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Trevis Clyde

The document outlines a character sheet for a 1920s era investigator, detailing personal information, characteristics, skills, combat abilities, and backstory elements. It includes sections for traits, beliefs, injuries, possessions, and wealth. Additionally, it provides quick reference rules for gameplay mechanics related to skill checks and healing.

Uploaded by

Sam Claus
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© © All Rights Reserved
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0% found this document useful (0 votes)
9 views3 pages

Trevis Clyde

The document outlines a character sheet for a 1920s era investigator, detailing personal information, characteristics, skills, combat abilities, and backstory elements. It includes sections for traits, beliefs, injuries, possessions, and wealth. Additionally, it provides quick reference rules for gameplay mechanics related to skill checks and healing.

Uploaded by

Sam Claus
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 Birthplace Pronoun


Occupation Residence Age

!"# $%&' ()'*+ !"# $%&' ()'*+ ,%-)./. 0/11"2*

STR SIZ Hit Points


CHARACTERISTICS

!"# $%&' ()'*+ !"# $%&' ()'*+ ,%-)./. 0/11"2*

CON POW Magic Points


!"# $%&' ()'*+ !"# $%&' ()'*+ 3*%1*)2# 0/11"2*

DEX APP Luck


!"# $%&' ()'*+ !"# $%&' ()'*+ 3*%1*)2# 0/11"2* 425%2"

INT EDU Sanity


IDEA KNOW

Max Sanity Temporary Insanity Indefinite Insanity Major Wound Unconscious Dying
!"# $%&' ()'*+ !"# $%&' ()'*+ !"# $%&' ()'*+

Accounting (05%) Firearms 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%)

Credit Rating (00%) Sleight of Hand (10%)

Cthulhu Mythos (00%) (EDU) Spot Hidden (25%)


Language (Own)
Disguise (05%) Law (05%) Stealth (20%)

Dodge (half DEX) Library Use (20%) (10%)

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

Elec. Repair (10%) Locksmith (01%) Throw (20%)

Fast Talk (05%) Mech. Repair (10%) Track (10%)

Fighting (Brawl) (25%) Medicine (01%)

Natural World (10%)


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

Weapon Skill Damage # of Attacks Range Ammo Malf. Move


COMBAT

Brawl 1D3 + DB 1 - - - Build !"# $%&' ()'*+

Dodge
Damage Bonus
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
Cash
Assets

FELLOW QUICK REFERENCE RULES


INVESTIGATORS
/0-,,'('12+3+45*3-&5-4'6",,&
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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