The Invader
V.1.0
The invader is a vanguard sent to our world to prepare for an incoming invasion. They are
trying to stay low and hide their true nature, but must for one reason or the other, help hunt
monsters. But usually, this invader ends up being smitten by something here, finding reasons
not to continue the invasion.
But what these invaders are or why they have set their sights on this world, is something to
discover as the conversation progresses and the story unfolds.
Conquering tyrants Driven purifiers Mad experimentors
ACTION STORY Devouring swarm Enslaving despots Infecting scourge
Determined exterminators Heartless opportunists "Benevolent saviours"
MYSTERY TEAM
ODD
How to Be Weird
Typically with trope the alien don’t use magic. So getting an alternate weird move might give
be an idea to give the hunter a more sci-fi feel. However, some of the use magic picks could
be flavoured in a way so that they stem from the invaders strange psysiology or strange gear.
• Inflict Harm: A psionic assault or powerful acidic spit.
• Do a thing beyond human limitations: Aliens can be quite weird which this can help
simulate. Crawl on walls, slowly, ignore extreme weather conditions, etc.
• Communicate with something: Universal translator, psionic ability, superior
understanding.
• Observe another space/time: Psionic ability, subspacial-echo-location, increased
intelligence able to reconstruct scenes, high-tech datapad, etc.
• Heal harm: Superior medical device or glowing finger.
Fitting alternatives could be:
• Empath: Not completly telepathy, but still a commond trope for aliens to read emotions.
• Illuminated: The character is part of a hivemind or is otherwise connected directly into
the ones that sendt them.
• Past Lives: The hunter could be the newest iteration of a long line of clones, but they still
have a connection to their previous experiences.
• Sensitive: This is less common in sci-fi, but it still a good classiccal psionic power.
• Telekinesis: This is quite a common trope with aliens and psionic abilities.
• Weird Science: Good at showing off the strange science of the alien.
This is an unofficial playbook by Neroess. Monster of the Week is copyrighted by Evil Hat Productions, LLC and Generic Games.
, MOVES
You get all of the basic moves, plus pick three Invader moves:
ALIEN AMONG US
You are trying to live among the humans without alerting
The Invader
them to your true nature or reason for being here. But something
� Saboteur: When you tamper with machines, plans, etc,
in this world is causing some problems. Pick one:
roll +Sharp. On a hit, they fail as you planned. On a 7-9,
the Keeper is going to give you a worse outcome, hard � Everyday Obession: There is something in this world you
No worries. I have been sent here to lend a hand with choice, or price to pay. are deeply fascinated by. It might be artwork, an animal,
all these dang monsters. Why? Well, lets just say my music or a pop culture. When you have much more
� Alien Jurry-rig: When you alter a human device with pressing matters to attend to, but have the opportunity to
superiors have an invested interest in the survival of.. your alien tech, roll +Weird. On a hit, you create a
Oh.. What. Is. That delightful thing!? interact with your obession, you must do so, or act
device that can do something impossible once and then
under pressure to resist.
fizzle. On a 10+, choose one: it works exceptionally well,
Charm • Manipulate Someone you get an additional use out of it. On a miss, the device
works, but it has a completely unintended side effect that
� Alien-Catnip: There is a food substance that is harmless
for humans, but to you, it is an intoxicating drug.
• Act Under Pressure When you have an inapprobriate opportunity to indulge
CooL
the Keeper will reveal when you use it.
• Help Out on the substance, you must do so, or act under
� I Come in Peace: when you leave yourself vulnerable pressure to resist.
and approach someone in good faith, people will at
Sharp
• Investigate a Mystery
least first hear you out. � Mundane Vulnerability: Pick a mundane substance.
• Read a Bad situation You suffer +1 harm when you suffer harm from it.
� Nothing to See Here: When you use far out Prolonged skin contact inflicts 1-harm ignorer armor.
Tough
• Kick Some Ass explanations to hide the supernautral or strange,
• Protect Someone roll +Sharp. On a 10+, they believe you for now and won’t � Horrid Form: Your appereance is utterly inhuman and
push further. On a 7-9, the Keeper picks one below: strange. Human bystander that know your true form,
Weird • Use Magic
• They get to into the explanation and will go to far
cannot be manipulated and when seeing it, will always
react in a panic, either fleeing or freezing.
• They have a better explanation, which will get
them into trouble YOUR MISSION
LUCK
• They will accept it for now, but be convinced You have been sent here to hunt monsters. Pick a reason:
Mark luck to change a roll to 12 or avoid all harm from
that you are involved or hidding something � Collect monster parts.
an injury.
� Battle Veteran: When you read a bad situation during or � Capture live speciments. Usually monsters.
Okay☐☐☐☐☐☐☐ Doomed leading up to a fight, you may ask one additional
� Protect humans from monsters so there will be enough
question, even on a miss. for when the invasion starts.
Invader special: When you spend a point of Luck,
� The Mission First: When you trample over human � One of the hunters is somehow important for the
something difficult relating to your Mission comes up
customs and traditions in pursuit of your goal, invasion to succeed. You must ensure that they are kept
and must be dealt with.. Urgently.
You may find something important and useful, although safe at any cost.
not necessarily related to your immediate problems.
HARM � You deserted the army and came to warn the hunters of
When you reach 4 or more, mark unstable. � Really Weird Alien Physiology: Pick a another weird the invasion. Your former comrades are either out to
move from the list of alternate weird moves. Using this execute you or something far worse.
Okay ☐☐☐ |☐☐☐☐ Dying move will generally always be obvious, risking revealing
your true nature. GETTING STARTED
Unstable: ☐
� Something Conquered: Pick a move from a hunter To make your Invader, first pick a name. Then follow the
EXPERIENCE playbook that is not currently in play. instructions below to decide your look, ratings, alien among
Experience: ☐☐☐☐☐ us, your mission, moves, and gear. Finally, introduce yourself
and pick history.
Whenever you roll and get a total of 6 or less, or when a
move tells you to, mark an experience box.
This is an unofficial playbook by Neroess. Monster of the Week is copyrighted by Evil Hat Productions, LLC and Generic Games.
GEAR PRONOUNS: LEVELING UP
Pick a invasion weaåpm and a side-arm, along with a personal When you have filled all five experience boxes, you level up.
infiltration device. You also have a 1-armor combat armor. LOOK, PICK ONE FROM EACH LIST: Erase the marks and pick an improvement from the
• Male, female, androgynous, asexual, ____________. following list:
Invasion Weapon (pick one)
• Creepily-humanoid form, insect form, reptilian form,
� Death ray (4-harm close loud reload) avian form, artificial form, ____________ form.
IMPROVEMENTS
� Energy saber (3-harm hand ignorer-armor messy loud) • Battle gear, stealth outfit, hodgepodge of clothes, � Get +1 Sharp, max +3
� Plasma cannon (4-harm far area messy slow loud reload) barely any, mundane clothes, _____________ clothes. � Get +1 Cool, max +2
� Sonic shotgun (3-harm close stun loud) � Get +1 Tough, max +2
RATINGS, PICK ONE LINE:
Sidearm (pick one) � Get +1 Weird, max +2
� Charm-1, Cool+1, Sharp+1, Tough+2, Weird=0
� Freeze ray (1-harm close stun) � Take another Invader move
� Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1
� Wristblade (1-harm hand messy) � Take another Invader move
� Charm=0, Cool-1, Sharp+2, Tough+1, Weird+1
� Ray gun (2-harm close) � Get command of an alien team of monster hunters
� Charm-1, Cool+1, Sharp+1, Tough=0, Weird+2
� Shock rifle (2-harm far loud) � Get a armory, like the Expert’s haven option
� Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2
Personal Infiltration Gadget (pick one) � Take a move from another playbook
INTRODUCTIONS � Take a move from another playbook
� Chameleon Hologram (blend in with surroundings)
When you get here, wait for everyone to catch up so you can After you have leveled up five times, you qualify for advanced
� Perception filter (be percieved as someone else)
do your introductions together. improvements in addition to these, from the list below.
� Body-morph device (physically look human)
Go around the group. On your turn, introduce your
Invader by name and look, and tell the group what they ADVANCED IMPROVEMENTS
know about you. � Get +1 to any rating, max +3.
HISTORY
� Change this hunter to a new type.
Go around the group again. On your turn, pick one of these � Create a second hunter to play as well as this one.
for each other hunter: � Mark two of the basic moves as advanced.
• They have shown you something of this world that deeply � Mark another two of the basic moves as advanced.
facinates you. Ask them what. � Retire this hunter to safety.
• They were there when you first arrieved. Ask them what � Erase one used luck mark from your playbook.
they saw and what they were doing there. � Turn evil and fully commit to the invasion. Retire this
• They don’t think you are so different from themself. character, they become one of the Keeper’s threats.
Ask them why they think this and might be right. � Change your mission. Select a different mission from the
• They have somehow gotten tanlged up in the invasion normal options, or (with the Keeper’s agreement) a new
plans. Ask them how. mission of your creation.
• This hunter saved your alien ass when things went south.
Ask them how.
• They ran into you during a mission. Ask them why you
now work together.
• They have introduced you to new and confusing concepts
or emotions. Ask them what.
• They’re the person you go to for advice on human stuff
(e.g sex, food, drugs, television, etc).