19 - Ouija Board
20 - Pendulum
RANDOM TABLES
LOCATION TABLES ZOMBIE ATTRIBUTES
1 - Warehouse
2 - Church 1 - Fast
3 - Cabin 2 - Slow
4 - Cemetery 3 - Explosive
5 - Abandoned Building 4 - Severed Corpse
6 - Mental Hospital
5 - Stalker
7 - Forest
8 - Barn 6 - Hulking Beast
9 - Prison
10 - House
11 - Mall
12 - Subway Station LYCANTHROPE TYPES
1 - Bear
2 - Wolf
EVENTS TABLE 3 - Boar
1 - Someone Enters the Location
4 - Deer
2 - Loud Noises in the Distance
3 - Faulty Material 5 - Moose
4 - A Big Storm 6 - Mountain Lion
5 - A Collapsing Area
6 - A Member of the Team is Chased by a
Monster
ITEMS TABLE
1 - Crucifix
2 - Battery
3 - Fireplace Poker
4 - Salt
5 - Antique Pistol
6 - Journal
7 - Lighter or Matches
8 - Silverware
9 - Candle
10 - Large Brick or Rock
11 - Bible
12 - Newspaper
13 - Computer
14 - Wooden Branch
15 - Keys
16 - Hunting Rifle
17 - Bullets
18 - Tarot Cards
19 - Adhesive Tape
20 - Flashlight
MONSTERS (HOW TO Zombie(s)
Zombies are an extremely varied kind of
DEFEAT AND monster, and they often come in large
numbers. Investigation may lead to half-
IDENTIFY THEM) eaten corpses, foul odors of decay and non-
If you are a player, it is best if you don’t read existent animal life. Zombies cannot be
into this part. As the Game Master, interacted with much, but beware of their
acknowledge the different kinds of bite and potential random abilities.
creatures and monsters that your players Destruction: Bash or destroy the head.
can encounter. This will help you develop
the story and determine how the game
unfolds. The destruction part gives some Mimic
hints as to how to deal with each monster Mimics are strange monsters that will often
and for you, the GM, to have a little insight. attempt to copy sounds, people or even
other creatures around them. Investigation
Let your players experiment, maybe they may lead to a lot of conflicting clues, and
will surprise you with unconventional mimics are really difficult to identify.
methods to deal with each entity! Beware to those splitting up, as these
creatures might try to impersonate another
member of a team.
Demonic Entity Destruction: Convince to leave, cleansing
Demonic Entities are strong creatures, using sage or religious items, or Prayer skill.
difficult to identify as they might look like
other monsters. Investigation may lead to
sulfur smell, hot temperatures, violent Lycanthrope
encounters and even possession. Demons Formerly humans, these creatures now turn
often lie and deceive those trying to take into dangerous beasts on full moons.
them out, proceed with caution. They don’t Investigation may lead to mutilated corpses
like holy water and religious symbols. of humans and animals, patches of fur or
discarded clothing. Lycantropes are
Destruction: Exorcism using the Exorcism extremely dangerous, and should be
skill, Witchcraft skill or a bible. handled with caution. Their only
vulnerability is silver, but they can still be
temporarily stunned.
Poltergeist Destruction: Stab with silver weapon.
Poltergeists are chaotic creatures, often
violent and unpredictable. Investigation may
lead to thrown objects, flickering lights, Vampire
doors opening and closing, and even Formerly humans, these creatures now
physical violence. Poltergeists especially wander the night in search of human blood.
hate Ouija boards and might become Investigation may lead to drained out
extremely violent if trying to use one in corpses, high amounts of bats and rats, or
their presence. large puddles of blood. Vampires are
extremely intelligent and dangerous, and
Destruction: Cleansing using sage or should be handled with caution. They
religious items, the Exorcism skill or the usually react badly to religious symbols and
Witchcraft skill. ultraviolet light.
Destruction: Stake to the heart,
Ghost decapitation or sunlight.
Remnants of a former life, ghosts exist in
most areas of the world. Investigation may
lead to cold spots, ghost orbs or moving
objects. Ghosts are capable of
communication through EVP, ghost writing
or Ouija board.
Destruction: Convince to leave, find what
binds the ghost to the area, the Prayer skill
or the Witchcraft skill.
Anomaly
Hunters
NAME:
PRONOUNS:
ROLE:
SKILLS ROLE SKILL
ASSIGN INITIAL
D10, D8, D6 D10
BASH D D D D
INITIAL CURRENT INITIAL CURRENT
DASH D D
INITIAL CURRENT STUNT
RESET ON "BREAK"
SNEAK D D
INITIAL CURRENT
STRESS
SHOOT D D
INITIAL CURRENT
CLEAR BY LAYING LOW OR SPECIAL SKILL
THINK D D
INITIAL CURRENT
BACKPACK
SWAY D D ITEM 1 D D
INITIAL CURRENT
INITIAL CURRENT
ITEM 2 D D
INITIAL CURRENT
ITEM 3 D D
INITIAL CURRENT