House Rules: Combat
Combat overview
Our combat system shares only a passing resemblance to the system in
any of the official Call of Cthulhu rules. Combat is still
broken into rounds, but now combatants can do multiple things per
round and have some choice about when in the round they can act.
In general, a combat round proceeds as follows:
- Initiative is determined.
- Combatants perform actions. Some of these actions might be
attacks.
- If attacks are made, the target can dodge in one of two ways.
- Damage is determined.
- Any further complications are taken into account.
Each of these is described in more detail below.
At the beginning of each round, each combatant determines their
initiative be rolling 1D10 and adding it to their DEX. Highest
initiative goes first, and then combatants act in order of decreasing
initiative. Combatants get several actions per round: one at their
initiative, one at (initiative - 10), one at (initiative - 20), and so
on. With one exception (described below),
combatants must get their action before it can be used. However,
combatants may hold their actions until later in the round.
So, suppose that Jim has a DEX of 16. At the beginning of a
round, he rolls 1D10 to determine his initiative. If he rolls 6, then
his initiative is 22. He will get one action at 22, one action at 12,
and one action at 2. He may, if he wishes, hold all his actions until
the end of the round and use them at initiative 3, 2 and 1. However,
with the exception noted below, Jim cannot
act twice before 12, nor act three times before 2.
Actions
There are two kinds of actions: actions and free actions. Free actions
are simple things that can be done under even the worst of conditions:
shouting a few words, reaching a hand into a pocket, dropping to the
ground, etc. Free actions can be done at any time, and usually don't
directly influence the course of combat. [Note: before assuming things
are free actions, make sure the GM agrees with you.]
Unless something is specifically called a free action, however, it is
assumed to be simply an "action" and must be performed in
accordance with the initiative rules above. Typical actions include:
- Attacking
- Moving (5 yards or less)
- Drawing or preparing a weapon
- Blocking or (actively) dodging an attack
Attacking
Attacking is, in theory, very simple. Declare the target, then roll
your attack. If you succeed, you hit. Note the degree of success, and
look up the damage you did on the Damage
Table.
However, in practice there are a number of small complications that
add to the complexity:
- Damage Bonus
- If you are especially large and/or strong, you do
more damage in hand to hand combat. Conversely, if you are especially
small and/or weak, you do less. At character generation, you should
have noted if you have a damage
bonus. If you have a damage bonus, be sure to take it into account
when calculating damage.
- Crits and Fumbles
- If you roll double digits on a successful attack roll, you made a
crit. Similarly, if you roll double digits on an attack roll that you
fail, it's a fumble. Also, a roll of 01 is always a crit, and a roll
of 00 is always a fumble. The effect of a crit or a fumble is up to
the GM, but some sample consequences of a crit include:
- Double damage
- Attacker gets to choose the amount of damage
- Attacker knocks target unconscious
- Target is disarmed
Likewise, some sample consequences of a fumble include:
- Gun jams
- Weapon breaks
- Weapon gets dropped
- Attacker gets off balance, loses next action
- Martial Arts
- The Martial Arts skill presents another way to get a
crit. All Martial Art skills have an area of specialty; unless
otherwise noted, a Martial Arts skill is assumed to be in the
area of hand-to-hand combat. If an attack roll is also under the level
of the Martial Arts skill, and the attack was in that skill's
specialty, then the attack is automatically a crit.
- Grapple
- Grapple is a special type of hand-to-hand attack, described below.
Dodging and Blocking
In this system there are three ways to avoid taking damage: a passive
dodge, an active dodge, and blocking with a weapon.
Passive Dodges
Any attack (except a grapple) can be passively
dodged, and passively dodging requires no action. However, only one
attack per initiative can be passively dodged.
A passive dodge is rolled against your Dodge skill. For every
decile by which you succeed, subtract 1 HP from the
attack. However, any attack passively dodged will do at least 1 HP of
damage. There is no penalty for failing a passive dodge.
Any attack can be avoided with an active dodge. Active dodges are
rolled against the Dodge skill; if the roll succeeds the target
avoids all damage. If the roll fails, the target takes full damage.
Active dodges require an action to perform. However, one can use an
action to perform an active dodge even before one would normally have
been able to use that action. In other words, you can
"borrow" actions from later in the round if (and only if)
you are using them to perform active dodges.
Blocking
Weapons can be used to block other weapons. This requires an action,
and is rolled against your skill in the weapon. (However, a rifle used
to block an axe would be considered a club for the purposes of
blocking.) A success means that the weapon takes the damage instead of
you. A crit on the block means that neither you nor the weapon take
damage. (You can get a crit on the block either through double digits,
or use of a Martial Arts skill of the right specialty.)
A grapple is a special type of attack which cannot be passively dodged
or blocked with weapons. The only way to avoid being grappled is
through an Active Dodge.
Once someone is grappled, the grappler can do one of four things:
- Throw the target to the ground (automatic success).
- Immobilize the target-- target may try to escape by a STR v STR
roll, once per action (of the target's), or
- Break the target's bones. 1D6 + Damage Bonus per attacker's
action. Again, target may attempt STR v. STR roll once per action to
escape.
- Strangle the target. Proceeds according to Drowning rules: target
must make CON * 10 first action (target's), CON * 9
second action, CON * 8 third, etc. If target fails any roll,
target falls unconscious. Again, target may attempt STR v
STR roll each action to escape.
| Weapon/Attack | Damage |
| Punch | 1/3 (DOS + DB) |
| Head Butt | 1/3 (DOS + DB) |
| Kick | 1/2 (DOS + DB) |
| Knife | 1/2 (DOS + DB) + 2 |
| Sword | DOS + DB + 1 |
| Small Handgun | DOS + 1 |
| Large Handgun | (2 * DOS) + 1) |
| Rifle | (2 * DOS) + 3 |
| Shotgun | (3 * DOS) + 2 |
Notes:
- DOS = Degree of Success
- DB = Damage Bonus
- Standard Call of Cthulhu rules apply for firearms and
ranges.
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Jonathan
Herzog