So I'm kicking around ideas for a Conspiracy/Supernatural Investigation Hack, inspired by the Darkā¢Matter games I used to run. One of the stats, Strange, has no basic moves tied to it. But each playbook will have a "Special Move" based on Strange -- One that defines their character in the way that Sex moves do for Apocalypse World.
Here's my move for the Skeptic, who will always start with Strange well into the negatives:
When you hypothesize a perfectly reasonable explanation for these seemingly strange events, write it down.
If your hypothesis is revealed to be correct, mark XP. But if the truth of the matter defies, rationality, roll + strange.
On a miss, gain +1 strange (max +3). On a 7-9, mark XP.
On a 10+, you can no longer maintain your skepticism in light of what you've experienced. Take a new playbook.