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1920s Era Investigator Skills Guide

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

1920s Era Investigator Skills Guide

Uploaded by

nearwheeler
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
Manoel García Birthplace Pronoun
Occupation
Lojista Residence Age
42

       

STR 45 22 9 SIZ 50 25 10 Hit Points 11 11


CHARACTERISTICS

       

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


       

DEX 70 35 14 APP 35 17 7 Luck 35 35


         

INT 80 40 16 EDU 69 34 13 Sanity 70 70 14


IDEA KNOW

Max Sanity Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
        

Accounting (05%) 30 15 6 Firearms 25 12 5 Persuade (10%) 36 18 7


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

Appraise (05%) 5 2 1 First Aid (30%) 53 26 10 Psychoanalysis (01%) 40 20 8


Archaeology (01%) 1 0 0 History (05%) 5 2 1 Psychology (10%) 36 18 7
(05%) Intimidate (15%) 40 20 8 Ride (05%) 5 2 1
Art / Craft
Jump (20%) 20 10 4 (01%)
Science
Charm (15%) 15 7 3 Inglês (01%) 21 10 4
Language (Other)
Climb (20%) 43 21 8
Credit Rating (00%) 40 20 8 Sleight of Hand (10%) 10 5 2
Cthulhu Mythos (00%) Espanhol (EDU) 69 34 13 Spot Hidden (25%) 50 25 10
Language (Own)
Disguise (05%) 5 2 1 Law (05%) 5 2 1 Stealth (20%) 25 12 5
Dodge (half DEX) 35 17 7 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%) 40 20 8 Listen (20%) 40 20 8 Swim (20%) 20 10 4
Elec. Repair (10%) 36 18 7 Locksmith (01%) 1 0 0 Throw (20%) 20 10 4
Fast Talk (05%) 5 2 1 Mech. Repair (10%) 35 17 7 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 5 2 1
(Handgun) (20%) 40 20 8 Occult (05%)

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


COMBAT

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


Revólver .38 40 20 8 1d10 1 (3) 15m 6 100
  

Dodge 35 17 7
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.
Revólver .38 Spending Level
Cash
Assets

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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