Professional Documents
Culture Documents
Overflow HERO:
Note that Sanity is a stat - starting at 50+5% per point put into it.
Starting HERO is equal to Essence. Although HERO may not exceed 20, keep track of overflow.
To get a check in learning, do a brand new skill successfully which uses learning as it's base.
Max Hero points is 20 - excess automatically goes into 'overflow' as soon as gained.
Sanity 99 98 97 96 95 94 93 92 91 90 89 88 87 86 85 84 83 82 81 80 Skill Fumble
79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 01 to 09 90+
59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 43 42 41 40 10 to 19 91+
39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 20 to 29 92+
19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 30 to 39 93+
40 to 49 94+
HIT POINTS MAGIC POINTS 50 to 59 95+
REAL: [ ] [ ] 60 to 69 96+
70 to 79 97+
STUN: [ ] 80 to 89 98+
90 to 98 99+
Note: At 1 HP or 0 MP, you fall unconscious!! At negative 2 HP you are dead! 99+ 100
2000 initial points to spend on skills, points plus base per skill. For character generation no skill total may exceed 60%
FIREARMS
Fast Draw Pistol % Pistol (20) %
Fast Draw Slung Weapon % Rifle/Assault Rifle (25) %
Hy Wpn ____________________ % Shotgun (30) %
Hy Wpn ____________________ % Submachine Gun (15) %
HELD WEAPONS (use damage bonus) [Note: May not parry with a flail, polearm or whip]
Axes (20) [Hand: d6, Large: d8] % Knives (25) [Small: d4, Large: d6] %
Axe Parry % Knife parry %
Clubs/Brawling (40) [Sm: d6, Lg: d8] % Fast Draw Knife %
Clubs/Brawling block/parry % Swords (15) [Cane: d6, Reg: d8] %
Flail (Block at -20) [d8] % Sword Parry %
Whip [d3 or grapple] % Fast Draw Sword %
MISSILE WEAPONS
Blowpipe [d3+poison] % Lasso [grapple] %
Bola [d4+grapple] % Net, thrown [grapple] %
Boomerang [d6] % Shuriken/Throwing Star [d4] %
Bow [d8] % Sling [d6] %
Crossbow (20) % Spear (15) [d8] %
Fast Draw arrow/bolt % Throwing Axe (15) [d6] %
Throw (general - grenade/rock) (25) % Throwing Knife (15) [d4] %
Accounting % Listen (25) %
Acrobatics % Lip Reading %
Acting % Lock Lore %
Animal Handling & Training (_____________) % Lockpicking, Electronic %
Anthropology % Lockpicking, Mechanical %
Appraisal % Medicine %
Archaeology % Memory (20) %
Architecture % Mimicry %
Art Lore % Natural History %
Art (_______________________) % Navigation: Land %
Bargain % Navigation: Sea/Air %
Biology % Occult Lore %
Boating (___________________) % Operate Heavy Machinery %
Botany % Parachuting %
Bureaucracy % Parkour (need prereqs at 60%+!) %
Business/Industry Lore % (Prereqs are: Acrobatics, Climb, %
Carpentry/Woodcraft % Sprint, Long Distance Run, Jump) %
Chemistry/Alchemy % Perform ___________________ %
Climbing (40) % Pharmacy %
Computer use, general (20) % Photography (40) %
Computer use, hacking % Physics/Advanced Math %
Conceal/Camouflage/Holdout (15) % Pilot: (_____________________) %
Contortions % Prestidigitation/Pick Pockets %
Cooking (20) % Psychoanalysis/Psychology %
Counter Surveillance % Religion %
Cryptography % Repair, Mechanical (20) %
Cthulhu Mythos % Ride (______________________) %
% Ride (______________________) %
Dance % Running: Long Distance %
Demolitions % Running: Sprinting %
Disguise % Safecracking %
Dreaming [Ask GM if used] % SCUBA %
Dream Lore [Ask GM if used] % Security Systems Lore %
Drive ____________________ (20) % Seduction %
Drive ____________________ (20) % Singing %
Electronics/Electronic Repair % Sixth Sense/Danger Sense %
Empathy % Skiing ____________________(20) %
Etiquette % Signaling %
Evidence Analysis % Spot Hidden/Find (25) %
Fast Talk % Feel (15) %
First Aid (30) % Smell/Taste (15) %
Forensics % Spy Lore %
Gambling % Stealth %
Gunsmithing % Streetwise %
History (20) % Surveillance %
Interrogation % Survival (__________________) %
Intimidation % Swim (25) %
Jump (25) % Tactics (___________________) %
Jury Rig % Teaching %
Law % Tracking %
Library Use/Research (25) % Trapping %
Linguistics % Zoology/Animal Lore %
LANGUAGE SKILL LANGUAGE SKILL
INSANITIES [failure to roleplay these a minimum of once per adventure results in new (worse) ones!] LEVEL
WRITE IN SKILL SKILL WRITE IN SKILL SKILL
Astronomy
Forensic: Entomology
Forensic: Odontology
Forensic: Toxicology
Forensic: Serology
Geography
Geology
Literature
Meditation
Philosophy
Computer Forensics
Forensic Engineering
Fire Investigation
Forensics: Ballistics
SANITY SHEET (Max loss from monsters is double regular loss; unique monsters are exempt)
NOTE: FORGETTING TO PROPERLY RECORD YOUR GEAR WILL RESULT IN THE DESTRUCTION
OR DISAPPEARANCE OF SAID GEAR. "I WOULD HAVE/HAVEN'T REMEMBERED THAT" IS NOT
A VALID ANSWER.
FAVOR CONTACT NAME/LOCATION/NOTES
Critical Chart
Skill Critical
01 to 09 None
10 to 19 01
20 to 29 01-02
30 to 39 01-03
40 to 49 01-04
50 to 59 01-05
60 to 69 01-06
70 to 79 01-07
80 to 89 01-08
90 to 99 01-09
100 01-10
Q: WHY IS THIS SHEET IMPORTANT?
A: It is very important to have a procedure when investigating. If you don't, chances are excellent you will
forget something important. This method takes you from the least dangerous type of investigating to the
most dangerous. As you move closer to the actual target of the investigation, chances increase that the
target will become aware of the investigation. This could lead to retaliation or flight.
Investigative checklist (uses the concentric rings getting closer to target formula)
MICE
Money
Ideology
Coercion
Ego