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the Character & Player names: Class:


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Crying Blades
houserules Traits: Alignment:
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Attributes Saving 5+mod Gear Encumbrance Gear


Adventuring
Gift, Scores & Modifiers Throws +Level Normal items -1 Initiative & combat Small items
Mark the +2 class bonus Skills 1 1 1
CHArisma Climb Mapping 2 2 2
vs charm/
Hirelings: 3 ± mod
Discount: if mod>0, mod x10% off possession •
o o
o o •oo oo 3 3 3
Reaction roll: ± mod o o o o
4 4 4
CONstitution vs poison/
Hit Points: if mod>0, HD+mod 5 5
Save vs Death: 5+level+mod
harm/ Finesse Notice
death
•oo oo •oo oo
6
7
Encumbrance 6
7
DEXterity vs traps, o o o o -2 Initiative & combat
Initiative: d6±mod dodge/ 8 8
1
Armor Class: if mod>0, +1 avoid
Ranged: if mod>0, +1 to hit & damage Foraging Stealth 9 2 9
INTelligence
Languages: if mod>0, read&write,
vs spells/
curses/
•oo oo •oo oo 10 3 10
o o o o 11 11
add mod known languages magic 4
Daily Spells: mod+level 12 12
STRength Hunting Swim
vs paralysis/ 13 Encumbrance 13
Melee: if mod>0, +mod to hit & damage
Load: carry items = STR score fire/stone •oo oo •o o
o o 14 14
o o o o -3 Initiative & combat
15 -3 Saves, -3 attr. checks 15
WISdom
Notice: if mod>0, +1 notice vs undead/ 16 1 16
Daily Blessings: mod+level deception Traps
•oo oo 17 2 17
o o
o o 3
o o o o 18 18
keep lines=STR 4 keep lines=STR
Armor Class Hit Points Initiative
dexterity
base mod Melee Ranged Weapon/Armor Dmg/AC Range Enc
max
(0/1)
current to hit to hit
bonus bonus
AC total
shield
Hit Dice
bonus die
armor size damage damage
only constitution
bonus bonus
bonus
Talents
The Fighter
 Bastion: calculate the Basic Ar-  Hard trained: no penalty (as all  Double attack: throw a weapon
 Hit Points Dice: d8. mor Class (before armor) adding +1 fighters) but bonus +2 To-Hit for on the off-hand (like a dagger) and
if the STR mod. or the CON mod. using 2-handed or pole weapons attack with another (like a sword),
 Attack bonus: add Level/3 is positive. Do not apply the DEX and one of these can be carried for or attack and then throw the same
(rounded down) to melee attack modifier. no encumbrance (list in weight 0 weapon, in one round.
rolls + the normal To-Hit modifier. items).
 Blood drive: after killing an  Momentum: after killing an
 Damage: add the STR mod. for enemy or reducing them to 0 HP,  Attacking stance: fighters can as- enemy or reducing them to 0 HP,
damage if positive. the fighter regains a number of HP sume an attacking stance that offers the fighter can once attack a nearby
equal to their own (fighter’s) Level them multiple attacks; one more per enemy with a new attack roll, in the
 Armor/Shield permitted: any (no divided by 2 (rounded down); this Level divided by 3 (rounded down). same round.
penalty for heavy armor). can happen only once per combat. Each bonus attack comes at the
price of a cumulative -1 AC.  Parry and disarm: after a suc-
 Weapons permitted: any (no pen-  Push: after a successful attack cessful attack, the fighter can
alty with 2-handed weapons). landed by the fighter, the enemy  Multiple Attacks: the fighter forsake their damage roll and
is pushed back and the fighter can can make one attack per level each disarm the opponent if they pass a
 Magic items: can carry a num- step in into their place instead. round, against enemies with 1 HD Strength attribute check. The oppo-
ber of magic, enchanted, blessed, or less. The fighter can attack mul- nent must have HD equal or lower
charmed items equal to Level, and  Steel trained: wearing any metal tiple 1 HD enemies and with a last than the character level.
never more than nine. (chainmail or plate) and carrying attack, a stronger one.
any metal shield, counts only as 1  Slayer: when fighting a large
 Magic: cannot cast any type of Encumbrance (4 weight) in total, monster, fighters can grapple, or
spell (unless multiclassing). not more. Level 6+ Talents even climb on the enemy, with a
successful DEX roll. If they suc-
 Robust: Saving Throws with  Defend: giving up other actions ceed, and for as long as they man-
STR and CON are rolled with an like moving or attacking, a fighter  Critic: the fighter scores a critic age to hold on (the GM might rule
additional bonus of +2. can defend another character for a (hit automatically and for double that re-rolls are required), they at-
round. All the attacks against that damage) on a roll of 19 and 20, not tack with a bonus of +2 and inflict
 Skills: select one between Ex- character will use the fighter AC, just 20. +2 damage.
plorer, Guide, or Hunter. and even if they hit, they have a
50% of chances to hit the fighter  Block and parry: by forsaking
instead of the other character (roll: their attack, a fighter can increase
even for fighter, odd for the other). their AC +2, and gain +2 to hit and
+2 to damage in the next round.
 Merciless: all damage rolls done They can forsake a second attack
by the fighter are increased by the round for a cumulative +4 to hit
fighter Level/2 (rounded down) and +4 to damage in the third
plus strength bonus, if any. Double round. If the fighter is hit, though,
it for 2-handed weapons. the bonus is lost.
XP
the Character & Player names: Class:
current
Crying Blades
houserules Traits: Alignment:
to
www.daimongames.com next Level

Attributes Saving 5+mod Gear Encumbrance Gear


Adventuring
Gift, Scores & Modifiers Throws +Level Normal items -1 Initiative & combat Small items
Mark the +2 class bonus Skills 1 1 1
CHArisma Climb Mapping 2 2 2
vs charm/
Hirelings: 3 ± mod
Discount: if mod>0, mod x10% off possession •
o o
o o •oo oo 3 3 3
Reaction roll: ± mod o o o o
4 4 4
CONstitution vs poison/
Hit Points: if mod>0, HD+mod 5 5
Save vs Death: 5+level+mod
harm/ Finesse Notice
death
•oo oo •oo oo
6
7
Encumbrance 6
7
DEXterity vs traps, o o o o -2 Initiative & combat
Initiative: d6±mod dodge/ 8 8
1
Armor Class: if mod>0, +1 avoid
Ranged: if mod>0, +1 to hit & damage Foraging Stealth 9 2 9
INTelligence
Languages: if mod>0, read&write,
vs spells/
curses/
•oo oo •oo oo 10 3 10
o o o o 11 11
add mod known languages magic 4
Daily Spells: mod+level 12 12
STRength Hunting Swim
vs paralysis/ 13 Encumbrance 13
Melee: if mod>0, +mod to hit & damage
Load: carry items = STR score fire/stone •oo oo •o o
o o 14 14
o o o o -3 Initiative & combat
15 -3 Saves, -3 attr. checks 15
WISdom
Notice: if mod>0, +1 notice vs undead/ 16 1 16
Daily Blessings: mod+level deception Traps
•oo oo 17 2 17
o o
o o 3
o o o o 18 18
keep lines=STR 4 keep lines=STR
Armor Class Hit Points Initiative
dexterity
base mod Melee Ranged Weapon/Armor Dmg/AC Range Enc
max
(0/1)
current to hit to hit
bonus bonus
AC total
shield
Hit Dice
bonus die
armor size damage damage
only constitution
bonus bonus
bonus
Talents
The Cleric
 Comfort: when taking a short  Holy scrolls: you can write  Robust: Saving Throws with
 Hit Points Die: d6. rest, through prayer you regain +1 blessed scrolls with a clerical spell STR and CON are rolled with an
HP. Every character that prays with in it; everyone (with no restriction) additional bonus of +2 to deter-
 Attack bonus: normal To-Hit you gains the same benefit, regard- can read them and use them if they mine the Save threshold (roll under
modifier for melee. less of their real faith. read your language. The time and 5 + Level + attribute modifier + 2).
the costs (in holy offerings) is the
 Damage: add the STR mod. for  Divine intercession: Saving same as the one of the sorcerer.  Shield master: by letting your
damage if positive (in some games Throws with DEX and CHA are shield to be destroyed by an attack,
only the fighter has access to this). rolled with an additional bonus of +2.  Blessed by blood: your blood you can reduce to zero the damage
counts as a holy symbol; when you would suffer this round from a
 Armor/Shield Permitted: any,  Divine tool: select randomly one you’re hurt (or you hurt your- single opponent.
but with penalty for heavy armor. of your starting miracles; when self) you can cast miracles even
casting it you don’t need energy for if they’ve taken away your holy  War trained: using 2-handed or
 Weapons Permitted: any, but it (you still need to roll, and it can be symbol. pole weapons incur in no penalty
with penalty for 2-handed weapons. Unstable). (no -2 to hit) and one of these can
 Exorcist: your Turn Undead be carried with no encumbrance
 Magic: can cast miracles and  Holy Symbol against undead: you blessings always affect an additional (list in weight 0 items), but get no
blessings from the cleric’s spell list. can bless a single holy symbol that number of undead HDs equal to bonus.
Cannot produce scrolls or charge will then aid your allies. They can your Level.
staffs or wands; needs a sorcerer to use it to turn undead as you would,  Punisher: add your Level/3 to
make potions. but when they do, you must roll for  The Unspeakable Truth: in the your To-Hit rolls, but only against
the blessing (as if you were casting sorcerers’ books you found proof non-human adversaries or cursed/
 Multiclass: cannot multiclass as it) and it’s drained from your energy that your divinity is not alone possessed humans.
a sorcerer. (mark it as one of the spells of to- in this world. Your faith is lost
day). You can have only one symbol or shaken, but you can now read  Divine warrior: select one fight-
 Divine protection: Saving Throws at the time, and you must know the sorcerers’ scrolls to cast sorcerers’ er’s talent and use it as your own.
with CON and WIS are rolled with Turn Undead blessing before you spells (that are then erased) but you
an additional bonus of +2. can prepare it. Blessing another must use Read magic first. You still
symbol will break the previous un- cannot use sorcerer’s spells from
 Skills: select one between Ex- used symbol. memory or other items.
plorer, Guide, or Hunter. Daily
 Blessed wood: you can make a Blessings
blessed staff (or a wand), as long
as it has some holy symbol on it. Level 6+ Talents
It works like the sorcerer’s staff
or wand, but can have a max. of  Steel trained: wearing any metal
Used
3 spells ready in it, and cannot (chainmail or plate) and carrying
be charged with a single, flexible, any metal shield, counts only as 1
ready-spell. Encumbrance (4 weight) in total,
not more, and remove penalties for
heavy armor.
XP
the Character & Player names: Class:
current
Crying Blades
houserules Traits: Alignment:
to
www.daimongames.com next Level

Attributes Saving 5+mod Gear Encumbrance Gear


Adventuring
Gift, Scores & Modifiers Throws +Level Normal items -1 Initiative & combat Small items
Mark the +2 class bonus Skills 1 1 1
CHArisma Climb Mapping 2 2 2
vs charm/
Hirelings: 3 ± mod
Discount: if mod>0, mod x10% off possession •
o o
o o •oo oo 3 3 3
Reaction roll: ± mod o o o o
4 4 4
CONstitution vs poison/
Hit Points: if mod>0, HD+mod 5 5
Save vs Death: 5+level+mod
harm/ Finesse Notice
death
•oo oo •oo oo
6
7
Encumbrance 6
7
DEXterity vs traps, o o o o -2 Initiative & combat
Initiative: d6±mod dodge/ 8 8
1
Armor Class: if mod>0, +1 avoid
Ranged: if mod>0, +1 to hit & damage Foraging Stealth 9 2 9
INTelligence
Languages: if mod>0, read&write,
vs spells/
curses/
•oo oo •oo oo 10 3 10
o o o o 11 11
add mod known languages magic 4
Daily Spells: mod+level 12 12
STRength Hunting Swim
vs paralysis/ 13 Encumbrance 13
Melee: if mod>0, +mod to hit & damage
Load: carry items = STR score fire/stone •oo oo •o o
o o 14 14
o o o o -3 Initiative & combat
15 -3 Saves, -3 attr. checks 15
WISdom
Notice: if mod>0, +1 notice vs undead/ 16 1 16
Daily Blessings: mod+level deception Traps
•oo oo 17 2 17
o o
o o 3
o o o o 18 18
keep lines=STR 4 keep lines=STR
Armor Class Hit Points Initiative
dexterity
base mod Melee Ranged Weapon/Armor Dmg/AC Range Enc
max
(0/1)
current to hit to hit
bonus bonus
AC total
shield
Hit Dice
bonus die
armor size damage damage
only constitution
bonus bonus
bonus
Talents
The Sorcerer
 Silent caster: the sorcerer is a  Fast preparation: when you re-  Magic touch: just by touching an
 Hit Points Dice: d4. master in non-verbal casting. They cover spells from the Unstable state, object, including scrolls or spell-
can cast spells without talking, just you can recover two instead of one. books, if it’s magical you immedi-
 Attack bonus: normal To-Hit by doing the necessary (visible) ately gain knowledge of its powers;
modifier for melee. movements.  Magic forge: you can treat a it counts at all purposes as a Read
weapon like a sword, or a spear, etc. magic spell, but requires no casting
 Damage: add the STR mod. for  Immobile caster: the sorcerer as a wand or a staff, and charge it and no time.
damage if positive (in some games can cast just with words, no need with spells. It’s handy but as fragile
only the fighter has access to this). for gestures. This also removes the as an original wand in case of  Tools master: when charging a
restriction on casting when encum- trouble while charging it. staff or wand, a success allows you
 Armor/Shield Permitted: any, bered. to store the same spell twice in the
but with penalty for heavy armor. wood, if you choose to do so (for
 Natural energy: select randomly the price of one, but counting for
 Weapons Permitted: any, but one of your starting spells; when Level 6+ Talents the staff ’s maximum number of
with penalty for 2-handed weapons. casting it you don’t need energy spells).
(you still need to roll and it can be  Scholar: the sorcerer can select
 Magic: can cast spells from the Unstable). one clerical blessing of PWL 2, or  Focused charge: if you charge
sorcerer’s spell list, use scrolls, two clerical blessings of PWL 1. only the same spell into a staff or
staffs & wands, create potions. Can-  Staff master: you always know These are transcribed to the spell- wand, it can hold up to your LVLx2
not cast spells if severely or heavily where your staff or wand is. With book as new spells, and are available instead of up to your LVL. You still
encumbered (2 or more above limit). a round of concentration, you can as normal spells (they count for must charge each spell individually,
hear, see, feel, smell, touch, as if you the daily limit, they are cast rolling though.
 Multiclass: cannot multiclass as were there. with INT etc.).
a cleric.  Wands/staffs arsenal: you can
 Power source: the first spell  Potion master: you can replicate have two charged staffs or wands
 Moon-guard: Saving Throws you cast during the day, does not a potion (even if it contains a spell instead of the normal single one.
with INT and WIS are rolled with count towards your daily limit. The you don’t know or if it contains
an additional bonus of +2. The GM might allow this talent to be a clerical blessing). The process
INT modifier applies for all saves acquired multiple times to increase requires passing a ST with INT
against any form of sorcery. or the sorcerer’s spells daily limit. and the original potion is destroyed
curse or similar. regardless of the result. In case of Daily
 Fast learner: every time you pay success, you can then write this po- Spells
 Skills: select one between Ex- for new spells, you pay 75 XP per tion as a spell in you spellbook, but
plorer, Guide, or Hunter. PWL instead of the default 100. you cannot cast it: you can only use
it to load the spell into a new potion
 Hardwork: it takes less time for (with its regular cost).
you to write scrolls and spellbooks, Used
or make potions. Remove the +1d6
days from the necessary time; keep
only spell PWL as the necessary
time.
XP
the Character & Player names: Class:
current
Crying Blades
houserules Traits: Alignment:
to
www.daimongames.com next Level

Attributes Saving 5+mod Gear Encumbrance Gear


Adventuring
Gift, Scores & Modifiers Throws +Level Normal items -1 Initiative & combat Small items
Mark the +2 class bonus Skills 1 1 1
CHArisma Climb Mapping 2 2 2
vs charm/
Hirelings: 3 ± mod
Discount: if mod>0, mod x10% off possession •
o o
o o •oo oo 3 3 3
Reaction roll: ± mod o o o o
4 4 4
CONstitution vs poison/
Hit Points: if mod>0, HD+mod 5 5
Save vs Death: 5+level+mod
harm/ Finesse Notice
death
•oo oo •oo oo
6
7
Encumbrance 6
7
DEXterity vs traps, o o o o -2 Initiative & combat
Initiative: d6±mod dodge/ 8 8
1
Armor Class: if mod>0, +1 avoid
Ranged: if mod>0, +1 to hit & damage Foraging Stealth 9 2 9
INTelligence
Languages: if mod>0, read&write,
vs spells/
curses/
•oo oo •oo oo 10 3 10
o o o o 11 11
add mod known languages magic 4
Daily Spells: mod+level 12 12
STRength Hunting Swim
vs paralysis/ 13 Encumbrance 13
Melee: if mod>0, +mod to hit & damage
Load: carry items = STR score fire/stone •oo oo •o o
o o 14 14
o o o o -3 Initiative & combat
15 -3 Saves, -3 attr. checks 15
WISdom
Notice: if mod>0, +1 notice vs undead/ 16 1 16
Daily Blessings: mod+level deception Traps
•oo oo 17 2 17
o o
o o 3
o o o o 18 18
keep lines=STR 4 keep lines=STR
Armor Class Hit Points Initiative
dexterity
base mod Melee Ranged Weapon/Armor Dmg/AC Range Enc
max
(0/1)
current to hit to hit
bonus bonus
AC total
shield
Hit Dice
bonus die
armor size damage damage
only constitution
bonus bonus
bonus
Talents Level 6+ Talents
The Rogue
 Nasty: all damage rolls made by  Good aim: increase the range of  A little magic: you can read
 Hit Points Dice: d6. the rogue are increased by one. any ranged weapon you use by 1, or magic (as the spell) naturally. This
by 2 if the original range was 4 or even makes your character able to
 Attack bonus: normal To-Hit  Double attack: throw a weapon more. cast from scrolls or books. Requires
modifier for melee. on the off-hand (like a dagger) and one turn to concentrate and one for
attack with another (like a sword),  Backstab: when hitting from casting.
 Damage: add the STR mod. for or attack and then throw the same behind (usually +4 To-Hit and +2
damage if positive (in some games weapon, in one round. damage) the rogue will also inflict  Perfect aim: all damage you
only the fighter has access to this). additional damage equal to their inflict with ranged weapons is
 Second blade: a second small Level/2 (rounded down). The +4 increased by your LVL/3 (rounded
 Armor/Shield Permitted: any, blade can be used in the off-hand; To-Hit remains the same. down). This sums to other bonuses,
but with penalty for heavy armor. it grants +1 AC and +1 damage in if any.
combat.  Always lucky: once per session,
 Weapons Permitted: any, but if you fail a Saving Throw, you can  A magic touch: you can select
with penalty for 2-handed weapons.  Explorer: gain 1 dot in one Ex- try a re-roll, but the second result one spell of PWL 1 or 2 from the
plorer skill and 1 dot in a different stands. sorcerer’s list; you can cast it once
 Movement bonus: bonus for skill of your choosing. per day (no PowerMatrix) but you
various actions can be obtained with  Invisible: enemies will consider need to roll with INT for possible
talents that are tied to Skills. If the  Guide: 1 dot in one Guide skill you the less dangerous and attack failure.
bonus is related to movement, it and 1 in a skill of your choosing. you last or with their weakest mem-
does not apply if the rogue is heav- bers; if the target is random, all  Poison master: you can extract
ily or severely encumbered.  Hunter: 1 dot in one Hunter skill others count double than you. poisons from the remains of un-
and 1 in a skill of your choosing. common monsters. The GM will
 Magic: cannot cast any type of  Evasion: you never remain long provide you with the details and
spell (unless multiclassing).  Thief: 1 dot in one Thief skill in chains; every evasion from chains, dosage (and perhaps require that
and 1 in a skill of your choosing. manacles, prisons, etc. gains a +2 you work on it on a rest period
 Lucky bastard: Saving Throws bonus per day/hour (at GM discre- to obtain the poison). The effects
with DEX and CHA are rolled with  Tinkerer: 1 dot in one Tinkerer tion) for a maximum of +6. may vary from additional damage
an additional bonus of +2. skill and 1 in a skill of your choosing. to paralysis or other more peculiar
 Parry and disarm: after a suc- effects, as described by the GM. It
 Skills: select one between  Assassin: 1 dot in one Assassin cessful attack, the rogue can forsake is up to you to keep track of which
Explorer, Guide, or Hunter. Then skill and 1 in a skill of your choosing. their damage roll and disarm the poison you can extract from which
select another one between Thief, opponent if they pass a Dexterity monster, and what is the effect.
Tinkerer or Assassin attribute check. The opponent must
• Explorer: notice, mapping, climb
have HD equal or lower than the
• Guide: notice, swim, foraging
character level.
• Hunter: notice, hunting, stealth
• Thief: notice, stealth, finesse
• Tinkerer: notice, traps, finesse
• Assassin: stealth, climb, finesse
XP
the Character & Player names: Class:
current
Crying Blades
houserules Traits: Alignment:
to
www.daimongames.com next Level

Attributes Saving 5+mod Gear Encumbrance Gear


Adventuring
Gift, Scores & Modifiers Throws +Level Normal items -1 Initiative & combat Small items
Mark the +2 class bonus Skills 1 1 1
CHArisma Climb Mapping 2 2 2
vs charm/
Hirelings: 3 ± mod
Discount: if mod>0, mod x10% off possession •
o o
o o •oo oo 3 3 3
Reaction roll: ± mod o o o o
4 4 4
CONstitution vs poison/
Hit Points: if mod>0, HD+mod 5 5
Save vs Death: 5+level+mod
harm/ Finesse Notice
death
•oo oo •oo oo
6
7
Encumbrance 6
7
DEXterity vs traps, o o o o -2 Initiative & combat
Initiative: d6±mod dodge/ 8 8
1
Armor Class: if mod>0, +1 avoid
Ranged: if mod>0, +1 to hit & damage Foraging Stealth 9 2 9
INTelligence
Languages: if mod>0, read&write,
vs spells/
curses/
•oo oo •oo oo 10 3 10
o o o o 11 11
add mod known languages magic 4
Daily Spells: mod+level 12 12
STRength Hunting Swim
vs paralysis/ 13 Encumbrance 13
Melee: if mod>0, +mod to hit & damage
Load: carry items = STR score fire/stone •oo oo •o o
o o 14 14
o o o o -3 Initiative & combat
15 -3 Saves, -3 attr. checks 15
WISdom
Notice: if mod>0, +1 notice vs undead/ 16 1 16
Daily Blessings: mod+level deception Traps
•oo oo 17 2 17
o o
o o 3
o o o o 18 18
keep lines=STR 4 keep lines=STR
Armor Class Hit Points Initiative
dexterity
base mod Melee Ranged Weapon/Armor Dmg/AC Range Enc
max
(0/1)
current to hit to hit
bonus bonus
AC total
shield
Hit Dice
bonus die
armor size damage damage
only constitution
bonus bonus
bonus

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