Rules & Mechanics Cheat Sheet
Complete rules reference for Call of Cthulhu 7e: core dice rolls, combat sequence, firearms, major wounds, sanity, bouts of madness, skills, and 1920s guidelines.
β‘ Interactive Tabletop Suite
Live tools for session playπ― Success Target Calculator
CoC 7e FractionsEnter any skill or stat percentage to get all success thresholds:
π² CoC 7e Dice Roller
Readyπ§ Instant Madness & Injury
1d10 TablesRolls on official 7e madness tables with full symptoms.
1. Core Dice Mechanics & Success Levels
The percentile engine, difficulty levels, opposed checks, and bonus/penalty dice.
The Percentile Roll (1d100)
CoreRoll two 10-sided dice (one tens die, one units die). Attempt to roll equal to or under your skill or characteristic rating.
- 01 β Critical Success: Always succeeds; best possible outcome, bonus insights or effects.
- β€ β Skill β Extreme Success: Outstanding outcome, weapon impale, maximum effect.
- β€ Β½ Skill β Hard Success: Required for difficult conditions, skilled opposition, or harsh odds.
- β€ Skill β Regular Success: Standard successful execution.
- > Skill β Failure: Goal is not achieved.
- 96β100 / 100 β Fumble: Catastrophic mishap. (96β100 if skill < 50%; 100 if skill β₯ 50%).
Bonus & Penalty Dice
Β±1 / Β±2 DiceUsed to model superior advantage or severe handicap without altering the base skill percentage.
Bonus Die (+1): Roll 1 units die + 2 tens dice. Take the lowest tens die.
Penalty Die (-1): Roll 1 units die + 2 tens dice. Take the highest tens die.
Cancellation: Bonus and Penalty dice cancel each other out 1-for-1.
Note: If units die is 0 and the chosen tens die is 00, the result is 100.
Opposed Rolls & Ties
ContestedWhen two active characters compete (e.g. Stealth vs. Listen, Arm Wrestling, Grappling):
Critical > Extreme > Hard > Regular > Failure
Breaking Ties: If both achieve the exact same success level, the character with the higher base skill/stat percentage wins.
Identical Values: If base values are identical, re-roll or the contest results in a stalemate.
Combined & Group Rolls
TeamworkHandling multi-step investigative challenges or whole-party attempts:
- Combined Roll: When an action requires two proficiencies (e.g. Spot Hidden + Track or Locksmith + Stealth). Both rolls must succeed unless the Keeper states only one is required.
- Group Checks: When the whole group tries to sneak past a guard, the player with the lowest skill rolls for the group, or the party rolls opposed against the guard's Listen/Spot Hidden.
Derived Vitals & Formulae
Vitals- Hit Points (HP): (CON + SIZ) Γ· 10 (round down)
- Magic Points (MP): POW Γ· 5 (recovers 1 MP per hour)
- Sanity (SAN): Starts equal to POW; Max Sanity = 99 β Cthulhu Mythos
- Movement Rate (MOV):
- If DEX < SIZ and STR < SIZ: MOV 7
- If STR β₯ SIZ or DEX β₯ SIZ (or both equal): MOV 8
- If STR > SIZ and DEX > SIZ: MOV 9
- Age 40+: reduce MOV by 1 per decade after 40s.
Damage Bonus (DB) & Build
Combat StatsCalculate STR + SIZ total:
2. Luck & Pushed Rolls
High-stakes player mechanics: adjusting rolls with Luck and pushing failed attempts.
Spending Luck Points
1-for-1Investigators may spend Luck points on a 1-for-1 basis to reduce a percentile roll to achieve success or upgrade to Hard/Extreme.
Strict Restrictions:
- CANNOT spend on Luck rolls.
- CANNOT spend on Sanity rolls.
- CANNOT spend on Damage rolls.
- CANNOT spend on Pushed rolls.
- CANNOT negate natural Fumbles (96β100/100).
Regaining Luck
Scenario EndAt the conclusion of a successful scenario chapter or significant adventure milestone, the Keeper may grant a Luck Improvement Check:
Roll 1d100 > Current Luck
If the roll is greater than your current Luck rating, you gain +1d10 Luck points.
Pushing Skill Rolls
High RiskWhen an investigator fails a standard skill roll, they may request to Push the roll by taking a greater risk or taking extra time.
- Player Justification: The player must explain what they are doing differently to justify the second try.
- Exclusions: Combat rolls, Sanity checks, and Luck rolls cannot be pushed.
- Failure Consequence: If a pushed roll fails, the Keeper inflicts a dire consequence (e.g. alarm triggered, relic destroyed, injury, structural collapse, immediate Sanity loss).
3. Melee Combat, Maneuvers & Sequence
Initiative by DEX, Fight Back vs. Dodge, Outnumbering, and Fighting Maneuvers.
Combat Initiative Order
DEX OrderAll actions take place in descending order of Dexterity (DEX).
- Ready Firearms: A character with a firearm already drawn and ready to fire acts at DEX + 50 for their first shot!
- DEX Ties: Resolved by higher combat skill, or simultaneous resolution.
- Surprise: Ambushed targets cannot dodge or fight back on the first round (attacker gets +1 Bonus Die).
Fight Back vs. Dodge
Melee DefenseWhen targeted by a melee attack, the defender must choose ONE reaction:
1. Fight Back (Fighting Skill):
Both roll. Higher success level deals damage. Ties favor the ATTACKER.
2. Dodge (Dodge Skill):
Defender rolls Dodge. Defender must EQUAL or BEAT the attacker's success level to completely avoid damage.
Outnumbering Rule
+1 Bonus DieOnce a defender has dodged or fought back against an attack in a combat round, they become vulnerable to swarming:
Subsequent Attackers:
Every subsequent melee attacker targeting that same defender in the same round gains +1 Bonus Die on their attack roll!
Fighting Maneuvers
Grapple / DisarmUsed to disarm, push, grapple, trip, or pin an opponent instead of inflicting direct HP damage:
- 1. Compare Build: If target's Build > your Build, take 1 Penalty Die per point of difference. If target is 3+ Build larger, maneuvers are impossible.
- 2. Opposed Roll: Roll Fighting (Brawl) vs. defender's Brawl or Dodge.
- 3. Pin / Hold: Once an enemy is pinned, all subsequent attacks against them gain +1 Bonus Die.
Extreme Damage & Impales
Critical HitsAchieving an Extreme Success (β€ β Skill) on an attack deals devastating damage:
- Impaling Weapons (Knives, Bullets, Spears): Maximum possible weapon damage + Max DB + Roll normal weapon damage again!
- Blunt Weapons (Clubs, Fists, Hammers): Maximum possible weapon damage + Maximum Damage Bonus.
Armor & Damage Reduction
Armor DRArmor reduces incoming physical damage by a flat value before subtracting from Hit Points:
- Heavy Winter Coat: 1 point armor
- Leather Jacket / Helmet: 1β2 points armor
- 1920s Steel Vest: 6 points armor (torso only)
- Eldritch Monster Hides: 1 to 10+ points armor (magic/fire often ignores armor)
4. Firearms, Cover & Gunplay
Ranged combat resolution, dive for cover, range brackets, multi-shots, and malfunctions.
Firearms Resolution
No Fighting Back- No Fighting Back: Targets cannot Fight Back against ranged gunshot attacks from a distance.
- Point-Blank Range: Within DEX Γ· 5 in feet (approx. arm's reach), the shooter gains +1 Bonus Die!
- Range Increments:
- Up to Base Range: Regular difficulty.
- Up to 2Γ Base Range: Hard difficulty.
- Up to 4Γ Base Range: Extreme difficulty.
Dive for Cover
Dodge ReactionWhen shot at, a defender who has not acted yet and is near cover may Dive for Cover:
- Defender rolls Dodge before the shot is resolved.
- If successful: Shooter suffers -1 Penalty Die on all shots this round.
- Consequence: Defender drops prone and forfeits their next attack action.
Handguns & Multi-Shots
Rate of FireHandguns have a Rate of Fire (RoF) of 1, 2, or 3 shots per round:
- 1 Single Shot: Fired normally at standard difficulty with no penalty die.
- 2 or 3 Shots in 1 Round: Every single shot in that volley suffers -1 Penalty Die!
- Reloading: 1β2 rounds depending on clip vs. manual cylinder loading.
Cover & Concealment
ObstaclesHalf Cover (behind low wall, crate): Imposes -1 Penalty Die to shooter.
Major Cover (peeking around corner, trench): Imposes -2 Penalty Dice to shooter.
Cover Armor Value: If hit penetrates cover: Wood (2β4), Brick (8β10), Steel (15β20).
Malfunctions & Jams
Gun JamsIf an attack roll equals or exceeds the firearm's Malfunction Rating (typically 98β100 or 100):
- The weapon misfires, jams, or stovepipes without firing.
- Clearing a jam requires 1 full round and a successful Firearms or Mechanical Repair check.
Shotguns & Point-Blank
Buckshot12-Gauge Shotgun damage changes drastically with distance:
- 0 β 10 yards: 4d6 damage (Point blank = +1 Bonus Die)
- 10 β 20 yards: 2d6 damage
- 20 β 50 yards: 1d6 damage
5. Wounds, Major Wounds, Dying & Recovery
Health thresholds, Major Wound checks, unconsciousness, stabilization, and healing.
Major Wounds (β₯ Β½ Max HP)
Severe TraumaInflicted whenever a single attack deals damage equal to or greater than half maximum Hit Points (Max HP Γ· 2):
- CON Check Required: The investigator must immediately make a CON check or fall unconscious.
- Major Wound Marker: The investigator receives a Major Wound condition on their sheet.
Dropping to 0 Hit Points
0 HP StatusWithout a Major Wound:
Unconscious, but NOT dying. Wakes up after 1d10 hours with 1 HP.
WITH a Major Wound: DYING!
Will die at the end of the next combat round unless stabilized by First Aid! Must roll CON each round or die.
Instant Death
FatalAn investigator dies instantly with no saving roll if:
- They suffer damage equal to or greater than their full Maximum HP in a single catastrophic blow.
- They are already at 0 HP and receive damage equal to or greater than their Maximum HP.
First Aid vs. Medicine
Medical TreatmentRestores +1 HP immediately and stabilizes a Dying character. Can only be applied once per wound incident.
Restores +1d3 HP and treats disease, poison, and surgical injuries. Requires medical supplies.
Natural Healing Rates
Recovery- Minor Wounds: Recover 1 HP per day of rest.
- Major Wounds: At the end of each week, make a CON check:
- Success: Heals 1d3 HP (Major Wound removed).
- Extreme: Heals 2d3 HP.
- Fumble: Lose 1d3 HP or develop severe infection.
Environmental Hazards
Hazards- Falling: 1d6 damage per 10 feet fallen (e.g., 30ft = 3d6).
- Fire / Burns: Minor fire (1d6/rnd); Fully engulfed (2d6/rnd).
- Suffocation / Drowning: Make CON check each round. On fail, suffer 1d6 damage per round until rescued.
- Poisons: Opposed POT vs. CON check.
6. Sanity, Trauma, Insanity & Madness Tables
Sanity loss checks, Idea rolls, Temporary/Indefinite insanity, and 1d10 Bout of Madness tables.
The Sanity Check (1d100)
SAN RollWhen witnessing horrors or Mythos creatures, roll 1d100 against current Sanity (SAN):
- Success (β€ SAN): Suffer minimal or zero loss (e.g. 0/1d6 = 0 lost).
- Failure (> SAN): Suffer full Sanity loss (e.g. 0/1d6 = roll 1d6 lost).
- Involuntary Action: On any Sanity loss, the investigator shrieks, drops an item, or flinches involuntarily.
Forms of Insanity
Mind ShatteredLose 5+ SAN in 1 incident β Roll Idea (INT). If PASSED (comprehends the horror) β immediate Bout of Madness!
Lose β of current SAN in 1 in-game day (24 hrs) β Persistent underlying psychosis.
Sanity reaches 0 β Character is permanently lost to madness and becomes an NPC.
Underlying Insanity Rule
Trigger RuleWhile an investigator suffers from Temporary or Indefinite Insanity, their mind is fragile:
Hair-Trigger Madness:
ANY subsequent Sanity loss (even 1 single point) immediately triggers another Bout of Madness with NO Idea (INT) roll allowed!
β‘ Real-Time Bouts of Madness (1d10)
Duration: 1d10 RoundsRoll 1d10 during active, round-by-round combat or action scenes:
π°οΈ Summary Bouts of Madness (1d10)
Duration: 1d10 HoursRoll 1d10 when madness strikes off-camera or outside combat:
7. Skills, Checks & Investigator Development
Core skill roster, base percentages, and end-of-scenario improvement checks.
Skill Development Phase
+1d10 ImprovementDuring a scenario, when a skill roll succeeds in play, the player marks the skill check box. During the Development Phase:
Roll 1d100 > Current Skill OR Roll 96β100
If you roll higher than your current rating (or 96+), you immediately gain +1d10 points added to that skill!
Key Investigative Skills
Core Lookups- Spot Hidden (25%): Notice hidden doors, concealed cultists, physical evidence.
- Listen (20%): Hear approaching footsteps, eavesdrop, detect chanting.
- Library Use (20%): Search archives, periodicals, census ledgers, microfilms.
- Psychology (10%): Gauge sincerity, motives, hidden trauma, deception.
- Cthulhu Mythos (0%): Decipher eldritch secrets. Reduces Maximum SAN!
Verified Base Skills Roster
95 Skills8. Arcane Tomes & Spellcasting
Skimming vs. full study of mythos grimories, magic point expenditures, and casting rolls.
Reading Mythos Tomes
Grimoires- Initial Skim (Hours to Days): Gives an overview, inflicts initial Sanity loss, and yields a small initial Mythos boost (e.g. +1% Mythos).
- Full Study (Weeks to Months): Requires dedication and Language check. Awards full Cthulhu Mythos points, inflicts full SAN loss, and teaches included spells.
Casting Spells
Eldritch Cost- Casting Costs: Spells always cost Magic Points (MP) and Sanity (SAN), and sometimes permanent characteristic points.
- First Time Cast: Requires a Hard POW roll (or ritual time/ingredients). Subsequent casts usually succeed automatically if cost is paid.
- Pushing Spell Rolls: Catastrophic spell backlash, summons wrong entity, or drains double SAN!
Magic Points & Exhaustion
MP Economy- MP Regeneration: 1 Magic Point recovers naturally per hour of rest.
- Dropping to 0 MP: The investigator falls unconscious from magical exhaustion.
- Burning Hit Points for MP: Once MP is 0, a caster may sacrifice 1 HP per additional Magic Point required!
9. Chases & Pursuit Mechanics
Speed ratings, Action Points (AP), navigating obstacles, and chase attacks.
Speed Rating & Action Points
Speed (MOV)Compare the Movement Rate (MOV) of all participants:
- Base Speed: Character with lowest MOV has Speed Rating 0.
- Action Points (AP): Each participant receives 1 AP + difference in MOV. (e.g. MOV 9 vs MOV 7 gets 3 AP per round).
Chase Round Sequence
Track Movement- Spending AP: Spend 1 AP to move 1 Location forward along the chase track.
- Obstacles / Hazards: Passing a barrier (e.g. fence, crowd, wet floor) requires a skill check (Jump, Climb, Drive Auto).
- Failed Obstacle: Forfeits 1 AP or suffers damage/fall.
Attacking During a Chase
Actions- Melee Attack: If in the same location as target, spend 1 AP to initiate attack.
- Ranged Attack: Can shoot at target in adjacent locations (subject to range penalties and moving vehicle modifiers).
10. 1920s Economy, Lifestyle & Weapons Table
Credit rating tiers, standard 1920s prices, and common period firearms reference.