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1920s Era Investigator Skills Guide

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

1920s Era Investigator Skills Guide

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
Brute Birthplace
fjfjfj Pronoun
Occupation Soldier Residence Bruteland Age 30

       

STR 60 30 12 SIZ 75 37 15 Hit Points 14 14


CHARACTERISTICS

       

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


       

DEX 60 30 12 APP 40 20 8 Luck 30


         

INT 50 25 10 EDU 51 25 10 Sanity 60 60 12


IDEA KNOW

Max Sanity Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
        

Accounting (05%) 5 2 1 Firearms 55 27 11 Persuade (10%) 10 5 2


(Rifle/Shotgun) (25%)
Anthropology (01%) 1 0 0 SMG 50 25 10 None (01%) 1 0 0
Firearms Pilot
SKILLS

Appraise (05%) 5 2 1 First Aid (30%) 35 17 7 Psychoanalysis (01%) 1 0 0


Archaeology (01%) 1 0 0 History (05%) 5 2 1 Psychology (10%) 10 5 2
None (05%) 5 2 1 Intimidate (15%) 70 35 14 Ride (05%) 5 2 1
Art / Craft
None 5 2 1 Jump (20%) 60 30 12 None (01%) 1 0 0
Science
Charm (15%) 15 7 3 English (01%) 1 0 0 None 1 0 0
Language (Other)
Climb (20%) 60 30 12 None 1 0 0 None 1 0 0
Credit Rating (00%) 9 4 1 None 1 0 0 Sleight of Hand (10%) 10 5 2
Cthulhu Mythos (00%) 0 Italian (EDU) 45 22 9 Spot Hidden (25%) 25 12 5
Language (Own)
Disguise (05%) 5 2 1 Law (05%) 5 2 1 Stealth (20%) 20 10 4
Dodge (half DEX) 50 25 10 Library Use (20%) 20 10 4 Desert (10%) 48 24 9

© 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%) 70 35 14 Medicine (01%) 1 0 0 None 1 0 0
None
Fighting
1 0 0 Natural World (10%) 10 5 2 None 1 0 0
None 1 0 0 Navigate (10%) 10 5 2 None 1 0 0
Firearms 5 2 1 None 1 0 0
(Handgun) (20%) 60 30 12 Occult (05%)

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


COMBAT

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


60 30 12
  
7.65mm semi-automatic 1D8 1 (3) 15 yards 8 99
.30 Lever-Action Carbine 55 27 11 2D6 1 50 yards 6 98
Dodge 50 25 10
16-gauge Shotgun (2B) 55 27 11 2D6+2/1D6+1/1D4 1 or 2 10/20/50 yards 2 100 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 $2.00
Cash $9.00
Assets
$90.00

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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