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Call of Cthulhu - D20 - GM Screen
Call of Cthulhu - D20 - GM Screen
Score Modifier Level XP Bad Good Defense Offense Defense Offense Difficulty DC
1 -5 Save Save Attack Attack AC AC Very Easy 0
2-3 -4 Bonus Bonus Bonus Bonus Bonus Bonus Easy 5
4-5 -3 1st 0 +0 +2 +0 +1 +2 +0 Average 10
6-7 -2 2nd 1,000 +0 +3 +1 +2 +2 +0 Tough 15
8-9 -1 3rd 3,000 +1 +3 +1 +3 +2 +0 Challenging 20
10-11 0 4th 6,000 +1 +4 +2 +3 +2 +0 Formidable 25
12-13 +1 5th 10,000 +1 +4 +2 +4 +3 +1 Heroic 30
14-15 +2 6th 15,000 +2 +5 +3 +5 +3 +1
16-17 +3 7th 21,000 +2 +5 +3 +6/+1 +3 +1
18-19
20-21
+4
+5
8th
9th
28,000
36,000
+2
+3
+6
+6
+4
+4
+6/+1
+7/+2
+3
+3
+1
+1
Table 4: Aging Effects
and so on 10th 45,000 +3 +7 +5 +8/+3 +4 +2 Age Str/ Int/
11th 55,000 +3 +7 +5 +9/+4 +4 +2 Con/ Wis/
12th 66,000 +4 +8 +6/+1 +9/+4 +4 +2 Dex Cha
13th 78,000 +4 +8 +6/+1 +10/+5 +4 +2 Middle -1 +1
14th 91,000 +4 +9 +7/+2 +11/+6/+1 +4 +2 (50 years)
15th 105,000 +5 +9 +7/+2 +12/+7/+2 +5 +3 Old -2 +1
16th 120,000 +5 +10 +8/+3 +12/+7/+2 +5 +3 (65 years)
17th 136,000 +5 +10 +8/+3 +13/+8/+3 +5 +3 Venerable -3 +1
18th 153,000 +6 +11 +9/+4 +14/+9/+4 +5 +3 (80 years)
19th 171,000 +6 +11 +9/+4 +15/+10/+5 +5 +3 Maximum Age (+3d10 years)
20th 190,000 +6 +12 +10/5 +15/+10/+5 +6 +4
Criminal (-1) Detective (-1) Dilettante (+1) Doctor/Nurse (+2) Parapsychologist (-2)
Bluff Gather Information Diplomacy Computer Use Bluff
Disable Device Hide Drive Diplomacy Gather Information
Escape Artist Intimidate Gather Information Heal Knowledge (history)
Forgery Listen Innuendo Knowledge (biology) Knowledge (occult)
Hide Move Silently Knowledge (art) Knowledge Knowledge (religion)
(medicine)
Innuendo Open Lock Knowledge (one city) Knowledge (any one) Listen
Move Silently Search Pilot Listen Search
Open Lock Sense Motive Ride Research Sense Motive
Sleight of Hand Spot Speak Other Language Spot Spot
Priest/Clergyman (-1) Professor (0) Psychologist (0) Soldier (-2) Technician (+2)
Concentration Concentration Bluff Climb Computer Use
Diplomacy Diplomacy Diplomacy Hide Craft (any one)
Knowledge (religion) Gather Information Gather Information Jump Disable Device
Knowledge (any one) Knowledge (any one) Heal Listen Knowledge (any one)
Knowledge (any one) Knowledge (any one) Knowledge (medicine) Move Silently Open Lock
Listen Knowledge (any one) Knowledge (psychology) Spot Operate Heavy
Machinery
Sense Motive Research Psychoanalysis Swim Repair
Speak Other Language Speak Other Language Research Use Rope Research
Spot Spot Sense Motive Wilderness Lore Search
Table 14: Disable Device Table 16: Drive Table 18: Forgery
Device Time DC Maneuver or Condition DC Condition Forgery
Simple 1 round 10 45-degree turn 10 Check
Tricky 1d4 rounds 15 90-degree turn 12 Modifier
Difficult 2d4 rounds 20 180-degree turn 25 Document unknown to reader -2
Wicked 2d4 rounds 25 Keeping to a narrow track 15 Document somewhat unknown to reader +0
Avoiding a moving obstacle 20 Document well known to reader +2
Dirt or gravel road +2 Handwriting not known to reader -2
Table 49: Combat Actions fall from sky 46-55 Character develops an attachment to
a “lucky charm”
No Action
Delay
Table 43: Temp. Insanity Duration 56-65 Character develops psychosomatic
blindness, deafness, or loss of limb usage
d10 roll Insanity Type Duration 66-75 Character has uncontrollable tics
Free Actions 1-7 Short temporary 1d10+4 rounds or tremors (-4 to attacks, checks, saves)
Speak 8-10 Longer temporary 1d10x10 hours 76-85 Character has amnesia (Knowledge
Cease concentrating on a spell skill useless)
Drop an item 86-90 Character has bouts of reactive psychosis
91-95 Character loses ability to communicate
Drop to the floor
Draw a weapon (if you’re moving) Table 47: Recovering Sanity 96-00
via speech or writing
Character becomes catatonic
Therapy Sanity regained
Move Actions Psychiatric Medications 1d3 per month, 50% chance
Move your speed of drug side effects
Climb (1/4 your speed)
Sheathe or holster a weapon
Psychoanalysis 1 per week, 1 loss if a “1”
is rolled
Table 46: Indefinite Insanities
Open a door Private care 1d3 per month, 5% chance d% Mental Disorder Type
Pick up an item or click on a flashlight of 1d6 loss 01-15 Anxiety disorders
Retrieve a stored item Institutionalization 1d3 per month, 5% chance 16-25 Dissociative disorders
Move a heavy object of 1d6 loss 26-30 Eating disorders
Stand up from prone Level Gain 1d6 31-35 Impulse control disorders
Draw a weapon (if you’re not moving) 36-45 Mood disorders
46-50 Personality disorders
Attack Actions
Make a single attack Table 48: Two-Weapon Fighting 51-55
56-70
Psychosexual disorders
Schizophrenia/psychotic disorders
Ready Circumstances Primary Off 71-80 Sleep disorders
Concentrate to maintain a spell Hand Hand 81-85 Somatoform disorders
Dismiss a spell Normal penalties -6 -10 86-95 Substance abuse disorders
Bum’s rush (as an attack) Off-hand weapon is light -4 -8 96-00 Other disorders
Change form (for a shapeshifter) Ambidexterity feat -6 -6
Use touch spell on self Two Weapon Fighting feat -4 -8
Escape a grapple
Feint
Off-hand weapon is light and
Ambidexterity feat
-4 -4 Table 51: Cover
Heal a dying friend Off-hand weapon is light abd Two- -2 -6 Degree of Cover Bonus to Bonus to
Light a candle with a match Weapon Figthing feat AC Reflex Saves
Use a skill that takes 1 action Ambidexterity and Two-Weapon -4 -4 One-quarter +2 +1
Strike a weapon (attack) Fighting feats One-half +4 +2
Strike an object (attack) Off-hand weapon is light, Ambidex- -2 -2 Three-quarters +7 +3
Total defense terity and Two Weapon Fighting Nine-tenths +10 +4*
Total - -
Full-Round Actions * Save for half or no damage
Climb (1/2 your speed)
Use a skill that takes 1 round Table 50: Attack Roll Modifiers
Coup de grace
Bum’s rush (as a charge) Circumstance Melee Ranged Table 52: Concealment
Extinguish flames Attacker flanking defender +2 -
Degree of Concealment Miss Chance
Load a firearm Attacker on higher ground +1 +0
One-quarter 10%
Use touch spell on up to 6 friends Attacker prone -4 -
One-half 20%
Refocus (no move) Attacker invisible +2* +2*
Three-quarters 30%
Defender sitting or kneeling +2 See Table 51
Escape from a net Nine-tenths 40%
Escape from a trap Defender prone +4 See Table 51
Total 50% and must
Withdraw from melee Defender cowering or stunned +2* +2*
guess location
Defender climbing +2* +2*
Varied Actions (one melee attack) Defender surprised or flat-footed +0* +0*
Defender running +0* -2*
Disarm
Grapple Defender grappling (attacker not) +0* +0*
Trip Defender pinned +4* -4*
Defender has cover See Table 51
Defender concealed or invisible See Table 52
* No Dexterity bonus to AC
Table 53: Size and AC of Objects Table 62: Melee Weapons
Size AC Modifier Weapon Damage Critical Range Weight Type
Colossal -8 Increment
Gargantuan -4 Tiny Weapons
Huge -2 Brass knuckles 1d3 x2 - 0.5 B
Large -1 Knife, steak 1d3 x2 - 0.5 P
Medium +0 Razor, straight 1d3 x2 - 0.5 S
Small +1 Stiletto/Switchblade 1d3 19-20/x2 - 0.75 P
Tiny +2 Knife, commando 1d4 19-20/x2 10 1 P
Diminutive +4 Knife, hunting 1d4 19-20/x2 10 2.5 P
Fine +8 Knife, combat 1d4 19-20/x2 10 2.5 S
Small Weapons
Sap 1d6 sub. x2 - 3 B
Table 54: Substance Hard. and HP Pocketknife/Scalpel
Cleaver
1d3
1d4
x2
19-20/ x2 5
- 0.5
1
P
P
Substance Hardness HP (per inch of thickness) Knife, butcher 1d4 19-20/ x2 5 1 P
Paper 0 2 Folding shovel 1d4 x2 - 2.5 B/S
Rope 0 2 Gun butt, pistol 1d4 x2 5 2 B
Glass 1 1 Knife, kukri 1d4 18-20/ x2 10 3 S
Hard rubber 2 1 Hatchet/Tomahawk 1d6 x3 10 3.5 S
Plastic 1 2 Nunchaku 1d6 x2 - 2 B
Ice 0 3 Medium-Size Weapons
Wood 5 10 Croquet mallet 1d4 x2 - 2.5 B
Fiberglass 6 10 Nightstick 1d4 x2 - 1.5 B
Stone 8 15 Fencing foil 1d4 18-20/ x2 - 2.5 P
Iron 10 30 Bayonet, hand-held 1d4 19-20/ x2 - 2.5 P
Crowbar/Tire iron/Fireplace poker 1d6 x2 - 3 B
Pick/Pickaxe 1d6 x4 - 6 P
Table 55: Weapon Hard. and HP Machete
Rapier
1d6
1d6
19-20/
18-20/
x2
x2
-
-
2.5
3
S
P
Weapon Hardness HP Saber, cavalry 1d6 18-20/ x2 - 3 S
Tiny blade 10 1 Large Weapons
Medium blade 10 5 Bat, baseball or cricket 1d6 x2 - 3 B
Small hefted weapon 5 2 Bayonet, fixed to rifle 1d6 19-20/ x2 - 11.5 P/S
Medium hefted weapon 5 5 Gun butt, rifle or shotgun 1d6 x2 - 9 B
Handgun 10 5 Shovel/Spade 1d6 x2 - 4 B
Rifle/Shotgun 10 8 Axe, wood or fire 1d8 x3 - 6 S
Condition Listen DC
In combat or speaking
Moving at half speed
0
Move Silently check
Table 65: Explosives
Moving at full speed Move Silently check at -4 Explosive Blast Damage
Running or charging Move Silently check at –20 Radius
Distance +1 per 10 feet Dynamite 10 4d6
Obstacle: door +5 Fragmentation grenade 20 3d6
Obstacle: stone wall +15 C-4 15 6d6
Pipe bomb 15 3d6