The Weird Scientist

*“It doesn’t matter how it works, it just matters that it works. And most of the time it does!”*

## Luck Cost

Something about this moment defies your expectations. You must study it further. Surely it must mean something.

## Moves

### Weird Science

When you attempt to create something that does the fantastic, roll +Weird. The Keeper can add a limitation if the desired effect feels especially fantastic.

* On a 10 or more, the creation works once and then fizzles.
* On a 7-9, pick one limitation that affects the process.
* On a 6-, something goes horribly wrong.

#### Limitations

* It needs a rare and/or weird material.
* You have to take something important apart.
* It requires huge amounts of power or fuel.
* It draws unexpected attention.
* It does more than you intended.
* You’ll need someone else in the club to do something to help complete it.

*In addition to all Basic Moves, you start with this move:*

### Area of Study

You particularly excel at one… unique facet of science. When dealing with your specialty, roll with advantage.

Name your area of study:\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

*Then pick 3 of the below moves:*

### Well, ACTUALLY

You can see what others don’t, and only in your hands is success assured. When someone is about to make a roll, instead of Helping Out, describe how you completely take over for them and do it yourself. Roll their move, but use +Sharp.

* On a 9+, treat the roll like a total success and apply the outcome to yourself. Everyone present acknowledges your skill. Clear 1 emotional condition.
* On an 8-, treat the roll like a failure. Apply the outcome to yourself and take an emotional condition.

### Engineering

You’re a whiz at taking things apart. When you need to quickly sabotage (or fix) a complicated gadget, roll +Sharp.

* On a 10+, it’s sabotaged (or fixed) just like you wanted.
* On a 7-9 it’s more complicated than you expected: you can sabotage (or fix) it, but there will be unexpected side effects.
* On a miss, you do the worst thing possible to the gadget, which usually involves an explosion.

### Incremental Mutation

You are obsessed with perpetually modifying yourself. Every time you wake up, you can remove 1 from any stat and add it to another stat (can’t go higher than +3).

### Field Experimentation

When you want to try to help someone (including yourself) become… more, roll +Weird. Only one experiment can be active at a time. The results last until the subject goes to sleep.

* On a 10+ choose a result.
* On a 7-9, roll a d6 to determine the result at random.
* On a 6-, the result is a Curse from the Monstrous playbook.

#### Results:

* Subject heals 2 harm
* Subject is and stays Stable
* Subject is unaffected by magic
* Subject gains a natural attack from the Monstrous playbook
* Subject gains a second Weird move
* Pick an ability an animal has– the subject now has that ability

### Ego Transformation

You have discovered how to transform into something strange and powerful, but it comes with costs. Pick a transformation and roll +Weird.

* On a 10+, you have total control over the transformation and no side effects occur.
* On a 7-9, pick one side effect.
* On a 6-, all side effects occur and you become someone else. Give your alter ego a name and lose access to all your playbook moves until the transformation ends.

#### Transformations

* Slick and Sexy: Gain advantage on all Cool and Charm moves, but disadvantage on Weird moves
* Human Computer: You can speak any language, have advantage on all Sharp moves, and are unaffected by emotional conditions, but you have disadvantage on Charm moves and can’t Deal with the Feels
* Invisible: You can't be seen on the human visible spectrum, but you take 2 emotional conditions any time you would normally take 1
* Big and Burly: Gain +1 armor, +1 harm on all attacks, and advantage on Tough rolls but disadvantage on Sharp and Charm rolls

#### Side Effects

* Ending unplanned: You can't control when the transformation ends
* Blank Page: When the transformation ends you won’t remember what happened
* Release your inhibitions: You follow every impulse and instinct to the fullest, ignoring any possible social consequences

### Dissection Dynamo

If you spend some “quality time” with a monster (or a piece of it), you can use your findings for advantage on one roll.

### Destructive Genius

Given a bit of time you can turn household accessible items into a temporary weapon. When you try this, roll +Sharp. What you create starts out with 2 tags: +1 harm, close

* On a 10+, you can add two tags from the list below.
* On a 7-9, you can add one tag from the list below.
* On a miss, you suffer 1 harm as it blows up in your face.

#### Tags:

* 3 charges
* Ignore armor
* +1 harm far
* +2 harm barrier
* Fire | ice | electricity | force damage
* Life-draining
* Stunning
* Innocuous

## Players

### Adam Miller

Adam Miller took Area of Study, Ego Transformation, Dissection Dynamo, and Destructive Genius. He built a robot minion with one feature from the Expert's Lair.