TEXT: HARLEM UNBOUND
  Against the Cthulhu Mythos in 1920s Harlem
  HANDOUTS
  This supplement is best used with the Call of Cthulhu (7th Edition) roleplaying game, available separately.
  Harlem Unbound © copyright 2015, 2020 Darker Hue Studios. All rights reserved. 
  Call of Cthulhu (7th Edition) © copyright 1981-2020 Chaosium Inc. All rights reserved.
  Pulp Cthulhu © 2016–2020 Chaosium Inc. All rights reserved.
  Call of Cthulhu, Chaosium Inc., and the Chaosium logo are registered trademarks of Chaosium Inc.
  This is a work of fiction. This book includes descriptions and portrayals of real places, real events, and real people; these may not be 
  presented accurately and with conformity to the real-world nature of these places, people, and events, and are reinterpreted through 
  the lens of the Cthulhu Mythos and the Call of Cthulhu game in general. No offense to anyone living or dead, or to the inhabitants 
  of any of these places, is intended.
  This material is protected under the copyright laws of the United States of America. Reproduction of this work by any means 
  without written permission of Darker Hue Studios and Chaosium Inc., except for the use of short excerpts for the purpose of 
  reviews and the copying of character sheets and handouts for in-game use, is expressly prohibited.
  CHRIS SPIVEY  
  AND FRIENDS
  
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  PLAYER HANDOUTS
  COLLECTED PLAYER 
  HANDOUTS FOR ALL 
  SCENARIOS
  Hellfighters: Armory Map (Player Version)
  
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  PLAYER HANDOUTS
  Hellfighters: Harlem 
  Hellfighters: Harlem 
  Map (Player Version)
  Map (Player Version)
  
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  PLAYER HANDOUTS
  Hellfighters Handout 1: French Officers’ Fate
  Hellfighters Handout 2: Recruitment Office
  Opposite:  
  Hellfighters: 
  Harlem Map 
  (Player Version)
  
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  PLAYER HANDOUTS
  Hellfighters Handout 3: Hellfighters Arrested
  Hellfighters Handout 4: Final Battle
  Opposite: Craze: Harlem Map (Player Version)
  
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  PLAYER HANDOUTS
  Craze: Harlem Map 
  Craze: Harlem Map 
  (Player Version)
  (Player Version)
  
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  PLAYER HANDOUTS
  Craze Handout 1: Recording Contract
  
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  PLAYER HANDOUTS
  Craze Handout 2: Ownership Transfer
  Craze Handout 3: Death Announcement
  
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  PLAYER HANDOUTS
  Craze Handout 4: Farino’s Note
  
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  PLAYER HANDOUTS
  Craze Handout 5: Production Ledger
  Contender Handout 1: Rawls Fight
  
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  PLAYER HANDOUTS
  Craze: Warehouse Map (Player Version)
  
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  PLAYER HANDOUTS
  Contender: Harlem Map (Player Version)
  
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  PLAYER HANDOUTS
  Contender Handout 2: Ponape Scripture
  
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  PLAYER HANDOUTS
  Contender Handout 3: Fight Card
  Dreams Handout 1: Newspaper Article
  
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  PLAYER HANDOUTS
  Contender: Rossi’s Apartment Map (Player Version)
  
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  PLAYER HANDOUTS
  Dreams: Harlem Map (Player Version)
  
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  PLAYER HANDOUTS
  Dreams Handout 2: Obituary
  
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  PLAYER HANDOUTS
  Ode Handout 1: An Invitation
  
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  PLAYER HANDOUTS
  Dreams: Theater Map (Player Version)
  
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  PLAYER HANDOUTS
  Ode Handout 3: Letter to Hughes
  
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  PLAYER HANDOUTS
  Ode: Dreamlands Map (Player Version)
  
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  PLAYER HANDOUTS
  Upper Floor, Temple Map (Player Version)
  
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  PLAYER HANDOUTS
  Ode Handout 2: The Mask of Dreaming
  Whispers Handout 4: St. Clair’s Calling Card
  Whispers of Harlem Player Map
  
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  PLAYER HANDOUTS
  Whispers: Harlem Map 
  (Player Version)
  
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  PLAYER HANDOUTS
  Whispers Handout 1: Recruitment Call
  
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  PLAYER HANDOUTS
  Whispers Handout 2: Walker’s Brunch Invitation
  
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  PLAYER HANDOUTS
  Whispers Handout 3: Working Request Letter)
  
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  PLAYER HANDOUTS
  Whispers Handout 5: Dark Tower Flyer
  
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  PLAYER HANDOUTS
  Whispers Handout 6: Zora’s Letter
  
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  PLAYER HANDOUTS
  Whispers Handout 7: Evening Edition
  Whispers Handout 8: Playbill
  
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  PLAYER HANDOUTS
  Whispers: Fourth Floor, Dark Tower (Player Version)
  
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  PLAYER HANDOUTS
  Book: Harlem Map (Player Version)
  
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  PLAYER HANDOUTS
  Book Handout 1: The Yellow Sign
  Margarete Schipper  
  (b. Margarete Merwede)
  Age 34
  34 Broad Street, Harlem
  Married Pieter Schipper 1636. Beaten to death 
  in the kitchen.
  Peter Schipper
  Age 13
  34 Broad Street, Harlem
  Beaten to death in the kitchen.
  Maria Schipper
  Age 15
  34 Broad Street, Harlem
  Beaten to death on stairs. Light burn marks 
  with purple edges.
  Johanna Schipper
  Age 9
  34 Broad Street, Harlem
  Found dead in bedroom. Badly burned, flesh 
  purple.
  Josefien Schipper
  Age 6
  34 Broad Street, Harlem
  Found dead in bedroom. Badly burned, flesh 
  purple.
  Johannes Schipper
  Age 4
  34 Broad Street, Harlem
  Found dead in bedroom. Badly burned, flesh 
  purple.
  Book Handout 2: Medical Records
  
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  PLAYER HANDOUTS
  Book: Tunnels below Harlem (Player Version)
  
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  PLAYER HANDOUTS
  HENRY SMITH
  Age: 36 
  Occupation: Blacksmith 
   
  Nationality: African-American 
   
  STR 85 
  CON 75 
  SIZ 85 
  DEX 55 
  INT 50 
  APP 60 
  POW 45 
  EDU 35 
  SAN 45 
  HP 16 
  DB: +1D6 Build: 2 
  Move: 8 
  MP: 9  
  Luck: *  
  Luck: roll 3D6 ×5 
  Skills
  Art and Craft (Blacksmith) 75% (37/17)
  Art and Craft (Drawing) 45% (22/9)
  Charm 60% (30/12)
  Climb 50% (25/10)
  Credit Rating 20% (10/4) 
  First Aid 50% (25/10)
  Intimidate 45% (22/9)
  Jump 45% (22/9)
  Language (English*) 35% (17/7)
  Language (Dutch*) 35% (17/7)
  Listen 55% (27/11)
  Locksmith 45% (22/9)
  Lore (Harlem) 40% (20/8)
  Mechanical Repair 50% (25/10)
  Natural World 35% (17/7)
  Stealth 40% (20/8)
  Throw 50% (25/10)
  *Spoken only.
  Combat
  Brawl 
   
  55% (27/11), damage 1D3+1D6
  Hammer 
   
  55% (27/11), damage 1D8+1D6
  Dodge 
   
  35% (17/7) 
  Equipment
  blacksmith tools, hammer, cloths, and a silver mug (at 
  tavern).
  Backstory
  Smith was bought by Williams, a blacksmith, when he was 
  5-years-old and he never saw his family again. Smith has 
  spent his entire life enslaved and on call for the Williams 
  family. They never let him learn to read nor have much in 
  the way of free time. It was a grueling existence until the 
  Williams family died of yellow fever. Smith managed to buy 
  his freedom and opened a small, struggling blacksmith shop. 
  He knows both the white and black parts of Harlem better 
  than most. 
  • Description: a wall of man, muscled and covered in scars 
  from childhood maltreatment.
  • Traits: stoic and reliable.
  • Significant People: Emily (friend, housemaid), Mathis 
  (friend, runs the tavern).
  • Treasured Possession: a letter from his former owner about 
  buying his freedom.
  • Birthplace: Harlem.
  
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  PLAYER HANDOUTS
  HELEN CLARK
  Age: 41 
  Occupation: Shopkeeper 
   
  Nationality: African-American 
   
  STR 40 
  CON 75 
  SIZ 65 
  DEX 55 
  INT60
  APP 70 
  POW 65 
  EDU 60 
  SAN 65 
  HP 14
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 13 
  Luck: *  
  Luck: roll 3D6 ×5 
  Skills
  Accounting 55% (27/11)
  Charm 60% (30/12)
  Climb 80% (40/16)
  Credit Rating 22% (11/4) 
  Drive (Carriage) 70% (35/17)
  History 40% (20/8)
  Language (English) 60% (30/12)
  Library Use 40% (20/8) 
  Lore (Harlem) 30%
  Natural World 40% (20/8)
  Persuade 70% (40/16)
  Psychology 65% (35/15)
  Occult 30% (21/8)
  Spot Hidden 55% (27/11)
  Survival (Wilderness) 60% (30/12)
  Track 60% (30/12)
  Combat
  Brawl  
   
  25% (12/5), damage 1D3  
   
   
  or knife 1D4
  Wheellock rifle 
  48% (24/9), damage 2D6+1
  Dodge 
   
  70% (35/14) 
  Backstory
  Clark was born to a family of hunters who lived deep in the 
  woods outside the community. Her childhood was spent 
  free, with parents living off of the land. The family settled in 
  Harlem after she was ten, opening a small trade shop (the 
  Trading Post). Her father made some unknown deal with 
  Palmer Stoddard, a former scout and watchman, and the 
  family have remained, more or less, untroubled by white folk.
  • Description: dresses in loose-fitting clothes; she dresses to 
  blend into her surroundings.
  • Traits: determined and honest.
  • Significant People: Charles (Husband), Lily (her daughter).
  • Treasured Possession: bear coat (skinned from the first big 
  animal she hunted). 
  • Birthplace: New York.
  
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  PLAYER HANDOUTS
  YONAS ASFAW
  Age: 33 
  Occupation: Farmer 
   
  Nationality: Ethiopian  
  STR 65 
  CON 60 
  SIZ 60 
  DEX 65 
  INT 55 
  APP 50 
  POW 60 
  EDU 55 
  SAN 60 
  HP 12 
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 12 
  Luck: *  
  Luck: roll 3D6 ×5 
  Skills
  Art/Craft (Woodwork) 60% (30/12)
  Climb 40% (20/8)
  Credit Rating 3% (1/1) 
  Fast Talk 45% (22/9)
  First Aid 40% (20/5)
  Navigate 55% (27/11)
  Language (English) 40% (20/8)
  Language (Amharic) 55% (27/11)
  Listen 60% (30/12)
  Persuade 65% (32/13)
  Pilot (Boat) 55% (27/11)
  Psychology 45% (22/9)
  Spot Hidden 60% (30/12)
  Stealth 50% (25/10)
  Swim 36% (18/7)
  Throw 45% (22/9)
  Combat
  Brawl 
   
  30% (15/6), damage 1D3+1D4  
   
   
  or knife 1D4+1D4
  Shotel (curved sword) 
  55% (27/11), damage 1D6+1+1D4
  Matchlock pistol 
  40% (20/8), damage 1D6+1
  Dodge 
   
  40% (20/8) 
  Equipment
  Clothes, shotel, knife, and spyglass.
  Backstory
  Asfaw does not discuss his earlier life, instead, he prefers to 
  focus on the now. He has lived in Harlem for a little over 
  three months and currently works as a cartwright. In truth, 
  he is a former pirate attempting to make a home in Harlem 
  far away from the horrors of his previous life. 
  • Description: athletic and toned.
  • Traits: dutiful and humorous.
  • Significant People: Alicia (courting waitress at the 
  cookshop), Octavia (friend), Mathew (friend working at 
  the ferry).
  • Meaningful Location: his small, hand-built home outside 
  of Harlem.
  • Treasured Possession: an ancient urn he believes is cursed, 
  picked up in pirating days.
  • Birthplace: a small village in Ethiopia.
  
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  PLAYER HANDOUTS
  OCTAVIA PAGE
  Age: 31 
  Occupation: Teacher 
   
  Nationality: French 
   
  STR 70 
  CON 55 
  SIZ 55  
  DEX 70 
  INT 60 
  APP 50 
  POW 55 
  EDU 77 
  SAN 55 
  HP 11 
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 11 
  Luck: *  
  Luck: roll 3D6 ×5 
  Skills
  Climb 35% (17/7)
  Disguise 50% (25/10)
  Fast Talk 45% (22/9)
  First Aid 40% (20/5)
  Library Use 50% (25/10)
  Language (English) 80% (40/16)
  Language (French) 40% (20/8)
  Language (Latin) 40% (20/8)
  Listen 50% (25/10)
  Natural World 60% (30/12)
  Persuade 50% (25/10)
  Psychology 45% (22/9)
  Ride 45% (22/9)
  Science (Biology) 45% (22/9)
  Spot Hidden 60% (30/12)
  Stealth 60% (25/10)
  Throw 35% (17/7)
  Combat
  Brawl 
   
  35% (17/7), damage 1D3+1D4  
   
   
  or knife 1D4+1D4
  Dodge 
   
  45% (22/9) 
  Equipment 
  Fine clothes, a handful of coins, journal and pen, and a small 
  knife.
  Backstory
  Page’s story is different than most, she has spent her life in 
  the service of France; her mistress was a diplomat who used 
  Page as a spy, teaching her a variety of unusual skills. Her 
  mistress, Emily, brought her to England, then to New York, 
  and lastly to Harlem 3 years ago. Currently, Page works as a 
  teacher of missionaries, gathering intelligence to pass on to 
  her mistress, who is currently away in France. 
  • Description: athletic and sharply dressed.
  • Traits: resourceful, risk-taker. 
  • Significant People: Emily (mistress), Pastor Jones (friend), 
  and Yonis (friend).
  • Treasured Possession: handcrafted knife.
  • Birthplace: Paris, France.
  
  39
  PLAYER HANDOUTS
  MORGAN MATHEW MOSLEY
  Age: 39 
  Occupation: Professor (Epidemiology) 
   
  Nationality: African-American 
   
  STR 55 
  CON 65 
  SIZ  65 
  DEX 50 
  INT 60
  APP 55 
  POW 50 
  EDU 96 
  SAN 50 
  HP 13
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 10  
  Luck: *  
  Luck: roll 3D6 ×5 
  Skills
  Credit Rating 22% (11/4) 
  Drive Auto 45% (22/9)
  First Aid 40% (20/5)
  Library Use 50% (25/10)
  Medicine 75% (37/15)
  Language (English) 96% (48/19)
  Language (Greek) 40% (20/8)
  Language (Latin) 40% (20/8)
  Persuade 65% (32/13)
  Psychology 45% (22/9)
  Science (Biology) 50% (25/10)
  Science (Epidemiology) 70% (35/14)
  Spot Hidden 60% (30/12)
  Stealth 50% (25/10)
  Combat
  Brawl 
   
  25% (12/5), damage 1D3
  .41 revolver  
  40% (30/12), damage 1D10
  Dodge 
   
  25% (20/8) 
  Backstory
  Mosley never talks about his early childhood nor his parents, 
  who struggled to get him a better education and the freedom 
  they never had. He took their pain and ran with it, running 
  all the way to Harlem, and making a new life. He followed in 
  Richard Theodore Reecer’s footsteps and became one of the 
  few black students to attend Harvard—his learning journey 
  never stopped.
  Years later, after numerous letters of recommendations, 
  exceptional grades, and honed skills, he landed a tenured 
  position at Miskatonic University under the watchful eye 
  of Chester Armwright (Science Department head), who 
  seems to dislike Mosley for some reason. The recent events 
  concerning student Herbert West caused something of a 
  scandal and, subsequently, Mosley has taken a sabbatical. 
  He returned to Harlem to write a book, which when 
  accomplished, he hopes will garner him some credibility and 
  favor back at Miskatonic.
  • Description: a striking man, who wears dark tweed suits; 
  his rough hands belie a life of hard work.
  • Traits: cynical and something of a know-it-all. 
  • Significant People: Nella Larsen (friend) and Diane Smith 
  (singer and friend).
  • Meaningful Location: the Harlem Library. 
  • Treasured Possession: Miskatonic University tenured 
  identification letter.
  • Birthplace: Harbormill. 
  PULP ADJUSTMENTS
  Archetype: Hardboiled (page 19, Pulp Cthulhu)
  Core Characteristic: change CON to 90
  Hit Points: 30
  Add/Adjust Skills: Firearms (Handguns) 65%, Law 30%, 
  Spot Hidden 85%, Stealth 75%.
  Talents
  • Photographic Memory: can remember many details; gains 
  a bonus die when making Know rolls.
  • Rapid Attack: may spend 10 Luck points to gain one 
  further melee attack in a single combat round.
  
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  PLAYER HANDOUTS
  ADELINE “BOMBER” JACKSON
  Age: 24 
  Occupation: Nurse 
   
  Nationality: African-American 
   
  STR 45 
  CON 60 
  SIZ 50  
  DEX 50 
  INT 55
  APP 55 
  POW 80 
  EDU 78 
  SAN 72 
  HP 11
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 16  
  Luck: *  
  Luck: roll 3D6 ×5 
  Skills
  Credit Rating 16% (8/3) 
  Cthulhu Mythos 5% (2/1)
  Drive Auto 45% (22/9)
  Fast Talk 50% (25/10) 
  First Aid 72% (35/14) 
  Language (English) 78% (39/14)
  Language (German) 30% (15/6)
  Listen 55% (27/11)
  Lore (Harlem) 25% (12/5)  
  Mechanical Repair 35% (17/7)
  Medicine 40% (20/8)
  Psychology 52% (26/10)
  Science (Biology) 40% (20/8)
  Science (Chemistry) 40% (20/8)
  Spot Hidden 60% (30/12)
  Combat
  Brawl 
   
  25% (12/5), damage 1D3
  Luger 
   
  40% (20/8), damage 1D10
  Dodge 
   
  45% (22/9) 
  Backstory
  Jackson would never say she was remarkable, she would 
  just say she was trying to find a place for herself. Born with 
  a steady hand, steel nerves, and a friendly laugh, her early 
  life was mostly a blur of road trips; her baseball-player father 
  bounced from one Negro League team to another, while 
  her seamstress mother kept food on the table and taught 
  her needlecraft. When their big break hit in 1902 (with 
  the Philadelphia Giants), they settled into a new life, and 
  Jackson’s love of learning took root.
  The family moved to New York in 1911, when her father 
  joined the Lincoln Giants, and Jackson began working in the 
  Bellevue Hospital Center laundry room. In her first year, she 
  witnessed a white nurse save a man’s life and stitch up ghastly 
  wounds. That moment changed her life, driving her to spend 
  countless nights reading and days at work watching and learning.
  When the Red Cross needed volunteers for the Great 
  War, Jackson went without hesitation. In 1918, she saved a 
  soldier from an attack by... something... a thing that wouldn’t 
  die. Four soldiers kept shooting the thing, but it came at 
  them out of the darkness, ripping one to pieces, shattering 
  the sanity of two others, and sending another flying across 
  the ground. Jackson rammed the thing with her ambulance, 
  destroying the vehicle and possibly the thing as well—no one 
  can be certain. She can never forget that night.
  Nowadays, she lives in tenement housing in the Valley 
  with three other young women. She spends her days working 
  on a novel and debating with others at the Hobby Horse.
  • Description: a steely demeanor, she dresses in simple clothes.
  • Traits: tough.
  • Significant People: her father, mother, and two young cousins.
  • Meaningful Location: the Hobby Horse bookstore.
  • Treasured Possession: a Luger she found and use to defend 
  the wounded in France.
  • Birthplace: Harlem.
  PULP ADJUSTMENTS
  Archetype: Adventurer (page 15, Pulp Cthulhu)
  Core Characteristic: change DEX or APP to 90
  Hit Points: 22
  Add/Adjust Skills: Dodge 65% (if DEX 90), Drive Auto 
  75%, Firearms (Handgun) 70%, Science (Biology) 60%, 
  Science (Chemistry) 60%.
  Talents
  • Rapid Fire: ignores penalty die for multiple handgun shots.
  • Horrors of War: spend 10 Luck points to ignore temporary 
  insanity for 1D6 rounds.
  
  41
  PLAYER HANDOUTS
  LUTHER ALEXANDER
  Age: 28 
  Occupation: Conjure Man 
   
  Nationality: Martinican 
  STR 60 
  CON 55 
  SIZ 65 
  DEX 50 
  INT 70
  APP 50 
  POW 75 
  EDU 64 
  SAN 60 
  HP 12
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 15  
  Luck: *  
  Luck: roll 3D6 ×5 
  Skills
  Anthropology 40% (20/8)
  Credit Rating 30% (15/6) 
  Cthulhu Mythos 10% (5/2)
  Fast Talk 60% (30/12)
  History 35% (17/7) 
  Library Use 50% (25/10)
  Medicine 35% (17/7)
  Occult 55% (27/11)
  Language (Creole) 64% (32/12) 
  Language (English) 30% (15/6)
  Language (French) 64% (32/12) 
  Language (Spanish) 40% (20/8) 
  Locksmith 51% (25/10)
  Lore (Vampires) 40% (20/8)
  Science (Astronomy) 31% (15/6)
  Spot Hidden 45% (22/9) 
  Combat
  Brawl 
   
  45% (22/9), damage 1D3+1D4
  12g Shotgun 
  50% (25/5), damage 4D6/2D6/1D6
  Dodge 
   
  25% (12/5) 
  Spells
  Implant Fear.
  Backstory
  No one knows much about Alexander’s past, something he 
  keeps tight-lipped about. It’s almost like he appeared out of 
  the ether one day, to help Sam Battle catch a thief (who had 
  previously eluded the white police).
  When Alexander speaks, a trained linguist might catch 
  occasional slips in his accent and word choices. If pressed, he 
  simply smiles and changes the subject. For the last few years, 
  that has been the way it is. His landlady, Ms. Herndon, has 
  tired of asking from where he hails. He works as a conjure 
  man, whose door is always open to those in need, and his 
  prices are reasonable.
  • Description: athletic, dressed in black clothing, with 
  knowing eyes.
  • Traits: aloof and likes to portray a mysterious aura.
  • Significant People: Ms. Herndon (landlord) and Sam Battle 
  (patrolman), both friends.
  • Meaningful Location: the graveyard near Harlem Hospital.
  • Treasured Possession: book of African fairy tales.
  • Birthplace: Martinique.
  PULP ADJUSTMENTS
  Archetype: Mystic
  Core Characteristic: change POW to 90
  Hit Points: 24
  Add/Adjust Skills: Dodge 45%, Natural World 30%, 
  Psychometry 60%
  Spells: Cast Out Devil, Powder of Ibn-Ghazi.
  Talents
  • Photographic Memory: can remember many details; gains 
  a bonus die when making Know rolls.
  • Old Lore: has a Lore specialism (Vampires) and gains a 
  bonus die (or reduces the difficulty roll) for all rolls with 
  that skill.
  
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  42
  PLAYER HANDOUTS
  KAREN “EARS” WILSON
  Age: 30 
  Occupation: Journalist  
  Nationality: Italian-American 
  STR 45 
  CON 65 
  SIZ 35 
  DEX 75 
  INT 65
  APP 50 
  POW 60 
  EDU 91 
  SAN 60 
  HP 10
  DB: –1 
  Build: –1 
  Move: 9 
  MP: 12  
  Luck: *  
  Luck: roll 3D6 ×5 
  Skills
  Art and Craft (Acting) 70% (35/14)
  Art and Craft (Sketching) 50% (25/10)
  Charm 60% (30/12)
  Credit Rating 40% (20/8) 
  Fast Talk 50% (25/10)
  History 60% (30/12)
  Language (English) 91% (45/18)
  Language (Italian) 50% (25/10)
  Language (Mandarin) 25% (12/5)
  Listen 70% (35/14)
  Persuade 70% (35/14)
  Psychology 65% (32/13)
  Spot Hidden 60% (30/12)
  Stealth 65% (32/13)
  Combat
  Brawl 
   
  25% (12/5), damage 1D3
  Sword Cane  
  55% (27/11), damage 1D6–1
  Dodge 
   
  65% (32/13) 
  Backstory
  Since the first time Wilson asked about her father, her mother 
  Amy (an Italian choir girl from Brooklyn) has claimed he 
  is William Randolph Hearst. She would tell her daughter 
  endlessly about how Hearst loved her first, before her cousin 
  Millicent Veronica Wilson stole him away. Wilson spent 
  much of her youth seeing the great man in action, but always 
  at a distance. No one seemed to tell her the truth.
  That constant desire for the truth is what drove Wilson to a 
  career similar to her “father.” She decided that trying to prove 
  herself wasn’t worth the effort; if he really was her father, he 
  would step up and let her know. But that focus quickly subsided 
  as the thrill of solving mysteries brought greater satisfaction 
  than anything else. She works as a freelance journalist, as few 
  newspapers are interested in employing a woman full-time, 
  despite one attempting to write hard-hitting news. Wilson’s 
  journalistic eye is currently trained on Harlem and the impact 
  of the Great Migration on housing conditions. A hot story 
  like that is bound to land her a permanent job... right?
  • Description: muscular physique, with keen eyes.
  • Traits: an activist, ready to stick her neck out.
  • Significant People: Amy (mother), Sarah (girlfriend).
  • Meaningful Location: Tammany Hall, NYC.
  • Treasured Possession: a broken camera (belonged to a 
  lost love).
  • Birthplace: Brooklyn.
  PULP ADJUSTMENTS
  Archetype: Harlequin
  Core Characteristic: change APP to 90
  Hit Points: 20
  Add/Adjust Skills: Credit Rating 70%, Dodge 85%, 
  Persuade 90%, Stealth 85%.
  Talents
  • Hard Life: permanently gain +5 hit points (increasing the 
  hero’s maximum hit point value).
  • Master of Disguise: may spend 10 Luck points to gain a 
  bonus die to Art/Craft (Acting) rolls; includes ventriloquism 
  (able to throw voice over long distances so it appears that the 
  sound is emanating from somewhere other than the hero). 
  Note that if someone is trying to detect the disguise their 
  Spot Hidden or Psychology roll’s difficulty is raised to Hard.
  
  43
  PLAYER HANDOUTS
  LIAM “DEVIL” MCSHANE
  Age: 31 
  Occupation: Stuntman  
  Nationality: Irish-American  
  STR 85 
  CON 80 
  SIZ 70 
  DEX 65 
  INT 50
  APP 40 
  POW 50 
  EDU 43 
  SAN 43 
  HP 15
  DB: +1D4 Build: 1 
  Move: 8 
  MP 10 
  Luck:  
   
  Luck: roll 3D6 ×5 
  Skills
  Climb 60% (30/12)
  Credit Rating 8% (4/1)
  Cthulhu Mythos 5% (2/1)
  Drive Auto 50% (25/10)
  Intimidate 50% (25/10)
  Jump 60% (30/12)
  Listen 45% (27/9)
  Psychology 40% (20/8)
  Ride 50% (25/10)
  Spot Hidden 45% (27/9) 
  Stealth 60% (30/12)
  Swim 60% (30/12)
  Throw 50% (25/10)
  Combat
  Brawl 
   
  70% (35/12), damage 1D3+1D4   
   
   
  (brass knuckles +2 damage)
  Machete 
   
  70% (35/12), damage 1D8+1D4
  Dodge 
   
  70% (35/14) 
  Backstory
  McShane was the only son, in a family of nine, of an Irish 
  beat cop in NYC. His father, Gareth, was a good man and 
  taught him what he could. To help out his family, McShane 
  took up various jobs and ended up working in a factory until a 
  fire in which he saved a number of people’s lives. The incident 
  was reported and he was hailed a hero. The resulting publicity 
  attracted Hollywood, and he found himself recruited to 
  work on films as a stuntman, known as the “Death-Defying 
  Devil.” It was a nice life until Wilson Wallace, the producer 
  who started McShane’s new life, needed a favor.
  The stuntman and Wallace went downtown to a warehouse, 
  where something that can’t be put into words happened. He 
  still has nightmares about the pulsating, gelatinous mass 
  of eyes that crawled up from the beneath the building, and 
  Wilson’s screams as he was crushed to death.
  McShane fled back to New York and found that no one 
  had work for a washed-up Hollywood type. He fell in with  
   
  a low-level crime boss (who had seen all of his movies). He 
  gives McShane occasional odd jobs that keep him afloat.
  • Description: a white thug, and a wall of muscle. 
  • Traits: vicious, with little to no conscience. 
  • Significant People: Owl (newsboy and biggest fan of 
  his movies).
  • Meaningful Location: YMCA, NYC. 
  • Treasured Possession: reel of his last unaired film.
  • Birthplace: Harlem.
  PULP ADJUSTMENTS
  Archetype: Two-Fisted 
  Core Characteristic: change SIZ to 90
  Hit Points: 30
  Add/Adjust Skills: Brawl and Machete 90%, Climb 80%, 
  Intimidate 70%, Listen 75%. 
  Talents
  • Hardened: ignores Sanity point loss from attacking other 
  humans, viewing horrific injuries, or the deceased.
  • Tough Guy: soaks up damage, may spend 10 Luck points 
  to shrug off up to 5 hit points worth of damage taken in 
  one combat round.
  
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  44
  PLAYER HANDOUTS
  BETTY TUESDAY
  Age: 39 
  Occupation: Antiquarian 
   
  Nationality: African-American  
  STR 65 
  CON 60 
  SIZ 60 
  DEX 40 
  INT 65 
  APP 60 
  POW 70 
  EDU 74 
  SAN 63 
  HP 12 
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 14 
  Luck: * 
  Luck: roll 3D6 ×5 
  Skills
  Accounting 20% (10/4)
  Appraise 30% (15/6)
  Credit Rating 65% (32/13)
  Cthulhu Mythos 9% (4/2)
  History 65% (32/13)
  Language (Ancient Greek) 40% (20/8)
  Language (English) 74% (37/14)
  Language (French) 50% (25/12)
  Language (Hyperborean) 20% (10/2)
  Language (Latin) 35% (15/6)
  Language (Mandarin) 50% (25/12)
  Library Use 55% (27/11)
  Occult 45% (22/9)
  Persuade 55% (27/11)
  Spot Hidden 55% (27/11)
  Combat
  Brawl 
   
  25% (12/5), damage 1D3+1D4
  Fencing foil* (cane) 
  60% (30/15), damage 1D6+1D4 
  Dodge 
   
  20% (10/4)
  *Foil is blessed: acts as a magical weapon and ignores armor.
  Backstory
  Tuesday was born and raised in Harlem. The Tuesdays started 
  their business in 1885 after her father, a freed enslaved man, 
  fled the South and started a general store in 1897. She 
  inherited her mother’s talent for languages and mastered 
  three by the age of eight. Her parents spent what money they 
  had to send her overseas for a formal education. 
  Tuesday spent a lot of time traveling after college, sending 
  antiques back home to the family. She made a number 
  of contacts with dubious collectors, several questionable 
  choices, and ended up on the wrong end of the attention 
  of the Order of the Bloated Woman, barely escaping their 
  wrath. Tuesday returned home to Harlem and took over the 
  family business, believing she was safer here than anywhere 
  else. Over the years, she has built a reputation for reliably 
  finding rare artifacts and having keen translating skills. 
  • Description: beautiful, with a youthful face.  
  • Traits: knowledgeable and adventurous. 
  • Significant People: Andre (assistant at store), Horace 
  Vincent (illusionist friend), Jana Gersh (smuggler).
  • Meaningful Location: the family business; she will do 
  anything to keep it safe.
  • Treasured Possession: her sword cane that she acquired 
  overseas.
  • Birthplace: Harlem.
  PULP ADJUSTMENTS
  Archetype: Rogue 
  Core Characteristic: change DEX to 90
  Hit Points: 24
  Add/Adjust Skills: Dodge 45%, Occult 65%, Persuade 
  75%, Stealth 75%.
  Talents
  • Linguist: able to determine what language is being spoken 
  (or what is written); gains a bonus die to Language rolls.
  • Heavy Hitter: 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.)
  
  45
  PLAYER HANDOUTS
  JAKE “BLESSED” WILLIAMS
  Age: 42 
  Occupation: Warbler 
   
  Nationality: African-American 
   
  STR 60 
  CON 55 
  SIZ 65 
  DEX 65 
  INT 65 
  APP 60 
  POW 55 
  EDU 45 
  SAN 55 
  HP 12 
  DB: +1D4 Build: 1 
  Move: 6 
  MP: 11 
  Luck: * 
  Luck: roll 3D6 ×5 
  Skills
  Art and Craft (Acting) 50% (25/10)
  Art and Craft (Singing) 75% (37/15)
  Charm 65% (32/15)
  Fast Talk 55% (27/11)
  Listen 45% (27/9)
  Locksmith 45% (22/8)
  Lore (Harlem) 25% (12/5)
  Natural World 45% (22/9)
  Psychology 45% (22/8)
  Sleight of Hand 40% (20/8)
  Spot Hidden 40% (20/8)
  Stealth 50% (25/10)
  Combat
  Brawl 
   
  45% (22/9), damage 1D3+1D4
  .30-06 bolt-action rifle 45% (30/12), damage 2D6+4
  Dodge 
   
  40% (20/8)
  Backstory
  During the rare moments Williams chooses to remember 
  the past, he recalls growing up in Brooksville, Oklahoma. It 
  was a small, all-black town, and it was nice. Nice but quiet. 
  Too quiet. William’s family were hunters, so he learned how 
  to kill, skin, and sell. 
  The family moved to New York in 1911, when her father 
  joined the Lincoln Giants, and Jackson began working in the 
  Bellevue Hospital Center laundry room. In her first year, she 
  witnessed a white nurse save a man’s life and stitch up ghastly 
  wounds. That moment changed her life, driving her to spend 
  countless nights reading and days at work watching and learning.
  Williams was in the local choir, as he loved to sing and 
  enjoyed the spotlight. His life changed the day a traveling 
  show came to town. He ran away from home to join the 
  troupe. Since then, it has been a life on the open road: 
  singing, gambling, and drinking. Good luck has been a 
  constant companion, so despite a few scrapes, he has always 
  come out on top. 
  Recently, tired of traveling, Williams has washed up in 
  Harlem. Everyone knows his name due to his voice, which 
  seems to be able to calm a hostile crowd while bringing 
  joys to everyone’s ears. Old habits die hard, and Williams is 
  also known for his gambling, recently leaving a crime boss 
  penniless at the table. But such good fortune always has a 
  price: sometimes that means living in flophouses or working 
  menial jobs until things turn around. 
  • Description: handsome in a slightly disheveled black tuxedo.
  • Traits: charming, the life of the party.
  • Significant People: “Lucky” (policy runner), Duke 
  Ellington, Nathan Wallace (café manager and boyfriend).
  • Meaningful Location: Club Deluxe (and later the Cotton 
  Club).
  • Treasured Possession: .30-06 rifle that belonged to his aunt.
  • Birthplace: Brooksville.
  PULP ADJUSTMENTS
  Archetype: Femme 
  Core Characteristic: change APP to 90 
  Hit Points: 24
  Add/Adjust Skills: Brawl 75%, Charm 85%, Psychology 
  65%, Sleight of Hand 70%. 
  Talents
  • Born Lucky: spend 5 Luck points and use current Luck 
  value in place of any one skill roll (except Cthulhu Mythos).
  • Lucky: regains an additional +1D10 Luck points when 
  Luck Recovery rolls are made.
  
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  46
  PLAYER HANDOUTS
  ROSE GOLDSTEIN 
  Age: 40 
  Occupation: Sociologist  
  Nationality: Jewish-American 
   
  STR 50 
  CON 65 
  SIZ 45 
  DEX 70 
  INT 75 
  APP 60 
  POW 60 
  EDU 83 
  SAN 60 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 12 
  Luck: * 
  Luck: roll 3D6 ×5 
  Skills
  Anthropology 60% (30/12)
  Archeology 60% (30/12)
  History 60% (30/12)
  Language (English) 83% (41/16)
  Language (Hebrew) 45% (22/9)
  Language (Portuguese) 45% (22/9)
  Language (Yucatec Maya) 45% (22/9)
  Library Use 65% (32/13)
  Lore (Harlem) 15% (7/3)
  Persuade 55% (27/11)
  Spot Hidden 55% (27/11)
  Combat
  Brawl 
   
  45% (22/9), damage 1D3
  Whip 
   
  50% (25/11), damage 1D3, 
  entangle
  .38 automatic 
  35% (17/7), damage 1D10
  Dodge 
   
  35% (17/7) 
  Backstory
  Goldstein heralds from an upper-crust Jewish family in 
  Arkham. Her lawyer father and nurse mother raised her 
  in the Synagogue and attempted to impart their strongly 
  conservative views. Much to their chagrin, they saw 
  Goldstein follow her heart rather than their rules. She 
  graduated in the top five percent from Brown University in 
  Providence, Rhode Island. A talented researcher, with a flair 
  for history, Goldstein would likely have become a teacher (as 
  her parents wanted) if not for taking a class taught by Elsie 
  Clews Parsons, anthropologist and feminist. 
  Parsons studied the Indigenous people of New Mexico 
  and Mexico, and changed Goldstein’s life. The next few 
  years were more of a blur spent traveling with Parsons and 
  undertaking research. Goldstein eventually settled down, 
  getting a job as an assistant librarian in Harlem. At night, 
  she studies the political, social, and artistic movements of 
  her new home, desiring to understand what is going on 
  and how Harlem will change the world. Goldstein knows  
   
  it’s important, but it’s not her story to tell. She occasionally 
  teaches pre-teen Harlemites. 
  • Description: a white woman, classically elegant with a hint 
  of mystery.
  • Traits: studious and approachable.
  • Significant People: her students, Ms. Williams (head 
  librarian and unwanted mother figure).
  • Meaningful Location: Harlem Library. 
  • Treasured Possession: a vase from New Mexico.
  • Birthplace: Arkham.
  PULP ADJUSTMENTS
  Archetype: Swashbuckler 
  Core Characteristic: change DEX to 90
  Hit Points: 22
  Add/Adjust Skills: Climb 60%, Handgun 75%, Pilot 
  (Aeroplane) 70%. 
  Talents
  • Alert: never surprised in combat.
  • Resourceful: always seems to have what they need to hand; 
  may spend 10 Luck points (rather than make Luck roll) to 
  find a certain useful piece of equipment (e.g. a flashlight, 
  length of rope, a weapon, etc.) in their current location.
  
  47
  PLAYER HANDOUTS
  “OWL” 
  Age: 14 
  Occupation: Runner 
  Nationality: Venezuelan  
  STR 55 
  CON 45 
  SIZ 45 
  DEX 85 
  INT 60
  APP 50 
  POW 80 
  EDU 40 
  SAN 80   
  HP 9
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 16 
  Luck: * 
  Luck: roll 3D6 ×5 
  Skills
  Accounting 35% (17/7)
  Charm 50% (25/10)
  Climb 60% (30/12)
  Fast Talk 60% (30/12)
  First Aid 35% (17/7)
  Jump 45% (22/9)
  Locksmith 60% (30/12)
  Psychology 60% (30/12)
  Sleight of Hand 60% (30/12)
  Spot Hidden 50% (25/10)
  Stealth 55% (27/11)
  Combat
  Brawl 
   
  25% (12/5), damage 1D3  
   
   
  or knife 1D4
  Dodge 
   
  80% (40/16) 
  Backstory
  Owl’s first real memory is being held in his father’s arms 
  while below decks of a ship with thousands of people packed 
  around them, making it hard to breathe. A voice cried out 
  and everyone moved onto the deck of the vessel where the 
  freezing-cold wind greeted the crowd under a winter sun. 
  His father, whose name he doesn’t remember, looked up in 
  awe at something off in the distance, smiled, and then lifted 
  Owl up to see what they had traveled so far to find... the 
  Statue of Liberty. His father’s words still ring in his ear, “Son, 
  this is a land of hope and promise. If we work hard enough, all 
  of our dreams can come true.” That was the happiest moment 
  of Owl’s life, as his father put a locket around his neck with 
  a portrait of his family (father, mother, two sisters, and a 
  younger brother).
  The next memory comes from a few months later: sitting 
  in an alleyway holding his father’s burning-hot hand tightly 
  and crying. Of people pulling him away and saying, “…don’t 
  think the child has it.” Owl was sick for over a year before 
  being placed in an orphanage at the age of six. He saw some 
  children leave the orphanage with families, but most did not. 
  For the last eight years that has been his life, not knowing 
  who his family was, where he is from, or what it means to 
  be connected. A year ago, he started running numbers for a 
  small policy shop while delivering newspapers. Owl is not 
  close to folks but knows everyone around town—and some 
  of the best hiding places.
  • Description: athletic and young looking, wears loose fitting 
  clothes for easy escape.  
  • Traits: brave and smart.
  • Significant People: Devil McShane (former stuntman), 
  Jackson (newsstand owner), Maggie (fellow newsies), Jonny 
  (Policy Agent).
  • Meaningful Location: the Hobby Horse bookstore. 
  • Treasured Possession: locket with picture of family, his 
  only link to the past
  • Birthplace: unknown.
  PULP ADJUSTMENTS
  Archetype: Sidekick 
  Core Characteristic: change CON to 90 
  Hit Points: 18
  Add/Adjust Skills: Climb 65%, Electrical Repair 55%, 
  Stealth 80%.
  Talents
  • Everybody’s Pal: you know “everyone” and can call in favors 
  from a contact; note that favors may be called in at the 
  discretion of the Keeper.
  • Rapid Attack: may spend 10 Luck points to gain one 
  further melee attack in a single combat round.
  
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  48
  PLAYER HANDOUTS
  WILMA DE HURST 
  Age: 27 
  Occupation: Singer 
  Nationality: Russian 
   
  STR 55 
  CON 65 
  SIZ 45 
  DEX 70 
  INT 50 
  APP 70 
  POW 65 
  EDU 62 
  SAN 65 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 13 
  Luck: * 
  Luck: roll 3D6 ×5 
  Skills
  Art and Craft (Singing) 60% (30/12)
  Disguise 55% (27/11)
  Firearms (Handgun) 50% (25/5)
  Language (English) 40% (20/8)
  Language (Russian) 62% (31/12)
  Library Use 50% (25/5)
  Persuade 55% (27/11)
  Psychology 60% (30/12)
  Spot Hidden 45% (27/9)
  Stealth 60% (30/12)
  Combat
  Brawl 
   
  40% (20/8), damage 1D3  
   
   
  or knife 1D4+2
  .38 auto (& silencer) 
  50% (25/5), damage 1D10  
  Dodge 
   
  35% (17/7) 
  Backstory
  De Hurst is an up-and-comer; no one heard of her three 
  months ago, but now she’s booking gigs all over Harlem. 
  She’s striking, with pale skin and azure eyes that seem to 
  attract the light, while her voice is nearly hypnotic. When 
  asked about herself, she sheepishly smiles and says, “I am 
  from old money, darling. I don’t have to sing, but I need to sing.”.
  In truth, De Hurst is actually Ditra Popov from Russia. 
  Her mission is to find a runaway ward, Catrina Sokolov, and 
  return her to the motherland—Sokolov wanted to become 
  famous in America for her dancing—despite a thorough 
  search, De Hurst is no closer to finding the missing girl. 
  • Description: pale-skinned white woman dressed in a slinky 
  colorful dress. 
  • Traits: appears sultry and carefree; in reality, she is 
  calculating and determined. 
  • Significant People: Anna (her girlfriend), William (her 
  agent), Clark (a fan and patrolman).
  • Meaningful Location: the Cotton Club.
  • Treasured Possession: custom silenced pistol. 
  • Birthplace: Kazan (De Hurst is from Linz, Austria).
  PULP ADJUSTMENTS
  Archetype: Hunter
  Core Characteristic: change INT to 90
  Hit Points: 22
  Add/Adjust Skills: Fighting (Brawl) 80%, Firearms 
  (Handgun) 80%, Spot Hidden 75%, Stealth 80%, Track 70%.
  Talents
  • Harden: ignores Sanity point loss from attacking other 
  humans, viewing horrific injuries, or the deceased.
  • Keen Vision: gain a bonus die to Spot Hidden rolls. 
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/7th edition/Harlem Unbound/Harlem Unbound - 2nd Edition Handouts v4.pdf