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Investigator Name _______________

Occupation _______________
Colleges, Degrees _______________
Mental Disorders _______________

Birthplace _______________
Residence _______________
Sex _____
Age _____

CHARACTERISTICS & ROLLS


STR
CON
SIZ
DEX
APP
INT
POW
EDU

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x5
x5
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x5

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LIFT ___
ENDURANCE ___
BULK ___
AGILITY ___
CHARM ___
IDEA ___
SAN/LUCK ___
KNOW ___

Damage Bonus: Full _____, Half _____


Hit Points: Maximum _____, Current _____
(Unconscious at 2, Dead if 0 at end of next round)
Magic Points: Maximum _____, Current _____
Sanity Points: Maximum _____, Current _____
(Maximum sanity = 99 Cthulhu Mythos;
Loss of 5 Sanity at once, or 20% of current
Sanity in 1 game hour, risks madness)

SKILLS

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Accounting (10)
Aircraft Maintenance (05)
Anthropology (01)
Archaeology (01)
Architecture (01)
Art (05): _______________
Art (05): _______________
Astronomy (01)
Bargain (05)
Biology (01)
Block (DEX x2)
Boating (10)
Botany (01)
Carpentry/Woodcraft (10)
Cartography (01)
Chemistry (01)
Climb (40)
Conceal (15)
Craft (05): _______________
Craft (05): _______________
Credit Rating (15)
Cryptography (01)
Cthulhu Mythos (00)
Demolitions (01)
Disguise (01)
Dodge (DEX x2)
Drive Auto (20)
Drive Dog Sled (20)
Electrical Repair (10)
Explosives (01)
Fast Talk (05)
First Aid (30)
Forensics (01)
Forgery (01)
Geology (01)
Hide (10)
History (20)
Hypnosis (01)
Jump (25)
Law (05)
Library Use (25)

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Listen (25)
Locksmith (01)
Mathematics (10)
Mechanical Repair (20)
Medicine (05)
Meteorology (05)
Military Science (01)
Natural History (10)
Navigation: Land (10)
Navigation: Air, Sea (01)
Occult (05)
Operate Heavy Machine (01)
Other Language (01): _______________
Other Language (01): _______________
Other Language (01): _______________
Own Language (EDU x5): _______________
Paleontology (01)
Parachuting (01)
Persuade (15)
Pharmacy (01)
Photography (10)
Physics (01)
Pilot (01): _______________
Pilot (01): _______________
Polar Survival (01)
Psychoanalysis (01)
Psychology (05)
Radio Operator (01)
Ride (05)
Sailing (01)
Sneak (10)
Spot Hidden (25)
Surgery (01)
Survival (10)
Swim (25)
Throw (25)
Track (10)
Tradecraft (05)
Zoology (01)
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RANGED ATTACKS & ASSOCIATED SKILLS

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Handgun (20): _______________; Damage ___, Malf ___, Range ___, #Att ___, Shots ___, HP ___
Machine Gun (15): _______________; Damage ___, Malf ___, Range ___, #Att ___, Shots ___, HP ___
Rifle (25): _______________; Damage ___, Malf ___, Range ___, #Att ___, Shots ___, HP ___
Shotgun (30): _______________; Damage ___, Malf ___, Range ___, #Att ___, Shots ___, HP ___
SMG (15): _______________; Damage ___, Malf ___, Range ___, #Att ___, Shots ___, HP ___
_______________ (__): _______________; Damage ___, Malf ___, Range ___, #Att ___, Shots ___, HP ___

MELEE ATTACKS & ASSOCIATED SKILLS

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Club (25): Damage ___, Hands ___, Range ___, #Att ___, HP ___
Fist (50): Damage 1D3+db, Hands 1, Range touch, #Att 1, HP N/A
Grapple (25): Damage Special, Hands 2, Range touch, #Att 1, HP N/A
Head (10): Damage 1D4+db, Hands 0, Range touch, #Att 1, HP N/A
Kick (25): Damage 1D6+db, Hands 0, Range touch, #Att 1, HP N/A
Knife (25): Damage ___, Hands ___, Range ___, #Att ___, HP ___
Martial Arts (01)
_______________ (__): Damage ___, Hands ___, Range ___, #Att ___, HP ___

NOTES

A successful skill roll earns an experience check: . Cthulhu Mythos is an exception and never earns experience checks.
A skill or characteristics roll of 1/5 the skill or characteristic is a special success, often called an Impale.
A skill or characteristics roll of 00 is a fumble.
An easy task has its chance doubled. The use of firearms at point blank range (Dex score in feet) is considered easy.
A hard task has its chance halved (round up).
Characters fall unconscious at 2 Hit Points (HP) or 0 Magic Points (MP).

The loss of half ones current HP from a single injury risks unconsciousness. Pass an Endurance roll to stay conscious.
Characters reduced to 0 HP or less die at the end of the following combat round unless somehow healed to positive HP.
Successful First Aid restores 1d3 HP. Each individual injury can benefit from First Aid, but only once.
The loss of 5 Sanity Points (SP) from a single event risks temporary insanity. Fail an Idea roll to avoid madness.
The loss of 20% of current SP in a game hour results in indefinite insanity.

Related Interests