Teen Detective (Cthulhu Dark hack).pdf

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TEEN DETECTIVE
TEEN DETECTIVE
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Player Guide overview
Creating Your Teen Detective
Name, hook and how they became a detective; Family Dark Secret;
Motivations; Starting Lightbulbs
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Playing the Game
Edges; Lightbulbs; Taking risks; Putting things right
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GM Guide overview
Methodical puzzle-solving; Collaborative story creation; Pulp action
investigations; Considerations for particular playstyles
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Structuring the Game
Building the springboard; Chasing leads; Proving their case and concluding
on the mystery; Deciding how to put things right; Carrying out the plan and
facing the consequences; Ending the game; The world of the teenager
TEEN DETECTIVE first edition by Epistolary Richard 2017
Based on
Cthulhu Dark
by Graham Walmsley
Cover art by Aviv Or
If you’d like to include these rules in a teen mystery you’re publishing, please
contact epistolaryrichard on Google+ or at yahoo dot com
T
EEN
D
ETECTIVE
P
LAYER
G
UIDE
In
Teen Detective,
you don’t just solve teen-based mysteries, it’s also down to you
to decide what to do about the culprits and how best to put things right. In some
cases you can hand them over to the police, in others you may have to get a lot
more creative. Your own teen may not be entirely innocent: your teen’s
motivation may clash with your fellows and your family may be harbouring a
darker secret than you know.
You solve mysteries by talking to people, finding physical evidence, spotting the
lies and then sifting out the truth. These people, the evidence and the wider
world is portrayed by the Games Master (GM).
Sometimes witnesses are unwilling to tell the whole story or physical evidence
is hard to find; in these situations you need to find leverage over the witness or
more details on what you’re looking for. When you have such info, it’s called
having an
Edge.
You pick up most Edges through unravelling the mystery, but if
you’re stuck you can also occasionally create one by using a Lightbulb. Once you
have an Edge, the witness will be more cooperative or you’ll be able to find
additional evidence. Be aware, though, using an Edge may come back to bite you.
Should you ever feel completely stuck with a mystery, you have a very limited
resource to help called
Lightbulbs.
Lightbulbs represent that ‘Aha!’ moment
when a detective makes a new connection or realisation about the case. You
start with only 1 or 2 Lightbulbs and can spend one to add something new to a
previous scene. This should give you new leads to work in order to help towards
a solution. You can also spend a Lightbulb to give yourself an Edge right in the
moment.
Finally, occasionally, you may put yourself at risk or in danger where the outcome
is uncertain. Here you roll dice to see how well it goes for you. Do this too
often, however, and a
Dark Secret
about your family may emerge and take you
out of this mystery.
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C
REATING YOUR TEEN DETECTIVE
Name, hook and how they became a detective
Listen to the GM’s description of the community in which the mystery is set
(such as small-town America). Then create a teen with strong ties to one
or more aspects of that community:
Give them a name and a hook (e.g. ‘jock with a heart’, ‘rebel daughter of the
mayor’, ‘it crowder fallen out of favour’). Then add one or more ways in which
they’re tied to the community.
Teen Detectives may start out as regular kids, but regular kids hang out
with their peers, not investigate them.
Detail what incident made them a teen detective and how they started working
with the other player characters (PCs).
Then, introduce your teen to the other players and listen to their introductions.
Family Dark Secret
For each PC, including your own, write a possible Dark Secret about their family.
The other players will each write one for you.
Select two you like and hand them to the GM. The GM will discard one and keep
the other
Even you are not certain as to your teen’s family secret.
Motivations
Unlike professionals, teen detectives often don't have the same motivation. The
GM will offer you several different motivations suitable for the current mystery.
Each player must select a different motivation for their teen.
Starting Lightbulbs
If you decide that your teen detective has been ostracised from their peer group
because of previous incidents then they start with 2 Lightbulbs. If not, they start
with 1. How to spend and replenish Lightbulbs is described further below.
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LAYING THE GAME
The GM will lay out the starting situation; she may ask you questions about what
your teens are currently doing or she may start you in a particular scene. You
play by describing what your teens say and do and the GM will tell you the
consequences. At the end of the scene, it will be down to you to describe what
you want to do and where you want to go next.
Early on, the GM will introduce elements of the mystery. You solve these
mysteries by talking to people, finding physical evidence, spotting the lies and
then sifting out the truth.
Most lines of investigation will build on themselves, providing you info that
you can use to get more info (this is called gaining an Edge).
You can also generate connections where there were none before by
creating info your teen suddenly “remembers” (called spending a Lightbulb).
In the pursuit of the mystery, you may end up putting your teen in danger.
You’ll then roll dice to determine what happens and it may trigger the
revelation of your family’s Dark Secret.
Edges
An Edge is a information that allows you to discover something that you could
not before. Some examples of Edges include:
Information about a person that will lead them to tell you more, e.g. knowing
that they are cheating on their boyfriend (allowing you to blackmail them) or
that they have a secret passion for jazz (allowing you to befriend them);
Information about a piece of physical evidence, e.g. knowing the licence plate
of a car will allow you to find it in an impound lot;
Having a particular specialism, e.g. having a detailed knowledge of cameras
will allow you to guess what type of camera took a photo.
Most Edges are picked up during the case. You can also create an Edge in the
moment by spending a Lightbulb.
The GM will not tell you when you have discovered an Edge, it’s down to you to
be able to connect how information fits together and realise you have one. If you
believe you have an Edge in a situation, though, tell the GM and let them decide.
Be aware, Edges wear out. Also, some witnesses don’t like being pressured
or blackmailed and there may be consequences down the line.
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