Player's Handbook · Chapter 8

Growth and Endings

Investigators change because of what they survive, learn, and choose to protect.

Improving skills

After a session, choose up to three different skills that were used meaningfully and successfully. Roll d100 against each skill before improvement. A success grants an improvement, usually 1d4%; a Hard or Extreme progression result may grant more under the advancement rules. No skill gains more than 5% in one session or exceeds 99%.

Training takes a week, money, access to instruction, and an EDU × 5 check. Success generally grants 1d6%; failure may grant +1% when the time was genuinely spent. Major accomplishments may grant a relevant milestone increase or contact.

Recovery and endings

Downtime may be spent healing, researching, working, training, receiving therapy, or maintaining relationships. Each choice costs time while threats continue to move.

At negative CON HP, an investigator dies. At 0 Sanity, Indefinite Insanity removes the investigator from ordinary action until recovery or a new character is arranged. Death and breakdown should leave evidence, relationships, debts, and consequences that change the investigation.

The Mythos cannot be defeated by becoming untouched. Advancement means becoming capable of making a meaningful choice in an unsafe world. When a case ends, record what was learned, what was lost, and what remains unresolved.

Manual updated Aug 17, 2026.