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Achtung! Cthulhu — 2d20 System

Operation Basic Rules · Field Reference · Prepared for Section M / Majestic

What is the 2d20 System?

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.

ToneThis is a pulp game first, horror second. Punch evil in the tentacles. Don't take things too seriously. Embrace the cliches, the cliffhangers, and the Rule of Cool.

Characters

Each agent is defined by:

The Six Attributes

AttributeWhat it means
AgilitySpeed, balance, movement.
BrawnPhysical endurance, health, conditioning.
CoordinationFine motor skills, accuracy, timing.
InsightPerception, instincts, awareness.
ReasonLogic, intellect, applied knowledge.
WillMental strength, self-discipline, sense of self.

The Twelve Skills

SkillUse
AcademiaAcademic study, recall facts, research tomes.
AthleticsRunning, climbing, jumping, physical exertion.
EngineeringMechanics, electronics, explosives, improvised devices.
FightingMelee and ranged combat, defence.
MedicineHealing physical and mental wounds.
ObservationNotice, search, discern detail.
PersuasionInfluence, charm, deceive, spot lies.
ResilienceEndure and recover from physical/mental stress.
StealthMove unseen, hide, disguise.
SurvivalWilderness, tracking, endurance, navigation.
TacticsStrategy, leadership, teamwork.
VehiclesDrive, pilot, maintain vehicles.

Focuses

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.

Truths, Talents & Power

Skill Tests

Whenever an outcome is in doubt, make a skill test.

  1. GM picks the appropriate Attribute + Skill. The sum is the Target Number (TN).
  2. GM sets a Difficulty (0–5). Most ordinary tests are Difficulty 1.
  3. Player rolls 2d20 (up to 5d20 if they buy extra dice).
  4. Every die ≤ TN = 1 success.
    • If a relevant focus applies: every die ≤ the skill value = 2 successes.
    • Every natural 1 = 2 successes (automatic crit).
    • Every natural 20 = a complication.
  5. If successes ≥ Difficulty → pass. Excess successes become Momentum.
  6. GM narrates outcome. Player may spend Momentum to enhance. Then apply complications.
Jordan Ash shoots a pistol. Coordination 8 + Fighting 3 = TN 11. Focus: Handguns. She rolls 3 and 10 — both ≤ 11 (success). The 3 is ≤ Fighting 3 and focus applies → 2 successes. The 10 is between skill and attribute → 1 success. Total: 3 successes vs Difficulty 2 → pass, 1 Momentum generated.

Improving the Odds (Buying Extra d20s)

MethodCost / Rule
AssistanceAn ally rolls 1d20 at their own TN. Successes stack, as long as the lead scores ≥ 1. Assisters never roll more than 1d20.
MomentumBuy up to 3 extra d20s: first costs 1, second 2, third 3 Momentum.
ThreatInstead of Momentum, add to the Threat pool (same scale 1 / 2 / 3).
FortuneSpend 1 Fortune to set one die to a 1 without rolling (= 2 successes).
TalentsSome grant bonus d20s in specific circumstances.

Maximum dice pool: 5d20.

Difficulty & Success

DifficultyLabelExamples
0TrivialAuto-success, no roll. No Momentum unless player rolls voluntarily.
1StandardMost common tests.
2ChallengingAiming at a moving target; unfamiliar terrain.
3DifficultNoticeable pressure, adverse conditions.
4DauntingExpert-level task under stress.
5EpicAlmost impossible.

Success at Cost

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

Momentum is the players' shared currency. Every excess success above Difficulty becomes 1 Momentum. The group pool caps at 6; excess is lost.

Common Momentum Spends

SpendCostEffect
Buy d20 on next test1 / 2 / 3Up to 3 extra dice; costs escalate.
Buy Challenge Dice (attack)1 each+1 CD to damage pool, max 3.
Create Truth2Introduce a narrative fact (light a flare, spot a gap).
Obtain Information1 per questionAsk the GM a question they must answer truthfully.
Reduce TimevariesShorten how long an action takes.
Confidence1+1 Morale until start of next turn (max 4).
Extra Minor Action1One more minor action this turn.
Knockdown2Target goes prone.
Disarm (1h / 2h weapon)2 / 3Weapon falls to ground.
Secondary Target2Second target within Reach of primary suffers full attack.
Bonus MomentumSome items/talents grant bonus Momentum. Bonus Momentum can't be saved — use it on the triggering test or lose it.

Threat

Threat is the GM's currency. The GM starts each adventure with 2 Threat per player.

How the GM gains Threat

How the GM spends Threat

Fortune

Each agent starts each mission with 3 Fortune, max 5. One Fortune spend per non-combat scene; one per round in combat.

Fortune SpendEffect
Critical SuccessBefore rolling, set one d20 to a 1 (= 2 successes). Roll the rest normally.
RerollAfter rolling, reroll any dice in your pool (d20s or CDs).
Additional Major ActionTake a second major action this turn (or skill test outside combat).
Avoid DefeatWhen defeated, return later in the scene.
Make It HappenIntroduce a new Truth about the scene. Must relate to your agent.

NPCs do not have Fortune.

Truths & Complications

Truths

A Truth is a short phrase — a fact about a character, scene, or environment. It can:

Complications

A Complication is a negative truth introduced by:

Buying off: players may pay 2 Threat to cancel a complication before it fires.

Complication Range

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.

Opposed Tests

Both sides roll an appropriate skill test (base Difficulty 1). Resolve by:

Action & Conflict

Zones & Distances

RangeZonesNotes
ReachArm's lengthMelee range. Non-melee/mental tests within Reach of a hostile: +2 Difficulty.
Close0 zones (same zone)Ideal for pistols, SMGs.
Medium1 zone awayRifles, thrown weapons.
Long2 zonesScoped weapons.
Extreme3+ zonesOutside most weapons' effective range.

Firing outside a weapon's ideal range adds +1 Difficulty per band off.

Rounds & Turns

Ammo

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.

Major & Minor Actions

Minor Actions (1 per turn, +1 for 1 Momentum)

MinorEffect
AimReroll 1d20 on your attack this turn.
Draw ItemPick up/draw an item within Reach.
MoveMove up to Medium range; stand/drop prone. Not usable if you Rushed or are within Reach of an enemy.
PrepareSet up a major action (required for Cast a Spell).

Major Actions (1 per turn; +1 via 1 Fortune, once/scene)

MajorEffect
AssistAid an ally's test with 1d20 at your own TN.
AttackMelee, ranged, or mental attack. See §Attacks.
Cast a SpellRequires Prepare minor action first.
Catch BreathWill + Resilience Diff 2. Remove stress = Resilience (+1/Momentum), or remove a weapon effect.
CommandOrder an allied NPC under your control to take a major action.
Create TruthDiff 2 skill test appropriate to how you're changing the scene.
Go ProneDrop to ground. Ranged attackers >Reach: +1 Difficulty. Melee/Close attackers: –1 Difficulty against you.
PassSkip major action.
ReadyHold a major action until a specified trigger (lost if not triggered before your next turn).
RushAgility + Athletics Diff 2. Move up to Long range. Can't also Move minor.
StabiliseCoordination + Medicine Diff 2. Stops a dying ally's death clock.
Skill TestAny appropriate test at GM's discretion.

Attacks, Stress & Injuries

Attack Sequence

  1. Declare target and weapon.
  2. Skill test:
    • Melee — Agility + Fighting, Diff 1, opposed by target's Agility + Fighting Diff 1.
    • Ranged — Coordination + Fighting, Diff 1 (+ range modifiers).
    • Mental — Will + Academia, Diff 1, opposed by target's Will + Resilience Diff 1.
  3. Inflict stress: roll the weapon's Challenge Dice (CD).
  4. Subtract Armour + Cover (physical) or Courage + Morale (mental).
  5. Apply remainder to target's stress track; check for injuries.
  6. If target won an opposed melee, they may inflict stress back OR move within Close range.

Challenge Dice (CD)

d6 rolledCD result
11 stress
22 stress
30
40
51 stress + Effect
61 stress + Effect

Injuries

You suffer 1 injury if:

Multiple conditions at once = multiple injuries.

Attribute Bonus Challenge Dice

When rolling damage, some attacks add CDs based on a relevant attribute:

Attribute ratingBonus CDs
≤ 8
9+1
10–11+2
12–13+3
14–15+4
16++5

Resistance, Armour, Cover, Morale

Jordan Ash has Armour 3, hides behind a vehicle (Cover 1). Shot deals 5 stress → 5 − 3 − 1 = 1 stress taken.

Going Prone

Weapon Effects

Triggered when a CD rolls an Effect (5 or 6). All listed effects of the weapon apply when any Effect rolls.

EffectWhat it does
AreaHits one extra target within Close range of primary per Effect rolled. Full damage.
Backlash XAttacker takes X stress per Effect (physical or mental, GM's call).
DrainTarget suffers 1 Fatigue per Effect.
IntenseIf any Effect & attack causes injuries → +1 injury.
Persistent XTarget takes X stress at start of their turn for rounds = Effects rolled.
Piercing XIgnore X Resistance (Armour/Cover) per Effect rolled.
SnareTarget can't act (of the appropriate type) except to break free — skill test at Diff = Effects rolled.
StunIf Effects rolled ≥ target's Resilience skill, they lose next turn.
Vicious+1 stress per Effect.

Fatigue & Healing

Fatigue

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.

End-of-Scene Healing

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.

NoteStress heals between scenes. Injuries do not. Treat injuries with Medicine tests or rest over longer timespans.

Magic

Magic comes in two flavours:

Types of Spellcaster

TypeTraditionPrep skillStarting Power
TraditionalInherited occult tradition.Insight + Survival2
ResearcherSelf-taught from forbidden tomes.Reason + Academia2
DabblerStumbled into fragmentary knowledge.Will + Resilience1

A caster can push Power to 3 by adding 1 Threat per Effect rolled.

Preparing the Mantle

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.

Casting a Battlefield Spell

  1. Prepare (minor action).
  2. Cast a Spell (major action) — roll the test; attribute depends on caster type (Insight / Reason / Will).
  3. Pay the spell's cost (CDs of mental stress) after resolving the test, whether or not it succeeded.

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.

Counterspell (Free Reaction)

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.

Ritual Magic (Simplified)

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.

Quick Reference Cheat Sheet

Skill Test
  1. TN = Attribute + Skill.
  2. Diff 0–5 (default 1).
  3. Roll 2d20 (up to 5d20).
  4. ≤ TN = success. ≤ Skill (with focus) = 2 successes. Nat 1 = 2 successes. Nat 20 = complication.
  5. Excess successes → Momentum.
Challenge Dice
11 stress
22 stress
3–40
5–61 stress + Effect
Attack Checklist
  1. Declare target + weapon.
  2. Skill test (Agi+Fig / Coo+Fig / Wil+Aca).
  3. Roll CDs for stress.
  4. Subtract Armour+Cover (or Courage+Morale).
  5. Apply stress; check injuries.
Injury Triggers
  • 5+ stress from one source (after reduction).
  • Stress track filled.
  • Stress taken on a full track.
  • 3 injuries total → Defeated.
Fortune (3/mission, max 5) Set a die to 1 · Reroll any dice · Extra major action · Avoid defeat · Make It Happen (new truth).
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