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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.
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