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CALL OF CTHULHU GAME
GUIDE
Posted by Andrew E. on July 28, 2020

SUMMONING THE OLD


GODS FOR FUN AND
PROFIT
Call of Cthulhu has been lurking on game shelves for over 30
years and the game itself has always been a bit like an
eldritch horror with a reputation for dense and mind
shattering rules. Now with the onset of 7th edition we finally
have a Cthulhu game that our mortal minds can comprehend
and I’m happy to say the system has become pretty easy to
pick up and learn. If you’ve been itching to delve into dark
mysteries and learn knowledge that man should never have
trifled with, now’s the time. Grab your revolver and your tome
of arcane mythos as we blur the lines of reality and go
through everything you need to know.

TABLE OF CONTENTS:
Summoning the Old Gods for Fun and Profit
What’s A Cthulhu?
What’s Call of Cthulhu Like?
Lovecraftian Horror
Lethal Gameplay
What Books Do I Need?
Optional Books
Setting Books
Core Mechanics
Creating a Call of Cthulhu Character
Damage Bonus and Build
Bottom Line, Should I Play Call of Cthulhu?

WHAT’S A CTHULHU?
:
Nerd culture has soaked up Lovecraftian horror like a sponge
but if you’re still blessedly ignorant allow me to open your
eyes to the terrible truth. Fundamentally, Cthulhu lore (or the
“mythos”) all stems from the works of H.P. Lovecraft.
Lovecraft was a little-known horror and science-fiction writer
from the turn of the 20th century (with some rather
regrettable racial views) who garnered a massive following
long after his death. While never truly linked in any sort of
continuity, his works and lore centered around “the old ones”
and other mysterious entities have been combined into one
sweeping world in which humanity is under constant threat
and matters very little.

The famous Cthulhu is really just one member of a veritable


rogue’s gallery of titanic alien creatures that exist in defiance
of our limited understanding of the universe. There are
creatures who ruled the world long before we arrived and
may rule it again. There are creatures so utterly bizarre and
powerful that we barely register as alive to them, and to most
:
of them, we simply don’t matter.

The core of Cthulhu mythos and Lovecraftian lore is a very


unique form of horror. Not only are there monsters, but the
monsters are superior to us in every way. Not only is the
world as we know it likely to come to an end, but the things
destroying us are utterly disinterested in us and will end
civilization like we would step on an anthill. Lovecraftian
horror is about discovering just how small and insignificant
we are, how little we actually know about reality. And when
we finally touch just a piece of that real and fundamental
truth, the knowledge drives us insane.

WHAT’S CALL OF CTHULHU LIKE?


Narrative Gameplay

Thankfully, 7th edition Call of Cthulhu has slimmed down


immensely. Earlier editions had a well-earned reputation for
being impossibly difficult to play and needlessly complex,
there was even an entire section about doing your
character’s taxes! 7th edition has taken the opposite
approach and now the system is honestly rules-light. Call of
Cthulhu has become a primarily narrative driven game that
relies on both the DM (keeper) and the players (investigators)
to develop the story and uses dice rolls and hard rules as a
last resort. Some of the lingering complexity remains, but
most of it is locked behind “optional rules” that the keeper
:
may or may not want to include.

None of this is exactly bad or good, but it is a style of TTRPG


that you may be unfamiliar with if you’re used to just D&D or
Pathfinder. Call of Cthulhu is a Roleplaying game, with the
actual game part taking a backseat to the mystery.

For players this means that there aren’t really builds or


strategies to speak of beyond being creative in the moment
with whatever resources you happen to have. For example,
you might think of throwing sand into the cultist’s eyes to
blind them momentarily and give your character a chance to
escape. There’s no “sand attack” on your sheet, it’s simply
an idea that makes sense and your Keeper will have to
decide what type of check you’ll need to roll, and what
penalty to impose if you succeed.

For DM’s (Keepers) narrative gameplay can be


simultaneously liberating and daunting. While you won’t be
stuck digging through rulebooks for answers you will also be
expected to make a lot of judgment calls on the spot. There’s
very little dice rolling involved in this system, and for the most
part it’ll be up to you to simply explain the outcomes of your
player’s actions. This gives you immense freedom to craft the
story you want to tell, at the cost of relying heavily on your
personal creativity and quick thinking.

LOVECRAFTIAN HORROR
:
If you come into Call of Cthulhu and try to play it like D&D
with more fish monsters, you’re going to have a bad time.
This system is designed for a horror setting, and all the
monster and character abilities reflect that. The combat
systems are very simple and rely on narrative description and
there’s no classes or real character powers to speak of. The
game wants to spend the majority of gameplay investigating
a mystery, slowly learning the horrible truth, and more often
than not simply running in terror when the threat is finally
uncovered. If you try to run it like a “monster of the week”
battling system, you’ll find it blatantly unfair and rather bland.
It’s in the subtle hints and creeping suspicions that Call of
Cthulhu really shines. The horror genre isn’t the same as an
adventure genre with spookier monsters and treating this
system like an adventure game will likely just get all the
players killed.

LETHAL GAMEPLAY
Player characters in Call of Cthulhu won’t have a good life
expectancy regardless of how benevolent or cruel their DM
is. Even the weakest eldritch creatures around will likely take
an investigator or two out with them and most monster
entries are leagues beyond any thought of simply “taking
them on”. In Call of Cthulhu players shouldn’t get too
attached to their characters, and it’s rare to see an individual
investigator survive through multiple adventures. Even those
:
that do survive will likely be forever scarred both physically
and mentally, rotting away in insane asylums or too
traumatized from their near-death encounters to ever delve
into the occult again. Horror is not a genre ripe with happy
endings.

There’s nothing wrong with this style of gameplay, especially


since character creation is far easier in this edition, but
everyone involved needs to adjust their expectations.
Beloved player characters may last only a couple play
sessions. Keepers should either plan for short campaigns or
have an easy way to bring new investigators into the game.
Players should keep a few backup investigators rolled up just
in case the next adventure proves to be too much for their
current character.

WHAT BOOKS DO I NEED?


There are two “core” books that your playgroup will need for
playing Call of Cthulhu, the Keeper Rulebook and the
Investigator Handbook. As their names would imply, the
Keeper needs the Keeper Rulebook and the Investigators will
need the Investigator Handbook. Technically you can get by
with just the Keeper Rulebook, but you’ll miss out on most of
the investigator options so between the playgroup you
should really have one of each.

Alternatively you could also get their Call of Cthulhu Starter


:
Kit for way cheaper which has quick start core rules
alongside 4 short adventures to enjoy and explore the
system. This is a great option if your playgroup wants to test
the eldritch waters before fully plunging in with a bunch of
expensive books.

OPTIONAL BOOKS
Pulp Cthulhu takes everything I said about weak
investigators and a high mortality rate and throws it out the
window. Pulp turns the game from horror to horror adventure,
the stakes are still high, but the investigators are given a
fighting chance with expanded options and abilities. It shifts
the gameplay expectations away from fleeing the horror
towards actually fighting the horror with some expectation of
victory. This is the book you’ll need if you were wanting to
run Call of Cthulhu more like a D&D game.

Malleus Monstrorum Vol 1 and 2 are the “monster


manuals” of the system. Volume 1 focuses on more minions
and creatures the players have a chance against, while
Volume 2 focuses more on the elder gods and their
machinations. Think of Volume 1 as a book of monsters, and
Volume 2 as a book of BBEGs to use as primary villains for
your adventures. The Keeper Rulebook already contains a
good retinue of horrors for your investigators to face so you
don’t actually need these. I do recommend you pick them up
:
once your playgroup has been regularly playing Call of
Cthulhu for a while as they’ll add a ton of variety and spice to
your encounters.

The “Alone Against” series consists of several Call of


Cthulhu adventures that are designed for play alone and
without a keeper. They’re heavily modified from the core
game, but allow you to experience cosmic horror while
completely isolated and ideally in a dark room… All in all I
don’t rate this style of gameplay nearly as highly as the group
experience, but if you find yourself without a playgroup these
can make an excellent substitute and are a fun and terrifying
way to spend an evening.

SETTING BOOKS
From the core books, Call of Cthulhu is set primarily within
1920’s America or England with the optional rules needed to
play from the 1920’s all the way through to the modern era.
And while you would be right in thinking Call of Cthulhu is a
setting all its own, they’ve expanded your possibilities
between several radically different flavors of eldritch horror.

Down Darker Trails takes the Cthulhu mythos and liberally


mixes it with the wild west, cowboys and outlaws confront
eldritch horrors on the American frontier. This is probably the
most popular side setting for Call of Cthulhu, and it has
already got a couple excellent adventure paths under its belt.
:
I do really recommend you play this alongside the Pulp
Cthulhu expansion though, as the setting really lends itself to
more of a “horror adventure” experience, rather than pure
cosmic horror.

Call of Cthulhu Berlin remains in the 1920’s but shifts over


to the chilly metropolis before it’s transition to soviet power.
“Berlin” is probably the most straightforward setting change
as it simply shifts location from the standard fare. It does
have extremely detailed maps, NPCs, and plot hooks all
working together to form a cohesive world in which to battle
the eternal dark. This is a great option if you want to do some
long-form campaigns in Call of Cthulhu and want most of the
work done for you but would rather create your own
adventure rather than follow an adventure path.

Cthulhu Dark Ages takes us back to the titular dark ages


and lets you fight the eldritch powers as valorous knights,
savage Vikings, and paganistic druids. This overhauls some
of the core systems and makes them function better in the
low-tech brutal times of the dark ages as humanity has even
less chance to fight back the horror with sword and shield
than they did with firearms. This is another one I really
recommend playing alongside Pulp Cthulhu as the classical
themes tend to put players more in mind of D&D than a
period piece.

Harlem Unbound stays within the 1920’s of the core setting


but pins our focus to New York and specifically Harlem
:
during the roaring 20’s amidst prohibition, gangsters,
bootlegging and everything else that drew people’s attention
away from the horrors lurking in the dark. More than other
setting books Harlem Unbound tries to expand upon the
investigators and their lives, it puts emphasis on the players
as people trying to keep their lives from falling apart with
something to actually fight for. I recommend this setting if
you’re looking for a noir roleplaying experience set in the
20’s, and just also want to sprinkle in some eldritch terror.

CORE MECHANICS
Call of Cthulhu is a d100 system, which means when you do
things and need to check for success, you’ll be rolling a pair
of d10’s commonly called percentile dice.

Percentile Dice consist of a 10’s place d10 and a 1’s place


d10 which when rolled together give you a result between 1
and 100 (double zeros counts as 100).

They’re used far less commonly, but you’ll also need the rest
of the common “polyhedral” dice for a few things, meaning
you’ll need at least 1 d4, d6, d8, and d20.

For the most part though, both the investigators and the
keeper will be rolling percentile dice whenever they need to
determine the outcome of an action, with the keeper only
rolling rarely when players need to roll opposed checks
against NPCs.
:
Each investigator has 8 characteristics that describe their
characters and dictate how strong/fast/smart they are, Etc.
They’ll also have any number of skills that detail how well
they’ll perform at certain actions.

In both characteristic checks and skill checks, the


investigator will roll percentile dice to determine if they
succeed. Players succeed on checks by rolling lower than
their skill or characteristic, or even lower if the check is
particularly difficult. The difficulty of any given action is
determined by the Keeper, and comes in 3 categories:
regular (full skill), hard (half skill), and extreme (⅕ skill).

For example:

Let’s say our investigator has a 50% jump skill level.

Now let’s say our investigator is being chased by eldritch


horrors and needs to jump an 8-foot wide chasm to escape.
The Keeper decides that this would be a regular jump
check, and that if the investigator fails, he’ll fall into the pit.
Because it is a regular check, our investigator simply needs
to roll equal to or under his jump skill to succeed. He’ll roll
percentile dice, and on a result of 50 or lower he’ll succeed
on his jump, if he rolls above 50, he’ll fall.

Let’s change this example up and say the chasm is now 12-
feet wide. The Keeper decides that this would be a hard
jump check. Now because it is a hard check, our
investigator must roll equal to or under half his skill to
:
succeed. He’ll roll percentile dice, and on a result of 25 or
lower he’ll succeed on his jump, if he rolls above 25, he’ll fall.

Now let’s make this challenge even more difficult by having


him attempt this jump in the pouring rain, with broken
glasses and a missing boot. The Keeper rightly decides that
this would be an extreme jump check. Now because it is an
extreme check, our investigator must roll equal to or under
⅕ of his skill to succeed. He’ll roll percentile dice, and on a
result of 10 or lower he’ll succeed on his jump, if he rolls
above 10, he’ll fall.

Almost everything in Call of Cthulhu works off this system,


and it conveniently only involves a single dice roll, and while
the half and ⅕ seems a bit complicated, that’s math you’ll
only have to do once and simply keep written down on your
sheets. Most of the time you’re only making a single roll and
are simply trying to roll under a value already written down.

CREATING A CALL OF CTHULHU


CHARACTER
I remember back in earlier editions when this was a daunting
task, but nowadays it’s a simple endeavor and should only
take you 15-20 minutes.

Step 1: Characteristics

First we need to determine how your Keeper is determining


:
characteristics, we’ll only go through the main “normal”
method, but there’s a bunch of other ways including point
buy options or standard arrays that your Keeper may decide
to use instead.

There are 9 characteristics you’ll need to figure out, and


they’re all rolled up a bit differently. The 9 characteristics are
STR (strength), CON (constitution), SIZ (size), DEX
(dexterity), APP (appearance), INT (intelligence), POW
(power), EDU (education), and Luck.

Strength is pretty self explanatory and shows what your


investigator is working with in the muscle department. Find
your STR by rolling 3d6 and multiplying by 5.

Constitution represents your investigator’s overall health and


resistance. Find your CON by rolling 3d6 and multiplying by
5.

Size is an averaged score showing your height, weight, and


overall bulk. It’s important for your hit points, your ability to fit
into small spaces, and can apply bonuses or penalties to
your fighting abilities. Find your SIZ by rolling 2d6+6 and
multiplying by 5.

Dexterity determines how fast you can move and how well
you can dodge incoming attacks. Find your DEX by rolling
3d6 and multiplying by 5.

Appearance combines how good you look with how smooth


you talk and just generally how likable you are, which can be
:
important for things like smooth-talking the police after a
shootout with cultists. Find your APP by rolling 3d6 and
multiplying by 5.

Intelligence measures how well you learn, your reasoning


skills, and how well you’ll do when confronted with puzzles
and mysteries. Find your INT by rolling 2d6+6 and
multiplying by 5.

Power represents your willpower, your resistance against


magic and the maddening forces of darkness, it directly
affects your sanity and a character with a higher power can
resist going mad longer. Find your POW by rolling 3d6 and
multiplying by 5.

Education is the knowledge you’ve accumulated through


study, as opposed to the raw thinking power of intelligence.
Education is often important for determining your skill points
and knowledge of obscure academia. Find your EDU by
rolling 2d6+6 and multiplying by 5.

Luck is rolled when something may or may not happen that


is completely outside of the investigator’s control and is only
rolled when circumstances rely only on the odds. Find your
Luck by rolling 3d6 and multiplying by 5.

Step 2: Age

Your character’s age actually makes a fair bit of difference in-


game. Decide what age you’d like your character to be, then
apply the following changes to your characteristics:
:
5 to 19: Deduct 5 points among STR and SIZ. Deduct 5
points from EDU. Roll twice to generate a Luck score and
use the higher value.

20s or 30s: Make an improvement check for EDU.

40s: Make 2 improvement checks for EDU and deduct 5


points among STR, CON or DEX, and reduce APP by 5.

50s: Make 3 improvement checks for EDU and deduct 10


points among STR, CON or DEX, and reduce APP by 10.

60s: Make 4 improvement checks for EDU and deduct 20


points among STR, CON or DEX, and reduce APP by 15.

70s: Make 4 improvement checks for EDU and deduct 40


points among STR, CON or DEX, and reduce APP by 20.

80s: Make 4 improvement checks for EDU and deduct 80


points among STR, CON or DEX, and reduce APP by 25.

Basically, you’re usually going to make characters in their


20’s and 30’s, super young kids take a penalty to their
physical and education stats, and in exchange they get to be
super lucky. At age 40 and up you start trading physical stats
for the chance at higher education (though strangely your
80’s are strictly worse than your 70’s).

You’re also probably wondering what the heck an


improvement check is. To make an EDU improvement
check, simply roll percentage dice. If the result is greater
than your present EDU add 1D10 percentage points to your
:
EDU characteristic (note that EDU cannot go above 99).

Step 3: Attributes

With your characteristics set, we can figure out a few


important attributes from them.

Your Hit Points keep track of how much punishment you can
take before dying (an important number to know). To find
your hit points simply add your CON and SIZ together and
dividing that total by 10 (round down). So, for example, an
investigator with 70 CON and 49 SIZ would have a total of 11
hit points.

Your MOV (movement rate) determines how fast you can


move in a turn. You can move 5 X your MOV in a single turn.
You determine your MOV by comparing your STR and DEX
to your SIZ, and it is further modified if you’re really old:

If both STR and DEX are each less than SIZ: MOV = 7

13If either STR or DEX is equal to or greater than SIZ, or if all


Shares
three are equal: MOV = 8

If both STR and DEX are each greater than SIZ: MOV = 9

If age is in the 40s: deduct 1 from MOV

If age is in the 50s: deduct 2 from MOV

If age is in the 60s: deduct 3 from MOV

If age is in the 70s: deduct 4 from MOV


:
If age is in the 80s: deduct 5 from MOV

Finally, you need to figure out your damage bonus and


build. Basically, if you’re really small and weak you’ll have
penalties for hand-to-hand combat and if you’re huge and
beefy you’ll get bonuses. You’ll find both attributes by
combining your STR and SIZ and comparing the total on the
following table:

DAMAGE BONUS AND BUILD

STR + SIZ Damage Bonus Build

2 - 64 -2 -2

65 - 84 -1 -1

85 - 124 None 0

125 - 164 +1d4 +1

165 - 204 +1d6 +2

Step 4: Occupation and Skills


:
The books separate these two steps, but you really need to
consider them both at once. Your occupation is the closest
thing to a “class” you’ll be getting. We don’t have nearly
enough time to go through them all (there’s nearly 100 in the
investigator’s handbook alone) but they did their best to
cover any conceivable occupation you may think up for the
period, or at least something equivalently close. Each
occupation gives you a different set of, occupation skill
points, occupation skills, a credit rating, and your
suggested contacts.

Most occupations will give you a bunch of skill points to


spend based on your education, but some may use your
appearance or dexterity, or any other characteristic for
that matter.

These occupation skill points can only be spent on your


occupation skills and serve to specialize your investigator
and make them particularly good at a few things.

Your occupation will also give you a range for a special skill
called a credit rating. The credit rating is 7th edition’s
solution to the whole “paying your taxes” section from old
editions and serves to cut out the micromanagement when it
comes to money. Your credit rating is a skill, and you’ll have
to spend your skill points on it like any other. But your credit
rating isn’t used for skill checks, instead it determines how
wealthy your investigator is, and what they can afford.

Let’s say my investigator’s occupation is an antique dealer,


:
which as an occupation has a credit rating range from 30 -
50. This means I’m required to spend at least 30 of my
occupation skill points on my credit rating, and the
maximum I can spend is 50. 30 is well within the “average”
credit rating level, while 50 barely breaks into the “wealthy”
bracket. Rather than keep track of your finances for every
little thing, the bracket of your credit rating determines your
level of living, whether or not you’d own a car or a house,
how much cash you’d have on hand, and if you don’t spend
past a daily limit you don’t have to note down spending at all.
If I took the minimum of 30 for my antique dealer’s credit
rating, I could only spend up to $10 worth of 1920’s money
before needing to mark it off my total. But if I bumped my
credit rating all the way to 50, I could spend up to $50 old
timey bucks each day without breaking a sweat.

And the last thing you gain from your occupation is your
suggested contacts. These aren’t things you actually need
to set up ahead of time, but you’re investigators, and
investigators need to ask a lot of people a lot of questions.
Say there’s eldritch trouble afoot with a suspicious circus in
town. The acrobat occupation specifically lists circuses and
carnivals under their suggested contacts, and your acrobat
investigator may well have an in with the big top that gets the
players past the tent flap where they would have been turned
away otherwise.

Finally, you get an opportunity to round out your character


with personal skills. Each investigator gains a number of
:
personal skill points equal to their INT X 2. These points
can go into any skill you feel like, even skills outside of your
occupation.

Step 5: Equipment

This part is very simple considering how your credit rating


works, and generally if your character should have something
based on their occupation they just have it. No need to write
every little thing down. You should note down however
anything major that you think is important, like a car, or a
special weapon you’re really attached to.

Step 6: Backstory

The books have extensive sections about this but


fundamentally you’re free to create whatever elements you’d
like with one major hiccup; the keeper can change your mind!
You’ll be needing to fill in at least one each of beliefs,
significant people, meaningful locations, treasured
possessions, and traits. You get to select one of these as a
sort of “core trait” but the rest can be freely messed with by
the Keeper when your mind comes under assault, sometimes
completely flipping an investigator’s personality!

Step 7: Halves and Fifths

The book expects you to do this earlier, but I find it easier to


do once every other thing has been settled. The half and ⅕
values of your characteristics and skills are important for
finding success for hard and extreme checks. It’s best to
:
simply write all these values down ahead of time. If you’re
using the official character sheets, you’ll find spaces for all of
these values lined up for you already.

BOTTOM LINE, SHOULD I PLAY


CALL OF CTHULHU?
Call of Cthulhu 7th edition is probably my favorite incarnation
it has had over the decades. It’s fast, easy to get into, and it
just glosses over the boring stuff that bogged down the
earlier incarnations of the game. Make sure to adjust your
expectations though. Call of Cthulhu is a horror game, and
just how many horror movies can you name where everybody
survives until the end? I find that the horror style gameplay
lends itself very well to quick 1-3 session adventures where
players won’t mind losing a character so much, and tends to
falter with really long form campaigns where each individual
player is likely to cycle through multiple investigators before
the adventure is through. If you’re wanting to play longer
adventures, try adding Pulp Cthulhu to the base rules for
that extra survivability. Otherwise, keep your campaigns
short, and have fun driving your playgroup to the brink of
insanity!

--
:
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DISCLAIMER
Last updated: January 27, 2019

The information contained on www.SkullSplitterDice.com


website (the "Service") is for general information purposes
only.

www.SkullSplitterDice.com is a participant in the Amazon


Services LLC Associates Program, an affiliate advertising
:
program designed to provide a means for sites to earn
advertising fees by advertising and linking to Amazon.com.
(source: Section 5)

Blueshift Nine, LLC assumes no responsibility for errors or


omissions in the contents on the Service.

In no event shall Blueshift Nine, LLC be liable for any special,


direct, indirect, consequential, or incidental damages or any
damages whatsoever, whether in an action of contract,
negligence or other tort, arising out of or in connection with
the use of the Service or the contents of the Service.
Blueshift Nine, LLC reserves the right to make additions,
deletions, or modification to the contents on the Service at
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Blueshift Nine, LLC does not warrant that the Service is free
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