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Call of Cthulhu

Well Met,

Let me start by saying WOW!

The book itself is superb! The cover alone give the feel of horror and insanity and the intirior art work is just as good.

From the back cover:
Ancient knowlidge and dark secrets await those brave or foolish enough to delve into the depths of the unknown. Discover terrifying, malevolent creatures that defy the darkest recesses of the imagination. Confront horrifying truths long hidden away from the minds of the sane. The risks of investigationg such arcana reach way beyond death-the rewards exceed explanation.

Chapter one ( Character Creation ) serves up classless character creation with profession templates that include core skills for each profession and suggestions for designing new professions. Skills ( Cthulhu Mythos, Demolitions, Drive and others 46 total ), Feats ( Combat casting, Drive by attack, Lightning reflexes and others 46 total ), as well as Psychic Feats ( 10 total ) round out the chapter.

Chapter Two ( Sanity ) lays out sanity rules and discriptions of typs of insanity, sanity disorders, phobias, and treatment of.

Chapter Three ( Combat ) discribes the d20 combat system from the suprise round to recovery of damage as well as enviornmental and other dangers.

Chapter Four ( Equipment ) details equipment from blue jeans and telephonic voice modulators, to computers and firearms with expanded firearms rules that are just fantastic!

Chapter Five ( Magic ) takes you on a trip through artifacts ( 19 total ) and tomes ( 31 total ) that will bring you garanteed insanity! Two of the best being the infamous Necronomicon and Shaggai Nerve Whip Spells ( 101 total! ) including Bind Soul, Bring Pestilence, Curse of the Putrid Husk are ready and waiting for desparate characters to cast and go insane by.

Chapter Six ( Creatures ) gives the GM 34 of the most horrifying grusome creatures as well as 5 templates including Chosen of Hastur and Cult Sorcerer again the art work is fantastic!

Chapter Seven ( The Cthulhu Mythos ) give you a complete outlook of Lovecraft's vision from false gods and mysterious secrets to horrible families and the inevitable fall of humanity.

Chapter Eight ( The Gamemaster ) gives suggestion on running the game from fear, shock, and horror to sanity rewards.

Chapter Nine ( Stories ) Offers us suggestions and tips for the meat of the Cthluhu RPG storytelling with great tips and suggestions for feel, texture and flavor of your adventures.

Chapter Ten ( Settings ) Shows us eras from The Age of Empires 1890-1909 to the New Modern Order 1990-modern day with discriptions of each era. Finishing up the chapter are two great adventures The End of Paradise and Little Slices of Death

The Appindix ends this fantastic book with rules on combining Call of Cthulhu with the Dungeons and Dragons game as well as a complete discriptions of Deities and the Great Old Ones.

I can not say enough about how good this book is it receives my TOP recommendation! Check out this book at the WotC web site today!

Till Swords Part...

Call of Cthulhu
From: Wizards of the Coast
Written By: Monte Cook and John Tynes
Cover art by: Ann Koi and Jason Soles

Additional art by: Toren " Macbin" Atkinson, Paul Carrick, Heather Hudson, Ann Koi, Kevin " the dog ate my homework " McMann, David Martin, Raven Mimura, Stephan Missal, Pudd'n Head, Adam Rex, Wayne Reynolds, Richard Sardinha, and Christopher Shy

Number of Pages: 320
Retail Price: $ 39.95 (US)
Retail Price: $ 55.95 (Can)
Item Number: 886440000
IBSN: 0-7869-2639-2
Email: custserv@wizards.com

Added: April 1st 2002
Reviewer: Michael Burnaugh
Score:
Related Link: Call of Cthulhu rollplaying game
Hits: 7657
Language: eng

  

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