In This Section
The Architecture of an Investigator
Creating a Call of Cthulhu character is like building a house of cards in a windstorm - you want it sturdy enough to survive the first few sessions, but fragile enough that when cosmic horror hits, it collapses in dramatically interesting ways. Your character isn't a superhero; they're a person with skills, flaws, dreams, and fears who just happens to stumble into situations that would make Lovecraft himself reach for the antacids.
The Recipe Metaphor
Think of character creation like cooking a complex dish. The attributes are your base ingredients (flour, eggs, milk), the skills are your seasonings and techniques, and the background is the cooking method that brings it all together. You're not making a generic meal - you're crafting something unique that will either nourish the story or explode spectacularly in the oven of cosmic terror.
The Eight Pillars: Understanding Attributes
Attributes in Call of Cthulhu represent your character's raw, natural capabilities. These aren't skills you've learned - they're the fundamental building blocks of who you are. Think of them as the hardware your character's software (skills) runs on.
Rolling Characteristics
In 7th edition every characteristic is a percentile number, so you can roll d100 against it directly, just like a skill.
- STR, CON, DEX, APP and POW: roll 3D6 and multiply by 5 (15โ90).
- SIZ, INT and EDU: roll 2D6+6 and multiply by 5 (40โ90).
- Luck: roll 3D6 and multiply by 5. Luck is separate from POW.
- Optional point-buy: share 460 points among the eight characteristics, each between 15 and 90.
- Quick-Start shortcut: the free Quick-Start Rules assign the array 40, 50, 50, 50, 60, 60, 70, 80 instead of rolling.
Write each value with its half and fifth beside it, rounded down: STR 65 becomes 65 (32/13). The half is your Hard target and the fifth your Extreme target.
Age
An investigator can start at any age from 15 to 90. Age adjusts the numbers: the very young take some reductions, and from the forties onward physical characteristics and APP drop while EDU gets extra improvement checks. MOV also falls by 1 for each decade from the forties (โ1 in the 40s up to โ5 in the 80s). The Investigator Handbook has the full age table.
The Attribute Deep Dive
Strength (STR)
Real-world analogy: Your character's physical power, like a weightlifter's ability to deadlift or a construction worker's capacity to swing a sledgehammer all day.
High STR (80+): Former athlete, dock worker, or blacksmith
Low STR (40 or less): Librarian, elderly scholar, or chronically ill person
Game impact: Damage Bonus and Build (with SIZ), MOV, feats of strength, physical intimidation
Dexterity (DEX)
Real-world analogy: Like a surgeon's steady hands, a pianist's finger coordination, or a pickpocket's nimble fingers.
High DEX (80+): Surgeon, jeweler, professional dancer
Low DEX (40 or less): Person with arthritis, someone who's "all thumbs"
Game impact: Who acts first in combat (DEX order), MOV, fine motor skills, and your Dodge skill starts at half DEX
Intelligence (INT)
Real-world analogy: Your character's processing power - like the difference between a smartphone and a supercomputer in terms of problem-solving speed and complexity.
High INT (80+): University professor, research scientist, chess grandmaster
Low INT (40โ50): Simple laborer, someone who struggles with complex concepts
Game impact: Personal interest skill points (INT ร 2), Idea rolls when the group is stuck, solving puzzles
Constitution (CON)
Real-world analogy: Like a car's engine reliability - some people are built like tanks and others like delicate sports cars that need constant maintenance.
High CON (80+): Marathon runner, mountain climber, someone who never gets sick
Low CON (40 or less): Sickly person, someone with chronic health issues
Game impact: Hit Points (with SIZ), resisting disease and poison, the CON rolls that keep you conscious after a major wound
Appearance (APP)
Real-world analogy: Not just physical beauty, but overall presence - like the difference between someone who turns heads when they enter a room versus someone who blends into the wallpaper.
High APP (80+): Fashion model, movie star, naturally charismatic person
Low APP (40 or less): Someone with unfortunate features or poor grooming habits
Game impact: First impressions, social interactions, getting cooperation from NPCs
Power (POW)
Real-world analogy: Your spiritual "horsepower" - like the difference between someone who gives up easily and someone with unbreakable determination. Also represents magical potential.
High POW (80+): Natural leader, psychic sensitive, person with "presence"
Low POW (40 or less): Easily influenced, lacks willpower, spiritually "flat"
Game impact: Starting Sanity (equal to POW), Magic Points (one-fifth of POW), resistance to supernatural influence
Size (SIZ)
Real-world analogy: Not just height and weight, but overall physical presence - like comparing a linebacker to a jockey.
High SIZ (80+): Professional basketball player, heavyweight boxer
Low SIZ (40โ50): Child-sized adult, very petite person
Game impact: Hit Points, Damage Bonus and Build, MOV, physical intimidation, can't hide easily
Education (EDU)
Real-world analogy: Your character's accumulated knowledge and cultural sophistication - like comparing someone with multiple PhDs to someone who dropped out of high school.
High EDU (80+): University professor, lawyer, doctor
Low EDU (40โ50): High school dropout, simple laborer, rural farmer
Game impact: Occupation skill points (usually EDU ร 4), your own-language skill (equal to EDU), Know rolls for general knowledge
The Numbers That Define Survival
From your attributes, several crucial characteristics are calculated. These are like the vital signs of your character - the numbers that determine whether they live, die, or go insane during their investigations.
Derived Characteristics Explained
Hit Points
Formula: (CON + SIZ) รท 10, rounded down
Your character's physical resilience. Like health bars in video games, but much more precious because healing is slow and permanent injury is possible.
Real-world analogy: The difference between someone who can shrug off a punch and someone who gets winded climbing stairs.
Sanity Points
Formula: starting Sanity = POW. Maximum Sanity = 99 minus your Cthulhu Mythos skill.
Your mental health reservoir. This is what separates Call of Cthulhu from other games - your mind is as fragile as your body, if not more so.
Real-world analogy: Like emotional resilience - some people bounce back from trauma quickly, others are scarred forever.
Magic Points
Formula: POW รท 5 (one-fifth of POW), rounded down
Your capacity for supernatural abilities. Most investigators never use magic, but it represents your spiritual energy and resistance to otherworldly influences.
Real-world analogy: Like having a spiritual "battery" that can be drained by supernatural encounters.
Luck
Formula: 3D6 ร 5
Fortune, intuition, and those moments when things just go your way. The Keeper calls for a Luck roll (d100 at or under your Luck) when chance decides something. Under an optional rule, you can also spend Luck points one for one to lower a skill or characteristic roll after you see it.
Real-world analogy: Some people seem to always find parking spots or avoid getting caught in the rain - that's high Luck.
Damage Bonus and Build
Formula: add STR and SIZ, then look up the table. Damage Bonus is added to melee damage (not to firearms); Build measures bulk for things like grappling and being knocked about.
| STR + SIZ | Damage Bonus | Build |
|---|---|---|
| 2โ64 | โ2 | โ2 |
| 65โ84 | โ1 | โ1 |
| 85โ124 | None | 0 |
| 125โ164 | +1D4 | +1 |
| 165โ204 | +1D6 | +2 |
| 205โ284 | +2D6 | +3 |
Higher totals keep climbing (mostly for monsters); see the Keeper Rulebook.
Movement Rate (MOV)
Formula: compare DEX and STR with SIZ.
- MOV 7: DEX and STR are both less than SIZ.
- MOV 9: DEX and STR are both greater than SIZ.
- MOV 8: anything else.
Subtract 1 for each decade of age from the forties (โ1 in the 40s, โ2 in the 50s, up to โ5 in the 80s).
Your Character's Day Job: Occupations
Your occupation isn't just what your character does for money - it's their entire social identity, skill set, and reason for being involved in mysterious events. It's like choosing your character's "class" in a fantasy game, except instead of "Wizard" or "Fighter," you get "Accountant" or "Journalist."
What an Occupation Gives You
- A list of occupation skills (usually eight) to spend your occupation points on.
- An occupation points formula. Most occupations use EDU ร 4; some use other formulas, such as EDU ร 2 plus twice another characteristic.
- A Credit Rating range. Credit Rating is a skill that measures wealth and standing, from 0 (penniless) to 99 (super rich). You buy it with occupation points, and it must end up inside your occupation's range.
The skill lists below are illustrative; the Investigator Handbook gives each occupation's exact skills, points formula and Credit Rating range.
Occupation Deep Dive: Why Your Job Matters
The Antiquarian
What they do: Study and deal in ancient artifacts and books
Why they investigate: They literally collect the dangerous stuff that starts adventures
Typical skills: Archaeology, History, Library Use, Other Language, Appraise, Navigate, Persuade, Spot Hidden
Real-world parallel: Like Indiana Jones, but instead of adventure, they usually find existential dread in musty basements
Story Hook: "I've acquired a fascinating Mesopotamian tablet, but the previous three owners all died under mysterious circumstances..."
The Private Investigator
What they do: Solve problems people can't take to the police
Why they investigate: It's literally their job, and weird cases pay well
Typical skills: Art/Craft (Photography), Disguise, Law, Library Use, Psychology, Spot Hidden, Stealth, Track
Real-world parallel: Like Sherlock Holmes, but with more bills to pay and fewer deductive superpowers
Story Hook: "Mrs. Henderson hired me to find her missing husband. Turns out he joined a cult. Turns out the cult worships something that shouldn't exist..."
The Dilettante
What they do: Live off inherited wealth and pursue personal interests
Why they investigate: Boredom, curiosity, and the resources to indulge dangerous hobbies
Typical skills: Art/Craft (any), Firearms, Other Language, Ride, Swim, plus personal interests
Real-world parallel: Trust fund kids who finance expeditions to haunted places because regular tourism is boring
Story Hook: "Daddy left me the mansion in his will, along with a warning never to go into the basement. Naturally, I'm planning a basement renovation..."
The Doctor of Medicine
What they do: Heal people and understand how bodies work
Why they investigate: Strange injuries and impossible diseases demand explanations
Typical skills: First Aid, Other Language (Latin), Medicine, Psychology, Science (Biology), Science (Pharmacy), plus specializations
Real-world parallel: Like Dr. House, but the mysterious illnesses are caused by cosmic entities rather than rare autoimmune disorders
Story Hook: "I've seen three patients this week with identical symptoms that don't match any known disease. The wounds almost look like... bite marks from something with too many teeth."
Skills: What Your Character Can Actually Do
If attributes are your character's hardware and occupation is their operating system, then skills are the software applications they've installed. Skills represent specific, learned abilities that improve through practice and study.
Base Values
Every skill starts at a base value printed on the character sheet, and the points you spend are added on top. A few worth knowing:
| Skill | Base value |
|---|---|
| Spot Hidden | 25% |
| Library Use | 20% |
| Fighting (Brawl) | 25% |
| Firearms (Handgun) | 20% |
| Firearms (Rifle/Shotgun) | 25% |
| Dodge | Half your DEX |
| Language (Own) | Equal to your EDU |
| Credit Rating | 0% |
| Cthulhu Mythos | 0% (can't be raised at creation) |
Skill Categories and Their Purposes
Investigation Skills
The bread and butter of any investigator. These are what you use to actually solve mysteries.
- Spot Hidden: Noticing clues others miss
- Library Use: Research and finding information
- Listen: Eavesdropping and detecting sounds
- Track: Following physical trails
Analogy: Like being a human bloodhound mixed with a research librarian
Social Skills
Getting information from people who may not want to share it.
- Persuade: Convincing people through logic and charm
- Intimidate: Getting cooperation through fear
- Fast Talk: Confusing people into compliance
- Psychology: Understanding motivations and mental states
Analogy: Like having a Swiss Army knife for human interaction
Academic Skills
Specialized knowledge that helps interpret clues and understand context.
- Archaeology: Understanding ancient cultures and artifacts
- History: Placing events in historical context
- Occult: Knowledge of supernatural traditions and practices
- Cthulhu Mythos: Understanding of cosmic horrors (dangerous!). It starts at 0 and you can't put points into it at creation
Analogy: Like having specialized dictionaries for different types of terror
Survival Skills
What keeps you alive when everything goes wrong.
- Dodge: Avoiding attacks and dangers (starts at half your DEX)
- Stealth: Moving unseen and unheard
- First Aid: Emergency medical treatment
- Drive Auto: Vehicular escape and pursuit
Analogy: Like having an emergency survival kit that includes knowing when to run away
The Art of Skill Distribution
Allocating skill points is like packing for a trip where you don't know the destination. You want to be prepared for likely scenarios while leaving room for unexpected needs. In Call of Cthulhu, being really good at a few things is often better than being mediocre at many.
Where the Points Come From
- Occupation points: from your occupation's formula (usually EDU ร 4). Spend them on your occupation skills and Credit Rating.
- Personal interest points: INT ร 2. Spend them on any skills you like, except Cthulhu Mythos.
Add the points to each skill's base value. Then write the half and fifth of every skill beside it, rounded down.
Skill Point Allocation Strategies
The Specialist Approach
Focus heavily on 3-4 core skills, making your character exceptional in their area of expertise.
Pros: Very reliable in your specialties, clear character identity
Cons: Helpless outside your expertise, relies heavily on other investigators
Example: A surgeon with 80% Medicine, 70% First Aid and 60% Science (Biology), but only base values in most other skills
The Generalist Approach
Spread points more evenly to be competent in many areas.
Pros: Flexible, can contribute to various situations, good backup for specialists
Cons: May fail when expertise is crucial, less dramatic character moments
Example: A journalist with 60% in six different skills rather than 90% in two
The Hybrid Approach
Excel in 1-2 areas while maintaining competence in several others.
Pros: Balanced effectiveness, interesting character development options
Cons: Requires careful planning, may not excel dramatically in any area
Example: A private investigator with 80% Spot Hidden, 75% Psychology, and 50-60% in four other skills
Beyond Numbers: Creating a Living Character
Statistics tell you what your character can do; background tells you who they are and why they do it. A character without background is like a car without a driver - it might have all the right parts, but it's not going anywhere interesting.
Essential Background Elements
Personal History
What shaped your character into who they are today? Think of this as their origin story, but grounded in reality rather than comic book drama.
Questions to consider:
- What was their childhood like?
- What drove them to their current profession?
- What's the most significant event in their life so far?
- What failure or success defines them?
Motivations and Goals
Why would a rational person investigate cosmic horrors? Your character needs believable reasons to stay involved when sanity starts slipping.
Common motivations:
- Professional duty: "It's my job to solve this"
- Personal vendetta: "They killed my partner"
- Intellectual curiosity: "I must understand"
- Protecting others: "No one else will believe this"
- Seeking redemption: "I caused this problem"
Relationships and Connections
No one exists in isolation. Your character's relationships provide both motivation to survive and leverage for the Keeper to create drama.
Key relationships:
- Family: Spouse, children, parents, siblings
- Professional: Colleagues, mentors, rivals
- Social: Friends, lovers, enemies
- Institutional: Organizations, clubs, affiliations
Secrets and Vulnerabilities
Perfect characters are boring characters. Flaws, secrets, and vulnerabilities make characters human and give the Keeper tools for creating personal horror.
Types of character vulnerabilities:
- Hidden shame: Past mistakes or moral compromises
- Addictions: Alcohol, drugs, gambling, etc.
- Phobias: Irrational fears that can be triggered
- Obligations: Debts, promises, responsibilities
- Hidden knowledge: Dangerous secrets they're keeping
Character Growth and Change
Unlike video game characters who improve in predictable ways, Call of Cthulhu investigators change through trauma, revelation, and hard-won experience. Character development is less about getting stronger and more about becoming different - often in disturbing ways.
How Skills Improve
When you succeed with a skill in play, tick it (one tick per skill). At the end of the session, roll d100 for each ticked skill: if the roll is over your current skill, or is 96 or more, add 1D10 to it. The first time a skill reaches 90% or more, the investigator also gains 2D6 Sanity. There are no levels or experience points.
Types of Character Development
The Hardened Veteran
Some investigators develop emotional calluses, becoming increasingly immune to ordinary horrors but losing their humanity in the process.
Example progression: "First corpse made me vomit โ Tenth corpse made me sad โ Hundredth corpse is just Tuesday"
The Obsessed Scholar
Knowledge becomes an addiction. They know the danger but can't stop learning more about the Mythos.
Example progression: "I must understand this symbol โ I need to read more forbidden books โ I don't care if it drives me insane, I MUST KNOW"
The Protective Sacrifice
They've seen too much to go back to normal life, so they dedicate themselves to protecting others from the same knowledge.
Example progression: "No one should see what I've seen โ I'll bear this burden โ Let me go alone, save yourselves"
Putting It All Together: A Complete Example
Creating Dr. Margaret Chen from Scratch
Step One: Generate Characteristics
STR, CON, DEX, APP and POW are 3D6 ร 5; SIZ, INT and EDU are (2D6+6) ร 5. Each value is followed by its half and fifth, rounded down:
STR: 65 (32/13) Fairly strong for her size
CON: 60 (30/12) Average health
SIZ: 55 (27/11) Slight build
DEX: 75 (37/15) Steady surgeon's hands
APP: 70 (35/14) Composed and well-groomed
INT: 80 (40/16) Very sharp
POW: 65 (32/13) Strong-willed
EDU: 85 (42/17) Medical degree and psychiatric training
Luck: 70 (3D6 ร 5, rolled well)
She is in her thirties, so the age table makes no changes to her numbers.
Step Two: Choose Occupation
Alienist (Psychiatrist) - Perfect for investigating madness and understanding the human mind under stress.
Typical skills: Medicine, Psychology, Psychoanalysis, History, Other Language (Latin), Library Use, Listen, Spot Hidden, plus Credit Rating
This example uses EDU ร 4 for occupation points, the most common formula. Check the Investigator Handbook for the official Alienist skill list, formula and Credit Rating range.
Step Three: Allocate Skill Points
Occupation points: EDU 85 ร 4 = 340. Personal interest points: INT 80 ร 2 = 160. Points are added to each skill's base value.
Skill Base Occ. Pers. Final (half/fifth)
Psychology 10 +65 +5 80 (40/16)
Medicine 1 +59 - 60 (30/12)
Library Use 20 +30 +10 60 (30/12)
Spot Hidden 25 +20 +15 60 (30/12)
Psychoanalysis 1 +49 - 50 (25/10)
Listen 20 +30 - 50 (25/10)
Credit Rating 0 +40 - 40 (20/8)
Other Lang. (Latin) 1 +29 - 30 (15/6)
History 5 +18 - 23 (11/4)
Dodge (half DEX) 37 - +15 52 (26/10)
Persuade 10 - +40 50 (25/10)
First Aid 30 - +20 50 (25/10)
Occult 5 - +35 40 (20/8)
Drive Auto 20 - +20 40 (20/8)
Language (Own) = EDU 85 - - 85 (42/17)
Cthulhu Mythos 0 - - 0
Total: 340 160
A Credit Rating of 40 makes her comfortably middle class; whatever you choose must sit inside your occupation's range.
Step Four: Calculate Derived Values
Hit Points: (CON 60 + SIZ 55) รท 10 = 11.5, rounded down = 11
Magic Points: POW 65 รท 5 = 13
Sanity: POW = 65 (maximum 99, because Cthulhu Mythos is 0)
Luck: 70
Damage Bonus / Build: STR 65 + SIZ 55 = 120, so None / 0
MOV: DEX 75 and STR 65 are both greater than SIZ 55, so MOV 9
Step Five: Develop Background
Personal History: Born to Chinese immigrants in San Francisco, Margaret excelled academically and became one of the first Chinese-American women to practice psychiatry. She specializes in treating trauma patients and has noticed disturbing patterns in their stories.
Current Situation: Works at Danvers State Hospital, treating patients with "impossible" delusions. Multiple patients have described identical nightmares about "the thing beneath the waves" despite never meeting each other.
Motivation: Scientific curiosity and genuine desire to help her patients, even if it means investigating their seemingly impossible claims.
Key Relationships:
- Dr. James Morrison (mentor and colleague)
- Her parents (traditional immigrants who worry about her unconventional career)
- Detective Ray Sullivan (contact in the police department)
Secret/Vulnerability: Has been having the same nightmares as her patients but hasn't told anyone for fear of losing her medical license.
Try It at the Table
Activity One: Attribute Interpretation
Given these attributes, describe what kind of person this represents and suggest a suitable occupation:
STR: 40, DEX: 80, INT: 75, CON: 45
APP: 60, POW: 70, SIZ: 50, EDU: 65
Consider: What do these numbers tell you about their physical capabilities, intelligence, and background? Then work out their Hit Points, Magic Points, starting Sanity, Damage Bonus, Build and MOV.
Activity Two: Occupation Skill Selection
Choose and justify occupational skills for a "Bootlegger" during Prohibition:
- What skills would they need for their illegal business?
- How would they avoid law enforcement?
- What social skills would help them?
- Why might they get involved in supernatural investigations?
Activity Three: Background Integration
Create connections between these three investigators that would make them a natural team:
- A newspaper reporter
- A museum curator
- A police detective
What shared history, current relationships, or mutual interests would bring them together?
Activity Four: Character Arc Planning
Design a character vulnerability that could create interesting story developments:
- What secret does your character hide?
- How could this secret be discovered?
- What would the consequences be?
- How might this drive character growth or downfall?
Advanced Character Concepts
Playing Against Type
Some of the most interesting characters subvert expectations. Consider creating:
- The Cowardly Soldier: High combat skills but low POW, runs from supernatural threats
- The Scholarly Thug: Criminal background but high Education, uses academic knowledge for illegal purposes
- The Skeptical Psychic: High POW and psychic sensitivity but refuses to believe in the supernatural
Cross-Cultural Characters
The 1920s were a time of cultural mixing and conflict. Consider characters who:
- Are immigrants adapting to American culture
- Bridge different social classes
- Challenge gender or racial expectations of the era
- Bring different cultural perspectives to supernatural events
Flawed Heroes
Perfect characters are boring. Consider building in:
- Moral compromises: What lines have they crossed?
- Personal failures: What major mistake haunts them?
- Competing loyalties: Who else demands their attention?
- Self-destructive tendencies: How do they sabotage themselves?
Skills Developed Through Character Creation
Creating Call of Cthulhu characters develops several real-world abilities:
Character Analysis
Understanding how personality, background, and capabilities interact to create believable people. This skill transfers to writing, psychology, and social interactions.
Historical Research
Creating period-appropriate characters requires understanding social norms, technology limitations, and cultural contexts of different eras.
Empathy Development
Playing characters different from yourself builds understanding of varied perspectives, motivations, and life experiences.
Strategic Thinking
Balancing character strengths and weaknesses teaches resource allocation and strategic planning principles.
Your Investigator Awaits
Character creation in Call of Cthulhu is both an art and a science. You're not just building a collection of statistics - you're creating a person with hopes, fears, capabilities, and flaws who will face the incomprehensible and somehow find the courage to continue.
Remember: the best investigators aren't the most powerful or skilled. They're the most interesting, the most human, and the most invested in the story you're all creating together. Your character's greatest strength might be their vulnerability, and their most important skill might be their capacity to care about others even when caring hurts.
"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents." โ H.P. Lovecraft, "The Call of Cthulhu"
Your investigator, on the other hand, is about to learn to correlate far too much.