Let's get to another topic — the best skills!
In Call of Cthulhu, all skills have their place, but there are some that are useful in extremely specific circumstances (like Archeology) and others that will save your life and push things forward all the time!
I do not advise placing an excessive amount of emphasis on trying to min-max “perfect” character and find cookie cutter builds. I’d say this game is best suited for creating thrilling stories about tragedy & horror, and my main thought while creating a character is “who makes sense and will be fun to roleplay.”
Yet, this article will be extremely useful for people who feel that their Investigator or team die & fail too much, or just feel overshadowed and useless.
The skills that I am going to describe will certainly help! Having them will make your avatar harder to get and will magnify potential weaknesses in your team that one of you might want to fill.
Follow me to our first stop!
1. Spot Hidden
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If I made a tier list of skills in Call of Cthulhu, Spot Hidden would certainly get an S!
Why? There are three major reasons:
It doesn't matter if the focus of your scenario is investigation, action, or horror. If you play in urban or rural places — there is always something hard to see that you’d better notice!
And that hidden stuff is often extremely important. That could be a vital clue to solve the entire investigation! Or some bloodthirsty monster ready to pounce on you any second!
It also has a great ability to replace other skills!
For example, Medicine tests will show you something’s weird with the body, and Mechanical Repair that there is something wrong with the engine.
In these situations, most GMs will either allow rolling harder Spot Hidden to do it or will give less information.
Still an amazing multitool!
Invest a lot of points in that skill if:
- You need a keen eye to spot danger! Environmental or enemies.
- Want to gather needed clues from crime scenes without Forensics skill.
- You’re trying to gather useful items from unknown places.
- You require a keen eye to spot oddities & weaknesses in creatures.
- You’d like to get additional info while examining items.
Spot Hidden initial skill - 25%.
Professional skill of: Accountant, Acrobat, Antiquarian, Archaeologist, Artist, Bartender, Big Game Hunter, Boxer/Wrestler, Butler/Valet/Maid, Computer Programmer/Technician, Hacker, Craftsperson, Bootlegger/Thug, Burglar, Criminal (freelance/solo), Gun Moll, Fence, Forger/Counterfeiter, Smuggler, Cult Leader, Designer, Diver, Chauffeur, Taxi Driver, Editor, Federal Agent, Forensic Surgeon, Gambler, Gangster Boss, Reporter, Laboratory Assistant, Miner, Museum Curator, Nurse, Outdoorsman/woman, Photographer, Aviator, Police Detective, Uniformed Police Officer, Private Investigator, Prospector, Researcher, Sailor (Commercial), Scientist, Shopkeeper, Tribe Member.
2. Charm
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Now let’s talk about charm. Easy! I bought mine actually!
There was that guy with a dashing smile offering me a magic amulet. Said it was worth 1600$, but he liked me so much that he would give it for 200$! 800% value baby! Felt sorry for the poor sucker but you see — that’s the power of true charisma!
Charm is simply about making someone like you so much that they want to help you and give you stuff. It may not be altruistic! Careful with managing expectations!
Using this skill takes many forms, including seduction, jokes, or simply warmth of personality.
I’d say that's the best social skill. Fast Talk will make people angry once they recognize your lies, Intimidation can make others avoid you or plot to dispose of you and Persuasion needs you to genuinely have solid arguments!
Careful with using it on careful/paranoid people, thinking your actions have predatory intent or ones not understanding/respecting the boundaries!
Invest a lot of points in that skill if:
- You need help from the NPCs.
- People you will meet are highly receptive to emotional arguments.
- It complements your character's strong Appearance trait quite nicely.
- You have some sorts of protections (including social) from people wanting too much of your time.
Charm Hidden initial skill — 15%.
Professional skill of: Stage Actor, Film Star, Agency Detective, Antiquarian, Antique Dealer, Artist, Asylum Attendant, Athlete, Bartender, Book Dealer, Bounty Hunter, Member of the Clergy, Hacker, Bootlegger/Thug, Conman, Criminal (freelance/solo), Gun Moll, Fence, Smuggler, Street Punk, Cult Leader, Deprogrammer, Dilettante, Drifter, Chauffeur, Driver, Editor, Elected Official, Entertainer, Farmer, Foreign Correspondent, Gambler, Gangster Boss, Gangster Underling, Gentleman/Lady, Hospital Orderly, Investigative Journalist, Reporter, Lawyer, Military Officer, Missionary, Musician, Nurse, Occultist, Pharmacist, Photographer, Photojournalist, Police Detective, Uniformed Police Officer, Private Investigator, Prostitute, Researcher, Sailor (Commercial), Salesperson, Scientist, Secretary, Shopkeeper, Spy, Undertaker, Union Activist, Waitress/Waiter, Clerk/Executive, Middle/Senior Manager, Zealot.
3. Firearms
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Is that a pistol in your pocket, or are you just glad to see me?
I hope it is both, cause I am going to talk to you about guns!
Let me tell you, there is a lot of nasty stuff that you don’t even want to try to bother shooting at with your boomstick.
But there will also be times with you standing proud, victorious, thankful that your equipment did not fail you.
They come in many sizes, all having something unique to offer, with all subcategories being controlled by a different skill.
Handguns are easy to come by, with widely available ammo and the ability to deal high damage, but easy to carry around and conceal.
Another category is Shotgun/Rifle. They can deal enormous damage, but their bulkiness may cause you to not have them when they are needed the most.
Machine Pistols are capable of amaaaaazing things, but you need solid skills to use them effectively. Shooting full auto gets you a lot of penalty dice, resulting in a lot of fumbles, if your skill is below 50.
Flamethrower’s unique type of damage may be a lifesaver in many situations, but this weapon is extremely uncomfortable and dangerous to use.
Other types will probably be used in epic moments and be completely useless otherwise.
Better consult the GM before picking them!
Skill investment strategies:
- Invest no or a small amount when scenarios are meant to be pacifistic or guns are useless against what you're fighting against!
- Handguns are the best when most of the scenarios are peaceful and you need to shoot at something in special situations or just have something to threaten with.
- Rifles/Shotguns are great when you can open carry, and either you want to make sure you’ll be able to take humans out in one shot or your enemies are much tougher than humans…
- Invest in submachine guns when your group is rich, and able to obtain ammo easily.
- Other after consultations with the GM.
Firearms initial skill — 20% Handgun, 10% Heavy Weapons, 10% Machine Gun, 25% Rifle/Shotgun, 15% Submachine Gun.
Professional skill of: Agency Detective, Big Game Hunter, Bounty Hunter, Cowboy/girl, Assassin, Bank Robber, Bootlegger/Thug, Criminal (freelance/solo), Gun Moll, Smuggler, Street Punk, Deprogrammer, Dilettante, Explorer, Federal Agent, Gangster Boss, Gangster Underling, Gentleman/Lady, Military Officer, Outdoorsman/woman, Police Detective, Uniformed Police Officer, Private Investigator, Sailor (Naval), Soldier/Marine, Spy.
4. Library Use
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Ahhh, library. A place where you can go after a long, tiresome day and relax with one of the great works of literature such as “The History and Social Influence of the Potato”... Not your thing? :O That’s insane!
Need better motivation? Well, how about that:
GO THERE OR YOU WILL DIE!
Seriously! There will be a lot of scenarios where you will find a thing that you need to cross-examine in libraries with HUNDREDS of books in search of a way, how to do a good thing without doing a dumb thing.
How to do it without spending eternity reading <yawn> the table of contents? Here comes library use! It will enable your character to achieve groundbreaking efficiency at getting the right books and getting the juicy bits out!
It is not only used in libraries of course! The same skill is used for all kinds of archives and texts, like newspapers.
Invest a lot of points in that skill if:
- Your group has low social skills to get help from NPCs.
- You are playing more investigation-based scenarios.
- Others have a low level of the skill. Unlike fighting, one person can “carry” the whole group, but if something bad happens to that individual, the group can become literally clueless!
Library Use initial skill — 20%.
Professional skill of: Accountant, Agency Detective, Antiquarian, Antique Dealer, Archaeologist, Architect, Author, Book Dealer, Member of the Clergy, Computer Programmer/Technician, Hacker, Fence, Forger/Counterfeiter, Designer, Engineer, Forensic Surgeon, Investigative Journalist, Judge, Laboratory Assistant, Lawyer, Librarian, Museum Curator, Occultist, Parapsychologist, Pharmacist, Private Investigator, Professor, Psychologist/Psychoanalyst, Researcher, Scientist, Secretary, Student/Intern, Clerk/Executive.
5. Psychology
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This skill is about finding common language with the monsters and figuring out differences peacefully.
Ok! You got me! I lied!
Well done!
Psychology as a skill is often used for exactly that — checking if your character sees that the NPC betrays signs of fibbing.
There are also other uses! Such as sensing emotions, motives and being able to anticipate next moves. Extremely useful both in social and combat settings.
It doesn’t even need another person! Psychology can also be used on objects. Such as judging artists by the scope of their creations.
Invest a lot of points in that skill if:
- You will encounter many NPCs with unclear motives.
- NPCs need to be deeply understood to interact with them effectively.
- You fight with beings whose actions can be anticipated.
Psychology initial skill — 10%.
Professional skill of: Stage Actor, Film Star, Agency Detective, Alienist, Animal Trainer, Architect, Artist, Asylum Attendant, Author, Bartender, Bounty Hunter, Boxer/Wrestler, Butler/Valet/Maid, Member of the Clergy, Assassin, Bootlegger/Thug, Conman, Criminal (freelance/solo), Smuggler, Cult Leader, Deprogrammer, Designer, Doctor of Medicine, Driver, Editor, Elected Official, Entertainer, Foreign Correspondent, Gambler, Gangster Boss, Gangster Underling, Hospital Orderly, Investigative Journalist, Reporter, Judge, Lawyer, Military Officer, Musician, Nurse, Parapsychologist, Pharmacist, Photographer, Photojournalist, Police Detective, Uniformed Police Officer, Private Investigator, Professor, Prostitute, Psychiatrist, Psychologist/Psychoanalyst, Salesperson, Secretary, Shopkeeper, Spy, Undertaker, Union Activist, Waitress/Waiter, Middle/Senior Manager, Zealot.
6. Stealth
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The big difference between Call of Cthulhu and games like DnD is that even after dozens of scenarios, your character still remains a tiny, fragile human, being able to be taken out by one stray bullet or slash of claws… This is why you should rather try to avoid being attacked whatsoever!
This is where stealth comes in very handy.
This skill is multifunctional.
It measures your ability to hide, the loudness of your footsteps, your capacity of hiding things, and finding good hideouts.
It can even be used offensively! Because, you know, when you are good at seeking good hiding spots — it will help you spot others'!
All of this makes it an amazing tool for almost any character.
Invest a lot of points in that skill if:
- There are situations calling for covert actions.
- You are likely to encounter dangerous beings.
- You need to carry something concealed.
- No group overkill. When trying to hide as a group, a GM is likely to force a roll on a character with the lowest stealth skill.
Stealth initial skill — 20%.
Professional skill of: Agency Detective, Animal Trainer, Asylum Attendant, Big Game Hunter, Bounty Hunter, Assassin, Bootlegger/Thug, Burglar, Criminal (freelance/solo), Gun Moll, Street Punk, Deprogrammer, Drifter, Federal Agent, Hobo, Hospital Orderly, Reporter, Miner, Photographer, Prostitute, Salesperson, Soldier/Marine, Spy, Zealot.
7. Dodge
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Guess you didn’t hide well enough! They are out to get you!
Thankfully, you got that ace in the hole. Dodge!
In most circumstances a successful roll completely negates all damage, and you don’t even need to roll higher! When you are facing an opposed roll with an opponent - the dodging creature wins draws!
There are a lot of things that you can dodge! Melee attacks, grabs, falling objects, thrown stuff, slow projectiles, traps, etc.
How about bullets?
Leave this stuff to Neo, chap. You can only avoid things slow enough to be seen.
But not all is lost!. When your character sees someone is about to shoot them, it is possible to dive for cover… if there is cover. When you are caught in the open, you’d better pray your opponent went to Strormtrooper target school!
If you are able to get behind the cover, do not celebrate yet. Your enemy will likely just get a penalty die. And don’t expect a wooden crate to protect you from the whole Tommygun magazine!
Invest a lot of points in that skill if:
- You are likely to get attacked and you don’t have plenty of fighting skill to counterattack instead.
- You worry about environmental hazards like traps.
- The group is unlikely to provide you armor.
Dodge initial skill — half DEX%.
Professional skill of: Acrobat, Asylum Attendant, Boxer/Wrestler, Cowboy/girl, Firefighter, Lumberjack, Prostitute, Soldier/Marine, Stuntman, Waitress/Waiter, Zookeeper.
8. Occult
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Occult skill is useful in a game full of strange cults, bizarre magic and ancient gods? Duh!
It works nicely together with Cthulhu Mythos, enabling you to identify signs of dangerous esoteric groups, deciphering old texts, finding ways to conduct rituals, knowing important dates, and creatures weaknesses.
There are some differences, though. You normally start with Cthulhu Mythos rating of 0% and work your way up by reading Mythos Tomes, going through bouts of madness, and encountering eldritch objects and entities. All torching your sanity like dry wood.
What’s worse, each point of Cthulhu Mythos permanently decreases your maximum SAN by the same amount!
While speaking about Occult, you can start with a high level and train it normally.
That’s like comparing Marihuana with the Crocodile!
Cthulhu Mythos - Not even once!
Invest a lot of points in that skill if:
- Useful in all kinds of scenarios except ones focusing on mundane threats or ones so action-oriented that there is no time to analyze.
- There is no one in your group who has it. One should be enough.
- Your group is likely to fight ‘classic’ horrors instead of Mythos.
Occult initial skill — 5%.
Professional skill of: Author, Cult Leader, Deprogrammer, Museum Curator, Occultist, Parapsychologist, Tribe Member, Undertaker.
9. Fighting (Brawl)
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You want to challenge me about something in this article? All right <stands up> let’s get totally irrational about it. I am legally required to let you know that I can kill you in over seven hundred ways, and that's just with my bare hands and not on…ouch! Easy there. Jesus.
But I must say this was a nice move. You’ll probably understand why good brawl nicely extends the lifespan of your Investigator.
Yeah, sure, it can’t compete with Firearms (Submachine Gun) or even Fighting (Axe) with pure damage output, but it makes your character dangerous and ready to respond even in the most unexpected moments.
Just like other best skills — it is very flexible. It is used both for offense and protection with body strikes, grapples, improvised and regular weapons (like knives) that are not controlled by more specialist fighting skills.
But don’t get me wrong — with a proper character it is devastating! It is very dependent on your character’s Build. A critical attack by a huge man (+2 build) with a machete ranges between 15-22!
Let’s compare unarmed and machete attacks between characters of various sizes:
+2 Build = 1k3+1k6 = 2-9 1k8+1k6=2-14
+1 Build = 1k3+1k4= 2-7 1k8+1k4=2-12
0 Build = 1k3 = 1-3 1k8=1-8
-1 Build = 1k3-1= 0-2 1k8-1=0-7
As you can see in Call of Cthulhu, your character attributes have a huge impact on viability of melee builds.
It is worth noting that when someone attacks you, instead of dodging, you can try counter-attacking. It requires better success, than your opponent, compared to draw in dodging, but if you succeed, you get to deal damage! Great when either your Fighting is much better than your Dodge, or for these gigachads who would rather risk their health than give an enemy chance to attack others next round.
Invest a lot of points in that skill if:
- Your character’s build makes them fit for melee build.
- The scenario expects you to be ready to fight, especially in surprise attacks.
- Despite being a fighting oriented scenario, you do not expect good weapons.
- You can’t rely on dodge for self-preservation.
Brawl initial skill — 25%.
Professional skill of: Agency Detective, Asylum Attendant, Athlete, Bartender, Boxer/Wrestler, Gun Moll [Classic], Deprogrammer [Modern], Federal Agent, Hospital Orderly, Uniformed Police Officer, Union Activist.
10. First Aid
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That hit from you had some good results after all. I'll show you the last one! First Aid.
The most important use of First Aid is to resuscitate, stop bleeding, and stabilize.
If a character loses all hp, consciousness is lost as well.
However, when all hp is lost together while having a major wound, things get really nasty!
From this point, he/she needs to pass the Constitution roll or dies!
First Aid can temporarily stop that. If it passes, CON check is rolled every hour until it fails. Then back to the dying phase!
This cycle continues until the char dies or is stabilized using a Medicine check.
As you can see, it is possible to outsource Medicine, but First Aid is absolutely essential.
The bonus feature is the ability to heal 1 point of damage after the wound. Neat.
Invest a lot of points in that skill if:
- Your team can experience major harm.
- There are no or there is a single other person who has it.
- You may be alone with the NPCs you are trying to save.
First Aid initial skill — 30%.
Professional skill of: Asylum Attendant, Butler/Valet/Maid, Cowboy/girl, Diver, Doctor of Medicine, Firefighter, Hospital Orderly, Laborer, Lumberjack, Military Officer, Missionary, Mountain Climber, Nurse, Outdoorsman/woman, Pharmacist, Uniformed Police Officer, Prospector, Sailor (Naval), Sailor (Commercial), Soldier/Marine, Stuntman, Zookeeper.