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Investigator Moves
Here are the things an Investigator can do. When one of these happens in the story,
roll the dice.
You’ll roll two six-sided dice and add the Stat indicated: for example, when the
text says roll +perceptive, roll two six-sided dice and add your Perceptive score.
If you roll 7 or more, follow the instructions below. If you roll below 7, that is
a miss: you fail and the Keeper can make a move against you.
When you try to understand, roll +perceptive. On a 10+, ask the Keeper one of the
questions below, plus one of your own invention. On a 7-9, just ask the Keeper one
of the questions below.
When you simply observe, roll +Perceptive. On a 10+, ask three questions. On a 7-9,
ask one.
When you glimpse the horror, roll +Sane. On 10+, you didn’t see it clearly or you
deny what you saw. On 7-9, choose 1 from the list below. On a miss, reduce Sane by
1 and, if you cannot deny the horror any more (see below), go insane.
When you try to run away, roll +Strong. On a 10+, you are safe for now. On a 7+,
you get away but choose one:
Insanity
When you cannot deny the horror any more, you go insane. You also get the Insane
Moves below.
You can, if you wish, try to escape your insanity by making any Investigator Move
or Insane Move that is narratively appropriate. For example, you could try to run
away from the thing that’s making you insane or try to kill yourself. If you roll
10+ on that roll, you are no longer insane.
Insane moves
When you try to kill yourself, roll +Strong. On a 10+, you succeed. On 7-9, you
half-succeed or harm someone in the process. On a miss, you cannot do it.
When you attack, either someone, something or the horror itself, roll +Strong. On a
10+, they are killed, subdued or destroyed. On a 7-9, they are partially subdued or
destroyed and you are injured.
When you babble to someone, roll +Persuasive. On a 10+, your words make terrible
sense and they glimpse the horror. On a 7-9, you make no sense, but they may try to
understand.
When you embrace the horror, roll +Perceptive. On a 10+, you descend fulfilled into
the horror. On a 7-9, you descend screaming into the horror. On a miss, it destroys
your mind. Either way, your story ends.
Keeper principles
If you have a scenario ready, run that. If not, think of a location and a horror
and improvise: follow the principles and answer the questions above as they come.
When an Investigator fails a roll, you may make a hard move on them. Your two best
hard moves – the details of which I’ll leave to your imagination – are:
Remember that Investigators go insane when they cannot deny the horror any more.
That means: when they cannot deny that humanity is doomed, when they cannot
rationalise what is happening, when they realise there’s nothing they can do. So
ask them.