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Call of Cthulhu vs City of Jerry

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

Call of CthulhuCity of Jerry
GenreHorror, ModernModern
TagsInvestigation, Fear & Stress Mechanics, Mystery, Deadly, Corruption, Skill-Based, Atmospheric, One-Shot Friendly, Character-Driven, NarrativeComedy, Fiction-First, Gonzo, Improvisation, Low-Prep, Mystery, Noir, Playbook-Driven, Random Tables, Rules-Light
Core MechanicRoll d100 equal to or below a skill or characteristic. Hard and Extreme tests use half and one-fifth of that rating. Bonus and penalty dice select a better or worse tens digit. Eligible failed skill rolls can be pushed by taking further action, risking a harsher consequence.When an outcome is uncertain, roll a d12 plus Heal or Harm and read the result on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Good or Bad Luck adds d12s and keeps the highest or lowest result.
Diced100d12
ComplexityMediumLow
AccessibilityHighMedium
RunnabilityVery HighHigh
LicenseChaosium Fan Material PolicyMade for Mischief Third-Party License
Third-Party PublishingCommercial publishing allowed — Community content programCommercial publishing allowed — Made for Mischief Third-Party License
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherChaosiumDrimbus
Year20142026
LanguagesEnglish, French, German, Italian, Japanese, Korean, Spanish, Polish, Portuguese, Russian, Swedish, ChineseEnglish
Best ForGroups who want clue-driven horror with ordinary investigators and lasting consequences. Suits focused mysteries and campaigns where survival matters more than defeating every threat.Groups who want low-prep noir mysteries with body-pun humor, player-created connections, and fast conflicts inside a human body.
HighlightsPushing a failed roll offers another chance at the goal with a more serious consequence if it fails. Learning Mythos lore reduces maximum Sanity, tying useful knowledge to lasting vulnerability. An Idea roll gets a stalled investigation moving again, with failure putting investigators into danger.Challenges, combats, and conversations share a Conflict framework, so one procedure supports objectives, fights, and persuasion. Matching results on multiple Luck dice trigger the Twist table, turning stacked advantages or disadvantages into an unexpected complication or benefit. Five biological Roles provide curated Abilities and Traumas, giving each Agent a distinct way to help or harm Jerry.
ConsiderationsA major wound can leave an investigator dying, making direct confrontation dangerous. Bouts of madness temporarily place investigator actions under Keeper control. Foot and vehicle chases track relative speed and movement actions, adding a separate procedure to pursuit scenes.Agents choose from five biological Roles, so concepts outside the Immunization Task Force require reskinning. Each Wound adds a penalty, and a third Wound triggers a Death Roll, making dangerous conflicts costly. Investigations use general Challenge Counters rather than a clue or deduction subsystem, leaving evidence details to the Jerry Master.