Occupations: Kinda like character classes, used to determine intial skills, which characteristic(s) generate skill points, and starting credit rating. Roles: Keeper (game master, GM) and investigator (player characters). SUMMARY OF COC RULES, AND CHANGES SPECIFIC TO 7TH EDITION Thanks to Mike Mason, Paul Fricker, Jon Hook and Tyler Hudak for their input and review! – Matt Puccio (aka Gladius) Posted to on June 30, 2015īased from post by “gladius” (Matt Puccio) found at: MATT PUCCIO’S CALL OF CTHULHU 7TH EDITION CHEATSHEET * Death: More than the character’s maximum hit points. per week if making successful CON roll (double healing on Extreme success). Make CON rolls every round until stabilized, failed roll mean death. * Major Wound: Equal to or more than half the character’s maximum hit points. per day first aid +1 h.p., medicine +1d3. * Regular Damage: Less than half the character’s maximum hit points. * Poisons: A roll equal to or less than one-fi fth of CON will halve damage from poisons. If in a state of physical exertion, a Hard success is required on the CON roll. * Asphyxiation and drowning: Make CON roll each round once CON roll is failed, damage is sustained each round thereafter until death or victim is able to breathe.
(Examples: Being involved in a high-speed head-on collision, being hit by a train.) SPLAT (8d10): outright death almost certain. (Examples: Hit by a speeding car, being within 3 yards of an exploding hand grenade or stick of dynamite, a lethal poison**.) TERMINAL (4d10): outright death is likely. (Examples: Hit by a car at 30mph, being 3 to 6 yards from an exploding hand grenade or stick of dynamite, a strong poison**.) 38 caliber bullet, falling (per 10 feet) on to concrete, axe, fire (flamethrower, running through a burning room), being 6 to 9 yards from an exploding hand grenade or stick of dynamite, a mild poison**.)ĭEADLY (2d10): the average person has a 50% chance of dying. One or two occurrences would render a person unconscious or dead. SEVERE (1d10): likely to cause a major wound. (Examples: Falling (per 10 feet) on to grass, club, strong acid, breathing water*, exposure to vacuum*, small caliber bullet, arrow, fire (burning torch).) MODERATE (1d6): might cause a major wound it would take a few such attacks to kill. (Examples: Punch, kick, head-butt, mild acid, breathing smoky atmosphere*, a thrown fist-size rock, falling (per 10 feet) on to soft swamp.) MINOR (1d3): a person could survive numerous occurrences of this level of damage. * Extreme range (base x 4) requires an Extreme success to hit.ĪRMOR PROTECTION VALUES (subtract from weapon damage) * Long range (base x 2) requires a Hard or better success to hit. * Base range requires a Regular or better success to hit. * Resolve as for Fight Back, but gain benefit of maneuver instead of causing damage.
* If attacker matches or gets better result than defender, roll for damage. * If defender wins over attacker’s result, no damage is caused. If Attack action versus defender’s Fight Back… * Remaining damage lowers target’s hit points. * Armor points subtracts from damage points. * If attacker gets better result than defender, roll for damage. * If defender wins or matches attacker’s result, no damage is caused. * If attacker fails or fumbles, no damage is caused. If Attack action versus defender’s Dodge… * Both sides roll their chosen actions, best success result (Normal / Hard / Extreme / Critical) wins. * Lower initiative chooses Dodge, Fight Back or Maneuver.
* Higher initiative chooses Attack, Flee or Maneuver. Readied firearms gain +10 DEX for initiative. * If not surprised, initiative goes in order of highest Dexterity (DEX), highest first. * If surprised (failed Spot Hidden, Listen or Psychology check), lose initiative. * 2/2d10+1 … Gigantic severed head fall from sky. * 1/1d6+1 … Meet someone you know to be dead. * 0/1d6 … Witness a friend’s violent death. * 1/1d4+1 … Horrifically mangled human corpse. Make roll versus current SAN, suffer listed loss on regular or better success/on failure. * Multiple bonus and penalty dice can apply at once, but they cancel each other out to find a net modifier. * Penalty Die: Roll “tens” die twice, use higher result. * Bonus Die: Roll “tens” die twice, use lowest result. * Roll of 96 to 100 (if skill under 50) or 100 (skill 50 or more): Fumble.
CALL OF CTHULHU 7TH EDITION PDF KEEPER FULL
* Roll of 1/2 to full skill: Regular success, beats characteristic of 9 or less, or skill of 49 or more. * Roll of 1/5 to 1/2 skill: Hard success, beats characteristic of 10 to 17, or skill of 50 to 89. * Roll of 2 to 1/5 skill: Extreme success, beats characteristic of 18 or more, or skill of 90 or more. My crib notes below Matt Piccio’s notes repeated below…