Call of Cthulhu 7th Edition Keeper & Investigator Quick Reference

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.

🎲 Dice & Calculators
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⚑ Interactive Tabletop Suite

Live tools for session play

🎯 Success Target Calculator

CoC 7e Fractions

Enter any skill or stat percentage to get all success thresholds:

REGULAR (≀ Value) ≀ 65
HARD (≀ Β½ Value) ≀ 32
EXTREME (≀ β…• Value) ≀ 13
CRITICAL / FUMBLE 01 / 100

🎲 CoC 7e Dice Roller

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🧠 Instant Madness & Injury

1d10 Tables
Select Real-Time or Summary roll 1d10

Rolls on official 7e madness tables with full symptoms.

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1. Core Dice Mechanics & Success Levels

The percentile engine, difficulty levels, opposed checks, and bonus/penalty dice.

The Percentile Roll (1d100)

Core

Roll 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…• Skill β€” Extreme Success: Outstanding outcome, weapon impale, maximum effect.
  • ≀ Β½ Skill β€” Hard Success: Required for difficult conditions, skilled opposition, or harsh odds.
  • ≀ Skill β€” Regular Success: Standard successful execution.
  • > Skill β€” Failure: Goal is not achieved.
  • 96–100 / 100 β€” Fumble: Catastrophic mishap. (96–100 if skill < 50%; 100 if skill β‰₯ 50%).

Bonus & Penalty Dice

Β±1 / Β±2 Dice

Used 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

Contested

When two active characters compete (e.g. Stealth vs. Listen, Arm Wrestling, Grappling):

Hierarchy of Success:

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

Teamwork

Handling 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 – 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 Stats

Calculate STR + SIZ total:

STR + SIZ Damage Bonus Build
2 – 64-2-2
65 – 84-1-1
85 – 124None (0)0
125 – 164+1d4+1
165 – 204+1d6+2
205 – 284+2d6+3
285 – 364+3d6+4
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2. Luck & Pushed Rolls

High-stakes player mechanics: adjusting rolls with Luck and pushing failed attempts.

Spending Luck Points

1-for-1

Investigators 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 (96–100/100).

Regaining Luck

Scenario End

At 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 Risk

When 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).
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3. Melee Combat, Maneuvers & Sequence

Initiative by DEX, Fight Back vs. Dodge, Outnumbering, and Fighting Maneuvers.

Combat Initiative Order

DEX Order

All 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 Defense

When 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 Die

Once 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 / Disarm

Used 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 Hits

Achieving an Extreme Success (≀ 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 DR

Armor reduces incoming physical damage by a flat value before subtracting from Hit Points:

  • Heavy Winter Coat: 1 point armor
  • Leather Jacket / Helmet: 1–2 points armor
  • 1920s Steel Vest: 6 points armor (torso only)
  • Eldritch Monster Hides: 1 to 10+ points armor (magic/fire often ignores armor)
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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 Reaction

When 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 Fire

Handguns 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: 1–2 rounds depending on clip vs. manual cylinder loading.

Cover & Concealment

Obstacles

Half 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 (2–4), Brick (8–10), Steel (15–20).

Malfunctions & Jams

Gun Jams

If an attack roll equals or exceeds the firearm's Malfunction Rating (typically 98–100 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

Buckshot

12-Gauge Shotgun damage changes drastically with distance:

  • 0 – 10 yards: 4d6 damage (Point blank = +1 Bonus Die)
  • 10 – 20 yards: 2d6 damage
  • 20 – 50 yards: 1d6 damage
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5. Wounds, Major Wounds, Dying & Recovery

Health thresholds, Major Wound checks, unconsciousness, stabilization, and healing.

Major Wounds (β‰₯ Β½ Max HP)

Severe Trauma

Inflicted 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 Status

Without 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

Fatal

An 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 Treatment
First Aid (Action):

Restores +1 HP immediately and stabilizes a Dying character. Can only be applied once per wound incident.

Medicine (1 Hour):

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.
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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 Roll

When witnessing horrors or Mythos creatures, roll 1d100 against current Sanity (SAN):

  • Success (≀ 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 Shattered
Temporary Insanity:

Lose 5+ SAN in 1 incident β†’ Roll Idea (INT). If PASSED (comprehends the horror) β†’ immediate Bout of Madness!

Indefinite Insanity:

Lose β…• of current SAN in 1 in-game day (24 hrs) β†’ Persistent underlying psychosis.

Permanent Insanity:

Sanity reaches 0 β†’ Character is permanently lost to madness and becomes an NPC.

Underlying Insanity Rule

Trigger Rule

While 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!

⚑ Real-Time Bouts of Madness (1d10)

Duration: 1d10 Rounds

Roll 1d10 during active, round-by-round combat or action scenes:

1 Amnesia Has no memory of events since the last safe location. Can’t recognize companions or surroundings.
2 Psychosomatic Disability Suffers hysterical blindness, deafness, or limb paralysis.
3 Fits & Spasms Uncontrollable weeping, screaming, laughing, or body tremors. Cannot take constructive actions.
4 Panic (Fleeting Terror) Flees as far and fast as possible by any means available.
5 Mania / Phobia Develops an instant, overwhelming phobia or obsessive mania regarding a nearby element.
6 Physical Aggression Explodes in a blind red rage, attacking nearest person (ally or enemy) for the duration.
7 Paranoia Convinced that companions are cultists or monsters disguised, conspiring to kill them.
8 Hallucinations Sees, hears, or smells horrific eldritch visions that confound reality.
9 Desperate Clinging Cowers behind or desperately clings to another investigator, pleading for protection.
10 Catatonia Falls into a totally unresponsive, motionless stupor.

πŸ•°οΈ Summary Bouts of Madness (1d10)

Duration: 1d10 Hours

Roll 1d10 when madness strikes off-camera or outside combat:

1 Amnesia Wakes up in an unfamiliar city or location with no memory of what happened.
2 Robbed Wakes up stripped of money, gear, weapons, or valuable clues.
3 Confinement Wakes up in a locked asylum cell, hospital bed, or police holding cell.
4 Violence Wakes up with blood on hands or battered knuckles, unsure who was harmed.
5 Ideology / Delusion Fixates fanatically upon a bizarre cult dogma or supernatural delusion.
6 Significant Person Obsessively seeks out or flees from their key backstory connection.
7 Institutionalized Admitted to a sanitarium by concerned family, police, or doctors.
8 Fleeing in Panic Wakes up miles away on a departing train, boat, or backcountry road.
9 Phobia / Mania Acquires an ongoing phobia or mania that now dictates daily behavior.
10 Strange Compulsion Compelled to perform bizarre repetitive rituals or collect eerie occult curios.
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7. Skills, Checks & Investigator Development

Core skill roster, base percentages, and end-of-scenario improvement checks.

Skill Development Phase

+1d10 Improvement

During 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 96–100

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 Skills
Accounting % Animal Handling % Anthropology % Appraise % Archaeology % Art/Craft % Art/Craft (Acting) % Art/Craft (Fine Art) % Art/Craft (Forgery) % Art/Craft (Instrument) % Art/Craft (Photography) % Art/Craft (Writing) % Artillery % Charm % Climb % Computer Use % Credit Rating % Cthulhu Mythos % Demolitions % Disguise % Diving % Dodge % Drive Auto % Electrical Repair % Electronics % Fast Talk % Fighting (Axe) % Fighting (Bow) % Fighting (Brawl) % Fighting (Chainsaw) % Fighting (Flail) % Fighting (Garrote) % Fighting (Knife) % Fighting (Spear) % Fighting (Sword) % Fighting (Whip) % Firearms (Flamethrower) % Firearms (Handgun) % Firearms (Heavy Weapons) % Firearms (Machine Gun) % Firearms (Rifle) % Firearms (Rifle/Shotgun) % Firearms (Shotgun) % Firearms (Submachine Gun) % First Aid % Forensics % History % Hypnosis % Intimidate % Jump % Language (Chinese) % Language (English) % Language (Italian) % Language (Japanese) % Language (Latin) % Language (Other) % Language (Own) % Language (Spanish) % Law % Library Use % Listen % Locksmith % Lore % Mechanical Repair % Medicine % Natural World % Navigate % Occult % Operate Heavy Machinery % Persuade % Pilot (Aircraft) % Pilot (Boat) % Psychoanalysis % Psychology % Read Lips % Ride % Science % Science (Astronomy) % Science (Biology) % Science (Botany) % Science (Chemistry) % Science (Cryptography) % Science (Engineering) % Science (Geology) % Science (Mathematics) % Science (Pharmacy) % Science (Physics) % Science (Zoology) % Sleight of Hand % Spot Hidden % Stealth % Survival % Swim % Throw % Track %
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8. 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!
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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).
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10. 1920s Economy, Lifestyle & Weapons Table

Credit rating tiers, standard 1920s prices, and common period firearms reference.

Credit Rating & Living Standard Tiers

Economy
Tier Credit Rating Ready Cash Assets Multiplier Living Standard
Penniless 0 $0.50 $0 Homeless, no fixed address, begging.
Poor 1 – 9 CR Γ— $1 ($1–$9) CR Γ— $10 ($10–$90) Cheap boarding house, public transport, basic work clothes.
Average 10 – 49 CR Γ— $2 ($20–$98) CR Γ— $50 ($500–$2,450) Modest home or apartment, reliable car, sensible suits.
Good 50 – 89 CR Γ— $5 ($250–$445) CR Γ— $500 ($25k–$44.5k) Suburban house, quality sedan, fine clothes, private club.
Wealthy 90 – 98 CR Γ— $20 ($1.8k–$1.96k) CR Γ— $2,000 ($180k–$196k) Luxury townhome/estate, luxury car, servants, investments.
Super Rich 99 $50,000 $5,000,000+ Immense wealth, mansions, private yacht, vast industrial power.

Common 1920s Firearms & Weapons Table

Armory
Weapon Damage Base Range Attacks Capacity Malf. 1920s Cost
Unarmed (Fist / Kick) 1d3 + DB Touch 1 β€” β€” Free
Small Knife / Switchblade 1d4 + DB Touch 1 β€” β€” $1.50
.22 Short Revolver 1d6 10 yds 1 (3) 6 100 $12.00
.38 Special Revolver 1d10 15 yds 1 (3) 6 100 $25.00
.45 Automatic Pistol (M1911) 1d10+2 15 yds 1 (3) 7+1 100 $35.00
12-Gauge Shotgun (2-Bbl) 4d6 / 2d6 / 1d6 10/20/50 yds 1 or 2 2 100 $30.00
.30-06 Hunting Rifle (Bolt) 2d6+4 110 yds 1 5 100 $45.00
Thompson SMG (.45 M1921) 1d10+2 30 yds 1 (3) or Burst 20 or 50 96 $200.00
Stick of Dynamite 4d10 / 5 yds STR/5 yds 1/2 1 99 $1.00