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== Clarifications == There are no combat rules. Cultists are mooks, a battle with them is a normal challenge. If you must fight the inhuman creatures let loose upon the Earth, the Investigator(s) will assuredly fail and perish. Investigators should roll dice to hide or to escape instead. Things "within human capabilities" include: picking locks, finding R'lyeh, decyphering ancient carvings, spotting something concealed, researching a building's history, rationalizing something horrific. Things that are not within human capabilities include: casting spells, understanding inhuman purpose, being effective in dreams. An Investigator can still do things outside human capabilities, but unless that Investigator has an esoteric and very specific occupation, the only die that can be rolled for the attempt would be the Insanity die. A high success does not permit players to skip parts of the plot. Rolling a '6' won't let you find plane tickets to R'lyeh in your grandfather's attic, but would give you names and dates instead of just an address for cultist meetings. When you manage to roll under the Investigator's Insanity score (thus avoiding increasing Insanity), that means the Investigator manages to "keep their act together" in great stress, it certainly does not mean the Investigator is fine nor okay with what's going on. When you roll above the Investigator's Insight score, the Investigator fails to keep it together, and "loses it" a little bit more. Among players who trust each other, a player who is not the Keeper might suggest an interesting way to fail after a roll is made for a challenge. This player would roll a single die, and if it is higher than the result value that was rolled, the interesting failure occurs. (Can the Investigator player still risk Insanity to get a re-roll after this?)
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