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Call of Cthulhu vs Loot and Scoot Incorporated

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

Call of CthulhuLoot and Scoot Incorporated
GenreHorror, ModernScifi, Horror, Post-Apocalyptic
Play StyleInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-BasedBeginner-Friendly, Comedy, Deadly, Dungeon Crawl, Inventory Management, Mission-Based, Resource Management, Tactical
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.When an action is uncertain, roll 1d6: a 5–6 fully succeeds, a 2–4 succeeds with a minor complication, and a 1 fails with a major complication. Advantage or disadvantage adds dice and keeps the highest or lowest result.
Diced100d6
ComplexityMediumMedium
AccessibilityHighMedium
RunnabilityVery HighLow
LicenseChaosium Fan Material PolicyProprietary
Cost$$$
PublisherChaosiumUltimate Hyper Games
Year20142025
Best ForInvestigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.Groups that want cooperative extraction missions built around real-time pressure, hazardous grid movement, and campaign bookkeeping.
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.Timed Mode uses a real countdown for salvage shifts, then converts the final escape into a 30-turn countdown. Encumbrance ties each recovered item's size and carrying method to movement, forcing the crew to balance profit against escape speed. Death triggers automated cloning that consumes organic material and CloneChips, keeping lethal hazards in play without ending the campaign.
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.The salvage phase is designed around mapped grid movement, and Timed Mode requires active timer management. Characters begin without mechanical build choices or an advancement track, so equipment and optional cloning mishaps carry most long-term differentiation. Campaign play centers on debt and hauling logistics, making economic bookkeeping part of every cycle.