The Call of Cthulhu RPG Wiki (2024)

When you are confronted with the horrors of the CthulhuMythos, it is generally a better idea to run away, or avoidconfrontation altogether, as such entities are very powerful andoften resistant to bullets! However, sometimes there is no otherchoice than to go in, guns blazing, and make the best of it.

When a combat occurs, all investigators, as well ascharacters and monsters controlled by the Keeper, act inorder of their DEX values. The investigator, character, ormonster with the highest DEX acts first and then the othersgo in descending order from there.

Example: Billy is facing a cultist who has summoned a monster.Things are about to turn ugly. Billy has DEX 50, the cultistDEX 45, and the monster DEX 70. Thus, the monster has thehighest DEX and will act first in the combat round, followed byBilly and then the cultist.

The duration of a combat round in Call of Cthulhu is bestdescribed as “long enough for everyone to take one significantaction.” The Keeper controls the flow of the round. Oneach character’s DEX turn, the Keeper decides or asks (ifan investigator) what action is being taken; usually this issomething as simple as, “I attack the monster,” “I pull out myrevolver,” or “I run away!” The Keeper should give everyonea chance to do something quickly, while being aware of thenarrative flow of the events taking place.

Investigators have three combat skills: Fighting, Dodge,and Firearms. Two of these skills are made up of multiplespecializations, such as Fighting (Brawl) or Firearms(Rifle/Shotgun)—each player will have decided whichspecializations their investigator has (if any) during charactercreation, when skill points were allocated for occupation andpersonal interest skills. Note that the Fighting (Brawl) skillincludes unarmed combat and the use of simple weaponslike knives and clubs; however, wielding a sword requires theFighting (Sword) specialization.

You make a combat roll using the appropriate skill, justlike any other skill roll; however, you don’t get to “push”combat rolls—you simply make another attack next round.

# Close Combat

On a character’s turn in the DEX order, they may chooseto initiate an attack against an opponent. In addition, eachtime a character is attacked, they get to choose how they willrespond, be it by dodging (attempting to avoid the attackcompletely) or fighting back (attempting to avoid, block, orparry an attack while also making one of their own).

Both attacker and defender roll percentage dice (1D100)and compare their levels of success:

  • If you are fighting back, use your Fighting skill. You needto achieve a higher level of success than your attacker.
  • If you are dodging, use your Dodge skill. Your attackerneeds to achieve a higher level of success than you.

It’s a simple matter: the winning side avoids receiving anydamage and will inflict damage (unless dodging) on theiropponent.

When fighting back, the best a person can achieve is“regular” damage, whereas the character initiating the attack(if successful) could achieve “extreme damage”.

Example: a ghoul swings a clawed hand at Susan, who elects tododge. The Keeper rolls 03—an Extreme success (below one-fifthof the ghoul’s skill). Susan rolls 20 for her Dodge roll—a Hardsuccess. The attacker has achieved a better level of success than thedodger, so Susan is hit, automatically taking the maximum of 10damage (1D6+1D4) because the attack was an Extreme success.

The ghoul is a monster with 3 attacks per round (all of itsattacks take place simultaneously on its DEX). On its secondattack it tries to bite Susan, who fights back. Susan achieves aHard success; the ghoul achieves a Regular success. Susan hasa better level of success than the ghoul, so she successfully fightsback—not only does she avoid injury, but she also inflicts 1D3points of damage on the ghoul.

Remember, if the person dodging equals the level of success oftheir attacker, they succeed in avoiding the attack (as the attackermust achieve a higher level of success than the dodger). Whereas, iffighting back, equal levels of success mean the initiating attackerwins the combat.

# Extreme Damage

Attacks that achieve an Extreme level of success deliverincreased damage:

  • Blunt weapons deal maximum damage plus maximumdamage bonus (if any).
  • Impaling weapons (blades and bullets) deal maximumweapon damage plus damage bonus (if any) plus anadditional dice roll for the weapon’s damage (1D10 + 10points of damage in the case of a handgun, for example).

Example: Billy wins a combat round with an Extreme success;he is wielding a club (blunt weapon), and has damage bonus of1D4. The attack inflicts 6 + 4 = 10 damage. If he had used a knife(impaling weapon) instead, the damage would be 4 + 4 + 1D4.

# Firearms Rules

The person firing the gun makes a percentile roll andcompares the result with their Firearms skill.

  • Readied firearms act at DEX +50 for the purpose ofdetermining the DEX turn order.

  • If firing 2 or 3 shots from a handgun in one round, applyone penalty die to each shot.

  • If at point-blank range (within one-fifth of DEX in feet),the shooter gains one bonus die on the skill roll.

The target of the shot cannot fight back (you can’t dodgea bullet) but may “dive for cover,” by rolling against theirDodge skill. If the Dodge roll is successful, the attacker’srolls to hit are made with one penalty die. A character thatopts to dive for cover forfeits their next attack (regardless ofwhether they were successful or not). If they have alreadyused their attack this round, they forfeit their attack in thefollowing round.

Example: Billy has his revolver ready in his hand when he spots asword-wielding cultist running towards him. Billy’s DEX is 50,but his readied firearm grants +50 DEX, making his DEX 100for determining when he acts in the round; the cultist’s DEX is45, so Billy is firing first.

The cultist sees the gun and dives for cover (making a Dodgeroll) and is successful. Billy rolls to hit but applies a penalty dieto the roll, failing to hit the cultist. As the cultist has lost his nextaction due to diving for cover, the round ends. A new round starts,giving Billy another chance to hit before the cultist attacks him.

# Weapons and Damage

Weapon Damage
Unarmed attacks (human) 1D3 + damage bonus
Small knife 1D4 + damage bonus
Machete 1D8 + damage bonus
Small club 1D6 + damage bonus
Baseball bat 1D8 + damage bonus
Handgun 1D10
Shotgun 4D6 (at close range*, otherwise 2D6; does not impale)
Rifle: 2D6+4

* Close range: within DEX in feet (i.e. if DEX is 60, closerange is 60 feet).

# Fighting Maneuvers

If a player describes a goal in combat that is something otherthan simply inflicting physical harm then it can be resolvedwith a “Fighting Maneuver.” A successful maneuver allowsthe character to achieve one thing, such as:

  • Disarm an opponent.
  • Knock an opponent to the floor.
  • Seize and hold an opponent, whereupon the opponent must apply one penalty die to their actions until they can break free.

A maneuver is treated the same way as a regular Fightingattack, using the Fighting (Brawl) skill. The opponent maydodge or fight back as usual. Compare the Build of the twocombatants. If the character performing the maneuver has asmaller Build than their opponent then they take a penaltydie for each point of difference (to a maximum of twopenalty dice). If an opponent exceeds the attacker’s Build bythree or more points, any fighting maneuvers are ineffective;the attacker may be able to lay hands on their opponent,but lacks the strength and size required to take advantageof their grip.

Example: Susan attempts to push a ghoul out of a nearbywindow (a Fighting Maneuver). Susan’s Build is zero and theghoul’s Build is 1, so Susan suffers 1 penalty die on her attackroll. Susan rolls 02 and 22; she had a penalty die so must takethe higher result—a Hard success (under half Susan’s Fightingskill). The ghoul is fighting back, and it rolls a Regular successon its Fighting skill. Susan has achieved a better level of successand so her maneuver is successful—she shoves the ghoul throughthe window.

# Outnumbered

A character outnumbered by the opposition is at adisadvantage. Once a character has either fought back ordodged in the present combat round, all subsequent meleeattacks on them (in the same round) are made with onebonus die. This does not apply to attacks made using firearms.

Example: the ghoul has 3 attacks, whereas Susan has just 1. Onthe ghoul’s first attack roll, Susan gets to fight back or dodge andthe combat is normal. But, on the ghoul’s second and third attacks,it gets a bonus die to each of these attacks, as Susan is effectivelyoutnumbered.

In another situation, Billy is facing two cultists alone, so he isoutnumbered. The first cultist’s attack against Billy is normal, butthe second cultist receives a bonus die when attacking.

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