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Trail of Cthulhu - [ACC-GM] - Rules Cheat Sheet.pdf

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Trail of Cthulhu - [ACC-GM] - Rules Cheat Sheet.pdf

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Trail of Cthulhu - [ACC-GM] - Rules Cheat Sheet.pdf

文档介绍

文档介绍:Robin Laws’ GUMSHOE system; Ken Hite’s TRAIL OF CTHULHU game based on the works of . LOVECRAFT, et al.

The keeper is GM. Investigators are the Characters act in order of pool size. An You are shaken when Stability is between
player characters. The Cthulhu Mythos is action other than an attack drops you to 0 and —5 (penalties as for hurt), blasted
an awareness of the cosmos at large that the end of the order. Roll Weapon against at —6 to —11 (fight or flight only, lose 1
wrecks the mind by sheer alienness. Weapon, Firearm/Firearm, etc., vs a hit permanent Stability); and permanently
threshold. Yours is 3, or 4 if your Athletics gaga at —12.
Investigative Abilities give you core clues is 8+. Cover will raise or lower the
automatically. In a given scene, the Keeper threshold in a firefight. Automatic weapons Blasted investigators may gain a madness
may tell the player a clue, ., “Your add 2 or 3 to the Firearms pool (depleted like a delusion or an obsession, and/or
Chemistry tells you this is no known metal” in a single burst) and may be used to hit e shell shocked: when facing the
or the player may trawl for clues: "I use multiple targets within 10m. Roll to hit source of fear again, test Stability; on
Cop Talk to buddy up to the constable for each. With Firearms 5+, you can spend 1 failure, you freeze up for 15 minutes and
rumors." Several abili