recursal/Fanatic-Fandom huggingface dataset:
Stealth

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**Stealth (20%)**

The art of moving quietly and hiding without alerting those who might hear or see. When attempting to avoid detection, use a **Stealth** skill roll. Ability with the skill suggests either that the character is adept at moving quietly (light-footed) or skilled in camouflage techniques. The skill might also suggest that the character can maintain a level of patience and coolheadedness to remain still and unseen for long periods.

**Opposing skill/Difficulty level:** When attempting to hide, the opponent's Spot Hidden or Listen skill is used to set the difficulty of the roll. Situational modifiers may apply (*e.g.* darkness or loud noises)

* Regular difficulty: moving quietly around the house to avoid detection by average people (those with Spot Hidden or Listen skills of less than 50%).
* Hard difficulty: sneaking past an attentive guard dog; having only seconds to find a hiding place.

**Pushing examples**: taking more time to study the area; removing your shoes; causing a distraction; sitting tight until the coast appears clear.

**Sample Consequences of failing a Pushed roll**: unbeknown to you, you have been spotted and rather than approach you directly, the cultists decide to summon "something" to get you; you hear the cupboard door behind which you are hiding being locked and then nailed shut.

* If an insane investigator fails a pushed roll the investigator may believe they are invisible, when in fact, everyone can see them.
Navigate

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**Navigate (10%)**

Allow the user to find his or her way in storms or clear weather, in day or night. Those of higher skill are familiar with astrological tables, charts, instruments, and satellite location gear as they exist in the era of play. One could also use this skill to measure and map an area (Cartography), whether an island of many square miles or the interior of a single room - use of modern technology may lower or negate the difficult level.

Rolls for this skill may be made as concealed rolls by the Keeper - a matter for the investigators to attempt, and later witness the results.

If the character is familiar with the area, a Bonus die should be granted to the roll.

**Opposing skill/Difficulty level:**

* Regular difficulty: keep on the right route; use the sun and stars to identify compass positions; map a small area of terrain.
* Hard difficulty: head in the right direction when there is no clear route or landmarks; map a large area of complex terrain.

**Pushing examples**: getting the map out and delaying while you attempt to work out where you are; going back to where you started from and trying again.

**Sample Consequences of a Pushed roll**: you get lost and find yourself being watched or ambushed by a bear; you go round and round in circles, and your companions stop following you (you're on your own now...), you mistake the stars, and rather than getting away from the cultists' search parties, you end up back at the cult's hidden base.

* If an insane investigator fails a pushed roll, they throw away the map (as happens in the The Blair Witch Project) and follow their own intuition. Their intuition does not work.
Computer Use (Modern)

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**Computer Use (Modern) (05%)**

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.

**Opposing skill/Difficulty level:**

* Regular difficulty: write, analyze and debug a computer program
* Hard difficulty: decipher and hack into a secure network without being identified or traced.

**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, they are lost in cyberspace, and it will require physical intervention to get the person to stop using the computer or look away from the screen.
Phobia, Mania, Compulsion, Amnesia

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**Phobia**

When exposed to the source of their phobia, or even just thinking about it, a character's symptoms can develop rapidly. Within seconds, palpitations, trembling, choking, and an uncontrollable anxiety appear. The character that they must do everything possible to avoid the situation.

**Mania**

A character with a mania will have a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, garrulousness, increased self-esteem to the point of delusion, decreased need for sleep, easily distracted, willingness for dangerous or imprudent activities such as reckless driving, hallucinations, delusions, and bizarre behavior.

**Compulsion**

Compulsions tend to be ritual actions performed to affect the future, possibly to prevent some vague notion of impending doom. Though the character may agree the actions are senseless, the need to perform them is overpowering. Even in times of great stress, the character may ignore their survival in order to perform the ritual.

**Amnesia**

An inability to recall important personal information, brought on by a desire to avoid unpleasant memories. The character may just forget the bad experience that caused the amnesia or they could forget major chunks of time, or even everything about themselves. The Keeper may choose to reset Cthulhu Mythos to 0 and maximum Sanity to 99 while the amnesia holds sway; the horror returns when the character's memories do, or when they experience a similarly horrific situation.
Languages

**(Optional Rule)**

When a character first raises a language (other than Own Language) to 50% all other related language families are raised by 10 percentage points (but not higher than 50%). This may happen only once more: when a character first raises a language (other than Own Language) to 90%, all other related language families are raised by 10 percentage points (but not higher than 90%. For example, related family categories include Germanic (English, German, Dutch), Slavic(Russian, Czech, Polish, etc.), Niger-Congo (Swahili, Zulu, Yoruba, etc.).

Note this is in no way an exhaust list of the possible language families, and Keepers opting to use this rule are recommend to refer to standard encyclopedia entries for "language family".
Animal Handling (Uncommon)

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**Animal Handling (Uncommon) (05%)**

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.

**Opposing skill/Difficulty level:**

* Regular difficulty: getting a trained dog to sit, fetch, or attack on command.

* Hard difficulty: getting an untrained or unfamiliar dog to perform a task on command.

**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, they might be found behaving like the animal they were trying to control.
Using Weapons in a Fight

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(see also Improvised Weapons)

Anything that can be picked up and used to hit or stab can be considered a melee weapon. If it is the kind of weapon that anyone could just pick up and use (a chair leg, kitchen knife, etc.), then use the Fighting (Brawl) skill. Such weapons belong to the basic weapons category and include simple clubs and knives. If the weapon is more cumbersome or complex and does not conform to the basic weapons category, a weapon specialization should be used. Weapons with similar characteristics and function are group together for the purpose of weapon skill specializations.

Consult the **Weapons Table** for details of the weapon groups and specific weapons, together with the damage they inflict.

*Old Man Birch has the choice of picking up a knife or a sword. With the knife, he would use his Fighting (Brawl) skill of 40%. A sword is trickier to use and has its own skill, which is not part of the Fighting (Brawl) skill. Old Man Birch doesn't have any skill with a sword, so would have to use it at the base skill value: Fighting (Sword) 20%.*
Police Detective/Officer (Lovecraftian)

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The plainclothes branch of police agencies, detectives examine crime scenes, gather evidence, conduct interviews, and try to solve homicides, major burglaries, and other felonies. They work the streets, often in close cooperation with a uniformed patrol.

The police detective may be a manager who coordinates staff in some important investigation, but rarely has the luxury of concentrating on a single case. In the U.S., his or her responsibilities at any one time may number in the dozens or hundreds of open cases. The detective's crucial function is to marshal enough evidence to allow an arrest, in turn leading to a successful criminal prosecution. Detectives everywhere sort truth from lies by evidence and reconstruction. The offices of detective and prosecutor are separate, so that evidence may be weighed independently before trial.

Though present day detectives may attend police science classes, take a degree, and undergo special training and civil service exams, police detectives of every era are grounded in their experiences as junior officers and ordinary patrolmen.

Police Detective

**Occupation Skill Points**: EDU x 2 + (DEX x 2 or STR x 2)

**Credit Rating**: 20 - 50

**Suggested Contacts**: Law enforcement, street level crime, coroner's office, judiciary, organized crime

**Skills**: Art and Craft (Acting) or Disguise, Firearms, Law, Listen, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Psychology, Spot Hidden, any one other skill

https://en.wikipedia.org/wiki/Detective#Organization

Uniformed Police Officer

The uniformed police officer is employed by cities and towns, by County sheriff's departments, and state or regional police forces. The job may be on foot, behind the wheel of a patrol car, or sitting at a desk.

**Occupation Skill Points**: EDU x 2 + (DEX x 2 or STR x 2)

**Credit Rating**: 9 - 30

**Suggested Contacts**: Law enforcement, local businesses and residents, street level crime, organized crime

**Skills**: Fighting (Brawl), Firearms, First Aid one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Law, Psychology, Spot Hidden, and one of the following as a personal specialty: Drive Auto or Ride

https://en.wikipedia.org/wiki/Police\_officer
Malfunctions

(Back to Combat)

(see also Firearms (rules)

Firearms are prone to jamming or misfiring. With any attack roll result equal to or higher than the firing weapon's malfunction number (see **Weapons Table**), the shooter does not merely miss - their weapon does not fire. If the weapon is a revolver, break-open gun, or bolt-action rifle, the problem is merely a dud round. If the weapon is lever-action, the malfunction is a jam. Fixing a jam takes 1D6 combat rounds, plus a successful Mechanical Repair roll or Firearms skill roll. The user can keep trying once per round until succeeding. If the roll is also a fumble, the Keeper may choose whether the gun malfunctions or if some other outcome occurs, such as hitting an ally or the wielder injuring themselves in some way.
Striking the First Blow (Surprise)

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Something must happen to start a combat; someone must strike the first blow. Opponents may square up to each other like boxers in the ring, knowing they are engaged in a fight even before the first punch is thrown. If this is the case, the Keeper should start a combat round.

Alternatively the attack may be a complete surprise; a sudden knee to the groin or punch to the jaw, for example. When someone states that they are making a sudden, unexpected attack, they should have the opportunity to surprise their opponent. If the Keeper were to automatically switch to combat rounds, the person who declared the first attack may end up acting last in the DEX order, which would make no narrative sense.

Of course if the target has their wits about them, they may see the attack coming. The Keeper may allow a skill roll to determine if the target anticipates the attack, using either Listen or Spot Hidden to hear or see it coming, or Psychology to perceive the attacker's intent. The Stealth skill of the attacker can be used to set the difficulty level for the investigator's Listen, Spot Hidden, or Psychology skill, or vice versa if the investigator is the one making the surprise attack (remembering that the player should be rolling dice where possible).

Depending on the outcome of the roll:

* If the target anticipates the attack they may choose to dodge or fight back.
* If the target fails to anticipate the attack, the Keeper may allow the attack to be an automatic success (unless a fumble is rolled) or award the attacker a Bonus die, depending on the situation. If the attacker is making a ranged attack (for example with a gun or throwing knife), a roll should always be made to hit.

Note: Hitting someone on the head (when attacking unseen) from the rear would automatically succeed (unless fumbled), whereas seizing a weapon from someone's hand would only receive a Bonus die.

When attacking a target that is unable to or chooses not to dodge or fight back, the attacker should roll their attack normally, but will only fail to hit if they roll a fumble. It should be remembered that the Keeper decides when dice rolls are called for. If a person doesn't wake up, why would a dice roll be required to stab or shoot them in their sleep?

Once a surprise attack has been resolved, the Keeper should then switch to combat rounds.
Insanity Side-Effects 2: Delusions and Reality Checks

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While not in control of the investigator's actions, the Keeper is free to present an investigator suffering from underlying insanity with delusional sensory information at any time. The only way for the player to be sure of what their insane investigator is seeing, hearing, touching, feeling, or smelling is to make a Reality Check.

Delusions have greater impact when they have some relevance to the investigator. A great way to do this is to refer to the investigator's backstory and use some aspect as inspiration for delusions. An investigator's late spouse calling on the telephone is much more engaging than random delusions. Delusions can also make great consequences when a player of an investigator suffering from Underlying Insanity fails a Pushed skill roll.

See also Reality Check Rolls
Occult

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**Occult (05%)**

The user recognizes occult paraphernalia, words, and concepts, as well as folk traditions, and can identify grimoires of magic and occult codes. The occultist is familiar with the families of secret knowledge passed down from Egypt and Sumer, from from the Medieval and Renaissance West, and perhaps from Asia and Africa as well.

Comprehending certain books may provide skill points of **Occult**. This skill does not apply to spells, books, and the magic of the Cthulhu\_Mythos, although occult ideas are often adopted by worshipers of the **Great Old Ones.**

Whether non-Mythos magic is real or fraudulent in your game is for the Keeper to determine.

**Opposing skill/Difficulty level:**

* Regular difficulty: recall information from folklore or occult theories; understand the meaning of tarot cards or other divination techniques.
* Hard difficulty: identify rare or unique occult tomes; recall the finer details of secret occult practices and rituals

**Pushing examples**: taking more time to study the site or time; conducting further research; consulting another expert; purging oneself and undertaking extreme personal preparation in advance of a ritual performance.

**Sample Consequences of a Pushed roll**: information is misremembered, and the ritual is performed incorrectly with disastrous consequences (perhaps the house is burned to the ground); in preparing the circle of protection, you use the wrong ingredients, and rather than ward off the spirits you genuinely summon something malevolent; your research has uncovered a hitherto unknown Mythos link and your realization shatters your mind (SAN loss)

* If an insane investigator fails a pushed roll, this is likely to manifest in some form of obsession: perhaps the investigator tattoos occult symbols upon their cheeks and palms, or cannot act without first using a scrying crystal to divine their future.
Point-Blank Range

(Back to Firearm Attack Modifiers)

If the target is at point-blank range - within a fifth of the shooter's DEX in feet - the attacker gains a Bonus die.

An attacker that is using a firearm at point-blank range may be targeted by melee attacks and could be disarmed with a successful fighting maneuver on their opponent's turn. A target may not fight back against or dodge a Firearm attack as they can a Fighting attack.
Persuade

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(see also Interpersonal Skills: Disambiguation)

**Persuade (10%)**

Use **Persuade** to convince the target about a particular idea, concept, or belief through reasoned argument, debate, and discussion. Persuade may be employed without reference to truth. The successful application of **Persuade** takes time; at least a half an hour. If you want to persuade someone quickly, you should use Fast Talk.

Depending on the goal expressed by the player, if the investigator takes sufficient time, the effect may linger indefinitely and insidiously; for years perhaps, until events or another **Persuade** turn the target's mind in another direction.

**Persuade** may be used for bargaining, to haggle the price of an item or service down. If successful, the seller is thoroughly convince that they have struck a good deal.

**Opposing skill/Difficulty level:**

See Charm, Fast Talk, Intimidate, and Persuade Skills: Difficulty Levels

**Pushing examples**: getting close and personal to advance your argument or appeal to the target's reason; demonstrating through logical reasoning and examples, in detail; using carefully preplanned suggestion techniques (possibly also subliminal messages) to make the target as receptive as possible; putting on a grand show (staging, fireworks, free gifts, free drinks, bribes, etc.) in order to really push your point of view front-and-center for a group of people.

* Remember that this is Persuade; 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 the investigator is relying on befriending the target, it may become Charm. 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 great offense and refuses to have any more to do with you; your bribe worked and the target signed the forms - however in the cold light of morning they feel they have been duped, and now their solicitor has employed a private eye to find out what you're up to, or is suing you for malpractice; the target doesn't like your big talk and, from out of nowhere, they pull a knife on you; you persuaded the security guard to turn a blind eye to your robbery - however they lose their job and, wracked with guilt, they commit suicide (the full implications of your actions hit you and you lose Sanity for causing the death of an innocent).

* If an insane investigator fails a pushed roll, they may be found later on a street corner trying to convince passersby of their argument or bizarre point of view.
Resolving a Fighting Attack Made Against a Target That is Fighting Back

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(see also Resolving a Fighting Attack Made Against a Target That is Dodging)

Both sides roll percentile dice and compare the results with their own Fighting skill. The side with the better level of success avoids being harmed, and inflicts damage on their opponent (see Determining Damage). If both sides achieve the same level of success, the character initiating the attack hits the character that is fighting back, inflicting damage.

* If the attacker achieves a higher level of success, they deal damage to their target.
* If the defender achieves a higher level of success, they have successfully blocked, parried, or avoided the attacker's blows and simultaneously landed a blow of their own upon their attacking, inflicting damage.
* In the case of a draw, the attacker wins (when their opponent is fighting back).
* If both fail, no damage is inflicted.

*Harvey has been cornered by an angry cultist, and both are attempting to hurt one another. The cultist has a DEX of 55 and so does Harvey. However the cultist's Brawling skill is 70%, which is far higher than Harvey's, so the cultist acts first.*
Steven Knott

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Local landlord. Owns several rental properties around Central and North Boston.

One early October morning in 1920, he entered The Wish Doctors and requested the owner's services in investigating the many strange rumors and stories revolving around one of his properties, the **Corbitt** house. The house had gained an increasingly ill reputation over the years, one that he originally thought he could work around in regards to finding renters. However the last tenants, the **Macario** family, experienced a series of unfortunate and violent events, quite publicly, and he is unable to find anyone interested in renting or even buying the property from him at this point. He offered $25 pay up front, with $25 to each upon successful, and timely, investigation of the **Corbitt** house. He was initially reluctant to allow any additional investigators, due to his out of pocket cost, but eventually agreed it would be best to have different areas of expertise involved. He provided the investigators a key to the **Corbitt** house, and several leads for the group to look into.
Actions in a Combat Round

(Back to The Combat Round)

On their turn in DEX order (highest to lowest) each character may use their action:

* To initiate an attack using the Fighting or Firearms skill \*
* To perform a Fighting Maneuver
* To flee from the combat.
* To cast a spell.
* To perform some other action requiring time and perhaps a dice roll, such as picking a lock while others fight.

*\*Note that some monsters are capable of multiple attacks in one round: these all take place on the monster's turn.*

A character may elect to delay acting until another character has acted. If this leads to more than one character wishing to act simultaneously, the one with the highest DEX takes priority. If both insist on waiting for the other, the round may end with neither of them acting and therefore losing their action, after which play will continue with the usual order of combat next round.
Read Lips (Uncommon)

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**Read Lips (Uncommon) (01%)**

This skill allows the inquisitive investigator to listen in on a conversation, without requiring them to hear the speakers. Line of sight is necessary, and if only one speaker's lips can be seen (the other presumably with their back to the lip reader) then only half of the conversation can be deciphered.

**Read Lips** may also be used to silently communicate with another person (if both are proficient), allowing for relatively complex phrasing and meaning.

**Opposing skill/Difficulty level:**

* Regular difficulty: understand the spoken communication of a person who is in clear sight and in relatively close proximity.
* Hard difficulty: determine the spoken communication of a person whose mouth is occasionally obscured and/or is some distance away (*e.g.* in a large crowd of people).

**Pushing examples:** putting yourself in an obvious position and staring unsubtly at target(s); filming the target (and thus likely to be observed filming the target).

**Sample Consequences of failing a Pushed roll**: the target becomes aware that you are watching them intently, and takes offense and confronts you; the drunken man across the bar is angered, mistakenly thinking that you are looking at him, and punches you; you are so intent on the target that you miss what is happening in your close proximity (someone steals your case, or you walk into a lamp post).

* If an insane investigator fails a pushed roll, there is plenty of scope for imagining all manner of strange and bizarre things being said.
Ophelia Winkler

(Back to Player Characters)

Ophelia Winkler is an 19 year old Boston native who runs an occult goods store, The Wish Doctors, with her close friend and fellow orphan, Delia Dorn. They two of them live in the apartment above the store. Ophelia moonlights as a cat burglar, acquiring various items for the shop which gets her into occasional trouble with Detective McQuaid, the officer who took the two in off the streets and connected Delia with her great aunt Cecilia's will. Ophelia is of average height, with chin-length red hair swept to the side and the other side of her head shorn. She wears glasses and tends to dress in finery. She has a pet rat named **Mr. Peebles** who has the run of the store.
Jump

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**Jump (20%)**

With success, the investigator may leap up or down vertically, or jump horizontally from a standing or running start. When falling, Jump may be used to lessen the potential fall damage.

Judgment must be exercised as to what constitutes a regular jump, a hard jump, or an extreme jump (respectively requiring Regular success, Hard success, and Extreme success). As a guide, a Regular success would be required for an investigator to safely leap down vertically to their own height, jump horizontally from a standing start across a gap for a distance equal to the jumper's own height, or run and then jump horizontally to a distance of twice the jumper's own height. One might achieve double this distance with an Extreme success, although bear in mind the world record for long jump is around 29 feet.

If falling from a height, a successful Jump prepares for the fall, reducing the resultant damage by half.

**Opposing skill/Difficulty level:**

* Regular difficulty: safely leap down vertically a distance equal to the jumper's own height; jump horizontally from a standing start, across a gap for a distance equal to the jumper's own height; run and then jump horizontally to a distance of twice the jumper's own height.
* Hard difficulty: as for a Regular difficulty but increase the distance by 50%; perhaps attempting to jump from a rooftop and through the window of a neighboring building across the alley.

**Pushing examples**: delaying and taking time to assess the jump; throwing all your weight and force behind the jump - really stretching for it. In some instances a pushed roll is not possible; if one leaps across an abyss one cannot have a second attempt. However, if one is trapped in a pit and jumping to escape, one could have any number of attempts, which would then be summarized by one pushed skill roll.

**Sample Consequences of failing a Pushed roll**: fall and suffer physical harm; achieve the jump but a valuable possession (of the Keeper's choice) is dropped in the process.

* If an insane investigator fails a pushed roll, they will become convinced that they can fly.
Mechanical Repair

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**Mechanical Repair (10%)**

This skill allows the investigator to repair a broken machine or to create a new one. Basic carpentry and plumbing projects can be performed, as well as constructing items (such as a pulley system) and repairing items (such as a steam pump). Special tools or parts may be required. This skill can be used to open common household locks, but nothing more advanced - see the Locksmith skill for more complex locks. **Mechanical Repair** is a companion skill to Electrical Repair, and both may be necessary to fix complex devices, such as a car or an aircraft.

**Opposing skill/Difficulty level:**

* Regular difficulty: repair or create a simple device; open a basic lock.
* Hard difficulty: repair a heavily damaged device, create a complex device with limited resources.

**Pushing examples**: completely dismantling the device; taking longer; risk using excessive force to knock the device into action (*e.g.* hitting the thing until it works).

**Sample Consequences of failing a Pushed roll**: you have broken the device beyond repair; you hurt yourself while working on the device (perhaps cutting your hand, etc.); you become obsessed with the device and find you have spent the whole day and night working on it.

* If an insane investigator fails a pushed roll, they fill a telephone directory-sized notepad with scribbled designs, culminating in the creation of a bizarre device using organic matter and household appliances.
Cobalt

**Cobalt** is one of the main characters in Kill the Logic.

## Description

**Cobalt** is a giant serval with blue fur, named after the cobalt blue tarantula. He has venom claws (similar to the venom shock of Miles Morales in Marvel Comics), and wears a collar to help control his powers.

## Trivia

* He doesn't talk traditionally, but instead has speech bubbles and meow sound effects.
	+ The meow sounds are voiced by Interstellarpool176.
Anthropology

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**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.

**Opposing skill/Difficulty level:** The difficulty for this skill is set according to the exposure of the skill-user to their subject.

* Regular difficulty: spending a month or more with the people.

* Hard difficulty: spending only a week or less with the people.

**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, they will be lost among the culture being studied, for example like Dennis Hopper's photojournalist character in the film Apocalypse Now.
Bonus Dice

(Back to Bonus Dice and Penalty Dice)

**For each Bonus die:** Roll an additional "tens" percentage die alongside the usual pair of percentage dice when making a skill roll. You are now rolling three separate dice: one "units" die and two "tens" dice. If you have a Bonus die, you should use the "tens" die that yields the better (lower) result.

*Two rival investigators, Malcolm and Hugh, are vying for the affection of Lady Green. Only one can gain her hand in marriage, thus the Keeper determines that an opposed roll is needed to determine the outcome of their wooing. It is decided that each should make an opposed Charm roll. The Keeper reviews the events of the scenario so far: Malcolm has visited Lady Green twice, each time lavishing expensive gifts up on her, while Hugh has only visited once and brought no gifts at all. The Keeper states that Malcolm has an advantage and will get a Bonus die in the opposed roll.*

*Hugh's player rolls first against his Charm skill of 55, getting 45 - a Regular success.*

*Malcolm's player rolls against his Charm skill with one bonus die, rolling one units die and two tens dice. The units die reads 4 and can be paired with either of the two tens dice to give scores of 44 or 24. Malcolm's player takes the lower result 24 - a Hard success.*

*Malcolm wins the opposed roll, and his proposal of marriage to Lady Green is accepted.*

See also Penalty Dice and Difficulty Levels vs. Bonus/Penalty Dice
Locations

(Back to the main page Call of Cthulhu: Nachtstadt Berlin Wiki)

Berlin - Weimar Republic

* Unter den Linden
* The Tiergarten
* Alexanderplatz
* Friedrichstadt
* The Ku'damm (Kurfurstendamm)
* Potsdamer Platz
* Nollendorfplatz
* Schoneberg
* The Grunewald

Boston, Massachusetts - United States of America

* The Boston Globe
* Central Library
* Central Police Station
* The Chapel of Contemplation
* Corbitt House
* Grey Building
* Hall of Records
* The Landing Tree Inn
* The North End
* Roxbury Sanitarium
* Saint Mary's Catholic Church
* The Wish Doctors
Range and Firearms Difficulty Levels

(Back to Firearms)

The difficulty level of a firearms skill roll is always set according to range. Each doubling of range above the weapon's listed base range on the **Weapons Table** increases the difficulty level by one step.

* Within the base range: Regular difficulty level.
* Long range (up to twice the base range): Hard difficulty level
* Very long range (up to four times the base range): Extreme difficulty level
Nollendorfplatz

(Back to Berlin - Weimar Republic)

(see also https://en.wikipedia.org/wiki/Nollendorfplatz)

**Nollendorfplatz**

This working-class area, which includes the adjacent neighborhoods of Nollendorfplatz and Wilmersdorf, is located to the south of Berlin's sparkling west end. It is also a hub of Berlin's gay and lesbian community and home to Erwin Piscator's Communisttheater, the Neues Schauspielhaus, which seats 1,200 people; on the upper floor is the Mozartsalle, now a major cinema hosting premieres.

The Schubert-Saal, a "neighborhood" theater, is the site of frequent gay and lesbian balls, as well as the "Bad-Boy Balls" and "beach parties" put on by the *Damenklub Altes Geld* (Old-Money Ladies' Club). This area abounds with lesbian and gay *Dielen* (bars) and clubs. In 1928, the famous drag club Eldoradoopens a second location just off Nollendorfplatz proper. Here, is the neighborhood of Christopher Isherwood, W. H. Auden, Jean Ross, and many other expatriate writers and bohemians. This proletarian stronghold is also a major distribution point for the city's cocaine trade and a locus of various sadomasochistic clubs and brothers catering to clients of both sexes.

The run-down apartments in this district are blackened and soot-stained, and a constant smog hangs over the area due to the proliferation of coal fires burning in stoves and heaters. The once-grand buildings are falling into ruins, victims of economic collapse, Stucco and plaster peel off and fall like snowflakes to the ground below. In the words of Sir Stephen Spencer, "A peculiar and all-pervading smell of hopeless decay comes out of the interiors of these grandiose houses, now converted into pretentious slums."
Outnumbered

(Back to Combat)

When a character is outnumbered by the opposition, the character is at a disadvantage. Once a character has either fought back or dodged in the present combat round, all subsequent melee attacks on them are made with one Bonus die. This does not apply to attacks made using firearms.

Characters and monsters that have more than one attack per round may also dodge or fight back that number of times before the Bonus die is applied. Thus a ghoul with three attacks can fight back three times before its attackers gain a Bonus die. Note that some Mythos entities can never be outnumbered by investigators.
Aiming

(Back to Firearm Attack Modifiers)

The intention to take careful aim must be declared on the character's turn in the order of combat. The shot is taken on the same turn in the order of combat in the following round. If no other actions are taken before the shot is fired, the attacker gains one bonus die. If the aiming character takes damage or moves while aiming, the advantage of aiming is lost. Only one Bonus die may be gained by aiming.
Major Wound Recovery

(Back to Combat)

A CON roll should be made at the end of each week of game time that the Major Wound box is ticked.

* If the CON roll is failed, no recovery takes place that week. On a success, 1D3 hit points are recovered.
* On an Extreme success, 2D3 hit points are recovered.
* **Add a Bonus die**: if the character has complete rest in a comfortable environment.
* **Add a Bonus die**: if the character receives effective medical care. The care giver with the highest Medicine skill should make one Medicine skill roll at the end of the week (before the patient's CON roll is made).
* **Add a Penalty die**: if the character is in a poor environment and is unable to take the sufficient rest, and/or a fumble was rolled on their care giver's Medicine skill roll.

There are two ways to heal a major wound (*i.e*. erase the major wound marker). Firstly, when the character rolls an Extreme success for their recovery (CON roll). Secondly, any time their current hit points have recovered to half (or more than half) of their full hit point total.

If the roll is a fumble, a lasting injury, complication, or worse condition results. Rather than rolling for a random complication, the Keeper is encouraged to pick something that relates to the nature of the character's injuries (e.g. permanent limp, blindness in one eye, missing fingers, loss of a limb, scarred face, etc.) and make an entry in the character's backstory (under **Wounds and Scars**).

***Examples:***

*Harvey is recovering in a hospital after almost dying. He has the best care and complete rest, so he gains to Bonus dice to his recovery roll. This roll gives a Hard success, granting the recovery of 3 hit points (1D3). Harvey is now well enough to return home. He does some light work on the second week (thus he has not rested) and, as he is no longer under medical care, his recovery roll gets no bonus dice. This time he rolls a failure; no recovery. On the third week he realizes that he needs to take it easy and asks a friendly nurse to look in on him as he rests in bed; this grants a Bonus die. A Medicine roll is made for the nurse's care (a success), and so he gains a second Bonus die. He rolls an Extreme success on his recovery roll at the end of week three. He recovers another 5 hit points (2D3) and erases the Major Wound marker. His current hit points now stand at 8. He regains one more hit point each day, and in seven more days he is fully healed to his maximum of 15 hit points.*

*Cecil is on an expedition in the jungles of South America. He suffers a major wound during a fight, receiving a terrible bite to his left arm. A friend administers First Aid, but there is nowhere for Cecil to rest properly and, any, he and his companions are working to a deadline to prevent a cult from summoning a dark god. At the end of a week he attempts his recovery roll with one Penalty die, rolling a fumble. The Keeper decides that the wound has become infected and that the lower arm is swollen and painful; medical treatment is required promptly or the infection may kill him. Cecil looks at his companions; one of them is going to have to attempt an amputation!*
Sanity Points and SAN Rolls

(Back to Sanity)

Sanity points should be tracked carefully, as the number can change up and down throughout the game. When investigators encounter a sanity-threatening situation, the Keeper may call for a Sanity roll. Each player whose investigator experiences this source of horror rolls 1D100. A success is a roll equal to or less than the investigator's current Sanity points. Bonus dice and Penalty dice are not applied to Sanity rolls (with one exception, **Self-Help**).

* **Note**: If using the optional rule for spending Luck points, these may not be spent on Sanity rolls.

A successful roll means that the investigator loses no Sanity points, or only a minimal amount. A failed Sanity roll always means the investigator loses Sanity points. The amount lost depends on the spell, book, entity, or situation encountered.

In published *Call of Cthulhu* scenarios, Sanity rolls are shown as two numbers or rolls separated by a slash, for instance: SAN 1/1D4+1. The number to the left of the slash is the number of Sanity points lost if the Sanity roll succeeds. The die roll to the right of the slash is the number of Sanity points lost if the Sanity roll is failed. Sometimes this may be written as SAN 0/1D4; in this particular case, a successful Sanity roll means no Sanity points are lost, but if the roll is failed, the investigator loses 1D4 Sanity points.

Failing a Sanity roll always causes the investigator to lose self-control for a moment, at which point the Keeper should choose an involuntary action for the investigator. For example:

* **Jump in fright** - causing the investigator to drop something (spectacles, flashlight, gun, book, etc.)
* **Cry out in terror** - drawing attention, saying something inappropriate.
* **Involuntary movement** - swerving the steering wheel dangerously to one side, throwing up one's hands in horror, cringing.
* **Involuntary combat action** - if a Sanity roll is failed during a combat round, the investigator's action for that round may be dictated by the Keeper; for example, lashing out with a fist, squeezing a trigger, taking shelter behind someone else.
* **Freeze** - stare disbelievingly for a moment but take no action.

A fumbled Sanity roll results in the character losing the maximum Sanity points for that particular situation or encounter.

Lose more than a few Sanity points at one time may cause an investigator to go insane.

When encountering one ghoul, the Sanity point loss is 0/1D6. It is the same when encountering multiple ghouls; the sanity effect is for the encounter rather than for each ghoul seen.

*Harvey Walters follows a trail into a crypt, where he finds a ghoul feasting on forbidden fruits among the coffins. The Keeper calls for a Sanity roll. Harvey has 45 Sanity points and his player rolls 83 - a failed roll. The Keeper describes Harvey's involuntary gasp of horror. The player picks up the 1D6, rolls a 5, and reduces Harvey's Sanity points by 4 points (45 - 4 = 41 Sanity points remaining).*
Track

(Back to Skill List)

**Track (10%)**

With **Track**, an investigator can follow a person, vehicle, or animal over earth and through plants/leaves. Factors such as time passed since the tracks were made, rain, and the type of ground covered may affect the difficultly level.

**Opposing skill/Difficulty level:** If tracking someone who is trying to conceal their tracks, the opponent's Stealth skill should be used to set the difficulty level; modifiers might also be applied for the prevailing weather and terrain.

* Regular difficulty: tracking an animal or human in the forest under normal (temperate) conditions.
* Hard difficulty: following a trail that is several (or more) days old.

**Pushing examples:** backtracking and taking more time to study the area; walking in increasing spirals to locate the tracks (taking longer, possibly making more noise and making oneself more visible).

**Sample Consequences of failing a Pushed roll:** the tracks you are following lead you directly into the path of a hungry bear/lion/cannibal; you find yourself going round and round in circles, and night is falling as you realize you are now totally lost; you follow the tracks, only to be ambushed or caught in a trap laid by the thing you are following.

* If an insane investigator fails a pushed roll, they will compulsively follow any tracks (convinced they are the right ones) until they are physically restrained or convinced otherwise.
Major Wound: the Effects

(Back to Combat)

(see also Major Wound Recovery)

A Major Wound results when an attack delivers an amount of damage equal to or greater than half of the character's maximum hit point in a single attack. A character that has received a major wound may die if their current hit points are reduced to zero.

When a character takes a major wound:

* Tick the Major Wound box.
* The character immediately falls prone.
* Make a successful CON roll to avoid the character falling unconscious.
* If current hit points fall to zero while the Major Wound box is ticked, the character is Dying**.**

*Harvey has 15 hit points. Damage of 8 or more will inflict a Major Wound.*

*Harvey is attacked by a mad cultist and, over the course of the fight, takes 3 damage, then 8 damage. His current hit points are down to 4. The Major Wound knocks him to the floor. He is required to make a CON roll for the Major Wound and does so successfully, remaining unconscious.*
Intimidate

(Back to Skill List)

(see also Charm, Fast Talk, Intimidate, and Persuade Skills: Difficulty Levels and Interpersonal Skills: Disambiguation)

**Intimidate (15%)**

Intimidation can take many forms, including physical force, psychological manipulation, and threats. It is used to frighten or compel a person to act in a certain way. Intimidate is opposed by **Intimidate** or Psychology.

Backing up intimidation with a weapon or some other powerful threat or incentive may reduce the difficulty level. When pushing an Intimidation roll, one possible consequence of failure is carrying out one's threat, perhaps beyond the level of that which was intended.

Intimidate may be used to force down the price of an item or service. If successful, the seller may reduce the price, or hand the item over free of charge - depending on the situation, they may later report the incident to the police or to members of the local organized crime gang.

**Pushing examples**: Causing actual physical harm to the target or something or someone that the target cares about.

* Remember that this is Intimidation; if the investigator begins to take an alternative approach, the Keeper may ask for a different skill to be used. If the threats are retracted and the investigator then tries to befriend the target, it may become Charm; or if a protracted and unthreatening 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**: accidentally pulling the trigger of the gun you're waving in the target's face; the target's mind snaps, resulting in violence or inane babbling, after which no more can be gained, the target simply laughs in your face and won't break no matter what you do; the target somehow turns the tables and intimidates the intimidator.

* It is important to note that Pushing an Intimidate roll means taking things to the limit. This could involve days of interrogation, or an ultimate with a gun to the head. Either way, a pushed roll either gains the required information or renders some kind of end to the situation.
* If an insane investigator fails a pushed roll, they may become intensely fearful of the target and do their bidding.