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- Action: You may spend 1 Health or 1 Sanity to gain 1 Talent Condition.
- Add 1 to the result of each die rolled as part of an Illness, Injury, or Madness Condition effect.
"You got a bone to pick? Fine by me. I don't need your permission to leave you in the dust."
Clocks do not lie. In the past, people said hurtful things to Rita. They threatened her. But since she started running competitively, Rita has only cared about the clock. Most of the time, it says that Rita is faster than the rest. It says she is stronger and has trained harder. Now she competes around the world and has attracted some unwanted attention. The prejudices of certain esoteric cults cannot tolerate her successes. They plan to make an example of her. But they will have to catch her, and the clock says they cannot.
Loss of Health
The police tell you that Rita snuck out of the hospital on her own, despite the fact that all of her belongings were left behind. Gain all of her possessions. You insist that an investigation is required and try to exert political pressure on the authorities to look into the matter (). If you pass, the police break up the cult that abducted her and she spends her long recovery writing; retreat Doom by 1. If you fail, you never find out what happened to her. Whether you pass or not, discard her Investigator token.
Loss of Sanity
When you find Rita, she had shed all remnants of her former life. She seems possessed by a strange, otherworldly persona with vast arcane knowledge. Discard all of her possessions and retreat Doom by 1. Her new identity challenges you to a series of competitions (). If you pass, she tutors you in certain arts before she disappears forever; gain 3 Talent Conditions. If you fail, she mocks your weakness and leaves you behind. Whether you pass or not, discard her Investigator token.