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Call of Cthulhu vs Eat the Reich

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

Call of CthulhuEat the Reich
GenreHorror, ModernHistorical, Horror
Play StyleInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-BasedPulp Action, Combat-Heavy, High-Power, One-Shot Friendly, Mission-Based, Playbook-Driven, Rules-Light
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 a pool of d6s equal to your stat plus one die per piece of equipment or ability you activate; discard any die showing 3 or less, count 4–5 as a success, and 6 as a critical. The GM builds a separate Attack pool equal to the engaged Threat's rating and rolls it. You then allocate each remaining die to one of five slots, narrating one scene detail per die as you place it: advance an Objective, eliminate a Threat, defend against the GM's Attack dice, feed for Blood, or trigger a SPECIAL (criticals only). Any GM Attack dice you don't cancel with defence dice inflict Injuries.
Diced100d6 dice pool
ComplexityMediumLow
AccessibilityHighMedium
RunnabilityVery HighLow
LicenseChaosium Fan Material PolicyProprietary
Cost$$$$
PublisherChaosiumRowan, Rook and Decard
Year20142023
Best ForInvestigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.Groups who want a self-contained, ultraviolent anti-fascist action romp playable in two or three short sessions with pregenerated characters and zero campaign overhead.
HighlightsTracking 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.Every die spent on attack is a die not spent defending or feeding for Blood, so each turn forces an explicit tradeoff between killing nazis, staying alive, and refueling the abilities that make you dangerous. Reinforcement rules ratchet pressure up each round (defeated Threats roll d6 to restore rating and every active Threat's Attack rating ticks up by one), so lingering in a scene gets steadily more lethal. Six pregenerated vampires with fixed mechanics but explicitly malleable backgrounds let the table skip session zero entirely and be drop-coffin-deployed into Paris within minutes of opening the book.
ConsiderationsThe 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.Built around a single fixed scenario (the assault on Hitler's Paris stronghold) with no support for other premises, settings, or open-ended campaign play. Character creation is reskin or hack-from-the-pregens only; the book offers no point-buy or formal chargen system. Splatter-violence tone and nazi subject matter are confrontational by design; the rulebook opens with content warnings, lines-and-veils guidance, and an evil-calibration checklist the table is expected to work through before play.