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mostly obtained through contacts and status, repre-

sented by your Resources value (page 22)� Your party 7 Wealthy +3 8


EQUIPMENT is expectedMODIFIER
at the start
to procure FROM
of the
equipment
mystery, before
for the expedition
RESOURCES
you head out�
· Chapter 5 ·
It is
8 Filthy rich +5 12
Your player character may need to procure weapons, LIVING

CHANCE OF SUCCESS
RESOURCES
part of STANDARDS
the preparation BONUS
phase (see chapter CAPITAL
9)� FEAR VALUE
it armor, or other equipment� This is usually done
during Each player
1 rolls the number
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— SITUATION FEAR VALUE Y
ht This the
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chance of succeeding at leav-
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a OF DICE SUCCEED ROLL
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Equipment has a level between 1 and 5 that indicates them together to purchase higher level equipment Rich individuals
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5 Scary Middle-class
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EQUIPMENT
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tied up an
and ongoing
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are not directly involved with combat, although they to by spending
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damage� If you fail the skill test, the explosive charge equipment, 6MODIFIER Well-off
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FROM +2
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at the start of the mystery, before you head out�leav-
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they
ing affect� An explosive charge with one adjacent FE A R
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Each player
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SHOPPING
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A RMOR TERRIFIED A ND COV ER
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actly which 8adjacent zones 77% it affects 95% is determined 4 Financially +1 2 You can wear armor
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ATORY
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For When 6bartering Well-off
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non-player 5
character who age by 1� someone
Wearing armor also makes you clumsy
of mostly contacts
them together to purchase higher level equipment and status, TERRIFIED
Rich individuals can automatically purchase dice you may roll�else.
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each
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AGILITY �
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es
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Mental Conditions add penalties to Fear tests� VIGILANCE test Ona r
·
BLAST ADJACENT
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higher level 1
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tion, it takes a can automatically
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test · 73 ·rence tion,
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VIGILANCE test
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status, or goods that correspond to their respective attack, you roll the number of dice indicated by the
VIGILANCE
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r
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Each player may also decide to move points
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cesses equal to or greater than the equipment’s avail-
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· 69 · DURING THE M YSTERY You canarewear armor to


currently protectYou
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lose thefrom attacks�
ability of mental Conditions equal to the Fear value�you.
rage and start breaking things around Each r
· Conflict and Injuries ·

TYPICALTYPICAL
SLOW ACTIONS
SLOW ACTIONS TYPICALTYPICAL
FAST ACTIONS
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ARMOR
combat, see the skills in chapter 3)� For each success
ACTION ACTION SKILL SKILL ACTION ACTION SKILL SKILL

the opponent suffers


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Attack
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with CLOSECondition�
melee COMBAT
CLOSE COMBAT Draw weapon/—AMMUNITION
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antidote or passing a MEDICINE test with as many suc- 3, but is repeated here to avoid having to flip back
weapon
Human weapon
NPCs and animals don’t suffer Conditions, Swap weapon
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are expected to carry enough ammunition Light armor 2 −1 2 F
cesses as the poison’s damage� and forth unnecessarily�
Attack
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RANGED COMBAT
RANGED COMBAT Stand upto useup
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weapon weapon
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a similar way� For instance, an NPC who is hit for 3 to reload
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damageUnarmed
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MANIPULATION MANIPULATION to theminus
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AGILITY of ranged weapons�
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a few words a fewIfwords
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same zone,
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VIGILANCE means it possible TYPEfast action in case
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AGILITY AVAILABILITY
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MEDICINE MEDICINE – but you can also use it before your turn� getting hit by ranged weapons� This re- list for examples of
AMMUNITION Light
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whether it is physical or mental�
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s, zoneYou as are
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to carry enough away� A rifle with Medium
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may also dodge attacks as usual� services that can m
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are trapped in a network of caves and must creating
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attacks from enemies in the You cannot characters might u
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e fast action
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h AGILITY to dodge, and FORCE or COMBAT parry Heal physical
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n Each success deducts one success from the enemy’s Heal mental Day Use INSPIRATION in a safe space while having a close dialogue to heal
attack� If you deduct all the enemy’s successes, the attack reduces the damage of the attack by 1� and Establishments list�
Conditions three Conditions per success for someone else (including Broken)
misses� By rolling more successes than required you Cover does not protect against The Weapons table shows a list of weapons the
Rest from enemies
attacks Scene in theDescribe a scene together
characters might withuse�one or several
Damage other PCs
indicates how to many
recover
may choose to swap initiative cards with your enemy� from two Conditions (except Broken), once per day. EQUIPMENT
You must choose to dodge or parry before you · 60know
· · 60 · same zone as you, since the Conditions the opponent suffers if hit� Range
ITEM BONUS AVAILABILITY EFFECT
y whether the enemy has succeeded with her attack� enemy
Servicescan go around Scene or shows and
Use Resources which zonesayou
describe scenecan reach
where you,with
aloneyour attack�
or with friends,
over the cover and attackreceiveRange medical0–1 services Crowbar
means (seeyou
separate table).enemies in
can attack +1your 2 Break locks with FOR
r
e you� An exception to zone and adjacent zones,
Lockpicks while 1–3 means you
+1 can 2 Pick locks with STEA
ur this rule is explosions; attack enemies one, two, or three zones away, but
ur cover protects against not enemies inOpera your own glasses
zone� Bonus indicates +1
how 1 Use VIGILANCE from
explosions even in many dice youBinocularsmay add to your success test+2when 2 Use VIGILANCE from

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