Education (EDU): Knowledge and learning capacity. EDU determines the numbers of initial skills a player may purchase. EDU is considered by the Keeper when resolving many actions. Translating a foreign language, recalling historical facts, diagnosing a disease and all Skill Tests when a character uses his/her acquired knowledge and "book-learning" rely on this level of Education. An EDU of 3 probably means the character was raised by wolves. A 20 EDU means the character is a certified genius.
Dexterity (DEX): An investigator's agility and manual dexterity. The keeper uses a character's DEX when settling the outcome of all actions requiring agility, slight of hand, or the performance of delicate operations. Example of DEX actions include picking a lock, firing a gun and repairing miniature mechanical or electronic equipment. Someone with a DEX of 3 can't walk and chew gum at the same time. A character with a dex of 20 could be a stage magician or an Olympic gymnast.
Constitution (CON): This is the investigators physical health and toughness. CON establishes a character's Wound Points. It's also a factor when the Keeper determines the effects of poisons, electrical shock, radiation exposure and other instances when an investigator depends on his physical toughness. A character with a CON of 3 passes out after one beer. Someone with a CON of 20 is probably invulnerable to everything except kryptonite.
Power (POW): An investigator's psychic and spiritual awareness. POW determines a character's initial Sanity Points and comes into play when performing magical or psychic feats. It also indicates how strongly a character is tied to intuitions and emotions rather than hard logic. Power is considered by the Keeper when judging Tests of spell-casting, mind reading, psychic combat, resisting possesion and other times when a character relies on his innate psychic and magical talent. Characters with high POW are more attuned to the supernatural and fare better during Sanity Tests than other investigators with low POW. A person with a 3 POW is frightened by his own shadow. Some one with a POW of 20 could be a celebrated psychic or march straight into the depths of Hell without flinching.
Sanity Points (SP): An investigator's mental stability and a guide for how he reacts when confronted with arcane horror. Sanity ranges from zero to 100 and is initially determined by a character's POW times five. From then on, Sanity is independent of POW and each may be raised or lowered without affecting the other. Sanity will be lowered when the character encounters supernatural entities, witness ghastly acts, or reads terrifying secrets.
Magic Points (MP): While POW is a sum of a character's total magical awareness, Magic Points represent the actual amount of magical/psychic energy available to a character. At the start of the game, MP are equal to an investigator's POW. During the course of an adventure, a character may attempt psychic or magical actions expending MPs in the process. Magic points are regained through rest and meditation.
Wound Points (WP): Critical in combat, this is a rating of how many wounds an investigator can sustain before falling unconscious or dying. A character's Wound Points are equal to his/her CON score. If a character is reduced to 2 or fewer WPs, he falls unconscious. If a character is reduced to 0 or fewer WPs, he is dying and will die in one minute (or six combat rounds) unless he recieves First Aid, in which case he is stabilized.
Movement (MOVE): Another combat related score, MOVE reflects the character's physical speed and determines how far he may move during a combat round. The average MOVE score for most humans is about 8, which means the character may take a maximum of eight steps during a single round of combat. Dex dertrmines a character's MOVE score, based on the following chart.
DEX: |
3
|
4-5
|
6-7
|
8-12
|
13-15
|
16-17
|
18-19
|
20
|
MOVE: |
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
The Keeper may modify a character's MOVE score based on other factors. For example, a character who is confined to a wheel chair or requires the use of a cane may still have a high DEX score reflecting his manual dexterity and hand-eye coordination, but would have a reduced MOVE score set at the Keeper's discretion.
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Here's the list of Skills and Descriptions useable by the players. They are divided by Combat and Non-Combat.
The Format that they are listed in is as such:
Skill: (Linked Statistics) Point Value *Prerequisite* - Description
[Non-Combat Skills]   [Combat Skills]
Non-Combat
[A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z]
Accounting: (EDU) 3 Points - Accounting and bookkeeping procedures. All characters have a basic knowledge of math, but this skill is used to check financial ledgers and books for inconsistencies and embezzlement. The investigator understands complex financial transactions and may search old ledgers for clues to how a person or business made its money and how the money was spent.
Anthropology: (EDU) 4 Points - This skill pertains to the study of human culture. It's used to glean information on the practices and beliefs of various cultures, as well as to identify the cultural or racial origins of a particular individual. The anthropologist may make simple predictions of an individual's behavior based on what the character knows about the person's background and beliefs.
Archaeology: (EDU) 4 Points *Prerequisite History* - A character uses this skill to identify the time period of source of ancient and pre-historical artifacts. If the character has the opportunity to study an archaeological site thoroughly, he may make deductions about the culture of the former inhabitants. History is a prerequisite.
Astronomy: (EDU) 4 Points - The character can calculate which stars and planets are overhead at a particular day or hour of day or night, when eclipses and meteor showers occur and the orbits of planets in our solar system. He/she knows the names of important stars, stellar life cycles, the formation of galaxies and current perceptions about life on other worlds.
Biology: (EDU) 4 Points - The study of things from amoebae to zebras. The biologists can identify animal species known to mankind, their behavior, tracks and habitat. He may study an unknown species, or individual creature and make educational guesses about it's lineage, diet and habitat. He may also identify any plant or fungus known to mankind and make educated guesses about those that are unknown.
Biochemical Operations: (EDU) 2 Points *Prerequisite Chemistry or Biology or Military Science* - An add-on to one of several existing skills, Biochemical Operations represents the knowledge of natural and man-made biohazards and weapons of mass destruction. The character is familiar with procedures and equipment required for protection against the hazard, limiting the spread of a virulent contagion and how to contain and clean a contaminated area or hotzone. With Chemistry or Biology as a base skill, the character may create dangerous chemical or viral agents given time and the proper equipment. Military Science as a base skill includes a familiarity with the capabilities, handling and deployment of weapons of mass destruction (to include nuclear weapons).
Brewing: (EDU) 2 Points - The character is skilled in the ancient craft of brewing and distilling. With the right raw material and equipment, he/she may produce beer, larger, spirits or any other alcoholic drink in quantity. A master brewer is required to oversee a proper, factory scale brewery. During the Prohibition, the booze industry was shut down in the United States. The master brewer finds himself having to break the law to practice his craft, but at least his product won't kill or blind you.
Bootlegging: (EDU) 1 Point - The character knows enough basic brewing to produce moonshine, rotgut, bathtub gin or what have you. The character will require a few basic materials and some form of still. There is always the danger of producing defective batches that could cause blindness, brain damage, and alcohol poisoning. A character with Chemistry or Biology skill is considered to know enough about fermentation to be able to use this skill, consider it the 1920's version of a Drug Chemist. The keeper may assign a toxicity of 25 points minus the EDU of the bootlegger, tested against the drinker's CON to avoid sever intoxication or worse from even a small sample.
Chemistry: (EDU) 4 Points - Given time, a character can analyze and identify a host of chemical compounds. With the proper chemicals and equipment, the investigator can concoct simple explosives, poisons, gases, or acids.
Cloud Mind: (POW) 1 Point *Prerequisite Mysticism* - In addition to the other psychis tests discussed in Cthulhu Live, the mystic has learned the arcane power to cloud the minds of his fellow man. At a cost of 1 Magic Point per minute of real time, the mystic projects a psychic cloud around his physical body. Unless another character has a POW equal to or greater than the mystic, other humans do not see the mystic as he passes among them. Note that the mystic is not truly "invisible", but merely overlooked. He will appear on film or on remotely viewed surveillance cameras. Animals and non-human monsters are not deceived. Guard dogs may bark wildly and strain at their leads, but the mystic remains unseen to their masters. The cloud is dispersed by the mystic at will, or when he initiates a combat action, runs out of magic points, or triggers any sort of loud noise or alarm that shakes the other characters in the room out of his influences. For gameplay, the Keeper will have to announce the clouded presence, and calls out to the other players should the cloud be dispersed. Players will be expected to be good sports and roll-play their actions as if unaware of the mystic creeping through their midst.
Communications: (EDU) 3 Points - This skill represents knowledge of modern radio, telecommunications and satellite technology. The character is able to set up and repair communication arrays, establish satellite up-links and maximize the range of radio transmissions. Given the appropriate equipment, he can track and establish line of bearings to signal emitters, intercept and jam radio transmissions and set up telephone wiretaps. With the Electrical Repair skill, he can construct his own bugs and listening devices. With enough time and the right technology, he can digitally alter videotapes and voice recordings, or may be able to tell if others have tampered with or altered such recordings.
Computer Programming: (EDU) 3 Points *Prerequisite Mathematics* - available for modern-era investigators. Knowledge of this skill goes beyond day to day computer use, to advanced programming and hacking techniques. The character can access guarded files, bypass computer security programs and plant elaborate computer viruses. Some systems may be an Impossible task to hack, but if anyone can, it's the computer scientist. The character must have Mathematics skill as a prerequisite.
Conspiracy Theory : (EDU)
2 Points - This character is an authority on modern conspiracy theories. It
is left up to the player if he actually believes these dark, hidden truths behind
the governmental machine or merely enjoys these paranoiac fantasies as intellectual
games and curiosities of urban folklore. The player selects several conspiracies
as personal specialties, one for every four points of EDU.
All specialties should be approved by the Keeper, and may include such conspiracies
as the JFK assassination, the Roswell saucer crash and Majestic-12, Masonic
lodges and the New World Order, CIA mind control experiments, rock music and
modern Satanic cults, and others. He has a nodding familiarity with other theories
beyond his personal specialties, since so many conspiracies are interrelated
and build upon each other. If the player has the History skill, he may also
select from a range of pre-20th century conspiracies. The development and influence
of the Bavarian Illuminati, the Prieur de Sion and the sacred Merovingian bloodline,
the mysteries of the Knights Templar, the occult Rosicrucian network of Europe,
and so on.
Skill tests generally take the form of knowledge checks asked by
the player. What role did the Mafia play in Kennedy's death? What is the significance
of the Holy Grail to the Merovingian dynasty? What does the Skull & Bones Society
have to do with the New World Order? The player tests against his full EDU
when making a skill test for one of his specialties, but suffers a five point
(one Difficulty Category) penalty when testing for knowledge on less familiar
theories. The Keeper never tells the player if he fails a test, but will instead
provide erroneous information that may mislead or confuse the investigation.
In addition to the more common conspiracies mentioned above, there
are scores of even stranger theories from which a player may choose. Nazi black-magicians,
the Spear of Destiny, a Fourth Reich being built from the jungles of South America
and from subterranean Antarctic bases. Growing numbers of desperate and insane
homeless persons who have turned cannibal and live in the subways and sewers
of major American cities. An ancient race of lizard men using magic to disguise
their appearance, ruling mankind through the royal families of Europe and modern
industry and finance. Who knows if these theories are complete fantasy or if
grains of truth lie at the core?
Cryptozoology: (EDU) 2 points *Prerequisite Biology* This skill defines speculative theory of unknown animal and plant life. The study of the Sasquatch, the Loch Ness Monster, the Jersey Devil, the Kraken and other mysterious creatures fall into this skill, as do theories of sentient aquatic and subterranean races. Cryptozoology is generally dismissed as a crackpot field of science and not respected in most academic circles. Provided with solid facts regarding a strange or hostile ecosystem, such as the depths of the ocean or even an alien planet, the cryptozoologist may develop theories about life-forms which might survive in these environments. This skill may provide valuable insight into the biology and life-cycles of some lesser Mythos races. At the Keeper's discretion, a Cryptozoologist may purchase the Cthulhu Mythos Skill at one point below list cost if an appropriate source or subject is available for study.
Cryptography: (EDU) 2 Points *Prerequisite Espionage or Linguistics or Mathematics or EDU 15+* - This individual is trained in the complex craft of secret codes and ciphers. Studying an unknown cipher, the characters can make educated guesses to the nature or technique of encryption. The character is familiar with the best techniques for deciphering a coded text and, given enough time, has a reasonable chance to decode most secret messages coded by normal ciphers (substitution ciphers, porta tables, etc.) in any language known to the character. Many occult texts are written in accent ciphers, and may require the linguistics skill to be properly translated. It should be noted, however that some codes simply cannot be cracked through cryptic analysis.
Cthulhu Mythos: (EDU) 6 Points - This is a special skill that may be purchased with the Keeper's permission. New characters are very rarely allowed to buy this skill during character creation. Only between adventures, after surviving an encounter with the eldritch nightmares of the Cthulhu Mythos, may a character may typically learn this arcane branch of study. Usually the character will have to survive two or three adventures (which can be a feat in itself) before having the experience points necessary to purchase this skill. The Keeper will also require the player to have a source of knowledge: ancient forbidden writings, for example, or perhaps a deranged sage.
Demotions: (EDU) 2 Points - This skill represents knowledge of the manufacture and use modern explosives. Like the chemist, a character with the Demotions skill may attempt to prepare simple explosives with the proper material and equipment The character recognizes and may identify advanced explosive compounds. He/she understands how to shape and place explosive charges to achieve their maximum destructive effect. The character may attempt to disarm bombs and explosive traps, although disarming high-tech bombs may also require the Electrical Repair skill.
Dodge: (DEX) 2 Points - The character has trained his body and reflexes to a phenomenal degree. At the keeper's discretion, the character may be allowed to use this skill to evade damage from dead-falls and other mechanical traps. The primary benefit of this skill is to add an additional point to all defensive actions during combat.
Dramatic Appropriateness: (POW)
4 Points *Pulp Genre Only* - This skill is only available in the pulp
genre and must be taken with the Keeper's permission. It may only be used once
per game, and is effectively a "get out of jail free card" allowing
the pulp hero to influence character actions or script events.
The hero's POW score determines the degree to which he can alter
the script. He must abide by two rules: his proposed changes must be dramatically
appropriate, and must be approved by the Keeper. This skill may only have minor
effects on other players, and may never effect their behavior for prolonged
periods of time without their consent. A pulp hero might not be able to cause
another player character to have a complete change of heart, but he might cause
that character's gun to jam at an inopportune moment. A player may use this
skill to make a suggestion to another player via the Keeper, but only the Keeper
can decide the final effects of Dramatic Appropriateness.
Drug Chemist: (EDU) 1 Point *Prerequisite Streetwise* - With the proper materials and equipment
Electrical Repair: (EDU and DEX) 3 Points - Knowledge of the construction and repair of electrical equipment. The character can repair of modify electrical gadgets and attempt to identify the purpose of an unknown piece of technology. In modern adventures, this skill expands to include understanding of Electronic devices. This skills used to disarm alarm systems, repair damaged radios and transmitters, hot-wire cars and numerous similar actions. Special tools may be required to perform some actions.
Espionage(Noir): (EDU and DEX) 3 Points - The character has been trained in the science of espionage by a national intelligence service or secret society. He/she is familiar with the use of covert observation technology. He/she knows how to plant secret surveillance devices, and may use these same skills to sweep a room for bugs and hidden cameras. He may use his skill to test for knowledge pertaining to military and political science. Any character buying this skill should have a valid reason for this training, since these are closely guarded secrets. For games set in the modern era, this skill is more widely accessible than in the pulp and noir eras.
Espionage(Delta Green): (EDU and DEX) 3 Points - Originally presented in Cthulhu Live: Shades of Gray, the Espionage skill is listed again here for obvious reasons. The character has been trained in the science of espionage by a national intelligence service or secret society. He is familiar with the capabilities and utilization of cutting edge surveillance technology, although is not necessarily able to repair or construct these devices on his own. The agent knows the best techniques and locations for planting these devices, and may use this same knowledge to sweep a room for bugs and hidden cameras. He may use his skill to test for knowledge pertaining to military and political science: certain weapon capabilities or details about a particular group of political radicals, for example. This skill may be applied in other creative ways, subject to Keeper approval and dramatic appropriateness in the game. Covertly trailing a suspect, opening a letter surreptitiously, concealing items or documents on the agent's person or in another object, and so on. In some cases, however, the player may be expected to perform these tasks on his own without the assistance of an Espionage skill test.
Exotic Weapon: (DEX) 1 Point *Prerequisite Another Weapon Skill* - This is an optional skill that should rarely be used outside the pulp genre. This skill permits the character to use exotic weapons to perform special effects beyond the normal scope of the combat rules. Examples may include throwing bolas to trip an opponent, using a lariat to lasso an enemy, or disarming opponents and snaring small objects with a bullwhip. The character must already have a regular weapon skill most appropriate o the weapon in question (e.g. Thrown, Small or Large Melee Weapon), then may purchase the Exotic Weapon skill in order to perform the such special effects. The introduction of this skill into game play and the permissible effects are left solely to the discerssion of the Keeper. Success may be settled by testing the an attack score versus the target's defense and/or any special scored or modifiers determined by the Keeper. Note that true pulp heroes tend to find creative uses for this skill, even outside combat situations.
Fast Draw: (DEX minimum of 10) 2 Points - The fast draw skill requires continuous training and practice t hone the character's reflexes and accuracy. During the first round of combat, only characters with guns ready may fire during the Ranged Combat Phase. Characters who draw their firearms during the first round are slower to to aim and fire, not making their first round attack until Melee Combat Phase. This skill allows a Character to draw his gun and immediately fire during the Ranged Combat Phase.
Fine Arts: (EDU) 3 Points - This is not only an appreciation and knowledge of art, drama and literature, but also the requisite talent to produce works of creative genius. The character can identify rare works of art and recall basic facts on the person or culture that produced it. This skills necessary for any successful artist, author, or actor. The player specifies whether his character will specializes in Graphic, Literary, Musical or Performing Arts. While the character has a basic understanding of all Fine Arts, more information is gleaned by this skill when the work identified is in his primary field of interest.
First Aid: (EDU) 2 Points - This skill is a basic understanding of how to treat shock, bind wounds, set broken bones and other simple medical tasks. A successful use of First Aid restores EDU/3 (round down) Wound Points to a character. An investigator may benefit from this treatment only once per combat or "damaging situation." A character may not be healed for more points than he received in the combat/damaging situation. Of course, the wounded character must still be alive for the treatment to have any appreciable effect. Investigators also use First Aid to revive unconscious characters.
Fleet-Footed: (DEX) 2 Points - The character has trained his personal speed and endurance, adding 1 point to his MOVE score during combat situations. The character may add 3 points to his modified MOVE score (typically MOVE/2) whenever he chooses the Flee option to escape melee combat.
Forensics: (EDU) 2 Points *Prerequisite Medicine* - The investigator knows the police science of forensics and can perform autopsies to identify the manner and general time of death. The longer the body has been deceased, the more difficult the task will be. He can determine time and details of death, if the body was moved after death and possibly discover clues to the murder's identity on the victim's body. The Medicine skill is a prerequisite. to Forensics.
Forgery: (DEX) 2 Points *Prerequisite DEX +12 or Other Prerequisites Below* - The character is capable of forging most simple documents, faking signatures and is a competent draftsman. He is also adept at spotting forged or otherwise unusual documents. Characters wishing to practice other types of forgery require additional skill prerequisite.
Forgery Skill Required: | |
Art | Fine Arts & History |
Currency | Mechanical Repair & Engraving (1 Point Hobby) |
Antiques | History & Carpentry, Pottery, etc. (1 Point Hobby) |
Funreary Arts: (EDU) 3 Points - You have learned the ghastly but essential skils of mortuary preperation. Your mastery of these skills is related to pratices common in your culture of origin. These skills enable you to prepair and embalm the dead, and are ideal for morticians, coroners, or priests of obscure and achient cultures. For the twentieth-century revenant, having this skill means you are also able to evaluate the states of the dead (though not capable of detailed pathological deductions such as can be made using Forensics Science skill), and the keeper may also allow those who possess this skill to deduct fewer points on discovery of corpses. In conjunction with an appropriate scholary skill, such as History or Archeology, those who possess this skill can derive detailed information from ancient burial grounds and tomb sites. Together with the appropriate Mythos profiency or background, Funeary Arts can also be used in the creation of mummies or in the refinement of spells.
Geology: (EDU) 4 Points -This skill permits a character to tell the approximate age of rock stratum, recognize fossils and identify rocks and minerals. He/she recognizes potential landslide areas, earthquake zones and places that are likely to contain caverns, underground springs and oil deposits.
Gunsmith: (EDU & DEX) 2 Points - The character can identify the make and capabilities of just about any firearm (although is not skilled in their use.) Given a proper workshop and machine tools, he capable of repairing, altering or building firearms. He/she may produce specialty weapons and ammunition such as incendiary, armor piercing and hollow-point rounds. The character may produce accessories such as silencers, brass catchers, and oversized magazines. He/she may produce illegal gunsmithing operations such as converting semiautomatic weapons to fully automatic, removing serial numbers and reactivating deactivated weapons.
High Tolerance: (CON) 2 Points - Not a lightweight, you've learned to hold your poison. You can drink a fair number of youre peers under the table, or if some other substance is your chemical of choice, you can almost always keep it together. You must declair your substance of choice, and can add as many as you like for 1 point each. In return, add 2 points to your CON for any testfor the effects of your chosen substance and 1 point for any other substances.
History: (EDU) 4 Points - The character is knowledgeable about important events through recorded human history. The character can recall background information on personalities, cultures, artifacts, or events. The character may identify one area of personal specialization (American History, Early European History, Ancient Mediterranean History, etc.) during character creation. While he still has a broad understanding of world history, the Keeper may provide additional details if a query falls in his/her personal area of specialization.
Hot-Wire: (DEX) 1 Point *Prerequisite Streetwise* - The character can hot-wire automobiles, disable car alarm systems, and perform other electrical bypass tricks not intended by the manufacture. The Keeper sets the difficulty level based on the complexity of the task and any safety or security features of which the character is unaware. Failure may short out the car's ignitionor set off the alarm the character was trying to disable.
Hypnosis: (POW) 2 Points - In the real world and ion most Cthulhu Live games, hypnosis is a limited but potentially effective skill for psychiatrists and stage magicians. A character must either want to undergo hypnosis or have his will weakened by drugs. They may remember experiences pushed into their subconscious, perform funny tricks, and be given limited post-hyonotic suggestions to help overcome their fears or hang-ups. Hypnosis can be very helpful when treating the insane and for recalling forgotten memories and details about past evens. It could be potentially dangerous if there are good reasons that the person pushed certain memories into the dark recesses of his/her mind! Coupled with experimental drugs, brainwashing techniques, and mental and physical torture, Hypnosis may serve darker ends for interrogation and post-hypnotic suggestion to produce "sleeper" agents and assassins. Past-life regression is an unproved and controversial Hypnosis therapy that could easily be tied into a game of Cthulhu Live. In the pulp genre, Hypnosis is a more powerful and mystical art by which fiercely scowling villains with penetrating gazes may mesmerize and enslave their victims.
Language: (EDU) 2 Points Per Language - A character may speak whatever languages his player actually knows at no extra cost, but this skill allows the character to be familiar with other languages beyond the scope of his real-world education. This is an understanding of the modern,commonly used form of the language. The character can converse in the language, read newspapers, letters and diaries dating back the last couple centuries. Most texts older than 400 years, or written in an obscure dialect of cipher, require the purchase of the Linguistics Skill.
Law: (EDU) 3 points - The investigator has extensive understanding of the legal system. He may ascertain the Legality of various actions, cut through legal paperwork and red tap, use his knowledge of Law to gain access to certain restricted areas and filibuster with the best of them. Note that just possessing the Law skill doesn't necessarily make one a successful lawyer in practice
Library Use: (EDU) 2 Points - Use of this skill enables a character to find a given book, newspaper, or reference in a library, assuming that the reference exists. The investigator may need to employ charm or bribery, however, to get into certain restricted cases or rare-book collections.
Linguistics: (EDU) 3 Points - This is a comprehensive understanding of ancient dialects and root origins of any language spoken by the character. Languages undergo so many changes through the years that this skill is required to properly translate any document dating before the mid-1500's. Regional dialects, alternate spellings, archaic phrases and even odd ciphers all contribute to the difficulties faced by the Linguist. Once purchase, Linguistics skill is applied to all languages spoken by the character, but only those languages. A Linguist may be able to break ciphers and codes, provided that he is able to speak the root language and has time enough to experiment with various permutations.
Locksmith: (DEX) 2 Points - The character has studied the assembly and design of mechanical locks. With the proper tools (or reasonable improvised ones) the Locksmith may attempt to pick any mechanical lock or crack the tumbler sequences of combination locks. His/her level of success will be determined by his/her DEX and the complexity of the lock. This skill combined with the Electric Repair skill may permit the successful opening of complicated electronic locks.
Luck: ( Special) 4 Points *Pulp Genre Only*
- This is a very special benefit that should only be used in the pulp genre.
The Luck skill reflects the incredible ability of the Pulp Hero or Villain to
survive just about anything that would kill a normal person. Heroes crawl out
of the wreckage, dust themselves off, and are fit and ready to go fight evil
once more. Pulp villains with Luck may have secret trap doors, stand-in clones
or robots and other nefarious means to escape death.
When a character has been killed, the player plays one round of
"rock, paper, scissors" with the Keeper. If the player ties or wins,
his character is returned to life. He/she found shelter from the explosion,
landed on a passing garbage truck, was saved from the fatal bullet by an heirloom
pocket-watch, and so on. This skill may only be used once per game. If the character
is killed a second time during the same game, he/she is literally out of luck.
The Keeper can always allow the character to be automatically saved
or resurrected, but may impose any sanction he/she sees fit. The player may
be resurrected by a voodoo priests and forced to serve them, he could undergo
some form of "change" (never get caught in an exploding lab!) and
become a masked, disfigured or mutated avenger. Only the Keeper may decide.
Manservant: (EDU and DEX) 3 Points - This skill represents the diverse field of knowledge required to attend a gentleman or lady. It touches upon bookkeeping, etiquette, fashion, cleaning, cooking, simple mechanical repairs and more. It permits the character knowledge in these and other fields appropriate for the service of as butler, maid, or chauffeur. The skill allows limited skill tests in these fields at the Keeper's discretion and usually at a reduced chance of success
Mathematics: (EDU) 4 Points - Finical expertise and bookkeeping are covered the Accounting skill. This skill represents knowledge of higher math and abstract equations. It is a prerequisite for several other skills and it permits the character to solve staggering complex mathematics and geometric calculations.
Mechanical Repair: (EDU and DEX) 3 Points - The investigator has a special understanding of mechanical devices. He/she can identify and repair machinery, fix broken autos, repair motors and similar actions. Special tools may be required. This skill may also be used to spot and disarm mechanical traps.
Medicine: (EDU) 4 Points *Prerequisite First Aid and Biology* - The big brother of First Aid. The investigator may diagnose disease, treat poisoning, deliver babies and has knowledge of drugs and their effects on the human body. The doctor usually has a medical bag in his possession, containing drugs and equipment to diagnose and treat ailments. The drugs in the medical bag may be used to tranquilize characters or treat them for disease and poison. Use of the Medicine skill may also revive a slain character if the doctor can treat him quickly enough. Both First Aid and Biology are prerequisites.
Meditation: (POW) 2 Points -A character uses the Meditation Skill to regain expended Magic points at a faster rate. Every ten minutes a character spends in meditation restores one MP. Otherwise, all Magic Points are regenerated after eight hours of sleep. At the Keeper's discretion, a character may spend several minutes meditating prior to the attempt of a complex physical action and gain +1 do his DEX for that one attempt. This represents the focusing and discipline of the mind over the body.
Military Science: (EDU) 3 Points - This field of study represents military, tactics, and equipment recognition. The character has been trained in the tatical application of combined arms strategies, may create competent battle plans and analyze friendly or hostile plans for obvious weakness. Limited history queries may be made in the scope of military history. The character recognizes and identifies the capabilities of all manner of military hardware (weapons, vehicles, special equipment), although other skills may be required to properly use these items.
Mysticism: (POW minimum of 13) 8 Points *Prerequisite Occult* - An investigator must have the Occult skill to purchase Mysticism. A minimum POW of 13b is also required. This is a step far beyond the study of the Occult. The investigator has trained his mind to the point where he can perform psychic feats. The character can read psychic residue from an object and learn information about past owners and handlers. He may sense positive or negative emanations from individuals, objects or locations and can attempt other psychic feats at the Keeper's discretion. The intensive training and study to become a Mystic makes it beyond the reach of most characters, save those who dedicate their lives to Mysticism.
Navigation: (EDU) 2 Points - The investigator is familiar with map reading, polar coordinates and compas navigation. Successful use of this skill allows pilot to correctly plot their course and scholar to identify and decipher ancient maps. It is indispensable for military operations. If the invistarator becomes completely lost, they may become reoriented through the use of this skill.
Nerves of Steel: (POW) 2 Points - The
character is a rock, a model of discipline and self control. Unflinching in
the face of danger, he'll steadfastly charge into a hail of gunfire or square
off with the blackest denizens of Hell. The character's code of hornor, natural
bravado or innate death wish is such that they rarely suffer Panic due to Sanity
Loss. Regular characters panic when losing 5 or more sanity points in a single
encounter. A character with Nerves of Steel must lose Sainity greater than half
than half of his POW before panicking (e.g. a character with 16 POW must lose
8 SP before they panic).
The character still suffers the effects of insanity resulting from
zero SAN or a loss of 20% or more SAN within one hour. If subject to insanity,
the character is likely to fly into a blood-rage and attack the threat with
no concern for his personal satiety. Designed with pulp heroes in mind, this
skill is best suited for characters such as borderline psychotic crime fighters,
battle-harden war veterans, and the very toughest cops and private eyes. If
the character's POW exceeds their CON score, they may use their POW to calculate
Wound Points for combat. The character stubbornly resists pain and the effects
of blood loss by virtue of their own iron will.
Occult: (EDU) 3 Points - The investigator Recognizes occult paraphernalia and words, as well as magic grimoires and occult codes when he sees them. Hermetic magic, voodoo, tribal shamanism and more all fall within the field of Occult skill. This field also extends into a familiarity with common, organized religions. It is a key field of knowledge for mainstream horror adventures. Note that this skill does not apply to spells, books, legends and magic of the Cthulhu Mythos. The occult skill may still be very useful since the Mythos is often tied to traditional occult beliefs.
Operate Heavy Machinery: (EDU) 3 Points - This skill represents familiarity with the operation and maintenance of heavy machinery and vehicles to include tractors and farm equipment, bulldozers and other construction vehicles. Ti also includes the operation of tanks and large military trucks. While the actual application of this skill is very uncommon in game-play, it may reflect part of the professional education of many characters.
Paraphysics: (EDU) 2 points
*Prerequisite Mathematics and Physics* Although Parapsychologists
have been featured in Cthulhu Live since the first edition, there has never
been a formal skill related to serious paranormal science. During the 20s and
30s, parapsychology was still a fledgling field. The psychical researchers of
the late 19th and early 20th centuries were most often occultists or dilettantes
with no formally established norms for experiments or research procedures. JB
Rhine's work at Duke University in 1927 began the movement towards defining
scientific parapsychology. See the Parapsychology section of this book for more
information on modern paranormal research.
The paraphysicist is the true scientist of parapsychology, specializing
in non-Euclidean geometry, hyper-dimensional physics, extra-sensory perception,
psychokinesis and life energy fields. This doesn't necessarily mean they believe
any of it. They may be skeptics and spend their time studying spoon benders
and other psychic claimants before dismissing them through careful experimentation.
Paraphysics provides the ability to perform modern experimental parapsychology
in the lab and in the field.
There is some overlap between Paraphysics and the Weird Science
skill. The Paraphysicist understands the basic theories and principles of strange
and experimental science, but the Weird Scientist has the extra knowledge and
insight to achieve results! The Paraphysics skill allows characters to purchase
the Weird Science or Cthulhu Mythos skills at 1 point below cost, provided that
an appropriate learning source is available. They also receive a bonus of +1
to their POW when conducting any ritual of Mythos magic.
Photography: (EDU) 2 Points - No mere "shuterbug," the character has extensive understanding of the art and application of photography. The character may develop and print his own film. He may even be able to develop special photographic emulsions that catch invisible light waves and radiation, photographing things not always visible to the naked eye.
Physics: (EDU) 4 Points *Prerequisite Mathematics* - The investigator has excellent knowledge of the scientific universe. He is familial with nuclear physics, the applications of theory of relativity, space science and and a host of of other fields on the cutting edge of modern science. The character may identify complex scientific equations and realize the ramifications of space-time manipulation thorough non-Euclidean geometry. Modern physicists will also be familiar with quantum mechanics, chaos theory and a host of other advanced scientific theorems. Mathematics is a prerequisite.
Pilot Aircraft: (EDU and DEX) 3 Points - The Character can safely fly (and land) a wide variety of aircraft. 1920's era investigator may fly propeller driven planes, hot-air balloons and dirigibles. Modern investigators are unlikely to be familiar with dirigibles but can fly planes, helicopters and jets. No Skill Tests are required for normal flight, but emergencies or special maneuvers are supported by EDU and/or DEX.
Pilot Boat: (EDU) 3 points - This skill represents seamanship and the proper handling of waterborne craft. Canoes and rowboats do not require this skill, but larger sailing vessels, steamships and other powered craft require this field of study. The character is familar with ocean currents, the sounding of depths and the handling of large vessels through storms and into canals and harbors.
Police Forensics: (EDU) 2 Points *Prerequisite Police Science or Chemistry or Biology or Physics* - With the proper equipment, the character is capable of making ballistic tests of murder weapons, chemical analysis of powder residue, and performing trajectory analysis. Prints lifted from a crime may be traced through hard files and online data banks, though this in infact an operation of the Library Use Skill. Figers, Tissue samples and other trace residue may be chemically analyzed to help identify the circumstances of the crime or nature and identity of the perpetrator. The character may also analyze unknown drugs as described in the Drug Chemist skill.
Police Science: (EDU) 3 Points - This is the science of detective work. The character is familiar with standard police procedures and crime scene analysis. He can dust for prints, identify potentional clues , and has a sharper than usual eye for fiber,residue and trace remnants. He has been trained in the use of metal and other detectors as well as the proper procedures for bagging and organizing evidence. The character can recognize a wide varity of firearms and melee weapons, although not necessarily skilled in their use. He is also familiar with the basics of the legal system, but not to the extent of a character with the Law skill. Where Police Forensics is used in a labatory setting, Police Science is used in the field
Professional Gambling: (POW) 2 Points
- Unlike the hobbyist, the professional gambler studies the major games of chance
with an eye to making a living. He is able to play in such a way as to substantially
increase his chance of winning. A character with this skill is given one gambling
"benefit" for every five points of POW. The gambler may claim one
benefit in order to do one of the followling: draw one extra card in poker,
move a roulette ball up to two slots from its final position, add or subtract
up to two points in blackjack, or check to see if another gambler is using his
skills to cheat. Expended benefits are regained at a rate of one benefit per
hour of game-play.
A gambler may elect to cheat by calling "phantom"
benefits if he has used his allotted number, or if he wants to increase the
odds and keep his real benefits held in reserve. When a player wants to cheat,
he may call a benefit as normal, but must cross the fingers of one hand and
keep that hand in his pocket through that particular game/hand. Another professional
who suspects the gambler of cheating may ask to see the concealed hand at the
cost of one of his own benefits.
Psychoanalysis: (EDU) 3 Points - Investigators use this knowledge of the human psyche to temporarily cure a neurotic or psychotic patient. It takes time to perform, but permits the madman to behave somewhat normally through the rest of the adventure. Successive treatment over a long peorid of time may gradually cure phobias or neurosis and possibly restore lost Sanity (at the Keeper's discretion.) A character must have the Psychology skill before purchasing Psychoanalysis.
Psychology: (EDU) 4 Points - An understanding of the workings of the human mind and emotions, as well as a knowledge of how outside influences affect a person's behavior and how to manipulate the emotions. This skill allows the investigator to study an individual and tell if he is overtly psychotic or not. It may be used to detect mannerism that indicate when someone might be lying. Given time to conduct observation, the investigator may try to learn from what specific ailment a psychotic individual suffers and guess as to his desires and needs. Not only the realm of the purely academic, Psychologyis also used extensively by such professions as detectives, writers and artists.
Slight of Hand: (DEX) 2 points - The character has developed his manual dexterity and speed to a remarkable degree. He may perform elaborate card tricks and feats of legerdemain. This skill may also be used to pick pockets or steal small items unnoticed. Characters may also use this skill when attempting to escape from ropes, handcuffs, straight jackets, or other physical constraints. The higher the character's DEX, the more skillful he/she becomes in this field.
Sneak: (DEX) 2 Points - The player must notify the Keeper when he wants to employ this skill. There must also be a reasonable amount of cover, concealment and shadows. The character hides or moves through the shadow with exaggerated, tiptoeing movements. If successful, he is ignored by whatever characters or creatures are in the area. The character can reveal himself by making a loud noise, initiating a combat action or acting overtly stupid (such as sneaking out in the open or directly in front of Nyarlathotep).
Sniper: (DEX) 1 Point *Prerequisite Long Gun* - A skill possesed by military snipers, hitmen and hunters. The character mastered the art of using a rifle with a telescopic sight. He is capable of judging distanceswith great accuracy and account for target movement and weather conditions to deliver accurate rifle fire at extreme ranges. During the first half of this century, formal schools of sniping were rare, most of thembeing set up for the duration of the war of the day. The teaching of marksmanship is widespread in rural parts of the United State. The skill effectively doubles the combat bonus of a rifle in the hands of the character. (E.g. A rifle with +2 bonus recieves a +4 bonus in the hands of a trained sniper.)
Streetwise: (EDU) 3 Points - Years of roughf
living in the asphault jungle have given the character an intimate knowledge
of the criminal underworld and how to get things done outside the law. This
skill is used to test for knowledge of criminal personalities and the infrastructure
of local mobs: teir business fronts, reporting chains, and local hangouts. The
character knows the names and properties of street drugs. The character is capable
of distingushing people by "type" - he recognizes the junkie, the
undercover cop, the dealer, and others by small clues that a "square"
wouldn't notice. The character has limited knowledge of statutes and the legal
system, but also how far beyond the boundaries of the law the local police are
allowed to go.
At the Keeper's discerssion, the character may test
his streetwise skill for knowledge about the local black market and how to obtain
illegal weapons, drugs, stolen goods and more. Upon a sucessful skill test,
the character either knows the information or knows of an informant who does.
This is left up to the Keeper's discression based on the script, time, and resources
available. The game can be enhanced by using your stage manager or an NPC actor
to role-play an encounter with the character's informant (e.g. news vendor,
shoe-shiner, bartender, junkie, fence, ex-con,etc.)
Surgery: (EDU and DEX) 2 Points *Prerequisite Medicine* - The medicine skill is fine for general pratictioners but the Surgery skill is required for a doctor who wants to open up his patients (and put them back together again). The surgeon may remove cancerous growths, diseased organs and foreign objects deep within the body. He may even attempt organ transplant or the reattachment of severed members. Medicine is a perquisite.
Survival: (EDU) 2 Points (and
1 Point) - This craft represents the skils and knowldge required for wildnerss
survival. The character knows how to hunt an scavenge for food. He can improvise
shelter and clothing, find portable water, recognize dangerous flora, fauna
and natural hazards (quick sand, rockslide areas, glacial cracks, etc.). He
may build simple traps and snares and find cardinal directions from the sun
and stars. When purchasing this 2-Point skill, the character selects the enviroment
most appropriate for his character: temperate, tropical, desert, or artic. Supsequent
enviroments may be purchased for 1 skill point.
Unskilled characters suffer 1 Wound Point every day
that they remain exposed to the elements without propper food, watter or shelter.
They may not regain Wound Pointsthrough rest. Very harsh enviroments like the
desert or the artic mat even cause even more damage at the Keeper's discression.
With a sucessful use of the survival skill, a character avoids damage from exposure
and is able to regain Wound Points as normal while living off the land. The
charactermay also extend the benefit of his skill to as many as five unskilled
companions. The Keeper will set a sucess score for the skill based on the extremity
of enviromental conditions and the numbar of additional comrades the character
attempts to protect from the evements.
Theology: (EDU) 2 Points - In the past, the occult skill has included a familiarity with world religions. Some Keepers may prefer to seperate the dogmatic precepts of the world's major religions from the Gnostic traditionsof the occult world. The Theology skill represents a detailed familiarity with the character's religion of choice, and should be included in the template of any holy men. It includes a general knowledge of all mainstream religions (e.g. Christianity, Judaism, Islam, Hindu, Buddhist, etc.)
Torture: (EDU and DEX) 2 Points - interrogators typically employ a hail of loded questions, accusations and twisting loginc to trick prisioners into revealing information against their will. Such interrogations are role-played out between characters. Depending on the urgency of the situation and the personal ethics of the intergator, torture may be used to wring information from sealed lips. Psychological torture pits the interrogator's EDU against the POW of the prisioner. drugs increase the sucess score; modifiers are determined by the Keeper or the game script. Physical torture tests the DEX of the interrogatir against the prisioner's POW. The Keeper assigns modifiers based on what the interrofator intends to do, and assigns appropriate Wound Point loss to the prisoner. Both interrogator and prisioner are likely to lose Sainity Points from a torture session. The Keeper or game script should detail this loss. Note that information obtained via torture, especially physical torture, isn't necessarily the truth. The prisioner mat lie in an attempt to stop the torture and conceal the truth. It will be up to the torturer if he believes the information, or chuses to continue.
Track: (EDU) 2 Points - An investigator uses this skill to follow trails left by passing animals, monsters, or humans. Many factors influence the success of this skill. Weather and soil conditions, vegetation, size of the creature and the time elapsed will all effect a tracker's success.
Ufology: (EDU) 2 points - Generally regarded with suspicion and subject to ridicule, modern UFOlogy is fast becoming a serious academic discipline. This is the scientific study of UFO theories and reports. UFOlogists are often split into diametrically opposed camps: those who support the extra-terrestrial hypothesis, the geophysical and earth-lights hypothesis, the Persinger-LaFroniere Field Fluctuation hypothesis, and others. While they may disagree on the nature of UFOs, all pursue their research with scientific precision and objectivity, carefully giving a wide berth to paranoid ravings and conspiracy theories which discredit the academic value of their work. UFOlogists will be familiar with the various theories and possible causes behind these sightings, to include theories that they themselves do not support. This includes a smattering of knowledge in such diverse fields as Physics, Geology, experimental science and hyper-spatial theory. The knowledge and skill tests permitted by the UFOlogy skill are defined by the Keeper's best judgment, perhaps at one difficulty category (5 points) penalty rather than two (10 points) normally incurred during an unskilled test.
Unrighteous Fury: (POW) 4 points - This is a special skill subject to approval by your Keeper. This skill describes the unusual mustering of brute force of which some individuals are capable of in moments of extreme emotion. In terms of game play, Unrighteous Fury adds 4 temporary points to any basic attribute (POW, CON, etc.) for the duration of the action to which the attribute is being applied. Unrighteous Fury can only be used once per game, and should be used during appropriate moments of game play.
Wetwork: (EDU) 2 Points *Prerequisite
Torture and Pow +15* You have delevoped an exhaustive
knowledge of human anatomy and ow to take it apart to maximize the pain and
blood you are collecting. Wetwork goes beyond mere torture. The pratitioner
of this forbidden tallent has learned long ago that torture never elicits truth,
it only breaks the individual. This skill is a must-have for the stylish up-and-coming
modern sorcerer whoconducts human sacrifical rites or the extremist anti-Mythos
agent bent on cleansing the earth of subhuman scum.
(Players who take this skill should give some thought to assembling
a "tool kit" for their art-knives, glives, forceps, and surgical instruments.
Even the odd little tools found in manicure sets all make menacing personal
props. Unrolling a cloth bundle of neatly orderd stainless steel implements
in front of a bound investigatoris a chilling moment in any game. Just remember
that those tools are merely props and should never touch another player.
Wetwork allows the revenant to add three aditional points to his
DEX or EDU when conducting a torture skill
test against the victom's POW. Also when conducting ritual
magics that require sacrifices of pain or blood, Wetwork enables the caster
to derive half of the MP cost of the spellfrom the victim,
effectively halving the magic cost of the rite. There are even whispers of certain
preparations that allow the truly adept to fuel entire spells with the victim's
POW.
Weird Science: (EDU) 3 Points *Prerequisite Astronomy, Biology, Chemistry, Geology, Mathmatics, Medicine or Physics.* - An unusual subdivision of classical sciences, the character must possess a minimum of two of the followling skills: Astronomy, Biology, Chemistry, Geology, Mathmatics, Medicine or Physics. Inspired by the weird sciences of pulp fiction, this skill represents a twisted genius and inspiration found nowhere else in the given field. At the Keeper's discression, the character may use his Weird Science skill to design and create bizarre and fantastic applications of his traditional scientific skills. Wether transporting brains from humans into gorillas or creating golems from mixed body parts,building faster than light rocket ships or intelligent robots, inventing death rays or harnessing antimatter, designing raidos to converse with lost civilizations deep within the earth or bending time and space through non Euclidean geometry, the Weird cience skill is a must for all mad scientists and misunderstood geniuses. It reflects the special spark of inspiration that catapults the character far ahead of his learned colleagues (fools, all of them!).
Withstand Torture: (CON or POW) 2 Points - This skill enables you to stand up to physical and psychological torture with greater foritude than a man or woman of merely strong constitution or mind. Withstand Torture adds 3 points to the approate atribute during a torture skill test, effectively raising the success score for your torturer. You have undergone extensive training, wether in a military PsyOps program or the less formal and more brutal process of "natural selection" which occurs in certain revenant groups. This skill can be applied to either a CON or POW Torture skill test.
Combat
[A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z]
Archery: (+1 or +2 Combat Bonus) 3 Points - This skill covers the use of bows and crossbows.
Brawling: (+1 Combat Bonus) 2 Points - This skill represents dirty street fighting and the use of small, improvised weapons such as bottles, mugs, rocks, etc.
Handgun: (+1 or +2 Combat Bonus) 3 Points - The character is familiar with all types of pistols. Combat bonus varies based on the caliber of the handgun.
Heavy Military Weapon: (Combat Bonus Vary) 1 point *Prerequisite Military Weapon* - A broad skill which covers heavy military weapons from crew-served machine guns, to mortars, to tank guns and artillery. Very unlikely to be used during a typical Cthulhu Live adventure, it may represent the professional education and training of some of solders and mercenaries. A prerequisite is the Military Weapon skill.
Large Melee Weapon: (+2 Combat Bonus) 3 Points - Swords, axes, large clubs, spears and other large melee weapons fall into this category.
Long Gun: (+2 or +3 Combat Bonus) 3 Points - This skill covers the use of rifles, muskets and shotguns. The combat bonus depends on the weapon.
Martial Arts: (+2 Combat Bonus) 4 Points - The character has studied karate, kung-fu, or a similar martial art. He has trained his body into a very effective weapon.
Military Weapon: (+2 or +4 Combat Bonus) 1 Point *Prerequisite Long Gun* - This represents familiarity and practice with automatic military weapons. These Weapons typically function as rifles with a +2 combat bonus, but may be fired in bursts with a bonus of +4. A prerequisite is the Long Gun skill
Small Melee Weapon: (+1 Combat Bonus) 2 Points - The character is skilled in the use of small, fast melee weapons such as knives, hatchets, foils, sword-canes, etc.
Thrown Weapon: (+1 Combat Bonus) 2 Points - This skill covers practice and familiarity with a variety of thrown weapons such as knives, stars, tomahawks, javelins, etc.
Unarmed Combat: (+0 Combat Bonus) 1 Point - Representing fisticuffs or wrestling, this is a basic familiarity with unarmed self-defense. While it provides no combat bonus, it does permit a character to apply all of his/her DEX score into an offensive attack.