Call of Cthulhu 1st edition (1981) is interested in emulating fiction and it wants to produce an emotional effect on the players, but I don't think it recommends using GM Force or Illusionism in pursuit of these ends.
Charts for random encounters, wandering monsters, and/or similar things are the bane of Call of Cthulhu. In this game, each adventure should be carefully crafted to give the players the maximum amount of thrills and chills. It is extremely important to try to keep the feel of a horror story in the game...
Don't kill the characters too quickly. Call of Cthulhu is dangerous enough with insanity and other threats. Don't
force the players to roll up new characters too often. When a character faints, let him lie there instead of having
the monster eat him. When a player with a hireling sleeps in a haunted house and the Inhabitant decides to make away with one of them, have him make away with the hireling. The central Investigators should not live charmed lives, but they will be dying often enough without your making a special effort to kill them.
Above all, keep your campaign full of bumps in the attic, sinister strangers, and dark and stormy nights. Make sure that it is spooky enough to give your players the creeps.