TEXT: TITLE
  TRAIL OF CTHULHU
  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
  Agriculture
  Assess Honesty
  Athletics10
  Anthropology
  Bargain
  Conceal
  Archaeology10
  Bureaucracy
  Disguise (I), 10
  Architecture
  Flattery
  Driving10
  Biology10
  Interrogation
  Electrical Repair(I), 10
  Botany
  Intimidation
  Explosives(I), 10
  Cthulhu Mythos4
  Intuition
  Filch10
  Cryptography10
  Leadership
  Firearms5, 10
  Geology10
  Oral History
  First Aid10
  History
  Reassurance
  Fleeing7, 10
  Languages6, 10
  Streetwise
  Health9,10
  -
  Seduction
  Hypnosis8
  -
  Mechanical Repair(I), 10
  -
  Technical Abilities
  Piloting10
  Library Use
  Preparedness
  Medicine
  Art
  Psychoanalysis
  Occult
  Astronomy10
  Riding10
  Physics10
  Chemistry10
  Sanity9
  Strategy
  Craft10
  Stability9
  Theology
  Evidence Collection10
  Scavenging10
  Forensics
  Scuffling10
  Locksmith10
  Sense Trouble10
  Navigation
  Shadowing
  Outdoorsman
  Stealth10
  Pharmacy
  Weapons10
  Photography
  SOURCES OF STABILITY:
  PSYCHIC ABILITIES10
  •	 Dreaming
  •	 Medium
  •	 Premonitions
  •	 Psychic Scream
  •	 Remote Viewing
  •	 Telepathy
  •	 Mind Reading
  •	 Aura Reading
  •	 Control
  •	 Emotion Projection
  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. 
  10Ability can be Afflicted. See p. 45 
  of Cthulhu Apocalypse: The Apocalypse 
  Machine
  Player Name: 
  Investigator Name:
  Drive:
  Occupation:2 
  Occupational benefits: 
  Pillars of Sanity: 
  Build Points: 
  Cthulhu 
  Apocalypse
  
SOURCE: textdata/thevault/Trail of Cthulhu/ToC - Cthulhu Apocalypse - Character Sheet.pdf