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.
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
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.
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.
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