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SWORD & BOARD

Sword & Board: The Soulsborne RPG (v1.1) is by David Lombardo (@AwkwardTurtle42)
Based on Lasers & Feelings by John Harper onesevendesign.com
This game is licensed under a CC BY-NC-SA 3.0 license.
http://creativecommons.orglicenses/by-nc-sa/3.0/us/
You are cursed, hallowed, or undead. You struggle against a hostile world, set on a task of grand scope
and deep import. You are prepared to die for this cause, with sword and shield in hand. GM: Create The Quest
Players: Create Your Character Roll or choose on the tables below. For a longer game, roll several times

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and link them together.
Roll or Pick Your Class They must... In order to...
d10 Class Ability Items 1 Collect the Four Lord Souls 1 Open the Kiln of the First Flame
1 Warrior Strike through a defense. Longsword + Heater Shield 2 Link the Fires 2 Start the Age of Fire
3 Steal the King’s Seal 3 Create the Shrine of the Final Flame
2 Knight Stand firm and immovable. Broadsword + Tower Shield 4 Light the Primal Bonfires 4 Learn the Fate of the Undead
3 Wanderer Find a useful item. Scimitar + Leather Shield 5 Consume the Cinder Ashes 5 Obtain the Power of the Giants
4 Thief Go unnoticed. Bandit’s Knife + Master Key 6 Retrieve the Lordvessel 6 Usurp the Lord of Fire
7 Ring the Bell of Awakening 7 Cast Down the Midnight Sun
5 Bandit Sunder an object. Battle Axe + Spider Shield 8 Obtain the Ashen Mist Heart 8 End the Age of Mists
6 Hunter Spot a weakness. Shortsword + Longbow 9 Sunder the Crystal Spine 9 Slay the Last God
7 Sorcerer Damage something with magic. Dagger + Sorcerer’s Catalyst 10 Reforge the Ceaseless Hammer 10 Free the Queen of Dragons
8 Pyromancer Ignite something. Hand Axe + Pyromancer’s Flame They’ll have to travel to the...
9 Cleric Heal or protect something. Mace + Canvas Talisman 1 Painted 1 Duke’s 1 Lands
2 Northern 2 Blight 2 Town
10 Deprived Avoid death. Club + Plank Shield 3 Upper 3 Undead 3 Ruins
Spend Poise to use your class’s ability. The GM will tell you if what you’re trying to do is 4 Lower 4 Iron 4 Forest
possible. Big efforts might require that you spend more Poise, or take a risk. 5 - 5 Old 5 Archives

2 Choose Your Number From 2 To 9 3 Roll For Your Starting Gift


6 - 6 Great 6 Fortress
7 - 7 Frozen 7 Wharf
8 - 8 Firelink 8 Garden
A high number means you’re better at 1 Pine Resin 6 Binoculars 9 - 9 Sinner’s 9 Catacombs
Sword (aggression, strength, 2 Black Firebomb 7 Goddess’s Blessing 10 - 10 Dragon 10 Shrine
destruction). A low number means 3 Repairbox 8 Old Witch’s Ring
you’re better at Board (defense, timing, Which is guarded by the Boss...
4 Bag of Moss 9 Soul of a Lost Undead 1 Odila the 1 Orphan 1 Knight
reflexes). 5 Purging Stone 10 Pendant 2 Domyn the 2 Fume 2 Queen
3 Covetous 3 Storm 3 Beast
Rolling the Dice 4 Byrant the 4 Asylum 4 Giant
When you do something risky, roll 1d10 to
find out how it goes. Roll +1d if you’re
prepared and +1d if you’re an expert. (The
0 If none of your dice succeed, it goes wrong. The
GM says how things get worse somehow.
5
6
7
Blythe the
Ceaseless
Old
5
6
7
Defiled
Last
Father
5
6
7
King
of Cinder
Hunter

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GM tells you how many dice to roll, based on If one die succeeds, you barely manage it. The GM 8 Duke’s 8 Centipede 8 Lord
your character and the situation.) Roll your inflicts a complication, harm, or cost. 9 Four 9 Gravelord 9 Dragon
10 Shadows of 10 Headless 10 Demon

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dice and compare each die result to your
number. If two dice succeed, you do it well. Good job! GM: Run The Game
Play to find out how they accomplish their goal. Introduce obstacles by
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If you're using Sword (aggression,
strength, destruction) you want If three dice succeed, you get a critical success! The showing evidence of the threat they present. Before a threat does
to roll under your number. GM tells you some extra effect you get. something to the characters, show signs that it’s about to happen, then
ask them what they do. “You hear the rattling of skeletal wheels rolling in
If you're using Board (defense,
timing, reflexes) you want to roll
over your number.
! If you roll exactly your number, gain a point of
Poise. Spend Poise to use your class ability or to
change your stance: Increase or decrease your
your direction. What do you do?” “A bridge stretches across the gap, but
is dotted with burnt corpses. You hear the heavy beat of massive wings
nearby. What do you do?”
number by 1 to a max of 9 or a min of 2 (you can do this
immediately to help you succeed the roll). Call for a roll when the situation is uncertain. Don’t pre-plan
If you want to help someone else who’s rolling, say how you try to help and give them a die. If your die is outcomes—let the chips fall where they may. Use failures to push the
a failure you suffer additional consequences or complications. action forward. The situation always changes after a roll, for good or ill.
GM Guidance Optional Rules Enemies
Rolling the Dice Estus Coins The enemies here are... There is...
Only call for rolls when the outcome is unclear. Impossible tasks Each player places a coin face up before them 1 Pinwheel 1 Skeleton 1 One of them
simply fail, while tasks with no risks simply succeed. Have some to represent their Estus Flask. If they would 2 Undead 2 Soldier 2 One of them, but it’s huge
3 Crystal 3 Knight 3 One of them, leading a group of [reroll]
idea of what the possible outcomes will be prior to asking for a suffer serious harm or death, they can flip 4 Stone 4 Giant 4 One of them, along with one [reroll]
roll, and share those with the players so they know what risks their coin face down to drink deep and 5 Silver 5 Demon 5 Two of them
they’re undertaking. Possible outcomes should take into recover. Coins are flipped face up while 6 Royal 6 Lizard 6 Two of them, but they’re huge
account the player’s approach to a problem. Clever, careful resting in safety. 7 Chaos 7 Rat 7 A small group of them
plans mitigate risks. Reckless, careless actions enhance them. 8 Flaming 8 Drake 8 A small group, lead by a single [reroll]
Health Bars 9 Hollow 9 Basilisk 9 A horde of them
Some tasks may take more than one roll or action to complete, For boss fights and other obstacles that take 10 Snow 10 Golem 10 A horde, but they’re tiny, lead by [reroll]
tell the players up front how much they can hope to achieve. significant effort to overcome, track progress
Consider using the optional Health Bar rules in those cases. with a d10. Pick a number (or roll) for the What’s Between Here and There?
difficulty and downtick down once for minor There’s a... That is...
How To Handle Abilities efforts, twice for normal efforts, and three 1 Stone Bridge 1 Guarded by [enemy]
Class abilities let players break the rules in limited ways. Abilities times for major efforts. When the die reaches 2 Metal Portcullis 2 Guarded from a distance by [enemy]
usually let a player spend Poise to automatically (without a die zero the task is complete. Downticks can be 3 Huge Stone Gate 3 Surrounded by a poison mist
roll) do something that's risky, or let them take a risk (roll the the number of successes from a die roll, but 4 Lava Flow 4 Barricaded by group of [enemy]
also result from player actions that didn’t 5 Timeworn Causeway 5 Filled with swinging blades and traps
dice) to do something impossible. 6 Rickety Scaffolding 6 Looks safe, [enemy] waits in ambush
require rolling dice. If the players find a clever 7 Wooden Doorway 7 Actually safe
Injuries and Death way to totally negate the problem, remove the 8 Mechanical Elevator 8 The home of a helpful NPC
With harm or death is on the line, let the player know before die. The fiction of the world always comes 9 Giant Staircase 9 At risk of collapsing
they roll the dice! They might decide to take a different before the mechanics. 10 Narrow Bridge 10 Guarded by [boss]
approach, to change the possible consequences. If they risk
death, and get a single success, that probably means they take Strange and Fascinating Loot
grievous harm. If they risk death and get zero successes, they die. 1 Chameleon Charm Take the appearance of an inanimate object as long as you stay motionless.
2 Storm Ruler Greatsword with a broken blade. Unleash the power of storms at great risk.
Injuries limit what actions players can take, and make death a 3 Hawk Ring See a great distance and in perfect detail no matter smoke, smog or darkness.
more likely consequence in the future. It’s harder and more 4 Orange Charred Ring You are unharmed by fire and your punches and kicks spray flame.
5 Rusted Iron Ring Your movement can never be impaired by mundane means.
risky to climb onto a dragon with a broken arm. If you want 6 Crystal Ring Shield Absorbs magical attacks and can unleash that energy is a radial blast.
something more concrete, try out the optional Estus Coin rule. 7 Odila’s Needle Giant crystal spear, which when thrown returns unerringly to hand.
8 Shackles of Blythe A pair of bloodstained, broken shackles. Perform feats of giant strength at great cost.
What Do Items Do? 9 Domyn’s Crown Gnarled iron and gold. You can see through the eyes of anything in your sight.
Appropriate items can grant the +1d from being “prepared" 10 Byrant’s Companion A stone cat figurine. Animates to scout ahead, sharing it’s vision with you.
when rolling dice. Items can sometimes mitigate all risk for an
action, negating the need to roll dice at all. I Search the Body...
01 Soul of a Lost Undead 21 Hello Carving 41 Old Growth Balm 61 Moldy Bread 81 Crimson Silk Cape
02 Prism Stones 22 Titanite 42 Vine Balm 62 Shining Coin 82 Wide Brimmed Hat
Materials and ores can be used when crafting or enhancing 03 Piece of Chalk 23 Throwing Dagger 43 Dried Root 63 Petrified Dung 83 Fancy Leather Gloves
weapons or armor. Do what makes sense and let the players lead 04 Sharpened Fibia 24 Moldy Cheese 44 Fragrant Branch 64 Prism Moss 84 White Satin Gloves
the attempts. Ask them what they think would be required then 05 Firebomb 25 Alluring Skull 45 Brightbug 65 Blue Titanite 85 Sneering Mask
06 Bag of Bone Dust 26 Divine Blessing 46 Estus Shard 66 Ragged Mask 86 Brass Necklace
add additional requirements as needed, such as a legendary 07 Sparkly Rock 27 Homeward Bone 47 Purple Moss Clump 67 Fire Keeper's Robe 87 Pointed Witch's Hat
forgemaster, a specific soul, or a rare ingredient. 08 Gristle 28 Dung Pile 48 Rusted Coin 68 Stylish Leggings 88 Court Sorcerer Hood
09 Iron Ring 29 Oddly Fresh Oranges 49 White Branch 69 Mask of the Father 89 Old Sage's Blindfold
10 Unreadable Missive 30 Sparkling Titanite 50 Purging Stone 70 Pyromancer Skirt 90 Cloth Arm Wraps
Other items are simply to prompt the players to find clever ways 11 Repair Powder 31 Elizabeth Mushroom 51 Yellow Bug Pellet 71 Thief Mask 91 Iron Chain Veil
to use them. Not everything has a prescribed purpose. Let the 12 Transient Curse 32 Green Blossom 52 Red Bug Pellet 72 Guardian Hood 92 Cloth Headwrap
lore and feel of soulsborne games, along with clever ideas from 13 Charcoal Pine Resin 33 Poison Moss 53 Blue Bug Pellet 73 Archdeacon Robe 93 Leather Overcoat
14 Rotten Pine Resin 34 Amber Herb 54 Black Bug Pellet 74 Brigand Trousers 94 Horned Helm
the players, guide you. 15 Gold Pine Resin 35 Twilight Herb 55 Seed of a Giant Tree 75 Leather Shoes 95 Dingy Robe
16 Egg Vermifuge 36 Wilted Dusk Herb 56 Carthus Rouge 76 Iron Mask 96 Well-worn Coat
When creating new items or weapons don’t give them 17 Bag of Gravel 37 Aromatic Ooze 57 Mossfruit 77 Iron Bracelet 97 Black Leather Cape
18 Half Rotted Meat 38 Smooth & Silky Stone 58 Duel Charm 78 Washing Pole 98 Crimson Gloves
mechanical bonuses. Instead give them unique effects and 19 Flask of Moonshine 39 Green Titanite 59 Red Moss Clump 79 Antiquated Gloves 99 Wooden Skull Mask
abilities, they'll be much more memorable and fun. 20 Homeward Bone 40 Petrified Something 60 Divine Scroll 80 Antiquated Skirt 00 Sun Tabard

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