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Weird Science// WEIRD MOVE
You can create bespoke mystical gadgets using science. When you build or use a weird science gadget, roll +Weird. On 10+: it works. On 7–9: it works, but choose one — it has a side effect, it's temperamental, or it needs a specific fuel/power source. Miss: it goes wrong in a bad way.
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Test Hypothesisroll +Sharp
When you test a potential explanation based on data gathered, the Keeper will tell you if you're on the right track, missing some critical data, or on the wrong track. On 10+: you can trust that answer. On 7–9: the Keeper answers honestly, but you wasted time or the testing destroyed evidence. Miss: the Keeper's answer is unrelated to the facts.
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Sabotageroll +Sharp
When you quickly break a complicated gadget. On 10+: it's broken — your choice if done quietly or left totally irreparable. On 7–9: it's broken, but not too hard to fix and you made a ruckus. Miss: the worst thing possible happens — usually explosions.
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Oblivious to Danger
You are immune to all fear-based moves and powers. You never need to act under pressure to resist fear from any source.
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The Doors of Perceptionroll +Weird
When you use psychological, pharmacological, or meditation techniques to open your mind to transcendental knowledge. On 10+: pick two effects. On 7–9: pick one, but your mind and perceptions are confused and foggy. Miss: you get lost in altered states. Effects: Communicate with something you normally couldn't · See what is normally invisible (ghosts, magical effects) · Ask one investigate-a-mystery question · Clarity: +1 Cool, Sharp, or Weird for the next hour (max +3).
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Fieldwork
When you put yourself in danger to test a hypothesis, get +1 forward. When you confirm the hypothesis as true or false, mark experience.
- Lightning gunscience weapon · 3-harm close loud area electricity batteries
- Portable particle acceleratorscience weapon · 3-harm close/far messy batteries
- Laser cannonscience weapon · 2-harm close/far quiet batteries
- Net launcherscience weapon · 0-harm close entangling
- Scalpelscience weapon · 1-harm intimate/hand
- Force knifescience weapon · 2-harm hand batteries
- Tranquiliser riflescience weapon · 1-harm close/far sedating
- Stun-rayscience weapon · 0-harm close sedating
- Autonomous dronescience weapon · 2-harm far autonomous
- Atomic pistolscience weapon · 3-harm close radiation
- Biohazard suitprotective · air-supply sealed
- Lab coatprotective · chemical-resistant
- Engineering coverallsprotective
- Space suitprotective · air-supply sealed climate-control
- Science armourprotective · 2-armour batteries heavy
- +1 Sharpmax +3
- +1 Coolmax +2
- +1 Weirdmax +2
- +1 Toughmax +2
- Take another Action Scientist move
- Take another Action Scientist move
- Get a laboratoryWith staff, facilities, and instruments suited to your area of study.
- Gain an ally team of action scientists
- Take a move from another playbook
- Take a move from another playbook
- +1 Cooladvanced · max +3
- +1 to any ratingadvanced · max +3
- Change this hunter to a new playbookadvanced
- Create a second hunter to play in addition to this oneadvanced
- Mark two basic moves as advancedadvanced
- Mark another two basic moves as advancedadvanced
- Retire this hunter to safetyadvanced
- Erase one used Luck markadvanced
- New interest: add a second area of studyadvanced
Tell the Keeper you want to begin a hunter story. They'll weave its pressures into the campaign. Stories run in the background of other cases — until they don't.
You earn a beat each time a story moment happens. Gather five beats — erase them — and gain a tangible benefit: gear, an ally, a lucky break, or the next mystery about your story.
After each session, decide if the story's main conflict is resolved. If so, you may take one resolution move — a permanent change that reflects how the arc changed you, for better and worse.
A strange enemy has decided to work against you. This might be an old rivalry turned dangerous, goals that place you on a collision course, or someone who sees the worst of your methods reflected in their own. In PORTAL's world, "uncanny nemesis" doesn't mean a cartoon villain — it means someone who has taken everything you understand about violence and weaponised science, and done something with it you can't justify.
When to Start This Arc
- You encounter evidence that someone has been studying your methods — cases you've worked, gadgets you've built, experiments PORTAL has logged.
- The team's investigations start pointing towards strange science mysteries with a deliberately designed feel, as though someone is running parallel experiments.
- Sven or another hunter notices you're being watched during a field deployment.
Who is the Nemesis?
What's Their Goal?
How Do They Operate?
Story Beats — mark five to gain a benefit
- You encounter your nemesis — directly or through the evidence they leave behind.
- You discover a new fact about the nemesis and their plans that changes how you see them.
- The nemesis threatens or harms someone you care about — Sven, Reed, the PORTAL team.
- You spend time with the team planning a scientific response to an anomaly the nemesis created.
- You and the nemesis briefly share a goal — and have to work alongside each other to survive it.
Resolution Moves
When the arc concludes, take one — or neither — to reflect how it changed you.
When you ignore personal enmity and focus on solving the problem at hand instead, take –1 forward and mark experience.
When your competence is challenged and you meet that challenge, take –1 ongoing to everything not directly related to proving your superiority. When you definitively show you're the best, mark experience.
Is this the best use of your abilities? You study violence and weaponised science — and PORTAL sends you into the field to fix individual problems one entity at a time. Every case you close, three more open. But your research, properly applied, could do something larger. This arc asks whether monster hunting is the right shape for your life, or just the most exciting one.
When to Start This Arc
- The team fails to prevent a terrible outcome during a case — and you know your research could have changed the result if it had been further along.
- You encounter evidence of what properly-funded, ethically-unconstrained research in your area can do — either brilliantly or catastrophically.
- Someone offers you a research position, a grant, or a collaboration that would require stepping back from PORTAL fieldwork.
- Sven asks you something about why you do this, and you don't have a clean answer.
What Could Your Research Achieve — If You Focused?
What Made You Start Questioning?
What Keeps You From Walking Away?
Story Beats — mark five to gain a benefit
- Your actions cause an accident or unintended harm during a case — and it sticks with you.
- You talk honestly with someone — Reed, Sven, CAMPBELL, or a PORTAL colleague — about what your research is actually for.
- You encounter evidence that action science isn't always the right tool: a case solved by patience, by listening, by restraint.
- Someone is badly hurt or dies in the course of a case you were running. You had a different call available and didn't take it.
- You see what happens when science and violence combine without your ethics — MESA's work, or a case gone catastrophic — and you have to decide what that means for your own.
Resolution Moves
When the arc concludes, take one — or neither.
Whenever one of your moves causes harm — as a side effect, a cost, or a miss — to a hunter, ally, or bystander, it causes one less harm. You've learned to account for the blast radius.
Whenever your moves cause collateral damage, you cause extra property damage and +1 harm to any hunters, allies, or bystanders nearby. Then take –1 forward and mark experience. The research justifies the cost. Probably.
Something you built is still active. The ash from Eszter's case — anomalous, PORTAL-flagged, interfering with electronics in ways that shouldn't be possible — has been accumulating in your research logs under Project Veil. You've been treating it as data. But the ash has been in contact with people, with Sven, with your gadgets, with CAMPBELL. At some point, your experiment stops being theoretical. What have you already put in motion, and who gets to decide what it becomes?
When to Start This Arc
- CAMPBELL flags an anomalous pattern in your Project Veil logs — the ash data is interacting with something it shouldn't be able to reach.
- A gadget you built using Veil-adjacent research behaves in a way you didn't design — and the result isn't catastrophic. It's interesting.
- You realise that someone at PORTAL — or outside it — has been reading your Veil notes. The access logs are clean. That's the suspicious part.
- Sven has a response to something ash-adjacent that his ghost nature shouldn't explain. You notice before he does.
What Has the Veil Ash Done?
What Does the Research Tempt You Toward?
Who Doesn't Know What You Know?
Story Beats — mark five to gain a benefit
- You disclose something about Project Veil to another hunter or PORTAL team member that you had been keeping back.
- The Veil research produces a result that helps the team — and they don't know it was the ash data, not Rex's other methods.
- Sven learns something about his own post-death state that Rex's research suggests — and asks Rex directly if he knew.
- Another organisation (MESA, or something else) demonstrates that they have been tracking the Veil anomaly independently. You are not the only one who knows what you know.
- You build something using Veil data. It works. You use it in the field. Something about using it changes you, or the situation, in a way you didn't calculate.
Resolution Moves
When the arc concludes, take one — or neither.
You told the truth about what you built and what it cost. When you share sensitive research findings with an ally or PORTAL, take +1 forward to any subsequent action taken together on the basis of that information. When you withhold relevant data from now on, take –1 forward.
You chose the research. The Veil data is too significant to hand over, constrain, or stop. When you act alone on Veil-connected findings without informing the team, mark experience. When someone else is harmed by your working alone, take 1-harm ignore-armour — not physical, but the kind that doesn't heal easily.