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Character name: Player name: HERO:

Overflow HERO:

Willpower STATISTIC x2 x3 x4 x5 Equals HP


Learning STATISTIC

Essence STATISTIC x2 x3 x4 x5 Equals MP


All statistics start at 10. Ten points are distributed among the four statistics to a maximum of 20. All stats may go up to a maximum of 20 during the game.

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 %

NATURAL WEAPONS Grapple (25) [special] %


Block (fist parry) (25) % Unarmed (25) [d3] %
Catch (For thrown things only) % Martial Arts _______________ %
Martial Arts _______________ % Martial Arts _______________ %
Dexterity/Man/Dodge (25) [80/110] % Strength (25) [dmg bonus at 80/110] %
Luck (25) % Constitution/Endurance (25) %

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

Cartography: Make/read map

Forensic: Entomology

Forensic: Odontology

Forensic: Toxicology

Forensic: Serology

Geography

Geology

Literature

Meditation

Philosophy

Computer Forensics

Forensic Engineering

Fire Investigation

Vehicular Accident Reconstruction

Forensics: Ballistics
SANITY SHEET (Max loss from monsters is double regular loss; unique monsters are exempt)

CURRENT MAX CURRENT MAX


Byankee 12
Cannibalism 20
Carcosa 20
Cold Blooded Killing/Guilt 60
Dark Young 40
Dimensional Shambler 20
Dinosaurs 12
Dying/death (self) 50
Fire Vampire 12
Gate 12
Ghosts 16
Ghoul 12
Gross Out 20
Gug 16
Having your limbs removed 20
Hopping Vampires 16
Horrors of War 20
Human Gore 20
Hunting Horror 20
KBC Building 30
Lengite 12
Lich 16
Marriage 20
Mi-go 12
Moonbeast 16
Near Death Experiences 20
Quickening (Highlander) 6
Serpent Men 12
Shantak 12
Shape Shifting 20
Shoggoth 40
Specter 16
Time and Space Distortion 14
Torture 20
Witnessing Resurrection 14
Zombie 16
SANITY SHEET page 2 (Max loss from monsters is double regular loss; unique monsters are exempt)
CURRENT MAX CURRENT MAX
CASTING MAGIC SAN Witness
SKILL POINT
TIME LOSS SAN loss
COST SPELL NOTES
CASTING MAGIC SAN MAX SAN
SKILL POINT
TIME LOSS LOSS
COST SPELL NOTES

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)

Public access POLICE PROCEDURAL


Internet Timeline - where was the victim when?
Cthulhu books (that you own & have already read) where was the victim last? The last hours
Historical societies prior to death are very key
Spiritualists/mediums/fortune tellers Take pictures of all subjects of interviews.
Current newspapers/magazines All questioning for homicide cases are video
Library (public) recorded.
Victim->Evidence->Offender
Private access (note: Use with care!) Body hidden or posed? If posed, possibly a
Newspaper morgue serial killer. If the victims face is covered,
Witnesses chances are the killer knew him.
Police (interviews, police reports, nightly blotter, etc) Is it an organized or disorganized crime scene?
Sanitarium/Asylums How many offenders?
Reporters (what did you find out that you couldn't print?) Phone records (land line and cell) - often critical.
Church records/Priests A grand jury subpoena is needed for these.
Government offices/FBI, CIA, Interpol, NSA, etc Talk to employers/employees, co-worker, family,
Government offices/County Clerks office friends. Who did the victim hang out with?
Building permits/records Check on victims insurance.
Underground/criminal element Observe at the funeral - who is there? Who
Medical records didn’t show? Guest register?
Private libraries/restricted texts Credit check on the victim.
Deliveries they had - UPS, taxis, etc.
Close to site People have routines - find them out. Who had
Surveillance (1 week minimum) on the place access to the victim?
Neighbors/homeless in the area Video tapes in area - IDOT cameras.
Permanent employees (janitor, maid, etc) Pictures sent to other police departments.
Sage/wise woman/man old timers in area Witness canvassing (canvass then re-canvass).
Always separate the witnesses - otherwise
their stories get tainted. Also - all witnesses
On site start disappearing after 48 hours. Sometimes
Mailbox of the place you're investigating witnesses give a statement then disappear.
Garbage outside of house/business CSI architecture-reconstruct crime scene to scale.
Measure structure/search for secret doors/chambers, etc. Motive and suspect development.
Victims car? Check it out. Is it missing?

MICE
Money
Ideology
Coercion
Ego

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