Skip to main content

Call of Cthulhu 7th Edition skill

Electrical Repair

Electrical Repair is a skill in Call of Cthulhu 7th Edition: Diagnosing and repairing electrical systems, from house wiring and generators to radios and lab apparatus.

Last reviewed

Key facts

Base Value
10

Overview

Electrical Repair covers wiring, generators, telephones, radios, and the fuse boxes in every house that was retrofitted badly. It starts at 10 percent, so an untrained investigator can improvise but should not be trusted with a live circuit. In play it earns its points by restoring power in the dark, hot-wiring a car, defeating an electric lock, or getting a device working before dawn. Keepers also use it to explain what an unfamiliar apparatus does, which matters when the apparatus is not of this earth.

How it works

Base Value: 10% Common Rolls:

  • Restoring power to a building or repairing a downed line
  • Fixing radios, telephones, and recording gear
  • Hot-wiring a vehicle or bypassing an electrical lock Boundaries: Anything not carrying current is Mechanical Repair, which also starts at 10 percent. Plenty of jobs need both. Conditions: Tools, parts, and time set difficulty. Darkness, haste, and water are where Hard rolls come from.

Tips and playstyle

Best for: Engineers, electricians, radio operators, and investigators built around gear rather than guns. Character concepts: A telephone lineman, a university lab assistant, a bootlegger who wires other people's alarms. Synergies: Mechanical Repair covers the rest of the machine, Science supplies the theory, and Spot Hidden finds the tampering you are about to undo.

Frequently asked questions

Is Electrical Repair worth points?

Yes. The period runs on wiring, telephones, and generators, and Keepers often gate a scene behind restoring power.

When does the Keeper call for Mechanical Repair instead?

When nothing carries current. Engines, clockwork, and locks are Mechanical Repair; anything wired, powered, or broadcasting is this skill.