TEXT: Sanity1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  Hit Threshold3
  Stability
  -12
  -11
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  Health
  -12
  -11
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  Academic Abilities
  Interpersonal Abilities
  General Abilities
  Accounting
  Anthropology
  Assess Honesty
  Athletics
  Archaeology
  Bargain
  Conceal
  Architecture
  Bureaucracy
  Disguise (I)
  Art History
  Cop Talk
  Driving
  Biology
  Credit Rating
  Electrical Repair(I)
  Cthulhu Mythos4
  Flattery
  Explosives(I)
  Cryptography
  Interrogation
  Filch
  Geology
  Intimidation
  Firearms5
  History
  Oral History
  First Aid
  Languages6
  Reassurance
  Fleeing7
  Streetwise
  Health9
  Hypnosis8
  Mechanical Repair(I)
  Technical Abilities
  Piloting
  Law
  Preparedness
  Library Use
  Art
  Psychoanalysis
  Medicine
  Astronomy
  Riding
  Occult
  Chemistry
  Sanity9
  Physics
  Craft
  Stability9
  Theology
  Evidence Collection
  Scuffling
  Forensics
  Sense Trouble
  Locksmith
  Shadowing
  Outdoorsman
  Stealth
  Pharmacy
  Weapons
  Photography
  SOURCES OF STABILITY:
  CONTACTS AND NOTES
  1 In a Pulp game where Sanity 
  can be recovered, mark Sanity 
  pool loss with a line, Sanity 
  rating loss with a cross.
  2 Occupational abilities are 
  half price. Mark them with a * 
  before assigning points.
  3 Hit Threshold is 3, 4 if your 
  Athletics is 8 or higher
  (I) These General abiltities 
  double up as Investigative 
  abilities
  4 Usually, you can’t start with 
  Cthulhu Mythos. Sanity is 
  limited to 10-Cthulhu Mythos.
  5 In a Pulp game If your 
  Firearms rating is 5 you can 
  fire two pistols at once (see 
  p. 42)
  6 Assign one language per 
  point, during play. Record them 
  here.
  7 Any Fleeing rating above 
  twice your Athletics rating 
  costs one point for two. 
  8 Only Alienists and 
  Parapsycholigists can buy 
  Hypnosis, and only in a Pulp 
  game
  9 You start with 4 free Sanity 
  points, 1 Health and 1 Stability 
  point. 
  Player Name: 
  Investigator Name:
  Drive:
  Occupation:2
  Occupational benefits: 
  Pillars of Sanity: 
  Build Points: 
  
  234
  Keeper’s Investigator Matrix
  Player
  Investigator
  Drive
  Occupation
  Health
  Sanity
  Pillar 1
  Pillar 2
  Pillar 3
  Stability
  Source 1
  Source 2
  Source 3
  Contact 1
  Contact 2
  Contact 3
  Accounting
  Anthropology
  Archaeology
  Architecture
  Art History
  Biology
  Cthulhu Mythos
  Cryptography
  Geology
  History
  Languages
  Law
  Library Use
  Medicine
  Occult
  Physics
  Theology
  Assess Honesty
  Bargain
  Bureaucracy
  Cop Talk
  Credit Rating
  Flattery
  Interrogation
  Intimidation
  Oral History
  Reassurance
  Streetwise
  Art
  Astronomy
  Chemistry
  Craft
  Evidence Collection
  Forensics
  Locksmith
  Outdoorsman
  Pharmacy
  Photography
  
  235
  Investigative Ability Checklist
  When creating an adventure, use this table to record which abilities are essential to the adventure, which are optional, 
  and which are not used at all. Let your players know which not to take. If you are using pre-existing characters, tick 
  them on the left column table, then build your adventure around them.
  Investigative Abilities
  Core Clue Tally
  Total In Adventure
  Academic Abilities
  Accounting
  Anthropology
  Archaeology
  Architecture
  Art History
  Biology
  Cthulhu Mythos
  Cryptography
  Geology
  History
  Languages
  Law
  Library Use
  Medicine
  Occult
  Physics
  Theology
  Interpersonal
  Assess Honesty
  Bargain
  Bureaucracy
  Cop Talk
  Credit Rating
  Disguise (G)
  Flattery
  Interrogation
  Intimidation
  Oral History
  Reassurance
  Streetwise
  Technical
  Art
  Astronomy
  Chemistry
  Craft
  Electrical Repair (G)
  Explosives (G)
  Evidence Collection
  Forensics
  Locksmith
  Mechanical Repair (G)
  Outdoorsman
  Pharmacy
  Photography
  Total Investigative Points
  (G) Indicates a General ability which doubles up as an Investigative one
  
  TRAIL OF CTHULHU
  236
  Campaign Frame Notes
  Title
  Pitch
  It’s like Blah vs Blah, X meets Y, etc.
  Setting
  Where is it set? One location, multiple locations? What languages might be used?
  Style
  Purist or Pulp, or a mixture? Dread or Gore? Are laws enforced? Can firearms be used? Race, gender or 
  politics: an important element? 
  Mythos
  How all pervasive is the Mythos? How much do the general public and the authorities know? Which gods exist? 
  Are important? Just Lovecraft or other authors?
  Investigators
  Why are they together? What do they have in common? What skills must they have? In what way are they 
  restricted?
  Useful Documents
  
  TRAIL OF CTHULHU
  237
  Campaign Frame Notes
  Continuing NPCs
  Rivals, contacts, villains, cultists, friends and colleagues.
  Name
  Location
  Relationship to PCs
  Notes
  Rules Variants
  What caps on abilities? What new abilities are there? Which optional rules to use? Add page references.
  Appendices
  
SOURCE: textdata/thevault/Trail of Cthulhu/Misc/References.pdf