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 Cthulhu | Odd Hours | |
|---|---|---|
| Genre | Horror, Modern | Horror, Modern |
| Tags | Investigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Fear & Stress Mechanics, Corruption, Skill-Based | Fear & Stress Mechanics, Comedy, Gonzo, Weird, Rules-Light, Random Tables, One-Shot Friendly |
| Core Mechanic | Roll 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. |
| Dice | d100 | 2d6 |
| Complexity | Medium | Low |
| Accessibility | High | Very High |
| Runnability | Very High | High |
| License | Chaosium Fan Material Policy | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Cost | $$ | Free |
| Publisher | Chaosium | Route 9 Games |
| Year | 2014 | 2026 |
| Best For | Investigation-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. |
| Highlights | Tracking 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. | 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. |
| Considerations | The 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 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. |