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Call of Cthulhu vs GunCraze

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

Call of CthulhuGunCraze
GenreHorror, ModernPost-Apocalyptic, Modern
TagsInvestigation, Fear & Stress Mechanics, Mystery, Deadly, Corruption, Skill-Based, Atmospheric, One-Shot Friendly, Character-Driven, NarrativeTactical, Crunchy, Classless, Skill-Based, Deadly, Gritty, Miniatures
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.Statistic Test: roll 1d10, add the relevant Attribute or Skill rank plus modifiers, and meet or beat a target number; contested actions are Opposed Rolls where the higher total wins and ties favor the defender. A natural 9 or 10 on a combat test banks a Craze! Point, and up to three Craze! Points can be spent after a roll to add +1d6 each. Attacks roll a d10 for hit location and deal damage in d6s against per-location hit points.
Diced100d10, d6
ComplexityMediumHigh
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseChaosium Fan Material PolicyProprietary (GunCraze OGL v1.1)
Third-Party PublishingCommercial publishing allowed — Community content programNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherChaosiumAction Tactics Roleplay Gaming LLC
Year20142025
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 crunchy, grid-based tactical gunfights with genuine lethality in a post-apocalyptic setting and don't mind learning a dense rulebook before the first session.
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.A natural 9 or 10 on a combat roll banks a Craze! Point, and up to three can be spent afterward for +1d6 each or to dive for cover mid-attack, but never to boost damage, keeping firefights swingy without softening lethality. Damage tracks per body location, so a destroyed limb is disabled and spills further hits into the torso past armor, turning partial wounds into mounting handicaps rather than one shared health bar. Characters are built from specializations, tiered talent trees, ranked skills, and jobs rather than classes, letting any blend of gunplay, melee, and noncombat skill live in one survivor.
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.Social conflict resolves through single skill tests, with no structured subsystem for extended negotiation, interrogation, or social maneuvering. The rules cover realistic firearms, melee, and cybernetics only, with no rules for magic, psychic powers, or other fantastical abilities. Installing cybernetics requires both Surgery and Engineering (Robotics) skill ranks plus high target-number tests, gating the augmentation catalog behind dedicated character investment.