Player's Handbook · Chapter 2

Truths and Access

A Truth is a hidden fact that changes a decision. A ghost may follow an iron Anchor, a curse may transfer through spoken names, or a machine's shield may reboot after a specific signal. Learning the fact changes what you can try next.

You discover a Truth by using a method capable of establishing it: tracking spoor, testing a substance, reconstructing an event, interviewing witnesses, watching a behavior repeat, studying records, opening a machine, surviving controlled exposure, or another method that can produce evidence. A good question helps, but you still need a way to answer it.

Once a Truth is genuinely established, it stays known for that Hunt. A later bad roll can cost time, gear, position, safety, or access to a new source; it does not retroactively make an established fact false.

The payoff is access. A Truth opens a Preparation, target, route, or Resolution; it does not automatically add a bonus. If a spirit is bound to a clapper beneath the floor, knowing that fact lets you reach, expose, ward, move, cleanse, or destroy the clapper. Information changes the decision space without doing the work for you.

You are also free to act before you know everything. Huntcraft does not require filling an encyclopedia before confrontation. The cost of incomplete knowledge is that you may prepare for the wrong interaction, preserve the wrong thing, or discover during danger that your chosen ending needs access you have not created yet.

Manual updated Aug 21, 2026.