Call of Cthulhu (2014)

Overview

Released in 2014 by Chaosium, Call of Cthulhu 7th Edition is the latest version of the cult-classic cosmic eldritch horror role-playing system originally launched in 1981. The story is based off of the  literary works of H.P. Lovecraft and lovecraftian works. Instead of setting the players up as heroes, the characters are regular investigators who are exploring cults, forbidden knowledge and various eldritch-cosmic entitites and threats. Description Occupations in the game for the characters include academics, reporters, and private investigators. The gameplay loop revolves around uncovering information, analyzing clues, and evading dangers. As the supernatural elements in the game are considered more powerful than the investigators, they have are not expected to actually confront most of the threats head on. Instead they usually have to resort to avoiding or escaping any situation that may arise. Combat is lethal and usually leads to characters getting permanently killed or pushed to insanity (which eventually is the same).  System Overview & Key Features
Percentile Framework (d100) Every action is resolved by rolling two ten-sided (d10) dice to get a result from 1 to 100. If you roll is equal to or under your skill rating, the action is deemed a success. This approach simplifies the mechanical process of the game, as there are no complex tables to keep track of and compare to decypher whether it is a success or failure.
Pushed Rolls If a character fails a skill check, they may attempt to "push" the roll, allowing for a second attempt. This requires the player to come up with a new, more desperate approach to performing the task. If this subsequent pushed roll also fails, the Keeper describes a severe and immediate negative consequence.
Sanity and Madness A core mechanic of the system is the tracking of mental stability. Investigators lose points from their Sanity gauge when exposed to anomalous creatures or disturbing truths. Drops in Sanity result in the character experiencing temporary or permanent forms of madness, which can manifest as new phobias, delusions, or a temporary loss of player agency over the character.
Bonus and Penalty Dice To account for situational advantages or disadvantages, the game employs a system of bonus and penalty dice. If a character possesses a distinct advantage when performing a task, an extra d10 is rolled and taking the higher result. A disadvantage means rolling an extra d10 and taking the lower result.
Combat Lethality Physical altercations are inherently dangerous by design. Investigators possess limited hit points, and the damage output of both conventional firearms and anomalous entities is high. Recovery mechanics are slow, simulating realistic healing times. This structural lethality serves to discourage combat and incentivize stealth and investigation.
Expendable Luck Players can spend points from their character's Luck pool to retroactively lower a dice roll. The points are subtracted on a one-to-one basis until the dice result qualifies as a success. This ensures that the Luck pool is a limited resource which should be used and utilized in the most critical situations.
Additional links chaosium.com https://chaosium.com - Official publisher website and digital storefront drivethrurpg.com https://drivethrurpg.com/browse/pub/2/Chaosium - Digital repository for official scenarios and sourcebooks

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CoC
Call of Cthulhu
Online
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THE FINAL FRONTIER
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Posted 22 hours ago
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2/5
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1/1
Call of Cthulhu
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THE FINAL FRONTIER

Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Roleplay focused
Conversation, character and story take up most of the table time.
5 experts in their field have been recruited from all across the world to take part in a brand new adventure into space by ISEC(International Space Exploration Comittee) to take the brand new warp drive technology for a spin on a scouting expedition into the milky way! Surely things wont go wrong.  This campaign will contain descriptions of gore and is LGBTQ+ friendly. if either of these things are an issue dont apply.

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CoC
Call of Cthulhu
Nottingham
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Nottingham gaming group
Players
2/6
GM
1/1
Call of Cthulhu
en English

Nottingham gaming group

Roleplay focused
Conversation, character and story take up most of the table time.
Horror
The game leans into fear, tension and dark themes.
We're presently looking for new players.  We've been running gaming sessions at a historic pub in Nottingham for the last 10 years. Right now, we're about halfway through a masks of nyarlathotep campaign.  If gaming, beer, insanity and cosmic horror that man was not meant to wot of are your thing, we have exactly what you need. Oh, and beer.

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CoC
Call of Cthulhu
Online
Oneshot
The Devil's Maw
Players
4/5
GM
1/1
Call of Cthulhu
en English

The Devil's Maw

Cthulhu Invictus! I'm looking for an additional 1-2 players for a Call of Cthulhu one shot taking place 7 PM EST 10/10 and 10/17. The game will be streamed and recorded. Since Agricola’s first invasion of Caledonia in 79 B.C.E., the harshness of these lands and her strange people have kept the Romans from advancing far beyond Hadrian’s Wall. Most who have ventured north of these Roman-held lands have not returned. Blame for this often falls on the highly aggressive, tattooed Picts in the west and north. Few, if any, Romans are aware of the much greater dangers that lie in the fierce Highlands of northern Caledonia, preying equally on Picts and Romans with alien indifference. Caledonia has long been home to creatures and races that arrived millennia ago from worlds and dimensions unknown. The Picts and earlier settlers of the Stone, Bronze, and Iron Ages learned to avoid conflict with these dangerous beings or, in some cases, chose to worship them. Over time, however, the power and presence of these Mythos threats has waned significantly. Yet, such beings are still encountered from time to time, in certain places. One such place is a cavern system on the north side of Ben Nevis, Caledonia’s largest mountain. For centuries, Pict hunters and explorers who entered these dark caverns never returned. Among the Pictish tribes, the tunnel into the mountain was renamed the “Devil’s Throat,” and men now shun the area. The cave has been taboo for as long as anyone can remember. The lands of the Vacomagi lie in the shadow of Ben Nevis. Decimus Vatinius Calvus, an intrepid diplomat of considerable renown, is unaware of any such history, nor would he heed any fanciful warning. Calvus is an eminently capable and, perhaps overly, confident envoy for Rome. He has made a name for himself by negotiating treaties with numerous chieftains and kings in Hispania, Germania, and Britannia, allowing Rome to pursue her imperial interests in those regions in relative peace. His successes have brought him great acclaim and made him rich beyond most men’s dreams. Calvus is driven not by wealth, however, but by desire for influence and power. His need to satisfy this desire has led him to live much of his life on the edge of empire and in the company of less “civilized” men. Trading the comforts and entertainments of empire for the wilds of the Caledonian Highlands, Calvus now seeks to parlay with the Pictish chieftain Collos, son of Vergis. Collos is the leader of the Vacomagi, one of the largest tribes of Picts in northwest Caledonia, and well respected among his people. His mission is to convince Collos to become a client king of Rome. As incentives, Calvus brings with him not only gold and silver, but also promises of trade and military alliance with Rome. Collos would become the northernmost client king of Rome in Caledonia. The expedition requires a considerable investment in men, horses, and supplies. Calvus has amassed a small force of twenty-six men, including himself, but not including the investigators, to take with him across the Caledonian forests and further north into the mountains. Calvus is aware of potential threats from bandits and Pictish tribes hostile to both Rome and the Vacomagi. Three-quarters of the expedition is made up of mercenaries from all over the Roman Empire. Although they are led by a few select veterans, most of them are young and have seen few battles. As per Decimus Vatinius Calvus’ requirements, investigators joining this expedition should be physically fit and able to endure the rigors of traveling through the wilds. He wants people who are skilled at arms to defend the camp and caravan, as well as those able to track, hunt or fish, navigate, ride, drive wagons, or tend to beasts of burden. He greatly desires those who have studied the language and customs of the Picts, as the team currently has only has a single translator. Investigators with high status could be friends of Vatinius Calvus, or politically well-connected enough to be sent by Quintus Lollius Urbicus, the Governor of Britannia between 139 and 142 A.D., as independent observers to the negotiations. Investigators who are active duty soldiers (legionaries or auxiliaries) might be sent along as well, as an honor guard representing the Empire.

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CoC
Call of Cthulhu
Online
Campaign
Heywood Burning
Players
3/5
GM
1/1
Call of Cthulhu
en English

Heywood Burning

Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Roleplay focused
Conversation, character and story take up most of the table time.
Hey, we are playing a custom call of chuthlu game open to all players. This will be my first time running call of chuthlu. The game consept it you are a group of randos, who were traveling from new york to the west cost in October 4, 1989. Our secound game will be october 11th at 11am EST be patient I will get to you

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Posted 4 hours ago
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VtM
Vampire: The Masquerade
CoC
Call of Cthulhu
...
Seattle
Akaten
The storyteller Long-haul adventurer
I've been a World of Darkness player since the mid-'90s, though I haven't played as much since college and I'd like to change that. Vampire: the Masquerade is my personal favorite, but I like all the classic WoD lines. I also would like to try some other, lesser-known systems, but I have much less familiarity with their rulesets. I'm a roleplayer first, but I do enjoy some combat as well; I can get into most types of stories, though I'm usually not wild about romance. I like anything that really allows a deep, sustained exploration of the setting and its themes, as well as the backstories of all the characters involved. I'd love to find a weekly game, but as long as the schedule is consistent, I can be flexible.
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DND5E
Dungeons & Dragons 5E
DND5.5E
Dungeons & Dragons 5.5E (2024)
...
Online
Phobophiliac
Grimdark veteran Steady regular
I'm Nick, I'm a 32yo male/AMAB non-binary person, with a few years of experience playing D&D 3.5, D&D 5.0, and CoC 7th. I'm a little burnt out on those (mostly D&D/high fantasy) so I'd prefer to play a different system, but I'm not against those systems if the campaign is appealing enough. I'm open-minded, intelligent, and a quick learner so picking up new systems is pretty easy for me. The systems that appeal to me the most right now are Mutants & Masterminds, Cyberpunk, Mothership, Kult, Unknown Armies, any World/Chronicles of Darkness system, or any obscure or homebrew horror system (any setting with heavy horror). My ideal group would consist of people around my age but I'll play with anyone 18+. I'm friendly and get along with pretty much everyone, and have thick skin so I don't mind banter, darker themes, or adult content. LGBTQIA+ friendly (obviously lol), female friendly, POC friendly. I'm also not going to get too antsy if we get a little derailed from play sometimes, especially with goofier groups, but I love serious play just as much. Currently looking to play weekly on Monday, Tuesday, Thursday, or Friday, during evenings/nights. Saturdays are undesirable at the moment but if I really love the campaign idea I can make the time for it. I can't play Tuesday afternoons and both Wednesday and Sunday are off limits at the moment. Long term campaigns are ideal. I'm a pretty dedicated player, I rarely miss sessions. Any VTT is fine (I love Foundry), theater of the mind is also fine. I'm not a big fan of Roll20 but I'll use it if I have to lol. I have and use Discord regularly. I also would pefer not to be on cam, but I do have a webcam. However I do not want to be recorded and posted on the public internet so skip me if you're running on a stream, youtube recording, podcast, etc. Recordings for private note-taking purposes are okay but do not post them online publicly. I love creating characters (especially flawed characters) so I usually have several character ideas for multiple systems either ready-to-play or brewing, even for systems I've ever played (such as M&M 3e, Unknown Armies, Kult, etc). I'm flexible enough to stick with RAW or go full homebrew, I will always work with the DM to ensure that my character is suitable for their campaign, especially if we dive into heavy homebrew. I generally prefer not to min/max but I'm not against it, I just find flawed characters (mechanical and flavor) to be far more interesting and fun to play. I don't meta game, backseat game, rules lawyer, and I don't have main character syndrome (if anything I'm a little shy of the limelight). I can also handle bad outcomes and character death, I believe that's just part of the storytelling aspect of TTRPGs. I love roleplay, combat, exploration, puzzle solving, pretty much every aspect of TTRPGs so I'm generally comfortable with any ratio. I also sometimes to photo-manipulation/digital collage art, drawn art (digital and traditional), etc for my character, other characters, campaigns, but I'm not very good at it (yet). Usually this is for comedic effect or out of necessity. I also do art and writing outside of TTRPG play. Not interested in play-by-post or paid games, sorry.
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