Call of Cthulhu (7th Edition) by Sandy Petersen, Lynn Willis, Mike Mason, Paul Fricker

By Sandy Petersen, Lynn Willis, Mike Mason, Paul Fricker

Name of Cthulhu is a tabletop roleplaying video game dependent upon the worlds of H. P. Lovecraft. it's a online game of secrets and techniques, mysteries, and horror. enjoying the function of steadfast investigators, you trip to unusual and unsafe locations, discover foul plots, and stand opposed to the terrors of the Cthulhu Mythos. You come across sanity-blasting entities, monsters, and insane cultists. inside unusual and forgotten tomes of lore you find revelations that guy was once no longer intended to understand. You and your partners may actually come to a decision the destiny of the world.

This booklet, the Keeper Rulebook, includes the middle principles, historical past, information, spells, and monsters of the sport. it's meant to be used by way of the Keeper of Arcane Lore (the Keeper) — that participant who will current the journey to the opposite gamers. you want to have at the very least one reproduction of this e-book to play name of Cthulhu. the opposite avid gamers, the Investigators, must have a number of copies of the Investigator guide, containing increased ideas for personality production, talents, occupations, apparatus, and extra.

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Additional resources for Call of Cthulhu (7th Edition)

Sample text

Everything in the story is open to the Keeper to do with as he or she desires, except for the investigator’s key connection. The key connection cannot be destroyed, killed or taken away by the Keeper without first allowing the player the opportunity to roll dice to, in some way, save that key connection. The idea of the players being able to nominate something in the game world that has immunity may sound daunting (to the Keeper) at first. However, this immunity is quite limited; the key connection can be killed, removed or destroyed by the Keeper, but the investigator to whom they are connected must be involved, or given the option to become involved.

Greedy, enterprising, ruthless). g. classmate, neighbor, imaginary friend). g. a music concert, on holiday, a bomb shelter). 8: A famous person. Your idol or hero. g. film star, politician, musician). g. the library, country walks on your estate, fishing). 9: A fellow investigator in your game. Pick one or choose randomly. g. gentlemen’s club, local bar, uncle’s house). 10: A non-player character (NPC) in the game. Ask the Keeper to pick one for you. g. parish church, Mecca, Stonehenge). Next, roll to determine why that person is so significant to you.

Weave the background together to make a credible all-round character. Here are some possibilities (choose rather than roll): Rugged Pretty Smart Dirty Youthful Stout Elegant Pale Rosy Stuffy Brawny Strapping 42 Handsome Glamorous Untidy Dazzler Weary Hairy Scruffy Sullen Tanned Mousy Dainty Gawky Ungainly Baby-faced Dull Bookish Plump Slim Stocky Ordinary Wrinkled Sharp Muscular Frail chapter 3: CREATING INVESTIGATORS Many investigators find that a gun is a necessity. g. feminism, equal rights, union power).

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