Your investigator’s characteristics, like Strength, Dexterity, and Intelligence, as well as their skills, have a value out of one hundred. The higher the number, the better their ability. Each of these values is a percentage, so when asked to make a roll to determine how well your character is doing something, you roll percentile dice. If you roll lower than or equal to your value, then you usually pass the test. If you look at your skills, the ones with the highest numbers are the things your character is best at doing.
Dead Border Gameplay
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Your investigator’s characteristics, like Strength, Dexterity, and Intelligence, as well as their skills, have a value out of one hundred. The higher the number, the better their ability. Each of these values is a percentage, so when asked to make a roll to determine how well your character is doing something, you roll percentile dice. If you roll lower than or equal to your value, then you usually pass the test. If you look at your skills, the ones with the highest numbers are the things your character is best at doing.
You have all gathered outside the room of Mr. James Gardiner. He’s not been seen for at least two days and everyone
is getting concerned for his well-being.
Karabekian runs a hand through dark brown hair shot with gray. "I do hope he's okay." he says again.
From within comes the lingering smell of candles, long since burned out, and something sickly-sweet and copperlike. Looking in, you see it. Framed in the shafts of sunlight streaming through gaps in the curtains. A body!
The body is lying on a tarpaulin, stretched out on the floor. You can see blood. The man’s body and clothing are covered in blood. It looks as though he somehow fell over from a kneeling position. The body is wearing a green tweed coat and a brown sweater-vest—the clothes Mr. Gardiner usually wears. It must be Mr. Gardiner!
The scene is shocking. His head has been mutilated by knife cuts.
Your investigator’s Sanity points can rise and fall. Sanity is used to determine whether your investigator can withstand witnessing various horrors, as well as stand up to fear inducing situations, without turning tail and running away. The loss of Sanity points can lead to insanity.
Rolls
Hypco San loss - (1d4)
(1) = 1
Rolls
Sanity (60) - (1d100)
(74) = 74
Rolls
Marc Sanity loss - (1d4)
(4) = 4
Rolls
Sanity - (1d100)
(39) = 39
Rolls
sanity - (1d100)
(100) = 100
Rolls
Lunitar Sanity loss - (1d4)
(4) = 4
Inside the room, going clockwise from the doorway, are: a wardrobe, bed, nightstand with lamp, an ornate bookcase that divides the room into two living areas, a window, a small table set in the corner (with two chairs and another lamp), a fancy upholstered chair, overhead cabinets built into one of the walls, and another table along the wall to the left of the door.

Rolls
First Aid (vs. 30) - (1d100)
(20) = 20
All skill rolls have Regular, Hard, and Extreme difficulties - indicated by the numbers on each skill on your sheet.
If a roll is failed, that player has a choice:
• They can push the roll (perhaps taking more time to undertake the task—justifying another attempt); although if they fail a pushed roll the outcome will be worse (e.g. they could end up getting covered in blood, and so on).
• They can use Luck points to adjust the die roll to make it a success but they cannot use Luck points to adjust a pushed roll.
His clothes are blood-soaked. As his shirt is unbuttoned, you see strange marks on his chest.
The blood is dry, suggesting all this took place some days ago.
The wounds on the head and neck are deep and appear to have been hastily made. Blood loss was severe and inevitably fatal once the neck was slashed. The older scars on his body, arms and legs appear to have been made over the course of some months (some are fresher than other)
You can push this roll if you choose, or use luck points to make it a success, if you feel it's important
Rolls
Luck vs 35 - (1d100)
(99) = 99
Language (Ancient Greek) vs 40 - (1d100)
(9) = 9
On the nightstand are a couple of books and a corked bottle of liquid and a small phial containing some off-white powder.
A large brown wardrobe stands closed and there's a finely carved bookcase with glass fronted doors, either side of which are the busts of two flute-playing cherubs carved into the upright moldings. There's also a drawer at the bottom of the unit.
Rolls
First Aid (50) - (1d100)
(26) = 26
Spot Hidden (45) - (1d100)
(16) = 16
Sure! If you want you can use 1 point of Luck to amend that First aid, making it a Hard success (25 out of 50)
Across the back of his hands, on his legs and arms and across his blood-covered torso, Gardiner has scarification markings. They are shaped like small spirals. Closer examination of these markings reveals that they actually cover hs entire body. The marks range in age, seemingly acquired over months of procedures.
His face and head appear to be free of the older spiral scars.
Lifting the body slightly, he notices lying under the corpse is an obsidian blade. The blade lies in a pool of blood beneath the body, presumably the murder weapon.
Beside the books is a small corked bottle of liquid and a small vial of off-white powder. Neither are labelled.
There are plenty of books on finance and banking, a few travel books for obscure places and some occult books including
Myths and Legends of Ancient Greece and Rome by EM Berens
The Interpretation of Dreams by Sigmund Freud (In German)
The top shelf does not have enough books to fill it so a bookend has been used to keep the books upright. The bookend is a monsterous thing, looking like some human-like squid creature.
Rolls
Spot Hidden vs 25 - (1d100)
(96) = 96
Rolls
Spot Hidden vs 45 - (1d100)
(81) = 81
Push it? - (1d100)
(56) = 56
There's a thud as a secret drawer drops out from under the bottom shelf. Inside are a few books - Primer in Greek Vocabulary, Two accounting ledgers, a bundle of receipts, an obsidian knife (identical to the one Valentin saw under the body) and another book wrapped in silk cloth.
Having some trouble deciphering the title, he picks up the vocabulary book and uses it to translate.
Rolls
Ancient Greek vs 40 - (1d100)
(55) = 55
Push? - (1d100)
(18) = 18
Rolls
Roll - (1d100)
(96) = 96
And they will store this book in evidence, where it will never again see the light of day. But Karabekian must learn more - he must have this book! His thoughts race, trying to decide what to do next. Is there time to copy it? His eyes scan the room and comes to rest on the nighstand. There is The Dreamer's Dictionary! He should take it and leave the rest, put this all behind him. But no...
Rolls
Occult vs 70 - (1d100)
(97) = 97
The old man Valentin enters the bedroom area quickly to check the two of you are ok.
Then a dragging sound on the floor in the main part of the room grabs your attention...
Rolls
Karabekian Sanity loss - (1d6)
(5) = 5
Bout of madness duration - (1d10)
(3) = 3
The dragging sound drags all of your attention back to the main room. The mutilated body of the room’s tenant shifts its limbs
and suddenly lurches to a standing position.
You look on in terror as the flesh around Mr. Gardiner’s head begins to peel, the flesh spiraling downward like some horrific party trick with an apple. The blood-slicked skull turns to look in the direction of The Book of Dreams, clutched tightly against Karabekian's chest, with malevolence in its lidless eyes.
Rolls
Sanity (49%) - (1d100)
(91) = 91
Rolls
Sanity (56) - (1d100)
(60) = 60
Rolls
Valentin Sanity loss - (1d6)
(5) = 5
Marciano Sanity loss - (1d6)
(2) = 2
Rolls
Bout of madness duration - (1d10)
(10) = 10
Rolls
sanity - (1d100)
(100) = 100
Rolls
Sanity vs. 44 - (1d100)
(14) = 14
If the target is dodging: the attacker’s Fighting skill is opposed by the target’s Dodge skill. If the character performing the maneuver achieves a higher level of success than the character dodging, the maneuver is successful (if tied, the target is able to dodge the maneuver).
If the target is fighting back: the attacker’s Fighting skill is opposed by the target’s Fighting skill. If the character fighting back achieves a higher level of success, the maneuver fails and the opponent inflicts damage on the character performing the maneuver (if tied, the maneuver is successful).
The target of an attack may use a maneuver of their own: Resolve as for fighting back, but instead of inflicting damage, apply the effect of their maneuver.
Something must happen to start a combat; someone must strike the first blow. Opponents may square up to each other like two boxers in the ring, knowing they are engaged in a ght even before the first punch is thrown. If this is the case, the Keeper should start a combat round.
Alternatively the attack may be a complete surprise; a sudden knee to the groin or punch to the jaw, for example. When someone states that they are making a sudden, unexpected attack, they should have the opportunity to surprise their opponent.
Rolls
STR - (1d100)
(55) = 55
The Gardiner- Thing pipes a dreadful whistling from its throat-orifice, As it shuffles toward the bedroom.
Rolls
Power - (1d100)
(91) = 91
Rolls
Power (60) - (1d100)
(87) = 87
Rolls
Valentin dazed rounds - (1d3)
(2) = 2
Mark dazed rounds - (1d3)
(2) = 2
Larry dazed rounds - (1d3)
(2) = 2
Rolls
Dodge vs. 40 - (1d100)
(71) = 71
Karabekian dodges back and the blood soaked hands swipe the air.
Rolls
Grab - (1d100)
(59) = 59
Karabekian's Bout of Madness has ended this round
Rolls
Duration in hours - (1d10)
(9) = 9
Rolls
Brawl vs. 45 - (1d100)
(2) = 2
Dazes wear off this round, so Sanity rolls from all but Karabekian please
I can't catch a break. ;-;
Rolls
Sanity (44) - (1d100)
(79) = 79
Rolls
Sanity (52) - (1d100)
(97) = 97
The incredibly otherwordly visions you have just experienced loosen your grip on reality.
Rolls
Mark Sanity loss - (1d3)
(2) = 2
As the lights stop flashing before your eyes the horrendous visions are burned into your brain.
Rolls
Larry Sanity loss - (1d3)
(1) = 1
Rolls
Knife Roll versus 45 - (1d100)
(25) = 25
Damage - (1d6)
(1) = 1
Rolls
Damage - (1d3+1, 1d4)
1d3+1 : (1) + 1 = 2
1d4 : (2) = 2
Brawl (50) - (1d100)
(83) = 83
Rolls
Dodge vs. 40 - (1d100)
(89) = 89
As two of you are attacking in melee at the same time, you get a benefit from outnumbering the opponent. This allows you to roll and additional 1d10 for the attack, which can count as the 'tens' roll for your attack if it is better than the original roll. (ie if you rolled 83 for your attack, then roll a bonus die (d10) and get a 3, the attack is now 33. Go ahead and roll 1d10 each.
Rolls
D10 for advantage - (1d10)
(5) = 5
If you're aiming for the head specifically, roll another 1d10. This is a penalty die that if higher than the original tens, you'll take that one.
Rolls
Advantage die - (1d10)
(10) = 10
Rolls
penalty - (1d10)
(8) = 8
Rolls
Power (60) - (1d100)
(73) = 73
Rolls
POW vs 50 - (1d100)
(26) = 26
Rolls
Mark Dazed - (1d3)
(3) = 3
Rolls
Strength versus 50 - (1d100)
(78) = 78
Over the following weeks, you piece together the truth of the situation. James Gardiner enjoyed a vivid and fantastical dream life but somehow lost his ability to dream. He sought occult solutions to regain his dreams and found a spell in a tome that he believed would open the way for his dreams to return. Unfortunately, the spell and the book were never seen again.
Some strange entity from another world tricked Gardiner into performing the rituals he found in the tome. One prepared his body to become a vessel for the foul entity while the other led to his death, sending poor Gardiner’s soul into oblivion. His empty body could then be possessed by the entity—just as your investigators discovered.
Experience
Karabekian - First Aid
-Language Greek
-Occult
Brawling
Valentin
Spot Hodden
Larry
Knife
Rolls
Sanity gain - (1d6)
(6) = 6
Rolls
Sanity add - (1d6)
(2) = 2
Of course I start rolling low now...
Rolls
San Regain - (1d6)
(1) = 1
Of course I start rolling low now...