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CoC 7e Character Creation Reference

Character Creation reference for TTRPG Call of Cthulhu (7th edition)

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iolair1973
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0% found this document useful (0 votes)
54 views

CoC 7e Character Creation Reference

Character Creation reference for TTRPG Call of Cthulhu (7th edition)

Uploaded by

iolair1973
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Call of Cthulhu 7e

1920s
Character Creation
Reference

Version 20240415_3

1
Note: in Call of Cthulhu, the game master or GM is referred to as the
“Keeper of Arcane Lore”, or simply Keeper for short.

Unlike some other games, Call of Cthulhu does not use ‘character classes’
and ‘levels’; instead the key mechanical aspects of a character are based
around a range of skills.

2
1. Characteristic Scores
There are eight main characteristic scores: Strength (STR), Constitution
(CON), Size (SIZ), Dexterity (DEX), Appearance (APP), Intelligence
(INT), Power (POW), and Education (EDU).
Also important are Luck, Sanity (SAN), Magic Points (MP) and Hit Points
(HP).
Note that when skills and certain characteristics are entered onto online
character sheets, boxes may auto-fill with 50% and 10% of these values.
Each of these values is used in the game.

Strength (STR)
3d6 × 5, giving a value from 15 to 90.
Strength measures the muscle power of an investigator. The higher it is, the
more the investigator can lift or tightly cling to something. This
characteristic determines the damage an investigator inflicts in hand-to-
hand combat. Reduced to STR 0, an investigator is an invalid, unable to get
out of bed.
0 Enfeebled: unable to even stand up or lift a cup of tea.
15 Puny, weak.
50 Average human strength.
90 One of the strongest people you’ve ever met.
99 World-class (Olympic weightlifter). Human maximum.
140 Beyond human strength (gorilla or horse).

3
Constitution (CON)
3d6 × 5, giving a value from 15 to 90.
Constitution represents health, vigour, and vitality. Poisons and diseases
may directly challenge an investigator’s constitution. Investigators with a
high constitution often have more hit points—the better to resist injury and
attack. Serious physical injury or magical attack might lower the statistic,
and if Constitution reaches zero the investigator dies.
0 Dead.
1 Sickly, prone to prolonged illness and probably unable to operate
without assistance.
15 Weak health, prone to bouts of ill health, great propensity for
feeling pain.
50 Average healthy human.
90 Shrugs off colds, hardy and hale.
99 Iron constitution, able to withstand great amounts of pain. Human
maximum.
140 Beyond human constitution (e.g. elephant).

4
Size (SIZ)
2d6+6, × 5, giving a value from 40 to 90.
Size averages both height and weight into a single number. To see over a
wall, to squeeze through a small opening, or even to judge whose head
might be sticking up out of the grass, use size. Size helps determine hit
points, damage bonus, and build. One might decrease SIZ to indicate the
loss of a limb, though lowering DEX is more often the solution.
Presumably if investigators lose all SIZ points they disappear—goodness
knows to where!

1 A baby (1 to 12 pounds).
15 Child, very short in stature (dwarf) (33 pounds / 15 kg).
60 Average human size (moderate height and weight) (170 pounds / 75
kg).
80 Very tall, strongly built, or obese. (240 pounds / 110 kg).
99 Oversize in some respect (330 pounds / 150 kg).
150 Horse or cow (960 pounds / 436 kg).
180 Heaviest human ever recorded (1400 pounds / 634 kg).
Note: Some humans may exceed SIZ 99.

5
Dexterity (DEX)
3d6 × 5, giving a value from 15 to 90.
Investigators with higher Dexterity scores are quicker, nimbler, and more
physically flexible. A DEX roll might be made to grab a support to keep
from falling, to move faster than an opponent or to accomplish some
delicate task. An investigator with zero DEX is uncoordinated and unable
to perform physical tasks.

In combat, the character with the highest DEX acts first.

0 Unable to move without assistance.


15 Slow, clumsy with poor motor skills for fine manipulation.
50 Average human dexterity.
90 Fast, nimble and able to perform feats of fine manipulation (e.g.
acrobat, great dancer).
99 World-class athlete (e.g. Olympic standard). Human maximum.
120 Beyond human dexterity (e.g. tiger).

6
Appearance (APP)
3d6 × 5, giving a value from 15 to 90.
Appearance measures both physical attractiveness and personality. A person
with high APP is charming and likeable, but may lack conventional good
looks. An investigator with APP of 0 is appallingly ugly or someone with a
wholly detestable demeanour, provoking comment and shock everywhere.
APP may be useful in social encounters or when trying to make a good
impression.
0 So unsightly that others are affected by fear, revulsion, or pity.
15 Ugly, possibly disfigured due to injury or at birth.
50 Average human appearance.
90 One of the most charming people you could meet, natural
magnetism.
99* The height of glamour and cool (supermodel or world renowned
film star). Human maximum.
Note: *APP is used only for humans, and does not exceed 99.

7
Intelligence (INT)
2d6+6, × 5, giving a value from 40 to 90.
Intelligence represents how well investigators learn, re- member, analyse
information and solve complex puzzles. An investigator with zero INT is a
babbling, drooling idiot.
INT acts as the value for both Idea rolls and Intelligence rolls.
If the amount of INT seems to contradict another characteristic, that’s
another chance for roleplaying and further defining your investigator. For
example, an investigator with high EDU and low INT might be a pedantic
teacher or a sideshow performer, someone who knows facts but not their
meanings. Conversely, high INT and low EDU might mean ignorance—
such as an uneducated farm boy, new to the Big City—however this person
would not be dull-witted.
0 No intellect, unable to comprehend the world around them.
15 Slow learner, able to undertake only the most basic maths, or read
beginner-level books.
50 Average human intellect.
90 Quick-witted, probably able to comprehend multiple languages or
theorems.
99 Genius (Einstein, Da Vinci, Tesla, etc.). Human maximum.

8
Power (POW)
3d6 × 5, giving a value from 15 to 90.
Power indicates force of will: the higher the POW, the higher the aptitude
for, and resistance to, magic. An investigator with zero POW is zombie-like
and without purpose, as well as being unable to use magic. Unless stated
otherwise, POW that is lost during the game is lost permanently.
The POW of ordinary characters and investigators rarely changes.
However, those adroit in the mysteries of the magic of the Cthulhu Mythos
may be able to increase their personal POW.
0 Enfeebled mind, no willpower or drive, no magical potential.
15 Weak-willed, easily dominated by those with a greater intellect or
willpower.
50 Average human.
90 Strong willed, driven, a high potential to connect with the unseen
and magical.
100 Iron will, strong connection to the spiritual "realm" or unseen
world.
140 Beyond human, possibly alien.
Note: Human POW can exceed 100, but this is exceptional.

9
Education (EDU)
2d6+6, × 5, giving a value from 40 to 90.
Education is a measure of the formal and factual knowledge possessed by
the investigator, as well as indicating the time the investigator has pent in
full-time education. EDU measures retained information, not the intelligent
application of that information (see Intelligence). An investigator without
EDU would be like a newborn baby or an amnesiac—without knowledge of
the world, probably very curious and credulous.

An EDU of 60 suggests the investigator is a high school graduate, while a


score of around 70 indicates a person with some college years. Those with
an EDU greater than 80 have most likely conducted graduate level work
and have a degree, as expected of a person who has been to a university of
some kind. Note that sometimes a person with a high Education may not
necessarily be schooled in the traditional sense, but rather may be self-
taught and possess a highly studious and observant nature.
0 A newborn baby.
15 Completely uneducated in every way.
60 High school graduate.
70 College graduate (Bachelor degree).
80 Degree level graduate (Master's degree).
90 Doctorate, professor.
96 World-class authority in their field of study.
99 Human maximum.

10
Alternate Methods of Generating Characteristics
A. “Option 1” - Re-roll
If after rolling, your character has three or more characteristics below 50,
you may start again from scratch, if desired.

B. “Option 3” – Allocate Characteristics


Roll and record five rolls of 3D6, and three rolls of 2D6+6. Place into STR,
CON, SIZ, DEX, APP, INT, POW and EDU as desired.

INT and SIZ should have minimum values of 40, unless agreed with the
Keeper.

C. “Option 4” - Point Buy Characteristics


Share 460 points among the eight characteristics as you wish (within the 15
to 90 range). There is a recommended minimum value of 40 for INT and
SIZ, although this may be lower, with the Keeper’s agreement.

D. from “Option 5” – Quick Fire Method


Allocate 40, 50, 50, 50, 60, 60, 70, 80 where you like among STR, CON,
SIZ, DEX, APP, INT, POW and EDU.

11
Luck
2d6+6, × 5, giving a value from 40 to 90.
Luck rolls are often called for by the Keeper when circumstances external
to an investigator are in question, and when determining the fickle hand of
fate. Luck points can sometimes be permanently spent to turn a failure at a
skill into a success.

Sanity (SAN)
Starting SAN is equal to one’s POW score.

This indicates an investigator’s current grip on reality.

Magic Points (MP)


MP begin as one-fifth of the investigator’s POW score.
Unlike POW, MP may be spent and regenerated during play.

Hit Points (HP)


(CON + SIZE) ÷ 10 (rounding down), giving a starting value from 6 to 18.
Hit points are used to track the cumulative damage inflicted upon an
investigator, non-player character, or monster during the game and
indicates how long he or she can stay in the action before collapsing from
pain, exhaustion, or death.

Damage Bonus and Build


STR + SIZ Damage Bonus Build
2 – 64 -2 -2
65 – 84 -1 -1
85 – 124 0 0

12
125 – 164 +1d4 1
165 – 204 +1d6 2

All investigators have attributes known as "Damage Bonus" (DB) and


Build. Larger and stronger creatures and humans do more physical damage
than their lesser brethren.

In hand-to-hand combat, add the indicated modifier or roll to all the


character’s blows, whether using a natural weapon, such as a fist, or a
melee weapon, such as a club or knife.

Build is used in fighting manoeuvres and also to give a sense of scale.

Note: Damage bonus is not applied to firearms attacks.

Movement Rate (MOV)


An investigator can move a number of yards (or meters) up to five times
their MOV value in one round.

If both STR and DEX are less than size: MOV = 7


If STR or DEX is equal to or greater than size: MOV = 8
If STR and DEX are equal to or greater than size: MOV = 9

Age
A player can choose any age between 15 and 90 for their investigator. If
you wish to create an investigator outside this age range, it is up to the
Keeper to adjudicate. Use the appropriate modifiers for your chosen age
only (they are not cumulative).
If required to make an EDU improvement check, simply roll percent- age
dice. If the result is greater than your present EDU, add 1D10 percentage
points to your EDU characteristic (note that EDU cannot go above 99).

15 to 19:

13
Deduct 5 points among STR and SIZ.
Deduct 5 points from EDU.
Roll twice to generate a Luck score and use the higher value.

20s or 30s (20-39 years of age):


Make an improvement check for EDU.

40s:
Make 2 improvement checks for EDU
Deduct 5 points among STR, CON or DEX, and reduce APP by 5.
Reduce MOV by 1.

50s:
Make 3 improvement checks for EDU
Deduct 10 points among STR, CON or DEX, and reduce APP by 10.
Reduce MOV by 2.

14
60s:
Make 4 improvement checks for EDU
Deduct 20 points among STR, CON or DEX, and reduce APP by 15.
Reduce MOV by 3.

70s:
Make 4 improvement checks for EDU.
Deduct 40 points among STR, CON or DEX, and reduce APP by 20.
Reduce MOV by 4.

80s:
Make 4 improvement checks for EDU.
Deduct 80 points among STR, CON or DEX, and reduce APP by 25.
Reduce MOV by 5.

15
2. Skills
Skills typically have a value from 01 to 99 (although some may eventually
be 100 or more).

In general, we can look at the skill levels like this:

01%–05%: Novice: complete amateur.


06%–19%: Neophyte: beginner with a small amount of knowledge.
20%–49%: Amateur: possesses some talent or rudimentary
training (hobby level).
50%–74%: Professional: allows a character to eke out a living from the
skill. Equivalent to a bachelor’s degree in a specific subject.
75%–89%: Expert: advanced expertise. Corresponds with a master’s
degree or Ph.D.
90%+: Master: among the world’s best in the skill.

The list of skills (for 1920s games), and their default starting values, are
shown on the character sheet and detailed below. How these skills are
improved for beginning characters is covered in the next two sections.

Appraise (01%)
Used to estimate the value of a particular item, including the quality,
material used, and workmanship. Where relevant, the skill-user could
pinpoint the age of the item, assess its historical relevance, and detect
forgeries.

Archaeology (01%)
Allows dating and identification of artefacts from past cultures, and the
detection of fakes. Ensures expertise in setting up and excavating a dig site.
On inspecting a site, the user might deduce the purposes and way of life of
those who left the remains. Anthropology might aid in this. Archaeology
also helps identify written forms of extinct human languages.

16
Art and Craft (Specialisations) (05%)
The investigator sheet contains blank spaces for specialisations of this skill,
for example: Acting, Barber, Carpenter, Cobbler, Cook, Dancer, Fine Art,
Forgery, Jazz Saxophonist, Morris Dancer, Opera Singer, Painter &
Decorator, Photographer, Potter, Sculptor, Writer,
Woodwork

Many of these examples are skills directly linked to a profession, but the
skill may just be a leisure pursuit. You may spend skill points to purchase
any skill specialization. The generic Art and Craft skill cannot be
purchased.

Charm (15%)
Charm takes many forms, including physical attraction, seduction, flattery,
or simply warmth of personality. Charm may be used to compel someone to
act in a certain way, but not in a manner completely contrary to that
person’s normal behaviour. Charm is opposed by the Charm or Psychology
skills.

Climb (20%)
This skill allows a character to climb trees, walls and other vertical surfaces
with or without ropes and climbing gear. The skill also encompasses
rappelling.

Credit Rating (00%)


A measure of how prosperous and financially confident the investigator
appears to be. Money opens doors; if the investigator is attempting to use
his or her financial status to achieve a goal then use of the Credit Rating
skill may be appropriate.

17
Cthulhu Mythos (00%)
This skill reflects understanding of the inhuman (Lovecraftian) Cthulhu
Mythos. It is not founded on the accumulation of knowledge as academic
skills are. Rather, it represents the opening and tuning of the human mind to
the Cthulhu Mythos.

No starting investigator may take points in Cthulhu Mythos as a


starting skill (unless agreed with the Keeper).

Disguise (05%)
To be used whenever you wish to appear to be someone other than whom
you are. The user changes posture, costume, and/or voice to enact a
disguise, posing as another person or another sort of person. Theatrical
makeup may help, as will fake ID.

Dodge (half DEX%)


Allows an investigator to instinctively evade blows, thrown missiles, and so
forth. A character may attempt to use dodge any number of times in a
combat round (but only once per attack).

Drive Auto (20%)


Anyone with this skill can drive a car or light truck, make ordinary
manoeuvres, and cope with ordinary vehicle problems. If the investigator
wants to lose a pursuer or tail someone, a Drive roll would be appropriate.

Electrical Repair (10%)


Enables the investigator to repair or reconfigure electrical equipment, such
as auto ignitions, electric motors, fuse boxes, and burglar alarms.

18
Fast Talk (05%)
Fast Talk is specifically limited to verbal trickery, deception, and
misdirection, such as bamboozling a bouncer to let you inside a club,
getting someone to sign a form they haven’t read, making a policeman look
the other way, and so on.

19
Fighting (Specialisations) (varies %)
The Fighting skill denotes a character’s skill in melee combat. You may
spend skill points to purchase any skill specialization. The generic
Fighting skill cannot be purchased. Choose fighting specializations
appropriate to your investigator’s occupation and history.

Those starting the game with a Fighting (Brawl) skill of 50% or higher may
wish to choose some type of formal training as part of their background to
account for his or her skill level.

Some possible fighting specialisations (and their default % scores) include


– but need not be restricted to - Axe (15%), Garotte (15%), Flail (10%),
Spear (20%), Sword (20%), and Whip (5%).

Note that throwing a weapon uses the Throw skill, not the Fighting skill.

Brawl (25%)
Includes all unarmed fighting and basic weapons that anyone could pick up
and make use of, such as clubs (up to cricket bats or baseball bats), knives,
and many improvised weapons, such as bottles and chair legs.

20
Firearms (Specialisations) (varies %)
Covers all manner of firearms, as well as bows and cross- bows. You may
spend skill points to purchase any skill specialisation. The generic
Firearms skill cannot be purchased. Choose specialisations appropriate
to your investigator’s occupation and history.

Some possible fighting specialisations (and their default % scores) include


– but need not be restricted to - Bow (15%), Handgun (20%), Machine
Gun (10%), and Rifle / Shotgun (25%).

First Aid (30%)


The user is able to provide emergency medical care – within one hour of an
injury taking place. This might encompass: applying a splint to a broken
leg, stemming bleeding, treating a burn, resuscitating a drowning victim,
dressing and cleaning a wound, etc. First Aid cannot be used to treat
diseases (where the Medicine skill is required).

History (05%)
Enables an investigator to remember the significance of a country, city,
region, or person, as pertinent.

21
Intimidate (15%)
Intimidation can take many forms, including physical force, psychological
manipulation, and threats. It is used to frighten or compel a person to act in
a certain way. Intimidate is opposed by Intimidate or Psychology.

Jump (20%)
With success, the investigator may leap up or down vertically, or jump
horizontally from a standing or running start. When falling, Jump may be
used to lessen the potential fall damage.

Language, Other (Specialisations) (01%)


When choosing this skill, the exact language must be specified and written
next to the skill. An individual can know any number of languages. The
skill represents the user’s chance to understand, speak, read, and write in a
language other than his or her own.
Ancient or unknown languages (such as Aklo, Hyperborean, etc.) should
not be chosen (unless agreed with the Keeper,) but ordinary Earthly
languages may be.

At 5% skill a language can be correctly identified without need for a roll.


At 10% skill simple ideas can be communicated. At 30% transactional
requests can be understood. At 50% skill a person is fluent. At 75% skill in
a character can pass for a native speaker of a foreign language.

Language (Own) (EDU%)


When choosing this skill, the exact language must be specified and written
next to the skill. In infancy and early childhood, most humans use a single
language. The tongue chosen by the player for the Own Language
automatically starts as equal to the investigator’s EDU characteristic.

22
Law (05%)
Represents the chance of knowing pertinent law, precedent, legal
manoeuvres, or court procedure. The practice of law as a profession can
lead to great rewards and political office, but it requires intense application
over many years—a high Credit Rating is also usually crucial in this
regard.

Library Use (20%)


Library Use enables an investigator to find a piece of information, such as a
certain book, newspaper, or reference in a library, collection of documents,
or database, assuming the item is there. Use of this skill marks several
hours of continuous search.

Listen (20%)
Measures the ability of an investigator to interpret and understand sound,
including overheard conversations, mutters behind a closed door, and
whispered words in a cafe.

Locksmith (01%)
A locksmith can open car doors, hot-wire autos, jemmy library windows, or
figure out Chinese puzzle boxes. The user may repair locks, make keys, or
open locks with the aid of skeleton keys, picks, and other tools.

Mechanical Repair (10%)


A wide variety of employment opportunities for mechanics exist, from
automobiles to home appliances, to industry. Inexpensive correspondence
courses and periodicals, such as Popular Mechanics, can keep a mechanic
abreast of new developments. In the 1920s, basic electrical repair jobs can
often be handled with Mechanical Repair (see Electrical Repair).

23
Medicine (01%)
The user diagnoses and treats accidents, injuries, diseases, poisonings, etc.,
and makes public health recommendations. If an era has no good treatment
for a malady, the effort is limited, uncertain, or inconclusive. The Medicine
skill grants knowledge of a wide variety of drugs and potions, natural and
man-made, and understanding of the side effects and contraindications.
Treatment using the Medicine skill takes a minimum of one hour.

24
Natural World (10%)
Originally the study of plant and animal life in its environment. By the
nineteenth century, this study had long separated into a range of academic
disciplines (Biology, Botany, etc.); As a skill, Natural World represents the
traditional (unscientific) knowledge and personal observation of farmers,
fishermen, inspired amateurs, and hobbyists. It can identify species, habits,
and habitats in a general way, and identify tracks, spoors, and calls, as well
as allowing guesses as to what may be important to a particular species.

Navigate (10%)
Allows the user to find his or her way in storms or clear weather, in day or
at night. Those of higher skill are familiar with astronomical tables, charts,
and instruments.

Occult (05%)
The user recognizes occult paraphernalia, words, and concepts, as well as
folk traditions, and can identify grimoires of magic and occult codes. The
occultist is familiar with the families of secret knowledge passed down
from Egypt and Sumer, from the Medieval and Renaissance West, and
perhaps from Asia and Africa as well.

25
Persuade (10%)
Use Persuade to convince a target about a particular idea, concept, or belief
through reasoned argument, debate, and discussion. Persuade may be
employed without reference to truth. The successful application of
Persuade takes time: at least half an hour. If you want to persuade someone
quickly, you should use Fast Talk.

Pilot (Specializations) (01%)


The air or water equivalent of Drive Automobile, this is the manoeuvre
skill for flying or floating craft. You may spend skill points to purchase any
skill specialization. The generic Pilot skill cannot be purchased. An
investigator might have several versions of this skill in the spaces on the
investigator sheet (such as Pilot Light Aircraft, Pilot Dirigible, etc.) Each
starts at 01%.

Anyone with modest skill can sail or fly on a calm day with good visibility,
although skill rolls are required for storms, navigation by instrument, low
visibility, and other difficult situations.

Psychoanalysis (01%)
The skill refers to the range of emotional therapies, not just to Freudian
procedures. Formal psychotherapy was still in its infancy in the 1890s,
though some procedures are as old as humanity. Sometimes it was looked
on as a fraudulent study, even in the 1920s

Successful application of Psychoanalysis over a month or longer may


improve a subject’s SAN.

26
Ride (05%)
This skill is intended to apply to saddle horses, donkeys, and mules,
granting knowledge of basic care of the riding animal, riding gear, and how
to handle the steed at a gallop or on difficult terrain.

Science (Specializations) (01%)


Practical and theoretical ability with a science speciality would suggest
some degree of formalized education and training, although a well-read
amateur scientist may also be a possibility. Understanding and scope is
limited by the era of play.

Possible specialisations of this skill may include – but are not limited to –
Astronomy, Botany, Chemistry, Cryptography, Engineering, Forensics,
Geology, Mathematics, Meteorology, Pharmacy, or Physics. The generic
Science skill cannot be purchased.

Sleight of Hand (10%)


Allows the visual covering-up, secreting, or masking of an object or
objects, perhaps with debris, cloth, or other intervening or illusion-
promoting materials, perhaps by using a secret panel or false compartment.
Larger objects of any sort should be increasingly hard to conceal. Sleight of
hand includes pick- pocketing, palming a card, and clandestine use of a cell
phone.

Spot Hidden (25%)


This skill allows the user to spot a secret door or compartment, notice a
hidden intruder, find an inconspicuous clue, recognize a repainted
automobile, become aware of ambushers, notice a bulging pocket, or
anything similar. This is an important skill in the armoury of an
investigator.

27
When an investigator is searching for a character who is hiding, the
opponent’s Stealth skill is used to set the difficulty level for the roll.

Survival (Specialisations) (10%)


Knowledge of this skill provides the expertise required to survive in
extreme environments, such as in desert or arctic conditions, as well as
upon the sea or in wilderness terrain. Inherent is the knowledge of hunting,
building shelters, hazards (such as the avoidance of poisonous plants), etc.,
according to the given environment.

You may spend skill points to purchase any skill specialization. The
generic Survival skill cannot be purchased.

Swim (20%)
The ability to float and to move through water or other liquid. Swim rolls
only need be made in times of crisis or danger, or when the
Keeper judges it appropriate.

Throw (20%)
To hit a target with an object or to hit a target with the right part of the
object thrown (such as the blade of a knife or a hatchet), use Throw. A
palm-sized object of reasonable balance can be hurled up to STR in yards.

Track (10%)
With Track, an investigator can follow a person, vehicle, or animal over
earth, and through plants/leaves.

28
Unusual Skills (0%)
By agreement with the Keeper, other skills may be gained that are not listed
above, such as Animal Handling, Artillery, Demolition, Diving,
Hypnosis, or Read Lips.

If taken, these can be entered into blank lines at the end of the skills section
of the character sheet.

29
3. Occupations
An investigator’s occupation determines the skills they are most proficient
with, their income level, and who they are likely to know. An occupation
also, in part, helps define the investigator’s character, their motivations, and
view of the world around them.

The number of extra skill points each of these has to allocate, as well as
which skills they can spend these on, and what their credit rating should be.
Points must be allocated to put the credit rating in the shown range (unless
by agreement with the Keeper).

Each occupation has nine skills (including their credit rating) among which
to distribute their occupation skill points.

When allocating skill points, remember to add them on top of the default
level for each skill as detailed in the previous section. As you add each
value, an auto-fill character sheet will automatically fill in boxes with 50%
and 10% of these values; these scores are used in-game.

Occupations need not be restricted to the below, and you can speak with
your Keeper if you have something else specific in mind.

Accountant
Occupation Skill Points = EDU × 4.
Credit Rating: 30-70
Skills: Credit Rating, Accounting, Law, Library Use, Listen, Persuade, Spot
Hidden, any two other skills as personal specialties

Acrobat
Occupation Skill Points = EDU × 2 + DEX × 2
Credit Rating: 9-20

30
Skills: Credit Rating, Climb, Dodge, Jump, Throw, Spot Hidden, Swim,
any two other skills as personal specialties.

Actor (Stage)
Occupation Skill Points = EDU × 2 + APP × 2
Credit Rating: 9-40
Skills: Credit Rating, Art/Craft (Acting), Disguise, Fighting, History, two
interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade),
Psychology, any one other skill as a personal specialty.

Actor (Film Star)


Occupation Skill Points = EDU × 2 + APP × 2
Credit Rating: 20-90
Skills: Credit Rating, Art/Craft (Acting), Disguise, Fighting, History,
two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade),
Psychology, any one other skill as a personal specialty.

Agency Detective
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 20-45
Skills: Credit Rating, One interpersonal skill (Charm, Fast Talk, Intimidate
or Persuade), Fighting (Brawl), Firearms, Law, Library Use, Psychology,
Stealth, Track.

Alienist
“Alienist” in the 1920s is the term for early psychiatrists: those who treat
mental illness.
Occupation Skill Points = EDU × 4.
Credit Rating: 10-60

31
Skills: Credit Rating, Law, Listen, Medicine, Other Language,
Psychoanalysis, Psychology, Science (Biology), (Chemistry).

Animal Trainer
Occupation Skill Points = EDU × 2 + (APP × 2 or POW × 2)
Credit Rating: 10-40
Skills: Credit Rating, Jump, Listen, Natural World, Psychology, Science
(Zoology), Stealth, Track, any one other skill as a
personal specialty.

Antiquarian
A person who delights in the timeless excellence of design
and execution, and in the power of ancient lore.

Occupation Skill Points = EDU × 4.


Credit Rating: 30-70
Skills: Credit Rating, Appraise, Art/Craft (any), History, Library Use,
Other Language, one interpersonal skill (Charm, Fast Talk, Intimidate, or
Persuade), Spot Hidden, any one other skill as a personal specialty.

Antique Dealer
Occupation Skill Points = EDU × 4.
Credit Rating: 30-50
Skills: Credit Rating, Accounting, Appraise, Drive Auto, two interpersonal
skills (Charm, Fast Talk, Intimidate, or Persuade), History, Library Use,
Navigate.

Archaeologist
Occupation Skill Points = EDU × 4.
Credit Rating: 10-40

32
Skills: Credit Rating, Appraise, Archaeology, History, Other Language
(any), Library Use, Spot Hidden, Mechanical Repair,
Navigate or Science (e.g. chemistry, physics, geology, etc.)

Architect
Occupation Skill Points = EDU × 4.
Credit Rating: 30-70
Skills: Credit Rating, Accounting, Art/Craft (Technical Drawing), Law,
Own Language, Computer Use or Library Use, Persuade, Psychology,
Science (Mathematics).

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Artist
Occupation Skill Points = EDU × 2 + (DEX × 2 or POW × 2)
Credit Rating: 9-50
Skills: Credit Rating, Art/Craft (any), History or Natural World, one
interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Other
Language, Psychology, Spot Hidden, any two other skills as personal
specialties.

Asylum Attendant
Although there are private sanatoriums for those few who can afford them,
the vast bulk of the mentally ill are housed in state and county facilities.
Aside from a few doctors and nurses, they employ a large number of
attendants, often chosen more for their strength and size rather than medical
learning.

Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)


Credit Rating: 8-20
Skills: Credit Rating, Dodge, Fighting (Brawl), First Aid, two interpersonal
skills (Charm, Fast Talk, Intimidate, or Persuade), Listen, Psychology,
Stealth.

Athlete
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-70
Skills: Credit Rating, Climb, Jump, Fighting (Brawl), Ride, one
interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Swim,
Throw, any one other skill as a personal specialty.

Author
Occupation Skill Points = EDU × 4.
Credit Rating: 9-30

34
Skills: Credit Rating, Art (Literature), History, Library Use, Natural
World or Occult, Other Language, Own Language, Psychology, any one
other skill as a personal specialty.

Bartender
Occupation Skill Points = EDU × 2 + APP × 2
Credit Rating: 8-25
Skills: Credit Rating, Accounting, two interpersonal skills (Charm, Fast
Talk, Intimidate, or Persuade), Fighting (Brawl), Listen, Psychology, Spot
Hidden, any one other skill as a personal specialty.

Big Game Hunter


Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 20-50
Skills: Credit Rating, Firearms (rifle/shotgun), Listen or Spot Hidden,
Natural World, Navigate, Other Language or Survival (any), Science
(Biology or Botany), Stealth, Track.

Book Dealer
Occupation Skill Points = EDU × 4.
Credit Rating: 20-40
Skills: Credit Rating, Accounting, Appraise, Drive Auto, History,
Library Use, Own Language, Other Language, one interpersonal skill
(Charm, Fast Talk, Intimidate, or Persuade).

Bounty Hunter
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-30
Skills: Credit Rating, Drive Auto, Electronic or Electrical Repair, Fighting
or Firearms, one interpersonal skill (Fast Talk, Charm, Intimidate, or
Persuade), Law, Psychology, Track, Stealth.

35
Boxer / Wrestler
Occupation Skill Points = EDU × 2 + STR × 2
Credit Rating: 9-30
Skills: Credit Rating, Dodge, Fighting (Brawl), Intimidate, Jump,
Psychology, Spot Hidden, any two other skills as personal specialties.

Butler / Valet / Maid


Occupation Skill Points = EDU × 4
Credit Rating: 9-40 (depending on employer’s status and credit rating)
Skills: Credit Rating, Accounting or Appraise, Art/Craft (any, e.g. Cook,
Tailor, Barber), First Aid, Listen, Other Language, Psychology, Spot
Hidden, any two other skills as personal specialties.

36
Clergy (Member of the)
Occupation Skill Points = EDU × 4
Credit Rating: 9-60
Skills: Credit Rating, Accounting, History, Library Use, Listen, Other
Language, one interpersonal skill (Charm, Fast Talk, Intimidate, or
Persuade), Psychology, any one other skill.

Cowboy / Cowgirl
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-20
Skills: Credit Rating, Dodge, Fighting or Firearms, First Aid or Natural
World, Jump, Ride, Survival (any), Throw, Track.

Criminal – Assassin
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 30-60
Skills: Credit Rating, Disguise, Electrical Repair, Fighting, Firearms,
Locksmith, Mechanical Repair, Stealth, Psychology.

Criminal – Bank Robber


Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 5-75
Skills: Credit Rating, Drive Auto, Electrical or Mechanical Repair,
Fighting, Firearms, Intimidate, Locksmith, any two other skills as personal
specialties.

Criminal – Bootlegger / Thug


Occupation Skill Points = EDU × 2 + STR × 2
Credit Rating: 5-30

37
Skills: Credit Rating, Drive Auto, Fighting, Firearms, two interpersonal
skills (Charm, Fast Talk, Intimidate, or Persuade),
Psychology, Stealth, Spot Hidden.

Also see: Gangster – Underling

Criminal – Burglar
Occupation Skill Points = EDU × 2 + DEX × 2
Credit Rating: 5-40
Skills: Credit Rating, Appraise, Climb, Electrical or Mechanical Repair,
Listen, Locksmith, Sleight of Hand, Stealth, Spot Hidden.

Criminal – Conman
Occupation Skill Points = EDU × 2 + APP × 2
Credit Rating: 5-40
Skills: Credit Rating, Appraise, Climb, Electrical or Mechanical Repair,
Listen, Locksmith, Sleight of Hand, Stealth, Spot Hidden.

38
Criminal – Freelance / Solo
Occupation Skill Points = EDU × 2 + (DEX × 2 or APP × 2)
Credit Rating: 5-65
Skills: Credit Rating, Art/Craft (Acting) or Disguise, Appraise, one
interpersonal skill (Charm, Fast Talk, or Intimidate), Fighting or Firearms,
Locksmith or Mechanical Repair, Stealth, Psychology, Spot Hidden.

Criminal – Gun Moll


A female professional criminal. While many are fiercely independent, some
are at the beck and call of mobster boyfriends—however, in reality this
could easily be the other way around, with the moll working her boyfriend
for all she can before skedaddling with all the cash and furs she can carry.

Occupation Skill Points = EDU × 2 + APP × 2


Credit Rating: 10-80 (income may be dependent on boyfriend’s income)
Skills: Credit Rating, Art/Craft (any), two interpersonal skills (Charm, Fast
Talk, Intimidate, or Persuade), Fighting (Brawl) or Firearms (Handgun),
Drive Auto, Listen, Stealth, any one other
skill as a personal specialty.

39
Criminal – Fence
Occupation Skill Points = EDU × 2 + APP × 2
Credit Rating: 20-40
Skills: Credit Rating, Accounting, Appraise, Art/Craft (Forgery),
History, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade),
Library Use, Spot Hidden, any one other skill.

Criminal – Forger / Counterfeiter


Occupation Skill Points = EDU × 4
Credit Rating: 20-60
Skills: Credit Rating, Accounting, History, Library Use, Listen, Other
Language, one interpersonal skill (Charm, Fast Talk, Intimidate, or
Persuade), Psychology, any one other skill.

Criminal – Smuggler
Occupation Skill Points = EDU × 2 + (APP × 2 or DEX × 2)
Credit Rating: 20-60
Skills: Credit Rating, Firearms, Listen, Navigate, one interpersonal skill
(Charm, Fast Talk, Intimidate, or Persuade), Drive Auto or Pilot (Aircraft or
Boat), Psychology, Sleight of Hand, Spot Hidden.

40
Criminal – Street Thug
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 3-10
Skills: Credit Rating, Climb, one interpersonal skill (Charm, Fast Talk,
Intimidate, or Persuade), Fighting, Firearms, Jump, Sleight of Hand,
Stealth, Throw.

Cult Leader
Occupation Skill Points = EDU × 2 + APP × 2
Credit Rating: 30-60
Skills: Credit Rating, Accounting, two interpersonal skills (Charm, Fast
Talk, Intimidate, or Persuade), Occult, Psychology, Spot Hidden, any two
other skills as specialties.

Designer
Occupation Skill Points = EDU × 4
Credit Rating: 20-60
Skills: Credit Rating, Accounting, Art (Photography), Art/Craft (any),
Library Use, Mechanical Repair, Psychology, Spot Hidden, any one other
skill as a personal specialty.

41
Dilettante
Dilettantes are self-supporting, living off an inheritance, trust fund, or some
other source of income that does not require them to work.
Usually the dilettante has enough money that specialist financial advisers
are needed to take care of it.
Probably well educated, though not necessarily accomplished in anything.
Money frees the dilettante to be eccentric and outspoken.

The dilettante has had plenty of time to learn how to be charming and
sophisticated; what else has been done with that free time is likely to betray
the dilettante’s true character and interests.

Occupation Skill Points = EDU × 2 + APP × 2


Credit Rating: 50-99
Skills: Credit Rating, Accounting, two interpersonal skills (Charm, Fast
Talk, Intimidate, or Persuade), Occult, Psychology, Spot Hidden, any two
other skills as specialties.

Diver
Occupation Skill Points = EDU × 2 + DEX × 2
Credit Rating: 9-30
Skills: Credit Rating, Diving, First Aid, Mechanical Repair, Pilot (Boat),
Science (Biology), Spot Hidden, Swim, any one other skill as a personal
specialty.

42
Doctor of Medicine
Occupation Skill Points = EDU × 4
Credit Rating: 30-80
Skills: Credit Rating, First Aid, Medicine, Other Language (Latin),
Psychology, Science (Biology and Pharmacy), any two other skills as
academic or personal specialties.

Drifter
Occupation Skill Points = EDU × 2 + (APP × 2 or DEX × 2 or STR × 2)
Credit Rating: 0-5
Skills: Credit Rating, Climb, Jump, Listen, Navigate, one interpersonal skill
(Charm, Fast Talk, Intimidate, or Persuade), Stealth, any two other skills as
personal specialties.

Driver – Chauffeur
Occupation Skill Points = EDU × 2 + DEX × 2
Credit Rating: 10-40
Skills: Credit Rating, Drive Auto, two interpersonal skills (Charm, Fast
Talk, Intimidate, or Persuade), Listen, Mechanical Repair, Navigate, Spot
Hidden, any one other skill as a personal specialty.

43
Driver – Truck, Bus or Delivery
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-20
Skills: Credit Rating, Accounting, Drive Auto, Listen, one interpersonal
skill (Charm, Fast Talk, Intimidate, or Persuade), Mechanical Repair,
Navigate, Psychology, any one other skill as a personal specialty.

Driver – Taxi Driver


Occupation Skill Points = EDU × 2 + DEX × 2
Credit Rating: 9-30
Skills: Credit Rating, Accounting, Drive Auto, Electrical Repair, Fast
Talk, Mechanical Repair, Navigate, Spot Hidden, any one other skill as a
personal specialty.

Editor
Occupation Skill Points = EDU × 4
Credit Rating: 10-30
Skills: Credit Rating, Accounting, History, Own Language, two
interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade),
Psychology, Spot Hidden, any one other skill as a personal specialty.

44
Elected Official
Occupation Skill Points = EDU × 2 + APP × 2
Credit Rating: 50-90
Skills: Credit Rating, Charm, History, Intimidate, Fast Talk, Listen, Own
Language, Persuade, Psychology.

Engineer
Occupation Skill Points = EDU × 4
Credit Rating: 30-60
Skills: Credit Rating, Art/Craft (Technical Drawing), Electrical Repair,
Library Use, Mechanical Repair, Science (Engineering and Physics), Drive
(any) or Pilot (any), any one other skill as a personal specialty.

Entertainer
Occupation Skill Points = EDU × 2 + APP × 2
Credit Rating: 9-70
Skills: Credit Rating, Art/Craft (e.g. Acting, Singer, Comedian, etc.),
Disguise, two interpersonal skills (Charm, Fast Talk, Intimidate, or
Persuade), Listen, Psychology, any two other skills as personal specialties.

45
Explorer
Occupation Skill Points = EDU × 2 + (APP × 2 or DEX × 2 or STR × 2)
Credit Rating: 55-80
Skills: Credit Rating, Climb or Swim, Firearms, History, Jump, Natural
World, Navigate, Other Language, Survival.

Farmer
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-30
Skills: Credit Rating, Art/Craft (Farming), Drive Auto (or Wagon), one
interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Mechanical
Repair, Natural World, Track, any two other skills as
personal specialties.

Federal Agent
Occupation Skill Points = EDU × 4
Credit Rating: 20-40
Skills: Credit Rating, Drive Auto, Fighting (Brawl), Firearms, Law,
Persuade, Stealth, Spot Hidden, any one other skill as a personal specialty.

Firefighter
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-30
Skills: Credit Rating, Climb, Dodge, Drive Auto, First Aid, Jump, Listen,
Mechanical Repair, Throw.

Foreign Correspondent
Foreign correspondents are the elite of news reporters.
They work on salary, enjoy expense accounts, and travel the
globe. In the 1920s, the correspondent may work for a large

46
newspaper, a radio network, or a national newsgroup.

The work can be very varied, often exciting, and sometimes


hazardous as natural disasters, political upheaval, and
war are the primary focus of the foreign correspondent.

Occupation Skill Points = EDU × 4


Credit Rating: 10-40
Skills: Credit Rating, History, Other Language, Own Language, Listen, two
interpersonal skills (Charm, Fast Talk, Intimidate,
or Persuade), Psychology, any one other skill as a personal specialty.

Forensic Surgeon
A highly specialized occupation, most forensic surgeons are employed by a
city, county or state to conduct autopsies, determine causes of death, and
make recommendations to the prosecutor’s office. Forensic surgeons are
often called to give testimony at criminal proceedings.

Occupation Skill Points = EDU × 4


Credit Rating: 40-60
Skills: Credit Rating, Other Language (Latin), Library Use, Medicine,
Persuade, Science (Biology), (Forensics), (Pharmacy), Spot Hidden.

Gambler
Occupation Skill Points = EDU × 2 + (APP × 2 or DEX × 2)
Credit Rating: 8-50
Skills: Credit Rating, Accounting, Art/Craft (Acting), two interpersonal
skills (Charm, Fast Talk, Intimidate, or Persuade), Listen, Psychology,
Sleight of Hand, Spot Hidden.

Gangster – Boss
Occupation Skill Points = EDU × 2 + APP × 2

47
Credit Rating: 60-95
Skills: Credit Rating, Fighting, Firearms, Law, Listen, two interpersonal
skills (Charm, Fast Talk, Intimidate, or Persuade), Psychology, Spot
Hidden.

Gangster – Underling
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-20
Skills: Credit Rating, Drive Auto, Fighting, Firearms, two interpersonal
skills (Charm, Fast Talk, Intimidate, or Persuade), Psychology, any two
other skills as personal specialties.

Also see: Criminal – Bootlegger / Thug

48
Gentleman / Lady
A man or woman of good breeding, courteous behaviour, and good
conduct. Usually the term is applied to a member of the upper class who is
independently wealthy (either by inheritance or regular allowance).

In the 1920s, such a person would certainly have had at least one servant
(butler, valet, maid, chauffeur) and probably a country and city residence.
One does not necessarily have to be rich, as often family status is more
important than family wealth in terms of the highest society.

Occupation Skill Points = EDU × 2 + APP × 2


Credit Rating: 40-90
Skills: Art/Craft (any), two interpersonal skills (Charm, Fast Talk,
Intimidate, or Persuade), Firearms (Rifle/ Shotgun), History, Other
Language (any), Navigate, Ride.

Hobo
Occupation Skill Points = EDU × 2 + (APP × 2 or DEX × 2)
Credit Rating: 0-5
Skills: Credit Rating, Art/Craft (any), Climb, Jump, Listen, Locksmith
or Sleight of Hand, Navigate, Stealth, any one other skill as a personal
specialty.

Hospital Orderly
The typical hospital orderly is in charge of emptying waste, cleaning
rooms, taxiing patients, and any other odd job requiring slightly more skill
than that of a janitor.

Occupation Skill Points = EDU × 2 + STR × 2


Credit Rating: 6-15

49
Skills: Credit Rating, Electrical Repair, one interpersonal skill (Charm, Fast
Talk, Intimidate, or Persuade), Fighting (Brawl), First Aid, Listen,
Mechanical Repair, Psychology, Stealth.

Journalist – Investigative
Occupation Skill Points = EDU × 4
Credit Rating: 9-30
Skills: Credit Rating, Art/Craft (Art or Photography), one interpersonal
skill (Charm, Fast Talk, Intimidate, or Persuade), History, Library Use,
Own Language, Psychology, any two other skills as personal specialties.

Journalist – Reporter
Occupation Skill Points = EDU × 4
Credit Rating: 9-30
Skills: Credit Rating, Art/Craft (Acting), History, Listen, Own Language,
one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade),
Psychology, Stealth, Spot Hidden.

Judge
Occupation Skill Points = EDU × 4
Credit Rating: 50-80
Skills: Credit Rating, History, Intimidate, Law, Library Use, Listen,
Own Language, Persuade, Psychology.

Laboratory Assistant
Occupation Skill Points = EDU × 4
Credit Rating: 10-30
Skills: Credit Rating, Library Use, Electrical Repair, Other Language,
Science (Chemistry and two others), Spot Hidden, any one other skill as a
personal specialty.

50
Labourer – Unskilled
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-20
Skills: Credit Rating, Drive Auto, Electrical Repair, Fighting, First Aid,
Mechanical Repair, Operate Heavy Machinery, Throw, any one other skill
as a personal specialty.

Lawyer
Occupation Skill Points = EDU × 4
Credit Rating: 30-80
Skills: Credit Rating, Accounting, Law, Library use, two interpersonal
skills (Charm, Fast Talk, Intimidate, or Persuade), Psychology, any two
other skills.

Librarian
Occupation Skill Points = EDU × 4
Credit Rating: 9-35
Skills: Credit Rating, Accounting, Library use, Other Language, Own
Language, any four other skills as personal specialties or specialist reading
topics.

Lumberjack
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-30
Skills: Credit Rating, Climb, Dodge, Fighting (Chainsaw), First Aid, Jump,
Mechanical Repair, Natural World or Science (Biology or Botany), Throw.

Mechanic (and other skilled trades)


Occupation Skill Points = EDU × 4
Credit Rating: 9-40

51
Skills: Credit Rating, Art/Craft (Carpentry, Welding, Plumbing, etc.),
Climb, Drive Auto or Pilot, Electrical Repair, Mechanical Repair, any three
other skills as personal or trade specialties.

Military Officer
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 20-70
Skills: Credit Rating, Accounting, Firearms, Navigate, First Aid, two
interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Psychology,
any one other skills as personal specialties.

Miner
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-30
Skills: Credit Rating, Climb, Science (Geology), Jump, Listen, Mechanical
Repair, Stealth, Spot Hidden, any one other skill as a personal specialty.

Missionary
Occupation Skill Points = EDU × 2 + APP × 2
Credit Rating: 0-30
Skills: Credit Rating, Art/Craft (any), First Aid, Mechanical Repair,
Medicine, Natural World, one interpersonal skill (Charm, Fast Talk,
Intimidate, or Persuade), any two other skills as personal specialties.

Mountain Climber
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 30-60
Skills: Credit Rating, Climb, First Aid, Jump, Listen, Navigate, Other
Language, Survival (Alpine or as appropriate), Track.

52
Musician
Occupation Skill Points = EDU × 2 + (APP × 2 or DEX × 2)
Credit Rating: 9-30
Skills: Credit Rating, Art/Craft (Instrument), one interpersonal skill
(Charm, Fast Talk, Intimidate, or Persuade), Listen, Psychology, any four
other skills.

Nurse
Occupation Skill Points = EDU × 4
Credit Rating: 9-30
Skills: Credit Rating, First Aid, Listen, Medicine, one interpersonal
skill (Charm, Fast Talk, Intimidate, or Persuade), Psychology, Science
(Biology) and (Chemistry), Spot Hidden.

53
Occultist
Occultists are students of esoteric secrets and arcane magic. They fully
believe in paranormal abilities and actively attempt to learn about and
discover these powers within themselves. Most are familiar with a broad
range of different philosophies and magical theories, some believing that
they can actually perform feats of magic—the veracity of such abilities is
left to the Keeper to determine.

It should be noted that, in the main, occultists are familiar with "earthly
magic"—the secrets of Mythos magic are unknown to them, save in
tantalizing hints referenced in ancient books.

Occupation Skill Points = EDU × 4


Credit Rating: 9-65
Skills: Credit Rating, Anthropology, History, Library Use, one interpersonal
skill (Charm, Fast Talk, Intimidate, or Persuade), Occult, Other Language,
Science (Astronomy), any one* other skill as a personal specialty.

*With the Keeper’s agreement, may include Cthulhu Mythos (with an


advised starting maximum of 10%).

Outdoorsman / Outdoorswoman
The outdoor enthusiast spends much of his or her time living in the
wilderness, often alone for long periods. Commonly skilled in hunting and
fishing, and able to be self-sufficient in all but the harshest of
environments. May be specialized in hiking, fishing, cross-country skiing,
canoeing, climbing, and camping.

The outsdoorsman might work as a wilderness guide or ranger, or they may


be financially independent, allowing them enjoy such a lifestyle without
regard for paid employment, perhaps living as a hermit and only returning
to civilization when the need arises.

Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)

54
Credit Rating: 5-20
Skills: Credit Rating, Firearms (rifle / shotgun), First Aid, Listen, Natural
World, Navigate, Spot Hidden, Survival (any), Track.

Parapsychologist
Parapsychologists do not pretend to enjoy extraordinary powers, but instead
spend their efforts attempting to observe, record, and study such instances.
Sometimes nicknamed “ghost hunters,” they make use of technology to try
to capture hard evidence of paranormal activity that may be centred on a
person or a location. A major portion of their time is spent debunking fake
mediums and mistaken phenomena rather than recording actual evidence.

Some parapsychologists will specialize in the study of


particular phenomenon, such as extra sensory perception,
telekinesis, hauntings, and others.

Occupation Skill Points = EDU × 4


Credit Rating: 9-30
Skills: Credit Rating, Anthropology, Art/Craft (Photography), History,
Library Use, Occult, Other Language, Psychology, any one other skill as a
personal specialty.

Pharmacist
Occupation Skill Points = EDU × 4
Credit Rating: 35-75
Skills: Credit Rating, Accounting, First Aid, Other Language (Latin),
Library Use, one interpersonal skill (Charm, Fast Talk, Intimidate, or
Persuade), Psychology, Science (Pharmacy), (Chemistry).

Photographer
Occupation Skill Points = EDU × 4
Credit Rating: 9-30
Skills: Credit Rating, Art/Craft (Photography), one interpersonal skill

55
(Charm, Fast Talk, Intimidate, or Persuade), Psychology, Science
(Chemistry), Stealth, Spot Hidden, any two other skills as personal
specialties.

Photojournalist
Occupation Skill Points = EDU × 4
Credit Rating: 10-30
Skills: Credit Rating, Art/Craft (Photography), Climb, one interpersonal
skill (Charm, Fast Talk, Intimidate, or Persuade), Other Language,
Psychology, Science (Chemistry), any two other skills as personal
specialties.

56
Pilot
Occupation Skill Points = EDU × 2 + DEX × 2
Credit Rating: 20-70
Skills: Credit Rating, Firearms (rifle / shotgun), First Aid, Listen, Natural
World, Navigate, Spot Hidden, Survival (any), Track.

Pilot – Aviator
An aviator is a stunt pilot, working at carnivals or offering daring leisure
rides for those willing to pay. Often fame could be won by competing in
organized air races, either cross-country or on fixed courses. During the
twenties, Hollywood makes fair use of stunt pilots. A few aviators even find
work as test pilots for aircraft manufacturers. Many aviators learned to fly
during the Great War and, as a result, still hold commissions as officers in
the Army, Navy, Marines, or Coast Guard. Younger pilots have either
received military training during peacetime or learned on their own.

Occupation Skill Points = EDU × 4


Credit Rating: 30-60
Skills: Credit Rating, Accounting, Electrical Repair, Listen, Mechanical
Repair, Navigate, Pilot (Aircraft), Spot Hidden, any one other skill as a
personal specialty.

57
Police – Detective
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 20-50
Skills: Credit Rating, Art/Craft (Acting) or Disguise, Firearms, Law, Listen,
one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade),
Psychology, Spot Hidden, any one other skill.

Police – Uniformed Officer


Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-30
Skills: Credit Rating, Fighting (Brawl), Firearms, First Aid, one
interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Law,
Psychology, Spot Hidden and one of the following as a personal specialty:
Drive Automobile or Ride.

Private Investigator
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-30
Skills: Credit Rating, Art/Craft (photography), Disguise, Law, Library
Use, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade),
Psychology, Spot Hidden and any one other skill as a personal specialty
(e.g. Locksmith, Fighting, Firearms).

58
Prospector
Though the days of the California Gold Rush and the Nevada Comstock
Lode are long gone, the independent prospector is still a feature of the
American West. Roaming the mountains, they endlessly search for the big
strike that will make them rich. In these days, oil may be as good as gold.

Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)


Credit Rating: 0-10
Skills: Credit Rating, Climb, First Aid, History, Mechanical Repair,
Navigate, Science (Geology), Spot Hidden, any one other skill as a
personal specialty.

Prostitute
Occupation Skill Points = EDU × 2 + APP × 2
Credit Rating: 5-50
Skills: Credit Rating, Art/Craft (any), two interpersonal skills (Charm, Fast
Talk, Intimidate, or Persuade), Dodge, Psychology, Sleight of hand, Stealth,
any one other skill as a personal specialty.

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Psychiatrist
At the turn of the twentieth century, psychoanalytic theories were still
relatively new and aimed at attempting to explain phenomena that until
recently had been considered to be biological in nature. As such,
psychiatrists sought to establish their medical credentials, and differing
perspectives of diagnosing and treating mental disorders began to be
introduced.

Occupation Skill Points = EDU × 4


Credit Rating: 30-80
Skills: Credit Rating, Other Language, Listen, Medicine, Persuade,
Psychoanalysis, Psychology, Science (Biology) and (Chemistry).

Psychologist / Psychoanalyst
In the 1920s, the study of human behaviour was a rather new field and
primarily focused on Freudian analysis.

Occupation Skill Points = EDU × 4


Credit Rating: 10-40
Skills: Credit Rating, Accounting, Library Use, Listen, Persuade,
Psychoanalysis, Psychology, any two other skills as academic or personal
specialties.

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Researcher
The academic world sponsors a good deal of research, particularly in the
fields of astronomy, physics, and other theoretical sciences. The private
sector employs thousands of researchers, especially chemists, pharmacists,
and engineers. Oil companies hire many trained geologists. Researchers
spend most of their time indoors, working and writing, but some go onto
become field researchers.

Field researchers are usually highly experienced, independent, and


resourceful, possibly employed by private interests or undertaking
academic research for a university. Oil companies send geologists into the
field to explore potential petroleum fields, anthropologists study primitive
tribes in forgotten corners of the globe, and archaeologists spend years of
their lives unearthing treasures in deserts and jungles, bargaining with
native workers and local governments.

Occupation Skill Points = EDU × 4


Credit Rating: 9-30
Skills: Credit Rating, History, Library Use, one interpersonal skill (Charm,
Fast Talk Intimidate, or Persuade), Other Language, Spot Hidden, any three
fields of study.

Sailor – Naval
Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 9-30
Skills: Credit Rating, Electrical or Mechanical Repair, Fighting, Firearms,
First Aid, Navigate, Pilot (Boat), Survival (Sea), Swim.

Sailor – Commercial
During Prohibition, many a charter boat captain found a lucrative trade in
ferrying thirsty customers to the 3-mile limit, where foreign ships could sell
alcohol. Likewise, smuggling for the bootleggers could pay well; however,
the risks were high.

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Occupation Skill Points = EDU × 2 + (STR × 2 or DEX × 2)
Credit Rating: 20-40
Skills: Credit Rating, First Aid, Mechanical Repair, Natural World,
Navigate, one interpersonal skill (Charm, Fast Talk, Intimidate, or
Persuade), Pilot (Boat), Spot Hidden, Swim.

Salesperson
The 1920s is the decade of the entrepreneur and the travelling salesperson
is a part of everyday life. Some work directly for companies and others on
consignment, but most live and die by commission, using hard sales tactics
to gain the confidence of a potential buyer and not caring whether their sale
is affordable or not. Some are restricted to certain territories, while others
are free to roam and seek out prospects wherever they might be found.
Brushes, vacuum cleaners, and encyclopedias are only a few of the many
items that be offered door-to-door.

Occupation Skill Points = EDU × 2 + APP × 2


Credit Rating: 9-40
Skills: Credit Rating, Accounting, two interpersonal skills (Charm, Fast
Talk, Intimidate, or Persuade), Drive Auto, Listen, Psychology, Stealth or
Sleight of Hand, any one other skill.

Scientist
Occupation Skill Points = EDU × 4
Credit Rating: 9-50
Skills: Credit Rating, Any three science specialisms, Library Use, Other
Language, Own Language, one interpersonal skill (Charm, Fast Talk,
Intimidate, or Persuade), Spot Hidden.

Secretary
Occupation Skill Points = EDU × 2 + (DEX × 2 or APP × 2)
Credit Rating: 9-30

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Skills: Credit Rating, Accounting, Art/Craft (Typing or Short Hand),
two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade), Own
Language, Library Use, Psychology, any one other skill as a personal
specialty.

Shopkeeper
Occupation Skill Points = EDU × 2 + (APP × 2 or DEX × 2)
Credit Rating: 20-40
Skills: Credit Rating, Accounting, two interpersonal skills (Charm, Fast
Talk, Intimidate, or Persuade), Electrical Repair, Listen, Mechanical Repair,
Psychology, Spot Hidden.

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Soldier / Marine
Occupation Skill Points = EDU × 2 + (DEX × 2 or STR × 2)
Credit Rating: 9-30
Skills: Credit Rating, Climb or Swim, Dodge, Fighting, Firearms, Stealth,
Survival and two of the following: First Aid, Mechanical Repair or Other
Language.

Spy
Occupation Skill Points = EDU × 2 + (APP × 2 or DEX × 2)
Credit Rating: 20-60
Skills: Credit Rating, Art/Craft (Acting) or Disguise, Firearms, Listen,
Other Language, one interpersonal skill (Charm, Fast Talk, Intimidate, or
Persuade), Psychology, Sleight of Hand, Stealth.

Student / Intern
Occupation Skill Points = EDU × 4
Credit Rating: 5-10
Skills: Credit Rating, Language (Own or Other), Library Use, Listen, three
fields of study and any two other skills as a personal specialties.

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Stuntman
Note that in the 1920s, there is no regulation of the industry. Accidents and
fatalities are frequent.

Occupation Skill Points = EDU × 2 + (DEX × 2 or STR × 2)


Credit Rating: 10-50
Skills: Credit Rating, Climb, Dodge, Electrical Repair or Mechanical
Repair, Fighting, First Aid, Jump, Swim, plus one from either Diving,
Drive Automobile, Pilot (any), Ride.

Tribe Member
Occupation Skill Points = EDU × 2 + (DEX × 2 or STR × 2)
Credit Rating: 0-15
Skills: Credit Rating, Climb, Fighting or Throw, Listen, Natural World,
Occult, Spot Hidden, Swim, Survival (any).

Undertaker
Occupation Skill Points = EDU × 4
Credit Rating: 20-40
Skills: Credit Rating, Accounting, Drive Auto, one interpersonal skill
(Charm, Fast Talk, Intimidate, or Persuade), History, Occult, Psychology,
Science (Biology) and (Chemistry).

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Union Official
During the early twentieth century, union officials find themselves caught
between big business wishing to destroy them, politicians alternately
befriending and condemning them, communists and socialists trying to
infiltrate their ranks, and criminal mobs trying to take them over.

Occupation Skill Points = EDU × 4


Credit Rating: 5-30
Skills: Credit Rating, Accounting, two interpersonal skills (Charm, Fast
Talk, Intimidate, or Persuade), Fighting (Brawl), Law, Listen, Operate
Heavy Machinery, Psychology.

Waiter / Waitress
Occupation Skill Points = EDU × 2 + (APP × 2 or DEX × 2)
Credit Rating: 9-20
Skills: Credit Rating, Accounting, Art/Craft (any), Dodge, Listen, two
interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade),
Psychology, any one skill as a personal specialty.

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White Collar Worker – Clerk
Clerks are habitually underpaid and the work is drudgery, with those
recognized as having talent being earmarked for promotion someday.

Occupation Skill Points = EDU × 4


Credit Rating: 9-20
Skills: Credit Rating, Accounting, Other Language, Law, Library Use,
Listen, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade),
any two other skills as personal specialties.

White Collar Worker – Middle / Senior Manager


Clerks are habitually underpaid and the work is drudgery, with those
recognized as having talent being earmarked for promotion someday.

Occupation Skill Points = EDU × 4


Credit Rating: 20-80
Skills: Credit Rating, Accounting, Other Language, Law, two interpersonal
skills (Charm, Fast Talk, Intimidate, or Persuade), Psychology, any two
other skills as personal specialties.

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Zealot
Intense and vision-driven, scorning an easy life, the zealot agitates for a
better life for humanity, or for some advantage for the group imagined to be
the most worthwhile part of humanity. Some fanatics promote their beliefs
through violence; however, the peaceable majority may be just as
implacable. All dream of the vindication of their beliefs.

Occupation Skill Points = EDU × 2 + (APP × 2 or POW × 2)


Credit Rating: 0-30
Skills: Credit Rating, History, two interpersonal skills (Charm, Fast Talk,
Intimidate, or Persuade), Psychology, Stealth, and any three other skills as
personal specialties.

Zookeeper
Often the zookeeper is specialized in a particular breed of animal. The
Zookeeper is able to use the Medicine skill on animals.

Occupation Skill Points = EDU × 4


Credit Rating: 9-40
Skills: Credit Rating, Art/Craft (Animal Handling), Accounting, Dodge,
First Aid, Natural World, Medicine, Science (Pharmacy), (Zoology).

Other Occupations
While extensive, the above list of sample occupations is not intended to be
exhaustive. Any suitable occupation may be taken, with the mechanical
details agreed with your Keeper.

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4. Finances and Gear
In general, to ease the flow of the game, money does not generally need to
be explicitly tracked in Call of Cthulhu, and investigators should begin with
any equipment that makes sense given their occupation and background.

An investigator’s cash, assets and spending level can be determined from


their Credit Rating as follows.

Credit Rating Cash Assets Spending Level


Penniless (CR 0) $0.50 None $0.50
Poor (CR 1-9) CR × 1 CR × 10 $2
Average (CR 10-49) CR × 2 CR × 50 $10
Wealthy (CR 50-89) CR × 5 CR × 500 $50
Rich (CR 90-98) CR × 20 CR × 2000 $250
Super Rich (CR 99) $50,000 $5+ million $5000

Cash
Not necessarily carried on the person. The Keeper may ask where it is
being kept. For example, if the investigator is travelling abroad, are they
keeping it in a money belt or is there someone back home who can wire
money to them when requested? This will have an impact if the investigator
is robbed or loses their gear.

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Assets
Assets are the things that your investigator owns at the start of play and the
dollar amount on the chart is the total value of those things. The player
should note down the dollar amount and decide form it takes, usually
property or investments, or perhaps shares in a business. If your living
standard includes a house and car, those things constitute a part of your
asset value.

Spending Level
This is an arbitrary amount below which, for ease of play, no record
keeping is required. A character can spend up to his or her spending level
with no expenditure of cash. In theory an investigator could spend an
amount just below their spending level every day, but in practice it should
be used only occasionally—if the Keeper feels a player is exploiting this
financial abstraction, a use of assets may be called for. The spending levels
exist purely to ease the flow of the game; no one wants to track every
penny.

Credit Rating 0: Penniless


Accommodation: such a person would be living on the street.

Travel: walking, hitch-hiking, or stowing away on a train or ship.

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Credit Rating 1-9: Poor
Able to afford the bare minimum of a roof over their head and at least one
meagre meal each day.

Accommodation: restricted to the cheapest rental housing or fleabag hotel.

Travel: public transport of the cheapest sort. Any transport possessed will
be cheap and unreliable.

Credit Rating 10-49: Average


A reasonable level of comfort, three meals a day and occasional treats.

Accommodation: an average home or apartment, either rented or privately


owned. Expect to stay in moderately priced hotels.

Travel: standard forms of travel can be used, but not first class. In a
modern-day period, this person would be likely to own a reliable car.

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Credit Rating 50-89: Wealthy
This level of wealth affords luxury and comfort.

Accommodation: a substantial residence, perhaps with some domestic help


(butler, housekeeper, cleaner, gardener, etc.) Possibly a second home in the
country or abroad. Stays in expensive hotels.

Travel: first class. This person would own an expensive car or equivalent.

Credit Rating 90+: Rich


This level of wealth affords great luxury and comfort.

Accommodation: a plush residence or estate with abundant domestic help


(butler, servants, cleaner, gardener, etc.). Second homes in the country and
abroad. Stays in top hotels.

Travel: first class.


There is no requirement to make any account

Credit Rating 99: Super Rich


As Rich, but money is really no object. Individuals in this category are
among the richest in the world.

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Hand-to-Hand Weapons
Name Skill Damage Cost
Brass Knuckles Fighting (Brawl) 1D3 + 1 + DB $1
Bullwhip Fighting (Whip) 1D3 + half DB $5
(10 ft range)
Burning Torch Fighting (Brawl) 1D6 + burn $0.05
Blackjack / Cosh Fighting (Brawl) 1D8 + DB $2
Club (large) Fighting (Brawl) 1D8 + DB $3
- Baseball Bat etc.
Club (small) Fighting (Brawl) 1D6 + DB $3
- Nightstick etc.
Garotte Fighting (Brawl) 1D6 + DB $0.50
Hatchet / Sickle Fighting (Axe) 1D6 + 1 + DB $3
Knife (large) Fighting (Brawl) 1D8 + DB $2
- Machete etc.
Knife (medium) Fighting (Brawl) 1D4 + 2 + DB $2
- Carving knife etc.
Knife (small) Fighting (Brawl) 1D4 + DB $2
- Switchblade etc.
Spear / Bayonet Fighting (Spear) 1D8 + 1 $25
Sword, Heavy Fighting (Sword) 1D8 + 1 + DB $30
- Sabre, Longsword
Sword, Medium Fighting (Sword) 1D6 + 1 + DB $15
- Rapier, Epee
Sword, Light Fighting (Sword) 1D6 + DB $25
- Foil, Sword Cane
Wood Axe Fighting (Axe) 1D8 + 2 + DB $5

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Thrown and Missile Weapons
Name Skill Damage Base Range Cost Malfunction
Bow & Arrows Firearms 1D6 + half DB 30 yards $7 97-100
(Bow)
Crossbow* Firearms 1D8 + 2 50 yards $10 96-100
(Bow)
Rock, Thrown Throw 1D4 + half DB STR feet - -
Spear, Thrown Throw 1D8 + half DB STR yards $1 -
- Javelin
Throwing Axe Throw 1D6 + half DB STR feet $5 -
Throwing Knife Throw 1D4 + half DB STR feet $3 -
Molotov Throw 2D6 + burn STR feet - 95-100
Cocktail*
Hand Grenade* Throw 4D10 within STR feet - 99-100
3 yards
Dynamite Stick* Throw 4D10 within 3 STR feet 99-100
yards

*Can only be used on alternate rounds, due to loading or preparation time

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Firearms (Handguns)
All of these use the Firearms (handgun) skill.
Name Damage Base Uses per Bullets Cost Malfunction
Range round in Gun
Flintlock 1D6 + 1 10 yards ¼ 1 $30 95-100
(rare antique)
.22 Short* 1D6 10 yards 1 (3) 6 $25 100
.25 Derringer* 1D6 3 yards 1 1 $12 100
.32 Revolver 1D8 15 yards 1 (3) 6 $15 100
.32 Automatic 1D8 15 yards 1 (3) 8 $20 99-100
.38 Revolver 1D10 15 yards 1 (3) 6 $25 100
.38 Automatic 1D10 15 yards 1 (3) 8 $30 99-100
Model P08 Luger 1D10 15 yards 1(3) 8 $75 99-100
.41 Revolver 1D10 15 yards 1 (3) 8 $30 100
(rare)
.45 Revolver 1D10 + 2 15 yards 1 (3) 6 $30 100
.45 Automatic 1D10 + 2 15 yards 1 (3) 7 $40 100

*easy to conceal

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Firearms (Rifles and Shotguns)
All of these use the Firearms (rifle/shotgun) skill.
Name Damage Base Uses per Bullets Cost Malfunction
Range round in Gun
.58 Springfield 1D10 + 4 60 yards ¼ 1 $25 95-100
Musket
(rare)
.22 Bolt-Action 1D6 + 1 30 yards 1 6 $13 99-100
Rifle
.30 Lever-Action 2D6 50 yards 1 6 $19 98-100
Carbine
.45 Martini-Henry 1D8 + 1D6 80 yards 1/3 1 $20 100
Rifle +3
.303 Lee Enfield 2D6 + 4 110 yards 1 5 $50 100
.30-06 Bolt-Action 2D6 + 4 100 yards 1 5 $75 100
Rifle
Elephant Gun 3D6 + 4 100 yards 1 or 2 2 $400 100
20 gauge shotgun 2D6 10 yards 1 or 2 2 $35 100
1D6 20 yards
1D3 50 yards
18 gauge shotgun 2D6 +2 10 yards 1 or 2 2 $40 100
1D6 + 1 20 yards
1D4 50 yards
12 gauge shotgun 4D6 10 yards 1 or 2 2 $40 100
2D6 20 yards
1D6 50 yards
12 gauge shotgun 4D6 5 yards 1 or 2 2 - 100
(sawn-off) 1D6 10 yards
10 gauge shotgun 4D6 + 2 10 yards 1 or 2 2 Rare 100
(rare) 2 D6 + 1 20 yards
1D4 50 yards

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Firearms (Submachine Guns)
All of these use the Firearms (SMG) skill.
Name Damage Base Uses per Bullets Cost Malfunction
Range round in Gun
Bergman MP181 / 1D10 20 yards 1 (2) or 20 / 30/ $1000 96-100
MP2811 full auto 32
Thompson 1D10 + 2 20 yards 1 or full 20 / 30 / $200 96-100
(‘Tommy Gun’) auto 50

Full Machine Guns are military items that are generally out of the price and
access of most investigators; check with your Keeper as necessary.

Other Items and Prices


As previously noted, your investigator can automatically start with items
appropriate for their occupation and credit rating, and purchase cheaper
items as required without keeping track.

Examples of some more significant items that may occur are below.

Accommodation
Fleabag Hotel $0.75
Average Hotel $4.50
Good Hotel $9.00
Luxury Hotel $30.00+
Average Apartment (weekly rent) $10

Outdoor & Travel Gear


Telescope $3.45
Electric Torch $1.35 - $2.25
Rowing Boat (seats 4) $35.00

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Bear Trap $11.45
Carbide Lamp & Fuel $3.00
Rope (50 ft) $8.60

Investigator Tools
Handcuffs $3.35
Dictaphone $39.95
Wire Recorder $129.95
Straightjacket $9.50
Complete Diving Suit $1200.00
Remington Typewriter $40.00
Desk Microscope $17.50
Chemical Fire Extinguisher $13.85
10-volume Encyclopedia $49.00

Travel
Internal Air Travel ticket, per 10 miles $2.00
Train Fare, up to 50 miles $2.00
Train Fare, up to 100 miles $3.00
International Air Travel, per 100 miles $18.00
Bus Fare $0.05

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5. Personal Interest Skills
Calculate personal interest points by multiplying INT by 2.

Allot these points to improve any* skills to round out the investigator (not
forgetting fighting and firearms skills, if appropriate). These may be used to
further bolster occupation skills, if desired.

*In general, no starting investigator should begin with points in the Cthulhu
skills, unless by agreement with the Keeper.

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6. Backstory
Your character sheet contains sections for Personal Description, Traits,
Ideology & Beliefs, Injuries & Scars, Significant People, Phobias &
Manias, Meaningful Locations, Arcane Tomes & Spells, Treasured
Possessions, and Encounters with Strange Entities.

At the beginning of play, your new investigator should have blank sections
for Arcane Tomes & Spells and Encounters with Strange Entities, and
need not have anything in Injuries & Scars and Phobias & Manias. These
sections will likely gain content during your career as an investigator.

The other sections may be filled in either freely as desired, and/or using the
following guidance to help you.

Personal Description
Refer to your APP score (50 is roughly average) to guide how your
character may look. You could choose words from the following list:
Rugged Handsome Ungainly Pretty
Glamorous Baby-faced Smart Untidy
Dull Dirty Dazzler Bookish
Youthful Weary Plump Stout
Hairy Slim Elegant Scruffy
Stocky Pale Sullen Ordinary
Rosy Tanned Wrinkled Stuffy
Mousy Sharp Brawny Dainty
Muscular Strapping Gawky Frail

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Traits
You could roll 1D10 or pick one of the following. Take the result and
make it specific and personal to your investigator.
1. Generous (e.g. generous tipper, always helps out a person in need,
philanthropist).
2. Good with Animals (e.g. loves cats, grew up on a farm, good with
horses).
3. Dreamer (e.g. given to flights of fancy, visionary, highly creative).
4. Hedonist (e.g. life and soul of the party, entertaining drunk, "live fast and
die young").
5. Gambler and a risk-taker (e.g. poker-faced, try anything once, lives on
the edge).
6. Good Cook (e.g. bakes wonderful cakes, can make a meal from almost
nothing, refined palate).
7. Ladies’ man/seductress (e.g. suave, charming voice, enchanting eyes).
8. Loyal (e.g. stands by his or her friends, never breaks a promise, would
die for his or her beliefs).
9. A good reputation (e.g. the best after-dinner speaker in the country, the
most pious of men, fearless in the face of danger).
10. Ambitious (e.g. to achieve a goal, to become the boss, to have it all).

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Ideology & Beliefs
Roll 1D10 or pick one of the following. Take the result and make it specific
and personal to your investigator.
1. There is a higher power that you worship and pray to (e.g. Vishnu, Jesus
Christ, Haile Selassie I).
2. Mankind can do fine without religions (e.g. staunch atheist, humanist,
secularist).
3. Science has all the answers. Pick a particular aspect of interest (e.g.
evolution, cryogenics, space exploration).
4. A belief in fate (e.g. karma, the class system, superstitious).
5. Member of a society or secret society (e.g. Freemason, Women’s
Institute, Anonymous).
6. There is evil in society that should be rooted out. What is this evil? (e.g.
drugs, violence, racism).
7. The occult (e.g. astrology, spiritualism, tarot).
8. Politics (e.g. conservative, socialist, liberal).
9. “Money is power, and I’m going to get all I can” (e.g. greedy,
enterprising, ruthless).
10. Campaigner/Activist (e.g. feminism, gay rights, union power).

Injuries & Scars


If your character has a particularly low characteristic score (STR, DEX,
CON, or APP, in particular) you could include some interesting detail here
to explain it.

Significant People
Roll 1D10 or pick one from each of the two lists below. Take
the result and make it specific and personal to your investigator.
Think of a name for these people.

First, who?

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1. Parent (e.g. mother, father, stepmother).
2. Grandparent (e.g. maternal grandmother, paternal grandfather).
3. Sibling (e.g. brother, half-brother, stepsister).
4. Child (e.g. son or daughter).
5. Partner (e.g. spouse, fiancé, lover).
6. Person who taught you your highest occupational skill. Identify the skill
and consider who taught you (e.g. a schoolteacher, the person you
apprenticed with, your father).
7. Childhood Friend (e.g. classmate, neighbour, imaginary friend).
8. A famous person. Your idol or hero. You may never have even met (e.g.
film star, politician, musician).
9. A fellow investigator in your game. Pick one or choose randomly.
10. A non-player character (NPC) in the game. Ask the Keeper to pick one
for you.

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Next, roll to determine why that person is so significant to you. Not all of
these options will mesh with every person, so you may have to roll more
than once or simply pick something that feels appropriate.

1. You are indebted to them. How did they help you? (e.g. financially, they
protected you through hard times, got you your first job).
2. They taught you something. What? (e.g. a skill, to love, to be a man).
3. They give your life meaning. How? (e.g. you aspire to be like them, you
seek to be with them, you seek to make them happy).
4. You wronged them and seek reconciliation. What did you do? (e.g. stole
money from them, informed the police about them, refused to help when
they were desperate).
5. Shared experience. What? (e.g. you lived through hard times together,
you grew up together, you served in the war together).
6. You seek to prove yourself to them. How? (e.g. by getting a good job, by
finding a good spouse, by getting an education).
7. You idolize them (e.g. for their fame, their beauty, their work).
8. A feeling of regret (e.g. you should have died in their place, you fell out
over something you said, you didn’t step up and help them when you had
the chance).
9. You wish to prove yourself better than them. What was their flaw? (e.g.
lazy, drunk, unloving).
10. They have crossed you and you seek revenge. For what do you blame
them? (e.g. death of a loved one, your financial ruin, marital breakup).

Meaningful Locations
Roll 1D10 or pick one of the following. Take the result and make it specific
and personal to your investigator. Think of a name for these places.
1. Your seat of learning (e.g. school, university, apprenticeship).
2. Your hometown (e.g. rural village, market town, busy city).
3. The place you met your first love (e.g. a music concert, on holiday, a
bomb shelter).
4. A place for quiet contemplation (e.g. the library, country walks on your
estate, fishing).
5. A place for socializing (e.g. gentlemen’s club, local bar, uncle’s house).

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6. A place connected with your ideology/belief (e.g. parish church, Mecca,
Stonehenge).
7. The grave of a significant person. Who? (e.g. a parent, a child, a lover).
8. Your family home (e.g. a country estate, a rented flat, the orphanage in
which you were raised).
9. The place you were happiest in your life (e.g. the park bench where you
first kissed, your university, your grandmother’s home).
10. Your workplace (e.g. the office, library, bank).

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Treasured Possessions
Roll 1D10 or pick one of the following. Take the result and
make it specific and personal to your investigator.
1. An item connected with your highest skill (e.g. expensive suit, false ID,
brass knuckles).
2. An essential item for your occupation (e.g. doctor’s bag, car, lock picks).
3. A memento from your childhood (e.g. comics, pocketknife, lucky coin).
4. A memento of a departed person (e.g. jewellery, a photograph in your
wallet, a letter).
5. Something given to you by your Significant Person (e.g. a ring, a diary, a
map).
6. Your collection. What is it? (e.g. bus tickets, stuffed animals, records).
7. Something you found but you don’t know what it is – you seek answers
(e.g. a letter you found in a cupboard written in an unknown language, a
curious pipe of unknown origin found among your late father’s effects, a
strange silver ball you dug up
in your garden).
8. A sporting item (e.g. cricket bat, a signed baseball, a fishing rod).
9. A weapon (e.g. service revolver, your old hunting rifle, the hidden knife
in your boot).
10. A pet (e.g. a dog, a cat, a tortoise).

Key Backstory Connection


Which item of the backstory is most significant to your investigator? Mark
it with a star, put it in capitals, or in some way make it stand out on your
character sheet.

Final Details
Add a suitable name, birthplace, and pronoun to your character sheet; these
have no mechanical influence on the game and can be chosen freely.

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Pick a suitable town of residence for your character, if necessary with
consultation with your Keeper to make sure this is consistent with the start
of the campaign.

Your Story
Using the details from your character sheet for guidance, write a few
sentences outline biography of your character.

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