Monster Guts QS
Monster Guts QS
Monster Guts QS
(she/they)
@ostermad
Happy butchering!
2
Core Mechanic The Hunt
5 26
Scavenger Monsters
22 34
Companion Bestiary
— 37
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O
nce, we flew the skies and traveled the deeps.
Once, we delved into the miniscule and corralled
the massive. Once, we created life to support
and sustain our progress.
P.S.
4
A
s scavengers are Crush
highly trained and
capable individuals, Crush governs actions that
MONSTER GUTS’s employ raw power and
mechanics focus on how brute force.
they perform actions, the
approach they take when
confronted with obstacles.
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W
eapons are the heart of a game like
MONSTER GUTS.
3-4. The attack hits the monster’s body and you suffer
small setback.
1. lose 1 Edge, 2. knocked back, 3. must reload, 4.
knocked down, 5. staggered, 6. the monster attacks.
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Weapon Tags
W eapons are described with a series of tags. You
gain more tags by slaying monsters and applying their
guts to your weapons.
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Currencies
S cavengers via their weapons access formidable pow-
ers called Weapon Moves. Using these powers requires
either spending Ammo or degrading the weapon’s Edge.
Some moves are particularly powerful and require more
currency.
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Each regular attack with
the War Bugle adds 1 Mel-
ody, to a maximum of 5.
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Crush
Health
Slice
Ammo
Pierce
Skullpiercer (2)
Near; Spend the round drawing a deadly shot,
dealing 10 Harm at the start of your next turn un-
less the attack is interrupted.
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Crush
Health
Slice
Edge
Pierce
Bombard (1)
Near; fire a blast at a target, dealing 4 Harm.
Splinterstrike (all)
Stab your lance deep into the monster and then
explode it, dealing 3 Harm per Edge expended in
this attack.
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Crush
Health
Slice
Edge
Pierce
Whirlwind (1)
Use the mass of your sword to launch yourself,
spinning, into the air. Land next turn, dealing +2
Harm with your next attack.
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Crush
Health
Slice
Edge
Pierce
Sparkshow (1)
Close; Smash your knives together in a spray of
sparks, blinding foes.
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Crush
Health
Slice
Edge
Pierce
Bonecruncher (1)
Twirl your Maul as it slams into the monster, deal-
ing +3 Harm. If the struck part is Hard, deal an
additional 2 Harm.
Clock-Cleaning (2)
Whirlwind your Maul into the monster, dealing 6
Harm. If you hit the head, refresh the monster’s
Stun clock, allowing it to be filled again this Bout.
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Crush
Health
Slice
Edge
Pierce
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Y
ou are trained fighters, foragers, trackers, and
slayers. You are the only hope of your Village, the
only ones capable of facing the terrifying
monsters.
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Gear
I n addition to their weapons and companions, scaven-
gers also rely on their gear to ward off killing blows and
store the many useful things they find while on a hunt.
Notches
Out of
Hunt
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T
he Hunt begins as soon as the scavengers leave
their village and ends only when the monster has
been slain.
Hunts have 2 alternating phases: Bouts and Lulls.
Bouts
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During each round, scav-
engers have different
Moves they can take. Usu-
ally, scavengers either at-
T he Tempo Change hap-
pens at the end of each
tack or use one of their round. Roll a die.
weapon’s special moves.
All scavengers may also 1. Complication appears
take the following moves.
2-5. Monster attacks
Assist
Use an item on yourself or 6. Monster flees (3rd or
a Close target. Roll a die. 1 later round only)
-2. Monster attacks, item
wasted.
3+. Item used successfully Complications
When rolling a 1 for the
Sharpen Tempo Change, a compli-
Roll a die. cation interrupts the bat-
1-2. Monster attacks, re- tlefield. Roll to see what
store only 1 Edge. kind of complication mani-
3+. Fully replenish Edge. fests.
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Lulls
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Roll a die to see what you have found.
Globs
1. Treebomb. Explosive pinecone. Throw to inflict 1
Harm and +1 Metal.
2. Slimeball. Clump of mucus and goop. Throw to inflict
1 Harm and +1 Slime.
3. Dungball. You know what it is. Throw to force the
monster to flee at the round’s end.
4. Hollybomb. Bundle of toxic berries wrapped with
thorns. Throw to inflict 1 Harm and +1 Venom.
5. Sparkgrass. Magnesium fern that blinds nearby foes
for 1 round.
6. Somnashroom. When smashed, all Close at start of
next round gain +1 Snooze Clock.
Boosts
1. Swordscales. When next Sharpen, augment Max
Edge by 1 until end of Hunt.
2. Mud Bath. Ignore the Harm from the next attack.
3. Euphorishroom. Raise maximum Health by 2 until
end of Hunt.
4. Stimshroom. Deal +2 Harm with your next strike.
5. Ampjuice. The next attack that would reduce your
Health to 0 leaves you at 1 Health instead.
6. Dummyfish. This awkward, hovering fish is so weird
the monster’s next attack hits it instead of your friends.
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Spacing
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Hunt Environs
Complications Complications
Sinkholes, toppling trees, Flash flood, vicious tumble-
explosive mold. weed, mighty wind.
In the Before, these trees were green. Now they are red,
orange, purple, blue, and their needles are sharp and
hard. Their bark turns aside any axe and their fruit is
toxic to all but the most venomous of creatures.
Complications
Vanishing sun, hasty shrubs, poisonfruit showers.
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A
t the end of each Hunt, the triumphant scaven-
gers carve up their quarry’s body, repurposing its
bones, flesh, and fluids. Each scavenger retrieves
1 monster gut for slaying the monster, plus an
additional monster gut for each part broken.
Ephemera
E phemera tags indicate the type of a monster. Imbu-
ing 2 matching Ephemera tags into a weapon allow scav-
engers to increase any of its numbers by 1.
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• All monsters have a
cool name and can be
summarized in three
words or less.
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Monster Parts
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Status Clocks
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Ancorhynch
No one has an explanation
for the ancorhynch, bizarre
salmon with muscly legs
that terrorize the shores.
Health: 2
Harm: 1
Moves
Kick: Whack a scavenger
with its mighty legs,
knocking them away.
Bite: Clamps onto an arm,
refusing to let go.
Needlefly
Child-sized flies with a
fiendish stinger. An ento-
mologist’s last wet dream.
Health: 1
Harm: 1
Moves
Slurp: Pierces with its
stinger, draining fluid. An-
other needlefly explodes
from it next round.
Bzz: 2+ Close needleflies
stun Near foes.
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Body Tags Clocks
75 Health; shock-immune 1-2: Shock Venom (3)
3-4: Stun
5: Dash Slime (4)
6: Beast
Head (15-S) Stun (4)
Foreleg (15-S)
Hindleg (15-S) Water (4)
Tail (15-S)
Rage
At 50 and then 25 Health, the Sparksquirrel glows red
and rages. All Harm +1.
RAPIDPUNCHES
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Thunderous, Springing Squirrel
Originally designed to control household humidity,
sparksquirrels were household pets. When exposed to
the environmental collapse of the Oil Wars, they super-
sized and became a threat. Their ability to channel static
electricity into potent currents now interferes with local
weather patterns, turning ordinary storms into furious
maelstroms.
Moveset
2-3. Sparking. Electricity crackles through the mon-
ster’s fur. Scavengers hit by attacks are Stunned, losing
their next turn.
4. Tail Whip. Violently waves its tail, dealing 2 Harm to
all Close to it.
5. Charge. Rushes forward. All in its path take 2 Harm
and are knocked away.
6. Roar. All Close lose their turn.
7. Reposition. 1-2: advances; 3: retreats; 4-5: flips
around; 6: changes facing.
8. Swipe. Claws someone near its foreleg, dealing 3
Harm.
9. Tail Slam. Flips forward, bashing those formerly
Close to the head for 1 Harm.
10. Bound. Leaps into the air, dealing 3 Harm and pin-
ning a single foe.
11-12. Climb. Scales nearby terrain but leaves its tail
dangling. The Sparksquirrel’s next move is Bound.
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Monster Guts Reference
Tempo Change
Slice governs tactics that re- End of round roll a die.
quire speed and dexterity.
1. Complication appears
Slice attacks deals half Harm 2-5. Monster attacks
to Hard targets. 6. Monster flees (3rd or later
round only)