Credibility

When reporters do something awesome or challenge reality, they’re being incredible. When they gather facts and accept reality, they gain credibility.

The Rule

What is it

Credibility is a core system of the game. Players gain and spend points doing interesting things. It is tracked using a meter on players’ character sheets.

six circles in a line; three are filled

When to use it

During the investigation, players will be presented with opportunities to gain and spend credibility.

In general, credibility is gained when you cede narrative control to the dice or other players, and it’s spent when you override the dice or put yourself in the spotlight by doing something incredible.

During publication, players will roll against their credibility meter twice to determine how well the paper sells and how influential it is. More on this in the publication rules.

How it’s done

The credibility meter has six circles. At the start of the session, three of these should be shaded black and three left unmarked.

When you gain credibility, you fill circles: six circles in a line; four are filled

When you do something incredible, you erase circles on the meter: six circles in a line; two are filled

How to earn Credibility

Most scenes provide a way to earn credibility. It can also be given as a reward from the editor when you do something particularly clever.

Some common ways to earn credibility include the following:

  • Accepting a stalled roll.
  • Finding a source.
  • Overturning a fact.
  • Participating in certain scenes, like Take Downtime or Asking Questions

How to spend Credibility

The most basic way to spend credibility is to modify a dice roll. Each point of credibility spent lets you add or subtract one from a die result. Depending on the scene, spending credibility this way may carry additional complications.

When players spend credibility to change a stalled roll (3 or less) into a successful one (4 or more), it’s an invitation to have their reporter do something incredible. Be awesome, go over the top!

It can also be used to avoid some, but not all, Risks— by nudging the result away from 1 or 6. When Rolling Doubles, however, risk happens regardless of how you change the result.

In Play

How it looks

Example results

Assets & Play Aids

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