CoC 5E Rules Cheat Sheet

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CoC 5E Rules Cheat Sheet

#1 Post by ken-do-nim »

Character Creation

Ability Scores
  • Strength is rolled on 3d6. Same as D&D.
  • Constitution is rolled on 3d6. Same as D&D.
  • Size is rolled on 2d6+6. Combines height and weight into one figure.
  • Intelligence is rolled on 2d6+6. Same as D&D.
  • Power is rolled on 3d6. Same as charisma in D&D, but it powers both luck and magical ability.
  • Dexterity is rolled on 3d6. Same as D&D. Call of Cthulhu combat uses the same rule as Blue Book Basic (Holmes) D&D in that initiative order goes by dex.
  • Appearance is rolled on 3d6. Same as comeliness in AD&D.
  • Education is rolled on 3d6+3. It more or less equals the number of years of schooling, so a 12 is a high school graduate.
There are a bunch of other stats, but they are all derived from these.
  • Hit Points are the average of constitution and size, round up. Unconsciousness is at 1 or 2 hit points, death at 0 (you have until the following round though to bring that back up to 1). Healing rate is 1d3 hit points per week at home and double that at the hospital.
  • Idea is intelligence x5. It really only exists as far as I can tell because the game does not have d20 based ability checks; everything is percentile-based.
  • Luck is power x5. It's basically a saving throw.
  • Magic points are derived from power as well, starting off equal to it. If your magic points ever reach 0, you fall unconscious.
  • Sanity is also derived from power x5. The more your pc learns about the Cthulhu mythos, the lower his sanity goes. That's okay, there's room at the Sanitarium for all of you.
  • Dodge is dexterity x2, also rolled on percentile, used for trying to get out of the way when you see something coming. Unlike luck, dodge is actually a skill so you can improve it.
  • Know is education x5 for simple or limited knowledge checks, education x3 for harder trivia, and education x1 for really esoteric pieces of information.
Also, coming from Strength plus Size is your Damage Modifier in combat:
STR + SIZadd to damage roll
2 to 12-1d6
13 to 16-1d4
17 to 24none
25 to 32+1d4
33 to 40+1d6
Note that for thrown objects, if the character has a bonus, only add half of it.

When you pick your occupation (see next post), you get to spend EDU x20 on the skills related to that occupation. Then you get INT x10 to allocate on all other skills.

Common Skills

Call of Cthulhu uses percentile dice for all skill checks. Some skills have a base percentage that everyone gets without putting any additional points into it, those are noted with the starting rank in parenthesis. Most skill checks are only made for exceptional circumstances. For instance, you don't need to make a Drive Automobile check to successfully drive to a store. However, if you are being chased by a Spawn of Cthulhu and are forced to drive down the wrong side of the road, then you need to roll it.

Accounting (10%)
Anthropology
Archaeology
Art (5%) (as in performing arts, creative arts, etc covering painting, singing, writing, etc.)
Astronomy
Bargain (5%)
Biology
Chemistry
Climb (40%)
Conceal (15%)
Craft
Credit Rating (15%)
Cthulhu Mythos
Disguise
Dodge (DEX x2)
Drive Automobile (20%)
Electrical Repair (10%)
Fast Talk (5%)
First Aid (30%)
Fist/Punch (50%)
Geology
Grapple (25%)
Handgun (20%)
Head Butt (10%)
Hide (10%)
History (20%)
Jump (25%)
Kick (25%)
Law (5%)
Library Use (25%)
Listen (25%)
Locksmith
Machine Gun (15%)
Martial Arts
Mechanical Repair (20%)
Medicine (5%)
Natural History (10%)
Navigate (10%)
Occult (5%)
Operate Heavy Machinery
Other Language
Own Language (EDU x5)
Persuade (15%)
Pharmacy
Photography (10%)
Physics
Pilot
Pilot Aircraft
Psychoanalysis
Psychology (5%)
Ride (5%)
Rifle (25%)
Shotgun (30%)
Sneak (10%)
Spot Hidden (25%)
Submachine Gun (15%)
Swim (25%)
Throw (25%)
Track (10%)

Weapons Skills

Some occupations give access to a skill category; this means you can put points into any skill in that category. For instance, Thugs have access to all Club skills. As usual, starting percentages in parenthesis.

Archery (10%) - this skill covers all bows but crossbows which are covered by the Rifle skill

Clubs
Black Jack (40%)
Large Club (25%) - two-handed weapon
Small Club (25%)

Knives (25%)
Spear or Lance (15%) - throwing a spear uses the Throw general skill

Swords
Sword fighting requires two separate skills, one for attack and one for parry.
Piercing Sword Attack (10%) - covers fencing foils, rapiers, epees, sword canes
Piercing Sword Parry (10%)
Cavalry Sabre Attack (25%)
Cavalry Sabre Parry (25%)
Machete Attack (25%)
Machete Parry (25%)

Blowgun (25%)
Bolos (10%)
Bull Whip (5%)
Garrotte (15%)
Hunting or War Boomerang (10%)
Nunchuks (5%)
Quoit (25%)
Throwing Stars (20%)

Firearms
Handguns (20%)
Machine Gun (15%)
Rifle (25%)
Shotgun (30%)
Submachine Gun (15%)

Other unusual weapons may appear in the game.

Earning Levels
Lastly, you should determine your character's wealth and income by rolling % dice. While we could correlate occupation with income, it can be more fun to roll the dice and then create an appropriate backstory. A pauper doctor perhaps had a successful practice, but lost a malpractice lawsuit and is now penniless. A wealthy hobo - now that's a backstory that will require some creativity! Naturally income and wealth can and will change over time. You can choose to have a lower income than what you've rolled if it makes sense for your character concept. Use a random generator to determine the character's income within the given range.

All investigators have property in an amount of ten times income. One tenth of that total is banked, as cash. Another tenth is in stocks, bonds, and personal notes, convertible in no less than thirty days. The remaining eight tenths is in property, old books, etc - whatever seems appropriate to the investigator. This wealth should not be turned into cash without thought, and perhaps not without loss of considerable Credit Rating.

01 - 02 Pauper ($0-$250 per annum): This income level is far below the poverty line and is typical of hoboes, indigents, and beggars. Unless the character lives at home with family, he sleeps in alleys and eats handouts or from garbage cans.

03 - 09 Lower Class ($251-$500 per annum): This income group includes the lowest paid part-time help including migrant farm workers, part-time janitors, and dish washers. Such individuals live in flop houses, YMCAs, or, at best, share cramped one-room apartments in awful neighborhoods with one or more roommates, cooking canned soups on illegal hot plates.

10 - 19 Upper Lower Class ($501-$1500 per annum): By careful scrimping and saving this character can afford a one or two-room apartment with a kitchen, in a rundown tenement in a bad neighborhood. Bathrooms and telephones are shared.

20 - 34 Lower Middle Class ($1501-$2500 per annum): This income level affords the character a modest one or two-bedroom apartment located in a neighborhood better than the very worst in town. The character perhaps has his own phone and, if careful how he spends his money, might be able to afford an unreliable used car.

35 - 64 Middle Class ($2501-$6000 per annum): This level of income allows an investigator to own a modest house or rent a quality two or three-bedroom apartment. A modestly priced automobile is also within reason. The investigator owns more than one suit and can afford to treat himself to a decent restaurant once or twice a month. A refrigerator (rather than an ice box) and other home appliances are within his reach.

65 - 84 Upper Middle Class ($6001-$25,000 per annum): At this level of income an investigator can afford a larger house of three or four bedrooms or an expansive apartment of six or seven rooms. There is enough money to easily afford two automobiles of reasonable price, send his children to inexpensive private schools, have a maid in two or three times a week, and have enough money left over for a few solid investments.

85 - 98 Upper Class ($25,001-$75,000 per annum): This level allows ownership of an impressive mansion with a swimming pool and tennis courts, or a penthouse apartment atop a better hotel. More than one domestic is the norm, including a chauffeur for the inevitable limousine. Dining out at fine restaurants and taking annual European vacations are the usual.

99 - 00 Wealthy ($75,001 plus per annum): The sky's the limit: yachts, private aircraft, multiple homes, and major market investments.

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Re: CoC 5E Rules Cheat Sheet

#2 Post by ken-do-nim »

Occupations

These are the "character classes" of Call of Cthulhu. I have an entire sourcebook for these, so you can be virtually anything you want from the time period, but I will list the occupations that are in the core rulebook so that you can get a sense of what the 'expected' ones are. The professions with an * reflect those that Lovecraft most often used in his stories.

Antiquarian*
Art
Bargain
History
Law
Library Use
Other Language
Spot Hidden
+ any one skill as a personal speciality

Artist
Art
Fast Talk
History
Photography
Psychology
Spot Hidden
+ two other skills as personal specialties

Athlete
Climb
Dodge
Jump
Ride
Swim
Throw
+ two other skills as personal specialties

Author*
History
Library Use
Other Language
Own Language
Persuade
Psychology
+ two other skills as personal specialties

Clergyman
Accounting
First Aid
History
Library Use
Listen
Other Language
Persuade
Psychology

Criminal
Bargain
Fast Talk
Locksmith
Sneak
Spot Hidden
Handgun
+ two other skills as personal specialties

Dilettante*
Credit Rating
Ride
+ any four other skills

Doctor of Medicine*
Biology
Credit Rating
First Aid
Latin
Medicine
Pharmacy
Psychoanalysis
Psychology

Engineer
Chemistry
Electrical Repair
Geology
Library Use
Mechanical Repair
Physics
+ two other skills as personal specialties

Entertainer
Art
Credit Rating
Dodge
Fast Talk
Listen
Other Language
Psychology
+ one other skill

Farmer/Woodsman
Electrical Repair
First Aid
Mechanical Repair
Natural History
Operate Heavy Machinery
Rifle
Track
+ one other skill

Foot Soldier
Climb
Conceal
First Aid
Hide
Listen
Sneak
Rifle
Machine Gun

Hobo
Bargain
Fast Talk
Hide
Listen
Natural History
Spot Hidden
Sneak
+ one other skill as personal specialty

Journalist*
Fast Talk
Other Language
Own Language
Persuade
Photography
Psychology
+ two other skills as personal specialties

Lawyer
Bargain
Credit Rating
Fast Talk
Law
Library Use
Persuade
Psychology
+ one other skill

Military Commander
Accounting
Bargain
Credit Rating
Handgun
History
Make Maps
Persuade
Psychology

Missionary
Art
First Aid
Mechanical Repair
Natural History
Persuade
Other Language
+ two other skills

Musician
Art
Bargain
Fast Talk
Listen
Persuade
Psychology
+ two other skills as personal specialties

Parapsychologist
Anthropology
History
Library Use
Occult
Photography
Psychology
Other Language
+ one other skill as a personal specialty

Police Detective*
Bargain
Fast Talk
Handgun
Law
Persuade
Psychology
Spot Hidden
+ one other skill as a personal specialty

Police Patrolman
Fast Talk
First Aid
Handgun
Nightstick
Law
Listen
+ choose two of the following skills: Drive Automobile, Martial Arts, Ride, Spot Hidden

Private Investigator
Bargain
Fast Talk
Handgun
Law
Locksmith
Photography
Psychology
+ choose one of the following: Hide, Listen, Martial Arts, Sneak, Spot Hidden

Professor*
Credit Rating
Library Use
Other Language
Persuade
Psychology
+ any two of the following skills: Anthropology, Archaeology, Astronomy, Biology, Chemistry, Geology, History, Medicine, Natural History, Physics
+ one other skill as a personal specialty

Revolutionary
Conceal
Handgun
Hide
Martial Arts
Persuade
Rifle
Spot Hidden
+ one other skill as a personal specialty

Tribal Fisherman
Listen
Mechanical Repair
Natural History
Pilot Boat
Occult
Spot Hidden
Swim
Throw

Tribal Warrior
Cultural Weapon
Natural History
Occult
Persuade
Track
Spot Hidden
+ two other skills as personal specialties

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Re: CoC 5E Rules Cheat Sheet

#3 Post by ken-do-nim »

Weapons

Item hit points are important because they can be broken when being used to parry an opponent's attack.

Impale results are basically critical hits that stabbing weapons and missile fire can achieve when the attack roll is 1/5th or lower of what is needed to hit (if the base chance is 50%, it happens on a 10 or less). Impales do double damage.

Hand-to-Hand
WeaponBase chance to hitDamageItem hit pointsCost
Fist/Punch50%1d3+dbn/an/a
Head Butt10%1d4+dbn/an/a
Kick25%1d6+dbn/an/a
Grapple25%specialn/an/a
Sword Cane20%1d6+db, can impale10$25
Cavalier Sabre15%1d8+1+db20$30
Wood Axe20%1d8+2+db15$5
Hatchet/Sickle20%1d6+1+db12$3
Fighting Knife (aka dagger)25%1d4+2+db, can impale15$2
Butcher Knife25%1d6+db, can impale12$2
Small Knife (aka switchblade)25%1d4+db, can impale9$2
Pocketknife25%1d3+db, can impale6$.50
Blackjack40%1d8+db4$2
Large Club/Cricket Bat/Poker25%1d8+db20$3
Small Club/Nightstick25%1d6+db15$3
Burning Torch10 + clothing fire %1d615negligible
Handguns
All of these use the Handgun skill. All can impale.
WeaponBase chance to hitDamageBase rangeShots per roundBullets in gunItem hit pointsCostMalfunctions on a
.25 Derringer20%1d63 yards115$12100
.32 Revolver20%1d815 yards3610$15100
.38 Revolver20%1d1015 yards2610$25100
.45 Revolver20%1d10+215 yards1610$30100
.45 Automatic20%1d10+215 yards178$40100
Rifles
The weapons listed below use the Rifle, Shotgun, and Submachine Gun skills. All can impale.
WeaponBase chance to hitDamageBase rangeShots per roundBullets in gunItem hit pointsCostMalfunctions on a
.22 Bolt-Action Rifle25%1d6+230 yards169$1399
.30 Lever-Action Carbine25%2d650 yards168$1998
.30-06 Bolt-Action Rifle25%2d6+4110 yards1/2512$75100
Elephant Gun15%3d6+4100 yards1 or 2212$400100
12-gauge Double-Barreled Shotgun30%4d6/2d6/1d610/20/50 yards1 or 2212$40100
12-gauge Pump Shotgun30%4d6/2d6/1d610/20/50 yards1510$45100
12-gauge Sawed Off Shotgun30%4d6/1d65/10 yards1 or 2214n/a100
Thompson Submachine Gun15%*1d10+220 yards1 or burst20/338n/a96
* the Tommy Gun, when firing a burst at one target, improves the chance to hit by 5% per bullet, up to double the character's percentage. However, a hit does not mean that all bullets hit, it means a range from 1 to the number of bullets fired hit.

Parry - In defending against a hand-to-hand attack, a defender may attempt to parry an attacking blow - a parry is a harmless blocking or diversion of an attack. A parry roll equals the normal attack percentage for the weapon skill or personal attack. A parry is always defensive and does no damage. One parry per participant can be attempted anytime during the combat round. At the beginning of the round, the defender states which potential attacker he intends to parry, before anyone attacks. If the defender is knocked out or stunned before the attack occurs, then the parry is foregone. If an object is used to parry, it absorbs any damage from a physical blow, not the character doing the parrying. If the damage exceeds the object's hit points, however, then the object is broken and the defender suffers the damage exceeding the object's hit points.
  • Personal attacks can parry each other
  • An investigator can parry an edged or impaling weapon with most hand-to-hand weapons and with rifles and shotguns. Personal attacks cannot parry weapon attacks, but two consecutive grapples can in effect parry an attack, one to establish contact and the next to grab the weapon or weapon hand.
  • Foils, rapiers, and most swords and sabres can attack and parry in the same round.
  • Parry may be combined with Dodge in the same round.

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Re: CoC 5E Rules Cheat Sheet

#4 Post by ken-do-nim »

Selected Skill Descriptions

Dodge (Dex x2%)
Allows an investigator to instinctively evade seen blows, thrown missiles, ambushes, and so forth. A character attempting Dodge may perform no attacks in that combat round, but may parry.

First Aid (30%)
The percentage chance of awakening an unconscious or stunned comrade, setting a broken limb, treating burn damage, resuscitating a drowning victim, etc. First Aid has no effect on diseases or subtle physical ailments, nor on poisonings unless the keeper admits the roll. Treated with First Aid, an investigator's healing rate stays at 1d3 points per week. Moved to a hospital and successfully treated with Medicine, that rate rises to 2d3 per week. Failure in applying First Aid requires that the user wait some reasonable amount of time to try again, but another practitioner could make his or her attempt in the very next round.
  • A success with this skill allows the user to immediately heal 1d3 hit points of a single attack or injury. Thus an investigator suffering multiple gunshot wounds might receive First Aid for each, as long as they were not incurred in the same attack. One could get more detailed in listing wounds and injuries, of course, but the bookkeeping might be tedious.
  • In the same or succeeding combat round, an investigator who has just died may be returned to life if the emergency 1d3 hit points raises his or her hit point total to at least +1.
  • A success with First Aid immediately awakens any victim of a knock-out attack and, if the keeper wishes, anyone unconscious.
Once an investigator has had First Aid successfully applied to an injury, further applications either of First Aid or of Medicine have no effect. A new injury could be treated independently, however. An application of the skill takes a combat round, or as the keeper determines. See also Medicine.

Medicine (05%)
The user diagnoses and treats human frailties, injuries, diseases, poisonings, etc., and makes public health recommendations. If an era has no good treatment for a malady, any effort is limited, uncertain, or inconclusive. Failure in application requires that the user wait some amount of time to try again, but another practitioner could make his or her attempt in the next round.
  • In an emergency, the successful user of Medicine can immediately restore 1d3 hit points, once per attack or injury.
  • In the same or the succeeding combat round, an investigator who has just died may be returned to life if the emergency 1d3 hit points raises his or her hit point total to at least +1.
  • An investigator successfully treated with Medicine heals at 2d3 hit points per game week.
  • A success with Medicine immediately awakens any victim of a knock-out attack and, if the keeper wishes, anyone unconscious.
  • The keeper may rule that a medical condition is not treatable. See also First Aid.
House Rule: I've used strike out to remove the parts of the rules we aren't using. Instead, knowledge of medicine enhances an investigator's ability to apply First Aid. For every 5% of skill above the first 10% the character has in Medicine, increase the character's skill at First Aid by 2%. For example, a Doctor with 65% in Medicine has a base 52% chance to apply First Aid instead of 30%, and then he can put additional skill points into First Aid on top of that.
Historical note: This skill is the big change from Call of Cthulhu 4th Edition, which I think explains its awkwardness. 4th Edition had separate skills for First Aid, Diagnose Disease, Treat Disease, and Treat Poison, and they rolled them all into one ... but left First Aid as well, making it redundant.

Psychoanalysis (00%)
Enables the user to staunch temporary and indefinite insanity for a day or so. If the condition persists beyond that period, thereafter the unfortunate lapses, and only time heals the insanity. This emergency treatment takes up to an hour to perform, and can be applied just once per incident of insanity, no matter how many analysts are available.
  • Treatment by a psychotherapist can add Sanity points during indefinite insanity and possibly speed recovery.
  • Psychoanalysis cannot increase a person's Sanity points beyond POWx5, nor above 99-Cthulhu Mythos.
The skill refers to the range of emotional therapies, not just to Freudian procedures. Often it was looked on as suspect charlatanry in the 1920s. The common term then for an analyst or scholar of emotional disorders was 'alienist'.

Psychology (05%)
A skill common to all humans, it allows the user to study an individual and form an idea of his or her motives and character. In general, the keeper should make the rolls for this skill and keep the results secret, announcing only the information, true or false, that the user gained by employing it. Players should not expect that this skill penetrates skillful deceit unless the investigators jar their opponent's confidence.

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Re: CoC 5E Rules Cheat Sheet

#5 Post by ken-do-nim »

Sanity Loss & Gain

Temporary Insanity
Lose 5 or more sanity points on a single die roll. Can last as little as 1 combat round, or as long as 10 days (I roll on a chart). Main symptom is hysteria; the investigator is overcome by fear or horror. The investigator may be able to run away ("shrieking into the night"), or might only be able to "lay on the ground twitching and drooling".

Indefinite Insanity
Lose 20% of current sanity points within one game hour. Lasts 1d6 game months.

Insanity Types
Catatonia/Stupefaction
Amnesia
Panzaism/Quixotism
Paranoia
Phobia or Fetish
Obsession, Addiction, Tremors
Megalomania
Schizophrenia
Criminal Psychosis
Multiple Personalities

Insane Insight
After going insane, an investigator may make an IDEA roll (INT x5), and if the result is FAILED, the investigator gains insight into the problem or monster being faced and how to overcome it.

Permanent Insanity
That's when you reach 0 sanity.

Mission Accomplished
Sanity is regained at the end of a successful adventure. Each scenario describes how much can be regained. Defeating individual Cthulhu monsters regains the investigator 1d6 sanity.

90% in a Skill
If after an adventure, an investigator's skill reaches 90% or higher, 2d6 sanity is regained.

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