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1920s Investigator Skills Overview

David Mulder is a 55-year-old detective from Kensington, London in the 1920s. He has above average skills in firearms, first aid, intimidation, and stealth. His personal possessions include cash, assets worth $1000, and arcane tomes of unknown significance.

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mmm
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0% found this document useful (0 votes)
22 views3 pages

1920s Investigator Skills Overview

David Mulder is a 55-year-old detective from Kensington, London in the 1920s. He has above average skills in firearms, first aid, intimidation, and stealth. His personal possessions include cash, assets worth $1000, and arcane tomes of unknown significance.

Uploaded by

mmm
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
David Mulder Birthplace
kensington,
Pronoun
London

Age 55
Agency kensington, London
Occupation Residence
Detective

       

STR 65 32 13 SIZ 80 40 16 Hit Points 27 13


CHARACTERISTICS

       

CON 55 27 11 POW 75 37 15 Magic Points 15 15


       

DEX 65 32 13 APP 60 30 12 Luck 45


         

INT 65 32 13 EDU 80 40 16 Sanity 75 75


IDEA KNOW

Max Sanity 99 Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
        

Accounting (05%) 35 17 7 Firearms 40 20 8 Persuade (10%) 45 22 9


(Rifle/Shotgun) (25%)
Anthropology (01%) 1 0 0 None 1 0 0 None (01%) 1 0 0
Firearms Pilot
SKILLS

Appraise (05%) 5 2 1 First Aid (30%) 30 15 6 Psychoanalysis (01%) 1 0 0


Archaeology (01%) 1 0 0 History (05%) 5 2 1 Psychology (10%) 50 25 10
None (05%) 5 2 1 Intimidate (15%) 15 7 3 Ride (05%) 5 2 1
Art / Craft
None 5 2 1 Jump (20%) 20 10 4 None (01%) 1 0 0
Science
Charm (15%) 30 15 6 None (01%) 1 0 0 None 1 0 0
Language (Other)
Climb (20%) 40 20 8 None 1 0 0 None 1 0 0
Credit Rating (00%) 20 10 4 None 1 0 0 Sleight of Hand (10%) 10 5 2
Cthulhu Mythos (00%) 0 0 0 English (EDU) 80 40 16 Spot Hidden (25%) 25 12 5
Language (Own)
Disguise (05%) 5 2 1 Law (05%) 50 25 10 Stealth (20%) 50 25 10
Dodge (half DEX) 40 20 8 Library Use (20%) 20 10 4 None (10%) 10 5 2

© 2021 Chaosium Inc. Permission is granted to copy for personal, non-commercial use only.
Survival
Drive Auto (20%) 20 10 4 Listen (20%) 20 10 4 Swim (20%) 30 15 6
Elec. Repair (10%) 10 5 2 Locksmith (01%) 1 0 0 Throw (20%) 30 15 6
Fast Talk (05%) 10 5 2 Mech. Repair (10%) 10 5 2 Track (10%) 50 25 10
Fighting (Brawl) (25%) 60 30 12 Medicine (01%) 1 0 0 None 1 0 0
None
Fighting
1 0 0 Natural World (10%) 10 5 2 None 1 0 0
None 1 0 0 Navigate (10%) 30 15 6 None 1 0 0
Firearms 5 2 1 None 1 0 0
(Handgun) (20%) 65 32 13 Occult (05%)

Weapon Skill Damage # of Attacks Range Ammo Malf. Move 5


COMBAT

Brawl 60 30 12 1D3 + DB 1 - - - Build 1  

Dodge 40 20 8
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 $10.00
Cash $40.00
Assets
$1000.00

FELLOW QUICK REFERENCE RULES


INVESTIGATORS
  
Char.
Player Char. Level of Fumble Fail
Success: 100/96+ > skill
Regular
≤ skill
Hard Etreme 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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