This is the latest version of a game that has been
around for more than twenty years. This hardcover, color illustrated book
is like a Player's Handbook, Dungeon Master's Guide and Monster Manual all
in one for the d20 version of Call of Cthullu. The book was written by Monte
Cook, one of the designers of D&D 3rd ed, and John Tynes, who wrote a lot
of material for the original version of Call of Cthullu (Delta Green) and
an excellent occult-mystery RPG called Unknown Armies.
The Call of Cthullu game is based on horror stories written by H.P. Lovecraft
and other writers. It is the role-playing game equivalent of scary stories
around the campfire. You know you are playing a good Call of Cthullu game
when the players feel chills running the length of their spine.
Lovecraft' tool to create horror is the realization that humanity is a doomed,
insignificant speck in the cosmic scheme. There is no hope: the awakening
of the Great Old Ones, an event that will spell the end of humanity, is foretold
and unstoppable. The player characters are contemporary people who have to
face terrible monsters, insane cultists and the growing madness that accompanies
their discovery of how the world really works. Contact with the Cthullu Mythos
(artifacts, magic, monsters, aliens, etc.) reduces a character's sanity points.
Excessive loss of sanity points can result in metal disorders. When a character
loses all sanity points, it becomes unplayable and the player needs to make
a new one.
Characters usually don't last long in this game. Either they die or they become
insane. Thankfully, as far as the rules are concerned, they are easy to create.
Instead of classes, a player chooses from two options and a number of profession
templates. The two options are defense (two good saves and a ½ character level
BAB) or offense (one good save and a ¾ character level BAB). Character's Hit
Dice are always d6. Characters get twelve skills that are class skills (called
core skills here). The other skills are cross-class skills (non-core skills).
Seventeen examples of profession templates suggest possible skill selections.
These templates suggest a series of skill to choose for a character that is,
for example, a musician, a parapsychologist, a soldier, a technician, a criminal,
etc. All characters get 8 skill points per level.
The rules are pretty much the same as D&D, with some modifications and additions
to the skills available to reflect abilities of contemporary people, such
as computer use, psychoanalysis, driving and piloting. The feats also reflect
the weaponry available to contemporary characters, i.e. firearms. New kinds
of feats, psychic feats, let a character use psychic powers such as dowsing,
mind reading, telepathy and remote viewing. The use of psychic powers almost
invariably results in the loss of sanity points.
A very big and incredibly detailed section deals with firearms. Gaming groups
can either use the generic firearms or choose specific weapons from an extensive
list. The rules for using firearms in combat are very developed. The average
person will probably learn a lot about firearms by reading this section. I
guess they had to choose between cars or guns and chose guns…
Another very well detailed section is the one on mental diseases and insanity.
This section deals with loosing and recovering sanity points as well as the
description of many mental disorders.
Magic is learned from Mythos artifacts, mostly ancient books. Anybody can
cast spells that they have learned. Casting a spell usually involves ability
damage, mostly wisdom. Sometimes, the damage is permanent. The cost of casting
a spell also usually includes the loss of some sanity points. A big list of
spells describes what is available in this game.
A lot of creatures from the Cthullu Mythos are described with d20 stats. Encounters
with those nasty critters will most likely result in the loss of some sanity
points (if not death). It is in the description of these creatures, including
the Great Old Ones, that lies most of the information particular to the Call
of Cthullu "setting".
Two chapters guide and advise the GM, providing an invaluable wealth of suggestions
on creating and running palpitating stories and adventures. Some guidelines
are provided to set the game at various eras, mostly through the 20th century.
Different subgenres are described to reflect the various styles of play of
Call of Cthullu. Some guidelines help making the conversion between Chaosium's
Basic Roleplaying system and the d20 system, as well how to integrate material
from this book into D&D. The book also includes two adventure modules.
This book is obviously meant to be supplemented by other publications, most
likely by the wealth of material available for the original game. While those
who are already familiar with the game will feel at home, a lot of information
is left unsaid or is simply briefly mentioned. Chaosium already is planning
the publication of some material for d20 Call of Cthullu.
This book got me working on a little project to surprise my regular gaming
group with an unusual gaming event when they show up for their weekly D&D
fix. I really liked it and strongly recommend that you give it a look the
next time you visit your gaming retailer.