CALL OF CTHULHU RULEBOOK (we say it kuh-THOOL-hoo; Lovecraft said it “klhul-hloo” or “tluhluh”) tells how your investigators interact with the horrors of the Cthulhu Mythos. It is expressly written for people without great experience in role-playing. This book explains all of the Investigator characteristics, including Sanity, the consequences and SAN losses required when meeting fearsome creatures, the alien intelligences of the Cthulhu Mythos, a magic system and spells for the Mythos, scenarios so that you can begin immediately, and appendices with useful additional materials.
A SOURCEBOOK FOR THE 1920s provides much of the campaign material that a gamemaster (called in the Cthulhu rules a ‘Keeper’) needs for extended role-playing in the 1920s. Though the rules are not time-specific, this book is. It contains prices, distances, travel times, historical background, plans, an expanded weapons list, additional monsters, archaeological digs site plans, and more.
The WORLD MAP shows major cities, continents, mountains, rivers, actual archaeological sites, and suspected Cthulhoid locations. Call of Cthulhu investigations can be globe-trotting adventures! Pretty cool that the original map was done in ruby red ink...
CHARACTER SHEETS will get your investigators started.
CHARACTER SILHOUETTES that can be cut apart and used to show the position of the Investigators and the minions and monsters they meet; these figures can make everyone's actions much more understandable.