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Belly of the Beast vs Call of Cthulhu

Compare Belly of the Beast and Call of Cthulhu side by side. See differences in complexity, dice, genre, cost, and more.

Belly of the BeastCall of Cthulhu
GenrePost-Apocalyptic, HorrorHorror, Modern
Play StyleSurvival, Grimdark, Gritty, Horror, Player-Only Rolls, Theater of the Mind, Resource Management, Inventory Management, Roleplay-Heavy, Atmospheric, Sandbox, Fiction-First, Faction Play, Classless, Skill-Based, Weird, GM-FriendlyInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-Based
Core MechanicRoll 1 base d6 plus up to 5 Instinct Dice spent from a refillable pool plus any Advantage Dice, capped at 10 total. Each die is a success on a face value set by your relevant Skill Rank — Rotten (6), Acceptable (5+), Capable (4+), Brilliant (3+). Tasks have a Difficulty (successes needed), Severity (how much failure hurts), and optional Threshold (successes removed before counting). Players roll for everything; the GM never rolls. Spent Instinct Dice are gone until earned back by acting in line with your two Instincts.Roll d100 equal to or under your skill percentage. Success tiers at half (Hard) and one-fifth (Extreme) of the skill value. Bonus and penalty dice adjust the tens digit. Failed rolls can be pushed for a second attempt at greater risk.
Diced6 dice poold100
ComplexityMediumMedium
AccessibilityMediumMedium
RunnabilityHighHigh
LicenseProprietaryChaosium Fan Material Policy
Cost$$$
PublisherSigil Stone PublishingChaosium
Year20162014
Best ForGroups who want grim survival horror in a confined weird-fiction setting where character Instincts and a scavenging mission cycle — not heroic combat — drive every session, and who are comfortable with a GM who never rolls and tunes threats by feel.Investigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.
HighlightsInstinct Dice tie character drives directly to dice pool depth — acting on your two Instincts earns dice you spend to survive future rolls, so leaning into your character's flaws is how you stay mechanically competent. Tasks have three independent dials — Difficulty, Severity, and Threshold — letting the GM build a D1/S4/T0 assassin or a D5/S1/T2 vault door that feel mechanically distinct without an enemy stat block. Succumb and Transcend let any player auto-resolve a Task or Scene by embracing or permanently renouncing an Instinct — Succumb leaves the character Ashamed and unable to Advance until they atone, while Transcend removes that Instinct and its dice income from the sheet forever.Sanity system mechanically reinforces horror tone. Intuitive percentile skill system with tiered success levels. One of the largest published scenario libraries in the hobby.
ConsiderationsPlayers roll for everything and the GM never rolls, so every Enemy, Hazard, and Sickness is a Difficulty, Severity, and Threshold the GM sets by feel during play rather than reading from a stat block. Combat uses abstract Hand/Arm/Reach/Near/Far ranges with no grid, no movement tracking, and no initiative — the GM calls turn order from the fiction. Setting material includes normalized slavery, frenzy-mad cannibals, and an in-fiction gender framing where women are treated as more 'precious' than men due to reproduction — the book flags the last point in a sidebar and suggests GMs skip it if uncomfortable.Chase rules add complexity with limited payoff, 46-skill list requires point allocation across multiple categories, sanity spiral can remove player agency in extended campaigns