CHEW - QSG - Pages (v1.3)
CHEW - QSG - Pages (v1.3)
design
Justin ford, pete petrusha
writing
Justin Ford, Mitchell Wallace,
Pete Petrusha, Steve darlington
editing
Morgan Weeks, Pete Petrusha
layout
Federico sohns
Art direction
Federico sohns
All art courtesy of Mighty Layman Productions LLC and Rob Guillory, Inc.
Blades in the Dark™ is a trademark of One Seven Design.
The Forged in the Dark Logo is © One Seven Design, and is used with permission.
About this quickstart
This quickstart is a preview of CHEW: The Roleplaying Game
based on the award-winning Image comics. Inside are the
basic rules, some advice on running the game, an adventure
with pre-generated characters, and more. There’s just
enough information to get you gaming in the CHEWniverse
with our version of the fiction-first Forged in the Dark
rules as soon as possible!
Everything still tastes like chicken, but you can't touch the real
thing—not anymore. Chicken fingers, chicken and waffles, chicken
wings, even a copy of Chicken Soup for the Soul... all a thing of the
past. It's like a curse or a damn nightmare!
When I close my eyes, I can almost taste it. Good ol' Mother Clucker's
fried chicken. Mmm, mmm, mmm. How a three piece and a soda used to
rock my world. Goddamn, that was good eatin'!
Shit boiled over just three years ago; the damn bird flu killed a bunch
of Mother Cluckers! That chain was global! Everybody ate there. But
that's why I can't get my damn chicken any more. Some government
yahoos said the bird flu was spread by chickens.
Why couldn’t they just leave them out of this!? Now, I'm all for not
getting sick and dying, but my chicken? Oh Lord, why my chicken!?
That's when the FDA started rolling up in their black suits acting like
they’re the FBI. Whatever happened to the FBI anyway? There should be
a damn investigation into that!
Ah well. The FDA showed up and started closing down chicken joints
and confiscating eggs. Not even turkeys were safe.
What the hell are we gonna do for Thanksgiving now!? We can't have
turkey OR chicken? Eat ham? HAM!?
4 introduction
In a world where all poultry (I’m looking at All the while, struggling for a healthy work/life
you chicken) is illegal after a catastrophic balance when their personal troubles just
outbreak of the bird flu killed over 100 million won’t give.
people, the U.S. Food and Drug
Administration is now the most powerful law
enforcement agency on the planet. Some pillars of the system
include…
As a member of the FDA’s Special Crimes •An enjoyable and easy character creation
Division, it’s your job to investigate food system.
crimes from chicken trafficking and egg
dealing, to fricken (chicken/frog hybrids) •A ruleset that handles multiple character
mutants gone horribly delicious and wrong, approaches with competence and grace.
and put food-powered criminals behind bars.
•A narrative structure that sets players at odds
Yeah, that’s right! Food. Powered. Criminals. with an ever-expanding conspiracy.
No one knows when they appeared in
human history, but some people just have Some pillars of play include…
them. The only solution is food-powered
heroes — like you. Maybe you cook, eat, or •Investigating intriguing cases.
draw food, but when YOU do, something
supernatural happens. You have a unique •Engaging with tense and consequential
experience with a particular food not many action sequences.
can understand. Though, not everything is
what it’s cracked up to be... I can turn into a •Participating in narrative-driven play phases.
pickle!
•Managing personal trouble with the needs of
the case.
CHEW: The Roleplaying Game is a tabletop
adaptation of the award-winning Image •A shared note-taking space, the corkboard,
comic book series. Similarly, the CHEW RPG is for actively tracking progress.
an absurd and dramatic action story set
smack in the middle of a nefarious
conspiracy. Players embody zany,
lovable characters recruited by
absurd government agencies to
solve oddly dangerous crimes.
introduction 5
The Conversation
Before considering dice or mechanics, it’s The CHEW comics contain many of the
important we acknowledge the core following ingredients in their stories. It’s
conceit of tabletop roleplaying games. important everyone at the table is aware of
Everyone at the table is expected to what content may occur. For the quickstart,
participate in a respectful and mutually we recommend using John Stavropoulos’ X-
engaging narrative experience we call the Card to help protect players from unwanted
conversation. content. Afterall, we’re all here to have a
good time. For instructions on how to
One participant acts as the game implement the X-Card into your games,
moderator or GM. Their role is to understand please visit [Link]
how the game works and guide players in
the process of creating characters. The GM Potential ingredients
teaches players how the rules work and
starts their characters with a case to Addiction, Adult Language, Criminal Mischief,
investigate in play. Consumption of Animal Products, Depictions
of Illness or Disease, Graphic Depictions of
Food, Disordered Eating, Drug Use, Graphic
Players create characters and speak on Depictions of Violence, Emotional Abuse and
behalf of those characters to live vicariously Manipulation, Sexual References
through them. Not for every moment of the
conversation but the parts they find
enjoyable. Sometimes we call player
characters the PCs.
6 The conversation
The basics
The CHEW RPG uses several core mechanics A literal corkboard or poster board isn’t
to advance the story and help players resolve necessary (though it certainly couldn’t hurt),
tense situations. It plays best with 2–5 players it’s important everyone has access to this
and a GM. space. Use or imagine each item on the
corkboard as a Post-It note or photograph.
Player Characters: This is you, unless you’re the When adding elements, keep the
GM. The ones who the story focuses on. You descriptions brief and evocative; the point is
are the Tony Chu or John Colby of the to make associations. The GM and players
narrative. The world literally revolves around are free to add articles and draw
you in every possible way. These are also your connecting lines as they feel fit. The GM has
partners and the best stories are told through final say on what fits or not.
the interactions between the PCs. Dinners are
made better with friends!
Non Player Characters: Most of your A number of online tools can make
interactions with the outside world deal with for engaging visual
NPCs. The people in our story who range from
super important to those who forward you cat representations of the corkboard.
pictures (who aren’t players). They’re If you’re playing online, consider
portrayed by the GM. using an online whiteboard tool
from websites or apps on Roll20®,
Setting: The GM is also responsible for the Miro®, or Zoom® to enhance your
setting as a whole, how it responds to the play experience.
player characters’ actions and what
challenges and obstacles appear in their way.
It’s not unfair to think of the GM as another
player with a different set of responsibilities.
They’re here to have fun too! Corkboard Items (have colored Post-Its as
bullets in parentheses)
Built off the fiction-first basics of Forged in the
Dark, it’s important to acknowledge every
case belongs to the players and is theirs to •Articles (yellow) are pertinent objects,
explore. There might be a food-powered locations, or bits of information (about a
criminal or unlikely accident at the heart, but character or case). Note them with a brief
the story they create through investigation description.
determines the "truth", rather than a pre-
planned investigation the GM has in mind. •Burning questions (?) are outstanding points of
Players’ actions and connections reveal who inquiry. When you KNOW two items are
is responsible for the crime. Besides, who’s connected but you don’t know how, that’s a
going to stop them if they blame the wrong burning question. Indicate it with a question
person? They're the FDA! mark.
The conversation 7
Rolling dice Die results
The CHEW RPG uses six-sided dice and the To determine the result of a roll, players take
highest value rolled determines the result. a number of d6 dice as determined by the
Players typically use one to three dice in any key trait of the roll and observe the single
given roll. highest result.
Players might roll dice to... •If the highest die is a 6, it’s a full success or
good outcome—things go well. If you roll
•Persuade their boss they’re working the multiple 6s, it’s a critical success—you
case even though they’re grabbing a gain some additional advantage.
burger at McBeefy’s.
•Resist the consequences of a cleaver to •If the highest die is a 4 or 5, that’s a mixed
the head from a chef on the run. result—you do what you were trying to
do, but there's a consequence.
•Determine the quality of their research or
observations while on a stakeout. •If the highest die is 1-3, it’s a failure or a bad
•Use a personal quirk in a dangerous way outcome. Things go poorly. You
such as employing a cybernetic probably don’t achieve your goal and
banana cannon! you may suffer a consequence too. The
GM decides.
Roll types
Rolls in the CHEW RPG Quickstart are one of If you need to roll but have zero or fewer
three types. These rolls generally use dice, roll two dice and take the lowest result.
attributes, but can use approaches for You can’t roll a critical success when you
specific rolls as noted. . have zero dice.
8 The conversation
The conversation 9
Playbooks
There are eight playbooks in the base game, Attributes
each defining a particular role or niche When players take actions or make
within the larger investigation. Each player resistance rolls, they refer to a list of four
picks one that defines the character they attributes to help determine their
want to play. competency and how many dice to roll.
•The Expert is a highly educated luminary in ◦Charm: Your ability to influence others
their field. and a measure of your personality.
•The Hotshot is brash and stops at nothing to
crack the case. ◦Guts: Your ability to act with
confidence, stay cool under pressure,
•The Inspector is a shrewd detective and and tough it out.
inveterate professional.
◦Instinct: Your intuition, observational
•The Lowlife is an informant who works accuity, and ability to react quickly.
outside the law.
◦Training: Your ability to recall
•The Mascot is an innocent soul who acts information and act with discipline and
selflessly to support others. precision.
•The Prodigy is a talented newcomer with
unique abilities. Each attribute is given a star rating (0–3).
Players receive three stars to distribute
•The Veteran is too old for this. An between their attributes in addition to the
established leader with a wealth of single star their playbook starts with at
experience. character creation.
10 The conversation
100% raw To everyone’s consternation, you cannot tell a lie.
beefcake You’re an absolute unit.
Bite size People often confuse you for a child.
bitter You hold a grudge!
bold When you see an opportunity, you seize it.
carnivore People often compare you to a wild animal.
chicken You’re not proud.
Conspiracy nut They’re always watching you.
Corn dog Your sense of humor is persistent.
Dark and Stormy You’re tempestuous by nature.
delicious Other people find you enticing.
Egg head You’re a tried and true nerd.
fried You like to indulge in recreational substances.
Jaw breaker You hit hard.
Lemon head You leave a sour taste in other people’s mouths.
mouthy You like to mouth off.
prepper You’re ready for anything.
refined Your tastes are cultured.
rotten There’s something wrong with you.
slimeball Just dripping with it.
spicy You burn with passion.
Sweet pea You’re pleasant as pie.
whipped You’re well and truly under someone’s thumb.
The conversation 11
beat
Players choose a beat: their character’s Trouble Categories
profession or specialty. Unlike a playbook— •Debt (Whom do you owe?)
which describes how they interact with the
game—a beat is how you work for the FDA. It •Family (What’s your surname?)
might be your day job or describe how you
work outside "legal avenues." Regardless, it •Rivalry (Name your nemesis.)
acts as your lifeline to the FDA and ongoing
investigations. Some example beats... •Romance (Who’s your beau?)
•Federal agents work for one of several •Vice (What’s your addiction?)
official government bodies, be it the
FDA, USDA, Secret Service, etc. Certain activities allow the GM to invite
trouble. When they do, the GM complicates
•Civilian experts have specialized the scene with a narrative twist. If the GM
knowledge integral to the investigation. invokes your “Family” trouble, perhaps you
They might be a reporter, celebrity chef, learn the villain you’re chasing is your brother
anthropologist, etc. and it's your fault he turned to a life of crime.
If your “Romance” trouble manifests,
•Informants are double agents working in perhaps your boss calls you in for an
secret. They might be members of emergency meeting on your anniversary.
criminal organizations, cults, etc.
Once you've chosen your trouble’s
•Rogue agents had their investigator status category, consider how it manifests more
revoked. They might be on the lam, specifically in your life and draw a
retired, or have a tenuous relationship to connection between your character and an
the case. article (using an orange Post-It in this case)
representing your trouble on the corkboard.
Special agents of the fda Some example troubles are...
Regardless of their beat, PCs are agents of
the FDA and their loyalty belongs to the •Debt (student loan, the Jersey mob, life
department head. Exceptions exist, but debt)
when they work their beat or report in after
an investigation, they do so as special agents •Family (swapped at birth, estranged
of the FDA daughter, chicken-chef brother)
12 The conversation
quirks
Quirks define special privileges your character characters to effortlessly gather information
has access to. These might be food-related or easily accomplish tasks difficult for others.
powers, cybernetic enhancement, special This is by design. When taking advantage of
training, or even celebrity status. a quirk, the GM considers the details just as
they do for any other action. Some example
While quirks don’t describe game mechanics, quirks can be seen in the table below...
they do have certain mechanical implications.
As broad permissions, they may allow some
Bromaformutare You take on the traits and appearance of whatever you are eating.
celebrity Everyone knows who you are.
cibocelerent You cook with lightning speed.
cibopanthropatic You receive psychic impressions from people eating the same meal.
cibopath You psychically absorb the history of anything you eat, with one exception.
creosakarer You can craft sweets into functional machinery.
cyborg You’re part machine!
De futuro You’re an FDA agent from the future. Why did you come back?
effervenductor You can create mind controlling messages in edible foams.
gelabestiar You can create animal familiars out of flavored gelatin.
mixosecerner You can mix a drink so potent, it influences others to reveal their secrets.
mnemocoquus You can cook memories into your meals.
The conversation 13
perks
If quirks define the aptitude or personal
abilities of a player character, perks define
the special abilities of their playbook.
14 The conversation
6) Some Things Are Sacred. As violent and
irreverent as the game can be, it’s important
some things remain special. Respect what
other players established in this regard and
find other ways to challenge them.
Action rolls
When a player character does something
challenging, they make an action roll. An
action is challenging if there are obstacles in
the PC’s way. If they're trivial and
uninteresting, no roll is necessary.
The conversation 15
Spending appetite Devil’s Bargains
•Dig In: As part of an action roll, spend 2 PCs in CHEW are driven by duty and an
appetite and say how you double down or intense hunger for the truth. The GM or
push beyond your limits to gain +1d6. The another player can offer a mechanical or
action must touch upon one of the narrative benefit in exchange for a Devil’s
character’s approaches. This cost may be Bargain (a consequence).
covered by accepting a Devil’s Bargain).
Common Devil’s Bargains include:
•Lend a Hand: When you put your life on the •Accepting collateral damage or
line to help an ally or otherwise lend a unintended harm.
hand, say how you lean on one of your
approaches and spend 1 appetite to •The sacrifice of something useful.
provide +1d6. Any number of allies can
perform this action. If you do, you each •The betrayal of a friend or loved one.
share the consequences. •The tick of 1 or more segments on a danger
clock.
•Flashbacks: When players initiate a flashback,
they propose a scene in the past. The GM •Accepting a condition.
determines an appetite cost based on the
likelihood of the events described. An •Receiving a worse position.
event following directly from the events If the player accepts the Devil’s Bargain, they
may not cost any appetite. A highly unlikely receive +1d6 (this counts as digging in), extra
request might cost 2. If the player pays, effect, or other benefits. The Devil’s Bargain
they play out the flashback, potentially occurs regardless of the outcome of the roll.
making action rolls and incurring You make the deal, receive the bonus, and
consequences as usual. pay the price.
Resisting consequence While it’s on the players to accept the
During action rolls, players risk consequences bargain, GMs have final say over whether a
on a failure or mixed result. These given bargain’s valid.
consequences can be centered in the story—
you lose sight of the perp—or they can be Double-Duty Rolls
mechanical—tick 3 segments of a threat clock. Since NPCs don’t roll for their actions, an
action roll does double-duty: it resolves the
Regardless of their nature or severity, player action of the PC as well as any involved NPCs.
characters may always reduce consequences One roll tells us how those actions interact and
with a resistance roll unless otherwise stated. where the consequences lie. On a 6, the PC
wins and has their effect. On 4 or 5, it’s a mix—
Explain how your character avoids or mitigates both the PC and the NPC have their effect.
the consequence and roll dice equal to the On 1-3, the NPC wins and has their effect as a
most appropriate attribute chosen by the GM. consequence on the PC.
The resistance roll costs appetite equal to 6
minus the highest die result. A critical result When PCs make an action roll, the GM
replenishes 1 appetite! establishes the effect level of the action (what
they stand to achieve) and the position of the
When players resist a consequence, it’s either roll (how risky it is). Both of these factors are
reduced by 1 step (from 2 conditions to 1, from described on a sliding scale as follows.
3 segments of a danger clock to 2) or they may
be eliminated entirely. The resistance roll’s
effect is determined by the GM before the roll
and influenced by the story. GM Note:
NPCs and adversaries don’t
Running on Empty have attributes. All they need
When you spend your last appetite point, is a name, a look, and a goal.
you’re running on empty. To lend a hand, dig You may enjoy describing
in, or cover a resistance roll cost, you must mark them with approaches.
a condition of your choosing. This is true even if
you can partially cover the cost; e.g. you have
1 appetite remaining and must spend 2 to dig
in, you spend 1 and take a condition of your
choosing. If you cannot select another
condition, that’s a KO.
16 The conversation
The conversation 17
18 The conversation
Position and effect
Effect levels •In a Risky position, players face moderate
•No Effect indicates the action or tactic consequences—You race across the
chosen is inappropriate or ineffective for factory floor, barely dodging industrial
the task—You empty a clip into the robots and automated machinery—The
suspect but their food powers heal their GM might tick 2 segments of a danger
wounds immediately—Generally the clock, impose a condition, damage an
GM declares an action has no effect to important connection, or place them in a
indicate the player should try another desperate situation.
tactic or revise their approach.
•A Desperate position is particularly
•Limited Effect indicates an action isn’t dangerous—In this moment you realize, to
particularly effective—You try to your dismay, the prosecution has you just
intimidate a witness but they’re bigger where they want you—Players who act
than you and you’re on their turf— despite a desperate position face major
Actions with limited effect tick 1 consequences and risk ticking 3 or more
segment on a progress clock. segments of a danger clock, incurring
multiple conditions, and other, more
•Standard Effect indicates an action has a serious, narrative consequences.
good chance of accomplishing a
standard task—You thank god you took Assessing factors
that single credit Parkour 101 course in To determine the position and effect levels of a
college and leap across the gap given roll, first start with your gut feeling given
between two buildings—Actions with the current situation. If needed, assess the
standard effect tick 2 segments on a following factors.
progress clock.
The conversation 19
It makes sense to compare the potency of •Devil’s Bargains: Players may enter into
their action (are they picking the lock or Devil’s Bargains with the GM to improve
breaking it?) against the quality of the lock their position or effect at a cost.
(what kind of lock?).
•Gear: Each playbook has access to a small
If these factors offer a small advantage or selection of specialized gear. When
disadvantage, shift the effect or position up players use these items in an action roll,
or down by one degree. If they offer a large their position and effect may be
advantage, shift these factors by two or improved.
more degrees. Extreme advantages or
disadvantages may eliminate the need to •Perks: Many perks improve a player's
roll entirely. Again, go with your gut. position and effect. It’s on the PCs to call
Eventually such judgements become these out in play.
second nature.
•Quirks: A PC’s quirks have a drastic effect
Pc factors on position and effect of certain actions,
so long as the player chooses to employ
Player characters have a variety of ways to them. Consider them carefully.
subtly or overtly improve their position and
effect. Here are a few. •Setup Actions: Players may improve their
position and effect with an action roll to
•Action Rolls: When players make an action set up another action roll. GMs should
roll, they change the fictional reward them appropriately.
landscape. This frequently opens or
closes avenues of success or failure. To simplify, if the PC has a narrative or
mechanical advantage, their effect level is
•Approaches: A PC’s approaches may improved—As you attempt to sneak into the
provide them with special advantages warehouse, you remind the GM you have a
or disadvantages depending on the connection to the faction controlling it.
situation. Once inside, you lean into your Bite Size
approach to crawl quickly through the air
•Attributes: When players make an action ducts.
roll, they pair an action of their choice
with one of four attributes. This pairing is If the PC has a disadvantage, they might
the first factor GMs consider when receive a reduced effect level—You remind
judging the position and effect of an them they have a connection with the
action roll. Yamapalu Military Outpost, so their disguise
is less effective.
20 The conversation
Trading position for effect
When they attempt to bluff their way past After factors are considered and the GM
the checkpoint, you remind them they announces the effect level, a player might
chose the 100% Raw approach, indicating want to trade position for effect, or vice
they aren’t a particularly good liar—If a PCs versa. For instance, if they’re going to make
effect level is reduced to zero, they need to a Risky roll with Standard effect (the most
improve it before they can have any hope common scenario), they might choose to
of success. push their luck and make a Desperate roll
with Great effect.
These factors are equally relevant to a PC’s
position. If a PC insists on acting recklessly, Bargaining for Position and
their position suffers—You rush into the
Yakuza meeting room with no heed for the Effect
consequences. The GM recognizes your As integral as it is to assess position and
reckless behavior and gives you a Desperate effect accurately, such judgments are
position. As you make your case to the ultimately up to the GM. Players might
judge, you resort to insults and intimidation. leverage their appetite or special abilities to
These tactics are more likely to result in a improve their circumstances, but they can
harsher punishment and the GM indicates just as easily change their tactic or
you’re no longer In Control. Your position approach to gain the same advantage. A
escalates to Risky—A reckless player may character may choose a less effective tactic
continue to escalate their position past a to use a better attribute, minimizing the risk of
Desperate one. Consider this grounds for an consequences, while a character may rely
immediate KO if the player doesn’t resist. on bonuses (e.g. dig in) to improve a weak
attribute and take advantage of a superior
Similarly, if a PC takes measures to ensure course of action.
their safety, they may be rewarded with an
improved position—You rolled to set yourself
up earlier with hard evidence, so you’re In Players are empowered to argue
Control when it's time to convince the jury of
your innocence. You chose the Prepper their case with the GM and welcome
approach so when the mob attacks you in to request a second opinion from
your home, you're ready for the assault. You the rest of the table. As the GM,
start in a Risky position, rather than a judge each argument with an open
Desperate one—If a PC improves their mind. While it’s your prerogative to
position when they are In Control, they may
eliminate the threat of failure entirely, keep the logic of your campaign
bypassing the need for a roll. consistent, it’s equally important to
try and see things from another
perspective.
The conversation 21
consequences
Enemy actions, bad circumstances, or the
outcome of a roll can inflict consequences on
a PC. The GM determines what consequences
are appropriate to the story.
reduced Effect
This consequence is impaired performance—
They accept your invitation to dinner, on the
condition there’s to be no talk about work—This
consequence reduces the effect level of the
PC’s action by one degree after all other factors
are accounted for.
complication
This consequence represents trouble, mounting
danger, or a new threat. The GM might introduce
an immediate problem resulting from the action—
The kitchen catches fire, you’re disarmed, you’re
framed for the crime.
22 The conversation
Whatever complication you choose, it’s doesn’t result in the clearing of the cocky
imperative it doesn’t negate a successful roll. condition.
If a PC tries to capture a suspect and gets a 4
or 5, don’t say the suspect escapes. If the The Rest and Recovery off-the-clock activity is
player’s roll succeeds in an attempt to another way to clear conditions.
capture the suspect, they’re knocked out,
neutralized, or cornered. Maybe the suspect Knock outs (ko)
succeeded in calling for backup. Maybe they
destroyed important evidence. Regardless of When things get dicey, the most appropriate
what you choose, they won’t get away. consequence is likely the most severe.
Occasionally, the GM may threaten players with
a temporary or permanent knockout (KO).
conditions
This consequence is lasting injuries to your In CHEW, KO is a stand-in for a loss of player
character’s mind, body, or ego. There are four agency, be it a literal loss of consciousness, mind
conditions a PC can suffer: manipulative, control, or character death, usually at the hands
ruthless, impulsive, and cocky. Each is of a dangerous criminal. Such a consequence
associated with an attribute: Charm, Guts, shouldn’t be taken lightly. As the GM, reserve
Instinct, and Training respectively. When you KOs for climactic narrative moments or when
suffer a condition, mark it. Until it’s addressed the players pin themselves into a corner.
or resolved, you suffer a worse position on any
relevant action rolls. KOs can be resisted as readily as any other
consequence. If players resist a temporary KO,
In addition to any mechanical implications, they retain some player agency. If they resist a
conditions also inform the story. For example, permanent KO, it becomes a temporary one.
a ruthless character might go too far when Also note players may choose to protect one
they attempt to interview a witness while a another from this consequence (having their
cocky character may find it difficult to see character resist on their behalf) and it can be
their own limitations. These penalties also applied equally to NPCs the players care about.
contribute to the fiction. If they’re especially Threatening a supporting character with a KO
severe, you might find yourself in an may be more impactful and poignant than
untenable position. offing a PC.
The conversation 23
PCs in a Risky position face moderate
consequences: 2 ticks on a danger clock, a
condition (manipulative, ruthless, impulsive,
or cocky), multiple minor consequences, or
moderate narrative complications such as
the displeasure of an important NPC, the loss
of evidence, a temporary KO, or a
manifestation of the PC’s trouble.
Progress clocks
PCs in a Desperate position face major
consequences: 3 or more ticks on a danger A progress clock is a simple circle divided
clock, multiple moderate consequences (be into 4, 6, or 8 segments. The name of a clock
it 2 conditions or two entirely different describes its purpose. The GM might draw a
consequences), or major narrative clock titled “Evidence” to track the progress
complications such as the severing of a of an investigation or “E.G.G. infiltrates
connection, a betrayal, the displeasure of a Congress” to measure the growing threat of
major faction, or even a permanent KO. an in-game faction.
24 The conversation
The conversation 25
Otherwise, they’re cornered and can’t flee. •If the question doesn’t have a simple answer
If both complete simultaneously, there’s a or there are distinct barriers to a solution,
compromise of some sort. Perhaps most of getting an answer may require a progress
the PCs escape but one is left behind. clock.
Linked Clocks: A clock can unlock a sub- •If the question doesn’t have a simple answer
clock once it’s filled. For example, the GM requires effort without any immediate
makes a linked clock titled “Lost” after the danger, a gather information roll might be
players fail to complete another clock with in order.
the title “Escape to Safety.” When you
confront a villain in their meat-mecha, you Gather information
might need to deplete a “Defenses” clock To gather information, the player asks a leading
before you can attack the pilot directly. question and rolls dice to discover if your
assumptions are correct. Choose a relevant
Tug-of-War Clocks: Sometimes a clock is action and attribute. There’s no position or
either filled or emptied in response to in- effect for this roll. Players may dig in or take a
game events. The GM establishes a “Food Devil’s Bargain.
Fight!” clock indicating the tensions present
in a workplace lunchroom. Certain events ◦On a 6+, your assumptions are correct. The
tick segments while others empty them. If the GM tells you how. On a crit, not only are
clock fills, a fight breaks out. your assumptions correct but you may ask
a follow-up question which is also correct.
Asking questions
Occasionally, players want to uncover ◦On a 4 or 5, you’re onto something. The
evidence or establish details about their GM supports your assertion, though they
surroundings. When they do, ask them how may not provide you with a straight
they get answers. answer.
•If they take bold and potentially dangerous ◦On a 1-3, your assumptions are tested. The
action to get an answer, that’s an GM provides evidence that seems to refute
action roll and is resolved using the or complicate your framing.
action roll procedures.
If it feels significant, add an item to the
•If the answer is obvious or readily available, corkboard representing your discovery. If you
it doesn’t require a roll. also have hard evidence to support a
connection between this discovery and
another item on the board, note it.
26 The conversation
The investigation
A series of mysteries or investigations define •In freeplay, the table acts without any
the plot of CHEW. To begin an investigation, specific focus or obligation. Players jump
the GM takes the role of the agents’ into or out of this phase at any time.
department head, and presents a case to
draw the investigators in. This can be in the •In the investigation phase the PCs perform
form of a case file, mission briefing, or actions punched-in or off-the-clock.
directions to a crime scene.
• When players are punched-in, they
pursue the case in search of three
details (suspect, method, motive).
Everyone knows any job is only as good as When they feel they’ve collected
your relationship with your supervisor! They enough, they crack the case to
can make your life a living hell or even a shitty complete the investigation.
job rewarding. While new food-powered
• When players are off-the-clock,
villains come and go, your department head is
they may each participate in up to
likely the one who keeps you up at night. Think two off-the-clock activities to
of them as the rain cloud looming overhead, recover from their trials, make
no matter where you go or what you do, it progress towards a personal goal, or
likely won’t stop the rain. For this quickstart,
stay on the case and resolve a
conspiracy.
we assume the player characters’ boss is
argumentative and rude to the point of being • Once the case is cracked, play
absurdly funny. enters an exciting action phase
where the agents chase down the
perp or enact a daring plan to blow
their investigation wide open.
Play phases •After completing an official FDA
A given session of CHEW transitions between investigation, players have a debriefing
one of three distinct phases. While play to summarize the action.
always centers on the player characters,
their trials, and the larger investigation, each Don’t let the action phase’s name fool you!
phase guides the table through a satisfying There’s plenty of action to go around no
play loop: matter the phase. The action phase is just
the climax of our case.
The investigation 27
When participating in off-the-clock activities
Identifying a motive requires establishing the
details leading up to the crime. This might
during the investigation phase, we assume you require the agents to uncover detailed
are taking some time for yourself. Maybe you’re evidence establishing a clear basis for
just playing hooky or aren’t really the criminality. Misidentifying the motive
hardworking type in the first place. The point is, might mean you’ve missed evidence
proving your theory or failed to
off-the-clock and punched-in are just game
account for complicated details.
terms for how to look at when PCs are fitting in
some downtime. Your character may or may not Identifying a suspect (or suspects)
actually be off-the-clock. requires accusing a person, group, or
organization with committing a
crime. This might mean identifying
the murderer or uncovering the
specific sequence of events leading
Danger clocks up to the crime. Misidentifying the
Setting the tone for each investigation phase suspect might mean pinning it on
is a looming threat defined by a danger clock. the wrong person or neglecting to
When the investigation phase begins, so must identify all those involved.
a danger clock. When a danger clock
empties, the threat of the case escalates in These activities can play out as a
some way. The killer kills again, a suspect goes series of scenes or a montage.
missing, a player character is implicated in the While they aren’t inherently
crime, etc. Danger clocks are inherent to dangerous, they aren’t
cases and tracked on the corkboard necessarily safe. Characters
alongside that case’s title. performing legwork run the risk of
attracting unwanted attention,
Whatever happens, note the fallout on the starting fights, or following false
corkboard with a burning question and reset leads. When players face
the clock. You might even draw the players consequences during the
into a brief action phase to deal with the investigation phase, GMs should
problem. If it runs down again, the next tick 1 or more segments of the
instance of fallout escalates. As the GM, use danger clock as a
this opportunity to hit the characters where it consequence.
hurts and involve their connections.
Eventually, they have to respond. When characters successfully
identify a key detail, document it
To establish a clock’s threat, consider the on the corkboard. Each one
urgency of the case and draw a clock of 4 or adds +1d6 when they eventually
6 [Link] a danger clock is an crack the case.
excuse for the GM to have the villain or
suspect act out. Make sure players know they Cracking the case
can catch the bad guy, save the victims, or Once the PCs successfully (or
throw a wrench in the evil corp’s plans, but unsuccessfully) establish the
they can’t crack the case until they use the method, motive, or suspect of the
appropriate mechanics. If the PCs seem like case, they may crack the case and bring
they’re attempting to act on a theory, the investigation to an exciting conclusion.
encourage them to make this roll.
To crack the case, look at the clues so far
and build a dice pool.
Resolving the
•Gain +1d6 if you successfully identified the
Investigation suspect(s).
To bring the current investigation to a close,
the player characters must identify at least •Gain +1d6 if you successfully confirmed the
one of three details: a method, motive, or method(s).
suspect. This involves collecting clues,
performing research to answer burning •Gain +1d6 if you successfully identified the
questions, taking bold action to interrogate motive(s).
potential informants, etc. When players are
ready to test their theories, they crack the Once you add up the dice, present your
case and engage in an action scene that theory: where is the evidence leading you?
resolves the case once and for all. Paint broad strokes and settle on a course of
action. How do you wrap up this case?
Three key details
Identifying a method requires uncovering how Roll dice
the crime was committed. This might mean •On 6, your theory is solid and you crack the
finding the murder weapon or reconstructing case on your terms. Start In Control
the crime in its entirety. Misidentifying the (position). If you score multiple 6s, you
method might involve missing a key detail or made significant progress toward
falling for a false lead. cracking the case. It will all be over soon.
28 The investigation
The investigation 29
The Conspiracy
Stage
•On 4 or 5, there’s a hole in your theory. You Depending on the length of your sessions, a case
start in a Risky position. To crack the could be resolved in a single session or evolve
case, you must work for it. into a two to three session mystery. A longer
campaign is likely made up of many cases.
•On 1-3, you fell into a trap or neglected an
important clue. Start in a Desperate After several investigations are conducted, the
position. You have to save your own GM or players may choose to reveal a farther
bacon to crack the case. reaching mystery in the form of a conspiracy
connecting each of the previous investigations.
Once players perform this roll, they enter into When a conspiracy arises, mark it on the
an action scene and bring their investigation corkboard in the form of a question.
to its climax. If they fail, they come away with
a healthy fear or respect for the villain. If they Conspiracies are similar to cases: they have
succeed, they feel like heroes. three details and a danger clock. However,
they’re not acknowledged by the FDA. As a
result, players need to stay on the case
when off-the-clock to discover the details
Knowing the method, motive, and suspect
and bring the investigation to its climax.
before cracking the case is nice, but nothing is Generally, the FDA is skeptical of agents
stopping the player characters from cracking who peddle in conspiracies. They may
the case earlier than that. All they need is a even work to keep the details a secret.
suspect to crack the case. They may not get to
Unlike most cases, players need to
the root of the crime, but maybe they weren’t collect all three details before they can
in the mood for that anyway! unravel a conspiracy and crack the
case. After they resolve the situation,
they’re debriefed by their department
head as usual.
30 The investigation
The investigation 31
Off-the-clock
activities
Between phases of action and intrigue, To connect with someone, consider how you
player characters have an opportunity to work through your conditions, name another
relax and engage in activities designed to character and say what you do together.
help them recover from their trials or to After the scene is resolved, unmark any
prepare for the next case. Officially, this is conditions you feel you worked through.
done in the agents’ free time but downtime
in CHEW isn’t a passive phase of play.
Improvise
The GM uses this time to foreshadow looming When you have a bright idea or just want to
threats. As the GM, choose one or more do something outside the normal rules of
factions to highlight off-screen and consider play, this is the off-the-clock activity for you.
how the success or failure of the Before engaging in this activity, tell the GM
investigation advanced the plot. what you want to accomplish. The GM
decides how long it takes and how many
This is also an opportunity for player steps are required with a project clock (or
characters to express themselves and series of project clocks).
connect with other agents and their
backstory. Each PC may initiate two off-the- Once you agree on the details, you can
clock activities during the investigation spend an off-the-clock activity working on
phase, either solo or with a partner. this project. Describe your course of action
and choose the most appropriate attribute.
Your partner provides +1d6 if they can name
Partnering up a useful approach. You earn progress
When players choose an off-the-clock towards this project based on the formula
activity, they can team up with another PC below.
or NPC. If they do, that character provides
+1d6 to any rolls associated with that off-the- Results
clock activity. This doesn’t include action
rolls arising as part of freeplay. •On a 6+, you make good progress. Tick 3
segments. On a crit, tick 5.
Going along with another player’s off-the-
clock activity doesn’t take one of your PC’s •On a 4 or 5, you make noticeable progress.
off-the-clock actions, but you also don’t Tick 2 segments.
reap the rewards of that off-the-clock
action. You only benefit when you roll on •On a 1-3, you make minimal progress. Tick 1
your own off-the-clock activities. segment.
Occasionally players may ask if they can dig Standard Project Length
in or lend a hand to aid in a roll associated Simple: 4 segments.
with an off-the-clock activity. As off-the-
clock rolls aren’t strictly action rolls, these Moderate: 6 segments.
special actions don’t apply. Difficult: 8 segments.
Complex: Multiple clocks.
connect
When an agent accrues multiple conditions,
they need to take steps to recover. In CHEW,
this is done by connecting with others.
32 The investigation
Xp & character
Rest and recovery advancement
You spend time in your happy place After each session, the players and the GM
recovering your appetite. You might take a participate in a debriefing to recap the
trip to the countryside or participate in your game’s events and award experience points,
favorite hobby. Set the scene and take +1d6 or XP. During the debriefing, the GM portrays
for each approach you can describe into the FDA director and subjects the characters
the scene. If your partner touches on an to a series of questions and prompts. This
approach of their own, you take an needn’t take place within the canon of the
additional +1d6. game; players should feel free to add context
or speak out of character if they wish.
Results
During the debriefing, the GM asks the
Recover appetite equal to the highest result. following questions:
On a crit, you recover your appetite entirely,
even if the track is empty.
Individual questions
While you can’t recover more appetite than 1) Did you deal with fallout from your
you lost, the result correlates to how relaxing conditions, trouble, or quirk? Gain 1 XP if you
or grounding the activity was for you. If you did (or 2 if you did so multiple times).
roll a 6, tell the other players why this activity
hits the spot. If you roll a 1, tell them why it 2) Did you embody one or more of your
wasn’t as satisfying as you hoped. approaches this session? Gain 1 XP if you did
(or 2 if you did so multiple times).
Stay on the case groups questions
Sometimes, even a successful investigation 1) Did you advance or resolve a conspiracy or
leaves an agent with more questions than investigation? Gain 1 XP each if you did.
answers. When you stay on the case, you’re
given an opportunity to investigate matters 2) Did you make a new connection or deepen
on your own time. an existing one? Gain 1 XP each if you
describe them.
Point to an incomplete case or conspiracy on
the corkboard and name the detail you want Commendations
to pursue. The GM walks you through the Would you like to commend or reprimand a
investigation as if you were punched-in. When fellow agent? Agents earn 1 XP per
you stay on the case, you’re choosing to flirt commendation or reprimand.
with danger in exchange for answers.
Each player can commend or reprimand one
Once you establish all three key details of this other PC. Reprimands should be fun, too. This
investigation, you can present them to the isn’t punishment for bad behavior but praise
team. Address any dubious or scandalous for good roleplay in disguise.
discoveries as needed. Unlike other cases,
you may crack the case if and only if you Once a player accumulates 8 XP, they earn an
collect all three details. If you pursue this case advance to:
without the support of the FDA, consider how
that impacts your team. Will you lie to your •Improve a playbook specific attribute.
department head to take advantage of
certain resources or will you make a go of it on •Choose a new playbook perk.
your own?
•Earn a custom advance. Work with the GM to
determine what it might be.
The investigation 33
The chewniverse
The world isn’t TOO unlike our own.
Imagine the busy urban areas of east coast cities like Philadelphia,
Baltimore, and Washington D.C. just five years ago. Most people are
running around trying to make ends meet, just like you or I. Most of
us feel unable to make any real change in the face of politics or
corporate America. Food powers are present but often hidden behind
subtle abilities that don’t draw the weary eye of most.
That’s where you come in! The FDA became Homeland Security in the
wake of the bird flu. Funding for agencies like the United States
Department of Agriculture (USDA) and NASA skyrocketed, creating
leaps in robotics and FOOD-POWERED weaponry.
Strange writing in the sky has the chicken prohibition taking a back
seat to the rise of a potential alien threat. And, if that and food-
powered criminals weren’t enough, the poultry prohibition created
the fanatical likes of the Church of the Immaculate OVA and their
“CHICKEN IS DOOM” crazies to deal with.
34 The chewniverse
factions USDA
Here’s just a taste of factions to populate In Brief: The United States Department of
your cities and to pin to conspiracies. Agriculture is the second-most powerful law
enforcement agency on the planet. They
◦FDA: The United States Food and Drug would much rather be first.
Administration is the most powerful law-
enforcement agency on the planet. ◦Possible Clocks: Find a Colossal Mess
and Make Sure Blame Lands on the FDA
◦USDA: The United States Department of (8 segments)
Agriculture is the second-most powerful
law enforcement agency on the planet. ◦More Details: The Department of
They would much rather be first. Agriculture was officially formed in 1862
by none other than Abraham fricking
◦Chicken Colonels: A collegiate league Lincoln, and don’t you forget it. They
of serial killers who find the taste of were given cabinet status in 1888 and
humans finger-licking good. thanks to the Hatch Act were soon given
offices in every state. It was much later
that they were staffed entirely with an
◦Church of the Immaculate Ova: A elite force of highly trained smoking
growing, world-wide cult of fanatics, hotties, each able to kill a man in fifteen
ready and willing to kill anyone who different ways using only their big toe.
partakes of the chicken or the egg (in When ordered to include an equal
either order). quota of men in their ranks, Director
Penya had the brainwave to team each
◦E.G.G.: Your average, everyday terrorist agent with a deadly cybernetic animal
group/freedom fighters, dedicated to companion, and the powerhouse that is
exposing the truth about the fascist the modern USDA was born.
government conspiracy and its chickeny
lies. ◦Notable Assets: Poyo. I mean, he works
for nobody, but he’s on their side.
◦Jersey Mob, The: Just because chicken
is the new illicit product doesn’t mean ◦Notable NPCs: Director
running drugs stopped being profitable, Penya, Agent Jin Sae Woo,
and the Jersey Mob has all the drugs. Jellybean the Rat,
Buttercup the Lion.
◦Kigyoushun Assassins: Why kill people
with guns when you can kill people with
kitchen utensils is a question nobody
asked but the Kigyoushun Assassins
answered.
The chewniverse 35
Chicken Colonels
◦Allies: The United States Government, ◦In Brief: A collegiate league of serial
the US Navy, NASA. killers who happen to find the taste of
humans finger-licking good.
◦Enemies: The FDA, the Vampyr, North
Korea. ◦Possible Clocks: Become Sole Suppliers
of the Next Fad Diet (4), Escape Prison
◦Weird Stuff: When it looked like the Wearing Some Guy’s Face as a Mask (8
world’s population might never recover, segments).
the USDA was recruited for an
experiment to repopulate a world ◦More Details: Everybody is eating
without men. Somewhere in the USDA humans these days, it seems. The
basement is a fridge full of sperm Chicken Colonels discovered a lot of
donations from the US Navy. folks are after meat and don’t care
what kind, or if it’s still wearing sneakers.
◦The Situation: After John Colby broke In other words, they could do all their
Director Penya’s heart, the bristling rivalry creepy murder shenanigans and hide all
between the USDA and the FDA the evidence by shipping it to the
exploded into a behind the scenes war. highest bidder. Word got around about
The USDA stops at nothing to get the the idea and the creeps liked it so much
FDA discredited and dismantled so they they started dressing up as
can be the most powerful agency in the certain fast food mascots to
country. get their serial killer jollies.
Some of them were
busted by the FDA, but
the Colonels went
on cooking…
36 The chewniverse
◦Notable Assets: A network of enough That means the hyper-rich need to eat
creepy serial killers to fill a whole library of humans and everyone knows the best
Thomas Harris novels. place to get it fresh (and with the least
carbon debt) is from your neighborhood
◦Allies: Tracy Lee Cobb, Cannibal Soup serial killer.
Kitchen, Bon Vivant Diner’s Club
E.G.G.
◦Enemies: The FDA, Hannibal-wannabees Your average, everyday terrorist group/
freedom fighters, dedicated to exposing the
◦Weird Stuff: Certain ciboscribes looking truth about the fascist government
for a cheap shortcut to a best-selling conspiracy and its chickeny lies.
novel are now hunting down serial killers
just so they can take a bite of their flesh ◦Possible Clocks: Post Bounties on the
and get their next villain. Heads of FDA Agents (4 segments), Blow
up the Moon (8 segments).
◦The Situation: Recently, a Diner’s Digest
reviewer ate some meatballs made of the ◦More Details: Arguably, E.G.G. should
walking dead and declared ethically be considered stronger: they have large
sourced human meat might just be the weapons caches, hundreds of fanatical
hottest new thing on the menu. members, a secret communication and
The chewniverse 37
propaganda network, and can even reach But the CIA would never, ever do that
the President of the United States when they sort of thing. Honest, cross my heart,
want to. The counterargument is they’ve pinky swear.
never successfully pulled off any of their
terrorist attempts because they are a bunch ◦The Situation: E.G.G. is tired of failing
of weenies. and intend to make one final strike
against NASA, who they now believe to
◦Notable Assets: A seemingly infinite army of be completely run by secret chicken
dudes in berets and neck scarves aliens and their lackeys. The goal: blow
up the moon, where NASA is hiding the
◦Allies: Nobody! Everyone else is a truth. To afford a plan of this scope, they
collaborator! need cash. So they began working for
the highest bidder, doing side jobs like
selling lemonade to raise money for their
◦Enemies: Everybody else is a collaborator! spacecraft.
38 The chewniverse
◦Possible Clocks: Become the Hottest ◦Enemies: The Yakuza, the KGB, NASA
New Martial Artist on Youtube (4
segments), Be Activated by the Church ◦Weird Stuff: In its desperate need for
of the Immaculate Ova at High Profile more content, Diamond Excellence
Events (8 segments) Chef Fighting became a new feature on
the Culinary Network this season and a
◦More Details: The Kigyoushun Assassins shit ton of fresh meat is needed.
were born in the world of Steel Death
Salad Chef. When the audience who ◦The Situation: Not needing knives or
originally loved the high-stakes guns to kill, the Kigyoushun can slip into
Japanese sport of competitive salad- any event seemingly unarmed, no
making grew bored and needed matter how thoroughly they’re
bloodier entertainments, Kigyoushun was searched. This makes them perfect
born: a martial art arena with no holds servants for the Church of the
barred fights to the death over various Immaculate Ova who place them at
leafy greens. Two cooks enter! Lettuce food vendors worldwide. When the
leaves! moment is right and the crowds are
huge, the assassins will strike!
◦Allies: The Jersey Mob, the Church of
the Immaculate Ova, the Culinary
Network
The chewniverse 39
“Long long maaan!”
case summary
Roll 1d6
For each serving vendor Sushi?
1 Sexy gummies Creepy ice cream candy truck Isn’t that creepy enough?
2 Pho king Woman (suki) with a red wig A slippery mayo slick!
and a very large coat
4 Shawarma Charm City cart “like a regular cart, An army of Old Bay Baltimore
just with 89% more Old Bay” sushi rolls singing Hamlet!
5 Children of the corn One of the characters’ moms Mafioso tuna rolls have a
proposition you can’t refuse.
6 Second hand pork A cybernetic panda Baltimore crab roll with a knife.
CRAB BATTLE!
But when a series of crimes break out case, escalating it from a matter of municipal
targeting Cho’s former bosses, some begin pride to one of national importance and
to wonder: Is the Long Long Man truly a beyond!
defender of the law or is he just another
disgruntled employee?
directive
Investigate the vandalism and determine
whether Cho or his Thirst Traps are at fault.