This document provides descriptions of several alternative weirdness moves that hunters can use, including Illuminated, Past Lives, Sensitive, Empath, No Limits, Trust Your Gut, Telekinesis, Weird Science, and Phenomena. Each move is accompanied by potential outcomes depending on the roll of 1d6. Advancing certain moves provides additional benefits. The moves allow hunters to gain information, push their physical limits, sense emotions, move objects with their mind, and create devices using weird science.
This document provides descriptions of several alternative weirdness moves that hunters can use, including Illuminated, Past Lives, Sensitive, Empath, No Limits, Trust Your Gut, Telekinesis, Weird Science, and Phenomena. Each move is accompanied by potential outcomes depending on the roll of 1d6. Advancing certain moves provides additional benefits. The moves allow hunters to gain information, push their physical limits, sense emotions, move objects with their mind, and create devices using weird science.
This document provides descriptions of several alternative weirdness moves that hunters can use, including Illuminated, Past Lives, Sensitive, Empath, No Limits, Trust Your Gut, Telekinesis, Weird Science, and Phenomena. Each move is accompanied by potential outcomes depending on the roll of 1d6. Advancing certain moves provides additional benefits. The moves allow hunters to gain information, push their physical limits, sense emotions, move objects with their mind, and create devices using weird science.
Past Lives When you channel your previous Sensitive When you open up your brain to the
WEIRD Basic Moves
Hunters who do not have use magic as Masters for aid, roll +Weird: • On a 10 or more, the Secret incarnations to discover something, pose your question and roll +Weird: psychic environment, roll +Weird: • On a 10 or more, you gain a defi- Masters reveal a key fact, clue, or • On a 10 or more, a past life has nite impression (a vision, tangible their Weirdness move must treat any technique that will help you. something useful to offer. Ask the aura, overheard thought, etc) about spell as big magic. The Keeper may wish • On a 7-9, the Secret Masters need Keeper two of the questions below. something important. to pick requirements towards the lighter you to complete a task for them. • On a 7-9, a past life has a little • On a 7-9, you gain a hazy impres- end of the spectrum if the spell’s effects Once it is done, they reveal a key experience with this. Ask the sion about something important. will be at the level of use magic. fact, clue, or technique that will Keeper one of the questions below. • On a miss, your brain makes Big magic still works the same for help you. • On a miss, a past life takes over contact with something dangerous. everyone, but you may adjust the • On a miss, the Secret Masters’ for a while. Advanced Sensitive. When you advance requirements so they have a more ‘weird reply is terrible, garbled, or Advanced Past Lives. If you advance your sensitive move, add this: science’ style when appropriate. somehow dangerously wrong. your past lives move, add this: • On a 12 or more, you get an
Empath Advanced Illuminated. When you ad-
vance your illuminated move, add this: • On a 12 or more, a past life knows exactly what you were after. Ask impression as for 10 or more, plus you may ask one follow-up ques- When you open up your brain to feel • On a 12 or more, the Secret the Keeper one of the questions tion that the Keeper will answer the emotions of something right there Masters reveal a key fact, clue, below, and one free-form question. honestly. in front of you, roll +Weird: or technique that will help you. Gain +1 ongoing while acting on • On a 10 or more, you gain a clear impression of their current You may ask one follow-up ques- the answers. Trust Your Gut tion that the Keeper will answer Past Lives questions: When you consult your instincts about emotional state and intentions. honestly. • What did a past life discover about what to do next, roll +Weird: Take +1 forward when acting on ___________? • On a 10 or more, the Keeper will this knowledge. • On a 7-9, you gain a hazy impres- No Limits • How did a past life deal with tell where you should go. Wher- When you push your physical body __________? ever that is, it will be important. sion of their current emotional • What important hidden secret can past its limits, roll +Weird: You get +1 ongoing on the way to state and intentions. a past life show me the way to? • On a 10 or more, your body obeys this place. • On a miss, your brain is over- • What did a past life learn too late your will, to the limits of phys- • On a 7-9, the Keeper will tell you whelmed with emotion. to help them? ical possibility (see below), for a a general direction to go. Take +1 Advanced Empath. When you advance • What does a past life advise me to moment. forward as you explore that. your empath move, add this: do now? • On a 7-9, you do it but choose • On a miss, your instincts lead you • On a 12 or more, you get an one consequence: suffer 1-harm, into danger. impression (as for 10 or more), and take –1 forward, or you need to Advanced Trust Your Gut. If you you may ask one follow-up ques- rest right now. advance your trust your gut move, add tion that the Keeper will answer • On a miss, something goes this: honestly. horribly wrong. • On a 12 or more, in addition to the You can use empath on anything with Advanced No Limits. If you advance usual 10+ result, the Keeper will emotions, but the less human they are, your no limits move, add this: tell you about one important thing the less it’s safe for you. If the emotions • On a 12 or more, you can continue you should investigate further. are especially strong or alien, you might acting at your body’s limits for 30 need to act under pressure. seconds. Telekinesis When you fling something with your Weird Science When you create or adapt a device to Phenomena Phenomenon Types These are the possible phenomenon types: mind, roll +Weird: • On a 10 or more, you move it. analyse or deal with strangeness, say what it will do and roll +Weird: Investigating Phenomena • Alien (motivation: to be unfath- omable) Hunters dealing with phenomena may Choose two options and mark • On a 10 or more, you pick two • Artifact (motivation: to grant ask the following as part of the standard 1-harm. requirements. someone more power than they investigate a mystery list of questions: • On a 7-9, you move it but it hurts. • On a 7-9, you pick one require- can handle) • How is this phenomenon doing Choose one option and mark ment and the Keeper picks a • Biohazard (motivation: to infect, this? 2-harm. second one. harm, and spread) • What could fix it, cure it, or slow • On a miss, something goes • On a miss, something goes • Bubble (motivation: to keep inside it down? horribly wrong. horribly wrong. You are still able to things inside, and outside things • How far does the effect reach? By default you can move something create your device, but the Keeper outside) • What will be affected next? smaller than a person. You don’t have picks three requirements. • Conspiracy (motivation: to gather much control, and you can’t move it strongly enough to hurt anything. Weird science requirements: Phenomena Threat Moves power, keep secrets, and create confusion) • It needs a rare and/or weird mate- These are the threat moves a phenom- • Corruption (motivation: to change Telekinesis options (anything not rial. enon can use during the mystery: the laws of the universe) picked is not true): • It won’t be very reliable. • Hint at its effects. • Experiment (motivation: to unleash • Something is held fast. • It requires huge amounts of power • Show its effects directly and unde- dangers) • Something is hurt (2-harm smash). or fuel. niably. • Mutagen (motivation: to transform • Something catches fire. • It will take a long time to get it • Break the world’s laws. creatures and people) • You can fling something bigger working. • Increase or decrease in size or • Panic (motivation: to make people than a person. • It won’t work exactly as you intensity. act irrationally) • You keep it basically under your intended. • Create some new weirdness. • Portal (motivation: to draw things control. • You’ll need help (beyond the • Harm or destroy someone or from one world to another) • You suffer 1 less harm. hunters on your team) to finish it. something. • Teratogen (motivation: to turn crea- • React unexpectedly. tures and people into monsters) Advanced Telekinesis. When you Advanced Weird Science. When you • Escape from containment. advance your weird science move, add • Zone (motivation: to harm all that advance your telekinesis move, add this: • Hold something in place. venture within) • On a 12 or more, choose three this: • Grant an unnatural ability. options. You may also choose from • On a 12 or more, you gain +1 • Hinder movement. these advanced options: ongoing when operating the device. • Subvert a bystander’s motivation. • Something explodes (3-harm close fire area messy) • Something implodes (3-harm close crush) • Lots of stuff is flying under your control. • You have perfect and precise control over exactly what happens.