Call of Cthulhu

Keeper Reference Screen — 7th Edition

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Core Rules

Skill Rolls

Roll 1d100. The result must be equal to or under the relevant skill or characteristic value to succeed.

The Keeper sets a goal before the roll, then determines which skill applies. Only roll when the outcome is uncertain and the stakes matter.

Result Roll requirement Notes
Critical Success 01 Something extra-beneficial occurs
Extreme Success ≤ Skill ÷ 5 Masterly, on the edge of what is possible
Hard Success ≤ Skill ÷ 2 Skilled, competent execution
Regular Success ≤ Skill Goal fully achieved
Failure > Skill (not fumble) Goal not achieved; may push the roll
Fumble 96–100 (skill <50) or 100 (skill ≥50) Worst possible outcome; cannot be pushed

Difficulty Levels (Opposed / Tasks)

  • Regular: Roll ≤ full skill value. Used for most tasks.
  • Hard: Roll ≤ half skill. Opponent skill 50–89, or clearly difficult.
  • Extreme: Roll ≤ skill ÷ 5. Opponent skill 90+, or on the edge of possibility.
In opposed rolls (melee, social), both sides roll. Compare success levels; higher level wins. Ties go to the attacker. No difficulty levels in opposed rolls — use bonus/penalty dice instead.

Opposed Success Levels

Level (highest wins)Rank
Critical6 (best)
Extreme5
Hard4
Regular3
Failure2
Fumble1 (worst)

Bonus & Penalty Dice

Roll two d10 tens-digits along with the units die.

  • Bonus die: Take the lower tens digit (gives better chance).
  • Penalty die: Take the higher tens digit (gives worse chance).
  • Multiple bonus/penalty dice cancel: 2 bonus + 1 penalty = 1 bonus.
  • Maximum two bonus or two penalty dice at a time.
Example with Skill 55, bonus die: Roll tens 3 & 7, units 4. Two results: 34 and 74. Take 34 (lower) → success! Without bonus, result would have been 74 → failure.

Pushing the Roll

After a failure (not a fumble), the player may attempt the roll a second and final time by describing extra effort, risk, or approach.

  • Player must justify the push ("I throw myself at the door with full weight...").
  • If the pushed roll fails, the Keeper applies serious consequences.
  • Fumble on pushed roll: Keeper has free rein over outcome.
  • Cannot push: Combat rolls, Luck, Sanity, damage rolls.
Push = raising the stakes. Foreshadow the consequences before the player decides to push!

Luck

  • The Keeper may call Luck rolls for external circumstances (not skill-based).
  • Spending Luck (optional rule): After a failed skill roll, spend Luck points 1-for-1 to reduce the roll result. Cannot spend Luck on Luck rolls, Sanity, damage, or combat rolls.
  • Cannot spend Luck on a pushed roll (choose one or the other).
  • Criticals, fumbles and firearm malfunctions cannot be bought off with Luck.
  • Recovering Luck: After each session make an improvement check (roll above current Luck score on 1d100 → gain 1d10 Luck). Max 99.

Derived Statistics

StatCalculation
HP(CON + SIZ) ÷ 10, round down
Magic PointsPOW ÷ 5, round down
Sanity (start)POW × 5
Max Sanity99 − Cthulhu Mythos skill
Damage Bonus(STR + SIZ) table: ≤64 = −2, 65–84 = 0, 85–124 = +1d4, 125–164 = +1d6, etc.
BuildDerived from STR+SIZ: ≤64 = −2, 65–84 = −1, 85–124 = 0, 125–164 = +1, etc.
MOVBase 8 (human); reduced with age

Experience & Improvement

  • Tick a skill box when you use it successfully during play.
  • At end of scenario/chapter: roll 1d100 per checked skill. If roll > current skill, gain 1d10 to that skill.
  • No tick if bonus die was used; no tick for Cthulhu Mythos or Credit Rating.
  • If skill reaches 90%+, gain 2d6 Sanity at development phase.
  • Luck also makes an improvement check at end of each session.

Dice Roller

d100 Skill Roll

Other Dice

Roll History

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Quick Reference: Skill Values

Skill % Regular (≤full) Hard (≤½) Extreme (≤⅕) Fumble

Investigators

Track HP, SAN, Luck and MP. Data saved automatically.

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Combat Reference

Initiative & Order

  • Default: Act in DEX order, highest first.
  • Readied firearms fire at DEX + 50 in the order.
  • Ties broken by DEX value; if still tied, by combat skill.
  • Optional Initiative Roll: Each character makes a DEX roll; sort by success level (Extreme first, then Hard, Regular, Fail). Ties broken by DEX.
  • Establish initiative at the start; new combatants make a DEX roll and slot in.
One action per round: Attack, Dodge, Maneuver, Flee, First Aid, or use an item. Social skills (Fast Talk, Persuade) also cost an action.

Melee Resolution

  • Attacker rolls their Fighting skill.
  • Defender chooses: Fight back (own Fighting) or Dodge.
  • Higher success level wins and deals damage; ties go to attacker.
  • If defender wins the opposed roll, they deal damage to the attacker instead.
  • Outnumbered: After one fight-back/dodge, all subsequent attacks on that character gain a bonus die.

Firearms

  • Not opposed — Keeper sets difficulty by range.
  • Within base range: Regular; Long (2x): Hard; Very long (4x): Extreme.
  • Point-blank (DEX/5 feet): +1 bonus die.
  • Aiming (delay one round): +1 bonus die.
  • Diving for cover (Dodge roll required): attacker gets penalty die; diver forfeits next action.

Wounds & Damage

Major Wound: Single hit deals damage ≥ half max HP.

  • Character falls prone immediately.
  • Make CON roll or fall unconscious.
  • If HP reaches 0 while Major Wound is marked → Dying.

Dying (0 HP + Major Wound):

  • Unconscious. Make CON roll at end of each round or die immediately.
  • Only First Aid can stabilize; Medicine cannot be used until stabilized.
  • Successful First Aid → gains 1 HP; make CON roll per hour (not round).

0 HP, no Major Wound: Unconscious; will heal naturally (1 HP/day).

Damage > max HP in one hit: Death inevitable.

Other Damage

SeverityDamageExamples
Minor1d3Punch, mild acid, small fall (per 10ft onto swamp)
Moderate1d6Club, strong acid, drowning/round, small bullet, fire torch, fall onto grass
Severe1d10.38 bullet, axe, flamethrower, fall onto concrete, grenade (6–9 yds)
Deadly2d10Hit by car (30 mph), grenade (3–6 yds), strong poison
Terminal4d10Speeding car, grenade (<3 yds), lethal poison
Splat8d10Head-on collision, hit by train

Healing

  • Regular damage: 1 HP per day (no major wound box ticked).
  • First Aid: Within 1 hour; grants 1 HP. May attempt once (2nd attempt = Pushed roll).
  • Medicine: Any time after injury; restores 1d3 HP. If not same day: Hard difficulty. Cannot stabilize dying without First Aid first.
  • Major Wound recovery: CON roll each week. Success: 1d3 HP; Extreme success: 2d3 HP. Bonus die for rest + medical care. Major Wound clears when: Extreme CON roll, or HP ≥ half max.

Fighting Maneuvers

  • Used to disarm, restrain, trip, push, or similar (not just deal damage).
  • Compare Build (derived from STR+SIZ). If attacker Build is 3+ lower: impossible. 2 lower: 2 penalty dice. 1 lower: 1 penalty die.
  • Resolved as a normal Fighting roll vs. target's Dodge or Fighting.
  • Successful maneuver: disarm, impose penalty die on opponent, grant bonus die to allies, or similar one-time effect.

Sanity

Sanity Rolls

  • Roll 1d100. Success = roll ≤ current Sanity score.
  • Success: Lose the lower (or zero) amount listed.
  • Failure: Lose the higher amount listed.
  • No bonus or penalty dice on Sanity rolls (exception: Self-Help).
  • Luck cannot be spent on Sanity rolls.

Sanity Caps

  • Starting SAN: POW × 5
  • Maximum SAN: 99 − Cthulhu Mythos skill
  • Each point of Cthulhu Mythos skill permanently reduces max SAN by 1.
  • SAN can never exceed max SAN, no matter what.
  • Sanity 0 = permanently insane; becomes an NPC.

Insanity Thresholds

  • Temporary Insanity: Lose 5 or more SAN in a single roll/round. Brief bout of madness (hours-long), followed by underlying instability.
  • Indefinite Insanity: Lose 1/5 or more of current SAN in one session. Longer, deeper instability. Prone to further bouts.
  • Permanent Insanity: SAN reaches 0. Character becomes an NPC.
A bout of madness begins the insanity. The Keeper may temporarily take control of the character, or generate a random bout from the tables. The bout is followed by an underlying period of instability.

Recovery

  • Temporary: Recover after a rest or Psychotherapy (INT roll; on success, Keeper determines what is remembered).
  • Indefinite: Requires professional therapy over time; Psychotherapy roll at end of each session of real-world time. Recover 1d3 SAN on success.
  • Self-help: Spending time with a Significant Connection (from backstory) at investigator development phase can restore SAN.
  • Skill mastery: Reaching 90%+ in a skill restores 2d6 SAN at development phase.

Mythos Sanity Loss Table

Entity / Encounter SAN Loss (Success / Fail)
Fresh corpse0 / 1
Seeing someone die horribly0 / 1d3
Cultist ritual0 / 1d3
Ghoul0 / 1d6
Deep One0 / 1d6
Mi-Go0 / 1d6
Byakhee0 / 1d6
Serpent Person0 / 1d6
Dark Young of Shub-Niggurath1d3 / 1d8
Dimensional Shambler1d3 / 1d10
Night-Gaunt0 / 1d6
Hunting Horror0 / 1d8
Shoggoth1d6 / 1d20
Star Vampire1d3 / 1d10
Great Race of Yith0 / 1d6
Flying Polyp1d3 / 1d10
Elder Thing0 / 1d6
Outer God (e.g. Nyarlathotep)1d6 / 1d20
Great Old One (e.g. Hastur)1d6 / 1d20+19
Seeing Cthulhu1d6+6 / 1d10+20
SAN loss entries are per encounter, not per individual creature seen. Roll once for the encounter regardless of how many are present.

Sample Phobias (Temporary/Indefinite)

Roll 1d20 or choose:

d20Phobia / Mania
1Agoraphobia (open spaces)
2Claustrophobia (enclosed spaces)
3Xenophobia (strangers/outsiders)
4Nyctophobia (darkness)
5Zoophobia (animals/insects)
6Necrophobia (dead things)
7Pyrophobia (fire)
8Thalassophobia (deep water/ocean)
9Paranoia (being watched/followed)
10Religious mania (obsessive devotion)
11Kleptomania (compulsive stealing)
12Pathological lying
13Obsessive-compulsive ritual behavior
14Dissociative fugue (wandering blackouts)
15Megalomania
16Catatonia (paralysis under stress)
17Hysterical blindness/deafness
18Amnesia (session events erased)
19Multiple personality disorder
20Keeper's choice or roll again

Mythos Knowledge Effects

  • Reading a Mythos tome: Gain Cthulhu Mythos skill; suffer SAN loss.
  • Witnessing a ritual or spell: Possible SAN loss + Cthulhu Mythos gain.
  • Each Cthulhu Mythos point gained permanently lowers max SAN by 1.
  • Cthulhu Mythos skill has no skill check box; it never improves via the normal experience check system.
An investigator with Cthulhu Mythos 50 has a max Sanity of only 49. They can never be truly sane again.

Generators

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Keeper Notes