Rules Reference
Basic Skill Check
Roll d100 ≤ skill value to succeed. Critical success on roll ≤ skill/5, fumble on 96-100.
Difficulty | Modifier |
---|---|
Easy | +20% |
Normal | +0% |
Hard | -20% |
Extreme | -40% |
Opposed Checks
Both parties roll. The winner is the one who succeeds with the highest roll. If both fail, the lowest roll wins.
Lethality Rating
Roll d100. If ≤ Lethality rating, target dies instantly. Otherwise, damage = tens digit of roll.
Common Skills
Skill | Base % |
---|---|
Alertness | 20% |
Athletics | 30% |
Bureaucracy | 10% |
Dodge | 30% |
Drive | 20% |
Firearms | 20% |
First Aid | 10% |
HUMINT | 10% |
Melee Weapons | 30% |
Persuade | 20% |
Search | 20% |
Stealth | 10% |
Unarmed Combat | 40% |
Character Information
Attributes
Attribute | Description | Average |
---|---|---|
STR (Strength) | Physical power and muscle | 10-11 |
CON (Constitution) | Health and stamina | 10-11 |
DEX (Dexterity) | Agility and reflexes | 10-11 |
INT (Intelligence) | Reasoning and memory | 10-11 |
POW (Power) | Willpower and psychic potential | 10-11 |
CHA (Charisma) | Personality and leadership | 10-11 |
Derived Attributes
- Hit Points (HP) = (STR + CON) ÷ 2
- Willpower Points (WP) = POW
- Sanity (SAN) = POW × 5
- Breaking Point (BP) = SAN ÷ 2
Bonds
Characters can have up to 3 Bonds. Total Bond scores cannot exceed CHA.
- Bonds provide stability and can be used to reduce SAN loss
- Bonds can be damaged or destroyed by traumatic events
- Repairing a Bond requires downtime and a successful roll
Experience Points
Award XP at the end of each operation:
- 1 XP for participating
- 1 XP for achieving mission objectives
- 1 XP for exceptional roleplay
Spend XP to improve skills or attributes:
- 2 XP to increase a skill by 20%
- 4 XP to increase an attribute by 1
Combat Section
Combat Round Sequence
- Roll initiative (DEX × 5)
- Highest initiative acts first
- Declare and resolve actions
- End of round (resolve ongoing effects)
Combat Actions
- Attack: Make a skill check to hit target
- Move: Up to DEX in meters
- Use Item: Interact with an object
- Take Cover: Increase defense
Firearms Table
Weapon | Damage | Range | Ammo | Lethality | Special |
---|---|---|---|---|---|
Glock 19 (9mm) | 1d10 | 15m | 15+1 | - | - |
Beretta 92 (9mm) | 1d10 | 15m | 15+1 | - | - |
Remington 870 (12ga) | 2d8 | 50m | 7+1 | 10% | Spread |
AR-15 | 1d12 | 90m | 30+1 | 10% | Full Auto |
Sniper Rifle | 1d12+2 | 250m | 5+1 | 15% | Scope |
Vehicle Chase Rules
- Determine starting distance between vehicles
- Each round, drivers make opposed Drive checks
- Success allows closing or widening the gap
- Critical success allows an immediate action (ram, force off road, etc.)
- Failed check may result in loss of control (GM's discretion)
Sanity and Mental Health
SAN Loss Table
Event | SAN Loss |
---|---|
Mildly unnatural | 0/1d4 |
Severely unnatural | 1/1d6 |
Witnessing a murder | 1d4/1d10 |
Encountering a minor Mythos entity | 1d6/1d20 |
Confronting an Elder God | 1d100/1d100 |
Temporary Insanity
When an Agent loses 5 or more SAN points in a single event:
- Make a SAN roll
- If failed, suffer temporary insanity for 1d10 rounds
- Roll 1d100 for type of insanity:
- 01-20: Helplessness (cower, flee, or freeze)
- 21-40: Paranoia (trust no one, see threats everywhere)
- 41-60: Psychosomatic disability (blindness, deafness, paralysis)
- 61-80: Violence (uncontrolled aggression)
- 81-00: Emotional shock (uncontrolled crying, laughing, or screaming)
Disorders
When SAN score drops below Breaking Point:
- Roll 1d100
- Consult the Disorders table in the Agent's Handbook
- Apply the disorder's effects
Investigation Tools
Evidence Collection
- Photograph the scene
- Collect physical evidence (use gloves)
- Interview witnesses
- Document everything
Research Methods
Method | Time | Skill |
---|---|---|
Library Use | 1d4 hours | Library Use |
Computer Search | 1d4 × 10 minutes | Computer Science |
Interviewing | 1d4 × 10 minutes | HUMINT |
Forensic Analysis | 1d4 hours | Forensics |
Bureaucracy
Use Bureaucracy skill to navigate red tape, access restricted information, or expedite processes.
Clue Generator
Supernatural Elements
Unnatural Entities
Entity | SAN Loss | HP | Notable Abilities |
---|---|---|---|
Deep One | 0/1d6 | 12 | Amphibious, superhuman strength |
Mi-go | 1/1d10 | 14 | Flight, advanced technology |
Shoggoth | 1d6/1d20 | 50 | Shapeshifting, immense strength |
Byakhee | 1/1d8 | 16 | Interstellar flight, resilient |
Ghoul | 0/1d6 | 10 | Burrowing, pack hunters |
Spells and Rituals
Casting a spell usually requires:
- Ritual components
- Time (often hours or days)
- SAN cost
- POW roll or Unnatural skill check
Example: Summon Dimensional Shambler
- Components: Chalk, candles, blood
- Time: 1d4 hours
- SAN cost: 1d6
- Check: POW × 3 or Unnatural 30%
Ritual Components
Component | Symbolic Meaning |
---|---|
Candles | Illumination, purification |
Blood | Life force, sacrifice |
Salt | Protection, purification |
Silver | Mystical power, lunar associations |
Chalk | Drawing symbols, creating boundaries |
Combat Tracker
Initiative Order
Combat Rules Summary
- Roll initiative: DEX × 5
- Highest initiative goes first
- On your turn, choose one action:
- Attack
- Move (up to DEX in meters)
- Use an item
- Take cover
- To attack: Roll under your skill value
- Damage: Roll weapon damage, subtract armor
- Lethality weapons: Roll under Lethality rating for instant kill
GM Tools
NPC Generator
Random Event Generator
Equipment List
Item | Cost | Effect |
---|---|---|
First Aid Kit | $50 | +20% to First Aid checks |
Flashlight | $20 | Removes darkness penalty |
Laptop | $1000 | +20% to Computer Science checks |
Body Armor | $500 | Reduces damage by 4 |
Night Vision Goggles | $2000 | See in darkness up to 50m |