Call of Cthulhu Quick Rules
Call of Cthulhu Quick Rules
Call of Cthulhu Quick Rules
Rolls and Dice Physical limits: The upper limit of what can be achieved is
100 + investigators skill (requires extreme success). Anything
beyond is impossible unless investigators combine efforts.
Difficulty:
• Difficulty can be reduced by deducting one or more
• Regular / normal - competent (<50%) helping investigator’s characteristics (lowest first)
• Hard - would challenge a professional (50-89%) until you are able to perform a skill roll. Usually only
• Extreme - limits of possibility for a human (>90%) for skill checks.
Combined checks, one roll is made and compared to each • The remaining roll follows the degrees of success.
skill listed. Keeper decides if some or all skills are required to regular <50, hard 50-89, extreme >90
succeed.
e.g. Joe, STR 70 is trying to lift a beam 200. The upper limit of
what Joe can achieve on his own is 100+70=170. So
Idea Rolls - Not sure what to do next, you get a clue
everything from 90 to 170 requires an extreme success. This
regardless of if you pass or not. Player with highest INT rolls.
beam is 200 so he can’t do anything. John comes over to help.
DC of the clue set by keeper. (KRB:199) Failing an idea roll puts
He has a strength of 80. So, remove lowest first (200-70) =
any character "in the thick of it" - a negative situation where
130. This leaves John able to try and lift the beam on an
they get the clue, but in the worst possible way and often
extreme. If Peter, STR 75 also steps in to help then 200-70-
leading to danger.
75=55 leaving John able to lift it with a hard success (50-89)
• Keeper never mentioned the clue → INT roll Failed skill rolls may spend luck OR push.
• Keeper mentioned clue, players forgot → INT roll
(hard) Pushing Rolls Players justify how/why they’re pushing. GM
• Clue was made clear, several mentions → INT roll should foreshadow possible consequences of failing (typically
(extreme) dire) and always has a cost that negatively affects players even
if the outcome succeeds. Keeper should focus on interesting
Know Rolls can be used as a means to know what to do next, a
consequences rather than flat failure. A failed push is a chance
general catch-all, most people know "stuff". Usually based on
to push the story towards horror/consequences.
the level of education. EDU roll to see if you know something
about this.
Luck
Bonuses and Penalties stack. Bonus and penalty cancel
each other out. Primarily used with opposed dice rolls. Awarded Luck may only be used to alter your own rolls. Successful skill
where there is a clear advantage ≠or disadvantage. rolls that use luck do not get a skill improvement check.
Recovering Luck Players can recover luck before (or after) a
Crits and Fumbles: Crit on a 01, Fumble on 96-100 (<50 skill), session by checking their luck. 1D100 and if you fail (roll above
or 100 (>=50) luck score) → add 1d10 luck.
Development Phase/Skill Improvement: On successful Skill On a roll of 01 players can try to increase their POW. 1d100 >
checks (not spending luck) check the improvement box. POW (or >=96) increase POW by 1d10 points permanently
Improvements happen at the end of an arc. (pp179)
Melee Modifiers
Fighting Manoeuvres Target has already dodged or
fought back this round
1 Bonus Die
Need to state what you are trying to do. Trip, knock down, (outnumbered). N/a if allowed
punch, knock unconscious, push off, pin down. Determines multiple attacks.
Kicking a prone target 1 Bonus Die
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Call of Cthulhu Quick Rules
Firearm Attacks surrounded by multiple adversaries.
Reaction : You can not dodge or fight back against firearm Some creatures can never be outnumbered. Eg. may have
attacks, Firearm attacks are not opposed. multiple eyes/limbs and can react to multiple adversaries
Range Reloading
Shared by ranged weapons and firearms - determines success One combat round allows you to load 2 shells into any gun, or
at hitting and requires a check. change a clip. You can also lot 1 round into a gun and fire off a
shot with a penalty die. It takes 2 rounds to change a machine
• Base range: regular success to hit gun belt.
• Long range (base x2): hard success to hit
• Extreme range (base x4): extreme success to hit - Extreme Damage
impales only occur with a critical hit (01)
When the attacker scores an extreme success on their attack
Automatic Fire (not when fighting back).
Divide firearms skill by 10 (round down). You fire volleys of Penetrating weapons : max weapon damage + max damage
bullets with this number of bullets in each volley (min 3). You bonus (DB) + one extra weapon damage roll
can fire up to your magazine size in bullets. Blunt weapons : max weapon damage + max damage bonus
(DB)
Roll to hit for each volley. Each volley becomes successively
harder to hit. Each volley after the first gets an additional
penalty die. After the 2nd penalty die, the success level required
to hit increases.
Roll damage for each volley. Look at rules for multiple targets.
Multiply each volley by the number of bullets that hit in the
volley.
Multiple Targets
Waste 1 bullet per metre/yard between targets. On a successful
hit half the shots fired hit. On an extreme, all shots fired hit
and half impale. If the range/difficulty was extreme then it’s
just a normal hit, not an impale (see rules for extreme range).
Malfunctions
Roll equal to or higher than the weapon's malfunction number.
Lever-action guns jam, all others don't fire. Cannot be
modified by luck.
Medicine
Afterwards, an item from the character's backstory Increasing skills to 90%: awards 2d6 SAN representing skill
changed permanently. appearance, behaviour, beliefs, and self-esteem of mastering a skill.
traits, phobias, possessions etc.
Reality Checks
Phase 2: Underlying Insanity
May need to be made by insane investigators who are
These are the lingering effects from the insanity and the experiencing hallucinations and visions. SAN roll to see
character is sensitive to a potential relapse. If a single perform a reality check. Succeed: investigator sees through
point of SAN is lost during this phase it triggers another delusion and keeper must say what investigator genuinely
Bout of Madness and the cycle repeats. perceives / see things as they are. Fail: Lose 1 SAN point and
trigger a bout of madness. Delusions or hallucinations persist.
Lasts for 1d10 hours with temporary insanity, or
indefinitely with indefinite insanity.
Mythos induced trauma
Phobias and Manias Mythos induced trauma / sanity loss is reflected in an increase
in Cthulhu Mythos skill. The first instance of Mythos
Gained as a consequence of sanity loss. Can be treated induced insanity always adds 5 to Cthulhu Mythos (reduce
with Psychotherapy. Outside of insanity has a role-play max sanity by same amount). Further bouts, temporary or
effect. While insane has game consequences. An indefinite, add 1 thereafter (-1 to max sanity).
investigator exposed while insane suffers:
Phobias: one penalty dice on all rolls (not fighting or Becoming Mythos Hardened
fleeing) while exposed.
When an investigator's Cthulhu Mythos skill becomes
Manias: one penalty dice on all rolls until the obsession greater than their SAN it causes a permanent shift in
has been indulged. investigators comprehension of the universe. From this
point on all SAN loss is halved.
Sanity Recovery
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Call of Cthulhu Quick Rules
Magic Investigators are likely to become possessive or corrupted by
studying mythos tomes. Obsessions can play out as a lust for
Start with magic at 1/5 POW at the start of the game. knowledge, over-protectiveness about books, feeling the book
speaks only to you, that it is changing you etc. This may also be
Regain 1 magic point per hour. (2/hr if POW>200; 3/hr if the wellspring for insanity side effects and delusions. P225
POW>300). Cannot exceed 1/5 POW.
Terminology:
Characters can obtain magic points > 1/5 POW. These can be
spent but cannot be regenerated beyond 1/5 POW • Roll for Sanity loss: for reading tome (if a believer)
• Cthulhu Mythos: CMI mythos points gained by initial
Casting Spells reading. CMF for a full reading.
• Mythos rating: % chance to find useful reference in
Casting requires magic points, some require artefacts, or
components. Casting Mythos spells cost Sanity. tome
• Study: time to do a full reading
Time to cast is variable. Caster needs to know the spell, be able • Suggested Spells: possible spells within tome.
to repeat incantation in an authoritative way, and often have • Initial Reading (CMI - Cthulhu Mythos Initial)
freedom of movement.
When character successfully casts a spell requiring an opposed An initial reading must have been successfully undertaken first.
POW roll they can make a subsequent roll to see if they can This is now a long academic study of the text.
improve their power.
Requires a Sanity Roll, or lose the max sanity value.
1d100 > POW → 1d10 increase in power.
If the investigator's Cthulhu Mythos:
Mythos Tomes
Only 1 tome can be studied at a time.
1d4 hrs, then 1d100 <= book’s cthulhu mythos rating. Success 4. Conflict
may find useful info, failure the book doesn’t contain that
information, or failure to locate it. need to be in same location unless using firearms. Attack
costs 1 MA. Number of attacks and resolution order as per
normal combat.
Chases
Stop and shoot costs 1 MA and no penalty.
1. Establish chase
Run and shoot costs 1 MA and 1 penalty dice.
Speed roll adjusts MOV for every vehicle or character.
Vehicle tires are small, have armour 3. 1 penalty dice for small
CON roll. Extreme Success: +1 MOV, Fail: -1 MOV size. 1 penalty dice if moving >8. burst tire reduces vehicle
build by 1 point.
Compare adjusted MOV. (optional) if MOV:Fleeing > MOV:
pursuer can end chase. Always have opportunity to respond regardless of remaining
MA. Overwhelmed rules still apply for melee.
2. Cut to the chase Large creatures can attack vehicle aiming to inflict damage,
or fighting manoeuvre to tip, flip, pick up.
Add participants to locations, gap of 1-2 between pursuers and
their quarry. Vehicles use drive auto skill for fighting/dodge. Each vehicle is
a weapon that inflicts
Calculate movement actions for participants
1d10 dmg/ 1 build.
Each participant gets movement actions (MA) = 1 + (Their
adjusted MOV - slowest MOV) Each full 10 points of DMG decreased vehicle build by 1 point
(remainders ignored)
Participants joining an in progress chase, roll their MOV and
then get added to an appropriate location. Vehicle build damage received can never be larger than
the build of the thing you hit.
3. Resolve Chase Round
Eg. car (build 5) hits a motorbike (build 1) doing 5d10 points of
Turns resolved in DEX order, high to low. damage. Rolls 44 :. car takes 22 points of dmg or build 2.
Motorbike is build 1 so max damage car can take is 1 build, not
Spend movement actions (MA) to: 2.
• move forward in the chase Random Hazards and Barriers: Roll 1d100
• initiate 1 attack - fighting, firearms, drive auto
• 1-59: clear
• cast a spell
• 60-84: 1 regular hazard/barrier
• perform an action: pick a lock, etc.
• 85-95: 1 hard hazard/barrier
• Gain a bonus dice on a skill on a skill roll to avoid a
• 96+: 1 extreme hazard/barrier
hazard (max 2).
Sudden hazards
No pushed rolls in a chase any point in chase, keeper or player can call for group luck roll.
Pedal to the metal • Luck rolls may be allowed. Those who are fortunate
get thrown free, though it is recommended they take
vehicles can accelerate 2-5 locations for 1 MA at risk. at least 2D10 damage.
If a vehicle’s build is otherwise reduced to zero by
• 1 MA = 1 location cumulative damage (i.e. in increments of less than the
vehicle’s starting build value), it becomes undriveable, grinding
• 1 MA = 2-3 locations; Hazards get 1 penalty dice
to a halt. Depending on the situation (and perhaps a Luck roll)
• 1 MA = 4-5 locations; Hazards get 2 penalty dice this may lead to an accident resulting in 1D10 damage for the
Note: penalty dice not applied for barriers that vehicle is driver and each passenger.
breaking through - penalty enough if they fail.
Passengers in vehicles
no speed rolls, and no movement actions, simple act on their
DEX order.
6 4 6 3 5
7 6 10 5 8
8 8 13 6 10 Human Run
9 12 19 10 15
10 18 29 14 23
15 135 217 108 175 Modern Train, Deluxe Car, Prop plane, helicopter