Call of Cthulhu in d20 Modern


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Matthias said:
When will Call of Cthulhu be updated to use d20 Modern rules?

Will there ever be a revision of CofC d20?
I don't believe Wizards have a licence for CoC anymore, so I guess the answer is "never".
 

"Never" and "No" are indeed the answers. WotC only had a licences to do that one book, I believe that the copyright holders had a change of mind after the first book was done and any plans for future books d20 books (beyond, IIRC, a single adventure from a 3rd party) were squashed.

However, doing it on your own is not a problem. Sanity rules are open content thanks to Unearthed Arcana and you can find them for free on several websites. Numerous d20M monsters already exist that could be mythos creatures, I have used a mothman for a byahkee for example. Even failing that the ones in the CoCd20 book can be adapted w/o much effort for d20M.

3rd party publishers have created other things that could fit into mythos game, it just takes some looking around. My own Imperial Age Magick from Adamant has rules for adjusting the standard d20 Modern magic system into something more flavorful and more dangerous (among other things). However, the spells in CoCd20 are, for the most part, so dangerous they are practically self balancing. Just require ranks in a mythos skills or perhaps Knowledge (Arcane lore) to learn and cast them.
 

I had given some thought once upon a time to a Delta Green game using the d20 Modern Rules. What I had planned on was having the characters all be something between ordinaries and heroic characters - removing action points and advanced classes but keeping the talent trees and bonus feats. For magic, I had planned on using the Invocations rules as found in Urbana Arcana (and in the modern arcana srd) and Unearthed Arcana.
 

Check out DnD Chick's page for some d20M conversions.

I was originally going to use d20 Modern for my current campaign, but the opportunity came up to playtest the next edition of Chill, so I went with that instead.

But what I was going to do: the PCs are Ordinaries, but with class bonus feats every five levels. No other class feats, talents or advanced classes.

I was going to use own psychic feat system, without Sanity loss but still dangerous enough, which blends CoC d20, CoC BRP, Chill and a bit of stuff off of DnD Chick's site.

Spellcasting would be handled as per the CoC d20 rules.
 

There is a fair amount of d20-statted material for CoC: the corebook, a Keeper screen, the large Nocturnum campaign, and three big Lovecraft County sourcebooks. There's the Delta Green adventure in Dungeon, and the two short adventures floating 'round the web (Jenkin Lives and Infest). The excellent magazine Worlds of Cthulhu has d20 conversions for its articles at its website, and yog-sothoth.com has several adventures archived.

And several people have actually received the Delta Green reprint.
 

Personally, I'd daresay it doesn't need it, because the two are quite similar now, with the only exception being the classes. They're similar enough that I've been running a scenario I call "Arkham Squad" at gamedays for years now, which is not in the Lovecraft spirit, but more of a "Special Unit 2" or "Angel" vein. Take d20 Modern (or Grim Tales, the two work almost interchangeably), mix in the threats, spells, and horrors from the Call of Cthulhu d20 book, and you have Cthulhoid horror where the heroes get to kick butt right back at the creatures of darkness. For more traditional Cthulhoid horror, keep the 10 for Massive damage saves, and introduce the Sanity system (or Grim Tales' horror system), and you retain the life-and-death edge of the original game.
 

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