Depending onthe specific situation, the Keeper may allow the use of analternate specialization at an increased level of difficulty if 96chapter 5: skills For each skill, a number of examples are provided for Combined Skill Rollwhat might constitute a pushed roll, and also some of thepossible consequences for failing a pushed roll. Science (Geology) Geology Science (Pharmacy) Pharmacy Players should be especially aware of the new social skills Science (Physics) Physicsof Charm and Intimidate, and may wish to spend points Sleight of Hand Concealfrom their skill pool to boost these. what do you blame them? Jumping radio, television and Internet news services.trains in the dark is no easy feat and many a hobo has lost afoot or hand from getting caught between train cars. Credit Rating: 565 Cult Leader Suggested Contacts: Other petty criminals, street-level America has always generated new religions, from the New law enforcement. Partner (e.g. jewelry, a photograph in your wallet, a letter). try that you feel is most important to them. Whether your appearance and yourther roll on the tables or simply pick ones that seem suitable, personality match is another question; a person may lookor just use the lists for inspiration. Diver Skills: Two interpersonal skills (Charm, Fast Talk, Divers could work in the military, law enforcement or in Intimidate or Persuade), Drive Auto, Fighting civilian occupations like sponge gathering, salvage, conser- (Brawl) or Firearms, History, Occult, Psychology, vation or even treasure hunting. The likelihood of owning majoreffect of gender in specific societies and historical periods. or given the option to become involved. If your chosen profession states a lower Credit Rating skill than 40%, you should set an 60chapter 3: creating investigators appropriate Credit Rating skill value and distribute War Experience Package the excess points elsewhere. Some are mainly office-based, working telephones toSailor contact potential clients, while others travel between com- munities to sell their wares door-to-door.Sailors may be military or commercial. Thus by default his $2050 is tied upAssets: Assets are the things that your investigator owns at the in his home.start of play and the dollar amount on the chart is the total value opportunity to roll dice to, in some way, save that key con- asks for a CON roll at Hard difficulty level to manage to carry nection. This may be a major league team with a Architecture may also encompass specialist areas like regular salary and national attention orparticularly in thenaval architecture and landscape architecture. There have been very few changes in those 30 years. Rigorous and demanding, the life of the farmer is suited Skills: Art/Craft (Technical Drawing), Electrical Repair, to those who enjoy manual labor and outdoor activities. a schoolteacher, the person you apprenticed with, your father). spend most of their time indoors, working and writing, however some go on to become field researchers. A player may buy additional items, if available for purchase.The name of the investigator is whatever the player findsentertaining or evocative. Child (son or daughter).10. Like this book? Items that fit the profile of your investigators living standard do not need to be paid foryou simply own those. Suggested Contacts: Union members, trade-relevant Christian and Islamic proselytizers and Buddhist and specialists. Other Language, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Psychology, Occupation Skill Points: EDU x 2 + (APP x 2 or DEX x 2) Sleight of Hand, Stealth. Rifles and handguns can impale, however shotguns, which fire a mass of smaller shot, cannot impale (although a shot-Burst/Full Auto: some automatic weapons can be switched gun loaded with slugs instead of pellets could impale). Clerks are habitually underpaid and the work isdrudgery, with those recognized as having talent being Occupation Skill Points: EDU x 4earmarked for promotion someday. Reloading is what takes the time, not chambering the round. In the U.S., a lawyer tends to mean an attorney, while in Occupation Skill Points: EDU x 4 England the term loosely refers to a variety of professions including barristers, solicitors and legal executives. black market and legitimate buyers. Some companies spend consider-Either employed within a business or working as a freelance able amounts of time touring foreign parts, such as Canada,consultant with a portfolio of self-employed clients or busi- Hawaii, Australia and Europe. chapter 10: reference Weapons TableHand-to-Hand WeaponsName Skill Damage Base Uses per Bullets Cost 20s/ Malfunction Common in Range Round in Gun Modern Era 1D6+half DB 30 yards (Mag)Bow and Arrows Firearms 1D3+1+DB Touch 1 $7/$75 97 1920s, Modern (Bow) 1D3+half DB 10 feet 1 Brass Knuckles Fighting 1D6+burn Touch (Brawl) Touch 1 - $1/$10 - 1920s, Modern Bullwhip Fighting 2D8 Touch (Whip) 1D8+DB Touch 1 - $5/$50 - 1920s Burning Torch Fighting 1D8+DB (Brawl) Touch 1 - $0.05/$0.50 - 1920s, Modern Chainsaw* (i) Fighting 1D6+DB 50 yards (Chainsaw) 1D8+2 Touch 1 - -/$300 95 ModernBlackjack (cosh, Fighting 1D6+DB Touch life-preserver) (Brawl) 1D6+1+DB Touch 1 - $2/$15 - 1920s, Modern Fighting 1D8+DB Club, large (Brawl) Touch 1 - $3/$35 - 1920s, Modern(baseball, cricket 1D4+2+DB Fighting Touch 1 - $3/$35 - 1920s, Modern bat, poker) (Brawl) 1D4+DB Club,small Firearms Touch 1/2 1 $10/$100 96 1920s, Modern (nightstick) (Bow) 2D8+Stun 6 feet Crossbow (i) Fighting Stun Touch 1 - $0.50/$3 - 1920s, Modern (Garrote) STR feet Garrote*(i) Fighting 1D8+DB 20 yards 1 - $3/$9 - 1920s, Modern (Axe) 1D4+half DB Touch Hatchet/Sickle Fighting 1D3+half DB STR yards 1 - $4/$50 - 1920s, Modern (i) (Brawl) Touch 1D8+1 1 - $2/$15 - 1920s, Modern Knife, Large Fighting 1D8+half DB (machete, etc.) Perhaps he or she was one of the few who escaped with their lives from the sinking Titanic, served The categories of Injuries & Scars, Phobias & Manias, Ar- as a police officer in New York City on September 11, 2001,cane Tomes, Spells & Artifacts, and Encounters with Strange or stood on the front lines of the Boer War? Skills: Jump, Listen, Natural World, Psychology, Science (Zoology), Stealth, Track, any one other skill as a Skills: Appraise, Archeology, History, Other Language personal or era specialty. Alternatively the chain can break and connect with the users body (2D8 damage). ist financial advisers are needed to take care of it.Deprogrammer Probably well educated, though not[Modern] necessarily accomplished in anything. Suggested Contacts: Bibliographers, book dealers, li- braries and universities, clients. Middle and seniormanagers attract higher salaries, with greater responsibili- Credit Rating: Lower Middle to Middle class.ties and say in how the business is managed day-to-day.Although unmarried white-collar workers are not in- Suggested Contacts: Scientists, environmentalists.frequent, most executive types are family-oriented, witha spouse at home and childrenit is often expected of Skills: Art/Craft (Animal Handling), Accounting,them. S Spells (only if a believer) with the KeepersS Add 60 bonus skill points divided amongst any of the permissionthe Keeper will determine what spell(s) following skills: Climb, Drive Auto, Fighting (any), the investigator has access to. tigator sheet. Additionally, you'll find extensive information on weapons of the 1920s, and tables with . The place you met your first love (e.g. requiring slightly more skill than that of a janitor. Doctors may also serve as part- or full-time Medical Ex- aminers, conducting autopsies and signing death certificates for the city, county or state. 4. Mark it with star or underline it on the inves- pocketknife, lucky coin). You can publish your book online for free in a few minutes. For the minority, great success andwealth can be found by being in the right place at the right Skills: Anthropology, History, Library Use, one inter-time, plus having a modicum of talent. Allows dating and identification of artifacts from past cul-Pushing examples: taking more time to study the target/s; tures, and the detection of fakes. 9. The Keeper may allow the use of running quickly.this option whenever a player rolls three or more character-istics that begin below 50. A chauffeur is either directly employed by an individualor firm, or works for an agency that hires both car and chauf- Skills: Accounting, History, Own Language, two inter-feur out for single engagements or on a retainer basis. Fast Talk, Intimidate or Persuade), Psychology, Sleight of Hand. police, city government, politicians, judges, unions, 81investigator's handbookhave to be rich to be a gentleman, as often family status is Skills: Art/Craft (any), two interpersonal skills (Charm,more important than family wealth in terms of the highest Fast Talk, Intimidate or Persuade), Dodge, Psychol-society. Your seat of learning (e.g. Larger corporations may also employ such academ- Psychoanalysis, Psychology, Science (Biology),ics for research and product development. What? Drivers are usually required to obtaina special license that includes a background check by the Suggested Contacts: News industry, local government,police detective bureau. Getting noticed is hard and thengetting a recording contract is also difficult. In 6th edition, all human movement rates are the same (8), whereas 7th edition introduces scaled movement values Rolling 9 on 3D6 and multiplying it by 5 gives Harvey a (see Movement Rate, page @@).Luck score of 45. the player can choose any skill befitting their character, their motivations and view occupation, era or character concept. Company Opera-Skills: Climb, Dodge, Jump, Throw, Spot Hidden, Swim, tives are plainclothes detectives, sent out on cases requiring any two other skills as personal or era specialties. (Charm, Fast Talk, Intimidate or Persuade), any two other skills.Skills: Accounting, History, Library Use, Listen, OtherLanguage, one interpersonal skill (Charm, Fast CowboyTalk, Intimidate or Persuade), Psy-chology, any one other skill. takes a cut of the profit or, more usually, buys the stolen goods at a very low price.Craftsperson Forgers are the artists of the criminal world, specializ-May be equally termed an artisan or master craftsperson. Skills: Art/Craft (any), two interpersonal skills (Charm, Occupation Skill Points: EDU x 2 + STR x 2 Fast Talk, Intimidate or Persuade), Firearms (Rifle/ Shotgun), History, Other Language (any), Navigate, Credit Rating: 6-15 Ride. Perhaps your investigator served in a war, or gained some familiarity with knives or guns while growing up on a farm. a ring, a diary, a map). Working alone or in a team, they Intimidate, Locksmith, Operatedescend on wealthy individuals or com- Heavy Machinery, any one other skillmunities, fleecing their targets of their as personal or era specialty.hard-earned savings. @@) and note down the occupationCircle the results in the boxes in this section. Without that, I can't legally help you. stole money from them, informed 10. Likewise, the consequences of a Bow (15%)see Firearmsfailed pushed roll will be best served if inspiration is drawn Brawl (25%)see Fightingfrom current game events, non-player characters and the Chainsaw (10%)see Fightinggame world. Fill in half and fifth values during play. Make 3 improvement checks for EDU.60s Deduct 20 points from STR, CON or DEX (split across one, two or all three), and reduce APP by 15. This essential player's aid for Call of Cthulhu provides it. The average 1920s Livingtrack every penny. Being at the hub of the business, most secretaries know Occupation Skill Points: EDU x 2 + (DEX x 2 or STR x 2)more about the inner workings and operations of the busi-ness than their bosses do. The southern Bible Belt supports many traveling tent shows Credit Rating: 2040 featuring song, dance, and gospel revival. If your investigator is up close with his shotgun skill by 40%. ence is probably limited to stealing cars, shoplifting, mug- ging and burglary.Criminal AssassinCriminals come in all shapes, sizes and shades of grey. in his or her own right and a small number do enjoy the media attention for political or financial gain. (e.g. .303 Lee- Modern Enfield Firearms (rifle) 5 $275 100 Modern .30-06 FirearmsBolt-Action (rifle) 5 $400 98 Modern 2 $400/$1,800 100 Rifle Firearms 1920s, .30-06 (rifle) Modern Semi-Automatic Rifle.444 Marlin Rifle Elephant Gun (2B), chapter 10: referenceHandguns Name Skill Damage Base Range Uses per Bullets in Cost 20s/ Malfunc- Common in 1D6+1 10 yards Round Gun (Mag) Modern tion Era Flintlock Firearms 10 yards $30/$300 95 Rare (handgun) 1D6 3 yards 1/4 1 $25/$190 .22 Short Firearms 1D6 15 yards 1 (3) 6 $12/$55 100 1920s,Automatic (handgun) 1D8 1 $15/$200 Modern Firearms 15 yards 1 6 .25 Der- (handgun) 1D8 1 (3) $20/$350 100 1920aringer (1B) Firearms 15 yards 8 (handgun) 1D8+1D4 1 (3) -/$425 100 1920s, .32 or 15 yards 6 Modern 7.65mm Firearms 1D10 15 yards 1 (3) $25/$200 Revolver (handgun) 1D10 15 yards 8 $30/$375 99 1920s, .32 or 1D10 15 yards 1 (3) 6 Modern 7.65mm Firearms 1D10 15 yards 1 (3) 15 -/$500Automatic (handgun) 1D10 15 yards 1 (3) 17 -/$500 100 Modern 1D10 15 yards 1 (3) 8 $75/$600 .357 Firearms 1D10+1D4+2 1 (3) 8 $30/- 100 1920s, Magnum (handgun) 15 yards 1 (3) 6 -/$475 Modern Revolver Firearms 1D10+2 15 yards 1 (3).38 or 9mm (handgun) 1D10+2 15 yards 6 $30/$300 99 1920s, Revolver Firearms 1D10+1D6+3 1 (3) 7 $40/$375 Modern (handgun) 1 (3) 7 .38 Firearms 1 (3) -/$650 98 ModernAutomatic (handgun)Beretta M9 Firearms 98 Modern (handgun) Glock 17 Firearms 99 1920s,9mm Auto (handgun) ModernModel P08 Firearms (handgun) 100 1920s, Rare Luger .41 Firearms 100 Modern (handgun) Revolver Firearms 100 1920S, .44 (handgun) Modern Firearms Magnum (handgun) 100 1920s, Revolver Modern .45 94 Modern Revolver .45AutomaticIMI Desert Eagle 253, investigator's handbookShotguns Skill Damage Base Range Uses per Bullets Cost 20s/ Malfunction Common Round in Gun Modern in Era Name (Mag) 20-gauge Firearms 2D6/1D6/1D3 10/20/50 1 or 2 2 $35/Rare 100 1920s Shotgun (shotgun) yards 1 or 2 2 2D6+2/ 1 or 2 2 $40/Rare 100 1920s (2B) Firearms 1D6+1/1D4 10/20/50 5 16-gauge (shotgun) 4D6/2D6/1D6 yards 1 5 $40/$200 100 1920s, Shotgun 2 2 Firearms 4D6/2D6/1D6 10/20/50 1 or 2 Modern (2B) (shotgun) yards 2 12-gauge 4D6/2D6/1D6 1 or 2 7 $45/$100 100 Modern Shotgun Firearms 10/20/50 1 or 2 (shotgun) 4D6/1D6 yards 8 $45/$100 100 Modern (2B) 1 12-gauge Firearms 4D6+2/ 10/20/50 N/A 100 1920s Shotgun (shotgun) 2D6+1/1D4 yeards (Pump) 4D6/2D6/1D6 Rare 100 1920s 12-gauge Firearms 5/10 yards -/$895 Rare Shotgun (shotgun) 4D6/2D6/1D6(semi-auto) 10/20/50 100 Modern 12-gauge Firearms yards Shotgun (shotgun) -/$600 98 Modern(2B sawed 10/20/50 Firearms yards off) (shotgun) 10-gauge 10/20/50 Shotgun Firearms yards (shotgun) (2B) 12-gaugeBenelli M3 (folding stock) 12-gauge SPAS (folding stock)Submachine Guns (i)Name Skill Damage Base Range Uses per Bullets in Cost 20s/ Malfunc- Common in 1D10 20 yards Round Gun (Mag) Modern tion EraBergmann Firearms 20/30/32 $1,000 96 MP181/ (SMG) 1D10 1 (2) or full 1920s MP2811 1D10 auto Firearms 1D8Heckler & (SMG) 1D10+2 20 yards 1 (2) or full 15/30 N/A 97 ModernKoch MP5 1D10 15 yards auto 32 $750 96 Modern Firearms 15 yards 20 N/A 96 Modern Ingram (SMG) 20 yards 1 (3) or full $200 96 1920s MAC-11 20 yards auto 20/30/50 $1,000 98 Modern Skorpion Firearms 32 (SMG) 1 (3) or full SMG autoThompson Firearms (SMG) 1 or full Uzi SMG auto Firearms (SMG) 1 (2) or full auto 254, chapter 10: referenceAssault Rifles (i) Name Skill Damage Base Range Uses per Bullets in Cost 20s/ Malfunc- Common in 2D6+1 100 yards Round Gun (Mag) Modern tion EraAK-47 or Firearms 110 yards 100 AKM (rifle) 2D6 250 yards 1 (2) or full 30 $200 Modern AK-74 2D10+1D8+6 auto $1,000 Firearms 30 $3,000 97 Modern Barrett (rifle) 1 (2) or full $1,500Model 82 auto 11 96 Modern FN FAL Firearms $2,000 (rifle) 1 Light N/AAutomatic Firearms 2D6+4 110 yards 1 (2) or 20 N/A 97 Modern (rifle) burst 3 $1,100 Galil $2,800 Assault Firearms 2D6 110 yards 1 or full 20 98 Modern (rifle) auto Rifle M16A2 Firearms 2D6 110 yards 1 (2) or 30 97 Modern (rifle) burst 3 97 Modern M4 99 Modern Firearms 2D6 90 yards 1 or burst 3 30 99 ModernSteyr AUG (rifle) 2D6 110 yards 1 (2) or full 30 Beretta Firearms M70/90 (rifle) auto Firearms 2D6 110 yards 1 or full 30 (rifle) autoMachine Guns (i)Name Skill Damage Base Range Uses per Bullets in Cost 20s/ Malfunc- Common in 2D6+4 100 yards Round Gun (Mag) Modern tions EraModel 1882 Firearms Full auto $2,000 96Gatling Gun (MG) 200 1920s Rare Browning FirearmsAuto Rifle (MG) 2D6+4 90 yards 1 (2) or full 20 $800 100 1920s auto M1918 Firearms .30 (MG) 2D6+4 150 yards Full auto 250 $3,000 96 1920s Browning Firearms 2D6+4 110 yards 1 or full 30/100 $3,000 96 1920s M1917A1 (MG) 2D6+4 110 yards auto 27/97 $3,000 96 1920s Bren Gun 2D6+4 4000 98 Modern Firearms 2D6 Full auto 30/200 N/A 99 Modern Mark I (MG) 2D6+4 250 N/A 99 1920sLewis Gun 200 yards Full auto N/A Minigun* Firearms (MG) 110 yards Full autoFN Minimi, 5.56mm, Firearms 110 yards Full auto Vickers (MG) .303 Firearms Machine (MG) Gun 255, investigator's handbookExplosives, Heavy Weapons, Misc. 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