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OOC: In the Mead-Hall of Hrothgar
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<blockquote data-quote="Maerdwyn" data-source="post: 2579633" data-attributes="member: 835"><p>Here is a link to a standard Cthulhu Dark Ages sheet: </p><p><a href="http://www.chaosium.com/forms/CDA_InvSheet.pdf" target="_blank">http://www.chaosium.com/forms/CDA_InvSheet.pdf</a></p><p></p><p>And here is some information on Character Generation I blatantly swiped from Alea Jacta Est, my Cthulhu DA keeper over on the Groovy Gamers boards. (The basic system involved here is that to achieve a successful "roll", you must roll under your target number, i.e. INT*5, on d100. You gain experiece with successful rolls and thour story achievements - more experience per success with skills you aren't good at):</p><p></p><p>************************</p><p>1) Allocate stats. There are 8 stats - Appearance (App), Constitution (Con), Dexterity (Dex), Education (Edu), Intelligence (Int), Power (Pow), Size (Siz), Strength (Str). You will get 100 points to divide amongst those stats as you see fit (Although the minimum for most stats is 3 and the max for any stats, before age modifiers, is 18). There are offshoots of these characteristics that I'll detail later.</p><p></p><p>2) Choose occupation. Occupations available are:</p><p>Beggar</p><p>Gothi (Priest) </p><p>Craftsman </p><p>Farmer</p><p>Midwife</p><p>Merchant (You will meet merchants, but they aren't the best choice for this campaign)</p><p>Skald (Slightly anachronistic term here, but hey - A poet/advisor/warrior-type)</p><p>Mercenary/Brigand</p><p>Sailor</p><p>Small Trader</p><p>Warrior</p><p>Woodsman/Fisherman.</p><p></p><p>In mechanical terms what the careers do is determine your specific skill set, which you will then be able to allocate your skill points into.</p><p></p><p>3) Allocate skill points. You will get a number of skill points to spend on skills from your occupation based on your Edu stat, and a number of skill points to spend on any skill you like based on your Int stat.</p><p></p><p></p><p>For Attributes:</p><p></p><p>Appearance (App) (Minimum of 3)</p><p>This determines your relative attractiveness/friendliness. It doesn't represent Charisma (there are skills for that) so much as simply what one sees in the mirror.</p><p>Attraction roll: App x 5. Answers questions such as "Did he make a good first impression? Did he catch everyone's attention?"</p><p></p><p>Constitution (Con) (Minimum of 3)</p><p>Vigour, health, vitality. Resisting poisons, drowning, suffocation, sword blows, etc. If Con hits 0, you die.</p><p>Hit points are the average of Con and Siz.</p><p>Con is also used in resisting poisons, suffocation, drowning, etc.</p><p></p><p>Dexterity (Dex) (Minimum of 3)</p><p>Reflexes and nimbleness.</p><p>Dexterity roll: Dex x 5. Answers questions like: "Can he grab that vine before falling off the cliff?" "Can he pick that lock?" etc.</p><p></p><p>Education (Edu) (Minimum of 3)</p><p>Relative knowledge of character - not just learned knowledge, but also life experience. It measure information known, not intelligent use of the information.</p><p>Base chance for Own Language (i.e. before additional skill points are alloted) = Edu x 5.</p><p>Initial skill points you are given to allocate to skills based in your occupation = Edu x 20</p><p>Know roll = Edu x 5. Answers questions of fact, such as "Does he remember the geography of Wales?" "Does he know the number of legs a spider has?" "Can he recognise the symptoms of hoof-and-mouth disease?" For each ten years or part thereof the character is above the age of 15, the minimum and maximum for Edu both increase by 1.</p><p></p><p></p><p>Intelligence (Int) (Minimum of 8)</p><p>Represents how well the PC learns, remembers and analyses, how aware they are of their surroundings. Int x various multipliers is a common roll to help describe different circumstances.</p><p></p><p>Note the overlap between Int and Edu - high Edu and low Int represents someone like a pedantic teacher, knowing facts but not their meanings, whereas low Edu high Int means a sharp but ignorant character.</p><p></p><p>Initial skill points allowed for allocation to non-occupation skills = Int x 10.</p><p>Idea roll = Int x 5, the most common of the Int rolls. Helps in the understanding of situations and new facts, from learning spells to understanding a link between events or places. Also used for hunches and an ability to turn disparate evidence into something meaningful.</p><p></p><p>Power (Pow) (Minimum of 3)</p><p>Force of will. Aptitude for and resistance against magic. A very important characteristic for a number of reasons.</p><p>Luck roll = Pow x 5. "Does the plank the investigator stepped on hold, or does it snap?" "Is he standing on the trapdoor?" "Does the gribbly monster think he looks tasty?"</p><p>Maximum magic points are equal to power. Magic points are useful both in casting and resisting spells/mental attacks by unearthly creatures. Magic points regenerate fully in 24 hours if spent or lost, up to the value of Pow. An investigator with 0 MPs is unconscious until at least one is regained.</p><p>Maximum sanity = Pow x 5. This is also your starting sanity points. This is a very important number. For survival, an investigator needs to be able to roll equal to or under this number consistently. Whenever it fails (and sometimes even when it passes), sanity points drop, making the number harder to roll under. Losing large percentages of current sanity in short periods of time is a bad plan from a retirement prospect point of view. Dropping to 0 is an even worse plan.</p><p></p><p>Size (Siz) (Minimum of 8)</p><p>Averaging height and weight into one number. Used to see if an investigator can squeeze through a gap, or if an object is suitable to hide behind.</p><p>Hit points = average of Con and Siz</p><p>Damage Bonus (bonus to damage dealt by weapons in melee) is determined by Siz and Str.</p><p></p><p>Strength (Str) (Minimum of 3)</p><p>Muscle power. Ability to lift, push, pull, etc.</p><p></p><p>To work out damage bonus, add Str and Siz.</p><p>02+ = -D6</p><p>13+ = -D4</p><p>17+ = +0</p><p>25+ = +D4</p><p>33+ = +D6</p><p></p><p>**************************</p><p></p><p>As far as professions go, Areald looks like a Warrior to me, although craftman with a number of Warrior based skills could work, too. Oljar would be a Gothi in Fenris's original description.</p><p></p><p>I'll post the occupational skills for your chosen professions when I can - note that a couple skills, aren't practiced among the Germanic peoples of the day, except in very specific circumstnaces. Medicinal training is reserved for midwives, and it's use is only on pregnant women and newborns. Everyone is expected to get better on their own or with the gods' help, or else die on their own. Accounting is also an inappropriate skill choice in most cases.</p><p></p><p>Lastly, in a bout of bad timing, I may not be around to much in the next couple days , but I'll answer as many questions as I can. I'll try to get the IC thread going sometime next week. While I'm doing the planning, do you have any requests for the types of adventures you would like and/or those you like me to avoid?</p></blockquote><p></p>
[QUOTE="Maerdwyn, post: 2579633, member: 835"] Here is a link to a standard Cthulhu Dark Ages sheet: [url]http://www.chaosium.com/forms/CDA_InvSheet.pdf[/url] And here is some information on Character Generation I blatantly swiped from Alea Jacta Est, my Cthulhu DA keeper over on the Groovy Gamers boards. (The basic system involved here is that to achieve a successful "roll", you must roll under your target number, i.e. INT*5, on d100. You gain experiece with successful rolls and thour story achievements - more experience per success with skills you aren't good at): ************************ 1) Allocate stats. There are 8 stats - Appearance (App), Constitution (Con), Dexterity (Dex), Education (Edu), Intelligence (Int), Power (Pow), Size (Siz), Strength (Str). You will get 100 points to divide amongst those stats as you see fit (Although the minimum for most stats is 3 and the max for any stats, before age modifiers, is 18). There are offshoots of these characteristics that I'll detail later. 2) Choose occupation. Occupations available are: Beggar Gothi (Priest) Craftsman Farmer Midwife Merchant (You will meet merchants, but they aren't the best choice for this campaign) Skald (Slightly anachronistic term here, but hey - A poet/advisor/warrior-type) Mercenary/Brigand Sailor Small Trader Warrior Woodsman/Fisherman. In mechanical terms what the careers do is determine your specific skill set, which you will then be able to allocate your skill points into. 3) Allocate skill points. You will get a number of skill points to spend on skills from your occupation based on your Edu stat, and a number of skill points to spend on any skill you like based on your Int stat. For Attributes: Appearance (App) (Minimum of 3) This determines your relative attractiveness/friendliness. It doesn't represent Charisma (there are skills for that) so much as simply what one sees in the mirror. Attraction roll: App x 5. Answers questions such as "Did he make a good first impression? Did he catch everyone's attention?" Constitution (Con) (Minimum of 3) Vigour, health, vitality. Resisting poisons, drowning, suffocation, sword blows, etc. If Con hits 0, you die. Hit points are the average of Con and Siz. Con is also used in resisting poisons, suffocation, drowning, etc. Dexterity (Dex) (Minimum of 3) Reflexes and nimbleness. Dexterity roll: Dex x 5. Answers questions like: "Can he grab that vine before falling off the cliff?" "Can he pick that lock?" etc. Education (Edu) (Minimum of 3) Relative knowledge of character - not just learned knowledge, but also life experience. It measure information known, not intelligent use of the information. Base chance for Own Language (i.e. before additional skill points are alloted) = Edu x 5. Initial skill points you are given to allocate to skills based in your occupation = Edu x 20 Know roll = Edu x 5. Answers questions of fact, such as "Does he remember the geography of Wales?" "Does he know the number of legs a spider has?" "Can he recognise the symptoms of hoof-and-mouth disease?" For each ten years or part thereof the character is above the age of 15, the minimum and maximum for Edu both increase by 1. Intelligence (Int) (Minimum of 8) Represents how well the PC learns, remembers and analyses, how aware they are of their surroundings. Int x various multipliers is a common roll to help describe different circumstances. Note the overlap between Int and Edu - high Edu and low Int represents someone like a pedantic teacher, knowing facts but not their meanings, whereas low Edu high Int means a sharp but ignorant character. Initial skill points allowed for allocation to non-occupation skills = Int x 10. Idea roll = Int x 5, the most common of the Int rolls. Helps in the understanding of situations and new facts, from learning spells to understanding a link between events or places. Also used for hunches and an ability to turn disparate evidence into something meaningful. Power (Pow) (Minimum of 3) Force of will. Aptitude for and resistance against magic. A very important characteristic for a number of reasons. Luck roll = Pow x 5. "Does the plank the investigator stepped on hold, or does it snap?" "Is he standing on the trapdoor?" "Does the gribbly monster think he looks tasty?" Maximum magic points are equal to power. Magic points are useful both in casting and resisting spells/mental attacks by unearthly creatures. Magic points regenerate fully in 24 hours if spent or lost, up to the value of Pow. An investigator with 0 MPs is unconscious until at least one is regained. Maximum sanity = Pow x 5. This is also your starting sanity points. This is a very important number. For survival, an investigator needs to be able to roll equal to or under this number consistently. Whenever it fails (and sometimes even when it passes), sanity points drop, making the number harder to roll under. Losing large percentages of current sanity in short periods of time is a bad plan from a retirement prospect point of view. Dropping to 0 is an even worse plan. Size (Siz) (Minimum of 8) Averaging height and weight into one number. Used to see if an investigator can squeeze through a gap, or if an object is suitable to hide behind. Hit points = average of Con and Siz Damage Bonus (bonus to damage dealt by weapons in melee) is determined by Siz and Str. Strength (Str) (Minimum of 3) Muscle power. Ability to lift, push, pull, etc. To work out damage bonus, add Str and Siz. 02+ = -D6 13+ = -D4 17+ = +0 25+ = +D4 33+ = +D6 ************************** As far as professions go, Areald looks like a Warrior to me, although craftman with a number of Warrior based skills could work, too. Oljar would be a Gothi in Fenris's original description. I'll post the occupational skills for your chosen professions when I can - note that a couple skills, aren't practiced among the Germanic peoples of the day, except in very specific circumstnaces. Medicinal training is reserved for midwives, and it's use is only on pregnant women and newborns. Everyone is expected to get better on their own or with the gods' help, or else die on their own. Accounting is also an inappropriate skill choice in most cases. Lastly, in a bout of bad timing, I may not be around to much in the next couple days , but I'll answer as many questions as I can. I'll try to get the IC thread going sometime next week. While I'm doing the planning, do you have any requests for the types of adventures you would like and/or those you like me to avoid? [/QUOTE]
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