Strength (STR) measures the raw physical power your investigator can bring to bear. It influences the amount of damage he can deliver with a punch or kick, as well as his grip, or ability to lift heavy items.
Constitution (CON) is a measure of the hardiness of your investigator. It influences the amount of damage you can take before going unconscious or dying as well as how resistant you are to diseases and poison.
Dexterity (DEX) is a measure of your investigator's agility and speed.
Size (SIZ) is a measure of your investigator's phys- ical mass. It influences how much damage you can take, as well as how much you can deliver. Also, as a measure of your Investigator's weight, it influ- ences the ability of horrible monsters to pick him up and toss him around the room.
Intelligence (INT) is a rough guide to your investi- gator's cunning and ability to make leaps of logic and intuition.
Power (POW) is a combination of per- sonal magnetism, spirit, and mental stability. It influences your charac- ter's ability to cast magical spells, as well as his resistance to the sanity-blasting horrors of the Cthulhu Mythos.
Appearance (APP) measures the charm and physi- cal appeal of your character.
Education (EDU) is a measure of the knowledge which your investigator has accumulated through formal education, or the venerated "School of Hard Knocks."
Idea is used as a percentile roll to give your investigator information, or to make leaps of deduction in certain situations.
Knowledge is used as a percentile roll to show how your investigator's education and training gives insight in certain situations.
Luck is used as a percentile roll to give your character gleans of insight in certain situations. The Luck roll is often used to give your character a last chance in a crisis situation, or to cause bad things to happen to the only investigator in the group to fail the roll.
Damage Bonus is how much extra damage your investigator does with a successful close-combat attack.
Magic Points fluctuate up and down as you cast spells or activate arcane alien devices. If your investigator's MPs ever fall below 0, he goes unconscious until he can recover them.
Hit Points are figured by adding SIZ and CON together, then dividing the total by two and round- ing up. As your investigator takes damage from combat or other events, your HPs will drop. If you drop to only 2 HPs, your investigator goes uncon- scious. If he hits -2 or lower, he is dead.
Sanity is used as a percentile roll that presents your investigator's ability to remain stoic in the face of horrors. As you face the horrors of the Cthulhu Mythos your SAN score fluctuates. It can raise above it's starting level, but can never be higher than 99 minus the value of your Cthulhu Mythos skill.