See Page XX
a column on roleplaying by Robin D. Laws
Adversaries in GUMSHOE One-2-One don’t have game statistics per se. This applies to mundane foes and Mythos creatures alike. Instead, when your investigator encounters something nasty that might want to do her harm, a Challenge block describes all the dangers and difficulties of dealing with it, treating its fighting capability as one of those various factors. The threshold numbers assigned to the three outcomes (Setback, Hold, Advance) reflect that particular situation in that scenario. In another scene in the same mystery, or when you next run into that creature in a completely different adventure, the Challenge block might be framed quite differently. The GM or scenario designer starts with the role the Challenge plays in the story and then creates descriptive factors to justify why this Deep One dust-up is tougher (or easier) than the one before it.
One-2-One encounters never lead to the immediate and sudden demise of a character, or a likewise abrupt, story-stopping descent into Lovecraftian madness. Instead a bad result gives you a Problem card. (Or two, if you chose to accept a higher price for an added possibility of success.) Certain Problem cards destroy the character at scenario’s end, after the mystery has been solved, if you still have them on hand. Naturally, you’ll do everything you can to get rid of fatal Problems before the story ends, so that you can continue to have adventures as Viv Sinclair, Langston Wright or Dex Raymond. Otherwise you have to grieve your character’s demise and then create a replacement PC.
Although the Problem cards you take from meeting with a mythos creature, whether you fight it or merely behold it and feel your mind go snap, might vary from one Challenge to the next, the prepared GM might enjoy seeing some samples to either use as is, or to modify to fit her own Challenges.
So for this month and next in See Page XX, I’ll be providing some free-floating Problem cards that might stem from Challenges involving various classic Mythos creatures. These include both Problem cards that come with Setbacks from:
- Fighting Challenges, resulting in physical injuries
- Stability Challenges, resulting in emotional or philosophical stress
You can download the laid out Problem Cards here.
Byakhee
Problem from Fighting Challenge:
Bruising Bite
Something about the way that bat-winged monstrosity beak clamped into your flesh makes you think the damage hasn’t stopped. You’re not a doctor, but that hideously spreading bruise might be your first clue.
Each time you get a core clue, roll a die. On an odd result, place a tick mark on this card. Erase a tick mark by Taking Time. If you end the scenario with three or more tick marks on the card, your character dies from a cranial blood clot.
Problem from Stability Challenge:
Fear the Skies
Those awful flapping things could come back at any moment. They could tear you limb from limb. How do you defend yourself against something like that?
Put a tick mark on this card. Each time you move about in an isolated outdoors location rendering you vulnerable to aerial attack, add another tick. Take a penalty to Stability tests equal to the number of ticks. Take a penalty to Sense Trouble tests equal to the number of ticks— except when the danger actually comes from the sky, in which case, gain a bonus equal to the number of ticks.
Dark Young of Shub-Niggurath
Problem from Fighting Challenge
Trampling Hooves
You didn’t know what to expect from a walking tree, even when you got closer and saw that the branches were really tentacles. But being trampled under giant hooves? Not what you anticipated.
Until you Take Time to recuperate, -3 to all Physical / General tests and -1 to all Physical / Manual tests. After that, -1 to all Physical / General tests. Discard when you solve the central mystery.
The Trees Are Watching
You know those things weren’t trees, but out of the corner of your eye trees sure look like those things.
Whenever you can see a tree in the distance, you are unable to make Pushes and take a -1 penalty to Physical / Manual tests. You may attempt to discard by Taking Time to visit your shrink contact. Then roll a die; on an even result, discard. On an odd result, this becomes a Continuity card.
Dimensional Shambler
Problem from Fighting Challenge:
Clawed
That ape-insect thing raked through your clothing to lacerate your arm. The black goo weeping from the wound strikes you as something to get looked at. Or to try desperately to put out of your mind. One or the other.
Discard by Taking Time to visit your scientific or medical Contact. If still in hand at end of scenario, you die from blood poisoning.
Problem from Stability Challenge:
Dimensional Awareness
Ever since you saw that insect-ape thing, weird images have spun through your mind, of other spheres, other realities. Each one more appalling and predatory than the last.
In ordinary circumstances, -1 to Physical / Mental tests.
In the presence of a Mythos creature or manifestation, -2 to Physical / Mental tests and -1 to Physical / Manual tests.
Discard by destroying a Dimensional Shambler.
Flying Polyp
Problem from Fighting Challenge:
Banged Up All Over
That airborne jellyfish summoned a blast of wind that hit you like a tornado. You can’t decide which part of you hurts worse.
-2 to Fighting and -1 to all other General / Physical tests. Discard when you score a Hold or better on a General / Physical test.
Problem from Stability Challenge:
Invisible Foes
The creature came out of nowhere, like it was invisible. That means there could be a creature watching you, right now. You can’t help it if that leaves you looking a little twitchy.
To make an Interpersonal Push, you must first succeed at a Difficulty 5 Cool test, which then permits you to discard this card.