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

1920s Investigator Skills & Combat Guide

Walter Eddington is a 32-year-old engineer from Philadelphia with various skills including firearms, first aid, and engineering. He has a total of 10 hit points and a wealth of $1,560, comprising $60 in cash and $1,500 in assets. The document includes details about his characteristics, skills, combat abilities, and personal background.

Uploaded by

IgorAntonelli
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
0% found this document useful (0 votes)
33 views3 pages

1920s Investigator Skills & Combat Guide

Walter Eddington is a 32-year-old engineer from Philadelphia with various skills including firearms, first aid, and engineering. He has a total of 10 hit points and a wealth of $1,560, comprising $60 in cash and $1,500 in assets. The document includes details about his characteristics, skills, combat abilities, and personal background.

Uploaded by

IgorAntonelli
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
Walter Eddington Birthplace
Philadelphia - Pennsylvania
Pronoun
Occupation Engineer Residence Philadelphia Age 32

       

STR 50 25 10 SIZ 45 22 9 10 Hit Points 10


CHARACTERISTICS

       

CON 60 30 12 POW 60 30 12 Magic Points 12 12


       

DEX 60 30 12 APP 45 22 9 Luck 65


         

INT 70 35 14 EDU 76 38 15 Sanity 60 60


IDEA KNOW

Max Sanity 99 Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
        

Accounting (05%) 5 2 1 Firearms 40 20 8 Persuade (10%) 10 5 2


(Rifle/Shotgun) (25%)
Anthropology (01%) 1 0 0 None 1 0 0 Boat (01%) 30 15 6
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
Technical
Drawing
(05%) 40 20 8 Intimidate (15%) 15 7 3 Ride (05%) 5 2 1
Art / Craft
None 5 2 1 Jump (20%) 20 10 4 Engineering (01%) 73 36 14
Science
Charm (15%) 15 7 3 None (01%) 1 0 0 Physics 40 20 8
Language (Other)
Climb (20%) 20 10 4 None 1 0 0 None 1 0 0
Credit Rating (00%) 30 15 6 None 1 0 0 Sleight of Hand (10%) 10 5 2
Cthulhu Mythos (00%) 0 0 0 English (EDU) 70 35 14 Spot Hidden (25%) 40 20 8
Language (Own)
Disguise (05%) 5 2 1 Law (05%) 5 2 1 Stealth (20%) 30 15 6
Dodge (half DEX) 35 17 7 Library Use (20%) 40 20 8 None (10%) 10 5 2

© 2021 Chaosium Inc. Permission is granted to copy for personal, non-commercial use only.
Survival
Drive Auto (20%) 30 15 6 Listen (20%) 35 17 7 Swim (20%) 20 10 4
Elec. Repair (10%) 40 20 8 Locksmith (01%) 1 0 0 Throw (20%) 20 10 4
Fast Talk (05%) 5 2 1 Mech. Repair (10%) 60 30 12 Track (10%) 10 5 2
Fighting (Brawl) (25%) 25 12 5 Medicine (01%) 1 0 0 Operate Heavy 40 20 8
Machine
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%) 30 15 6 Occult (05%)

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


COMBAT

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

Dodge 35 17 7
Damage Bonus None
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 $60.00
Assets
$1500.00

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.

You might also like