WHIT3STAR

An original horror-investigation RPG

The
Unquiet.

A Mythos Investigation

Follow the evidence.
Face what it leads to.

A lightweight roleplaying system for tabletop investigations and solo gamebook adventures. Explore unsettling places, uncover forbidden knowledge and survive the consequences.

An investigator stands in a dark corridor, a torch illuminating a fallen brass key beside a half-open doorway.
The half-open door
InvestigationPhysical dangerPsychological strain

01 / A trail into the unknown

You are here
to find answers.

A locked room. A missing witness. A discovery that makes the evidence harder to explain.

These are the kinds of mysteries this system is built to support. Your investigator brings practical abilities, knowledge and equipment. What you examine—and what you risk to examine it—drives the adventure.

The rules distinguish between physical action and mental effort. Injury makes physical tasks harder. Psychological strain narrows the chances of succeeding at mental tasks. Survival and understanding pull against the damage an investigation can leave behind.

The horror lives in what you uncover. The rules keep the immediate task clear.

02 / The core system

Two dice.
Two ways to succeed.

Add two ten-sided dice. For physical actions, low totals are better. For mental actions, high totals are better.

PHYSICAL / ROLL LOW

2–9

Move. Climb. Endure.

The normal, undamaged range for a balanced investigator. Stamina damage removes successful totals from the bottom, beginning at 2.

MENTAL / ROLL HIGH

11–20

Research. Analyse. Recall.

The normal, undamaged range for a balanced investigator. Sanity damage removes successful totals from the top, beginning at 20.

For a balanced investigator, a total of 10 succeeds at neither type of test. A physical or mental inclination extends the corresponding range to include 10.

Difficulty changes the dice you keep.

Test difficulty in Core Rules v0.3
DifficultyPhysicalMental
EasyRoll 3d10 · keep lowest twoRoll 3d10 · keep highest two
NormalRoll 2d10 · add bothRoll 2d10 · add both
HardRoll 3d10 · keep highest twoRoll 3d10 · keep lowest two

Examine the principle

Damage closes the window.

Adjust the damage to see which totals can still succeed. See how Stamina and Sanity damage narrow the successful totals.

Physical success 2–9

Mental success 11–20

03 / The visual world

Evidence of
something else.

An unexamined doorway. An interrupted line of research. A witness who keeps looking. The answers remain unseen.

A notebook, torn survey map, carved stone fragment and spectacles lie in pooled lamplight on a worn wooden table.
The interrupted examination
An unnamed investigator in a tweed jacket holds a notebook, watching with quiet concentration.
The observer

04 / The case file

Follow the evidence.

Built for stories of investigation, risk and discovery.

Download Core Rules v0.3 Download Character Sheet v1.2

An independent homebrew system by Whit3star. Not an official Call of Cthulhu product.