Rooting out crime and rooting out horrific evil are parallel missions -- the detective may easily turn from one to the other. Historical (especially Victorian and pulp-era) and modern horror seem to be the most fertile ground for sleuths, but a fantasy city or a futuristic starport might also have a crime-solver. Police investigators and private eyes each have their own problems and advantages, but both see the horror as a puzzle to be solved and a challenge to be beaten.
■Attributes:
ST 10 [0];
DX 10 [0];
IQ 12 [40];
HT 11 [10].
■Secondary Characteristics:
Dmg 1d-2/1d;
BL 20 lbs.;
HP 10 [0];
Will 12 [0];
Per 13 [5];
FP 11 [0];
BS 5.25 [0];
BM 5 [0].
■Advantages: 20 points chosen from among
DX or
IQ +1 [20],
Will or
Per +1 to +4 [5/level], Acute Vision [2/level], Administrative or Police Rank [5/level], Ally (Partner; Built on 75%; 15 or less) [9], Combat Reflexes [15], Contacts (Police or Street; Skill-12; 12 or less; Somewhat Reliable) [2/Contact], Fearlessness [2/level], Intuition [15], Legal Enforcement Powers [Varies], Patron [Varies], Reputation [Varies], Sensitivity or Empathy [5 or 15], or Single-Minded [5].
■DisAdvantages: -30 points chosen from among Addiction [Varies], Alcoholism [-15], Bad Temper [-10*], Callous [-5], Code of Honor (Cop’s or P.I.’s) [-5], Curious [-5*], Duty (Police department; 15 or less) [-15], Honesty [-10*] or Secret (Corrupt) [-5 or -10], Insomniac [-10 or -15], Nightmares [-5*], Obsession (Nailing the perp) [-5*], Overconfidence [-5*], Sadism [-15*], Sense of Duty (Clients) [-5] or (The City) [-10], Weirdness Magnet [-15], or Workaholic [-5].
■Primary Skills: Area Knowledge (City) (E)
IQ+1 [2]-13; Criminology (A)
IQ+1 [4]-13; and Detect Lies (H) Per-1 [2]-12. ● Either Forced Entry (E)
DX +1 [2]-11 or Lockpicking (A)
IQ [2]-12. ● Either Forensics (H)
IQ-1 [2]-11 or Shadowing (A)
IQ [2]-12. ● Either Guns (Pistol) (E)
DX +2 [4]-12 or Shortsword (A)
DX +1 [4]-11. ● Either Interrogation (A)
IQ+1 [4]-13 or Intimidation (A) Will+1 [4]-13.
■Secondary Skills: Stealth (A)
DX [2]-10 and Streetwise (A)
IQ [2]-12. ● One of Brawling (E)
DX +1 [2]-11, Boxing (A)
DX [2]-10, or Karate (H)
DX -1 [2]-9. ● Three of Driving (any) (A)
DX -1 [1]-9; Savoir-Faire (Police) (E)
IQ [1]-12; Acting, Administration, Electronics Operation (Security or Surveillance), Fast-Talk, Holdout, Photography, Research, or Writing, all (A)
IQ-1 [1]-11; Running (A) HT-1 [1]-10; or Observation, Search, or Tracking, all (A) Per-1 [1]-12.
■Background Skills: A total of 6 points in Computer Operation (
IQ/E), Diplomacy (
IQ/H), First Aid (
IQ/E), Public Speaking (
IQ/A), or any primary or secondary skill.
* Multiplied for self-control number; see p. B120.
□Customization Notes
Replacing the more physical skills with Computer Operation and Computer Programming yields the stereotypical “hacker detective,” who trawls public and private databases for evidence of criminality -- or hidden vampire bank accounts. For eccentric Sherlock Holmes types, add Cryptanalysis, Disguise, Poisons, and the like. For “occult detectives” like Fox Mulder or John Silence, Occultism comes to the fore, along with outré Expert Skills tailored to the campaign.