The setting of the game is modern fantasy-horror where you are occult investigators fighting eldritch horror and other supernatural phenomenon. However, the more you fight this strange world, the more your soul gets corrupted by its nature. Novice investigators starts to gain strange and powerful powers in exchange for the balance of their soul and sanity.
This game involves a player to be a GM, and at least one player to be an investigator.  The game also requires a minimum or two six sided dice.
Setup
Setting
Decide between the players on a city to be the main setting for the game.  This could be where the game is actually being played, someplace they've visited (or never at all), or a fictional city if that would be preferred.
Each player, including the GM, answers the following questions about the setting:
�	What is it about this city that gives it a mystical feel?
�	What are the magical factions within the city?
�	Where are it's places of arcane and eldritch power?
All answers are presented as options, and other players may make suggestions regarding them, or veto them if needed.
Example: Bernard, Amit, and Maria have decided to set their game in Dawson City, YT.  They have decided that this place has a mystical feel because of it's colourful history, it's proximity to nature, and it's isolation.
The magical factions of Dawson are the ghosts of the dead miners from the gold rush, the spirits of the encroaching wilderness, and a cabal that had begun with a group of bored teenagers, but which has now become dark and secretive. Maria has suggested one faction could be native shamans, but Amit did not comfortable with this kind of depiction of a living culture.
The places of power are decided as the Diamond Tooth Casino, St. Paul's Anglican Church, and Dredge No 4.
Character Creation
Investigators tap into their passions and their characteristics to draw their powers.  For games that take up a single session, they have one of each.  For longer games, they may have up to three of each.
Passions represent their obsession with the world around them.  Often this is the plot of the game being played, although it could be something about a previous plot line still unresolved.
Characteristics are the parts of an investigators that will end up destroying them.  When creating  an investigator, the player comes up with one of each of the following:
�	One Trait (guilty conscience, hates messes, conspiracy theorist)
�	One Relationship (child, spouse, Ted from accounting)
�	One unique physical detail (overly wide mouth, strange birthmark, extremely thick hair)
Other players may veto suggestions which they feel will not match the tone of the game.
Magic
There are two types of magic investigators can perform.  One affects the world around them and is rooted to their passions.  The other affects themselves and is rooted to their characteristics.
For each power, investigators decide what the power does, and what circumstances it requires to work.
Example: Maria's investigator, Sue, has a passion to uncover the truth about the Library of the Harcona which fuels her ability to read the history of objects, but it can only be done on objects which were loved by their owners.
Her skin has a slightly blue tone, and she is able to turn herself into a liquid for a time, but never when it is below freezing around her.
System
Each passion and characteristic has a starting value of 1.
When an investigator wishes to use a power, the roll one six sided dice and compare the result to their corresponding passion/characteristic.
�	Rolling less than the value is a success.  The investigator succeeds without incident.
�	Matching the value results in a success beyond the expectations of the investigator.  The corresponding passion or characteristic value increases by one.
�	Rolling greater than the value still usually succeeds in the task, but introduces a complication to the story.
As the values for passions and characteristics increase, the investigator becomes more obsessed, corrupted, and consumed by them.  The associated powers often become more pronounced as well.  At 4+, the restrictions that were placed on magical abilities begin to become lessened.
Example: Amit's character, Joseph, has an obsession with protecting his sister Mia.  This fuels his ability to grow wings from his body and fly, but only with exhaustive effort.  Over the course of the game, the value for this ability already has increased to three.
He rolls to use the ability to fly away with Sue to bring them out of danger, and rolls 3.  He scratches out 3 and writes 4 in as the value.  This time, even holding on to Sue, he finds the effort less physically exhausting.  Sue notices as well, though, that his once pristine feathered wings now produce a thick black oil at the base of the feathers.
Arcane Characters
Few foes wish to kill or injure the investigators directly.  Far more often they will attempt to deceive or manipulate them.  They always  have a desire in their interactions with investigators.
For quick creation, find a suitable option for each of the following:
�	Creature � Ghosts, Nature Spirits, Mage, Guardian Spirit, Mythical Creature, Demons
�	Desire � Knowledge, Power, Prized Object, Love, Worship, Fear
�	Means � Like the investigators, they may have magic.  Use similar rules for creating their abilities, but the values may start higher than 1.

2nd Designer's Notes:
Round two saw this game thoroughly rewritten, which is why the length is still short.  As it stands, the game is a simple framework, but desperately needs life breathed into it.  This might come from a compelling setting, a unique mechanic, or some method to bring the horror suggested in the delivery to the forefront of play.
Put in simple terms, it needs something that will attract those who love this genre to this game in particular.
Good luck.