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Glamour// MANDATORY
When feeling calm, you can maintain an illusion of humanity. You may drop your glamour and display your supernatural power to turn any roll into a 10. Your unknown heritage stirs up trouble right away or soon after.
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Inhuman Talent
+1 ongoing when you use a basic Weird move that uses your specific powers (plants, ice, illusions, summer, etc.). At the start of each session, hold 2. Spend your hold for +1 forward on a move your powers can enhance.
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They Are My People
Once per session, when you protect someone, act as if you rolled a 12. You gain +1 forward when acting under pressure to resist instincts like your unknown heritage, dark urges, and fight-or-flight situations.
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Force of Natureroll +Weird
You have a supernatural attack from your heritage. On 10+: summon a 1-harm close weapon, pick two extras. On 7–9: pick one extra. Miss: the power turns against you. Extras: +1 harm, hand, far, autonomous, distracting, ignore-armour, area, grab, blind, stun.
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Lockdownroll +Weird
You can stun people with a petrifying gaze, overwhelming illusions, or bewildering moths. On 10+: target immobilised for a few minutes or until something snaps them out. On 7–9: immobilised while you focus. Miss: magical backlash.
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Faerie Gossiproll +Weird
You can communicate with local spirits and mystical creatures. When investigating a mystery by questioning these beings, roll +Weird instead of +Sharp and ask extra questions: Is anything affecting the supernatural environment? How long has ____ been in the area? When did ____ first arrive?
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Renewal
When teammates and allies in your presence recover harm by any means, they recover 1 extra harm.
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Strange Pathsroll +Weird
You can walk (or drive) between worlds, though you don't know the way well. On 10+: arrive quicker than possible. On 7–9: find trouble along the way. Miss: arrive a little too late or deal with something blocking the way.
- Skateboardtransport
- Roller skatestransport
- Bicycletransport
- Old pickup trucktransport
- Motorcycletransport
- Vantransport
- Fairly new car in decent conditiontransport
- Classic car in poor conditiontransport
- Sport clubweapon · 2-harm hand innocuous messy
- Pocket knife / multitoolweapon · 1-harm hand useful small
- Small handgunweapon · 2-harm close loud
- Hunting rifleweapon · 3-harm far loud reload
- Sledgehammerweapon · 2-harm hand messy slow
- Fire axeweapon · 2-harm hand messy heavy
- Talisman or artifactweapon · 1-harm close magic ignore-armour
- A childhood toymemento
- A laptopmemento
- A knapsack, backpack, or pursememento
- A smartphone, mobile game device, or music playermemento
- Old photosmemento
- Jewellerymemento
- A favourite piece of clothingmemento
- A journalmemento
- Letters or emails from homememento
- +1 Weirdmax +3
- +1 Coolmax +2
- +1 Sharpmax +2
- +1 Charmmax +2
- Take another Changeling move
- Take another Changeling move
- Gain an allyAssociated with either the mortal or supernatural worlds.
- Mark use magic (or alternate Weird move) as advanced
- Take a move from another playbook
- Take a move from another playbook
- +1 to any ratingadvanced · max +3
- Change this hunter to a new playbookadvanced
- Create a second hunter to play in addition to this oneadvanced
- Mark two basic moves as advancedadvanced
- Mark another two basic moves as advancedadvanced
- Retire this hunter to safetyadvanced
- Erase one used Luck markadvanced
- Remove one Unknown Heritage tagadvancedYou've integrated well enough to avoid issues.
- New interest: add a second area of studyadvanced
Tell the Keeper you want to begin a hunter story. They'll weave its pressures into the campaign alongside active cases — at first in the background, then increasingly front and centre.
Earn a beat each time a story moment happens — five specific to your arc, plus general triggers. Gather five beats, erase them, and gain a concrete benefit.
After each session, decide if the story's main conflict has resolved. If so, take one resolution move — a permanent change that reflects how the arc changed you, for better and worse.
A group of creatures of your kind — whatever your kind is — are causing serious harm. Worse, they're connected to you. They make your life harder and your nature more suspicious. For Alan, the question isn't just "what am I?" but "what does my kind do?" — and the answer is being written right now by people you've never met, in ways you'll be blamed for.
When to Start This Arc
- The team encounters a creature with properties that echo your own — something about how it moves through space, how it relates to the human world, or what it wants from it.
- Something you do gets called into question by another hunter — not accusingly, but as a genuine question about your nature.
- You find evidence that you're not the only changeling in PORTAL's casework history. You're not even the most recent.
What Villainy Are They Engaged In?
How Are They Connected to You?
How Do Their Actions Target You Specifically?
Story Beats — mark five to gain a benefit
- You behave similarly to the Villains — not maliciously, but in a way another hunter might notice and not say.
- You try to reason with the Villains, or with a creature who might be connected to them.
- You do something deliberately different from what they would do, in a situation where both paths were available.
- You protect another hunter or an ordinary person specifically from the Villains' actions.
- You learn something true about your own nature because of what you observe in them.
Resolution Moves
When the arc concludes, take one — or neither.
You know how creatures of your kind think. When you successfully investigate a mystery about a fey or changeling entity, you may ask an extra question — but if you do, the entity learns something about you, as though you'd failed the roll.
When you try to keep humans safe from creatures of your kind, take –1 forward and mark experience. The cost of being the bridge is that you stand on neither shore.
Someone connected to you turns out to be not-so-ordinary. Maybe they're a changeling too — different powers, same displacement. Maybe something woke in them near one of the thin-boundary locations Alan has been mapping. Either way, they're lost, dangerous, and yours to guide. Alan never had a guide. That's the whole complication.
When to Start This Arc
- The team meets a bystander during a case who responds to the anomalous environment in a way that isn't quite right — too calm, or too aware.
- Alan has a moment of feeling entirely alone in what he is — and then encounters evidence that he isn't.
- Something happens near a thin-boundary location that wakes a power in someone who had no prior contact with the supernatural.
Who Is the Awakened One?
What Power Woke in Them?
What Danger Are They In?
Story Beats — mark five to gain a benefit
- You devote significant time to the Awakened One — time that costs you in terms of cases or team availability.
- The Awakened One's powers cause trouble — directly, in a case or in Alan's life.
- The Awakened One's powers offer genuine help — something Alan can't do alone and couldn't have planned for.
- The Awakened One is rejected because of their powers — by someone who mattered to them.
- The Awakened One's approach to their powers changes — in a direction Alan didn't anticipate and has to adapt to.
Resolution Moves
When the arc concludes, take one — or neither.
When people act on your advice about the supernatural, mark experience. When they ignore your advice, take –1 forward. You've become someone whose knowledge has weight. That has consequences.
When you ignore someone in need to help someone or something else, take –1 forward and mark experience. The Awakened One taught you that being a guide means making impossible choices about who gets your attention.
You've been accumulating evidence. The Aldermoor reservoir. The Meridian Theatre. The sketch in Diane Marsh's notebook — a threshold diagram that you recognised before you understood why. Someone mapped where the boundaries between living and dead consciousness are thin — before any of this started, before PORTAL was involved, maybe before Alan himself arrived in this city. The question isn't whether there's a map. The question is who made it first, and what they were planning to do with it.
When to Start This Arc
- Alan recognises a pattern in the thin-boundary locations that couldn't be coincidental — they're arranged, not discovered.
- Diane Marsh's notebook sketch appears in a case, and Alan notices the threshold diagram before anyone else understands what they're looking at.
- Alan encounters a place — possibly during a case — that feels immediately, specifically familiar, despite having no memory of visiting it. The familiarity is spatial, not emotional.
- CAMPBELL, in answering a question about something else, mentions a thin-boundary location that isn't on Alan's current list. And then doesn't explain how it's in the database.
What Does Alan's Evidence Currently Show?
What Does Alan Fear the Map Is For?
What Could Knowing the Truth Cost?
Story Beats — mark five to gain a benefit
- Alan successfully identifies a new thin-boundary location — and finds evidence it was known before PORTAL arrived.
- Alan interrogates a supernatural entity (in a case context) specifically about the nature of thresholds or other planes. The entity answers. The answer changes something.
- Alan shares the threshold map evidence with another hunter or PORTAL team member — accepts that he can't solve this alone.
- Alan visits a location on the map and experiences something that his fey nature makes possible — that no other hunter on the team could have had.
- Alan learns something about his own origin — not the whole truth, but a fragment of it — specifically because of where the map leads.
Resolution Moves
When the arc concludes, take one — or neither.
You know the thresholds. When you act at or through a thin-boundary location, take +1 forward. When you're somewhere that should be thin-boundary but isn't — because something has changed, closed, or moved — take –1 forward and feel it, physically, before you know why.
Whatever the map was for, you were part of it. When you act in direct opposition to the map's apparent purpose, mark experience. When you act in accordance with it — knowingly or not — take 1-harm ignore-armour from the cost of being exactly where you were supposed to be.