[size=150][color=#008040]GUMSHOE System:[/color][/size]
Tests on Investigative Abilities are always a success, as long as you have that Ability!
Should there be something to find, you will get a “small success”.
Afterwards you can spend 1 or even 2 Skill Points to get a “great” or a “critical success”!
You regain spend Skill Points at the end of the story.
Extra: Credit Rating states your social / economic status:
0: Pauper = Hobo life; rags; no permanent home; handouts or scavenge
1: Lower Class = Janitor, hired hand, or servant; soft cap; flop house, SRO, live with relatives; bus; cans of soup or beans
2: “Working Class” = Factory work or skilled service; hat; tenement apartment; bus; meat most days
3: Lower MiddleClass = Clerk or high-skilled service; neckties; shabby apartment; used car in bad condition; good Sunday meals
4: Middle-Class = Supervisor, lesser professional; one good suit; bungalow or decent apartment; modest car; restaurant occasionally; part-time cleaning lady
5: Upper MiddleClass = Professional; tailored suits; good house or fine apartment; new car or two cars; fine meals in or out; live-in servant
6: Upper Class = Independent income or exclusive professional; bespoke suits; mansion or penthouse; luxury cars; luxury dining; multiple domestics
7+: Wealthy = Landed gentry or industrial fortune; fabulous jewelry; landed estate; yachts or private planes; personal fourstar chef; multi-tiered staff of domestics
Tests on General Abilities: d6 … 4+ = Success (can be modified by the GM)
BEFORE rolling the d6, you can spend any amount of Skill Points, to get +1 per spend Point as a bonus to your die roll.
As with Investigative Abilities, you regain spend Skill Points at the end of the story.
Extra: After succeeding on a First Aid Test or on a Psychoanalysis Tests, you can spend (additional) First Aid/Psychoanalysis Points to heal a patient:
Every First Aid Point spend after the Tests heals 1 Health if used on yourself, or 2 on someone else.
Every Psychoanalysis Point spend after the Tests heals 1 Stability if used on yourself, or 2 on someone else.
Drive…is what drives that charakter deeper into this story. The gamemaster can use this to lure that playercharacter. You can resist, but you would loose 2 or 4 Points Stability (the gamemaster will tell you before you have to make your choice how many Points you would loose).
Health … Hit Points (a fist makes d6-2 [min. 1] damage)
Hit Treshold …how difficult it is to hit this character in combat.
Stability …“mental Hit Points” versus shock and trauma.
Sanity …how strong the belief of the character is, that his reality is the real one
Pillars of Sanity…structures of the beliefsystem of this character, which drop should his Sanity drop to a certain number and vice versa!
“Health”
0 bis -5: hurt
-> you have to succeed on a Health Test to stay awake
-> you are not allowed to spend Points on Investigative Abilities
-> +1 Difficulty on all General Abilities
-6 bis -11: seriously injured
-> you have to succeed on a Health Test to stay awake (again)
-> you can not fight (any fight -> dead)
-> if you don’t recieve medical care, you will loose Hit Points (one every 30 min.)
-> First Aid can only be used to stabilize you, but not to recover Health Points.
-12: dead
“Stability”
0 bis -5: shaken
-> you are not allowed to spend Points on Investigative Abilities
-> +1 Difficulty on all General Abilities
-6 bis -11: your mind is blasted
-> you can either run away in panic or attack like a berserker (your choice) until the end of the scene.
-> you loose -1 permanent Stability Maximum
-> you gain a permanent mental derangement
-12: incurable insane
“Sanity”
0: incurable insane
… additionally Sanity loss can make you loose your Pillars of Sanity