Diagnosis

Before you can treat your patient, you need to figure out what’s wrong with them. Most sessions of Monster Care Squad will begin with your team having very little information about the Monster on hand—maybe you know what type of Monster it is, what kind of damage it’s caused, but you probably are missing some cards in your deck. That’s what the Diagnosis phase is all about. Diagnosis Moves are all about asking around the town or village you’re in for leads, looking for Monster tracks and leavings, or even scouting out the Monster beforehand. Success in this phase means you learn the exact nature of the Monster’s Wounds to make your life easier in the Synthesis phase, and have some extra ammo in the can for dealing with them in the Symbiosis phase.

Diagnosis Moves

Pull A Thread

When you ask around for some information about the Monster or its condition, roll+ALLURE. On a 10+, pick one;

  • You know where the Monster was last seen
  • You know where to find a survivor of the Monster’s last attack
  • You know the site of the Monster’s most recent rampage
  • You know where the Monster used to nest, before it went berserk On a 7-9, pick one, but the information is flawed, and something nasty awaits you when you arrive. On a 6 or below, the information is false; tell the table what’s about to go wrong.

Make A Deal

When you promise to help solve a problem for someone in exchange for information about the Monster, Hold 1. When you succeed, spend Hold on the following options.

  • Mark one Clock Segment as successful
  • Gain a Session Ace
  • Gain +1 Supply

Follow The Trail

When you follow clues, tracks, or hunches in search of something hidden or obscured, roll+ACUITY. On a 7-9, pick one. On a 6 or below, all three are true.

  • You disturb something that shouldn’t have been disturbed
  • You lose the trail, but find yourself somewhere interesting anyway
  • You break something important

On a 10+, you reach the end of the trail without much trouble. Ask the Guide what you find, or tell them yourself.

Here’s What I Got

When you put forward a hypothesis about the Monster’s condition based on evidence you’ve found, roll+ACUITY. On a 10+, pick 2. On a 7-9, pick one:

  • Mark one Clock Segment as successful
  • Gain a Session Ace
  • You know where the Monster is headed next
  • Learn the name and effects of one Wound

In Harm’s Way

When you navigate a dangerous environment or situation in search of information, roll+GRIT. On a 10+, tell the table what you find and get away safely. On a 7-9, pick one:

  • You get what you came for, but something dangerous and unexpected awaits
  • The situation changes quickly, too quickly for you to get what you came for, but you’re in a good position otherwise
  • You get what you came for, but it costs you; lose 1 supply.

Treasured Insight

When someone on your team is on the verge of a breakthrough, and you have a relevant training or background, roll+STAT. On a 10+, say how your help changes their action. They gain +1 to their next roll as long as it makes use of your help. On a 7-9, you still give +1, but say how you get in the way, just a little bit.

Prognosis

When the Clock is full, and it’s time to move on, check the Clock. If every segment is marked Success, gain a Critical Ace and ask the Guide what you need to cure the Monster’s Wounds. If more than one segment is marked Success, roll+Successful Segments. On a 10+, gain a Critical Ace and ask the Guide one question about the cure. On a 7-9, either gain a Critical Ace or ask the Guide one question about the cure. On a 6 or below, move forward anyway. You don’t know how to treat this, but you’re going to do your best.