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Call of Cthulhu vs Night's Black Agents

Compare Call of Cthulhu and Night's Black Agents side by side. See differences in complexity, dice, genre, cost, and more.

Call of CthulhuNight's Black Agents
GenreHorror, ModernHorror, Modern
Play StyleInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-BasedInvestigation, Espionage, Character-Driven, Gritty
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.GUMSHOE engine. Investigative abilities auto-succeed: if you have the skill and there's a clue, you find it. General abilities (combat, athletics) roll 1d6 + spent points vs. difficulty 4. Point pools refresh between sessions, creating resource-management tension. Four play modes (Burn, Dust, Mirror, Stakes) tune mechanics to your preferred espionage tone.
Diced100d6
ComplexityMediumMedium
AccessibilityHighMedium
RunnabilityVery HighHigh
LicenseChaosium Fan Material PolicyGUMSHOE SRD (CC BY 3.0 / OGL)
Cost$$$$
PublisherChaosiumPelgrane Press
Year20142012
Best ForInvestigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.Groups who want spy-thriller action fused with supernatural horror: burned agents unraveling a vampire conspiracy through investigation, chases, and tradecraft.
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.Investigation never stalls: clues flow automatically, Conspyramid campaign structure is a well-designed GM tool, four tonal modes let you dial in the spy genre you want, highly modular vampire creation system, works stripped of vampires for pure espionage
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.NPC combat math can feel unbalanced against PCs, multiple point pools to track can bottleneck play, narrow genre focus limits reuse, requires significant GM prep for conspiracy networks