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1920s Era Investigator Skills Guide

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

1920s Era Investigator Skills Guide

Uploaded by

kblakeanders
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
Isaac Clark Birthplace
John Clark "City"
Pronoun
he/him

Occupation Pilot Residence Wilber Ave. Age 18

       

STR 50 25 10 SIZ 45 22 9 Hit Points 9


CHARACTERISTICS

       

CON 50 25 10 POW 60 30 12 Magic Points 12


       

DEX 70 35 14 APP 75 37 15 Luck 52


         

INT 50 25 10 EDU 60 30 12 Sanity 60 12


IDEA KNOW

Max Sanity Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
        

Accounting (05%) Firearms Persuade (10%)


(Rifle/Shotgun) (25%)
Anthropology (01%) ✔ Aircraft (01%) 71 35 14
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%) ✔ Astronomy (01%) 11 5 2
Science
Charm (15%) (01%)
Language (Other)
Climb (20%)

Credit Rating (00%) Sleight of Hand (10%)

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


Language (Own)
Disguise (05%) Law (05%) Stealth (20%)
✔ Dodge (half DEX) 45 22 9 Library Use (20%) (10%)

© 2021 Chaosium Inc. Permission is granted to copy for personal, non-commercial use only.
Survival
✔ Drive Auto (20%) 25 12 5 Listen (20%) Swim (20%)
✔ Elec. Repair (10%) 50 25 10 Locksmith (01%) 25 12 5 Throw (20%)

Fast Talk (05%) ✔ Mech. Repair (10%) 60 30 12 Track (10%)

Fighting (Brawl) (25%) Medicine (01%) ✔ Operate Heavy Machinery 50 25 10


Natural World (10%)
Fighting
✔ Navigate (10%) 50 25 10
✔ Firearms 70 35 14 Occult (05%)
(Handgun) (20%)

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


COMBAT

Brawl 1D3 + DB 1 - - - Build 0


1911 Handgun 70 35 14 1D10 + 2 3 100
  
15 yd. 7
Dodge 45 22 9
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
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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