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Call of Cthulhu vs Starving Folly

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

Call of CthulhuStarving Folly
GenreHorror, ModernHorror
TagsInvestigation, Fear & Stress Mechanics, Mystery, Deadly, Corruption, Skill-Based, Atmospheric, One-Shot Friendly, Character-Driven, NarrativeFear & Stress Mechanics, Survival, Gritty, Resource Management, Character Building, Classless, Tactical, Combat-Heavy, One-Shot Friendly, CC-Licensed Rules
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 a d10, add the relevant ability score and any skill that applies, and meet or beat a Difficulty Class the GM sets on a scale from 4 for an easy task to 15 for an almost impossible one. A weapon attack rolls a d10 plus the weapon's ability score against the target's Evasion and, on a hit, deals the weapon's listed damage. Spending a Hunger Token rerolls a failed Body or Agility roll, and spending a Sanity Token rerolls a failed Mind, Senses, or Sociability roll.
Diced100d10
ComplexityMediumMedium
AccessibilityHighVery High
RunnabilityVery HighLow
LicenseChaosium Fan Material PolicyCC BY-NC-SA
Third-Party PublishingCommercial publishing allowed — Community content programNoncommercial only — Open license
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherChaosiumTheCappy01
Year20142026
LanguagesEnglish, French, German, Italian, Japanese, Korean, Spanish, Polish, Portuguese, Russian, Swedish, ChineseEnglish
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 a free, setting-agnostic horror game for one-shots or short campaigns, built around a gradual reveal of the threat and survival costs that reach beyond hit points. It fits tables that enjoy building characters from a wide menu of backgrounds and perks.
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.Scars land on specific body parts, and a permanent -5 Scar costs the character that part. Each time a character drops to 0 Sanity Tokens, the GM gives them a new Phobia that can drain a Sanity Token once per session. A character's base Actions equal Agility plus 1, and unspent Actions can be saved to act again later in the round.
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.Standard rest clears Temporary Scars but leaves permanent Scars in place. Running out of Hunger or Sanity Tokens normally imposes -3 on rolls tied to that token's abilities, and a standard rest restores just one token of each type. Whether the six Doctrines of magic appear in a campaign, and how characters earn Affinity to use them, are left for the GM to decide.