Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Call of Cthulhu

Compendium

Type to search for a spell, item, class — anything!

Sample Gadgets

Ready to play? Build unlimited Call of Cthulhu characters Create Now

Edit Page Content

SAMPLE GADGETS

Here are a few sample gadgets that either can appear in the hands of non-player characters or be devised by heroes with access to weird science.

This Free Basic Rules version contains a limited number of gadgets. For many more player options, check out the full Call of Cthulhu Keeper Rulebook

Auto Lock-Pick

A small, hand-held tube with retractable picks. The auto-lock enables non-skilled thieves a 40% chance to pick door locks.

  • To build: parts cost $50, requires 1D10+5 hours, and a successful Regular Mechanical Repair roll.

Ghost Detector

A satchel-sized device, weighing 10lbs, usually worn like a satchel around the neck of the user. The ghost detector has a 60% chance to detect the presence of ghostly spirits. It flashes a series of colored lights when in proximity to a spirit (within 20 feet), the more lights that flash, the closer the ghost.

  • To build: parts cost $250, requires 1D10+1 days, and a successful combined Regular Electrical Repair, Science (Physics), and Occult roll.

Linguistaphone

A brass ear trumpet, approximately one foot long. When held to the ear it enables the user to hear and understand any languages of Earth origin.

  • To build: parts cost $1500, requires 1D10+5 weeks, and a successful combined Hard Electrical Repair and Science (Mathematics) roll.

Elder Sign Bullets

Firearms ammunition carefully inscribed with the Elder Sign. When used against certain Mythos creatures, Elder Sign bullets cause an additional 1D10+1 damage and also work as a magical weapon against monsters who are normally unaffected by non-magical items.

Which Mythos monsters are affected by an Elder Sign bullet is determined by the Keeper. Note that an Elder Sign normally only works against minions of Mythos deities (e.g. Great Old Ones and Outer Gods). No one has yet confirmed whether magic bullets have had any effect upon the greater powers of the Mythos.

  • To build: requires casting the Elder Sign spell (see page 255, Call of Cthulhu Keeper Rulebook), which allows for the creation of 6 bullets inscribed with the Elder Sign, in addition to a combined Firearms and Sleight of Hand roll. Note that a suitable Art/Craft skill may be substituted for the Sleight of Hand roll (denoting the fine manipulation required to carefully engrave the bullet).

Attributes

Advertisement Create a free account