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Call of Cthulhu 7th Edition artwork

Call of Cthulhu 7th Edition

How to play Call of Cthulhu 7th Edition

A fast, practical overview. Call of Cthulhu 7th Edition is a horror investigation roleplaying game based on H.P. Lovecraft's Cthulhu Mythos. Players take on the roles of Investigators, ordinary people who uncover cosmic horrors beyond human comprehension. As you investigate mysteries, your character's Sanity slowly erodes, skills improve through use, and the line between reality and madness blurs.

Beginner checklist

1

Describe what you try to do (then pick the most relevant skill).

2

Roll d100 and try to roll under your skill.

3

Use difficulty bands (Regular/Hard/Extreme) to set stakes.

4

Track Sanity and consequences; failing forward is normal in investigation play.

How rolls work

Call of Cthulhu uses percentile skills: roll d100 and succeed if you roll at or under your skill. Difficulty often shifts the threshold (Regular/Hard/Extreme) and Sanity loss is a core pressure loop.

Pick the relevant skill (e.g., Spot Hidden, Library Use).

Roll d100 and compare to your skill rating (and difficulty threshold).

Apply consequences: information gained, complications, or Sanity loss when appropriate.

Example

Spot Hidden 55%: a roll of 42 succeeds; a harder threshold would require a lower roll.

Key facts

Percentile skill system: Roll d100, succeed if equal to or below skill rating

8 Characteristics: STR, CON, POW, DEX, APP, SIZ, INT, EDU (plus Luck)

Occupation system: Each occupation grants skill bonuses and Credit Rating range

Sanity mechanics: Starts at POW, maximum reduced by Cthulhu Mythos exposure

Skill improvement: Mark skills during play, improve after sessions

Luck: Spend after a roll, point for point, to turn a failure into a success; can't be used on Sanity, damage, Luck rolls, or pushed rolls

Derived stats: HP, MP, Sanity, Build, MoveRate, DamageBonus

Play examples

Spot Hidden under pressure

You search a room fast before the cult returns. Roll Spot Hidden; a Regular success finds the clue, a failure still finds something but costs time or adds a complication.

Hard/Extreme as stakes

If the clue is tiny or conditions are bad, the Keeper can call for Hard/Extreme. You're not changing the scene, just raising the required quality of success.

Common mistakes

Mistake

Treating failures as 'nothing happens'.

Fix

Fail forward: you still get info, but pay with time, noise, or Sanity pressure.

Mistake

Forgetting difficulty bands (Regular/Hard/Extreme).

Fix

Use them to express stakes without changing the whole scene.

Full rules reference for Call of Cthulhu 7th Edition

Character creation

1

Choose Occupation

2

Roll 3d6×5 for STR, CON, POW, DEX, APP (range 15-90). Roll (2d6+6)×5 for SIZ, INT, EDU (range 40-90).

3

Calculate Derived Stats: HP, MP, Sanity, Build, Magic Points

4

Distribute Skill Points based on Occupation

5

Choose Personal Details and Background

6

Select Equipment and Spells

Skills

See skills in the rules topics.

Open skills topic

What to track during play

Sanity
Hit points
Luck (if your table uses it)
Key skills used (for improvement checks)

Start playing with RPG Stack

Create a character, keep rules handy, and roll fast without leaving the table.