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1920s Investigator Skills and Rules

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0% found this document useful (0 votes)
25 views3 pages

1920s Investigator Skills and Rules

Uploaded by

Andrei SDU
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

1920S ERA INVESTIGATOR

Name
Fredrick Rush Birthplace
Arkham, Massachusetts
Pronoun
Occupation Professor Age 28
Arkham, Massachusetts
Residence

       

STR 40 20 8 SIZ 70 35 14 Hit Points 13


13
CHARACTERISTICS

       

CON 60 30 12 POW 70 35 14 Magic Points 14 14


       

DEX 65 32 13 APP 50 25 10 Luck 45


         

INT 75 37 15 EDU 85 42 17 Sanity 70 70


IDEA KNOW

Max Sanity 99 Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
        

Accounting (05%) 5 2 1 Firearms 25 12 5 Persuade (10%) 50 25 10


(Rifle/Shotgun) (25%)
Anthropology (01%) 40 20 8 None 1 0 0 None (01%) 1 0 0
Firearms Pilot
SKILLS

Appraise (05%) 5 2 1 First Aid (30%) 30 15 6 Psychoanalysis (01%) 41 20 8


Archaeology (01%) 1 0 0 History (05%) 75 37 15 Psychology (10%) 13 6 2
None (05%) 5 2 1 Intimidate (15%) 15 7 3 Ride (05%) 5 2 1
Art / Craft
None 5 2 1 Jump (20%) 20 10 4 None (01%) 1 0 0
Science
Charm (15%) 15 7 3 Sumerian (01%) 35 17 7 None 1 0 0
Language (Other)
Climb (20%) 20 10 4 Latin 50 25 10 None 1 0 0
Credit Rating (00%) 40 20 8 R'lyehian 10 5 2 Sleight of Hand (10%) 10 5 2
Cthulhu Mythos (00%) 0 0 0 English (EDU) 85 42 17 Spot Hidden (25%) 55 27 11
Language (Own)
Disguise (05%) 5 2 1 Law (05%) 5 2 1 Stealth (20%) 20 10 4
Dodge (half DEX) 32 16 6 Library Use (20%) 66 33 13 None (10%) 10 5 2

© 2021 Chaosium Inc. Permission is granted to copy for personal, non-commercial use only.
Survival
Drive Auto (20%) 20 10 4 Listen (20%) 20 10 4 Swim (20%) 20 10 4
Elec. Repair (10%) 10 5 2 Locksmith (01%) 1 0 0 Throw (20%) 20 10 4
Fast Talk (05%) 5 2 1 Mech. Repair (10%) 10 5 2 Track (10%) 10 5 2
Fighting (Brawl) (25%) 25 12 5 Medicine (01%) 1 0 0 1 0 0
None
Fighting
1 0 0 Natural World (10%) 30 15 6 None 1 0 0
None 1 0 0 Navigate (10%) 10 5 2 None 1 0 0
Firearms 75 37 15 None 1 0 0
(Handgun) (20%) 20 10 4 Occult (05%)

Weapon Skill Damage # of Attacks Range Ammo Malf. Move 7


COMBAT

Brawl 25 12 5 1D3 + DB 1 - - - Build 0  

Dodge 32 16 6
Damage Bonus None
MY STORY

BACKSTORY
Personal Description Traits

Ideology & Beliefs


Language bonds us in many different ways!
Injuries & Scars

Significant People Phobias & Manias


Being forgotten

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.
Notebook, Pen,
Spending Level $10.00
Translation of the
Cash $80.00
Rosetta Stone
Assets
$2000.00

FELLOW QUICK REFERENCE RULES


INVESTIGATORS
  
Char.
Player Char. Level of Fumble Fail
Success: 100/96+ > skill
Regular
≤ skill
Hard Etreme 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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