Overseer Reference Screen — Wrenegade Studios 2024
← GM ScreensEach Investigator has 6 Abilities, each assigned one die from the standard set. Skills (5 per Ability) add Rank bonuses to the die result.
Roll the ability die + skill Rank bonus. Meet or beat the RC required.
| Difficulty | RC Required |
|---|---|
| Very Easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Impossible | 30 |
If an Investigator rolls the maximum on any Check, they may roll the next die up. If that surpasses the original roll, take it instead. A natural 20 on d20 β roll d4 and add to 20. A 4 on the bonus d4 continues the chain.
If a natural 1 is rolled, immediately reroll. If a 1 again β something bad happens at the Overseer's discretion.
Meeting the exact RC = success, but possibly with unintended consequences at Overseer's discretion.
Two Investigators both use their Action. Each rolls the applicable die. Take the best die result and the best skill bonus. Both Investigators must use an Action.
If half of the ability die's maximum beats the RC needed β no roll required. Example: d10 β half max = 5; if RC β€ 5, auto-success.
| Die | Half Max | Auto-pass RC β€ |
|---|---|---|
| d4 | 2 | 2 |
| d6 | 3 | 3 |
| d8 | 4 | 4 |
| d10 | 5 | 5 |
| d12 | 6 | 6 |
| d20 | 10 | 10 |
Overseer may reward or penalise by shifting the die one step up or down (d4 β d6 β d8 β d10 β d12 β d20) for the upcoming check.
All beings start with 100 Vitality Points. As Vitality drops, Investigators enter worsening states β roll on the Effect Table the first time entering each state.
The Overseer controls Threat β applying 1β10 points β to drive Fear. Threat is applied:
All Investigators escalate through the same Fear States. Acquire one Fear Effect the first time entering each new state.
If Fear Points exceed 100, excess points convert to Vitality damage (Psychic Damage).
When seeing terrifying things: roll a d100 and score over current Fear Points.
Investigators have a Belief Value of 1β10. 1 = Absolute Sceptic; 10 = True Believer. Belief affects Fear Threshold and Fear Modifier.
| Belief | Fear Threshold | Fear Check Modifier |
|---|---|---|
| 1 (Sceptic) | +20 | +1 |
| 2 | +18 | +2 |
| 3 | +16 | +3 |
| 4 | +14 | +4 |
| 5 | +12 | +5 |
| 6 | +10 | +6 |
| 7 | +8 | +7 |
| 8 | +6 | +8 |
| 9 | +4 | +9 |
| 10 (Believer) | +2 | +10 |
Set at session start. Determines how many Death Marks kill an Investigator:
| Lethality | Death Marks to Die |
|---|---|
| Easy | 5 |
| Normal | 3 |
| Hard | 1 |
Death Marks accumulate when an Investigator at 0 Vitality fails a Dicing with Death check (50/50 roll each Escalation/Resolution Round).
| Phase | Time Unit | Tone |
|---|---|---|
| 1. Prologue | Flexible | Context-setting. Can be brief narration or hours of scene-play. |
| 2. Investigation | Turns = 10 minutes | Considered, collaborative. Ample time for out-of-character discussion. |
| 3. Escalation | Rounds = 10 seconds | Chaotic, panicky, action scenes. Entity confrontation. Minimal OOC discussion. |
| 4. Resolution | Rounds = 10 seconds | Like Escalation, triggered when Investigators have enough evidence to resolve the Entity situation. |
Flat roll using either Senses or Psychic Ability die. Highest result acts first.
If Investigators are not getting equal opportunity to contribute, the Overseer can implement the Spotlight Mechanic to ensure balanced participation. Upgrade dice for especially inventive ideas or strong roleplay.
Combat in Escalation/Resolution Phases follows this sequence:
| Complexity | Melee Examples | Ranged Examples | RC | Base DMG | Multiplier |
|---|---|---|---|---|---|
| Low | Knife, Bat, Machete, Axe | Crossbow, Rock, Slingshot | 5 Very Easy | 2 | Γ1 |
| Medium | Sword, Whip, Nunchaku | Pistol, Rifle, Bow | 10 Easy | 5 | Γ2 |
| High | Chainsaw, Advanced Tech | Machine Gun, Advanced Tech | 15 Medium | 10 | Γ4 |
Conditions can be applied by the Overseer. Each has a defined effect (see core rulebook page references). Listed here for quick reference.
Emotional agitation affecting social checks
Ongoing Vitality loss each Round
Vision-based checks failed or heavily penalised
Fire damage ongoing, possible panic
Supernatural affliction β specific effects per curse
Hearing-based checks unavailable
Difficulty maintaining sense of direction and position
Moved from intended position involuntarily
Attention divided; penalties to focused tasks
Cold exposure; Vitality loss and physical penalties
Movement and physical actions restricted
Partially non-physical; unique interaction rules
Disease or supernatural corruption progressing over time
Too many stimuli; unable to act effectively
Fear-driven flight or freeze response
Unable to take physical actions
Physically bound or held in place
Under immediate hostile attention; Fear risk each Round
Fatigue penalties; may worsen with each failed rest
At 0 Vitality; unable to act, Dicing with Death risk
Significant injury; movement and checks penalised