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 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