Call of Cthulhu · 8 entries
| Rule | Summary |
|---|---|
| Combat and Damage Bonus | Physically larger, stronger investigators add a Damage Bonus die to melee and thrown attacks. |
| Luck Rolls | A Luck characteristic can be rolled or spent to nudge fate when no skill applies. |
| Major Wounds and Death | A single hit dealing enough damage in one blow is a Major Wound, forcing a CON roll or unconsciousness. Hit Points at 0 mean death. |
| Opposed Rolls | When two characters compete directly, both roll and the better degree of success wins. |
| Percentile Skill Checks | Roll d100 and compare to a skill percentage. Rolling at or under the skill succeeds. |
| Pushing a Roll | A failed roll can be reattempted immediately by explaining how the investigator tries harder — at a steeper cost on a second failure. |
| Sanity and Sanity Loss | A Sanity score tracks psychological stability. Exposure to Mythos horrors forces a Sanity roll; failure costs Sanity points. |
| Temporary and Indefinite Insanity | Losing 5 or more Sanity in one go risks a temporary break; running Sanity too low risks a longer-lasting one. |