Pushing Skill Rolls

Source: Call of Cthulhu 7th Edition Investigatorโ€™s Handbook

7e Official
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Rule Summary

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

Quick Reference Check:

Justify the extra risk -> Re-roll 1d100. If fail: severe dire consequence occurs. Combat & Sanity cannot be pushed.
### What is a Pushed Roll? When an investigator fails a skill roll, the player may ask to **Push** the roll. Pushing represents making a desperate second attempt, redoubling effort, taking extra time, or taking an extreme physical or social risk. ### Rules & Restrictions 1. The player **must justify** how the character is doing something differently to warrant the second attempt. 2. **Combat rolls and Sanity rolls CANNOT be pushed.** 3. **Luck rolls cannot be pushed.** 4. If a pushed roll **succeeds**, the investigator accomplishes their goal normally. 5. If a pushed roll **fails**, the Keeper inflicts a **severe consequence**: structural collapse, alarm triggered, weapon destroyed, physical injury, or immediate Sanity loss.