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Call of Cthulhu 7th Edition Cheat Sheet

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Core Mechanics

Difficulty Levels

  • Regular: Roll equal to or under the skill/characteristic.
  • Hard: Roll equal to or under half the skill/characteristic.
  • Extreme: Roll equal to or under one-fifth the skill/characteristic.

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

  1. Determine Characteristics:
    • Roll 3D6 for STR, CON, POW, DEX, and APP.
    • Roll 2D6+6 for INT and SIZ.
    • Roll 3D6+3 for EDU.
  1. Calculate Derived Stats:
    • Luck: Roll 3D6 x 5.
    • HP: (CON + SIZ) / 10.
    • Sanity: POW x 5.
    • Move: Adjusted by STR, DEX, and SIZ.
  1. Choose Occupation:
    • Select a profession (e.g., Detective, Antiquarian).
    • Allocate skill points: EDU x 4.
  1. Choose Personal Interests:
    • Allocate additional points: INT x 2.
  1. Flesh Out the Character:
    • Write a backstory.
    • Add connections, traits, and quirks.
  1. Starting Equipment:
    • Based on occupation and Keeper guidance.