Arkham Horror hack

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Arkham Horror hack
« on: August 24, 2013, 05:32:25 AM »
Hi, I'm new on the forum.

I've played AW a couple of times with two different groups, but I only recently finally read the book from cover to cover. I instantly had an inspiration for an Arkham Horror hack, probably because I have a friend who likes to play Cthulhu, but I hate the old Chaosium system he's used to. I got into working with it, and was not aware that, of course, people have already done that. (I found at least tremulus and Cthulhu Dark.) That got me down a bit, although as I did it also as an excercise for myself, it's not totally wasted time. However, I'm not sure there's any sense to put more time in it now that I know. What do people think? Do I have anything worth pursuing here?

The idea, as you might have figured out from the title, is more like Arkham Horror the board game than a horror Cthulhu game per se. That means that rather than focusing solely or even mainly on slow, creeping horror with carefully built atmosphere, there should be in equal amounts action, horror, investigation, and drama. The investigators live in a previous turn-of-the-century-world on the brink of an apocalypse, where every person is for themselves. The authorities are just more organized gangs, and most people would probably think you're crazy if you told them about shoggoths and whatnot, so the fictional world is actually somewhat close to AW. The life and sanity of the investigators is cheap, and actually all players are assumed to have a couple of characters they can use when one is devoured by unspeakable horrors (or lying broken on the hospital/asylum bed). However, in line with the board game, it is also much easier to get spells and artefacts that make all the difference in the struggle against tentacles, while also being dangerous to the users as well.

I have two playbooks readyish with something done for a couple of others as well, and the basic moves including trauma rules. I'll probably still work with the fronts, mysteries and personal goals for excercise, but after that I'm not sure. I'll post them below so you can see.

Much of the stuff is quite directly stolen from AW, of course.

The Doctor and the Veteran
« Reply #1 on: August 24, 2013, 05:42:10 AM »
(Especially names and looks are waiting for more, I've focused on the other stuff.)

The Doctor

Names
Sir Archibald Cumberworth, Benjamin Miller, Eustace Hamilton, Vincent Bester, Lee Cottle

Looks
Body: plump and a bit on the short side, frail and shaky,
Eyes: twitchy, sharp, friendly,
Clothes: sensible, dirty, expensive,
Smell: cigarettes, cheap cologne, disinfectants,

Backgrounds
Pick one background.
There were too many odd patients, too many implausible deaths. You didn’t know what was killing these people, but you sure as hell knew it was not you. But there was no evidence, nobody to stand for you, because this was something new, something your colleagues didn’t even believe in, or something they just did not talk about. When the pitchforks came, you knew the bored judges would not cross their fingers to find out, not when there was a nice public execution to be had. You had to get to bottom of this yourself.
Personal goal: to clear your name. Bond: the judge who wants to sentence you (NPC)

It was killing your patient slowly. No cure, no technique you knew or had ever heard of had any effect. And being unable to stop it was killing you, too. That’s why you eventually resorted to… less orthodox methods. In the least likely direction there was, for the first time, a light shed to the mystery. A hope.
Personal goal: to save your patient. Bond: the patient (NPC)

You were popular, in your own circles. You were the one to go to. It was easy, because where else would they have gone? Your circles were a bit isolated. Perhaps a bit too much, for when the killings started, they tried to handle it by themselves. No need to bring outsiders in. The investigators died, too, of course. Not many are left anymore, and everyone is paranoid. Maybe it was one of you to begin with. But you made your own inquiries, which pointed to something else. You’re not exactly sure what, yet, but you will be. You owe that to them, and to yourself.
Personal goal: to stop the killings. Bond: the survivors

Sets
Expert
Physical=0, Social-1, Lore-1, Survival-1, Speciality+2, Coldness-1, Sanity+1
an infirmary owned by someone else, a decent set of instruments and a travel pharmacy (5 uses)

Upper class
Physical-1, Social+1, Lore-1, Survival=0, Speciality=0, Coldness-3, Sanity+2
private practice, a decent set of instruments and a travel pharmacy (5 uses), good steady money

Hacksaw
Physical+1, Social=0, Lore-1, Survival=0, Speciality+2, Coldness=0, Sanity=0
leather bag of essential instruments and medicines (3 uses), a revolver (2 harm, near, in bad shape), some money in cash
Bond: someone you saved (NPC)
Trauma (choose one): depression, anxiety,

Experimenter
Physical-1, Social-2, Lore+1, Survival=0, Speciality+2, Coldness+1, Sanity-1
Move: a secret lab, move: flawed Reagent (2 uses)
Bond: the one who funds you

Starting moves
Every set gets this:
Field medic
You need a medical supply to use this move.
When you stabilize and patch up a serious or a lethal wound, roll+spec and use one of your medical supply. On a 10+, remove the wounds of that level (i.e. lethal, or both serious). If it was serious, they’ll be sore but operational after a day. If it was lethal, they survive, but will need some time at an infirmary to heal completely. On a 7-9, they’ll be needing some time at an infirmary to heal completely; in addition, choose one:
  • they’ll be in and out of consciousness for a day, and you cannot move them or it gets worse
  • delirious from pain, they fight you; you have to Avoid danger
  • it takes more equipment than usual, spend one use of your medical supply
You can also tend to superficial wounds, removing them entirely without rolling, by spending some time and using one of your medical supply.
--

In addition, pick the ones belonging to your set:
Infirmary
(Incl. private practice, secret lab.) As long as you are at your infirmary, you can use healing moves as if you had used one medical supply. In addition, get +1 ongoing to healing moves.

Flawed Reagent
You can use the flawed Reagent to revive an almost dead body (lethal wound). Spend one use and Avoid danger to attempt removing all wounds. The threat is unnatural, the Reagent changing the body in an unpredictable way.

Secret lab
As long as you are at your lab, you get +1 ongoing to Understanding unnatural by cutting a specimen up.
At your lab, if you didn’t already have it, you can get a flawed Reagent (2 uses) by Understanding unnatural. You can research for the perfected Reagent, but first you have to find the secret ingredient by solving a Mystery. After you have it, spend some time and Understand unnatural. If you hit, you can pick the advanced move Perfected Reagent. If you miss, you have to research some time before you can try again.

Equipment
Choose two:
  • A scalpel (2 harm, hand)
  • Chloroform (3 uses)
  • A few favors from ex-patients (3 uses, usable as hold on people)
  • Some money in cash

Starting bonds
You have tended for ___ previously. What was it? Are they grateful?
There is something wrong about ___, something they don’t seem to know. Why have you not told them?
You feel responsible for ___. Why?
Being a doctor is stressful. Talking with ___ helps. What secret have you told them?

Improvements
Get social+1 (max +2)
Get physical+1 (max +2)
Get survival+1 (max +2)
Get lore+1 (max +2)
Get speciality+1 (max +3)
Get speciality+1 (max +3)
Get a new doctor move
Get a new doctor move
Get a secret lab

After 5 improvements, you can also choose from the following:
Get a suitable move from another playbook
Get any stat +1 (don’t go over max, above)
Get any stat +1 (don’t go over max, above)
Advance 5 basic moves
Advance the 4 remaining basic moves

Advanced moves
Odd job
You get Busy 2. Whenever there’s a stretch of downtime in play, or between sessions, choose a number of medical jobs to work from the Fixer’s list. Choose no more than your Busy. Roll+spec. On a 10+, you get profit from all the jobs you chose. On a 7–9, you get profit from at least 1; if you chose more, you get catastrophe from 1 and profit from the rest. On a miss, catastrophe all around. Jobs you aren’t working give you neither profit nor catastrophe. Whenever you get a new job, you also get +1 to Busy.

Perfected Reagent
See Secret lab for requirements. Get a perfected Reagent (2 uses).
You can use the perfected Reagent to revive a dead body, or an almost dead body (lethal wound). Spend one use and Avoid danger (lore instead of surv) to attempt revival or removing all wounds. The threat is unnatural, the Reagent changing the body in an unpredictable way. The revived person is susceptible to your commands, +1 ongoing to Manipulation move, and if they resist, they do Shock.

---

The Veteran

Names
Mark Cole, Theo Harrigan, Stefano Coletti, Roy “Batty” Badding,

Looks
Eyes: dead, paranoid, bright,
Clothes: shabby, workman’s, standard issue, comfortable
Beard: habitually clean-shaven, unkempt and stubbled, full beard for change

Backgrounds
Pick one background.
You thought it was just the nerves, fighting on the foreign land where every bush and rock could have been your doom. The noises in the night, the hallucinations - they had to be hallucinations, right? But it started again. You had already got home and get rid of it all, begun settling in and getting back to normal. Forgetting it all. Then you heard the noises, in the night. Waking up to them, sweating like you were back there. And maybe it could have been only shell shock, you hoped and prayed it would be only shell shock. Until you saw it again: people near you, suddenly different. Something behind their eyes, their faces. You followed one, and saw something that could not have been hallucinations. Now it’s all you think, and you have to understand to be able to live again.
Personal goal: to sort out the truth.

You had been in several combat situations before, but this one was different. An unarmed local ripping your whole squad to pieces, despite of a machine gun taking off his head and half the torso. Probably would have killed you too, if not for the friendly fire taking you down and unconscious. It was played down by the higher-ups, congratulating you and patting on the back. Good job, now let’s forget it ever happened. But it’s kind of hard to forget, after seeing your own hands ripping and tearing flesh that were your friends and comrades. There was a thing that came off the local’s body, entered yours. It’s gone now, moved on to a better host while you were bedridden. The new host went home, so you followed. But what if it has moved again before you find her?
Personal goal: to find the current host and kill the thing.

The war was a distant memory, another life happened to another man, until they brought it back to your doorstep. It’s not the same: this is your country, your people, and you know this countryside and these towns. Nobody is yelling orders, or telling you why it is right to kill here. But it is war. Somewhere the enemy is waiting. They killed some of your friends. You don’t understand them, but you know a moment of distraction will make you the next subject of eulogies.
Personal goal: to kill those who attacked. Bond: the survivors (NPC).

Sets
Decorated hero
Physical+1, Social+1, Lore-3, Survival+1, Speciality+1, Coldness-1, Sanity+1
Bond: someone who you know respects you (NPC)

Wounded and discharged
Physical-1, Social-1, Lore+1, Survival+2, Speciality=+1, Coldness=0, Sanity=0
Trauma: PTSD

Specialist
Physical+2, Social-2, Lore-2, Survival+1, Speciality+2, Coldness+1, Sanity=0
A big favor owed to old comrade
Trauma: no sense of humor

Starting moves
Every set gets these:
Trained to kill
You use roll+spec instead of roll+cold for Physical violence.

Teamwork: cover me!
When you do Physical violence on the same side as someone else who has Teamwork, you automatically have “you suffer little harm” when you hit. You can use it yourself, or give it to the other character regardless of whether they are doing Physical violence or something else.
--
Then, choose one:
Explosives training
Comes with equipment: explosives (3 uses, 4 harm, area). You can use explosives to do a controlled demolition. You may roll+spec instead of roll+surv when Avoiding danger when using explosives.

Sergeant
You see what is relevant and your orders help. If you take the lead in a combat situation, take +1 ongoing to helping others. You can also roll+spec to have a person in shock to get a grip of themselves instead of panicking. On a hit, they change from “you panic” to “you get a grip of yourself”. On a 10+, this works regardless of whether they were in serious shock (missed their shock) or not.

Ice cold
When you inflict harm, you inflict +1 harm.

Equipment
Choose three:
  • A rifle (2 harm, far)
  • Semi-machine gun (2 harm, auto, near)
  • Soldier’s daypack (6 uses)
  • Specialized but simple equipment such as binoculars, flares, etc. (3 uses)
  • A few favors from armed forces (2 uses, usable as hold on people)
  • Molotov cocktails (3 uses, 2 harm, fire, area, fragile)

Starting bonds
It was hard coming home from war. ___ has helped you, though. How?
You helped out ___ once, by intimidating someone with the look that comes naturally with a war veteran. What was it about?
___ acts as if they have experienced stuff. You have experienced some stuff they probably would not believe. Why do you put up with that shit?
___ actually likes to hear your stories. What is their favorite story, and why does it resonate with them?
You feel you’re not very good with people. Why is ___ so much easier to be with?

Improvements
Get social+1 (max +2)
Get physical+1 (max +2)
Get physical+1 (max +2)
Get survival+1 (max +2)
Get lore+1 (max +2)
Get speciality+1 (max +3)
Get a new veteran move
Get a new veteran move
Get a new veteran move

After 5 improvements, you can also choose from the following:
Get speciality+1 (max +3)
Get any stat +1 (don’t go over max, above)
Get any stat +1 (don’t go over max, above)
Get a suitable move from another playbook
Advance 5 basic moves
Advance the 4 remaining basic moves

Advanced moves
Improvised weaponry
When you have time and materials, you can make molotov cocktails, clubs, and other improvised weaponry so that they are actually useful and don’t break down instantly. Roll+surv. On a hit, you get the basic form, and on a 10+, two bonus tags on top of it. You can only use this once per opportunity.

Controlled retreat
You can get out of a dangerous situation. Name your escape route and roll+phys. On a 10+, great, you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.
« Last Edit: August 24, 2013, 05:57:27 AM by RandomMonitor »

Basic moves
« Reply #2 on: August 24, 2013, 05:56:08 AM »
Stats
Physical: overall physical prowess, i.e. how strong and quick you are, how imposing you look.
Social: how well you can get along with other people.
Lore: your knowledge and experience with unnatural.
Survival: your capability to survive in hostile situations and environments, i.e. your wits, how well you plan ahead, how careful you are.
Speciality: the unique skills or abilities of the particular character type.

The two last stats are a bit different. They change much more often than others, via trauma moves, and while there are advantages to this, there are also drawbacks. Common to both is that the character is out of the game when it changes too much.
Coldness: how cold-blooded, calm, and jaded you are in presence of acts, situations, and creatures that cause horror in regular people. Coldness is used to act despite the horror, and when dealing with psychological trauma. Your standard person would start from -2. Too much coldness, and your social relationships suffer. Go over +3, you’re out.
Sanity: how well you hold up when the unnatural really reveals itself. Sanity is used when using spells and other unnatural powers. As is traditional, the stat is called sanity, which is why the stat mechanically works the other way around: whereas other stats are added to roll, sanity is subtracted. Whenever sanity is lost, a mark is kept at the original sanity level - the sanity does not stabilize before the whole cycle from shock to trauma internalization is dealt with. However, if even the temporary sanity goes below -3, the character is out of the game. Typical starting point is +2.

In addition, you have Health. It consists of six health levels: three superficial, two serious, and one lethal. Superficial wounds get healed by themselves in time. Serious wounds get worse in time if not taken care of. Lethal wound kills you, if not quickly stabilized and taken to proper care. Wounds do not automatically give you minuses to moves, but the MC may use them to make your life more difficult, so get those wounds patched asap!

Basic moves
A hit is a result of your stat and the roll having a sum of 7 or more. While a hit guarantees you some kind of success, it might have strings attached you wouldn’t want to touch. A good hit is over 10, giving you pretty much what you want without extra trouble. If you miss, i.e. your roll added to your stat is six or less, the MC is allowed to make a move against you, so sometimes it’s safer to not make a move if you are not prepared to take the consequences.
You can also advance your basic moves with experience after improving your character enough. This means that with a sum of 12 or more, you typically get some extra good with your order.

Avoid danger, sneak (surv, cold)
When you act despite an imminent threat (dodging physical harm, trying to get something  forcefully, using something under fire), roll+surv. If the threat is clearly unnatural, roll+cold instead (and note that it might be a cause for a shock move). When you sneak or pretend harmless to pass unnoticed, roll+phys or roll+soc, depending on the situation. On a 10+, you avoid the danger and do what you were attempting. On a 7-9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.
(Advanced) On a 12+, you transcend the danger, the pressure, the possibility of harm. You do what you set out to do, and the MC will offer you a better outcome or a moment of grace.

Threaten (phys)
When you threaten someone to do something straightforward right here and now, roll+phys. On a 10+, they don’t want to take risks and do what you want. On a 7-9, they choose one:
  • Try to get away, giving you an opening
  • Try to play a hero, forcing your hand
  • Give you something they think you want
  • Back off calmly, no tricks
Note that if you carry out the more serious threats, it might require a shock move.
(Advanced) On a 12+, they do what you want hands down, and the MC will offer you a better outcome or a moment of grace.

Physical violence (cold)
When you hurt someone who is not helpless, roll+cold. On a hit, both of you deal your harm to each other. On a 10+, choose two:
  • You suffer little harm
  • You inflict terrible harm
  • You impress, dismay, or frighten
On a 7-9, instead of both of you dealing your harm to each other, you may also choose that neither of you deal your harm.
Note that violence might require a shock move.
(Advanced) On a 12+, you get all three, and one of them double.

Manipulate (soc)
When you try to manipulate someone to do something, say what you want and roll+soc. For NPCs: On a 10+, they get to doing what you want in the best way they can. On a 7-9, choose one:
  • They need something concrete from you before they do it (having some hold on them counts)
  • They will do it if you provide help the whole time
  • They will do it, but poorly
  • They don’t do it, but agree to not tell about this to others
For PCs: On a 10+, both. On a 7–9, choose 1:
  • if they do it, they mark experience
  • if they refuse, they have to avoid danger
What they do then is up to them.
(Advanced) On a 12+, only if they’re an NPC, they do it, and furthermore you change their nature. Choose one of the following; tell the MC to erase their threat type altogether and write it in instead.
  • ally: friend (impulse: to back you up)
  • ally: lover (impulse: to give you shelter & comfort)
  • ally: right hand (impulse: to follow through on your intentions)
  • ally: representative (impulse: to pursue your interests in your absence)
  • ally: guardian (impulse: to intercept danger)
  • ally: confidante (impulse: to give you advice, perspective, or absolution.)

Read a person (soc)
When you read a person in a charged interaction, roll+soc. On a 10+, hold 3. On a 7-9, hold 1. During the interaction, spend one hold to ask their player one question about them:
are they telling the truth?
  • what are they really feeling?
  • what do they intend to do?
  • what do they wish I’d do?
  • how could I get them to do ___ ?
(Advanced) On a 12+, hold 3, but spend them to ask any question you want, not limited to the list.

Find clues
When you look for clues, call a stat (any stat, but only one) and the MC will tell you what you find, the more the higher the stat is.

Look for something important (soc, lore, surv, cold)
Looking for something important is typically for finding something useful for the situation at hand, or for finding useful things that are not obviously present.
When you look for something important or useful, first say what, and then
roll+soc if the something can be found by knowing how humans work,
roll+lore if the something is unnatural,
roll+surv if the something can be found by knowing how to survive, or
roll+cold if the something is about horrible acts.
You can name a specific thing or ask one question from MC. On 10+, if it was a thing, you find just the thing, or as close as possible; if it was a fact, MC answers you truthfully. On 7-9, you find or MC tells you something interesting, which may or may not be important or useful. If you have time to look carefully before you act and what you found helps you in it, take +1 forward.
(Advanced) On a 12+, you find a better version of the thing, or have a second useful fact or context.

Survive in hostile environment (surv)
When you attempt to survive in hostile conditions on a longer term, roll+surv. If the hostile environment is completely alien (another world), roll+lore instead. On a 10+, both. On a 7-9, choose one:
  • You have prepared accordingly and/or can act in the right way, and suffer only minimal harm right now
  • You can find your way to a more hospitable location somewhat quickly
As always, 'minimal harm' and 'somewhat quickly' are very relative to the situation.
(Advanced) On a 12+, you suffer no harm, find your way quickly, and find something useful or interesting on the way.

Understand unnatural (lore)
When you try to understand something unnatural (such as a creature, a spell, or how things of another world work), roll+lore. On a 10+, the MC tells you something useful that you can use to your advantage. On a 7-9, the MC tells you something useful that you can use to your advantage, but also chooses one or more, depending on what you were trying to learn:
  • it takes a lot of time
  • it includes something you did not want to know
  • you need to do or have ___ first
  • you will risk danger from ___
  • it implies something absolutely horrifying or wrong, lose 1 sanity
(Advanced) On a 12+, you understand it well, take +1 ongoing when acting on it.

Use a spell (-sanity)
When you use a spell or an unnatural device or similar, after other requirements have been met, roll-sanity (note the minus sign). On a hit, it does what you wanted it to do. In addition, on a 10+, choose 1; on a 7-9, choose 3.
  • it also harms you, or your allies
  • you draw unwelcome attention or put yourself in a spot, the MC will tell you how
  • it has other unwanted side effects on the world (what?)
  • it makes you experience things not meant to be, lose 1 sanity
  • the spell or whatever you used cannot be used anymore
Note that most spells etc. have a specific consequence that you have to pick as one of your choices.
(Advanced) On a 12+, it does what you wanted it to do, and you escape all the drawbacks.

Trauma, peripheral (money only), and bond moves
« Reply #3 on: August 24, 2013, 06:01:32 AM »
Trauma moves
In general, a shock move results from the character experiencing something that shakes their fundamental feelings of safety, control, and understanding how the world and the self in it works. The shock continues as long as the situation is dire, and recedes slowly when the character has enough time in safety. After hours or days of peace, a breakdown move can be initiated, if another character talks with and emotionally supports the person recuperating. This can result in cancelling some sanity loss inflicted during shock. Afterwards, the undealt trauma internalizes, making the sanity loss permanent and resulting in personality changes.

Cold scale
Coldness is used to represent how hardened the character is, and thus how easily they are to shock. The chart gives examples what constitutes a traumatic experience on different levels of coldness:
  • -3. A truly sheltered individual, no real experience of violence or true helplessness.
  • -2. An average person with some experience with death, violence, helplessness. The baseline in this game’s dark world.
  • -1. An average person with a job that exposes to death, violence, helplessness all the time. Nurse, petty criminal, gravedigger. Shock from a kill-or-be-killed situation and unnatural things from this world like living dead.
  • 0. A hardened individual who has probably killed someone. Cop, enforcer, soldier.  Shock from wanton killing and unnatural creatures from other worlds.
  • +1. A jaded person who regularly commits horrible acts such as murder with bare hands. Assassin, cultist, fanatic. Shock from loved ones turned evil or murdered in a horrible way, and from visiting another world or intimately connecting with unnaturalities such as spells.
  • +2. A very callous person who would not hesitate to commit atrocities. Psychopath who can function among the normal people, extreme fanatics with very distorted world view. Shock from personally causing the destruction  or perversion of the thing held most sacred, and from intimately connecting with the most horrible unnaturalities or visiting the more horrible other worlds.
  • +3. A psychopath disconnected from normal people. Shock from meeting or connecting with an Old One. Player characters should only rarely and accidentally have cold=+3, because nobody wants to be with these people.

Shock (cold)
When you experience something traumatic (dependent on your cold, see the cold scale), or whenever you lose sanity (except when it’s a result of this roll), roll+cold. If you could get multiple shock moves at once, roll only once. On a 10+, the shock is brief and you quickly gather yourself, now more resistant to this kind of horrors (until you get to rest peacefully); if the cold has not increased this session, you may increase it now by 1 if you wish. On a 7-9, you are in shock, choose one:
  • You get a grip of yourself, but take -1 ongoing until the shock recedes.
  • You panic. Your only instinct is to either flee immediately, or to save the thing in danger that is more important to you than yourself, pick one. You cannot make any moves other than to further this goal, and you get to +2phys, +2surv, and +2cold, and -2soc, -2lore, and -2sanity, until the shock recedes.
On a miss, you are in serious shock. Take the effects of “you panic”, above, but with attacks of catatonia whenever the threat is imminent. This makes you hide, and don’t do anything else, although others can without a roll guide or force you to move or do something simple needed for survival. In addition, lose 1 sanity, and if you haven’t yet missed a shock roll during this session, increase cold by 1.
As long as you are in shock, what constitutes a traumatic experience that would require a shock move is considered one level higher from the original level (without the bonus/minus). However, if you encounter this increased level traumatic experience, don’t make a shock move - instead you simply lose 1 sanity. Every time you do this, you have an opportunity to change from “you get a grip of yourself” to “you panic”, above, but not the other way around (not stacking the effects, but exchanging the effects of the former to the effects of the latter). The shock slowly recedes when you have some time in a safe place with no threat present.
In reality, during shock and while still recuperating from it, an individual experiences a state of confusion (not completely understanding time, space, or stimuli), diminished consciousness, selective amnesia, hyperactivity, and anxiety attacks. You can use this as a color for playing a character in shock (the more severe the symptoms the more horrifying the trauma was), but if you prefer, the character can simply retreat to peace off-screen after the shocking situation is over and be unplayable until recuperated.

Breakdown (sanity loss)
After you have been recuperating from shock for some time, if some other character (PC or NPC) has a meaningful moment of honest talk and emotional connection, you may have a breakdown. Roll-[sanity loss], note the minus sign there. On a 10+, you may cancel 1d4 of the sanity loss. On a 7-9, you may cancel 1 sanity loss.

Trauma internalizes
When you have been recuperated from a shock, or if you are connected with investigative activities again before recuperating fully, the trauma internalizes. For each point of sanity difference left from the marked original sanity, pick a trauma.
  • Deterioration of emotion and impulse control (anxiety, sadness, anger, self-destructiveness, lack of sexual control, heightened risk-taking)
  • Deterioration of attention (amnesia, dissociation, experiences of perceiving the body acting without control)
  • Changes in self-perception (extreme inefficiency, guilt, shame, feelings of not being understood, belittlement)
  • Changes in perception of the cause of trauma (distorted beliefs, idolizing the cause of trauma, fantasizing about harming the cause of trauma)
  • Changes in relationships (trust issues, behaving to repeat being a victim)
  • Somatization (chronic pain, heart and breathing symptoms, blindness, deafness, seizures, or numbness when in fear of meeting the cause of trauma again)
  • Changes in belief systems (despair, hopelessness, losing the most important beliefs once had)

---

Peripheral moves

Help or interfere (bond)
When you help or interfere with someone, roll+bond with them. On a 10+, they take +1 or -2 to their roll, your choice. On a 7–9, they still get a modifier, but you also expose yourself to danger, retribution, or cost.

Money
Every character has some money, but only some characters have enough to spare during investigations.
Steady: You have money, possessions, and income that allows you a certain level of living standards, and a possibility to use some of it for special purchases or bribes during investigations. In practice, the standard of living is used as color in roleplaying only, the mechanical effects refer to the allowance. Once per session you can use the money for purchasing something or for bribing (giving hold on poorer people for a Manipulation move), if you have the opportunity during your investigations. For one level lower, you have unspecified number of uses during your investigations - if you use this much, the MC might require you to Avoid danger at the risk of the money being unavailable for some time, but otherwise it’s practically unlimited.
Cash: You have money or possessions that you can use once for that level, after which it’s gone. For the levels lower, you can use it as long as you succeed Avoiding danger at the risk of the money being reduced one level.

What a level of money is good for:
a bit: beer, food, a night to crash at the cheapest of joints if the manager is on good mood, simple and shitty equipment from a shady vendor
some: a ride to a bit farther, a good dinner or drink, a night at a decent establishment, decent but simple equipment
good: eating, drinking, and living for months, a very good, complicated, or very specialized equipment
a lot: eating, drinking, and living in style for years, any equipment the money can buy, and some that it normally can’t, power to buy out businesses and real estate, maybe a politician or civil servant, if they’re crooked (and who aren’t?)
When you use money in rolls, the bonus is determined by the difference between your spent level and the living standards level of the one who it is spent, or the extent that money is good for. That is, if you use some money on a move to spend on someone poor (for whom ‘a bit’ is worth something as a bribe or a reward), you have +1, whereas if you used good money on him, +2. While using the same level of money does not give you a bonus, sometimes it enables the move - you probably could not do it at all without it.

Bonds
Bonds are used for getting experience, and in rolls with PCs. Whenever you create, change, or resolve a bond, mark experience. Many moves with PCs use “roll+bond” - you get +1 for each bond you have with that character.

Bond move
When you have a meaningful moment with another PC, ask them a couple of questions about themselves that make you know them better. If they answer truthfully, you get a new bond to them. If they lie, you get a negative bond - write (lie) after the bond. (You can play this in character, or out of character between players, if it fits the flow of play better. The characters still talk about it.)
The bond should reflect the meaningful interaction the characters have had. Do not write it as a thought or emotion or other internal stuff, instead word it as a fact that represents that thought or emotion. Not “I trust ___”, but “___ has lost a wife like me”, if that’s what they talked about. Not “I’m safe with ___”, but “___ took a bullet for me”. Distill the feeling it, don’t just write some mundane facts. In case it was a negative, not “___ dreams about a better age (lie)”, but “___ dreams about an age where my son would never meet these creatures (lie)”. Of course, when you have a meaningful moment with someone, they probably have it too with you.
When you feel that a bond does not apply anymore, you can change it to something else with this move, and get the same experience. When you resolve a bond so that it does not apply anymore, but don’t make a new one (such as when the other one dies and you have the last moment together), you get the experience.

Re: Arkham Horror hack
« Reply #4 on: August 24, 2013, 06:04:19 AM »
Sorry about the bad formatting, I'm in a bit of a hurry right now...