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Call of Cthulhu 7th Edition Cheat Sheet: Difference between revisions

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** The goal must still be achievable.   
** The goal must still be achievable.   
** Skill difficulty usually remains the same but can change if the situation evolves.   
** Skill difficulty usually remains the same but can change if the situation evolves.   
** '''Only skill and characteristic rolls can be pushed.'''
** '''<big>Only skill and characteristic rolls can be pushed.</big>'''
** '''Luck, Sanity, combat rolls, and damage rolls cannot be pushed.'''
** '''<big>Luck, Sanity, combat rolls, and damage rolls cannot be pushed.</big>'''


=== Idea Roll ===
=== Idea Roll ===

Revision as of 01:48, 13 February 2025

Citations and Abbreviations

Source Abbreviation
Call of Cthulhu 7th Edition Keeper Rulebook CoC 7E KR

Core Mechanics

Difficulty Levels, Skill Rolls, and Attribute Rolls

Rolls
Worst Bad Roll Good or Hard Roll Very Good or Hard Roll Extermely Good or Hard Roll Best Source
Roll Type Fumble Fail Regular Success Hard Success Extreme Success Critical CoC 7E KR

Pgs. 83 - 84, 89

Difficulty Definition - - Challenge a competent person. Challenge a profession. Challenge an Expert. - CoC 7E KR

Pgs. 82 -83

Dificulty Level - - Regular Difficulty Hard Difficulty Extreme Difficulty - CoC 7E KR

Pgs. 82 -83

Roll Value More than Skill or Score Less than Skill or Score Less than ½ Skill or Score Less than ⅕ Skill or Score 01 CoC 7E KR

Pg. 91

➀ If the skill is greater than 50%, a fumble occurs only on a roll of 100. Otherwise, a fumble occurs on a roll of 96-100.

Pushing the Roll

CoC 7E KR pgs. 84 - 85

  • Pushed Roll Basics
    • Allows a second attempt at a failed skill check if justified by extra effort or risk.
    • The Keeper asks, "What action are you taking to push the situation?"
  • Consequences of Failure
    • Failing a pushed roll results in severe consequences, such as:
      • Injury or breaking equipment.
      • Attracting unwanted attention.
      • Spending too much time, risking danger.
      • Obsessing over dark knowledge with mental consequences.
  • Rules & Limitations
    • Time always passes between the initial roll and the pushed roll.
    • The goal must still be achievable.
    • Skill difficulty usually remains the same but can change if the situation evolves.
    • Only skill and characteristic rolls can be pushed.
    • Luck, Sanity, combat rolls, and damage rolls cannot be pushed.

Idea Roll

  • Roll vs Int

Bonus and Penalty Dice

  • Bonus Die: Roll an extra tens die; take the lower result.
  • Penalty Die: Roll an extra tens die; take the higher result.

Push the Roll

  • A failed roll may be retried if the Keeper allows it, but failure can result in worse consequences.

Opposed Rolls

  • The highest level of success wins (Extreme > Hard > Regular > Fail).
  • Ties favor the defender.

Combat

Sequence

  1. Determine Order: Highest DEX goes first.
  2. Attack Options:
    1. Dodge: Avoid damage (no counterattack).
    2. Fight Back: Counterattack if successful.
    3. Maneuver: Inflict a specific effect (e.g., disarm).

Outnumbered Penalty

  • If a character dodges or fights back multiple times in a round, each successive roll incurs a penalty die.

Sanity

  • Sanity Check: Roll against current SAN.
  • Loss Examples:
    • Minor shock (1/1D4 SAN loss).
    • Horrifying event (1/1D10 SAN loss).
  • Bouts of Madness:
    • Immediate effects (e.g., fainting, fleeing).
    • Long-term effects determined by the Keeper.

Damage and Healing

  • Hit Points:
    • Major wound if damage >= half max HP.
    • Death if HP reaches zero and CON roll fails.
  • Healing:
    • First Aid: Restores 1D4 HP.
    • Medicine: Restores 1D4+1 HP.

Chases

  • Compare MOV values:
    • Higher MOV = Escape advantage.
  • Actions:
    • Move 3+ locations: Requires 1 action.
    • Hurdles: Roll appropriate skill to overcome.

Firearms

  • Base Ranges:
    • Regular range: No modifier.
    • Long range: +1 difficulty level.
  • Modifiers:
    • Point-blank: +1 bonus die.
    • Aiming for 1 round: +1 bonus die.
    • Moving target: +1 penalty die.

Reference Tables

Armor Values

  • Heavy Leather Jacket: 1 point.
  • Kevlar Vest: 5 points.
  • Military Body Armor: 12 points.

Insanity Effects

  1. Phobias: Character must avoid specific triggers.
  2. Manias: Character becomes obsessed with an idea or behavior.
  3. Delusions: Distorted perception of reality.

Damage Levels

  • Minor: Can survive without medical help.
  • Major: Requires immediate treatment.
  • Deadly: Fatal without intervention.

Quick Tips

  • Use skills creatively to overcome obstacles.
  • Keep an eye on SAN; long-term effects can derail plans.
  • Communication and roleplay add depth to investigations.

Character Creation

Determine Characteristics:

  • Roll 3D6 for STR, CON, POW, DEX, and APP.
  • Roll 2D6+6 for INT and SIZ.
  • Roll 3D6+3 for EDU.

Calculate Derived Stats:

  • Luck: Roll 3D6 x 5.
  • HP: (CON + SIZ) / 10.
  • Sanity: POW x 5.
  • Move: Adjusted by STR, DEX, and SIZ.

Choose Occupation:

  • Select a profession (e.g., Detective, Antiquarian).
  • Allocate skill points: EDU x 4.

Choose Personal Interests:

  • Allocate additional points: INT x 2.

Flesh Out the Character:

  • Write a backstory.
  • Add connections, traits, and quirks.

Starting Equipment:

  • Based on occupation and Keeper guidance.