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==System== It is inspired by the Gumshoe principle, in which players move the story/investigation on by spending from discrete point pools, each representing one of a list of investigative skills. In this simplified version of the game, pools are fixed at lower numbers 0, 1 or 2. This eliminates the drag of keeping tabs on lists of multiple points pools. At chargen, players invest 0, 1 or 2 points in each of the (just twelve) general multi-purpose skills, most of which cover both investigate knowledge AND practical competence , e.g ''LANDSMAN'' can be used to identify tracks, animal fur, etc. as clues but also to hunt, read the stars, etc. These (smaller than RAW) pools stay static over the course of the game so records don't have to be updated. <br/> A score of even 1 means your character is actually quite competent in this area, hopefully picking up basic clues and usually succeeding at moderately challenging tasks. A score of 2 indicates they are experts . Players assign 15 points to the skills at chargen. If players buy at least one point in a skill, one sub-skill can be asterisked (*). These 'specialist' abilities can be performed at the next higher step (*1= 2, *2 =3). 3 can only be achieved in this way, and is the highest natural rank possible - 'famous specialist' level.<br/> The twelve generic skills are: *CLASS impress, wealth, equipment, manners, fashion, connections, bribe, ''intimidate'' *FIGHT combat knowledge, fisticuffs, wrestle, leap and kick, fencing, knife-fight, antique weapon *HANDINESS fix, sew, cook, smith, ''lockpick'', 'preparedness' (from RAW) *INFLUENCE charm, reassure, bribe, money, persuade, lead *LANDSMAN ''ride'', drive, survival, gather food, read stars, track, camp, ''stealth'', ''guns'' *MILITARY soldier talk, command, milhist, ''guns'', miltech, ''ride'' *PHYSIQUE '''health''', might, endurance, swim, climb, throw, jump, run *SCHOLARSHIP history, current affairs, art, architecture, religion and occult, languages *SCIENCE! medicine, astronomy, chemistry, geology, geography *WILL courage, faith, discipline, ''intimidate'', interrogate *WITS notice, cold read, sense motive, sense danger, uncanny dodge *VILLAINY lockpick, ''stealth'', gambling, street-talk, deceit, pickpocket <br/> PHYSIQUE and WILL are less likely useful for investigative purposes; all others are 'dual' (investigative and practical) <br/> Skills work in exactly the same way whether they are being used investigatively to find clues, or to perform actions. To resolve a skill action in either case, roll 1d6 and add the relevant skill level. Outcomes are as follows: *1-3: you fail in any practical task; for an investigation roll, the GM may still give basic trail clues *4,4+: you succeed, getting basic trail clues and extra clues if these are available; complete practical tasks successfully. <br/> Strong rolls (e.g. 6 or 7) indicate the task has been achieved with special panache. Very strong rolls (e.g. 8 or 9) indicate the task has been achieved remarkably successfully and the GM may provide an extra positive outcome. <br/> As in RAW the GM may decide that a task is harder than normal, applying a penalty modifier. To identify footprints on a clean floor or resist a powerful vampire’s stare, say, a -2 penalty might be applied.
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