House Rules

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Pushed Rolls

If a skill roll is failed, a player may opt to "push his luck" and stretch his skill to pull success from failure. The player must describe how they are improving their chance of success - using a different tool, referring to a different book, waving weapons at someone to persuade them to co-operate and so on. They get a second roll at the same chance as before. If it succeeds, all is well. However, if the pushed roll is failed, the result is effectively a fumble; the worst possibility imaginable. The tool breaks, or the character cuts himself, or the noise he makes attracts hostile attention and so on.

A skill can only be pushed once for a given task, and combat skills can't be pushed.

This is an imported Call of Cthulhu v7 rule

Variable Luck

A character's initial Luck at creation is POWx5. After that it does not alter when POW does. Character in play when this rule is introduced retain their current Luck but detach it from POW.

When the Keeper calls for a Luck roll, roll under it on d% for success as usual.

The character can also "spend luck". If a character fails a roll, they can choose to spend enough Luck points to boost the roll to a success. These Luck points are spent and the character's Luck score goes down by that amount.

If the roll succeeds, the character doesn't get an improvement tick on the skill, but does get a tick on Luck and can roll to improve that at the end of the session, in the same way as a skill.

You can Push a roll, or Spend Luck, but not both on the same failed roll! As with Pushed rolls, you can't spend Luck on Combat rolls.

The Keeper can also issue luck points as bennies for spectacular success, outstanding roleplaying, outrageous laughter and so on.

Also, if a SAN improvement roll can't be made because the character is at max, the results are added to Luck instead. If both are maxed, it can be spent on a skill.

This is an imported Call of Cthulhu v7 rule

Movement

As we use 5' squares most of the time, a human with a MOV of 8 may move 6 squares (30') in a combat round (full-round move) or 4 squares and take an action (shoot, reload, cast a spell and so on). This replaces CoC 6's basic abdication of movement rules, and CoC 7's 8 metres or yards per round. MOV values are unchanged for chases.

Natural Healing

If any of the individual injuries inflicted half or more the character's HP, it constitutes a Major Wound; CONx5 to remain conscious, and healing is at 1d3 per week for all damage, doubled if a successful Medical roll is made for using suitable facilities.

If none of the individual injuries inflicted half or more the character's HP, damage heals at a rate of 1 HP a day, doubled if a successful Medical roll is made for using suitable facilities.

This is an imported Call of Cthulhu v7 rule

Hit Location

After discussion, Hit Locations will not be used except in the case of Major Wounds. A standard RQ hit location will be rolled, and the location indicated will be incapacitated or disabled.

SAN increases

Where a victory, either defeat of a monster or a story goal, produces a SAN bonus and the character can't increase their SAN any more (SAN = 99-Cthulhu Mythos), the same bonus is applied to Luck. If Luck is maxed at 99, it may be taken on a selected skill (except Cthulhu Mythos!)

Dual-Wielding

As per Call of Cthulhu, handguns can be dual-wielded as unaimed - 1/5 chance. I've house-ruled that blades may be dual-wielded at ½ chance.

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