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'-1OC E 2?@?L?H ? @IL: Pool (Can Spend Health Reduces Pool)
'-1OC E 2?@?L?H ? @IL: Pool (Can Spend Health Reduces Pool)
@IL
Created by Ron Blessing - http://www.thegamesthething.com
Tests
Normal Ability pool + d6, difficulty 2 (easy) to 8
(impossible)
Piggybacking
Lead spends pool and rolls, other players add
1 pool (no benefit to roll), + 2 difficulty for
each player not paying pool
Cooperation Lead spends pool and rolls, each player adds
pool (+1 for each added beyond 1)
Contests First to act, first to test; first to fail, loses
Fighting
Scuffling vs. Scuffling or Shooting vs. Shooting
Higher current fighting pool goes first
Hit Threshold (HT) is 3 (4, if Athletics rating 8+)
Free-for-all Combat
Order of action Determined by highest fighting pool
(Scuffling or Shooting) at start of combat
Tie-breaker 1 Ability rating
Tie-breaker 2 PCs over enemies
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
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
Exhaustion, Injury, and
Gruesome Death
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
-6 to -11
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
Medic
Hurt Each point spent by another player, add 2 Health
pool
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
Stability Tests
Difficulty 4, or lose Stability pool
Incident Loss
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
A human opponent attacks you with evident intent to
kill 3
You see a supernatural creature from a distance 3
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
You see a friend or loved one killed 7
You see a friend or loved one killed in a particularly
gruesome manner 8
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.
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.
Head Games
Mental
Illness Cure
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
Suppress
Symptoms
Successful Shrink test suppresses symptoms
till next Stability loss.
Regaining Pool Points
All Investigative
abilities End of case
Stability Between cases
Health 2 points per day of restful activity
Athletics, Driving,
Scuffling, Shooting 24 hours from last expenditure
All other abilities End of case