Call of Cthulhu 7th Edition: Skill Checks Combat
Call of Cthulhu 7th Edition: Skill Checks Combat
Cheatsheet v1.1
Dexterity and the Order of Attack
Determine the order of attack by ranking the combatants' DEX from
Skill Checks highest to lowest. On a draw, the higher combat skill goes first.
Combined Skill Rolls Readied firearms gain +50 DEX for initiative.
Surprise Attack
Opposed Rolls Keeper may allow a Listen, Spot Hidden or Psychology roll to avoid
the surprise attack; Use attacker's Stealth skill to determine Success
Both sides make the appropriate roll; the best Level of Success
Level required; Surprise attacks are either automatically successful or
prevails; cannot be Pushed; the higher raw skill/ability score wins tie.
require a skill roll with a Bonus die (Firearms and Thrown weapons
Charm, Fast Talk, Intimidate and Persuade can be opposed by the
always require a skill roll).
• Penalty Die: Roll an additional “tens” die, use the higher result.
Do Nothing Attack is either an automatic success or gets a
Multiple bonus and penalty dice can apply at once, but they cancel bonus die (as if a Surprise Attack); failure may only
each other out to find a net modifier. occur on a Fumble.
Roll Effects Flee May trigger a Chase based on the Move rate of
each combatant.
01 Critical Success
1/5 Skill (under or equal) Extreme Success
Fighting Maneuver
1/2 Skill (under or equal) Hard Success
• Decide what outcome you're trying for (disarm, knock down, push
Under Skill (or equal) Regular Success off a cliff, pin, etc.).
Over Skill • Compare Build; for each point bigger the target is, add a penalty die
Failure
to attacker's roll; if difference is 3 or greater, you can't do the
96+ If Skill is under 50%: Fumble Maneuver; no Bonus if attacker's Build is larger than defender.
100 Fumble • Target declares Dodging, Fighting Back or a Maneuver and makes
an opposed roll against attacker. If successful, the desired outcome
On a success with no Luck points used, check the skill box.
occurs.
Extreme Damage/Impales
Pushing the Roll Attacker score an Extreme success (not when Fighting Back)
Justify how/why you could try again. Failing a Pushed roll is typically • Blunt weapons: max weapon damage + max damage bonus
dire. Only skills, can’t push Luck, SAN, SAN loss, Combat, Damage • Penetrating weapons): max weapon damage + max damage bonus
rolls and opposed roll. Can't Push a Roll and then spend Luck.
+ one extra weapon damage roll
you.
• Any time you fail a SAN roll, you suffer some involuntary reaction like
jump, cry out, startle, lash out, freeze…
• First instance of Mythos-related insanity adds 5 points to Cthulhu Ranged and Thrown weapons
Mythos. Further episodes add 1 point.
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. Half
SAN lost Effects
the attacker’s damage bonus is applied to thrown and missile
5+ in a roll Make INT roll; if you fail, you suppress the memory; weapons.
• If damage greater than max HP are taken in one attack, you die.
Bonus dice
First Aid
Penalty dice
First Aid supplied within an hour of the wound restores 1 HP; if Dying,
Cover: At least half of the target
the application stabilizes (stops the CON checks each round) and
Fast-Moving Target: Target if moving at full speed (MOV 8+)
gives 1 temp HP, but additional CON checks for slipping back into
Reloading Firearms: Reload 1 round in a chamber and shot.
dying are required each hour unless Medicine is successfully used
Handguns, Multiple shots: Firing 2 or 3 shots in a round. 1 penalty after the stabilization. Can only be used once per “combat” (instance
for each shot.
of damage) on a particular character.
Multiple targets
• Comfortable environment or Medical care: Add a bonus die.
Waste one bullet per meter/yard between targets. On a successful hit, • Poor environment or doctor’s fumble: Add a penalty die.
half of the shots fired hit. On a Extreme success, all shots fired hit the
target and the half impale. If the difficulty was Extreme, it’s just a
normal hit, not an impale.
Development Phase
Improvement Checks
Malfunctions
For each checked skills, roll 1D100. If over your skill or over 95 add
Equal or is higher than the weapon’s malfunction number.
1D10 to your skill. Add 2D6 SAN if a skill attains 90%.
• Lever-action: Jam
Activities
Fixing a jam takes 1D6 rounds and a Mechanical Repair or a Firearms Check Credit: Check if credit change (p. 96).
•
skill success. A fumble can hit an ally or the wielder. Use contacts: Roll the most appropriate skill (p. 97).
•
• Recovering Luck: Make a Luck improvement check.
Reduce damage received. Note that armor will not reduce damage • Aging: Check if age change (p. 98).
• Reduce Sanity limits: Keep track of the SAN lost to any given
Mythos entity. Reduce those numbers by 1 (p. 169).
Casting a spell for the first time require a POW (Hard) success. Can be
pushed. Check failing a pushed casting roll on page 178.