Call of Cthulhu 7th Edition Cheat Sheet
Appearance
Citations and Abbreviations
| Source | Abbreviation | ||
|---|---|---|---|
| Call of Cthulhu 7th Edition Keeper Rulebook | CoC 7E KR | ||
Core Mechanics
Difficulty Levels, Skill Rolls, and Attribute 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 | ➀ | 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.
- Failing a pushed roll results in severe consequences, such as:
- 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
- Determine Order: Highest DEX goes first.
- Attack Options:
- Dodge: Avoid damage (no counterattack).
- Fight Back: Counterattack if successful.
- 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
- Phobias: Character must avoid specific triggers.
- Manias: Character becomes obsessed with an idea or behavior.
- 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.