Player HandbookHomebrew Β· CoC + Daggerheart
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Player Handbook β€” Custom Rules

Call of Cthulhu 7e Γ— Daggerheart Γ— Homebrew. Everything a player needs at the table.

How Rolls Work

Roll 1d100 and try to roll equal to or under your skill. There is no separate Hope die β€” your d100 result tells you everything.

Success levelTargetMeaning
Regular≀ skillYou succeed.
Hard≀ Β½ skillHarder tasks / higher tiers.
Extreme≀ β…• skillThe toughest tasks.

Special Results

  • 0–5 = Critical Success + gain Hope and remove Stress (roll 1d10 to gain stress back).
  • 90–100 = Fear β€” a crit failure only if the GM spends the Fear, otherwise just a failure.
Whenever a roll fails, there is always a consequence β€” the situation worsens, or an enemy immediately acts.

NPC Tier Reference

Find the enemy's Tier, then apply modifiers ("Tier walking") to set the difficulty of your roll. β–² Advantaged / β–Ό Disadvantaged mark how the enemy rolls to hit or dodge.

TierRole / NameHPArmor (DR)DmgEnemy Hit / Dodge
0Minions / Peasant2001d4β–² Regular
1Grunt / Thug / Goblin / Small animal5011d4β–² Regular
2Mercenary / Guard / Bandit / Beast6021d6Regular
3Officer / Veteran / Elite Beast / Arena Fighter7031d8β–² Hard
4Elite Enforcer / Bounty Hunter / Commander / Champion8041d10Hard
5Mini-Boss9051d12β–² Extreme
6Boss / Legendary / Rare Major Boss10061d20Extreme

Armor (DR) = damage reduction subtracted from each hit. Dmg = the enemy's attack die.

Tier Modifier System

Core rule: when situational factors apply, each significant factor moves the required success up or down one Tier instead of using numeric percentages.
  • Positive modifier β†’ βˆ’1 Tier (easier)
  • Negative modifier β†’ +1 Tier (harder)

Situational Modifiers

Positive (βˆ’1 Tier)Negative (+1 Tier)
Flanking the targetPartial cover
Aiming / taking steady aimFull cover or barricade
High ground / superior positionFog, smoke, or blizzard
Target unaware / surprisedDim light or darkness
Good visibility / bright lightMedium or long range
Ally provides distractionPoor footing / slippery terrain
Using a related ExperienceTarget in motion / evasive
Magical or tech assistanceShooting through obstacles
Coordinated teamworkWounded, fatigued, or panicked
Specialized weapon or toolDisoriented or blinded

Experience Modifiers

  • In combat, an Experience that clearly applies (Hunter, Soldier, Sharpshooter…) reduces difficulty by one Tier (βˆ’1) if a Hope is spent.
  • In non-combat checks, an Experience instead grants Advantage (roll twice, keep the best) when a Hope is spent.
Example β€” Tier 4 Battle. Enemy: Tier 4 armored knight. Player skill: 75% (bow).
Ambush βˆ’1 β†’ T3, Aim βˆ’1 β†’ T2, Flank βˆ’1 β†’ T1, Low light +1 β†’ T2, Medium range +1 β†’ T3, Experience "Hunter of Men" βˆ’1 β†’ T2, Hope βˆ’1 β†’ T1.
Final: Tier 1 (Regular) β€” an Advantaged Regular roll at 75% = ~75% to hit, versus only ~40% had they stayed at Tier 4 (Hard). Planning and positioning turned a deadly fight into a controllable one.

Weapons

Attack success levels add bonus damage: +1 success level β†’ +1d4 extra damage; +2 success levels β†’ deal maximum possible damage. NPC damage follows the NPC Tier table.
WeaponType / Range (S / M / L)DamageNotes
Brawl11d3+DB
Short Bow6 / 12 / 181d6+DB
Longbow8 / 10 / 121d8+DB
Crossbow8 / 10 / 121d102 actions to load
Small Knife (thrown)3 / blast radius1d4+DB
Medium Knife (thrown)3 / blast radius1d4+2+DB
Small SwordMelee1d6+DB
SwordMelee1d8+DB
Bastard SwordMelee1d10+DB
Battle AxeMelee1d10+DB
StaffMelee1d6+DB
ClubMelee1d6+Β½DB
  • Weaker metal blades are +Β½ DB. Poor-quality bows/swords deal reduced damage or DB (GM's choice).

Ranged Difficulty

  • Short = no penalty Β· Medium = βˆ’10% to skill Β· Long = βˆ’20% to skill.
  • Aiming = Advantaged or +10%. Advantage/Disadvantage and % modifiers applied per GM guidance.

Turns

Players go as a group, then the GM goes with the NPCs.

Hope & Fear

A Critical Success (0–5) grants Hope. On a 90–100 the GM may bank Fear.

Hope β€” spend to bend the odds

#UseCostEffect
1Help an Ally1Lower the Tier difficulty in combat, or give advantage out of combat.
2Utilize an Experience1Apply a background/experience bonus to your roll.
3Tag-Team Roll3Combine rolls and damage with an ally (once per session).
4Re-Roll4Reroll a roll.
5Activate Hope Feature1–3Trigger a class, faith, or power.
6Extra Attack1Take an extra attack or movement.
  • Start each new game with 2 Hope. Carries between sessions. Max 6.

Fear β€” the GM's currency

#UseCostEffect
1Interrupt with events/consequences1Trigger an environmental hazard or situational consequence.
2Interrupt a move, let an enemy act1 eaAn enemy acts or repositions, even out of turn order.
3Additional NPC move1Add a second NPC move to escalate.
4Adversary's Fear Feature1–3Trigger a boss/monster's dark ability.
5Environment's Fear Feature1–3Awaken cursed/haunted elements of the scene.
6Add Adversary Experience1Apply an enemy's tag/tactic to a roll.
7Force a player re-roll4Force a PC to reroll their dice.
  • GM starts a new game with Fear = number of players. Max 12. Carries between sessions.
  • Short Rest β†’ GM gains 1d4 Fear. Long Rest β†’ 1d4 Fear + Fear equal to the number of players.

Hit Points & Wounds

  • Damage is deducted from HP. HP never goes below zero.
  • At 0 HP a character falls unconscious and may, in some situations, die.

Major Wound

  • Taking damage β‰₯ half your full HP in a single blow = a major wound β†’ make a CON roll or fall unconscious.
  • A character with a major wound who hits 0 HP is dying: make a CON roll at the end of the following round and every round after, or die.
  • Only a successful First Aid stabilizes the dying condition (and heals 1 HP, rousing them).
  • Damage β‰₯ your maximum HP in a single blow = instant death.
Reduced to 0 HP without a major wound β†’ you will not die; death is only possible when a major wound is also suffered.

After Combat

  • No major wound β†’ heal via short and long rests.
  • Major wound β†’ make a healing roll (≀ CON) at the end of each week: success regains 1d3 HP (2d3 on Extreme). The wound is removed on an Extreme success, or once HP is healed to β‰₯ half maximum.
  • Scavenge armor from enemies: roll 1d100 per enemy for their Tier of armor in 1d100%; craft it in downtime.
Example. Brian (12 HP) takes 4+2+4=10 in a brawl β†’ 2 HP, no single big hit, so no major wound; heals 1 HP/day. Days later he falls from a window for 7 (> half his max) β†’ major wound; First Aid + a week β†’ CON success regains 2 HP (1d3). Second week rolls an Extreme β†’ 4 HP (2d3), reaching half max and clearing the wound.

Armor

Armor gives Damage Reduction (DR) subtracted from each hit, up to a Soak cap.

TypeTierDRSoakCostDEX PenaltyCraft Roll
None0––––None
Cloth / Padded Vest1βˆ’24–Noneβ–² Regular
Leather2βˆ’28β€“βˆ’5%Regular
Studded Leather3βˆ’312β€“βˆ’10%β–² Hard
Chainmail4βˆ’416β€“βˆ’10%Hard
Plate5βˆ’520β€“βˆ’15%β–² Extreme
Legendary (Dragon, Shadow-forged, Celestial)6βˆ’624β€“βˆ’15%Extreme
  • DEX penalty is based on the higher DR tier only. Max DR is βˆ’6 per type.
  • Repair is free during any Short or Long Rest.

Upgrading Armor β€” Scavenge & Craft

You build better armor from battlefield salvage. The loop:

  1. Scavenge from kills. After combat, roll 1d100 per defeated enemy to see the percentage of parts you salvage. Those parts are that enemy's armor tier β€” a Tier 2 enemy yields Tier 2 components. The GM may allow an Advantaged roll for a higher % when the narrative supports it.
  2. Stockpile to 100%. You must accumulate 100% or more of a given tier's parts before you can build that tier. Leftover parts can offset mod costs or be sold.
  3. Craft it. Make the Craft Armor roll β€” difficulty equals the armor's tier (see the DR table: e.g. Studded Leather = Hard, Plate = Extreme). Success = you build the armor.
  4. Craft above the bar for a bonus. Beat the required success by one level (e.g. roll Hard when Regular was needed) β†’ reduce the DEX penalty by 10%. Stacking reductions can reach zero-DEX-penalty armor even at high tiers β€” and it sells at a premium for the quality.
Repairing is free on a rest; upgrading a tier requires the scavenge β†’ 100% stockpile β†’ craft-roll loop above.

Rest & Recovery

Short Rest (β‰ˆ1 hour) β€” choose 1

ActionEffect
Tend Wounds (needs a medpack)Regain 1d2 HP remove for hardcore
Clear Nerves (calm, pray, meditate)Remove 1d4 Stress
Repair ArmorRestore 1d4 Armor Points
Prepare / Pray+1 Hope (2+ together β†’ each +2 Hope)

GM effect: gains 1d4 Fear after the rest.

Long Rest (6–8 hours) β€” choose 2

ActionEffect
Tend Wounds (needs medical facility / bacta tank)Regain 1d3 HP
Clear All NervesRemove all Stress
Repair All ArmorRestore all Armor Points
Prepare / Reflect+1 Hope (2+ together β†’ each +2 Hope)
Work on a ProjectCraft / research / ritual β€” GM may call for a roll
Work on a SkillMark βœ” a skill; at session end make an Improvement Roll

GM effects: gains Fear = (players + 1d4); fully restores MP & daily abilities; may advance time or story clocks.

Healing

  • Heal during short and long rests.
  • If a player drops to 0 HP, a First Aid roll (Regular) stabilizes β†’ success = 1 HP.
  • Healing Elixir / Potion = heal 1d4 (only 1 per day). Magical Healing Potion = heal 3d4.
  • The Medicine skill heals 1d3 HP/day (needs an hour+, proper location, equipment & supplies β€” healer's tent, hospital, etc.). On a dying character it allows a healing roll at the end of one week.
  • Wizards can heal with spells or wands. Magic, faith, or potions are up to the GM.

Hardcore / Survival Healing (Zombie mode)

Stricter healing for survival games. In Hardcore mode the Short Rest Tend Wounds grants no HP β€” natural recovery is slower and every hit point matters. The GM sets any further limits for the table (e.g. no rest-healing, gear-only healing).

Create a Healing Elixir

  • Search for herbs (Nature β€” Regular); need 3 batches. Each search β‰ˆ 3 hours (split up to parallelize).
  • Mix with mortar & pestle (Potion Making β€” Hard); a failure ruins it.

Stress (called Sanity in Call of Cthulhu)

Represents combat shock β€” the body shutting down when the mind can't cope.

  • When facing fear, exhaustion, or trauma (GM's discretion): roll 1d100; if you roll below your Stress, you take 1d10 Stress damage. Lose that many Stress. Recover via rest mechanics.

Breaking Point

  • At your Insane Threshold (or GM-set limit): roll 1d4 β†’ lose that many HP from collapse or shock.
  • Effects may include fainting, vomiting, shaking, panic, or temporary immobility.
  • GM may impose a short penalty (disadvantage, or 1d4 rounds of disorientation).

Experiences

Experiences are short narrative tags describing something your character has learned, endured, or become. They act as situational bonuses you spend Hope on β€” lightweight "feats" or "aspects," dormant until invoked.

Creating Experiences

  • Each character begins with two Experiences (training, belief, trauma, or growth).
  • They provide advantage or lower a tier. New ones may be gained through major story milestones.

Using an Experience

  • Before a skill or combat roll, spend 1 Hope to invoke one β€” describe how it applies.
  • Advantage on non-combat rolls, or lower the tier in combat.
  • Only one Experience may modify a single roll. The same Experience can be reused across scenes when relevant.
"I'm using Scout of the Northern Reaches to spot the ambushers β€” I'll spend 1 Hope for advantage on my Spot Hidden check."

Earning New Experiences

  • On growth or a life-altering event, the Keeper may allow replacing an outdated Experience or adding a new one (max 4). It must emerge naturally from play or downtime.

Example Experience Tags

Experiences are freeform 2–5 word phrases (Daggerheart-style). Invent your own β€” these are just seeds. They can be a strength or a flaw (a "Coward" tag can be invoked to justify a clutch escape).

CategoryExamples
Background / TrainingFormer Soldier Β· Apprentice Blacksmith Β· Scout of the Northern Reaches Β· Temple Scribe Β· Orc Slayer Β· Ex-City Guard Β· Field Medic Β· Wilderness Guide Β· Ace Pilot Β· Gearhead Β· Streetwise Β· Silver Tongue
Personality / BeliefNever Leave a Friend Behind Β· Protect the Weak Β· Coward Β· Honor Above All Β· Faith in the Light Β· I Always Find a Way Β· Never Back Down Β· The Forest Provides Β· My Blade Is My Voice Β· Nose for Trouble Β· Curiosity Over Caution
Trauma / HardshipHaunted by the Siege of Garm Β· Knows the Taste of Fear Β· Lost Everything Once Β· Sleepless in the Dark Β· Sole Survivor Β· Battle-Hardened Β· Trusts No One
Mystical / SupernaturalTouched by Ancient Magic Β· Dreams of the Sun God Β· Marked by Shadows Β· Whispers in the Tomb Β· Warlock's Bargain Β· Sees the Dead
RelationshipsSworn to Protect My Brother Β· Debtor to the Guildmaster Β· Loyal to Eldrin Faerion Β· Bound to My Wolf Companion Β· Well-Connected Β· A Rival in Every Port
Aspirations / GrowthSeeks Redemption Β· Will Be Remembered Β· Teacher of the Next Generation Β· Fears Becoming the Enemy Β· Prove Them All Wrong

Leveling Up (End of Each Night)

At the end of each session, choose one:

  • Option 1 β€” Roll to grow: roll each skill you used. If you fail (roll above it), increase that skill by 1 point. If you succeed, roll 1d6 and add that instead.
  • Option 2 β€” Distribute: add a total of 10 points among skills you used this session. No single skill gains more than +6, and you can't raise a skill above 75% this way.

Character Generation

Characteristic Points

  • 460 total points. All characteristics start at 40; add in increments of 5.
CharacteristicMinMax
STR Β· CON Β· DEX Β· APP Β· POW1590
INT Β· EDU Β· SIZ4090

Secondary Attributes

  • Hit Points = (CON + SIZ) / 10, round down (min 1). e.g. CON 50 + SIZ 60 β†’ 11 HP.
  • Stress = POW Γ— 1 (called Sanity in CoC; max 99 βˆ’ Cthulhu Mythos). Rarely tracked as a stat.
  • Luck = starts at 50; spend for rerolls and avoiding danger.
  • Move (MOV): DEX & STR both β‰₯ SIZ β†’ 9; one < SIZ β†’ 8; both < SIZ β†’ 7.

Damage Bonus & Build (STR + SIZ)

STR + SIZDamage BonusBuild
2 – 64βˆ’2d6βˆ’2
65 – 84βˆ’1d4βˆ’1
85 – 124+00
125 – 164+1d4+1
165++1d6+2

Skill Points

  • Select 10 skills for your occupation (mark them with a β˜…).
  • Occupation points = EDU Γ— 4 β†’ distribute among your 10 occupation skills.
  • Personal points = INT Γ— 2 β†’ distribute to any skills.
  • Skills can't exceed 75% at creation.

Ship Battles

1 Β· Piloting Phase (Initiative & Power)

At the start of each round, roll Pilot (Starship) for available Power:

  • Regular: full Power (current HP) to distribute. Hard: +2 to Shields/Speed. Extreme: +4. Failure: βˆ’3 units; max Shields & Speed βˆ’1 for the turn.
  • Distribute Power across Speed (1 unit = 1 hex), Shields (1 unit = 1 soak; specify front/rear), and Cannons (1 unit = on).

Movement

  • Turn Ratios: Starfighters 0:1 (turn & move same hex) Β· Freighters 1:1 (1 forward per 45Β°) Β· Capital 5:1+.
  • Bicycle Rule: starfighters fire only in the forward 45Β° arc β€” move to line up the shot.

Firing & Defense

  • Roll Pilot (Targeting) vs enemy Tier; on hit, roll damage (Z-95 = 1d6). Turrets swivel 360Β°, no aim needed.
  • Shields soak by arc and don't recharge until next round β€” once broken, further hits that round go to the hull.
  • Lost HP reduces the Power you can distribute next turn.
  • Self-repair (Mechanical/Electrical) restores HP but skips your action. Astromech neural link caps skills at 60%.

Ship Profiles

ShipHPMax ShieldMax SpeedTurnDamageRatio
Z-95 (Combat / X-wing)104545Β°/90Β°1d60:1
Standard Cloud Car72445Β°1d40:1
Talon-1 Cloud Car94545Β°1d60:1
TIE Fighter60590Β°1d80:1
Glorious Chariot156645Β°1d81:1
The Banshee188445Β°1d101:1
Gas Hauler256245Β°N/A2:1
Shackles of Nizon4010245Β°1d63:1

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