Solve the Mysteries



Where to begin?

São João Baptista Cemetery (Tabletop RPG) OR Dr. Montgomery’s House (Boardgame)


Other mysteries and tales:

The Witch of Lapa | The Immortal Orchestra | Dr. Belem and his Skeleton | The Ventriloquist of XV Square | The Maastritcht Team |


You can also create your own quests using the Quest Diagram. First you have to determine the role and event bonds between the characters using the BOND DIAGRAM. Then you should build the plot allocating the event cards on it´s proper sequence slots:


The action rules below apply for the RPG, Boardgame and Cardgame. They all use the same Numeral Deck and Action Tables:

http://www.historias.interativas.nom.br/incorporais/sorteadores/numerais


Individual action:

      1. The GM will tell the player what aspect of action is required: spiritual, emotional, mental or physical.
      2. The role player picks one card form the Numeral Deck and sums the number to the point value of the Competency that is being tested.
      3. If the card picked has the same aspect of the action intended by the PC, the player gains 1 extra point to add to the sum of the PC´s Competency value value plus the number on the picked card.

For example: a character is trying to decipher a riddle and has Intuition Competency of 3. The GM decides that this is a mental action with a difficulty of 8. The player then picks one card from the Numeral Deck and gets a 4. But the card picked is a 4 of Mental Aspect so the character gets 1 point bonus for the intended action. The final result to decipher the riddle then was: 3(Character Comp.) + 4 (number of the car picked) + 1(bonus – card same aspect as action) = 8. Success!


Collective Action:

If the GM decides that the action should be solved collectively (combat between many characters, PCs vs NPCs; many PCs attempting the same feat etc.) then all the role players will proceed as above and their results will be added together. The final sum will be compared to a difficulty or collective counter-action. The player will succeed or fail accordingly.

In the example if 2 PCs were trying to solve the riddle they would each pick one numeral card and sum them with their competencies values to achieve a final result for the task attempted. Another example: 3 PCs are battling 3 NPCs. The GM picks 3 numeral cards and add them to the NPCs competencies, then each PC pick one numeral card and add the number to his or her competency and get a number.


Retesting by the Conscience Player:

Once, and only once in the session the role player can ask the conscience player to pick another numeral card if his or her quantitative result was not good.