SECRET
SECTION M

Achtung! Cthulhu

Agent's Briefing · 2d20 System
"Punch evil in the tentacles."
Orders This document is your briefing. Read it before the first session. It covers the world, the mechanics you'll need, how to build an agent, what to expect at the table — no adventure spoilers.

The Secret War

It is World War II. The whole world is burning. But behind the headlines, a Secret War rages — between Allied occult intelligence services and Axis cultists, sorcerers, and mad scientists who have learned the truth of what lurks at the edges of reality.

You are an agent: a soldier, scholar, spy, mechanic, or occultist recruited because you saw something you weren't supposed to see, survived something nobody else did, or asked the right question in the wrong library. You fight for Section M (British) or Majestic (American), alongside French resistance and the brave peoples of every occupied nation.

The enemy is not just Nazis. It's the Black Sun, a sorcerous arm of the SS. It's Nachtwölfe, their weird-science rivals. It's the Deep Ones in the Atlantic. It's the alien Mi-Go in the mountains. It's Nyarlathotep, the Crawling Chaos, and behind him, dread Cthulhu himself.

This is pulp horror. The odds are stacked, but your agent is brave, clever, and lucky. Heroes make a difference here. Embrace the cliches. Deliver the one-liner. Make the once-in-a-million shot. Then punch evil right in the tentacles.

Factions

Allies

Section M — Britain's occult intelligence. Answers to the highest levels; operates globally.

Majestic — US counterpart. Newer, better-funded, still finding its feet.

Resistance cells — French, Norwegian, Polish, Yugoslav and more. Local, fractured, brave.

Contacts & guest stars — Alec Towton, Prof. Richard Deadman, Gopal's Gurkhas, Foley's Furies, the Flaming Salamanders.

Axis

Black Sun — occult SS, sorcerers, cultists. Hierarchy: Troopers → Novices → Masters → Canons → Priors.

Nachtwölfe — weird science arm. Advanced armour, strange weapons, experimental vehicles.

Cthulhu cults — Deep Ones, Serpent Folk worshippers, other Mythos-aligned cells.

Mi-Go — fungoid aliens with their own inscrutable agenda.

How The Game Works

The 2d20 System is designed to feel like a pulp movie. You and your fellow players collaborate on a story. The GM presents situations, plays all NPCs, and decides when the dice come out. You roll dice whenever success is uncertain and interesting.

There are only a few concepts to remember to play:

The Dice

You will use two kinds of dice:

d20 — Skill Dice

Twenty-sided dice. You roll 2d20 to resolve most tests. You can buy up to 3 more d20s (max pool 5d20).

Challenge Dice (CD) — Damage & Effect

Challenge Dice are specially-marked six-sided dice. If you only have normal d6s, read them like this:

d6 showsChallenge Die result
11 stress
22 stress
3 or 40 (miss)
5 or 61 stress + Effect

An Effect triggers every special ability listed on a weapon or spell.

Making a Test

  1. The GM tells you which Attribute + Skill to use. Add them together — that's your Target Number (TN).
  2. The GM sets a Difficulty (0–5). Most are 1.
  3. Roll 2d20 (or more if you've bought extra).
  4. Count successes:
    • Each die ≤ TN = 1 success.
    • If you have a relevant focus: each die ≤ your skill value = 2 successes.
    • Each natural 1 = 2 successes.
    • Each natural 20 = a Complication.
  5. If successes ≥ Difficulty → you pass. Any leftover successes become Momentum.
Your agent has Coordination 9 and Fighting 2, with the Handguns focus. TN is 11. You roll 2 and 9. The 2 is ≤ your skill of 2 and you have the focus → 2 successes. The 9 is ≤ TN but above your skill → 1 success. Total: 3 successes. Difficulty was 1 → you pass, and generate 2 Momentum.

Buying Extra Dice

Before you roll, you can buy up to 3 extra d20s. Each one costs Momentum:

You can also pay Threat to the GM to buy dice instead. The GM loves this — it gives them ammo later — but sometimes it's the right call.

Assisting

Another agent can roll 1d20 at their own TN to help. Their successes stack with yours if you score at least one. Describe how you're helping — a hand up a cliff, a word of encouragement, a cover fire burst.

Momentum — Your Resource

Momentum is a group pool shared by all players. Max 6 at any time.

You earn Momentum from excess successes on passed tests (one per extra success). You can spend it on any test, on anyone's turn.

Common Spends

SpendCostEffect
Extra d20 on your next test1 / 2 / 3Up to 3 extra dice, escalating cost.
Obtain Information1 per questionAsk the GM a question — they answer truthfully.
Create Truth2Introduce a narrative fact (a handy crate, a distracted guard).
Reduce TimevariesYour action takes less time.
Bonus Challenge Die1 eachAdd 1 CD to your attack damage (max 3).
Knockdown2Target falls prone.
Disarm2 / 3Knock a weapon from a target's hands (one/two-handed).
Secondary Target2Hit a second target within Reach with full effect.
Think Like a Team Momentum is shared. Your hoarded Momentum might save the occultist's life next round. Trust your team, spend boldly, talk at the table.

Threat — The GM's Resource

Opposite to Momentum, the GM has Threat. They start each session with 2 Threat per player and gain more when:

The GM spends Threat to empower NPCs, summon reinforcements, change truths, or make scenes worse. It's a natural tension mechanic — sometimes the right move is to feed the GM in exchange for a critical advantage now.

Fortune — Pulp Luck

Each agent starts each mission with 3 Fortune (max 5). You may spend 1 per non-combat scene and 1 per round in combat.

SpendEffect
Critical SuccessBefore rolling, set one d20 to a 1 (= 2 successes automatically). Roll the rest normally.
RerollAfter rolling, reroll any dice in your pool.
Extra Major ActionTake a second major action on your turn.
Avoid DefeatIf you'd be taken out, return later in the scene.
Make It HappenIntroduce a new Truth about the scene (must relate to your agent).

Use Fortune for moments that matter. Don't hoard all of them.

Truths

A Truth is a short phrase that describes something about your agent, an NPC, or the scene. Your agent starts with at least four — drawn from Archetype, Background, Language, and Nationality.

Mechanically, a Truth can:

Your agent's truth is Veteran Commando Captain. Parachuting into France? The GM reduces the Agility + Athletics difficulty from 1 to 0. You skip the roll. (You may still roll for Momentum, at the risk of complications.)

You can create new truths during play — by spending 2 Momentum, by spending Fortune (Make It Happen), or when the narrative clearly supports it. Truths can also change or be removed over time.

Combat in a Nutshell

Combat is tense but fast. The GM picks who starts. Turns alternate PC ↔ NPC until all have acted, then the round resets.

Zones & Range

RangeMeans
ReachArm's length — melee range.
CloseSame zone (pistols, SMGs).
MediumNext zone over (rifles, thrown).
LongTwo zones away.
ExtremeThree or more.

On Your Turn

Attacking

  1. Declare target + weapon.
  2. Roll the skill test:
    • Melee — Agility + Fighting, opposed by target's same roll.
    • Ranged — Coordination + Fighting.
    • Mental — Will + Academia, opposed by target's Will + Resilience.
  3. If you hit, roll the weapon's Challenge Dice for stress.
  4. Subtract target's Armour + Cover (or Courage + Morale for mental).
  5. Apply remaining stress; check for injuries.

Cover

Use it. A sturdy object gives Cover 2 (stacked with Armour). Rolling behind something is usually a minor action.

Ammo

You don't count bullets. You have 3 Ammo as a currency used for Salvo shots that add special effects (Area, Stun, Vicious…). Regular shots never run out.

Stress, Injuries & Healing

Your agent has a stress track. Take damage, fill it up.

Injuries Trigger When

Each injury raises your Complication Range by 1. 3 injuries (in any combination of physical/mental) → you are Defeated and out of the scene. If your injuries are mostly physical, you're also dying until stabilised.

Healing

Pulp Not Punishment This isn't Call of Cthulhu. The stress economy refreshes often. Take risks. Be dramatic. If your character falls — spend Fortune for Avoid Defeat and keep fighting.

Magic in the Mythos

If your agent is a spellcaster, you have a Power rating and a tradition:

Casting a Spell

  1. Prepare your mantle at the start of a day (Diff 0 test) — hold spells up to your Power.
  2. In combat: Prepare (minor action), then Cast a Spell (major action).
  3. Roll the spell's skill test. Pay the cost (mental stress) after, whether you succeed or not.
Warning Complication range on spells = normal + the spell's Difficulty. Magic goes wrong dramatically. Every caster can also Counterspell an enemy spell, at the cost of their own next turn.

Building Your Agent

Your agent — "agent" is the in-world term for a PC — is built from ABC + details:

Archetype

The core class. Pick one:

Boffin — Scientists, inventors, mechanics with Ph.Ds. Brains, gadgets, prototypes.
Commander — Officers, leaders, tacticians. Buffs, orders, battlefield control.
Con Artist — Journalists, grifters, socialites. Disguise, persuasion, deception.
Grease Monkey — Mechanics, drivers, fixers. Vehicles and engineering under fire.
Infiltrator — Spies, assassins, scouts. Stealth, lethal precision.
Investigator — Detectives, medics, observers. See what others miss.
Occultist — Spellcasters, seers, Dreamwalkers. The only reliable counter to Mythos magic.
Soldier — Commandos, resistance fighters, veterans. Guns, grit, guts.

Background

What you did before the war: Academic, Athlete, Criminal, Entertainer, Journalist, Physician, Police, Spiritual Leader, etc. Shapes your skills and contacts.

Characteristic

A wildcard trait that marks you out: Bookworm, Dilettante, Dreamwalker, Street Kid, The Lucky One, Young at Heart… Often ties to how you got pulled into the Secret War.

Putting It Together

Pick an Archetype first. Add a Background — even an unexpected one. Add a Characteristic that contradicts or colours them. The interesting agents are the ones whose pieces don't obviously fit.

Soldier + Bookworm + Street Kid. A commando who reads forbidden tomes on the bus to the front, who grew up stealing bread. How did a street urchin get into ancient literature? What put them in uniform? The answers are your biography — and your roleplaying hooks.

Truths & Name

Derive at least four truths from your ABC + nationality + language. Pick a name, a look, a voice, quirks. How does your agent move, talk, dress? What do they carry that they'd never lose?

Pregens

If your GM hands you a pregen — great. Read the truths and talents. Read the quotes. Picture the person. Then make them yours: give them a voice, a phrase, a habit. The sheet is a starting point, not a cage.

At The Table

Session Zero

Before you play, the group talks about tone, limits, and comfort. Achtung! Cthulhu involves WWII, cultists, body horror, and psychological dread. Not every table wants every topic. Be honest about what you want and don't.

Safety Tools

Collaboration & Pulp Tone

The Rule of Cool If you propose something awesome — the GM tries to say yes. Pulp thrives on daring, improvised, slightly-ridiculous plans. Take the shot. Quip while you do it.

Spotlight Etiquette

Quick Cheat Sheet

Skill Test in 30 seconds TN = Attribute + Skill · Diff default 1 · Roll 2d20 (up to 5d20) · ≤ TN = 1 success · ≤ Skill with focus = 2 successes · Natural 1 = 2 successes · Natural 20 = complication · Excess successes → Momentum.
Attack in 30 seconds Declare target + weapon → skill test (Agi+Fig / Coo+Fig / Wil+Aca) → roll weapon CDs → subtract Armour+Cover (or Courage+Morale) → apply stress → check injuries.
Fortune in 30 seconds You have 3 (max 5). Spend 1 per non-combat scene / 1 per combat round. Critical (set die to 1), Reroll, Extra Major, Avoid Defeat, Make It Happen.
Momentum Quick Spends Buy d20 (1/2/3) · Bonus CD (1) · Extra Minor (1) · Obtain Info (1/question) · Create Truth (2) · Knockdown (2) · Disarm (2/3) · Secondary Target (2).
Challenge Die Results 1 → 1 stress · 2 → 2 stress · 3–4 → 0 · 5–6 → 1 stress + Effect.
▲ Top