Show Notes
What Is Pulp Cthulhu?
Pulp Cthulhu is a fully compatible variant of Call of Cthulhu that dials the game from existential despair to high-octane pulp adventure. Characters are tougher, more competent, and far more likely to survive long enough to matter.
If Call of Cthulhu is The Thing or Evil Dead, Pulp Cthulhu is The Mummy, Army of Darkness, or Indiana Jones with eldritch nightmares.
Core Themes & Tone
- Heroic pulp action instead of grim cosmic inevitability
- Investigators who can take multiple hits and keep fighting
- A lighter, often comedic tone without abandoning horror
- Quips, gadgets, globe-trotting, and cinematic set pieces
This makes Pulp Cthulhu an excellent transition for players coming from Dungeons & Dragons, Pathfinder, or other heroic tabletop RPGs.
Setting & Genre Shift
- Time period: 1930s, just before World War II
- Scope: Global adventures—London, Cairo, jungles, ruins, secret bases
- Enemies: Cultists, mythos horrors… and a suspicious number of Nazis
The game leans hard into classic pulp tropes: secret societies, forbidden relics, occult conspiracies, and globe-spanning races against evil.
Core Mechanics
- D100 roll-under system with degrees of success
- Regular, Hard, and Extreme successes replace DCs
- Fumbles and pushed rolls create escalating consequences
- Skills improve when you fail them during advancement
- These mechanics reward specialization while keeping tension high, even for highly skilled characters.
What Makes Pulp Cthulhu Different?
Archetypes
- Two-Fisted Hero, Hard-Boiled Detective, Mystic, Mad Scientist, Femme Fatale, and more
- Each archetype boosts a core characteristic and grants bonus skills
Talents
- Passive and active abilities that enhance combat, investigation, or survivability
- Categories include Physical, Mental, Combat, and Weird Science
Hit Points
- Roughly double standard Call of Cthulhu HP
- Still deadly—just less instantly fatal
Luck as a Meta-Currency
Spend luck to:
- Cancel fumbles
- Reduce damage
- Stay conscious
- Cheat death entirely (with a suitably ridiculous explanation)
Luck regenerates every session, encouraging aggressive use
Insanity, Magic, and Weird Science
- Insane Talents can grant powerful abilities with narrative drawbacks
- Magic is faster to learn but still dangerous and unpredictable
- Psychic powers like telekinesis and clairvoyance are viable builds
- Weird Science introduces death rays, jetpacks, ghost detectors, and other Flash-Gordon-adjacent nonsense
Yes, you can build a psychic mind-wizard or a mad scientist with a death ray. The game actively wants you to try.
The Pulp Meter
The game supports multiple pulp levels:
- Low Pulp: Almost classic Call of Cthulhu
- Mid Pulp: Standard Pulp Cthulhu rules
- High Pulp: Extra talents, cinematic survivability, full nonsense
This episode sets the stage for going high pulp in future sessions
Key Takeaways
- Pulp Cthulhu trades hopeless cosmic horror for heroic pulp survival
- Characters are tougher, more competent, and more fun to invest in
- Luck is a central mechanic that fuels cinematic storytelling
- The 1930s setting enables globe-trotting, occult conspiracies, and pulp villains
- Perfect for groups who want action, investigation, and horror without constant character death
- If you've ever wanted to punch Cthulhu—or at least shoot near him—this is your game
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Meet the Hosts
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Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.
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Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.
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Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.
Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
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