Black Wind, Fire and Steel:

Call of C'thulhu in the Dark Ages

CHARACTER CREATION

Determine characteristics:

Roll 3d6 each for STR, CON, POW, DEX, and CHA.
Roll 2d6+6 for SIZ and INT
Roll 3d6+3 for EDU.
SAN = POWx5
You HAVE to roll the stats in the order indicated. You get a bonus die on each roll and you drop the lowest number.

Determine Characteristic Rolls

INTx5 for Idea
PWRx5 for Luck
EDUx5 for Know
Add STR to SIZ to find the Damage Bonus (also, for every full 20 percentage points of skill in a weapon, +1 to damage caused).
SAN = 99 - Cthulhu Mythos

Determine Derived Characteristic Points

Hit Points: SIZ + CON divided by 2
Magic Points: equal to POW

Determine Occupation and Skills

Roll 1d10 on the 1890's income chart and divide the result by 10. This is the total value that you possess.
Your professional skills are equal to 6+1d4. Each skill gets a free bonus of 10%. You also have EDUx20 points to spend on these 7 to 10 skills (only).
Your personal skill points are equal to INTx20 (yes, 20) points and may be spent on any skills that you choose. Allot every point, unallocated points are lost.
You professional skills start at 10% (bonus), all others start at 0%. (Rationale: there is no universal education/social system to inculcate a standard skill set).

Determine Additional Background

Minimum age is EDU+6 years. Every additional year allot 2 professional points and 2 personal points to skills. After every 10 years add 1 to EDU. DO NOT add points to INT.
Beginning at age 50 subtract 1 from your choice of STR, CON, DEX, or CHA.

NEW RULES

Difficulty levels and skill reductions.
The difficulty level of the action may reduce the percentage of the chance that it will succeed. There are five difficulty levels and levels of skill reduction.
Easy Base percentage
Medium ¾ percentage
Difficulty ½ percentage
Very Difficult ¼ percentage
Extremely Difficult 1/10 percentage

Contested Actions
The lowest roll in contested actions wins.

Multiple actions
In order to perform multiple actions you must use the lowest value of the skills that you will be using for all rolls. You then roll and if you succeed you subtract the number rolled from the next chance and if you succeed, the number rolled is also subtracted from the chances for the third roll. If you fail a roll at any time, your rolls are complete. Ex. You want to stab someone, then stab his brother, then dodge any retaliatory strikes. You weapon is a dagger and you have a skill of 88 and you have a dodge skill of 60. You have to use the 60 because it is the lowest skill used. You roll a 23 for the first action and successfully stab your victim. 23 points are now subtracted from the 60 points and you now a 37 for the next action. You manage to roll a 05 and stab your second victim and 5 points are subtracted from 37 for a remaining pool of 32. You roll a 44 to dodge and you fail. You can not dodge any incoming attacks.

Armor use
While wearing armor of any sort, you cannot perform a skill at a higher level than you armor use (category) skill.

SKILL LIST

Math
Medicine
Languages (speech)
Ancient History
Punch
Persuade
Art
Kick
Leadership
Astrology
Grapple
Herbalism
Bargain
Head Butt
Theology
Biology
Hide
Sneak
Chemistry
Jump
Spot Hidden
Climb
Research
Swim
Conceal/Palming
Listen
Throw
Crafts
Forgery
Running
Cthulhu Mythos
Blacksmith
Dance
Disguise
Engineering
Literacy (read/write)
Dodge
Natural History
Mime
Ride Animal
Land Navigation
Musical Instrument
Agriculture
Water Navigation
Public Speaking
Fast Talk
Occult
Writing
Cook
Fishing
Tailor
Sing
Escape Artist
Ventriloquism
Tracking
Animal Husbandry
Brewing
Falconry
Armorer
Weaponsmith
Heraldry
Armor Use (L/M/H)
Etiquitte
Acrobatics
Gaming
Poison Use
Jury Rig
Lore (various ex. CM)
Architect
Sculpting
Seamanship
Carpentry
Interrogation
Trapping
Wilderness Survival
Animal Training
Teach
Cobbling
Fire Building
Leatherworking
Mining
Pottery
Rope Use
Mountaineering
Stonemasonry
Weather Sense
Weaving
Blind Fighting
Appraising
Gem Cutting
Juggling
Read Lips
Bowyer/Fletcher
Hunting
Bite

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