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There's No "I" In "Team"// MANDATORY
You get +1 on all help out rolls, or +2 if it's for your hero (Rex Bangley).
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Caddy
You carry all your hero's stuff. You can use anything from Rex's gear list, unless he is currently holding it. If it's something with spares, you can use it even if he is.
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As You Wish
Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it anyway.
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Eek!roll +Sharp
When a monster appears and you find a hiding spot. On 10+: you hide in the best nearby spot before the monster sees you. On 7–9: pick one — you hide okay but the monster is now between you and escape; your hiding spot will be spotted soon; you leave something important out in the open. Miss: you fail to hide in time.
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Bodyguard
If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead, and you mark experience.
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Me Too!
If your hero makes a roll for a move, and you copy what they did, you may choose not to roll. Instead, use your hero's die roll, but adjusted with your own rating.
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I Can Make You Look Good
If you are helping out your hero, you may swap one or both your dice with theirs, as long as you come out with the lowest total. Calculate your results as if you had each rolled the dice you now have.
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Apprentice
Take a move that your hero (Rex) has.
- Hero's itemfrom Rex's gear listPick one item from Rex's science weapons or protective equipment — note which one below in bonds/notes.
- Handgunsidekick weapon · 2-harm close reload loud
- Shotgunsidekick weapon · 3-harm close messy
- Baseball batsidekick weapon · 2-harm hand
- Stun gunsidekick weapon · 1-harm hand stun
- Big knifesidekick weapon · 1-harm hand
- +1 Sharpmax +3
- +1 Charmmax +3
- +1 Coolmax +2
- +1 Toughmax +2
- Take another Sidekick move
- Take another Sidekick move
- Gain an ally: another sidekick for your hero, junior to you
- Change playbooks to be the same as your heroOverrides the general rule that only one of each playbook may be in use.
- Take a move from another playbook
- Take a move from another playbook
- +1 to any ratingadvanced · max +3
- Change this hunter to a new typeadvanced
- Create a second hunter to play as well as this oneadvanced
- Mark two basic moves as advancedadvanced
- Mark another two basic moves as advancedadvanced
- Retire this hunter to safetyadvanced
- Get back one used Luck pointadvanced
- Pick a new heroadvancedAll moves that mention your hero now apply to the new hero.
Tell the Keeper you want to begin a hunter story. They'll weave its pressures into the campaign alongside active cases.
Mark a beat when you do something that fits it. Mark five and you gain a benefit. Beats can be earned across multiple sessions.
When the story concludes — resolved, failed, or transformed — take one resolution move. It changes Reed permanently.
You want to be like Rex. Rex knows this, and generally wants to mentor you. But Rex has weaknesses — real ones, not the heroic kind — and you've noticed that some of them look like strengths from where you're standing. The danger isn't that you'll fail to emulate him. The danger is that you'll succeed.
When to Start This Arc
- Emulating Rex in the field puts Reed in genuine danger — not because of incompetence, but because Rex's approach works for Rex specifically, and Reed is not Rex.
- Rex reveals something about how he sees Reed — a moment of honest appraisal — that makes the dynamic between them suddenly legible.
- Reed catches himself doing something Rex does, without having consciously chosen to, and the effect is wrong.
Which Weakness Does Reed Find Awesome?
Ask Rex's player to name weaknesses Rex owns. Choose one Reed wants to emulate:
What Problem Does the Weakness Create?
What Supernatural Problem Exploits This?
Story Beats — mark five to gain a benefit
- The Weakness puts Reed in danger — and Rex finds out, or doesn't.
- Someone other than Rex criticises the Weakness in Reed — and it lands differently because it isn't coming from the source.
- The Weakness turns out to have a genuinely good side: a moment where it works, where it's the right call.
- Reed emulates something good about Rex — a different quality, one Reed chose deliberately rather than absorbed.
- Rex overcomes the Weakness in a meaningful moment — and Reed sees it happen.
Resolution Moves
When the arc concludes, take one — or neither.
When unsure how to act, you can ask Rex how he would act. If you do something different to what he suggests, take –1 forward and mark experience. You've learned to take his counsel without taking his shape.
When unsure how to act, ask Rex how his Weakness would play out in this situation and mark experience. Then do what he suggested, or take –1 forward. You've decided the Weakness is worth carrying.
You're the noob. Everybody knows it, including you — and you've made a quiet peace with it. Then someone shows up who is where you were, and you realise that from their angle, you look like a veteran. You're not. But you're the closest thing they have. This arc is about what it means to be the one who explains things to someone who trusts you, when you're still figuring it out yourself.
When to Start This Arc
- A bystander demonstrates an understanding of the supernatural they shouldn't have — and they're looking to Reed for an explanation, not to Rex.
- Reed has a run of genuine successes in the field — moments where he acted independently and it worked — and feels, briefly, like someone who knows what they're doing.
- Someone asks Reed what it's like to work with Rex, and Reed gives an answer that surprises him — one that doesn't sound like worship.
Who Is the Mentee?
Why Do They Come to Reed, Not Rex?
How Does Helping Them Put Reed in Danger?
Story Beats — mark five to gain a benefit
- Your mentoring genuinely helps the Mentee — a clear, observable improvement.
- The Mentee gets into trouble and you have to get them out — at personal cost, without backup.
- You and the Mentee have a real argument — not a misunderstanding, but a genuine disagreement about something that matters.
- The Mentee reaches a moment where they treat you and Rex as equals — and you don't know whether to correct them.
- The Mentee changes in a direction you didn't plan — and you feel the weight of having been part of the reason.
Resolution Moves
When the arc concludes, take one — or neither.
In any dangerous situation, you can declare yourself totally overwhelmed. Take –1 ongoing until the situation ends, but mark experience. Rex gets +1 ongoing to helping and protecting you while it lasts. You've earned the right to ask for help — by proving you could go without it.
When you surprise someone with your skills and perspective, mark experience. When you play the role of clueless youngling, take –1 forward. Something in you has settled. You know things now. That costs you the cover of not knowing.
Dr. Leech has been contacting Reed separately. You're not sure when it started — it's been gradual, a question here, a request for a brief there, a note asking you to observe something and report back. It's not formal. It's not in writing. And you haven't told Rex. It began because you wanted to be useful — wanted PORTAL to see you as more than Rex's shadow. But what you've been asked to do has started to shade into something you can't easily justify to yourself, let alone to your team. This arc asks whether loyalty to an institution can survive understanding what the institution actually is.
When to Start This Arc
- Dr. Leech asks Reed something specific — about Rex, about the team, about a case detail — that Reed realises he's been unconsciously tracking on PORTAL's behalf without meaning to.
- Reed notices that information he shared privately with PORTAL has had a downstream effect he didn't anticipate — a case priority shifted, a resource appeared, a person was contacted.
- The team discovers something about PORTAL that Reed already knew — because Leech told him — and Reed has to decide in the moment whether to say so.
- Rex asks Reed a direct question that Reed cannot answer honestly without revealing the private contact.
What Has Leech Asked Reed to Do?
Why Did Reed Agree?
What Does Reed Stand to Lose?
Story Beats — mark five to gain a benefit
- Reed does something for Leech that he knows the team would object to — and carries the weight of it alone through a full scene.
- Reed declines a request from Leech — or delays it, or does it incompletely — and lives with the uncertainty of what that decision costs.
- Another team member shares something with Reed in confidence that is directly relevant to what Leech has been asking about.
- Reed confronts Leech directly — asking what the information is being used for, or refusing to continue without an answer. Leech responds.
- The directive becomes visible to the team — not through Reed's disclosure, but through consequence — and Reed has to account for it.
Resolution Moves
When the arc concludes, take one — or neither.
You disclosed the directive — fully, on your own terms, before it became unavoidable. When you act under pressure involving loyalty conflicts within the team, take +1 forward. When you lie to protect someone, take –1 forward. Transparency is cheaper than you thought.
You completed the directive and absorbed the cost. When you manipulate someone to protect a person you care about, take +1 forward. When someone trusts you without reservation, mark experience — and take a moment. You know what trust costs. You're carrying that.