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Call of Cthulhu vs City of Amber

Compare Call of Cthulhu and City of Amber side by side. See differences in complexity, dice, genre, cost, and more.

Call of CthulhuCity of Amber
GenreHorror, ModernFantasy, Horror
Play StyleInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-BasedUrban Fantasy, Rules-Light, Career-Based, Investigation, Mystery, Noir, Atmospheric, Roll to Cast, Deadly, One-Shot Friendly
Core MechanicRoll 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.Roll d100 (2d10 — one die chosen as the tens, the other as the ones) and try to roll under one of four Stats: Vitality, Willpower, Agility, or Cunning. Skills, situational advantages, or assists let the player roll twice and take the better result; disadvantages take the worse. Three Saves (Fear, Magic, Body) resolve the same way. Failed rolls, entering combat, and casting spells each add Stress; reaching 10+ Stress drains Vitality or Willpower and adds a Consequence, and a critical Save failure forces a Panic check against current Stress.
Diced100d100
ComplexityMediumLow
AccessibilityMediumMedium
CommunityHighVery Low
LicenseChaosium Fan Material PolicyAll rights reserved
Cost$$$
PublisherChaosiumChrome Dog Games
Year20142026
Best ForInvestigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.Groups who want a 1940s urban fantasy with horror undertones, where ordinary New Yorkers awaken to a hidden city of orcs, fey, and shades and pierce the illusion that keeps everyone else asleep. Built for one-shots and short campaigns driven by investigation, magical awakening, and dread.
HighlightsSanity system mechanically reinforces horror tone. Intuitive percentile skill system with tiered success levels. One of the largest published scenario libraries in the hobby.Amber level (1–10) is a double-edged progression: rising levels unlock new perceptions and career abilities — eventually including the power to command Grays — but falling to 0 reverts a character to a mindless Gray and hitting 10 retires them from play permanently. The Stress/Panic/Consequence cascade is the mechanical heart of the horror: failed rolls and entering combat each add Stress, hitting 10+ drains Stats and locks in a long-term Consequence (Haunted, Catatonic, Amber Dread, and nine others), and a critical Save failure forces a Panic check against current Stress. Career-gated magic means the same 20-spell list works differently across Careers: Street Wizards cast directly from randomly rolled spells, Artists bake spell effects into physical objects anyone can trigger, and Vagabonds redistribute Amber at personal cost. The Anchor — a mundane personal object worth two starting Amber points — makes every character's connection to the ordinary world a mechanical vulnerability.
ConsiderationsChase rules add complexity with limited payoff, 46-skill list requires point allocation across multiple categories, sanity spiral can remove player agency in extended campaignsSetting is locked to the City — characters cannot leave, and the GM improvises everything beyond its borders. Career and Kindred lists are fixed with no guidance for homebrew options. Magic is heavily gated to Street Wizards; other Careers receive one or two minor spell-like abilities at most. The 49-page rulebook is rules-light by design and leaves substantial setting detail, adventure structure, and faction development to the GM.