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GURPSMysteries
MYSTERIES
An e23 Sourcebook for GURPS ® from Steve Jackson Games
GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games
Incorporated. Pyramid , GURPS Mysteries , e23 , and the names of all products published by Steve
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Incorporated, or used under license. Some art copyright © www.clipart.com. All rights reserved.
GURPS Mysteries is copyright © 2005 by Steve Jackson Games Incorporated.
Written by LISA J. STEELE
Edited by ALAIN H. DAWSON and SCOTT HARING
Additional material by ALAIN H. DAWSON, ROBERT O'CONNOR,
HEATHER OLIVER, SEAN PUNCH, WILLIAM H. STODDARD,
JONATHAN TURNER, and HANS-CHRISTIAN VORTISCH
Template checking by DEVIN GANGER AND BRIAN HOGUE
Playtesters: Bill Collins, Robin Holly, John Perreault, Andrew Wardell,
Viola Wardell, and Allen Wilkins
The scanning, uploading, and distribution of this material via the Internet or via any other means
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STEVE JACKSON GAMES ®
Stock #82-0104
Version 1.2 April 19, 2005
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CONTENTS
I NTRODUCTION . . . . . . . . . . . 4
About the Author . . . . . . . . . . . . 4
About GURPS . . . . . . . . . . . . . . . 4
1. T HE I MPERFECT C RIME . . . 5
S OME G ROUND R ULES . . . . . . . . . . . . 5
Mysteries Are Not Like
Real Life . . . . . . . . . . . . . . . . . 5
RPG Mysteries Are Not
Like Books . . . . . . . . . . . . . . . 6
RPG Mysteries Are Not Like
Other RPG Adventures . . . . . . 6
D ESIGN P RINCIPLES . . . . . . . . . . . . . . 7
Keep it Simple! . . . . . . . . . . . . . . 7
Information Management . . . . . 7
The Path of Least Resistance . . . 8
Writers’ Advice . . . . . . . . . . . . . . 8
Information Management:
An Example . . . . . . . . . . . . . . . 8
A T AXONOMY OF M URDER . . . . . . . . . 9
Format . . . . . . . . . . . . . . . . . . . . . 9
To M u r der, or Not to Murder? . . . 9
Matching the Mystery
to the Characters . . . . . . . . . 11
Plot Structures . . . . . . . . . . . . . 13
Single Adventures and
Campaigns . . . . . . . . . . . . . . . 13
Is Failure an Option? . . . . . . . . . 14
Is There a Shortcut? . . . . . . . . . . 15
D EEP B ACKGROUND :
T HE C RIME S S TORY . . . . . . . . . . . 15
The Adversary . . . . . . . . . . . . . . 16
The Mark of Cain . . . . . . . . . . . . 16
The Least Likely Person . . . . . . . 17
The Victim . . . . . . . . . . . . . . . . . 18
The Supporting Cast . . . . . . . . . 18
Killing Victims . . . . . . . . . . . . . . 18
The Hook . . . . . . . . . . . . . . . . . . 19
The Curtain-Raiser Scene . . . . . 20
G OING FOR THE R IDE : T HE
I NVESTIGATION S S TORY . . . . . . . . 21
Using Your Chosen Format . . . 21
The Great Mysteries . . . . . . . . . . 21
Cozy Format . . . . . . . . . . . . . . . . 22
Hard-Boiled Format . . . . . . . . . . 22
Procedural Format . . . . . . . . . . . 23
Thriller Format . . . . . . . . . . . . . . 24
Scenes . . . . . . . . . . . . . . . . . . . . 24
Improvised Scenes . . . . . . . . . . . 25
Stirring Up Trouble . . . . . . . . . . 26
Hiding Clues . . . . . . . . . . . . . . . 27
T HE C ONFRONTATION . . . . . . . . . . . . 27
Drawing-Room Speeches . . . . . 28
In the Lair at Gunpoint . . . . . . . 28
In the Interrogation Room . . . . 28
The Villain’s Response . . . . . . . . 29
The Resolution . . . . . . . . . . . . . 29
2. “A L ITTLE R EDDISH
M OULD . . .” . . . . . . . . 30
H OMICIDE I NVESTIGATIONS . . . . . . . . 30
Describing the Scene . . . . . . . . 30
Crime Scenes and Criminals . . . 31
Cause, Mechanism, and
Manner of Death . . . . . . . . . . 32
Time of Death . . . . . . . . . . . . . . 32
Homicide or Suicide? . . . . . . . . 32
Dramatic vs. Realistic
Forensics . . . . . . . . . . . . . . . . 33
Causes of Death . . . . . . . . . . . . 33
Disposing of Bodies . . . . . . . . . . 34
Identifying a Body . . . . . . . . . . . 37
Other Crime Scene
Evidence . . . . . . . . . . . . . . . . 38
GM Note: Game Mechanics . . . . 40
N ON -H OMICIDE I NVESTIGATIONS . . . . 40
Arson . . . . . . . . . . . . . . . . . . . . . 41
Burglary . . . . . . . . . . . . . . . . . . . 41
Kidnapping and Blackmail . . . . 43
E XPANDED I NFLUENCE
AND R EACTION R ULES . . . . . . . . . 53
Working with Police . . . . . . . . . 54
Optional Modifiers to
Investigator’s Skill Roll . . . . . 54
Detecting Lies . . . . . . . . . . . . . . 55
Subsequent Interactions . . . . . . 56
Using Social Skills on PCs . . . . . 56
4. O ATHS AND O RDEALS
L OW -T ECH M YSTERIES . . 57
L OW -T ECH M YSTERIES . . . . . . . . . . . 57
The Low-Tech Investigator . . . . 57
Amateur Sleuths . . . . . . . . . . . . 58
Adapting Plots . . . . . . . . . . . . . . 59
The Low-Tech
Crime Scene . . . . . . . . . . . . . 59
Other Times and Places . . . . . . . 59
The Low-Tech
Investigation . . . . . . . . . . . . . 60
Why Can’t I Invent
Fingerprints? . . . . . . . . . . . . . 60
The Veil of Night . . . . . . . . . . . . 61
The Confrontation . . . . . . . . . . . 62
Gossip . . . . . . . . . . . . . . . . . . . . 62
Undercover Investigations . . . . . 63
Punishment . . . . . . . . . . . . . . . . 64
Sample Organization:
The Inquisition . . . . . . . . . . . 64
Sample Organization:
Victorian Thief-Takers . . . . . 65
3. T HE D EADLIEST OF
R EVEALERS . . . . . . . . . . 44
W ITNESSES . . . . . . . . . . . . . . . . . . . 44
Solving Mysteries . . . . . . . . . . . . 44
Handling the
Talking Scene . . . . . . . . . . . . 45
Who is a Witness? . . . . . . . . . . . 46
Perception: What Does
a Witness Know? . . . . . . . . . 46
Sense Roll Modifiers . . . . . . . . . 47
Memory: What Does
a Witness Recall? . . . . . . . . . 49
How Reliable is the NPC? . . . . . 49
Getting People to Talk . . . . . . . . 50
Accomplices . . . . . . . . . . . . . . . . 51
5. T HE M ODERN
D ETECTIVE . . . . . . . . . . 66
M ODERN M YSTERIES . . . . . . . . . . . . 66
The Modern Investigator . . . . . 67
Adapting Plots . . . . . . . . . . . . . . 67
2
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Adapting Plots . . . . . . . . . . . . . . 83
Magical Trace Evidence . . . . . . . 84
Investigations Using Magic . . . . 84
Time Modifiers . . . . . . . . . . . . . . 85
Questioning the Dead . . . . . . . . . 85
Spells and Skills . . . . . . . . . . . . . 86
Magical Confrontations . . . . . . 86
Gods of Thieves and Secrets . . . . 87
Fantastic Punishments . . . . . . . 87
Sample Organization:
The Guild of Seeker . . . . . . . 88
A C OMPENDIUM OF U SEFUL
GURPS S PELLS . . . . . . . . . . . . . 89
For Investigators . . . . . . . . . . . . 89
For Criminals . . . . . . . . . . . . . . 90
H ORROR M YSTERIES . . . . . . . . . . . . . 92
The Horror Investigator . . . . . . 93
The Horror Crime Scene . . . . . 93
Adapting Plots . . . . . . . . . . . . . . 93
Monster Hunting . . . . . . . . . . . . 94
Monsters as Investigators . . . . . 94
Does Cthulhu Have
Fingerprints? . . . . . . . . . . . . . 95
Confronting Monsters . . . . . . . . 95
Closure . . . . . . . . . . . . . . . . . . . 96
Sample Organization:
Dana Detective Division . . . . 96
P SIONIC M YSTERIES . . . . . . . . . . . . . 97
Four-Color Mysteries . . . . . . . . . 98
Psionic Investigators . . . . . . . . . 98
Psionic Crime Scenes . . . . . . . . 98
Investigating Psis . . . . . . . . . . . 98
Adapting Plots . . . . . . . . . . . . . . 99
Confrontations . . . . . . . . . . . . . 99
Sample Organization:
Tau Station Public
Psi-vestigators . . . . . . . . . . . 99
The Modern Crime Scene . . . . . 68
The Modern Investigation . . . . 69
Can I Invent
Fingerprints First? . . . . . . . . . 70
Confrontations . . . . . . . . . . . . . 71
Defense Investigators . . . . . . . . . 71
Lawyering Up . . . . . . . . . . . . . . . 72
Punishment . . . . . . . . . . . . . . . . 73
Sample Organization:
The Pinkerton Agency . . . . . 73
S CIENCE F ICTION M YSTERIES . . . . . . 74
The Science Fiction
Investigator . . . . . . . . . . . . . . 75
The Science Fiction
Crime Scene . . . . . . . . . . . . . 75
Adapting Plots . . . . . . . . . . . . . . 75
“As You Know, Bob . . .”
– The Perils of Exposition . . 76
The Science Fiction
Investigation . . . . . . . . . . . . . 76
Bio-Tech and Other
Genre Books . . . . . . . . . . . . . 76
1984 and the
Death of Privacy . . . . . . . . . . 77
Confrontations . . . . . . . . . . . . . 78
Alien Outlooks . . . . . . . . . . . . . . 78
Sample Organization:
Universal Coverage
Insurers . . . . . . . . . . . . . . . 79
T IMELINE . . . . . . . . . . . . . . . . . . . . . 79
7. C HARACTERS . . . . . . . . . 100
P RIVATE E YES AND P OLICE . . . . . . . 100
C HARACTER C ONCEPTS . . . . . . . . . . 101
Defense Attorney . . . . . . . . . . . 101
Another Day, Another
Dead Body . . . . . . . . . . . . . . 101
Fire Marshal . . . . . . . . . . . . . . 102
Untraditional Detectives . . . . . . 102
Genius Detective . . . . . . . . . . . 103
Hard-Boiled Detective . . . . . . . 103
Investigating Mage . . . . . . . . . 104
Medical Examiner . . . . . . . . . . 104
Police Detective . . . . . . . . . . . . 105
Private Psi . . . . . . . . . . . . . . . . 106
Specialist . . . . . . . . . . . . . . . . . 106
That Darn Kid . . . . . . . . . . . . . 106
A DVANTAGES , D ISADVANTAGES ,
AND S KILLS . . . . . . . . . . . . . . . . 107
Advantages . . . . . . . . . . . . . . . 107
Disadvantages . . . . . . . . . . . . . 108
Skills . . . . . . . . . . . . . . . . . . . . 110
New Advantage . . . . . . . . . . . . 112
New Combat Technique . . . . . 112
E QUIPMENT . . . . . . . . . . . . . . . . 113
Binoculars (TL5+) . . . . . . . . . . 113
Body Armor . . . . . . . . . . . . . . . 113
Cameras (TL5+) . . . . . . . . . . . 113
Crime Scene Equipment . . . . . 114
Defensive Sprays
and Tasers . . . . . . . . . . . . . . 114
Firearms . . . . . . . . . . . . . . . . . 115
Flashlights . . . . . . . . . . . . . . . . 116
Handcuffs . . . . . . . . . . . . . . . . 116
Weapon Tables . . . . . . . . . . . . 117
B IBLIOGRAPHY . . . . . . . . . . . . . . . . 117
I NDEX . . . . . . . . . . . . . . . . 122
6. P ARANORMAL
M YSTERIES . . . . . . . . . . . 82
F ANTASY M YSTERIES . . . . . . . . . . . . 82
The Fantasy Investigator . . . . . 82
The Fantasy Crime Scene . . . . . 83
Technomancer . . . . . . . . . . . . . 83
GURPS M YSTERIES
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INTRODUCTION
“Yeah, that’s me, Tracer Bullet. I’ve got
eight slugs in me. One’s lead and the rest
are bourbon. The drink packs a wallop,
and I pack a revolver. I’m a private eye.”
– Calvin,
Something Under the Bed is Drooling
At their root, mysteries are about
man’s quest for knowledge – something
is hidden and must be found out. Order
must be restored. Honor and integrity
must be maintained in spite of corrup-
tion and indifference. Mysteries are
about puzzle-solving. Reason, logic, and
perseverance let investigators triumph
over a criminal’s cleverest schemes and
darkest deceptions.
This universal drive to find the truth
is what makes mysteries so compelling,
and also what makes them so compati-
ble with all types of settings. GURPS
Mysteries delves into the mystery genre,
showing how to structure a mystery
campaign, or layer a mystery plot over
an existing campaign of any type.
A mystery adventure is part stage
magic. It works by sleight of hand. The
audience, or in this case, the players,
expect to be fooled – at least for a while.
GURPS Mysteries lays bare some of the
classic tricks. It explains why some tricks
that work for mystery writers won’t work
for GMs and what tools GMs have that
writers don’t. It also describes specific
challenges inherent in running low-tech,
modern, science-fiction, and paranormal
mysteries, and specific tools that GMs
can use in each of these settings.
For players, Mysteries explains how
to portray experienced investigators. It
describes modern forensics and modern
theories on interviews and interrogation,
as well as low-tech investigative meth-
ods, spells that can help or hinder an
investigation, the use of psionics in mys-
teries, and more. Whether you are play-
ing a forensic expert, genius detective,
meddling kid, or jaded gumshoe, there is
something here for you.
So put your feet up on the desk, and
let’s see who comes in the door.
A BOUT THE
A UTHOR
Lisa J. Steele is a criminal defense
attorney and author based in
Massachusetts. She is a vice-chair of the
National Association of Criminal
Defense Lawyers (NACDL) Forensic
Evidence Committee. She represents
clients accused of crimes ranging from
minor traffic offenses to capital murder.
Ms. Steele is the author of several legal
articles about criminal defense, GURPS
Cops , and Fief , from White Rose
Publishing. She is a contributing author
to White Wolf’s Dark Ages: Europe and
Spoils of War . Her personal interests
range from science fiction to economics
to medieval history to firearms.
About GURPS
Steve Jackson Games is committed to full support of the
GURPS system. Our address is SJ Games, Box 18957,
Austin, TX 78760. Please include a self-addressed, stamped
envelope (SASE) any time you write us! Resources include:
Pyramid ( www.sjgames.com/pyramid/ ). Our online
magazine includes new GURPS rules and articles. It also
covers Dungeons and Dragons, Traveller, World of
Darkness, Call of Cthulhu, and many more top games –
and other Steve Jackson Games releases like In Nomine,
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Pyramid subscribers also have access to playtest files
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New supplements and adventures. GURPS continues to
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For a current catalog, send us a legal-sized or
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tures, play aids, and support not available anywhere else!
Just head over to e23.sjgames.com .
Errata. Everyone makes mistakes, including us – but we
do our best to fix our errors. Up-to-date errata sheets for all
GURPS releases, including this book, are available on our
website – see below.
Gamer input. We value your comments, for new
products as well as updated printings of existing titles!
Internet. Visit us on the World Wide Web at
www.sjgames.com for errata, updates, Q&A, and much
more. GURPS has its own Usenet group, too:
rec.games.frp.gurps.
GURPSnet. This e-mail list hosts much of the online dis-
cussion of GURPS. To join, point your web browser to
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Page References
Rules and statistics in this book are specifically for the
GURPS Basic Set, Fourth Edition. Any page reference that
begins with a B refers to the GURPS Basic Set – e.g., p.
B102 means p. 102 of the GURPS Basic Set, Fourth
Edition. Page references that begin with CI indicate GURPS
Compendium I , those beginning with CII indicate GURPS
Compendium II . Other references are BIO for GURPS Bio-
Tech , C for GURPS Cops , CV for GURPS Covert Ops , G for
GURPS Grimoire , H for GURPS Horror , HT for GURPS
High-Tech , M for GURPS Magic , MA for GURPS Martial
Arts , MF for GURPS Modern Firepower , P for GURPS
Psionics , S for GURPS Space , SPI for GURPS Spirits , T
for GURPS Technomancer , UN for GURPS Undead , UT
for GURPS Ultra-Tech , and UTT for GURPS Ultra-Tech 2 .
For a full list of abbreviations, see p. CI181 or the updated
web list at www.sjgames.com/gurps/abbrevs.html .
4
GURPS M YSTERIES
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T HE I MPERFECT
C HAPTER O NE
C RIME
“A person who is tired of crime is tired
of life.”
ize your ideas into an interesting adven-
ture. Subsequent chapters will provide
you and your players with technical
information, rules mechanics, setting
specific ideas, and character templates
and equipment.
This chapter contains essential guide-
lines for how to structure a mystery
adventure. It comes first because it lays
out some vital groundwork for GMs.
Players may want to skip this chapter
and start with Chapter 2. Mystery adven-
tures are more enjoyable when GMing
sleights-of-hand and misdirection come
as a surprise.
The mystery adventure fits into any
setting, and can be used with nearly any
group of players and characters. You can
use the basic idea in a near-infinite num-
ber of ways: there are puzzle mysteries,
action mysteries, funny mysteries, dark
mysteries, horrifying mysteries, high-
tech mysteries, low-tech mysteries, his-
torical mysteries, psychological myster-
ies, scientific mysteries, computer mys-
teries . . . as many mysteries as there are
settings. What they all share is one of the
most powerful central ideas in story-
telling: something is hidden, and it must
be discovered.
– Horace Rumpole,
Rumpole of the Bailey
So you want to run a mystery adven-
ture in a roleplaying game? Let’s get the
bad news out of the way up front; it’s
going to be a lot of work to prepare and
run the session. However, done well, it’s
worth it. That hard work will pay off
with a rewarding and unusual adventure
that taxes your players’ wits, teases their
imaginations, and leaves them hungry
for more.
This chapter will help you avoid
many of the obvious pitfalls and organ-
S OME G ROUND R ULES
Your preparation begins well before
you actually start designing the adven-
ture. You need to start with some basic
“gotchas” that aren’t necessarily obvious,
even to experienced Game Masters.
shocking and tragic, aren’t hard to solve.
Real people seldom use elaborate fake
timetables, elaborate alibis, or cunning
poisons; if they think about covering up
at all, they generally just try to guard
against witnesses and fingerprints. Even
serial killers tend be lonely, marginal fig-
ures with histories of child abuse and
mental illness, not charismatic geniuses
a la Hannibal Lecter.
In a mystery story or game, that’s a
recipe for anticlimax. The crime itself may
be impulsive or meticulously planned, but
solving it should be a real achievement.
A mystery is rational. Real crimes are
full of uncertainty and loose ends. In real-
ity, if there’s a spot of garden soil on the
carpet by the body, it may merely have
been tracked in by the family dog, and
have nothing to do with anything. It’ll be
put in an evidence bag and subjected to
some fairly routine analysis, which prob-
ably won’t turn up anything anyway.
In a classic mystery, that spot is prob-
ably there for a reason. If it weren’t, the
author wouldn’t have mentioned it. (At
the very least, if the spot is a red herring,
the detective is given a fair chance to
deduce that it isn’t important.) As GM,
you need to use the same principle. Yes,
this is meta-game thinking – and you
should use it! Cluttering up the crime
scene by describing random and unim-
portant details is realistic, but it gives
you bored and frustrated players when
lead after lead comes up dry.
A mystery has a definite resolution,
where the loose ends are tied up. The real-
world justice system is complex and
slow. Criminals can make bargains with
police and prosecutors for lighter sen-
tences. It can take months, sometimes
years, to bring a complex case to trial.
Real detectives have to justify their
methods and conclusions to jurors while
being cross-examined by a skilled attor-
ney. Even after a conviction, a criminal
may challenge the detective’s work in
appellate courts and habeas corpus pro-
ceedings for years to come. And some
questions may never be answered.
At the end of a mystery story, by con-
trast, the investigator usually has no
doubt about the villain’s guilt. The crimi-
nal’s punishment is a nigh-certainty. In
any case, it’s beyond the scope of the plot,
which is completely and satisfyingly
fulfilled by unmasking the bad guy.
M YSTERIES A RE
N OT L IKE R EAL
L IFE
You can use real-life crimes for inspi-
ration. The tabloids, the newspapers,
and the True Crime section of your local
library or bookstore will provide you
with stories of crime and punishment on
a daily basis.
But that’s about as far as you should
go. The mystery genre – for good reason
– has evolved a powerful set of conven-
tions, which have nothing to do with
realism but everything to do with the
demands of drama. If you violate these
conventions, you’ll have a harder time
coming up with a satisfying adventure.
Here are some of the most important:
A mystery has a worthy adversary.
Real criminals usually aren’t dramati-
cally interesting. Their crimes, while
GURPS M YSTERIES
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