1920S ERA INVESTIGATOR
Name Birthplace Pronoun
Occupation ex doctor-inves Residence Arkham Age
STR 50 25 10 SIZ 80 40 16 Hit Points 14
CHARACTERISTICS
CON 60 30 12 POW 75 37 15 Magic Points 15
DEX 50 25 10 APP 30 15 6 Luck
INT 65 32 13 EDU 80 40 16 Sanity 75 15
IDEA KNOW
Max Sanity Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
Accounting (05%) 5 2 1 Firearms 25 12 5 Persuade (10%) 20 10 4
(Rifle/Shotgun) (25%)
Anthropology (01%) 1 0 0 (01%)
Firearms Pilot
SKILLS
Appraise (05%) 5 2 1 First Aid (30%) 80 40 16 Psychoanalysis (01%) 1 0 0
Archaeology (01%) 1 0 0 History (05%) 5 2 1 Psychology (10%) 70 35 14
(05%) Intimidate (15%) 15 7 3 Ride (05%) 5 2 1
Art / Craft
Jump (20%) 20 10 4 Biology (01%) 40 20 8
Science
Charm (15%) 15 7 3 Latin (01%) 30 15 6
Language (Other)
Climb (20%) 20 10 4 French 30 15 6
Credit Rating (00%) 50 25 10 German 30 15 6 Sleight of Hand (10%) 20 10 4
Cthulhu Mythos (00%) 0 English (EDU) 80 40 16 Spot Hidden (25%) 50 25 10
Language (Own)
Disguise (05%) 5 2 1 Law (05%) 5 2 1 Stealth (20%) 20 10 4
Dodge (half DEX) 30 15 6 Library Use (20%) 50 25 10 (10%)
© 2021 Chaosium Inc. Permission is granted to copy for personal, non-commercial use only.
Survival
Drive Auto (20%) 30 15 6 Listen (20%) 28 14 5 Swim (20%) 20 10 4
Elec. Repair (10%) 10 5 2 Locksmith (01%) 1 0 0 Throw (20%) 20 10 4
Fast Talk (05%) 15 7 3 Mech. Repair (10%) 10 5 2 Track (10%) 10 5 2
Fighting (Brawl) (25%) 40 20 8 Medicine (01%) 80 40 16
Natural World (10%) 10 5 2
Fighting
Navigate (10%) 10 5 2
Firearms 5 2 1
(Handgun) (20%) 50 25 10 Occult (05%)
Weapon Skill Damage # of Attacks Range Ammo Malf. Move 7
COMBAT
Brawl 40 20 8 1D3 + DB 1 - - - Build 1
Dodge 30 15 6
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.