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Vade Mecum de Vestigio Cthulhus

Author: Tony Williams.
Layout: Tony Williams based on the
original Trail of Cthulhu layout
Vade Mecum by Jrme Huguenin.
Based on Trail of Cthulhu written by Kenneth
de Hite, featuring the GUMSHOE system by Robin
D. Laws and illustrated by Jrme Huguenin.

Vestigio Cthulhus This document is published with special

permission Pelgrane Press Ltd., and may be
redistributed for non-commercial use, but not
hosted other than at pelgranepress.com

2017 Pelgrane Press Ltd. All rights reserved. Trail of Cthulhu is published by arrangement with Chaosium, Inc.
Trail of Cthulhu is a trademark of Pelgrane Press Ltd. Pelgrane Press Ltd. is co-owned by Simon Rogers and Cathriona Tobin.
Tests and Spends Contest
Used when one character tries to
Continuing Challenge
This requires the players to pass a Ability List By Families
Test Difficulty Levels thwart the actions of another which series of tests successfully to
pitches an ability of one against an complete the entire task.
Investigative Interpersonal General Abilities
Very easy 2.
ability of the other.
Abilities Assess Honesty Athletics
Standard difficulty 4. The Keeper assigns a General Comprised of Bargain Conceal
The Keeper decides which ability is Ability to the test series and an Academic, Bureaucracy *Disguise
Extremely hard 8. tested for each character and the overall difficulty representing the Interpersonal, and Cop Talk Driving
Investigators with zero rating in the difficulty for each character. cost of performing the entire task Technical abilities. Credit Rating *Electrical Repair
tested General Ability (except the (typically 8+). Flattery *Explosives
The order of testing is:
fighting abilities; Scuffling, Weapons
Fleers test before pursuers or, if Each individual test in the series Academic Interrogation Filch
and Firearms) will automatically fail has the standard difficulty of 4. Accounting Intimidation Firearms
rolling for a test. not a contest of pursuit:
Anthropology oral History First Aid
Characters test in order of rating Players can test in turn Archaeology Reassurance Fleeing
Simple Test in their tested ability, lowest first (individually or simultaneously), or Health
Architecture Streetwise
For success 1d6 + the number of pool via a Co-operative Test (as
to highest last. Art History Hypnosis
appropriate to the task).
points spent, must be equal to or If tied, an NPC or creature tests Biology Technical Magic
greater than the test difficulty. before an investigator. Each successful individual test roll Cthulhu Mythos Art *Mechanical Repair
A failed test can only be repeated if reduces the overall task difficulty Cryptography Astronomy Piloting
If investigators tie, the player
the subsequent amount of pool by the die points and pool point Geology Chemistry Preparedness
who arrived the latest to the
points spent is greater than the spend. History Craft Psychoanalysis
game session goes first.
previous attempt and the player can Failed test roll die points and pool Languages Evidence Collection Riding
provide a valid reason. Each character in turn follows the point spends are disregarded, but Law Forensics Sanity
Simple Test procedure. still add to the time required to Library use Locksmith Scuffling
Co-operative Test
The process is repeated until one complete the task. Medicine outdoorsman Sense Trouble
This test applies where only two character fails. The first to fail loses occult Pharmacy Shadowing
The task is complete when the Physics Photography Stability
investigators co-operate in a goal. the overall contest. overall difficulty is reduced to zero. Stealth
One investigator adds pool points to Weapons
Zero Sum Contest General Spend
the others test die roll.
Used to single out one investigator Some tasks have no chance of * Some General Abilities can be used as Investigative Abilities in some
Pool points are added at 1 less than from a group. The Keeper informs circumstances. They are always bought and built as General Abilities.
they spend. failure but require effort to
the players if they will be testing achieve.
The investigator making the roll can for a good or bad outcome.
spend their own pool points to add The task is assigned a General Player Characters During an adventure Stability
A General Ability is assigned to
at the normal rate. Ability pool point total that one or Athletics, Driving, Firearms, pool points can be recovered by
the test and players can choose to more players may spend pool Fleeing, Piloting, Riding, Scuffling Psychological Triage, by following
spend pool points to add to their
Piggyback Test points towards to complete. and Weapons pool points refresh Drives or with a Confidence Roll
die roll.
fully 24 hours after their last use. (see the Stability rules).
Applies to two or more investigators
Pool point spends are kept secret
participating in a group activity that Between adventures a characters
is not a Co-operative Test.
from each other until after the
dice are rolled.
Pool Point Refresh Three other General Ability pools,
except Health, Stability and Sanity, Stability pool points recover to
can be refreshed fully once per their rating. In a Pulp campaign
One investigator is the lead. All Non-Player Characters
For a beneficial outcome the session if the character is in a safe investigators are assumed to be
others must spend 1 pool point in the
player with the highest die roll NPCs and creatures refresh Health haven. reconnecting with their Sources
tested ability which are not added to pool points at 1d6 per day if not
plus pool point spend wins, and of Stability.
the die roll. receiving special treatment. Investigators recover 2 Health pool
for a detrimental outcome the
points per day of rest as long as Investigative Ability pool points
Those that cant (because of no pool lowest result wins. Their other ability pool points they are not seriously wounded. only refresh between adventures
points remaining, or a zero rating) refresh to half their rating in the
Ties are broken by further pool or campaign break points.
each add a -2 penalty to the die roll. first 12 hours of non-expenditure Seriously wounded characters must
point spends if the players wish, or
The lead can spend their own pool the Keeper decides. and to their rating in the next 12 be hospitalised to recoup Health
points to add to the die roll at the hours. pool points (see the Health rules).
normal rate.

2017 Pelgrane Press Ltd. All rights reserved. Trail of Cthulhu is published by arrangement with Chaosium, Inc. Trail of Cthulhu is a trademark of Pelgrane Press Ltd. Pelgrane Press Ltd. is co-owned by Simon Rogers and Cathriona Tobin.
Combat Fleeing from Ongoing Combat
Fleeing requires an Athletics or
Health Recovering Health via rest
Investigators recover 2 Health pool
Blackjacks Fleeing test of difficulty 3 plus the points per day of rest as long as
Surprise Consciousness Test
Blackjacks, brass knuckles, number of enemies being fled from. they are not seriously wounded.
Investigators surprise adversaries When an investigators Health pool
coshes, saps, rolls of quarters or
by passing a difficulty 4 Stealth Success means the character flees. points cross from +1 to 0 or -5 to -6 NPCs and creatures usually recover
shillings tucked up in the fist,
test (apply any Alertness Modifier Remaining enemies can choose to they must pass a Consciousness 1d6 Health pool points per day.
and similar life-preserving gear
the adversary possesses). do -1 damage, rather than -2 as pursue but must roll first in the Test or faint.
for a normal fist attack. ensuing chase contest. First Aid
Investigators are surprised when The difficulty is the positive value of
failing a difficulty 4 Sense Trouble the amount of Health pool points First Aid can only restore Health
using them is a test of Scuffling, Failure means opponents have
test (apply any Stealth Modifier not Weapons. the choice to either; they are below zero. pool points to hurt characters.
the adversary possesses). Each First Aid pool point spent by
In a purely Scuffling combat Prevent the character fleeing by Players can spend Health pool
Surprise forces a +2 difficulty the blackjack user goes last. points (thus lowering their Health another character restores 2 Health
spending 3 Athletics pool points.
penalty to any subsequent test, or pool further) to add to the test die pool points to the hurt character (3
+2 to a targets Hit Threshold for
roll (this does not make this test if treated by a Doctor or Nurse).
the following combat round only. Allow flight, but the opponent difficulty worse, but would make Each First Aid pool point spent by
Hit Threshold Modifiers with the highest damage subsequent tests more difficult). the hurt character themselves
Combat Round Order Targets cover against firearms: modifier can deal one instance restores 1 Health pool point (2 if a
For 2 combatants the individual that Open Terrain: -1 of damage to the fleer. The fleer Hurt (0 to -5 Health) Doctor or Nurse).
initiated the combat acts first, the Partial or Soft Cover: must roll first in any ensuing A hurt characters tests suffer a +1
0 If a character has no First Aid pool
defender acts second. chase contest. difficulty penalty or +1 to a targets
Hard Cover: +1 points left, they can still restore 1
Hit Threshold.
If unclear on who acted first, or for Health pool point to themselves or
Attack Test Weapon Modifiers
more than 2 combatants: A hurt character must first pass a someone else per scene.
Attacks against downed or helpless Consciousness Test in order to
Non-surprised characters act in Unarmed: -2 First Aid can not restore Health
opponents, or those already held at spend Investigative Ability pool
order of highest rating in their gunpoint are automatic successes. Blackjack: -1 pool points to a level higher than
tested fighting ability to lowest. Nightstick: -1
points (failure of this test will not before the latest damage occurred.
The difficulty of each attack test is result in the character fainting).
Fireplace poker: 0
If a tie for rating, the character the targets Hit Threshold plus the Purist First Aid can not restore
with the highest tested ability pool Heavy club: 0 Serously Wounded (-6 to -11 Health pool points to higher than a
following modifiers:
points acts first.
Attacker Surprised: +2
Bullwhip: -1 Health) third of the characters rating.
If tied, a player character acts Knife: -1 A seriously wounded character can
Attacker Hurt: +1 Defeating Adversaries
before an opponent (earlier Machete: 0 take no further action whatsoever,
Attacker Shaken: +1 even if conscious. Defeat can be anything the Keeper
arriving players to the game Sword: +1
session act before later players). Attacker Mind Blasted: +1 wishes it to mean; killed, subdued,
Small improvised weapon: -1 Seriously wounded characters will knocked unconscious, dissipated or
Any surprised characters act last. Damage Calculation Large improvised weapon: 0 continue to lose 1 Health pool point some other result.
Successful attacks cause: every half-hour until stabilised.
Once set, the combat round order Non-human adversaries are
remains the same, except: 1d6 damage - any relevant Armour Stabilisation is by another character defeated when their Health pool
Point value of the target + weapon Generic Firearm passing a difficulty 3 First Aid test points reach zero.
Anyone who performs a non-
attack action moves to last place.
Weapon Modifiers* (difficulty 2 if a Doctor or Nurse) but
Pulp human adversaries are
Attackers with zero rating in the they can not restore any Health
Anyone who joins after the fight Light firearm 0 pool points to the seriously defeated when their Health pool
tested fighting ability suffer a -2
begins, joins in last place. Heavy firearm +1 wounded character. points reach zero.
damage penalty.
Any firearm at
+2 To recover Health, seriously Purist human adversaries become
Target Choice Non-Lethal Damage Attack point-blank range hurt and seriously wounded and
wounded characters must be
Characters with zero rating in their An attacker can declare a Scuffling Firing both barrels of a are susceptible to Consciousness
shotgun simultaneously +1 hospitalised for a number of days
tested fighting ability must state attack a non-lethal damage attack. Tests.
at close range or nearer equal to the negative value of their
their target at the start of each If targets Health pool points fall Health pool points.
combat round and can not alter this all shotguns are considered heavy Human Death
within the range -1 to -11 they must firearms at point-blank range
choice when it is their turn to attack. pass a Consciousness Test or faint. On discharge from hospital Health Investigators (and human
irrespective of calibre
pool points recover to half Health opponents under Purist rules) die
All other characters can choose any The targets Health pool points can * all modifiers are cumulative rating. Next day they recover fully. at -12 Health pool points.
target in range when it is their turn. not fall below -11 by this attack.

2017 Pelgrane Press Ltd. All rights reserved. Trail of Cthulhu is published by arrangement with Chaosium, Inc. Trail of Cthulhu is a trademark of Pelgrane Press Ltd. Pelgrane Press Ltd. is co-owned by Simon Rogers and Cathriona Tobin.
Firearms Disarming Opponents
Both protagonists engage in a
Damage Modifier by Range
Hit Threshold Modifiers Scuffling contest; the winner takes Point Close< Near< Long<
Amend by type of cover of target: the firearm. Firearm Ammo Blank 30 feet 120 feet 300 feet Notes
Open Terrain: -1 If a pistol, the winner can apply one Remington .41 short double derringer (1866) 2 +2
Partial or Soft Cover: shot of damage to the loser including Webley & Scott Police Model .32 ACP automatic pistol 8 +2 0 0
the +2 bonus for point-blank range. TT-33 Tokarev 7.62mm automatic pistol (1933) 8 +2 0 0
Hard Cover: +1
If not a pistol, the winner can apply Nambu Type 14 8mm automatic pistol 8 +2 0 0
If target is charging from less than damage as if it were a club striking Mauser Broomhandle 7.62 mm automatic pistol (1896) 10 +2 0 0
five feet away, in the open, then Hit the loser (weapon modifier: 0). Colt Police Positive .32 revolver (1907) 6 +2 0 0
Threshold is reduced to 1 (or 2 if the
target has an Athletics rating of 8+). Walther PPK .32 automatic pistol (1931) 7 +2 0 0
Multiple Handguns (Pulp Only)
Pulp characters with a Firearms
Very 12-gauge flare pistol (1882) 1 +1 +2
Long Range
rating of 5+ can use a pistol in each
Colt M1911A1 .45 ACP automatic pistol (1926) 7 +3 +1 +1
Purist only rifles can be used for Luger P08 9mm automatic pistol (1908) 8 +3 +1 +1
long range shots. hand by spending 1 Firearms pool
point each combat round (which is Walther P38 9mm automatic pistol (1938) 8 +3 +1 +1
Pulp pistols can be used at long not added to the test die roll). FN Browning High-Power 9mm semiautomatic pistol (1935) 13 +3 +1 +1
range or a rifle beyond long range, Webley No. 1 Mk IV .455 SAA revolver (1915) 6 +3 +1 +1
upto 500 yards, by spending 2 extra If firing on multiple targets the
Smith & Wesson .38 Special revolver (1902) 6 +3 +1 +1
Firearms pool points (which are not second targets Hit Threshold
increases by +2. Smith & Wesson Model 27 .357 Magnum revolver (1927) 6 +3 +1 +1
added to the test die roll).
Winchester M1912 20-gauge pump shotgun (1912) 5 +3 0 0
Incompetence Automatic Firearms Remington M32 20-gauge shotgun (1932) 2 +3 (+4) 0 (+1) 0
Attackers with zero Firearms rating Attacker can claim 2 free Firearms Winchester M1912 12-gauge pump shotgun (1912) 5 +3 +1 0
suffer a -2 damage penalty. pool points once only per combat Remington M32 12-gauge shotgun (1932) 2 +3 (+4) +1 (+2) 0
encounter (3 free pool points for Remington M34 .22LR sporting rifle (1932) 20 +2 0 0 0
If they roll a natural 1 for their 50+ bullet capacity drums).
Firearms test they have shot an ally Mannlichter-Carcano M1891 6.5mm bolt-action carbine (1892) 6 +2 0 0 0
or themselves. If the free Firearms pool points are Mauser 98K 7.92mm rifle (1935) 5 +3 +1 +1 +1
claimed the automatic weapon must M1 Garand .30-06 rifle (1936) 8 +3 +1 +1 +1
Triple Damage be reloaded after firing. Lee-Enfield MkIII .303 rifle (1907) 10 +3 +1 +1 +1
Firearm damage is tripled for targets Holland & Holland Double Express .600 elephant rifle (1903) 2 +4 +2 +2 +2
who are: If the free Firearms pool points are 20,30,50
claimed a natural 1 on any Firearms Thompson M1921 submachine gun (1921) or 100 +3 +1 +1
Helpless at point-blank range test die means the weapon has Schmeisser MP28 submachine gun (1928) 32 +3 +1 +1
Charging towards the attacker in jammed after firing. Fixing requires Browning Automatic Rifle (BAR) .303 machine gun (1918) 20 +4 +2 +2 +2
the open, from less than five feet a combat round and a successful
away difficulty 4 Mechanical Repair test. bipod/prone: requires a bipod to fire (or the user to be prone with the weapon)
Running Out of Ammunition Pulp If the free Firearms pool double-barreled: when firing both shells simultaneously use parenthetical damage bonus at
Purist keep track of how many points are claimed multiple targets point-blank or close range
shots have been fired per clip, or can be fired on in the same combat
optional rule that a natural 1 on a round but must be at close range or full-auto: may add 2 bonus points to your Firearms pool, or 3 bonus points with a 50-100 round
Firearms test means that the gun nearer: drum, but if you do you must reload after firing; full-auto bonus only once per encounter
ran out and did not fire. Each target requires a separate incendiary: can ignite flammable materials at up to long range
Pulp should only run out if Firearms test.
dramatically appropriate. Each target after the first gets a jams: when used on full-auto, if you roll a natural 1 your gun jams, even if you hit your target
Hit Threshold bonus of
Reloading { Total Targets Fired Upon - 1 }. kickback: must pass a difficulty 3 Athletics test to remain upright after firing
Takes one combat round. The same target can not be fired reliable: -1 bonus to difficulty level for tests to repair or un-jam
Optional rule reloading under on multiple times in the same
stress requires a successful combat round. small: +1 penalty to difficulty level for tests to search person for a concealed weapon
difficulty 3 Firearms test.

2017 Pelgrane Press Ltd. All rights reserved. Trail of Cthulhu is published by arrangement with Chaosium, Inc. Trail of Cthulhu is a trademark of Pelgrane Press Ltd. Pelgrane Press Ltd. is co-owned by Simon Rogers and Cathriona Tobin.
Hazards Asphyxiation or Drowning
Characters who can not breathe
Once an acid is applied to a target, Damage Modifier by Range
Falling must make an Athletics test each roll for damage and apply this same Point Close< Near< Long<
Climbing characters must pass an round. damage each successive round
Athletics test, the difficulty of which until the acid is treated by someone Explosive Device Blank 30 feet 120 feet 300 feet
The difficulty begins at 3 and
is a measure of how onerous the increases by 1 each round. with the Chemistry or Medicine Molotov cocktail* +1 0
surface being scaled is. ability (not First Aid). Pipe bomb +2 +1 -1
As soon as a test is failed the
Failure results in a fall and damage character suffers 1d6+1 damage each The damage roll is as follows: Dynamite (single stick) +3 +2 -2
equal to the difficulty of the test. round, which will be negated if the Weak Acid: 1d6-2 Dynamite (bundle) +7 +4 -1
Falling onto something bad such as character is resuscitated. Strong Acid: 1d6 Exploding car or propane tank* +4 +2 0 -2
spikes or concrete adds +2 damage.
. Firedamp, coal-dust or mill-flour explosion +6 +4 +1 -1
Very Strong Acid: 1d6+1
Gas main* +9 +5 0
Poison Falling into a fire causes 1d6 The Keeper may decide that a
successful acid attack merely blinds
Hand-grenade or rifle-grenade +3 +1 -2
Keepers may allow a successful damage to any human character.
First Aid test (or Outdoorsman test an investigator until treated. Land mine +8 +3 -1
If a character is set on fire they
for natural poisons) to remove the Mortar shell or rocket attack* +6 +3 0
receive 1d6 damage each round
poison at the moment it is ingested/ until extinguished. Artillery strike or bomber attack* +17 +8 +1 -2
injected/applied. Anagnorisis (Optional Rule)
A burning character can drop and * incendiary: can ignite flammable materials at up to long range
Poison results in various effects to roll to extinguish the flames
Purist Keepers can determine
the target at the discretion of the that a particular plot device of
themselves with a successful
Keeper. an adventure is the Big Reveal
difficulty 3 Athletics test. (something Earth Shattering
Creatures with highly developed
Entering a burning building causes
1d6+1 damage each round and also
about the Mythos).
Any Stability pool point loss
Explosives Throwing Objects
causes asphyxiation as described resulting from a failed Stability Explosives do 1d6 damage plus the Throwing rocks, grenades, dynamite,
senses other than sight e.g. dogs
above. test brought on by the Big modifier for range as listed in the Molotovs or similar requires an
will not be affected by darkness.
Creatures which do rely primarily
Reveal is triple the normal Explosive Device Table above. Athletics test. The difficulty depends
Extreme Temperature amount with a minimum of 8 on the distance to the target:
on sight e.g. humans will suffer the pool points. Note: firing a rifle-grenade requires
modifier effects listed in the table Unprotected investigators exposed Point-Blank: 2
a Firearms test. Firing mortars,
below. to extreme temperatures are Any Sanity pool point loss
rockets or artillery requires a Close (same room): 3
classed as hurt (see the Health from encountering a Mythos
Characters with flashlights treat Mechanical Repair test.
rules). Entity as part of the Big Reveal Near (across the street): 5
the darkness as one level lighter is doubled. Investigators about to be the victim
but suffer a -1 penalty to their of an explosive booby-trap should be Trying to hit an exact spot on the
Any character that does not go
Hit Threshold due to accenting allowed a difficulty 4 Sense Trouble target adds the following penalties
insane immediately must end
their position in the dark. up retiring from active duty. test. to the difficulty:
Success means they managed to Point-Blank: +1
Darkness Level throw themselves and their Close (same room): +1
companions from point-blank range

Night Dark
Pitch Creatures to close range when calculating
Near (across the street): +2
Darkness Modifier damage from the explosion. If the thrown item is not designed
Black Alertness and Stealth
Modifiers to be thrown or is unaerodynamic
Difficulty level of tests involving sight +1 +2 +3
e.g. dynamite or Molotovs, then the
Difficulty level of Stability tests +1 A creatures Alertness Modifier is
difficulty is increased further by +1
Opponents Alertness Modifier* -1 -2 -3 added to the difficulty level of any
test that involves furtive abilities
Opponents Stealth Modifier +1 +2 +3 directed against the creature e.g.
Opponents Hit Threshold (Point-Blank) +1 Filch, Stealth, Shadowing. Lethal Firearms (Optional Rule)
Opponents Hit Threshold (Close) +1 +2 Its Stealth Modifier is added to Used to increase the danger of firearms. Any successful Firearm
Opponents Hit Threshold (Near and further) +1 +2 +3 the difficulty level of any test that damage on a human, causing the victims Health pool points to fall to
involves trying to detect the zero or less, immediately causes 6 extra Health pool points to be lost.
* only applied if the opponent is visually hampered by darkness
creature e.g. Sense Trouble.

2017 Pelgrane Press Ltd. All rights reserved. Trail of Cthulhu is published by arrangement with Chaosium, Inc. Trail of Cthulhu is a trademark of Pelgrane Press Ltd. Pelgrane Press Ltd. is co-owned by Simon Rogers and Cathriona Tobin.
Vehicles Damage From Impact
Characters hit by a vehicle sustain
Tomes Magic Assisting Spellcasters
Other characters who also know
Top Speed Modifiers damage equal to the difficulty of the Skimming Learning Spells the spell can assist the lead caster
Athletics or Sense Trouble test that by donating pool points as per the
Motorcycles with added sidecar: Tomes can provide investigators Besides tomes, investigators can
was failed resulting in the impact; Co-operative Test mechanism.
top speed. with clues or Benefits. learn spells during an adventure
+2 if the vehicle was travelling at from other sources e.g. inscriptions, Any character who does not know
Non-off-road vehicle goes off-road: normal city speeds To get the clue or Benefit the shamen, (in)human instructors or a the spell can still assist by sacrificing
investigator must skim the tome. Mythos revelation. 3 of their own ability pool points
top speed. +4 at higher speed
To skim the tome the investigator which donates 1 pool point in that
Off-road vehicle goes off-road: +1 if the vehicle was larger than Learning a spell in this way will ability to the lead caster.
must be able to read the language in take a time period as decided by the
top speed. a car which it is written. Sanity Loss from Spellcasting
Keeper and will require a successful
+2 if larger than a wagon
Driving Contests Skimming takes one hour per 100 Stability test of difficulty particular to Anyone involved in casting a spell
-3 for a motorcycle printed pages or per 10 handwritten the spell (usually 4). who ends up losing enough Stability
A difference of 10 mph or more in
pages in the tome. pool points to make them shaken or
the effective top speeds of chase Learning spells via communicating
Firearms vs Vehicles mind blasted will suffer associated
vehicles forces a +1 difficulty A 1 pool point spend in Library Use with Mythos powers will not usually
Characters firing on a moving Sanity loss as per the rules for
penalty on the driver of the slower will half this time. require a Stability test since the act
vehicle suffer a +2 Hit Threshold Stability loss from witnessing a
vehicle for their Driving tests. of confronting the Mythos will
modifier to their test rolls if they A 2 pool point spend in Library Use Mythos horror (see the Sanity
already have forced some level of
A difference of 30 mph or more specifically target the vehicles reduces this time to a few minutes. rules).
Stability test.
forces a +2 difficulty penalty. engine block, fuel tank or tyres. See the Trail of Cthulhu Rulebook pg.
Poring Over Some spells may also require pool 110-124 for specific spell details.
The Keeper may rule that local A vehicles engine block has an points in other abilities to be spent in
traffic conditions, twisty narrow Armour Point value of 4 against Tomes can also provide investigators
order to learn the spell, or to reduce
streets, or other considerations bullets, the fuel tank 2 and the tyres with resources such as spells or Confidence Roll
the learning time, or to help reduce
obviate these penalties. 0. Any damage the tyres sustain Cthulhu Mythos rating points.
(Optional Rule)
the learning Stability test difficulty
causes them to burst. If the fuel tank To get the resource the investigator level.
Or, if more dramatically Pulp an investigator gains 1d6
or engine block are damaged must pore over the tome.
appropriate, they may rule that a Stability pool points, but the
driving difficulties will result. Casting Spells
much faster vehicle speeds away player must justify the
To pore over the tome the
ending the scene rather than The driver of a vehicle under fire Spells can be incantations or rituals. confidence boost with some
investigator must be able to read the
performing the Driving Contest. may spend 1 Driving pool point per Either type can take a variable time impressive roleplaying and pay
language in which it is written.
round to prevent damage occurring to cast as per the spell description. a pool point in a relevant ability.
A Keeper may ask passengers
to the tyres, engine block or fuel Poring over a tome takes as long as Usually only one Confidence
riding on the running boards of a Incantations require a successful
tank. They ma y not use any other the Keeper deems necessary in Roll is allowed per session.
vehicle to pass an Athletics test to Stability test to cast and possibly
ability whilst doing this. order to obtain the resource.
remain clinging on if their driver other ability pool point spends. The
spends any Driving pool points People under fire inside a vehicle See the Trail of Cthulhu Rulebook pg. difficulty of the Stability test and any
during a Driving Contest. have the cover bonuses described in
the Firearms rules applied to their
105-109 for specific details of major
Mythos tomes.
other pool point spends will be
peculiar to each incantation spell.
Damage From Crashes
Characters in a crashed vehicle
Hit Threshold.
Rituals require the caster to partake Improvement
in a Stability contest of difficulty Pulp at the end of each adventure
sustain damage equal to the
Credit 1930s Annual particular to the spell. The the Keeper may award 2 build points
difficulty of the failed Driving test
Rating Equivalent Social Strata Income antagonistic contest roll makes use of to an investigator for each session
which resulted in the crash;
Inertia pool points to add to the die they participated in.
+1 travelling at normal city speeds 0 Pauper / Charity Case $0-$150 roll. The Inertia pool points will be
Players can use these to improve the
1 Working Poor $150-$250 specific to the ritual spell. There may
+2 travelling at higher speed investigators existing ability ratings
2 Working Class $250-$1,250 also be other ability pool point costs
-2 if seatbelts were worn or buy rating points in new abilities
3 Lower Middle Class $1,250-$1,500 involved in casting specific to the
on a 1 to 1 exchange rate. Up to 2
+1 if crashed into larger vehicle 4 Middle Class $1,500-$3,000 ritual.
rating points can also be reassigned
-1 if crashed into smaller 5 Upper Middle Class / Bourgeois $3,000-$10,000 A failed casting will still cost half the between existing ratings.
6 Upper Class / Wealthy $10,000-$75,000 required pool points that a successful
-3 if crashed into motorcycle Credit Rating, Cthulhu Mythos or
7+ Landed Gentry / Business Elite / Fabulously Wealthy $75,000 up casting would have. Sanity rating can not be bought or
+1 if crashed into building

2017 Pelgrane Press Ltd. All rights reserved. Trail of Cthulhu is published by arrangement with Chaosium, Inc. Trail of Cthulhu is a trademark of Pelgrane Press Ltd. Pelgrane Press Ltd. is co-owned by Simon Rogers and Cathriona Tobin.

Stability Shaken (0 to -5 Stability)

Shaken investigators ability tests suffer Example Situations Requiring Stability Tests
Stability Test Difficulty a +1 difficulty penalty or +1 to the targets
Stability Loss
Standard difficulty is 4. Hit Threshold.
If known to involve the Mythos then 5. Shaken investigators can not spend You see a fresh corpse; you witness a killing 1

Previous experience relevant to a Investigative Ability pool points. A human opponent attacks you with evident intent to do serious harm 2
non-Mythos/non-supernatural Optional rule Shaken investigators You are in a car or other vehicle accident serious enough to pose a risk of injury 2
incident gives a -1 difficulty bonus. can spend Investigative Ability pool
Susceptible investigators suffer a +1 points if they first pass a Stability test You experience a strong unnatural sensation such as intense dj vu, missing time, or
difficulty penalty. of difficulty equal to the positive value of hallucinations

Investigators with no remaining Stability pool points they are below 0. You witness acts of torture 2
Pillars of Sanity suffer a +1 difficulty If shaken by a Stability test involving A human opponent attacks you with evident intent to kill 3
penalty. the Mythos then Sanity rating and pool
points reduce by 1. You kill someone in a fight 3
Pulp For encounters involving
supernatural or lesser Mythos You see a particularly grisly murder or accident scene 3
creatures only; after passing a number Mind Blasted (-5 to -11 Stability)
You see a supernatural creature from a distance 3
of Stability tests equal to that Mind blasted investigators can do
creatures test difficulty, a player can nothing except gibber, attack perceived You witness an obviously unnatural, but not necessarily threatening, omen or
claim a -1 difficulty bonus to future threats in a frenzied manner or flee. magical effect e.g. a wall covered in horrible insects, a talking cat, or a bleeding window
Stability tests against the same type of You see hundreds of corpses; you witness a large battle 4
Tests suffer a +1 difficulty penalty or +1 to
creature (to a minimum difficulty of 2).
the targets Hit Threshold.
You see a supernatural creature up close 4
Stability Loss Mind blasted investigators lose 1 point
from their Stability rating and may You spend a week in solitary confinement 4
Failing multiple Stability tests within
a short space of time only results in suffer from Shell Shock after recovery. You learn that a friend, loved one, or Source of Stability has been violently killed 4
the worst case Stability loss. If mind blasted by a Stability test You discover the corpse of a friend, loved one, or Source of Stability 5
Mythos creatures at a destabilising involving the Mythos then Sanity rating
and pool points reduce by 2 (or a You are attacked by a supernatural creature, or by a friend, loved one, or Source of
event can cause extra Stability pool 5
further 1 if previously shaken by the Stability
point losses for a failed test. The
amount is specific for each type of Mythos during this session). A Mythos You witness a clearly supernatural or impossible killing 5
creature (refer to creature write-up). Madness may also be induced instead
You witness or experience an obviously unnatural, and threatenting, omen or magical
of Shell Shock. 5
effect e.g. a cold hand clutches your heart, a swarm of bees pours out of your mouth
Psychological Triage You kill someone in cold blood; you torture someone 5
Acting against a Hard Driver causes
Characters with the Psychoanalysis
the loss of 4 Stability pool points or You see a friend, loved one, or Source of Stability killed 6
ability can treat other characters. The
one third of current pool points
treater must pass a Psychoanalysis test You are tortured for an hour or longer 6
(whichever is greater).
of difficulty 4 (3 for Clergy or Alienists).
Acting against a Soft Driver results You discover that you have committed cannibalism 6
If passed, the treater makes a
in a 2 pool point Stability loss. You are possessed by some outside force, but remain conscious while it operates your
Psychoanalysis pool point spend 7
body unspeakably
Acting within the nature of a Hard (disregarding any voluntary spend used
Driver gains 2 Stability pool points. to pass the test) and the patient regains You speak with someone you know well who you know to be dead 7
Acting within the nature of a Soft 2 Stability pool points for every 1 You are attacked by a single gigantic supernatural creature or by a horde of
Psychoanalysis pool point of this spend. 7
Driver gains 1 Stability pool point. supernatural creatures
A Mythos revelation can cause a Alienists can treat themselves but only You see a friend, loved one, or Source of Stability killed in a particularly gruesome
regain 1 Stability pool point for every 8
Drive to become meaningless. A manner or in a way you are helpless to avert
character can no longer gain Psychoanalysis pool point spent.
You kill a friend, loved one, or Source of Stability 8
Stability pool points by acting within If the test roll fails, another attempt can
a meaningless Drive but will still lose not be made until the patient loses
pool points if they act against it. further Stability pool points.

2017 Pelgrane Press Ltd. All rights reserved. Trail of Cthulhu is published by arrangement with Chaosium, Inc. Trail of Cthulhu is a trademark of Pelgrane Press Ltd. Pelgrane Press Ltd. is co-owned by Simon Rogers and Cathriona Tobin.
Sanity Losing Pillars of Sanity
If a Mythos revelation specifically Cthulhu Mythos Stability and Sanity Loss Table
Maximum Rating targets one of an investigators Stability Pool Sanity Pool
A characters Sanity rating must
Pillars of Sanity it will shatter Revelation or Intuition Loss Loss
costing 6 Stability pool points and
immediately be reduced down to Some aspect of the Mythos is behind this mystery; any specifics are either
2 Sanity pool points.
{ 10 minus their Cthulhu Mythos comfortably distant in space or time, or not immediately relevant to your 2 0
rating } if it ever exceeds that For every three pool points of larger concerns
value. Sanity investigators lose they may
choose to have one of their Pillars This Mythos truth poses a clear and present danger to innocents; this truth
Excess Sanity pool points will be of Sanity crumble from within. It goes deeper, reaches back farther, or has wider implications, than you 3 1
lost if they exceed the new rating. is too late for a player to declare a previously believed
Pillar crumble from within if it is
Ways of Losing Sanity This Mythos truth poses a clear and present danger to you or your loved ones;
this truth is global or epochal in scope 4 1
If a character is shaken by failing a
Stability test involving the Mythos Investigators with no remaining
(or spellcasting) then Sanity rating Pillars of Sanity suffer a +1 This Mythos truth shatters one of your Pillars of Sanity 6 2
and pool points reduce by 1. difficulty penalty to Stability tests.
A meaningless Drive or a lost Pillar This Mythos truth could destroy the world or is doing so right now, probably
If a character is mind blasted by 8 3
of Sanity can be replaced with a inevitably; this truth proves your Drive to be meaningless or doomed
failing a Stability test involving the
new one using the Ongoing
Mythos (or spellcasting) then Sanity
Psychoanalysis procedure.
rating and pool points reduce by 2
(or a further 1 if previously shaken
by the Mythos during this session).
Regaining Sanity by Denial
If no physical proof remains of
Ongoing Psychoanalysis
Lost Sanity can be restored by
Mental Illness Temporary Lucidity
Characters acting erratically due
Using the Cthulhu Mythos ability contact with the Mythos at the end undergoing 3 contiguous, successful Shell Shock to Mental Illness can be made
may cause Sanity and Stability of an adventure wherein a Psychoanalysis sessions. Each lucid temporarily. Another
If a character with Shell Shock has
pool point loss. The amount depends investigators Sanity rating was session happens as a precursor to character can try to treat them by
an encounter that reminds them of
on the Mythos revelation gained damaged, then rating and pool starting a new adventure. passing a Psychoanalysis test of
the original event that brought
(refer to the table at right for points recover by 1. difficulty 3.
During this entire process the about their Shell Shock they must
This is the investigator denying to patients Stability pool points must make a difficulty 4 Stability test. If passed, the treater spends 2
Encountering a major Mythos Entity themself that the event ever remain above zero and they must further Psychoanalysis pool
Failure does not result in any loss
causes Sanity and Stability pool occurred. The player has to invent a refrain from using their Cthulhu points (1 if they are an Alienist)
of Stability pool points but the
point loss. Refer to the Trail of false memory to explain the Mythos ability. and the character will act lucidly
character will freeze up and be
Cthulhu Rulebook pg. 86 for the missing time and the Keeper may for the remainder of the scene or
At each session the person treating helpless for 15 minutes and for a
exact amount for each Entity. force a Mental Illness on the until their next Stability pool
the patient must pass a further 24 hours will suffer the
investigator. point loss (whichever occurs first).
Psychoanalysis test of difficulty: effects of being shaken.
Mitigating Loss (Purist Only)
If the investigator subsequently uses Pulp 4
Purist characters can choose to their Cthulhu Mythos ability Mythos Madness Curing Mental Illness
faint rather than suffer the full to recall information about the Purist the greater of 4 or 2 x The Keeper chooses a relevant The Ongoing Psychoanalysis
Sanity pool point loss of a Mythos specific horror they have previously patients Cthulhu Mythos rating. madness from the list below: procedure can be used to cure a
horror. Fainting reduces the Sanity denied then their Sanity rating After the third successful session the patient of a Mental Illness once.
pool point loss to 1. Delusion
and pool points are reduced back patients Sanity rating and pool
down by 1. Homicidal Mania If the Mental Illness returns due
A player can not choose to have points increase by half the amount
Megalomania to subsequent Stability pool point
their investigator faint to avoid required to reach the lesser of either
Sanity Rewards (Pulp Only) loss, it can never be cured again.
Sanity loss brought on during the patients original, undamaged Multiple Personality Disorder
spellcasting. Pulp lost Sanity pool points can be Sanity rating or { 10 minus current Obsession
awarded by the Keeper at the end Cthulhu Mythos rating }. This is Paranoia
Permanent Insanity of a successful adventure wherein called a False Sanity bonus.
the players defeated the Mythos. Any subsequent Sanity pool point or
Investigators who reach 0 Sanity Selective Amnesia
pool points or -12 Stability pool 1 or 2 pool points is recommended rating loss of 2 or more, from a
single incident, immediately causes See the Trail of Cthulhu Rulebook
points become permanently insane. but no more than the single largest
the loss of all False Sanity bonuses. pg. 77-79 for roleplaying madnesses.
Sanity loss encountered.

2017 Pelgrane Press Ltd. All rights reserved. Trail of Cthulhu is published by arrangement with Chaosium, Inc. Trail of Cthulhu is a trademark of Pelgrane Press Ltd. Pelgrane Press Ltd. is co-owned by Simon Rogers and Cathriona Tobin. Document version: 1.7