Ken’s upcoming Fall of Delta Green will get Trail of Cthulhu as far into the modern era as it’s likely to go for a while. In the meantime, here’s a quick and dirty ability list with which GUMSHOE investigators can learn too much about the Mythos in 2015 and beyond.
With its forensic procedural vibe, The Esoterrorists has a few too many technical abilities. So you’ll see Forensic Anthropology and Forensic Entomology merged into Trail’s more general Forensics ability.
Modern characters needn’t show New England restraint, so I’ve added in a few interpersonal abilities that appear in other games.
Where the general abilities are concerned, I dropped Disguise as a thing that seems less realistic out of the pulp era, replacing it with Impersonate, which is more oriented toward identity theft.
Riding also went, as something that will come up less in contemporary games. Fold it back in if you expect the characters to chase serpent folk on the range.
In my own games I’d drop Weapons, collapsing it into Scuffling, but that’s about how much you want to evoke Call of Cthulhu’s look and feel, not a time period issue.
# of players
Investigative Build Points
General Ability Points: 60
UPDATE: Thanks to Chris Huth for wrangling the above into character sheet form.
Trail of Cthulhu is an award-winning 1930s horror roleplaying game by Kenneth Hite, produced under license from Chaosium. Whether you’re playing in two-fisted Pulp mode or sanity-shredding Purist mode, its GUMSHOE system enables taut, thrilling investigative adventures where the challenge is in interpreting clues, not finding them. Purchase Trail of Cthulhu and its many supplements and adventures in the Pelgrane Shop.