Call of Cthulhu - Unfortunate Events Deck.pdf

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Unfortunate Events Deck
How to use the
Unfortunate Events Deck
The Keeper may choose to present a player with
a card from this deck during play. The player re-
ceiving the card should apply its effects to their
investigator immediately.
Keepers are advised to pre-select appropriate
event cards rather than drawing randomly as each
card is unique and should only be used for the
proper situation. For example, the Death Scene
card should only be given to a player whose in-
vestigator is alone and is about to die—the player
knows their character has bitten the dust, and so
giving them the card isn’t a surprise, rather it is a
way for them go out with a bang.
Some cards describe the effects of spells cast
against an investigator; in most situations the in-
vestigator concerned may be completely unaware
that they have been targeted by a spell. In such
cases, the Keeper is advised to make opposed rolls
secret (to figure if the spell is successful), avoid-
ing arousing too much suspicion in case the spell
fails. Note that specific spell names have been left
off the cards, allowing the Keeper to apply them as
best suits their game.
Other cards provide ‘secret’ notes to players, giv-
ing them just enough information on how to act
How to use the
Unfortunate Events Deck
(Continued)
or what they should do next. The Keeper is ad-
vised to provide further information to the player
concerned as necessary as the game progresses.
Some cards may be used to enhance the story,
perhaps advancing the plot or introducing incon-
veniences, or red herrings. Be wary of putting too
many obstacles in your player’s paths as these can
both derail the story and frustrate the players.
Keepers retain the right to add or modify the ef-
fects of any of the cards, perhaps reducing dam-
age amounts or allowing players further options
than those stated.
Use these cards wisely as they can dramatically
affect the game.
A few blank cards have been included in this deck,
allowing Keepers to devise and create their own
unfortunate events to add those here, or to simply
use as secret message cards.
© Chaosium Inc 2015
Bad Dreams
“Don’t let me sleep!”
You awake from the most horrible
nightmare you can ever remember hav-
ing. Sweat pours from you, drenching
the sheets, and your body is covered in
bruises, scratches, and marks (lose 1 hit
point and 1 Sanity point).
From now onwards, every time you fall
asleep you suffer from hideous night-
mares, losing 1 Sanity point each time.
If you wish, you may make an
INT
roll
to see if you can remember your night-
mare: if you succeed, take a further 1D4
Sanity points loss—the Keeper will de-
scribe what you can remember. If you
fail the INT roll, you remember nothing
clearly, just the fact that you are com-
pletely terrified to fall asleep.
Bad Dreams
This continues until otherwise directed
by the Keeper.
© Chaosium Inc 2015
Bad Luck
“Everything is going wrong!”
The fates are against you. Reduce your cur-
rent Luck by half.
(If using the Optional Luck Spend rule,
you may not spend Luck to adjust rolls).
This condition continues until advised
otherwise by the Keeper.
Bad Luck
© Chaosium Inc 2015
Bad Squid
“Urgh! Out of my way! I’m gonna be sick!”
Despite a very enjoyable meal, some-
thing you have eaten has not agreed
with you. Perhaps it was bad squid?
You sweat profusely, shiver, and shake
as hot and cold flushes affect your body.
A headache grows in intensity, and you
find it difficult to focus and think clearly.
Perhaps a day’s rest will sort you out, or
maybe you should see a doctor?
Roll 1D4+1 to determine how many
days you are ill.
Each day you are ill, make a
CON
roll: if
you fail, lose 1 hit point. If the result is
a Hard (half) success then your sickness
clears up the following day. Additional-
ly, a successful
Medicine
roll gets you
back on your feet.
Bad Squid
While you are ill, all STR, DEX, skill, and
combat rolls are made with one penalty die.
© Chaosium Inc 2015
Being Watched?
“Ever get that feeling that you’re not alone?”
Every time you turn around or look
over your shoulder, he’s there, watching
you. You are sure of it.
How long this person has been spying
on you is difficult to say; perhaps it’s
just this afternoon, or it could have
been for days…
Being Watched?
© Chaosium Inc 2015
Blackmail
From out of the blue you receive a letter
with no postmark, nor sign of how it ar-
rived in your possession. Your full name
is written on the envelope.
Inside, the letter is handwritten in flow-
ing ink script, saying:
Your past deeds have been uncovered.
I will reveal all of them to those dearest
to you.
I will reveal all of them to the authorities.
UNLESS YOU PAY.
Wear a carnation in your buttonhole to-
day and I will know you accept, and I will
contact you with details of what to do.
Don’t wear the carnation and face the
consequences of your actions!
Blackmail
© Chaosium Inc 2015
Blinded
“I can’t see!”
Without warning you have suddenly
gone blind.
All rolls requiring sight (physical co-or-
dination, combat, etc.) require Extreme
successes (treated as Regular successes).
The Keeper may also impose penalty
dice if appropriate.
If you are presently in a dangerous situ-
ation (such as standing on a high ledge,
climbing a wall, etc.) you may be re-
quired to make a
DEX
roll to maintain
your safety.
Your sight does not return until advised
by the Keeper.
Blinded
© Chaosium Inc 2015
Bound by Command
“You cannot touch me!”
You begin to hear a voice in your head
that tells you that you cannot harm a
certain individual (the Keeper will con-
firm who).
You know with absolute certainty that
no matter what you attempt to do, you
are unable to inflict harm upon this in-
dividual, and cannot even muster the
desire to so.
Any attempt you make to inflict harm
upon this person will not succeed until
otherwise directed by the Keeper.
Bound by Command
© Chaosium Inc 2015
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