Aug 4, 2022 8:25 am
The GUMSHOE system is composed of two distinct rulesets, one for Investigative checks and one for General checks.
Investigative abilities have a rank from 0 to 4-5. If you have even just 1 point in an ability, you are considered quite capable. 2-3 points mean you are a skilled professional and 4-5 points mean a world-class expert.
Whenever you find yourself in a scene where (reasonably) there’s evidence to be gathered, just tell the GM you use an Ability you have to find some relevant evidence.
PC: I have "Accounting" I want to see if he’s been funding the Cult of Raadu, maybe by diverting funds from charities or something.If, in addition to using your Ability, you also Spend 1 or more points you not only get basic information, but also further details.
PC: Cool, we can investigate this Radison later. But I want something to destroy Franklin. I want to spend 1 Point of "Accounting": who, among those he defrauded for the Cult, can become an ally for us?
GM: great, with a 1 point spend you trace some of his shady movements backwards and find out he stole from the Pirozhki Paradise franchise, a chain of Russian restaurants owned by Gregory "Vosko" Voskokniezvic. You know this guy works with the Russian Mafiya and will NOT take it easy with Franklin and his organization if he discovers he stole from him…Some pieces of evidence can be gathered with different Abilities. "Occult", "Architecture", "Art History" and "History" can all tell you that The Baronetto Palace was built by Alfredo De Ranieri, a freemason infamous for partaking in blood rituals.
General Abilities cover everything that’s not investigation. You have larger pools of points in these abilities. When you are faced with a check, you need to choose how many points to spend, then add them to a 1d6 roll. An average check is Difficulty of 4, a hard one is 6, a truly exceptional one 8.
PC: I take out my gun and shoot him. We can’t risk losing the Doc. I’ll use 3 points of "Shooting".
*rolls 1d6*
ok, not great, 2 plus 3 is 5.
GM: the thug was not aware of you and quite close, the difficulty was just 4. Your bullet hits him square in the shoulder and he drops the knife.OPTIONAL RULES: there’s plenty of optional rules to make combat more cinematic beyond this simple mechanic. I will completely ignore them as this is not the focus of the game. The one rule I really like is a "transversal spend" where you can spend Investigative Points in creative ways to make up for lack of General skills.
GM: roll for "Explosive Devices"
PC: I don’t have that skill, but can I spend 1 point of "Architecture" to know the load-bearing points and place the bombs accordingly?
GM: go for it, spending 1 point in "Architecture" will count as spending 4 points in "Explosive Devices".You will notice there’s some overlap in skills – such as "Surveillance" in the General Abilities and "Electronic Surveillance" under the Investigative ones. Don’t worry about it, the list is a bit clunky, write down what you can then we can adjust accordingly.
Investigative abilities have a rank from 0 to 4-5. If you have even just 1 point in an ability, you are considered quite capable. 2-3 points mean you are a skilled professional and 4-5 points mean a world-class expert.
Whenever you find yourself in a scene where (reasonably) there’s evidence to be gathered, just tell the GM you use an Ability you have to find some relevant evidence.
Quote:
GM: you input the password, and all the files and folders of James Franklin are at your disposal.PC: I have "Accounting" I want to see if he’s been funding the Cult of Raadu, maybe by diverting funds from charities or something.
Quote:
GM: yeah, definitely: you see evidence of transactions diverting funds from all of the businesses he controls, through shell corporations towards this "Radison & Co." that seems like a front for the Cult.PC: Cool, we can investigate this Radison later. But I want something to destroy Franklin. I want to spend 1 Point of "Accounting": who, among those he defrauded for the Cult, can become an ally for us?
GM: great, with a 1 point spend you trace some of his shady movements backwards and find out he stole from the Pirozhki Paradise franchise, a chain of Russian restaurants owned by Gregory "Vosko" Voskokniezvic. You know this guy works with the Russian Mafiya and will NOT take it easy with Franklin and his organization if he discovers he stole from him…
General Abilities cover everything that’s not investigation. You have larger pools of points in these abilities. When you are faced with a check, you need to choose how many points to spend, then add them to a 1d6 roll. An average check is Difficulty of 4, a hard one is 6, a truly exceptional one 8.
Quote:
GM: the thug takes out a knife, he is about to stab Dr. Hayes in the chest.PC: I take out my gun and shoot him. We can’t risk losing the Doc. I’ll use 3 points of "Shooting".
*rolls 1d6*
ok, not great, 2 plus 3 is 5.
GM: the thug was not aware of you and quite close, the difficulty was just 4. Your bullet hits him square in the shoulder and he drops the knife.
Quote:
PC: I will set up explosives all over Baronetto Palace, I want to take down the entire East Wing where the Cult meets.GM: roll for "Explosive Devices"
PC: I don’t have that skill, but can I spend 1 point of "Architecture" to know the load-bearing points and place the bombs accordingly?
GM: go for it, spending 1 point in "Architecture" will count as spending 4 points in "Explosive Devices".