In This Section
Understanding Call of Cthulhu Character Creation
Creating a Call of Cthulhu character is like crafting a candle destined to burn brightly before being snuffed out by cosmic winds—each investigator begins with human hopes and rational beliefs, only to discover that reality itself is a fragile illusion concealing horrors beyond comprehension.
The character creation process flows like a descent into madness—starting with familiar, comfortable statistics and slowly revealing the terrible fragility of human reason when confronted with the true nature of existence.
Sanity and the Human Condition
Sanity in Call of Cthulhu represents more than mental health—it measures the investigator's ability to maintain their worldview when confronted with cosmic truths that shatter human understanding. Every revelation brings both knowledge and the price of that knowledge: madness.
Sanity Loss and Recovery
Starting Sanity
Equals POW (so 15–90 for a rolled investigator); maximum Sanity is 99 minus Cthulhu Mythos. It represents mental stability and a rational worldview
Sanity Loss
Triggered by witnessing horrors, learning forbidden knowledge, or casting spells. Make a Sanity roll; the loss is written success/failure (e.g. 0/1D6), and the greatest horrors can cost up to 1D100
Temporary Insanity
Losing 5 or more Sanity from one roll calls for an INT roll: success means the investigator grasps what they saw and goes temporarily insane (a bout of madness, then hours of lingering effects); failure means the mind shuts it out for now
Indefinite Insanity
Losing one-fifth or more of current Sanity within one game day causes indefinite insanity, which needs long treatment. At 0 Sanity the investigator is permanently insane and retires from play
Individual Character Examples
Dr. Margaret Westbrook - Physician
Age: 42 | Occupation: Physician | Residence: Boston, 1925
Characteristics: STR 55, CON 70, SIZ 50, DEX 65, APP 60, INT 85, POW 80, EDU 90, Luck 50
Derived: HP 12, Sanity 80, MP 16, Damage Bonus 0, Build 0, MOV 8 (9, −1 for her 40s)
Key Skills: Medicine 85%, Science (Biology) 70%, Psychology 65%, First Aid 80%, Language (Latin) 50%, Credit Rating 40%
Equipment: Medical Bag, Morphine, Surgical Instruments, Medical Texts
Background: Progressive female doctor who treats the poor, skeptical of superstition but drawn to unusual medical cases
Backstory Hook: Patients reporting identical nightmares before developing mysterious ailments
Role in Investigation: The rational healer—applying scientific method to supernatural ailments while her medical oath compels her to help victims of cosmic horror. Her high education and psychology make her effective at both research and treating traumatized colleagues.
Professor Edmund Blackthorne - Antiquarian
Age: 56 | Occupation: Professor of Archaeology | Residence: Miskatonic University
Characteristics: STR 45, CON 60, SIZ 55, DEX 55, APP 50, INT 90, POW 70, EDU 90, Luck 45
Derived: HP 11, Sanity 70, MP 14, Damage Bonus 0, Build 0, MOV 6 (8, −2 for his 50s)
Key Skills: Archaeology 90%, History 85%, Library Use 80%, Occult 45%, Language (Latin) 75%, Credit Rating 40%
Equipment: Extensive Library, Ancient Texts, Magnifying Glass, Excavation Tools
Background: Respected academic who discovered disturbing patterns in ancient civilizations
Backstory Hook: Recent translation of pre-human tablets suggesting humanity's true origins
Role in Investigation: The scholarly seeker—unlocking ancient secrets through academic research while his thirst for knowledge drives him toward revelations that threaten his sanity. His research skills are unmatched, but his occult studies make him vulnerable to cosmic truths.
Detective Samuel O'Brien - Police Detective
Age: 38 | Occupation: Police Detective | Residence: Chicago, 1925
Characteristics: STR 75, CON 80, SIZ 70, DEX 70, APP 55, INT 65, POW 65, EDU 60, Luck 55
Derived: HP 15, Sanity 65, MP 13, Damage Bonus +1D4, Build 1, MOV 8
Key Skills: Spot Hidden 70%, Psychology 60%, Firearms (Handgun) 65%, Fighting (Brawl) 70%, Law 50%, Credit Rating 25%
Equipment: .38 Revolver, Handcuffs, Police Badge, Flashlight, Notebook
Background: Honest cop investigating crimes that don't fit normal patterns
Backstory Hook: Series of ritual murders with impossible evidence pointing to inhuman perpetrators
Role in Investigation: The steadfast lawman—bringing practical investigative skills and official authority to supernatural mysteries. His street experience and fighting ability provide protection, while his practical outlook makes him less prone to dangerous scholarly curiosity.
Josephine "Jazz" Martinez - Journalist
Age: 29 | Occupation: Investigative Reporter | Residence: New York City, 1925
Characteristics: STR 50, CON 65, SIZ 45, DEX 75, APP 70, INT 80, POW 75, EDU 80, Luck 60
Derived: HP 11, Sanity 75, MP 15, Damage Bonus 0, Build 0, MOV 9
Key Skills: Spot Hidden 75%, Fast Talk 70%, Persuade 65%, Psychology 60%, Art/Craft (Photography) 55%, Credit Rating 20%
Equipment: Camera, Typewriter, Press Credentials, Stenographer's Pad
Background: Ambitious reporter who specializes in exposing corruption and scandals
Backstory Hook: Investigation into missing persons leads to conspiracy involving prominent citizens
Role in Investigation: The truth seeker—using journalistic instincts and social connections to uncover hidden information. Her charm and persuasion skills open doors, while her investigative training helps piece together conspiracy threads that others miss.
Captain Jacob Marsh - Great War Veteran
Age: 35 | Occupation: Soldier (Retired) | Residence: Rural Massachusetts, 1925
Characteristics: STR 80, CON 85, SIZ 75, DEX 65, APP 45, INT 60, POW 55, EDU 55, Luck 40
Derived: HP 16, Sanity 55, MP 11, Damage Bonus +1D4, Build 1, MOV 8
Key Skills: Firearms (Rifle/Shotgun) 80%, Fighting (Brawl) 65%, Survival 60%, First Aid 50%, Stealth 45%, Credit Rating 15%
Equipment: Military Rifle, Trench Knife, Field Equipment, War Medals
Background: Shell-shocked veteran struggling with nightmares and memories of No Man's Land
Backstory Hook: Battlefield visions that seemed like hallucinations now appearing in civilian life
Role in Investigation: The scarred warrior—bringing military discipline and combat expertise to supernatural conflicts. His modest Sanity leaves less margin for further losses, but he is also more accepting of impossible realities, having seen humanity's capacity for horror.
Sister Catherine Moreau - Nun
Age: 33 | Occupation: Nun/Missionary | Residence: St. Mary's Convent, Boston
Characteristics: STR 50, CON 70, SIZ 50, DEX 60, APP 65, INT 75, POW 90, EDU 85, Luck 65
Derived: HP 12, Sanity 90, MP 18, Damage Bonus 0, Build 0, MOV 8
Key Skills: Psychology 70%, First Aid 75%, History 65%, Language (Latin) 65%, Library Use 60%, Credit Rating 10%
Equipment: Crucifix, Bible, Medical Supplies, Rosary, Religious Texts
Background: Devoted nun who ministers to the poor and studies religious mysteries
Backstory Hook: Parishioners reporting demonic possessions that don't respond to traditional exorcism
Role in Investigation: The faithful guardian—providing spiritual strength and healing to the group while her high POW and Sanity give her the deepest reserve against shocks and the most magic points in the group. Her religious knowledge offers different perspectives on cosmic horror, viewing them through theological rather than scientific lenses.
Dr. Heinrich Zimmermann - Alienist
Age: 45 | Occupation: Psychiatrist/Alienist | Residence: Danvers State Hospital
Characteristics: STR 45, CON 60, SIZ 50, DEX 55, APP 60, INT 85, POW 80, EDU 90, Luck 50
Derived: HP 11, Sanity 80, MP 16, Damage Bonus 0, Build 0, MOV 7 (8, −1 for his 40s)
Key Skills: Psychology 85%, Psychoanalysis 70%, Medicine 60%, Occult 35%, Hypnosis 55%, Credit Rating 40%
Equipment: Medical Instruments, Case Files, Hypnosis Equipment, Psychiatric Texts
Background: Progressive psychiatrist studying the connection between madness and supernatural experiences
Backstory Hook: Multiple patients sharing identical delusions about ancient cities and cosmic entities
Role in Investigation: The mind healer—understanding both scientific psychology and its limitations when confronting cosmic horror. His expertise in treating madness makes him invaluable for helping afflicted investigators, while his studies of the human psyche reveal disturbing patterns in supernatural encounters.
Balanced Investigation Groups
A Call of Cthulhu investigation group operates like a candle burning at both ends—each member provides essential expertise while their combined efforts illuminate cosmic truths that would be better left in darkness. Success means survival, but survival often comes at the cost of sanity.
The Miskatonic University Research Expedition
Academic investigators studying ancient mysteries
- Professor Edmund Blackthorne - Lead Archaeologist (Ancient knowledge and languages)
- Dr. Margaret Westbrook - Expedition Physician (Medical care and scientific analysis)
- Dr. Heinrich Zimmermann - Psychiatrist (Mental health and psychological evaluation)
- Captain Jacob Marsh - Security Consultant (Protection and survival skills)
- Thomas Brightwater - Graduate Student (Research assistance and fresh perspective)
United by academic curiosity and institutional backing, they venture into forbidden territories of knowledge while their scholarly approach provides both advantages and dangerous blind spots when confronting cosmic horror.
The Boston Occult Investigation Society
Private citizens investigating supernatural phenomena
- Josephine "Jazz" Martinez - Society Secretary (Investigation and documentation)
- Sister Catherine Moreau - Spiritual Advisor (Faith-based protection and healing)
- Detective Samuel O'Brien - Law Enforcement Liaison (Official access and practical skills)
- Arthur Blackwood - Wealthy Patron (Funding and social connections)
- Maria Santos - Psychic Medium (Supernatural sensitivity and communication)
- Dr. Victor Chen - Physician Member (Medical expertise and rationalist perspective)
Formed by concerned citizens experiencing supernatural events, they combine diverse backgrounds and resources while their amateur status both protects and endangers them as they confront forces beyond human understanding.
The Arkham Police Special Investigations Unit
Law enforcement team handling unusual cases
- Detective Lieutenant Frank Morrison - Unit Commander (Leadership and police authority)
- Detective Samuel O'Brien - Senior Investigator (Criminal investigation and interrogation)
- Dr. Margaret Westbrook - Police Consultant (Medical examiner and expert witness)
- Officer "Tank" Johnson - Tactical Specialist (Heavy weapons and crowd control)
- Sergeant Mary O'Malley - Records and Evidence (Research and documentation)
Officially tasked with investigating crimes that don't fit normal patterns, they bring law enforcement resources and authority while operating within bureaucratic constraints that limit their response to supernatural threats.
The Investigators of the Unknown
Independent researchers following personal obsessions
- Professor Edmund Blackthorne - Ancient Knowledge Expert (Archaeological research and translation)
- Captain Jacob Marsh - Military Survivor (Combat experience and practical skills)
- Josephine "Jazz" Martinez - Information Gatherer (Investigative journalism and social connections)
- Dr. Heinrich Zimmermann - Psychological Specialist (Mental health and human behavior analysis)
- Rebecca Thorne - Librarian (Research and information organization)
Brought together by separate encounters with the supernatural, they pool resources and expertise while their personal motivations create both strong dedication and potential conflicts when cosmic truths challenge individual beliefs.
The Federal Occult Investigation Bureau
Government agents investigating threats to national security
- Agent Director Harrison Webb - Federal Agent (Government authority and classified resources)
- Dr. Margaret Westbrook - Medical Consultant (Scientific analysis and health assessment)
- Detective Samuel O'Brien - Local Law Enforcement Liaison (Community connections and police experience)
- Professor Edmund Blackthorne - Academic Advisor (Historical research and ancient languages)
- Captain Jacob Marsh - Military Specialist (Tactical operations and weapons expertise)
- Agent Tre Argent - Intelligence Analyst (Data analysis and pattern recognition)
Operating with federal authority and classified resources, they investigate supernatural threats to American interests while bureaucratic oversight and political considerations complicate their response to cosmic horror that transcends national boundaries.
Skills and Their Terrible Applications
Call of Cthulhu skills represent human knowledge and capabilities, but in a universe where knowledge itself is dangerous. Every successful skill roll brings investigators closer to truths that humanity was never meant to comprehend.
Essential Investigation Skills
Research and Academic Skills
Library Use: Finding information in books, newspapers, and archives
Archaeology: Understanding ancient civilizations and artifacts
History: Knowledge of past events and their context
Language Skills: Reading ancient texts and foreign documents
Observation and Detection
Spot Hidden: Noticing concealed clues and hidden details
Listen: Detecting sounds, conversations, and audio clues
Track: Following physical trails and evidence
Navigate: Finding your way in unfamiliar terrain
Social and Psychological Skills
Psychology: Understanding human behavior and detecting deception
Persuade: Convincing others through logical argument
Intimidate: Using fear to extract information or compliance
Fast Talk: Confusing or misdirecting through rapid speech
Dangerous Knowledge
Occult: Traditional supernatural beliefs and practices
Cthulhu Mythos: Forbidden cosmic truths; starts at 0, can't be bought at creation, and lowers maximum Sanity (99 minus Mythos)
Spells: Not a skill: spells are learned from tomes or teachers and cost magic points and Sanity to cast
Combat and Survival in Cosmic Horror
Violence in Call of Cthulhu is brutal, swift, and usually ineffective against cosmic entities. Combat skills serve primarily for dealing with cultists and mundane threats, while survival often depends on knowing when to run rather than fight.
Combat Considerations
Firearms vs. Cosmic Entities
Most Great Old Ones and their spawn are immune or highly resistant to conventional weapons. A .45 caliber bullet means nothing to Cthulhu, but it might stop a Deep One or cultist.
Sanity Loss in Combat
Witnessing supernatural creatures often causes more damage through sanity loss than their physical attacks. A shoggoth's appearance might drive investigators mad before it reaches them.
Running is Often the Best Option
Smart investigators know when to retreat. The goal is usually escape and survival rather than defeating cosmic threats through force of arms.
Knowledge as a Weapon
Understanding an entity's nature, weaknesses, or banishment rituals proves more effective than bullets. Research saves more lives than revolvers.
Occupations and Social Backgrounds
An investigator's occupation defines their place in 1920s society and provides both opportunities and limitations when confronting supernatural mysteries. Each profession offers unique access to information and resources while creating specific vulnerabilities.
Classic Investigator Occupations
Academic Professions
Advantages: High Education, research access, scholarly networks, credibility
Disadvantages: Limited practical skills, vulnerability to forbidden knowledge
Examples: Professor, Librarian, Student, Museum Curator
Medical Professions
Advantages: Healing skills, scientific training, community respect
Disadvantages: Ethical obligations, limited to mundane explanations
Examples: Physician, Psychiatrist, Nurse, Medical Examiner
Law Enforcement
Advantages: Legal authority, investigation training, access to evidence
Disadvantages: Bureaucratic constraints, skeptical superiors
Examples: Police Detective, Federal Agent, Private Investigator
Religious Vocations
Advantages: High Sanity, community trust, spiritual protection
Disadvantages: Religious constraints, limited scientific knowledge
Examples: Priest, Nun, Missionary, Theologian
Historical Era and Setting Considerations
Call of Cthulhu spans multiple time periods, each offering unique challenges and opportunities for investigation. The classic 1920s setting provides the perfect balance of emerging technology and lingering mysteries.
Popular Campaign Eras
Classic 1920s
Technology: Early automobiles, radio, limited telephone service
Social Context: Post-WWI trauma, Prohibition, cultural upheaval
Investigation Advantages: Fewer people, isolated locations, limited communication
Unique Elements: Jazz Age atmosphere, flapper culture, speakeasies
Victorian Era (1890s)
Technology: Gas lighting, early photography, telegraph communication
Social Context: Rigid social hierarchy, empire building, scientific optimism
Investigation Advantages: Slower pace, detailed records, formal procedures
Unique Elements: Gothic atmosphere, colonial adventures, spiritualism craze
Modern Era (1980s-2000s)
Technology: Computers, cell phones, internet research, satellite communication
Social Context: Global connectivity, media awareness, scientific skepticism
Investigation Advantages: Rapid information access, advanced forensics, global travel
Unique Elements: Corporate conspiracies, digital trails, media manipulation
Call of Cthulhu Character Creation Tips
Embrace Inevitable Doom
Characters in Call of Cthulhu are not destined for glory but for madness or death. Create investigators with compelling reasons to continue despite mounting horror, and accept that retirement through insanity is often the best possible outcome.
Balance Knowledge and Ignorance
Scholarly investigators find more information, and they are often the ones who read the tomes and cost themselves Sanity and maximum Sanity. Sometimes ignorance truly is bliss when confronting cosmic horror.
Diversify Group Skills
Ensure your investigation team covers essential areas: research, social interaction, observation, and combat. No single character can handle all challenges, and specialists are more effective than generalists.
Plan Backup Characters
Character death and madness are common in Call of Cthulhu. Have backup character concepts ready, and consider how new investigators might connect to the ongoing investigation when replacements become necessary.
Focus on Connections
Create meaningful relationships with NPCs and other investigators. These bonds provide motivation to continue when sanity falters and create dramatic stakes when cosmic horror threatens those the character cares about.
Avoid Mythos Knowledge Early
Investigators start with Cthulhu Mythos 0, since no creation points can go into it. The skill lowers maximum Sanity and is gained through play as the terrible cost of surviving cosmic encounters.
Remember: In Call of Cthulhu, knowledge is not power but damnation, heroes become martyrs or madmen, and the only victory is preserving a fragment of humanity's innocence in the face of cosmic truth that would shatter lesser minds.