Call of Cthullu by Wizards of the Coast The Call of Cthullu

A D20 System Game from
Wizards of the Coast

Rating:


(5 out of 5 hearts)

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.

Some useful links:

An interview with the authors.

Another interview with the authors

Chaosium: Call of Cthullu d20

Delta Green

A good source of linksabout Call of Cthullu

Find info about unknown armies

More about unknown armies

If you want to know more about John Tyne's work

If you want to find out what Monte Cook is up to


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