Introduction
Every Call of Cthulhu 7e investigator starts from eight characteristics. This guide explains how they are rolled, what each one does at the table, how they feed the derived values on your sheet, and how to play the gaps between them.

Hot Take
Do not repair every low characteristic during character creation. One or two meaningful limitations often make an investigator easier to play and give the group better decisions than a sheet that is merely competent at everything. In Call of Cthulhu, a weak point is useful when it changes the plan, invites an ally's expertise, or makes the choice to continue feel human.
The important distinction is between a limitation that shapes play and one that excludes a player from it. A low score should suggest tactics, preparation, or relationships, not deny the investigator a role in the case. Keep the scores that reveal a person, then make sure the investigator has a premise tie and at least one practical way to contribute when the mystery starts moving.
Characteristics Are Not A Power Ranking
Characteristics are the eight percentage-based values at the foundation of a Call of Cthulhu 7e investigator. They describe broad human capacities, supply several derived values, and sometimes act as roll targets. They do not decide whether an investigator is worth playing.
That distinction matters. CoC is about capable people facing threats that may remain dangerous even when they act intelligently. A low Strength score can make physical confrontation a poor plan while making careful preparation and social support more important. A low Education score can coexist with sharp observation, practical knowledge, or an occupation that gives the investigator access no professor has. An uneven investigator is often easier to play because the sheet already suggests hard choices.
Use characteristics for three things:
- Mechanical reference: they determine or influence rolls, skill-point pools, and derived values.
- Fictional grounding: they explain how the investigator moves through ordinary life before the strange events begin.
- Party differentiation: they give each investigator different strengths, limitations, and reasons to rely on others.
The goal is to make the scores, skills, occupation, and backstory describe the same person.
The Eight Characteristics
| Characteristic | Roll | Broad meaning | Important connections |
|---|---|---|---|
| STR | 3D6 x 5 | Physical force and muscular power. | Affects hand-to-hand damage through Damage Bonus and Build. |
| CON | 3D6 x 5 | Health, vigor, and resilience. | Helps determine hit points and can matter against disease, poison, and injury. |
| SIZ | (2D6+6) x 5 | Physical size and mass. | Helps determine hit points, Damage Bonus, and Build; can matter in tight or physical situations. |
| DEX | 3D6 x 5 | Quickness, coordination, and fine physical control. | Matters for delicate physical actions, initiative, and movement rate. |
| APP | 3D6 x 5 | Presence, attractiveness, and the impression the investigator makes. | Can matter when making a good impression or navigating social scenes. |
| INT | (2D6+6) x 5 | Learning, analysis, memory, and complex problem solving. | Sets personal-interest skill points and can be used for Idea and Intelligence rolls. |
| POW | 3D6 x 5 | Will, drive, and magical potential. | Sets starting Sanity and determines Magic Points. |
| EDU | (2D6+6) x 5 | Retained formal and factual knowledge. | Supports Know rolls, starting Own Language, and occupation skill-point formulas. |
Rolled characteristics start between 15 and 90. The 2D6+6 characteristics have a higher floor, which is why SIZ, INT, and EDU rarely roll very low. Luck is rolled separately as 3D6 x 5. All eight values describe a human being. None is a universal investigation stat. A careful, socially connected reporter with modest physical scores can drive an investigation. A strong, educated expedition leader still needs someone else to notice a pattern or get a frightened witness to talk.
Strength And Constitution
Strength: force is useful, not a plan
Strength measures physical power. It matters when lifting, holding on, forcing something open, and in hand-to-hand damage through the values derived from Strength plus Size. It is not a license to turn every obstacle into a brawl.
High STR is especially useful when an investigation involves difficult terrain, rescue, carrying equipment, physical restraint, or a desperate escape. Low STR tells you to plan around tools, allies, timing, and avoiding a situation where force is the only answer.
Useful questions:
- What work, sport, injury, routine, or life experience explains this score?
- Does the investigator solve physical problems with strength, equipment, speed, preparation, or help?
- When would they recognize that retreat is wiser than forcing the issue?
Constitution: the cost of staying in the scene
Constitution represents health, vitality, and physical resilience. It can matter when disease, poison, exhaustion, or injury creates a direct challenge. Together with Size, it determines hit points, so it also changes how much physical harm an investigator can sustain before the situation becomes dire.
High CON gives a better chance to keep functioning when circumstances get punishing, well short of immunity. Low CON can be a strong character hook: an old illness, a hard-lived body, a recent injury, a chronic condition the table has agreed to handle respectfully, or simply someone who knows their limits.
The practical recommendation is to let a low CON inform plans, not erase participation. Bring appropriate equipment, lean on allies, pick the safer route when it still serves the case, and make the moments where the investigator refuses to quit mean something.
Size And Dexterity
Size: more than height
Size combines height and weight into a game value. It contributes to hit points, Damage Bonus, and Build alongside other characteristics, and can matter when the fiction involves squeezing through an opening, visibility, reach, or physical scale.
Do not use Size as a simplistic attractiveness or fitness judgment. It describes physical presence. A large investigator can be imposing, difficult to conceal, sturdy, or unexpectedly gentle. A smaller investigator can move through spaces differently, appear less threatening, or rely on speed and preparation. Let the concept decide the story instead of treating the number as a diagnosis.
Dexterity: timing, control, and escape
Dexterity represents speed, nimbleness, coordination, and fine motor control. It can be the relevant characteristic for catching a handhold, moving ahead of an opponent, or handling a delicate task. In combat, DEX affects the order in which characters act. With STR and SIZ, it also contributes to Movement Rate.
High DEX supports a character who reacts quickly, works with precise tools, or has practiced control. Low DEX can mean clumsiness, stiffness, an old injury, shaky hands, lack of athletic confidence, or a person who deliberately works slowly and carefully. Do not choose a single explanation until it is useful in play.
The important table lesson is that DEX does not replace a good plan. Being quick can help an investigator escape a collapsing stair or act before a threat. It does not reveal what the threat is, remove the consequences of exposure, or make dangerous combat fair.
Appearance, Intelligence, And Education
Appearance: social presence, not a beauty contest
Appearance covers both physical attractiveness and personality. It may matter when the investigator needs to make a good impression or navigate a social encounter, but it is not the only way to influence someone. A convincing argument, a useful connection, a relevant document, an intimidating reputation, or honest empathy can all matter more than appearance in the right scene.
Play high APP as a kind of presence, not an obligation to be flirtatious or conventionally beautiful. Play low APP as an external impression that can be challenged by competence, warmth, reputation, or a sharply defined personal style. The score should create possibilities, not a stereotype.
Intelligence: learning and inference
INT represents how well an investigator learns, remembers, analyzes information, and solves complex puzzles. It is also mechanically important because personal-interest skill points equal INT times two, and it provides the value for Idea and Intelligence rolls.
High INT can support a fast pattern-recognizer, an inventive problem-solver, or an investigator who sees connections other people miss. Low INT should not force someone to be a joke. It might describe limited academic confidence, a direct thinker, someone with narrow but deep practical expertise, or a person whose best answers arrive after they have seen the facts in front of them.
Education: learned knowledge and opportunity
EDU represents retained formal and factual knowledge, including time spent in full-time education. It is not the same as INT. It affects starting Own Language, contributes to occupation skill-point formulas, and is used for Know rolls.
An investigator can have high EDU and modest INT, or the reverse. That contrast is fertile character territory. The first might be a learned specialist whose habits fail in unfamiliar conditions. The second might be a perceptive self-taught person who sees the answer but lacks institutional vocabulary or credentials. Neither is inherently better.
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See Who's Running Call of CthulhuPower And Starting Sanity
Power represents force of will, drive, and aptitude for or resistance to magic. It has a major mechanical role: starting Sanity equals POW, and Magic Points equal one-fifth of POW. POW therefore carries mechanical weight alongside its flavour, setting how the investigator begins an encounter with the Mythos.
High POW can suggest stubbornness, discipline, intense conviction, spiritual focus, or a hard-to-shake sense of self. Low POW can suggest doubt, openness, vulnerability, fatigue, or a person whose courage is a conscious effort rather than an automatic trait. Avoid treating either as a moral judgment.
Sanity records pressure in a horror game, rather than rewarding correct play or passing judgment on a character's worth. A high starting score gives more room before that pressure becomes acute; it does not make the unknown harmless. A lower starting score makes support, preparation, and the investigator's human connections more important from the first session.
The Derived Values That Matter
Characteristics become table-facing values once you calculate the investigator's derived attributes. Keep the rulebook and the Character Sheet Guide close while creating the sheet, then use the recorded values rather than recalculating during play.
| Derived value | How it is calculated | Practical table impact |
|---|---|---|
| Hit Points | CON plus SIZ, divided by 10, rounded down. | Tracks how much physical harm the investigator can absorb. |
| Damage Bonus | Look up STR plus SIZ. A total of 85 to 124 gives none; lower totals give -1 or -2. | Modifies hand-to-hand damage; it does not apply to firearms. |
| Build | Same STR plus SIZ lookup. A total of 85 to 124 gives Build 0. | Matters for physical scale, fighting maneuvers, and chases. |
| Movement Rate | 7, 8, or 9 by comparing STR and DEX to SIZ, then an age penalty from the 40s on. | Matters when movement, pursuit, or escape is in focus. |
| Sanity | Starts equal to POW. | Establishes starting mental resilience. |
| Magic Points | One-fifth of POW. | Tracks the resource used by magic. |
| Personal-interest skills | INT times 2. | Gives the investigator a pool for hobbies and nonprofessional experience. |
| Occupation skills | The chosen occupation's formula, usually built on EDU. | Gives the investigator professional expertise. |
A STR plus SIZ total of 125 to 164 adds 1D4 to melee damage and gives Build 1, and 165 to 204 adds 1D6 with Build 2. Higher totals are rare for human investigators.
These relationships are why a characteristic spread is more interesting than a row of isolated ratings. A strong, large investigator may gain a better melee profile while moving differently from a nimble smaller one. A high-INT investigator has more personal-interest points, while an educated investigator may have more occupational reach. A high-POW investigator begins with more Sanity and Magic Points, but still needs to make choices under horror.
Full, Half, And Fifth Values
Every characteristic has a full value and precomputed half and fifth values. When the rules call for a standard characteristic roll, compare against the full value. When the Keeper calls for a Hard or Extreme result, compare against the half or fifth value respectively.
Calculate these once after all creation changes are complete:
- Write the finalized full characteristic value.
- Divide by two and round down for the half value.
- Divide by five and round down for the fifth value.
- Record all three on the sheet where they can be read quickly.
This is a small step with a big payoff. The table should be discussing what a difficult action costs, not pausing to divide a score while a chase or confrontation waits. The same process applies to final skill values after point allocation. The Dice Guide explains how those success levels read at the table.
Read The Gaps Between Scores
The most useful roleplaying material is often the contrast between characteristics. Use the gaps to create a person, not a contradiction you need to repair.
| Contrast | Possible interpretation | Table effect |
|---|---|---|
| High INT, lower EDU | Self-taught analyst, quick learner, practical inventor. | Finds patterns but may lack institutional access. |
| High EDU, lower INT | Well-trained specialist, habitual scholar, keeper of facts. | Knows the field but benefits from collaborators on novel problems. |
| High APP, lower POW | Socially impressive person with hidden uncertainty. | Can open doors but may need support when the cost becomes personal. |
| High POW, lower APP | Determined, private, or intimidating investigator. | Holds fast under pressure without relying on easy charm. |
| High STR and CON, lower DEX | Durable worker, veteran, or powerful person with limited finesse. | Handles exertion well but approaches delicate hazards differently. |
| High DEX, lower STR | Agile artist, careful technician, or quick-footed messenger. | Favors precision, evasion, and tools over brute force. |
These are prompts, not rules. Choose the version that respects the concept and the campaign tone. Avoid reducing disability, body type, education, appearance, or mental resilience to a stock trope. A number tells you what may be difficult mechanically. You decide how the investigator lives with it.
Low Scores Are Investigator Material
The source rules explicitly caution against assuming that low characteristics make poor investigators. That advice is correct. CoC rewards a group that can compare evidence, use contacts, take sensible risks, and recognize when confrontation is a bad answer. No single characteristic does all of that.
When a score is low, take one of these approaches:
- Build around it: give the investigator a tool, habit, contact, or professional process that reduces exposure to that weakness.
- Make it part of the story: tie it to an old injury, upbringing, hard choice, reputation, or personal belief without requiring the Keeper to exploit it constantly.
- Share the problem: let another investigator cover the gap. This creates a real reason for the party to cooperate.
- Let it matter sometimes: a limitation that never changes a decision is only flavor. A limitation in every scene becomes punishment. Aim between those extremes.
The best low score is one that gives you a better answer to "How does this investigator approach danger?" Do not throw away an interesting concept just because it cannot win every kind of challenge.
Player Checklist
Before finalizing characteristics, ask:
- Do the scores describe a person I can picture in the campaign's era and location?
- Have I calculated derived values only after applying age and other creation changes?
- Are full, half, and fifth values recorded for every characteristic?
- Do INT, EDU, and POW have a clear mechanical record on the sheet?
- Does at least one low or uneven score give the investigator a useful decision point?
- Have I checked whether another investigator already covers my intended specialty?
- Can I explain why this person still follows the first frightening lead?
If the answer to the final question is no, fix the hook before changing a score. The premise connection matters more than a small numerical improvement.
Keeper Guidance
Set the characteristic-generation method and campaign expectations before anyone commits to a concept. The rules support more than one creation approach, and none is automatically the right choice for every table. Standard rolling can produce surprising, uneven investigators; a Keeper-approved alternative can fit a particular campaign, speed creation, or give players more control. Choose openly and apply the same assumptions across the group.
When reviewing sheets, look for premise fit and playable connections before looking for numerical coverage. Confirm that every investigator has a credible role in the era, at least one route into the opening situation, and no accidental assumption about wealth, gear, or authority. Then make sure the first scenario offers several ways to find important information, so the group is not punished for having a low score in one area.
Use characteristics when the fiction calls for them. A DEX roll can heighten a risky physical moment; a CON roll can make illness or exposure meaningful; a POW roll can bring pressure into focus. Do not call for a characteristic roll merely because a number exists on the sheet. Investigation moves when players state a purpose, choose an approach, and get a consequence worth responding to.
Where To Go Next
Return to the Character Creation Guide for the whole investigator workflow and the Character Sheet Guide for recording the results. Use the Getting Started Guide for the investigation-first table mindset.


