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Thomas

1) Thomas Smith is a 34-year-old bartender living in a bar in Texas in the 1920s. 2) He has various skills like firearms, intimidation, climbing and spot hidden that could be useful as an investigator. 3) The document provides details on his characteristics, skills, possessions, health, and quick reference rules for gameplay.

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Harrison
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0% found this document useful (0 votes)
30 views3 pages

Thomas

1) Thomas Smith is a 34-year-old bartender living in a bar in Texas in the 1920s. 2) He has various skills like firearms, intimidation, climbing and spot hidden that could be useful as an investigator. 3) The document provides details on his characteristics, skills, possessions, health, and quick reference rules for gameplay.

Uploaded by

Harrison
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
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1920S ERA INVESTIGATOR

Name
Thomas Smith Birthplace
Texas Pronoun
He/Him

Occupation Bartender Residence Bar Age 34

       

STR 50 25 10 SIZ 60 30 12 Hit Points 8 7


CHARACTERISTICS

       

CON 25 12 5 POW 35 17 7 Magic Points 7


       

DEX 50 25 10 APP 35 17 7 Luck 40


         

INT 35 17 7 EDU 55 27 11 Sanity 35 7


IDEA KNOW

Max Sanity Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
        

Accounting (05%) Firearms 75 37 15 Persuade (10%)


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

Appraise (05%) First Aid (30%) Psychoanalysis (01%)

Archaeology (01%) History (05%) Psychology (10%)

(05%) Intimidate (15%) Ride (05%)


Art / Craft
Jump (20%) (01%)
Science
Charm (15%) (01%)
Language (Other)
Climb (20%) 30 15 6
Credit Rating (00%) 5 2 1 Sleight of Hand (10%) 30 15 6
Cthulhu Mythos (00%) (EDU) Spot Hidden (25%)
Language (Own)
Disguise (05%) Law (05%) Stealth (20%) 40 20 8
Dodge (half DEX) 50 25 10 Library Use (20%) (10%)

© 2021 Chaosium Inc. Permission is granted to copy for personal, non-commercial use only.
Survival
Drive Auto (20%) 50 25 10 Listen (20%) Swim (20%)

Elec. Repair (10%) Locksmith (01%) 31 15 6 Throw (20%) 50 25 10


Fast Talk (05%) 25 12 5 Mech. Repair (10%) Track (10%)

Fighting (Brawl) (25%) 65 32 13 Medicine (01%)

Natural World (10%)


Fighting
Navigate (10%)
Firearms Occult (05%)
(Handgun) (20%)

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


COMBAT

Brawl 65 32 13 1D3 + DB 1 - - - Build 0


Knife 65 32 13 1d4
  

Rifle
Dodge 50 25 10
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 $2
Cash $18 33c
Assets
$50

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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