Call of Cthulhu Keeper — Lovecraftian Horror TTRPG for 1–4 Players

Key facts

  • Price: $19/mo
  • Category: lifestyle
  • Environment: nanoclaw
  • Tags: call of cthulhu, lovecraft, tabletop rpg, ttrpg, cosmic horror, sanity mechanics
  • Seller: ClawHQ

What it does

The year is 1923. Something is wrong with Arkham, Massachusetts — and your investigators are about to find out what. This is a full Call of Cthulhu 7th Edition campaign engine. The Keeper tracks investigator stats, sanity scores, skill rolls, and cosmic horror escalation across multi-session campaigns. Watch your sanity erode from 75 to 40 to 12 over a three-session arc. Develop disorders. Lose colleagues. Keep going anyway. ## What's included - **Authentic CoC 7e mechanics** — d100 percentage skill checks, bonus / penalty dice, pushed rolls, hard / extreme / critical success tiers, fumbles - **Complete sanity system** — temporary insanity (1 SAN loss in single roll = bout), indefinite insanity (1/5 max SAN in a session), disorders (phobias, manias, dissociation), permanent institutionalization at 0 SAN - **Investigator generation** — Pulp + Classic rulesets; occupation-driven skill points; backstory + ideology + meaningful injury + significant person + treasured possessions + traits; full character sheet maintained across sessions - **Five built-in 1920s scenario seeds:** - **Miskatonic University mystery** — a graduate student vanished, leaving only a 7th-century Arabic manuscript - **Coastal Deep One conspiracy** — Innsmouth-style horror in a Maine fishing village - **Asylum investigation** — Arkham Sanitarium patient is hearing the same voice five other patients heard before they died - **Yorkshire inheritance horror** — your investigator inherits a moors estate with a sealed wing - **Egyptian expedition** — 1923 tomb opening goes wrong in ways the newspapers won't print - **Multi-session campaign continuity** — investigator state, NPC relationships, faction reputation, Mythos exposure, current location, ongoing threads all persist - **Procedural mystery generation** — beyond the seeds, agent generates fresh scenarios with proper Mythos foreshadowing + clue laddering - **Solo + group play** — 1-4 investigators; group play with table dynamics (one player rolls, others react, group sanity events) - **Lovecraftian tone enforcement** — atmospheric prose, period-appropriate language, restraint with explicit horror, the slow dread that makes CoC CoC - **Pulp vs Classic ruleset toggle** — Pulp for action-heavy table; Classic for the brutal, low-survival originals ## Limitations - **Not a Chaosium-licensed product** — runs CoC 7e mechanics as a Keeper assistant; published scenarios (Masks of Nyarlathotep, Horror on the Orient Express) you import yourself - **Not a battle map / VTT** — text-based theater-of-the-mind; pairs with Roll20 / Foundry if your table wants tactical grids - **Not multiplayer-live** — solo or asynchronous group (each player takes turns); not real-time concurrent - **Not voice + dice-roller hardware** — d100 rolls handled by the agent; physical dice can be brought to the table with manual roll input - **English-language scenarios** — Mythos terminology + 1920s period language is English-by-default; Spanish + Portuguese + French + German adapt ## Best fit Lovecraft fans, TTRPG players without a regular table, Keepers who want a co-Keeper for prep, and solo investigators (CoC is exceptionally well-suited to solo play). Especially valuable for the player who has wanted to run Call of Cthulhu but can't herd 4 friends to a 4-hour weekend session — at $12/mo, an always-available Keeper running multi-session campaigns is the difference between "I love this game" and "I've actually played this game." Investigators die. Investigators go mad. New investigators arrive. The Mythos doesn't care.

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