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Call of Cthulhu vs Odd Hours

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

Call of CthulhuOdd Hours
GenreHorror, ModernHorror, Modern
Play StyleInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-BasedHorror, Comedy, Gonzo, Weird, Rules-Light, Random Tables, One-Shot 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.Roll 2d6 plus one of three attributes (Wit, Grit, Strangeness) plus a relevant skill and try to meet or beat a Target Number. Combat is an opposed roll. Beat the defender by 5 or more for a critical hit and double damage. Two resources then shadow every shift: Sanity drops when the supernatural presses on your mind, and Absurdity climbs as you lean into it. You spend Absurdity to reroll a failure, shrug off a point of Sanity loss, or take the higher of two rolls.
Diced1002d6
ComplexityMediumLow
AccessibilityHighVery High
RunnabilityVery HighHigh
LicenseChaosium Fan Material PolicyProprietary
Cost$$Free / $
PublisherChaosiumRoute 9 Games
Year20142026
Best ForInvestigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.Groups who want low-barrier horror with a comedic streak for one-shots or short campaigns at a single weird location. It suits players who improvise from atmospheric prompts and lean into absurd moments instead of optimizing their characters.
HighlightsSanity system mechanically reinforces horror tone. Intuitive percentile skill system with tiered success levels. One of the largest published scenario libraries in the hobby.Sanity and Absurdity move in opposite directions, so the dark humor that raises Absurdity becomes a resource you spend to reroll failures or cancel Sanity loss. The Overnight Manager plays the gas station itself as the lead character, voicing its moods and the cryptic calls from its unseen Owners as a presence the table improvises around. Reaching 5 Absurdity unlocks Strange Abilities bought with advancement, once-per-session quirks the station leaves on you rather than powers you earn.
ConsiderationsChase rules add complexity with limited payoff, 46-skill list requires point allocation across multiple categories, sanity spiral can remove player agency in extended campaignsThe Overnight Manager sets every Target Number outside a few fixed tables and decides each Absurdity award, so difficulty and pacing rest on table judgment. Combat is deliberately thin: flat weapon damage, one primary and one minor action per turn, and only basic move-and-cover positioning rather than a tactical grid. Rituals, Strange Abilities, and backgrounds come as a handful of examples the book openly tells you to expand on yourself.