Professional Documents
Culture Documents
Altered World Event of the Week is a theme-specific deriva- descriptively and mechanically, to stories about government
tive for Monster of the Week games set in the SCP Founda- agents investigating weirdness in the world. This supplement
tion or the world of Remedy’s 2019 game, Control. It focuses will help you bring that exact theme to life. However, this is not
on defining the setting and atmosphere, running the game a full game in itself. You’ll still need to purchase, read, and un-
with AWEs at the heart of each mystery, and providing a host derstand the vanilla game to get the full experience. There’s
of playbook changes that are tailored to match the atmo- a link for that on the last page.
sphere.
The Setting coffee cup brackish with water that will never fully pour out. . .
well, it wouldn’t be the first time. Like we said: a little bit of
plain, a whole lot of weird.
This supplement originates within government bureaucracy.
The players’ are no rag-tag, tribal, or artisanal outfit of the few
people who recognize the unnatural and the dangerous run- Differences and Similarities
ning amok in the world. This is their day job. A nine-to-five
grind within an organization that is aware of, or at least claims Playing this derivative means you’re looking to make some
to be aware of, all the supernatural goings-on in the world and changes about the tenets of the universe as established in
that strives to keep it in check. The Bureau’s job is to help ev- Monster of the Week. The expected setting was already in-
eryone else remain blissfully blind. After all, the truth would troduced above. The rest of the differences are about what
hurt their brains very badly. MotW is, and what this supplement isn’t: MotW is about,
well, monsters. This setting is about the paranormal. MotW
Being a government employee means you’re no longer a likes magic. This setting likes fringe science. MotW drives
Hunter; no longer an itinerant and unbound pursuer of the the play towards combat. This setting prefers exploration
biggest and most dangerous game that exists. You’re an and hazardous containment. MotW invites every character
Agent of the Bureau. You have bosses and salary, paperwork archetype to the party. This setting has a tight-knit friend
and protocol. You clock in and clock out of the office when group who all share the same interests and want to keep it
you come and go. They require you to save receipts when that way. At large, MotW is a generalized breadth of content
you work abroad so they can document the expenditures in you can tailor to match all manner of tropes and pop cul-
a spreadsheet. The routine isn’t all that bad. It’s a savory bit of ture. AWE has specific goals in mind for the setting and style
plainness wrapped around the weirdness waiting in the labo- of game at play.
ratories, or in the cros-country trips to find out why one specific
subway car lets people inside of it but never out again, or how The rest of it remains the same. The power level of the play-
someone came to own a polaroid camera where you can books, the level of danger in the world, and the Keeper’s
reach into the pictures and pull out whatever is shown within. motives should match across both experiences. Harm and
healing occur with the same severity and consequences (ar-
The office that you work from is a paranormal entity all on its guably, due to the reduced focus on combat, when the
own. A living, shifting labyrinth of seemingly endless size, only Keeper does hit the Agents they can hit even harder). Most
sometimes content to get wrestled into a set of cubicles; a importantly the pacing of MotW remains: episodic mysteries
collision of dimensional intersections; a prison of everyday ob- with the occasional extended arc.
jects grown hungry with appetites and desires. If you walk out
the bathroom on a different floor than you entered or find your Finally, the new playbooks are a mix of existing and custom
text. MotW provided a wealth of moves with the appropriate
tone and action and many of those are copied over from their Types of AWEs
original form (or something similar to it, given some thematic
changes) to the new books. However, these moves don’t al- • Altered Item (motivation: to break natural laws, re-
ways land in the same place. The new books often mix-and- ceive worship, and escape containment).
match existing moves to produce a unique archetype, one • Teleporter (motivation: to transport people or things
that is more fitted for the atmosphere. to dangerous places).
• Alter-dimensional Being (motivation: to be unfath-
omable).
Episodic AWEs • Astral Being (motivation: to possess and destabilize
Altered Items)
Altered World Events take the place of Monsters in this setting. • Object of Power (motivation: to grant someone
That doesn’t mean monsters won’t appear in your game, just more power than they can handle).
that they’re not the weekly focus. Most times the mystery will • Disease (motivation: to spread and thrive or con-
revolve around something weird, unpredictable, alien, or al- sume).
tered. Whether the situation is simply unnatural or actively hos-
• Mold (motivation: to transform creatures, people,
tile the Agents’ primary goal is not to destroy the paranormal
and things).
source of the event, but to secure and contain it.
• Corruption (motivation: to warp or take control of
What makes some event a notable AWE as opposed to a reg- creatures and people).
ular occurence? The presence of the paranormal counts for a • Resonance (motivation: to overwhelm, control, or
lot. However, that’s only one part of the puzzle. The real thing drive to insanity).
requires adherence to two principles: First, something in the • Fringe Experiment (motivation: to unleash dangers).
world has appeared which itself behaves, or causes the rest
• Bureau Experiment (motivation: to trifle with powers
of the world to behave, in a way that it shouldn’t. Second,
beyond control).
the Bureau wants to intervene as soon as possible, minimize
collateral, keep the media out of it, and cover up anything • Thresholds (motivation: to introduce entities and
that leaks. phenomena into the world).
• Portals (motivation: to take people to dangerous or
Michael Sands has already written a fantastic guide for what exotic places).
makes a good, paranormal-oriented mystery in MotW More • House Shifts (motivation: to reconfigure the house
Weirdness. Look for the “Phenomena” section. If you’re trying unexpectedly).
to run this supplement and haven’t read that, or looked into
• Pocket Dimension (motivation: to trap or to hide
the Tome of Mysteries expansion, I highly recommend you fol-
things away).
low the advice there first. It provides all the tools for design-
ing a good, monster-less mystery, and you can run all sorts of • Subspace (motivation: to impose different laws and
AWEs just following that design. What I’ve listed aside here are logic within).
a couple further suggestions for specific themes and flavors.
The First Session
Creating a Bureau
The Bureaus’ Agenda
Most of the standard game set-up remains the same. Come
prepared with the normal hardware. Review the ratings, basic • Locate. Secure. Contain. Research. And if neces-
moves, and agendas. Run the standard steps to create your sary, lock it in a place where it cannot cause further
agents (and as always, only one of each). The big change damage.
here is that you won’t have to figure out why you’re a team.
That part is already settled: you’re all agents in the same orga- • Protect the world from the paranormal. Their lives
nization. Instead of a team, you’re going to create the Bureau are in your hands.
itself.
• Maintain secrecy, especially regarding the masses.
This supplement assumes some properties of your Bureau in Anyone who isn’t part of the Bureau isn’t ready for
advance: the agency is an established Federal organization, the truth of reality.
already working within a paranormal, shifting building, led by
a Director who carries a supernatural weapon and gets ad-
vised by a board of extraplanar entites. Those assumptions are
not sacred, you’re welcome to change it up (though some Bureau of ?
playbooks hinge on those details more than others). If you
want your game to only occur out in the field and never inside Although their details are secretive, your Bureau is still an of-
the building, or if your game is about discovering the building ficially recognized government organization. That means it
for the first time, that’s great! It should work fine. needs a proper name. If the Federal Bureau of Investigations
gets to walk into a crime scene and flash around badges pro-
The rest of this section is an aid to help everyone get their
claiming FBI for instant credibility, then you should command
heads into the same space and envisioning a similar expe-
the same respect. F.B.What, though?
rience ahead. You won’t need to answer every one of these
questions to create agents or begin the game, nor do the
answers directly change the rules or playbooks. Asking and Leadership and Departments
answering these questions before and throughout agent cre-
ation is a job for everyone at the table. Likewise, since every- If none of the players choose the Director playbook, who is
one will probably show up with a different expectation about running the Bureau? Are they power hungry or austere? Com-
the game’s tone, location, and character, this is a great time passionate or authoritative? How do they treat their interac-
to identify and settle out those differences. tions with the Board and other paranormal entities? Are they
willing to face danger directly, or do they send in other people Then think about the unnatural aspects of the building: how
to take care of it? In the past, how have they failed to handle much larger is it on the inside than on the outside? Is navi-
a critical situation? gating the building a straightforward experience, or obviously
non-euclidien? How much of the structure is the Bureau able
An established Bureau will have parititoned its workforce into to maintain control of? How often do minor shifts occur? Ma-
specialized departments: investigations, research, contain- jor shifts? Are any sections permanently off-limits for the em-
ment, maintenance and so on. Who is at the head of each ployees’ safety and sanity? How do employees communi-
department? Are they part of the Director’s favored inner cir- cate with each other throughout the building? Do any crea-
cle, or just another employee? Is their eccentricity the reason tures, pests, or other invasives live within the building along-
for their position, or are they simply good managers? How side the employees? Are they dangerous, a nuisance, or sim-
much respect and importance do they command outside ply benign? Is the foundation of the building something pre-
their department? dictable, or is it also extraterrestrial?
Fringe Science (replaces Big Magic) Ritual (replaces Use Magic) Investigate a Mystery
When you want to create or adapt a device to When you perform a ritual to invoke or placate the When you investigate a mystery, roll +Sharp. On a
analyse, deal with, or produce a paranormal phe- paranormal, say what you’re trying to achieve and 10+ hold 2, and on a 7-9 hold 1. One hold can be
nomenon, tell the Keeper what you want to do and how you do it, then roll +Weird. 10+ it worked with- spent to ask the Keeper one of the following ques-
roll +Weird. On a 10+ pick two guarantees. On a out issues, choose your effect. 7-9: It worked imper- tions:
7-9, pick one. fectly. Choose one effect and one glitch. • What happened here?
Advanced: on a 12+ take all three guarantees, or Advanced: on a 12+ the Keeper adds some bene- • What could do something like this?
two guarantees and the Keeper adds another ben- fit. • Are we in danger right now?
efit. • How difficult will it be to contain?
Effects: • Where did it go?
The Keeper may choose one or more requirements: • Bar entry into a place or portal to a specific per- • Who is it connected to?
son, item, or entity. • What is being concealed here?
• You’ll have to spend a lot of time (days or weeks)
• Trap a person, altered item, or entity.
doing research.
• Calm or satisfy a paranormal item or entity. Advanced: On a 12+ you may ask the Keeper any
• You need to experiment first; expect lots of fail-
• Communicate with something that you do not question you want about the mystery, not just the
ures before you get it right.
share a language with. listed ones.
• You need some rare and weird ingredients, sup-
• Observe another place or time.
plies, or equipment.
• After it starts up, it’ll take time before it reaches
the full effect. Glitches:
• It requires huge amounts of power or fuel. • The effect is weakened.
• You’ll need a lot of people to help out. • The effect has a short duration.
• The ritual needs to be done at a particular place • You take 1-harm psychic ignore-armor.
and/or time. • It draws immediate, unwelcome attention.
• It will have a specific side-effect or danger. • There’s a problematic side effect.
Then you pick your guarantees: The Keeper may always say that. . .
• Once started, it cannot be stopped easily. • The ritual requires rare or weird materials.
• It does exactly what you intended, and only • The ritual will take lots of time to perform.
what you intended. • It will require unerring focus on .
• It doesn’t draw attention or make you any more • Extra equipment will need to get set up, possibly
obvious than you already are. in a convoluted pattern.
• You need one or two more people to help out.
• You need to refer to some prior research for the
details.
Bureau Agents Overview
tered throughout the oldest house. The ones who most of its pattern from the Expert, since the Haven
An Agent’s Agenda get flown out here and there to do the grunt work of made such an easy transition into a specialized lab
figuring out whether a suspected AWE is truly para- to work inside. Like the Janitor, they’re a little more
normal, or just another loony daydream. focused on staying inside the building. However,
• Act like you’re the only one
they straddle the divide more easily, and it shouldn’t
in the Bureau who can solve
be difficult to include them in a game where events
these problems (because you The Ranger: The Ranger was the easiest book to
take place both inside and outside the house.
are). transition over, it’s almost a 1:1 replica of the Pro-
fessional; that book has a perfect fit for the highly
• Protect the world from the trained Ranger operatives in control. The profes- The Outsider: Not everyone involved in the Bu-
paranormal. Their lives are in sional’s Agency mechanics were dropped, since reau is standard government goon. The Outsider is
your hands. all players are involved with the Bureau already. In the Wronged’s bad luck of getting forced into this
• Play your agent like they’re a replacement, you get a squad of other rangers at world outside their wants (minus all the emotional
real person. your back. As you might expect from its source, this baggage), plus the Flake’s conspiratorial nature (mi-
book is far and away the most combat oriented and nus all the proper detective work). They’re the book
militaristic, especially relative to the toned back em- for someone who doesn’t want to drink the Bureau’s
phasis on combat. kool-aid, or whose character might not even be
The Director: A close port of the Chosen. The sig- aware of the Bureau when all of this starts.
nature weapon made a great parallel to the service
weapon. Further, the chosen was already themed
The Janitor: The Janitor is one of the two Weird-
focused playbooks in the group, and is one of the The Psychic: The Psychic is the effective “magic
around their importance. The design leans more
most custom designed of the set (IE, not simply a user” of the bunch, and draws largely from the
toward playing Trench than Jesse, since Jesse is so
reshuffling of other moves). It has more focus around Spooky and the Divine. While everyone else sim-
many other things that became their own books
being inside the building than the other books. As ply works a day job in a paranormal environment,
as well (the outsider, the psychic, etc). This means
a result, if your game focuses on space outside the the psychic directly engages with, and is driven by,
you’re more strictly “the boss” than “the savior”.
building, it might make less sense to include this one. their connection to a paranormal entity. If you want
In trade, janitors have a much greater pull on the nar- to play as Jesse Faden, and you aren’t happy with
The Investigator: Started off as the Flake, with the rative about what the building contains, and what the Trench-oriented Director playbook, this is the one
end result mixing in flavor from the Searcher, too. The can be done within it. for you. Give yourself a resonance, fling some TVs
investigator isn’t as focused on being the conspiracy around with your mind, and don’t mind the growing
nut in this setting. It’s more about life as a rank and chant of voices; it’s all perfectly under your control.
file paranormal detective. In Control these are the
The Researcher: What kind of bureau would it
be without a host of lab techs? The Researcher gets
agents you read about in the various memos scat-
THE DIRECTOR’S DUTIES Dutiful: When your requirements as director of
the bureau rear their ugly head, and you act in ac-
You get to decide what your position has in store for cordance with your Duties (either Bureau or Board),
you. Pick how you were selected as Director of the then mark experience and take +1 forward.
,
Bureau, and what The Board and The Bureau are
THE DIRECTOR expecting of you, on the reverse side of the sheet. Resilience: You heal faster than normal peo-
ple. Any time your harm gets healed, heal an extra
I didn’t want the job of Director, didn’t want the power. MOVES point. Additionally, your wounds count as 1-harm
But there were no other candidates. Only me, always in less for the purpose of the Keeper’s harm moves.
You get the basic moves, plus four Director moves.
the background, working my ass off.
Hotline: When you make a call on the Hotline,
You get these two:
tell the Keeper whether you’re trying to reach the
• Manipulate Someone Board, a different astral entity, or hear the echo-
CHARM I’m Here For A Reason: There’s something The ing thoughts of the recently deceased, and roll
Board expects you to do. Work out the details with +Sharp. On a 10+, they tell you something useful.
• Act Under Pressure
COOL • Help Out the Keeper, based on your duties as director of the On a 7-9, they tell you something interesting, but it’s
bureau. You cannot die until it comes to pass. If up to you to make it useful.
• Investigate a Mystery you die in play, then you must spend a luck point.
SHARP • Read a Bad Situation You will then, somehow, recover or be returned to
• Kick Some Ass life. Once your task is done, or you use up all your
TOUGH luck, all bets are off.
GEAR
• Protect Someone
You can have protective gear worth 1-armour, if you
• Ritual Advisors: When you consult your heads of staff
WEIRD • Fringe Science about an ongoing situation, take +1 to investigate want. You have the service weapon, like any Director
a mystery. would.
Okay | Dying
Unstable:
EXPERIENCE
Experience:
Someone called looking for an assistant. I answered the Let’s Get Out of Here!: If you can protect
call. They let me into the building, showed me around Supply Closets: When you’re inside the Bu- someone by telling them what to do, or by lead-
the place. I’ve been here ever since. reau, or another building you’ve previously worked ing them out, roll +Charm instead of +Tough.
within, and need something that you could con-
ceivably find in your janitorial supplies, there is a Through the Air Ducts: When you need to es-
CHARM • Manipulate Someone nearby supply closet that has it. cape, name the route you’ll try and roll +Sharp. On
a 10+ you’re out of danger, no problem. On a 7-
• Act Under Pressure If you need something that isn’t normally found in 9 you can go or stay, but if you go it’s going to
COOL • Help Out janitorial supplies, open the nearest supply closet cost you (you leave some-thing behind or some-
and roll +Weird. On a 10+ it’s there, just like you thing comes with you). On a miss, you are caught
• Investigate a Mystery needed. On a miss, there’s something in the closet
SHARP • Read a Bad Situation halfway out.
you aren’t going to like. On a 7-9, both.
• Kick Some Ass The Power of Heart: When fighting a monster, if
TOUGH • Protect Someone The Janitor Always Has The Keys: When you you help someone, don’t roll +Cool. You automat-
need access to a part of the Bureau, or another ically help as though you’d rolled a 10.
• Ritual
WEIRD • Fringe Science building you’ve previously worked within, you either
already have a set of keys that unlock the doors, or Don’t Worry, I’ll Check It Out: Whenever
you know an alternate way through the building to you go off by yourself to check out somewhere (or
LUCK get to the same spot, the Keeper will tell you which something) scary or dangerous, mark experience.
one.
Mark luck to change a roll to 12 or avoid all harm So Much Work To Do: While inside the Bu-
from an injury. Rule of Three: Add the following option to reaus’ headquarters, you heal faster than normal
Housekeeper. people. Any time your harm gets healed, heal
Okay Doomed an extra point. You are immune to all the harm
• A lightswitch cord appears somewhere nearby, move effects under ‘0-harm’ and ‘1-harm’ (when
Janitor special: When you spend a point of luck, the say where. Ask or tell the Keeper what will be the Keeper would apply these, you ignore it).
Keeper will cause a shift within the Bureau’s head- waiting for you when you use it, and what will
quarters, or release a tiresome pest somewhere have changed when you return. Just Another Day: When you have to act under
within. pressure due to an altered item, phenomenon, or
paranormal effect, you may roll +Weird instead of
+Cool.
HARM
When you reach 4 or more, mark unstable.
Okay | Dying
Unstable:
EXPERIENCE
Experience:
EXPERIENCE
Experience:
Safety Tools
• TTRPG Safety: https://drive.google.com/drive/folders/114jRmhzBpdqkAlhmveis0nmW73qkAZCj
• Risk Management: https://gnomestew.com/safety-as-risk-management/
• Safety Primer: https://leavingmundania.com/2014/02/27/primer-safety-in-roleplaying-games/