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Chapter 3: Creating

Investigators 
1. Characteristics
TT Roll 3D6 x 5 for STR, CON,
DEX, APP, and POW.
TT Roll 2D6+6 x 5 for
SIZ, INT, and EDU.
TT Before writing these
results onto the sheet,
decide the age of the
investigator (page 32).
TT Now write in the full,
half, and fifth values for
each characteristic in
the boxes on the sheet.

2. Derived Attributes
TT Sanity equals POW.
TT Magic Points equal
one fifth of POW.
TT Roll 3D6 x 5 for Luck.
TT Hit Points equal SIZ + CON
divided by 10 (round down).
TT Look up Damage Bonus
& Build (page 33).

3. Determine Move Rate


TT If both DEX and STR are
each less than SIZ: MOV 7.
TT Either STR or DEX are
equal/greater than SIZ, or
if all are equal: MOV 8.
TT Both STR and DEX are each
greater than SIZ: MOV 9.
TT Reduce MOV for older
ages (page 33).

 4. Decide Occupation


and Allot Skill Points
TT Choose an occupation
(page 33).
TT Calculate occupation
skill points.
TT Allot points to occupation
skills, inc. Credit Rating.
TT Calculate personal interest
skill points: INT x 2.
TT Allot these points
to any skills.
TT Write in the half and
fifth skill values.
5. Create a Backstory
TT Write in a few entries for:
Personal Description,
Ideology/Beliefs, Significant
People, Meaningful
Locations, Treasured
Possessions, and/or Traits.
TT Use the tables on pages
42–45 for inspiration.
TT Pick one entry and
underline or star it (*)
for the investigator’s key
connection (page 45).

6. Determine Finances
TT Look up Credit Rating (page
47) to determine Spending
Level, Cash, and Assets. 

7. Gear and Equipment


TT Write down any important
weapons, or equipment.
TT Equipment lists:
pages 396–400.
TT Weapon list: pages 401–405.

8. Additional Background
and Portrait
TT Name investigator, and
write in other relevant info. 
Quick Reference
Half & Fifth Values
Chapter 4: Skills
Skill Points: What
do they mean?

01%–05%: Novice: complete


amateur.

06%–19%: Neophyte: beginner.

20%–49%: Amateur: some


talent/rudimentary training.

50%–74%: Professional: makes


a living from the skill.

75%–89%: Expert: corresponds


with a master’s degree or Ph.D.

90%+: Master: among the


world’s best in the skill.

Combined Skill
Rolls (page 55)
TT A roll against more
than one skill.
TT Only one dice roll is made.
TT Result is compared with
each of the skills named.
TT Keeper specifies if
success is required for
both (or one) skills.

Quick Reference
TT Fighting specializations:
page 64.
TT Firearms specializations:
page 64.
TT First Aid: page 65.
TT Medicine: page 69.
Chapter 5:
Game System
Making a Skill Roll (page 82)
TT Agree a goal before
rolling dice.
TT Determine the difficulty
level for the roll.
TT Make roll.
TT Failed? Push the roll: can
the player justify it?
TT Check skills when
used successfully.

Difficulty Levels (page 82)


TT Regular: Opposing skill
is below 50, or task is a
standard one. Roll equal
to or below full skill.
TT Hard: Opposing skill
is equal to or above 50,
or task is exceptionally
difficult. Roll equal to
or below half skill.
TT Extreme: Opposing skill
is equal to or above 90, or
task is near impossible. Roll
equal to or below fifth skill.

Opposed Rolls (page 90)


TT Opponents roll against
agreed skill/characteristic.
TT Best level of success wins:
Critical beats Extreme.
Extreme beats Hard.
Hard beats Regular.
Regular beats Failure or
Fumble.

TT If a tie: side with the higher


skill/characteristic wins.
TT Opposed rolls cannot
be pushed.
Bonus Dice and Penalty
Dice (page 91)

Bonus die: roll an additional


“tens” percentage die. Use the
“tens” dice that yields the better
(lowest) result.

Penalty die: roll an additional


“tens” percentage. Use the
“tens” dice that yields the worse
(highest) result.

Human Limits (page 88)

Upper limit that can be opposed


= 100 + the investigator’s skill/
characteristic.

Starting with the lowest, deduct


each investigator’s characteristic
value in turn from the
opposition’s characteristic.

Continue until the opponent’s


characteristic has been reduced
to a value that can be challenged
by an investigator.

Investigators whose
characteristics were not used
to reduce the opposing factor
may now make a skill roll, with
an Extreme, Hard, or Regular
difficulty level, as determined
by the value of the opposing
characteristic.

Opposition cannot be reduced to


zero or lower by this method; a
skill roll is always required.
 Chapter 6: Combat
Melee Combat (page 103)
1. Establish the order of attack
(DEX order).
2. Intention of the action:
cause damage, dodge, or a
maneuver?
3. Target of attack may fight
back, dodge, or attempt a
maneuver.
4. Opposed skill roll:
TT i) Defender fights back:
best level of success avoids
being harmed and inflicts
damage on the opponent.
If draw, the initiating
attack beats the defender
fighting back. If both fail,
no damage is inflicted.
TT ii) Defender dodging: attack
is successful (inflicting
damage) if attacker gets
higher level of success.
Otherwise, attack is dodged
(no damage). If draw,
character dodging evades
the attack. If both fail,
no damage is inflicted.

Remember: combat rolls


cannot be pushed.
5. Roll damage for successful
attacks: if Extreme level
of success (n/a for fighting
back) greater damage is
inflicted:
TT Impaling weapon: max
damage (max damage +
max DB) + rolled damage.
TT Blunt weapon: max damage
(max damage + max DB).

Outnumbered (page 108)


TT Once an investigator
has either fought back
or dodged once in the
present combat round,
all subsequent attacks
on them are made
with one bonus die.
TT NPCs/monsters with more
than one attack per round
may also dodge or fight back
that number of times before
the bonus die is applied.
 Fighting Maneuvers
(page 105)
1. Compare Builds of the
maneuver’s initiator and the
target: If attacker is smaller
then they take 1 penalty die
for each point of difference
in Build. If difference is 3
or more, the maneuver is
impossible.
2. Make the attack roll: Same
as for a Fighting attack
(Brawling or appropriate
fighting specialization skill).
The opponent should choose
to either dodge or fight back
as they would for a normal
attack:
a) If target is dodging: Roll
Fighting skill vs. Dodge
skill. If character enacting
the maneuver achieves a
higher level of success the
maneuver is successful. If
tied, the target is able to
dodge the maneuver.
b) If target is fighting back:
Roll Fighting skill vs.
Fighting skill. If character
fighting back achieves a
higher level of success,
the maneuver fails and
the opponent inflicts
damage on the character
performing the maneuver.
If tied, the maneuver is
successful.
 c) The target of an attack
may use a maneuver
of their own: Resolve
as for fighting back but
apply the effect of their
maneuver instead of
inflicting damage.
3. A successful maneuver allows
the character to achieve one
goal.

 
Chapter 6: Combat:
Firearms
TT Using Firearms (page 112)
TT Readied Firearms
go at DEX + 50.
TT Use attacker’s Firearms skill.
TT The firearms skill roll
is not opposed.
TT Range determines
Difficulty level:
Base range: Regular
Long range: (x 2 base
range) Hard
Very long range: (x 4 base
range) Extreme
Note: At very long range,
when only an Extreme
success will hit the target,
impales only occur with a
roll of 01.
TT Other factors grant
either penalty or bonus
dice (see Modifiers).
TT A failure never
deals damage.

Firearm Modifiers (page 113)


TT Point-blank (within fifth
DEX in feet): 1 bonus die.
TT Target is ‘diving for
cover’ (Dodge roll
success): 1penalty die.
TT Target is partially
concealed: 1 penalty die.
TT Aiming (for one
round): 1 bonus die.
TT Fast moving target (MOV
8+): 1 penalty die.
TT Target is small (Build
–2): 1 penalty die.
TT Target is large (Build
4+): 1 bonus die.
TT Loading 1 bullet and
shooting in same
round: 1 penalty die.
TT Firing 2+ shots from a
handgun in one round: 1
penalty die on all shots.
TT Firing into melee: 1 penalty
die (fumble = ally hit).
Full Auto and Burst
Fire (page 114)
TT Full auto fire divided into
volleys; each volley requires
a skill roll. Divide firer’s
skill by 10 (round down)
for maximum number of
bullets in volley (never
less than 3 bullets).
TT State number of bullets to
be fired before rolling dice.
TT The attacker must make
new attack roll for each
volley or whenever they
select a new target.
TT Burst fire is a single skill
roll (a single volley).
i) First attack roll: set
difficulty by range, then
apply any modifiers.
ii) Second & further attack
rolls: add one penalty die
(or remove a bonus die)
for each additional attack
roll. If this would incur
three penalty dice, keep two
penalty dice and raise the
difficulty level by one step.

Resolving each attack roll:


TT If the attack roll is
successful: ½ shots hit
target: roll damage for ½
of the shots (round down,
min. one). Subtract any
armor from each shot.
TT If the attack is an Extreme
success: all shots hit target,
the first ½ impale (round
down, min. one). Subtract
any armor from each shot.
As for all firearm attacks,
if the difficulty level of the
shot was Extreme, the best
possible result is a successful
hit (not an impale).

Malfunctions:
TT Attack roll result equal
or higher than weapon’s
malfunction number :
weapon malfunctions
and does not fire. 
Chapter 7: Chases
 Chases (page 132)

 Establish the chase:

1. All characters make speed


(CON or Drive Auto) roll:
TT Passed: MOV remains
unchanged.
TT Extreme success: MOV +1.
TT Failed: MOV –1.

2. Order everyone in order of


MOV.
TT Fleeing characters/
vehicles with speed
greater than pursuers
can escape completely.
TT Pursuers with a speed
lower than the slowest
fleeing character are
out of the chase.

 Cut to the Chase:


1. Put pursuers in order, slowest
at rear, others a number of
locations ahead equal to
their difference in MOV.
2. Put fleeing characters in
order, slowest at the rear
(2 locations ahead of lead
pursuer), others a number
of locations ahead equal to
their difference in MOV.
3. Position hazards and barriers.
4. Allocate each participant
a number of movement
actions: one action by
default + difference between
their MOV and the MOV of
the slowest participant in the
chase.
5. Determine DEX order.
Hazards:

Make skill roll to move through


a hazard; if failed, keeper may
inflict damage (see Table III:
Other Forms of Damage (page
134), or Table VI: Vehicular
Collisions (page 147)), and delay
(1D3 MOV actions).

Cautious approach to hazards:


spend 1 or 2 MOV actions to buy
1 or 2 bonus dice for the skill roll
to negotiate a hazard.

Barrier: must be broken down


or a skill roll must also be
made before character/vehicle
can move to next location. If
appropriate, the keeper may
inflict damage and delay as for a
hazard (page 136).

Breaking down barriers:


vehicles inflict 1D10 damage
per point of Build. If vehicle
fails to destroy barrier, vehicle is
wrecked. If barrier is destroyed,
vehicle takes damage equal to
half the barrier’s hit points prior
to impact.
TT Internal door or thin
wooden fence: 5 hit points.
TT Standard back door:
10 hit points.
TT Strong domestic external
door: 15 hit points.
TT 9” thick brick wall:
25 hit points.
TT Mature tree: 50 hit points.
TT Concrete bridge support:
100 hit points.

Vehicles in Chases: page 145.


Chapter 8: Sanity
Sanity Rolls (page 154)
TT Failing a SAN roll: one
involuntary action.
TT SAN loss of 5 points or
more: make INT roll: if
successful, temporary
insanity ensues.
TT SAN loss of one-fifth
or more in one day:
indefinite insanity ensues.
TT SAN reduced to zero:
permanently insane.

Phases of Insanity (page 156)


1. Bout of madness: either
“real time” (1D10 rounds)
or “summary” (1D10
hours); Keeper amends one
backstory detail (phobia,
mania, etc.)
2. Underlying Insanity: any
further Sanity loss results in
another bout of madness;
the investigator is prone to
delusions.

Bouts of Madness tables: pages


157, 159.

Side-effects of Insanity
(page 159-164)
TT Phobias: while insane,
must fight/flee or take a
penalty die on skill rolls.
TT Manias: while insane, must
submit to mania or take a
penalty die on skill rolls.
TT Delusions and Reality
Checks: make a Sanity
roll to test for delusions:
Failure: lose 1 Sanity point
(and undergo a bout of
madness if insane).
Success: dismiss delusions.
TT Cthulhu Mythos: +5%
Cthulhu Mythos skill
with first bout of madness
inspired by a Mythos
related event. Add 1% on
subsequent occasions.
Recovery (page 164)
TT Temporary insanity: after
1D10 hours or a good rest.
TT Indefinite insanity: roll
at the end of each month
of treatment; Keeper may
allow automatic recovery
during the next investigator
development phase.
TT Treatment with private/
home care (roll 1D100
per month):
01–95: success: +1D3 SAN.
Make a Sanity roll—if
successful, insanity is
cured.
96–100: failure: –1D6 SAN.
TT Treatment at institution
(roll 1D100 per month):
01–50: success: +1D3 SAN.
Make a Sanity roll—if
successful, insanity is
cured.
51-95: no progress.
96–100: failure: –1D6 SAN.

Getting Used to the


Awfulness (page 169)
TT Player records cumulative
SAN lost to a given Mythos
entity; the cumulative
loss should not exceed the
max amount for a single
encounter with that entity.
TT Lower the recorded
cumulative loss by 1
with each investigator
development phase. 
Chapter 9: Magic
Becoming a Believer (page 179)

A non-believer can gain Cthulhu


Mythos skill points for reading
tomes, but with first loss of Sanity
points from direct exposure to
Cthulhu Mythos monsters (etc.),
they become a believer and
immediately lose SAN points equal
to their Cthulhu Mythos skill.

Magic points (page 176)


TT Overspending: additional
Magic points drained
from hit points.
TT Recovery: +1 Magic
point per hour.

Casting Spells (page 177)


TT First casting of a spell:
make a Hard POW roll; if
failed—either Push or fully
relearn spell; failing the
Pushed roll allows the spell
to be cast but spell’s cost
increase (1D6 x MP/POW
and 1D6 x SAN points).

Failed Pushed Spell Casting:

Lesser spells (1D8):


1: Blurred vision or temporary
blindness.
2: Disembodied screaming,
voices or other noises.
3: Strong winds or other
atmospheric effects.
4: Bleeding (from the
caster, others present, or
environment).
5: Strange visions and
hallucinations.
6: Small animals in the vicinity
explode.
7: Foul smell of brimstone.
8: Mythos monster is
accidentally summoned.
Greater spells (1D8):
1: Earth shaking, walls rent
asunder.
2: Epic thunder and lightning.
3: Blood falls from the sky.
4: The caster’s hand is withered
and burnt.
5: The caster ages unnaturally
(+2D10 years, apply Aging,
page 32).
6: Powerful or numerous Mythos
entities appear.
7: The caster or everyone nearby
are sucked to a distant time
or place.
8: Mythos deity is accidentally
called.

Increasing POW (page 179)


TT If successful in winning
opposed POW roll to cast a
spell: roll 1D100; if greater
than POW (or 96+), +1D10
POW points permanently.
TT Luck roll result of “01”:
roll 1D100; if greater than
POW (or 96+), +1D10
POW points permanently.

Reading Tomes (page 173)


TT Initial reading: Reading
roll may be required, Keeper
decides time required. Roll
for SAN loss and increase
Cthulhu Mythos skill
by tome’s CMI value.
TT Full study of a tome: an
initial reading must first
be completed; no reading
roll required; see Mythos
Tomes Table (page 237-239)
for study time; results in
SAN loss (if a believer); if
the tome’s Mythos Rating
is greater than the reader’s
Cthulhu Mythos skill,
the reader gains the full
Cthulhu Mythos benefit
(CMF); if Cthulhu Mythos
skill is greater than tome’s
Mythos rating, gain only
½ Cthulhu Mythos; each
subsequent full study
doubles in study time.

Referencing Tomes (page 175)


Must have completed a full
study; 1D4 hours; roll less than
or equal to the book’s Cthulhu
Mythos Rating to find a useful
reference.

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