The first interlude concludes with a trip to The College of the Atlantic where the party is individually tested by the mysterious Dr. Sarina Melchior. Zeke unlocks intuition. Emily unlocks communication. Levi unlocks family. Ruby unlocks trouble.
d ( i n o s r o a ) r "She essentially tore apart the Hex Girls with a simple STAT" LUCK CREATOR | HEART HACKER | BUY GOLD BYE
We upgraded to the experimental More Weirdness rules with this one.
Zeke
+
Trust Your Gut
When you consult your instincts about what to do next, roll +Weird.
Note that your gut will point you somewhere important, but it does not care about your concerns
right now. The current mystery is just one important thing amongst many for your hunter.
• On a 10 or more, the Keeper will tell where you should go. Wherever that is, it will be
important. You get +1 ongoing while you are following this lead.
• On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore
that.
• On a 6 or less, your instincts lead you into danger.
Advanced Trust Your Gut. If you advance your trust your gut basic move, add this:
• On a 12 or more in addition to the usual 10+ result, the Keeper will tell you one thing you
intuitively know is important.
Emily
+
No Limits
When you need to push your physical body past its limits, roll +Weird.
• On a 10 or more, your body obeys your will, to the limits of physical possibility.
• On a 7-9, you do it but choose one consequence: suffer 1-harm, take -1 forward, or you
need to rest right now.
• On a 6 or less, something goes horribly wrong.
Advanced No Limits. If you advance your no limits move, add this:
• On a 12 or more, you can continue to ignore your body’s limits for 30 seconds.
For the purposes of this move, “physical possibility” means “conceivably possible for some
human.”
Levi
+
Past Lives
When you open up your brain to your previous incarnations hoping to discover something, roll
+Weird.
• On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the
questions below.
• On a 7-9, a past life has a little experience. Ask the Keeper one of the questions below.
• On a 6 or less, a past life takes over for a while.
Advanced Past Lives. If you advance your past lives move, add this:
• On a 12 or more, a past life knows exactly what you were after. Ask the Keeper one of the
questions below, and one free form question. Gain +1 ongoing acting on the answers.
Past Lives questions:
• What did a past life discover about ___________?
• How did a past life deal with __________?
• What important hidden secrets can a past life show me the way to?
• What did a past life learn to late to help them?
• What can specific past lifPast Lives
When you open up your brain to your previous incarnations hoping to discover something, roll
+Weird.
• On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the
questions below.
• On a 7-9, a past life has a little experience. Ask the Keeper one of the questions below.
• On a 6 or less, a past life takes over for a while.
Advanced Past Lives. If you advance your past lives move, add this:
• On a 12 or more, a past life knows exactly what you were after. Ask the Keeper one of the
questions below, and one free form question. Gain +1 ongoing acting on the answers.
Past Lives questions:
• What did a past life discover about ___________?
• How did a past life deal with __________?
• What important hidden secrets can a past life show me the way to?
• What did a past life learn to late to help them?
• What can specific past life ___________ tell me? e ___________ tell me?
Ruby
+
Ruby took the Spooky move "Jinx" instead of one of the weird moves listed:
Jinx: You can encourage coincidences to occur, the
way you want. When you jinx a target, roll +Weird.
On a 10+ hold 2 and on a 7-9 hold 1. On a miss, the
Keeper holds 2 over you to be used in the same way.
Spend your hold to:
• Interfere with a hunter, giving them -1 forward.
• Help a hunter, giving them +1 forward, by interfering with their enemy.
• Interfere with what a monster, minion, or
bystander is trying to do.
• Inflict 1-harm on the target due to an accident.
• The target finds something you left for them.
• The target loses something that you will soon
find.
d ( i n o s r o a ) r "She essentially tore apart the Hex Girls with a simple STAT" LUCK CREATOR | HEART HACKER | BUY GOLD BYE