Nobody calls me “eccentric” unless they want something from me.

Being a Lunatic does not actually require a character to literally be crazy; a sufficient weirdness, unusual mindset or any similar sort of mental otherness works just as well. Like all archetypes in the game, the rules here are meant to help simulate playing a fictional character and are not a reflection of how mental health works in the real world. Be sensible in your portrayal of insensible characters, please.

Lunatic Clarity in madness.
caret-right Fugue Run off to recuperate.
caret-right Madguyver Invert operation dice.
caret-right Metagame Exactly what it sounds like.
caret-right Percipience Crazy ideas, sometimes right.
caret-right Wildcard Eclectic, temporary talents.

Lunatic

Utility plus-circleContents Under Pressure: You've had to learn to cope with mental strain, and even make it your ally. Every time you gain a point of Stress, your next trigger die rolled for any reason (other than your roll to see if you crack) is rolled twice and you pick whichever result you prefer.
Offense plus-circleDesperate to Survive: You deal additional damage with all attacks equal to half your current total Stress level (round fractions down).

Fugue

Utility minus-circleUncontrollable Adventure Syndrome: As a procedure, you can decide to give in to your madness and enter a fugue state. When you do this, you immediately abandon your allies and whatever you were doing at the time and run off somewhere, possibly cackling madly and tearing your clothing off.

minus-circleMissing Person: While in a fugue state you are effectively removed from the game. You cannot directly affect any events, but are also immune to any harm or negative things that happen.

plus-circleThe Return: When you are fuguing, you have a periodic chance of calming down enough to reappear wherever your party is and rejoin the game. Roll a trigger die when this happens: if the result is 9+, you reappear. If not, you don't- but keep a tally of how many times you fail to stop your fugue. You can deliberately choose to fail this check if desired.

minus-circleContextual Reappearance: If you were exploring a dungeon when you went into a fugue state, then reappearance checks are made at the beginning of each new exploration turn. Otherwise reappearance checks are made at the beginning of each new in-game day.

plus-circleConsequences: You don't remember any of it, but apparently you were really getting shit done while you were away. When you reappear, roll once on the Fugue Results table below for every time you previously rolled and failed to reappear. Dice rolled on the Fugue Results table are not trigger dice and cannot have their values altered by any effect that changes trigger dice results.
Protection plus-circleNot Like This: You are effectively immune to death-by-stress. If at any time you would die from extremely high Stress levels (your Stress total is 10 or more points higher than your die result when rolling to crack) then you instantly go into a fugue instead of dying. This fugue happens as an interruption to whatever else was happening at the time.
Protection plus-circleParty Life: Somebody else's insane bender is your Tuesday. When using a Carousing facility in an Amuseum establishment and you get a carousing consequence, you can roll up two different consequences and pick whichever one you'd rather happen.
Sidebar: Fugue Results
1-2 Injury Gain a random injury.
3-4 Nothing Nothing of consequence.
5-6 Recuperation Restore 1 lost Flesh. If no Flesh is lost, no effect.
7-8 Gathering Gain 1 point of Provisions, Supplies, or Mojo (your choice which).
9-10 Cash Gain 1 Dosh.
11-12 Vacation Reduce Stress by 1 point, minimum 0.

Madguyver

Utility plus-circleMr. Bean: You have a way of finding bizarre solutions to your problems that really shouldn't work. As an action, you can invert the result of any die in an operation challenge. Inverting a die changes its displayed number to its mirrored opposite on the number line (see below sidebar for details). You can freely invert even jammed dice, and doing so does not require a trigger die roll like normal operation challenge actions do.

minus-circleStraining Credulity: You can only invert a die once per operation challenge.
caret-right Alternative plus-circleRed Green: You can invert dice more than once during a single operation challenge.

minus-circleMojo: Every inversion made after the first one during a single operation challenge costs 1 Mojo to perform.
Sidebar: Die Inversion
1 ⇔ 12
2 ⇔ 11
3 ⇔ 10
4 ⇔ 9
5 ⇔ 8
6 ⇔ 7

Metagame

Utility plus-circleMedium Awareness: You're vaguely aware of a startling truth: your world is fictional, and everyone in it (yourself included) is controlled by extrauniversal beings for the purposes of entertainment. Sometimes you can catch glimpses of this world that are useful to you. At any time, you (the adventurer) can learn a single useful piece of information that you (the player) know. You will never be able to explain exactly how you know it to any other creature that does not also have the Metagame ability, but you can act upon it freely.

minus-circleMojo: Learning information from your player costs 1 Mojo per piece of useful information.

Percipience

Utility plus-circleWeird Theories: You are a font of bizarre ideas about how the world works, which leads most to simply ignore you… except sometimes, against all odds, you're actually right. As an action, you may speak a “fact” that you totally make up (or hear from another lunatic that makes sense to you) about the campaign world or the creatures in it, which can be as simple or as elaborate as you like.

plus-circleMad Insights: Roll a die whenever you use this ability to state a “fact”. If the result is good enough, then the “fact” turns out to be an actual fact and is considered 100% canon from that point forward. Sort of plausible “facts” are true on a roll of 9+, while highly improbable “facts” are only true on a roll of 12. Flat-out impossible or stupid-in-the-not-fun-way “facts” are never true. The referee will tell you what kind of “fact” yours is before you roll.

minus-circleOutside Fate: The die roll made to determine whether a “fact” is true or not is not a trigger die and thus cannot be affected or manipulated by any effect that alters trigger die results.

minus-circleFactfinding: You cannot use this ability to prove things that are demonstrably false, including things that have previously failed the die roll when used with this ability. You have to come up with new, interesting “facts” to use with this ability each time. If you or any other player remembers you having tried a particular “fact” before and it failing, you cannot ever re-try that fact with this ability.

minus-circleMojo: Every time you use this ability to declare a “fact”, you must spend 1 Mojo. This cost applies whether or not it turned out to be true.
caret-right Alternative plus-circleConspiracy: You can retry a truthiness roll to prove a “fact” even after you're previously failed it.

minus-circleTorturous Reasoning: In order to get another chance to make your “fact” into an actual fact, you must provide some sort of evidence or reasoning in support of it. The standard of evidence does not have to be very rigorous, but it does have to sort of make sense (even if only in a bizarre or roundabout way).

minus-circleExtra Mojo: Retrying rolls costs a point of Mojo just like normal rolls do.
Sidebar: Facts
Fact Type Examples Truthiness Roll
Sort of plausible or low impact - Mummies love belly rubs.
- Napoleon lost a hand in battle, and kept his deformity hidden in his coat.
- Fungus is an extraterrestrial lifeform gone native. The first fungus on the planet came from space billions of years ago.
9+
Highly improbable or high impact - Angels accept no earthly currency except for Bitcoin, which they covet above all things.
- Gender is a lie perpetuated by Big Bathroom in order to sell twice as many units.
- The Queen is secretly an immortal lich, and she has stored a piece of her life-force in each of her 12 pet rabbits.
12
Totally impossible or game-breaking - All the NPCs think I'm cool!
- I get a point of XP every time I eat ice cream!
- I am the referee now!
Shut up

Wildcard

Utility plus-circleMr. Toad: You're prone to manic episodes where you pick up respectable skill in a given area, only to later forget everything as you move on to the next big obsession. At the beginning of each session, you gain access to a random new archetype and one advanced ability from it of your choice for the duration of the session. This new archetype and ability are an exception to the normal rule that you may only have one archetype/ability per level.

minus-circleHow Pedestrian: You must choose which archetype Wildcard grants access to randomly from all the archetypes that have been unlocked in your campaign world. If you randomly select an archetype that you already have at least one level in, reroll (you never have Wildcard experiences with things you're familiar with already). You have free choice over which advanced ability you gain access to from this archetype, however.

minus-circleOn To the Next Thing: Your random new archetype and ability disappear and are replaced with a new archetype+ability after every session, even if you've grown fond of your Wildcard ability and would rather keep it. You can always go learn it properly the old-fashioned way next time you level up, though.