Madness is Mercy
Novice (skill rating of 05% or less): A complete amateur with little hope of success. A novice succeeding in a task is a freak accident, a stroke of luck apparent to everyone witnessing it.
Neophyte (06–25%): A beginner with a small amount of expertise in the subject at hand. When lucky enough to succeed once in a while, it appears sloppy and without finesse.
Amateur (26–50%): Barely qualified. Reflects a little talent, some rudimentary training or hobby–level dabbling in a skill. The results will not be spectacular, but acceptable.
Professional (51–75%): A skill rating in this range allows your character to make a living using the skill. A 51% rating is roughly equal to a university degree or specialized training.
Expert (76–90%): Advanced expertise in a given field. Few people ever attain such mastery of a given skill and those who do are respected and relied upon for their expertise. Skills in this rage correspond to a PhD or considerable years of experience.
Master (91% or higher): Only a handful of true geniuses attain this level of mastery. World-class and historical significant masters famous within their field or throughout the world at large. Einstein, Newton, Shakespeare, Babe Ruth, Michelangelo, Picasso, etc.
Accounting (10%) analyze a person or institution’s general financial situation (debt, bankruptcy, wealth, net worth) or to identify financial irregularities (strange spending, embezzlement or odd windfalls).
Anthropology (01%) identify a person or artifact’s native culture or accurately describe a culture’s social mores and standard behaviors.
Archaeology (01%): identify an artifact from a dead culture, spot a fake or conduct an excavation and make reasonable inferences about the ancient inhabitants of a site or region.
Art [Specify] (05%) Specify song, some musical instrument, painting, cooking, etc. that a creative person might pursue. The player should note the style or medium: opera singer, oil painter, etc.
Astronomy (01%) knowledge of planetary and celestial orbits, discuss stellar life cycles
Bargain (05%) negotiating/compromising over some aspect where some asset or quantity is being discussed. Fast Talk or Persuade to resolve an argument or sway another to their point of view.
Biology (01%) knowledge of the science of life, including botany, cytology, ecology, genetics,
histology, microbiology, physiology, zoology, and so on.
Chemistry (01%) given proper equipment and reagents, analyze an unknown substance, or create or extract complex chemical compounds, including simple explosives, poisons, gases, and acids
Climb (40%) scale walls, trees, cliffs or other vertical surfaces possessing usable hand- or foot-holds
Conceal (15%) secreting, or masking of an object to escape detection. Compare with the Hide skill.
Craft [Specify] (05%) constructing or making anything with function and practicality: the creation of objects for purely aesthetic function is the Art skill. Like Art, note special trade, e.g. cooking, carpentry, etc.
Credit Rating (15%) index of personal reputation as well as monetary worth, how prosperous and confident the investigator seems to be. Base chance to panhandle or get a loan from a bank or business, and it is also the chance for the investigator to pass a bad check or to bluff past a demand for credentials
Cthulhu Mythos (00%) No starting investigator may take points in Cthulhu Mythos
Disguise (01%) change posture, costume, voice and other aspects of appearance to resemble a different person, specific or general. Disguise covers appearance only: your character can use the Fast Talk skill to impersonate someone else in conversation.
Dodge (DEX x2%) Allows an investigator instinctively to evade blows, thrown missiles, attacks from ambush, and so forth. Your character may either dodge or parry in a Combat Round but cannot do both.
Drive Automobile (20%) drive a car or light truck, make ordinary maneuvers, and cope with ordinary vehicle problems.
Electrical Repair (10%) repair or reconfigure electrical equipment such as auto ignitions, electric motors, fuse boxes, and burglar alarms.
Fast Talk (05%) causes the target to agree with the user for a short time. Without reflecting, the target signs the paper, allows the trespass, lends the automobile, or whatever else within reason is asked. Given a little more time to think and the benefit of a successful Idea roll, the target comes to his or her senses, and the Fast Talk loses effect.
First Aid (30%) used to stop bleeding, bandage wounds, treat minor burns, set broken limbs, resuscitate someone who is drowning or to revive an unconscious person. It can also be used to determine the nature of an obvious injury and what further treatments will be required. Each injury taken can be treated with a single use of First Aid. A successful First Aid skill roll heals 1d3 Hit Points of a particular injury, up to the total of the particular injury.
Fist/Punch (50%) hand attack
Geology (01%) tell the approximate age of rock strata, recognize fossil types, distinguish minerals and crystals, locate promising sites for drilling or mining, evaluate soils, and anticipate volcanism, seismic events, avalanches, and other such phenomena.
Grapple (25%) self-explanatory
Handgun (20%) pistols and revolvers
Headbutt (10%) self-explanatory
Hide (10%) As opposed to Conceal, Hide concerns the individual user’s ability to lurk to escape detection in an unprepared position
History (20 remember the significance of any place, person, event or object, or to correctly guess when an object or document was made.
Jump (25%) vertically and horizontal leaping. falling from a height, a successful Jump prepares for the fall, subtracting 1D6 hit points from those lost to the injury.
Kick (25%) self-explanatory
Law (05%) judge the legality of a proposed action, find legal precedents, free themselves from trouble with the authorities or build a case for or against a criminal.
Library Use (25%) find a given book, newspaper, or reference in a library or collection of documents, assuming that the item is there.
Listen (25%) hear, interpret and understand muffled, concealed or distant sounds. Murmurs behind a closed door, furtive whispers, stealthy footfalls, distant cries, muffled humming, telltale scrapes and snapped twigs are the sorts of sounds a successful Listen roll can notice and identify.
Locksmith (01%) repair locks, make keys, or open locks with the aid of skeleton keys, picks, and tools.
Machine Gun (15%) : self-explanatory
Martial Arts (01%) (NOTE: be prepared to plausibly justify this skill in a very well-constructed character background!!!!) Combines with an attack with Fist/Punch, Head Butt, Kick, or Grapple. If the attack roll is equal to or less than the attacker’s Martial Arts percentage, the attack does double damage: thus Fist/Punch would do 2D3 plus normal damage bonus. Martial Arts doubles the damage done if the attack strikes home, but do not double any damage bonus.
Mechanical Repair (20%) repair a broken machine, perform basic carpentry and plumbing projects
Medicine (05%) diagnoses and treats accidents, injuries, diseases, poisonings, etc. Can be used in place of First Aid and also to determine the cause of death
Natural History (10%) knowledge of plant and animal life in its environment.
Navigate (10%) plot a course, find way to a planned destination using map, compass, charts, and raw instinct
Occult (05%) knowledge of magic, obscure legends and ‘secret history’ that covers everything from arcane philosophies to modern conspiracy theories. Your character can use this skill to realize the significance of alchemical or astrological symbols, identify which magical tradition created a ritual workspace, know the names of powerful demonic entities, recognize a particular spell or identify the secret factions conspiring to manipulate a situation.
Operate Heavy Machine (01%) operate a tank, backhoe, steam shovel, or other large-scale construction machine.
Other Language [Specify](01%) Specify the language.
1–10: May only communicate simple ideas. Complex communication in the language (Bargain, Fast Talk or Persuade) is Impossible.
11–25: Gets across simple requests, enough to be understood and survive day-to-day. Complex communications (Bargain, Fast Talk or Persuade) are Difficult.
26–50: Assured communication. For example, ‘How much? But I can buy it cheaper at another shop!’ Your character can speak better than an uneducated native speaker, getting most ideas across. Communication skills are not restricted, but certain nuances of expression may still be Difficult.
51–75: Allows your character to tell stories, sagas, songs and so forth, as if they are a gifted
speaker. Idioms, wordplay, subtle jokes and inferences become Easy. Your character can pass for native. Complex communications are considered an Average skill use.
76–00: At this fluency, your character is speaking the language of poets, philosophers, scientists and diplomats. For example, ‘Surely your initial assertion of this volume’s worth can be reassessed in light of the edition’s obvious and significant deficiencies.’ Jargon and obscure forms of speech come easily. Not only can your character pass for native, they can mimic local dialects with ease.
Own Language (EDU X5%) Specify your primary/mother tongue
Persuade (15%) use logic, debate, oratory, empathy or even intimidation to make reluctant listeners take action or grant a request. Just as with the Fast Talk skill, the actual truth (or beliefs of the person using the skill) have no bearing whatsoever on its use. Unlike Fast Talk, the effects of successful persuasion last indefinitely and do not change until a second Persuade attempt is made or circumstances force a change of opinion.
Pharmacy (01%) recognizes, compounds, and perhaps dispenses a wide variety of drugs and potions, natural and man-made, and understands side effects and contra-indications. He or she has a good practical knowledge of poisons and antidotes, and can use Pharmacy as a first-aid skill in cases of poisoning.
Photography (10%) both still and motion photography
Physics (01%) self-explanatory
Pilot (01%) The air/water equivalent of Drive Automobile, specify type of vehicle
Psychoanalysis (01%) treat temporary and indefinite insanity
Psychology (05%) ascertain motives and character of an individual, including detect lies and gauge mental state
Ride (05%) basic care, maneuvering, and handling of a steed
Rifle (25%) self-explanatory
Shotgun (30%) self-explanatory
Sneak (10%) The art of moving quietly, without alerting those who might hear. Used in combination with Hide, the investigator makes a single D100 roll, the result of which is matched against the investigator’s percentages in both skills. Use this combination when stealthy movement is necessary.
Spot Hidden (25%) notice tiny details, search a room for important clues, find a hidden compartment, catch a glimpse of a fleeting opponent or object, recognize a disguised foe or spot enemies lying in ambush. Spot can be used actively or passively. Spot Hidden opposes Disguise, Hide and Stealth
Submachine Gun (SMG) (15%) self-explanatory. (Extremely rare!)
Swim (25%) self-explanatory
Throw (25%) self-explanatory
Track (10%) follow a person, vehicle, or animal over soft earth and leaves.