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Call of Cthulhu vs Thrive to Survive

Compare Call of Cthulhu and Thrive to Survive side by side. See differences in complexity, dice, genre, cost, and more.

Call of CthulhuThrive to Survive
GenreHorror, ModernHorror, Modern, Post-Apocalyptic
TagsInvestigation, Fear & Stress Mechanics, Mystery, Deadly, Corruption, Skill-Based, Atmospheric, One-Shot Friendly, Character-Driven, NarrativeSurvival, Tactical, Crunchy, Resource Management, Base-Building, Character Building, Simulation, Skill-Based
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 + skill ranks + the related attribute and meet or beat a difficulty set by the Apocalypse Master. An untrained skill adds half its attribute, while opposed checks compare totals.
Diced100d20
ComplexityMediumHigh
AccessibilityHighMedium
RunnabilityVery HighHigh
LicenseChaosium Fan Material PolicyProprietary
Third-Party PublishingCommercial publishing allowed — Community content programNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherChaosiumCaden Humpherys
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 long-form modern zombie-survival campaign built around tactical grid combat, body-location injuries, detailed crafting, and turning scavenged materials into a defended settlement. It suits an Apocalypse Master who wants tools for custom infections, encounters, and campaign goals.
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.Attacks pair maneuver-specific hit numbers with 2d10 location rolls, so armor, crippling injuries, and targeted strikes make each body part matter. Crafting links designs, material types, construction, generators, and storage, turning scavenged supplies into weapons and a working refuge. The Apocalypse Master chooses an infection model and modifies zombie templates, allowing campaigns to shift from base defense to a cure hunt without changing the core rules.
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.Combat resolves attacks through hit checks, location rolls, armor reduction, location health, and injury effects, creating multiple steps for every successful strike. Characters track food, water, sleep, fatigue, carry weight, ammunition, and ten crafting materials, making resource bookkeeping a central part of play. The system assumes a modern zombie apocalypse, so adapting it to other settings requires replacing much of its equipment, infection, and campaign material.