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.