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1920s Era Investigator Skills Guide

Jack Wilson is a 40-year-old miner and investigator from Sydney, Australia in the 1920s. He has average skills in areas like firearms, intimidation, and mechanics. His highest skills are in climbing, libraries, and listening. Jack maintains average sanity and has encountered strange entities in his investigations. He carries common gear and weapons and has $520 in assets and cash. He works with other investigators to explore unexplained phenomena.

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Fabio Ayres
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© © All Rights Reserved
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0% found this document useful (0 votes)
66 views3 pages

1920s Era Investigator Skills Guide

Jack Wilson is a 40-year-old miner and investigator from Sydney, Australia in the 1920s. He has average skills in areas like firearms, intimidation, and mechanics. His highest skills are in climbing, libraries, and listening. Jack maintains average sanity and has encountered strange entities in his investigations. He carries common gear and weapons and has $520 in assets and cash. He works with other investigators to explore unexplained phenomena.

Uploaded by

Fabio Ayres
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
Jack Wilson Birthplace
Sydney Pronoun
Occupation Miner Residence Arkham Age 40

       

STR 70 35 14 SIZ 70 35 14 Hit Points 28 14


CHARACTERISTICS

       

CON 70 35 14 POW 60 30 12 Magic Points 12 12


       

DEX 50 25 10 APP 40 20 8 Luck 50


         

INT 50 25 10 EDU 46 23 9 Sanity 60 60


IDEA KNOW

Max Sanity 99 Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
        

Accounting (05%) 5 2 1 Firearms 25 12 5 Persuade (10%) 10 5 2


(Rifle/Shotgun) (25%)
Anthropology (01%) 1 0 0 Explosives 38 19 7 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%) 10 5 2
None (05%) 5 2 1 Intimidate (15%) 45 22 9 Ride (05%) 5 2 1
Art / Craft
None 5 2 1 Jump (20%) 35 17 7 Geology (01%) 60 30 12
Science
Charm (15%) 15 7 3 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%) 10 5 2 None 1 0 0 Sleight of Hand (10%) 10 5 2
Cthulhu Mythos (00%) 0 0 0 English (EDU) 40 20 8 Spot Hidden (25%) 23 11 4
Language (Own)
Disguise (05%) 5 2 1 Law (05%) 5 2 1 Stealth (20%) 23 11 4
Dodge (half DEX) 30 15 6 Library Use (20%) 25 12 5 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%) 20 10 4
Elec. Repair (10%) 35 17 7 Locksmith (01%) 1 0 0 Throw (20%) 20 10 4
Fast Talk (05%) 5 2 1 Mech. Repair (10%) 50 25 10 Track (10%) 10 5 2
Fighting (Brawl) (25%) 40 20 8 Medicine (01%) 1 0 0 Operate Heavy 30 15 6
Machine
None
Fighting
1 0 0 Natural World (10%) 10 5 2 None 1 0 0
None 1 0 0 Navigate (10%) 10 5 2 None 1 0 0
Firearms 5 2 1 None 1 0 0
(Handgun) (20%) 35 17 7 Occult (05%)

Weapon Skill Damage # of Attacks Range Ammo Malf. Move 7


COMBAT

Brawl 40 20 8 1D3 + DB 1 - - - Build 1   

Dodge 30 15 6
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 $20.00
Assets
$500.00

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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