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1920S ERA INVESTIGATOR

Name
Thomas Smith Birthplace
Texas Pronoun
He/Him

Occupation Bartender Residence Bar Age 34

       

STR 50 25 10 SIZ 60 30 12 Hit Points 8 7


CHARACTERISTICS

       

CON 25 12 5 POW 35 17 7 Magic Points 7


       

DEX 50 25 10 APP 35 17 7 Luck 40


         

INT 35 17 7 EDU 55 27 11 Sanity 35 7


IDEA KNOW

Max Sanity Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
        

Accounting (05%) Firearms 75 37 15 Persuade (10%)


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

Appraise (05%) First Aid (30%) Psychoanalysis (01%)

Archaeology (01%) History (05%) Psychology (10%)

(05%) Intimidate (15%) Ride (05%)


Art / Craft
Jump (20%) (01%)
Science
Charm (15%) (01%)
Language (Other)
Climb (20%) 30 15 6
Credit Rating (00%) 5 2 1 Sleight of Hand (10%) 30 15 6
Cthulhu Mythos (00%) (EDU) Spot Hidden (25%)
Language (Own)
Disguise (05%) Law (05%) Stealth (20%) 40 20 8
Dodge (half DEX) 50 25 10 Library Use (20%) (10%)

© 2021 Chaosium Inc. Permission is granted to copy for personal, non-commercial use only.
Survival
Drive Auto (20%) 50 25 10 Listen (20%) Swim (20%)

Elec. Repair (10%) Locksmith (01%) 31 15 6 Throw (20%) 50 25 10


Fast Talk (05%) 25 12 5 Mech. Repair (10%) Track (10%)

Fighting (Brawl) (25%) 65 32 13 Medicine (01%)

Natural World (10%)


Fighting
Navigate (10%)
Firearms Occult (05%)
(Handgun) (20%)

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


COMBAT

Brawl 65 32 13 1D3 + DB 1 - - - Build 0


Knife 65 32 13 1d4
  

Rifle
Dodge 50 25 10
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 $2
Cash $18 33c
Assets
$50

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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