Call of Cthulhu
Character Creation
Attributes
All characters have 3 Attributes: Physical, Mental, and Social. 15 points are divided between them with a minimum of 2 and a maximum of 8. These values will determine a character's defense against harm and contribute towards their Skills.
Skills
Each Attribute applies to two Skills. The value in the Attribute is divided between the two Skills leaving each Skill with a minimum or 1 and a maximum of 5.
The points in a character's Physical Attribute are divided between Strength and Dexterity.
Strength is a measure of a character's physical might. It aids them in attacking in melee and tests of power.
Dexterity determines a character's hand eye coordination, agility, speed, and reflexes.
The points in a character's Mental Attribute are divided between Knowledge and Intuition.
Knowledge is a measure of a character's book smarts, memory, reason, and ability to problem solve.
Intuition determines a character's alertness, instinct, and ability to understand things beyond reason including spell casting.
The points in a character's Social Attribute are divided between Charisma and Luck.
Charisma is a measure of a character's personality, looks, charm, and understanding of others.
Luck determines how often things turn out in a characters favor.
The points in a character's Physical Attribute are divided between Strength and Dexterity.
Strength is a measure of a character's physical might. It aids them in attacking in melee and tests of power.
Dexterity determines a character's hand eye coordination, agility, speed, and reflexes.
The points in a character's Mental Attribute are divided between Knowledge and Intuition.
Knowledge is a measure of a character's book smarts, memory, reason, and ability to problem solve.
Intuition determines a character's alertness, instinct, and ability to understand things beyond reason including spell casting.
The points in a character's Social Attribute are divided between Charisma and Luck.
Charisma is a measure of a character's personality, looks, charm, and understanding of others.
Luck determines how often things turn out in a characters favor.
Health
Health is measured in three Tracks: Vitality, Sanity, and Bravery. Characters begin at the top of each Track.
Traits
Each character starts with 2 traits assigned by the Keeper. Traits represent a specific thing the character is good at or known for. It usually comes in the form of a +1 Skill or Attribute Point while performing a specific action. For example; the "Brave" Trait grants a character +1 Social Attribute Point while rolling to resist fear.
Belongings
Each character begins with any number of Belongings assigned by the Keeper.
Playing the Game
Skill Checks
Skill Checks allow characters to make actions. To make a Skill Check, roll 1d6 and compare the result to the appropriate Skill. A result equal to or below the character's Skill Point total is a Success. A result greater than the total is a Failure.
Some tasks are more difficult than others. Exceptionally easy tasks apply a +1 Skill Point bonus where hard tasks apply a -1 (Hard), -2 (Very Hard), or -3 (Extremely Hard) penalty.
Rolling a natural 1 results in a Critical Success meaning you not only achieved your goal but also gained additional beneficial outcomes.
Attacks made with Skill Checks hit their target with a Success and miss with a Failure and Critical Successes deal 2 extra wounds to the hit target.
A character can make up to 3 Skill Checks in a Round and may perform other actions that do not require Skill Checks such as movement, using equipment, and talking as long as their total actions takes no more than 10 seconds to perform.
Skill Checks can be used to attempt to avoid attacks but these count towards the 3 Skill Check / Round limit.
Some tasks are more difficult than others. Exceptionally easy tasks apply a +1 Skill Point bonus where hard tasks apply a -1 (Hard), -2 (Very Hard), or -3 (Extremely Hard) penalty.
Rolling a natural 1 results in a Critical Success meaning you not only achieved your goal but also gained additional beneficial outcomes.
Attacks made with Skill Checks hit their target with a Success and miss with a Failure and Critical Successes deal 2 extra wounds to the hit target.
A character can make up to 3 Skill Checks in a Round and may perform other actions that do not require Skill Checks such as movement, using equipment, and talking as long as their total actions takes no more than 10 seconds to perform.
Skill Checks can be used to attempt to avoid attacks but these count towards the 3 Skill Check / Round limit.
Attribute Checks
When faced with anything that could cause a character to lose Health, they make an Attribute Check. This is done by rolling 1d8 and comparing the result to a characters Attribute Point total. A result equal to or below the character's Attribute Point total is a Success. A result greater than the total is a Failure.
In most cases a Success reduces the number of wounds taken by 1 (to a minimum of 0) and a failure results in receiving the full effect of the harm.
A Critical Success results in restoring 1 Health Marker after taking the effects of the successful Attribute Check.
In most cases a Success reduces the number of wounds taken by 1 (to a minimum of 0) and a failure results in receiving the full effect of the harm.
A Critical Success results in restoring 1 Health Marker after taking the effects of the successful Attribute Check.
Losing Health
The further down the Health Tracks a character falls, the more serious consequences they receive.
Well
Scratched
Bruised
Bloodied -1 Physical Attribute Checks
Wounded -1 single Physical Skill
Crippled -2 single Physical Skill
Dying must make successful Physical Attribute Check at the end of each Round they performed Skill Checks or die
Dead the character has died
Sane
Stressed
Shaken
Paranoid you feel threatened by or skeptical of all who you interact with
Unstable you make rash decisions and take actions that may not benefit others but ensure your safety
Mad you become obsessed with survival and commit acts of overkill and begin to lose sight of your goals
Psychotic you see things that aren't there, hear voices, and lose touch with reality
Insane you are completely out of your mind and can fall victim to senseless killing sprees and inability to communicate
Unafraid
Nervous
Anxious
Fearful -1 Social Attribute Checks
Panicky failing a Skill Check results in your next action being driven by fear alone
Terrified all Skill checks must be driven by fear alone
Horrified you spend all your actions desperately trying to avoid threats
Petrified you are frozen with fear and cannot take actions until there is no immediate threat to you
Well
Scratched
Bruised
Bloodied -1 Physical Attribute Checks
Wounded -1 single Physical Skill
Crippled -2 single Physical Skill
Dying must make successful Physical Attribute Check at the end of each Round they performed Skill Checks or die
Dead the character has died
Sane
Stressed
Shaken
Paranoid you feel threatened by or skeptical of all who you interact with
Unstable you make rash decisions and take actions that may not benefit others but ensure your safety
Mad you become obsessed with survival and commit acts of overkill and begin to lose sight of your goals
Psychotic you see things that aren't there, hear voices, and lose touch with reality
Insane you are completely out of your mind and can fall victim to senseless killing sprees and inability to communicate
Unafraid
Nervous
Anxious
Fearful -1 Social Attribute Checks
Panicky failing a Skill Check results in your next action being driven by fear alone
Terrified all Skill checks must be driven by fear alone
Horrified you spend all your actions desperately trying to avoid threats
Petrified you are frozen with fear and cannot take actions until there is no immediate threat to you
Restoring Health
Vitality is restored by rest and medical attention. A character that rests for a night or an equivalent amount of time restores 1 Vitality. Medical attention also restores 1 Vitality immediately and an additional 1 if the character rests. Critical Successes on Checks to give medical attention grant an additional 1 restoration immediately and after rest.
Sanity is restored by experiencing relaxing or calming moments, enjoying good food and drink and the company of others, achieving a major goal, and focusing on a belonging that reduces your stress. In most cases each of these actions will restore 1 - 2 Sanity.
Bravery is restored by feeling safe. Once a character feels to be completely out of harms way they restore 1 Bravery. Additional Bravery can be restored each time a minor goal is achieved.
Sanity is restored by experiencing relaxing or calming moments, enjoying good food and drink and the company of others, achieving a major goal, and focusing on a belonging that reduces your stress. In most cases each of these actions will restore 1 - 2 Sanity.
Bravery is restored by feeling safe. Once a character feels to be completely out of harms way they restore 1 Bravery. Additional Bravery can be restored each time a minor goal is achieved.