[Top 10] Call of Cthulhu TTRPG Best Occupations That Are Excellent

Call of Cthulhu TTRPG Best Occupations That Are Excellent
Updated:
11 Nov 2022

Hello fellow weirdos!

Call of Cthulhu 7th Edition has incredibly flexible and fun character creation where skills are not gated to professions, you can learn all knowledge and skills with practice, you are not forced into one “proper'' build and, initial choice does not gatekeep you from free development.

Also, what is good is heavily situational on scenarios, playstyles, house rules, team composition, and Keeper (GM).

That being said, like in our world, certain skillsets give better chances at survival or are just more fun.

It is totally ok to play “weak” characters and compositions just for the sake of roleplaying.

I would agree that CoC is not about winning but about losing beautifully.

But… if you want to create a team that tries to be successful or are just looking for new, fun gameplay — check suggestions below!

Psst! I am basing this guide on the fan’s favorite setting — USA 1920’s.

 

1. Lawyer (best for getting your group out of trouble)

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  • High social skills.
  • Knows how to do shady stuff while staying on the good side of the law.
  • Has connections with powerful people.
  • Potentialy Rich.


“Learned in the law of the state in which they serve, the lawyer acts as an attorney, counsel, or solicitor, able to relate abstract legal theories and knowledge to present solutions for their clients. May be hired or appointed by a court on an individual basis or may be privately retained by a wealthy client or business firm.

In the U.S., a lawyer tends to mean an attorney, while in England the term loosely refers to a variety of professions including barristers, solicitors, and legal executives. With the right client, a lawyer could become a celebrity in his or her own right, and a small number do enjoy the media attention for political or financial gain.


Occupation Skill Points: EDU × 4

Credit Rating: 30–80

Suggested Contacts: Organized crime, financiers, district attorneys and judges.

Skills: Accounting, Law, Library use, two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade), Psychology, any two other skills."
Page 83, Investigator’s Handbook

Who fears evil with the devil by your side?

Many Call of Cthulhu scenarios require getting people on your side while staying in good standing with the law.

Lawyers will enable you to do what needs to be done by minimizing risk by concealing illegal activities, diverting suspicions, and protecting your group in court if all else fails.

Moreover, their knowledge will enable you to frame or successfully expose the crimes of your enemies.

Their connections with authorities can serve your group both in defense and offense.

And money can buy the unconvinced.

Best when:

  • Your group needs a smooth talker.
  • There are strong negative consequences for being regarded as criminals.
  •  Problems can be solved by directing government violence towards your enemies.
  •  Money is necessary for bribes or obtaining resources.

     

2. Doctor of Medicine (best for keeping your group alive)
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  • Will save teammates’ and NPCs’ lives with First Aid and Medicine.
  • Can examine bodies professionally without outside help.
  • Is able to perform discrete tests on his own or get help easily.
  • Knowledge of Latin is essential in deciphering many ancient texts.
  • Can easily branch out into fields of science like biology, pharmacy, forensics, and psychoanalysis.

Most likely a general practitioner, surgeon or other specialist, such as a psychiatrist or an independent medical researcher. Apart from personal goals, three aims—helping patients, gaining money and prestige, and promoting a more rational and wiser society—are common to the profession. If a general practitioner, the doctor will be based in a rural or neighborhood practice in or near a small town or city.

Many physicians are employed by large urban hospitals, allowing them to specialize in areas like pathology, toxicology, orthopedics, and brain surgery. Doctors may also serve as part- or full-time medical examiners, conducting autopsies and signing death certificates for the city, county, or state. In the U.S., physicians are licensed by individual states, most requiring a minimum of two years’ attendance at an accredited medical school. These requirements, however, are but a relatively recent development.

During the 1920s, many older physicians first obtained their licenses long before such strict regulations were in effect, despite failing to have ever attended medical school.


Occupation Skill Points: EDU x 4

Credit Rating: 30–80

Suggested Contacts: Other physicians, medical workers, patients and ex-patients.
Skills: First Aid, Medicine, Other Language (Latin), Psychology, Science (Biology and Pharmacy), any two other skills as academic or personal specialties.”
Page 78, Investigator’s Handbook

Want to feel indispensable?

Best

Choice

Ever

Call of Cthulhu can have very diverse scenarios, but you’d be hard pressed to find ones where sticking your nose in the wrong places can't cause it to be chopped off!

And believe me, when it happens, you want a professional by your side.

Waiting for the hospital to open and being pestered with uncomfortable questions isn’t something people will envy you.

Every team without a medic is seriously handicapped. Actually, it isn’t the worst idea to have two!

Seriously, you will probably be ok with only one specialist such as this, but I recommend at least 2 people to be skilled with first aid.

Like lawyers, they can be quite rich, but I feel like they need more skill points than them to be fully capable in their field.

Even when you or the NPCs you want to save will miraculously avoid harm, knowledge in fields like biology can help you advance the plot and solve mysteries.

Best when:

  • Your group doesn't have anyone with Medicine and First Aid.
  • Scenarios will make use of their scientific education.
  • Your knowledge of Latin will come in handy.

     

3. Engineer (Best for solving problems and fixing things)
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  • Will repair, build, and use mechanical and electrical devices.
  • Can solve complex puzzles.
  • Art/Craft (Technical Drawing) enables one to understand and communicate technology.
  • Has better chances of successfully using alien tech.
  • Is able to create traps and weapons.

A specialist in mechanical or electrical devices, employed in a civilian business or in the military, but also including inventors. The engineer applies scientific knowledge, mathematics and a liberal amount of ingenuity to design solutions for technical problems.

Occupation Skill Points: EDU × 4

Credit Rating: 30–60

Suggested Contacts: Business or military workers, local government, architects.

Skills: Art/Craft (Technical Drawing), Electrical Repair, Library Use, Mechanical Repair, Operate Heavy Machine,Science (Engineering and Physics), any one other skill as personal or era specialty.”
Page 79, Investigator’s Handbook

This one is super useful too! You see, humans are very used to technology. Normally, when it fails — they get angry. In Call of Cthulhu, when it fails, they… get dead?

Here comes an engineer! His work can range from very mundane (such as connecting a generator so you can see or fixing a car so you can escape!) to abstract (using resources at hand to craft something wacky) and mind-bending efforts to utilize alien technology.

If you are a creative player, I am sure you can use him in ways that will astonish your GM!

Best when:

  • Proper use of technology is vital for success.
  • You need to create useful items out of trash.
  • You don’t need social skills (yeah, I can see ya nerds sighing with relief!).

     

4. Big Game Hunter (best for leading in the wilds)
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  • Skilled with firearms.
  • Sharp senses.
  • Knowledgeable about nature.
  • Useful contacts.


“Big game hunters are skilled trackers and hunters who usually earn their living leading safaris for wealthy clients. Most are specialized in one part of the world, such as the Canadian woods, African plains, and other locales. Some hunters may work for the black market, capturing live exotic species for private collectors, or trading in illegal or morally objectionable animal products like skins, ivory, and the like—although in the 1920s such activities were more common and were permissible under most countries’ laws.

Although the "great white hunter" is the quintessential type, others may be simply local indigenous people who escort hunters through the backwoods of the Yukon in search of moose or bear.


Occupation Skill Points: EDU × 2 + (DEX × 2 or STR × 2)

Credit Rating: 20–50

Suggested Contacts: Foreign government officials, game wardens, past (usually wealthy) clients, black-market gangs and traders, zoo owners.

Skills: Firearms, Listen or Spot Hidden, Natural World, Navigate, Other Language or Survival (any), Science (Biology or Botany), Stealth, Track.”
Page 73, Investigator’s Handbook

Let’s agree to one thing. There's plenty of “big game” in Call of Cthulhu.

And there are beings you want to avoid and things you want to kill as quickly as possible.

This chap will help you achieve both!

It is directly tied to his skills.

High Spot Hidden, Listen, Tracking, and Stealth will ensure that the group is aware and in a strategic position regarding danger.

And his firearm skills will wipe out danger with precision the likes of which has never been seen before on this Earth. Mark my words!

Wait! Here's more!

There are many urban scenarios, but there are also ones in forests, white deserts, or savannas.

Places where those comfy townsfolk above have little chance to survive on their own.

Thankfully, those pansies have you!

You will teach them how to move, how to hunt, and how to survive.

And there is good news for chads that skipped school. Initial skill points rely less on Education (EDU) than normally and more on Strength and Dexterity.

Best when:

  • You need someone highly capable of surviving in the wild.
  • Survival is highly reliant on sharp senses.
  • Your character has better physical attributes than education.

     

5. Photographer (Best for getting evidence)
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  • Very useful skill of photography.
  • Good eye.
  • Flexible.
  • Extremely useful contacts.


Photography as an art form has been around a long time, with most photographers working freelance, for an advertising firm, or in a portrait studio taking pictures of families. Others are employed in the newspaper, media, and film industries.
 

The elite of photographers are drawn from the worlds of art, journalism, and wildlife conservation. In each of these arenas a photographer may find fame, recognition, and

financial reward. Photojournalists are essentially reporters who use cameras, but who are also expected to write prose to accompany an image. In the 1920s, newsreels came into being; heavy, bulky 35mm film equipment was hauled around the globe in search of exciting news stories, sporting events, and bathing beauty pageants. A newsreel team usually numbers three: one of them an actual reporter who writes the copy, while the other two handle the camera, lights, etc. Voiceovers are done at a home studio, based on the written copy.

Occupation Skill Points: EDU × 4

Credit Rating: 9–30

Suggested Contacts: Advertising industry, local clients (including political organizations and newspapers).
Skills: Art/Craft (Photography), one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Psychology, Science (Chemistry), Stealth, Spot Hidden.”
Page 86, Investigator’s Handbook

There are other ways to immortalize visuals, such as drawing and painting. But even in the 1920's photography was usually quicker, more precise and more undeniable.

Here comes the photographer to save the day!

Your group will encounter a good deal of evidence. Both mundane and supernatural, together with fleeting moments that need to be captured.

Many pieces of evidence cannot be taken with you, or that would be too cumbersome.

Your ability to produce lightweight copies of what you encounter is godsend!

You and others may have amazing contacts, but without your work they may treat your report as cynical or crazy ramblings! Shove it to their face!

Your other skills will allow you to convince others, as well as sneaking in and out safely.

Best when:

  • You can rely on others after you show evidence.
  • You need a flexible character to round up your group.
  • The civilization is accessible enough for you to be able to develop photos.

     

6. Author (best for exploring Mythos Tomes)
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  • Strong language skills.
  • Knowledgeable about culture.
  • A Capable researcher.

“As distinct from the journalist, the author uses words to define and explore the human condition, especially the range of human emotions. Their labors are solitary and the rewards solipsistic: only a relative handful make much money in the present day, though in previous eras the trade once provided a regular living wage.

The work habits of authors vary widely. Typically an author might spend months or years researching in preparation for a book, then withdrawing for periods of intense creation.

Occupation Skill Points: EDU × 4

Credit Rating: 9–30

Suggested Contacts: publishers, critics, historians, etc.
Skills: Art (Literature), History, Library Use, Natural World or Occult, Other Language, Own Language,Psychology, any one other skill as a personal or era specialty.”
Page 72, Investigator’s Handbook

Well, there is no sorcerer profession… but an author has great capability to become one.

Mythos Tomes are the main source of spells, but to study them, you often require extreme language success (⅕ of skill) to decipher, and proper usage of spells and rituals in them may require additional knowledge of references contained in skills like History, Occult or Art.

This knowledge can also be applied to journals or uncommon environments.

A deep understanding of psychology is very useful in understanding others’ actions and motives.

Best when:

  • Your group needs someone who understands culture.
  • You want to have a better shot at becoming a magic user.
  • The team needs a polyglot.

     

7. Federal Agent (best for getting government help)
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  • ​Good contact with government forces.
  • Flexible frontline operative.
  • Better chances of making people cooperate.


“There are a vast variety of federal law enforcement agencies and agents. Some are uniformed, such as the U.S. Marshals, while others, like the Federal Bureau of Investigation, are plainclothes and operate similar to detectives.

Occupation Skill Points: EDU × 4

Credit Rating: 20–40

Suggested Contacts: Federal agencies, law enforcement, organized crime.

Skills: Drive Auto, Fighting (Brawl), Firearms, Law, Persuade, Stealth, Spot Hidden, any one other skill as a personal or era specialty.”
Page 80, Investigator’s Handbook

Eager to play someone flexible, capable of finding yourself in every situation? This profession is for you!

One of your greatest assets is the badge. People can dismiss other investigators if they feel like it. Especially institutions. But you can flash your thing, and all kinds of doors will open!

Three other perks are:

  •  Local authorities are less likely to be annoyed by your snooping around.
  • You can get significant reinforcements.
  • People are less eager to hurt you, or even annoy you.

Regarding skillset, it is perfect if you want to play a character that is less about thinking in safety and more about direct interactions with people and objects.

Being a Fed has its downsides too. Some people can be very suspicious of authorities and won’t say anything that can hurt them legally.

Also, for some mysterious reason, you can be forced to close a successful investigation if it threatens the wrong people.

Best when:

  • You need a flexible, approach action-oriented character.
  • Government resources can be very helpful with the investigation.
  • Your team needs someone capable of ranged and melee combat.
  • Having government authorization will greatly boost your investigation powers.

     

8. Gangster Boss (best for obtaining illegal resources)
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  • Enormously rich and powerful.
  • Many thugs working for you.
  • Can easily organize illegal activities.
  • Powerful interpersonal skills.
  • Sharp senses.

“A gangster could be the boss of a whole city, part of a city, or merely an underling who works for the boss. Underlings usually have specific areas of responsibility, such as overseeing illicit shipments, collecting protection money, and so on.

The boss oversees the business, makes deals, and determines how to solve problems. For the most part, the gangster boss is untouchable, able to field a small army of underlings to do his or her bidding, and so is unlikely to get their hands dirty. Gangsterism rose to prominence in the 1920s. Neighborhood ethnic gangs, who had heretofore limited their activities to local protection schemes and small gambling rackets, discovered the immense profits to be made in the illegal beer and liquor industry. Before long they controlled whole sections of cities and warred with one another in the streets.

Though most gangs are of ethnic origin—Irish, Italian, African-American, and Jewish—gangsters of nearly all nationalities are found within the ranks. In modern times, the drug trade has overtaken other forms of organized crime to be the most lucrative route for many. Operating on very similar lines to their 1920s counterparts, the contemporary gangster boss also needs a range of underlings to promote, secure, and trade their business on the streets.

Aside from illegal liquor and narcotics, organized crime deals in prostitution, protection, gambling, and many other forms of corruption.

Occupation Skill Points: EDU × 2 + APP × 2

Credit Rating: 60–95

Suggested Contacts: Organized crime, street-level crime, police, city government, politicians, judges, unions, lawyers, businesses, and residents of the same ethnic community.


Skills: Fighting, Firearms, Law, Listen, two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade), Psychology, Spot Hidden.”
Page 81, Investigator’s Handbook

It is quite obvious why this profession is probably the best. Not only do you have tremendous influence, but even excellent personal skillset.

That is why I will point out its curse . Everyone’s eyes are on you, waiting for an opportunity to make a move. There is always some law enforcement or politician who wants to make a career on your fall, always other kingpins plotting against you… Even in your organization, your back can’t feel safe from daggers…

Best when:

  • You want a campaign more centered on managing people and politics.
  • Are eager to explore trying to find balance between defense and offense, mundane and magical.
  • Your team needs someone powerful on their side, even if it brings unwanted attention.

     

9. Spy (best for stealth and infiltration)
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  • Strong interpersonal skills.
  • Polyglot.
  • Amazing stealth.
  • Sharp senses.
  • Good with firearms.


“Spies work for the intelligence community of a political state or organization. They may appear in any form of occupation, from ambassador to kitchen cleaner, in order to obtain the information they require. Some work deep cover for many years, while others change their identity at the drop of a hat. While spies may be posted within their own country, they can more usually be found working aboard. While information gathering and counter intelligence comprise the key work of a spy, other tasks may be performed, such as recruiting moles or carrying out state-sanctioned assassinations.

Occupation Skill Points: EDU × 2 + (APP × 2 or DEX × 2)

Credit Rating: 20–60

Suggested Contacts: Generally only the person the spy reports to, possibly other connections developed while under cover.

Skills: Art/Craft (Acting) or Disguise, Firearms, Listen, Other Language, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Psychology, Sleight of Hand, Stealth.”
Page 90, Investigator’s Handbook

Just look at this skillset! Aptly to the name, there is no one better suited for infiltration. While other professions are in deep trouble once their stealth fails —  spy has additional layers of protection in disguise, acting, and interpersonal skills. If all else fails, there is also a gun.


Sadly, the spy is not naturally skilled at making photographs, but to be fair, in the 1920s, carrying a camera discreetly was extremely difficult.

Best when:

  • You need to act without being seen.
  • Or when your social skills will keep your cover after being seen.
  • The group needs long-term information gathering.

     

10. Cult Leader (best for obtaining mythos items and performing rituals)
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  • ​Amazing interpersonal skills.
  • Loyal followers ready to do everything.
  • Well versed in occult.
  • Flexible skilset.

“America has always generated new religions, from the New England Transcendentalists to the Children of God, as well as many others, right up to modern times. The leader is either a firm believer in the dogma they impart to the cult’s members or simply in it for the money and power.

During the 1920s, any number of charismatic cult leaders emerge. Some espouse forms of Christianity while others incorporate Eastern mysticism and occult practices. These groups are particularly familiar to America’s West Coast but are found all around the country in different forms. The southern Bible Belt supports many traveling tent shows featuring song, dance, and gospel revival.

Other countries also see such fringe religions springing up wherever there are those in need of something to believe in.

Occupation Skill Points: EDU x 2 + APP x 2

Credit Rating: 30–60

Suggested Contacts: While the majority of followers will be regular people, the more charismatic the leader, the greater the possibility of celebrity followers, such as movie stars and rich widows.

Skills: Accounting, two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade), Occult, Psychology, Spot Hidden, any two other skills as specialties.”

Page 76, Investigator’s Handbook

While less powerful than a Mafia Boss, Cult Leader usually has less outside scrutiny and a stronger position internally. This enables more normal gameplay, where the player can still somewhat comfortably go on a field mission.

Having such a loyal following is extremely useful in obtaining, using, and protecting Mythos knowledge and artifacts, with much less risk of rebellion or betrayal compared to other types of contacts.

Their loyalty can be so significant that they may even allow themselves to be sacrificed if it is necessary to fulfill your goals…

While Cult Leaders skillset is more oriented toward interaction with their followers, it is so flexible that it enables other playstyles. 

Best when:
  • There is a need for extremely loyal NPCs.
  • You want to create some sort of esoteric organization. It doesn’t have to be evil!
  • You want an investigator who is focused on the spiritual, social, and intellectual, leaving the mundane for others.

You may also be interested in:

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1998
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