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Finally we’ve reached the half of the book dedicated to Keepers. At this point, I’ll be switching gears and going over a quick blurb of what to expect on each of the following chapters, rather than going deep into detail as most of it is refinement and advice specific to running the game.

Given that we’re 7 editions into Call of Cthulhu, it’s gotten quite expansive, and there’s a lot of good advice to go around, especially when running for this particular take on the horror genre.

Playing the Game

I happen to like the approach the Call of Cthulhu takes in this chapter, working with the assumption that there will be newbie Keepers trying to run this for the first time. There’s good, common-sense advice included here, from putting a group together, to dealing with unsavory historical elements and setting the mood for a proper horror game.

In addition there’s more specific advice for running Call of Cthulhu, imparting insight to how the system is used, how you can take advantage of Pushing a roll to build tension, and some great stuff on interpreting success and failure in a given skill roll.

The chapter then goes into the details and advice on how to handle Action and Magic, and how to make sure that you build that air of horror into your custom scenarios.

Tomes of Eldritch Lore

This chapter goes into the listing and details involved in the Mythos Tomes. There’s some snappy advice on how to describe Mythos Tomes and the experience of dabbling in their contents, followed by a list of Mythos books, and their attributes, such as the Sanity Loss incurred when studying them, and other details.


As a logical follow up, this chapter lists the various spells for Call of Cthulhu that can be learned through the Mythos Tomes. The spells are all very colorful and quite… disturbing, and you can easily see what kind of insane cultist would consider using (or learning) such powers.

Artifacts and Alien Devices

Being the Cthulhu Mythos, there’s room for both arcane artifacts and strange alien devices used by the various species outside of man. This chapter is full of interesting and flavorful entries of the various items that Investigators might stumble upon on their investigations, or be subject to if they’re ever so unfortunate.

Monsters, Beasts and Alien Gods

Perhaps the favorite chapter of any Keeper, this is the bestiary that gives the stats of all the Mythos beasties from the Mi-Go all the way to The Great Cthulhu himself. It’s also lovingly illustrated (definitely a plus!)

At a certain point the numbers on the various Deities of the Cthulhu Mythos are somewhat overwhelming as some stats hit 3(!) digits when it comes to their values. Needless to say when an Investigator comes up against The Great Cthulhu himself, you might as well give up on any hope of a direct confrontation.


The book ends with two scenarios that the Keeper can run right out of the box. A part of me laments the fact that The Haunting is no longer here (It’s now part of the Call of Cthulhu 7th Edition Quickstart) but it does introduce two new scenarios to try. Both of these are fairly extensive, and are set in the default 1920’s era.

Each is complete with the kind of thorough scenario data that CoC is famous for, from NPCs to maps and timelines, all of which help the investigators put the clues together.


The book wraps up with helpful appendices from items and weapons lists, a glossary and even rules summaries of the key mechanics for the entire game. Finally there are two sets of character sheets one for the 1920’s and one for modern Call of Cthulhu scenarios.


While my experience with Call of Cthulhu was initially as a player with the 6th Edition (and the amazing Masks of Nyarlathotep Campaign), the new 7th Edition was the one that I really bought into as a Keeper.

As I understand it, a lot of older Keepers might prefer the older version, but I find 7th Edition to be a great entry level product for a new Keeper. The book takes the time to walk you through each of their design choices and provides a lot of great advice on how to use each of the mechanics provided to deliver a genuine horror experience.

The art and layout of the book is flavorful, and easy enough to read. The full page and two-page spread color artwork is fantastic, and I deliberately avoided posting those here as to not spoil the surprise.

Call of Cthulhu is a veritable cultural institution in the hobby. While D&D might dominate the Fantasy RPG space, you would be doing yourself a disservice by not getting into Call of Cthulhu.

When done right, the payoff for well run Call of Cthulhu scenario is priceless.

You can pick up a PDF copy of the Call of Cthulhu Keeper’s Rulebook from DriveThruRPG for only $27.95



Unlike many fantasy RPGs, magic is not something to be taken lightly in Call of Cthulhu. Most of the time, Investigators will find themselves on the receiving end of the weird and dangerous powers used by the cultists and minions they’ll encounter.

What is Magic?

Call of Cthulhu goes into surprisingly interesting detail on the nature of Mythos Magic, and how H.P. Lovecraft came to describe them. The “universal” nature of it is a sign of how it works on a greater reality than the feeble minds of mankind can ever truly understand.

Learning Magic

Often, Magic is learned through study of Mythos Tomes. While the study of such things is the province of the mad, often, Investigators find themselves having to resort to the study of Mythos Tomes out of sheer desperation.

Of course, nobody usually keeps such things in easily digestible formats. Often written by mad scribes and such, the tomes require a great deal of effort to obtain, preserve, translate and study.

Reading Mythos Books

Reading (and studying) Mythos Books is a tricky process, and Call of Cthulhu offers an option to do an Initial Reading of the text, and a Full Study. Initial Readings are faster but not without risk, a successful reading roll gives an idea of the contents of the book but still incurs Sanity loss! Success also means gaining greater insight to the Mythos.

A Full Reading is a process that takes months as it involves careful research and study. No roll is usually necessary for this, but again, Sanity Loss is inevitable. This study grants much more insight to the Mythos, and may occasionally impart additional skills.


Mythos Tomes also contain spells that the Investigators may choose to study and learn. Once learned through the books, they can actually go teach each other how to cast it. Learning Mythos Spells doesn’t incur Sanity Loss. That happens when casting them.

Casting Spells

As mentioned above, casting spells takes a toll on the caster’s sanity. However, it doesn’t rely on Sanity as a cost. Instead, the spell consumes Magic Points, a resource determined by an Investigator’s POW stat.

This is on top of all the other requirements of the spell such as strange reagents and long-winded chanting and ceremonies necessary to enact them.

Call of Cthulhu continues it’s trend of making everything risky and dangerous, players should always feel like their Investigators are on the edge of peril, and the magic system ties in wonderfully into it. The Mythos Tomes are a source of possible salvation or damnation, with spells that could save their lives, or drive them to madness.

Few games have ever managed to pull off that moment where the player is cursing himself for having to learn magic, knowing full well that he’ll probably get shafted, but does it anyway because anything is better than nothing when dealing with the Mythos!


Today we’ll be taking a look at the mechanic that pretty much made Call of Cthulhu unique: Sanity and Sanity Loss.

But before that, it’s important to note that Sanity as it is portrayed in Call of Cthulhu is not meant to simulate real-world psychological trauma. Instead, it helps to view it as an approximation of how H.P. Lovecraft’s protagonists react in the face of horrifying sights and terrible creatures.

Sanity as Mental Resilience

Mechanics-wise, sanity is your “mental HP” as your Investigator is hammered with encounters involving the horrifying and alien, they are often called to make Sanity Rolls. These checks determine if the character is able to lessen the blow of the Sanity Loss, or takes a bigger hit.

Taking Sanity Loss is a dicey proposition at best, with successively more dire consequences depending on the amount lost and in how short an amount of time. The effects range from involuntary actions, to temporary insanity to being reduced to a permanently insane individual.

Effects of Insanity

As described above, there are a LOT of different things that can happen to an Investigator. Some of these might even mean temporarily surrendering control of an Investigator to a Keeper, or altering background details of an Investigator with irrational entries.

After a bout of madness, the player regains control of the Investigator but now usually has some sort of underlying madness still present. This means that the Investigator may yet slip into more outward manifestations of it should their fragile psyche be bombarded with another mind-blasting encounter.


Thankfully, there are ways to arrest Sanity Loss. Temporary Insanity is resolved with some peace and quiet and decent rest. More… persistent forms of Insanity require Institutionalization.

The Sanity Mechanic is perhaps one of the greatest claims to fame of Call of Cthulhu as a system. While other games have different takes on sanity these days, Call of Cthulhu’s system is elegant in play, and the random nature of how much sanity you lose in an encounter keeps things unpredictable.

In many ways, Call of Cthulhu’s ruleset may be a bit old, but the 7th Edition retains much of what made it interesting in the first place. The mechanics enforce the classic elements of horror: Helplessness, Lack of Knowledge about the Enemy and Fragility, which make it very potent in play.

If you’d like to read along, you can pick up a PDF copy of the Call of Cthulhu Keeper’s Rulebook from DriveThruRPG for only $27.95

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One of the more interesting details I’ve come to realize about Call of Cthulhu is that running away is a completely valid means of managing a situation. It stands to reason then that Call of Cthulhu should have mechanical backbone to support it.

I don’t think I’ve seen this much mechanical emphasis on chases in another game outside of Spycraft, which is another genre that highlights the value of a well run chase scene as a source of conflict and tension.

Mechanically, Chases are handled with a more involved turn-by-turn system that works by establishing relative speeds, relative positions, obstacles and rules governing actions taken during the chase scene that could result in injury or capture.

Tracking is handled on a linear track, as opposed to a grid map. I actually prefer this method as it saves on table space while still being able to keep track of where everyone is.

Beyond this is a large number of optional rules that cover everything from passengers, collisions and sudden hazards and obstacles. It’s extensive, and I’m glad that there’s a lot of them there in case you’ll need something that you didn’t expect like air and sea chases, or even mixed chases.

Few things capture the nature of primal terror better than watching someone try to outrun near-certain death. Horror movie moments aren’t made from the protagonist kicking ass, but pulling off narrow escapes. Call of Cthulhu acknowledges this by giving systems that cover this conflict with the kind of attention it deserves.

If you’d like to read along, you can pick up a PDF copy of the Call of Cthulhu Keeper’s Rulebook from DriveThruRPG for only $27.95

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Today we’re talking about guns in Call of Cthulhu. While largely ineffective against the truly awful horrors of the Cthulhu Mythos, it doesn’t hurt to be carrying a firearm of some sort against the more human cultists that often attack the Investigators.


As mentioned in our previous post, Firearms Skill Rolls do not used the Opposed Roll variant of the rules. Instead, it is a straightforward Skill Test modified by both the Difficulty of the test, as determined by range, and other factors, which manifest as Bonus or Penalty Dice.


Range Penalties

Each ranged weapons has a Base Range statistic that is used to determine the range categories of a given weapon. Each range category beyond the Base Range increases the Difficulty level of the shot by one step:

  • Within Base Range: Normal Difficulty
  • Up to twice Base Range: Hard Difficulty
  • Up to four times Base Range: Extreme Difficulty

Firearm Attack Modifiers

Modifiers to Firearms attacks all take the form of Bonus and Penalty Dice. These cover cases such as aiming (which gives a Bonus Die to the roll) to firing multiple shots (with a Penalty Die for each shot made.)

Automatic Fire

Some weapons in Call of Cthulhu are capable of Automatic Fire, an option that might not be the most accurate, but it certainly can come in handy when faced with hordes of cultists or a monstrous horror the size of a house. A character armed with an SMG or MG may fire a volley of a number of bullets equal to their firearms skill, divided by ten, rounding down.

When firing full auto or in burst mode, then the first roll is treated as a standard firearms roll, but each successive volley is penalized by up to 2 Penalty Dice, and an increase in the roll’s Difficulty after the first 2 Penalty Dice.

If the attack roll was successful, then it is assumed that half the bullets of the volley have struck the target, and the attacker rolls for half the number of shots in the volley.

If the attack roll was an Extreme Success, then it is assumed that ALL bullets in the volley strike the target. The first half of the volley are treated as an Impale, and the rest are rolled. Needless to say, against most human targets this is pretty fatal.


Wounds are a reality in Call of Cthulhu. Even the hardiest of Investigators will only have about 13 or hit points, so knowing how close you are from death is something that is always on everyone’s mind.

Regular Damage and Major Wounds

When an attack lands and deals damage, the first check is to see if it is Regular Damage, a Major Wound or instant death.

The least of these would be Regular Damage, and has no further effects adverse unless it drops the character’s HP to zero whereupon they fall unconscious.

A Major Wound has the character immediately falls prone, and the player must make a check to determine if the character remains conscious. If an attack drops the character’s HP to zero while they have a Major Wound then the character is considered to be dying.

If the damage dealt by one attack is more than the maximum HP of the target then the character dies.

First Aid and Recovery

Receiving First Aid while dying will stabilize the character. This buys the character time as they only need to make a roll every hour to check if their condition deteriorates. If they fail the roll, then they are considered to have slipped back to dying.

It’s because of this that after being stabilized by First Aid, it is important to follow up with a Medicine roll after to change the character’s state from Dying to Unconscious. This however, does not remove the Major Wound.

Major Wounds do not get removed from the character until:

  • The player making the recovery CON roll is able to roll an Extreme Success OR
  • The character manages to heal more than half of their maximum HP

Needless to say, getting injured means being left on your back trying to recover. Healing times aren’t fast in Call of Cthulhu, so it’s a good idea to have a few backup characters to go sending off into danger while your previous one is busy trying to rest up and letting his body knit together broken bones.

Next up, we’ll be taking a look at Chase rules, something that feels appropriate for a horror setting where running away is an important and respected survival strategy.


As demonstrated by this team of savvy veteran investigators!

If you’d like to read along, you can pick up a PDF copy of the Call of Cthulhu Keeper’s Rulebook from DriveThruRPG for only $27.95