banner

The occupations of Call of Cthulhu.

Call of Cthulhu has no classes. Nobody plays a fighter or a wizard: you play an antiquarian, a journalist, a doctor or a drifter, and it is the occupation that settles what your investigator can do once the case turns ugly.

Here are those occupations gathered in one place, described for what they actually change at the table. What an occupation decides, the signature profiles of the game, skills and their points, Credit Rating, and how to pick yours.

What an occupation actually decides.

An occupation fixes three things: the list of eight skills your investigator is trained in, the pool of points spread among them, and the Credit Rating range that sets their standard of living. Nothing else. No hit die, no powers, no feature unlocking as you level up, because the game has no levels at all.

The consequence is freeing: an occupation never makes an action impossible. Anyone can try to pick a lock, fire a revolver or translate a Latin text, just at a lower percentage. Your occupation says what your investigator is good at, never what they are allowed to attempt.

The occupations of Call of Cthulhu.
© Chaosium Inc. All rights reserved. Call of Cthulhu and related properties are trademarks and copyrights of Chaosium Inc.

The signature occupations.

Rare books
The antiquarian, rare books and an eye for the object that should not exist

They recognise an object, know its worth and guess where it came from. Their own library answers half the questions in a scenario.

Tailing
The private investigator, tailing people, awkward questions and a gun permit

They tail people, ask the questions nobody dares ask and legally carry a gun. The occupation that starts the most scenes.

Access
The journalist, a press card that opens closed doors

A press card opens a police station, a morgue and a newspaper archive. They also have a professional reason to poke everywhere.

The archives
The professor, an academic speciality and access to the archives

A speciality, colleagues to consult and access to restricted collections. This is the profile that translates the text nobody else can read.

Medical care
The doctor of medicine, emergency care and an autopsy you can read twice

They stabilise the wounded on the spot and read an autopsy report correctly. Their presence changes how violent scenes end.

Forbidden knowledge
The occultist, the one who already knows, and will regret it

They already know symbols and rituals, which speeds the case up. Every point of Cthulhu Mythos lowers their maximum Sanity by the same amount.

Six other profiles that carry the game.

Research
The librarian, king of Library Use, the beating heart of an investigation

Library Use solves more puzzles than any weapon. Without it, half the clues in a scenario stay on a shelf.

Sanity
The psychiatrist, able to give Sanity back to the rest of the party

They treat their companions' bouts of madness between scenes. The only occupation that gives Sanity back during play.

The badge
The police officer, a badge, a service weapon and colleagues to call

A badge opens crime scenes and case files, but also comes with a chain of command. They cannot vanish for three days without explaining themselves.

Money
The dilettante, money, free time and no excuse to say no

Plenty of money, no schedule, and therefore no reason to turn down a trip. A high Credit Rating solves problems no skill can.

Breaking in
The criminal, break-ins, lies and thoroughly disreputable contacts

Locks, fast talk and contacts in the circles the police avoid. They get in where the others politely ask for an appointment.

Invisibility
The drifter, no ties and no money, present where nobody is looking

No home and no boss, so they follow the case anywhere, any time. Nobody notices them, which is sometimes the party's best skill.

The occupations of Call of Cthulhu.
© Chaosium Inc. All rights reserved. Call of Cthulhu and related properties are trademarks and copyrights of Chaosium Inc.

Skills and their points.

The maths takes two lines. Occupation skill points come from your characteristics, most often EDU multiplied by four, sometimes a mix that fits the job: EDU and DEX for a burglar, EDU and APP for a dilettante. Those points can only be spent on the eight skills listed for the occupation.

Then comes a second pool, equal to INT multiplied by two, spent freely on any skill at all: hobbies, old habits, everything learned outside the job. That pool is what keeps two doctors at the same table from feeling identical. One skill stays off-limits during creation, Cthulhu Mythos, which is never bought and always paid for another way.

Credit Rating, money and standing.

Every occupation comes with a Credit Rating range, and the points invested in it come out of the same pool as the skills. A wealthy investigator is therefore less skilled than a broke one from the same occupation: the system makes you pay for your comfort, quite literally.

The scale runs from 0 for the penniless to 99 for limitless wealth, with poor between 1 and 9, ordinary between 10 and 49, comfortable between 50 and 89, and properly rich above 90. In play that number decides the cash on hand, the standard of living, the hotel room you can afford and whether the officer at the door decides to believe you.

Picking your occupation without regrets.

The era
Ask the Keeper about the era and setting before choosing

The 1920s and the present day do not offer the same jobs. An airline pilot or a programmer does not exist in every campaign.

The library
Make sure somebody in the party can search a library

A table with no Library Use hits a wall in half the scenarios. If nobody takes it, someone should spend a few points on it.

The group
Look at what the group still cannot do

Healing, driving, shooting, persuading, searching: five needs for five investigators. Splitting the roles avoids scenes where nobody can act.

Credit rating
Gauge the Credit Rating the investigation will need

Credit Rating decides the hotel, the train ticket and which doors open. A party with no money at all stays stuck in its own town.

Fragility
Accept that no occupation makes an investigator tough

No occupation protects you from a bullet or a ghoul. The boxer dies as fast as the librarian, they just feel invincible for longer.

Custom built
Build your own occupation, the book explicitly allows it

The book lets you build an occupation from eight skills of your choice. A pilot antiquarian or a smuggling nurse takes five minutes to make.

Playing your investigator online.

An occupation is played through a sheet: eight percentage skills, a half and a fifth to recalculate constantly, a Credit Rating that rises and falls, a Sanity score that keeps eroding. On paper all of it turns into crossed out numbers at the exact moment the scene called for silence.

Tomeus brings the sheets, the dice roller, the handouts and the music into one window. Every player keeps their skills in front of them, the Keeper sees the whole table, and nobody installs anything.

Go further with Call of Cthulhu.

Go further with tabletop RPGs.

Frequently asked questions.

Are there classes in Call of Cthulhu?

No. The game has neither classes nor levels: you pick an occupation, which grants eight skills to develop and a Credit Rating range. Every other skill stays available, simply at a lower percentage, and progression comes from the skills you actually use in play rather than from level thresholds.

How many occupations are there?

The core rulebook details around twenty, from the antiquarian to the drifter, plenty to build any party of investigators. The Investigator Handbook lists over a hundred, including very specific profiles. And if none of them fit, the rules explain how to build your own by picking eight skills that match the job.

Which occupation should a beginner pick?

The journalist or the private investigator, because both have an obvious reason to ask questions and to be wherever the story is happening. The professor and the antiquarian suit players who want to play knowledge, the doctor suits anyone who wants to be useful when things go wrong. Avoid the purely combat-oriented profile: in Call of Cthulhu, shooting the problem is rarely the answer.