The Esoterrorists GM Quick Reference


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


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