Trail of Cthulhu - Keeper's Screen.pdf

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Stability Test
Ask for a Stability test whenever an event mentioned on the Stability loss table. It is usually described in the form “A n -point Stability test”
1. The Difficulty Number for Stability rolls usually 4.
2. The player may choose to spend any number of points from the Stability pool, to add to the final die result. These points are lost.
3. The player rolls a single die and adds the points; if the result is equal to or higher than the Difficulty Number, no points are lost, otherwise n points.
Stability Loss Table
Incident
Stability Loss
You see a fresh corpse; you witness a killing
1
A human opponent attacks you with evident intent to do serious harm
2
You are in a car or other vehicle accident serious enough to pose a risk of injury
2
You experience a strong unnatural sensation such as intense déjà vu, “missing time”, or hallucinations
2
You witness acts of torture
2
A human opponent attacks you with evident intent to kill
3
You kill someone in a fight
3
You see a particularly grisly murder or accident scene
3
You see a supernatural creature from a distance
3
You witness an obviously unnatural, but not necessarily threatening, omen or magical effect – a wall covered in horrible insects, a talking cat,
or a bleeding window
3
You see hundreds of corpses; you witness a large battle
4
You see a supernatural creature up close
4
You spend a week in solitary confinement
4
You learn that a friend, loved one, or Source of Stability has been violently killed
4
You discover the corpse of a friend, loved one, or Source of Stability
5
You are attacked by a supernatural creature, or by a friend, loved one, or Source of Stability
5
You witness a clearly supernatural or impossible killing
5
You witness or experience an obviously unnatural, and threatenting, omen or magical effect – a cold hand clutches your heart, a swarm of
bees pours out of your mouth
5
You kill someone in cold blood; you torture someone
5
You see a friend, loved one, or Source of Stability killed
6
You are tortured for an hour or longer
6
You discover that you have committed cannibalism
6
You are possessed by some outside force, but conscious while it operates your body unspeakably
7
You speak with someone you know well who you know to be dead
7
You are attacked by a single gigantic supernatural creature or by a horde of supernatural creatures
7
You see a friend, loved one, or Source of Stability killed in a particularly gruesome manner or in a way you are helpless to avert
8
You kill a friend, loved one, or Source of Stability
8
Cthulhu Mythos Stability and Sanity Loss Table
Revelation or Intuition
Stability Pool Loss Sanity Pool Loss
Some aspect of the Mythos is behind this mystery; any specifics are either comfortably distant in space or time,
or not immediately relevant to your larger concerns
2
0
This Mythos truth poses a clear and present danger to innocents; this truth goes deeper, reaches back farther,
or has wider implications, than you previously believed
3
1
This Mythos truth poses a clear and present danger to you or your loved ones; this truth is global or epochal in
scope
4
1
This Mythos truth shatters one of your Pillars of Sanity
6
2
This Mythos truth could destroy the world or is doing so right now, probably inevitably; this truth proves your
Drive to be meaningless or doomed
8
3
Coming Unstrung
If your Stability ranges from 0 to –5, you are shaken .You can still do your job, but seem distracted.You can’t spend points from the pools of your Investigative
abilities. Difficulty Numbers for all General abilities increase by 1.
If your Stability ranges from –6 to –11, your mind is blasted . You also continue to suffer the ill effects of being shaken. The only actions you can do nothing, take
flight or make attacks on any perceived dangers. Furthermore, you permanently lose 1 point from your Stability rating . Another character can snap you out of it with a
Difficulty 3 Psychoanalysis roll and a 2-point spend.
When your Stability reaches –12 or less, you are incurably insane .You may commit one last crazy act or check out forever in a puddle of drool. If you survive your
are hospitalized. Start a new Investigator.
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Damage
Bonus
Keywords
Unarmed
Punch or Kick
-2
bipod
requires a bipod to fire (or be prone)
Clubs Blackjack
-1
double-
barreled
requires both shells but lets you use parenthetical damage at Point
Blank or Close Ranges
Nightstick
-1 full-auto
May add +2 points to Firearms pool, or +3 with a 50-100 round
drum, but if you do you must reload;
Heavy Club
+0
full-auto bonus once only per encounter
Whips
Bullwhip
-1
incendiary
can ignite flammable materials at up to long range
when used on full auto, if you roll a 1, your gun jams even if you hit
your target
Blades
Knife
-1 jams
round after firing action must be Difficulty 3 Athletics test to remain
upright
Machete
+0
kickback
Sword
+1
prone
firer must be prone (or have a bipod)
Improvised
Weapons
Improvised weapon (small)
-1 Pulp-only
Cars do not explode in Purist games without using an Explosive
Device
Improvised Weapon (large)
+0
reliable
-1 Difficulty on Tests to repair or un-jam
Fireplace poker
+0
small
+1 Difficulty to search for firearm on person bearing it
Simple Tests
A simple test occurs when the Investigator attempts a difficult action without
active resistance from another person or entity.
1. Assigning a Difficulty Number ranging from 2 to 8.You may reveal the
Difficulty number in Pulp games, except for Sense Trouble.
2. The player may choose to spend any number of points from the relevant
ability pool, to add to the final die result. These points are lost.
3.The player rolls a single die and adds the points; if the result is equal to or
higher than the Difficulty Number, the character succeeds.
Contests
Contests are ongoing tests which occur when two characters actively attempt
to thwart one another. Chases and auctions are examples.
1. Decide who goes first in order, first to flee, lowest rating, NPC, die roll.
2. Each participant takes turns to roll against a Difficulty, usually 4.
3. The player may choose to spend any number of points from the relevant
ability pool, to add to the final die result. These points are lost.
4. The player rolls a single die and adds the points; if the result is equal to
or higher than the Difficulty Number, the character succeeds.
5. The contest continues until a character fails a roll. The opponent wins.
Combat
Determine an order of action, ranking all participants in the combat
according to their present pool values in the fighting skills they’ll be starting
the fight with. Ties are broken in favor of characters with higher ratings in
those skills. This order is always used.
1. When called upon to act, each combatant may strike at any opponent
within range of his weapons.
2. The player may choose to spend any number of points from the current
fighting pool (Scuffling, Weapons or Firearms) to add to the final die
result. These points are lost.
3. For each attack (usually one), the participant rolls a single die and adds
the points; if the result is equal to or higher than the opponents Hit
Threshold, the participant succeeds.
4. The participant rolls damage, adjust according to weapon type and
armor .
Physical Injury and Death
Hurt
If your pool is anywhere from 0 to –5 , you are hurt , with a
few superficial cuts and bruises. Investigative abilities spends are not
permitted. The Difficulty Numbers of all tests and contests, including
opponents’ Hit Thresholds are increased by 1. Make a Conciousness roll.
Conciousness roll: You may deliberately strain yourself to remain
conscious, reducing your Health pool by an amount of your choice.
(You may not voluntarily reduce your Health pool below -11.) For
each point you reduce it, add 1 to your die result. The Difficulty of the
Consciousness roll is based on your Health pool before you make this
reduction.
First Aid: When you are hurt a character with the First Aid ability can
improve your condition. For every First Aid point spent, you regain 2
Health points — unless you are healing yourself, in which case you gain
only 1 Health point. First Aid can only refill your pool to where you
were before the incident in which you received this latest injury.
Seriously Wounded
If your pool is between –6 and –11, you have been seriously wounded.
You must make a Consciousness roll.
Whether or not you maintain consciousness, you are no longer able
to fight. Until you receive First Aid, you will lose an additional Health
point every half hour. A character with the First Aid ability can stabilize
your condition by spending 2 First Aid points. However, he can’t restore
your Health points.
After you receive first aid, you must convalesce in a hospital or similar
setting for period of forced inactivity is a number of days equal to the
absolute value of your lowest Health pool score. (So if you were reduced
to –8 Health, you are hospitalized for 8 days.) On the day of your
discharge, your Health pool increases to half its maximum value. On the
next day, it refreshes fully.
Dead
When your pool dips to –12 or below, you are dead .
Refreshing Abilities During Games
• Investigative abilities can only refresh between complete adventures, or major breakpoints in campaigns.
• Creatures Creatures not encountered for 24 hours refresh all but Health, which refreshes 1d6 per day.
If a creature is encountered later in the same day it can refresh all but Health up to half their rating.
Three General pools except Health, Sanity and Stability can be refreshed once per session, in a save haven.
• Athletics, Driving, Firearms, Piloting, Riding, Scuffling and Weapons refresh 24 hours after the last expenditure.
• Health refreshes 2 points per day of restful activity. (See Injury table for First Aid for wounded characters)
• Stability can be recovered by following Drives (p. 73) Psychological Triage (see p.79) or Confidence rolls (see p. 79)
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Weapon Details
Rang e
Notes and
Keywords ( bold )
Type Sub-Type Weapon Name
Ammo Cost
Point
Blank
(3’)
Close
(30’)
Near
(120’)
Long
(300’)
Derringer Remington .41 Short double Derringer (1866)
2
$20
+2
X
X
X
small
Webley & Scott Police Model .32 ACP automatic
pistol
Light Pistol
8
$10
+2
+0
+0
X
Soviet military/
police sidearm
TT-33 Tokarev 7.62mm automatic pistol (1933)
8
$45
+2
+0
+0
X
Nambu Type 14 8mm automatic pistol
8
$40
+2
+0
+0
X
Japanese military
sidearm
Mauser "Broomhandle" 7.62 mm automatic pistol
(1896)
10
$50
+2
+0
+0
X
Colt Police Positive .32 revolver (1907)
6
$15
+2
+0
+0
X
US Police sidearm
Walther PPK .32 automatic pistol (1931)
7
$70
+2
+0
+0
X
Flare Gun Very 12-gauge flare pistol (1882)
1
$30
+1
+2
X
X
incendiary
Heavy Pistol Colt M1911A1 .45 ACP automatic pistol (1926)
7
$50
+3
+1
+1
X
reliable; US Military
Sidearm
Luger P08 9mm automatic pistol (1908)
8
$50
+3
+1
+1
X
German military
sidearm
Walther P38 9mm automatic pistol (1938)
8
$75
+3
+1
+1
X
German military
sidearm
FN Browning High-Power 9mm semi-automatic pistol
(1935)
13
$75
+3
+1
+1
X
Webley No. 1 Mk IV .455 SAA Revolver (1915)
6
$25
+3
+1
+1
X
UK military sidearm
Smith & Wesson .38 Special revolver (1902)
6
$30
+3
+1
+1
X
US police sidearm
Smith & Wesson Model 27 .357 Magnum revolver
(1927)
6
$80
+3
+1
+1
X
Light Shotgun Winchester M1912 20-gauge pump shotgun (1912)
5
$50
+3
+0
+0
X
Remington M32 20-gauge shotgun (1932)
2
$35
+3
(+4)
+0
(+1)
+0
X
double-barreled
Heavy
Shotgun
Winchester M1912 12-gauge pump shotgun (1912)
5
$50
+3
+1
+0
X
Remington M32 12-gauge shotgun (1932)
2
$35
+3
(+4)
+1
(+2)
+0
X
double-barreled
Light Rifle Remington M34 .22LR sporting rifle (1932)
20
$45
+2
+0
+0
+0
Mannlichter-Carcano M1891 6.5mm bolt-action
carbine (1892)
6
$20
+2
+0
+0
+0
Heavy Rifle Mauser 98K 7.92mm rifle (1935)
5
$125
+3
+1
+1
+1
M1 Garand .30-06 rifle (1936)
8
$120
+3
+1
+1
+1
Lee-Enfield MkIII .303 rifle (1907)
10
$100
+3
+1
+1
+1
Elephant Rifle
Holland & Holand Double Express .600 elephant rifle
(1903)
2
$500
+4
+2
+2
+2
kickback
20,30,50
Submachine
Guns
full-auto, jams ,
see p. 65
Thompson M1921 submachine gun (1921)
$200
+3
+1
+1
X
or 100
"Schmeisser" MP28 submachine gun (1928)
32
$200
+3
+1
+1
X
full-auto, jams ,
see p. 65
Machine Gun
Browning Automatic Rifle (BAR) .303 machine gun
(1918)
20
$500
+4
+2
+2
+2
prone or bipod,
full-auto, see p. 65
Homemade Molotov cocktail
1
?
+1
+0
X
X
incendiary
Pipe bomb
1
?
+2
+1
-1
X
Dynamite Dynamite (stick)
1
?
+3
+2
-2
X
Dynamite (bundle)
1
?
+7
+4
-1
X
Environmental Propane tank
1
?
+4
+2
+0
-2
incendiary
Exploding car
1
?
+4
+2
+0
-2
incendiary, Pulp-
only
Firedamp, coal-dust, or mill-flour explosion
1
?
+6
+4
+1
-1
Gas Main
1
?
+9
+5
+0
X
incendiary
Military
Rifle-Grenade
1
?
+3
+1
-2
X
Hand-Grenade
1
?
+3
+1
-2
X
Land mine
1
?
+8
+3
-1
X
Mortar shell or rocket attack
1
?
+6
+3
+0
X
incendiary
Artillery strike or bomber attack
1
?
+17
+8
+1
-2
incendiary
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