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The Orphan

This is a special Threat that can only be put in play when you are instructed to do so by The Mother playbook. Present it at the beginning of
any new Day phase after it has been put in play (it can be presented even if there are already three or more active Threats). The Threat
assumes several weeks have passed since the Mother attempted to bring the Child to life, so plan accordingly.
It has been three weeks since the Mother attempted to bring their child to life. The process was a success—the child could walk and talk and think—but
its own strange existence caused it to be consumed by anger and fear, and it fled. But it did not go far: you can sense this new creation is always near—
watching you—an orphan in the shadows. If you can find out what it wants, what would quiet its heart, you might be able to draw it out…
Tell the player of the Mother: You no longer have access to The Child, and you should ignore any elements of the game related to getting a body part
for the Child.

Questions & Opportunities Clues


WHAT WOULD GIVE THE ORPHAN COMFORT AND PEACE? (Complexity: 6) A strangely hollow voice emerges from the shadows, singing a lullaby.
Resolve the Threat by drawing the orphan out from the shadows and then A group of feral cats has been given plenty to eat.
destroying it or making peace with it.
A beautiful young woman or man (your choice) remarks that they feel
SPECIAL RULE: The orphan is always near, hiding in the shadows. No
like someone is watching them.
matter where the hunters go, the presence of the orphan can be felt. At
any time, a hunter can say, “I sense the presence of the orphan.” If they do Something knocked over or disturbed has been put back in place.
so, any Clues that hunter uncovers in the scene will come from this Threat A slim book of love poems, seemingly discarded.
sheet (or will be applied to this Threat in the case of Clues the players
A dreary place given life with fresh flowers.
create, such as during the Vulnerable Move). This is the only way to
collect Clues for this Threat. A religious symbol in an unusual place.
Something filthy has been made pristine.
The Orphan The sensation of a warm embrace, but there’s nothing there.
A place is suddenly illuminated by dozens of lanterns and candles.
Is a creature of the shadows. It should be rarely glimpsed; when it is seen,
it should match the physical description given to it by the player of the The smell of rich, savoury food in an unusual place.
Mother. The orphan is as strong as ten men, and when it inflicts violence The delicate, plinking notes of a stringed instrument being played in
on someone, that violence is swift and gory. The orphan also has the the shadows.
ability to create and control fire.
A beggar receives a basket of bread and fruit from a mysterious
IF HARGRAVE HOUSE IGNORES THE ORPHAN…
benefactor.
If Hargrave House doesn’t resolve the Threat within six Night phases, the
orphan will invade Hargrave House and wreck it; each hunter must erase Horses are surprisingly calm.
three items from their Personal Quarters if they are not present to defend A cloud of butterflies in an unusual place.
the house. You are free to make the players aware of this.
A small child smiling at something in the shadows.
[][][][][][]
A sudden, pleasant warmth fills a space.
Something broken has been mended.
Moments
A prayer being whispered in the darkness.
A small child is wandering through a crowd, crying for their mother. Songbirds perched in an unusual place.
A cat is seen nursing a puppy alongside her kittens.
A boy is seen throwing a violent tantrum in public. Rewards
If the hunters destroyed the orphan, they collect no rewards. If they made
peace with it, they get the custom move The Orphan.
CUSTOM MOVE — THE ORPHAN:
When the hunters are facing grave danger, a player can say, “I sense the
presence of the orphan.” If they do, the Keeper will narrate the orphan
entering the scene and saving the hunters from the danger. The move can
never be used again, and the orphan is neither seen nor heard from again.

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