Each of the three abilities are used in situations.
Strength (STR): Used for saves in instances of physical power and endurance. Physical damage targets STR.
Dexterity (DEX): Used for saves in instances of speed, subtlety, and precision.
Control (CTRL): Used for saves in instances of the weird, luck, social interaction, emotional strain, stress, and fallout. Stress targets CTRL.
A save is the resolution mechanic used in play. Saves are only used when there is risk. If there is no risk or interesting narrative outcome, no roll is needed.
To make a save PCs roll a d20 against the target attribute. If they roll equal to or under that ability score, they pass. Otherwise, they fail. A 1 is always a success, and a 20 is always a failure.
If there is a contested action, the party at most risk makes the save.
Taking a quick rest for a few moments restores HP but can leave the investigators exposed. Ability loss takes longer to recover from. It can take as much as a week’s rest with medical intervention or magical means.
A target’s Armor value is deducted from incoming damage before it is applied to HP. Equipment can provide this bonus defence (e.g. +1 Armor).
A target’s Stability value is deducted from incoming stress before it is applied to HP. Equipment can provide this bonus defence (e.g. +1 Stability). These are rare items, trinkets, or objects that provide a deep sense of comfort and connection to reality.
It is up to the Facilitator’s discretion to create additional equipment that have the tags (+1 Armor) or (+1 Stability).
A PC deprived of a crucial need (such as food or rest) is unable to recover HP or ability scores. PCs may also take the deprived tag as the result of magical consequences or enemy abilities.
Anyone deprived for more than a day adds Fatigue to their inventory, one for each day. Each Fatigue occupies one slot and lasts until they are able to recuperate (such as a full night’s rest in a safe spot).
PCs can also gain Deprived or Fatigue from casting spells or through events in the fiction.
Characters have a total of 10 inventory slots: a backpack (or similar case/bag) with six slots, one slot for each hand, and two slots for their upper body (such as the belt, chest, or head).
Most items take up one slot, and small items can be bundled together. Slots are abstract and can be rearranged per the Facilitator’s discretion. Bulky items take up two slots and are typically two-handed or awkward to carry.
A PC cannot carry more items than their inventory allows. Vehicles can be used to store additional inventory, but they are inaccessible if you are away from the vehicle.
Anyone carrying a full inventory (e.g. filling all 10 slots) is reduced to 0 HP.
When the PCs encounter an NPC whose reaction to the party is not obvious, the Facilitator may have a player roll 2d6 and consult the following table:
PCs can hire Associates to aid in their investigations.
To create an associate roll 3d6 for each ability score, then give them 1d6 HP and a simple weapon (d6), then roll on the Character Creation tables to further flesh them out. Associates cost between 50-100 dollars per day. Some are prepared for violence, but may require a little persuasion in order to undertake something truly dangerous or weird.
Expert Associates: An expert is a more temporary associate who is employed for a very specific task. They have 3HP and have an area of expertise with corresponding equipment. They cost $300 per day.
Vehicles have HP. When HP reaches 0 the vehicle is totaled. Totaling a vehicle causes damage to those in and around it.
Vehicle damage is relative to the target and its speed. Start at d6 and scale according to the fiction.
Damage against the vehicle depends on the method. Some instances may be Impaired based on the scale.
Cash is the most common form of currency. Vendors (both legal and illicit) may require different forms of payment to access them. Different in game variables may alter the prices listed in the equipment section.
Debt transcends all boundaries and can be a boon or a burden.
Relics are powerful items touched by the Old Powers. They are dangerous and sought after.