Setting: British Columbia, Canada, 1921.
Player Characters:
Jack M. Sperce, 19 (Kalvinator)
STR 15
CON 9
DEX 12
SIZ 17
INT 13
POW 10
APP 13
EDU 14
Secondary Attributes:
Idea 65
Knowledge 70
Luck 50
Damage Bonus: +1D4
Magic Points: 10
HP: 13/13
Sanity 50
STR 10
CON 15
DEX 11
SIZ 12
INT 14
POW 12
APP 15
EDU 17
SECONDARY ATTRIBUTES
Idea 70
Knowledge 85
Luck 60
Damage Bonus: +0
Magic Points: 12
Hit Points: 14
Sanity: 60
OCCUPATIONAL SKILLS
History 30
Other Language 46
-Turkish
-French
-Spanish
Martial Arts 31
Explosives Knowledge 61
Handgun 38
Throw 75
Rifle 45
Shotgun 32
Persuade 45
Bargain 44
Athleticism 61
Drive Auto 31
STR 9
CON 17
DEX 11
SIZ 12
INT 10
POW 12
APP 11
EDU 16
SECONDARY ATTRIBUTES:
Idea 50
Knowledge 80
Luck 60
Damage Bonus +0
Magic Points: 12
HP: 15
Sanity: 58
Occupational Skills
Operate Heavy Machinery 31
Mechanical Repair 60
Locksmith 11
Engineering 31
Bargain 35
Other Language 21
-Dutch
-French
-German
Persuade 25
Build 71
Hobby Skills
Shotgun 45
Climb 70
First Aid 40
Fast Talk 55
STR 10
CON 18
DEX 6
SIZ 10
INT 17
POW 11
APP 9
EDU 21
SECONDARY ATTRIBUTES
Idea 85
Knowledge 105
Luck 55
Damage Bonus +0
Magic Points 11
HP: 14
Sanity: 55
Rifle 45
Other Language 75
-Latin
-Dutch
-Haida
Spot hidden 75
Disguise 62
Drive Auto 30
Accounting 60
Fast talk 50
Persuade 45
Hobby Skills:
Swim 55
Library use 65
Hide 70
Ride 45
Name: Frank Koller
Sex: Male
Age: 36
Nationality, Birthplace: American (German Ancestry), Milwaukee, WI
Occupation: Detective
Colleges, Degrees: Nope
Mental Disorders: Nope
Stats-
Strength (STR): 11
Constitution (CON): 13
Size (SIZ): 10
Dexterity (DEX): 13
Appearance (APP): 7
Intelligence (INT): 12
Power (POW): 15
Education (EDU): 9
Idea: 60
Knowledge (KNW): 45
Luck: 75
Damage Bonus (DB): +0
Magic Points (MP): 15
Hit Points (HP): 12
Sanity (SAN): 75
Skills-
Gather Information: 20
Listen: 15
Move Silently: 20
Open Lock: 20
Escape Artist: 20
Disguise: 20
Read Lips: 10
Research: 10
Hobby Skills-
Boxing: 25
Gambling: 25
Pistol: 25
Fishing: 25
Notes-
Frank is an old school Private Investigator, drawn to British Columbia through investigating a series of disappearances. He believes that here in Canada the solution to the puzzle will present itself.
Occupation:Dealer and collecter of military equipment, vehicles, and weapons
Degrees: gun smithing, lock picking, mechanics
Mental Disorders:none
STR:9
CON:13
SIZ:9
DEX:10
APP:12
INT:15
POW:10
EDU:13
Idea:45
Knowledge:75
Luck:60
Damage bonus: 0
MP:13
HP:13
Sanity:80
Law:25
Opr. Hvy. Mch:50
History:20
Drive Auto:50
Craft:36
First Aid:36
Fast Talk :38
CON 12
DEX 11
SIZ 12
INT 18
POW 9
APP 10
EDU 11
IDEA: 90
Knowledge: 55
Luck: 45
Damage Bonus: +1d4
Magic Points: 9/9
Hit Points: 14/14
Sanity: 45
Occupational Skills
Credit Rating 25 (15+10)
Fast Talk 20 (05+15)
Library Use 30 (25+5)
Listen 30 (25+5)
Other Language (French) 46 (01+45)
Own Language (English) 65 (55+10)
Photography 25 (10+15)
Spot Hidden 30 (25+5)
Hobby Skills
Dodge 62 (22+40)
Drive Auto 55 (20+35)
Martial Arts (Boxing) 71 (01+70)
Swim 60 (25+35)
Age: 27
Nationality: Canada
Occupation: Freelance journalist
Clara Miller writes and sells articles to various Canadian newspapers. It is a uneven business that sometimes gives good pay and sometimes none at all. She's looking for that one big scoop that will let her make a breakthrough. To aid her financial situation, Clara works as a boxer at the backroom club Robertson's, a less than legal establishment for rich people who enjoy watching strong women beat each other up.
Strength (STR) measures the raw physical power your investigator can bring to bear. It influences the amount of damage he can deliver with a punch or kick, as well as his grip, or ability to lift heavy items.
Constitution (CON) is a measure of the hardiness of your investigator. It influences the amount of damage you can take before going unconscious or dying as well as how resistant you are to diseases and poison.
Dexterity (DEX) is a measure of your investigator's agility and speed.
Size (SIZ) is a measure of your investigator's phys- ical mass. It influences how much damage you can take, as well as how much you can deliver. Also, as a measure of your Investigator's weight, it influ- ences the ability of horrible monsters to pick him up and toss him around the room.
Intelligence (INT) is a rough guide to your investi- gator's cunning and ability to make leaps of logic and intuition.
Power (POW) is a combination of per- sonal magnetism, spirit, and mental stability. It influences your charac- ter's ability to cast magical spells, as well as his resistance to the sanity-blasting horrors of the Cthulhu Mythos.
Appearance (APP) measures the charm and physi- cal appeal of your character.
Education (EDU) is a measure of the knowledge which your investigator has accumulated through formal education, or the venerated "School of Hard Knocks."
Secondary Attributes:
Idea is used as a percentile roll to give your investigator information, or to make leaps of deduction in certain situations.
Knowledge is used as a percentile roll to show how your investigator's education and training gives insight in certain situations.
Luck is used as a percentile roll to give your character gleans of insight in certain situations. The Luck roll is often used to give your character a last chance in a crisis situation, or to cause bad things to happen to the only investigator in the group to fail the roll.
Damage Bonus is how much extra damage your investigator does with a successful close-combat attack.
Magic Points fluctuate up and down as you cast spells or activate arcane alien devices. If your investigator's MPs ever fall below 0, he goes unconscious until he can recover them.
Hit Points are figured by adding SIZ and CON together, then dividing the total by two and round- ing up. As your investigator takes damage from combat or other events, your HPs will drop. If you drop to only 2 HPs, your investigator goes uncon- scious. If he hits -2 or lower, he is dead.
Sanity is used as a percentile roll that presents your investigator's ability to remain stoic in the face of horrors. As you face the horrors of the Cthulhu Mythos your SAN score fluctuates. It can raise above it's starting level, but can never be higher than 99 minus the value of your Cthulhu Mythos skill.