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INVESTIGATIVE ABILITIES NAME 

Assess Honesty
Bargain 
Bureaucracy 
Cop Talk 
Credit Rating
Flattery 
Interrogation 
Intimidation 
Oral History
Reassurance 
Streetwise 


Art 
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___________________________ hit threshold [ ]
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Astronomy 
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12 11 10 9 8 7 6 5 4 3
Chemistry 
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0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10
Craft 
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12 11 10 9 8 7 6 5 4 3 2 1
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 PARANORMAL GENERAL ABILITIES
Evidence Collection
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0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 Magic
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Forensics 
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Locksmith 
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10 9 8 7 6 5 4 3 2 1
Outdoorsman 
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Pharmacy 
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INVESTIGATIVE ABILITIES build points depend on the number of players: 4+ = 16 | 3 = 18 | 2 = 24 Occupational
Photography 
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abilities are price Cthulhu Mythos may not be taken at character creation

___ ___ GENERAL ABILITIES 65 build points plus 1 Health, 1 Stability, and 4 Sanity Magic may not be taken at character
creation Hypnosis is restricted to Alienists, Charlatans and Parapsychologists I indicates a General Ability which also

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drive 
occupation 
benefits 




build points 
pillars of sanity











sources of stability

CONTACTS AND NOTES














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SANITY STABILITY HEALTH

ACADEMIC


INTERPERSONAL

description

Accounting 
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Anthropology 
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Archaeology 
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Architecture 
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Art History
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Biology 
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Cthulhu Mythos
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Cryptography 
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Geology 
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History 
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Languages 
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Law 
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Library Use
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Medicine 
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Occult 
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Physics 
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Theology 
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TECHNICAL

portrait

TRAIL OF CTHULHU INVESITGATOR RECORD SHEET

&

gear 

Athletics 
Conceal 
Disguise I
Driving 
Electrical Repair I
Explosives I
Filch 
Firearms 
First Aid 
Fleeing 
Health
Hypnosis 
Mechanical Repair I
Piloting 
Preparedness 
mod Psychoanalysis 
Riding 
Sanity
Scuffling 
Sense Trouble 
Shadowing 
Stability
Stealth 
Weapons 
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GENERAL ABILITIES

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has Investigative uses Fleeing points above Athletics x2 are price Hit Threshold = 3 (4 if Athletics is 8 or more)

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