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Character creation

Posted: Thu Nov 04, 2021 5:33 am
by Borderline
Welcome,
Feel free to make rolls, edit and discuss characters here. The events of our story begin in 1932 with investigators tasked with tackling the strange and supernatural.

Re: Character creation

Posted: Thu Nov 04, 2021 8:47 am
by Mephistophilis
3d6*53d6*52d6+6=80d3d6*5pp3d6*52d6+6=85p3d6*5d2d6+6=50L3d6*5d50%d%d50%d%d50%d%dpLL3d10pLL1d10


So he's going to be age 50, that's 3 EDU improvement rolls (all failed +13pts) and 10pts off STR/CON/DEX (I'll take off CON) and 10 off APP. -2 from MOV due to age.

Personal interest points 170

POLICE DETECTIVE [Lovecraftian]—Art/Craft (Acting)
or Disguise, Firearms, Law, Listen, one interpersonal
skill (Charm, Fast Talk, Intimidate, or Persuade), Psychology,
Spot Hidden, any one other skill.
Credit Rating: 20–50
Occupation Skill Points: EDU × 2 + either DEX × 2 or
STR × 2 - 126 + 120 = 246

Firearms +10% specialization bonus for Handgun > 50%

Police Experience Package
The investigator has served for a number of years on a
police force or has retired from this profession. Adjust the
following for the investigator:
- Choose a starting age of 25 or over.
- Deduct 1D10 from SAN.
- Add one of the following to the investigator’s
backstory: Injury/Scar or a Phobia/Mania associated
with their experiences as a police officer.

Add 60 bonus skill points divided among any of
the following skills: Climb, Drive Auto, Fighting
(Brawl), Firearms (Handgun or Rifle/Shotgun), First
Aid, Intimidate, Law, Listen, Other Language, any
two interpersonal skills (Charm, Fast Talk, Persuade,
or Intimidate), Track.
- Note on the investigator sheet: Immune to sanity
losses resulting from viewing a corpse.

2 SAN loss for being police.



Image

Name: William 'Bill' Gilmore
Player: Mephistophilis
Occupation: Bureau of Investigation (BOI) Special Agent
Career: Police Detective
Age: 50 Sex: Male
Residence: Washington DC
Birthplace: Charleston, North Carolina

STR 60
CON 70
SIZ 80
DEX 60
APP 35
INT 85 Idea 85%
POW 55
EDU 63 Know 63%
Luck 60
SAN 53 (MAX 99)
HP 15/15
MP 11/11
DB +1d4
Build +1
MOV 5

Skills (non-default BOLD, professional skills ITALICS, hobbies preceded by '.', experience package preceded by ',', passed skill tests preceded by *):

Accounting (05%)
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art and Craft (05%) [Specializations]
Charm (15%)
Climb (20%)
Credit Rating (00%): 20%
Cthulhu Mythos (00%)
Demolitions (01%)
Disguise (05%)
Diving (01%)
.Dodge (30%): 50%
.Drive Auto (20%): 50%
Electrical Repair (10%)
Fast Talk (05%)
,Fighting (Brawl) (25%): 60%
Firearms (Handgun) (20%): 70%
Firearms (Rifle/Shotgun) (25%): 35%
Firearms (SMG) (15%): 25%
First Aid (30%)
History (05%)
Hypnosis (01%)
,Intimidate (15%): 55%
Jump (20%)
,Language (Other) (01%) [Specializations]
Language (Own - English) (63%)
Law (05%): 52%
Library Use (20%)
Listen (20%): 40%
Locksmith (01%)
Mechanical Repair (10%)
Medicine (01%)
Natural World (10%)
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%): 60%
Pilot (01%) [Specializations]
Psychoanalysis (01%)
Psychology (10%): 70%
Read Lips (01%)
Ride (05%)
Science (01%) [Specializations]
Science (Astronomy) (01%)
Science (Forensics) (01%): 40%
Sleight of Hand (10%)
Spot Hidden (25%): 70%
Stealth (20%)
Survival (10%) [Specializations]
Swim (20%)
Throw (20%)
.Track (10%): 30%

Immune to sanity losses resulting from viewing a corpse.

Injuries & scars
Never the best looking man, Bill has taken a shotgun blast to the face in the course of an investigation into the mafia and he has multiple jagged little scars across the side of his face from this.

Appearance and personality
Bill's a big man, tall, broad, yet he carries himself with a hunch, he seems almost shrunken within his own frame. He looks every one of his fifty years of age, world weary, with hollow eyes. He moves like everything is an effort. He speaks slowly and carefully, his southern accent blunted by all those years in Washington.

Ideology/Beliefs: There is evil in society that should be rooted out. Organised crime, corruption, and political subversion.

Traits: Loyal - When Bill gives a commitment to do something he's damn well going to follow through, no matter what.

Background
Bill Gilmore started his career with the Secret Service at the Department of the Treasury, essentially investigating federal crimes like racketeering and murder. He quickly developed a reputation as a solid investigator and was loaned out to the nascent Bureau of Investigation (BOI) to provide manpower for their own enquiries into organised crime and corruption. When the BOI was prevented from using Treasury agents he jumped at the chance to become one of the first Special Agents of the BOI (later to become the FBI). Due to his age and role he never served in the Great War but felt like he was fighting the good fight back home. His career went from strength to strength and his relentless and methodical approach garnered much praise. That was until around 1928 when his wife Wilma developed cancer. He didn't know how to handle it and threw himself into his work, Wilma died alone, while he was away on an investigation. His daughter Amanda has never forgiven him. Since then Bill's a changed man, no longer the powerful force of nature he once was, the keen intellect is still there, but the killer instinct is gone. Those that know him think he's just serving out his time until he can retire, but retire to what?

Significant People: Daughter Amanda Gilmore (key connection), all he has left since his wife Wilma died. But his relationship with Amanda is strained, she's never forgiven him for the way he threw himself into his work when her mother was sick. For his part Bill disapproves of her liberal ways and un-American beliefs. (I also rolled an NPC to be determined by the Keeper that Bill idolises)

Meaningful Locations: He can't go back to the family home, too many memories. Bill keeps a little place in Washington but it's really just somewhere to rest his head. The only place that means anything to him anymore is his office in the BOI part of the Department of Justice.

Treasured Possessions: On a gold chain around his neck, Bill wears his late wife Wilma's wedding ring.

Attacks
Unarmed 60%, 1d3 +1d4
Crowbar 60%, 1d8 + 1d4
.45 automatic 70%, 1d10+2, 15yds, 1(3) shots per round, 7 round magazine, malfunction on 100

Income & Savings
Spending level $10
Cash $40
Assets $1000

Equipment
Buick Series 40 Phaeton 4 door sedan
.45 automatic pistol in shoulder holster
Flashlight, handcuffs, wristwatch, notebook and pens
Packet of Lucky Strike cigarettes and lighter
Magnifying glass, tweezers, pocket knife
Crowbar, binoculars

Lt. Commander Ralph Harper

Posted: Thu Nov 04, 2021 7:58 pm
by Mr. Handy
STR:3d6*5
CON:3d6*5
SIZ:(2d6+6)*5
DEX:3d6*5
APP:3d6*5
INT:(2d6+6)*5
POW:3d6*5
EDU:(2d6+6)*5
Luck:3d6*5
My rolls were bad, especially compared to the ones above. Can I take a mulligan (just reroll the entire set)?

Re: Character creation

Posted: Thu Nov 04, 2021 9:58 pm
by Mephistophilis
Couple of questions:

I presume we're using 7th edition?

Can I take the Police Experience Package from the Investigator's Handbook?

Can I use the Specialisations: Transferrable Skill Benefit rule from the Keeper's Handbook?

Re: Character creation

Posted: Fri Nov 05, 2021 2:34 am
by Borderline
Mephistophilis wrote: Thu Nov 04, 2021 9:58 pm Couple of questions:

I presume we're using 7th edition?

Can I take the Police Experience Package from the Investigator's Handbook?

Can I use the Specialisations: Transferrable Skill Benefit rule from the Keeper's Handbook?
First answer is yes, second and third are yes too but what are they? I only have keepers guide.

Re: Lt. Commander Ralph Harper

Posted: Fri Nov 05, 2021 2:34 am
by Borderline
Mr. Handy wrote: Thu Nov 04, 2021 7:58 pm STR:3d6*5
CON:3d6*5
SIZ:(2d6+6)*5
DEX:3d6*5
APP:3d6*5
INT:(2d6+6)*5
POW:3d6*5
EDU:(2d6+6)*5
Luck:3d6*5
My rolls were bad, especially compared to the ones above. Can I take a mulligan (just reroll the entire set)?
Yes by all means

Re: Character creation

Posted: Fri Nov 05, 2021 3:36 am
by Mr. Handy
STR:3d6*5
CON:3d6*5
SIZ:2d6*5+30
DEX:3d6*5
APP:3d6*5
INT:2d6*5+30
POW:3d6*5
EDU:2d6*5+30
Luck:3d6*5
Thank you, that's much better! Can stats be swapped around if they were rolled on the same dice, or do we take them as we rolled them?

Re: Character creation

Posted: Fri Nov 05, 2021 3:47 am
by Borderline
Thank you, that's much better! Can stats be swapped around if they were rolled on the same dice, or do we take them as we rolled them?
Feel free to swap thanks

Re: Character creation

Posted: Fri Nov 05, 2021 5:54 pm
by Philulhu
Edit: 20 luck?! Ouch! Mind if I re-roll that one?

Re: Character creation

Posted: Fri Nov 05, 2021 6:54 pm
by Borderline
Go ahead and reroll it, I want your luck to be high when your luck runs out :twisted: :twisted:

Re: Character creation

Posted: Fri Nov 05, 2021 7:27 pm
by Borderline
Borderline wrote: Fri Nov 05, 2021 2:34 am
Mephistophilis wrote: Thu Nov 04, 2021 9:58 pm Couple of questions:

I presume we're using 7th edition?

Can I take the Police Experience Package from the Investigator's Handbook?

Can I use the Specialisations: Transferrable Skill Benefit rule from the Keeper's Handbook?
First answer is yes, second and third are yes too but what are they? I only have keepers guide.
Regarding these questions I was able to look them up I'm fine with them being used, so anyone playing a hardened investigator type character can use the police experience package if applicable. If you're going to use the transferable skills benefit please only use it for skills that obviously follow the rule and include it in your character creation because I'm not going to go through and change them.

Re: Character creation

Posted: Fri Nov 05, 2021 7:31 pm
by Mr. Handy
I believe that in 7th edition you get a free reroll of Luck and can take whichever roll is better if your character is younger than 20. While my Luck isn't so good, I'll stick with it and just take the chance to increase my EDU, though it's already pretty high and it's doubtful I'll increase it. My character wouldn't be that young.

EDU XP check (80% stat):
d%

Re: Character creation

Posted: Fri Nov 05, 2021 7:58 pm
by Philulhu
Borderline wrote: Fri Nov 05, 2021 6:54 pm Go ahead and reroll it, I want your luck to be high when your luck runs out :twisted: :twisted:
Yay… … …

3d6*5

Oh, ffs…!

Re: Character creation

Posted: Fri Nov 05, 2021 9:03 pm
by Mephistophilis
Borderline wrote: Fri Nov 05, 2021 7:27 pm Regarding these questions I was able to look them up I'm fine with them being used, so anyone playing a hardened investigator type character can use the police experience package if applicable. If you're going to use the transferable skills benefit please only use it for skills that obviously follow the rule and include it in your character creation because I'm not going to go through and change them.
Ah cool, was just about to post the rules. Realistically I'll only use the transferable one for firearms. Will add in the police to the above.

Re: Character creation

Posted: Sat Nov 06, 2021 12:00 am
by Borderline
Yeah it always seemed to me like Firearms skills should transfer

Re: Character creation

Posted: Sun Nov 07, 2021 1:35 am
by Philulhu
I was thinking of playing a Jewish refugee from Europe. Given the antisemitism and upheaval in Europe at the time, that seems a reasonable fit. She’d be the daughter of a Jewish intellectual, in her early 20s, possibly a research assistant or a graduate.

If that sounds ok, I’ll draw up a more detailed character.

Re: Character creation

Posted: Sun Nov 07, 2021 2:44 am
by Borderline
Sounds awesome but the adventure will take place in USA so could your character have traveled there?

Re: Character creation

Posted: Sun Nov 07, 2021 7:59 pm
by aine
Could I play a young street punk, an orphan and n’er-do-well but with a good heart?
I only have 5th Ed and Pulp rules but I think I can extrapolate using the online 7th rules summary as well.

Re: Character creation

Posted: Sun Nov 07, 2021 11:45 pm
by Borderline
Anne absolutely. We are playing 7e so the character creation rules you found online should be fine. If there's anything I can do to help let me know, I'm very new myself but I have a keepers guide. There's probably some good YouTube videos on character creation as well.

Re: Character creation

Posted: Sun Nov 07, 2021 11:49 pm
by Mephistophilis
I'm sure the rest of us can help out.

Re: Character creation

Posted: Mon Nov 08, 2021 12:06 am
by Borderline
Didn't want to volunteer you all but much appreciated.

Re: Character creation

Posted: Mon Nov 08, 2021 12:26 am
by Philulhu
Borderline wrote: Sun Nov 07, 2021 2:44 am Sounds awesome but the adventure will take place in USA so could your character have traveled there?
Sure, that’s no problem.

Re: Character creation

Posted: Mon Nov 08, 2021 3:51 am
by Borderline
Great, looking forward to our game

Re: Character creation

Posted: Mon Nov 08, 2021 10:39 am
by aine
Thanks everyone. I’ve been muddling through with 5e all these years but I guess I ought to just buy 7e; I’m trying to lure my tabletop group away from their favourite D&D expert without much luck but I’m hoping Cthulhu Pulp will have the same comedy aspect they all love.
Would you suggest I both buy the keepers and player handbook? I sure they are worth every penny but it’s a big outlay.

Re: Character creation

Posted: Mon Nov 08, 2021 10:50 am
by Mephistophilis
No need for the Investigator's Handbook at all. It is mostly fluff, the Keeper's Handbook is all you need.

Re: Character creation

Posted: Mon Nov 08, 2021 3:49 pm
by aine
Image
Player: Aine
Name: Albert White
Occupation: Burglar
Age: 16
Sex: Male
Residence: Washington DC
Birthplace: Washington DC

STR 50
CON 55
SIZ 40
DEX 70
APP 70
INT 65
POW 65
EDU 50
SAN 65 (MAX 99)
HP 9/9
MP 13/13
DB 0
Build 0
MOV 9
Idea 85%
Know 50%
Luck 75
Credit rating: 0

Accounting (05%)
Anthropology (01%)
Appraise (05%) 35%
Archaeology (01%)
Art and Craft (05%) [Specializations]
Charm (15%)
Climb (20%) 50%
Credit Rating (00%):
Cthulhu Mythos (00%)
Demolitions (01%)
Disguise (05%)
Diving (01%)
Dodge (30%): 55%
Drive Auto (20%):
Electrical Repair (10%)
Fast Talk (05%) 55%
Fighting (Brawl) (25%): 45%
Firearms (Handgun) (20%):
Firearms (Rifle/Shotgun) (25%):
Firearms (SMG) (15%):
First Aid (30%)
History (05%)
Hypnosis (01%)
Intimidate (15%):
Jump (20%) 40%
,Language (Other) (01%) [Specializations]
Language (Own - English) 50%
Law (05%):
Library Use (20%):
Listen (20%): 50%
Locksmith (01%) 41%
Mechanical Repair (10%)
Medicine (01%)
Natural World (10%)
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%):
Pilot (01%) [Specializations]
Psychoanalysis (01%)
Psychology (10%):
Read Lips (01%)
Ride (05%)
Science (01%) [Specializations]
Sleight of Hand (10%) 60%
Spot Hidden (25%): 55%
Stealth (20%) 60%
Survival (10%) [Specializations]
Swim (20%)
Throw (20%)
Track (10%):

Injuries & scars
This kid still has baby cheeks.

Appearance and personality
Albert is a tiny, undernourished kid with big eyes and a cheeky smile. He looks far younger than he is and he uses this to his advantage to get out of scrapes. Albert’s obsession are pulp magazines and he has three which he has read over and over. He longs to be a character from one of the books; maybe an explorer or a detective. He models his behaviour on his heroes and this has, so far, stood him in good stead.
Albert makes a living from whatever he can; begging, stealing and scamming. He’s too little to be noticed by the big street gangs…yet. With his nimble skills, Albert has made a few successful forays with burglary and, sadly, it looks like this might be his career unless something incredible happens to him very soon.

Ideology/Beliefs: The world is black and white, you’re either a good guy or a bad guy.

Traits: Plucky. At 16 you’re invincible. Especially if you’re the hero in a pulp magazine.

Background Albert’s father went off to fight in the Great War and never came home. His consumptive mother lasted 7 years longer. Since then Albert has been living in, above and below the streets; he prefers the relatively safer country of the roofs and aeries of Washington DC, away from the roving street gangs made hungry in the current depression.


Significant People: Pastor Reynolds of St. Mary’s Episcopal Church on 23rd; a kindly, doddering man with quiet sermons. Albert scared off muggers one stormy night and Pastor Reynolds keeps a side door open for him; he has also taught Albert to read.

Meaningful Locations: St. Mary’s Episcopal Church on 23rd. The pastor turns a blind eye when Albert uses the church to avoid the worst of the night, weather or street gangs.

Treasured Possessions: His pulp magazines hidden in a pew at the church.

Attacks
Unarmed 45%, 1d3


Income & Savings
Spending level 50c
Cash $1
Assets none

Equipment
A moth eaten hat
Poor clothes and boots
Homemade skeleton keys

Edit: Age adjustments, dodge rules and trait. (Now that I have the proper rules :))

Re: Character creation

Posted: Mon Nov 08, 2021 9:19 pm
by aine
Thanks, Mephistophilis that’s the one I’ll go for then.

Re: Character creation

Posted: Tue Nov 09, 2021 8:50 pm
by Philulhu
Image
Player: Philulhu
Name: Rachel Douglas (Demsky)
Occupation: Researcher
Age: 23
Sex: Female
Residence: Washington DC
Birthplace: Vienna, Austria

STR 60
CON 60
SIZ 75
DEX 45
APP 45
INT 50
POW 60
EDU 65
SAN 60 (MAX 99)
HP 13/13
MP 12/12
DB +1d4
Build +1
MOV 7
Idea
Know
Luck 30

Skills

Accounting (05%)
Anthropology (01%) 46%
Appraise (05%) 35%
Archaeology (01%) 46%
Art and Craft (05%) [Specializations]
Charm (15%) 50%
Climb (20%)
Credit Rating (00%) 21%
Cthulhu Mythos (00%)
Demolitions (01%)
Disguise (05%)
Diving (01%)
Dodge (30%) 22%
Drive Auto (20%) 30%
Electrical Repair (10%)
Fast Talk (05%)
Fighting (Brawl) (25%) 35%
Firearms (Handgun) (20%)
Firearms (Rifle/Shotgun) (25%)
Firearms (SMG) (15%)
First Aid (30%)
History (05%) 40%
Hypnosis (01%)
Intimidate (15%)
Jump (20%)
,Language (Own - Yiddish) (65%)
Language (English) 60%
Law (05%)
Library Use (20%) 45%
Listen (20%) 30%
Locksmith (01%)
Mechanical Repair (10%)
Medicine (01%)
Natural World (10%) 45%
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%)
Pilot (01%)
Psychoanalysis (01%)
Psychology (10%)
Read Lips (01%)
Ride (05%)
Science (01%)
Science (Astronomy) (01%)
Science (Forensics) (01%)
Sleight of Hand (10%)
Spot Hidden (25%)
Stealth (20%)
Survival (10%)
Swim (20%)
Throw (20%)
Track (10%)

Appearance and Personality

Rachel is dark-haired with brown eyes and a somewhat distinctive nose. She is friendly and outgoing, if rather plain in her appearance. Her father is a big man and Rachel has his build, being tall (5’ 9”) and broad-shouldered. She tries to follow the latest fashions but always looks a bit ungainly.

She has worked on her English since arriving in the States but she still has pronounced accent, as well as the blunt speaking manner often found in east Europeans.

Ideology/Beliefs: Rachel was raised in a devout Jewish household, although her faith has been tested by the loss of her mother and the attractions of life in America.

Traits: Blunt to the point of rudeness. She means well, but can be awkward and lack tact.

Background

Significant People: Her father, Professor Samuel Douglas (formerly Shemu’el Demsky). The centre of her world since her mother passed away two years previously.

Meaningful Locations: Since arriving in America, the spacious two bedroom flat that she shares with her father. She has scoured local junk shops to find things that remind her of her homeland, and the flat is a mix of styles as a result.

Treasured Possessions: A framed photograph of her mother and a silver bracelet, the two keepsakes that she has that remind her of her mother.

Income & Savings
Spending Level
Cash
Assets

Equipment
Neat but functional clothes
Notebook & pens.

Re: Character creation

Posted: Wed Nov 10, 2021 7:38 pm
by Mephistophilis
Hi all, things kicking off at work (and at home unfortunately) with, I dunno, the fourth wave of COVID now. Will endeavour to post but could well be delayed.

Re: Character creation

Posted: Thu Nov 11, 2021 10:27 pm
by Borderline
Do the best you can no worries. Keep us updated and if you want me to control your character for a bit we can do that too but we'll be patient

Lt. Commander Ralph Harper

Posted: Mon Nov 15, 2021 6:10 am
by Mr. Handy
Name: Lt. Commander Ralph Harper
Player: Mr. Handy
Age: 29
Sex: Male
Occupation: Military Officer
College, Degrees: United States Naval Academy, Annapolis, Maryland, 1925
Birthplace: Baltimore, Maryland, USA

Image

Characteristics:
STR 70
CON 55
SIZ 65
DEX 45
APP 45
INT 75
POW 50
EDU 80

Sanity: 50
Current Sanity: 50
Phobias/Mental Disorders: None
Luck: 40
Current Luck: 40

Hit Points: 12
Current Hit Points: 12
Magic Points: 10
Current Magic Points: 10
Move: 8
Damage Bonus: +1D4
Build: +1

Appearance & Personality: Ralph Harper is a tough, rugged man about six feet tall and weighing 180 pounds. Ralph is friendly and personable, and with a strong sense of determination.

Ideology/Beliefs: Ralph is concerned about the possibility of America being undermined and subverted. He is particularly worried about Communism, which is growing in popularity due to the Depression.

Significant People: Ralph is close to his father, Vice Admiral James Harper, in whose footsteps he followed into the Navy. While he spends most of his time on land since he joined the ONI, Ralph learned his nautical skills from him

Meaningful Locations: The Naval Academy at Annapolis will always hold a place in Ralph's heart. He had some great times there.

Treasured Possessions: Ralph treasures his service pistol, the .45 M1911A1, which he was issued at the Naval Academy.

Traits: Loyal. Ralph is very loyal to his country, and will defend it with his life.

Key Connection: Ralph's father is his key connection.

Background: Ralph Harper comes from a Baltimore family with a strong naval tradition. His father James Harper is a decorated Naval officer who fought in both the Spanish-American War and the Great War. While Ralph was too young to be in the Great War, he got used to working on boats at an early age. When he came of age, he enrolled in the U.S. Naval Academy in Annapolis, Maryland, driven by a desire to protect his country and to emulate his father. He enjoyed his time at the Academy and learned his lessons well, graduating with honors and rising through the ranks quickly. He soon found his calling with the Office of Naval Intelligence, which he was recruited into in 1928. He had heard rumors of something unusual happening in a decrepit town called Innsmouth in Massachusetts in which the Navy had played a role, but he had never been cleared to know more about it. Still, he was further recruited into a secret organization within the government that was said to have had something to do with it.

Skills: (professional ones in italics, .private preceded by a dot; non-base scores bolded)

Accounting (05%): 35%
Animal Handling (10%):
Anthropology (01%):
Appraise (05%):
Archaeology (01%):
Art/Craft (05%):
Charm (15%): 55%
.Climb (20%): 50%
Credit Rating (00%): 50%
Cthulhu Mythos (00%):
Demolitions (01%):
Disguise (05%):
Dodge (1/2 DEX): 22%
.Drive Auto (20%): 55%
Electrical Repair (10%):
Fast Talk (05%):
.Fighting (Brawl) (25%): 55%
Firearms (Handgun) (20%): 60%
Firearms (Rifle/Shotgun) (25%): 35% [includes +10 from Firearms(Handgun) 50+]
First Aid (30%): 50%
Geology (01%):
Hide (10%):
History (05%):
Hypnosis (01%):
Intimidate (15%):
Jump (20%):
Language (English) (EDU%): 80%
.Language (Japanese) (01%): 26%
Language (Other) (01%):
Law (05%):
Library Use (20%):
Listen (20%):
Locksmith (01%):
Mechanical Repair (10%):
Medicine (01%):
Natural World (10%):
Navigate (10%): 55%
Occult (10%):
Operate Heavy Machine (01%):
Persuade (10%):
Pilot (01%):
Psychoanalysis (01%):
Psychology (10%): 55%
Read Lips (01%):
Ride (05%):
Science (01%):
Sleight of Hand (10%):
Spot Hidden (25%): 55%
Stealth (20%):
Survival (10%):
.Swim (20%): 50%
Throw (20%):
Track (10%):

Equipment:
Black 1932 Cadillac 355B V8 sedan
Image
.45 M1911A1 automatic pistol
Knife
Briefcase
Lighter
Cigarettes

Cash: $250
Assets: $25,000
Spending Level: $50