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A small town. A small city is nearby. You are simple, (probably) happy people. You might be in high school. You might be in your 20’s, or you could be in your 40’s. You might know about the weird things in the world. You might even have a talent with magic. Of course, it’s more likely that you know nothing about the strange and dangerous menace which gazes upon your small town and your simple, humble lives.

Please note that this is still in progress.

Small Town Troubles (Campaign)

The town will get better fleshed out in the 0th session.

Player Characters

I’d like you to make your character sheets here on this wiki. Here’s an example character. I made a ’blank character sheet’ paste which is already in the markup of the site which you can just edit into the site. You could also copy/paste that ‘blank character sheet’ into an etherpad and edit it there while you think up a name or want to come back to it later on while working on it. You can list the character here, as well.

Campaign/Setting Notes

My and your setting and campaign notes will go here. These could be your notes about monsters or mysteries that you encounter. These could be props of letters or newpapers.

Teratologies

Session Reports

My (and hopefully your) session reports will be listed here.

Rules & Character Generation

The rules of the game can be flexible. Dice rolls may not be very frequent.

The Summary of Dials… Dialed

The rules come with a number of tweaks which help the system cater to a setting. All the other dials should be stated below in the other sections, but I’ll note the settings of the extraneous dials here:

The Bleeding rule is in use. Combat won’t be terribly often, anyway.
Extraordinary Healing is possible, but it will usually only move serious injury somewhere else (such as to the caster or to someone else), not remove it entirely. It will, however, likely be the fastest extraordinary ability in existence.
I will take Morale of enemies into account, especially if they’re ordinary people.
Depending on your opponents, enemies may be either Merciful or Bloodthirsty.
We will be using Player-Triggered rewards for Moments of Truth as described on p. 31.
The default Target Number (TN) of the game will be TN:2, for a gritty game where ordinary people are a little over their heads. In the occasions where a dice roll seems necessary because the action’s outcome will have an impact on the story but the task doesn’t particularly difficult, it’ll be TN:1. I encourage you to ask me how many hits you need to succeed a roll.

The remaining “dial settings” are handled in the Character Generation.

Character Generation

You have 6 Stat Points, because you’re normal people.
Hit Points are calculated as (End*2)+4.
Since there’s a point where it conflicts in the Core Rules, your Reaction Time is definitely calculated as the average of your Agility and Will.
Skill Points are formulated as (Edu*3)+10.
Trait points spent on Education do not grant 3 “free” skill points. I believe that’s what Stu was trying to address in this post on his blog.

Setting Skills

Most of the skills in the Core Rules are available. There are also a few Setting Skills. You should justify why you have certain skills.
Crypto-zoology: You fucking weirdo, why would you ever believe in that bullshit? Why the hell did you invest so much time in that shit?
Thanatology: You study the theory of and truth behind Death.
Thaumatology: The study of magic. It can provide information on arcane laws and magic. Although very difficult and extremely dangerous, it can be used to attempt to invent new spells. Critical failure on a Thaumatology skill roll adds entropy. Thaumatology is necessary to know spells or that a character’s skill level with any spell cannot exceed the skill level of Thaumatology.

Traits

Boons

We Are Not Alone: You are aware of the existence of the paranormal and might have some intimate knowledge of it.

Talents

We Are Not Alone: You are aware of the existence of the paranormal and might have some intimate knowledge of it. Include

Initiative

Since we’re remote, we’re not going to use the initiative system as written. Instead, each PC will roll their Reaction Time and we’ll just organize the initiative by descending.

Magic

Magic rules pending.

Everyone is capable of casting magic. However, knowledge of spells is difficult to come by.

Injury & Death

I’m tweaking the rules dealing with injury from pp. 41-42. The wounding thresholds of 6 and 2 perform normally. However, a character doesn’t immediately drop unconscious or incapacitated when they reach 0 hit points, and more penalties are introduced. The adjusted penalties for these injury thresholds are as follows:

Hit Points Injury Penalty
6-1d6
2-2d6
0-3d6

Upon reaching 0 hit points, the character must make an immediate endurance stat roll, modified by the injury penalty. 2 successes allows the character to remain aware and capable, but staggered (a new condition): the character is only capable of either a move or an action. Any further injury incurs another stat roll, modified by the appropriate injury penalty.
If the injury penalty makes the Endurance stat roll impossible, the character is incapacitated.

Poor Healing

If you can’t heal serious damage with medical attention, you can naturally heal all but one point of that serious damage. This can stack. Realistically, this would be one point of serious damage from each blow that dealt serious damage (e.g. two gunshots which of course deal serious damage which you do not seek medical attention for would lower your effective max health by two points – one for each gunshot). I am open to either having it be from each blow or from each combat – let’s have that discussion.

Awarding Experience & Character Advancement

I will award XP on a fast progression (4-8 XP per session). XP will be based on several things: interactions with the supernatural or bizarre; characterization of your character; and progression of the story.
This is a potential rule that I might put into play: Each time a PC takes a failure or a critical failure, I’ll award the party an experience point. This is to encourage you to accumulate Moments of Truth and to complicate your lives. Despite this, I want to affirm that Raising the Stakes and taking setbacks are really great ways of earning MoTs.

Increasing Agility and Perception cost half again the XP listed. All the other XP-costs for other stats and skills are as listed on p. 59. Advancements should be justified by the narrative, as described on p. 60.