Achtung! Cthulhu uses Modiphius's 2d20 System, a cinematic, pulp-driven engine designed for fast decisions and two-fisted action. Unlike strict simulationist systems, 2d20 leans on narrative currencies — Momentum, Threat, Fortune — that let players and the GM push scenes in dramatic directions.
Your agent (PC) is defined by six attributes, twelve skills, optional focuses for specialisation, truths that describe who they are, and talents that bend the rules.
Each agent is defined by:
| Attribute | What it means |
|---|---|
| Agility | Speed, balance, movement. |
| Brawn | Physical endurance, health, conditioning. |
| Coordination | Fine motor skills, accuracy, timing. |
| Insight | Perception, instincts, awareness. |
| Reason | Logic, intellect, applied knowledge. |
| Will | Mental strength, self-discipline, sense of self. |
| Skill | Use |
|---|---|
| Academia | Academic study, recall facts, research tomes. |
| Athletics | Running, climbing, jumping, physical exertion. |
| Engineering | Mechanics, electronics, explosives, improvised devices. |
| Fighting | Melee and ranged combat, defence. |
| Medicine | Healing physical and mental wounds. |
| Observation | Notice, search, discern detail. |
| Persuasion | Influence, charm, deceive, spot lies. |
| Resilience | Endure and recover from physical/mental stress. |
| Stealth | Move unseen, hide, disguise. |
| Survival | Wilderness, tracking, endurance, navigation. |
| Tactics | Strategy, leadership, teamwork. |
| Vehicles | Drive, pilot, maintain vehicles. |
A focus is a narrower specialisation inside a skill (e.g. Fighting (Handguns), Academia (Occultism), Observation (Sight)). When the focus applies, dice that roll at or under the skill value score two successes instead of one — effectively crits on your skill ranks.
Whenever an outcome is in doubt, make a skill test.
| Method | Cost / Rule |
|---|---|
| Assistance | An ally rolls 1d20 at their own TN. Successes stack, as long as the lead scores ≥ 1. Assisters never roll more than 1d20. |
| Momentum | Buy up to 3 extra d20s: first costs 1, second 2, third 3 Momentum. |
| Threat | Instead of Momentum, add to the Threat pool (same scale 1 / 2 / 3). |
| Fortune | Spend 1 Fortune to set one die to a 1 without rolling (= 2 successes). |
| Talents | Some grant bonus d20s in specific circumstances. |
Maximum dice pool: 5d20.
| Difficulty | Label | Examples |
|---|---|---|
| 0 | Trivial | Auto-success, no roll. No Momentum unless player rolls voluntarily. |
| 1 | Standard | Most common tests. |
| 2 | Challenging | Aiming at a moving target; unfamiliar terrain. |
| 3 | Difficult | Noticeable pressure, adverse conditions. |
| 4 | Daunting | Expert-level task under stress. |
| 5 | Epic | Almost impossible. |
For tests where failing outright doesn't fit the story, the GM may allow success at cost: the test passes, but adds one automatic complication. No Momentum can be spent on a test resolved this way.
Momentum is the players' shared currency. Every excess success above Difficulty becomes 1 Momentum. The group pool caps at 6; excess is lost.
| Spend | Cost | Effect |
|---|---|---|
| Buy d20 on next test | 1 / 2 / 3 | Up to 3 extra dice; costs escalate. |
| Buy Challenge Dice (attack) | 1 each | +1 CD to damage pool, max 3. |
| Create Truth | 2 | Introduce a narrative fact (light a flare, spot a gap). |
| Obtain Information | 1 per question | Ask the GM a question they must answer truthfully. |
| Reduce Time | varies | Shorten how long an action takes. |
| Confidence | 1 | +1 Morale until start of next turn (max 4). |
| Extra Minor Action | 1 | One more minor action this turn. |
| Knockdown | 2 | Target goes prone. |
| Disarm (1h / 2h weapon) | 2 / 3 | Weapon falls to ground. |
| Secondary Target | 2 | Second target within Reach of primary suffers full attack. |
Threat is the GM's currency. The GM starts each adventure with 2 Threat per player.
Each agent starts each mission with 3 Fortune, max 5. One Fortune spend per non-combat scene; one per round in combat.
| Fortune Spend | Effect |
|---|---|
| Critical Success | Before rolling, set one d20 to a 1 (= 2 successes). Roll the rest normally. |
| Reroll | After rolling, reroll any dice in your pool (d20s or CDs). |
| Additional Major Action | Take a second major action this turn (or skill test outside combat). |
| Avoid Defeat | When defeated, return later in the scene. |
| Make It Happen | Introduce a new Truth about the scene. Must relate to your agent. |
NPCs do not have Fortune.
A Truth is a short phrase — a fact about a character, scene, or environment. It can:
A Complication is a negative truth introduced by:
Buying off: players may pay 2 Threat to cancel a complication before it fires.
Normally complications trigger on a 20. The GM can raise the range (e.g. 19–20, up to +4) for especially risky situations. Injuries also increase a character's complication range by 1 until treated.
Both sides roll an appropriate skill test (base Difficulty 1). Resolve by:
| Range | Zones | Notes |
|---|---|---|
| Reach | Arm's length | Melee range. Non-melee/mental tests within Reach of a hostile: +2 Difficulty. |
| Close | 0 zones (same zone) | Ideal for pistols, SMGs. |
| Medium | 1 zone away | Rifles, thrown weapons. |
| Long | 2 zones | Scoped weapons. |
| Extreme | 3+ zones | Outside most weapons' effective range. |
Firing outside a weapon's ideal range adds +1 Difficulty per band off.
Each agent starts with 3 Ammo. Ammo is currency for Salvo attacks (which add Area, Stun, Vicious, etc. on the weapon profile). Regular shots don't deplete Ammo.
| Minor | Effect |
|---|---|
| Aim | Reroll 1d20 on your attack this turn. |
| Draw Item | Pick up/draw an item within Reach. |
| Move | Move up to Medium range; stand/drop prone. Not usable if you Rushed or are within Reach of an enemy. |
| Prepare | Set up a major action (required for Cast a Spell). |
| Major | Effect |
|---|---|
| Assist | Aid an ally's test with 1d20 at your own TN. |
| Attack | Melee, ranged, or mental attack. See §Attacks. |
| Cast a Spell | Requires Prepare minor action first. |
| Catch Breath | Will + Resilience Diff 2. Remove stress = Resilience (+1/Momentum), or remove a weapon effect. |
| Command | Order an allied NPC under your control to take a major action. |
| Create Truth | Diff 2 skill test appropriate to how you're changing the scene. |
| Go Prone | Drop to ground. Ranged attackers >Reach: +1 Difficulty. Melee/Close attackers: –1 Difficulty against you. |
| Pass | Skip major action. |
| Ready | Hold a major action until a specified trigger (lost if not triggered before your next turn). |
| Rush | Agility + Athletics Diff 2. Move up to Long range. Can't also Move minor. |
| Stabilise | Coordination + Medicine Diff 2. Stops a dying ally's death clock. |
| Skill Test | Any appropriate test at GM's discretion. |
| d6 rolled | CD result |
|---|---|
| 1 | 1 stress |
| 2 | 2 stress |
| 3 | 0 |
| 4 | 0 |
| 5 | 1 stress + Effect |
| 6 | 1 stress + Effect |
You suffer 1 injury if:
Multiple conditions at once = multiple injuries.
When rolling damage, some attacks add CDs based on a relevant attribute:
| Attribute rating | Bonus CDs |
|---|---|
| ≤ 8 | — |
| 9 | +1 |
| 10–11 | +2 |
| 12–13 | +3 |
| 14–15 | +4 |
| 16+ | +5 |
Triggered when a CD rolls an Effect (5 or 6). All listed effects of the weapon apply when any Effect rolls.
| Effect | What it does |
|---|---|
| Area | Hits one extra target within Close range of primary per Effect rolled. Full damage. |
| Backlash X | Attacker takes X stress per Effect (physical or mental, GM's call). |
| Drain | Target suffers 1 Fatigue per Effect. |
| Intense | If any Effect & attack causes injuries → +1 injury. |
| Persistent X | Target takes X stress at start of their turn for rounds = Effects rolled. |
| Piercing X | Ignore X Resistance (Armour/Cover) per Effect rolled. |
| Snare | Target can't act (of the appropriate type) except to break free — skill test at Diff = Effects rolled. |
| Stun | If Effects rolled ≥ target's Resilience skill, they lose next turn. |
| Vicious | +1 stress per Effect. |
Each point of Fatigue reduces maximum stress by 1. At 0 max stress: unconscious (defeated). More Fatigue while unconscious: death.
Remove with Brawn + Resilience or Will + Resilience Diff 1 — removes 1 Fatigue plus 1 per Momentum spent.
Unless defeated, agents recover all stress at the start of a new scene with sufficient rest. Someone with Medicine can also run a Reason + Medicine test — pick the difficulty; on a success, heal X CDs of stress where X = chosen Difficulty.
Magic comes in two flavours:
| Type | Tradition | Prep skill | Starting Power |
|---|---|---|---|
| Traditional | Inherited occult tradition. | Insight + Survival | 2 |
| Researcher | Self-taught from forbidden tomes. | Reason + Academia | 2 |
| Dabbler | Stumbled into fragmentary knowledge. | Will + Resilience | 1 |
A caster can push Power to 3 by adding 1 Threat per Effect rolled.
Before using battlefield spells, the caster prepares a mantle holding spells equal to their Power rating. Preparing is a Diff 0 test, taking minutes = sum of chosen spells' difficulties. Mantle holds until the caster sleeps or is knocked unconscious.
Complication range increases by the spell's Difficulty — Diff 2 spell suffers a complication on 19 or 20. Complications on spells can be spectacular; but if the spell succeeded, the effect still triggers.
Once per round, when an enemy you can see casts a spell: roll your Power in CDs. Each Effect rolled raises their spell's Difficulty by +1. A caster who counterspells may not cast a spell on their own next turn.
Rituals have a stress track and steps. Each successful casting test rolls Power-many CDs as "damage" to the ritual track. Injury-triggering conditions (5+ stress in one roll; track filled; etc.) complete a step. When all steps are complete, the ritual fires. Cost is paid after every roll, pass or fail.
| 1 | 1 stress |
| 2 | 2 stress |
| 3–4 | 0 |
| 5–6 | 1 stress + Effect |