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Table of Contents
Call of Cthulhu 7th Edition
Cheatsheet v1.4
Skill Checks
Combined Skill Rolls
Some rolls may be compared to more than one skill.
Opposed Rolls
Both sides make the appropriate roll; the best Level of Success prevails; cannot be Pushed; the higher raw skill/ability score wins tie. Charm, Fast Talk, Intimidate and Persuade can be opposed by the same skill or Psychology.
Against an NPC’s skill or characteristic
• Below 50: Regular difficulty required
• Above 50: Hard difficulty required
• Equal to or above 90: Extreme difficulty required
Rolls
• Bonus Die: Roll an additional “tens” die, use the lowest result.
• Penalty Die: Roll an additional “tens” die, use the higher result. Multiple bonus and penalty dice can apply at once, but they cancel each other out to find a net modifier.
| Roll | Effects |
| 01 | Critical Success |
| 1/5 Skill (under or equal) | Extreme Success |
| 1/2 Skill (under or equal) | Hard Success |
| Under Skill (or equal) | Regular Success |
| Over Skill | Failure |
| 96+ | If Skill is under 50%: Fumble |
| 100 | Fumble |
On a success with no Luck points used, check the skill box.
Spend Luck
You can spend as many points as you have, even purchasing a higher level of success or a critical. Can't escape a Fumble by spending Luck. No skill check is earned if Luck is spent. Cannot spend Luck on Luck rolls, damage rolls, SAN rolls.
Pushing the Roll
Justify how/why you could try again. Failing a Pushed roll is typically dire. Only skills, can’t push Luck, SAN, SAN loss, Combat, Damage rolls and opposed roll. Can't Push a Roll and then spend Luck.
Sanity (SAN: POW at start; Max SAN: 99 - Cthulhu Mythos Skill)
• When confronted by horror, roll 1D100 equal to or under SAN for minimal SAN loss. Fail and lose greater SAN loss. A fumble results in the maximum of SAN lost.
• Any time you fail a SAN roll, you suffer some involuntary reaction like jump, cry out, startle, lash out, freeze…
• First instance of Mythos-related insanity adds 5 points to Cthulhu
Mythos. Further episodes add 1 point.
| SAN lost | Effects |
| 5+ from one source | Make INT roll; if you fail, you suppress the memory; otherwise go Temporarily insane for d10 hours |
| 1/5 in a day | Indefinitely insane. Lasts until cured over a period of months. |
| Reach 0 | Permanently insane, become an NPC. |
