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Call of Cthulhu vs ICONS

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

Call of CthulhuICONS
GenreHorror, ModernSuperhero, Modern
Play StyleInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-BasedSuperhero, Heroic, Cinematic, Rules-Light, Random Character Creation, Tag-Based, Theater of the Mind, Beginner-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.Effort vs. Difficulty. Each side adds a single d6 to a 1–10 ability level (acting Ability + d6 for effort, opposing Ability + d6 for difficulty); subtract difficulty from effort to find the outcome and its degree (marginal, moderate, major, or massive success or failure). Qualities are short narrative descriptors (titles, drives, catchphrases, weaknesses) that any player or the GM can activate to gain an advantage or create trouble. Activating trouble against your own hero earns Determination Points, which fuel stunts, retcons, ability boosts, and other player-side narrative interventions.
Diced1002d6
ComplexityMediumLow
AccessibilityHighHigh
RunnabilityVery HighMedium
LicenseChaosium Fan Material PolicyOGL 1.0a
Cost$$$$
PublisherChaosiumGreen Ronin Publishing
Year20142014
Best ForInvestigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.Groups who want fast superhero campaigns where heroes can be rolled up in minutes, freeform qualities drive both advantages and complications, and the rules stay out of the way of comic-book pacing.
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.Hero creation runs through a handful of dice rolls: origin (Trained, Transformed, Birthright, Gimmick, Artificial, Unearthly), six attributes, number and type of powers, and specialties. It produces a complete superhero in minutes, with the random results functioning as creative prompts for backstory rather than constraints on concept. Qualities act like Fate aspects: any side can invoke them for in-fiction advantage, and accepting compelled trouble against your own qualities is the primary way to refill Determination Points, so personal drama directly feeds the metacurrency. Pyramid tests resolve complex challenges by stacking smaller successes (two moderate successes equal a major, two majors equal a massive), letting investigations, chases, or skill montages play out across multiple rolls and abilities with optional modifiers like Timed, Escalating, Collapsing, and Competitive to shape the challenge.
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.Default hero creation is fully random (origin, attributes, and powers all come off 2d6 tables), so groups wanting a planned concept need to use the alternate 45-point buy or rely on attribute swaps and re-rolls. Combat resolves against a single Stamina pool (Strength + Willpower) with no grid rules or status conditions beyond a handful of effect powers, so brawls play fast but lack tactical positional depth. Powers are intentionally broad rather than deep (about sixty powers cover the genre), and exotic builds rely on stacking extras and limits rather than the granular menu of effects found in crunchier supers games.