Strength (STR): 3d6 x 5
Strength measures the muscle power of an investigator. The higher it is, the more the investigator can lift or tightly
cling to something. This characteristic determines the damage an investigator inflicts in hand-to-hand combat.
Reduced to STR 0, an investigator is an invalid, unable to get out of bed.
Size (SIZ): 2d+6 x 5
Size averages both height and weight into a single number. To see over a wall, to squeeze through a small opening, or
even to judge whose head might be sticking up out of the grass, use size. Size helps determine hit points, damage bonus,
and build. One might decrease SIZ to indicate the loss of a limb, though lowering DEX is more often the solution.
Presumably if investigators lose all SIZ points they disappear—goodness knows to where!
Dexterity (DEX): 3d6 x 5
Investigators with higher Dexterity scores are quicker,nimbler, and more physically flexible. A DEX roll might be made to grab a support to keep from falling, to move faster than an opponent or to accomplish some delicate task. An investigator with zero DEX is uncoordinated and unable to perform physical tasks. In combat, the character with the highest DEX acts first.
Appearance (APP): 3d6 x 5
Appearance measures both physical attractiveness and personality. A person with high APP is charming and likeable, but may lack conventional good looks. An investigator with APP of 0 is appallingly ugly
or someone with a wholly detestable demeanor, provoking comment and shock everywhere. APP may be useful in social encounters or when trying to make a good impression.
Constitution (CON): 3d6 x 5
Constitution represents health, vigor, and vitality. Poisons and diseases may directly challenge an investigator’s constitution.
Investigators with a high constitution often have more hit points—the better to resist injury and attack. Serious physical injury or magical attack might lower the statistic, and if Constitution reaches zero the investigator dies.
Intelligence (INT): 2d6+6 x 5
Intelligence represents how well investigators learn, remember, analyze information, and solve complex puzzles. An investigator with zero INT is a babbling, drooling idiot. Intelligence determines the number of Personal Interest skill points (multiply INT × 2) allotted to a new investigator. INT also acts as the value for both Idea rolls and Intelligence rolls. If the amount of INT seems to contradict another characteristic, that’s another chance for roleplaying and further defining your investigator. For example, an investigator with high EDU and low INT might be a pedantic teacher or a sideshow performer, someone who knows facts but not their meanings. Conversely, high INT and low EDU might mean ignorance—such as an uneducated farm boy, new to the Big City—however this person would not be dull-witted.
Power (POW): 3d6 x 5
Power indicates force of will: the higher the POW, the higher the aptitude for, and resistance to, magic. An investigator with zero POW is zombie-like and without purpose, as well as being unable to use magic. Unless stated otherwise, POW that is lost during the game is lost permanently. Sanity points (SAN) begin the game equal to the character’s POW. POW also dictates the character’s number of "magic points," which, unlike POW, can be spent and regenerated during play. Magic points are equal to one-fifth of POW. The POW of ordinary characters and investigators rarely changes. However, those adroit in the mysteries of the magic of the Cthulhu Mythos may be able to increase their personal POW.
Education (EDU): 2d6+6 x 5
Education is a measure of the formal and factual knowledge possessed by the investigator, as well as indicating the time the investigator has spent in full-time education. EDU measures retained information, not the intelligent application of that information (see Intelligence). An investigator without EDU would be like a newborn baby or an amnesiac— without knowledge of the world, probably very curious and credulous. An EDU of 60 suggests the investigator is a high school graduate, while a score of around 70 indicates a person with some college years. Those with an EDU greater than 80 have most likely conducted graduate level work and have a degree, as expected of a person who has been to a university of some kind. Note that sometimes a person with a high Education may not necessarily be schooled in the traditional sense, but rather may be self-taught and possess a highly studious and observant nature. EDU is a factor in determining how many Occupational skill points an investigator begins with, and represents the investigator’s starting percentage for the Own Language skill. EDU is also used when making Know rolls. Note: From here on, any references to a characteristic
Luck 2d6+6 x 5
Luck rolls are often called for by the Keeper when circumstances external to an investigator are in question, and when determining the fickle hand of fate.
Age
A player can choose any age between 15 and 90 for their investigator. If you wish to create an investigator outside this age range, it is up to the Keeper to adjudicate. Use the appropriate modifiers for your chosen age only (they are not cumulative).
Age Modifers
15 to 19: Deduct 5 points among STR and SIZ. Deduct 5 points from EDU. Roll twice to generate a Luck score and use the higher value.
20s or 30s (20-39 years of age): Make an improvement check for EDU.
40s: Make 2 improvement checks for EDU and deduct 5 points among STR, CON or DEX, and reduce APP by 5.
50s: Make 3 improvement checks for EDU and deduct 10 points among STR, CON or DEX, and reduce APP by 10.
60s: Make 4 improvement checks for EDU and deduct 20 points among STR, CON or DEX, and reduce APP by 15.
70s: Make 4 improvement checks for EDU and deduct 40 points among STR, CON or DEX, and reduce APP by 20.
80s: Make 4 improvement checks for EDU and deduct 80 points among STR, CON or DEX, and reduce APP by 25.
Half and Fifth Values
Once the percentage values for each characteristic have been determined, the next step is to write in the half and fifth values for each characteristic on the investigator sheet. Divide the percentage value by two, rounding down, and write in the "half percentage value. Divide the percentage value by five, rounding down, and enter the "fifth" value after the half value. When a "characteristic value" is referred to in the text, this means the full value (highest number). Where half or fifth values are required, this will be clearly stated, normally called Hard (half value) and Extreme (fifth value) rolls. Half and fifth are the only fractions used in relation to characteristics and skills in the game and all the numbers are calculated up front so that play is not hindered by mental calculations.
Damage Bonus and Build [STR+SIZ]
All investigators have attributes known as "Damage Bonus" (DB) and Build. Larger and stronger creatures and humans do more physical damage than their lesser brethren. To determine damage bonus, add STR to SIZ and look up the total. Each range of results correlates with a die modifier or dice roll. Build is determined using the same figures. In hand-to-hand combat, add the indicated modifier or roll to all the character’s blows, whether using a natural weapon, such as a fist, or a melee weapon, such as a club or knife. Build is used in fighting maneuvers and also to give a sense of scale.
Note: Damage bonus is not applied to firearms attacks.
STR + SIZ Damage Bonus Build
2 — 64 –2 –2
65 — 84 –1 –1
85 — 124 None 0
125 — 164 +1D4 +1
165 — 204 +1D6 +2
Hit Points [CON & SIZ]
Hit points are used to track the cumulative damage inflicted upon an investigator, non-player character, or monster during the game and indicates how long he or she can stay in the action before collapsing from pain, exhaustion, or death. Figure out the character’s hit point total by adding CON and SIZ, then dividing the total by ten (rounding down any fractions).
Movement Rate (MOV)
An investigator can move a number of yards (or meters) up to five times their MOV value in one round.
If both DEX and STR are each less than SIZ: MOV 7
If either STR or DEX is equal to or greater than SIZ, or if all three are equal: MOV 8
If both STR and DEX are each greater than SIZ: MOV 9
If age is in the 40s: deduct 1 from MOV
If age is in the 50s: deduct 2 from MOV
If age is in the 60s: deduct 3 from MOV
If age is in the 70s: deduct 4 from MOV
If age is in the 80s: deduct 5 from MOV
After getting all your stats you work with making your investigator's occupation. Have something in mind and I can try to help you out.