← All Categories

Rules Reference

Browse verified 7th Edition rules reference and resources from the Investigator’s Handbook.

Core Dice Checks & Success Levels

How skill and characteristic rolls work in Call of Cthulhu 7th Edition (Critical, Extreme, Hard, Regular, Failure, Fumble).

01: Critical | ≤ 1/5: Extreme | ≤ 1/2: Hard | ≤ Value: Regular | > Value: Fail | 96-100/100: Fumble

Bonus and Penalty Dice

Rules for rolling multiple tens dice when circumstances provide significant advantages or hindrances.

Bonus Die (+1): Roll 2 tens dice, take lowest total. Penalty Die (-1): Roll 2 tens dice, take highest total.

Pushing Skill Rolls

The high-stakes mechanic allowing an investigator to re-attempt a failed roll by taking extra risks.

Justify the extra risk -> Re-roll 1d100. If fail: severe dire consequence occurs. Combat & Sanity cannot be pushed.

Opposed Rolls & Resolving Ties

How contested actions between two active characters (e.g. Stealth vs Listen, Grapple vs Dodge) are resolved.

Critical > Extreme > Hard > Regular > Fail. Ties broken by higher base skill value.

Luck Spending & Luck Recovery

The optional and standard rules for spending Luck points to alter dice rolls.

1 Luck per 1 point deducted. Cannot spend on Luck rolls, Sanity, Damage, Pushed rolls, or Fumbles.

Sanity, Trauma & Insanity System

Complete mechanics for Sanity loss, Involuntary Actions, Temporary, Indefinite, and Permanent Insanity.

5+ SAN in 1 turn + INT check passed -> Bout of Madness (1d10 rnds/hrs). 1/5 SAN in 1 day -> Indefinite Insanity. 0 SAN -> Permanent Insanity.

Bouts of Madness Tables (1d10)

The official Real-Time and Summary tables for determining the specific behavior during a Bout of Madness.

1: Amnesia | 2: Disability | 3: Fits | 4: Panic | 5: Mania/Phobia | 6: Aggression | 7: Paranoia | 8: Hallucination | 9: Clinging | 10: Catatonia

Combat, Fighting Back & Maneuvers

Call of Cthulhu 7th Edition combat sequence, attacker vs defender resolution, maneuvers, and outnumbering.

Initiative by DEX. Defender chooses Fight Back (highest success hits) or Dodge (equal/higher avoids). Outnumbered defenders grant +1 Bonus Die.

Firearms, Cover & Point Blank Range

Gunplay mechanics, dive for cover, firing bursts, range penalties, and firearm malfunctions.

Point-Blank (< DEX/5 ft): +1 Bonus Die. Dive for Cover imposes -1 Penalty Die (defender knocked prone). Malfunction rate triggers gun jam.

Wounds, Major Wounds, Dying & Healing

Hit Points, Major Wounds, unconsciousness, dying states, First Aid, Medicine, and recovery rates.

Single hit ≥ half Max HP -> Major Wound. HP 0 with Major Wound -> Dying (needs First Aid stabilization). First Aid = +1 HP; Medicine = +1d3 HP.

Living Standards & Credit Rating

The 6 economic tiers from Penniless to Rich, daily cash allowances, and asset calculations in Call of Cthulhu 7th Edition.

CR 0: Penniless | 1-9: Poor | 10-49: Average | 50-89: Good | 90-98: Wealthy | 99: Rich

Forensic Science in the 1920s

What forensic investigation methods and technologies were available to 1920s investigators vs modern capabilities.

Available: Fingerprints, ABO blood types, Ballistics comparison microscope, Chemical toxicology. Unavailable: DNA, digital search, luminol.

1920s Slang & Terminology Dictionary

Common period slang, idioms, and phrases used in roleplaying 1920s Call of Cthulhu games.

Gat/Roscoe: Gun | Hooch: Booze | Speakeasy: Illegal Bar | Dick/Flatfoot: Cop | Bump Off: Kill | Dough/Smackers: Money