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Level

Name:
Class: Age:

Orphan Pornographers Society

Notes

Score

Make notes here:

Xp

Alignment:
Religion:

Modifier

People I know.

vs
Magic

Charisma

Loyalty,
Recruiting Retainers

Paralyse

Poison

Breath
Weapon

Constitution

Places I been.

Magical
Device

Hit Points,
Daily Travel

Things what I killed.

Dexterity

Dead At

Flesh

Faith/
Cataclysm

Grit

AC, Ranged AB,


Initiative

Drugs I have come to discover are bad.


You get the idea.

Intelligence
Saves vs Magic,
Languages

Over to the right youll see some big banners.

Strength
Melee AB,
Open Doors

http://www.lastgaspgrimoire.com/ive-gotta-have-faith/

Wisdom

Cataclysm is for Maleficar/Magic-Users:

http://www.lastgaspgrimoire.com/do-not-take-me-for-some-turner-of-cheap-tricks/

Flesh and Grit are your Hit Points:

Melee

Armour:
Ranged

Melee

http://www.lastgaspgrimoire.com/id-hit-that/

Write your current above the line and your maximum below, that should be obvious.
You are dead at minus half your class HD.

Architecture

Notches are a simple way of tracking equipment maintenance, and fun when they cause
your dagger to snap off in someones back then you realise theyre actually just the host
for something else and OH NO:

Bushcraft

Climbing

Base
Languages Open Doors

http://www.lastgaspgrimoire.com/always-carry-protection/

Mark off a box below after every ten minutes of using a light source. When you cross out
the box bearing the name of the thing youre using guess what happens.

Search

Ranged

Combat Options
Parry

(no action this round)

Press

(Fighter only)

Aim

(no action this round)

Defensive

(Fighter only)

AC +2 / (Fighter) AC +4

Sleight of
Hand

Sneak
Attack

Stealth

Ranged AB +4 next round

This is an explanation layer.


Turn it off before printing.

AB -4, AC +2

Range

Light Tracker

AB +2, AC -4

Weapons
Tinkering

Without Shield

Saves vs
Non-Magic

Attack Bonus

Surprised

Faith is for Mystics/Clerics:

Conceived at lastgaspgrimoire.com

vs
Non-Magic

Magic

Torch
Candle

Lantern

Name

AB

Damage

M (-2) L (-4)

Notches

Item Stored

At:

Languages
Known

Significant
Items

Dead Weight

+1 enc

Unknown

2
3
4
5
6
7

In the banner above write how many Significant


Items you can carry, and how many youre currrently
carrying:

8
9

http://www.lastgaspgrimoire.com/this-is-weighing-me-down/

10
11
12

Retainers
Name

Weapons

Position

Wage

Share

HP

13
15
16

Sword: If you havent been hit this round roll


twice for damage, take the best.

Do the same for Insignificant Items youre carrying on


you. If theyre in your pack just draw them in a sack
down the bottom or something.

17

Hammer: When you attack choose +1 vs.

18

Medium or better, or a normal attack which


permanently reduces Heavy AC by 1 but deals
half damage.

19

Fill in a dot to your left beside every item that will make
you gain encumbrance. The average schmuck can carry
4 different kinds of things before gaining encumbrance,
and would fill in every 5th dot.

20

Axe: Minimum half damage vs. Light or less.

21

Flail: +1 vs. Medium or better, ignores shields.

22

Properties
Name

Location

If the rest of this page doesnt make sense by itself I


dont know how to help you.

23

Value

If you cant steal an enemys ammunition after


using missile weapons in an encounter,
roll the die or half die closest to the amount of
ammunition used, but no higher.
You recover the rolled amount of ammunition.
If you have sling bullet extractors roll a die
higher.
If the weapon was only used once there is a 50%
chance of recovering the ammunition.

24

Now go roll up a character.

25
26
27
28

Healing

Loot

If you dont have any Flesh wounds, roll to


regain your class HD of Grit per 10 minutes
rest.

Class HD:

If youre not just write what they are with a line


pointing to where they are on an awful silhouette or
stick figure or something.

14

Tidbits

Can choose to attack weapon, Strength check to


disarm on hit. On any miss roll under your AC
or hit yourself.

If youre fun draw yourself here along with your


Significant Items.

Trinkets:
Library Value (500sp/10 2):

Encumbrance Current:

Laboratory Value (1000sp/10 2):

Medium Armour: +1 Encumbrance, -1 Significant Items


Heavy Armour: +2 Encumbrance, -2 Significant Items
(Fighters ignore penalties)

Investments
Name

Type

Value

Gems:

Points

gp:

0-1

sp:
cp:
1gp = 50sp = 500cp

+1 dead weight per 50-100 coins

Encumbrance
Unencumbered

Physical Roll
Penalty

Explore
/Turn

Combat
/Round

Running
/Round

Per Day

120

40

120

24 miles

Lightly

-1

90

30

90

18 miles

Heavily

-2

60

20

60

12 miles

Severely

-3

30

10

30

6 miles

Overencumbered

-4

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