Spine-Tingling L.A. Mythos Noir from the Casefiles of Dex Raymond

You are Dex Raymond: a hard-boiled L.A. private eye with a nose for trouble. Equipped with your smarts, fists, and just maybe a code of honor, your job is to walk the streets of this dirty town and uncover its darkest secrets. But when a client asks you to investigate an odd automobile fatality, you quickly find yourself mixed up with sorcerous members of L.A.’s business elite, a wave of rat attacks, and a child’s disappearance. Can you solve the case with your hide—and sanity—intact?

“The House Up in the Hills” is the first adventure for Cthulhu Confidential™. This one-GM, one-player RPG drops your hero into a noir nightscape where, beneath the merely human corruption, an eternal evil lurks: the malign, cosmic indifference of HP Lovecraft’s Cthulhu Mythos!

 

 

 

Stock #: PELGOC02D Author:Robin D. Laws
Artist: Christian Knutsson, Laura Martin Type: 42-page PDF

Buy now

See Page XX

A column about roleplaying

by Robin D. Laws

Since Cthulhu Confidential’s arrival in foyers and post office boxes worldwide, a couple of folks have asked me how one might go about combining GUMSHOE One-2-One with Trail of Cthulhu’s standard multiplayer format.

The short answer is, uh, I didn’t design them to fit together like that.

The rest of this column will consist of a longer answer that boils down to, uh, here’s a few things you can try but they’re not playtested so get ready to kludge on the fly.

When designing One-2-One my goal was not to seamlessly port the player from solo to group play, but to make the solo play as fun and functional as possible in its own right. Making the two games interoperable would have introduced a layer of complexity that taxed One-2-One GMs and players to no immediate payoff. A big chunk of the audience for One-2-One turns out to be people introducing previously unfamiliar friends and loved ones to roleplaying, so that would have been a serious mistake.

Tuning the game for solo play meant reexamining basic elements we take for granted in multiplayer, like hit points that slowly tick away and can lead to a character’s death at any moment in the story. To serve the one-player format, I came up with Problem card mechanism, which is not only different from Health pools in standard GUMSHOE, but in a completely other ballpark.

So that leaves us with two games that share an overall feeling but on the granular level don’t plug together.

The easiest way to merge them is to move from one to the other without ever looking back.

If you’ve been running a Trail series for one player, you can work with them to adapt that PC to One-2-One. Conversely, once you recruit a new crop of players to start a Trail series, you could then turn that One-2-One PC into a ToC investigator.

The key word here is adapt, not convert.

Mathematical conversions from one system to another almost invariably wind up with weird imbalances and often a less playable character than you’d get by starting from square one.

Tell the player to keep in mind what she knows about her character from having played her, and especially what the investigator has actually done in the course of scenarios to date. Forget the numbers; remember the core concept.

For Trail, go through the standard steps of character creation, recreating the idea of the One-2-One PC in that system.

To adapt into Cthulhu Confidential, sit down with the player to follow the recommendations for new character creation on p. 294 of that book: around 14 investigative abilities and 18 dice in general abilities, with no more than 2 dice per ability.

Since the ability lists differ, you’re not trying to get everything to line up absolutely. Think of this as resembling the process by which a character from a comic or series of novels becomes the protagonist in a TV show: it’s the broad strokes that matter.

A One-2-One character will need Sources to fill her in when she runs into a clue her abilities don’t illuminate. If you’re moving the investigator from an actual multiplayer Trail game, that’s simple—just use the other players’ characters, who you’ll now be portraying as GMCs.

If you were playing Trail solo, work with your player to invent outside experts she can consult as needed.

When devising scenarios, remember to limit the number of times the investigator will need to call on Sources.

Having a character who moves between Trail and Confidential poses the biggest design conundrum.

If the character suffers the shattering of a Pillar of Sanity in Trail, you may wish to acknowledge that in Confidential with a Continuity Problem card. Whether it imposes a story or a mechanical effect or both depends on the situation. Other ongoing consequences of past Trail events might also become One-2-One Problem cards. Conversely, you could reward exceptional problem-solving in a Trail session with an Edge card that can be spent to good effect in the following Confidential episode.

Going the other way around, you might decide that Continuity Problems picked up in Confidential might come into play in Trail.

Narrative-based card effects, as with “Charlie Chaplin Owes You” (CC p. 139), are the easiest to pull off. Your player’s detective, self-taught physics genius Ethel Peaslee, gains the movie star’s confidence when the two of you play your version of “The Fathomless Sleep.” Then, in a Trail session, her player makes use of that card, getting the entire group into an exclusive garden party to brace an otherwise unapproachable witness.

Continuity Edges that exert a mechanical effect in One-2-One might grant a +1 bonus to some or all general tests. Continuity Problem cards could likewise impose a -1 penalty.

Like the design of the Problems and Edges themselves, this is all situational. You’re not doing much more creative work than you would normally do when constructing a One-2-One scenario.

Crossing the streams might see you building individual side quests into an epic Trail series. An investigator might come back from the Dreamlands, the Plateau of Leng, or the twisting boulevards of Los Angeles to share the results of an individual mission undertaken between this Trail scenario and the last one. After the group decides to steer clear of a disturbing mystery in Trail, a player can follow it up solo in Confidential.

Think twice before running One-2-One interludes only for certain members of your group. If one or two players are having a richer experience because they’re getting to also play Confidential with you, the remaining members of the Trail game may come to feel like second bananas. You might be able to remedy this by building in hooks that require the frequent soloists to cede spotlight time to the others in multiplayer mode. That gem Ethel found in D’yath-Leen might provide the key to finding J0e Morgan’s long-lost sister, say. Be doubly wary of an imbalance of perceived attention when you’re personally closer to the One-2-One player(s) than the ones who only take part in the Trail game.

This is all speculation, as I have yet to try to interweave the two games and don’t see that as a likely possibility for my own GUMSHOE play. If you do give it a whirl, let us know how it goes!

a column on roleplaying

by Robin D. Laws

On a recent episode of our podcast, Ken and I talked about adapting Dreamhounds of Paris as a GUMSHOE One-2-One setting. In a moment of rash exuberance I promised to provide character cards for some of its key figures. Use these as a model for your own conversion if I failed to include the surrealist your player most wants to portray. You’ll need a copy of Dreamhounds to make use of this.

Luis Buñuel

Two Fisted Filmmaker

Investigative Abilities: [Academic]

Anthropology [Academic]

Art History [Academic]

Assess Honesty [Interpersonal]

Bargain [Interpersonal]

Charm [Interpersonal]

Chemistry [Technical]

Dream Lore [Academic]

History [Academic]

Inspiration [Interpersonal]

Intimidation [Interpersonal]

Languages (Spanish, French) [Academic]

Photography 3 [Technical]

Streetwise [Interpersonal]

Theology [Academic]

General Abilities:

Art-Making (Filmmaker) 2 dice

Athletics 2 dice

Cool 1 die

Devices 2 dice

Disguise 1 die

Dreamscaping 2 dice

Fighting 2 dice

First Aid 1 die

Instability 2 dice

Preparedness 1 die

Stability 2 dice

Starting Problem

Pugnacious

Continuity

You let your hot temper and Iberian machismo, not your superior intellect, determine when your fists go flying.

-1 to Cool tests to keep your fists in check when your temper flares.

Jean Cocteau

Resplendent Anathema

Investigative Abilities

Architecture [Academic]

Art History [Academic]

Chemistry [Technical]

Cthulhu Mythos [Academic]

Dream Lore [Academic]

Flattery [Interpersonal]

History [Academic]

Library Use [Academic]

Literature [Academic]

Medicine [Academic]

Occult [Academic]

Pharmacy [Technical]

Seduction [Interpersonal]

Streetwise [Interpersonal]

General Abilities:

Art-Making (Visual Art, Film, Fiction, Playwright) 2 dice

Art-Making (Poetry) 1 die

Athletics 1 die

Conceal 1 die

Cool 1 die (-1 penalty in real world, +1 bonus in Dreamlands)

Disguise 2 dice

Dreamscaping 2 dice

First Aid 2 dice

Fleeing 2 dice

Hypnosis 1 die

Instability 2 dice

Preparedness 1 die

Stability 1 die

Starting Problem

White Dragon

Continuity

You’ve kicked your opium habit a number of times. Which is the optimistic way of saying you never quite kick your opium habit.

-1 to Cool tests when tempted by the opportunity to smoke opium, or any of its Dreamlands equivalents.

Salvador Dalí

Calculating Visionary

Investigative Abilities:

Anthropology [Academic]

Archaeology [Academic]

Architecture [Academic]

Art History [Academic]

Biology [Academic]

Charm [Interpersonal]

Chemistry [Technical]

Dream Lore [Academic]

Flattery [Interpersonal]

History [Academic]

Languages [Academic]

Library Use [Academic]

Theology [Academic]

General Abilities

Art-Making (Visual Art) 2 dice

Art-Making (Film) 1 die

Art-Making (Poetry) 1 die

Athletics 1 die

Dreamscaping 2 dice

Cool 1 die

Fleeing 2 die

Instability 2 dice

Preparedness 1 die

Stability 1 die

Sense Trouble 1 die

Stealth 1 die

Starting Problem

Dependent on Gala

Continuity

Without your tigress wife by your side, even ordinary tasks, like crossing a busy street, paralyze you with fear.

-1 to Cool and Stability tests when away from Gala. After reuniting with Gala, gain +2 to Cool and +1 to Stability tests until next interval.

Gala

Protective Devourer

Investigative Abilities

Accounting [Academic]

Assess Honesty [Interpersonal]

Bargain [Interpersonal]

Biology [Academic]

Bureaucracy [Interpersonal]

Interrogation [Interpersonal]

Intimidation [Interpersonal]

Languages (Russian, French, English) [Academic]

Library Use [Academic]

Locksmith [Technical]

Medicine [Academic]

Occult [Academic]

Seduction* [Interpersonal]

Streetwise [Interpersonal]

*After making a Seduction Push, roll a die. On an even result, regain the Push.

General Abilities

Athletics 1 die

Card Reading 2 dice

Conceal 1 die

Cool 2 dice

Fighting 1 die

Filch 1 die

Fleeing 1 die

Stability 2 dice

Sense Trouble 2 dice

Shadowing 1 die

Stealth 2 dice

Starting Problem

Grasping

Continuity

Survival means everything. Your brother’s death during the Russian Revolution taught you that. And in this world survival means one thing: money.

-2 to Cool tests to avoid the temptations of avarice.

Kiki de Montparnasse

Free-living Muse

Investigative Abilities:

Assess Honesty [Interpersonal]

Bargain [Interpersonal]

Bureaucracy [Interpersonal]

Charm [Interpersonal]

Dream Lore [Academic]

Flattery [Interpersonal]

Locksmith [Technical]

Photography [Technical]

Reassurance [Interpersonal]

Seduction [Interpersonal]

Streetwise [Technical]

General Abilities:

Art-Making (Visual Art) 1 die

Art-Making (Dance) 1 die

Art-Making (Singing 6) 2 dice

Cool 1 die

Athletics 2 dice

Conceal 2 dice

Filch 2 dice

Fleeing 2 dice

Instability 1 die

Stability 2 dice

Sense Trouble 2 dice

Starting Problem

Hard Liver

Continuity

You adore nothing more than another drink. Except of course for the drink after that.

-1 to Cool tests to avoid overindulgence in intoxicants.

Valentine Hugo

Little Swan

Investigative Abilities:

Archaeology [Academic]

Architecture [Academic]

Art History [Academic]

Assess Honesty [Interpersonal]

Bargain [Interpersonal]

Charm [Interpersonal]

Dream Lore [Academic]

Flattery [Interpersonal]

History [Academic]

Medium [Academic]

Occult [Academic]

Pharmacy [Technical]

Photography [Technical]

Reassurance [Interpersonal]

General Abilities:

Art-Making (Painting/Illustration) 2 dice

Athletics 1 die

Cool 1 die

Conceal 1 die

Disguise 1 die

Driving 1 die

Dreamscaping 1 die

First Aid 1 die

Fleeing 2 dice

Hypnosis 1 die

Instability 2 dice

Preparedness 1 die

Stability 2 dice

Stealth 1 die

Starting Problem

Lovesick

ContinuityWhen you fall in love, you fall hard, and never give up, no matter how much resistance you face. Others call you a fool. You call yourself a lover.

-2 to avoid throwing yourself humiliatingly at the current object of your obsession, Andre Breton. Void during the brief period after 1931 when he finally gives in to you.

The scene in which the hero is taken prisoner by adversaries is as deep a staple of adventure fiction as you could ask for. In roleplaying this basic scene has always acted as bugaboo. Players cling vehemently to their characters’ agency. Some would rather have their characters killed than tossed in a cell.

If we think about these sequences in movies and fiction, they always afford the hero a way forward, after a suitable period of frustration. The hero learns something about the antagonist, gleans some other key bit of information, or makes a key alliance that drives the story forward.

While designing The Yellow King Roleplaying Game I’ve found a way to get around the traditional reluctance to play that type of sequence. But we haven’t even Kickstarted that yet. But I can adapt the same principle to GUMSHOE One-2-One, which like YKRPG uses cards to represent ongoing consequences that affect the character over the course of the scenario. (Though the two games implement this differently.)

When you think your player’s Cthulhu Confidential detective ought to be knocked on the head, as happens from time to time to any self-respecting noir hero, offer this Problem card:


When You Regain Consciousness

Problem

You are knocked out and will wake up in the foe’s clutches. When you either escape, or gain a core clue while in custody, discard this card plus any one other non-Continuity Problem card you can justify to the GM.


Tell them that they can accept the card and forgo a Challenge to avoid being knocked out. Or they can take their chances on the Challenge, which might still wind up with imprisonment, plus one if not two worse Problem cards.

This signals to the player that, a) absolutely, there will be a way out of the imprisonment, b) interesting things will happen during the imprisonment and c) here’s a nice extra bribe for you.

This turns a situation in which the player fears loss of agency to one in which she has a choice and can feel in control of a temporary loss of control. As paradoxical as that may sound.

See Page XX

a column on roleplaying by Robin D. Laws

In his influential book on the films of Howard Hawks, the late film critic Robin Wood identified one of the director’s key themes as “the Lure of Irresponsibility.”

This phrase has stuck in my head over the years, connecting itself to a subject far from its original intent.

One of the key appeals of roleplaying is the lure of irresponsibility.

Like the stoic bands of adventurous outsiders populating such Hawks films as Rio Bravo and Only Angels Have Wings, player character groups leave behind the strictures of ordinary society. Whether they’re killing monsters and taking their stuff, solving occult mysteries, or bringing rough justice back to the spacelanes, they no longer have to take the standard guff of bosses and paychecks and paying one’s parking tickets.

In the extremest form of this phenomenon, you get your murder hoboes. The band of outsider heroes becomes a gang of bandits, subjecting others to the rule of the sword and suffering no consequences for its depredations.

Even when the fantasy of irresponsibility stops short of a fantasy of violent psychosis, it can come into conflict with other elements that make a roleplaying session feel satisfying.

As much as a GM may want to establish a particular tone for her series, even after getting explicit buy-in from the players at its outset, the lure of irresponsibility can rear its head and send those plans spinning into the gutter.

Everyone might agree, say, to play Night’s Black Agents in gritty Dust mode, evoking the real-world despond of a Cold War Le Carre novel.

Tone requires ongoing player cooperation. To maintain itself, all the players have to make decisions the way Le Carre characters would, and not as James Bond or Xander Cage.

All it takes is a player or two to show up to the game table punchy and looking to blow off steam, and suddenly the GM faces two choices, both unfortunate:

1) Stick with the tone and slap the characters with the realistic consequences of acting like superheroes in a gray and workaday universe, like Vin Diesels in an Alec Guiness world.

2) Give them their steam-venting, shifting the series to roleplaying’s default mode of crazy, violent nonsense.

As the creator of Feng Shui, I can hardly shake a fist a crazy, violent nonsense. But while some games are conceived with that in mind, all will devolve in that direction without tone enforcement from the GM.

Players don’t necessarily thank you for either choice. Derail the story with realistic consequences, and you’ve followed the setting’s internal logic straight to a disappointing narrative dead end. Shift the tone to Kookytown and even the player who made everything blow up may later wish the series had stuck with the original tone, which was one of the factors making it special and different.

In complex rules systems with lots of moving parts, you can blame the system for outcomes that break one’s sense of what ought to be possible in a story like this. Yep, you stacked that spell with that magic item and rolled a 20, so of course you topple the tower down onto the village and kill all the orcs. Never mind the desire to play in a low-fantasy world; the rules and that die roll had other ideas.

GUMSHOE One-2-One, as seen the system’s flagship title, Cthulhu Confidential, helps with tone maintenance in several ways.

One, there are only two of you, and the experience of playing the game is unusually intense. If one or both of you feel punchy or tired, you’re probably going to either lock in and achieve focus, or you’re going to choose to do something less demanding with your block of time.

Two, much murder-hoboism happens because players are either showing off for each other or egging each other on. Outside of a group setting, that goes away. Likewise the syndrome where one player decides, consciously or otherwise, to steal focus from everyone else by doing something crazy and stupid. You know the drill: the player who has his character punch the king in the face at the royal audience, starts a bar fight where the secret rendezvous has been set up, or decides to murder the prisoners while the rest of the group has its collective back turned. In multiplayer this then forces the rest of the group to deal with the consequences of the focus hog’s actions instead of having the expected story about the entire group unfold. In One-2-One, the focus hog gets all the attention he can handle. He doesn’t have to make it all about him—it already is. (But then maybe This Guy doesn’t choose to play One-2-One in the first place, because his fun comes from wrecking it for everyone else.)

Three, you can frame Challenges to only yield tonally appropriate results. If the player still insists on doing something the audience would reject as stupid in the movie or novel version of the same story, you can ensure that it happens within the bounds of your prevailing tone. Let’s go with the gratuitous bar fight. Where in standard GUMSHOE with its Health thresholds and weapon stats you could conceivably kill an innocent bar patron and throw the rest of the storyline into a cocked hat, here the Challenge could look like this:

Meaningless Bar Fight

Fighting

Advance 9+: You manage to deck a guy and somehow make it seem like he had it coming. His pals drag him off before you can do any damage that would lead to an arrest warrant.

Hold 4-8: A typical inconclusive tavern struggle breaks out. The chump you wanted to deck has friends, and they hold you at bay until the bouncers can drag you out and throw you out of the bar. “And don’t come back!”

Setback 3 or less: As per above, but the bouncers take you outside and beat you black and blue. Gain Problem Card “Beatdown.”

You wouldn’t write this out ahead of time, but rather improvise something along those lines.

Unless you have a player you know will pull this stuff, who you inexplicably want to run One-2-One with. Then you might want to have a few on hand as responses to his most obvious usual tone-busting moves.

See Page XX

a column on roleplaying by Robin D. Laws

Carrying on from last month, here are some more Problem cards to use with GUMSHOE One-2-One mythos creature encounters. For context, see the previous installment.

You can download the laid out Problem Cards here.

Great Race of Yith

Problem from Fighting Challenge:

Lightning Gun Hit

When you run into a conical clawed nightmare out of a surrealist painting, it comes as a surprise when it just pulls a gun and plugs you. Even if its piece did shoot electricity instead of bullets. False assumptions sure can burn you.

-2 to Fighting and -1 to other General / Physical tests. Discard when you get a Setback on any such test.

Problem from Stability Challenge:

The Suffocating Vastness

When the cone-shaped thing was whispering, it was in an alien language you couldn’t understand. But now its unspeakable words worm themselves into your knowledge of history. Suddenly you firmly believe in an incomprehensible time scale that throws all known archaeology into a cocked hat.

When anyone refers to conventional historical chronology, you must make a Difficulty 4 Cool quick test to stave off a self-destructive compulison to insist upon the unbelievable truth.

Discard by destroying a Yithian or banishing it from this time. If still in hand at end of scenario, becomes a Continuity card.

Hunting Horror

Problem from Fighting Challenge:

Dropped from a Height

It picked you up, carried you into the sky, and dropped you to the ground below. Now you know what a grass snake feels like when a falcon grabs it.

-2 to General / Physical tests until you Take Time to see a doctor. After that, -1 to Fighting and Fleeing. Then, when you next get a core clue, discard this card.

Problem from Stability Challenge:

The Croak of Ravens

As massive and impossible as that creature was, the sound it emitted was all too familiar. It sounded like the caw of a raven. Now you can’t see a black bird and not think of an unearthly winged worm.

Whenever you see a crow, raven, blackbird or anything like it—or hear its cry, or simply see an illustration of a dark-colored bird—make a Difficulty 4 Stability quick test. If you fail, take a -1 penalty to General / Mental tests until you gain your next core clue. If you succeed with a 6 or more, discard this card.

Hounds of Tindalos

Problem from Fighting Challenge:

Schrodinger’s Chest Wound

The strange emanations, or creatures, or whatever they were, slashed open your chest and explored around inside. Then the wound was gone. Until it came back again. It’s both there and not there, and you’re not sure which disturbs you more.

Take a penalty to General / Physical tests equal to the number of Problem cards you have in hand. Discard by destroying a Hound of Tindalos. Each time you get a core clue, roll a die. On an even result, discard this card.

Problem From Stability Challenge

The Angles are Against You

Before you saw these things, you thought geometry only worked one way. Now, if you squint wrong, you perceive it as a soothing illusion concealing a terrible reality of constant, writhing uncertainty.

While inside any man-made structure with angles and architecture more elaborate than a shack, take a penalty to Stability tests equal to the number of Problem cards you have in hand. Discard by destroying a Hound of Tindalos, or by spending a Push immediately after you get a core clue.

Nightgaunt

Problem from Fighting Challenge:

Barb Lash

It’s a good thing you’ve trained your doc not to ask questions. Because the last thing you want to explain about these lash marks is that you got them from a hornless, faceless flying being.

-1 to General / Manual tests. Discard by Taking Time for medical attention, or after discovering two core clues.

Problem from Stability Challenge (assumes physical contact)

Tickled

The creature tickled you. Tickled you! That’s preferable to ripping your head off, but the experience leaves you in the depths of a skin-crawling, existential humiliation.

-2 to Cool tests. After Taking Time to engage in a memory-repressing activity, like going on a bender, -1 to Cool tests.

Servitor of the Outer Gods

Problem from Fighting Challenge:

Tentacle Strike

When it lashed you with its tentacle, the flute-playing insect-mollusc-blob sure hurt you. Moments later, you can’t see any sign of injury. But you know you have one, and it’s not the kind that’s going to make sense down at the emergency ward.

Roll a die.

On a 1-2, -1 to General / Mental tests.

On a 3-4, -1 to General / Manual tests.

On a 5-6, -1 to General / Physical tests.

Discard the next time you score an Advance while in the presence of a mythos creature or manifestation.

Problem from Stability Challenge:

Infernal Piping

Continuity

Even afterward, the hideous anti-music emitted by their twisted flutes stays in your head, haunting you. Altering you.

-1 to Cool tests. Each time you score an Advance on a Cool test, penalty increases by 2. Each time you score a Hold, penalty increases by 1. When you get a Setback on a Cool test, roll a die. On an even result, discard this card.

Shoggoth

Problem from Fighting Challenge:

Wrenched Muscle

If it had succeeded in snaring you and pulling you toward it, that enormous tidal wave of goo would have crushed your bones to paste. So maybe you should be grateful that it merely contused your arm muscle.

-1 on General / Physical tests. When you score a Hold on a General / Physical test, roll a die. On an even result, discard this card. When you score a Setback on a General / Physical test, discard this card.

Problem from Stability Challenge:

A Terrible Enormity

Keep telling yourself, it was only a big blob of goo. It was only a big blob of goo. It was only an impossibly, stunningly, terrifyingly big blob of goo.

-1 to Cool and Stability tests. When you take a Setback on a Stability test, discard this card. After a Challenge in which you took on an Extra Problem, roll a die. On an even result, discard this card.

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.

confidential2Cthulhu Confidential, the flagship title for GUMSHOE One-2-One, is now available for pre-order! GUMSHOE One-2-One is designed for two players: a GM and a player who takes the role of a solo investigator, solving Mythos mysteries. In Cthulhu Confidential our PCs are hard-boiled shamus Dex Raymond, investigative journalist Vivian Sinclair, and private eye Langston Montgomery Wright.

We asked the Pelgranistas—as well as some friends of Pelgrane—which fictional characters they’d most like to have a GUMSHOE One-2-One mystery adventure with. This is GUMSHOE One-2-One author Ruth Tillman’s choice:

ruth_400Miss Phryne Fisher

Kerry Greenwood’s irrepressable Miss Phryne Fisher, as so ably portrayed by Essie Davis, is my dream One-2-One player. Her willingness to ask “why not?” and simply dive in through a window would create the perfect table atmosphere where all bets are off, even with a tightly-written scenario. Fortunately, the author just wouldn’t care because you’d both be having such a good time. Phryne would somehow manage to make even the most basic use of Flattery a Push. She’d would always go for an Extra Problem if she thought she might pick up an Edge and follow up to ensure the folks hurt during the scenario got everything sorted out at the end. Her jazz age soundtrack would easily fit in with the noir feel of Cthulhu Confidential and, while she’s never met a mythos horror before, you can’t tell me she wouldn’t stare it down over her tiny pistol–probably before making the sanity-saving choice to flee.

Preorder Cthulhu Confidential at the Pelgrane webstore, and get the PDF plus a preview of the first Dex Raymond adventure, straight away!

———————————–

GUMSHOE One-2-One retunes, rebuilds and re-envisions the acclaimed GUMSHOE investigative rules set for one player, and one GM. Together, the two of you create a story that evokes the classic solo protagonist mystery format of classic detective fiction. Can’t find a group who can play when you can? Want an intense head-to-head gaming experience? Play face to face with GUMSHOE One-2-One—or take advantage of its superb fit with virtual tabletops and play online. Purchase Cthulhu Confidential and future GUMSHOE One-2-One products in print and PDF at the Pelgrane Shop.

confidential2Cthulhu Confidential, the flagship title for GUMSHOE One-2-One, is now available for pre-order! GUMSHOE One-2-One is designed for two players: a GM and a player who takes the role of a solo investigator, solving Mythos mysteries. In Cthulhu Confidential our PCs are hard-boiled shamus Dex Raymond, investigative journalist Vivian Sinclair, and private eye Langston Montgomery Wright.

We asked the Pelgranistas—as well as some friends of Pelgrane—which fictional characters they’d most like to have a GUMSHOE One-2-One mystery adventure with. This is Simon Rogers‘s choice (but not apostrophe preference):

susan-and-simon_400Robopsychologist Dr. Susan Calvin

As a teen, I enjoyed Isaac Asimov’s robot stories, collected in I, Robot. In particular I loved his main protagonist Dr Susan Calvin, chief robopsychologist at US Robots and Mechanical Men. From that phrase alone you’ll see they are a little dated, and there are certainly issues with Asimov’s portrayal of Dr Calvin as an Ice Maiden stereotype. But One-2-One lets the player tweak the character to make her your own, so this issues can disappear in actual play. Robots are governed by the famous Laws of Robotics, and the mysteries revolve around robots apparently disobeying these Laws – but in many cases it’s humans who are the true culprits. Within the narrow confines of the Laws, it would be tough to write adventures, but as the player – that’s not my problem! With Calvin’s fearsome intelligence, patience and keen insight into robotic minds, and the setting, which explores the nature of humanity and the minutiae of ethics, she’s my choice for a One-2-One game.

Preorder Cthulhu Confidential at the Pelgrane webstore, and get the PDF plus a preview of the first Dex Raymond adventure, straight away!

———————————–

GUMSHOE One-2-One retunes, rebuilds and re-envisions the acclaimed GUMSHOE investigative rules set for one player, and one GM. Together, the two of you create a story that evokes the classic solo protagonist mystery format of classic detective fiction. Can’t find a group who can play when you can? Want an intense head-to-head gaming experience? Play face to face with GUMSHOE One-2-One—or take advantage of its superb fit with virtual tabletops and play online. Purchase Cthulhu Confidential and future GUMSHOE One-2-One products in print and PDF at the Pelgrane Shop.

confidential2Cthulhu Confidential, the flagship title for GUMSHOE One-2-One, is now available for pre-order! GUMSHOE One-2-One is designed for two players: a GM and a player who takes the role of a solo investigator, solving Mythos mysteries. In Cthulhu Confidential our PCs are hard-boiled shamus Dex Raymond, investigative journalist Vivian Sinclair, and private eye Langston Montgomery Wright.

We asked the Pelgranistas—as well as some friends of Pelgrane—which fictional characters they’d most like to have a GUMSHOE One-2-One mystery adventure with. This is Cat Tobin‘s choice:

cat-and-precious_400Mma Precious Ramotswe

At the age of 34, Mma Precious Ramotswe set up the No. 1 Ladies’ Detective Agency, and became the only lady detective in Botswana. “Women”, she says, when challenged about her chosen career by an upstart male lawyer, “are the ones who know what’s going on.”

Mma Ramotswe believes that crimes are committed by people, and her investigative method centers around that. She looks at the situation and the people involved, and tailors her approach to the principal actors. Whether it’s uncovering straying husbands, or finding missing people, she always gets results for her clients – and if she doesn’t, she waives her fees. She’s an intuitively moral woman, who believes strongly in doing the right thing, telling the truth and catching wrongdoers. She’s both practical, and methodical; her process of listing the likely sources of information, then seeking them out, makes her an ideal GUMSHOE investigator (and means she wouldn’t be put off by any intimidating Charlie Gotso or Mickey Cohen types, which is vital in a One-2-One adventure). And yet, despite her brilliance as a detective, she understands the importance of taking a moment to look around her Gaborone base, drink bush tea, watch the sun set and enjoy being alive, so I’m sure she’d be excellent company as a player.

Preorder Cthulhu Confidential at the Pelgrane webstore, and get the PDF plus a preview of the first Dex Raymond adventure, straight away!

———————————–

GUMSHOE One-2-One retunes, rebuilds and re-envisions the acclaimed GUMSHOE investigative rules set for one player, and one GM. Together, the two of you create a story that evokes the classic solo protagonist mystery format of classic detective fiction. Can’t find a group who can play when you can? Want an intense head-to-head gaming experience? Play face to face with GUMSHOE One-2-One—or take advantage of its superb fit with virtual tabletops and play online. Purchase Cthulhu Confidential and future GUMSHOE One-2-One products in print and PDF at the Pelgrane Shop.

Previous Entries