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1920S ERA INVESTIGATOR

Name Birthplace Pronoun


Occupation Veteran mech Residence Arkham Age

       

STR 80 40 16 SIZ 65 32 13 Hit Points 14


CHARACTERISTICS

       

CON 75 37 15 POW 65 32 13 Magic Points 13


       

DEX 65 32 13 APP 35 17 7 Luck


         

INT 50 25 10 EDU 50 25 10 Sanity 65 13


IDEA KNOW

Max Sanity Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
        

Accounting (05%) 5 2 1 Firearms 70 35 14 Persuade (10%) 10 5 2


(Rifle/Shotgun) (25%)
Anthropology (01%) 1 0 0 (01%) 1 0 0
Firearms Pilot
SKILLS

Appraise (05%) 5 2 1 First Aid (30%) 30 15 6 Psychoanalysis (01%) 1 0 0


Archaeology (01%) 1 0 0 History (05%) 5 2 1 Psychology (10%) 10 5 2
(05%) 5 2 1 Intimidate (15%) 50 25 10 Ride (05%) 5 2 1
Art / Craft
Jump (20%) 30 15 6 (01%) 1 0 0
Science
Charm (15%) 15 7 3 (01%) 1 0 0
Language (Other)
Climb (20%) 30 15 6
Credit Rating (00%) 35 17 7 Sleight of Hand (10%) 10 5 2
Cthulhu Mythos (00%) english (EDU) 50 25 10 Spot Hidden (25%) 40 20 8
Language (Own)
Disguise (05%) 5 2 1 Law (05%) 5 2 1 Stealth (20%) 20 10 4
Dodge (half DEX) 65 32 13 Library Use (20%) 20 10 4 (10%)

© 2021 Chaosium Inc. Permission is granted to copy for personal, non-commercial use only.
Survival
Drive Auto (20%) 70 35 14 Listen (20%) 30 15 6 Swim (20%) 20 10 4
Elec. Repair (10%) 35 17 7 Locksmith (01%) 1 0 0 Throw (20%) 30 15 6
Fast Talk (05%) 5 2 1 Mech. Repair (10%) 70 35 14 Track (10%) 10 5 2
Fighting (Brawl) (25%) 70 35 14 Medicine (01%) 1 0 0
Natural World (10%) 10 5 2
Fighting
Navigate (10%) 20 10 4
Firearms 5 2 1
(Handgun) (20%) 50 25 10 Occult (05%)

Weapon Skill Damage # of Attacks Range Ammo Malf. Move 8


COMBAT

Brawl 70 35 14 1D3 + DB 1 - - - Build 1  

Dodge 65 32 13
Damage Bonus +1D4
MY STORY

BACKSTORY
Personal Description Traits

Ideology & Beliefs Injuries & Scars

Significant People Phobias & Manias

Meaningful Locations Arcane Tomes & Spells

Treasured Possessions Encounters with Strange Entities

GEAR & POSSESSIONS WEALTH

© 2021 Chaosium Inc. Permission is granted to copy for personal, non-commercial use only.
Spending Level
Cash
Assets

FELLOW QUICK REFERENCE RULES


INVESTIGATORS
  
Char.
Player Char. Level of Fumble Fail
Success: 100/96+ > skill
Regular
≤ skill
Hard Extreme Critical
1/2 skill 1/5 skill 01

Player Pushing Rolls: must justify reroll;


cannot push combat or Sanity rolls
Char.  
Player Char. First Aid heals 1 HP Medicine heals 1D3 HP
Player Major Wounds = loss of ≥ ½ max HP in one attack
Reach 0 HP without Major Wound = Unconscious
Char. Reach 0 HP with Major Wound = Dying

Player Char. Dying: First Aid = temp. stabilized; then require Medicine
Player Natural Heal rate (non Major Wound): recover 1 HP per day
Natural Heal rate (Major Wound): weekly healing roll
© 2021 Chaosium Inc. Permission is granted to copy for personal, non-commercial use only.

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