Warthulhu? Call of Hammer? (A call of Cthulhu to Warhammer system adaption by David Peterson) (c9221777@cc.newcastle.edu.au) This is a slight revision and a polish of a system that I worked out a few years ago for converting Call of Cthulhu characters and monsters to Warhammer Fantasy Roleplay. It is far simpler than other such conversion systems that I have worked out as both sets of rules use compatible game concepts. Dungeons and Dragons, for example, is not really compatible with anything. The conversion from Call Of Cthulhu to Warhammer is simple. Movement Divide the Call of Cthulhu Move score by 2. Weapon Skill Use the attack percentage of the most used hand-to-hand weapon or take an average. Ballistic Skill Use the attack percentage of the most used missile weapon or take an average. Strength Characters and Monsters work to a slightly different scale in Warhammer Fantasy Roleplay. Thus for characters, divide their strength score by 3.5 and round down any fractions. For monsters, take the square root of the strength score and round any fractions up. Toughness Take the Constitution statistic and apply the same method as given for Strength. Wounds Take the Hit Point score and divide by 1.5. Initiative The best thing to base this off would be Dexterity. For scores within the normal 3-18 range, multiply by 3. Scores from 19-21 become 51 (which is 18x3) plus 6 for each point over 18. For even higher scores, add 1 point for every extra point. Thus a Dex of 25 on some foul cthulhoid beastie would come to an I of 79 in Warhammer. Dexterity Use the Dexterity statistic and apply the same method as given for Initiative. Attacks This is equal to the number of attacks that a creature possesses. For a character this should almost always be 1. Leadership Take an average of the Intelligence, Cool, Will Power and Fellowship scores as calculated below. Intelligence Use the Intelligence statistic and apply the same method as given for Initiative. Cool Use the Investigator's remaining Sanity Points as his Cool score. Insane cultists and foul cthulhoid monsters don't spook too easily and should have a Cool of 89. Lesser servitor races and species such as Deep Ones and Sand Dwellers should take their Power score and apply the same method as given for Initiative to calculate the Cool score. Will Power Use the Power statistic and apply the same method as given for Initiative. Fellowship Social interaction tends to be governed by individual skills in Call of Cthulhu. The nearest thing would be to use the Appearance statistic and apply the same method as given for Initiative. Skills If a character has invested at least 20 points in a skill (or doubled the default value, whichever is higher) then that may be counted as a skill learned for Warhammer. Some degree of GM judgement is required here. Weapons Axes, swords, clubs etc will do the same amount of damage as their Warhammer equivalents. Unarmed combat will regard merely the creature's strength, noting that damage penalties for fighting unarmed apply only to Player Characters. Psychology Characters from Call of Cthulhu are bound to have a few mental disturbances that will translate quite nicely into the Warhammer world. I tend to use the system of a failed Fear test earning 1 Insanity Point and a failed Terror test earning a d6. In the following chart, the first column shows the San loss caused by a Cthulhu monster; the second column shows the equivalent Warhammer psychology; and the third shows the number of Insanity Points gained if the test is passed / if the test is failed. d3-d10 Fear 0/1 d10-d20 Fear 6"+1/Terror 0/d6 d20-d100 Fear 6"+2/Terror 1/d6+2 d100 Fear 12"+3/Terror+20 d3/2d6 Example #1 An average Servitor of the Outer Gods is summoned by a Chaos Champion of Cthulhu. Looking at the average scores from the Call of Cthulhu book we get a: M: 4 WS: 45 BS:0 S: 4 T: 4 W: 12 I: 50 A: 2d3 Dx: 49 Ld: Int: 52 Cl: 89 WP: 57 Fel: - Causes Fear 6"+1/Terror With the table at the beginning of the WFRP bestiary, such a creature could then be converted to the Warhammer Battle System. Note that as characters tend to have unusually high S and T scores when compared to their Fantasy Battle counterparts, I recommend using WFRP S3-4 := WFB S3; S5-6 := S4, S7+ := S5 for characters. Magical and chaotic bonuses should remain constant. This will prevent the evntuality of Giant Slayers picking up giants and throwing them. Now What? So what is the use of this system? Imagine your Warhammer players' surprise and dismay when they come up against a Shoggoth. How about Cthulhu as the mysterious 6th Chaos Power? How about Plaguebearers in the 1920s? Loosely run games might have characters moving between worlds with some sort of planar travel device or spell. Another option would be to play a normal Call of Cthulhu game, but using the Warhammer mechanics. We did a similar thing with MERP - we liked the game setting but hated the rules system so we used Middle Earth instead of the Old World as a game setting. (Note that I have no problem with the Call of Cthulhu rules.) Similar things could be done to produce a Warhammer Cyber, or a REAL Warhammer 40K roleplaying game. I haven't given much thought to the career advances for a Call Of Cthulhu Archaeologist or a Cyberpunk Netrunner or a 40K Inquisitor, but it shouldn't be too difficult for anyone willing to put in the time.