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1 Cthulhu Dark Ages 1.75 Stéphane Gesbert
Game System
“But as it becometh disciples to obey their master, so also it becometh the master to dispose all things with prudence and
justice. Therefore, let all follow the Rule as their guide in everything, and let no one rashly depart from it” - The Holy Rule of
St. Benedict
Since Cthulhu Dark Ages is a supplement to the Call of
Cthulhu rulebook, character generation and the game
system remain basically the same. However, life in the
tenth and the eleventh centuries was quite different from
life in the nineteenth or the twentieth. This chapter
discusses Dark Ages “adventurers”, their occupations and
available skills, and focuses on specific rules for that era,
like disease and insanity.
Sex of the Adventurer
Most Dark Ages societies were unfortunately very sexist.
Men held almost all positions of power, and women of low
rank were usually assigned to menial tasks and had few
rights.
In order to enrich playing experience however, we decided
to stretch historical correctness, and opened most
occupations to female adventurers (avoid cleric, priest,
guard, and warrior). It is up to the keeper to consider
audacious women as exceptions in a hostile male society,
or to bend the medieval mentality towards gentle
integration.
Characteristic Rolls
Apart from men of Church, clerics and a few nobles,
nobody possessed any formal education in the Dark Ages,
since there was no proper schooling system. For that
reason the game concepts of Education (EDU) and Know
measure in the first place factual knowledge in Cthulhu
Dark Ages: an adventurer with a high Education may not
be schooled, but still might be studious and observant.
We note that our definition of Education does not
contradict the Call of Cthulhu rulebook – only in Cthulhu
Dark Ages the “school of life” has equal status as formal
schooling.
Adventurer Occupations
The occupations listed below are well suited for a
beginning Dark Ages adventurer.
In the Dark Ages, most people were tied to a 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 section and weapon tables.
Remember that the Cthulhu Mythos skill cannot be
chosen, only learned during play.
New additions to the characteristic rolls are the Dexterity
roll and the Charisma roll:
DEXTERITY ROLL (DEX x5). The Dexterity roll
allows manipulation skills to be judged for which no game
skill exist. It could decide for instance, if the adventurer
was able to pick that lock (Dark Ages locks were simple),
or was able to grab the vine at the edge of the cliff.
CHARISMA ROLL (APP x5). The Charisma roll allows
communication skills to be judged for which no game skill
exist. Did he make a good impression? Did she catch
everybody's attention?
Money and Equipment
In the Middle Ages the question of currency is a complex
one, since every siege of power minted its own coins. For
the sake of playability Cthulhu Dark Ages adopts a
standardized monetary unit: the silver denier or penny .
One denier represents the minimum amount necessary to
survive one day in a city.
All occupations endow the adventurer with an amount of
deniers. The proportions granted loosely represent roughly
one year of earnings. “Buy” weapons, clothing and other
effects fit for your adventurer's occupation.
Name
Most people in the Dark Ages had no surname: John is just
John. To further describe an adventurer, give a birthplace,
as in John of Hereford, or an occupation, as in John Smith,
or a distinguishing feature, as in Erik the Red.
Classical French, German or English first names are
ideally suited for Dark Ages adventurers.
Magic
A few occupations (healer, hermit/heretic, and exorcist-
priest) allow the adventurer to select Old Grimoire spells
instead of skills. Such choice is always subject to keeper
approval – count 50 skill points for every targeted spell,
and 100 skill points for others (see Casting Spells section).
Men of Church have in principle no access to magical lore,
but may be granted miraculous powers by divine
intervention. In a Christian context, the craving for divine
powers should be regarded as a mortal sin.
Birthplace and Language
Choose the adventurer's nation of birth and own language:
the German empire (Old High German dialects spoken),
the kingdoms of France, Burgundy or Italy (Old French
dialects spoken), the kingdom of England (Old English
dialects spoken) are good starting points - see the Dark
Ages section for more details.
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Stéphane Gesbert Game System 2
Occupations
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, natural world, occult, persuade, spot
hidden or listen, and two other skills as personal specialties
(one spell allowed).
Money : 240 deniers.
You can learn more about these people and the society
they lived in, from the Dark Ages section. Spells are found
in the Old Grimoire chapter.
BEGGAR
As a beggar you devote your life to niggling food and
money from passers by.
Skills : bargain, conceal, fast talk, insight, listen or spot
hidden, and three other skills as personal specialties.
Money : 240 deniers.
HOUSEHOLD OFFICER
You serve your lord in his urban palace or his castrum .
Select one of the following functions: seneschal, constable
or marshal. You spend much of your day bullying lesser
servants to do their work.
Skills : (craft), conceal, fast talk, hide, insight, listen or spot
hidden, sneak and one other skill as a personal specialty.
Money : 900 deniers.
CLERIC
You were the child of a rich family, or a brilliant peasant
boy once noticed by a man of 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, persuade, library use, own kingdom, status,
write Latin or the local chancery language, and two other
skills as personal specialties.
Money : 2400 deniers.
JUGGLER/MINSTREL
You're witty and interesting looking, and you love to get
attention. You might be adept with “chansons de geste”,
musical instruments, poems and stories that everybody
already knows, tumbling, juggling, rope walking, animal
training, or some other entertaining craft.
Skills : (art), bargain, fast talk, insight, own kingdom,
persuade, and two other skills as personal specialties.
Money : 1500 deniers.
CRAFTSMAN/SHOPKEEPER
You might be a smith, a baker or a weaver. Choose a craft.
You live in a village community or in a city.
Skills : (craft), bargain, fast talk, insight, natural world,
own kingdom, status, and one other skill as a personal
specialty.
Money : 1200 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 catastrophy 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, one weapon skill, and
one other skill as a personal specialty.
Money : 2100 deniers.
(FREE) FARMER
You are the salt of the earth: well-to-do farmer or colonist,
the Dark Ages society depends on your crops, and you
work like a horse.
Skills : (craft), bargain, drive horses, listen, natural world,
track, and two other skills as personal specialties.
Money : 600 deniers.
GUARD
You work in a cathedral city for the burgrave or the
bishop. You have little to do but practice with your
weapons and keep you in shape.
Skills : fist/punch or head butt or kick or grapple, own
kingdom, sneak, spot hidden or listen, status, throw, one
weapon skill, and one other skill as a personal specialty.
Money : 1800 deniers.
MERCHANT
You are a Jew living in a port city or in 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, write language, and one other
skill as a personal specialty.
Money : 9000 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, the promise of rain and
the evil eye. Be wary of the ever-suspicious village priest!
Skills : first aid, insight, natural world, occult, potions, spot
hidden or listen, and two other skills as personal specialties
(spells allowed).
Money : 900 deniers.
MONK/NUN
You live in a monastery, in silence and in prayer. When
you don't pray, you perform domestic tasks, or copy arcane
manuscripts from the monastery's library.
Skills : (craft) or (science) or (art), Latin, library use, listen,
occult, sign language, write Latin, and one other skill as a
personal specialty.
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3 Cthulhu Dark Ages 1.75 Stéphane Gesbert
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 dangers.
Skills : bargain, drive horses or pilot boat, fast talk, insight,
own kingdom, other language: common trading speech,
navigate, and one other skill as a personal specialty.
Money : 3600 deniers.
Money : 240 deniers. Caveat: since monks and nuns should
not own anything, spend the money to buy personal
effects, and donate the rest down to a few deniers.
PILGRIM
You live from the charity of other people. You accomplish
a pilgrimage to a holy place, e.g. Jerusalem, a monastery
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
of adventure in its noblest sense. You could be headed to
Santiago di Compostela in Spain, Mount Saint Michel in
France, Jerusalem or Rome.
Skills : bargain, own kingdom, natural world, navigate,
sneak, and three other skills as personal specialties.
Money : 240 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
only possessions are a horse, a long sword and a
chainmail.
Skills : grapple, natural world, own kingdom, ride, status,
track, one weapon skill, and one other skill as a personal
specialty.
Money : 9000 deniers.
PRIEST
You are on a mission from Church to enlighten lay men
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 anyway. Although celibacy is strongly recommended,
some of you have a concubine and have children!
Skills : fast talk, insight, Latin, occult, persuade, status, and
two other skills as personal specialties (religiously correct
spells allowed for exorcists).
Money : 600 deniers.
WOODSMAN/FISHERMAN
As a woodsman you exploit the forest: you might be a
hunter, a honey gatherer or a woodcutter that produces
charcoal. As a fisherman you are living in a fishing
community by a lake or by the sea.
Skills : (craft), natural world, navigate, pilot boat or track,
spot hidden or listen, swim or sneak, throw, and one other
skill as a personal specialty.
Money : 240 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, natural world, navigate, other
kingdoms, pilot boat, and two other skills as a personal
specialties.
Money : 1500 deniers.
Skills
Many “modern” skills didn't exist in the Dark Ages.
Conversely, some Dark Ages skills were typical of the era.
Importantly, a number of skills have been renamed or
redefined to honor the peculiarities of the era. Beware: a
few Dark Ages skills have different base chances.
Training : formal training in a skill, as opposed to
progression from experience, implies access to a master.
Such access, in the Dark Ages, should come as a reward
for some outstanding deed or after great perseverance.
Remember that there were no public schools or
universities! An experience check comes automatically
upon completing six months of game time training.
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 : (science), library use, Latin, own kingdom,
persuade, status, write Latin, and one other skill as a
personal specialty.
Money : 1200 deniers.
Skill Classes
Diseases, drugs or spells might affect a skill class,
typically halving skill chances for a few hours:
COMMUNICATION : (Art), bargain, fast talk, insight,
other/own language, persuade, status.
MANIPULATION : (Art), conceal, craft, first aid, missile
weapons, pilot boat, repair/devise.
PERCEPTION : Listen, spot hidden, track.
PHYSICAL MOVEMENT : (Art), climb, dodge, drive
horses, fist/punch, grapple, head butt, hide, jump, hand-to-
hand weapons, kick, ride, sneak, swim, throw.
THOUGHT : Accounting, Cthulhu Mythos, library use,
natural world, navigate, occult, other/own kingdoms,
potions, (science), spells, write language.
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,
one weapon skill, and one other skill as a personal
specialty.
Money : 3000 deniers.
Copyright © 1997-2001 S. Gesbert
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Stéphane Gesbert Game System 4
Skills Base Chance
Dark Ages skill Base % Modern equivalent
Accounting 10% Accounting
Art 05% Art
Bargain 05% Bargain
Climb 40% Climb
Conceal 15% Conceal
Craft 05% Craft
Cthulhu Mythos 00% Cthulhu Mythos
Dodge DEX x2% Dodge
Drive Horses 20% Drive Horses
Fast Talk 05% Fast Talk
First Aid 30% First Aid
Fist/Punch 50% Fist/Punch
Grapple 25% Grapple
Head Butt 10% Head Butt
Hide 10% Hide
Insight 05% Psychology
Jump 25% Jump
Kick 25% Kick
Library Use EDUx2% Library Use
Listen 25% Listen
Natural World 10% Natural History
Navigate 10% Navigate
Occult 05% Occult
Other Kingdoms 01% History
Other Language 01% Other Language
Own Kingdom 20% History
Own Language EDU x5% Own Language
Persuade 15% Persuade
Pilot Boat 01% Pilot Boat
Potions 01% Pharmacy
Repair/Devise 20% Mechanical repair
Ride 05% Ride
Science 01% Astronomy, Medicine,
etc.
Sneak 10% Sneak
Spot Hidden 25% Spot Hidden
Status 15% Credit Rating
Swim 25% Swim
Throw 25% Throw
Track 10% Track
Write Language 01% Own/Other language
Skills with different names, base chances, and scope than
in modern times are shaded. Please refer to the Skills
Definition section and to the Weapon Tables.
CRAFT (05%)
Crafts are skills used to make practical things. Specify
armorer, boat-builder, carpenter, leather-worker, mason,
potter, shipwright, weaver, woodworker, etc.
INSIGHT (05%)
The adventurer can learn another person's character and
motives with this skill. Skillful deceit cannot be
penetrated.
LIBRARY USE (EDU x2%)
Same as the rulebook skill of the same name, only the base
chance is bounded by EDU – not everybody in the Dark
Ages was literate enough to apply this skill!
NATURAL WORLD (10%)
General knowledge of animals, plants, sea life, and climate
in an environment with which the adventurer is familiar.
The keeper should halve the skill ability in unfamiliar
lands. Use Natural World to know and care for
domesticated animals.
OCCULT (05%)
The Occult skill is to non-mythos Old Grimoire magic and
Limbo creatures, what the Cthulhu Mythos skill is to
Mythos magic and monsters. Allows the user to recognize
occult symbols and paraphernalia, and provides knowledge
of astrology and (Arabian) alchemy concepts. This skill
does not apply to Mythos magic. Any evidence of Old
Grimoire magic and of Limbo creatures calls for an Occult
roll. Succeeding, the adventurer is able to recognize the
occult significance of the occurrence. The Occult skill also
helps to identify major occult texts like the Emerald Tablet
or the Sibylline Books.
OTHER KINGDOMS (01%)
With this skill, the adventurer knows something about the
peoples and the lands other than his own.
OTHER LANGUAGE (01%)
This skill represents the user's chance to speak and
understand a particular given language. The skill includes
rudimentary ability to read the language, but not to write it
(see Write Language). Local dialects may be understood at
half chance.
OWN KINGDOM (20%)
The adventurer knows something about the peoples, the
lands and the legends of his native kingdom. This
information comes from gossip and broad traditions.
Identification of a dialect is an excellent test for this skill.
OWN LANGUAGE (EDU X5%)
The skill includes a rudimentary ability to read (if the
language has a written form). This skill does not allow
writing (see Write Language).
POTIONS (01%)
With this skill, recognize, compound, and dispense the
infusions, poisons, antidotes and hallucinogens of the Dark
Ages. Finding ingredients may require considerable
Natural World skill. Preparing a plant potion takes 1-3
days. Preparing poison for a weapon takes 1 day if using
animal venom, and up to two weeks if using infectious
agents. Beware! A fumbled infusion or antidote may be a
poison.
REPAIR/DEVISE (20%)
Every adventurer can fix or devise simple equipment,
boats, and so forth. With Devise, an adventurer can create
pit-falls and other clever traps to catch animals or humans.
Tools and special materials may be needed.
Skill Definitions
ACCOUNTING (10%)
Basic knowledge of arithmetics, calculus, and the usage of
an abacus to understand and manage inventories, accounts
and crop registers.
ART (05%)
Specify acting, dancing, musical instrument, jewelry-
making, juggling, singing, sculpting, illuminating
manuscripts, etc. The adventurer sheet contains blank
spaces for different versions of this skill.
Copyright © 1997-2001 S. Gesbert
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5 Cthulhu Dark Ages 1.75 Stéphane Gesbert
SCIENCE (01%)
Only monks, clerics, scholars, and possibly a few nobles
may be trained in one of the “sciences” of the Dark Ages:
specify music, astronomy, arithmetic, geometry, medicine,
theology, canonic law, etc. The adventurer sheet contains
blank spaces for different versions of this skill. See Spot
Rules section for applications of the medicine skill.
STATUS (15%)
In the narrow communities of the Dark Ages, Status
amounts to an index of personal reputation as well as
monetary worth. This is the adventurer's chance to get a
loan from a Jewish merchant, or to bluff his way past the
count's guards for a private audition.
WRITE LANGUAGE (01%)
In the Dark Ages, writing was a different skill from
reading, and was taught separately. This skill gives the
user the rudimentary ability to write the specified
language, provided he or she has proficiency in reading it,
and provided the language has a written form! In the Dark
Ages, the principal languages that had a written form were
Latin, Syriac or Greek, Arab, German, English, French,
Norse, and Slavonic.
Medicine also covers rudimentary surgery, but since
anesthetics were not known, every operation should be
treated as a wound inflicted by a knife (small or large
depending on the operation, see weapon tables); a fumble
doubles the damage done, and a critical success halves the
damage done. The keeper may also rule that an
amputation, like torture, calls for a Sanity roll, with a
potential Sanity loss of 0/1D3 to 0/1D10. For more details
about Dark Ages medical practices, see the Utilities
chapter.
Insanity
Psychoanalysis was not available in the Dark Ages, and
there were no insane asylums. Every village had its village
“fools” who were part of the community and were
entrusted with simple duties in exchange for food. The
insane were often believed to be possessed and therefore
qualified for an exorcism! Insane people were generally
not held responsible for the damage they could cause.
If not taken care of in a monastery or at home, insane
adventurers are assumed to be wandering derelicts.
Without modern treatment, the indefinitely insane’s only
hope is private care at home or in a monastery, safe from
further upset and harm. After 1D6 game months, he or she
may reenter the world.
Spot Rules
For the main part, the rules of the Call of Cthulhu rulebook
are valid in the Dark Ages. However, some emphasis,
adjustments and additions are necessary.
Poison
Most poisons are slow acting, and their symptoms
intensify over hours. In game terms, hit point loss due to
poisoning should be applied at the pro-rate of the effects'
duration (e.g. 1 HP per hour during 8 hours for the aspic
bite, if the resistance roll was failed). Like diseases,
poisons might affect one or more skill classes.
The table below lists common poisons, their potency for a
given dose and their effects. Many more poisons exist, e.g.
the African strophantus, the Asian upas-antiar, the Slavic
honey-that-drives-mad, and mineral poisons based on
arsenic, mercury or red lead (minium). The latter are easily
found in the scriptoria of monasteries, since they enter the
composition of inks used to illuminate manuscripts.
Ingesting the right antidote (requiring successful Potions
rolls to identify the poison and to prepare the antidote) will
stop the poison's effects and the ongoing hit point loss.
Medicine
Medical science was pretty basic in the Dark Ages,
especially in the Occidental parts of the world. Monks and
scholars still relied on profane books right out of Antiquity
to exercise this skill. The most common treatments of
illness consisted of bleeding and special diets. For that
reason a successful Medicine roll restores only 1D3 hit
points per week of observation and "treatment" (instead of
2D3 using modern medicine). Successful application of
Medicine may require additional Potions roll to prepare
necessary healing potions. The keeper may rule that a
fumble causes a further loss of 1D3 hit points, as a result
of bad treatment. Arabs were much more skilled in
Medicine, and also performed simple surgery. An
adventurer successfully treated by an Arab physician heals
at 2D3 hit points per game week.
POISON 1
POT 2
Dose
Onset
Duration
Symptoms, in time
Adder, aspic
1 bite
8
few min
hours
Pains, anguish, collapsus, necrosis, edema.
50 stings 3
Bees/Wasps
1
few min
2 days
Pain, shock, collapsus, lung edema.
Belladonna
1 fruit
1
few min
varies
Excitation, spasms, phobia of light, thirst.
Bittersweet
1 fruit
1
instant
varies
Sickness, diarrhea, agoraphobia, cold.
Death cap
1 cap
10
8-16 h
2-5 days
Sickness, colic, collapsus.
Hemlock
2-3 grams
10
few min
varies
Vision loss, sickness, diarrhea, paralysis.
Yellow scorpion
1 sting
8
few min
10 hours
Pain, anguish, lung edema.
Spurge
contact
6
instant
2-3 days
Anguish, fever, paralysis; blindness if sprayed in
the eyes. Used by Spanish crossbowmen.
Wolfsbane
contact
10
10-20 min
varies
Cold sweat, pains, vomiting, colic, failure.
1 Preparation time is 1 day for animal poisons, 1-3 days for vegetal poisons.
2 The potency of the poison is proportional to the dose, e.g. 10 fresh belladonna fruits have a potency of 10. Prepared poisons,
as opposed to fresh ones, generally work at half the listed potency.
3 The number of stings delivered each round to a single victim depends on the size of the wasp nest or the beehive: count 25
wasp stings per round for very large wasp nests, and 50 bee stings for very large beehives.
Copyright © 1997-2001 S. Gesbert
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