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

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

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