The Divine
The Divine
, You get all the basic moves, and pick three Divine moves:
The DiVIne
b Boss from Beyond: At the beginning of each b Soothe: When you talk to someone for a few
mystery, roll +Weird. On a 10+, your Superiors ask seconds in a quiet voice, you can calm them down,
you to do something simple. On a 7-9, they ask you blocking any panic, anger, or other negative emo-
I am the Light, the Sword. to do something complicated or difficult. In either tions they have. This works even if the thing that
I am sent to defend the meek from Darkness. case, you get to ask them one of the questions from freaked them out is still present, as long as your
All Evil fears me, for I am its end. the investigate a mystery move right now. On a voice can be heard.
miss, you are required to do something terrible. If b Lay On Hands: Your touch can heal injury and
you do not accomplish what they’ve ordered, you disease. When you lay your hands on someone
CHARM • Manipulate Someone cannot use this move again until you have made up
for your failure.
hurt, roll +Cool. On a 10+, heal 2 harm or an illness,
plus they’re stabilized. On a 7-9, you can heal the
• Act Under Pressure b Angel Wings: You can go instantly to anywhere harm or illness as on a 10+, but you take it into your-
COoL • Help Out you’ve visited before, or to a person you know well.
When you carry one or two people with you, roll
self. On a miss, your aura causes them extra harm.
b Cast Out Evil: You may banish an unnatural crea-
• Investigate a Mystery
SHARP • Read a Bad Situation
+Weird. On a 10+ you all go where you wanted. On
a 7-9, you don’t quite manage it. Either you are all
ture from your presence. Roll +Tough. On a 10+ it
is banished. On a 7-9 it takes a little while for the
• Kick Some Ass separated, or you all appear in the wrong place. banishing to take effect—the creature has time to
TOUGH • Protect Someone b What I Need, When I Need It: You may store any
small object you own, putting it into a magical space
make one or two actions. Either way, the banished
creature is unharmed, and you have no control over
WEIRD
nobody can get to. You may retrieve anything you where it goes. This move may be used on unnatural
• Use Magic
stored at any time; it appears in your hand. hunters (e.g. the Monstrous). On a miss, something
b Smite: Your body and divine weapon always count is keeping it here. That’s bad.
Luck as a weakness against the monsters you fight. Your
Mark luck to change a roll to 12 or avoid all harm from unarmed attacks are 2-harm intimate hand messy.
an injury. Gear Mission
Okay bbbbbbb Doomed Pick one divine weapon: You have been put on Earth for a purpose. Pick one:
b Flaming sword (3-harm hand fire holy) b You are here to fight the schemes of an Adversary.
Divine special: When you spend a point of Luck, you get b Thunder hammer (3-harm hand stun holy) b The End of Days approaches. Your role is to guide
word your Mission requires something difficult that must b Razor whip (3-harm hand area messy holy) these hunters and prevent it from coming to pass.
be done. By you. Urgently. b Five demon bag (3-harm close magic holy) b The End of Days approaches. Your role is to guide
Harm b Silver trident (3-harm hand silver holy) these hunters and ensure it comes to pass.
When you reach 4 or more, mark unstable. You also get divine armour (1-armour holy). It has a look b You have been exiled. You must work for the cause of
suited to your divine origin. Good without drawing attention from your brothers
Okay bbb|bbbb Dying
and sisters, as they are bound to execute you for your
Unstable: b crimes.
b One of the other hunters has a crucial role to play
Experience in events to come. You must prepare them for their
Experience: bbbbb role, and protect them at any cost.