System Cheat Sheet

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System Cheat Sheet SYSTEM CHEAT SHEET Collated by Justin Alexander http://www.thealexandrian.net BASIC MECHANICS INVESTIGATIVE ABILITIES GENERAL ABILITIES GATHERING CLUES Academic Interpersonal Athletics Accounting Assess Honesty Conceal 1. Be in a scene where relevant information can be gathered. 1 2. Have the right ability to discover the clue. Anthropology Bargain Disguise Archaeology Bureaucracy Driving 3. Tell the Keeper that you’re using the ability. 1 Architecture Cop Talk Electrical Repair Simple Search: Clue that can be found without any corresponding ability (just need Art History Credit Rating Explosives1 to say you’re looking in the right place). Biology Flattery Filch Cthulhu Mythos Interrogation Firearms Skilled Observation: Clue that can be noticed with cursory observation which Cryptography Oral History First Aid requires special knowledge or training. Character with highest current pool in ability Geology Reassurance Fleeing notices. History Streetwise Health Inconspicuous Clues: Noticing a clue in a situation where they’re not actively looking. Languages Hypnosis Technical 1 Law Mechanical Repair Character with highest current pool in the ability notices. (If tied, character with Art Library Use Piloting highest ranking notices. If still tied, they find it simultaneously.) Astronomy Medicine Preparedness Chemistry Leveraged Clues: Clue requires an interpersonal ability and the mention of a Occult Psychoanalysis Craft prerequisite clue. Physics Riding Evidence Collection Theology Sanity Forensics ESTS Scuffling T Locksmith Sense Trouble Success: 1d6 + points spent ≥ Difficulty Outdoorsman Shadowing Pharmacy Retry: Requires supporting action to increase odds of success and spend > previous Stability attempt. Photography Stealth Weapons Piggybacking: +2 difficulty per character piggybacking on leader’s attempt. Piggybacking characters can spend 1 point to negate the difficulty increase. 1 Can be used as Investigative abilities in some circumstances. Cooperation: Spend points to assist character making the check. INVESTIGATIVE SPENDS (1-2 points) Gives you an advantage in a future contest of General abilities CONTESTS Gives a favorable impression to supporting characters First contestant rolls, then second contestant. Continue rolling until someone fails. Leads to a flashback scene Provide alternative to a distasteful or unwanted course of action Default Difficulty: 4 (Keeper can choose to change based on relative circumstance) Speed up the investigation Initiative: Keeper decides. Provide dedicated pool points Simultaneous Action: Character with lower rating in relevant ability acts first. Create exceptional work of art/scholarship (NPCs act before PCs. Between investigators, player who arrived last for current session acts first.) Dedicated Pool Points: Bonus points that can only be spent in a particular circumstance / on a particular topic. Chase: Fleeing character acts first. Investigative Contests: PCs should usually auto-succeed if it involves a clue. BASIC COMBAT COMBAT OPTIONS MISC. ACTIONS Initiative: Highest present pool value in skill used. Fighting Without Ability: Contacts: When using an ability that requires a Ties to higher ratings, then Investigators over NPCs, then -2 damage contact, must supply Keeper with name, residence, early-arriving players over later-arriving players. Must declare action at beginning of the round and specific connection. (Example: Cop Talk, Credit Rating) Blackjack user goes last in Scuffling vs. Scuffling contest. and cannot change it. Creating Great Art: Requires spend from Art ability. Investigator Hit Threshold: 3 Automatically go last in each round. Points allocated to great art cannot be spent on different Athletics 8+ = +1 hit threshold Firearms roll of 1 indicates you have artforms in the future. accidentally shot yourself or a friend. Damage: 1d6 + damage modifiers - Armor Disguise as Known Person: Check every 5 minutes. Non-Lethal Damage: Scuffling test. Voice-Only Mimicry: Difficulty 4 Weapon Damage Modifier Cannot reduce Health below death threshold. Face-to-Face Impersonation: Difficulty 7 Unarmed (Fist, kick) -2 Small improvised weapon, blackjack, brass -1 Forces consciousness roll on success. Hypnosis (Pulp): knuckles, bullwhip, nightstick, knife Establish Hypnotic State (Difficulty 3): Required for Big improvised weapon, machete, heavy 0 One Gun, Two Combatants: Gun well in hand, ready additional hypnosis actions. club, fireplace poker, light firearm to fire, point-blank range. Establish Analytic Rapport: Psychoanalysis test (min. rating Sword, heavy firearm +1 Hit Threshold: 1 3, difficulty 3). Gain dedicated pool of 3 for Psychoanalysis Very heavy firearm +2 Damage: x3 on patient. Recover Memories (Difficulty 4): Reliving traumatic Cover: Unaware/Not Ready: Scuffling contest control memories will cause Stability losses to recur (although Exposed: Hit Threshold -1 gun and fire it (no damage modifier). immediate Psychological Triage can be attempted). Post-Hypnotic Suggestion (Difficulty 4+): Cause the patient Partial Cover: No modifier. Reload: Firearms test (difficulty 3), on failure to perform one specific, limited action. Full Cover: Hit Threshold +1 cannot attack this turn. Ease Pain (Difficulty 4): Removes mechanical penalties from Ammo (Purist #1) being hurt. Range: : Track ammunition. Ammo (Purist #2): Roll of 1 = empty (attack fails). False Memories: Difficulty 5 contest vs. target’s Stability Point-Blank (Arm’s Reach): All brawls/scuffles. Ammo (Pulp): When dramatically appropriate. (difficulty 4). Eases a remembered trauma, although Firearms +2 damage. Shotguns heavy firearms. suffering further trauma may cause patient to recall truth. Close (10 yards): No modifiers. SPECIAL WEAPON ACTIONS Preparedness: If you have access to your kit, make a Near (30-40 yards): Cannot throw weapons. Preparedness test (difficulty varies). On success, you Shotguns are light firearms. Shotguns: Point-Blank: Treat as heavy firearm. have the item you want (at Keeper’s discretion). Long (100 yards): Cannot use pistol or shotgun. Near Range: Treat as light firearm. Maximum rifle range. Both Barrels (Close or Point-Blank): +1 damage Vehicles: Off-Road: ½ speed. (OR vehicles at ¾ speed.) Pulp Firearms Motorcycles with Sidecars: ½ speed. EXPLOSIVES Firearms (2 points): Pistol at long range; Rifle at 500 yards Car Chases: Driving contest. Firearms (5+ rating, 1 point): Fire two pistols in the same Setting Explosive Device: Explosives test o 10+ mph slower: +1 difficulty round, one target at Hit Threshold +2 Sense Trouble (difficulty 4 / result of Explosives test) to dive o 30+ mph slower: +2 difficulty or pull comrade to Close range. Full Auto Thrown Explosive: Athletics test 20/30 Shots: 2 dedicated Firearms pool points 50/100 Shots: 3 dedicated Firearms pool points Difficulty: point-blank 2, close 3, near 5 Roll of 1: Gun jams. Requires Mechanical Repair (difficulty 4). Specific Spot: point-blank 3, close 4, near 7 Non-Balanced Explosive: +1 difficulty Full Auto - Multiple Targets (Pulp): All targets must be Close or nearer. Other Explosives +1 hit threshold per additional target. Artillery/Mortar: Mechanical Repair test Resolve each target separately. Rifle-Grenade: Firearms test PHYSICAL INJURY RECOVERY OTHER DANGERS Health < 0: Make a Consciousness roll. Refresh During Play: Acid: Health 0 to -5 – Hurt: +1 difficulty on all tests, Accelerated Refresh (once per session): Refresh up to 3 Damage: Roll damage once, apply each round cannot spend points general abilities (not Health, Sanity, Stability) while in place until counteracted/removed. of safety. Health -6 to -11 – Seriously Wounded: Consciousness Daily Refresh (24 hours after last expenditure): Fully o Weak Acid: 1d6-2 damage. roll and no longer able to fight. Lose 1 Health refresh Athletics, Driving, Firearms, Fleeing, Piloting, Riding, o Strong Acid: 1d6 damage point per hour until stabilized. Scuffling, Weapons. o Very Strong Acid: 1d6+1 damage Health -12 – Dead: Dead. Counteracting: Chemistry/Medicine End of Scenario Refresh: Consciousness Roll: 1d6 + spent Health points vs. Ability Refresh: Refresh all abilities (except Health, Sanity, Extreme Temperatures: Extreme heat or cold hurt Stability). absolute Health value before the spend Source of Stability: Refresh 3 Stability for each source you investigators. First Aid: Can only restore points lost in scene spend quality time with. Pulp Sanity: Keeper rewards 1-2 Sanity for defeating the Drowning/Suffocation: where last injury occurred. Mythos. Hold Breath: Athletics test each round Hurt: Victim regains 2 Health points per 1 First (difficulty 3 + 1 per round) Refreshing Health Aid spend. (1 Health point if healing self.) : Drowning: 1d6+1 damage per round (restored if Seriously Wounded: Spend 2 First Aid to 2 points per day of restful activity. rescued before death) stabilize. Cannot restore lost Health. Must Seriously Wounded characters cannot refresh convalesce. Health (see Physical Injury). Falling: Damage = difficulty of wall, cliff, etc. Purist First Aid: Can only bring character back Spikes/Concrete/Jagged Rocks: +2 damage Psychoanalytic Therapy: Prologue to each scenario, to one-third maximum Health pool. make one test. Fire: Convalesce: Must rest in hospital for # of days equal Pulp Psychoanalysis: Difficulty 4 Torch: Small improvised weapon (1d6-1 damage). to absolute value of lowest Health score. Purist Psychoanalysis: Difficulty = Cthulhu Falling into Bonfire: 1d6 damage Mythos rating
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