About

This is my version of a basic detective game. This game is designed to be used for simple “One-Shots”. Where the players go through 3-5 hours trying to solve a single mystery. As such it is much more Rules Lax (few rules), and much is set on the GM (host) and players.


Core Rules

Check

When a player tries to do something that is non-trivial the GM may ask them to do a Check.

Check: Roll 2d6 and add any bonuses if applicable. A 7 or higher is a Partial, while a 11 or higher is a Success.

  • If you roll Snake Eyes (two 1’s) you gain 1 Stress.
  • If you roll Box Cars (two 6’s) you lose 1 Stress.

Downtime Actions

The time when nothing is happening.

Pick one of the following:

  • Gain 1 Stress to mull the case over getting a CLUE.
  • Remove 1 Stress
  • Remove 2 Setbacks from the GM

I Know A Guy

When you are in a jam, describe someone your character would know, then roll 2d6. On Success (10+): You are in good standing with them. On Partial (7-9): You owe them something. On Failure (6-): They don’t like you but may be willing to help if you do something big for them.

Try to name the person and a reason you know them. They may be a black market trader, or the head of a large criminal organization.


Character

Your character starts with 5 Max Stress.

When you exceed your Max Stress you gain a downside relating to what made you overstressed and you are no longer on the Case.

Pick 3 UNRELATED Skills your character would be good at. Depending on how specific the Skill you may get +1,+2, or +4 to rolls regarding that Skill. Work with your GM to determine how specific a Skill is.

  • Examples: Choosing “Strength” as the Skill would give +1 to all “Strength” related rolls, as it is a generic Skill.
  • Choosing “Stealth” would give +2 to its rolls as it is more focused.
  • Lastly choosing “Ball Dancing” would give +4 to its rolls as it is very specific.

Pick a Flaw, something that scarred your character in the past or something they are innately bad at. If you picked something that scarred them then you gain a Stress when you encounter that event, creature, or item. If it is a Skill, such as “Fishing” then you get -2 to rolls pertaining to it.

Pick a Major Trait, and a Minor Trait (List Below).

Gain a Notebook. If you lose your notebook in game you can no longer keep real life notes, and cannot use your notes until you regain the notebook in game.


GM Rules

How to build a good Case

Start with the big questions: What, Who, Where, How and Why? These don’t need to be flashy, but having them can help set up all the surrounding infrastructure to a case.

After, add bystanders or other possible culprits into the mix. These are people who would have been close to the crime that could have a reasonable means and wants for doing the crime but ultimately did not do it Make sure to give them a good alibi that, once looked into, helps rule them out

Lastly add crumbs and grime.

  • Crumbs are little tips and pieces to the real Case and with a good detective can be sniffed out.
  • Grime are factual things that can tie into a case, but usually don’t add anything once looked into but are possible leads. These can be dead ends, or just the ramblings of a nervous person.

Be careful not to add too much Grime into a case, as you may frustrate or bore your players.

While playing don’t forget to give clues or helpful tips to your players as time progresses. If your group gets stuck it’s sometimes best to give them a helping hand with an anonymous tip, or useful cop.

Sometimes just reminding them of leads is also useful.

Common Cases

  • Missing Persons
  • Murder
  • Theft / Lost Item
  • Vandalism

Traits

Major

Spirit Medium: When at a crime scene gain a Stress and roll. If you are at a dead body, you may ask their spirit these questions, if you are in a location roving spirits will come by and give vague answers. You can only use this Trait at a crime scene or body once. Partial: You may ask 1 question. Success: You may ask up to 3 questions.

Tracker: When you look for footprints or follow someone the person’s footsteps are illuminated to you.

In The Shadows: You meld with the city’s shadows. You don’t need to roll when hiding in shadows and you can gain a Stress to silently and covertly dash from one large shadow to another.

Pet Companion: Pick a pet to aid you. Give them a personality, and a reason they are with you. Once per Downtime you may call upon them to reroll your Clue or Setback Dice.

Inventor: You can gain 3 Stress to make a small item.

Locksmith: You have a set of Lock Picks, which help you get in, or out, of somewhere you’re not supposed to be.

On the Force: You have a Badge, set of Handcuffs, and Baton. You may gain 1 Stress and do a roll to swing your Baton at something. Partial: Your target gains 2 Stress. Success: Your target gains 4 Stress.

People Person: Civilians are more likely to talk to you, and you may gain 2 Stress to get a bit of useful gossip from the locals.

Minor

Keen Hearing: You have impeccable hearing, and can hear a pin drop from across a crowded room.

Keen Eyesight: You have immaculate vision, and can see as far as a telescope.

Organizer: When you do a Downtime remove 2 Setbacks from the GM.

Lost and Found: You have a key to the Lost and Found bin at your local precinct. Its contents change out at the beginning of a new Case.

Armed: You have a Revolver. When you fire it, gain 1 Stress and do a roll. Partial: Your target gains 4 Stress. Success: Your target gains 6 Stress.

Smoker: You are a smoker. Once per Downtime, you may remove up to 3 Stress from yourself.

Lab Tech: You have an On The Go Lab kit, which you can use to identify liquids or strange objects, and a Blacklight.

Hardened: Gain 2 Max Stress.

Soothing Words: Once per Downtime, you may remove 2 Stress from a co-worker.


Example Case: Murder at the Lintes Institute.

WWWHW

What: A break into a personal safe at the home of the Headmaster. (now Dead)

Who: Corp. Felix with a young and inexperienced marine who killed the Headmaster.

Where: The Institute’s onsite headmaster’s house.

How: Broke through the back window very early in the morning with specialized tools, leaving a clean cut on the door window. Not knowing the combination they used special explosives to blow the safe’s door off.

Why: The Headmaster refused to hand over potentially powerful technology to the government. In turn the government sent them in to steal any and all tech. The murder was an accident from panic as the headmaster got up much earlier than anticipated.

Setting

Descriptor: Read me to help describe setting.

People

Corp. Felix: Government Liaison (Perp)

Corp / Sir / They /Them

How Act: Proper, Respectful, Calm, Aggressive when Accused

Alibi: At home reading. Neighbor can confirm entering house. (If pushed for truth they will fold and say they saw them leave later)

  • Was known to clash with the headmaster over government regulations.
  • Was ignored when handling important events that required government oversight.
  • Has access to local government assets and knowledge.
  • Could assemble a strike team.
  • Knowledge of technology in the safe.

Prof. Gregory: Head of Chemical Sciences

Prof / He / Him

How Act: Aggressive, Forceful, Blames Everyone Else

Alibi: Went to a Fancy Restaurant (The Lounge) with Partner. Can be called on to confirm.

  • Tendency to solve problems with explosions.
  • Hatred for headmaster due to years of reduced funding.
  • Access to dangerous/explosive chemicals.

Prof. Silva: Head of Health Sciences

Prof / She / Her

How Act: Depressed, Glad Headmaster is gone, Wishes they did it

Alibi: Stayed at Lab until early morning. Security can confirm by showing logs.

  • Is second in charge after Headmaster.
  • Headmaster had a tendency to bully her.
  • Had access to entire institute (including chemicals).
  • Knowledge of technology in the safe.
  • Skilled in Medical Knowledge.

Prof. Flood: Old Friend

Prof / He / Him

How Act: Scared, Sad, Hint of Rage

Alibi: Called it in. Was going to meet for run.

  • Headmaster’s best friend.
  • Was going to meet for early morning run when they found the murder.
  • Will talk about seeing 2 figures running from the crime. Wore all black.
  • Blames Silva as based on bullying.

Mr. Rite: Groundskeeper

Mr / He / Him

How Act: Old, Grumpy, Tired, Longing the old days

Alibi: Too old. Was asleep.

  • Had to clean up mud spills at the admin wing in the early morning.
  • Noticed that the headmasters office was ransacked sometime last night.
  • Holds no grudges but blames Prof. Gregory as Mr. Rite has to constantly clean up explosions.

How to Run

Start by reading or describing the Setting.

Clues

  • Explosion on the safe door, but no-one heard the explosion.
  • With a good roll and a direct check people may see that the blast was small and contained. Not something an amateur could do.
  • Wore Boots, only visible in some mud outside.
  • Clean Kill, medical/tactical knowledge needed.