We Used To Be Friends Ashcan 0510b
We Used To Be Friends Ashcan 0510b
We Used To Be Friends Ashcan 0510b
jonathan lavallee
designed and written by jonathan lavallee
Veronica Mars is one of my favorite TV shows of all time. I bought all the seasons
on DVD. I’ve shown it to all my friends, and family. It’s one of the best detective
shows I’ve seen, and I’ve seen a lot as detective and crime shows are a genre I love.
Part of what makes Veronica Mars great is how it layers the mysteries. You get
some immediate action with the mystery ‘du jour’, but the larger problems don’t
fade away and the show takes care to make sure that these longer mysteries aren’t
forgotten even if it’s only in moment to point out a clue or create an emotional
scene. That’s one of the things I wanted to try to encapsulate in We Used To Be
Friends. The structure allows characters who aren’t necessarily engaged with the
episode mystery to explore the season long mystery, or their personal mystery.
Detective and mystery RPGs themselves have a feature; the good ones need a
lot of prep time. Some people enjoy that, and there are some wonderful games
out there if you do. We Used To Be Friends is an attempt to create a collabo-
rative game that requires little preparation and pre-planning since there isn’t a
single person tasked with that responsibility. The hope is that you can create the
mystery as you discover your clues and even surprise yourself. The goal is to get
that feeling you get when you read Raymond Chandler novels, or watch a show
like Veronica Mars or Riverdale.
There have been quite a few people who have been a huge part of this project.
Amber has been the first one to listen to some weird ideas and push me to be able
to explain them in a way that makes them clear and concise. She’s the person who
reminds me to be happy in my creativity.
Krista by being incredibly excited by this idea when I first uttered it.
Kate for feedback and specific moves in the Yearbook Profiles when I got stuck,
and for playtesting.
Rob, Stras, Mikael, and everyone at the GREAT GAME EXCHANGE who
questioned me on how the rules would work, and for the various fixes that were
applied because of it.
Lisa Padol for the tweet storms about the whole thing.
Of course, the people who made Veronica Mars, which as I said you should
check out. And all the umpteen million PbtA games that have been an influence.
Monsterhearts, Dungeon World, Headspace, and all the other ones that are out
there. I’d list them all, but that would be a book unto itself.
—Jonathan
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All About
Leacock
Vocational and
Educational
School
Before you begin playing We Used To Be Friends, it’s important that
everyone understands the principles that push this game. In a collabora-
tive environment, the best story is created when everyone is working in
the same direction. Even if the characters disagree, the players need to
reach some sort of a consensus to move forward. These principles help
you create the most interesting story.
When anyone feels stuck, or uncertain, use these principles as a reference
guide to keep the game moving.
Be Mysterious!
A big part of the game is to solve a mystery. Mysteries should never be
straight-forward, there should be multiple suspects, and multiple poten-
tial answers up until the last possible moment. Extend the mystery when
possible. Make the tension palatable. Keep everyone guessing, including
yourself. Surprise people with the direction of the episode!
Have a Life!
Don’t get too wrapped up in the mystery. If you don’t know what to do,
start picking on your relationships. Throw a party. Aim to get that hot
date. Get the samples for the science project. Make sure to take the time
to have messy relationships, bad ideas, or join sports teams. Fight with
your parents! Fight with your friends! Make up! Having those real-life
moments, pushes drama in your games.
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Take Risks!
Mysteries are never solved by sitting back and letting the clues comes
to you. Your characters are going to have to do things that put them in
harm’s way. They’ll have to infiltrate, lie, sneak, and reveal things that
people don’t want to have revealed. Don’t feel the need to coddle the
characters; put them where they can find information and make them
deal with the risks of wanting to uncover the truth. The game doesn’t
have a “life point” mechanic so the game doesn’t tell you when your char-
acter dies, you do. Put them at risk and let them dig their way out with a
fistful of clues and some scrapes and bruises.
Question Everything
Part of what makes mysteries complex is that very few things are what
they appear to be. People are friendly on the outside but are secretly
trying to hide their guilt. Those who wouldn’t hurt a fly can commit
murder under the correct circumstances. The simple seems too easy and
the complex is often hiding a simple truth.
Hell, it’s not like you’re even honest with yourself. Reasons for doing
things can be muddied by your character’s personal tragedies. Emotions
and memories can trigger and push in one direction or another. No one
is above suspicion, especially not your character.
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that move fit within the context of the fiction, or you can do them all
concurrently or consecutively, but you can’t do it without the fiction.
It’s all fiction, you see.
Everyone’s a Suspect
While it’s a part of Question Everything, this principle really needs its
own line. Everyone can be a suspect, as long as you can come up with
some motivation. It doesn’t have to be immediate, but it could reveal
itself eventually. In the end, it’s open season, and if there’s an opening in a
mystery then feel free to put anyone down as a suspect. Another char-
acter, someone who people like, someone who people hate, just someone
who could be seen as a suspect to the crime. Even the good child can
show that with money, resources, and a distinct drive for revenge, they
can organize someone getting their brains blown out.
This could lead to your character being a suspect. If that happens, go with
it. Find out if your character would do it, or if it’s a frame job.
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Don’t be gentle with NPCs, they get beat up and taken advantage of on a
regular basis. They’re a little too helpful and get in the way.
That means you should give the NPCs simple goals. Give them one thing
that they want and run with it. If they want revenge, then that will drive
their actions. If they’re looking for closure, then they’ll jump at any
opportunity. If they’re going against their will, every opportunity to get
out of trouble is something that they should take. Give them a singular
motivation so that if someone else needs to play the NPC, they can.
If the scene changes, then their motivation can change. They may have
wanted revenge in one scene, but later on, they might want to run for the
hills at the first opportunity. As long as you tie it to the fiction, feel free to
have them change their emotions but don’t let it get muddled with having
more than one drive at a time.
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WELCOME TO BLANK
Now that you’ve got an understanding of the mindset to play We Used
To Be Friends, here are the steps to start creating your teenage detective
drama game.
The Haves
Choose 2
• Technology
• Entertainment
• Old Money
• Real Estate
Technology: There were quite a few people who made their money
working with tech. They developed some kind of transformative software
that changed how we used the Internet, or they could have come up with
a piece of hardware that’s in every cell phone. Whatever the technology
is, it leads to a lot of money.
Entertainment: The entertainment industry bleeds money, and a lot of it
is bled on the higher-end actors and musicians. They may just be going
through the motions, but it doesn’t matter because how do you say no to 8
figures? Musicians, Movie Stars, Athletes, and Media Moguls can be congre-
gating here, or looking for some time away from the spotlight in your town.
Old Money: Some families have had money for ages. They’ve come into it
through decades, or even a century or two of wealth. You could have gotten
it from any of the ways mentioned on the list, but that was before. Now
you’ve got enough money that you use your money just to make more money.
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Real Estate: No property too large, no fee too high. That’s what these
people live by. They buy and sell what they can, and sometime create
situations that help them out regardless of who is living on the land they
are wheeling and dealing. All that matter is the commission checks that
keep coming in.
The Nots: Even though there’s a lot of wealth going on, there’s also a
reason why the two options are millionaire or barely scraping by. Choose
two from this list:
• Single Major Employer
• Only Shit Jobs Available
• Lots of Debt
• Lots of Veterans
Single Major Employer: When there is only place to get a job that’s worth
anything, there’s a fight for the few good jobs that are available. The jobs
that support that major employer don’t pay nearly as well, which means
that there’s a stranglehold on who gets the good jobs and who doesn’t.
Only Shit Jobs Available: When politicians talk about “job creating” they
count pretty much anything that pays money, even if it doesn’t pay a living
wage. If this is chosen, it means that there’s really only part-time, minimum
wage jobs, with no benefits and no flexibility. It says you work Christmas
Eve, you better damned well be there, or you can kiss your job goodbye.
It can be used alone or with Single Major Employer to help reinforce that
situation.
Lots of Debt: Because there’s a lot of wealthy people around, there’s a lot
of other people who try to keep up even if they can’t afford it. Lots of
failed businesses, and credit card bills as far as you can see.
Lots of Veterans: Veterans make up a huge percentage of the unemployed
people, particularly if they’re younger veterans. If there’s an influx of
youthful vets coming home, there are likely no jobs available for them,
and it’s not like life just stops either. They have bills to pay too.
Who is Important
There are all sorts of people who are important and influential in their
own way in your town. You’re going to come up with them here by
answering the top two questions. There are some Profiles that should
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answer these questions. If you have more than one, you can work on it
together or answer just a part of the question.
(Delinquent, Socialite) Who are the richest families associated with
the two categories you picked earlier?
(Hardboiled) Who is the local detective?
(Sidekick) What are the most popular students in school called as a
group?
(Tech Geek) What piece of technology has changed the town?
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HOW TO HOST
A MYSTERY
You have your Yearbook Profiles; you have your city. Now you have to
start building your mysteries. There are going to be two levels of mystery.
The Episode Mystery is the shared mystery, it will determine the length of
your session. The Personal Mystery is for each individual character and
can be explored at each character’s own pace.
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The Victim should be local, and the Victim or the Client needs to be close
enough to the characters that they can contact them without any trouble.
There isn’t a PI office and a receptionist available, so proximity is how
they’ll usually interact with the characters. The location should be nearby,
so there aren’t any special visits to a prison on the outskirts of town or
traveling to the border to stop someone from crossing.
Once all the elements have been decided, ask the following question.
Which character are they going to approach, and why does that char-
acter care?
A group of people sit down to play ‘We Used To Be Friends’. Kate,
Daniel, Jonathan, Eric, and Jeanne have their characters, but they
need to come up with an Episode mystery for the session. They start
with the Crime, which Eric says should be extortion. Someone is
trying to get someone else to do something that they don’t want to
do. Daniel suggests that Nadia Shah, the student body president, is
the one being extorted, and it’s a video of her and her girlfriend Julie
making out. If Nadia doesn’t push for some changes, that video will
go to her parents and out her to people from whom she wants to
keep her sexuality a secret. Jonathan says that Julie is the Client, she
wants to help Nadia even though Nadia just wants to do whatever
the person wants and hopes they go away. Eric suggests that the loca-
tion is Julie’s bedroom, which is where the video was shot and the
first suspect is tricky, but Kate says that it should be Eric’s character,
Gia, who is the first suspect. Eric laughs and agrees. Jeanne suggests
that Julie approaches her because Jeanne is on the student council
and the extortionist is demanding Nadia to do things that Jeanne is
fighting against.
THE PILOT
When you do the Pilot episode of your game, you may want to start with
two possible suspects. It can take a lot of time to build your city and come
up with your characters, so that may not leave a lot of time for building a
satisfying mystery. Usually it doesn’t have more than two suspects. If you
have two, you can have a multi-directional pull.
Of course, you don’t have just to do this in the Pilot. If you feel it would
be good to have two suspects in an episode mystery, or even all the
possible suspects fleshed out, then go for it. The best example of that is
when something gets stolen and it had to have been someone in the room
because no one else came in, and no one left.
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A QUICK NOTE
Look, one of the crimes I didn’t mention was rape. That’s because it
could be a difficult topic for someone at the table. There are a lot of diffi-
cult emotions and feelings about rape. Using it, especially if you haven’t
discussed it with everyone ahead of time, is often an unpleasant surprise
and will severely affect them and the fun that they’re going to have. This
is a game where everyone needs to work together to make an exceptional
story, and you need to respect the limits of others. This respect is more
important than any sort of “creative license” you might feel.
My suggestion is defaulting to leaving rape as a “mystery” to be solved
off the table. Remember that everyone is here to have an enjoyable time.
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Interactions
Interactions are mechanical ways that the characters interact with
each other, with the mystery, and with the game. Because We Used To
Be Friends is collaborative, the system has to do some of that lifting to
make it easier on the players. Each player should keep track of their own
personal Interactions, and the group needs to keep track of the larger
story Interactions that take place.
Interaction come in two types: Clues and Conditions.
CLUES
Clues are the lifeblood of a mystery. They’re what’s left behind, the trail of
crumbs that the detectives use to figure out what happened. They can be
objects, pieces of information, eyewitness testimony, means, or moti-
vations that you can place on various suspects during the investigation.
Every character can find clues when they use their Gumshoe move, but
certain playbooks do more with clues than others. No matter what, every
Profile can solve crimes.
Clues are tangible because they need to tie back into the mystery, but the
question is always which mystery. There has to be some definition to it. It
may be a doctor’s file, or a photo of the scene of the crime, or a speeding
ticket. What that clue means and who it’s associated with waits until you
make the move called Putting It All Together.
It’s important to remember that clues drive the fiction. It’s how the
mystery is revealed. When they are tied to the fiction, they need to be
tied securely.
You can use Clues in the following ways.
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To Solve a Mystery
Solving a mystery requires a final Clue to be placed on the suspect. How
many clues lead to a final one depends on what type of mystery it is, and
how many people are playing. When the last Clue is placed, you finish
your scene where you get to have the big reveal. You get to talk about
how the mystery all came together, and how the clues all fit properly.
That’s your dénouement, and part of that means getting some rewards
for solving the crime. Depending on the mystery, there is a distinct set
of questions. Each one has a mandatory question, and the list itself isn’t
exhaustive so if you think of better questions that you want answers to,
then go for it. These questions should be difficult and create as much
drama as they possibly can.
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Amber says that maybe it’s too specific and says what if it’s just a
birthday card. Daegan wants to add that they found it in Emma’s
room so that they remember some details, and everyone is okay with
that, so they add the clue “Birthday card found in Emma’s room.”
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Special Rules
Because this game is collaborative, there are a few extra rules that will get
referenced that you need to be aware of.
This is possible, but you have to take two conditions to explain how you
got away. This can be dangerous because if you end up getting Taken Out
then you’ll end up in a worse spot than you were before. Of course, some-
times that makes it more interesting.
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CONDITIONS
There is no “damage” in We Used To Be Friends. People can still die,
harmful stuff can still happen, but damage and death aren’t the focus.
Instead of a set of numbers, characters gain conditions. Conditions are
words, or phrases that get attached to your character and will affect them
when they make sense to do so in the fiction. They’re removed when a
character uses the move Open Up or when everyone agrees that they no
longer apply because the fiction surrounding the character has changed
enough to remove the condition.
Remember, everything ties back to the fiction.
It’s important to remember that the fiction also dictates when you can
use one or more Conditions. Each Condition applies a -1 to your roll. For
example, if you character is trying to physically intimidate someone else,
but they’ve got a Condition called bruised black and blue? Then you’re
going to be a -1 to the roll. You’ll get -1 for each Condition you have that
applies to the situation. That means if you were bruised black and blue
and publicly humiliated then you might be at a -2 to a roll, but if you
have bruised black and blue and broken camera then you’re only going
to apply a -1 to the roll. Don’t try to force Conditions on a situation. A -1
is a big deal, a -2 is an even bigger deal, -3 should never happen, ever.
When a Condition gets attached, it falls into one of three distinct catego-
ries:
• Physical
• Emotional
• Social
Physical Conditions are the things you can see to you or your stuff.
Black eyes, smashed-in headlights or even something simple, like a
soot-covered face, are all Conditions that you can get depending on the
situation. If it affects physical stuff, then it’s a Physical Condition.
Emotional Conditions are the ones that hurt you in your feelings. Being
abandoned, being terrified, or intimidated are all emotional conditions. If
it’s something you’re going to feel, possible for years to come, then it’s an
Emotional Condition.
Social Conditions are placed on you when people see you differently. If
you’ve got a reputation for being a tough guy but get outed as a softie,
your threats aren’t going to have the same impact as they did before you
were exposed. Social climbing and falling, public perceptions, gossip and
rumors are all Social Conditions that your character can receive.
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Taken Out
When you’re taken out of a scene, it doesn’t mean that you’re dead. It
means that you immediately go to a cliffhanger where something bad
happens to your character: They get kidnapped by the Irish gang at the
bar. They get beaten up by group of friends looking for revenge. They get
caught and dragged to the police station in handcuffs. They become a
Suspect in the mystery, either with a Clue to their name, or because the
police are watching them.
The consequences shouldn’t be pretty. However, all your Conditions reset
to a single one that most applies to your current situation. What came
before doesn’t really matter anymore… because everything just got worse.
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TRAITS
Traits are abstract ideas that help describe and define the limits of a
character. How they react, how they look, how perceptive they are, are all
defined through these Traits. Each Yearbook Profile has five Traits, and
two different tracks that allow the players some choice in how they want
their character to act.
Choosing which track is important because it focuses on different Traits.
Each trait is important and will define how the characters get into trouble.
EYES: If you need to be aware of something, then EYES is what you’re
going to need. This ranges from picking up on clues that were left behind,
reading a witness’ body language, or even picking apart someone’s weak
spot before jabbing with your taser buzzing in your fist. If you want a
character who is going to pick up on all the details, then you’re going to
need a good set of EYES.
RASH: There is a time for thinking, a time for plotting, and a time for
saying screw that and just doing what needs to get done. When you’re
acting without thinking, that’s using RASH. This is a trait for people who
don’t like thinking, they just want to grab what they need and go. They
can overwhelm the opposition with their aggression or pick up clues by
grabbing what they can and going. If you want a character who is way
less interested in talking, and far more interested in doing, then you’re
going to want to be RASH.
HARD: Feelings, bah. You can’t let feelings get in the way of doing what
you need to do. Feelings just make you hesitate and end up getting you
hurt. When you need to compartmentalize what’s going on, you end up
sounding HARD. People who don’t get it are just jealous. You can do
what needs to be done, regardless of what it might be.
SOFT: Everyone has needs, hopes, and dreams even if they don’t want to
admit it. You’re SOFT on those kinds of people, because you know that
they just can’t see what they really need. That’s what this skill is about,
understanding your feelings, and the feelings of everyone around them.
You know that people can’t exist on their drive for revenge, or their need
to self-destruct. There needs to be more to life than just that.
BODY: Everyone can get physical. If things aren’t hard for you to accom-
plish, then that means you have enough BODY to get the job done. This
is very much something about the physicality of your character and has
nothing to do with their looks.
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BASIC MOVES
There are five basic Moves. Everyone in a mystery story has access to
these. They will describe what fictional action triggers it, and what results
you get depending on what you roll. What’s different in is that during
character creation you will decide which Moves trigger with which
specific Trait. Each Trait can only be assigned to a single Move, which
means your character is going to be doing a few moves regardless of what
you decide their starting traits are.
As a reminder, Moves all break down into the best result (achieved on
rolling a 10+), a good result with a cost (achieved on rolling a 7-9), and
a cost (achieved on rolling a 6 or less). As a cooperative game, it’s up to
the group to decide on the bad thing that happens to your character. This
is one of the ways you can have fun, putting your character in dangerous
predicaments and seeing how they manage to get out of it.
The following moves will have some examples of how they will work if
you tie them to a particular trait. That will give you some idea of how the
two work together.
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Gumshoe
Whenever you’re looking for information, Roll+Trait.
On a 10+ you bank 2 Clues and ask 1 Question of the situation.
On a 7-9, you choose one: bank 1 Clue, ask 1 Question, or bank 1 Clue
and ask 1 Question but get a cliffhanger.
On a 6- you still bank 1 Clue but you’re going to get a cliffhanger.
You may ask one of the following questions. You may spend more banked
clues to ask more questions if you want. The rest of the group can answer
these questions.
• Who should I talk to next?
• What am I missing here?
• When is something bad going to happen?
• Where does this lead me?
• Why should I care about this?
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Open Up
When you connect with someone by revealing something personal,
Roll+Trait.
On a 10+ choose 2 from the first list and 1 from the second list. You can
choose the same thing twice.
On a 7-9, choose 1 from the first list, and 2 from the second list. You can’t
choose the same thing twice.
List One:
• They comfort you and you remove a Condition
• They listen to you and a NPC will do what you want short of
confessing to a crime.
• They listen to you and you can ask a PC to do what you want, if
they choose to, they get 1 XP
• They understand you and they become a Better Friend
• They work something out with you; bank 1 Clue
List Two:
• You reveal something too personal, and you get a cliffhanger
• You say something offensive, and hurt their feelings
• They tell you what they want from you
• You say something that makes a problem worse
• They don’t like what they hear, and they become a Worse Friend
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of them. People know that if they talk to you, they’re going to get the truth
no matter how painful it ends up being.
BODY: You connect through touch. A hand on the shoulder, a hug here.
Physical contact is what allows you to feel connected. It doesn’t have to
be sexual, though it often is, using your BODY to make a connection just
seems right to you.
And Action
Whenever you act where there’s any immediate danger, Roll+Trait.
On a 10+ you get to act with and pick 3 of the following options. On a
7-9, you pick 2:
• You deal with the danger in a way that gives you an advantage
• You don’t have to end the scene with a cliffhanger
• You don’t take a Condition.
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These five Moves cover the basic ground that is needed in a mystery story.
Finding out clues, getting in and out of danger, talking with witnesses,
taking people down, and solving mysteries. Beyond these five basic
moves, each Profile will have their own moves. These are outlined in their
profile and help define what make that character special.
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FRIENDSHIP IS MAGIC
Friendships and relationships are a major part of the game. Player
Characters, as well as NPCs will come and go into the character’s lives,
and their relationships will change. Sometimes the fiction will drive this
change, other times it’s going to be an option in a Move that someone
makes.
Each Profile has sections for various types of friendships, and a number
that lists the maximum amount of characters who can fit with those
friendships. Some will have more good friends, and rivals, while others
make enemies left and right. Each friendship has its own associated
Move that you may choose to bring into play. with various numbers avail-
able at each level. This is the total amount of friendship spaces available.
The spaces used are important because the fewer spaces used, the more
intense the relationship is and the higher bonus you roll when you make
a move. To determine what the bonus is it’s +3–the number of friend
spaces used, to a minimum of 0.
If a space is all full, and you want to bring in a new character in that type
of friendship, the new name replaces an old name in that friendship. If
you can only have 2 good friends, and both of those spaces are full, you
must replace one of the current good friends with the new good friend
you want to have.
Best Friend
Every Profile has a Best Friend move that is unique to the Profile. You can
only use this with or on your best friend, depending on what the text says,
and there’s usually some XP involved in using it.
Who you consider your Best Friend is different. You write it in at the
beginning of the game, and at the end of each episode you can look at
who you consider your Best Friend and change it. Best Friends aren’t
always reciprocal either. Just because you consider someone to be your
Best Friend, doesn’t mean that they think that of you.
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Enemies
There are people you just can’t stand, and the feeling is mutual. You hate
them, and you don’t mind going out of your way a little bit if it will ruin them.
Enemy Move
Whenever you interact with your enemy, Roll+Enemy.
On a 10+, choose 2 bonuses, and 1 situation.
On a 7-9, choose 1 bonus, and 2 situations
Bonus
• Take +1 forward if you confront them about something they’ve done
• Take +1 forward if you attack them
• Take +1 forward if you interrupt their immediate plans
Situation
• They start a fight
• They get you in trouble
• The invalidate a clue on the suspect with the most clues
• They embarrass you in public
• You have an emotional moment and change your relationship
Rivals
These are the in-between people. You may have some personal animosity,
but you can put that aside for the greater good to achieve a goal. Once
that goal is out of the way, you can go back to wondering how you’re
going to beat them because you know that they’re feeling the same thing.
Rival Move
When you interact with your Rival, Roll+Rival.
On a 10+, you choose either 1 bonus, or 2 bonuses and 1 situation.
On a 7-9, you choose 1 bonus and 1 situation.
Bonus
• Take +1 forward if you challenge them
• Take +1 forward if you boast about defeating them at something
in the past
• Take +1 forward if you defend someone else in their presence
Situation
• They challenge you at something new
• They do something to get back at you for a previous loss
• They talk about how they defeated you at something in the past
• You find a new enemy to unite against and change your status
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Acquaintances
These are the people you know, but not really. You recognize them, you know
their names, but you won’t have deep meaningful conversations with them.
Acquaintance Move
When you interact with your Acquaintance, Roll+Acquaintance.
On a 10+, you choose either 1 bonus, or 2 bonuses and 1 situation.
On a 7-9, you choose 1 bonus and 1 situation.
Bonus
• Get +1 forward if you help them with a problem
• Get +1 forward if you defend them from an attack
• Get +1 forward if you ask them for a favor
• Have a moment and make them a Good Friend
Situation
• Make a problem they had worse
• Get dragged into a problem that they had
• Remind the characters of a favor owed
• Do something that makes your relationship worse
Good Friends
You might only have one Best Friend, but it doesn’t mean that you can’t
have a lot of good friends. Good Friends are the people you want to hang
out with, your circle of friends that you can call if you need help, and in
return you’ll drop what you can to help them. They’re like your chosen
family, with all the wonderful messiness that entails.
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we used to be friends
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Yearbook
Profiles
When choosing your Yearbook Profile, don’t feel that you need to “cover
all your bases.” Each Profile has their own way to solve mysteries. The
game doesn’t require the Hard Boiled to work.
The Sidekick
You’re that nice person that’s always there. The one people rely on when
they need a favor. You smile, and you do it knowing that this could lead
to trouble. But they’ve been there for you when you really needed it.
Besides, you can always learn a thing or two.
The Delinquent
Your life hasn’t been the kindest, despite any advantages you may have. It
looks like you’re acting out but really, you’re just running until you hit the
thing that stops you, and if it kills you then so be it. It’s better than falling
backwards into oblivion.
The Socialite
Everything has been handed to you because of your status. Friends,
money, opportunity has never been too far from your grasp. How do you
plan to use it? For the benefit of others? Or to hide your sins? Or both, as
the need strikes you.
jonathan lavallee
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Traits
Choose your Traits:
EYES: +1 RASH: -1 HARD: +2 SOFT: 0 BODY: +1
EYES: +2 RASH: +1 HARD: +1 SOFT: -1 BODY: 0
Intimacy Move
Intimacy is kind of a big deal for you, you get vulnerable in ways that you
aren’t completely comfortable with. It’s a touching moment, and you can
both make your Relationship Better. However, this doesn’t mean you
can’t do some sleuthing. Bank 1 Clue; 2 Clues if the person you were
intimate with is a Suspect.
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Best Friend
Your Best Friend is ___________________________. If they do you a favor,
they get +1 forward when doing anything in regard to fulfilling favor. If
they complete the favor you gain 1 XP.
Other Friendships
Enemies 3 Someone ruined someone’s life, how?
Rivals 2
Acquaintances 2 There was some help in a sticky situation, what was it?
Good Friends 1
Personal Growth
You have to stay busy; putting the bad folks away is what allows you to
sleep at night. Whenever you solve a mystery, you get 1XP. When you get
5 XP, you can choose one from the following list.
Mystery Responsibilities
Primary: People. You’re going to be in charge of the human element of
a mystery. You’ll help come up with who the Victim is, who the Client is
going to be, and who the first Suspect is going to be.
Secondary: Problems. Crime and danger are what you get to play with.
When coming up with mysteries, what the Crime is falls in your hands.
If there’s a situation where you need to come up with a danger, then it’s
going to fall to you.
jonathan lavallee
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THE SIDEKICK
You’re that nice person that’s always there. The one people rely on when
they need a favor. You smile, and you do it knowing that this could lead
to trouble. But they’ve been there for you when you really needed it.
Besides, you can always learn a thing or two.
Traits
Choose your Traits:
EYES: +1 RASH: 0 HARD: -1 SOFT: +2 BODY: +1
EYES: 0 RASH: 0 HARD: -1 SOFT: +2 BODY: +2
Sidekick Moves
These are all the moves you get as the Sidekick. You get to choose one of
them.
¤¤THOSE ARE CALLED DIMES
When you help someone investigate their personal mystery, Roll+-
SOFT.
On a 10+ pick two: you let them bank a Clue, you let them place a Clue,
or they get +1 forward on their next scene.
On a 7-9, pick one and either take a Condition, or get a cliffhanger.
¤¤THE BEDROCK UPON WHICH OUR
FRIENDSHIP IS FOUNDED
When you do a favor for your Best Friend, gain 1 XP. You can gain XP
once per episode.
¤¤YOU CAN’T TAKE THE COOL OUT OF ME
When you want to fit in, Roll+SOFT.
On a 10+ you fit in and no one will bother you, and you can add
someone as an Acquaintance.
On a 7-9 you fit in, but either someone will bother you, or you create a
problem for someone.
Intimacy Move
You’re such a nice person, everyone likes you so much. When you are
intimate with someone any characters who like this person loses a Condi-
tion. The people who hate this person gain a Condition. You included.
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Best Friend
Your Best Friend is _________________________. You can remove all
Conditions of a single type from your bff if they change the nature of a
relationship of your choosing to the level of your choosing.
Other Friendships
Enemies 1
Rivals 2 Someone resents a friendship you have.
Acquaintances 2
Good Friends 3 What secret do you know from your good friend?
Personal Growth
You’re all about helping others. You get XP when your Best Friend solves
a mystery. When you get 5 XP, you can choose one from the following
list.
¤¤¤ Gain +1 EYES (Max +3)
¤¤¤ Gain +1 RASH (Max +3)
¤¤¤ Gain +1 HARD (Max +3)
¤¤¤ Gain +1 SOFT (Max +3)
¤¤¤ Gain +1 BODY (Max +3)
¤¤¤ Gain a Sidekick Move
¤¤ Gain a Move from Another Case File
¤¤ Switch the Traits you have associated with two basic Moves
¤¤ Add a friendship slot
Personal Mysteries
You moved recently, and your parent is secretive as to why.
Someone is trying to hurt a sibling of yours, but they won’t say who or
why.
Mystery Responsibilities
Primary: People. You’re going to be in charge of the human element of
a mystery. You’ll help come up with who the Victim is, who the Client is
going to be, and who the first Suspect is going to be.
Secondary: Places. Not only the where, but what obstacles that might be
present in the mystery, or in the scene.
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THE DELINQUENT
Your life hasn’t been the kindest, despite any advantages you may have. It
looks like you’re acting out but really, you’re just running until you hit the
thing that stops you, and if it kills you then so be it. It’s better than falling
backwards into oblivion.
Traits
Choose your Traits:
EYES: +1 RASH: +2 HARD: 0 SOFT: -1 BODY: +1
EYES: -1 RASH: +1 HARD: +1 SOFT: 0 BODY: +2
Delinquent Moves
Here are all the moves that come with being a Delinquent, you start with
one of them.
¤¤WHAT’S SO GREAT ABOUT LIVING?
When you get a Condition, you may gain another Condition to bank 1
Clue or gain 1 XP. You can only gain XP like this once per episode.
¤¤LOOK, THERE WAS A STRING ATTACHED...
When someone tries to make you do something, Roll+RASH.
On a 10+ You may say no, and they’ll back down. Bank 1 Clue.
On a 7-9, You can so no, and they’ll back down, but you get a Condition
or they become a Worse Friend.
¤¤I’M UP ALL NIGHT, JUST THINKING ABOUT MYSELF
If you want to turn someone on by doing something dangerous,
Roll+BODY.
On a 10+, They choose to give themselves to you, or promise something
they think you want, and you choose one from the list
On 7-9, They choose to give themselves to you, or promise something
they think you want, or they let you choose one from the list:
• Carry +1 forward against them
• Change your friendship with them
• A Clue
Intimacy Move
Woof. Your code word is endurance. If you are intimate with someone,
and you’re a Suspect in a mystery you can remove a Clue token attached
to your name and give it to the person you just slept with.
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Best Friend
Your Best Friend is ________________________. If your Best Friend gets
in trouble or gains a Condition, you can take that trouble or Condition
on yourself and gain 1 XP. You gain XP like this once per episode.
Other Friendships
Enemies 3 You hate someone for past wrongs. Have you told
them why?
Rivals 1
Acquaintances 2
Good Friends 1 Someone looks up to you, why?
Personal Growth
You don’t really grow as much as you survive. You get 1XP whenever
you’re a Suspect in any mystery except your personal mystery. When you
get 5 XP, you can choose one from the following list.
Mystery Responsibility
Primary: Problems. Crime and danger are what you get to play with.
When coming up with mysteries, what the Crime is falls in your hands.
If there’s a situation where you need to come up with a danger, then it’s
going to fall to you.
Secondary: People. You’re going to be in charge of the human element
of a mystery. You’ll help come up with who the Victim is, who the Client
is going to be, and who the first Suspect is going to be.
jonathan lavallee
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THE SOCIALITE
Everything has been handed to you because of your status. Friends,
money, opportunity has never been too far from your grasp. How do you
plan to use it? For the benefit of others? Or to hide your sins? Or both, as
the need strikes you.
Traits
Choose your Traits:
EYES: -1 RASH: +1 HARD: +1 SOFT: +2 BODY: 0
EYES: 0 RASH: -1 HARD: +1 SOFT: +2 BODY: +1
Socialite Moves
Here are all the moves that come with being a Socialite, you start with
one of them.
¤¤STUDENT BODY PRESIDENT
You ignore aNy -1 forward penalties from Social Conditions. You’re
amazing, and everyone loves you. However, Social Conditions still count
for you being Taken Out.
¤¤BIGGEST NAME IN TOWN
When someone tries to make a Move against you, you may give them
-1 forward to the Move because your family is that important. If you do,
give them 1XP.
¤¤YOU’VE BEEN LISTENING TO RADIOHEAD, HAVEN’T YOU?
Whenever you want get intimate with someone by lowering your
emotional barriers, Roll+SOFT.
On a 10+, choose one from the list, and they either choose to either give
themselves to you, or promise something they think you want.
On 7-9, They choose to give themselves to you, or promise something
they think you want, or they let you choose one from the list:
• Carry +1 forward against them
• Change your friendship with them
• A Clue
Intimacy Move
Intimacy with you is great, but really complicated. It’s very nice, but
things tend happen to the people you are intimate with. When you are
intimate with someone, remove a Physical Condition, but you give them
a Social or Emotional Condition.
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Best Friend
Your Best Friend is ___________________________. If you’re in a scene
with them, you can gain a Condition to stop them from getting Taken
Out. If you get Taken Out this way, gain 1XP.
Other Friendships
Enemies 1 Someone hates you for your family.
Rivals 1
Acquaintances 3 You’re friends with an ex, is it really over?
Good Friends 3
Personal Growth
If someone targets you and gives you a Condition the course of an
episode, gain 1XP. Like anything else, you need to wait for another
episode before you gain XP. When you get 5 XP, you can choose one
from the following list.
¤¤¤ Gain +1 EYES (Max +3)
¤¤¤ Gain +1 RASH (Max +3)
¤¤¤ Gain +1 HARD (Max +3)
¤¤¤ Gain +1 SOFT (Max +3)
¤¤¤ Gain +1 BODY (Max +3)
¤¤¤ Gain a Socialite Move
¤¤ Gain a Move from Another Case File
¤¤ Switch the Traits you have associated with two basic Moves
¤¤ Add a friendship slot
Personal Mystery
Your parents are keeping a secret from you, and you need to know what
it is.
One of your exes kept trying to call child services, and you don’t know
why, but you want to help.
Mystery Responsibility
Primary: Place. You’re all about where things are taking place. Not only
the where, but what obstacles that might be present in the mystery, or in
the scene.
Secondary: People. You’re going to be in charge of the human element
of a mystery. You’ll help come up with who the Victim is, who the Client
is going to be, and who the first Suspect is going to be.
jonathan lavallee
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Traits
Choose your Traits:
EYES: +2 RASH: 0 HARD: -1 SOFT: +2 BODY: -1
EYES: +2 RASH: +1 HARD: -1 SOFT: 0 BODY: -1
Intimacy Move
You’re unlucky in love. The first time you use this move, you gain 1XP.
The second time you use this move, you get an Emotional Condition but
you get a Clue for it… if that’s a fair exchange. Then you switch back and
forth between these two results.
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Best Friend
Your Best Friend is ____________________________. When you want to give your BF
a clue, Roll+EYES. On a 10+ you give them the Clue they need, and they get to place it
where they want. On a 7-9, you just give them a Clue or let them place a private Clue.
Other Friendships
Enemies 1 Who was the person who picked on you a lot?
Rivals 1
Acquaintances 5 Name someone who comes to you for IT work.
Good Friends 1
Personal Growth
Gain 1XP when you provide technological help. When you get 5 XP, you can choose
one from the following list.
Mystery Responsibility
Primary: Problem. Crime and danger are what you get to play with. When coming up
with mysteries, what the Crime is falls in your hands. If there’s a situation where you
need to come up with a danger, then it’s going to fall to you.
Secondary: Place. You’re all about where things are taking place. Not only the where,
but what obstacles that might be present in the mystery, or in the scene.
jonathan lavallee