Call of Cthulhu

Officially Call of Cthulhu: Roleplaying Game

Lovecraftian horror tabletop RPG. First published 1981 by Sandy Petersen (Chaosium). Set in 1920s New England (traditional) exploring H.P. Lovecraft's Cthulhu Mythos. Percentile (d100) system + SANITY mechanic where investigators lose mental stability confronting cosmic horror. 7th Edition 2014 current. Longest continuously published RPG after D&D.

📐theater of mind + occasional map~240 min🌤indoor
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What is Call of Cthulhu?

Call of Cthulhu is HORROR TABLETOP RPG based on H.P. LOVECRAFT's CTHULHU MYTHOS. First published 1981 by SANDY PETERSEN + Chaosium (USA). Set traditionally in 1920s NEW ENGLAND but supplements cover PULP ERA 1920s adventure, MODERN, DARK AGES, GASLIGHT VICTORIAN, INVICTUS ancient Rome. Uses PERCENTILE (d100) SYSTEM — roll under target skill %. HALLMARK: SANITY MECHANIC — investigators start with SAN 45-99 (based on Power stat). Encountering horror = SAN loss (small viewing to major encounters can drop 1d20+ SAN). Reaching 0 SAN = permanent insanity/death. Temporary insanity + phobias between. Encourages CAUTIOUS INVESTIGATION over combat — deadly system. INVESTIGATORS typically ANTIQUARIANS, PROFESSORS, JOURNALISTS, PRIVATE DETECTIVES exploring OCCULT MYSTERIES with likely tragic ending. 7TH EDITION (2014) most current — refined mechanics + Pulp Cthulhu variant + Beyond the Mountains of Madness / Masks of Nyarlathotep classic scenarios. LONGEST CONTINUOUSLY PUBLISHED RPG AFTER D&D. Adapted to video games (Call of Cthulhu 2018, Dark Corners of the Earth 2005). Considered ESSENTIAL RPG EXPERIENCE alongside D&D.

Quick facts

Category

Tabletop Role-Playing

Type

Team sport

Players

2–8

Duration

~240 min

Where played

indoor

Field / court

theater of mind + occasional map

Country of origin

🇺🇸 United States

Estimated origin

1st Edition 1981 Sandy Petersen; 6th Ed 2004; 7th Ed 2014 (current); continuous publication since 1981

Olympic

No

Popularity

major

How it works

Objective

Cooperative narrative investigation; discover + confront cosmic horror; survive with sanity + life intact (rarely both).

Rules

Basic rules

  • d100 vs skill target

    Roll 1-100; roll ≤ skill % = success. Under half = hard success; under 5 = extreme; roll 01 = critical.

  • SANITY mechanic — starts 45-99

    Every horror encounter risks SAN loss (0/1d3, 1/1d6, 1d6/1d20 depending horror severity).

  • Combat highly deadly

    Damage rolls quickly kill unprepared investigators. Avoid combat.

  • Investigator background + occupation determines skills

    1920s occupations: Antiquarian, Doctor, Journalist, Cop, Private Eye, Occultist.

  • Failed SAN checks: temporary insanity + phobias

    5+ lost in single check = temp insanity; 20% total SAN loss = indefinite insanity.

  • Investigators expected to die/go mad

    Character mortality high; part of horror atmosphere.

Scoring

Not scored. Character advancement via skill improvement checks. Long-term: survive campaign with sanity intact.

ActionPoints
Successful skill use in sessionMark skill for improvement check
End of scenario improvement checksRoll 1d100 > skill for +1d10 improvement
Character survives + retains sanityAchievement in itself

Win condition · Cooperative narrative — surviving + solving mystery.

Playing area

Called

theater of mind + occasional map

Dimensions

primarily narrative

Mostly narrative theater; occasional battle maps for combat scenes.

Equipment

  • Keeper Rulebook (7th Ed)

    €45; rules + Mythos + scenarios

  • Investigator Handbook

    €30; player character options

  • d100 dice (2× d10)

    Percentile rolls

  • Classic scenarios: Masks of Nyarlathotep, Beyond the Mountains of Madness

    Legendary long campaigns €40-60 each

  • Investigator sheets + occupation options

    Antiquarian, Doctor, Journalist, Occultist, etc.

Strategies

  • Investigation > combat

    Deadly system rewards research + caution over confrontation.

  • Character bonds + backstory matter

    Emotional investment enhances horror; expect character loss.

  • Keep spare characters ready

    Character mortality high; have new sheet ready.

Terminology

Keeper
Game Master (equivalent D&D's DM).
Investigator
Player character.
SAN
Sanity — mental stability stat.
Mythos
Cthulhu Mythos — pantheon of cosmic entities.
Great Old One
Ancient cosmic entity (Cthulhu, Yog-Sothoth, etc.).
Cthulhu Mythos skill
Forbidden knowledge; higher = more insane.
Hard success
Roll ≤ half skill; better outcome.
Push roll
Retry failed check at higher stakes.

Major competitions

  • Not competitive — cooperative RPG

    n/a · worldwide

  • Origins + ENnie Awards multiple wins

    annual · USA · since 1981

  • NecronomiCon Providence (annual convention)

    biennial · USA · since 2013

Where it is played

Governing bodies

Famous names & records

Famous athletes

  • Sandy Petersen (USA, b. 1955) — Original 1981 designer
  • H.P. Lovecraft (USA, 1890-1937) — Underlying literary source
  • Mike Mason (USA) — 7th Edition co-designer
  • Paul Fricker (UK) — 7th Edition co-designer

Learn this sport

beginner

  1. 1

    Buy Starter Set ($25) — includes scenarios + dice + rules

    Best entry point.

  2. 2

    Play EDGE OF DARKNESS or DEAD LIGHT — classic short scenarios

    1-2 session mysteries.

intermediate

  1. 1

    Keeper Rulebook + full campaign

    MASKS OF NYARLATHOTEP considered greatest RPG campaign ever.

  2. 2

    Run your first game as Keeper

    Community-shared scenarios online.

advanced

  1. 1

    Custom campaigns + original scenarios

    Community publishes scenarios.

Frequently asked

What is Call of Cthulhu?+

HORROR TABLETOP RPG (1981) based on H.P. LOVECRAFT's CTHULHU MYTHOS. Investigators in 1920s NEW ENGLAND explore cosmic horror mysteries — usually with tragic ends. HALLMARK: SANITY MECHANIC (SAN stat 45-99 depleted by horror encounters; reaching 0 = insanity). Uses PERCENTILE d100 system. Longest continuously published RPG after D&D. Extremely influential — invented horror RPG genre. 7th Edition 2014 current. Cult classic; many players consider it best RPG ever alongside D&D.

What is the SAN (Sanity) mechanic?+

SANITY represents mental stability. Start with SAN 45-99 (Power stat × 5). Every HORROR ENCOUNTER triggers SAN CHECK (roll d100 ≤ SAN). Success = lose minimum (0-1); Fail = lose maximum (1d6-1d20 depending on horror severity). Viewing DEAD BODY = 0/1d2; SEEING GHOUL = 0/1d6; SEEING CTHULHU = 1d10/1d100. Reaching 0 SAN = permanent insanity/character retired. Losing 5+ in single check = TEMPORARY INSANITY (round-scale). Losing 20% total = INDEFINITE INSANITY (months of recovery). Considered GENIUS DESIGN — makes cosmic horror mechanically felt.

Is Masks of Nyarlathotep really the greatest RPG campaign?+

MANY CONSIDER YES. Published 1984 (updated 5th Ed 2018), globe-spanning campaign starting NYC → London → Cairo → Kenya → Shanghai → Australia. Investigating a CULT PLOT to summon dark forces during 1925. Legendary among CoC + broader RPG community. Takes 40+ sessions (1 year+ weekly play). Complex npcs, deep mystery, cultural exploration, escalating dread. Frequently voted 'best RPG campaign ever' in polls (Escape Pod Cast surveys, RPG.net community). BEYOND THE MOUNTAINS OF MADNESS (Antarctic) is second-most legendary.

Sources & provenance

Last verified 2026-08-25.verified