Introduction
Your occupation in Call of Cthulhu 7e sets your investigator's professional skills, their occupation skill points, and their starting Credit Rating. This guide covers how those pieces work, with verified formulas and ranges for common jobs. It then ranks the occupation families that hold up best in play and shows how to pick one that belongs in your Keeper's campaign.

Hot Take
The best occupation is the one that creates a believable reason to enter scenes the scenario already needs. A detective is not automatically useful because the title sounds investigative, and a musician is not automatically a liability because it does not. A flat "S tier" list misses this: a professor is not always better than a mechanic, and the detective is not automatically the party leader. The deciding question is whether the job gives the investigator credible access to people, places, records, tools, or communities once the case begins.
Choose an occupation for the scenes it gets you into first and its skill list second. Good skills matter, but Call of Cthulhu investigations reward a character who can get the group into the archive, persuade the witness to talk, recognize why the evidence is unusual, or plausibly be on site when something goes wrong. Build the person who belongs near the mystery, then spend points to make their expertise reliable.
Occupation Is Access, Not A Job Title
An occupation describes how an investigator makes a living and ties together a cluster of skills. The Keeper Rulebook is blunt that the job itself has limited direct effect during play; it is the basis for starting skills and helps define the backstory. That makes the second function the important one: where this person belongs before the supernatural intrudes. A journalist has reasons to ask questions and contact sources. A physician can understand injuries, enter medical spaces, and speak to worried families. A laborer may know a worksite, its routines, and the people no institution notices.
The title is a practical source of permissions, assumptions, and relationships, grounded in the era and campaign. A modern profession may not fit a 1920s game, and no title grants unlimited authority. A police detective can ask official questions but may still face a hostile superior, a sealed record, or a jurisdiction problem. A professor has academic standing but does not own every archive key in the county.
Use an occupation to answer three questions:
| Question | What a strong answer provides | Example |
|---|---|---|
| Where can this investigator plausibly go? | A scene entry point. | A surveyor has reason to visit remote property and examine a damaged site. |
| Who will take them seriously? | A social or professional contact route. | A lawyer can speak with clients, court staff, and local officials. |
| What can they do once there? | A useful investigative approach. | A photographer can document evidence others might overlook. |
If you can answer all three, the occupation will produce more play than a title chosen only for an attractive formula.
What An Occupation Gives You
Each occupation entry gives you four things that work together.
| Part of the occupation | What it does | What to decide at the table |
|---|---|---|
| Skill-point formula | Sets the size of the occupation pool from the characteristics the entry names. | Does the concept make sense with the resulting pool? |
| Eight skills | Defines the skills you may raise with occupation points, often with one or more free picks. | Which ones show the investigator's actual day-to-day expertise? |
| Credit Rating range | Sets how many occupation points must go into Credit Rating: any value inside the range. | What rank, success, or circumstance explains the chosen value? |
| Fictional context | Establishes routines, peers, tools, and responsibilities. | How does this person know the opening location, victim, or problem? |
Spend occupation points only on the listed skills and Credit Rating. You do not need to raise every listed skill. Add points to the base chance printed on the sheet and record the total, then calculate half and fifth values only after personal-interest points are also spent, since those can raise occupation skills too. The Character Sheet Guide explains why that order prevents errors, and the Age Rules Guide should be finished first, because age can change EDU and the other characteristics the formula uses.
The rulebook's worked example is a Journalist with EDU 84. The Journalist formula is EDU x 4, so he has 336 occupation points. His player puts 41 into Credit Rating, above the Journalist's 9 to 30 range, and the Keeper allows it because the character comes from a wealthy family. The range is the default; going outside it is a Keeper call.
Skill Point Formulas And Credit Rating Ranges
These are the values for common sample occupations in the Keeper Rulebook. The Investigator Handbook adds many more and sometimes offers variants of the same job.
| Occupation | Occupation skill points | Credit Rating |
|---|---|---|
| Antiquarian (Lovecraftian) | EDU x 4 | 30-70 |
| Author (Lovecraftian) | EDU x 4 | 9-30 |
| Clergy, Member of the | EDU x 4 | 9-60 |
| Criminal | EDU x 2 + (DEX or STR) x 2 | 5-65 |
| Dilettante (Lovecraftian) | EDU x 2 + APP x 2 | 50-99 |
| Doctor of Medicine (Lovecraftian) | EDU x 4 | 30-80 |
| Drifter | EDU x 2 + (APP, DEX, or STR) x 2 | 0-5 |
| Engineer | EDU x 4 | 30-60 |
| Journalist (Lovecraftian) | EDU x 4 | 9-30 |
| Lawyer | EDU x 4 | 30-80 |
| Librarian (Lovecraftian) | EDU x 4 | 9-35 |
| Musician | EDU x 2 + (DEX or POW) x 2 | 9-30 |
| Pilot | EDU x 2 + DEX x 2 | 20-70 |
| Police Detective (Lovecraftian) | EDU x 2 + (DEX or STR) x 2 | 20-50 |
| Private Investigator | EDU x 2 + (DEX or STR) x 2 | 9-30 |
| Professor (Lovecraftian) | EDU x 4 | 20-70 |
| Soldier | EDU x 2 + (DEX or STR) x 2 | 9-30 |
Two patterns stand out. EDU x 4 jobs reward a high-EDU investigator, while the "EDU x 2 plus" jobs let a physical or charismatic investigator keep a decent pool. And a high Credit Rating floor, such as the Dilettante's 50, eats a big share of the pool before any other skill gets a point.
If you and the Keeper invent an occupation, the rulebook says to keep it to eight skills so it still reads as a concentration of expertise, and to pick skills that fit the era.
Choose For The First Investigation
Before selecting an occupation, ask the Keeper four questions:
- Where does the first scenario begin?
- What kinds of scenes are likely: research, social pressure, travel, crime, wilderness, or institutional access?
- Why are the investigators working together?
- Are any occupations especially appropriate or inappropriate for this campaign?
None of that is a spoiler. It is what you need to make a character who can honestly arrive at the first scene. Then work through this sequence:
- Name the first connection. Is the investigator hired, related to someone involved, professionally concerned, locally connected, or pursuing a personal question?
- Choose the most credible work history. Pick a profession that explains the connection without the Keeper inventing a special exception.
- Identify one professional strength. A skill or small cluster the character can use confidently when the first lead appears.
- Identify one gap. Let another investigator, contact, tool, or plan cover something the job does not.
- Check the era and party. Confirm the role exists in the setting and does not duplicate another player's whole concept.
A missing-person case does not demand a private detective. A local librarian could know the family's research history, a doctor could recognize an impossible injury, a photographer could hold the last useful image, and a dockworker could know who saw the victim leave town. Each works if the player can answer three questions: Why am I here? What can I contribute? Why do I stay once it gets frightening? The last one matters most. Any occupation can find the first clue; a campaign investigator needs a duty, connection, conviction, curiosity, or loyalty strong enough to keep going after the easy explanation fails.
The Four Useful Kinds Of Access
Most effective occupations supply one or more of these. A varied party is stronger when its members reach the mystery through different doors.
| Access type | What it looks like | Practical use |
|---|---|---|
| Institutional | Employment, credentials, or a recognized role. | Enter offices, request records, speak with officials, or understand procedures. |
| Community | Local roots, trade networks, families, neighborhoods, or subcultures. | Find witnesses, hear rumors, recognize changes, and obtain introductions. |
| Technical | Tools, methods, or specialized practice. | Examine evidence, document a scene, repair equipment, or interpret a physical problem. |
| Social | Status, reputation, money, or personal confidence. | Secure a meeting, move in a particular circle, make a first impression, or hire help. |
A skill is not access by itself. Library Use finds information once someone reaches the right collection; it does not get a stranger past a restricted door. A credential, relationship, Credit Rating, Persuade attempt, or planned break-in may be the real entry point. Likewise, a high Credit Rating can open a door, but it cannot make a grieving witness trust you or replace knowledge of the case.
Best Occupations For Investigators
There is no universal best occupation, because the best choice changes with the campaign:
- A city mystery rewards people who can interview, research, gain access, and read local institutions.
- A wilderness expedition rewards movement, navigation, repair, survival, and medical support.
- A high-society conspiracy rewards social credibility, confidence, money, and reading a room.
- A war or crime campaign rewards physical preparedness, contacts, and a reason to face danger.
- An academic occult campaign rewards research, languages, historical context, and a willingness to follow unsettling ideas.
A musician may be ideal for a scenario set in a theater. A scientist may be less useful in a dockside gang conflict until the group needs someone to understand a specimen. That is the game asking the group to use several approaches, not bad balance.
How The Rankings Work
The ranking below rates occupation families, not single rulebook entries, on four dimensions. These are editorial judgments about likely play in a typical 1920s investigative game, not rules statistics, and a Keeper can upend them. A low-social-reach occupation may be the best way into a factory, a dock, or a rural community, and a high-status investigator may attract attention where the group needs to stay unnoticed.
| Dimension | What it means at the table |
|---|---|
| Investigation | Finding, interpreting, or following evidence through skills and process |
| Social reach | Access to people, institutions, or status-sensitive spaces |
| Resilience | Ability to function during travel, danger, injury, or physical obstacles |
| Campaign fit | Breadth across common Call of Cthulhu premises |
An all-around pick gives a reason to pursue questions and records, a path to people or places that hold clues, and at least one useful response when the investigation leaves the office. It does not need to excel everywhere. A character who is good at everything is harder to roleplay and leaves less room for the rest of the group.
The Best All-Around Choices
For a new group or an unknown campaign, these families are the easiest to bring into a mystery:
| Recommendation | Why it works | Watch for |
|---|---|---|
| Journalist or writer | Curiosity, interviews, records, public institutions, a reason to chase a story | Not every source wants to talk to the press |
| Private investigator or detective | Clear investigative framing, observation, social pressure, practical leads | Official authority is limited and can bring legal consequences |
| Doctor or medical professional | Human stakes, medical evidence, professional access, care after danger | Strong ethics can make concealment or violence difficult |
| Professor, librarian, or scholar | Research, languages, context, a reason to follow obscure material | Field danger and social pressure may need team support |
| Engineer, mechanic, or practical specialist | Repair, technical interpretation, access to infrastructure, field competence | Needs a specific personal reason to follow supernatural clues |
Best default for new players: journalist. It combines curiosity with a reason to speak to strangers, examine records, and travel toward a lead, and it fits a modest or comfortable life. When the table stalls, the player has an obvious move: find a source and ask what is being hidden. Journalists can still be refused, threatened, lied to, or sued, and that friction is useful. A good one knows when to be direct, when to be discreet, and when to lean on a teammate's credentials.
Best default for group stability: doctor. A medical professional has a humane reason to stay involved when the case turns frightening. Medical expertise interprets injuries, substances, and strange symptoms, and the character can be respected, exhausted, skeptical, or compromised without changing the core role. Medical authority has limits: a doctor can speak credibly about a body but cannot claim every private record or solve a police case.
1. Investigative Professionals
Examples: private investigators, police detectives, legal and insurance investigators.
| Investigation | Social reach | Resilience | Campaign fit |
|---|---|---|---|
| Excellent | Strong | Strong | Excellent |
This family ranks first for direct investigative play because the job already answers "Why are you asking?" The Keeper Rulebook's Private Investigator skill list covers photography, Disguise, Law, Library Use, an interpersonal skill, Psychology, and Spot Hidden, which is close to an ideal clue-finding spread. It adapts easily to city crime, missing persons, conspiracies, and long campaigns.
The catch is authority. A private investigator is not a police officer, and a police detective still answers to superiors, law, politics, and public scrutiny. A good investigator does not walk through every locked door; they decide whether to request access, use a contact, wait, lie, or risk getting caught. Pair this family with a researcher or technical specialist so every clue does not become surveillance and interrogation.
2. Academic and Archive Professionals
Examples: professors, librarians, antiquarians, historians, researchers.
| Investigation | Social reach | Resilience | Campaign fit |
|---|---|---|---|
| Excellent | Moderate | Limited | Excellent |
Academic roles are the classic cosmic horror investigators, and three of them (Antiquarian, Librarian, Professor) carry the rulebook's Lovecraftian tag. They have a credible relationship to old documents, languages, collections, and institutions, and they make an obscure clue legible. They also set up a strong contrast: a person whose method explains the world must decide what to do when the explanation fails.
Their weak point is not that they "cannot adventure." It is that they may need help in an unfamiliar neighborhood, hostile terrain, or a violent scene, which gives the group a reason to consult and protect one another. Choose this family for occult research, historical mysteries, museum or university campaigns, and expeditions.
3. Medical and Care Professionals
Examples: doctors, nurses, psychiatrists, pharmacists.
| Investigation | Social reach | Resilience | Campaign fit |
|---|---|---|---|
| Strong | Strong | Moderate | Excellent |
Medical roles bring practical value without making the game about combat. The Doctor of Medicine's skills include First Aid, Medicine, Psychology, Latin, Biology, and Pharmacy, so they can tell when an injury, death, drug, or illness does not follow ordinary expectations. They also have plausible access to hospitals, patients, colleagues, and families, and an emotional reason to intervene when someone is suffering.
This family matters most in a group with no one else to provide first aid or a grounded response after a bad scene. It also creates moral pressure: a doctor who sees a cult's victims as patients cannot easily write them off as a cold lead. Choose it for city investigations, institutional horror, disease or poison mysteries, and expeditions.
4. Media, Arts, and Public-Facing Professionals
Examples: journalists, authors, photographers, artists, entertainers, and broadcasters in eras that have them.
| Investigation | Social reach | Resilience | Campaign fit |
|---|---|---|---|
| Strong | Strong | Limited | Strong |
This family is good at getting stories out of people. Public-facing work brings curiosity, observation, a network of sources, and an excuse to enter unfamiliar social spaces. A photographer documents what others refuse to believe; a performer understands an audience or moves through a venue; a writer turns a rumor into a line of inquiry.
The trap is treating social confidence as guaranteed access. A charming investigator still needs a plausible approach, and a reporter can make enemies fast. Choose this family for urban mysteries, social horror, theater scenarios, political conspiracies, and campaigns where secrets survive because people keep quiet.
5. Practical, Technical, and Infrastructure Professionals
Examples: engineers, mechanics, electricians, drivers, pilots, surveyors, skilled tradespeople.
| Investigation | Social reach | Resilience | Campaign fit |
|---|---|---|---|
| Moderate | Moderate | Strong | Strong |
Players who expect every clue to be a book undervalue these roles. Mysteries happen in buildings, vehicles, machines, utility systems, mines, ships, and damaged environments. The person who knows how an elevator, boiler, generator, radio, or aircraft should behave notices that something is wrong before anyone knows why. The Engineer's list (Electrical and Mechanical Repair, Operate Heavy Machinery, Science (Engineering) and (Physics), technical drawing, and Library Use) shows how much of that is built in.
They also contribute when the group must travel, repair equipment, make a dangerous place usable, or work out how an "accident" happened. Their social reach is usually narrower but deeper: a crew, depot, plant, or garage can be a better source than a fashionable club. Choose this family for expeditions, industrial horror, disasters, remote settings, and parties already full of researchers.
6. Legal, Financial, and Social-Access Professionals
Examples: lawyers, accountants, businesspeople, clergy, administrators, dilettantes and other well-connected figures.
| Investigation | Social reach | Resilience | Campaign fit |
|---|---|---|---|
| Moderate | Excellent | Limited | Strong |
These are the picks when the mystery hides behind institutions, money, property, family reputation, or social rules. They understand records, arrangements, authority, favors, and who has something to lose. Their value often stays invisible until a locked estate, disputed will, charitable foundation, private club, or suspicious business becomes central. The Lawyer and Dilettante also start with high Credit Rating ranges (30 to 80 and 50 to 99), which makes their social doors easy to justify.
High social reach brings expectations. A lawyer may be watched by clients, a wealthy figure recognized, a clergy member trusted by some and distrusted by others. Use the role to create conversations and pressure, not to bypass investigation. Choose this family for high-society intrigue, inheritance mysteries, cults operating behind respectability, and groups that need an institutional foothold.
7. Field, Military, and Survival Professionals
Examples: soldiers, sailors, guides, athletes, explorers, farmers, outdoor workers.
| Investigation | Social reach | Resilience | Campaign fit |
|---|---|---|---|
| Moderate | Limited | Excellent | Moderate to strong |
These roles shine when the mystery leaves safe streets. They bring movement, endurance, caution, and a credible relationship to danger to wilderness, expedition, war, nautical, crime, and pursuit-heavy campaigns. The Soldier is one of the few occupations whose list includes Dodge, Fighting, and Firearms together; for most other jobs, the rules expect combat skills to come from personal-interest points.
Their limitation is usually the opening scene. A guide has no automatic reason to study an old diary, and a soldier may lack easy access to an archive. Solve that with a backstory connection, a contract, a friend, or a shared organization, not by pretending every field character is secretly a scholar. Choose this family when the Keeper signals travel, hostile terrain, or physical hazards every session.
8. Outsiders and Marginal Professionals
Examples: drifters, criminals, laborers, traveling performers, and others outside respectable institutions.
| Investigation | Social reach | Resilience | Campaign fit |
|---|---|---|---|
| Moderate | Situational | Strong | Moderate to strong |
Outsiders see the city from angles respectable investigators miss. They may know informal networks, back routes, poor districts, work sites, or the cost of a dangerous favor, and they can pass unnoticed where authority draws attention. The Drifter's 0 to 5 Credit Rating is a real constraint, but it leaves almost the whole pool for skills like Climb, Listen, Navigate, and Stealth.
Do not build an outsider from stereotypes or use poverty and crime as shorthand for moral failure. Give the investigator a specific community, trade, relationship, and code. They are not the party's lockpick; they are a person whose experience matters in particular places. Choose this family for street-level mysteries, crime campaigns, travel stories, and groups with too much institutional confidence.
Quick Recommendations By Campaign
| Campaign need | Start with | Add through backstory or personal interests |
|---|---|---|
| First Call of Cthulhu campaign | Journalist, doctor, private investigator, or scholar | A personal connection to the group's first case |
| Library and occult research | Professor, librarian, antiquarian, or author | Field competence or a trusted practical contact |
| City crime and missing persons | Detective, journalist, lawyer, or outsider | A local community tie and one physical fallback |
| Expedition or wilderness | Engineer, doctor, guide, soldier, or surveyor | A reason to care about the mission beyond a paycheck |
| High society and inheritance | Lawyer, dilettante, doctor, social figure, or author | Someone outside that world who tells the truth |
| Industrial or technical horror | Engineer, mechanic, electrician, driver, or scientist | A human reason not to walk away from the machine |
Play Call of Cthulhu, Not Just Read About It
You are already doing the reading. These Call of Cthulhu tables are looking for players right now.
See Who's Running Call of CthulhuSpend Occupation Points In The Right Order
Start with the skills that make the investigator recognizable in play. A few clear strengths beat points spread so thinly that the occupation never changes a decision.
- Calculate the pool from the occupation's formula.
- Set Credit Rating inside the range and decide what that value means for rank, lifestyle, and contacts.
- Raise the one or two skills that represent the job's core work.
- Raise one skill that turns professional expertise into investigation: observation, research, social inquiry, language, technical examination, or mobility.
- Add a smaller supporting skill only when the backstory explains it.
- Save personal-interest decisions until occupation points are done.
Where an occupation lists "one interpersonal skill," choose among Charm, Fast Talk, Intimidate, and Persuade. Where it lists Fighting or Firearms without a specialization, the player picks one or more. Do not buy a skill merely because it is on the list; ask when it will matter. A field scientist may need a technical specialty and observation, a lawyer legal knowledge and a social route, and a performer Art/Craft plus a way to hear what a venue's staff knows after the audience leaves.
Credit Rating Belongs In The Concept
Credit Rating measures how prosperous and financially confident the investigator appears. It can be rolled when that status helps reach a goal, and it can stand in for APP when judging first impressions. It also sets living standard, cash, assets, and a daily spending level that needs no bookkeeping; the Credit Rating Guide covers the table.
Pick a value inside the range that says something concrete. A low score might mean a junior post, precarious work, debt, or low social standing. A high one might mean seniority, ownership, a successful practice, inheritance, or reputation. Neither is better; each opens different routes and constraints. A high-Credit-Rating investigator may arrange comfortable travel and a respectable first impression. A low-Credit-Rating investigator may have stronger community ties, know the value of a favor, and stand out less on a work site. Neither can buy a clue the scenario has not made available.
Think about the job's financial story alongside its skills:
| Question | Why it matters |
|---|---|
| What does this person look like in a formal setting? | It changes first impressions and access |
| Who depends on their income? | It creates a reason to take or avoid a case |
| Which places feel routine to them? | It gives the Keeper locations and contacts |
| What expense would actually change their plans? | It turns resources into meaningful choices |
Do not treat high Credit Rating as a blank check. Assets can be tied up, turning them into cash takes time, and a big purchase attracts attention. Do not treat low Credit Rating as a reason to sit out, either. And do not pick a job only for its range: money brings options, but also visibility and obligations.
Personal Interests Make The Investigator Broader
After occupation points, calculate personal-interest points as INT x 2. They can go into any skill, including occupation skills, except Cthulhu Mythos unless the Keeper agrees. They answer a different question: what has this investigator learned outside paid work?
Use them to add one or two of these:
- A hobby that reveals a private life and occasionally gives an unexpected approach.
- A practical survival skill that fits the era, upbringing, or past.
- A social, language, or research skill that broadens how the investigator follows leads.
- Extra depth in the occupation's key skill, when the character really is exceptional at it.
Explain the choice. "My physician learned photography documenting field cases" gives the player a reason to use the skill and tells the Keeper what the investigator carries and values. A scholar with driving, a mechanic who knows local history, or a doctor who is a competent shot because of a past event all make a concept specific without making every occupation identical.
Party Coverage Without Role Locking
The rulebook suggests considering your occupation alongside the other players' so the group has a good mix of skills. That is not a demand for a perfectly engineered party. Aim for two or three of these approaches across the group:
- Interpret: research, history, language, medicine, science, or occult context.
- Connect: interviews, social credibility, law, community ties, or professional contacts.
- Observe: attention to detail, psychology, surveillance, records, and inference.
- Move: travel, stealth, repair, navigation, survival, and physical problem-solving.
- Endure: first aid, composure, protective instincts, and willingness to act when plans fail.
Then run a quick audit:
| Group need | Questions to ask |
|---|---|
| Finding information | Can the party observe, research, question people, or examine physical evidence in more than one way? |
| Reaching scenes | Who has institutional, community, technical, or social reasons to be in the important places? |
| Responding to pressure | Who can negotiate, hide, travel, improvise, or call on help when the first plan fails? |
| Staying together | What shared obligation, relationship, employer, or loss keeps the investigators involved? |
Two characters can share a family without being redundant. Two journalists may have different sources and ambitions; two scholars can study different subjects and disagree about the evidence. Redundancy is a problem only when every investigator expects the same scene to be their moment. Do not force everyone to cover everything, either. That produces interchangeable sheets, and a gap becomes an interesting decision when the scenario offers alternate routes.
Common Occupation Mistakes
| Mistake | Why it weakens play | Better choice |
|---|---|---|
| Choosing only for a favorable formula | The character may lack a reason to enter the scenario. | Start with a premise tie and choose a credible profession. |
| Treating the title as unlimited authority | The Keeper must either deny it constantly or let it erase scenes. | Define the job's actual scope and boundaries. |
| Ignoring Credit Rating | Money, lifestyle, and status stay vague until they cause an argument. | Choose a value that reflects rank and circumstances. |
| Spending evenly across every listed skill | The occupation never produces a clear strength. | Build a few memorable competencies. |
| Duplicating the party by accident | The group repeats the same approach to every obstacle. | Coordinate access types and personal hooks. |
| Picking a role that does not fit the era | The concept needs constant exceptions. | Adapt the idea to the setting with the Keeper. |
Three of those rows carry more than a table cell can hold:
- The "best at everything" concept: do not use both skill pools to erase every weakness. Keep a real limitation, whether physical, social, financial, emotional, or contextual; a character with no reason to need the group is dull.
- The job with no hook: an occupation supplies access, not motivation. "I am a professor" does not explain leaving the office at midnight. Add a relationship, responsibility, or stake through the Character Creation Guide's backstory section.
- The lone authority figure: police, military, religious, legal, and wealthy roles can dominate a scene if played as commands. Treat authority as an approach that can be refused, compromised, or costly, and invite teammates through the doors you open.
Player Checklist
Before finalizing the occupation, confirm:
- The job exists in the campaign's era and location.
- You can explain why this investigator is connected to the opening problem.
- You know one place, community, institution, or kind of person the job lets you approach.
- Occupation points were calculated from the right formula and create at least one reliable strength.
- Credit Rating sits inside the range (or the Keeper approved otherwise) and fits the investigator's rank and story.
- Personal-interest skills explain life outside work.
- The job has a workplace, a contact, and a current pressure.
- You know one thing another investigator does better than you.
Keeper Guidance
Tell players what kind of campaign they are joining before they choose occupations. A short premise is enough: "urban mysteries around a university," "a remote expedition," or "a shared organization investigates odd events." Add any limits on roles or equipment. Players can then pick jobs with credible access instead of discovering afterward that everyone built for the wrong game.
Reward occupational access when it fits the fiction. A job can provide an introduction, a routine, a tool, a source, or a way to understand a problem, but not automatic success. Let skill, approach, and relationships decide what happens after the investigator gets in the door.
Review the final group for hooks as well as skills. Note each investigator's occupation, Credit Rating, key contact, key connection, and one place where they feel at home, and build openings that use them. A technical investigator should sometimes face a technical problem; an outsider should sometimes see what formal authority misses; a social figure should sometimes hold an invitation that costs something to use. If everyone chose jobs that reach the same kind of scene, add different contacts and lead types. If the group has a gap, provide more than one way around it.
Do not punish a nontraditional pick. Make the group explain why a musician joins an Antarctic expedition, then use the answer. Unusual choices should become part of the story, not proof that someone chose the wrong line on a list.
Where To Go Next
Return to the Character Creation Guide for the full investigator workflow. Use the Character Sheet Guide to record final skills, the Credit Rating Guide for finances, the Luck Guide for external circumstances and optional spending, and the Age Rules Guide to finish age adjustments before calculating occupation points.


