The Strangeness Tracker
A shared, visible tally of how much the group is bending reality. It fills up as players use psychic powers. When it hits 10, something surreal happens. Then, it resets to 0.
| Level | Name | What's Happening |
|---|---|---|
| 1–3 | Low Strangeness | The world's a little odd, but manageable. Powers can be used freely, no extra cost. |
| 4–7 | Mid Strangeness | Reality's slipping. Players unlock stronger psychic abilities, but now every power use adds 2 to the tracker instead of 1. |
| 8–10 | High Strangeness! | The weird is spilling into everything. Most powerful abilities become available. At 10, the GM introduces a twist, then resets the tracker to 0. |
Strangeness vs. Statuses
These are two separate tracks that don't affect each other:
- Strangeness = the world getting weird.
- Statuses = what's happening to your character.
A scene can be both eerie (high Strangeness) and punishing (high Status) at the same time.
Example Twists
- Everyone's shoes are replaced by fish. They still work fine.
- The nearest building slowly turns to face the group.
- Every shadow in the scene detaches and walks away.
- A new NPC appears with no memory of arriving.