Name:
Age:
Occupation:
Appearance:
Personality:
History:
ATTRIBUTES
53 point buy up to a max of 18 per attribute and a minimum of 3
STR: (strength)
CON: (constitution)
POW: (Will Power)
DEX: (Dexterity)
APP: (Appearance)
SIZ: (Size)
INT: (Intelligence)
EDU: (Education. May be up to 21 points)
SAN: (Sanity, POW x5, represents only your starting sanity)
CHARACTERISTIC ROLLS
Idea: (INT x5)
Luck (POW x5)
Know (EDU x5)
Damage Bonus: Add SIZ + STR and use the result below
2 to 12 = -1D6
13 to 16 = -1D4
17 to 24 = 0
25 to 32 = +1D4
33 to 40 = +1D6
41 to 56 = +2D6
57 to 72 = +3D6
73 to 88 = +4D6
For every 16 points over 88 add anther 1D6
Hit Points: (CON + SIZ divided by 2 rounded up)
Magic Points: (This is equal to your POW)
Sanity Points (This starts as equal to your SAN, maximum is 99 - Cthulhu Mythos skill)
SKILLS
Available skills are determined by you investigator's occupation, Skill points is EDU x20.
Maximum points per skill is 99. After that you get INT x10 More points to reflect hobbies and personal interests, these points may be assigned me any base chance. The number in brackets is the bass chance of success, you buy points over that amount.
Accounting (10%):
Anthropology (01%):
Archaeology (01%):
Art (specify) (05%):
Astronomy (01%):
Bargain (05%):
Biology (01%):
Chemistry (01%):
Climb (40%):
Conceal (15%):
Craft (Specify) (05%):
Credit Rating (15%):
Cthulhu Mythos (00%): 00 (points may not be assigned at the start)
Disguise (01%):
Dodge (DEX x2%):
Drive Auto (20%):
Electr. Repair (10%):
Fast Talk (05%):
First Aid (30%):
Geology (01%):
Hide (10%):
History (20%):
Jump (25%):
LAW (05%):
Library Use (25%):
Listen (25%):
Locksmith (01%):
Marshal Arts (01%):
Mech. Repair (20%):
Medicine (05%):
Natural History (10%):
Navigate (10%):
Occult (05%)
Opr Hvy Mech: (EDU x5%):
Other Language (specify) (01%):
Own Language (specify) (EDU x5%):
Persuade (15%):
Pharmacy (01%):
Photography (10%):
Physics (01%):
Pilot (specify) (01%):
Psychoanalysis (01%)
Psychology (05%):
Ride (5%):
Sneak (10%):
Spot Hidden (25%):
Swim (25%):
Throw (25%):
Track (10%):
Firearms
Handgun (20%):
Machine Guns (15%):
Rifle (25%):
Shotgun (30%):
SMG (15%):
Weapons:
Melee
Fist (50%):
Damage: 1d3 + DB (damage dealt to target)
hnd: 1 (hands needed to use weapon)
rng: touch (range)
#att 1 (number of attacks per round)
hp n/a (amount of damage weapon can take before becoming useless)
Grapple (25%):
Damage: special
hnd: 2
rng: touch
#att: 1
hp: n/a
Headbutt (10%):
Damage: 1D4 + DB
hnd: 0
rng: touch
#att: 1
hp: n/a
Kick (10%):
Damage: 1D6 + DB
hnd: 0
rng: touch
#att: 1
hp: n/a
Firearms