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Call of Cthulhu 7E Rules Cheat Sheet

This combat cheat sheet for Call of Cthulhu 7th Edition provides concise rules for determining initiative order, making skill checks, opposed rolls, surprise attacks, melee attacks such as dodging and fighting maneuvers, ranged weapons including bonuses and penalties, sanity checks, wounds and healing. Key details are given for Dexterity determining initiative, bonuses for readied weapons/spells, opposed rolls, surprise attacks requiring stealth checks, melee attacks allowing dodging or fighting back, maneuvers applying penalties, ranged weapons having different hit difficulties by range, firearms not allowing dodging, and wounds causing dying requiring constitution checks.

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100% found this document useful (5 votes)
3K views3 pages

Call of Cthulhu 7E Rules Cheat Sheet

This combat cheat sheet for Call of Cthulhu 7th Edition provides concise rules for determining initiative order, making skill checks, opposed rolls, surprise attacks, melee attacks such as dodging and fighting maneuvers, ranged weapons including bonuses and penalties, sanity checks, wounds and healing. Key details are given for Dexterity determining initiative, bonuses for readied weapons/spells, opposed rolls, surprise attacks requiring stealth checks, melee attacks allowing dodging or fighting back, maneuvers applying penalties, ranged weapons having different hit difficulties by range, firearms not allowing dodging, and wounds causing dying requiring constitution checks.

Uploaded by

John Smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Call of Cthulhu 7th Edition Combat

Cheatsheet v1.4
Dexterity and the Order of Attack
Determine the order of attack by ranking the combatants' DEX from
Skill Checks highest to lowest. On a draw, the higher combat skill goes first.
Combined Skill Rolls Readied firearms or casting an instantaneous spell gain +50 DEX for
initiative.

Some rolls may be compared to more than one skill.

Opposed Rolls Surprise Attack


Keeper may allow a Listen, Spot Hidden or Psychology roll to avoid
Both sides make the appropriate roll; the best Level of Success
the surprise attack; Use attacker's Stealth skill to determine Success
prevails; cannot be Pushed; the higher raw skill/ability score wins tie.
Level required; Surprise attacks are either automatically successful or
Charm, Fast Talk, Intimidate and Persuade can be opposed by the
require a skill roll with a Bonus die (Firearms and Thrown weapons
same skill or Psychology.

always require a skill roll).

Against an NPC’s skill or characteristic

Melee (Brawl) Attacks


• Below 50: Regular difficulty required

• Above 50: Hard difficulty required


Attacks Effects
• Equal to or above 90: Extreme difficulty required
Fight Back Highest level of success wins. Draw = initiator wins.
Both fail = no damage inflicted.
Rolls Dodge Attacker wins with higher level of success. Draw =
• Bonus Die: Roll an additional “tens” die, use the lowest result.
defender wins. Both fail = no damage inflicted.
• Penalty Die: Roll an additional “tens” die, use the higher result.

Multiple bonus and penalty dice can apply at once, but they cancel Do Nothing Attack is either an automatic success or gets a
each other out to find a net modifier. bonus die (as if a Surprise Attack); failure may only
occur on a Fumble.
Roll Effects
Flee May trigger a Chase based on the Move rate of
01 Critical Success each combatant.
1/5 Skill (under or equal) Extreme Success
1/2 Skill (under or equal) Hard Success Fighting Maneuver
Under Skill (or equal) Regular Success • Decide what outcome you're trying for (disarm, knock down, push
Over Skill Failure off a cliff, pin, etc.).

• Compare Build; for each point bigger the target is, add a penalty die
96+ If Skill is under 50%: Fumble to attacker's roll; if difference is 3 or greater, you can't do the
100 Fumble Maneuver; no Bonus if attacker's Build is larger than defender.
On a success with no Luck points used, check the skill box. • Target declares Dodging, Fighting Back or a Maneuver and makes
an opposed roll against attacker. If successful, the desired outcome
occurs.

Spend Luck • A successful Fighting Maneuver can put the target at an ongoing
You can spend as many points as you have, even purchasing a higher disadvantage (e.g., pinned or held), resulting in either a Penalty or
level of success or a critical. Can't escape a Fumble by spending Luck. Bonus die against the target on subsequent attacks. To escape from
No skill check is earned if Luck is spent. Cannot spend Luck on Luck a pin/hold/grapple, the target needs to make their own Fighting
rolls, damage rolls, SAN rolls.
Maneuver on a subsequent round.

Pushing the Roll Extreme Damage/Impales


Justify how/why you could try again. Failing a Pushed roll is typically Attacker score an Extreme success (not when Fighting Back)
dire. Only skills, can’t push Luck, SAN, SAN loss, Combat, Damage • Blunt weapons: max weapon damage + max damage bonus
rolls and opposed roll. Can't Push a Roll and then spend Luck.
• Penetrating weapons: max weapon damage + max damage bonus
+ one extra weapon damage roll

Sanity (SAN: POW at start; Max SAN: 99 - Cthulhu Mythos Skill)


Outnumbered
• When confronted by horror, roll 1D100 equal to or under SAN for
Once you’ve fought back or Dodged a Brawl attack during a combat
minimal SAN loss. Fail and lose greater SAN loss. A fumble results in
round, any subsequent Brawl attacks on you get a Bonus die. Does
the maximum of SAN lost.

not apply when a single creature is using multiple Brawl attacks against
• Any time you fail a SAN roll, you suffer some involuntary reaction like
you.

jump, cry out, startle, lash out, freeze…

• First instance of Mythos-related insanity adds 5 points to Cthulhu


Mythos. Further episodes add 1 point.
Ranged and Thrown weapons
You can Fight Back against a thrown weapon only if you’re within DEX/
SAN lost Effects
5 feet of the attacker. You can always Dodge a thrown weapon. Half
5+ from one Make INT roll; if you fail, you suppress the memory; the attacker’s damage bonus is applied to thrown and missile
source otherwise go Temporarily insane for d10 hours weapons.

1/5 in a day Indefinitely insane. Lasts until cured over a period of


months.
Reach 0 Permanently insane, become an NPC.
Firearm attacks
You cannot Dodge or Fight Back against firearm attacks.

Wounds and Healing


If damage greater than max HP are taken in one attack, you die.

Ranged and Firearms weapons

• Base range: Requires a Regular success to hit

Major Wound
Single attack that do more or equal to 50% of max HP. Target falls
• Long range (base x 2): Requires a Hard success to hit.

prone and makes a CON roll to avoid unconsciousness.

• Extreme range (base x 4): Requires an Extreme success to hit.

At very long range, when only an Extreme success will hit the target, an
impale only occurs with a critical hit (a roll of 01). Zero Hit Points (Unconscious)
• If HP fall to zero while you have a Major Wound, you are
Bonus dice
unconscious and Dying.

Aiming: Take a round to aim. Lost advantage if damages or move.

Point blank: 1/5 of DEX in feet of the target.


Dying
Large Target: Build 4 or more.
Make a CON roll at the end of each round. If you fail you die.

Penalty dice
First Aid
Cover: At least half of the target
Within an hour of the wound it restores 1 HP; if Dying, the application
Fast-Moving Target: Target if moving at full speed (MOV 8+)
stabilizes (stops the CON checks each round) and gives 1 temp HP,
Reloading Firearms: Reload 1 round in a chamber and shot.
but additional CON checks for slipping back into dying are required
Handguns, Multiple shots: Firing 2 or 3 shots in a round. 1 penalty each hour unless Medicine is successfully used. Can only be used
for each shot.
once per “combat” (instance of damage).

Firing into melee: Firing into melee. A fumble hit an ally.

Small Target: Build -2 or less.


Medicine
Dive for Cover: Successful Dodge roll. Doing this sacrifices target’s Restores 1D3 HP if used on the same day as the wound; if used later,
next attack; if you Dive for Cover, you can still Dodge a subsequent requires Hard success. Must be used on a stabilized dying character
Brawl but can’t Fight Back.
to prevent him from lapsing back into Dying status. Can only be used
once per “combat” (instance of damage). You can have both First Aid
Automatic Fire
and Medicine used on the same wounds.

Divide firearms skill by 10 round down. You fire volleys of bullets with
this number of bullets in each volley (min. 3 bullets). Determine how Recovery
many bullets you want to fire (up to magazine size). Roll to hit for If no Major Wound, recover 1 HP per day; otherwise make a CON
each volley. Each volley after the first suffers an additional penalty
check for removal of Major Wound each week. Standard success adds
die. After 2 penalty dice, increase the success level required to hit.
Roll damage for each volley and multiply by number of bullets in the 1D3 HP/week; Extreme success adds 2D3. Uncheck a Major wound
volley. on an Extreme success or if current HP is above half of full value.

• Comfortable environment or Medical care: Add a bonus die.

• Poor environment or doctor’s fumble: Add a penalty die.

Multiple targets

Waste one bullet per meter/yard between targets. On a successful hit,


half of the shots fired hit. On an Extreme success, all shots fired hit the Development Phase
target and the half impale. If the difficulty was Extreme, it’s just a
Improvement Checks
normal hit, not an impale.

For each checked skills, roll 1D100. If over your skill or over 95 add
1D10 to your skill. Add 2D6 SAN if a skill attains 90%.

Malfunctions

Equal or is higher than the weapon’s malfunction number.


Activities
• Revolver, break-open gun or bolt-action rifle: Do not fire
Check Credit: Check if credit change (p. 96).


• Lever-action: Jam
Use contacts: Roll the most appropriate skill (p. 97).


Fixing a jam takes 1D6 rounds and a Mechanical Repair or a Firearms
• Recovering Luck: Make a Luck improvement check.

skill success. A fumble can hit an ally or the wielder.


• Training: Improve a skill for each 4 months of study.

• Aging: Check if age change (p. 98).

Armor • Keeper Award Sanity: SAN Improvement roll.

Reduce damage received. Note that armor will not reduce damage • Reduce Sanity limits: Keep track of the SAN lost to any given
from magical attacks, poison, drowning, etc.
Mythos entity. Reduce those numbers by 1 (p. 169).

• Psychotherapy: Doctor’s Psychoanalysis Roll. Add 1D3 on a

Chases success. Lose 1D6 on a Fumble. Can remove phobia or mania. Need
a psychoanalysis success and a SAN Roll Success. A Fumble on
Make a CON or Drive roll to determine if there is a modifier to your one roll remove 1D6 SAN.

MOV rating. If the adjusted MOV of the fleeing character is higher than • Self-Help: On a successful SAN Check add 1D6 SAN. On a failure
the pursuer, then the fleeing character gets away. Otherwise initiate lose 1 SAN. Key Connection, add a bonus dice and remove an
the chase (see separate chase rules).
Indefinite Insanity on a success. On a failure, lose the Key
Connection.

Private Care: Each month Roll 1D100; 01-95: Add 1D3 SAN.
Magic (Magic equal 1/5 of POW at the start of the game)

Successful SAN roll cure the investigator. 96-100: Remove 1D6 SAN.

Casting a new spell for the first time require a POW (Hard) success. • Institutionalization: Each month Roll 1D100; 01-50: Add 1D3 SAN.
Can be pushed. Check failing a pushed casting roll on page 178.
Successful SAN roll cure the investigator. 51-95: No progress.
• Regain 1 magic point per hour.
96-100: Remove 1D6 SAN.

Call of Cthulhu 7th Edition Chasses


Vehicle Reference Charts is on page 145 and Vehicular Collisions table
Extended Cheatsheet v1.4

is on page 147.

Insanity Speed Roll


Phases of Insanity • Foot: CON Roll; Extreme Success +1 MOV; Fail -1 MOV

Regardless of whether it's temporary or indefinite, character who goes • Vehicle: Drive Auto Roll; Extreme Success +1 MOV; Fail -1 MOV

If the pursuer’s adjusted MOV rating is equal to or greater than that of


insane goes through two stages of insanity:

the fleeing character, a chase is established.

Insanity Phase 1

The Chase Round


• Bout of Madness; character loses all self-control; Keeper may take Place the pursuers and the fleeing characters.


control of character or dictate actions to player.

• Position hazards and barriers.

• Character can't lose further SAN during the Bout.


Allocate each participant a number of movement actions.


• Bout lasts d10 rounds or longer.
Determine DEX order.


• Afterwards, character's backstory is permanently altered in some
way - appearance, behaviour, beliefs, traits, phobias, important
possessions, etc. can be gained, lost or altered.
Movement Actions

• Check table on page 157 if you played the madness or on page 159 • Slowest participant gets one movement action.

if you summarized it.


• Add 1 action for each MOV point higher than the slowest participant.

Insanity Phase 2
Actions in a Chase Round (can’t push rolls)

• Ongoing roleplaying effects of the insanity.


• Move Forward to location.

• If the investigator suffers even a single point of SAN loss during this • Move Forward (vehicle) 2 or 3 locations with 1 penalty die.

phase, it results in another immediate Bout of Madness.


• Move Forward (vehicle) 4 or 5 locations with 2 penalty dice.

• Lasts for the remainder of the duration (e. g., d10 hours or • Initiate one attack using the Fighting, Firearms, or Drive Auto skill.

indefinitely).
• Moving and attacking with ranged attack; 1 penalty die.

• Cast a spell, other actions or delay action.

Phobic and Manic • Creating Hazards require a movement action, a skill roll or both.
• Dodging and fighting back are free actions

• An investigator being exposed while insane suffers one penalty die


on all dice rolls.

• Successful Psychoanalysis Roll allow to ignore the phobia or mania.


Hazards

• Samples of Phobias and Manias are on page 160 and 161.


• Cautious approach: 1 movement action buys 1 bonus (up to 2).

• Failing to negotiate an obstacle or taking damage reduce movement


Reality Check Rolls (Sanity Roll) actions by 1D3 but still move to the location.

Failure: lose 1 SAN. This will immediately induce a bout of madness if


the investigator is suffering underlying insanity. Any delusions are not Barriers

dispelled.
Samples of Barriers HP are on page 138.

• Failing to pass the barrier stop the movement and can wreck the
Success: the investigator sees through any delusions, and the Keeper vehicle.

must describe what the investigator genuinely perceives.


• Vehicle inflicts 1D10 damage per point of build.

• Vehicle inflicting damage get half the HP of the barrier in damage.

Mythos Tomes Conflict


Initial Reading • Vehicle: Use Drive Auto for Fighting and Dodging.

• Takes a few days.


• Vehicle inflicts 1D10 damage per point of build. Each 10 damages
• Language Roll, see page 237-239 for the difficulty. On a success:
reduce vehicle build by 1 (round down). The vehicle inflicting
• Add the first value to the Cthulhu Mythos (CMI).
damage get half the damage (round down) but never more than the
• Reduce the Max Sanity point of the investigator.
target

• Lose the SAN value (no Roll).


• Character can Dodge or Fight back a vehicle.

Full Study Using Fighting Maneuvers in a Chase

• Investigator must know the language.


Cause 1D3 movement actions lost and can also cause damage.

• Sanity Roll or lose the Sanity value.


Vehicle: Higher Build add penalty dices up to 2. 3 larger is impossible.

• If the investigator’s Cthulhu Mythos is lower than the Mythos Rating


add the second value of the book’s Cthulhu Mythos (CMF). Else add Passengers
the first value (CMI).

• Drivers and passengers gain the protection from the vehicle.

• Each subsequent study will take twice as long as the previous one.
• Passengers can assist the driver with Spot Hidden or Navigate
Apply the same SAN lost and Cthulhu Mythos increase.

giving one less penalty dice.

Books as References Ranged Attacks During a Chase


• 1D4 hours

• Tires: 1 penalty die; 3 armor and can only be damaged by impaling


• Book’s Cthulhu Mythos Rating Roll
weapons. 2 damages needed to bursts the tire. Vehicle lost 1 build.

• Driver suffering a Major damage need a Hazard Roll (hard) to keep


control.

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