Two-Fisted Action & Adventure Against The Mythos
Calling All Heroes! It’s Time To Take The Fight to Cthulhu!
Pulp Cthulhu is a game of two-fisted adventure, weird science, dark deeds, and brave heroes. With this book, some roleplaying dice, and the Call of Cthulhu Rulebook, you have everything you need to adventure and explore games set in the pulp genre.
Chaosium Unveiled: Inside Pulp Cthulhu
Tired of your investigators dying in quick succession when jaunting around the world in a desperate bid to save humanity? Wishing that sometimes your investigator could make a stand instead of hiding and waiting for the eldritch horror to pass? Pulp Cthulhu ups the ante and provides you with tougher, more capable heroes—ready to take on the villainous machinations of the Cthulhu Mythos!
Here you will find an adapted character generation system, rules for psychic powers, sanity, augmented skills, and weird science, as well as tips for Keepers on developing and running pulp-style games. Also, you will find information on “the Pulps” themselves and the 1930s era when America was in the grip of the Great Depression and on the road to World War II. A collection of pulp villains and monsters, and a range of pulp organizations provide the Keeper with a firm basis for running pulp style scenarios and campaigns. Four action-packed scenarios round out the book, getting your Pulp Cthulhu games started with a bang.
The guidance in this book means that you can apply the Pulp Cthulhu rules to any setting and time period, enabling Keepers to bring the flavor and action of pulp to the classic 1920s or modern-day eras, as well as anywhere else they see fit.
A Time For Heroes And A Time For Adventure!
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What the Critics Say
"Pulp Cthulhu turns up the action and the threat to turn Lovecraftian investigative horror into Lovecraftian heroic horror."—Reviews from Rl’yeh.
Runner-up, Best Artwork and Presentation—Golden Geek Awards 2016.
"If you play Call of Cthulhu, do you need this supplement? ...if you want to play with a rule set deliberately intended to help your characters kick some ass, you'll probably have a lot of fun with Pulp Cthulhu."—H.P. Lovecraft Historical Society.
"Pulp Cthulhu is one of those products that could very easily have been done wrong. It’s a genre full of easy cop-outs and shortcuts, but Chaosium stuck to their guns and delivered on all fronts… You might be able to confront the creatures of the mythos to some extent, but Pulp Cthulhu only promises that you can go down swinging rather than screaming and that’s not a bad thing."—Jay Anyong, The Philippine Gamer
"I love the classic, cerebral, investigative feeling of Call of Cthulhu. I have to admit however that many times I wanted my Investigators to, basically, kick some serious ass... Pulp Cthulhu is here for that ass-kicking!"—Antonios S. Review, RPGNet.
"It’s a beautiful book, brimming with content and ideas. A worthy purchase for any Keeper, even if Pulp isn't to your taste. "—Total Party Kill.
"I love the Pulp Cthulhu idea. Having pulp heroes fight evil cult organizations can be tons of fun… The production quality deserve(s) praise. The binding, illustrations, artwork, handouts are exceptional. The books are super-high quality and even come with a red ribbon bookmark bound into the text. Chaosium did not skimp on any aspect of production..."—GrogHeads.
Physical Product Settings
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Has Inventory: [Y]
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PDF Product Name: [Pulp Cthulhu - PDF]
PDF Product Link: [/pulp-cthulhu-pdf/]
Has Physical Product: [Y]
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- Page count:
- Color Hardcover with PDF
- Mike Mason, Alan Bligh, James Lowder, Jeff Tidball, Glyn White, Paul Fricker, Wolfgang Baur, Matt Sanderson, Scott Dorward, and Dan Kramer.
Great addition to the rules! Very nice finish on the cover and a red ribbon to mark your place (like the core book). I love how the core book and these optional rules come with their own adventures so you can get started right away with out having to buy extra modals!
Have you ever felt that your Players were just too squishy or too prone to fall into permanent madness? Well, that’s half the fun of Call of Cthulhu! But Pulp Cthulhu is here for Keepers that want to take their CoC games up a notch, toss in some weird science, and make your Players tougher and more capable of standing up to the Mythos. If Call of Cthulhu is all about psychological horror and dread then Pulp Cthulhu is a ttrpg akin to Indiana Jones, except with Mythos monsters instead of Nazis, although you can certainly toss some of them in there if you wish. Pulp adds lots of options to make Player Characters more able to survive a hit and less likely to succumb to insanity, although they still can and you can add as much or as little Pulp as you wish - the rules are in here to help you do it. There’s also rules for Mooks, those easily-replaceable and seemingly never ending henchmen of would-be world conquerors or world-enders, and they’re a lot of fun. There’s also a large section on Weird Science items, weapons, and equipment to really liven up your campaign! Pulp Cthulhu is every bit as much fun as regular CoC and some people even prefer it over regular CoC. If you do not have a copy, well, I can only assume it’s because your mind is being controlled by Nyarlathotep himself. Show him who is really the boss by clicking ‘Add to Cart’ and then buy this puppy before it’s too late! You won’t regret it.
I've had the book for a while now. My players love it.We love the pace, action, and system. I've run several original CoC scenarios as Pulp Cthulhu, including Shadows of Yog Sothoth! Lost a PC to alt dimension on Rlyeh. Tanked the LUCK and got her back.... half sane, but able to navigate to the boats. Scenarios included in the Pulp book are great for beginners and easily expanded for more advanced players. The tour de force for this system is The Two-Headed Serpent! The campaign is build for Pulp Cthulhu and absolutely delivers. I suggest checking out Seth Skorkowski's video review, as well. PCs have occupations, and attributes, per the norm. And also archetypes like "two-fisted" and "Weird Science" and "Sidekick" and "Thrill Seeker" Extra points for these. Extra traits for these. Certain death? Not if you have a minimum of 30 LUCK point. Didn't quite make an action roll of some kind? Push it! Explain what more intense effort your pc can attempt and roll again. Great success= great reward. Great fail is GREAT FAIL when pushed. And the dark side of things is well supplied. Mooks, Killer Robots. Pretty much any classic Pulp villain. All in all a great supplement, game changer yet preserving the classic feel and brain crawling sanity breaking events of the original Call of Cthulhu. Big Thumbs Up. Like, IA!.. n stuff!
Awesome rule changes if your players get sick of the dying and going insane. Opens the system up to a more action packed game. Character creation is beefed up and there are D&D style traits to make players feel more capable. Highly suggested if you like Call of Cthulu but tend to run a game that is more beat'em up than cerebral horror.