Call Of Cthulhu 7th Edition

My crib notes below; Matt Piccio’s notes repeated below…


SKILL CHECKS (1d100, d%)
* Roll of a 1: Critical success.
* Roll of 2 to 1/5 skill: Extreme success, beats characteristic of 18 or more, or skill of 90 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 1/2 to full skill: Regular success, beats characteristic of 9 or less, or skill of 49 or more.
* Roll above full skill: Failure.
* Roll of 96 to 100 (if skill under 50) or 100 (skill 50 or more): Fumble.
BONUS DIE, PENALTY DIE
* Bonus Die: Roll “tens” die twice, use lowest result.
* Penalty Die: Roll “tens” die twice, use higher result.
* Multiple bonus and penalty dice can apply at once, but they cancel each other out to find a net modifier.

SANITY
Make roll versus current SAN, suffer listed loss on regular or better success/on failure.

* 0/1d2 … Mangled animal carcass.
* 0/1d3 … Corpse or body part.
* 0/1d4 … Stream flowing with blood.
* 1/1d4+1 … Horrifically mangled human corpse.
* 0/1d6 … Awake trapped in a coffin.
* 0/1d6 … Witness a friend’s violent death.
* 0/1d6 … Ghoul.
* 1/1d6+1 … Meet someone you know to be dead.
* 0/1d10 … Undergo severe torture.
* 1/1d10 … Corpse rise from its grave.
* 2/2d10+1 … Gigantic severed head fall from sky.
* 1d10/1d100 … Great Cthulhu.

COMBAT

* If surprised (failed Spot Hidden, Listen or Psychology check), lose initiative.
* If not surprised, initiative goes in order of highest Dexterity (DEX), highest first. Readied firearms gain +10 DEX for initiative.
* Higher initiative chooses Attack, Flee or Maneuver.
* Lower initiative chooses Dodge, Fight Back or Maneuver.
* Both sides roll their chosen actions, best success result (Normal / Hard / Extreme / Critical) wins. (If both sides fail, no result.)

If Attack action versus defender’s Dodge…
* If attacker fails or fumbles, no damage is caused.
* If defender wins or matches attacker’s result, no damage is caused.
* If attacker gets better result than defender, roll for damage.
* Armor points subtracts from damage points.
* Remaining damage lowers target’s hit points.

If Attack action versus defender’s Fight Back…
* If attacker fails or fumbles, no damage is caused.
* If defender wins over attacker’s result, no damage is caused.
* If attacker matches or gets better result than defender, roll for damage.
* Armor points subtracts from damage points.
* Remaining damage lowers target’s hit points.

If Maneuver action…
* Resolve as for Fight Back, but gain benefit of maneuver instead of causing damage.

RANGED ATTACKS
* Base range requires a Regular or better success to hit.
* Long range (base x 2) requires a Hard or better success to hit.
* Extreme range (base x 4) requires an Extreme success to hit.

CRITICAL HITS
* Typically do maximum damage + 1d8.

ARMOR PROTECTION VALUES (subtract from weapon damage)
* Heavy leather jacket … 1 point
* WWI helmet … 2 points
* 1″ hardwood … 3 points
* modern U.S. helmet … 5 points
* heavy Kevlar vest … 8 points
* military body armor … 12 points
* 1.5″ bulletproof glass … 15 points
* 1″ steel plate … 19 points
* large sand bag … 20 points
* 6″ concrete … 25 points

INJURY DAMAGE EXAMPLES

MINOR (1d3): a person could survive numerous occurrences of this level of damage.
(Examples: Punch, kick, head-butt, mild acid, breathing smoky atmosphere*, a thrown fist-size rock, falling (per 10 feet) on to soft swamp.)

MODERATE (1d6): might cause a major wound; it would take a few such attacks to kill.
(Examples: Falling (per 10 feet) on to grass, club, strong acid, breathing water*, exposure to vacuum*, small caliber bullet, arrow, fire (burning torch).)

SEVERE (1d10): likely to cause a major wound. One or two occurrences would render a person unconscious or dead.
(Examples: .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**.)

DEADLY (2d10): the average person has a 50% chance of dying.
(Examples: Hit by a car at 30mph, being 3 to 6 yards from an exploding hand grenade or stick of dynamite, a strong poison**.)

TERMINAL (4d10): outright death is likely.
(Examples: Hit by a speeding car, being within 3 yards of an exploding hand grenade or stick of dynamite, a lethal poison**.)

SPLAT (8d10): outright death almost certain.
(Examples: Being involved in a high-speed head-on collision, being hit by a train.)

* 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. If in a state of physical exertion, a Hard success is required on the CON roll.

* Poisons: A roll equal to or less than one-fi fth of CON will halve damage from poisons.

DAMAGE LEVELS
* Regular Damage: Less than half the character’s maximum hit points. Heal 1 h.p. per day; first aid +1 h.p., medicine +1d3.
* Major Wound: Equal to or more than half the character’s maximum hit points. Make CON rolls every round until stabilized, failed roll mean death. Heal 1d3 h.p. per week if making successful CON roll (double healing on Extreme success).
* Death: More than the character’s maximum hit points.


MATT PUCCIO’S CALL OF CTHULHU 7TH EDITION CHEATSHEET
Posted to yog-sothoth.com on June 30, 2015

Based from post by “gladius” (Matt Puccio) found at:
http://www.yog-sothoth.com/topic/28858-7th-edition-rules-cheatsheet/
https://docs.google.com/spreadsheets/d/1a7h3P-8OLpycfj5TbdbiLBT-mpyzrjVmHARugIV2hEg/edit

Thanks to Mike Mason, Paul Fricker, Jon Hook and Tyler Hudak for their input and review! – Matt Puccio (aka Gladius)

SUMMARY OF COC RULES, AND CHANGES SPECIFIC TO 7TH EDITION

Roles: Keeper (game master, GM) and investigator (player characters).

Occupations: Kinda like character classes, used to determine intial skills, which characteristic(s) generate skill points, and starting credit rating.

Characteristics: CoC’s ability scores…
* STR (Strength): Physical muscle power.
* CON (Constitution): Health, vigor, vitality.
* SIZ (Size): General height and weight.
* DEX (Dexterity): Quickness, reflexes, flexibility.
* APP (Apprearance): Physical attractiveness and personality.
* INT (Intelligence): Memory, analytical sense, problem solving. (Now includes IDEA stat.)
* POW (Power): Willpower, aptitude to use and resist magic.
* EDU (Education): Formal and factual information known. (Now includes KNOW stat.)
* LUCK: Favor of fate, used to test individual fortune or lowest LUCK score in group for group check.

Also…
* SAN (Sanity): Mental survival against trauma. Equal to POW at character creation but will go down through gameplay.
* MOV (Move): Speed rate while walking or running.
* MP (Magic Points): Working with spells and magic. Equal to 20% POW (one-fifth percentile) at character creation but will go down through gameplay.
* Skills: Expertise in a specific type of task.
* Credit Rating: Access to money and equipment.
* HP (Hit Points): Physical survival against trauma.

Stats: 3-18 stats are now converted to percents by multiplying by 5; LUCK is no longer based on POW but is a separate roll (SAN and Magic points are still based on POW). IDEA and KNOW are removed because they are equivalent to the percentile based INT and EDU stats. Damage bonus table has changed.

Skill Checks: When making a skill roll, Keeper will set a Success Level threshold for you to meet. Typically, only a Regular Success is needed, but circumstances may dictate that a Hard or Extreme Success is required in order to pass the skill check. Some rolls may be compared to more than one skill (a combined check).
* Critical Success: Roll of 01. Results in a successful skill check, may result in additional benefit
* Extreme Success: Roll equal to or under 20% of skill (one-fifth). Depending on the difficulty level that was set, may be a success and result in additional benefit
* Hard Success: Roll equal to or under 50% of skill (one-half). Depending on the difficulty level that was set, may be a success and result in additional benefit
* Regular Success: Roll equal to or under your skill. Depending on the difficulty level that was set, may be a success
* Failure: Roll over your skill, the skill check fails.
* Fumble: Roll of 96+, if skill is less than 50, this is a fumble, may result in additional negative outcome beyond simply failing the skill check, e.g., max damage or max sanity loss
* Fumble: Roll of 100, if if skill is 50 or higher, this is a fumble, may result in additional negative outcome beyond simply failing the skill check, e.g., max damage or max sanity loss

Bonus/Penalty Dice: Keeper may assign bonus/penalty dice to skill checks (using the 10’s die); often used with Opposed rolls or based on circumstances determined by the Keeper. Max of two penalty or bonus dice per roll. Penalty and bonus dice can offset each other.

Spend Luck (optional): You can spend LUCK points to add to certain rolls to make them succeed. 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 to achieve success. Luck is recovered at the end of a session like skill increases (d10 recovered if roll succeeds) and Keeper may award like the way he awards SAN. Cannot spend Luck on LUCK rolls, damage rolls, SAN or sanity loss rolls.

Pushing a Roll: You can make a second attempt at certain types of rolls. Player must justify how/why he could try again. Keeper may hint at consequences of failure; failing a Pushed roll is typically dire. Can’t push Luck, San, San loss, Combat, Damage rolls. Can’t Push a Roll and then spend luck to make it succeed.

Opposed Rolls: Both sides make the appropriate roll; the best Level of Success prevails; cannot be Pushed; ties go to the actor with the higher raw skill/ability score. When making a skill roll against an NPC…
* opponent’s skill or characteristic is below 50, difficulty level is Regular.
* opponent’s skill or characteristic is equal to or above 50, difficulty level is Hard.
* opponent’s skill or characteristic is equal to or above 90, difficulty level is Extreme.

Melee skills: There is now a single “Brawl” skill instead of the various punch/kick/headbutt skills; Brawl includes small weapons (knife/club); Fighting Maneuver replaces grapple

Combat: During combat, you can use your action to Attack, do a Fighting Maneuver, Flee, Cast a Spell, or do some other action

Surprise Attacks: “Keeper may allow a Listen, Spot Hidden or Psychology roll to avoid the surprise attack; Use attacker’s Stealth skill to determine Success Level required (50+ Hard, 90+ Extreme);

Surprise attacks are either automatically successful or require a skill roll with a Bonus die (Firearms and Thrown weapons always require a skill roll)”

Melee (Brawl) Attacks: When you Attack on your turn with a Brawl attack, your opponent can choose to: Fight Back, Dodge, do nothing, or Flee
* Fight Back: Both sides make an opposed Fighting roll. The combatant with the higher Level of Success inflicts damage on the opponent. Successful ties go to the person whose turn it is.
* Dodge: Attacker makes a fighting roll, defender makes a Dodge roll. Compare Level of Success to determine outcome. Successful ties go to the Dodging defender.
* Do Nothing: Attack is either an automatic success or gets a bonus die (as if a Surprise Attack); failure may only occur on a Fumble
* Flee: May trigger a Chase based on the Move rate of each combatant

Fighting Maneuver: “An attack that is intended to do something other than inflict damage. Decide what outcome you’re trying for (disarm, knock down, push off a cliff, pin, etc.)
* Compare attacker and defender Build; for each Build point bigger the target is, add a penalty die to attacker’s roll; if difference is 3 or greater, you can’t do the Maneuver; no Bonus if attacker’s Build is larger than defender
* Target declares Dodging or Fighting Back (or a Maneuver of their own) and makes an opposed roll against attacker. If successful, the desired outcome occurs.
* A successful Fighting Maneuver can put the target at an ongoing disadvantage (e.g., pinned or held), resulting in either a Penalty or Bonus die against the target on subsequent attacks. To escape from a pin/hold/grapple, the target needs to make their own Fighting Maneuver on a subsequent round.”

Criticals/Impales: Criticals do additional damage when you are the Attacker (e.g., not when Fighting Back)
* Extreme success (non-penetrating weapons) – max weapon damage + max damage bonus
* Extreme success (penetrating weapons ) – max weapon damage + max damage bonus + one extra weapon damage roll

Outnumbered: Once you’ve fought back or Dodged a Brawl attack during a combat round, any subsequent Brawl attacks on you get a Bonus die. Does not apply when a single creature is using multiple Brawl attacks against you.

Thrown weapons: You can Fight Back against a thrown weapon only if you’re within DEX/5 feet of the attacker. You can always Dodge a thrown weapon.

Firearm attacks: Readied guns shoot at DEX+50 initiative.
* You cannot Dodge or Fight Back against firearm attacks. You can Dive for Cover (see below).
* Shots at longer ranges increases the required success level: 2x range=Hard success, 4x range=Extreme success
* If at Point Blank (within attacker’s DEX/5) then attacker gets a bonus die on the attack
* Target may Dive for Cover (make a Dodge roll); if successful, attacker gets a penalty die on the attack. Doing this sacrifices target’s next attack; if you Dive for Cover, you can still Dodge a subsequent Brawl but can’t Fight Back
* Various modifiers (cover, point blank, aiming, target size, multiple shots, firing into melee) add penalty/bonus dice

Automatic Fire: For autofire weapons, divide firearms skill by 10. You fire volleys of bullets with this number of bullets in each volley (min. 3 bullets). Determine how many bullets you want to fire (up to magazine size). Roll to hit for each volley. Each volley after the first suffers an additional penalty 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 volley.

Armor: Reduces points of damage per hit.
* 1 point … Heavy leather jacket
* 2 points … WWI helmet
* 3 points … 1″ Hardwood
* 5 points … Present U.S. Helmet
* 8 points … Heavy Kevlar Vest
* 12 points … Military Body Armor
* 15 points … 1.5″ bulletproof glass
* 19 points … 1″ Steel plate
* 20 points … Large sand bag

Wounds: A single attack that delivers >= 50% of maximum hit points produces a Major Wound. Target falls prone and makes a CON roll to avoid unconsciousness

Unconsciousness & Death: If HP fall to zero and there is no Major Wound, you are unconscious
* If HP fall to zero while you have a Major Wound, you are unconscious and “dying”
* If HP greater than max hit points are taken in one attack, character dies outright
* When Dying, make a CON roll at the end of each round after you reach zero. If you fail you die.

First Aid: First Aid supplied within an hour of the wound restores 1 HP; if Dying, the application stabilizes (stops the CON checks each round) and gives 1 temp HP, but additional CON checks for slipping back into dying are required each hour unless Medicine is successfully used after the stabilization. Can only be used once per “combat” (instance of damage) on a particular character.

Medicine: Medicine restores d3 HP if used on the same day as the wound; if used later, requires Hard success. Must be used on a stabilized dying character to prevent him from lapsing back into Dying status. Can only be used once per “combat” (instance of damage) on a particular character.
* You can have both First Aid and Medicine used on the same wounds.

Recovery: If no Major Wound, recover 1 HP per day; otherwise make a CON check for removal of Major Wound each week. Standard success adds d3 HP/week; Extreme success adds 2d3. Various bonus/penalty dice apply and can accelerate recovery. Major wound unchecked when you get an Extreme success or current HP rise above half of full value.

Damage From Hazards:

* Minor (1d3 damage): a person could survive numerous occurrences of this level of damage. Examples: punch, kick, head-butt, mild acid, breathing smoky atmosphere*, a thrown fist-size rock, falling (per 10 feet) on to soft swamp
* Moderate (1d6 damage): might cause a major wound; it would take a few such attacks to kill. Examples: Falling (per 10 feet) on to grass, club, strong acid, breathing water*, exposure to vacuum*, small caliber bullet, arrow, fire (burning torch).
* Severe (1d10 damage): likely to cause a major wound. One or two occurrences would render a person unconscious or dead. Example: .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**.
* Deadly (2d10 damage): the average person has a 50% chance of dying. Examples: Hit by a car at 30mph, being 3 to 6 yards from an exploding hand grenade or stick of dynamite, a strong poison**.
* Terminal (4d10 damage): outright death is likely. Examples: Hit by a speeding car, being within 3 yards of an exploding.
* Splat (8d10 damage): outright death almost certain. Examples: Being involved in a high-speed head-on collision, being hit by a train.

* Asphyxiation and drowning: a CON roll should be made each round; once a CON roll is failed, damage is sustained each round thereafter until death or until the victim is able to breathe. If the character is in a state of physical exertion, a Hard success is required on the CON roll.

** Poisons: a roll equal to or less than one-fifth of CON will halve damage from poisons. Poisons may cause a variety of additional symptoms including: stomach pains, vomiting, diarrhea, chills, sweats, cramps, jaundice, altered heart rate, impaired vision, convulsions, unconsciousness and paralysis. It is up to the Keeper whether the symptoms permit the victim to act or not, or to act with a penalty die or an increased level of difficulty. In certain circumstances, Keepers may allow a poison’s effects to be shaken off if the CON roll is a critical success.

Sanity:
* When confronted by horror, roll d100 equal to or under Sanity (SAN) for minimal SAN loss. Fail and lose greater SAN loss.
* Any time you fail a SAN roll, you suffer some involuntary reaction (jump, cry out, startle, lash out, freeze) as directed by the Keeper
* Lose 5 or more points in a single roll: Make INT roll; if you fail, you suppress the memory; otherwise go temporarily insane for d10 hours
* Lose 20% cumulative of current SAN in one game ‘day’ (precise period determined by keeper), become indefinitely insane. Lasts until cured over a period of months.
* Reach zero and go permanently insane. Become an NPC (as in previous editions).
* Regardless of whether it’s temporary or indefinite, character who goes insane goes through two stages of insanity:
* Insanity Phase 1: Bout of Madness; character loses all self-control; Keeper may take control of character or dictate actions to player; character can’t lose further SAN during the Bout. Bout lasts d10 rounds or longer; afterwards, character’s backstory is permanently altered in some way – appearance, behavior, beliefs, traits, phobias, important possessions, etc. can be gained, lost or altered.
* Insanity Phase 2: Ongoing roleplaying effects of the insanity. If you suffer even a single point of SAN loss during this phase, results in another immediate Bout of Madness. Lasts for the remainder of the duration (e.g., d10 hours or indefinitely).

Examples of Sanity Point Costs:
* 0/1d2 … Surprised to find mangled animal carcass.
* 0/1d3 … Surprised to find a corpse or body part.
* 0/1d4 … See a stream flow with blood.
* 1/1d4+1 … Find a horrifically mangled human corpse.
* 0/1d6 … Awake trapped in a coffin.
* 0/1d6 … Witness a friend’s violent death.
* 0/1d6 … See a ghoul.
* 1/1d6+1 … Meet someone you know to be dead.
* 0/1d10 … Undergo severe torture.
* 1/1d10 … See a corpse rise from its grave.
* 2/2d10+1 … See gigantic severed head fall from sky.
* 1d10/1d100 … See Great Cthulhu.

Roleplaying Sanity Loss:
* Lose 1 to 2 points: discomfort and unease, something hardly noticeable yet definitely there.
* Lose 3 to 4 points: disgust, feeling that something is wrong, vomiting, momentary stupefaction, shivering.
* Lose 5 to 9 points: fear, panic, disorientation, potential episode of temporary insanity, major shock leading to uncontrollable physical reactions (violent body ticks, extreme nausea, etc.) and/or disassociation with surroundings and people.
* Lose 10 to 19 points: mind-warping horror, hair changes to white, violent physical reaction (to self and/or others), physical and mental shutdown, sudden character change (temporary), raving and delusions, or propensity to either violence or total fear.
* Lose 20 or more points: ultimate cosmic evil beyond humanity’s ability to comprehend, mind broken and will take a long time to return to sanity, never be the same again.

Key Connection: When defining your character, choose a key connection – gives their life meaning above all else. Can have multiples but need to identify one that is most important. This connection can’t be outright destroyed by the keeper without the player having a chance to get involved. Can be used to aid in restoring sanity when indefinitely insane.

Chases: Make a CON (or Drive if using a car) roll to determine if there is a modifier to your MOV rating; then compare MOV ratings. If the adjusted MOV of the fleeing character is higher than the pursuer, then the fleeing character gets away and the chase is cut short. Otherwise initiate the chase (see separate chase rules).