Sunday, November 10, 2013

Veronica Monsterhearts - The Hard Boiled


What am I trying to do here? I think the Hard Boiled should have a lot to do with clues and strings. There should be a lot of flexibility with how the Hard Boiled uses them, and ways other than the regular way for the Hard Boiled to get more clues faster. They are the gum-shoe, so they should be the one dealing with the bulk of the investigating. 

One of the things that happens when you have half your basic moves be associated with what the player thinks they should be associated with is that you end up removing one of the easier Casefile moves you get which is Instead of Stat X for this move, you get to use Stat Y. This may make me want to rethink using a modular system for half of the moves that everyone can access. Or not, because then that kind of gives players the freedom to do what they want.

Anyway, on to the Casefiles!

STATS - Choose One

EYES: +1, RASH: 0, HARD: +1, SOFT: 0
EYES: +1, RASH: -1, HARD: +2, SOFT: 0
EYES: +2, RASH: 0, HARD: +1, SOFT: -1

Other thought here, we might just give people a stat line. Something that they use like in Dungeon World where you pick an array so something like and make it across the board.
+1, 0, +1, 0 or +1, -1, +2, 0

MOVES - Choose Two

Tequila Shots ... Never Again
If you need to talk your way into a place you shouldn't be, ROLL+Eyes. On a 10+ you get into the location, and pick up 1 Clue on the way in. On a 7-9, you get into the location but you raise suspicion, choose one: You don't get full access, you get interrupted, or trouble shows up.

I Know Who You Did Last Summer
If you want to make a character talk to you, ROLL+Hard. On a 10+ they stop what they're doing and talk to you, and have information that is helpful so you gain a Clue. On a 7-9, they can ignore you unless you spend a string on them. Then they mark XP and you talk to them.

It was the Butler's son ...
If there you want to solve a mystery and there are three or more clues in a episode mystery, five or more clues in a personal mystery, or eight or more clues in a season mystery, ROLL+Eyes. On a 10+ you figure out who did it, you just now need to bring them to justice. On a 7-9, you can add a clue to whoever you think did it, but you expose yourself to danger. 6-, you add a new suspect, and give them that clue and a clue from the suspect you thought committed the crime as well as expose yourself to danger.

3rd Degree
If you interrogate someone to get information, ROLL+Hard. On a 10+ you get some information, get 2 clues. On a 7-9 you get some information, you get 1 clue, but you also expose yourself to danger.

Get Mad, Get Even
You can use the Manipulate an NPC with Hard. If you've already chosen Hard for that move then you get +1 forward to all your rolls using that move.

You're a Marshmallow
Whenever you take on a case for someone else, you can either gain a string on them or gain 1XP.

Putting It All Together
When you would use a move that gets you a clue, you gain an extra clue.

Let's Make a Deal
You may spend clues as if they were strings.


You've got dirt on everyone, take a string on everyone.
Someone used to be your friend, they now go out of their way to harrass you. They take a string on you.
You've spent extra time investigating a person, gain an extra string on them.


You've decided that this is someone you can open yourself up to, it's a touching moment and you both lose a string on each other. That doesn't mean that you aren't going to take this opportunity to do some sleuthing, so gain a clue that you can immediately apply if the person you had sex with is a suspect.


A family member abandoned you out of the blue?
1XP - When you discover out where they are.
2XP - When you discover out why they left.
3XP - When you convince them to come back.

Are you related to one of the wealthiest families in town?
1XP - When you discover which family you might be related to.
2XP - When you uncover which of your parents had the affair.
3XP - When you find out, one way or the other, if you are related to this other family or not.


You are primarily responsible for the Victim. Your secondary responsibility are the Suspects.


Gain +1 EYES (Max +3)
Gain +1 RASH (Max +3)
Gain +1 HARD (Max +3)
Gain +1 SOFT (Max +3)
Gain a Hard Boiled Move
Gain a Hard Boiled Move
Gain a Hard Boiled Move
Gain a move from Another Casefile
Gain a move from Another Casefile

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