TEXT: J o e l  S p a r k S
  CATTHULHU
  Call of
  B o o k  I :  T H e  N e k o N o m I k o N
  (The Book of CaTs)
  B o o k  I :  T H e  N e k o N o m I k o N
  (The Book of CaTs)
  CATTHULHU
  Call of
  J o e l  S p a r k S
  
  for Sammy, Moe, Daisy, Zeke, Chelsea, Winnie, Moose, Spats, & Marlowe; Dora, Beau, Kona, Jordan, Jack; 
  and all the other beautiful little idiots whom we allow to touch our lives 
  That is not dead which can indefinite sleep,
  And in dream-shadows, lively spirits leap.
  CATTHULHU
  Call of
  J o e l  S p a r k S
  T H e
  NekoNomikoN
  (The Book of CaTs)
  B o o k  i
  
  INTRODUCTION
  W
  elcome to the real world... the world in which human civilization exists 
  for the comfort of cats, in which incredibly ancient and powerful spirits 
  vie for control of reality, in which only brave and clever felines have the 
  wit and wherewithal to oppose grim and mystic cabals, and in which two-footed 
  people live in blissful ignorance of all of these facts.
  In Call of Catthulhu, a few friends take on the roles of ordinary cats, who must rise 
  to heroism as they encounter the sinister plots and vile supernatural conspiracies of 
  chaotic Animal Cults, bound on undermining the reality of dull-witted humankind. 
  One person becomes the Cat Herder (CH), arranging challenges, secrets, dangers, 
  and rewards. Then each player just acts like a cat: meeting new challenges with quick 
  wits, clever ideas, sharp claws, and fast feet. The player Cat Herder calls for a roll, or 
  doesn’t bother, then explains the outcome, and the game moves forward. Together, 
  everyone makes the story of what happened to these cats one time—an adventure 
  that no one could have predicted.
  The Character Sheet on p38 shows how simple it is to make and play a cat—and 
  it’s against the rules to write any numbers on the sheet, because cats don’t do math!
  There’s only a little more to it. A couple of Cat Dice add random results, so even 
  the Cat Herder never knows exactly what will happen next. Players have Treats that 
  they can spend to get a second chance. At the end of a few hours of play, surviving 
  cats gain new Experiences: knowledge of the world that will come in handy in later 
  adventures.
  Everything else is mouse gravy. Let’s begin.
  MR. JOEL
  CATTHULHU.com
  
  About The Nekonomikon
  T
  his first volume of Call of Catthulhu contains everything needed to play the game: How 
  to make up cat characters, how to use Cat Dice to meet Challenges, how to Scrap 
  with other critters, how to use Treats to get a little edge in play, and how to get ready 
  to play again another time. After a little fooling around with this book and some pencil and 
  paper, one person can volunteer to be Cat Herder for the evening and invent some Challenges 
  for everyone’s cats to encounter. With 30 different types of cats facing countless unsuspecting 
  humans, mice, dogs, fish, and birds; so many treats to liberate, toys to demolish, and cultists to 
  foil; and all the other challenges to meet, the cat’s world is one big sandbox.
  About Unaussprechlichen Katzen
  T
  he second volume of the game, Book II: Unaussprechlichen Katzen, includes far more 
  detail about the Gods, Humans, Dogs, secret rituals, otherworldly servants, and creating 
  adventures that go beyond the sunbeams into dark, sometimes unpleasant places. 
  Unaussprechlichen Katzen serves as the Cat Herder’s Guide to the ever-deepening universe of Call 
  of Catthulhu. Get your claws into everything at Catthulhu.com.
  Call of Catthulhu Book I: 
  The Nekonomikon 
  April 2014 
  Call of Catthulhu Book II: 
  Unaussprechlichen Katzen 
  June 2014
  Whirls of Catthulhu: 
  New Settings for Call of Catthulhu 
  July 2014
  CALL OF CATTHULHU
  Book I: The Nekonomikon, ©2014 Joel Sparks
  Revised Printing
  Design & Layout: Kris Apodaca, Joel Sparks
  Cover art: Caroline Jamhour.
  Cover model: Bubba, courtesy of his human Shawn R., Kickstarter god.
  Interior art: Caroline Jamhour, K L “Kytri” Thompson, and Svenja Liv
  Editing: Shelley Harlan
  Gaming Guru: Jeff “Bighara” Sparks. Don’t game like my brother!
  Twenty years of irreplaceable love and support: Stephanie Halloran, sine qua non
  
  Contents
  Part I: Being Cats
  Cat Characters.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  7
   
  Role  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
   
  Background.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  8
   
  The Five Roles                                                                9
   
  Description.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
   
  Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  A Cat’s Tale (Stories for Thirty Kinds of Cats) . . . . . . . . . . . . . . . . . . 12
  Part II: Playing the Game
  Using Cat Dice  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Challenges.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
   
  The Right Cat for the Job (RCFTJ)  . . . . . . . . . . . . . . . . . . . . 20
   
  Treats  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
   
  Lives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
   
  Dire Challenges.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
   
   
  Glory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
   
   
   
  Brush with Death . . . . . . . . . . . . . . . . . . . . . . . . 22
   
   
   
  Blaze of Glory.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
   
  Challenge Charts                                                                                   24–25
  Injury & Recovery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Scrapping (Fights) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
   
  Advanced Scrapping.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
  Rules of Paw for Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  Notes for Cat Herders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
   
  Putting the Cat Dice to Work . . . . . . . . . . . . . . . . . . . . . . . 32
   
  Gaining Experiences  . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
   
  What Cats Know about the World . . . . . . . . . . . . . . . . . . . . . 34
  Rules of Paw Chart                                                              36
  SO MANY THANKS!                                                             37
  Cat Character Sheet                                                              38
  
  Call of Catthulhu
  vi
  The KS symbol indicates a creepy critter picture created as a reward to a Kickstarter 
  backer for Call of Catthuhu! The model above is Hudley, courtesy of known human 
  and top backer, the mighty Shawn R. See more about the Kickstarter campaign on 
  p37, and stay tuned for the next one at catthulhu.com!
  A la Cour du Khedive
   Kyril de Tour-Bouillon,
   Ministre de la Mystografie
  Nouvelles Observations sur les Phe'nomenes 
  Fe'lin et Animal dans la Valle'e Des Rois
  A.D. 1814
  Overleaf of the fragmentary Notebook of Tour-Boullion (New Observations of Feline and Animal 
  Phenomena in the Valley of the Kings) by French naturalist Kyril de Tour-Bouillon (b.1779, 
  d.?), Minister of Mystery Studies to the court of the Ottoman Viceroy in Egypt. Cairo, 1814: 
  charcoal, sepia, chalk.
  
  7
  PART I
  Being Cats
  A
  part from their level of mental activity, the cats in this game are cats. They 
  cannot talk, or read, or write, or drive cars, or post on the Internet. They 
  don’t wear clothes, except as an occasional indulgence of a sentimental 
  human, and they don’t have thumbs to use tools, nor a primate’s tool-using mindset. 
  To oppose the strivings of evil cabals and brutish foes, players have to be inventive, 
  use trickery, and find ways to make others do the dirty work. A cat’s life is improv.
  CAT CHARACTeRS
  A
  s seen by a glance at the Cat Character Sheet on p38-39, defining a cat does 
  not require scores, skills, randomization, or calculation. In fact, a cat character 
  uses no numbers at all. Cats don’t do math. That’s for Two-Foots. Appearance, 
  lifestyle, expertise, and the effortless projection of the Self: these distinguish one cat 
  from another.
  To define a Player Cat (PC), the player chooses the new kitty’s Role, Background, 
  and Description. These things tell the other players what this cat is all about, and 
  when she might just be the Right Cat for the Job (p20): the best choice to handle the 
  challenge at hand when battling Chaos or elusive toys.
  Role answers the question: What is this cat good at? The game offers five roles: 
  Catcrobat, Pussyfoot, Scrapper, Tiger Dreamer, and Twofootologist (or Poker).
  Background includes things that happened before the cat was even born—her 
  breed—and everything that’s happened to her since, up to the time play begins. Is 
  this cat a rare Purebred or a common Mixed bBreed? Is she a Feral cat living without 
  humans, a regular House Cat, or a Show Cat treated as highly valued property? How 
  experienced is the cat at hunting?
  Description includes everything somone could tell by just looking at this cat, or 
  hearing, touching, or even smelling her. What color are her eyes? Does her fur have 
  patterns? Is her coat long or short? Does she reek of muddy alleys, or fancy perfume? 
  Is her voice normal, high and squeaky, deep and rusty?
  The section called A Cat’s Tale shows how the five Roles, the two types of Breed, and 
  the three Lifestyles combine to give 30 different kinds of cats to play. Add in physical 
  description, which can become important, and the available variety grows huge; add 
  player imagination, and the world of cats becomes limitless—just as it should be.
  
  Call of Catthulhu
  8
  Role
  From the toughest alley fighter to the most pampered sofa-puff, each cat 
  occupies one of five key Roles in the feline world. A cat’s role is like a character 
  class or archetype, defining what she can do best. Role plays the biggest part when 
  convincing the Cat Herder that a certain feline hero is the Right Cat for the Job 
  (RCFTJ, p20). If a Challenge is right up that role’s alley, the cat almost always 
  succeeds. Less appropriate actions require adjudication by the Cat Herder and her 
  fickle servants, the dice. 
  Background
  All cats are born in the dark and very few know who fathered them. After that, 
  each cat’s life proceeds uniquely. Defining a cat hero’s background gives the player 
  and the Cat Herder more hooks on which to hang important happenings in the 
  game. Details vary by setting, but certain general information is relevant to any cat’s 
  background.
  LIFeSTYLe
  Feral cats have no place in a human home and no regular human contact. They 
  live on the street, or in abandoned cellars, or even in the wilderness.
  House Cats have adopted at least one human and dwell in ordinary homes. 
  Some never go outside at all, but that isn’t natural and makes for a very limited 
  adventuring career. Unlike other cats, most House Cats have been spayed or 
  neutered.
  Show Cats live in luxury, whether they actually compete in cat shows or just 
  have the looks for it. Almost always Purebreds, show cats are sheltered from the hard 
  knocks most cats go through. For example, one might know a great deal about caviar 
  and nothing about mice. A show cat doesn’t have to be a Pussyfoot.
  HUNTING
  The player should also decide how much experience the cat has in stalking, 
  catching, killing, and eating small animals. Does she hunt to survive, or only for fun 
  between meals of cat food? Is she a professional mouser or barn cat? Does she eat her 
  prey, or only toy with it? Has she never hunted anything but string?
  
  BEING CATS
  9
  The Five Roles
  CATCROBAT
  All cats can climb, jump, balance, and move with great stealth. The Catcrobat’s 
  natural gifts and style take this to another level. Feats of dexterity considered 
  downright supernatural by most creatures are daily accomplishments for this cat. 
  Whenever athletic Challenges come up, the Catcrobat handles them quickest and 
  best. In any situation, Catcrobats act first: getting into Scraps, running away, or 
  whatever else comes along.
  PUSSYFOOT
  Cute, playful, and sweet with just a touch of spoiled temperament, the Pussyfoot 
  has spent a lifetime charming the Two-Foots out of treats, toys, and special 
  treatment. Even cats, even sometimes other animals, can fall prey to the sheer 
  adorableness of the Pussyfoot and give in to demands. Most Pussyfoots live with 
  pampering humans to serve them; a few have many friends but no fixed home.
  SCRAPPER
  Big, tough, and mean, a Scrapper has had a life of vicious fights, with the scars 
  to prove it. A snarl from a Scrapper can stop even a dog in its tracks. When it comes 
  down to a tussle, or a Challenge of brute strength or intimidation, this is the cat to 
  count on.
  TIGER DREAMER
  All cats know that they are tigers in disguise. If humans and dogs choose to be 
  fooled by size, all the easier to get away with things. A Tiger Dreamer has a special 
  connection with cats’ mighty ancestry. This cat sleeps a lot, even more than other 
  cats, and in dreams, finds answers. Awake, the Dreamer’s lifetime of accumulated 
  wisdom about the True Tiger Way helps other cats succeed.
  TWOFOOTOLOGIST (POKER)
  Many cats live with humans. Some brainy cats have made a close and extensive 
  study of the Two-Foots and their ways. Twofootologists don’t like the nickname 
  “Poker,” but that’s what many call them. A Poker often knows, or can figure out, how 
  human devices work, from doorknobs to toilets to simple machines.
  The Typical Challenges (p24) give some idea of when each Role might qualify 
  the hero as the Right Cat for the Job (RCFTJ) (p20).
  
  Call of Catthulhu
  10
  Description
  Players can describe their cats in any way they like. In turn, any time the Cat Herder 
  wants to hang a plot point or happenstance on a cat’s description, she can do so.
  PUReBReD OR MIXeD BReeD?
  A Purebred cat stands out in a crowd and is often treated better by humans, 
  even those who don’t actually know the cat’s nature or possible value. For example, 
  if half a dozen cats are caught in the rain, a human’s eye might be caught first by the 
  Purebred, and she might get picked up and taken to shelter while the rest are left 
  in the downpour. On the other hand, the Purebred has a more delicate constitution 
  than her hybrid Mixed Breed cousins, and might suffer more from exposure, injury, 
  dust in the nose, or other unpleasant conditions. Purebreds do especially well with 
  the Pussyfoot role, and exotic types can make for mysterious Tiger Dreamers.
  Cat fanciers count more than 50 different pure cat breeds.  The player can choose 
  a real variety, from Norwegian Forest Cat to Chocolate Point Siamese, or make 
  up whatever name and traits seem most interesting to play. Seven-toed Etruscan 
  Pecadillo, perhaps, or Snow Leopard Longhair?
  A cat of Mixed Breed will never win a ribbon at a cat show. She comes from an 
  indiscriminate variety of ancestors and looks like any other cat that might be found 
  in a pet shop or in a litter under a bridge. The Mixed Breed can blend into a crowd 
  of cats easily. Non-cats who don’t know her well won’t be able to tell her from other, 
  similar-looking cats even after meeting her once or twice. Mixed Breeds are strong 
  and nimble and make excellent Scrappers and Catcrobats. They resist threats to their 
  health much better than Purebreds can.
  FUR COLOR?
  Attractive, varied color patterns, like tabby, calico, or tortoiseshell, appeal to 
  humans and other cats. All-black cats hide more easily in the darkness, which makes 
  for good Catcrobats, but are the last to be adopted. Some humans consider them bad 
  luck or even kill them. All-white cats, of course, shed white fur, which disappears 
  against light-colored furniture; for this reason, Pussyfoots are often white.
  SHORTHAIR, LONGHAIR, OR HAIRLeSS?
  For a Purebred, this characteristic should match the selected breed. For Mixed 
  Breeds, anything goes. Shorthairs don’t shed much, leaving less evidence behind, 
  and find it easy to clean up with a quick tongue bath. A Shorthair makes a good 
  Scrapper, more protected than a Hairless but less susceptible than a Longhair to the 
  grip of hands, claws, or teeth.
  
  BEING CATS
  11
  A Longhair can suffer from matted-in dirt and often leaves telltale hairs at 
  the scene of shenanigans. On the other hand, Longhairs are well adapted to cold 
  conditions. Many humans favor Longhair cats for Pussyfoot pets due to their 
  luxurious beauty.
  Hairless cats are rare, and almost always some kind of Purebred. They find it 
  easy to slip out of the grasp of humans and other animals, but stand out in a crowd 
  and suffer more than others from cold and wet. For some reason, perhaps because 
  they most need a house to live in, the Hairless often become Twofootologists.
  eYe COLOR?
  Cat eyes can be yellow, green, gold, brown, blue, or any other color that a player 
  chooses. The only time this makes a difference in play is for identifying one cat from 
  another. The underlying color can be noticed even from seeing the eyes reflecting in 
  the dark. A cat with eyes of two different colors may be a Tiger Dreamer, touched by 
  unusual visions.
  Names
  The cat may go by any number of names, 
  such as the three described by Professor Eliot, 
  or by none at all, in which case, feline peers 
  are sure to hang a soubriquet on the prideful 
  animal. As for the noises made by humans, the 
  majority of cats in the history of coexistence 
  have been addressed by the local equivalent of 
  “Cat,” but many a hero finds it acceptable, or at 
  least convenient, to adopt specific twofootisms 
  such as Clarissa, Lord Rexington Archolemew 
  of Pattering Meadows, or Mister Tiddles. Still 
  others insist on such highly personal bits of 
  braggadoccio as Throat-catcher, Shadowfur, or 
  Leapingest. Any or all will do.
  The Notebook of Tour-Boullion (fragment)
  Model: Anastasia, courtesy of outstanding human and Kickstarter backer Justin H.
  
  Call of Catthulhu
  12
  A CAT’S TALe
  A
  player can choose any combination of background, breed, and role for her 
  new cat hero. Suggestions below offer a starting point for defining a cat’s 
  personality and backstory, but are by no means set in stone. For example, 
  a player might well choose “Circus Cat,” a Show Cat/Catcrobat story, for a Feral 
  Scrapper, fallen on hard times and living on the street, using her old athletic skills 
  to fight her way out of trouble. In the chart, the personality before the slash is 
  suggested for a cat of Mixed Breed; the second suggestion is for a Purebred.
  USING STORIeS
  The vignettes below tell something of each cat’s experiences and attitudes. Once 
  per play session, the player can call on something from the cat’s backstory to garner 
  useful information about the circumstances currently happening in play. Something 
  about what the heroes face reminds this cat of a lesson learned long ago, and the player 
  asks the Cat Herder for a little information or advantage as a result. Certain of the 
  stories below include specific examples, but the player can always invent a suggestion, 
  which the Cat Herder may then approve, modify, or reject based on the cleverness of 
  the idea, the appropriateness to the backstory, and the reasonableness of the advantage 
  claimed. If the CH says no, the player must wait for a different situation, later in play, 
  before trying a new suggestion.
  Role
  Feral 
  (Mixed/Purebred)
  House Cat
  (Mixed/Purebred)
  Show Cat
  (Mixed/Purebred)
  Catcrobat
  Slippery Street Cat / 
  Proud Street Cat
  Flycatcher / 
  Ceiling Cat
  Circus Cat / 
  Refined Artiste 
  Pussyfoot
  Pitiful Beggar / 
  Friend to All
  Lap Cat / 
  Pampered Baby
  Crowd Favorite / 
  Judges’ Favorite
  Scrapper
  Alley Champ / 
  Ronin
  Mouser / 
  Stud
  Physical Paragon / 
  Breeder
  Tiger Dreamer
  Street Preacher / 
  Underground Prophet
  Lazybones / 
  Mother to All
  Nervous Beauty / 
  Diva
  Twofootologist
  Wily Tramp / 
  Lost Princess
  Switcher / 
  Sensitive Soul
  Seasoned Traveler / 
  Sage of Foreign Lore
  Stories for thirty kinds of cat.
  
  BEING CATS
  13
  FeRAL CAT STORIeS
  The Slippery Street Cat knows that in order to be caught, you first must be 
  seen. Slipping from shadow to shadow, silent as a zephyr, this cat steals what she 
  needs to survive and is the first to run when the dangers start to outweigh the 
  rewards. She is a survivor.
  The Proud Street Cat stalks the alleys and gutters with a strut. She knows that 
  she’s the best and always responds to a challenge to her skills. After all, breeding 
  tells, even in the wild.
  A Pitiful Beggar sometimes grows fat even without any regular human 
  assistance. One look at those big, sad eyes and bedraggled fur, and any heart melts. 
  The poor thing! If only we could keep her. Maybe she’d like a blanket.
  The Friend to All makes a circuit of many associates, from fellow street cats to 
  friendly restaurant workers to house cats in windows to kindly old ladies. A saucer of 
  milk here, a place to sleep in a catpile there, some choice scraps, and life works out 
  pretty well for this free spirit. Once per session, as the Cat Herder allows, she can 
  find rumors and information among her wide circle of admirers.
  An Alley Champ stalks her home ground as a prominent Scrapper: one to beat. 
  Other cats treat her with cautious respect because most cats really don’t want to 
  fight her. On the other hand, other Scrappers may strive for the chance to match 
  skills with the Champ, and the currency of reputation frequently changes paws. A 
  cat just starting out won’t yet have her own turf, but an established Alley Champ can 
  become known as de facto ruler of a well-defined territory.
  Not only does the Ronin lay down the hurt on the regular, but she also looks 
  good doing it. She roams as an elite warrior, testing her combat skills and building 
  reputation. Other cats may turn to a Ronin in time of need and entreat her to fight 
  on behalf of their cause. A starting Player Cat won’t have much reputation yet, and so 
  won’t be offered the fattest rewards, but sometimes no one else is available or willing 
  to take the job. That’s the Ronin’s chance to gain fame, which is far more important 
  than a few moldy fish heads. In theory.
  Other cats turn to the Street Preacher for advice on day-to-day matters such 
  as queening, sickness, dealing with dog gangs, or how to keep from starving. She 
  interprets the catma of Fftar-Axlan in a practical way, often improvising rules or 
  advice based on her own experience and understanding. The longer a Street Preacher 
  practices, and the more prosperous those who turn to her for help, the greater her 
  influence becomes.
  An Underground Prophet eschews petty matters of quotidian life as 
  unimportant in the cosmic scheme. She sees vast, sweeping visions of the multiverse 
  and the crucial role of catkind therein. Seekers after arcane wisdom search out 
  a Prophet to advise them; in exchange, she generally requires grim and perilous 
  service in pursuit of goals that defy rational explanation.
  
  Call of Catthulhu
  14
  The Wily Tramp knows the dangers of living on the margins of the human world, 
  and hoards a repertoire of tricks for survival. This sharp-eyed rascal understands 
  obscure human behaviors such as schedules, like when the milkman comes or when the 
  factory gate is locked, and can rapidly suss out the routines of a new area. She’s seen 
  one too many friends run into traffic or carelessly jump into a yard guarded by dogs, 
  and treads cautiously at all times, with one eye on the fastest way out.
  A Lost Princess (or Prince) comes from a soft background, or her mother 
  did and whispered to her of comfort and ease before her eyes even opened. She 
  seems perpetually out of place on the street, to herself and others. Rough treatment 
  bewilders the Princess, who on some deep level knows that things shouldn’t be this 
  hard. She studies humans carefully for signs of the one that will one day take her in 
  and restore her, gratefully, to the life for which she was born.
  HOUSeCAT STORIeS
  The Flycatcher may sleep in a human domicile, but that doesn’t mean that 
  she’s not a mighty hunter. Any tiny harbinger of the Insect God that dares creep or 
  flit into the Flycatcher’s house is doomed, smacked out of the air or off the wall and 
  definitively smooshed. The same applies to wandering lint, bottlecaps, hairbands, 
  errant reflections, dust motes in sunlight, and of course the flitting, logic-defying, 
  glowing red eyes of the Machine God. Some say the Flycatcher can never resist a 
  chase; she says that it’s just a matter of staying in practice. 
  Not content with hunting bugs and other small fry, the Ceiling Cat slyly stalks 
  the humans themselves. A CC masters every high perch in his home, from door 
  tops to cabinets to mantels to newels; he also knows the nooks and shadows, under 
  furniture, behind doors, and in the occasional laundry basket. His goal is to spy on 
  the Two-Foots and remain unseen. They must be watched, because even the best 
  human could fall prey to the suggestive influence of an evil god and be up to no 
  good. Discovered, the Ceiling Cat leaps to the attack, batting a face or tackling an 
  ankle just to show that he can, then bolting away at full tilt.
  True, a Lap Cat spends a lot of time in human laps, but not just for sleeping. 
  Two-Foots need a lot of care and attention, and this cat appoints herself to provide it. 
  Sometimes they try to get up too early and must be held in bed with cozy cat-weight; 
  other times they almost sleep through important feeding times and need thorough 
  reminding. From time to time a human also needs nose kisses, foot warming, 
  exercise, sympathetic cuddles, or a good surprise, and the Lap Cat provides it all.
  The Pampered Baby might occupy a lap as well, but not on any human’s 
  schedule, and the biped better not pet her wrong. Nor is a cuddle session an excuse 
  for late feeding. Since the Great Idea claims humans as servants of catkind, the Baby 
  feels justified in exploiting them for her every need and whim. Those who falter earn 
  reminders, from a look to a growl to a calibrated prick of the claws.
  
  BEING CATS
  15
  Mouser cats often look down on those who accept human shelter and 
  companionship but contribute nothing in return. Whether based in a barn or a 
  house, the Mouser patrols for vermin and turns the problem into a source of meat 
  and pride. Rats in grain, rabbits in gardens, mice in pantries, and many others can 
  become a Mouser’s prey, and the Rat God names him enemy.
  The Stud, usually an intact male, considers it his privilege and duty to pass on 
  his superior physique and assertive nature to future generations: as many of them as 
  possible. Any fertile member of the opposite sex is a potential mate, although other 
  Purebreds of similar lineage naturally take priority. Unlike the Breeder Show Cat, 
  the Stud tolerates no interference by humans or other cats in his personal selection 
  of lucky paramours.
  Lazybones cats sleep even more than other Tiger Dreamers, to the point of 
  resenting the need for wakefulness even to eat. A player character Lazybones drags 
  his heels at all times, the last to follow any lead and the first to turn any boring 
  delay into instant nap time. Others may find his sloth annoying, but sometimes, the 
  Lazybones pulls an insight out of Dream at a crucial moment.
  The Mother (or Father) to All is a wise soul, and she defines the highest 
  wisdom as kindness. She sees the frightened kitten inside the meanest cat, the 
  potential ally inside a tooth-baring dog, the salvageable soul in the cruelest human. 
  Every creature suffers, and all suffering deserves comforting. Bad behavior, however, 
  must first be stopped and corrected.
  Even more than most Pokers, a Switcher watches humans using their many 
  devices, memorizing the ritual gestures and sequences that manipulate latched 
  cupboards, wall switches, pianos, radios, scales, toilets, computers, telephones, 
  doors that swing or slide, and even the dangerous sharp and burning things in the 
  food rooms. 
  Tentative, shy, silent, and solitary, the Sensitive Soul ranks among the least 
  assertive of cats. He keeps his ears and eyes not focused on fingers and gadgets, but 
  open to larger patterns of human behavior: the way they form bonds of fear, duty, 
  greed, and love. The Sensitive can predict what this one will do when that other one 
  comes home late; what cats can get away with around certain folks; whether familiar 
  Two-Foots see a newcomer as dangerous, and perhaps whether they should.
  
  Call of Catthulhu
  16
  SHOW CAT STORIeS
  Circus Cats have undergone long periods of training with human beings—
  primarily, of course, to teach the humans to offer rewards at the right time. During an 
  adventure, a Circus Cat can discover that one challenge resembles some highly specific 
  trick from her act, making it easier to succeed. For example, perhaps she’s used to the 
  “flaming hoop” and can jump past a small fire without fear. 
  Trainer, associate, streetcorner crowd, packed venue: All meaningless. The only 
  audience that matters is the Art itself, and its only qualified witness is the Refined 
  Artiste. To perform the trick at hand with perfection: Only such moments count as 
  living. Yet perfection forever retreats, each success revealing a new gap between the 
  ideal and the real. We cannot but fail. We do not accept failure. We try again.
  Why submit to the indignities of a career? Why tolerate the clumsy groomings, 
  the nauseating travel, the chilly air, the stifling rooms, the vile food, the endless idiot 
  Two-Foots stumbling about, and all the thrice-accursed noise? Because they love 
  you, darling! The Crowd Favorite charms others in great numbers, whatever their 
  species, whatever the locale. Her very vulnerabilities and tantrums invite the crowd 
  into her heart, and thus onto her side. To make them want you to win: This is the 
  ultimate appeal.
  With a finely-discerning nose, the Judge’s Favorite can immediately scent power. 
  On a cat show floor, or in a room with just a pawful of humans, he can tell whom to 
  impress, and whom to safely ignore. Away from the rarified world of ribbons and such, 
  the same applies: Which dog in a pack is the real Alpha? Which human commands the 
  rest? Which cats recognize the authority of the elder in the corner, and which do not? 
  Read the flow of power, and do what it takes to please those who have it.
  As the Refined Artiste considers others underqualified to judge the Art, the Physical 
  Paragon revels in, displays, and works to refine his bodily perfection for exactly one 
  admirer: Himself. These shoulders clearly manifest the ideal form of Fftar-Axlan... yet the 
  slope of the middle sinew there could be just a bit more acute. Swatting helps. Haunches 
  fit to launch a fellow right over some boorish hound... a bit more meat in the diet, and 
  more leaping practice in the mornings, will engorge them yet another smidge.
  The role of Breeder, unlike that of the self-appointed Stud, is of human 
  determination. For reasons of cat fancy most likely obscure to the cats themselves, 
  humans consider the genetic heritage of this cat valuable. For a female, this can mean a 
  life of confinement, each heat an opportunity for her owners and not herself. Even a male 
  Breeder, while not burdened with pregnancy and parturition, might live caged as a mere 
  biological machine. Escaping from such circumstance can launch the former Breeder on a 
  life of adventure, with human cultists of Mammon never far behind.
  To the spiritually-attuned Nervous Beauty, the physical world makes little sense. 
  Again and again, someone wakes her from Dream, where the song of living will raises 
  the light to disperse the mists of entropy, into a place of clanging lifeless objects, bustling 
  about, and incomprehensible goings on. Humans adore her, but what of that? More often 
  
  BEING CATS
  17
  than not, when the doings of the waking world reveal any meaning whatever, they show 
  dark intent and the maw of Chaos.
  Such a burden, knowledge. The kits about need wisdom, to be sure, poor things, but 
  how can one be expected to provide it under these conditions? All must attend, and stop that 
  fidgeting; one must have water, else how can one speak? Really now, some take such offense 
  even when hardly using a cushion that one simply must have; at least, it will do. Is everyone’s 
  attention properly focused where it belongs? Hmm? Listen, then, to the words of the Diva.
  A cat’s mind can see the world as a complex map of scenes, connected by more or less 
  forgettable transitions. The Seasoned Traveler knows thousands of such environments, 
  connected by hours, days, or weeks of travel. During an adventure, the cat can recognize 
  something about one situation, however strange, that reminds her of someplace she once 
  visited, and use the familiarity to advantage.
  Not every human behavior appears in every locale. An ambitious Twofootologist, 
  wishing to understand the First Servants, gains much from a perspective wider than a 
  single vicinity. Some live in museums, universities, or bookstores; some accompany globe-
  trotting investigators and explorers. Whether by physical travel or scholarly association, 
  the Sage of Foreign Lore gains exposure to ideas, languages, imagery, objects, smells, 
  animals, and Two-Foots from many parts of the world. During an adventure, the Sage can 
  recognize something utterly foreign to the setting and deduce useful information.
  The Notebook of Tour-Boullion (fragment)
  Model: Natz, courtesy of human and Kickstarter pal Holzl.
  
  The Notebook of Tour-Boullion (fragment)
  Model: Bernard, couurtesy of human Scott K. of Kickstarter fame.
  un sens de la malice la plus toxique rayonnee 
   de ses yeux brilants
  
  19
  PART II
  Playing the Game
  USING CAT DICe
  T
  he Cat Die (dC) is a six-sided die, numbered 1 through 6 as usual. The 1 and 
  2 sides show a Sad Cat Face, or possibly a dead one. Sides 3 through 6 show 
  the Happy Cat face. (Yay!) The Sad Cat indicates a Failure, or a result that 
  is Bad for the Cat. A Happy Cat is a Success, or means that the outcome is Good for 
  the Cat. (Ordinary six-siders can work instead, reading a 1 or 2 as a Failure and a 3 
  through 6 as a Success.) Two Cat Dice (2dC) are usually enough.
  1
  2
  3
  4
  5
  6
  When two or more Cat Dice are rolled together, players read each one separately. 
  They do not add up. For example, a roll of 5 and 2 on 2dC reads as “One Success,” 
  not seven. (Adding would be math! Cats don’t do math.)
  Everything in Call of Catthulhu uses Cat Dice, but the dice always read as good or 
  bad for the Player Cats. When foes, humans, players, or even the Cat Herder rolls, 
  a Sad Cat outcome is always bad for the cats, not necessarily for the creature rolling 
  the die, and a Happy Cat makes for happy cats. Even enemies making their own rolls 
  only succeed in doing something Bad for the Cat on a roll of 1 or 2; on a 3 through 
  6, the outcome is Good for the Cat, and thus bad for the enemy. This gives cats a 
  significant edge, as is only appropriate.
   THE RULE OF TWO DICE
  Most of the time, the Cat Herder resolves an uncertain situation by calling for 
  one or more players to roll 2dC. Then she awards the cats progress or frustration 
  based on the outcome, as if it were a Normal Challenge (p20). The CH says what 
  happens and the game moves on.
  The paw print symbol indicates a Rule of Paw: A shortcut to help the players act 
  like cats, help the Cat Herder keep up the pace, and help everyone remember how 
  the game goes. See more about Rules of Paw on p31 and the compiled list on p36. 
  
  Call of Catthulhu
  20
  CHALLeNGeS
  A 
  Challenge is any task that isn’t simply automatic for ordinary catkind. To 
  attempt a Challenge, the player rolls two Cat Dice (2dC). Each Happy Cat 
  (result of 3 through 6) indicates a Success. Each Sad Cat (result of 1 or 2) 
  counts as a Failure.
  Challenges come in three levels: Easy, Normal, and Difficult.
  To meet an Easy Challenge, the roller needs at least one of the Cat Dice to 
  come up a Success.
  For a Normal Challenge, a single Success means that the cat makes a little 
  progress, or gains a little information, but doesn’t quite complete the task at hand. 
  She’ll have to change tacks and try again. Two Successes, on the other paw, means 
  that the Challenge is accomplished first try.
  To overcome a Difficult Challenge requires double Successes. Both Cat Dice 
  have to come up Successes, or the cat fails completely.
  The Cat Herder decides how hard to make each Challenge, and what success or 
  failure will mean, based on the circumstances as she imagines them, the cat involved, 
  the importance to the adventure, her gut instinct, and whatever seems most amusing.
  The Right Cat for the Job (RCFTJ)
  Much depends on whether the cat attempting a particular Challenge is the one 
  best suited to the task. The obvious RCFTJ is the one with the most appropriate 
  Role, but players can suggest any other reason why a given Challenge might come 
  easily to a particular Player Cat. For example, something in the cat’s personal 
  backstory might apply, or in her physical description, or Experiences written on the 
  character sheet from prior adventures, or even “remembering” something (made up 
  on the spot) that ties in well with the circumstances. The player suggests, but only 
  the Cat Herder can decide. Often enough, there is no RCFTJ, and all cats try as 
  equals, for example on Notice Rolls (p32).
  If the player does persuade the Cat Herder that this is the Right Cat for the Job 
  (RCFTJ), he rolls 2dC like anycat, but one automatically counts as a Success. Thus an 
  Easy Challenge is automatic, a Normal Challenge always results in at least partial 
  success, and even a Difficult Challenge only requires one die to come up happy. On 
  the potentially deadly Dire Challenges (p22), however, the RCFTJ gets no automatic 
  Success, and the wrong cat cannot even make an attempt.
  Rolling is always fun, and allows for special outcomes like Snake Eyes and 
  Midnight (p23). For trivial tasks, however, the Cat Herder may simply declare that 
  the RCFTJ gets the job done at once, with no die roll at all. This keeps play moving 
  quickly and gives the players a pleasant and informative sense of feline competence.
  
  PLAYING The GAMe
  21
  Treats 
  Each cat starts each play session with one Treat. The Cat Herder hands out another 
  Treat when she feels that a player has done something particularly clever, unexpected, 
  or amusing to the table. After a Challenge roll, the player can spend a Treat to pick up 
  the Cat Dice and try again. However, this does not work for Dire Challenges, below.
  To represent each Treat, any small, useless object will do: a poker chip, for example. 
  The Call of Catthulhu Boxed Set comes with wooden goldfish tokens for the purpose. It is 
  against the rules to use candy, as it tends to be gone when looked for.
  No cat can ever have more than three Treats at a time. Between adventures, all 
  Treats and accompanying luck are presumed eaten up. Each cat gets one fresh Treat 
  when play starts again.
  In written adventures, places where the Cat Herder might give out a Treat are 
  often marked with the little fish icon. 
  THE PETTING CURE (The Rule of No Treats)
  When a cat is completely out of Treats, she can recover some psychic energy from 
  contact with a sympathetic human. The cat must find a human and get him to pet 
  her, scratch behind the ears, and so on. A Pussyfoot can always get caresses; other 
  cats may have to invent means of persuasion. Crucially, the cat alone must decide 
  when the petting is sufficient, traditionally exactly three strokes; the human is not 
  allowed to stop by his own choice, nor to go on too long. Once the perfect petting is 
  is accomplished and the human dismissed, the player receives a new Treat. 
  Lives
  Every cat, humans say, has nine lives. Of course, they get it slightly wrong. No 
  one really has more than one life. Dead is dead. What cats enjoy is the ability—
  sometimes—to escape a situation that would have killed a less nimble, fortunate, 
  and clever animal. Each cat starts out on her First Life. There are two ways she might 
  choose to give up one of these irreplaceable chances at survival:
  •	 To instantly recover from Injury (p27)
  •	 To add Glory to her attempt at a Dire Challenge (p22)
  In either event, the player then makes a note that the cat is on her Second Life (or 
  Third, etc.). As even humans know, the Ninth Life is the last, so players should be 
  very hesitant to give up a Life when it can be avoided.
  
  Call of Catthulhu
  22
  Dire Challenges
  If the cat attempting a Challenge could get hurt doing it, or if she only has one 
  shot before Something Bad happens, the stakes goes beyond the ordinary to make a 
  Dire Challenge. Cats should not attempt a Dire Challenge except when the result 
  seems extraordinarily important. A bad result can cause injury or even death.
  Only the Right Cat for the Job can even attempt a Dire Challenge. The wrong 
  cat automatically fails! (Exception: Blaze of Glory, below.) The RCFTJ needs two 
  Successes on two Cat Dice, with no automatic Success, and each Failure inflicts an 
  Injury (p27). Depending on circumstance, the Cat Herder might apply the resulting 
  damage to someone or something besides the cat: a hostage, or the chain holding up 
  the escape hatch above the burning hold, or the magic field sealing a dimensional 
  gate between Here and a Bad Place. Risky business!
  Glory
  The RCFTJ can choose to push her luck and try a Dire Challenge without regard 
  to her own safety. She gives up one of her irreplaceable Lives just to make the try. 
  This is called Glory, or a Glorious Attempt. The sacrifice allows an extra Cat Die 
  thrown into the roll. Two Successes wins the Challenge, but each Failure results in 
  an Injury, as shown on the Challenge Charts (p25). If all three dice come up Failures, 
  the cat suffers three Injuries and is Dying (p29).
  Reminder: Treats do not work on Dire Challenges, including Glorious Attempts.
  BRUSH WITH DeATH
  When a cat really gets in trouble, due to his own curiosity, overwhelming odds, 
  or just bad luck, and according to all logic should simply die, the Cat Herder can 
  give him one chance to escape with his furry hide intact. To allow a Brush with Death, 
  the CH treats survival as a single Glorious Attempt at a Dire Challenge. The player 
  marks off one of the cat’s nine irreplaceable Lives and makes the 3dC roll. On two 
  Successes, the doomed kitty escapes, coming out with a single Injury. On three 
  Successes, he gets away unscathed! If the dice don’t offer up at least two Successes, 
  though, the cat’s luck has run out, and Death gets his own.
  BLAZe OF GLORY
  Any cat—even the “wrong” cat for the job—can succeed at one Challenge roll, 
  Dire or otherwise, by going out in a Blaze of Glory. The cat automatically dies in the 
  attempt, using up all remaining Lives and unable to attempt a Brush with Death 
  or any other tricks to avoid her fate. She also automatically succeeds in spectacular 
  manner; see Midnight, p23.
  
  PLAYING The GAMe
  23
  The Cat Herder should be generous in allowing the player to describe resounding 
  triumph for the cat willing to lose everything in this manner. However, the Blaze 
  of Glory applies only to a Challenge roll: in other words, to a single task that could 
  succeed on a 2dC roll. Solving vast mysteries, defeating overwhelming foes, and 
  fixing complex problems central to the adventure do not lie within the scope of a 
  single Challenge, so not even the ultimate sacrifice can accomplish such goals. For 
  example, a cat could give her life by throwing herself into a fire of unholy incense, 
  disrupting the mass mind-control of an Evil High Priest. Knocking the Priest 
  unconscious, however, and driving his pet shaggoth back through the Fissure of Shed-
  Napparuth, and sealing the gate, remain for the survivors to handle if they can.
  SNAKe eYeS & MIDNIGHT (The Rule of Doubles)
  This rule is optional, but fun. Without it, the players and Cat Herders can ignore 
  the numbers on Cat Dice and just count Happy and Sad Cats. However, many play 
  groups enjoy treating certain 2dC outcomes as special results.
  SNAKE EYES (Double Ones) 
  (1), 
  (1)
  When both Cat Dice rolled for a Challenge come up 1s, the result is Snake Eyes, 
  or an Embarrassing Failure. The player who rolled the dice has the first chance to 
  describe the improbable and mortifying circumstance that has befallen her cat. If she 
  chooses, she can invite other players to chime in with suggestions. Finally, the Cat 
  Herder adds her own input and describes what actually happens. Quick, witty, and 
  amusing ideas from the rolling player might be worth a Cat Treat to offset slightly the 
  flop just suffered. Of course, it’s too late to use the Treat on the Snake Eyes roll.
  Embarrassing Success: If the RCFTJ attempts an Easy Challenge and the 
  dice come up Snake Eyes, she still gets her one automatic Success, so the roll 
  does succeed. It is also still an embarrassment! The rolling player gets first dibs at 
  describing the unlikely accident that somehow, when the dust settles, ends up with 
  the goal accomplished despite the crazy flop of the cat’s original plan.
  MIDNIGHT (Double Sixes) 
  (6), 
  (6)
  When both Cat Dice rolled for a challenge come up 6, the result is Midnight, 
  indicating a Triumphant Success. Again, the rolling player gets first crack at 
  suggesting the scene, followed by other players, and finalized by the Cat Herder. 
  Usually the great success serves as its own reward, but of course the CH can always 
  throw in a Treat for especially funny or awesome results.
  
  Call of Catthulhu
  24
  Typical Challenges
  What each Role can always do, and sample Challenges for which each is the RCFTJ.
  A Catcrobat...
  •	 Always acts first.
  •	 With ease, can climb a rough wall, leap a fence, slip out of sight of a human, 
  slip through a closing door, walk a rope.
  •	 With luck, can leap from roof to roof, run across a wire, slip out of sight of 
  an animal.
  A Pussyfoot...
  •	 Always attracts attention.
  •	 With ease, can appeal for help, beg for food, distract a human, recognize 
  exotic food.
  •	 With luck, can appeal for help to a dog, distract a cat, understand riding in 
  human vehicles.
  A Scrapper...
  •	 Can always evaluate a physical threat.
  •	 With ease, can bite through a string, catch a mouse or baby bird, scare off 
  some kittens, land a surprise blow.
  •	 With luck, can catch an adult city rat, face down a dog, tear a bag, or rip 
  open a box.
  A Tiger Dreamer...
  •	 Can always smell when Something Isn’t Right.
  •	 With ease, can comfort a human, interrupt a magic ritual, notice unnatural 
  behavior, recognize that a pattern is mystical.
  •	 With luck, can comfort a dog, communicate with an alien being, identify 
  what a mystical pattern might mean.
  A Twofootologist...
  •	 Always notices what a human is up to.
  •	 With ease, can distinguish car keys from house keys, flip a switch, flush a 
  toilet, pull open a kitchen cabinet, pull out an electrical plug.
  •	 With luck, can memorize what buttons a person pushed, open a door chain 
  from inside, position a rolling chair.
  
  PLAYING The GAMe
  25
  Easy Challenge 
  One Success required
  /
   
  Normal Challenge 
  One Success: Partial progress 
  Two Successes: Challenge met
   
  /
   
  Difficult Challenge 
  Two Successes required
   
  /
   
  {On a regular six-sided die, a Success is a roll of 3 to 6}
  DIRE CHALLENGE (RCFTJ Only)
  Results
  Outcome
  Injuries
   
  /
   
  Success
  None
   
  /
   
  Failure
     z 
  {Injured}
   
  /
   
  Failure
    zz 
  {Disabled}
  GLORY: Give up a Life to roll three Cat Dice on a Dire Challenge
   
   
  /
   
   
  Success
  Without a 
  scratch!
   
   
  /
   
   
  Success
     z 
  {Injured}
   
   
  /
   
   
  Failure
    zz 
  {Disabled}
   
   
  /
   
   
  Failure
  zzz 
  {Dying}
  Challenge Charts
  
  Call of Catthulhu
  26
  The Rule of Silence (MEOWAWKI)
  A Glorious Attempt at a Dire Challenge raises the possibility of triple ones or 
  triple sixes. Should such a result ever fall to table, each having only a 1 in 216 chance 
  to occur, everyone except the player rolling the dice must immediately stop talking, 
  involuntary shouts of amazement aside. No one may even SUGGeST what happens next. 
  The player alone takes all the time desired to contemplate, and then describe, the 
  incredible heights or depths of destiny to which this cat has uniquely risen or fallen. 
  The Cat Herder could fairly inflict harsh penalties on a player who dared interrupt.
  MEOWAWKI stands for “My end of the world as we know it.”
  MARKING (The Rule of Three Smelly Things)
  By rubbing a creature or object with her face, forehead, or paws, a cat transfers 
  scent to the subject with special glands. That person, animal, place, or object is 
  familiar, and the Cat Herder can take this into account when describing the results of 
  challenges. Example: A cat tears around a street corner to escape pursuers. The Cat 
  Herder calls for a Difficult challenge, and the player succeeds. The CH announces 
  that the cat jumps into hiding behind a garbage bag, but can’t move without revealing 
  herself. Then the player reminds the CH that her cat had passed that corner before 
  and specifically taken the time to mark it. The CH changes the result to say that the 
  cat, knowing just what to expect, slipped by the obstacles cleanly and got out of sight 
  while still on the run.
  A cat can only have three things effectively marked at any given time. Marking 
  a fourth means that the scent on the first-marked object, and the cat’s detailed 
  memory of it, have faded. Scent and detail also disappear after a day; less if rain or 
  cleaning products intervene. Also, it takes time for scent glands to recharge; players 
  should restrain themselves from using this rule too often, lest the Cat Herder declare 
  the relevant glands exhausted for the rest of the session.
  Often a cat seeks to renew familiarity with important targets, such as well-
  known humans, immediately upon reuniting in the same vicinity. Two-Foots love to 
  interpret such behavior as a friendly “welcome home,” which is in some sense true.
  The Notebook of Tour-Boullion (fragment)
  Model: Jess, courtesy of Jon the 
  Wosamag, Kickstarter backer.
  
  PLAYING The GAMe
  27
  zINJURY & ReCOveRY
  I
  t’s no fun to detail all the painful things that might happen to a cat who ventures 
  beyond her cozy bed. Still, if great achievements required no risk, everycat 
  would do them. In Call of Catthulhu, a cat in less than perfect health is considered 
  Injured, Disabled, or Dying. In the text, the bandaged cat icon indicates an Injury.
  zInjured:  A cat with one Injury no longer counts as the RCFTJ for any 
  physical Challenge for the rest of the adventure. All such Challenges also become 
  harder: An Easy physical Challenge becomes Normal; Normal becomes Difficult. A 
  Difficult Challenge becomes Dire, and therefore failure can lead to more Injuries.
  zzDisabled: A cat with two Injuries is Disabled and can do nothing but 
  lie around, bleed, mewl pitifully, slowly drag herself along the ground in pain, or 
  pass into a restless slumber. She purrs constantly and pants, and her heartbeat is 
  rapid. She cannot attempt any physical Challenges, and even non-physical Challenges 
  become one step harder. The cat cannot defend herself and cannot communicate to 
  other cats more than a few feet away.
  zzzDying: A cat with three Injuries is Dying. She is unconscious and 
  cannot do anything at all. The only way to communicate with her is in Dream. Unless 
  her friends find her some extraordinary assistance, such as admission to an animal 
  hospital, she will pass away by the end of the play session. Any physical harm while 
  Dying kills the cat instantly.
  ReCOveRY
  Injuries go away when the Cat Herder says so, usually between sessions of play. 
  Players can also force healing by spending Treats after play ends, or by sacrificing a 
  Life during play. In either case, the Injury healed does not have to be on that player’s 
  cat; he can choose to heal a different animal instead, or even an important object.
  Recovering with Treats
  The Cat Herder might declare all Injuries healed at the start of the next session... 
  or she might not. Since all leftover Treats get eaten up between adventures anyway, 
  when play stops for the night, players can turn in each Treat to heal one Injury. 
  Giving Up a Life
  This desperate move gets a wounded cat back on her feet at once, at great cost. To 
  recover at once from all Injury, she takes a quick nap, calls on Fftar-Axlan in Dream, 
  licks herself clean, and starts fresh, eliminating one of her nine Lives forever.
  
  Call of Catthulhu
  28
  SCRAPPING (Fights)
  C
  ats may tussle among themselves, but smart heroes avoid tangling with big, 
  nasty critters. When necessary, fights resolve quickly as a series of contests, 
  each leading to one of five Results.
  To resolve a contest, each fighter rolls 2dC. Non-cats count a Sad Cat result as a 
  Success and a Happy Cat as a Failure! A Scrapper, being the RCTFJ, gets one automatic 
  success. So does a non-cat with pointy teeth or violent ways. Snake Eyes, Midnight, 
  and use of Treats apply just as with any Challenge roll.
  The fighter with more Successes chooses what Result to inflict on the other. A tie 
  is a tie, with spitting, noise, flying fur, and no other effects.
  ReSULTS
  At the winner’s option, the losing creature is Dodged, Stunned, Shoved, Grabbed, or 
  Hurt. The exact outcome depends on what creatures are involved: their relative size, 
  nature, weapons, and defenses. Examples appear below, but only the Cat Herder can 
  decide for sure.
  DODGE: The winner completely avoids the attacks and intentions of the loser. The 
  winner can use this opportunity to flee.
  •	 No matter how big or scary an opponent, Dodge always gets the 
  winning fighter out of the way of its attacks.
  •	 The only way to Dodge is to go in Scrapping and risk the other 
  creature winning the contest; it can’t be done “from the shadows.”
  STUN:  The losing fighter is taken aback, temporarily confused, or otherwise not 
  able to act. A second Stun may convince the target to flee, but the tougher 
  the foe, the faster it recovers its nerve. 
  •	 Stunning a mouse knocks the thing for a loop, semi-conscious.
  •	 Stunning a fellow cat counts as winning the fight. The loser backs off 
  a little, maybe nursing a small nip or scratch.
  •	 Stunning a large dog surprises it, perhaps with just an impressive 
  display of fluffed tail, arched back, and hissing. The dog stops 
  attacking, for the moment.
  •	 Very tough, large, or supernaturally stupid foes won’t notice Stun 
  attempts at all.
  
  PLAYING The GAMe
  29
  SHOVE: The winner forces the loser to move a few steps in a direction of the 
  winner’s choosing.
  •	 A Shoved prey animal may seem to be loose, but it goes exactly 
  where the cat intended and cannot escape before the next attack. 
  This game can go on for a long time.
  •	 Shoving another cat pushes it back just out of mutual reach, leaving 
  both combatants ready to start again, or carefully back off.
  •	 Shoving a larger creature may mean tripping it up, body checking, 
  or attacking its face after successfully Grabbing on. The result is a 
  single, staggering step.
  GRAB:  The winner gets a grip on the loser, with teeth or limbs. The grabber can 
  let go at any time, unless the fighters have Grabbed each other.
  •	 A cat that Grabs a mouse-like foe has it pinned and completely at 
  her mercy.
  •	 Grabbing another cat keeps either from going anyplace until the 
  Grabbed fighter breaks the grip by either Dodging or Shoving the 
  grabber away.
  •	 Grabbing a human means that the cat is clinging on, subject to 
  blows that might Hurt the cat, but also able to make continuing 
  Stun or Shove attempts with scratches and bites.
  •	 If a cat is Grabbed by a large creature, such as in the jaws of an 
  attack dog or the hands of a human, that creature can throw the 
  cat the next time it wins a Scrapping contest. The throw flings the 
  cat far out of reach, as a Shove, and depending on where she lands, 
  might also Stun or Hurt her.
  HURT:  The winner does her best to bloody the loser, causing real harm if possible. 
  Cats cause Hurt with their fangs, or with rakings of their hind legs after a 
  Grab. The front claws are for less lethal play.
  •	 A cat that Hurts a bug or other tiny pest has killed the thing.
  •	 Hurting another cat is serious; it causes an Injury. Stunning is more 
  appropriate for asserting dominance.
  •	 Victims much larger than a cat won’t suffer real injury. Some may 
  not even feel any pain. 
  
  Call of Catthulhu
  30
  Advanced Scrapping
  Prey: Small, skittering foes, the type that cats evolved to hunt, have little hope 
  against feline attacks. Such a creature is Prey and rolls only a single Cat Die; against a 
  Scrapper, who gets one automatic success, the best such a target can do is tie.
  Surprise Attacks: The Cat Herder, at her discretion, may decide that an attack 
  comes as a complete surprise to the victim. An attacking Scrapper, or fighty non-cat, 
  automatically succeeds against a surprised victim and imposes the Result of choice. 
  A less warlike attacker can do the same on a Normal Challenge roll. Sometimes 
  a Pussyfoot, not usually a fighter, can get in a surprise attack through sheer 
  unexpectedness. An ordinary move is never enough to catch a Catcrobat off guard, 
  so they don’t suffer normal surprise attacks. Truly shocking situations, such as a giant 
  claw bursting through the wall, can affect any cat.
  Mixing It Up: In scraps with more than one fighter, each creature only rolls 
  once. The resulting successes count defensively against every other fighter, but can 
  only be used once to actual inflict a Result. The Cat Herder may rule differently for 
  otherworldly creatures with too many eyes and tentacles.
  Holding Action: To hold off a larger, stronger, or otherwise dangerous foe, a 
  cat can interpose herself, rolling 2dC for Scrapping as usual. If she beats the foe, she 
  imposes the Result of her choice, usually a Stun which keeps the thing from advancing. 
  Win or lose, however, each Failure rolled means that the foe chooses one Result to 
  inflict on the brave cat. Results are simultaneous but each must be different. At worst, 
  the cat could roll two Failures and lose the Scrapping contest, thus suffering three 
  Results. For example, she might be Grabbed, Thrown against the wall (for a combined 
  Shove and Hurt), and finally left Stunned, unable to rejoin the fray until the Cat Herder 
  so declares—paying a high price to delay a monstrous foe for a few precious moments. 
  The Holding Action is the Scrapping equivalent of a Dire Challenge.
  Non-Combat Contests: Scrapping contests can resolve non-combat conflict 
  as well, such as two animals striving for control of an inanimate object. Results 
  are inflicted on the target, not on the opponent, with the Cat Herder having final 
  interpretation of the outcome.
  The Notebook of Tour-Boullion (fragment)
  Model: Spooky, with big thanks to  
  Kickstarter backer David J.
  
  PLAYING The GAMe
  31
  RULeS OF PAW FOR PLAYeRS
  W
  hen at table, quite apart from any business of dice and character sheets, 
  certain Rules of Paw help keep everyone in the spirit of being illiterate, 
  thumbless, four-footed monsters who can fit in a mailbox, walk on a wire, 
  and hear a blade of grass bend at twenty yards, but can’t tell the Mona Lisa from a wad 
  of old newspaper.
  Rules of Paw from throughout this book are compiled in the list on p36. Individual 
  play groups may develop many more such ideas, and are invited to share them with 
  other players through the thickening congeries of social media around Catthulhu.com.
  CAT’S TONGUe (The Rule of Meow and Yowl)
  Cats communicate through vocal sounds, eye contact, facial expression, body 
  posture, tail movement, psychic convection via touch, and twitching of the ears, fur, 
  and whiskers. Note that darkness doesn’t matter; cats in the same place and able to 
  occasionally brush against each other can communicate fine, no matter how dim the 
  area might seem to a Two-Foots.
  When out of sight and touch, however, cats can only use sound to exchange ideas, 
  greatly limiting what can be said. Players should simulate this by using only wordless 
  cat noises when their cats are talking but can’t see each other. Quite a bit of emotion 
  can be expressed without words, but no humming out syllables! That’s human stuff.
  CARRYING (The Rule of Wum Fing)
  A cat can carry exactly one thing at a time, by holding it in her mouth, or by 
  dragging it with her teeth for larger or heavier objects. While using her mouth to 
  grip this way, the cat cannot make normal cat-sounds, impeding communication. 
  Also, carrying things in the mouth is annoying and a cat will look for the first chance 
  to drop her burden. Therefore, when a cat character picks something up, the player 
  should put a pencil between her teeth and leave it there, talking around it, as long as 
  the cat still carries the object in the game. When the player gets annoyed and takes 
  the pencil out of her mouth, even for an instant, the cat drops the object.
  SHARe THe KILL (The Rule of the Cat Herd)
  No matter how good a time some or all might be having, everyone at table has the 
  obligation to stop now and then, take a breath, and think, “Am I eating up more than 
  my share of the time, the talking, and the action?” Share the fun; share the kill.
  
  Call of Catthulhu
  32
  NOTeS FOR CAT HeRDeRS
  M
  uch alarming wisdom appears in Call of Catthulhu Book II: Unaussprechlichen 
  Katzen, also known as the Cat Herder’s Guide. That volume reveals a great 
  deal about the Catthulhu universe, including the Animal Gods and their 
  sinister cults, the many varieties of human in the Book of the Two-Foots, the canine lore 
  in the Book of the Dog, three complete Catventures, and much more.
  In the meantime, an aspiring Cat Herder who only has this book can start 
  improvising great adventures right away, using the following quick notes and her 
  inborn senses of drama and humor. Just have fun!
  Putting the Cat Dice to Work
  While, in her sole, godlike discretion, the Cat Herder can dictate any 
  circumstance whatsoever during play, that can become dull. The point of the game 
  is that no one knows exactly what will happen when dread circumstance encounters 
  quick player wits. Using Cat Dice to randomize the answers to select questions lets 
  everyone enjoy a bit of unpredictability and keeps even the most confident Player 
  Cats on their toes.
  NOTICe ROLLS
  In general, the Player Cats notice what they need to for the game to move 
  forward. If it’s not crucial, or if ignorance may prove at least as amusing as being 
  informed, the Cat Herder can call for rolls from players whose feline heroes might 
  be in position to see, smell, or, especially, hear something. Each player rolls 2dC. 
  On two Failures, the cat doesn’t notice a thing; on Snake Eyes, this might be due 
  to amusingly foolish distraction. One Success is enough to catch what’s in the wind. 
  If some cats are further away or more distracted than others, those cats might need 
  two Successes. Often the CH can move the game forward by simply saying that 
  whichever cats get the best results notice whatever the Cat Herder wants the players 
  to know.
  Next to hearing, scent is the best feline sense, far better than human (although 
  not nearly canine). Their noses alert them to the presence of animals; good food, 
  and substances that would be dangerous to breathe, eat, or drink; fresh or stale air. 
  Cats leave marks from their many scent glands (p26) and can identify which cat left a 
  mark, or tell a strange cat’s gender, time of visit, recent diet, and even mood.
  
  PLAYING The GAMe
  33
  LUCK ROLLS
  Glitch: If the cats’ plans are proceeding smoothly, the CH might secretly roll 
  an Easy Challenge. If both dice come up Failures, some element that should have 
  worked fine proves unreliable or acts in an unexpected way. Example: “While you 
  were checking for dogs outside, one of the kittens wandered off someplace.”
  Minor Luck: When the cats want to achieve a minor step forward and the CH 
  doesn’t have a preference, she might roll 1dC. On a 1–2, the outcome is the opposite 
  of what the cats would prefer; otherwise, they get what they want and play moves 
  on. Example: “No, the kitchen door’s not latched. You can just push it open.”
  Sinister Fortune: When things are going badly for the cats, the Cat Herder 
  might choose to make a Difficult Challenge roll and keep the pressure building. 
  Unless both dice come up successes, the forces of darkness tighten their grip and 
  things get just a little worse. Example: “As you struggle with the stones, the fire 
  spreads. Suddenly, from down the hall, you hear the squishy approach of what must 
  be a lot more toads.”
  STUPID TWO-FOOTS
  When a cat is trying to get an idea into a human’s head, the Two-Foots can prove 
  remarkably dense. Understanding even the plainest urgings of another animal is a 
  Difficult Challenge for humans, requiring two successes on 2dC. If the dummy fails, 
  the cat will have to change tactics and try again. Example: “You tangle up the butler’s 
  steps and even pull on his trouser leg with your teeth, but he just mutters and shoves 
  you away with his foot.”
  Belling the Cats (The Rule of the Next Thing)
  In any adventure, the Cat Herder has some idea of at least a few things that have 
  to happen for the story to proceed. In play, the way to make sure that the group 
  reaches all those milestones is called “Belling the Cats.” When the game seems to 
  be slowing down, or some players are losing focus, the CH asks, “Okay! Is there 
  anything else anyone wants to do before the Next Thing happens?” Each player gets 
  one more chance to try something, Catcrobats first, and then the Plot moves on. 
  Actually ringing a physical bell is optional.
  
  Call of Catthulhu
  34
  Gaining experiences
  After an adventure, surviving cats know more than they did before. Like 
  everything else on their character sheets, Experiences do not use numbers at all. 
  Instead, each is a simple statement of fact. Some Experiences help define the RCFTJ 
  in future Challenges; others help players make informed choices; others amount to 
  near-traumatic memories. The Cat Herder defines Experiences, but players can make 
  suggestions. Examples:
  •	 That Bug Ain’t Right (cat has met unnatural servants of the Insect God)
  •	 Clear Doors Open For Fat Cats (familiar with automatic doors)
  •	 Bad Monsters Live Under Hoods (once stepped on a gas pedal)
  What Cats Know about the World
  Cats talk among themselves and to other animals, and know of basic things 
  even beyond personal experience. Cat elders have also gathered information about 
  gods and horrors, but Player Cats themselves cannot sense the existence of, say, 
  Spazzathoth, mindless ball of fury at the center of the universe, any more than 
  humans can. The heroes learn about the manipulations of sinister cults or various 
  impending dooms by the evidence of their delicate, but natural, cat senses.
  The exception is the Tiger Dreamer. In addition to knowing the lore of the gods and 
  animals, a Dreamer is sensitive to cosmic vibrations—mostly while sleeping. Awake, 
  she might get a vague sense that there is Something Wrong with a person, animal, 
  object, or situation—other details have to wait for a snooze. The Cat Herder uses these 
  visions to give players hints, warnings, and a useful sense of urgency.
  DReAM
  All thinking, feeling beings manifest in the Spirit World, also known as Dream. 
  Individual minds appear as lights, patterns, smells, winds, throbs of emotion, skeins of 
  pain, drops of music, or incomprehensible voices. Sleeping Tiger Dreamers wander this 
  realm in dreaming, and can make wordless contact with other minds. Some occupants 
  of Dream, however, are more than just animals, and touching the awareness of certain 
  Spirits can prove dangerous indeed to mortal souls.
  DeATH
  No one is completely sure what happens when a cat passes on. Some say that 
  her being is snuffed out completely. Some say she is reborn as a kitten at the same 
  moment. Certain Tiger Dreamers describe visions of cat spirits hunting forever with 
  great Fftar-Axlan in a pleasant grassland rich with prey, and this is the notion that, 
  while they may not actually believe it, many cats find the most comforting.
  
  PLAYING The GAMe
  35
  INFLUeNCING HUMANS
  Humans have very large and agile minds, capable of solving intricate problems 
  and grasping great ideas. However, these minds are unwieldy and not well-defended. 
  Humans live in ways out of touch with their own ancestral Ape God, so animals with 
  stronger spiritual connections can influence human thoughts. To put a single thought 
  into a human head, a cat spends at least a few minutes in calm physical contact with 
  the Two-Foots, concentrating on a brief suggestion; for example, “Leave the bedroom 
  window open tonight....”  The Cat Herder calls for a Difficult Challenge and secretly 
  determines the later result, if any at all. A Tiger Dreamer is the RCFTJ.
  The more simple and subtle the notion, the more likely that it nudges a human 
  a bit closer to acting the way the cat wants. Highly detailed, emotional, or frantic 
  urgings get ignored, and make the person irritable to boot.
  OTHeR DIMeNSIONS
  As everyone knows except humans, the multiverse contains countless rotating 
  and overlapping dimensions of space and time. In some of those crooked corners 
  dwell gods and spirits exiled from the physical world. At certain patterns of 
  sympathetic correspondence, expressed in chaotic, fractal geometries, the worlds 
  can intersect.
  A major activity of Animal God cults is trying to arrange perfect conditions for 
  the manifestation of Presences from the home dimensions of their own ancestral 
  gods. No known gate will admit a god itself, but their monstrous servants are legion 
  and much easier to slip through.
  Such dangerous contact between realities can arise from any sort of mystically 
  perfect physical pattern: intersecting beams of starlight among the shifting 
  constellations; vévé beacons inscribed by Voudoun priests; crop circles made by Bull 
  God cultists; hedge mazes designed by lonely gardeners; steel frameworks hidden 
  in the floor plans of huge modern buildings; the secret sketchbooks of Sir Isaac 
  Newton; necromantic street plans laid out by Illuminati; ancient petroglyphs; sacred 
  tattoos; the drawings of schizophrenics; natural cavern systems; tectonic faultlines; 
  railways; telegraph wires; circuit boards; and many more.
  In the 21st century, a new network has emerged: the ever-shifting pattern of 
  connections and signals known as the Internet. The resulting geometries may not be 
  visible, but that doesn’t mean that they can’t leak into other worlds.
  For more about the many different setting and eras in which the great struggle 
  continues, see the Call of Catthulhu supplement Whirls of Catthulhu!
  
  Rules of Paw
  THe RULe oF No TReATS . . . . . . . . . . . . . p21
  When out of Treats, a cat can get a new one by getting a human to pet her  
  exactly three times.
  THe RULe oF WUm FING . . . . . . . . . . . . . p31
  A cat can carry one thing—just so long as the player keeps a pencil in her mouth.
  THe RULe oF TWo DICe . . . . . . . . . . . . . p19
  When in doubt, the Cat Herder calls for a roll of two Cat Dice, improvises on the 
  result like a Normal Challenge, and moves forward.
  THe RULe oF THRee SmeLLY THINGS . . . . . p26
  A cat can mark up to three things at once with her scent, making them usefully 
  familiar in case of relevant Challenges.
  THe RULe oF THe CAT-HeRD . . . . . . . . . . p31
  Don’t hog all the action or do all the talking. Share the kill!
  THe RULe oF DoUBLeS . . . . . . . . . . . . . . p23
  Snake eyes: Double ones on the Cat Dice is an Embarrassment.
  Midnight: Double sixes is a Triumphant Success.
  The player rolling the dice gets to describe what happens.
  THe RULe oF meoW & YoWL . . . . . . . . . . p31
  When the cats are out of sight, players cannot talk or gesture to each other, only 
  make emotive noises.
  THe RULe oF THe NeXT THING . . . . . . . . p33
  Belling the Cats: The Cat Herder gives each player a chance to try one more action, 
  and then the Next Thing happens. Ringing an actual bell is optional.
  THe RULe oF SILeNCe (meoWAWkI) . . . . . . p26
  Should the dread Triple Ones or the mighty Triple Sixes ever fall to table, only the 
  rolling player may say what happens next.
  36
  
  SO MANY THANKS!
  C
  all of Catthulhu could never have come to be without the support of an amazing 
  community of Kickstarter backers. These fine folks chipped in not only their 
  hard-earned money, but a never-ending willingness to talk about new reward 
  ideas, vote on things like dice colors, and support each other as our November 2013 
  campaign grew, and grew, and grew. All 783 backers earned my lasting gratitude; in 
  fact, the level of support positively left me dazzled. It’s been a long road crafting the 
  game that these people made possible. With luck, there’ll be lots more Catthulhu 
  goodness to come, for all of us!
  Particular thanks go out to some backers who went beyond the call of duty to 
  really make a personal committment. In addition to various physical rewards, these 
  supporters have more than earned official thanks right here in the book itself.
  SHAWN R., gentleman and scholar, jumped at the chance to immortalize his 
  departed companion Bubba as the new, official face of Catthulhu. That’s Bubba right 
  now, staring back at us all from the cover, daring us to think that we know everything 
  there is to know... Shawn’s cat Hudley also stars, in monsterized form, on the 
  overleaf of the mysterious Notebook of Tour-Bouillon, seen on p.vi.
  PIERRE G., PETER D., RON G., and SOSRER also nominated images of their 
  pets to become divine avatars of certain major Animal Gods. You’ll have to look in 
  Book II to see the beautiful yet disturbing paintings that resulted from that!
  Ten more companions transformed into frightening yet charming creatures of the 
  night, or les phénomenes félin et animal as Tour-Bouillon put it. Some of these monster 
  pets appear in this book and some in Book II. Their helpful humans are known as Kara 
  B., James C., Michael H., David J., MK, Scott K., George P., Jon S., Sean, and Mr. Anthropy.
  Just when we were running out of reward ideas, an amazing forty-six people stepped 
  up to claim the ULTIMATE version of Call of Catthulhu, never to be offered again, thus 
  cementing their role in history. These Ultimate Cool Cats & Kittens are G. A., Michael A., 
  Masaaki B., Jonathan B., Matthew C., Stéphan C., Victoria Elizabeth-Francis de M., 
  Thierry de G., Sebastian D., Brett E., Mark E., Dean E., Donald F., John G., Rick G., 
  Jennifer G., Richard H., Sam H., Paco J., Scout J., Jacob K., Aaron K., Michael K., 
  Mark M., Thomas M., M. Sean M., Sophia O., Peter P., Frederick P., Alexander P., 
  David P., Becky R., Graeme R., Lee R., Robert S., Ryan S., Thomas S., Nicholas T., 
  Jennifer W., Charlton W., Kevin W., and Neil, Lobo, Stacey, Mike, and Nicolo.
  eTeRNAL THANKS TO YOU ALL!
  Love, Mr. Joel
  37
  
  Role: Catcrobat, Pussyfoot, Scrapper, Tiger Dreamer, or Twofootologist?
  Background: Purebred or Mixed Breed? Feral, Housecat, or Showcat? Hunt 
  for food, for fun, just toys, or can’t be bothered?
  Description: Short or long hair? Fur colors? Eye color? Voice? Scars, 
  injuries, markings? Extra toes? Male or female? Neutered?
  Easy Challenge 
  Need one Success
  /
   
  Normal Challenge 
  One Success: Partial progress or insight 
  Two Successes: Challenge met!
   
  /
   
  Difficult Challenge 
  Need two Successes
   
  /
   
  Scrapping: Winner chooses 1 Result —
  Dodge: Winner avoids all attacks and can flee.
  Stun: Loser becomes temporarily unable to act.
  Shove: Winner moves loser a little.
  Grab: The winner gets a grip on the loser.
  Hurt: The winner does her best to draw blood.
  Trade in a Treat to retry any roll, except a Dire Challenge!
  {On a regular six-sided die, a Success is a roll of 3 to 6}
  Draw your kitty here!
  
   
  Player  
  Cat Name(s)  
   
  Role  
   
  Background  
   
  Description  
   
   
   
   
   
  Story & Experiences: 
   
  Life:  
   
  Call of Catthulhu 
  CAT CHARACTeR SHeeT 
  No NumBers allowed
  catthulhu.com 
  Free to copy for purrsonal use 
  Don’t forget to be awesome!
  
  CATTHULHU
  Call of
  The rules-light RPG where cats save the world  
  and the humans just open the tuna!
  Book I: The NekoNomIkoN
  (The Book of Cats)
  T
  his first volume of Call of Catthulhu contains everything needed to play 
  the game: How to make up cat characters, how to use Cat Dice to meet 
  Challenges, how to Scrap with other critters, how to use Treats for do-
  overs, and how to get ready to play again another time. After a little fooling 
  around with this book and some pencil and paper, one person can volunteer to 
  be Cat Herder for the evening and invent some Challenges for everyone’s cats to 
  encounter. With 30 different types of cats and countless unsuspecting humans, mice, 
  dogs, fish, birds, treats to liberate, toys to demolish, sinister cults to defeat, and 
  endless other fun to be had, the cat’s world is one big sandbox.
  Facebook.com/CallOfCatthulhu	
  	
  •	
  	
  CATTHULHU.com	
  	
  •	
  	
  Twitter@catthulhu
  Revised Printing May 2014
  All contents and concepts ©2014 Joel Sparks
  H.P. Lovecraft references lie in the public domain 
  and tell the truth in private
  I
  n Call of Catthulhu, players take on the roles of a variety of ordinary-seeming 
  cats fighting conspiracies of cosmic chaos. Mighty spirits such as Snarlyathotep, 
  slimy Phatphroggua, and Hastpurr of the Yellow Eye inspire their cultists to 
  destroy civilization-but that’s where all the comfy furniture is! One person acts as 
  the Cat Herder, arranging the secret plots, challenges, and rewards and guiding the 
  others through the process of making an adventure. Rules are light and quick, 
  emphasizing player cleverness and the fun of being feline. There’s plenty of darkness 
  and chaos in the world, but our fuzzy heroes can handle it!... Usually.
  CATTHULHU
  Call of
  The rules-light RPG where cats save the world  
  and the humans just open the tuna!
  Book I: The NekoNomIkoN
  (The Book of Cats)
  T
  his first volume of Call of Catthulhu contains everything needed to play 
  the game: How to make up cat characters, how to use Cat Dice to meet 
  Challenges, how to Scrap with other critters, how to use Treats for do-
  overs, and how to get ready to play again another time. After a little fooling 
  around with this book and some pencil and paper, one person can volunteer to 
  be Cat Herder for the evening and invent some Challenges for everyone’s cats to 
  encounter. With 30 different types of cats and countless unsuspecting humans, mice, 
  dogs, fish, birds, treats to liberate, toys to demolish, sinister cults to defeat, and 
  endless other fun to be had, the cat’s world is one big sandbox.
  Facebook.com/CallOfCatthulhu	
  	
  •	
  	
  CATTHULHU.com	
  	
  •	
  	
  Twitter@catthulhu
  Revised Printing May 2014
  All contents and concepts ©2014 Joel Sparks
  H.P. Lovecraft references lie in the public domain 
  and tell the truth in private
  I
  n Call of Catthulhu, players take on the roles of a variety of ordinary-seeming 
  cats fighting conspiracies of cosmic chaos. Mighty spirits such as Snarlyathotep, 
  slimy Phatphroggua, and Hastpurr of the Yellow Eye inspire their cultists to 
  destroy civilization-but that’s where all the comfy furniture is! One person acts as 
  the Cat Herder, arranging the secret plots, challenges, and rewards and guiding the 
  others through the process of making an adventure. Rules are light and quick, 
  emphasizing player cleverness and the fun of being feline. There’s plenty of darkness 
  and chaos in the world, but our fuzzy heroes can handle it!... Usually.
  
SOURCE: textdata/thevault/Catthulhu/01 Nekonomikon The Book Of Cats.pdf