RogerBW's Blog

Introduction to Cthulhu Eternal 19 August 2026

I recently had occasion to write up a quick introduction to Cthulhu Eternal for a group I play with, and thought it might be more broadly useful.

Short version: it's what you get if you kick an Australian in the teeth and tell him to smile about it. (Chaosium changed their Call of Cthulhu licencing policies with the effect of driving out small independent publishers, since their options were to go down to the Miskatonic Repository with a huge cut to Chaosium and a strict cap on total sales, or up to the peer company level with large minimum sales and a custom licence agreement.)

Cthulhu Eternal is an OGL!free ruleset for Lovecraftian and allied gaming for which anyone can publish material. Its rules are largely derived from the 2016 Delta Green and from 2011's Legend, the rule set derived from RQ2 that Mongoose produced after they lost the RuneQuest licence. It is largely compatible (not quite a drop-in replacement, but nearly so) with Call of Cthulhu (first to sixth editions).

There is no single master rulebook but a series of bare-bones system reference documents, one for each era of play. (They have different skill lists, professions, etc.) These are freely available. Some are also published in prettier and more illustrated versions.

The Open Cthulhu Mythos Project has worked to produce stats for spells, monsters, tomes, etc., based strictly on the original stories rather than on Chaosium's additions, and those are available in two guises: the free Open Cthulhu Mythos SRD (text only), and HPL's Book of Yog-Sothothery (prettier and more illustrated).

There are also various adventures published for the system, generally paid-for.

A rules summary emphasising points of difference from Call of Cthulhu:

Most rolls are percentile, but damage and sanity loss can need other dice.

Five stats, on a 3-18 scale, and a stat roll is percentile against stat×5. Derived stats are Sanity, Hit Points, and Willpower. (I generally roll 4d6 take highest 3 for each stat and arrange as you see fit, but that's up to the GM.)

You'll pick an Occupation, which gives you some fixed skills, and a list of skills that you can boost with skill picks. You can also spend those skill picks on some other things.

Skills are percentile, with default values, not influenced by stats. Easy or hard tasks can give ±20, occasionally ±40 to the roll, but most rolls are unmodified. Matching percentile digits on a success is a critical success; on a failure is a critical failure.

You tick a skill when you use it and fail, and having a tick at the end of an adventure gets you +d4 to that skill.

1-2 HP is unconscious and a risk of dropping stats; 0 HP is dead. 1-2 Willpower is frazzled and at skill penalties; 0 WP is unconscious.

There is Sanity. You lose it when you see scary or unnatural things:

  • lose 5 points or more in a single roll, temporary insanity (flee, struggle or submit).

  • reach your Breaking Point (usually 80% of starting Sanity), gain a new mental disorder.

  • reach 0 sanity, permanently out of play.

As part of character generation you will have a Resources level (this generally starts low and you can trade in skill picks to kick it up a bit). This is notionally divided into "at hand" (first six levels), "stowed" (next six levels, might be in a vehicle) and "stored" (anything more, in a home base). Roll against your currently available resources × 5 to produce a useful item; at GM discretion, doing so may temporarily reduce that rating by a point or more. In any case, your resources rating is also the number of times per adventure you can do this.

You will also have Bonds (again, which can be boosted by skill picks). These are connections with people (Individual Bonds) or groups (Community Bonds). The higher the rating, the stronger the relationship. You can reduce them to bolster yourself against sanity loss in various ways (they give you mental strength but the relationship is damaged). Generally Bonds may not matter hugely in a one-shot, though Community Bonds are an indicator of how well your character is respected within a particular group (to some extent replacing the way "Credit Rating" skill gets used in Call of Cthulhu; there's also an Etiquette skill which covers social fitting-in).

Combat is mostly roll to hit, roll for damage. If you are doing something other than melee, get attacked, and haven't yet acted this round, you can abort that prospective action to dodge or fight back (get a defence roll).

Some particularly powerful weapons have a Lethality rating instead of Damage, which is the chance that a human target is killed outright when hit. If they don't get killed by it, add the 2d10 of that failed lethality roll and they take that as damage.

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