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Call of Cthulhu Investigator Details

Name ...........................................................................................
“That is not dead which can Player ............................................................................................
eternal lie. And with strange
Occupation ..................................................................... ......
aeons even death may die.”
Gender & Age .............................................................. ......
- Necronomicon

Abilities and Skills


str app Luck Magic Move Conditions Specialist Skills
Temporarily Insane Skill R H E
Indefinitely Insane
con int Hit Points Major Wound

Unconscious

Dying
siz pow Current Max

Sanity Combat
dex edu
Current Max Damage Bonus Build

Investigator Skills
Skill R H E Skill R H E Skill R H E
Accounting (5%)
(5 ) Firearms (Handgun) (20%)
(20 ) Navigate (10%)
(10 )

Anthropology (1%)
(1 ) Firearms (Shotgun) (25%)
(25 ) Occult (5%)
(5 )

Appraise (5%)
(5 ) First Aid (30%)
(30 ) Op. Hv. Machine (1%)
(1 )

Archaeology (1%)
(1 ) History (5%)
(5 ) Persuade (10%)
(10 )

Charm (15%)
(15 ) Intimidate (15%)
(15 ) Psychology (10%)
(10 )

Climb (20%)
(20 ) Jump (20%)
(20 ) Psychoanalysis (1%)
(1 )

Credit Rating (0%)


(0 ) Language (Own) (Edu) Ride (5%)
(5 )

Cthulhu Mythos (0%)


(0 ) Law (5%)
(5 ) Sleight of Hand (10%)
(10 )

Disguise (5%)
(5 ) Library Use (20%)
(20 ) Spot Hidden (25%)
(25 )

Dodge (half dex) Listen (20%)


(20 ) Stealth (20%)
(20 )

Drive Auto (20%)


(20 ) Locksmith (1%)
(1 ) Swim (20%)
(20 )

Elec Repair (10%)


(10 ) Mech. Repair (10%)
(10 ) Throw (20%)
(20 )

Fast Talk (5%)


(5 ) Medicine (1%)
(1 ) Track (10%)
(10 )

Fighting (Brawl) (25%)


(25 ) Natural World (10%)
(10 )
R = Regular H = Hard E = Extreme

Notes
Backstory Notes
Personal description: Traits, Injuries & Scars:

Ideology/Beliefs:
Phobias & Manias:

Significant People & Locations:

Unsettling Encounters:
Treasured Possessions:

Equipment List Cash and Assets


Spending Level: Cash:

Weapons List
Weapon R H E Damage Range Attacks Ammo Malfunction

Quick Reference
Rolling a 1 is a critical success.
success combat or damage rolls. For each bonus die:
die roll an additional tens percentile
A check can be regular
regular, hard or extreme
extreme. Roll equal If you lose 5 or more sanity points in one roll you die alongside the usual pair of percentile dice when
or less to pass a check. must roll an Intelligence check. If you succeed, you making a skill roll (rolling 3 separate dice: one
understand what is going on and go temporarily units die and two tens dice). Use the tens dice that
Rolling 100 is a critical failure.
failure yields the better (lower) result.
insane.
If the check requires a roll less than 50, 96-99 also For each penalty die:die roll an additional tens
count as critical failures. If you lose 1/5 of your sanity points in one day, you
go indefinitely insane. percentage die alongside the usual pair of percentage
If you fail a roll, you can either spend luck points to dice (rolling 3 separate dice: one units die and two
reduce the rolled total (1 for 1) or push the roll to First Aid heals 1hp, Medicine heals 1d3hp. If tens dice). Use the tens dice that yields the worse
roll again and risk more extreme results. someone is dying, First Aid stabilises them. (higher) result.
You cannot spend luck or push rolls for sanity, When you reach 0hp you fall unconscious
unconscious, unless Bonus and penalty die cancel each other out 1 to 1.
you have a major wound in which case you start dying
dying.

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