GM Reference
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Iä! Iä! Cthulhu fhtagn!
GM Reference
Combat
Combat Round |
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One action per turn. |
Order of all combat participants by DEX (from highest to lowest). |
Called shots |
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Partly Covered (-20%): The target is partially covered (half the body) or wearing appropriate armor. |
Mostly Covered (-40%): The target is mostly covered (all but one limb or the head) or wearing appropriate armor. |
Shooting into a crowd (-20%): The target is in a crowd and no one else is to be hit. On failure, a random target in the crowd is hit. |
Vulnerable spot (-40%): Target a vulnerable spot such as the head. A success is automatically a critical success. |
Aim |
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Bonus: +20% to the attack roll next turn. If the PC takes damage before making the roll, the bonus is lost. |
Other Special Attacks |
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Assault Attack (-20%): Use Move action and then attack a target with a Melee attack. |
Rapid Fire (-20%): Two attack rolls in Ranged attack. Both must be on the same target. If two targets are so close that you could hit either one, one is chosen at random. Not possible with bolt action rifles and single shot weapons. |
Mowing Fire (-20%/-40%): If three or more rounds are fired from a non-automatic weapon, the rules for Mowing Fire apply. If three rounds are fired (short burst of fire), the shooter receives a -20% penalty to the attack roll; if five rounds or more are fired (long burst of fire), the penalty is -40%. Beyond that, there is no further differentiation of the firing bursts. Not possible with bolt action rifles and single shot weapons. |
Savage attack (-20%): Two attack rolls in Close combat. Both must be on the same target. If two targets are in hand-to-hand range with you, one is chosen at random. No defense roll possible this turn. |
Stun (-20%): A hit stuns the target. |
Flesh Wound (-40%): A hit inflicts half damage (round up). |
Counts as a defense roll against melee weapons and unarmed combat. FIXME |
Move |
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Distance: 10 m jog, 20 m run, 30 m sprint. |
Or move 3 m and perform another action. |
Disarm |
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Possible only if the Player Character has both hands free and the opponent is in hand-to-hand range. |
Counts as a defense roll against Melee weapons and Unarmed combat. |
Pin |
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Possible only if the Player Character has both hands free and the opponent is in hand-to-hand range. |
Attacks against a pinned target are at a +20% bonus. |
Counts as a defense roll against Melee weapons and Unarmed combat. |
Escape |
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Roll either a STR × 5 test or Unarmed Combat to escape a pin. |
Counts as a defense roll against Melee weapons and Unarmed Combat. |
Dodge or Fight Back |
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Condition: Unarmed combat or Melee weapons. The Player Character must know an attack is coming and must be physically able to block or dodge it. Against ranged weapons Dodge allows to jump behind cover. |
A Player Character can Dodge or fight back before his DEX order in a turn. In this case, it remains the only action in that turn. A player character who has already acted in turn cannot Dodge or fight back until the next turn. |
Counts as a defense roll against Melee weapons and Unarmed combat. |
Wait |
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A Player Character can act at any time after their DEX comes up, but always immediately before another's action (no interruption of another's action possible). |
Anything Else |
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Examples: Drink a suspicious liquid, open an unlocked door, reach for a rope, reload, get up from the ground - anything that requires a moment's concentration. |
Defense Roll |
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Dodge and hand-to-hand combat (Unarmed combat or with a melee weapon) automatically oppose attack rolls whenever you are attacked in the current turn. |
Damage and Conditions
Damage Bonus | ||
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STR | Damage Bonus | Lethality in % |
1 - 4 | -2 | - |
5 - 8 | -1 | - |
9 - 12 | 0 | - |
13 - 16 | +1 | - |
17 - 18 | +2 | - |
19 - 20 | +3 | - |
21+ | - | ½ STR |
Damage |
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If the damage received in a single attack ≥ ½ HP (current value), the target is stunned. |
If the HP drop ≤ 2, the target is unconscious and thus helpless. A permanent injury is inflicted if a CON × 5 test fails. |
Stunned |
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CON × 5 test to act normally the next turn. |
Unconsciousness |
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An unconscious Player Character can be killed with a single attack without having to roll. After an hour passes or as soon as HP return to 3, the person regains consciousness. |
Permanent Injury |
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A selected stat is permanently reduced by the number on the lower d10 of the failed CON × 5 roll, to a minimum score of 3. Should STR or CON drop, adjust HP accordingly. |
Exhaustion |
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A night without sleep or refusing to rest after losing SAN FIXME or HP can lead to exhaustion. An exhausted Player Character loses 1d6 WP and suffers a -20% penalty to all tests. |
To recover from exhaustion, a full night's sleep is necessary. Taking stimulants offsets the exhaustion penalty for a certain time. |
Insomnia |
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When a Player Character tries to sleep after suffering temporary insanity or gaining a new mental disorder, a SAN test is due. If it fails, the Player Character wakes up and cannot regain any WP. Sedatives can help, but carry risks. |
Healing
Stabilization |
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First aid immediately restores 1d4 HP (a critical success doubles the amount). A fumble causes 1d4 HP of damage. First aid can be applied only once until the Player Character suffers damage again. |
Treatment |
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Medical staff can attempt a Medicine skill test once per week. On success, 1d4 HP is restored (doubled with critical success; 1d4 HP damage on fumble). |
Until all HP lost is restored, grave physical activities (tests on physical stats or skills) result in 1d4 HP damage. |
Recuperation |
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Resting in a safe environment with sufficient water and food will heal a body. A CON × 5 test can be attempted once per day to regain 1 HP (doubled for critical success; 1 HP damage for fumble). |
Resuscitation |
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If resuscitation is possible, First aid must be applied within CON minutes. If successful, 1d4 HP is restored (doubled for a critical success). This can be tried only once. |
Other Threats
Poison |
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Effect occurs after the time rated as speed (of the poison). |
If lethality roll fails a CON × 5 test required. |
A FIXME successful CON × 5 roll means half damage, and a critical success means only 1 HP damage. A fumble doubles the damage. |
Hospitalization grants +20% to the CON test. |
Antidotes in combination with a successful Medicine or Pharmacy test prevent negative effects. |
Disease |
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Effect occurs after the time rated as speed (of the disease). |
Diseases do damage to HP. |
At a successful CON × 5 test, the Player Character suffers half damage and recovers. On failure the PC suffers full damage and must make the CON × 5 test again after another Speed interval. speed). A fumble doubles the damage. |
A Player Character cannot regain HP while under the effects of a disease. |
Hospitalization grants +20% to the CON test. |
Radioactivity |
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As a result of increased radioactivity, exhaustion sets in first. |
Acute effects and late effects vary depending on radiation dose. |
Falling |
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A fall of up to three meters does 1d6 damage. |
2d6 for a particularly uncontrolled fall. |
Beyond that, starting with 4 meters, a fall has a lethality rating of 1% per meter fallen. |
CON × 5 test or stunned. |
Impact |
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10% lethality for every 40 kph. |
Double damage if impact with obtuse angle. |
CON × 5 test or stunned. |
Car crash/ramming |
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Passengers in the rammed vehicle suffer 2d6 damage. |
Passengers in the ramming vehicle suffer 1d6 damage. |
Seatbelt, airbag, or slow surface speed halve the damage. |
If a target lesser than massive is rammed, the passengers suffer no damage. |
Suffocation |
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After taking a deep breath, a Player Character can go without breathing for CON × 5 turns. |
After that, make a CON × 5 once every turn. The Player Character suffers 1 HP damage on success or 1d6 damage if the test fails. |
A First aid test is needed to clear the airway. |
Fire | ||
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Intensity | Example | Damage |
minor | Candle | 1/turn |
Moderate* | Torch | 1d6/turn |
Large* | Campfire | 2d6/turn |
Major* | Blast Furnace | Lethality 10% each turn. |
* DEX × 5 test or catch fire, suffering half damage each turn until extinguished.
Cold |
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Unprepared exposure to freezing temperatures for CON minutes. |
CON × 5 minutes if partially protected/ prepared. |
CON hours if fully prepared and well equipped. |
After that, a CON × 5 test is made every 5 minutes. Each failure reduces CON by 1. |
If CON reaches 1, the Player Character suffers 1d8 HP cold damage every 5 minutes. |
Warmth restores 1 point of CON per minute. |
HP heal normally. |
Sanity
Sanity Loss |
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Projecting onto Bond: -1d4 loss of WP. If the WP are thus reduced to 0, the Player Character loses control to the SL. Otherwise, the SAN loss and the score of the selected bond are reduced by the amount of WP spent. |
Mental Disorder present: If SAN loss occurs and a mental disorder is already present, another SAN test is due, resulting in an acute episode on a fail. Optionally, an attempt can be made to repress this loss of control. |
Explore the loss. |
Temporary Insanity: On a loss of ≥ 5 SAN, a temporary loss of control (flee/struggle/submit) occurs. Optionally, an attempt can be made to repress this loss of control. Adapting to violence/helplessness: erase marked boxes. |
BP reached: mental disorder; recalculate BP. Adapting to violence/helplessness: erase marked boxes. |
BP not reached: Adapting to violence/helplessness (checke one box). |
If SAN drops to 0, permanent insanity occurs. |
Repressing Insanity |
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-1d4 loss of WP. If the WP are thus reduced to 0, the Player Character loses control to the SL. Otherwise, a selected bond is reduced by the amount of WP spent. Attempt a Sanity roll. |
If the SAN test is successful, temporary insanity or an acute episode are suppressed. |
Acute Episode FIXME |
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If a Player Character suffering from a mental disorder loses SAN or is exposed to a trigger pertaining to the disorder, a SAN roll must be made. Failure results in an acute episode of the mental disorder. |
The Player Character must surrender to the internal logic of his mental disorder. |
Psychotherapy can diagnose the disorder and helps the PC to regain self-control. |
Temporary Insanity |
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After losing SAN ≥ 5 in a single roll, a Player Character loses self-control and suffers temporary insanity. If circumstances permit, Psychotherapy may help. Otherwise, three reactions are likely. |
Flee: The Player Character must move away from the source of the threat (typically Unnatural or Violence) for a maximum of CON turns or until he or she feels safe and then falls to the ground exhausted. |
Struggle: The Player Character faces the threat (typically Helplessness or Violence) and wildly and randomly attacks the nearest threat until either the threat is defeated or he or she is incapacitated. |
Submit: The Player Character is paralyzed and catatonic by the threat (typically Unnatural or Helplessness). Remembering details requires an INT × 5 test as the trauma is normally suppressed. |
Equipment
Expense Categories |
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Incidental Expense (up to 150 €): Food, cab, rental car, ammunition, shovels and tarpaulins, a disposable cell phone. |
Standard Expense (up to 800 €): Pistol or rifle, plane ticket, rental car for several days, a week at a modest hotel. |
Unusual Expense (up to €5,000): Used car, powerful computer, long-haul flight, a week at a fancy hotel, fake passport to a developing country. |
Major Expense (up to €30,000): Stay in a private villa for a week or access to an exclusive charity event. |
Extreme Expense (over €30,000): At the discretion of the GM. |
Calling In A Favor |
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Incidental Expense: No test required. |
Standard Expense: Roll CHA × 5. Success: Equipment is aquired. Failure: Contact refuses and the Bond is reduced by 1. |
Unusual Expense: Roll CHA × 5. Success: Equipment is aquired; regardless of success or failure, the Bond is reduced by 1. |
Major Expense: Roll CHA × 5. Success: Equipment is aquired but the Bond is reduced by 1. Failure: Contact refuses and the Bond is reduced by 1d4. |
Extreme Expense: Roll CHA × 5 at -20%. Success: Equipment is aquired but the Bond is reduced by 1d4. Failure: Contact refuses and the Bond is reduced by 1d6. |
Spending Your Own Money |
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Incidental Expense: No test required. |
Standard Expense: Roll INT × 5 or Accounting (+20% if profession helps). Success: Equipment is aquired. Failure: Equipment is aquired., but a Bond is reduced by 1. |
Unusual Expense: Equipment is aquired and one Bond is reduced by 1; roll INT × 5 or Accounting to avoid Bond damage when it makes sense. |
Major Expense: Only possible through debt; roll INT × 5 or Accounting (+20% if profession helps). Success: Equipment is aquired; all Bonds are reduced by 1. Failure: One Bond is reduced by -1d4 and the others by 1. |
Extreme Expense: Only possible by taking on heavy debt; all Bonds are reduced by -1d4. |