Cthulhu Dark - ARules-light System For Lovecraftian Horror
Enviado por dikel • 15 de Julio de 2015 • 925 Palabras (4 Páginas) • 128 Visitas
Cthulhu Dark.
Your Investigator
Choose a name and occupation. Describe your Investigator.
Take a green Insanity Die.
Insanity
Your Insanity starts at 1.
When you see something disturbing, roll your Insanity die.
If you get higher than your Insanity, add 1 to your Insanity
and roleplay your fear.
Doing Things
To know how well you do at something, roll:
One die if the task is within human capabilities.
One die if it’s within your occupational expertise.
Your Insanity die, if you will risk your sanity to succeed.
If your Insanity die rolls higher than any other die, make
an Insanity roll, as above.
Then your highest die shows how well you do. On a 1, you
barely succeed. On a 6, you do brilliantly.
For example: you’re escaping from the window of an
Innsmouth hotel. On a 1, you crash on an adjoining roof,
attracting the attention of everyone around. On a 4, you land
quietly on the roof, but leave traces for pursuers to follow.
On a 6, you escape quietly, while your pursers continue
searching the hotel.
When you investigate, the highest die shows how much
information you get. On a 1, you get the bare minimum:
if you need information to proceed with the scenario, you
get it, but that’s all you get. On a 4, you get whatever a
competent investigator would discover. On a 5, you discover
everything humanly possible. And, on a 6, you may glimpse
beyond human knowledge (and probably make an Insanity
roll).
For example: you’re investigating your great-uncle’s
manuscripts. On a 1, you find the address “7 Thomas Street”
(the next location in the scenario). On a 6, you find that, from
February 28 to April 2, many townspeople had dreams of
gigantic nameless creatures. Simultaneously, a Californian
theosophist colony donned robes for a “glorious fulfilment”,
The dreamers included Mr Wilcox of 7 Thomas Street.
Failing
If someone thinks it would more interesting if you failed,
they describe how you might fail and roll a die. (They can’t
do this if you’re investigating and you must succeed for the
scenario to proceed).
3
If their die rolls higher than your highest die, you fail, in
the way they described. If not, you succeed as before, with
your highest die showing how well you succeed.
Returning to the example above: you’re escaping from the
hotel window. This time, someone thinks it would be more
interesting if your pursuers caught you. When you both roll,
they get the higher die. You are caught.
Rerolling
If you included your Insanity die in the roll and you’re not
happy with the result, you may reroll (all the dice). If you
didn’t include your Insanity die before, you may add it now
and reroll.
Afterwards, look at the new result. As before, the highest
die shows how well you do.
If your Insanity Die rolls higher than any other die, make an
Insanity roll, even if you made one after your previous roll.
Co-operating andcompeting
To cooperate: everyone who is cooperating rolls their dice.
The highest die, rolled by anyone, determines the outcome.
To compete: everyone who is competing rolls their dice.
Whoever gets highest wins. If it’s a tie, the person with
highest Insanity wins. If Insanity is tied, reroll.
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