Call of Cthulhu 7th - Quick Start Rules
Call of Cthulhu 7th - Quick Start Rules
Horror Roleplaying in the Worlds of H.P. Lovecraft
The Great Old Ones ruled the earth aeons before the rise of humankind. Originally they came from the gulfs of space and were cast down by even greater beings. Remains of their cyclopean cities and forbidden knowledge can still be found on remote islands in the Pacific, buried amid the shifting sands of vast deserts, and in the frigid recesses of the polar extremes. Now they sleep — some deep within the enveloping earth and others beneath the eternal sea, in the drowned city of R'lyeh, preserved in the waters by the spells of mighty Cthulhu. When the stars are right they will rise, and once again walk this Earth.
Welcome to Chaosium’s Call of Cthulhu 7th Edition Quick-Start Rules, a booklet that collects the essential rules for Call of Cthulhu 7th Edition and presents them in abbreviated form. (This is a print copy of this book, for a free PDF version, please see below).
This book comprises a complete basic roleplaying game system, a framework of rules aimed at allowing players to enact a sort of improvisational radio theater—only without microphones—and with dice determining whether the characters succeed or fail at what they attempt to do. In roleplaying games, one player takes on the role of the gamemaster (or Keeper, in Call of Cthulhu), while the other player(s) assume the roles of player characters (investigators, in Call of Cthulhu) in the game. The gamemaster also acts out the roles of characters who aren’t being guided by players: these are called non-player characters (NPCs).
From its origin, Call of Cthulhu was designed to be intuitive and easy to play. Character attributes follow a 3D6 curve, and the other Call of Cthulhu mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice. This means that there’s less fiddling with dice of different types, and the concept of a percentile chance of success is extremely easy for beginners and experienced players to grasp.
Use this booklet to play Call of Cthulhu immediately, and to discover the improvements to the system. Games rules, an updated character sheet, and a classic adventure are included.
By Sandy Petersen, Mike Mason, Paul Fricker, and Lynn Willis. 48 pages, a perfect-bound paperback.
What the Critics Say
"Call of Cthulhu is, for me, the best RPG ever created irrespective of genre. Yet I do recognise that its approach to heroism is not for everyone. Buying an enormous rulebook without being certain of whether one likes it or not might not be as prudent, so here's the answer. Eleven pages of rules, which can be clearly understood in under an hour…"— Antonios S. Review, RPGNet.
"There's a reason why [Sandy Petersen’s scenario ‘The Haunting’, included in the Call of Cthulhu Quickstart] has been in print constantly for nearly 30 years and has been a rite of passage for nearly every Keeper in that time"—Seth Skorkowsky (video review).
"Call of Cthulhu is one of the greatest of its kind… the Quickstart Guide is a great introduction to the game."—Geeks A Gogo