Cthulhu by Gaslight - Character Traits
1,8: Ambidextrous: Uses either hand without offhand penalties.
1,9: Animal Antipathy (D): -(1D6)x5% from any skill use involving animals (Ride, Drive Carriage, Sneak, Hide, etc.).
1,10: Artistic Talent: +INTx5 skill points to musical, writing, or other artistic skills (choose specialty).
1,11: Athletic: Bonus to Exertion skills = +30% to one skill, +20% to 2 skills, +10% to 3 skills.
1,12: Better Night Vision: Penalties for seeing after dark are halved.
1,13: Black Sheep (D): The investigator comes from a good/respectable family, but he or she is somehow a disappointment or embarrassment; may affect Communication skills by as much as -(1D3)x10%.
1,14: Born Leader: +1D2 POW, +INTx5 points to Communication skills.
1,15: Brawler: (+1D4)x5% to Fist/Punch OR Grapple, 2 Fist/ Punch OR Grapple attacks per round, does +1 damage per successful attack.
1,16: Clumsy (D): Double all fumble chances, and any fumbled skill roll results in a mishap of some kind.
1,17: Collector: Coins, books, insects, art, jewelry, historic artifacts, etc.
1,18: Crippled (D): Missing a limb or eye/ear; roll D6: 1-2 = leg, 3-4 = arm, 5 = head (D6: 1-3 eye, 4-6 ear), 6 = PC chooses; missing leg = -3 DEX, -1 STR or CON, Move halved, Exertion skills -25%; missing arm = -1 STR, -2 DEX, -15% Manipulation skills and limits weapon use; missing eye = -35% Spot Hidden, firearms, and other sight-related skills, Luck roll to avoid -1D2 APP; missing ear = -1D3 APP, -30% Listen and other hearing-related skills.
1,19: Roll 3 times; player chooses 1 of the three results.
1,20: Roll 3 times; player chooses 1, Keeper chooses 1.
2,1: Roll and keep 1 Trait: if the Trait was marked (D), player may choose and add any other Trait; if the Trait was not a (D), player must choose and add an additional Trait marked (D).
2,2: Cursed (D): By gypsy, witch, warlock, foreign native, etc. Ef- fects as Evil Eye spell (p. 235 of Call of Cthulhu 6th edition) or as determined by Keeper, who also determines circumstances for its removal.
2,3: Dark Ancestry (D): Descended from a bad family, foreigners, cannibals or unearthly creatures. Roll D100 and the higher the roll, the worse it is.
2,4: Deaf (D): -(1D4)x5% from Listen rolls.
2,5: Debilitating Malady/Illness (D): A gradually developing ill- ness, e.g. cancer, blindness, syphilis, consumption, etc. affects the investigator. Loss of 1 or more CON at least, and probably other stats as it progresses. Roll D100 to see how long he or she has left to live (higher = longer).
2,6: Disfigured (D): Serious scarring, hunchback, or other out- wardly “ugly” effect on APP (-1D4 or more); may also affect Communication skills by -(APP lost)x5%.
2,7: Drinks Like a Fish: Difficult to get drunk. If alcohol is treated like a poison, investigator has all alcohol-related POTencies reduced by half.
2,8: Eagle-Eyed: +(2D3)x5% to Spot Hidden.
2,9: Enemy (D): Roll D100 for enemy’s power/numbers, also for frequency of appearance (higher rolls are worse here); limited uses?
2,10: Excellent Weapon: A gun may add 50% to normal ranges; a melee weapon may add 5% to user’s skill or add 1D2 to dam- age; the weapon may alternately be harder to damage (more HP) or be of a more expensive quality than normal examples.
2,11: Family Heirloom: Painting, book, weapon, furniture, or other personally treasured item that may have additional value to the investigator or the campaign.
2,12: Fleet-Footed: +1 DEX and roll D6: 1-4 = +1 Move, 5-6 = +2 Move.
2,13: Gambler (?): Roll Luck; if successful, investigator has Gaming skill of (INT+POW)x2%; if Luck fails, skill is (INT or POW) x1%, assets are reduced by (1D6)x10%, and investigator must roll Sanity to avoid gambling if the opportunity arises.
2,14: Good Cook: (INT or EDU)x5% to Craft (Cooking) skill.
2,15: Good Ears: +(2D3)x5% Listen.
2,16: Good Judge of Human Nature: +(2D3)x5% Psychology.
2,17: Good Reflexes: Roll D6: 1-3 = +1 DEX, 4-5 = +2 DEX, 6 = +3 DEX.
2,18: Good with Animals: +(1D6+1)x5% to any skill involving animals: Ride, Drive Carriage, certain Hide, Sneak cases, etc.
2,19: No Trait, but add 3D20 to any skills.
2,20: Player may pick any Trait.
3,1: Roll 3 times; player chooses 1, Keeper chooses 1.
3,2: Greedy (D): Money is the investigator’s god; usually considers financial aspects of a situation above all others; may try to cheat others, perhaps including other investigators?
3,3: Grief-Stricken (D): -1D10 Sanity, and investigator and Keeper should create back story: dead spouse, child, or close family tragedy.
3,4: Hate (D): The investigator has an unreasoning antipathy toward a given nationality, race, or creed, etc.: Irish, English, Welsh, French, Spanish, Dutch, German, Arab, Catholics, law enforcement, criminals, etc. Player and Keeper should discuss who and why, but the investigator should be barely capable of containing his enmity when dealing with such folk.
3,5: Healthy as a Horse: +1D3 CON.
3,6: Hedonist: Seeks pleasure of any and all kinds: food, drink, sex, clothing, music, furnishings, accommodations, whatever; reduce assets and Income by (1D4+2)x10% to reflect these wastrel ways. Roll Luck to avoid losing 1 point from STR, CON, INT, POW, DEX, or APP due to this decadent lifestyle.
3,7: Horseman: +(1D6+1)x10% to Ride.
3,8: Impulsive (D): Acts rashly, without first considering con- sequences. A halved Idea roll might be allowed in
some cases to allow a cooler head to prevail.
3,9: Ingenious: Investigator’s choice of A) +10% to Idea roll and ability to jury-rig inventions, gadgets, etc. (à la MacGuyver); or 

 +30% to one non-weapon Manipulation skill, +20% to two such skills, +10% to 3 more.
3,10: Insanity (D): -1D8 Sanity, and Keeper and player should choose a suitable (minor) Insanity (pages 128-132 of Call of Cthulhu 6th edition) and its origin.
3,11: Intimate Area Knowledge: The investigator knows some area literally like the back of his hand: its physical layout, streets, roads, businesses, inhabit- ants, history, etc. Area should be not much larger than a large neighborhood or small village, but may be any- where the investigator can reasonably assume to have visited. This knowledge can be reflected as a Know or Idea roll to recall pertinent details.
3,12: Iron-Willed: +1D3 POW, with appropriate Sanity increase.
3,13: Ladies’ Man/Seductress: +1D3 APP, +(1D3)x10% to Communication skills in dealing with the opposite sex.
3,14: Large Expensive Item: The investigator owns something large and valuable: ship, mill, business, estate, mine, land tract, etc. Keeper and player should discuss this carefully, as the item may require considerable time and attention from its owner.
3,15: Linguist: Investigator always has a chance of communicating with another speaker. Treat this as an improvable skill, Linguist, with a base chance of (INT or EDU)x1%.
3,16: Long-Lost Brother/Sister/etc.: Investigator has a lost family member who may show up during the campaign: lost at sea, presumed dead in a foreign land, taken away by other relatives, etc.
3,17: Loyalty: Investigator won’t desert or mistreat his family, friends, or other companions, and must help them if hu- manly possible; this reputation adds +10% to Communication skills locally.
3,18: Magical Aptitude: Investigator requires half as much time as normal to learn spells, and does so with +INTx1% chance of success.
3,19: No Trait, but add 3D20 to Occupation skills.
3,20: Player may pick any Trait.
4,1: No Trait, but investigator receives double the normal amount of cash he would normally receive as part of his income/savings allocation.
4,2: Magic Item: Keeper should choose some enchanted item that the investigator owns, be it a weapon capable of harming magical creatures, a device used in summoning creatures, a scrying device, POW storage, etc. If desired, an investigator may only know the nature of such an item if he or she rolls less than POWx1 on D100.
4,3: Marksman (choose Pistol, Rifle, or Shotgun): +(2D3)x5% to chosen firearm skill.
4,4: Mistaken Identity: Investigator is frequently mistaken for someone else, probably someone of ill repute (criminal, scandalous rogue, etc); halved Luck roll each adventure or this occurs at some point. (Alternately, the investigator has taken the identity of someone else for some reason – criminal past, bad reputation, to gain wealth or power through the deception, etc.).
4,5: Nose for Weather: Accurate short term (1D6+1 hours’ warning) weather predictions with an Idea roll: how much precipitation, where, wind strength, duration, etc.
4,6: Obsessed with Appearance (D): +1 APP, but spends much of his income on fine clothing, wigs, etc. to maintain his fashionable good looks. Savings and assets are halved.
4,7: Old Book: Investigator owns some written/printed material important to the campaign: journal, grimoire, history, family Bible, Mythos tome, map, etc. Keeper should determine its nature and value.
4,8: Ordeal Survivor (D): -1D6 Sanity; the investigator has sur- vived some dreadful situation in the past: shipwreck, military action, anarchist bombing, earthquake. Event should have left some serious impression on him or her (minor phobia or other Sanity reaction?).
4,9: Orphan: Investigator has no living family, and may not even know who his real family was/is.
4,10: Other Language: Investigator chooses an additional language with (1D4)xINT% skill.
4,11: Outdoorsman: +(2D3+1)x5% to Navigate, Natural History, and Track (roll for each).
haps requiring a roll of POWx3% or less. Dreams need not necessarily be literal, and may cause Sanity loss (10% of nor- mal loss for witnessing a “real” event) if events or characters are horrible enough. Failed rolls may give false predictions
4,12: Owed a Favor: Someone in the campaign owes the investigator a favor, Keeper’s discretion who and why and how big.
4,13: Owes Somebody a Favor (D): Investigator owes someone a favor, Keeper’s discretion who and why, etc.
4,14: Palsied (D): Investigator suffers from some tic or twitch due to nerves, disease, etc.: -1D2 DEX, roll Luck or -1 APP as well.
4,15: Paranormal Experience: Investigator has had some unexplained encounter in the past: ghost, black magic, creature, ESP, etc. Keeper and player should discuss, and may cause up to 1D6 Sanity loss.
4,16: Paunchy (D): Investigator is somewhat overweight. Luck roll to avoid -1 CON (D6 roll of 1-3) or -1 APP (roll of 4-6).
4,17: Persuasive: +(2D3+1)x5% to Persuade.
4,18: Pet: Investigator has a beloved dog, cat, bird, etc.
4,19: No Trait, but add 3D20 to any skills.
4,20: Roll and keep 1 Trait: if the Trait was marked (D), player may choose and add any other Trait; if the Trait was not a (D), player must choose and add an additional Trait marked (D).
5,1: No Trait, but add 3D20 to Occupation skills.
5,2: Phobia/Mania (D): Investigator has a pre-existing phobia or mania, determined randomly or by choice as desired (p. 131 of Call of Cthulhu 6th edition); if confronted with source of his/her fear/fetish, the investigator must roll Sanity or be un- able to suppress his fear/fascination.
5,3: Position of Power/Rank/Business Owner: Investigator carries some measure of power due to political, economic, or military circumstances. Roll D100, the higher the number the more powerful he or she is; business influence might extend to money-lending, political might be government official, military might be advanced rank, etc. Add 25% of the D100 roll to Credit Rating skill. Keeper and player should discuss details.
5,4: Previous Experience: (INT or EDU)x5% to an additional occupation’s skills, player’s choice.
5,5: Prophetic Dreams: At Keeper’s discretion, during each session the investigator may have dreams foretelling the future, per-
5,6: Prosperous: Investigator’s income and assets are doubled, +(1D4)x5% to Credit Rating; either his business is larger and more successful, or he works for/with someone wealthy or powerful, etc.
5,7: Psychometry: By handling an object (alternately by visiting a location, a separate option), an investigator may roll POWx1% to get a psychic glimpse of that object/location’s past. Keeper’s discretion as to this power’s accuracy, and each attempt uses 1D6 Magic Points. Some visions may cause Sanity loss (10% of normal, as Prophetic Dreams above).
5,8: Raconteur: +(2D4)x5% Fast Talk; the investigator is a marvelous storyteller, and can sometimes win friends, calm enmities, earn meals, etc., through his tales.
5,9: Rare Skill: Investigator has some ridiculously obscure or un- likely skill at INTx4%: obscure language, martial arts, hot-air ballooning, or whatever the player and Keeper can agree on.
5,10: Red Hair: Investigator has bright red locks, and stands out in a crowd (no other effects).
5,11: Reputation (?): Roll Luck: if successful, the investigator is well-respected (determine reason?) and adds +15% to all Communication skills in his home village/city; if Luck fails, his reputation has suffered (determine reason), and Communication skills are -15% in his home village/city. If the Keeper wishes, a bad reputation may be undone by good works.
5,12: Revenge-Seeker: The investigator believes he has been wronged and seeks retribution on his malefactor. Keeper and player should discuss and determine nature of the foe, per- haps rolling D100 to indicate foe’s strength and/or severity of the original offense.
5,13: Scarred: Roll Luck: succeed and the scarring doesn’t mar the investigator’s looks, and may even be dashing; fail Luck and lose 1D3 APP and suffer -(1D3)x5% from Communication skills.
5,14: Scientific Mind: Idea +5%, and the investigator may add +30% to one Thought skill, +20% to 2 others, and +10% to another.
5,15: Secret (?): The investigator has some important secret nobody else knows; he may have sensitive knowledge of his neighbors or some important person; he himself might be a criminal, a spy or other foreign agent, a traitor, etc. Largely left to Keeper and player to discuss/determine.
5,16: Secret Society: The investigator is a member of a secretive group, perhaps the Freemasons, Rosicrucians, Theosophists, a brotherhood of alchemists, Illuminati, or perhaps illicit medical experimenters or a criminal/conspiratorial group of some kind.
5,17: Self-Educated: +1D3 EDU, and resulting extra skill points may be used on any skills.
5,18: Shady Past/Scandal (D): Investigator was involved in some ill-favored act in the past: prostitution, adultery, etc., or alter- natively was acquitted of a more serious crime. -(1D3)x10% Communication skills.
5,19: Roll and keep 1 Trait: if the Trait was marked (D), player may choose and add any other Trait; if the Trait was NOT a (D), player must choose and add an additional Trait marked (D).
5,20: Roll for 2 Traits.
6,1: Roll 3 times; player chooses 1, Keeper chooses 1.
6,2: Sickly (D): -1D3 CON.
6,3: Sleight of Hand: +DEXx5% in Sleight of Hand skill, which can be used to pick pockets, perform stage magic, and so forth.
6,4: Slow (D): -1 Move.
6,5: Social Stigma (D): Investigator suffers due to social stigma, be it nationality, sex, race, religion, past criminal activity, etc. Effects may range from limited free time avail- able to penalties of -(1D4)x10% or more on Communication skills. Exact effects for Keeper and player to determine.
6,6: Ex-Military: Investigator receives INTx5% to Soldier occupational skills.
6,7: Spell Knowledge: Keeper’s discretion! The investigator may know up to 1D3 minor spells. -1D6 Sanity.
6,8: Squeamish (D): Investigator sickened by the sight of blood/gore, losing an additional Sanity point if encountered; may also become physically ill or unable to pass by an example of such gore.
6,9: Sterner Stuff: Investigator is unaffected by mundane blood and gore: he/she loses minimum possible for seeing blood and gore, or half in the most extreme cases (seeing dozens of persons disemboweled, a person turned bloodily inside-out, etc.).
6,10: Strong as an Ox: +1D3 STR.
6,11: Superstitious (D): Investigator is superstitious, and may have a good luck charm, elaborate rituals, silly beliefs, and so forth. Met with evidence of the paranormal, may lose 1 more Sanity point than normal, or lose 1 even if none are normally lost.
6,12: Sympathetic Mind: Investigator adds +30% to one Communication skill, +20% to two such skills, and +10% to another.
6,13: Unexpected Ally: Investigator has some benefactor who for whatever reason is loyal to him or her and may come to his aid. Keeper should determine ally’s nature and influence, perhaps with D100 roll; a D100 roll might also indicate likelihood/frequency of ally’s help.
6,14: Unseen Property: Investigator owns some property which he or she has never seen, willed to him by a relative, bestowed upon him by some governing body, etc. May be simply land, or a house and grounds, a business, etc. As always, D100 roll may determine relative value. The property may come with unexpected consequences . . .
6,15: Weak (D): -1D3 STR.
6,16: Wears Spectacles (D): Investigator needs eyeglasses to see. Luck roll indicates they’re needed only for reading and close- up work, otherwise they may be lost with strenuous activ- ity or other circumstances, resulting in -(1D3)x10% loss in sight-related skills (penalty similarly applies to skills needing close-up work if they’re lost for a reading-only spectacle- wearer).
6,17: Well-Mannered: Investigator adds +10% to Credit Rating skill; courteous, a gentleman or (lady) to a fault.
6,18:
ing once it is underway by simply keeping the engine stoked, skill rolls will be required to work up an ample head of steam, start or stop the train safely, make radical changes in speed, and so forth. This skill must also be used when operating heavy artillery, construction equipment, and similar large machines.
6,19: Choose any Trait.
6,20: Roll 2 times; player chooses 1 of the two results.