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1920S ERA INVESTIGATOR

Name
James Collins Birthplace
England Pronoun
Male

Residence Moving Age 24


Cult Leader (Public)
Occupation

       

STR 85 42 17 SIZ 75 37 15 Hit Points 13


CHARACTERISTICS

       

CON 55 27 11 POW 25 12 5 Magic Points 5


       

DEX 50 25 10 APP 75 37 15 Luck 55


         

INT 85 42 17 EDU 55 27 11 Sanity 25 5


IDEA KNOW

Max Sanity Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
        

Accounting (05%) 50 25 10 Firearms Persuade (10%) 65 32 13


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

Appraise (05%) First Aid (30%) Psychoanalysis (01%) 71 35 14


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

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


Art / Craft
Jump (20%) (01%)
Science
Charm (15%) 65 32 13 (01%)
Language (Other)
Climb (20%)

Credit Rating (00%) 60 30 12 Sleight of Hand (10%)

Cthulhu Mythos (00%) (EDU) Spot Hidden (25%)


Language (Own)
Disguise (05%) Law (05%) Stealth (20%)

Dodge (half DEX) Library Use (20%) (10%)

© 2021 Chaosium Inc. Permission is granted to copy for personal, non-commercial use only.
Survival
Drive Auto (20%) Listen (20%) 60 30 12 Swim (20%)

Elec. Repair (10%) Locksmith (01%) Throw (20%)

Fast Talk (05%) Mech. Repair (10%) Track (10%)

Fighting (Brawl) (25%) Medicine (01%)

Natural World (10%)


Fighting
Navigate (10%)
Firearms Occult (05%) 60 30 12
(Handgun) (20%)

Weapon Skill Damage # of Attacks Range Ammo Malf. Move 8


COMBAT

Brawl 1D3 + DB 1 - - - Build 1  

Dodge
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 50
Cash 300
Assets
30,000

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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