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Call of Cthulhu vs Shadow of the Demon Lord

Compare Call of Cthulhu and Shadow of the Demon Lord side by side. See differences in complexity, dice, genre, and more.

Call of CthulhuShadow of the Demon Lord
GenreHorror, ModernFantasy, Horror
TagsInvestigation, Fear & Stress Mechanics, Mystery, Deadly, Corruption, Skill-Based, Atmospheric, One-Shot Friendly, Character-Driven, NarrativeDark Fantasy, Gritty, Deadly, Fear & Stress Mechanics, Corruption, Character Building, Tactical, Combat-Heavy, Atmospheric, Strong GM Support
Core MechanicRoll d100 equal to or below a skill or characteristic. Hard and Extreme tests use half and one-fifth of that rating. Bonus and penalty dice select a better or worse tens digit. Eligible failed skill rolls can be pushed by taking further action, risking a harsher consequence.Roll d20 plus an attribute modifier against 10 for a challenge or the target’s Defense or attribute for an attack. Boons and banes cancel one for one. Roll the remaining d6s and add the highest boon or subtract the highest bane.
Diced100d20, d6
ComplexityMediumMedium
AvailabilityFree quickstartFree quickstart
Runnability5 of 5 book tools4 of 5 book tools
LicenseChaosium Fan Material PolicyAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Community content programCommercial publishing allowed — Community content program
Summary only, not legal advice. Check current terms before publishing.
PublisherChaosiumSchwalb Entertainment
Year20142015
LanguagesEnglish, French, German, Italian, Japanese, Korean, Spanish, Polish, Portuguese, Russian, Swedish, ChineseEnglish, French, German, Spanish, Portuguese, Italian, Polish, Chinese
Best ForGroups who want clue-driven horror with ordinary investigators and lasting consequences. Suits focused mysteries and campaigns where survival matters more than defeating every threat.Groups who want lethal fantasy horror with flexible character paths and campaigns built around eleven adventures.
HighlightsPushing a failed roll offers another chance at the goal with a more serious consequence if it fails. Learning Mythos lore reduces maximum Sanity, tying useful knowledge to lasting vulnerability. An Idea roll gets a stalled investigation moving again, with failure putting investigators into danger.Novice, expert and master paths combine freely to create specialized characters. Fast turns trade movement for an earlier action. Insanity and Corruption give frightening encounters and forbidden acts lasting mechanical consequences.
ConsiderationsA major wound can leave an investigator dying, making direct confrontation dangerous. Bouts of madness temporarily place investigator actions under Keeper control. Foot and vehicle chases track relative speed and movement actions, adding a separate procedure to pursuit scenes.Starting characters can die from a single strong hit. The rules include graphic body horror and disturbing effects of forbidden magic. Advancement ends at level 10 after the campaign’s final adventure.