The Esoterrorists GM Quick Reference, Podreczniki RPG, The Esoterrorists
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Tests
Stability Tests
Difficulty 4, or lose Stability
pool
Incident
Normal
Ability pool + d6, difficulty 2 (easy) to 8
(impossible)
Loss
Piggybacking
Lead spends pool and rolls, other players add
1 pool (no benefit to roll), + 2 difficulty for
each player not paying pool
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
Lead spends pool and rolls, each player adds
pool (+1 for each added beyond 1)
Cooperation
A human opponent attacks you with evident intent to
kill
3
Contests
First to act, first to test; first to fail, loses
You see a supernatural creature from a distance
3
Fighting
Scuffling vs. Scuffling
or
Shooting vs. Shooting
Higher current fighting
pool
goes first
Hit Threshold (HT) is 3 (4, if Athletics
rating
8+)
You see a supernatural creature up close
4
You see a particularly grisly murder or accident scene
4
You learn that a friend or loved one has been violently
killed
6
You are attacked by a supernatural creature
7
Free-for-all Combat
You see a friend or loved one killed
7
Order of action
Determined by highest fighting
pool
(Scuffling or Shooting) at start of combat
You see a friend or loved one killed in a particularly
gruesome manner
8
Tie-breaker 1
Ability
rating
Tie-breaker 2
PCs over enemies
Losing It
Stability Pool Effect
0 to -5
Shaken
– Seem distracted: no Investigative
abilities can be used; +1 difficulty to all tests
-6 to -11
Mental Illness
*
– Like Shaken; permanently
lose 1 Stability
rating
point
-12 or more
Permanently Insane
– May commit one last
crazy act; make a new character
*
If mental illness from mundane cause, then Post-Traumatic
Stress Disorder (PTSD). If mental illness from supernatural cause,
see p. 47.
Tie-breaker 3
Player arrival time
Weapon Table
(Damage: d6 + Damage Modifier)
Weapon Type
Damage
Modifier
Fist, Kick
-2
Small improvised weapon, police baton, knife
-1
Machete, heavy club, light firearm
0
Sword, heavy firearm
+1
Armor
(Subtract From Damage)
Light Body Armor
-2 from bullets, -1 cutting/stabbing
Psychological Triage
For each Shrink point spent by another player, player can
regain 2 Stability points.
If mental illness, another player can spend 2 Shrink points to
give temporary lucidity for remainder of current scene.
Military Body Armor
-3 from bullets. -1 cutting/stabbing
Cover
(Reduces/Increases HT)
Exposed
(No barrier)
-1
Partial Cover
(Half body exposed)
0
Full Cover
(Barrier completely protects)
+1
Head Games
During prologue to a case, Shrink test
(difficulty 4)
Three consecutive cases with success and
Stability stays above 0, then cured
If mental illness again, regains condition
permanently
Exhaustion, Injury, and
Gruesome Death
Mental
Illness Cure
Health Pool
Effect
Below 0
Consciousness Roll vs. absolute negative Health
pool
(can spend Health; reduces
pool
)
0 to -5
Hurt
– No Investigative abilities can be used; +1
difficulty to all tests
Suppress
Symptoms
Successful Shrink test suppresses symptoms
till next Stability loss.
Wounded
– Make a Consciousness Roll; no
Investigative abilities can be used; can no longer
fight; till First Aid is given, lose 1 Health
pool
per 30 minutes
-12 or more
Dead
– Make a new character
Regaining Pool Points
All Investigative
abilities
End of case
Stability
Between cases
Health
2 points per day of restful activity
Medic
Athletics, Driving,
Scuffling, Shooting
24 hours from last expenditure
Hurt
Each point spent by another player, add 2 Health
pool
All other abilities
End of case
Wounded
Another player may spend 2 points to stabilize;
no Health regained. Character must convalesce 1
day per negative Health
pool
; day 1 at 0 Health,
go to half
pool
; day 2, regain full Health
pool
Created by Ron Blessing -
-6 to -11
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