Physical Talent |
|
|---|---|
| Talent | Description |
| gain a bonus die when making CON rolls (including to determine MOV rate for chases). | |
| may spend 5 Luck points to avoid the effects of drinking excessive amounts of alcohol (negating penalty applied to skill rolls). | |
| gain a bonus die to Listen rolls. | |
| gain a bonus die to Spot Hidden rolls. | |
| in darkness, reduce the difficulty level of Spot Hidden rolls and ignore penalty die for shooting in the dark. | |
| natural healing is increased to +3 hit points per day. | |
| may spend 10 Luck points to reduce poison or disease damage and their effects by half. | |
| gain a bonus die when making STR rolls. | |
| soaks up damage; may spend 10 Luck points to shrug off up to 5 hit points worth of damage taken in one combat round. | |
Miscellaneous Talent |
|
| Talent | Description |
| reduces difficulty by one level or gains bonus die (at the Keeper’s discretion) when making Ride or Animal Handling rolls. | |
| starts game owning a high-quality weapon (if firearm, increase base range by 50%; if melee weapons may add +2 damage). The weapon is clearly an artisan production. | |
| starts game with one weird science gadget (see Weird Science, Pulp Cthulhu). | |
| reduces difficulty by one level or gains bonus die (at the Keeper’s discretion) when repairing or making firearms; able to clear firearm malfunctions (jams) in 1 round (see Malfunctions, Call of Cthulhu Rulebook). | |
| reduces difficulty by one level or gains bonus die (at the Keeper’s discretion) when making Mechanical Repair and Operate Heavy Machinery rolls. | |
| may spend 10 Luck points to gain a bonus die when making Track, Rope Use, or Trap skill rolls. | |
| regains an additional +1D10 Luck points when Luck Recovery rolls are made. | |
| may spend 10 Luck points to gain a bonus die to Disguise or Art/Craft Acting) rolls; incudes ventriloquism (able to throw voice over long distances so it appears that the sound is emanating from somewhere else). Note that if someone is trying to detect the disguise then their Spot Hidden or Psychology roll’s difficulty is raised to Hard. | |
| begins the game with a Cthulhu Mythos Skill of 10 points. | |
| reduces difficulty by one level or gains bonus die (at the Keeper’s discretion) to Intimidate rolls. | |
| reduces difficulty by one level or gains bonus die (at the Keeper’s discretion) to Stealth rolls, and if currently unseen is able to make two surprise attacks before their location is discovered. | |
| gain a bonus die to Charm rolls. | |
| may build and repair weird science devices (see Weird Science, Pulp Cthulhu). | |
Mental Talent |
|
| Talent | Description |
| halve the time required to learn spells and gains bonus die to spell casting rolls. | |
| ignores Sanity point loss from attacking other humans, viewing horrific injuries, or the deceased. | |
| able to determine what language is being spoken (or what is written gains a bonus die to any Language roll). | |
| has knowledge of a lore specialization skill (e.g. Dream Lore, Vampire Lore, Werewolf Lore, etc.). Note that occupational and/or personal interest skill points should be invested in this skill. | |
| can remember many details; gains a bonus die when making Know rolls. | |
| may choose one psychic power (Clairvoyance, Divination, Medium, Psychometry, or Telekinesis). Note that occupational and/or personal interest skill points should be invested in this skill (see Psychic Powers, Pulp Cthulhu). | |
| halve the time required for Initial and Full Reading of Mythos tomes, as well as other books. | |
| may spend Luck points to shrug off points of Sanity loss, on a one-for-one basis. | |
| able to collate facts quickly; gain a bonus die when making Intelligence (but not Idea) rolls. | |
| gains a bonus die when making POW rolls. | |
Combat Talent |
|
| Talent | Description |
| never surprised in combat. | |
| no penalty die on shots made with off-hand (see Shooting with the “Off ” Hand optional rule, page 46). | |
| does not suffer penalty die when “aiming” at a small target (Build –2), and may also fire into melee without a penalty die. | |
| choose a Firearm specialism; ignore penalty die for loading and firing in the same round. | |
| may spend 10 Luck to avoid being “outnumbered” in melee combat for one combat encounter. | |
| may spend 10 Luck points to add an additional damage die when dealing out melee combat (die type depends on the weapon being used, e.g. 1D3 for unarmed combat, 1D6 for a sword, etc.) | |
| does not lose next action when “diving for cover” versus firearms. | |
| character is considered to have one point higher Build when initiating a combat maneuver (e.g. Build 1 becomes Build 2 when comparing their hero to the target in a maneuver, reducing the likelihood of suffering a penalty on their Fighting roll). | |
| does not need to have their firearm “readied” to gain +50 DEX when determining position in the DEX order for combat. | |
| may spend 10 Luck points to allow two handgun bullets to hit target rather than one (see Fanning optional rule, page 45). | |
| may spend 10 Luck points to gain one further melle attack in a single combat round. | |
| Weapon | Skill | Damage | # of Attacks | Range | Ammo | Malf. |
|---|
| Weapon | Skill | Damage | # of Attacks | Range | Ammo | Malf. |
|---|---|---|---|---|---|---|
| Brawl | 1D3 | 1 | - | - | - |