Call of Cthulhu - Berlin The Wicked City - Keeper Reference Booklet.pdf

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the wicked city
unveiling the mythos in weimar berlin
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KEEPER REFERENCE BOOKLET
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CHARACTERS
R
AND MONSTERS:
P
THE DEVIL EATS FLIES
E
NON-PLAYER CHARACTERS
N
Manfred Freiherr von Killinger,
T
36, assassin on a mission
O
F
Y
I
G
STR
50
CON
70
APP
50
POW
65
DB:
+1D4
Build:
1
Combat
Brawl
Riding crop
Model P08 Luger
Dodge
SIZ
75
EDU
70
Move:
7
DEX
55
SAN
65
MP:
13
STR
65
CON
55
APP
45
POW
80
DB:
+1D4
Build:
1
Combat
Brawl
.32 Automatic
Dodge
Pyotr Shabelsky-Bork (aka Prince Gabriel
Constantinovich),
29, conspirator
SIZ
60
EDU
90
Move:
9
DEX
65
SAN
45
MP:
16
INT
80
HP
11
60% (30/12), damage 1D3+1D4
65% (32/13), damage 1D8
40% (20/8)
INT
70
HP
14
70% (35/14), damage 1D3+1D4
70% (35/14), damage 1D3+�½DB
50% (25/10), damage 1D10
27% (12/5)
Skills
Art/Craft (Poetry) 45%, Charm 45%, Credit Rating 65%,
Cthulhu Mythos 14%, Disguise 65%, Drive Auto 45%,
Fast Talk 50%, Firearms (Rifle/Shotgun) 60%, First Aid
50%, History 55%, Intimidate 50%, Language (English)
45%, Language (French) 65%, Language (German) 75%,
Language (Russian) 90%, Library Use 50%, Occult 60%,
Persuade 70%, Psychology 60%, Ride 60%.
Spells:
Banishment of Yde Etad, Prinn’s Crux Ansata
Equipment:
Crux Ansata
STR
65
CON
50
APP
45
POW
40
DB:
+1D4
Build:
1
Combat
Brawl
Dodge
STR
60
APP
85
DB:
0
Combat
Brawl
Dodge
CON
55
POW
90
Build:
0
Skills
Credit Rating 50%, Intimidate 65%, Language (English)
35%, Language (German) 70%, Law 45%, Mechanical
Repair 25%, Navigate 55%, Occult 50%, Pilot (Boat) 70%,
Psychology 35%, Spot Hidden 45%, Swim 60%, Throw 50%.
Red Mill Drunk
SIZ
75
EDU
65
Move:
7
DEX
55
SAN
50
MP:
10
INT
65
HP
12
Erwin Kern,
23, Consul assassin
Kern’s accomplices are Hermann Fischer, Ernst von
Solomon, and Ernst-Werner Techow. Use Kern’s profile for
these men as well.
STR
60
CON
60
APP
80
POW
65
DB:
+1D4
Build:
1
SIZ
65
EDU
60
Move:
8
DEX
70
SAN
65
MP:
13
INT
55
HP
12
60% (30/12), damage 1D3+1D4
27% (12/5)
SIZ
40
EDU
55
Move:
9
DEX
85
SAN
80
MP:
18
INT
75
HP
9
Anita Berber,
23, Berlin’s naked goddess
Combat
Brawl
70% (35/14), damage 1D3+1D4
Bergmann MP18
55% (27/11), damage 1D10
“Potato Masher” grenade 50% (25/10), damage 4D10/3
yards/meters
Dodge
35% (17/7)
Skills
Climb 50%, Drive Auto 55%, Intimidate 60%, Jump 45%,
Language (German) 60%, Law 50%, Sneer Menacingly
85%, Stealth 45%, Throw 50%.
30% (15/6), damage 1D3
45% (22/9)
Skills
Art/Craft (Acting) 35%, Art/Craft (Dance) 75%, Art/
Craft (Poetry) 55%, Charm 65%, Fast Talk 55%, History
30%, Language (English) 20%, Language (French) 45%,
Language (German) 55%, Language (Russian) 20%, Occult
25%, Persuade 65%, Sleight of Hand 30%, Stealth 40%.
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KEEPER REFERENCE BOOKLET
Police Inspector Krieg,
54, hardboiled cop
CON
40
POW
70
Build:
0
SIZ
60
EDU
75
Move:
5
DEX
55
SAN
60
STR
50
APP
40
DB:
0
INT
85
HP
10
MP:
14
RUSSIAN MONARCHISTS
Fyodor Viktorovich Vinberg
STR
50
APP
50
DB:
0
Combat
Brawl
Dodge
CON
50
POW
60
Build:
0
SIZ
50
EDU
80
Move:
6
DEX
60
SAN
60
MP:
12
INT
70
HP
10
Combat
Brawl
.32 Automatic
Dodge
45% (22/9), damage 1D3
45% (22/9), damage 1D8
40% (20/8)
Skills
Accounting 35%, Climb 60%, Disguise 25%, Fast Talk
75%, Intimidate 45%, Language (English) 25%, Language
(German) 75%, Language (Polish) 15%, Language (Russian)
20%, Law 65%, Listen 55%, Persuade 75%, Psychology 80%,
Spot Hidden 80%, Stealth 45%, Throw 40%.
45% (22/9), damage 1D3
30% (15/6)
Skills
Credit Rating 65%, History 45%, Language (German) 40%,
Language (Russian) 80%.
Princess Natasha Alexandrovna
STR
35
APP
65
DB:
–1
Combat
Brawl
Dodge
CON
55
POW
60
Build:
–1
SIZ
45
EDU
80
Move:
8
STR
50
APP
45
DB:
0
Baron Arthur von Kleist,
67, scheming monarchist
CON
60
POW
70
Build:
0
SIZ
50
EDU
75
Move:
5
DEX
65
SAN
70
MP:
14
INT
70
HP
11
DEX
65
SAN
60
MP:
12
INT
70
HP
10
Combat
Brawl
Sword cane
Dodge
25% (12/5), damage 1D3–1
32% (15/6)
25% (12/5), damage 1D3
60% (30/12), damage 1D6
40% (20/8)
Skills
Charm 45%, Credit Rating 75%, Language (German) 40%,
Language (Russian) 80%.
Skills
Credit Rating 75%, Intimidate 65%, Language (English)
15%, Language (German) 75%, Language (Russian) 25%,
Law 45%, Persuade 65%, Psychology 60%, Spot Hidden 60%.
MONSTERS
The Demon-Großmann,
murderous spirit
STR
APP
DB:
CON
SIZ
POW
300
EDU
Build:
Move:
DEX
SAN
MP:
60
INT
65
HP
STR
45
APP
70
DB:
–1
Combat
Brawl
Dodge
Franziska Schanzkovska (aka Anna
Tchaikovsky),
26, Romanov pretender
CON
40
POW
50
Build:
–1
SIZ
35
EDU
60
Move:
9
DEX
65
SAN
32
MP:
10
INT
50
HP
7
25% (12/5), damage 1D3–1
32% (16/6)
Combat
Attacks per round:
1
Brawl
Dodge
*Of the possessed host.
70% (35/14), damage 1D3+DB*
Use possessed host’s skill
Skills
Climb 50%, Disguise 30%, Intimidate 40%, Jump 40%,
Language (English) 40%, Language (French) 50%, Language
(German) 50%, Language (Polish) 60%, Language (Russian)
60%, Persuade 50%, Psychology 45%, Stealth 50%, Throw 35%.
Skills
as per the possessed host.
Armor:
none.
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KEEPER REFERENCE BOOKLET
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SPECIAL POWERS:
Possession:
the spirit-form of Carl Großmann is a terrible
entity indeed, able to possess those who unknowingly
partook of Großmann’s human meat products and turning
them into monstrous caricatures of the killer. The more the
spirit-fragment possesses the host, the less “human” the host
becomes, until it is a walking avatar of
lustmord.
The target must make an opposed
POW
roll when a
fragment of the demon attempts to possess them. Fortunately
for the victim, the demon’s POW is divided evenly among
the number of hosts currently possessed plus the current
target—e.g. if the Demon-Großmann is inhabiting five
other bodies and is trying to possess a sixth, its effective
POW in each body is 50. The Demon-Großmann will
not generally attempt to possess more than six hosts at a
time and usually limits itself to no more than three. The
spirit may abandon its hosts at any time and coalesce as
it sees fit, even going so far as to reunite in a single host.
Failing the opposed POW roll means the victim is now
possessed by the Demon-Großmann and they become
completely subordinate to the demon’s animate will.
Horrifically, the victim remains aware of the actions they
are taking and of the changes going on in their body.
The life force of the vessel is slowly consumed during the
time of possession. Once per day while possessed, call for
an opposed
POW
roll: if failed, the host body loses 3D10
POW. If the character can overcome the spirit, the demon
loses 2D6 POW instead—these losses are permanent for both
parties. The spirit will flee a host that causes it to lose half or
more of the POW points it had when it possessed the host.
If a host reaches zero POW, the vessel is effectively deceased
and is only animated by the spirit. Once the spirit leaves, the
host’s body collapses in a dead heap. As POW is drained,
the host takes on increasingly alarming characteristics of
decay and monstrosity. In effect, the spirit-fragment inside
is transforming the vessel to resemble the true form of the
Demon-Großmann.
The demonic force possesses every cell of the vessel. Thus,
dismemberment doesn’t stop the vessel from continuing to
act. Indeed, it simply guarantees that other, smaller parts of
the host will now act independently! This cellular possession
also fundamentally alters the vessel’s biochemistry and
physiognomy. This starts in the eyes: even without any other
changes to the body, possessed hosts acquire Großmann’s
beady-eyed stare. Even more bizarrely, the shadow they
cast is that of Carl Großmann (0/1 Sanity point loss when
noticing this phenomenon). Blood and other fluids take
on garish colors (white, dark or light red, black, or green)
and, as APP is lost (see following), the victim’s overall
features become much more corpselike. The creature’s voice
is usually a demonic growl, although it can also take on
other, disturbing forms, such as childlike singing.
For every 15 points of POW the host loses, they
permanently lose 5 points of APP and should roll once
on the
Demonic Mutation Table
(nearby) to see what
bizarre changes take effect in their body.
Once a vessel is completely taken over, the Demon-
Großmann may create the illusion of the vessel being
restored to its full APP, speaking and appearing as it did
before possession. The Demon-Großmann has full access
to the vessel’s memories, which it can use those to lull
friends and loved ones into a false sense of security. These
changes are entirely illusory. Furthermore, once a vessel’s
POW has reached zero, its body is putty in the hands of
the possessing spirit. Bones may be broken and features
completely reshaped—whatever the Demon-Großmann
wishes to do to cause the maximum amount of terror—and
it may even reshape the host’s physical structure; essentially,
any of the changes on the
Demonic Mutation Table
may
now be applied at will.
If a host somehow survives their possession, they lose
1D3/1D6 Sanity points, +1 for each point of POW lost
to the demon, the moment it leaves (or is expelled from)
their body. APP and POW losses are permanent, but any
mutations gained during possession disappear. APP loss
manifests as scarring and a general “used-up” appearance.
Combat:
unfortunately, the only way to stop a possessed
host is to destroy the body or the head. Complete destruction
through fire, explosion, or other sources of that nature will
also do the trick. The Keeper should use the
Optional Hit
Locations
rule (Call
of Cthulhu Rulebook,
pages 126–127)
when investigators are fighting a possessed host. Each
location can take a certain percentage of total hit points in
damage before being severed/slashed open; excess damage
from the blow is lost—see the
Hit Location Damage
Percentages Table
(nearby). If a limb is severed, it now
possesses that same percentage of its host’s original total hit
points and may act independently. It also reduces the host’s
current
POW by the percentage given.
Example: the investigators are attacked by a possessed doctor with
12 hit points, containing a spirit-fragment of POW 100. An
investigator strikes out with their fire axe and rolls “Right Arm”
for the hit location. They inflict 6 points of damage with the strike.
The doctor loses 3 hit points (25% of his starting total); the
remaining 3 points are wasted. The arm falls to the ground…and
starts scuttling toward the investigators, trying to trip them up!
The arm now has 3 hit points of its own. The possessing spirit’s
POW is reduced by 25 percent to 75, while the arm now has a
spirit-fragment of its own with a POW of 25.
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KEEPER REFERENCE BOOKLET
Investigators may target individual body parts by taking
a penalty die on their attack—if the head is severed, the
host is unable to see or hear. Strangely, the disembodied
head is still able to talk and may even attempt to bite if
an investigator gets too close, at least until the spirit-
fragment flees (which it does so as quickly as possible
after the beheading to avoid being destroyed itself, either
partially or completely).
The spirit-fragment may also elect to depart if the fight
seems to be going against it. If it fails to do so before total
bodily destruction, complete destruction of the head (as
opposed to just severing it), or total dismemberment occurs,
then the spirit-fragment contained within is destroyed,
reducing the overall POW of the Demon-Großmann. Note
that in cases of dismemberment (head or limbs), some
fragment of the spirit may survive long enough to flee, with
only a fraction being permanently destroyed. The spirit
may choose to vacate a body temporarily before matters
escalate too far, returning control to the host, only to
come back and possess it again at a more opportune time.
Sanity loss:
possession is incredibly traumatic; to be
possessed by the Demon-Großmann is to experience the
will of a monster made manifest by your own hands. Sanity
should be lost for “witnessing” horrific acts committed by
the possessing spirit-fragment. In addition, as already
mentioned, should the host survive their possession, they
lose 1D3/1D6 Sanity points, +1 for each point of POW lost
to the demon, the moment it departs, virtually guaranteeing
indefinite insanity for all but the briefest possessions, even if
the spirit-fragment flees the host before death.
The Sanity loss inflicted on those who witness a possessed
host is dependent on their relationship to the host, as well
as the degree to which the Demon-Großmann has taken
over. Suggestions follow, but the Keeper should use their
discretion, as not every possible permutation may be covered:
• Seeing Großmann’s shadow: 0/1 Sanity loss.
• Noticing the change in the eyes: 1/1D2 Sanity loss.
• Mutations (minor) or seeing obvious signs of possession
(decay, changed voice, etc.): 1/1D2 to 1/1D4 Sanity loss.
• Mutations (major): 1/1D6 Sanity loss.
Again, feel free to bump up these losses if the host is
a loved one, a close friend, or a fellow investigator. Also,
note that some mutations add to these losses (as noted
on the
Demonic Mutation Table).
Dormancy:
a spirit-fragment, upon possessing a host, need
not immediately show its hand. When a host is possessed
by a dormant fragment, the victim should continue to make
opposed
POW
rolls once every six hours and note the results
(including mutations) but
should not apply them yet.
When
the Demon-Großmann decides to manifest, apply
all
POW
losses, Sanity losses, and mutations at once—this can result
in quite striking transformations! The Demon-Großmann
prefers to take action immediately upon possessing a host,
but also sees the value in lying low for a time, particularly in
the case of investigators.
HIT LOCATION DAMAGE
PERCENTAGES TABLE
Roll 1D10 to
determine
Location
1–3
4–6
7–10
11–15
16–17
18–19
20
Location
Right Leg
Left Leg
Abdomen
Chest/Torso
Right Arm
Left Arm
Head
Total Hit Point
Percentage (%)
30
30
30
40
25
25
30
5
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