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1920S ERA INVESTIGATOR

Name Birthplace Pronoun


Occupation inves Residence Arkham Age

       

STR 55 27 11 SIZ 45 22 9 Hit Points 8


CHARACTERISTICS

       

CON 35 17 7 POW 75 37 15 Magic Points 15


       

DEX 55 27 11 APP 65 32 13 Luck


         

INT 80 40 16 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%) 50 25 10


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

Appraise (05%) 50 25 10 First Aid (30%) 40 20 8 Psychoanalysis (01%) 50 25 10


Archaeology (01%) 1 0 0 History (05%) 5 2 1 Psychology (10%) 10 5 2
(05%) 5 2 1 Intimidate (15%) 15 7 3 Ride (05%) 5 2 1
Art / Craft
Jump (20%) 20 10 4 (01%)
Science
Charm (15%) 15 7 3 (01%)
Language (Other)
Climb (20%) 20 10 4
Credit Rating (00%) Sleight of Hand (10%) 10 5 2
Cthulhu Mythos (00%) (EDU) Spot Hidden (25%) 80 40 16
Language (Own)
Disguise (05%) 50 25 10 Law (05%) 5 2 1 Stealth (20%) 60 30 12
Dodge (half DEX) 27 13 5 Library Use (20%) 60 30 12 (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%) 55 27 11 Swim (20%) 20 10 4
Elec. Repair (10%) 10 5 2 Locksmith (01%) 1 0 0 Throw (20%) 20 10 4
Fast Talk (05%) 50 25 10 Mech. Repair (10%) 10 5 2 Track (10%) 60 30 12
Fighting (Brawl) (25%) 40 20 8 Medicine (01%) 1 0 0
Natural World (10%) 10 5 2
Fighting
Navigate (10%) 10 5 2
Firearms 5 2 1
(Handgun) (20%) 60 30 12 Occult (05%)

Weapon Skill Damage # of Attacks Range Ammo Malf. Move 9


COMBAT

Brawl 40 20 8 1D3 + DB 1 - - - Build 0  

Dodge 27 13 5
Damage Bonus 0
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 10
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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