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[tool] d66 scene reveals for YZE investigations

Posted: Sun 23 Aug 2026, 23:38
by AITTIAStudio
AI disclosure: This post was written with AI assistance and human-reviewed by AITTIA Studio before posting. It is not official Free League material.

Here is a table-ready tool for Year Zero Engine GMs who want investigations to keep moving even when a roll fails, gets pushed, or costs the group time.

The idea: every important scene should reveal something. The roll decides what the reveal costs, who notices it first, and what new pressure enters the room.

Quick YZE method

Use this when the group searches, scouts, scans, interrogates, studies an old site, or tries to understand a threat.

1. Before the roll, decide the true clue: what the scene must teach the players.
2. On success, give the clue cleanly and add one useful edge: route, weakness, name, timing, safe approach, or leverage.
3. On failure, still give the clue, then roll or choose a reveal below as the cost.
4. On a pushed roll, give the clue plus the player's extra success if any, then make the cost personal, visible, or time-sensitive.
5. If the group ignores the cost, advance a clock, drain a resource, separate someone, or let an NPC act first.

d66 Scene Reveals

11. The useful clue is physically stuck.
The map, passkey, bone tag, drive, diary, cartridge, ritual token, or specimen is jammed under machinery, ice, rubble, roots, webbing, or a corpse. Getting it out is noisy, slow, or requires leaving a tool behind.

12. The clue identifies one PC.
The evidence includes a name, voiceprint, blood match, old photograph, job number, family mark, biometric echo, or childhood phrase tied to a player character. Ask the player how the connection could be possible.

13. The clue proves someone lied.
A witness, patron, ally, superior, cult elder, shipmate, or settlement leader gave a version of events that cannot fit the evidence. The liar may still be useful, but now has a reason to fear the party.

14. The clue is time-stamped too recently.
The date, heat signature, fresh ink, comms ping, wet footprint, live spore, warm casing, or still-running machine says the danger was here minutes ago, not days ago.

15. The clue is true but incomplete.
It points to the correct door, person, route, or cause, but one vital part is missing: who opened it, what was paid, why it stopped, where the survivor went, or when it happens again.

16. The clue has already been found.
Someone else marked it, photographed it, translated it, packed it for transport, or tried to destroy it. Their method reveals competence, panic, or a rival agenda.

21. The clue changes while watched.
A symbol moves, a recording edits itself, a corpse's expression shifts, a map redraws, a plant turns, a machine light changes, or a witness repeats the same sentence with a new word.

22. The clue requires immediate harm prevention.
Understanding it reveals that a door is about to lock, oxygen will vent, guards are seconds away, a patient will wake, a bridge will collapse, or an infection is entering a new stage.

23. The clue is carried by someone vulnerable.
A child, prisoner, animal, infected worker, broken android, terrified cultist, exhausted scout, or dying enemy has the missing piece. They cannot explain it safely without protection, medicine, food, or trust.

24. The clue consumes a resource.
Reading, opening, testing, translating, or transporting it burns battery, fuel, ammunition, clean air, medical supplies, rations, rope, favors, reputation, or one safe hiding place.

25. The clue points at a safe place.
The evidence names a room, trail, bunker, shrine, server, garage, cave, or office as safe. It is safe from the current threat, but occupied by a different problem.

26. The clue is deliberately theatrical.
The scene has been arranged for discovery: objects aligned, bodies posed, lights angled, slogans carved, alarms muted, or doors left open. Someone wants a specific conclusion.

31. The clue contradicts local reality.
It refers to a season that has not come, a person not born yet, an event erased from records, a corridor that is not there, a faction that officially dissolved, or a dead voice still giving orders.

32. The clue is too clean.
No dust on the note, no fingerprints on the weapon, no corrosion on old tech, no rot on the corpse, no hesitation in the witness story. The absence of mess is the warning.

33. The clue creates a debt.
To learn what it means, the group must accept help from someone inconvenient: a rival, an exile, a machine, a prisoner, a child, a local taboo-keeper, or an NPC who will ask payment later.

34. The clue moves the threat elsewhere.
Finding it confirms the monster, patrol, storm, infection, cult, or security system is not here. It is now behind the group, near their vehicle, inside their shelter, or watching an NPC they care about.

35. The clue can only be proven by splitting attention.
One character must monitor the signal, one must inspect the body, one must hold the door, one must calm the witness, or one must climb into the dark access space.

36. The clue is a warning from the past.
An earlier victim left simple instructions: do not run, do not sleep, count the lights, burn the yellow fungus, never answer twice, trust the old map, or kill the engine before dawn.

41. The clue frames the wrong suspect.
Everything points at one person or faction, but a small detail does not fit: wrong tool marks, old blood, impossible timing, careful staging, missing motive, or a witness who sounds rehearsed.

42. The clue reveals a pattern of mercy.
Someone dangerous spared children, animals, the wounded, the unarmed, a specific profession, people who prayed, people who stayed silent, or those who surrendered equipment.

43. The clue reveals a pattern of hunger.
The threat only takes heat, memories, batteries, bones, dreams, voices, authority figures, passwords, red cloth, medical gear, or anyone who has pushed a roll in this place.

44. The clue has a witness who refuses facts.
A survivor saw everything but explains it through superstition, doctrine, trauma, corporate procedure, family loyalty, military slang, or a local myth. Their wrong explanation still contains one useful detail.

45. The clue is hidden inside routine paperwork.
A shift roster, supply list, maintenance ticket, harvest tally, prayer schedule, patrol route, salvage ledger, medical chart, or cargo manifest contains the real answer in one mismatched entry.

46. The clue points to a moral shortcut.
The fastest solution requires abandoning someone, lying publicly, contaminating a clean place, blackmailing an ally, breaking a taboo, spending scarce resources, or letting a guilty person go.

51. The clue is audible but not visible.
The hum, tapping, prayer, static, heartbeat, dripping, ventilation rhythm, animal call, engine stutter, or repeated phrase reveals direction, number, intention, or distance before anything appears.

52. The clue is visible but cannot be touched.
It is behind glass, across vacuum, under thin ice, inside quarantine, beyond a ward, below contaminated water, in a memory recording, or projected by a system that may fail.

53. The clue changes the map scale.
A problem thought to be one room is facility-wide. A local creature is migratory. A missing person crossed a whole zone. A village ritual is regional. A shipboard fault started before launch.

54. The clue reveals an unwanted expert.
Only one NPC can interpret it, and that NPC is drunk, injured, hated, infected, bribed, terrified, exiled, imprisoned, or personally responsible for part of the disaster.

55. The clue creates public consequences.
If the group acts on it, a crowd panics, a faction loses face, guards overreact, a family is disgraced, a quarantine begins, a trial starts, or a settlement chooses sides.

56. The clue works like bait.
It is useful because it attracts the threat, broadcasts a signal, unlocks a route, releases a smell, warms up, starts ticking, or makes every watcher reveal themselves.

61. The clue is a choice, not an answer.
It proves two incompatible priorities: save the missing scout or secure the cure, expose the lie or keep the peace, flee now or learn the weakness, protect supplies or protect witnesses.

62. The clue makes a PC responsible.
The evidence is safest in one character's hands, voice, memory, blood, skillset, rank, faith, family name, mutation, trauma, or old professional access.

63. The clue is useful only once.
A code, scent trail, safe route, storm break, witness courage, ritual opening, machine bypass, or creature distraction will expire after one scene, one round, one watch, or one failed roll.

64. The clue answers the wrong question.
The group learns who opened the door, not what entered. They learn where the victims went, not why. They learn what the symbol means, not who carved it. Give progress, then reframe the mystery.

65. The clue belongs to the enemy.
A predator nest, cult ledger, corporate memo, warband map, robot log, spirit mark, or rival camp record reveals what the opposition fears, wants, avoids, or plans next.

66. The clue asks for a decision now.
The evidence gives the answer and a countdown: choose a route, name the suspect, move the wounded, shut the system down, open the sealed area, burn the stores, or wake the thing before it wakes itself.

Two quick examples

- A scout fails a roll while searching an abandoned clinic. The GM still gives the truth: the patients were moved alive. Result 24 adds the cost: checking the cold-storage tags drains the last portable battery.
- A pushed observation roll in an old forest shrine succeeds. The GM reveals the right trail, then result 42 shows the danger spares anyone carrying carved bone charms. Now the group can choose whether to imitate the pattern or question it.

Use, hack, rename, or reskin anything here for your table.

— AITTIA Studio