Synthesis

Monster Care Squad Specialists don’t carry around every single imaginable poultice, cure, and tonic in their bags. That would be really unwieldy, and besides, most Monsters tend to respond best to local treatments and methods. On-site-procurement is the name of the game, and the Synthesis phase is all that. Mechanically, it’s similar to the Diagnosis phase. You make Moves and take actions to brew medicine, prepare tools, and uncover local wisdom to better prepare yourself to face the Monster and stop the False Gold-induced rampage before it gets out of hand. Success in this phase gives you a boost in the Symbiosis phase, and equips you with the exact tool you need to solve the problem.

Synthesis Moves

Ok, Here’s The Plan

When you have a cunning plan for how to deal with the Monster, roll+FINE. On a 10+, pick two and mark one Clock segment success. On a 7-9, just pick one. The Guide or Mentor will answer truthfully. On a 6 or below, still pick one, but the answer will be half-true, flawed, or incomplete.

  • What are the foreseeable risks with this plan?
  • What do we need to make this plan work?
  • What is one unforeseen risk to this plan?

Shopping List

When you figure out a vital ingredient or medicine your team will need, roll+ACUITY. On a 10+, you know where to get it, who has it, or where it grows. On a 7-9, there’s a middleman or a barrier between you and what you need—figure out how to get around it, or spend 1 supply to make it go away.

Seeking Wisdom

When you ask a local source about the materials you need, ask the Guide two questions and roll+ALLURE. On a 10+, the Guide’s answers will be direct, clear, and actionable. On a 7-9, one answer will be a lie, and one will be the truth. On a 6 or below, the Guide will answer with a question of their own.

Take On The World

When you risk incredible danger or act with great bravery to get a vital component to the cure, roll+FORCE. On a 10+, pick two. On a 7-9, pick one.

  • Mark one Clock Segment as successful
  • Gain a Session Ace
  • Gain 1 Supply
  • Learn the name and effects of one Wound

Novel Application

When you invent a new way to apply a medicine or treatment, tell the table what it is and ask the Guide for a complication. The Guide may give you up to three of the following complications

  • It requires a special material
  • It will be expensive to build or practice. Spend one supply
  • You need local help
  • It will take longer than you’d like
  • The best you can do is a prototype
  • It has an unexpected side effect or flaw

Pharmacy

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 have every member of the group name one thing they’re taking with them into the confrontation with the Monster. If more than one segment is marked Success, roll+Successful Segments. On a 10+, gain a Critical Ace and choose one. On a 7-9, either gain a Critical Ace or choose one.

  • Tell the Guide where you confront the Monster
  • Tell the Guide about a Trap you’ve set for the Monster
  • Tell the Guide about an ally you have with you when you confront the Monster
  • Tell the Guide about one major modification to your usual equipment you’ve made

On a 6 or below, move forward anyway. You don’t have everything you need, but that’s okay. You can do this.