TEXT: Player Name:
  1 In a Pulp game where Sanity can be 
  recovered, mark Sanity pool loss 
  with a line, Sanity rating loss with
  a cross.
  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  O n l y  A l i e n i s t s  a n d  
  Parapsychologists can buy Hypnosis, 
  and only in a Pulp game.
  9 You start with 4 free Sanity points,
  1 Health and 1 Stability point.
  10 Optional ability for use with Rough 
  Magicks - can only be acquired in 
  play.
  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 abilities double up 
  as Investigative abilities.
  © 2008 Pelgrane Press Ltd. All rights Reserved. Trail of Cthulhu is a trademark of Pelgrane Press Ltd. Rearranged by Przemyslaw ’Marksjus’ Ryba.
  Source of Stability
  Pillars of Sanity
  Madness and Shock
  Investigator Name:
  Drive:
  2
  Occupation:
  Occupational benefits:
  Build Points:
  1
  Sanity
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  10
  Magic
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  3
  Hit Threshold
  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
  Assess Honesty
  Athletics
  Anthropology
  Bargain
  Conceal
  Archeology
  Bureaucracy
  (I)
  Disguise
  Architecture
  Cop Talk
  Driving
  Art History
  Credit Rating
  (I)
  Electrical Repair
  Biology
  Flattery
  (I)
  Explosives
  4
  Cthulhu Mythos
  Interrogation
  Filch
  Cryptography
  Intimidation
  5
  Firearms
  Geology
  Oral History
  First Aid
  History
  Reassurance
  7
  Fleeing
  6
  Language
  Streetwise
  9
  Health
  8
  Hypnosis
  10
  Magic
  (I)
  Mechanical Repair
  Technical Abilities
  Piloting
  Law
  Preparedness
  Library Use
  Art
  Psychoanalysis
  Medicine
  Astronomy
  Riding
  Occult
  Chemistry
  9
  Sanity
  Physics
  Craft
  9
  Stability
  Theology
  Evidence Collection
  Scuffling
  Forensics
  Sense Trouble
  Locksmith
  Shadowing
  Outdoorsman
  Stealth
  Pharmacy
  Weapons
  Photography
  
  Weapons and Explosives
  Description
  Demage
  Point Black
  Close
  Near
  Long
  Notes
  Encountered Entities
  Investigator History
  Equipment
  Contacts
  Tomes, Spells and Artefacts
  
SOURCE: textdata/thevault/Trail of Cthulhu/ToC - Character Sheet [A4 EN].pdf