Investigator's Handbook: Skills

This chapter looks at skills in detail, providing definitions of their use and scope within the game. Each category of skill encompasses a range of possibilities and, to ensure brevity, descriptions have to be general summaries of intent and coverage.

Skill Definitions

Skills represent what is known within a certain era, and some skills are tagged [Modern] to denote that they can only be used in modern-day settings. Some skills are given a generic name which may not be appropriate for some settings; for example, Drive Auto would not be suitable for a game set in Victorian London and should be reworded appropriately— in this case as Drive Carriage.   Skill percentages are not proportions of what is hypothetically knowable. If they were able to stack their respective knowledge on a table like poker chips and measure the difference, a physicist of 60% in the modern day knows much more than a physicist of 90% skill in 1910.   Equally, some skills would be affected by location. A Japanese investigator might have a Law skill of 75% in Japan; however, if the same investigator were tested on Spanish law then the Keeper would probably increase the level of difficulty for the roll.   A skill level of 50% is high enough to let a character eke out a living from it. If an investigator rises high in a skill unrelated to their profession, player and Keeper could confer about changing the investigator to a new profession.   Certain skills embody a wide range of knowledge, such as Art and Craft, Fighting, Firearms, and Science, allowing investigators to specialize in narrower avenues of learning.   Some of the skills detailed below are termed [Uncommon] and are not included on the standard investigator sheet (Artillery, Demolitions, Hypnosis, Read Lips, etc.). If the Keeper wishes to include these extra skills in the game, or if you wish to take one, this should be made clear. The Keeper may introduce other skills depending on the setting and period; for example, if one were to set a game in the far future on an alien planet then various new skills might be devised.

Skill Specializations

Some broad skills are broken into specializations. A player may spend skill points to purchase any skill specialization. The generic skill cannot be purchased. Thus a player may spend points in Fighting (Brawl) or Fighting (Spear) but not simply Fighting.   In the case of Art and Craft, Science, and Survival, these skills encompass a wide diversity of specializations. Your Keeper will decide on the applicability of a particular specialization to the situation in hand. Depending on the specific situation, the Keeper may allow the use of an alternate specialization at an increased level of difficulty if the Keeper agrees that there is sufficient overlap with that specialization. Among the specializations there are often transferable skills and knowledge. At the end of this chapter you will find an optional rule for transferable skill benefit.
Skill Points: What Do They Mean?
Look at the following to gauge a person’s standard of ability with a skill:
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.
Skill Specialization
The investigators are trying to crack a numerical code. The Keeper calls for a Cryptography skill roll. A player lacking Cryptography asks if they can use their Mathematics skill instead. The Keeper allows the roll at an increased level of difficulty. A Regular success was required when using Cryptography (a roll equal to or under the skill), so a Hard success (a roll equal to or under half the skill) is required when using Mathematics in its place.

Pushing Skills

When a skill roll is failed a player may attempt the roll again as a pushed roll, but only if they can justify to the Keeper what their investigator is doing to gain a second and final attempt (see Call of Cthulhu Rulebook).   For each skill, a number of examples are provided for what might constitute a "pushed roll," and also some of the possible consequences for failing a pushed roll. The suggestions given should be viewed as simply that—suggestions. The latitude for what could justify a pushed roll is wide and should be best determined by actions, motivations, and events within the game. Likewise, the consequences of a failed pushed roll will be best served if inspiration is drawn from current game events, non-player characters, and the game world. Where appropriate, an example is provided for a possible consequence of an investigator pushing a skill roll while insane. The very fact that the investigator is insane while performing a task heightens the stakes for the roll, as the consequences of a pushed failure will often be all the more extreme (or bizarre).   The examples merely provide ideas and it is intended that both players and Keepers fashion their own justifications and consequences as appropriate to their games and playing styles.

Combined Skill Rolls

In some situations the Keeper may ask you to roll against more than one skill. Only one dice roll is made and the result is then compared with each of the skills named. The Keeper will specify whether a success is required for both skills or if only one of the skills need be successful.

Skill List

Key:

Base skill values are noted in parenthesis; Occupation and Personal Interest skill points are added to these base values.   [Modern] denotes a skill only available in Modern Era games.   [Uncommon] denotes an uncommon skill not written on the standard investigator sheet.   [Specializations] denotes a skill that is broken up into various separate skills.   Accounting (05%)
Acting (05%)—see Art/Craft
Animal Handling (05%) [Uncommon]
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art and Craft (05%) [Specializations]
Artillery (01%) [Uncommon]
Astronomy (01%)—see Science
Axe (15%)—see Fighting
Biology (01%)—see Science
Botany (01%)—see Science
Bow (15%)—see Firearms
Brawl (25%)—see Fighting
Chainsaw (10%)—see Fighting
Charm (15%)
Chemistry (01%)—see Science
Climb (20%)
Computer Use (05%) [Modern]
Credit Rating (00%)
Cryptography (01%)—see Science
Cthulhu Mythos (00%)
Demolitions (01%) [Uncommon]
Disguise (05%)
Diving (01%)
Dodge (half DEX)
Drive Auto (20%)
Electrical Repair (10%)
Electronics (01%) [Modern]
Fast Talk (05%)
Fighting (varies) [Specializations]
Fine Art (05%)—see Art and Craft
Firearms (varies) [Specializations]
First Aid (30%)
Flail (10%)—see Fighting
Flamethrower (10%)—see Firearms
Forensics (05%)—see Science
Forgery (01%)—see Art and Craft
Garrote (15%)—see Fighting
Geology (01%)—see Science
Handgun (20%)—see Firearms
Heavy Weapons (10%)—see Firearms
History (05%)
Hypnosis (01%) [Uncommon]
Intimidate (15%)
Jump (20%)
Language (Other) (01%) [Specializations]
Language (Own) (EDU)
Law (05%)
Library Use (20%)
Listen (20%)
Locksmith (01%)
Machine Gun (10%)—see Firearms
Mathematics (01%)—see Science
Mechanical Repair (10%)
Medicine (01%)
Meteorology (01%)—see Science
Natural World (10%)
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%)
Pharmacy (01%)—see Science
Photography (05%)—see Art and Craft
Physics (01%)—see Science
Pilot (01%) [Specializations]
Psychoanalysis (01%)
Psychology (10%)
Read Lips (01%) [Uncommon]
Ride (05%)
Rifle (25%)—see Firearms
Science (01%) [Specializations]
Shotgun (25%)—see Firearms (Rifle/Shotgun)
Sleight of Hand (10%)
Spear (20%)—see Firearms (or Throw)
Spot Hidden (25%)
Stealth (20%)
Submachine Gun (15%)—see Firearms
Survival (10%) [Specializations]
Sword (20%)—see Fighting
Swim (20%)
Throw (20%)
Track (10%)
Whip (05%)—see Fighting
Zoology (01%)—see Science

Accounting (05%)

Grants understanding of accountancy procedures and reveals the financial functioning of a business or person. Inspecting the books, one might detect cheated employees, siphoned-off funds, payment of bribes or blackmail, and whether the financial condition is better or worse than claimed. Looking through old accounts, one could see how money was gained or lost in the past (grain, slave-trading, whiskey-running, etc.) and to whom and for what payment was made.   Pushing examples: taking more time to review documents; visiting banks or businesses to validate findings; double checking the math and data.   Sample Consequences of failing a Pushed roll: discussions between investigators and third parties alert some enemy faction to the investigators’ intentions; a vital part of the accounts is destroyed or lost (perhaps in their tired state the investigator spills coffee over them).   If an insane investigator fails a pushed roll, he or she might be found having partially eaten the accounts.

Animal Handling (05%) [Uncommon]

The ability to command and train domesticated animals to perform simple tasks. The skill is most commonly applied to dogs but may include birds, cats, monkeys, and so on (at the Keeper’s discretion). For riding animals, such as horses or camels, the Ride skill is used for breaking-in and controlling such mounts.   Pushing examples: taking greater personal risk, in terms of getting closer to, or directly handling the animal.   Sample Consequences of failing a Pushed roll: the animal attacks the trainer or someone else nearby, most likely causing damage; the animal escapes.   If an insane investigator fails a pushed roll, he or she might be found behaving like the animal they were trying to control.

Anthropology (01%)

Enables the user to identify and understand an individual’s way of life through observation. If the skill-user observes another culture from within for a time, or works from accurate records concerning an extinct culture, then simple predictions can be made about that culture’s ways and morals, even though the evidence may be incomplete. Studying the culture for a month or more, the anthropologist begins to understand how the culture functions and, in combination with Psychology, may predict the actions and beliefs of those being studied.   Pushing examples: taking more time to study the target/s; going “native” for a period; taking an active role in a ceremony, rite, etc.   Sample Consequences of failing a Pushed roll: being attacked or imprisoned by the people studied, due to some perceived transgression of their laws or social mores; suffering severe side-effects as the result of being involved in a ceremony which involved ingesting psychotropic plants.   If an insane investigator fails a pushed roll, he or she will be lost among the culture being studied, for example like Dennis Hopper’s photojournalist character in the film Apocalypse Now.
1920s Anthropology
By the 1920s, anthropology has clearly divided itself into two disciplines: cultural anthropology and physical anthropology, each subdivided differently in the U.S. and in Europe. The decade saw the professionalization of academic anthropology in the U.S. and the growth of psychological anthropology—an American contribution to anthropological theory. This school was rooted in the concept of culture as a mental phenomenon. Early psychological anthropologists undertook research into how individuals contribute to culture and how culture shapes the individual.

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.   Pushing examples: checking an item’s validity with another expert; conducting testing; researching an item.   Sample Consequences of failing a Pushed roll: accidentally ruining the item in question; bringing the item to the attention of other people, leading to its theft; activating whatever function the item might serve.   If an insane investigator fails a pushed roll, he or she could destroy the item, believing it to be cursed; alternatively they regard the item as their personal salvation and refuse to give it up to anyone else.

Archaeology (01%)

Allows dating and identification of artifacts 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.   Pushing examples: taking more time to study the site or item; conducting further research; consulting another expert.   Sample Consequences of failing a Pushed roll: the site is spoiled, with finds ruined through incompetence, vandalism or theft; some higher authority seizes the site or the finds from your control; publicity leads to the finds being stolen.   If an insane investigator fails a pushed roll, he or she keeps digging deeper, ever deeper—the truth is down there somewhere.
1920s Archaeology
Numerous archaeological societies existed, most publishing their own journals. Some of the oldest and best known are: the Hellenic Society, the Egypt Exploration Society, and the Palestine Exploration Fund. Although a long-standing archaeological interest in Egypt has been further spurred by the discovery of Tutankhamen’s tomb in 1922, other parts of the world are now seeing scrutiny. Hiram Bingham discovered the Incan city of Machu Picchu in 1911, while in the early 1920s excavations at Mohenjo-Daro and Harappa lead to the discovery of the ancient Indus civilization. Stonehenge is dated for the first time, to 4,000 years ago, and by the end of the decade the remains of the prehistoric Shang civilization are discovered at An-Yang in eastern China.

Art and Craft (Specializations) (05%)

The investigator sheet contains blank spaces for specializations of this skill, for example:
Acting
Barber
Carpenter
Cobbler
Cook
Dancer
Fine Art
Forgery
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. Ability with this skill may enable the making or repair of an item—something typically requiring equipment and time, to be determined by the Keeper if necessary. In a situation where graduations of success might be appropriate, a higher level of success indicates the item made is of high quality and/or precision.   An art or craft skill might also be used to make a duplicate or fake item. In such a case, the difficulty level would depend on the intricacy and distinctiveness of the original to be copied. In the case of faking documentation, a specific specialization (Forgery) is used.   A successful roll might provide information about an item, such as where or when it might have been made, some point of history or technique concerning it, or who might have made it. The holder of a specialization would have a breadth of knowledge within a particular field— knowledge of the subject, its history, and contemporary practitioners, as well as the ability to perform it.   Pushing examples: reworking the object, piece or composition from scratch; conducting further research; checking with another expert.   Sample Consequences of failing a Pushed roll: a vast amount of time and money is wasted in creating a failed attempt; the audience or customer is highly offended or physically injured by some aspect of your work; the critics slam your work and no one desires your services any longer.   If an insane investigator fails a pushed roll, he or she creates a transgressive work that shocks and causes violent reactions in the viewer—perhaps only the most decadent could appreciate it.
1920s Art
Max Ernst is the leading Dadaist painter and sculptor. Politically outspoken Mexican painter, Diego Rivera, has a showing in New York, while Picasso explores Cubism. Béla Bartók visits the U.S. in 1927. Classical guitarist André Segovia debuts in Paris. Arturo Toscanini picks up the conductor’s baton at the New York Philhar monic in 1928. Pablo Casals is the world’s leading cellist.

Examples of Art and Craft Specializations

Acting (05%): The performer is trained in theatrical and/ or film acting (in the modern era, this may also include television), able to adopt a persona, memorize scripts, and utilize stage/movie make-up to alter their appearance. See Disguise skill.   Fine Art (05%): The artist is accomplished in the art of painting (oils, acrylic, watercolor), as well as sketching in pencil, crayon, or pastels. While serious works of art might take many days or months to complete, the artist may quickly sketch accurate impressions, objects, and people. The skill also denotes a familiarity with the art world, and the artist may be able to determine a particular artist’s work, their school, and known history.   Forgery (05%): Adept at fine detail, the user can produce high quality fake documents, be it a person’s handwriting, a bureaucratic form or permit, or a duplicate of a tome. The forger will require suitable materials (inks, grades of paper, etc.) as well as an original from which to copy. A successful roll indicates the forgery will pass a normal, cursory inspection. Someone spending time and thoroughly examining the forgery would use the Appraise skill (opposed by the original forger’s skill) when determining if the fake can be spotted.   Photography (05%): Covers both still and motion photography. This skill allows one to take clear pictures, develop them properly, and enhance half-hidden detail. In the 1920s, the user is able to prepare the necessary chemicals to make flash powder (see Dangerous Photography, page 173). In the present day, the skill extends to cover video cameras, video playback equipment, digital photography, and digital editing, where the user is adept at the manipulation of digital images. Radically different versions can be created from an original source, such as changing the location of a person in a photograph, who they are with, and what they are doing. Those proficient may also be able to detect when an image has been manipulated.   Regular snapshots do not require a skill roll. Rolls would be required to achieve effective candid photographs, or shots that capture fine detail—especially at long range, at speed, or in low light. This skill can also allow the investigator to determine if a photograph has been tampered with or fabricated, as well as the angle and position from which a photograph was taken.

Artillery (01%) [Uncommon]

This skill assumes some form of military training and experience. The user is experienced in the operation of field weapons in warfare, able to work in a crew or detachment to operate the projection of munitions beyond the range of personal weapons. Many weapons of this nature are too large for a single person to operate, and either an individual cannot use the weapon without a crew or the difficulty level should be raised (at the Keeper’s discretion, dependent on the type of weapon employed).   Various specializations exist, depending on the period setting of the game, including cannon, howitzer, mortar, and rocket launcher.   Note: as a combat skill, this cannot be pushed.

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 behavior. Charm is opposed by the Charm or Psychology skills.   Charm may be used for bargaining, to haggle the price of an item or service down. If successful, the seller is won over and they may well reduce the price a little.   Pushing examples: overtly flattering the target with affection; presenting an expensive gift; building trust by imparting a secret.   Remember this is about being charming: if the investigator begins to take an alternative approach, the Keeper may ask for a different skill to be used; if threats are used, it may become Intimidation; or if a protracted discussion ensues, it may become Persuasion. Switching from one to the other to gain a second roll still constitutes a pushed roll.   Sample Consequences of failing a Pushed roll: the target takes offence and will have nothing further to do with you; the target is associated in some way with your enemies and, while they may play along with you, they also inform on you; a third party intercedes to prevent you from chatting up their girl.   If an insane investigator fails a pushed roll, he or she falls head over heels in love with their target and will act as if the target had successfully used a Dominate spell (see Call of Cthulhu Rulebook) upon them.
Persuade, Fast Talk, Intimidate, and Charm: Disambiguation
The relative values in these skills serve to define a character and how they interact with people.   It is not for the player to nominate which one of these four skills they are using in a given situation. Instead the player should describe what their investigator is doing and saying, and it is then up to the Keeper to decide which of the four skills is appropriate.
  • If the investigator is threatening violence or acting aggressively, the skill is Intimidate.
  • If the investigator is attempting to befriend or seduce, the skill is Charm.
  • If the investigator is using rational arguments and debate over a prolonged time, the skill is Persuade.
  • If the investigator is acting quickly to deceive, con, or trick, the skill is Fast Talk.
When Used on Player Characters
Each player (normally) has only one investigator through which they act in the game; it would therefore not be fair to allow one player to dictate the actions of another player’s investigator. However, if one player wishes to put pressure on another player’s investigator to do their bidding, they might use violence (combat rules) or their investigator’s social skills. The former could inflict damage and ultimately death; the latter is subtler.   When one of these four skills is successfully used on an investigator (either by a non-player character or another investigator), the player is not compelled to follow the wishes of the other party. If the player refuses to act in accordance with the wishes of the character who is coercing them, the latter can inflict one penalty die on one dice roll (of the coercer’s choice) made by the player of the coerced investigator. This penalty die need not be applied to the very next dice roll, but does not last indefinitely. Only one penalty die can be held by one character against any other single character at a time.

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 rappeling.   Conditions, such as firmness of surface, available handholds, wind, visibility, rain, etc., may all affect the difficulty level.   Failing this skill on the first roll indicates that the climb is perhaps beyond the investigator’s capability. Failing a pushed roll is likely to indicate a fall with resultant damage. One successful Climb roll should allow the investigator to complete the climb in almost all cases (rather than requiring repeated rolls). A challenging or longer climb should have an increased difficulty level.   Pushing examples: reassessing the climb; taking a longer route; straining one’s reach.   Sample Consequences of failing a Pushed roll: fall and suffer damage (1D6 damage per ten feet onto grass, or 1D10 damage per 10 feet onto concrete lose a valuable possession as it falls from your pocket (you may not notice this until later become stranded, unable to go up or down.   If an insane investigator fails a pushed roll, he or she holds on for dear life and screams at the top of their lungs for as long as they can.

Computer Use (05%) [Modern]

This skill allows the investigator to program in various computer languages, retrieve and analyze obscure data, break into a secured system, explore a complicated network, and detect or exploit intrusions, back doors, and viruses. Special manipulation of a computer system may require this roll.   The Internet places a wealth of information at the fingertips of an investigator. Use of the Internet to find highly specific or obscure information may require a combined dice roll for Computer Use and Library Use.   This skill is not needed to use computers when surfing the Internet, collecting email, or to run regular commercially available software.   Pushing examples: taking longer to develop a program; using another’s code as a shortcut; using untested software (e.g. a virus) to exploit a system.   Sample Consequences of failing a Pushed roll: accidentally erasing the sought-after files, or even corrupting the whole system; leaving evidence or alerting others through your actions; infesting your own computer/network with a virus.   If an insane investigator fails a pushed roll, he or she is lost in cyberspace, and it will require physical intervention to get the person to stop using the computer or look away from the screen.

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. Credit Rating can be used in place of APP to gauge first impressions. (i.e. wealthier people tend to dress in more expensive clothing).   Credit Rating is not so much a skill as a gauge of financial wealth, and should not be ticked as other skills are. A high Credit Rating can be a useful resource in play, and so should be paid for with skill points when creating an investigator. Each occupation has a starting range for Credit Rating, and skill points should be spent to achieve a rating therein.   Call of Cthulhu is not a game that requires money to be carefully tracked; however, it is useful to know the bounds of an investigator’s financial reach—for example, can the investigator afford to employ a team of archaeologists and workers to excavate an Egyptian tomb? An investigator’s Credit Rating can change over time. Investigators of the Cthulhu Mythos are prone to insanity, and this may lead to loss of employment and thus a lowering of the investigator’s Credit Rating score.   Pushing examples: you offer your house and/or other valuables to secure money from a loan shark; you attempt to pressure the bank manager into giving you a loan.   Sample Consequences of failing a Pushed roll: the loan shark turns nasty and directs his boys to teach you lesson; the bank manager calls the police; you are loaned the money, but it is a ploy to put you in deeper debt with a mobster who plans to buy out your debt and later call on you for a favor.   If an insane investigator fails a pushed roll, he or she loses all faith in capitalism and begins freely handing out his or her money to passersby. 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. Thus, Cthulhu Mythos skill derived from encountering Deep Ones (for example) is transferable to other situations and entities. Also referred to as "that which man should not know," the Cthulhu Mythos is antithetical to human understanding, and exposure to it undermines human sanity.

Cthulhu Mythos (00%)

No starting investigator may take points in Cthulhu Mythos as a starting skill (unless agreed with the Keeper). There is no tick-box for Cthulhu Mythos on the investigator sheet, as successful use of the skill does not offer an increase in the investigator’s percentiles in the skill. Instead, points in Cthulhu Mythos are gained by encounters with the Mythos that result in insanity, by insane insights into the true nature of the universe, and by reading forbidden books and other Mythos writings. A character’s Sanity may never be higher than 99 minus his or her Cthulhu Mythos skill. As Cthulhu Mythos points proliferate, they crowd out Sanity points, and leave the investigator vulnerable.   Whenever spoor or other evidence of Mythos monsters is found, a successful roll against this skill allows the investigator to identify the entity, deduce something about its behavior or guess at some property it may possess. A successful Cthulhu Mythos roll might also allow an investigator to remember some fact concerning the Mythos, identify a spell by seeing it cast, remember that a particular spell or piece of information may be found in a particular Mythos tome, or achieve some other task. The Cthulhu Mythos skill may also be used to manifest magical spell-like effects.   Pushing examples: getting closer to the creature for a better view; consulting dread tomes, or lore of humans (or otherwise) possessing specialist knowledge; conducting an autopsy to learn more; reading aloud as you retrace the strange cryptograms.   Sample Consequences of failing a Pushed roll: get too close, exposing oneself to harm or suspicion; unwittingly read aloud a passage from a tome that activates a summoning spell; accidentally corrupt or destroy the evidence being studied.   If an insane investigator fails a pushed roll, he or she experiences a vision or revelation that reveals new truths about the Cthulhu Mythos.
Becoming a Believer
Reading an ancient book of horrific and terrible secrets while safe in an apartment with the lights on, you might dismiss the contents as a work of fantasy. This is your prerogative, but disbelief has its perils. If your investigator chooses not to believe what they have read, then the Cthulhu Mythos knowledge granted by the book is added to your investigator’s skill (maximum Sanity is reduced by the corresponding amount), but no Sanity points are lost. In this way, your investigator can accumulate considerable knowledge of the Cthulhu Mythos without losing any Sanity at all. However, when encountering evidence of the Mythos firsthand, your investigator will realize that those accursed books held the truth! At that point your investigator becomes a believer and immediately loses Sanity points equal to his or her Cthulhu Mythos score.   Your investigator can choose to remain a nonbeliever until forced to lose Sanity points for encountering the Mythos firsthand. Viewing human corpses or torture may cause Sanity loss, but such loss does not lead to belief in the Mythos. As a nonbeliever, you may read Mythos books and learn (but not cast) spells.   Firsthand experience of the Mythos always calls for a Sanity roll, and the loss of even one point of Sanity compels your investigator to believe in the Mythos thereafter (and immediately lose Sanity equal to your Cthulhu Mythos skill).   You can choose for your investigator to become a believer at any point you wish (and take the Sanity loss).

Demolitions (01%) [Uncommon]

With this skill the user is familiar in the safe use of demolitions, including setting and defusing explosive charges. Mines and similar devices are designed to be easy to set (no roll required) and more difficult to remove or defuse. This skill also encompasses military-grade demolitions (anti-personnel mines, plastique, etc.) Given enough time and resources, those proficient may rig charges to demolish a building, clear a blocked tunnel, and repurpose explosive devises (such as constructing low yield charges, booby-traps, and so on).   Pushing examples: taking until the very last second to defuse the bomb; double-checking all the circuits/connections by hand.   Sample Consequences of failing a Pushed roll: if defusing or removing an explosive device, the consequence of failing a pushed roll is clear—it explodes! If using the Demolitions skill to place charges, the consequence of failing a pushed roll may be a failure to detonate at the right time (or at all), or that the detonation fails to have the desired effect (either too great or too little).   If an insane investigator fails a pushed roll, he or she devises the most bizarre method of delivering the explosive, such as strapping it to a cat or to themselves.

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.   Note that to pass as a specific person in a face-to-face meeting with someone who knows the person being imitated is beyond the scope of this skill, and may well indicate the need for a combined skill roll at a higher difficulty (with Persuade, Charm, or Fast Talk).   Pushing examples: undergoing a fully immersive and intensive preparation (losing oneself in the role stealing personal items and utilizing them in the disguise; overt exaggeration to confound the target; feigning a sudden attack of illness to disorientate the observer.   Sample Consequences of failing a Pushed roll: Being arrested; causing offence, leading to violence or criminal charges; finding that the person being imitated is wanted by a criminal gang who come looking for vengeance.   If an insane investigator fails a pushed roll, the investigator no longer recognizes his or her own face in the mirror, even when the disguise is removed.

Diving (01%) [Uncommon]

The user is trained in the use and maintenance of diving equipment for swimming underwater, including underwater navigation, proper weighting, and emergency procedures.   Prior to the invention of the Aqua-Lung in 1942, rigid diving suits were worn with air pumped from the surface through a connecting tube.   In the modern age, a scuba diver will be familiar with the physics of diving, air pressure, and the physiological processes that occur when breathing with pressurized air.   Pushing examples: pushing the limits of the equipment; methodically double-checking equipment; gaining professional assistance.   Sample Consequences of failing a Pushed roll: become trapped underwater; attacked by sea creatures; suffer the bends.   If an insane investigator fails a pushed roll, he or she begins to understand whale-song; all you have to do is follow their instructions.

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). Dodge can increase through experience, like other skills. If an attack can be seen, a character can try to dodge it. It is impossible to dodge bullets because they cannot be seen when in motion; the best a character can do is to take evasive action that results in being harder to hit (see Diving for Cover in the Call of Cthulhu Rulebook).   Note: as a combat skill, this cannot be pushed.

Drive Auto (20%)

Anyone with this skill can drive a car or light truck, make ordinary maneuvers, and cope with ordinary vehicle problems. If the investigator wants to lose a pursuer or tail someone, a Drive roll would be appropriate.   Some other cultures might replace this skill with a comparative one: the Inuit might use Drive Dogsled, or a Victorian might use Drive Carriage.   Pushing examples: driving the vehicle to its limit; not slowing down, regardless of the risk.   Sample Consequences of failing a Pushed roll: Crashing; skidding to a halt, unable to proceed; being seen and pursued by the police.   If an insane investigator fails a pushed roll, he or she will be found behind the wheel of a stationary vehicle making "brum-brum" noises.
1920s Drive Automobile
In the U.S. drivers are licensed by individual states. Most require a minimum age of 16, although there are exceptions, especially regarding the use of farm vehicles by underage persons in conjunction with the work of the farm. To obtain a license, a short, simple written test must first be passed, followed by a brief road test in the presence of a police officer. Passing both tests and the payment of a fee results in a license, usually good for one to two years before needing renewal. Driver’s licenses are valid in other states but can be revoked by a judge if the driver is repeatedly ticketed for unsafe practices.   In Great Britain, the Motor Car Act of 1903 introduced the driving license, as well as registration numbers for vehicles, and a speed limit of 20mph. The Roads and of 1920 required councils to register all vehicles at the time of licensing. Driving tests, however, were not necessary or compulsory until 1935.

Electrical Repair (10%)

Enables the investigator to repair or reconfigure electrical equipment, such as auto ignitions, electric motors, fuse boxes, and burglar alarms. In the present day, this skill has little to do with the Electronics skill. Fixing an electrical device may require special parts or tools. Jobs in the 1920s may call for this skill and for Mechanical Repair in combination.   Electrical Repair may also be used in conjunction with modern explosives, such as blasting caps, C-4 plastic explosives, and mines. These weapons are designed to be easy to deploy; only a fumble result will lead to misfire (remember the roll can be pushed). Defusing explosives is far trickier, as they may be fitted with anti-tamper mechanisms; raise the level of difficulty when disarming explosives—see Demolitions skill.   Pushing examples: taking longer to repair or reconfigure the equipment; taking a risky short-cut.   Sample Consequences of failing a Pushed roll: take damage from an electric shock; blow the fuses and plunge the building into darkness; wreck the thing you are working on beyond repair.   If an insane investigator fails a pushed roll, he or she attempts to harness the electrical power of living organisms into the device.
1920s Electrical Repair
Most repair jobs in the early 1920s require only knowledge of motors and generators, lighting and heating systems, and the comparatively simple circuitry of automobiles and burglar alar ms. These sorts of tasks could logically be handled by the Mechanical Repair skill, and it is suggested that the one skill be used for both mechanical and simple electrical repairs. By the end of the decade, however, the radio business is booming and television is already in its infancy. Repairing these devices calls for the Electrical Repair skill. Numerous schools and correspondence courses abound, offering to teach these “vital new skills.” Even courses on television are available. Popular Science and Modern Electronics (the latter founded in 1908) are both monthly periodicals devoted to new developments in technology.

Electronics (01%) [Modern]

For troubleshooting and repairing electronic equipment. Allows simple electronic devices to be made. This is a skill for the present day—use Physics and Electrical Repair for electronic developments of the 1920s.   Unlike the Electrical Repair skill, parts needed for electronics work often cannot be jury-rigged: they are designed for precise jobs. Often without the right microchip or circuit board, the skill user is out of luck unless they can contrive some form of workaround.   Pushing examples: taking longer to construct or repair a device; researching new or other methodologies.   Sample Consequences of failing a Pushed roll: fry circuitry or other delicate parts; take damage from electric shock; create a device that does something other than what was intended.   If an insane investigator fails a pushed roll, he or she becomes paranoid, convinced that every item they come across contains electronic bugging devices: the telephone, the television, the refrigerator.

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.    The skill is opposed by Psychology or Fast Talk. After a brief period (usually after the fast talker has left the scene) the target will realize that they have been conned. The effect of Fast Talk is always temporary, though it will last longer if a Hard success is achieved.   Fast Talk may be used to haggle the price of an item or service down. If successful, the seller momentarily thinks that they have struck a good deal; however, if the buyer returns and attempts to purchase another item, the seller may well refuse further haggling and even increase the price in order to recoup what they lost on the previous sale!   Pushing examples: getting up close and personal to the target; talking outlandishly, aiming to confuse the target. Remember this is Fast Talk, so if the investigator begins to take an alternative approach, the Keeper may ask for a different skill to be used; if threats are used, it may become Intimidate, or if a protracted discussion ensues, it may become Persuade. Switching from one to the other to gain a second roll still constitutes a pushed roll.   Sample Consequences of failing a Pushed roll: cause great offence leading to violence, outrage or criminal proceedings.   If an insane investigator fails a pushed roll, he or she begins hurling random abusive phrases at people.

Fighting (Specializations) (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. A myriad of fighting styles exist, each with its own pros and cons. Martial arts are simply a way of developing a person’s Fighting skill. Decide how the character learned to fight, whether it be formal military training, martial arts classes, or learned the hard way as a result of street-fighting. The term "brawl" might feel too crude for a skilled martial artist and could be replaced (with Karate for example) if a player so wished.    Note: as a combat skill, this cannot be pushed. 
Fighting Specializations:
Axe (15%): use this skill for larger wood axes. A small hatchet can be used with basic brawling skill. If thrown, use the Throw 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. To determine the damage done with an improvised weapon, the Keeper should refer to the weapons list and pick something comparable.   Chainsaw (10%): the first gasoline-powered, mass-produced chainsaw appeared in 1927, however earlier versions existed.   Flail (10%): nunchaku, morning stars, and similar medieval weapons.   Garrote (15%): any length of material used to strangle. Requires the victim to make a Fighting Maneuver to escape, or suffer 1D6 damage per round.   Spear (20%): lances and spears. If thrown, use Throw skill.   Sword (20%): all blades over two feet in length.   Whip (05%): bolas and whips.   Weapons and their skill categories are listed in the Weapons Table (see pages 250—255). The above specializations may not cover all weapons, but where possible try to fit other weapons into one of the above categories. Chainsaw is included as a weapon because of its use in numerous films, but players should note that the chance of a fumble is doubled and that they risk killing their investigator (or removing a limb) should this happen.

Firearms (Specializations) (varies %)

Covers all manner of firearms, as well as bows and crossbows. You may spend skill points to purchase any skill specialization. The generic Firearms skill cannot be purchased. Choose specializations appropriate to your investigator’s occupation and history.   Note: as a combat skill, this cannot be pushed.
Firearms Specializations:
Bow (15%): use of bows and crossbows, ranging from medieval longbows to modern, high-powered compound bows.   Handgun (20%): use for all pistol-like firearms when firing discrete shots. For machine pistols (MAC-11, Uzi, etc.) in Modern- era games, use the Submachine Gun skill when firing bursts.    Heavy Weapons (10%): use for grenade launchers, anti-tank rockets, etc.   Flamethrower (10%): weapons projecting a stream of ignited flammable liquid or gas. May either be carried by the operator or mounted on a vehicle.   Machine Gun (10%): weapons firing bursts from bipods, tripods, and mounted weapons. If single shots are fired from a bipod, use Rifle skill. The differences between assault rifle, submachine gun, and light machine gun are tenuous today.   Rifle/Shotgun (25%): with this skill any type of rifle (whether lever-action, bolt-action, or semi-automatic) or scatter-gun can be fired. Since the load from a shotgun expands in a spreading pattern, the user’s chance to hit does not decrease with range, but the damage dealt does. When an assault rifle fires a single shot (or multiple singles) use this skill.   Submachine Gun (15%): use this skill when firing any machine pistol or submachine gun; also for assault rifles set on burst or full automatic fire. Firearms are listed in the Weapons Table (see pages 250—255).

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