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:

A scene can be both eerie (high Strangeness) and punishing (high Status) at the same time.

Example Twists