A standard RQ hit location will be rolled, and the location indicated will be incapacitated or disabled. This is an imported Call of Cthulhu v7 rule Hit LocationĪfter discussion, Hit Locations will not be used except in the case of Major Wounds. If none of the individual injuries inflicted half or more the character's HP, damage heals at a rate of 1 HP a day, doubled if a successful Medical roll is made for using suitable facilities. If any of the individual injuries inflicted half or more the character's HP, it constitutes a Major Wound CONx5 to remain conscious, and healing is at 1d3 per week for all damage, doubled if a successful Medical roll is made for using suitable facilities. This replaces CoC 6's basic abdication of movement rules, and CoC 7's 8 metres or yards per round. This is an imported Call of Cthulhu v7 rule MovementĪs we use 5' squares most of the time, a human with a MOV of 8 may move 6 squares (30') in a combat round (full-round move) or 4 squares and take an action (shoot, reload, cast a spell and so on). If both are maxed, it can be spent on a skill. The Keeper can also issue luck points as bennies for spectacular success, outstanding roleplaying, outrageous laughter and so on.Īlso, if a SAN improvement roll can't be made because the character is at max, the results are added to Luck instead. You can Push a roll, or Spend Luck, but not both on the same failed roll! As with Pushed rolls, you can't spend Luck on Combat rolls. If the roll succeeds, the character doesn't get an improvement tick on the skill, but does get a tick on Luck and can roll to improve that at the end of the session, in the same way as a skill. These Luck points are spent and the character's Luck score goes down by that amount. If a character fails a roll, they can choose to spend enough Luck points to boost the roll to a success. When the Keeper calls for a Luck roll, roll under it on d% for success as usual. Character in play when this rule is introduced retain their current Luck but detach it from POW. After that it does not alter when POW does. This is an imported Call of Cthulhu v7 rule Variable LuckĪ character's initial Luck at creation is POWx5. The tool breaks, or the character cuts himself, or the noise he makes attracts hostile attention and so on.Ī skill can only be pushed once for a given task, and combat skills can't be pushed. However, if the pushed roll is failed, the result is effectively a fumble the worst possibility imaginable. They get a second roll at the same chance as before. The player must describe how they are improving their chance of success - using a different tool, referring to a different book, waving weapons at someone to persuade them to co-operate and so on. If a skill roll is failed, a player may opt to "push his luck" and stretch his skill to pull success from failure.