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1920s Investigator Character Sheet

This document summarizes the character sheet for an investigator from the 1920s era. The investigator is male, lives in Arkham, Massachusetts, and used to be a swindler. Their key stats include strengths of 80, constitution of 80, and dexterity of 55. Their skills include persuasion at 60, piloting at 60, psychology at 10, and occult knowledge at 10. Their weapons include proficiency with rifles/shotguns and handguns. The backstory section provides space to describe their personal history, significant people, locations, possessions, and encounters with strange entities. The rest of the character sheet tracks their health, wealth, fellow investigators, and quick reference rules.
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0% found this document useful (0 votes)
70 views3 pages

1920s Investigator Character Sheet

This document summarizes the character sheet for an investigator from the 1920s era. The investigator is male, lives in Arkham, Massachusetts, and used to be a swindler. Their key stats include strengths of 80, constitution of 80, and dexterity of 55. Their skills include persuasion at 60, piloting at 60, psychology at 10, and occult knowledge at 10. Their weapons include proficiency with rifles/shotguns and handguns. The backstory section provides space to describe their personal history, significant people, locations, possessions, and encounters with strange entities. The rest of the character sheet tracks their health, wealth, fellow investigators, and quick reference rules.
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 Birthplace Pronoun


Occupation ex swindler Residence Arkham Age

       

STR 50 25 10 SIZ 50 25 10 Hit Points 13


CHARACTERISTICS

       

CON 80 40 16 POW 55 27 11 Magic Points 11


       

DEX 55 27 11 APP 80 40 16 Luck


         

INT 55 27 11 EDU 65 32 13 Sanity 55 11


IDEA KNOW

Max Sanity Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
        

Accounting (05%) 10 5 2 Firearms 25 12 5 Persuade (10%) 60 30 12


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

Appraise (05%) 5 2 1 First Aid (30%) 30 15 6 Psychoanalysis (01%) 60 30 12


Archaeology (01%) 1 0 0 History (05%) 5 2 1 Psychology (10%) 10 5 2
(05%) Intimidate (15%) 30 15 6 Ride (05%) 5 2 1
Art / Craft
Jump (20%) 20 10 4 (01%)
Science
Charm (15%) 80 40 16 (01%)
Language (Other)
Climb (20%) 20 10 4
Credit Rating (00%) 20 10 4 Sleight of Hand (10%) 30 15 6
Cthulhu Mythos (00%) 0 ENG (EDU) 65 32 13 Spot Hidden (25%) 50 25 10
Language (Own)
Disguise (05%) 50 25 10 Law (05%) 10 5 2 Stealth (20%) 20 10 4
Dodge (half DEX) 30 15 6 Library Use (20%) 30 15 6 (10%)

© 2021 Chaosium Inc. Permission is granted to copy for personal, non-commercial use only.
Survival
Drive Auto (20%) 20 10 4 Listen (20%) 30 15 6 Swim (20%) 50 25 10
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%) 10 5 2
Fighting (Brawl) (25%) 25 12 5 Medicine (01%) 1 0 0
Natural World (10%) 10 5 2
Fighting
Navigate (10%) 10 5 2
Firearms 10 5 2
(Handgun) (20%) 40 20 8 Occult (05%)

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


COMBAT

Brawl 25 12 5 1D3 + DB 1 - - - Build 0  

Dodge 30 15 6
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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