CTHULHU DARK


Investigator


Examples: Alienist, Antiquarian, Archaeologist, Artist, Author, Clergy, Criminal, Dilettante, Doctor, Hobo, Journalist, Police Detective, Nurse, Private Investigator, Professor, Scientist

Fighting

  • If you fight a creature, you die! Instead, roll to hide or escape.

Insight

: you may now reduce your Insight (see Recovering Insight)

: you go incurably insane (see Going Insane)


  • When you see something distrubing, roll .
  • If you roll equal or lower than your Insight, describe keeping it together;
  • But if you roll higher, add 1 to your Insight, and describe your fear.

Doing Things


  • When you do something, roll whichever of the following dice apply:
  • if your task is within human capabilities and...
  • Add an additional if you task is within your occupational expertise and...
  • Add a final if you want to risk Insanity.
  • If your Insight dice Is the highest die, roll Insight (see Insight above).
  • Your highest die shows how well you do.
  • On a 1, you barely succeed. On a 6, you do brilliantly.

Investigating


  • When investigating, your highest die shows how much information you get.
  • On a 1, you get the bar minimum to proceed with the scenario.
  • On a 4, you get whatever a competent investigator would discover.
  • On a 5, you discover everything humanly possible.
  • On a 6, you may glimpse a thing beyond human knowledge (likely roll Insight).

Failing


  • If anyone wants you to fail, they describe how you might fail, and roll .
  • If they roll higher than your roll, you fail.
Note: someone can't force you to fail if it will derail the investigation.

Rerolling


  • You may as often as you want.
  • But you must add your Insight die to the roll.
  • And every time your Insight die rolls hightest, make another Insight Roll.
  • Rerolling never helps you avoid making Insight Rolls.

Co-operating & competing

  • Everyone who is cooperating rolls their dice.
  • The highest die, rolled by anyone, determines the outcome.
  • Everyone who is competing rolls their dice.
  • Whoever rolls hightest wins.
  • If a tie, the person with the highest Insight wins. If Insight is tied, reroll.

Recovering Insight (Suppressing Knowledge)

  • When your Insight reaches 5, you may now try to reduce your Insight.
  • To recover Insight, suppress Mythos knowledge!
  • Burn books, stop rituals, destroy yourself, or impede the investigation.
  • Every time you do, roll 1d6.
  • If you get less than your current Insight, decrease your Insight by 1.
  • You may now try to recover Insight multiple times.
  • Your Insight can never go below 1.

Going Insane

  • When your Insight reaches 6, you go incurably insane.
  • Describe your mind breaking.
  • Go out however you want: fight, scream, run or collapse.
  • Make a new character or continue playing madly but retire your character ASAP.