Dark Ages Character Creation

The year is 998 A.D. Welcome to the Dark Ages. The players are transported to the Eastern March of the Germanic Empire, in the thickly wooded hills to the north of Vienna.

The investigators are joining senior Brother Gudman, Brother Drogo, and five warrior monks on a two-week journey from Regensburg to Laa, an outpost on the eastern border of the Germanic Empire. The monks are missionaries sent by the Bishop of Regensburg to try to convert and pacify the heathen Magyars to the east of Laa.

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Dark Ages Character Creation

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The character creation will follow the rules of Call of Cthulhu Dark Ages (6th Rules). Below is a summary of the process. I will still attach the fillable character sheet to this post.

Characeristics
Allot 100 points among the eight characteristics Strength (STR), Constitution (CON), Size (SIZ), Intelligence (INT), Power (POW), Dexterity (DEX), Appearance (APP), and Education (EDU).

The minimum assignable value for SIZ and INT is 8 (small, dull); for the other characteristics the minimum is 3 (weak, sickly, clumsy). The maximum assignable value for any characteristic is 18 (huge, brilliant, nimble, knowing). Characteristics may change during play.

A ninth characteristic, Sanity (SAN), derives from Power x5.
A Dexterity roll equals your DEX x5.
An Idea roll equals your INT x5.
A Know roll equals your EDU x5.
A Luck roll equals your POW x5.
A Charisma (or Attraction) roll equals your APP x5.

Total your character’s STR and SIZ, and find the investigator’s damage bonus on the table nearby.
Enter the number 99 for 99 minus Cthulhu Mythos.

If your investigator gains points in that skill, lower this number by a like amount.

To determine hit points, total CON plus SIZ and divide by 2; round up any fraction.
For magic points, circle that number equal to POW.
For Sanity points, circle the number equal to SAN.

Occupations
defines what your player character did, what position in society did he or she fulfill, before becoming an investigator. About two dozen occupations are listed below, well-suited for producing likely investigators. Each occupation denotes applicable skills and potential savings, given in deniers. Choose an occupation.

In the Dark Ages, most people were tied to clergy or a lay lord. Whenever possible, we suggest “freeman” or “high-status” versions of common occupations, which give the player more autonomy. All occupations allow at least one free choice of skill among those in the skills list and weapons tables. Remember that the Cthulhu Mythos skill cannot be chosen, only learned during play.

Money & Equipment
All occupations endow the investigator with a certain number of deniers — representing what the character might conceivably have saved living frugally, and indicate that occupation’s yearly potential. Buy weapons, clothing and other effects fit for your investigator’s occupation.

Magic
A few occupations (healer, hermit/heretic, and exorcistpriest) allow the investigator to select Old Grimoire spells instead of skills (I'll post the Old Grimoire summary, if necessary). Such a choice is always subject to keeper approval — count 50 skill percentiles for every targeted spell (in which the caster must overcome the target’s magic points), and 100 skill percentiles for others.

Occupations List
Beggar
As a beggar, you devote your life to niggling food and sometimes money from passersby.
Skills: Bargain, Conceal, Fast Talk, Insight, Listen or Spot, Hidden. Three other skills are personal specialties.
Money: 1D4-1 silver deniers.
Yearly Income: 240 deniers.

Cleric
You are the child of a rich man, or a brilliant peasant boy who caught the notice of a man of the Church. You received a formal religious education in a bishopric or a monastery. Now you are a secretary, an administrator, a jurist, or an architect at the service of a count or a bishop.
Skills: Latin, Library Use, Persuade, Own Kingdom, Status, Write Latin, (or the local chancery language). Two other skills are personal specialties (may gain Language Bonus).
Money: 1D3+6 x50 silver deniers.
Yearly Income: 2400 deniers.

Craftsman or Shopkeeper
You might be a smith, a baker, or a weaver. Choose your craft. You live in a village community or in a city.
Skills: Bargain, Craft (choose one), Fast Talk, Insight, Natural World, Own Kingdom, and Status. One other skill is a personal specialty.
Money: 1D2 x100 silver deniers, +100 deniers in product.
Yearly Income: 1200 deniers.

(Free) Farmer
You are the salt of the earth, a well-to-do farmer or colonist. Dark Age society depends on your crops, and you work like a horse.
Skills: Bargain, Craft (choose one), Drive Horses, Listen, NaturalWorld, and Track. Two other skills are personal specialties.
Money: 1D100 silver deniers, +300 deniers in stored grains or in herd animals.
Yearly Income: 600 deniers.

Guard
You work in a cathedral city for the burgrave or the bishop. In times of peace, you have little to do but practice with your weapons and keep in shape.
Skills: Fist/Punch or Head Butt or Kick or Grapple, Own Kingdom, Sneak, Spot Hidden or Listen, Status, Throw, and one weapon skill. One other skill is a personal specialty.
Money: 1D3 x100 silver deniers, plus fighting equipment as assigned by employer.
Yearly Income: 1800 deniers.

Healer
To foreigners, you look like a villager. But villagers know better: your mentor granted you powers of the invisible world. Now villagers come to your hut for a cure or a potion, or for advice about love or birthing a child, the promise of rain and the evil eye. Be wary of the ever-suspicious village priest!
Skills: First Aid, Insight, Listen or Spot Hidden, Natural World, Occult, and Potions. Two other skills are personal specialties (spells are allowed).
Money: 1D3 x100 silver deniers.
Yearly Income: 900 deniers.

Hermit / Heretic
You are an outcast, a drifter, a person plagued by dreams and visions. You grasp at strange clues and bewildering notions. You either hide in the woods or live in a secret
community.
Skills: Hide, Insight, Listen or Spot Hidden, NaturalWorld, Occult, and Persuade. Two other skills are personal specialties (spells are allowed).
Money: 1D6 silver deniers.
Yearly Income: 240 deniers.

Household Officer
You serve your lord in his urban palace or his castrum. Select one of the following functions: steward, headman of the stables, or keeper of the order.You spend much of
your day bullying lesser servants to do their work.
Skills: Craft (choose one), Conceal, Fast Talk, Insight, Listen or Spot Hidden, and Sneak. Two other skills are personal specialties.
Money: 1D3 x100 silver deniers.
Yearly Income: 900 deniers.

Juggler / Minstrel
You’re witty and articulate, dress gaily and are interesting looking, and you love to get attention. You might be adept with chansons de geste (see page 66) — your heroes are Roland, Charlemagne and Alexander the Great — you play a musical instrument, recite poetry and stories that everybody already knows, and are maybe proficient at tumbling, juggling, rope walking, or some other entertaining craft. You might even own a tame bear or monkey! If possible, you enter the services of a nobleman, whose praises you sing and whose generosity you praise. In return, you hope for gifts and treasures and the security only a court can offer you.
Skills: Art (choose one), Bargain, Fast Talk, Insight, Own Kingdom, and Persuade. Two other skills are personal specialties.
Money: 1D6 x50 silver deniers.
Yearly Income: 1500 deniers.

Mercenary / Brigand
As a mercenary you fight for the highest bidder and then scavenge battlefields for trophies.As a brigand, you may have been the victim of some natural catastrophe or some heinous injustice that changed your life forever. Now you hide deep in the woods and rob traveling monks or traders.
Skills: Fist/Punch or Head Butt or Kick or Grapple, Natural World, Navigate, Track, Sneak, Throw, and one weapon skill. One other skill is a personal specialty.
Money: 1D4+1 x50 silver deniers, plus 500 deniers for fighting equipment.
Yearly Income: 2100 deniers.

Merchant
You are a Jew living in a port city or on the outskirts of a cathedral city. You make a living from accounts and agents. You import wine, exotic spices, and silks from heathen countries and sell them to arrogant nobles. Not being a Christian, you are allowed to be a moneychanger and a moneylender.
Skills: Accounting, Bargain, Fast Talk, Own Kingdom, Other Kingdoms, Other Language, andWrite Language. One other skill is a personal specialty (may gain Language
Bonus).
Money: 1D4+4 x100 silver deniers, plus 700 deniers in product or outstanding loans.
Yearly Income: 9000 deniers.

Monk / Nun
You live in a monastery, in silence and in prayer, leading a simple life.When you don’t pray or sing, you perform domestic tasks, or copy arcane manuscripts from the monastery’s library. As a member of your order, you are not allowed to own private property but if you leave the monastery with special permission, you can always count on the hospitality and charity of other monasteries.
Skills: Art or Craft or Science (choose one), Latin, Library Use, Listen, Occult, Sign Language, andWrite Latin. One other skill is a personal specialty.
Money: Money and equipment as assigned by order.
Yearly Income: 600 deniers.

Pilgrim
You live by the charity of other people. You accomplish a pilgrimage to a holy place such as Jerusalem, amonastery, or a cathedral city housing holy relics.You have your own reasons to be a pilgrim, maybe for the expiation of some crime, the wish to elevate your soul, or simply the desire for adventure in its noblest sense.You could be headed to Santiago de Compostela in Spain,Mount SaintMichel in France, Jerusalem, or Rome.
Skills: Bargain, NaturalWorld, Navigate, Own Kingdom, and Sneak. Three other skills are personal specialties.
Money: 1D8 silver deniers.
Yearly Income: 240 deniers.

Priest
You are on a mission from the church to enlighten laymen and women in the ways of God. You are an exorcist or a full-fledged priest who is bound to a parish and collects
the tithe from the farmers, most of which goes to your greedy lord. Although St. Paul highly commends celibacy and it is strongly recommended, you may have a concubine and even children, though they will not inherit from you.
Skills: Fast Talk, Insight, Latin, Occult, Persuade, and Status. Two other skills are personal specialties (religiously appropriate spells are allowed).
Money: 1D8 x25 silver deniers plus holy book or bible,
prayer books, other equipment as determined by denomination and parish.
Yearly Income: 600 deniers.

Sailor
You’re skilled with sails, boats, and ships, and know tides, the wind, and the stars. You have seen Hamburg, Venice, or Constantinople. Life is glorious, except for storms, pirates, and the terrors of the deep.
Skills: Climb, Fast Talk, NaturalWorld, Navigate, Other Kingdoms, and Pilot Boat. Two other skills are personal specialties.
Money: 1D3 x100 silver deniers.
Yearly Income: 1200 deniers.

Scholar
You belong to a monastic or cathedral school. You are the recipient and the dispenser of godly knowledge. You spend your time reading classical authors, writing manuals,
and teaching. When you don’t teach you’re involved in political intrigues for some good cause.
Skills: Latin, Library Use, Own Kingdom, Persuade, Science (choose one), Status, andWrite Latin. One other skill is a personal specialty (may gain Language Bonus).
Money: 1D3 x100 silver deniers, plus writing materials.
Yearly Income: 1500 deniers.

Sergeant / Mayor
You are employed by a lord or a monastery to supervise the administration of the domain. Your main task is to collect tax money and dues in kind.
Skills: Bargain, Fast Talk, Insight, Sneak, Spot Hidden, Status, and one weapon skill. One other skill is a personal specialty.
Money: 1D3+4 x100 silver deniers, plus 600 deniers in livestock or horses.
Yearly Income: 3000 deniers.

Small Trader
You own a few pack animals or a small ship. You circuit inland, up river, or along the coast for the benefit of your master. You know a lot about that route and its particular dangers.
Skills: Bargain, Drive Horses or Pilot Boat, Fast Talk, Insight, Own Kingdom, Other Language (common trading speech), and Navigate. One other skill is a personal specialty: depending on your trading route you might know Medieval Latin or Greek (Mediterranean), Flemish (around the North Sea), Low German or Old Norse (around the Baltic Sea).
Money: 1D3+1 x100 silver deniers, plus 400 deniers in product.
Yearly Income: 3600 deniers.

(Free) Warrior
You are a proud miles, a professional warrior. You are a bold adventurer on his own or hired by a warlord. Your proudest possessions are a horse, a long sword, and chain mail.
Skills: Grapple, NaturalWorld, Own Kingdom, Ride, Status, Track, and one weapon skill. One other skill is a personal specialty.
Money: 1D4+6 x50 silver deniers, plus a horse, longsword, and chainmail.
Yearly Income: 9000 deniers.

Woodsman / Fisherman
As a woodsman you exploit the forest: you might be a hunter, a honey gatherer or a woodcutter who produces charcoal. As a fisherman you are living in a fishing community by a lake or by the sea.
Skills: Craft (choose one), Listen or Spot Hidden, Natural World, Navigate, Pilot Boat or Track, Swim or Sneak, and Throw. One other skill is a personal specialty.
Money: 1D6 x25 silver deniers.
Yearly Income: 240 deniers.


Name
Most people in the Dark Ages have no surname: John is just John. To further describe an investigator, or to distinguish between two with the same name, give a irthplace, as in John of Hereford, or an occupation, as in John Smith, or a distinguishing feature, as in Erik the Red. Old French, German, or English first names are ideally
suited forDark Ages investigators, as are themore pious names from the Bible. Here are some typical examples:

Anglo-Saxon Names
MALE: Aelfhere, Aelfred, Aelfric, Aethelstan, Aethelweard, Aethelwulf, Aescwine, Birhtric, Birhtnoth, Caedmon, Centwine, Cenwulf, Cuthbert, Ealdhelm, Earcenbold, Godwine, Hildegils, Leofric, Leofwine, Odda, Offa, Ohthere, Penda, Sigebriht, Wighelm, Wigstan,Wufsige,Wulfstan,Wulfwige.

FEMALE: Aethelflaed, Aelfgyfu, Aehtelgythe, Eadgifu, Ealhraed, Hereswith, Hilda, Leofflaed, Leofware, Wihtburg.

Old French Names
MALE: Aimeri, Aimon, Aiol, Aleaume, Archembaud, Arnoul, Baudouin, Bruyant, Eustache, Fierbras, Fromondin, Galien, Gilles, Godefroi, Gui, Guibert, Guillaume, Hardouin, Jehan, Julien, Raimon, Raoul, Tancred, Thierry, Yves.

FEMALE: Adelaide, Adeline, Aiglante, Alienor, Beatrix, Beatrice, Belle, Berthe, Blonde, Catherine, Cecilia, Clarissa, Erembourg, Ermengarde, Esclarmonde, Heloise, Jehanne, Lutice, Mirabel, Nicolette, Olive, Oriabel, Passerose, Rosamonde.

Old High German Names
MALE: Adalbracht, Adalbert, Adaldac, Adelgero, Adam, Addo, Agilwulf, Aistulf, Albwin, Arnolf, Berchhold, Berengar, Bernefrid, Bernhard, Boppo, Buobo, Brun, Bruno, Chuonrad, Eberhart, Everhart, Egilulf, Egbert, Erkanbald, Erhard, Folcbert, Folcmar, Fulco, Fulrad, Folkwin, Friderich, Gisilbert, Gislfred, Giselher, Geseprant, Godfrid, Goslin, Gozlin, Grimoald, Guntbrecht, Gundolfm Guntram, Gundelbert, Griffo, Gundpert, Gunther, Hatto, Heinrich, Herimann, Hermann, Hildulf, Ingo, Hubert, Ribald, Obert, Hugo, Lampert, Landemar, Liutger, Liudolf, Luipold, Lindwin, Liutward, Liutprant, Hlothar, Ldowich, Chlodowech, Mainard, Mainfred, Meginbert, Maginfred, Ozbert, Liutker, Frumolt, Otto, Odo, Odalrich, Ratbodo, Reginbald.

FEMALE: Adalheid, Adelaide, Adalwit, Adred, Albsinda, Bertha, Hathwiga, Hedwig, Mathilda, Mechtild, Gisla, Gisiltrude, Glismuada, Hiltiburg, Ida, Ota, Imma, Regingarda.

Birthplace & Language
Choose the investigator’s kingdom of birth and language—the German empire (with four main Old High German dialects spoken: Frankish, Saxon, Bavarian, Allemanic — the term ‘German’ (thiudisk) itself is only just evolving), the kingdoms of France, Burgundy, or Italy (where Old French and Occitan dialects are spoken), the kingdom of England (Old English dialects spoken) are good starting points; see the “Languages” section on page 54 and “A Quick Tour of the World,” page 61, for more details.

Sex of Your Character
In order to enrich the playing experience, we decided to stretch historical correctness and open most occupations to female player characters (avoid cleric, priest, guard, and warrior). The keeper must decide whether to consider audacious women as exceptions in a hostile male society, or to bend medieval mentality toward gentle integration.

Education
Apart from men of the church, clerics, and a few nobles, no one possesses formal education in the Dark Ages, since there is no proper schooling system outside of the monasteries. The game concepts of Education (EDU) and the Know roll measure factual knowledge in Cthulhu Dark Ages: an investigator with a high Education may not be schooled, but still might be studious, observant, and judicious. This definition of Education does not contradict the Call of Cthulhu rules — in Cthulhu Dark Ages the “school of life” has the same status as formal schooling.

Age & Aging
Your investigator’s age is 15. For every ten years or fraction older that you make your investigator, add a point to EDU and allot 20 occupation points. Also remove your choice of 1 STR, 1 CON, 1 DEX, or 1 APP.
Attachments
equip.pdf
equipment list
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Re: Dark Ages Character Creation

Post by Tabs »

Offa the Red is my chap. He must have a farm dog...
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Re: Dark Ages Character Creation

Post by Wolf »

Hey there! Im a bit confused, are we going to use 7ed rules or 6ed rules?
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Re: Dark Ages Character Creation

Post by Mr. Handy »

I'll be Otto the Bold.

We'll be using 6th edition, Wolf.
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Re: Dark Ages Character Creation

Post by ajcesq »

Cyneweard Peyntour, an artist from Wessex...
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Re: Dark Ages Character Creation

Post by Silver Priest »

I think I'll be Leofric, a hired sword from the British isles.
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Re: Dark Ages Character Creation

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I'll be Heinrich, the Hermit!
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Re: Dark Ages Character Creation

Post by Lief Neema »

Wolf wrote:Hey there! Im a bit confused, are we going to use 7ed rules or 6ed rules?
I decided to use 6th to only need one book, the Call of Cthulhu Dark Ages. It makes things simpler for those who want to get references.
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Re: Dark Ages Character Creation

Post by Silver Priest »

Would it be possible to get a weapon and equipment list? :)
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Re: Dark Ages Character Creation

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Silver Priest wrote:Would it be possible to get a weapon and equipment list? :)
There is a one page PDF in ATTACHMENTS on the first post (at the end of the post). It contain a list with price at all.
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Re: Otto the Bold

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Player: Mr. Handy
Name: Otto the Bold
Age: 18
Sex: Male
Occupation: Free Warrior
Current Residence: Regensburg
Birthplace: Munchen

Image

Characteristics:
STR: 12
CON: 12
SIZ: 13
DEX: 15
APP: 10 [includes -1 from age]
INT: 10 (Idea - 50)
POW: 13 (Luck - 65)
EDU: 15 (Know - 75) [includes +1 from age]

Sanity: 65
Phobias/Mental Disorders: None
Maximum Sanity: 99
Hit Points: 13
Magic Points: 13
Damage Bonus: +1D4

Background: Otto is a highly skilled warrior, of average build but highly coordinated. While he is not the smartest, he makes up for it with raw courage and professional competence. Otto was born in Munchen, the son of a mighty and valiant knight also named Otto. Otto squired for his father for several years, until his father was slain in battle. Otto inherited his horse, armor, and sword, and he became a warrior in his own right. It is his fervent desire to live up to his father's good name, and he always strives to do what is right.

Skills: (Non-default skills BOLD, Professional Skills ITALICS, Hobbies preceded by a DOT. Checked skills followed by a *)
Accounting (10%):
Art (05%):
Bargain (05%):
Climb (DEX+STR%): 27%
Conceal (15%):
Craft (05%):
Cthulhu Mythos (00%):
Dodge (DEX x 2%): 30%
Drive Horses (20%):
Fast Talk (05%):
First Aid (30%): 60%
Hide (10%):
Insight (05%):
Jump (25%):
Library Use (EDU x 2%): 30%
.Listen (25%): 45%
Medicine (05%):
Natural World (10%): 35%
Navigate (10%):
Occult (05%):
Other Kingdoms (01%):
Other Language (01%):
Own Kingdom (Bavaria) (20%): 35%
Own Language: High German(Bavarian) (EDU X 5%): 75%
Persuade (15%):
Pilot Boat (01%):
Potions (01%):
Repair/Devise (20%):
Ride Horse (05%): 60%
Science (01%):
.Shield (15%): 60%
Sneak (10%):
.Spot Hidden (25%): 50%
Status (15%): 55%
Swim (25%):
Throw (25%):
Track (10%): 60%
Write Language (01%):

Hand-to-Hand:
.Fist/Punch (50%): 60%
Grapple (25%): 55%
Head Butt (10%):
Kick (25%):
Small Knife (25%):
Long Sword (20%): 75%

Equipment:
Starting money: ([dice]0[/dice] + 6) x 50 = 450 deniers - 334+ (purchases): 116 deniers remaining (minus additional purchases)
Horse
Longsword (1D8+1D4 damage, 75% skill)
Chainmail (Protection 7 [4 vs. thrusting, 3 vs. crushing]; I'm presuming the helm is included. If not, I'll readjust my purchases to get one)
Large Shield (60% skill) (cost 80)
Traveler's Pack (cost 240)
Rations, 7 days (cost ?)
Horse fodder, 7 days (cost ? [21-42])
2 torches (cost 2)
Fiber rope (cost 12)
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Re: Dark Ages Character Creation

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(Shamelessly stolen Mr. Handy's format. Hopefully it's all in order, been ages since I made a character)

Player:Silver Priest
Name: Leofric
Age: 32
Sex: Male
Occupation: Mercenary
Current Residence: (wherever we start the game)
Birthplace: York

Characteristics:
STR: 17
CON: 18
SIZ: 17
DEX: 11(-1 from age)
APP: 5(-1 from age)
INT: 13 (Idea - 65)
POW: 10 (Luck - 50)
EDU: 9 (Know - 45) [includes +2 from age]

Sanity: 50
Phobias/Mental Disorders: None
Maximum Sanity: 99
Hit Points: 18
Magic Points: 10
Damage Bonus: +1D6

Background: Leofric was born into a poor family of peasants. Blessed with a great vitality from an early age, it seemed natural that he took up the way of the warrior. He has served as a mercenary for nearly twenty years now, first serving as protection to men in need of it but having advanced to fighting for whoever is willing to pay him. His great skill has afforded him something of a reputation as a man who knows how to get things done.

Leofric is tall and thickly muscled, but also covered in his fair share of scars. His looks, never the most appealing part of him have suffered from this. He often wears a helm to block out his most hideous features.

Skills: (Non-default skills BOLD, Professional Skills ITALICS, Hobbies preceded by a DOT. Checked skills followed by a *)
Accounting (10%):
Art (05%):
Bargain (05%):
Climb (DEX+STR%):
Conceal (15%):
Craft (05%):
Cthulhu Mythos (00%):
.Dodge (DEX x 2%): (22%): 52%
Drive Horses (20%):
Fast Talk (05%):
First Aid (30%):
Hide (10%):
Insight (05%):
Jump (25%):
Library Use (EDU x 2%): 18%
Listen (25%):
Medicine (05%):
Natural World (10%): 30%
Navigate (10%):20%
Occult (05%):
Other Kingdoms (01%):
Other Language (01%):
Own Kingdom (England) (20%):
Own Language: (English) (EDU X 5%): 45%
Persuade (15%):
Pilot Boat (01%):
Potions (01%):
Repair/Devise (20%):
.Ride Horse (05%): 35%
Science (01%):
.Shield (15%): 75%
Sneak (10%):
Spot Hidden (25%):
.Status (15%): 25%
Swim (25%):
Throw (25%):55%
Track (10%): 40%
Write Language (01%):

Hand-to-Hand:
Fist/Punch (50%): 70
Grapple (25%): 55%
Head Butt (10%):
Kick (25%):
Small Knife (25%):
Long Sword (20%): 80%

Equipment:Starting money( [dice]0[/dice] + 1 x50+ 500= 700 deniers 110 remains after purchases

Helm 100(600)
Long Sword 210 (390) (1d8+db)
Cuirbolli (Boiled Leather) 100 (290) deflects 3 damage)
Medium Shield 60 (230) 25 HP/25 remain
Superior Short Cloak 120 (110)
Last edited by Silver Priest on Mon Mar 06, 2017 8:14 am, edited 1 time in total.
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Re: Dark Ages Character Creation

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Hope this is all OK...

Name: Cyneweard Peyntour
Age: 45
Sex: Male
Occupation: Cleric
Current Residence: Malta
Birthplace: Glastonbury

Image

Image

Characteristics:

STR: 11
CON: 12 [includes -1 from age]
SIZ: 11
DEX: 12
APP: 11 (Charisma - 55) [includes -2 from age]
INT: 15 (Idea - 75)
POW: 12 (Luck - 60)
EDU: 16 (Know - 80) [includes +3 from age]

Sanity: 60
Hit Points: 12
Magic Points: 12

Background:

Cyneweard is an artist; he travels across Europe painting religious subjects, frescos and icons, for churches, monasteries, and wealthy families. He counts among his patrons the King of the English, Æthelred, and the Byzantine Emperor, Basil. He was born in Wessex, under the shadow of Glastonbury Tor, and was educated at Glastonbury Abbey. Along with a reputation as a brilliant painter, Cyneweard is known to be a strange chap, crazy even. He enjoys brawling and a long carouse. He is paranoid, sleeps fully clothed and armed, is often immodest, and has a sharp tongue.

Skills: (Non-default skills BOLD, Professional Skills ITALICS, Hobbies preceded by a DOT)

Art (Painting/drawing) (05%): 75%
Bargain (05%): 60%
.Head Butt (10%): 50%
Library Use (EDU x 2%): 42%
.Navigate (10%): 30%
.Other Kingdoms (01%): 41%
Other Language (French) (01%): 25% (Language bonus)
Other Language (Arabic) (01%): 25% (Language bonus)
Own Kingdom (England) (20%): 60%
Own Language (English) (EDU X 5%): 80%
Persuade (15%): 60%
.Ride Horse (05%): 25%
.Short sword (15%): 35%
.Small knife (25%): 35%
Status (15%): 75%
Write Latin: 40%
Write English: 52% (Language bonus)

Equipment:
Starting money: 400 deniers

Short sword (150)
Small knife (10)
Rations (7 days) (14)
Ink, pens, charcoal sticks, and parchment (?)
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Wolf
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Re: Dark Ages Character Creation

Post by Wolf »

(Follow the leader I guess :mrgreen: )
Name: Heinrich Malner
Age: 28
Sex: Male
Occupation: Hermit
Current Residence: Shack in the outskirts of the starting city
Birthplace: Kingdom of Germany


Characteristics:
STR:13
CON:13
SIZ:11
INT:14 (Idea: 70)
POW:15 (Luck: 75)
DEX:10 (Dex: 50)
APP:9 (Charisma: 27)
EDU:15 (Know: 75)
(Age: Edu +1, Dex - 1,+20 Occ Points)

Health Points: 12
Magic Points: 15
Sanity: 75
Damage Bonus: +1d4
Money: [dice]d6[/dice] silver deniers
Yearly income: 240 deniers

Background
A lot is said about Heinrich's origin. Some tell of the lettuce madman, who fell from a nobleman's carriage as a baby. Others, that he hails from a long lost tribe of savages in the black forest, never to find his true kin again. In reality, not even he knows were he comes from. Raised by a monk, Heinrich has never felt close to medieval society. Although the monk always tried to shoo away the gossips of the suspicious people, when his death came, Heinrich was once again alone in the world. However, this time he had with himself the spirit of his mentor: the search for spiritual enlightement. In pursue of this search, however, Heinrich found hidden, forbidden books in the monk's chapel. Growing paranoid and fearful of the villagers, Heinrich decided to live by himself in the woods, reading the tomes, and farming vegetables to eat and sell in the village. However, his lust for the unknown is deeply burning within him, and any oportunity to leave his shack in pursue of more than dusty tomes will be taken...


Skills: (Occupational, Hobby)
Accounting (10%):
Art (05%):
Bargain (05%):
Climb (DEX+STR%):
Conceal (15%):
Craft (05%):
Cthulhu Mythos (00%):
Dodge (DEX x 2%)(20):
Drive Horses (20%):
Fast Talk (05%):
First Aid (30%): 60
Hide (10%): 55
Insight (05%): 30
Jump (25%):
Library Use (EDU x 2%)(30):50
Listen (25%): 40
Medicine (05%):
Natural World (10%): 40
Navigate (10%):
Occult (05%): 50
Other Kingdoms (01%):
Other Language (01%)(Latin): 30
Own Kingdom (Germany) (20%):
Own Language: (German) (EDU X 5%): 75
Persuade (15%): 35
Pilot Boat (01%):
Potions (01%):
Repair/Devise (20%):
Ride Horse (05%):
Science (01%):
Shield (15%):
Sneak (10%):
Spot Hidden (25%): 55
Status (15%):
Swim (25%):
Throw (25%):
Track (10%):
Write Language (01%): 30

Hand-to-Hand:
Fist/Punch (50%):
Grapple (25%):
Head Butt (10%):
Kick (25%):
Axe (15%):55
Knife, Small(25):35

Spells:
Heal

Equipment:
OOC:   Background wise, my character inherited/stole some farming items, an axe, books, his robe and a dagger from the monk. Since buying such items would be impossible for the hermit occupation, im not sure if I am allowed to include the robe, axe, and the knife.  
Hooded Cloak (60 deniers)
Axe(1d6)(80 deniers)
Small Knife(1d4)(10)
Last edited by Wolf on Wed Mar 08, 2017 4:09 pm, edited 1 time in total.
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Wolf
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Re: Dark Ages Character Creation

Post by Wolf »

Can my character choose old grimoire spells?(Due to the Hermit occ)
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Lief Neema
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Re: Dark Ages Character Creation

Post by Lief Neema »

Guys, excuse me being late. I fell ill with a kidney problem and stayed two days away from the internet.

Everything is perfect! You are the best!

Wolf wrote:Can my character choose old grimoire spells?(Due to the Hermit occ)
Yes you can! Follow the rules for choosing spells shown on the first post. You can see the Old Grimoire chapter of the Call of Cthulhu Dark Ages book. Notice that Dark Ages was a different time. At that time there was witchcraft, sorcery, etc., then your magic is mundane, not mythos. You'll need to read mythos tomes to learn mythos spells.
See my writings on: http://onemanpd.blogspot.com
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Lief Neema
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Re: Dark Ages Character Creation

Post by Lief Neema »

I think we can start with an introductory scene, what do you think? Any character detail can be adjusted during the game in those first scenes.
See my writings on: http://onemanpd.blogspot.com
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Mr. Handy
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Re: Dark Ages Character Creation

Post by Mr. Handy »

Yes, i think we're ready to start.
Doctor Who/CoC Campaign:
(viewforum.php?f=176)The Terror Out of Time
(viewforum.php?f=191)]The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
The Masque of Nyarlathotep
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Wolf
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Re: Dark Ages Character Creation

Post by Wolf »

Mr. Handy wrote:Yes, i think we're ready to start.
I concur.
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