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Bite the Hand vs Call of Cthulhu

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

Bite the HandCall of Cthulhu
GenreCyberpunk, Scifi, HorrorHorror, Modern
Play StyleCharacter Building, Deadly, Fast-Paced, Gritty, Hackable, Horror, Resource Management, Theater of the MindInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-Based
Core MechanicRoll d100 under a relevant stat or save. Equal or higher makes a check fail or succeed with a consequence, while an equal-or-higher save fails and incurs harm. Doubles trigger critical results based on success or failure. Advantage or Disadvantage rolls twice and keeps the better or worse result; uncomplicated actions usually work without a roll.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.
Diced100d100
ComplexityMediumMedium
AccessibilityMediumHigh
RunnabilityMediumVery High
LicenseProprietaryChaosium Fan Material Policy
Cost$$$
PublisherSpellbook Gaming LLCChaosium
Year20262014
Best ForGroups seeking lethal cyberpunk missions about vulnerable rebels, with room for hacking, social maneuvering, and direct action.Investigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.
HighlightsTiered cybernetics raise Minimum Stress as they expand a character's capabilities, linking augmentation directly to emotional resilience. Completing a mission against a corporation, harming law enforcement, corporate assets, or government officials, and every $2,000 of debt each raise Heat; after a day of noticeable crime, a secret d20 roll at or under the highest-Heat character's score produces a Heat consequence. Uncomplicated attacks hit automatically, reserving checks for dangerous complications and keeping firefights moving.Tracking Sanity as a depletable score ties mental erosion to the fiction, so confronting cosmic horror mechanically wears characters down. The percentile skills resolve on a d100 roll-under, with Hard and Extreme bands at half and one-fifth of the rating. Bouts of Madness convert failed Sanity checks into temporary phobias, manias, or loss of character control.
ConsiderationsRandom stats and unequal starting loadouts deliberately create uneven characters. Wounds and failed Death saves can remove characters abruptly. Several procedures rely on Warden judgment: hacking, social checks, cover, and carrying capacity.The chase rules add a detailed positioning subsystem whose complexity outweighs how often it sees use. Character creation allocates points across a long list of skills, a slow first step for new players. In long campaigns the sanity spiral can strip a character of player control as madness accumulates.