Those are the rules I use for my Chtulhu-esque investigation games. I like BitD, so it's inspired by that system.
Rules:
Action roll:
Action-rolls are the mechanism we use to resolve conflicts in this game. When the
Investigators want to do something, and there is an interesting
obstacle between them and what they want, they roll a number of d6 equal to
the rating of the Action they use to overcome the obstacle.
Then we look for the highest number rolled.
If the highest die of the roll shows a 3, the Investigator fails - they should be ready
for the worst (in RPG-speak: 'the GM gets to make a move'). Something goes wrong in some way or another, and the GM can introduce a new complication, AND the obstacle isn't overcome. If the highest die shows a 4 or 5, the Investigator gets what they want and they overcome the obstacle, however, they will have to pay a price to do so(in RPG-speak: 'the GM gets to make a move' also). If the highest die shows a 6, they succeed without repercussions. If the dice show more than one 6, they critically succeed and get +1 Effect. The idea is that the GM never rolls any dice but simply moves when the narration demands, when the Investigators ignore an obvious danger or when they get no 6 on an Action-roll. For Action-rolls, the Investigators:
Takes 1d6 per rating of the Action they are using.
Takes +1d6 or +1 Effect if they get any help at all. Everyone helping is in the line of fire for consequences.
Takes +1d6 or +1 Effect per significant advantage ( great tools, great plan etc. )
Push-Yourself: Investigators can choose to push themselves. To do so, after any Action-roll but only once per roll they can reduce their current Health or Will (see that section) by 1 and reroll any of the dice.
Health & Will
Whenever an Investigator suffers mental or physical harm, they roll a number of d6 =by two if it is life-threatening, and if it is caused by the mythos, three.
The system for Health or Will checks works like the-price-is-right; when suffering harm an Investigator rolls a number of d6 and attempts to get
as close as possible to their rating of Health or Will respectively. After the roll, the
Investigators then reduce their Health or Will stat by a number equal
to the difference between their current stat (NOT the number of dice rolled)
and the closest number rolled. Whenever an Investigator loses Health or Will,
they are narratively injured, and the GM can ask them to also use the Endure Action if they want to do Actions hindered by their untreated injuries. Armour or cover
gives extra dice on Health tests.
An example: Alex gets shot by a small gun. They try to dodge but fail.
Alex's Health stat is currently 4 because they were already injured. It's a gun, so
Alex is told to reduce their pool by 1; 3 dice left. Their dice show: 1,1,6. A bad roll.
The closest number to their Health (which was 4) is 6, so they reduce their health by the
difference of 4 and 6, which is 2! Now Alex's Health is 2, and because they got an injury, the GM can ask them to make an Action roll to Endure the wound when they do things too straining.
If after a Will or Health roll, the stat is 0, the Investigator is about to break,
and if they break, they suffer Trauma. At 0 Will, any investigator who acts meaningfully has to use the Endure Action. If they fail to Endure the pain and hardship, they get Trauma.
Suffering Trauma hands the GM control of the PC for the scene: they are antagonistic,
knocked out from pain, temporally insane, or otherwise unhelpful. Every time an
Investigator suffers Trauma their friends suffer with them, and the traumatized
Investigator reduces one friend's rating by 1d4. When a friend's rating reaches 0, they are gone, and with no friends left Investigators become unplayable. An Investigator will reappear in the
next appropriate scene, with Will back at 1d6. Investigators can die when the fiction demands
Investigator Creation:
Actions ratings:
Importantly, the Action Investigators use are verbs, things the Investigators do (to overcome obstacles), not attributes they have. People can be good at noticing things for all kinds of reasons but we don't really care about why they are good in this game.
The Actions should be self-explanatory.
The Investigators start with two Actions at 0, four Actions at 1, four Actions at 2, and two Actions at 3.
- Notice (awareness, hearing, reflexes, searching)
- Assess(interpretation, estimation, insight, analysis)
- Move (Moving oneself and or objects from place A to place B, including sprinting, climbing etc.)
- Charm (Persuasion; being nice and chummy with people)
- Coerce (Intimidating, commanding, and shouting)
- Deceive (Lying, trickery, disguise, misdirection)
- Procure (Buying things, finding the right stores, places, information and people)
- Fix (Making things work again, machines or biological)
- Fight (Fisticuffs and melee weapons)
- Shoot (Shooting)
- Stealth (Being inconspicuous, evading notice, hiding things)
- Endure (Enduring uncomfortable conditions before or after harm occurs)
Stats: All Investigators start with the following statistics, though some of them can be customized further through their Background.
- Health 6
- Will 6
- Friends 3
- Preparation 7
Friends:
Preparation:
Investigators have stuff. However, we don't keep lists. To simulate their planning and the stuff they 'always already had' on them (they can find more things during play, of course), we use the Preparation stat.
Background:
- (1/3) Outdoors-Kid: For 1 Point, the Investigator can always find North, for 3 points the Investigator can survive outdoors for an infinite amount of time.
- (1/2/3) Good Reputation: The Investigator gets 3 points of Reputation that can be spent to get +1d on social Actions they do that relate to what people might have heard about them. This pool refreshes every session.
- (1) Linguist: The Investigator can speak an additional language. Can be taken multiple times.
- (2/4) First Aid Expert: Once/twice per session, the Investigator can attempt to temporarily Fix the Health of another Investigator. The target heals an amount of Health = the Effect of the Action. After the investigation, the injury reappears, and the Health drops to a minimum of 0.
- (2/4) IT-Expert: The Investigator gets +1 Effect when interfacing with a computer. For 4 points, they also get +1d when doing so.
- (2/4) Silent: The Investigator gets +1 Effect to avoid being heard. For 4 points, they also get +1d.
- (2/4) Veteran: The Investigator's Will does not suffer from regular death scenes. For 4 points, they can even endure gruesome scenes of carnage.
- (2/4/6) Know-it-all: 1/2/3 times per Session, the Investigator can provide a useful bit of information from their field of education (as determined by the player). Whenever people use that information for action, they get +1d (does not stack).
- (2) Well prepared: The investigator starts with +1 Preparation. Can be taken up to 5 times.
- (2) Criminal: The Investigator has easy access to the criminal underground. When rolling to procure illegal goods, take +1 Effect.
- (2) Contortionist: The Investigator can crawl through small spaces and contort themselves in ways not thought possible.
- (2) Secret Identity: The Investigator gets +1d whenever they try to hide their true identity.
- (2) Academic: The Investigator chooses a field of study and gets +1d to know things in relation to that field.
- (2) Innocent-looking: +1 Effect on rolls to de-escalate situations.
- (2) Iron stomach: The Investigator can eat lots of things that might make other folks sick and gets +1d to Endure poisons and +1d on Health tests vs poison.
- (2) Athletic: The Investigator has +1 Effect on rolls to run or jump and on stamina-related tasks.
- (2) Juryrigger: The Investigator can make a machine, that's normally just done with the world, and continue until the end of the scene.
- (2) Hawk-eyes: The Investigator's eyes have a regular Effect on longer distances.
- (2) Engineer: The Investigator has to select a speciality for the Fix Action. When the Investigator Fixes their subject, they get a +1 Effect.
- (2) Book Worm: The Investigator gets +1d to research in a library.
- (2) Animal-lover: The Investigator can practically speak with animals (not really but almost) and animals don't like to hurt them.
- (2) Lucky: The Investigator gets 1 use per session, expending a use after any roll, they can roll an additional d6. Only once per roll and can be taken multiple times.
- (3/6) Trained: The Investigator gets +1 Effect for combat. For 6 points, they also get +1d.
- (3) Scary: Take +1d to scare or intimidate people.
- (3) Official: The Investigator gets +1d to manoeuvre bureaucracies.
- (3) Hotshot Driver: +1d to drive vehicles.
- (3) Likeable: The Investigator starts with an additional friend.
- (3) People Person: The investigator's friends start with an additional rating point.
- (3) Reflexes: When reaction speed is in question, the Investigator gets to react first.
- (3) Sweetheart: The Investigator takes +1d on all actions against people they had some intimacy with.
- (3) Busy-body: The Investigator has +1 Downtime Action.
- (3) Night-owl: The Investigator can see pretty well in (not totally black) darkness and you are good with little sleep.
- (3) Sucker for Pain: The Investigator gets +1d to endure pain.
- (3) Occultist: The Investigator gets +1d to study and use dangerous tomes.
- (3) Anchored: Once per session, the Investigator can roll a Will Test again.
- (3) Feline Grace: The Investigator gets +1d to keep balance.
- (3) Scarred: The Investigator starts with knowledge of the Mythos and can resist with Will to recall Information about it. Additionally, they have -1 max. Will but take +1d when casting spells or when resisting the Mythos with Will.
- (3) Well-Connected: The Investigator gets +1d to procure people.
- (3) Fast Recovery: The Investigator gets +1 Effect when using the Recover Downtime-Action.
- (3) Nimble: The Investigator gets +1d for tasks involving sleight of hands, like magic (the non-spellcasting kind) or pickpocketing.
- (3) Martial Arts: The Investigator takes +1d when they fight without attempting to deal damage (like, when they try to disarm, grapple, knock someone prone etc.)
- (4) Tough-skinned: The Investigator takes +1d on Health rolls. (This doesn't change the stat they need to hit with their roll.)
- (4) Iron-willed: The Investigator takes +1d on Will rolls. (This doesn't change the stat they need to hit with their roll.)
- (4) Well-Off: The Investigator has +1 on Preparation and +1d to procure things with money.
- (4) Photographic Memory: It does what it says.
- (4) Strong: The Investigator has +1 Effect on Move and Fight Actions that involve muscle power.
- (4) Charismatic: Choose one Action from either Charm, Deceive or Coerce. The Investigator gets +1 Effect whenever they use the Action.
- (4) Talented: The Investigator gets an additional point to distribute on their Actions.
- (4) Wing Man: Help of the Investigator gives +1d as well as +1 Effect (instead of only one).
- (5) Assistant: The Investigator has another PC that helps them. The Assistant has all Actions on 0, except one which is on 2.
- (6) Medium: The Investigator has a supernatural sense to notice Mythos activity.
- (6) Trained to Kill: The Investigator takes +3 Effect on all Actions that attempt to murder someone.
- (7) Sixth Sense: The Investigator can always tell when someone is lying (i.e. when someone is saying something they know is not true, in order to deceive).
Downtime:
- Improve: 6-Clock. The rating of an Action increases by 1.
- Hang out: 6-Clock. The rating of a friend increases by 1d4.
- Work and make some money: 4-Clock. The Preparation stat increases by 1.
- Research: Ask the GM a question you want to answer through research. The clock is relative to the question: 2-Clock = normal, 4-Clock = difficult. 6-Clock = very difficult.
- Bond: Roll a Downtime Action for another Investigator.
- School: 6-Clock. Get 1d4 Background points.
- Reach out: 8-Clock. Get another friend with a rating of 1d4.
- Acquire an asset: The Investigator gets access to a specific piece of equipment, location, person etc. that's outside of their normal means. 6-Clock = expensive, illegal or rare. A boat, a second identity or an ancient map. 8-Clock = Very expensive, highly specific or even supernatural. A private plane, a magical tome.
Magick:
As in other Chtulhu-esque games, there are ways to engage the Mythos as Investigators that does not involve running, hiding or shooting. Some cultists might have access to Magick, and when finding dangerous tomes, the characters might also get access to not only knowledge but also spells.
In case the Investigators get hold of dark tomes and are able to learn some spells, the best way I found how to handle them is idiosyncratically. Every tome should have its own rules, dice rolls, and every spell should work slightly differently from all others. A general scheme, which should be filled out more dutifully by the GM, could look like so:
Reading tomes requires an Action-roll. Most likely, Asses, Endure, and Procure; but others are thinkable depending on the work. Maybe the Investigator has to softly whisper charming words so the book opens up to them? Afterwards, there should be some kind of Will roll with a modifier depending on how bad the tome is. Knowledge is dangerous. Having read the tome should always give a narrative benefit: now the Investigator knows something relevant they didn't before. Maybe the weakness of a horror or maybe a new clue where to go next.
Tomes could include spells. I think, learning a spell really depends on the spell and the tome. If it's a quick chant maybe the Investigator can learn it just while studying the tome, with no further roll needed but maybe it's a hidden ritual that has to be uncovered with more rolls.
Spells that are uncovered can be used (who would have guessed). Spells should be handled individually also. There are different axes that can be modified to create an individual spell.
Magick: What does the spell actually do? I think the best spells have effects that are explainable otherwise. Only powerful Magick should be visibly magical.
Action: Does the spell require an Action to cast or does it just work?
Will: Whenever an Investigator casts a spell they require to test with Will. Casting spells destroys the mind. However, powerful Magick might even remove some dice, max. 3.
Health: In addition, some Magick might require a Health test since it drains the life of the caster.
Time: How long does casting the spell take? A few seconds, hours, days? Is it a ritual?
Ingredients: Does the spell require special preparation? Some ingredients are easy to gather but for some, the Investigators might need to spend time, money and effort to gather.
Memorization: Can the spell be learned by heart, or does the caster require notes of the incantation?
I think the best spells are just designed by the GM, for the book it can be found in and for a specific investigation or campaign.
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