Searcher
Searcher
, You get all of the basic moves, plus three Searcher moves. b Prepared to eend: Even truth seekers need to
The Searcher
You get this one: ght some times. Whenever you suer harm when
B First Encounter: One strange event started you you kick some ass or protect someone, you suer
down this path, sparking your need to discover the 1-harm less.
truth behind the unexplained. Decide what that b Fello eliever: People understand you’ve also
known strangeness. Bystanders will talk to you about
CHARM
event was: pick a category below and take the associ-
• Manipulate Someone weird things they would not trust another hunter (or
ated move. en tell everyone what happened to you
(or someone close to you). a mundane ocial) to believe.
• Act Under Pressure
COoL • Help Out b rptid Sigting: You take note of any reports
of strange creatures. Whenever you rst see a
b Guardian: You have a mystical ally (perhaps a spirit,
alien, or cryptid) who helps and defends you. Dene
• Investigate a Mystery them, and their powers, with the Keeper’s agree-
SHARP
new type of creature, you may immediately ask
• Read a Bad Situation one of the investigate a mster questions. ment. eir look is one of: invisible, an intangible
b Zone o Strangeness: ings are not xed. You spirit thing, a weird creature, disguised as an animal,
• Kick Some Ass
TOUGH • Protect Someone
never need act under pressure when super-
natural forces alter the environment around
or disguised as a person.
b Just noter a: When you have to act under
pressure due to a monster, phenomenon, or mysti-
WEIRD
you, and you get 2-armour against harm from
• Use Magic cal eect, you may roll +Weird instead of +Cool.
sudden changes to the laws of physics.
b Pscic Event: Your mind is awakened. You may b etork: You may gain an ally group of others who
act under pressure to use the sensitive weird had experiences similar to your rst encounter—
perhaps they’re a support group or hobbyist club.
Mark luck to change a roll to 12 or avoid all harm from move, or—if sensitive is your weird move—
empat. See page 21 of Tome of Mysteries. Detail up to ve members with useful skills related
an injury. to what happened to them (none are up for ghting
b Higer poer: Something looks out for you.
You start with an extra Luck. monsters).
Okay bbbbbbb Doomed
b Strange angers: You are always watching for b ckam’s roadsord: When you rst encounter
Searcer Special: When you spend a point of Luck, your hazards. When you have no armour, you still something strange, you may ask the Keeper what sort
rst encounter comes up in play. It could be a ashback, count as having 1-armour. of thing it is. ey will tell you if it (or the cause) is:
new occurrence, or related event. b duction: ey taught you hidden knowledge. natural, an unnatural creature, a weird phenomenon,
or a person. You gain +1 forward dealing with it.
Gain +1 to any move when you research strange
b e ings ’ve Seen: When you encounter a crea-
When you reach 4 or more, mark unstable. or ancient secrets to do it.
b osmic nsigt: You have encompassed the ture or phenomenon, you may declare that you have
Okay bbb|bbbb Dying soul of the universe. You never need to act seen it before. e Keeper may ask you some ques-
under pressure due to feelings of fear, despair, tions about that encounter, and will then tell you one
Unstable: b or isolation. useful fact you learned and one danger you need to
(Unstable injuries will worsen as time passes) watch out for (maybe right now).
Experience: bbbbb