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 might 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 an Investigator gets no 6 on an Action-roll.
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 Body or Mind (see that section) by 1 and reroll any of the dice.
Action 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 madness and seeing you shouldn't see)
- Grit-your-teeth (Powering through pain and unpleasantness)
Stats:
All Investigators start with the following statistics, though some of them can be customized further through their Perks.
- Body 6
- Mind 6
- Bonds 3
- Preparation 7
Bonds:
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.
Qualities:
- (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 Body of another Investigator. The target heals an amount of Body = the Effect of the Action.
- (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) Veteran: The Investigator can see mundane atrocities without having to Resist them.
- (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 Body 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 specialty 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 Mind 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 Mind to recall Information about it. Additionally, they have -1 max. Mind but take +1d when casting spells or when resisting the Mythos with Mind.
- (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 hand, 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 Body rolls. (This doesn't change the stat they need to hit with their roll.)
- (4) Iron-willed: The Investigator takes +1d on Mind 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: If you don't have a Clock for this Downtime-Action, create a related 3-Clock. Otherwise, keep working on the old one. Roll Procure. On a 1-3 increase, the Clock by 1 and reduce the rating of a Bond by 1. On a 4-5, increase the Clock by 1. On a 6, increase the Clock by 2. Once the Clock is full, the rating of an Action increases by 1.
- Make new friends: If you don't have a Clock of this Downtime-Action, create a related 3-Clock. Otherwise, keep working on the old one. Roll Charm. On a 1-3 increase, the Clock by 1 and reduce the rating of a Bond by 1. On a 4-5, increase the Clock by 1. On a 6, increase the Clock by 2. Once the Clock is full, create a new Bond with a rating of 1d3. Reduce the rating of a Bond by 1.
- Study: Roll Assess. On a 1-3 get 1 Background point and reduce the rating of a Bond by 1. On a 4-5, get 1 Background point. On a 6 get 2 Background points
- Responsibilities: Increase the rating of a Bond by 1d3.
- Disappear for a couple of days: Roll a test with a number of dice = the remaining Mind at the end of the last investigation. On a 1-3 create a Mind-buffer of 2 and reduce the rating of a Bond by 1. On a 4-5, create a Mind-buffer of 3 and reduce the rating of a Bond by 1. On a 6 create a Mind-buffer of 3. The Mind-buffer does not get rolled but functions as a kind of shield. It gets used before the Mind gets directly attacked.
- Make some money: Increase Preparation by 1. Reduce the rating of a Bond by 1.
- Research: Roll Notice. On a 1-3 reduce the rating of a Bond by 1. On a 4-5, discover a relevant object, person, or piece of information you are attempting to find. On a 6, increase the Clock by 2. Once the Clock is full, create a new Bond with a rating of 1d3. Reduce the rating of a Bond by 1.
- Acquire an asset: The Investigator gets access to a specific piece of equipment, location, person etc. If the asset is difficult to acquire, open a 2-Clock as with Improve or Make new Friends and start filling it by 1 per time you take this Action. Reduce the rating of a Bond by 1.
Magick:
As in other Cthulhu-esque games, there are ways to engage the Mythos as Investigators that do 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.
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 Mind-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?
Mind: Whenever an Investigator casts a spell, they must roll with Mind. Casting spells destroys the mind. However, powerful Magick might even remove some dice, max. 3.
Body: In addition, some Magick might require a Body-roll since it drains the life of the caster.
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.
Comments
Post a Comment