1 Characters and Basics CryingBlades FREE Preview
1 Characters and Basics CryingBlades FREE Preview
1 Characters and Basics CryingBlades FREE Preview
Crying Blades
houserules
Volume One
Characters & Basics
Daimon Games
Introduction 5
The Characters 13
Advanced Rulings 79
Sorcery 113
Blessings 125
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Luis Oliveira (Order #14661604)
CHAPTER I
Introduction
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Credits OSR Randomness Game Material
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The Setting The Adventurers The Crying Blades
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There are clear reports indicating men, it works well enough against nal City is now surrounded by an im-
that the Crying Blades, when not in monsters, and it cross-shape makes it mense wall, higher than a castle tower
service, have a tendency to go tomb- a suitable object for enchantments and and with no gates.
raiding and show no remorse to plun- blessings. The wall is huge, so long and so thick
der recent christian graves as well as The Crying Blades, by their name, are it must have been built by someone,
ancient loot. magic swords carried by some of the something, with far better skills than
They’ve been involved in several re- members of this mercenary group. All the simple men now left to garrison it.
cent intrigues for this or that crown: these swords have a quite visible skull It makes you wonder if stories about
they do not hesitate to use poison or on the hilt: either on the pommel or on dwarves, elves and giants might be true.
stealthy blades to get rid of their en- the rain-guard. It is rumored that these Standing guard on the wall are count-
emies, but rarely remain in charge if are real human skulls, but they’re quite less soldiers of every kingdom, every
they seize any sort of political power. small. Anyway, the swords get their duchy, every city-state of the continent.
They tend to favor the life of adventur- name, crying blades, by the fact that they It’s literally an army, by size and com-
ing: they seem restless and eager to get cry tears of blood when they kill an in- plexity of operations, and everyone is
involved in the next trouble. nocent. involved in maintaining the wall’s se-
All reports about the Crying Blades What’s most peculiar is that appar- curity.
are, in the end, inconclusive. It is im- ently the definition of innocent, in Everyone is trying to make sure that
possible to determine clearly the size of the mind of the magic sword, changes what’s in the city will remain inside. Of
this mercenary gang, if it even exists. depending on who wields it. In other course, together with monsters, the city
Its members appear to be sworn to se- words, and in game’s terms, a Crying must contain so, so many treasures...
crecy sometimes, and other times show Blade will cry tears of blood when the There are no gates on the wall, but
no concern about proclaiming them- wielder will kill someone of their own there is a way to reach the Eternal
selves as crying blades. alignment. If the Crying Blade is used City below. There are some crates that
Some scholars have suggested that to kill someone of a different align- can be lowered with rope, and in some
the Crying Blades is a sort of common ment, the Crying Blade will shed no points of the wall, a few platforms have
name adopted by different gangs, with tears. been built on the inside of the wall, to
no connections between one another, There is no known procedure to facilitate the process of lowering such
with no real initiation ritual, with no get your hands on such a blade, nor a crates or lifting them.
proper membership. known meeting point for mercenar- In some places, even though the prac-
If this is true, it means that several ies of the Crying Blades, therefore the tice is frowned upon by most nobles,
different groups of lawless fighters, characters will have to work hard to get the soldiers of this or that kingdom
depraved sorcerers, sneaky rogues and their hands on one (or more) of these. dispatch criminals down the wall. Some
blasphemous clerics would be traveling are allowed back in, after a while, if
the land, slaying monsters and humans they carry enough treasure to buy their
with the same lack of mercy, seeking The Eternal City freedom back.
gold and glory, obeying their murder- It is dangerous to enter the Eternal
ous instincts as well as some sort of
twisted, capricious, sense of righteous-
ness... It’s a broken, desperate land, the
O ne of my favorite settings is the so
called “Eternal City” or “Infinite
City” - I change the name depending
City like this: some have perished just
in the process of descending, and not
many have come back from their expe-
land that must depend on such men to on the mood. Often the two names refer ditions in the city.
fight the Wild. to the same place; perhaps according to And even if someone would make it
different cultures, or different legends. back alive to the wall, who can guaran-
The weapons of choice of most of The Eternal City might be Rome, or tee that they’ll be lifted back again into
the mercenaries belonging to the Cry- what is left of it after the Empire was the kingdoms of humans?
ing Blades is, of course, the sword. destroyed by the merciless tides of his-
While it is not the most practical weap- tory... and an invasion of monsters and
on against other armored or shielded demons with no precedents. The Eter-
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T his chapter is about generating
your character. The GM is encour-
aged to study this part of the manual,
Of course you can start already by
changing the rules and using your
preferred chargen procedure. Go
so that she can support players who are ahead and replace the 3d6 in order +
not yet familiar with the game’s rules. swap once that the game suggests.
CHAPTER II
The Characters
Attributes
F or each of the six attributes, in or-
der (Charisma, Constitution, Dex-
terity, Intelligence, Strength, Wisdom),
Attribute Score
3
Modifier
-3
roll 3d6. 4-5 -2
Just record the results; don’t write on 6-8 -1
the character sheet, yet. Record the re- 9-12 0
sults as follows: the totals are assigned 13-15 +1
in order to the attributes’ score, while 16-17 +2
the lowest of the three dice rolled for 18 +3
each attribute is registered as the Gift
value for the related attribute. Table 1: Attribute modifiers
For example, if you rolled 3, 4 and 6
for Charisma, the Charisma attribute higher than a given number, consider
score is 13, and Charisma Gift is 3. Gift that the +X must give you an advan-
will influence a few character’s options, tage, so it’s added to your roll. If you
as described later. need to roll below, consider the +X as
You can decide to swap one attribute added to the number itself.
score with another, at character cre- In other words, a +x must be to your
ation, but only once. If you do so, swap advantage, as player, a -x to your disad-
also the Gift value. Once you decided vantage.
if to swap scores or not, you can start
writing on the character sheet. As a reference, consider that average
human NPCs would have a score of 9
Write also the attributes’ modifiers, in half their attributes (modifier 0), and
as in Table 1, to the side (Attributes a score 6 (modifier -1) in the other half.
modifiers). When using these modifiers Only special NPCs will have signifi-
(and similar others), if you need to roll cantly different attributes’ scores.
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Accept Your Character Gift limits the amount of times you Sometimes, it makes sense not to as- • Save vs. Death: final Saving Throw,
can increase an attribute score when sign the highest score you rolled to the used also when resurrected by a
10 (with modifier 0), or to discard the one at level-up, you burn (permanently want to use that, instead. Dexterity is a combination of agility
character and make a new one. If you lose) one Gift point on the same attri- and speed, reflex and manual coordina-
discard the character, you cannot dis- bute. When you no longer have Gift tion and skills.
card the next one. points for a given attribute, you cannot Attributes Explanation It affects the character’s Initiative
increase its score. (the possibility to act first in combat
A deadly campaign means no re-rolls
of your character. Embrace whatever
Fate handed you over: playing a shitty
The lowest scores attributes are more
likely to have also low Gift values: the
E ach attribute presents a few ad-
ditional modifiers or scores: these
will be registered on the character
or other dangerous situations), Armor
Class (a defensive score used in combat)
and the ability with ranged weapons. It
character will be quite an experience. profile of a given character is bound sheet. They will not change often (only is probably the most important attri-
to evolve into a better version of what if the attribute score changes). bute for a rogue.
it was at level one, but without fun- Bonuses:
Gift damentally changing, even with the Charisma (CHA) indicates attitude • Initiative: always roll Initiative ±
increase of attributes’ scores. for leadership and the ability to influ- DEX modifier
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Bonuses: The “Melee Attacks bonus” and Role Or Roll
• Languages: if INT mod. is positive, “Damage Bonus” modifiers are often
add that many languages (more in
the appropriate section)
• Spells: number of spells (+ Level)
reserved only to the fighter class. If
you want a game where all characters
can take part to melee fights actively
W hen using the various attributes
for rolls or saving throws, the
habits and mastering style of your GM
per day and with better odds, let all characters and the traditions of your group will
enjoy this bonus, otherwise keep it re- have a great influence to decide wheth-
Strength is first of all raw muscle, stricted to fighters only. er to call for a roll, or to just role play
but also proficiency in armed and un- the situation, or to have the GM make a
armed melee combat. Wisdom measures the character’s ruling instead.
It has an influence also on the harm perception and insight, and it indicates In many OSR games, for example,
inflicted on opponents, on the probabil- the connection with the spiritual world. Charisma is basically a “leadership”
ity to break doors, chains and bars, to Although the character’s decisions and ability, rather than a measure of beauty
lift heavy weights and carry weight for ability to gather clues or make decision or capability to seduce NPCs. Only in
a long period of time. It is the most im- ultimately relies on the player’s skills, more recent games Charisma became a
portant attribute for a fighter. Wisdom has an influence on what a “roll to convince” replacing the “role play
Bonuses: character can perceive at first glance. to convince”.
• Melee Attacks: apply the STR mod. This attribute affects also clerics with Not all groups work in the same way,
if positive to all the rolls to hit in their miracles’ working (spells), and but the fundamental idea behind OSR
melee saving throws against illusions, decep- is to test the player’s skills as much as
• Damage Bonus: apply the STR mod. tions and similar. the character’s attributes. If possible,
if positive to all damage inflicted in Bonuses: using the player’s input and ideas, and
melee • Notice: if WIS mod. is positive, add using role play rather than rolls, is the
• Weight: indicates the weight (slots) +1 to your chance to notice some- best way to run a smooth game in pure Classes
that the character can carry thing (2 in 6 instead of the default 1 OSR style.
in 6, on a d6 roll)
• Blessings: number of blessings (+
Level) per day
If your table doesn’t work too well
with the old-style more role-play and
less roll-play, try something in between,
T hese are the character’s classes
available in the game: fighter, cler-
ic, sorcerer and rogue.
with one of the below two approaches. Fighters are the straight-to-melee
In some cases, you apply an attribute Use rolls to setup the initial prem- characters; they are the ones that can
modifier both when positive and when ises of the action, then role play the grow into very powerful warriors, and
negative (like for Max. Hirelings; a rest, so you get to rely both on numbers offer mostly fighting talents.
negative modifier reduces the number and players’ skills. Also, the GM might Clerics, in this world, are of the
of available hirelings). In other cas- roll whenever she feels like she wants to Christian church. They have special
es, you apply the modifier only when leave the final decision about success or spells called miracles or blessings
positive (like CON mod. added to Hit failure in the hands of the fate. Sticking (which work even if the Cleric does not
Points). A third case, see to the side for to Charisma, you can for example use a believe or lost their faith!), which fea-
the Dexterity modifier, is when you roll to determine the initial reaction of ture for example healing powers.
add a fixed value (+1 for DEX) in an NPC, and use that result (positive or Sorcerers are those who are devoted
case the modifier is positive, regardless negative) to begin role play the scene. to the obscure path of the dark arts.
of the value of the modifier itself. Alternatively, a roll could be used to They rely on their arcane knowledge
determine a final response, with role and their collection of spells, and rarely
play as a pre-requisite for even attempt- excel in anything else.
ing the roll (for example, if you don’t Rogues are in it usually for the mon-
sound convincing with your own ne- ey: they are capable in multiple areas
gotiational skills, you don’t get to roll of expertise; they are specialists, some-
Charisma to obtain any result). times thieves, always versatile.
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A character’s class cannot be changed The Saving Throws bonuses are list- If you rolled a 1 or a 2 at charac- Armor Class
later in the game. ed with each class’ Talents, in the next ter creation, re-roll by increasing the
Most human NPCs are considered to
have no class; they are the equivalent
of a level 0 characters. Special human
chapter. die size (fighters re-roll with a d10,
clerics and rogues with a d8, sorcerers
with a d6), but this second result will
A rmor Class in the game starts at a
very simple value of 0 (zero). Add
the +1 from Dexterity, if applicable:
NPCs would be the exception. Skills And Talents stand, no additional re-rolls. this is your (raw) Basic Armor Class.
You use the Basic Armor Class if a
If your GM allows non-human
characters in the game, they should be
houseruled as a class (also known as
E very character has access to a list
of specific skills that often come
useful during adventures. Each skill is
This is the number of Maximum Hit
Points (max HP) for your character at
level one. HP cannot be healed above
character is fighting unarmored, or if
some condition makes the armor (and
shield) irrelevant for protection.
race-as-class). represented by a probability, by default the Maximum Hit Points: that’s the up- A negative Armor Class for a charac-
a 1in6. Rogues are much better than per limit you character can reach. ter (because of penalties etc.) is always
other characters with these skills, as Regular Level 0 human NPCs have a considered to be zero.
The Primary Attribute you will see in the Classes chapter. simple d6 HP (no re-rolls).
Talents are another unique feature When the current HP go to 0 or be- The highest the score, the better, as-
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• Ranged attacks bonus; also a roll to In any case, using or not specific Silver Pieces
hit, but with ranged weapons languages’ lists, consider that nor-
• Ranged damage bonus, this time for
ranged attacks
mal characters do not have the skills
to read and write the language used
for magic, with the exception of the
T he game economy is based on sil-
ver coins, or silver pieces (sp).
When creating a new character, roll
The To Hit and Damage bonuses in sorcerer’s class. and start with 3d6 x 10 silver pieces, to
melee are derived by the Strength at- buy the initial equipment.
tribute; as already explained, in most (or a similar “common” tongue) and When calculating your purchases,
games these will be restricted to the traders’ lingo to be able to communi- remember that a high Charisma score
fighter class only. The bonus is equal to cate with all other characters and with gives you the right to a discount.
the STR-mod value, if positive; a +2 in the locals (wherever you set your ad- Gold coins, although quite rare, are
strength equals a +2 bonus To Hit and venture), even if the character them- worth nominally 10 silver pieces, but
damage in melee. selves may come from afar. it’s rare to be able to obtain their full
value, when exchanged. Count them as
The Ranged attack bonus, instead, Every character, besides their own 10 silver only for the purpose of bank-
and the damage bonus for ranged weap- native language and the common ing them and gaining XP. For exchange
ons, is derived by the Dexterity attri- tongue, will speak a number of addi- and spending purposes, the GM will
bute. This is available to all classes. If tional languages as indicated by the make a ruling, and give you a figure
the Dexterity modifier is positive (+1 Intelligence modifier, if positive. A usually between 7 to 9.
or more), add a +1 bonus to hit with character with a +2 therefore will know
ranged weapons and +1 to damage. an additional two languages.
Characters with a negative Intel- Encumbrance
ligence modifier will be illiterate, un-
Languages
able to read and write even their own
native tongue. Characters with a zero
modifier or a positive modifier will be
E very character can wear armor and
carry weapons and various equip-
ments up to a certain limit. Above that
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Traits
For compatibility and to group items ness to the very core, roll on the table
together, consider that 4 weights, 4 instead of picking your name.
items, are equivalent to 1 Encum-
brance point. In general, consider that There is no Alignment section in here
items are a combination of their pure because by default the game does not
weight and also technical encumbrace require alignment. As an indication,
caused by having to carry around the placing characters or their actions or
object itself. A long but light item values among this or that alignment,
might have a higher load value of a depends greatly by the observer’s be-
smaller but heavier object; because the liefs. Clerics for example have the an-
smalle object is easier to carry. noying tendency to consider non-legal
Items that you carry above your characters as chaotic even when they’re
Strength score, will give you progres- neutral. If you need to determine a
sive penalties because of encumbrance. character’s alignment, for example
to determine the effects of a spell or
enchantment of an OSR module, by
default all characters are neutral. Only
Identity significant deeds reinforced by strong
beliefs, and supported by a certain
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Character Names Positive Traits
Roll Name (M) Name (F) Roll Name (M) Name (F) Roll Trait Roll Trait
1 Abelardus Abigail 51 Kade Iola 1 Resolute 51 Assertive
2 Acacius Adelphia 52 Leofwin Isebella 2 Fair 52 Loyal
3 Achim Agatha 53 Leon Itala 3 Reliable 53 Confident
4 Acteon Agnes 54 Malvor Jael 4 Strong face 54 Austere
5 Adwhar Agola 55 Maurice Jivete 5 Refined 55 Determined
6 Aiken Aldith 56 Michael Joan 6 Charming smile 56 Tactful
7 Ailwin Amaris 57 Milio Jocasta 7 Cautious 57 Blue eyes
8 Alair Anabel 58 Milon Junia 8 Helpful 58 Handsome
9 Albanus Anika 59 Moheb Juturnia 9 Confident 59 Brave
10 Alexis Arelia 60 Nardil Laelia 10 Disciplined 60 Creative
11 Alivan Ariel 61 Nasam Laetitia 11 Noble 61 Kind face
12 Alrike Athalia 62 Nava Liecia 12 Piercing eyes 62 Impartial
13 Antumar Avice 63 Nicon Lilith 13 Trustworthy smile 63 Courteous
14 Argan Belia 64 Nuno Lucia 14 Noble posture 64 Calm, cool posture
15 Arighorn Bethel 65 Oddo Lyle 15 Loving 65 Sympathetic
16 Aymer Cahedia 66 Osbert Memura 16 Kind 66 Steady hands
17 Bahal Calista 67 Paeon Miriam 17 Braided hair 67 Long hair
18 Basilius Cemathia 68 Paulus Nance 18 Careful 68 Patient
19 Calix Certhia 69 Pontus Nediva 19 Precise 69 Jewelry and rings
20 Chelbo Chan 70 Rafael Neir 20 Elegant gloves and boots 70 Dignified
21 Debrek Chana 71 Ranulf Orpah 21 Athletic 71 Solid body
22 Dorus Clarice 72 Richard Pax 22 Easygoing 72 Shaved head
23 Dwain Claricia 73 Roger Qualle 23 Big mustache (or long hair) 73 Resourceful
24 Eban Claudia 74 Romanus Rachel 24 Beautiful beard (or hair) 74 Organized
25 Ebert Clotild 75 Samer Rama 25 Kind 75 Young face
26 Efrain Clyvia 76 Saul Reba 26 Cooperative 76 Honest
27 Elazar Dana 77 Sechok Regin 27 Curious 77 Measured
28 Eldon Daria 78 Semuel Richenda 28 Gracious body 78 Curly hair
29 Ennius Decima 79 Silvester Roesia 29 Knowledgeable 79 Practical
30 Ernestus Dina 80 Simeon Rohese 30 Comanding voice 80 Beautiful skin
31 Fabius Dirthora 81 Simon Sarah 31 Persistent 81 Dimplomatic
32 Fulvius Donamira 82 Stipen Saris 32 Stoic 82 Joyous
33 Fuskar Eden 83 Stiren Shari 33 Noble nose 83 Quick eyes
34 Gaius Edith 84 Sulam Silva 34 Alluring 84 Classy
35 Galahor Electra 85 Tacitus Sylaberth 35 Logical 85 Passionate
36 Gavin Elise 86 Tascar Talia 36 Focused 86 Bright eyes
37 Geoffrey Emmot 87 Telian Tasia 37 Romantic 87 Tolerant
38 Geranat Eowin 88 Thomas Thaymet 38 Cape, furs, animal claws 88 Elegant clothes
39 Gilbert Etullian 89 Timeus Tiva 39 Sweet 89 Pretty
40 Gladwin Euran 90 Tobias Unaa 40 Exotic eyes 90 Efficient
41 Glothor Eustella 91 Touval Undine 41 Ritual tattoes 91 Polite
42 Gwak Everien 92 Ulber Urania 42 Formal 92 Fiery eyes
43 Hadrian Firobena 93 Ulkhan Verna 43 Spontaneous 93 Experienced
44 Henry Flora 94 Ulsak Vita 44 Wise eyes 94 Dynamic
45 Herod Gavina 95 Uri Xandara 45 Vigorous 95 Forgiving
46 Horst Gilah 96 Uriel Xanthe 46 Friendly 96 Long, adorned hair
47 Hugh Gilla 97 Wimarc Xuna 47 Wise 97 Vivacious
48 Isaac Gisela 98 Yakov Yaffa 48 Generous 98 Tenacious
49 Isllay Herleve 99 Yousef Yeintil 49 Fierce 99 Eloquent
50 Juda Hilda 100 Zeno Zhoire 50 Entertaining 100 Inspirational
Table 2: Characters' names Table 3: Characters’ positive traits
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Negative Traits
C
Roll Trait Roll Trait haracters’ Classes are presented in advanced section, offer the characters
1 Agoraphobic 51 Rebellious this chapter as a combination of the possibility to multiclass, gaining
2 Superstitious 52 Cheater
various talents and restrictions. features from different classes, although
3 Mysterious tattoes 53 Brutish
4 Sleepyhead 54 No hair (full body) Restrictions put a limit on what a cer- the GM might rule this out for certain
5 Big feet 55 Disloyal tain character can or cannot do, if they games.
6 Disorganized 56 Small eyes belong to a certain class. Talents, on the After the various Classes and related
7 Vain 57 Moody other hand, are useful bits of rules to talents, a brief section presents the
8 Long nose 58 Awkward
boost a character performance in cer- rules for the various skills (especially
9 Impatient 59 Indiscrete
10 Tormented eyes 60 Arrogant tain occasions, suitable to the class pro- relevant for Rogues).
11 Lustful 61 Broken teeth file. Additional rules, presented in the
12 Aggressive 62 Rude
13 Clumsy 63 Sloppy
14 Weak stomach 64 Lazy
15 Broken nose 65 Raspy voice
16 Reckless 66 Insecure
17 Missing finger(s) 67 Acid scars
18 Irritable 68 Scarred face CHAPTER III
19 Black teeth 69 Hot headed
20
21
22
Red eyes
Big mouth
Merciless
70
71
72
Balding
Hysterical
Shy face
Characters’ Classes
23 Pockmarked 73 Selfish
24 Haunted eyes 74 Boastful
25 Smelly 75 Liar
26 Cowardly 76 Dirty clothes
27 Light limp 77 Indiscrete
28 Wild hair 78 Cruel
29 Hostile 79 Squeaky voice
30 Pale 80 Bitter face
31 Big ears 81 Stubborn
32 Careless 82 Furious
33 Scrawny body 83 Large head
34 Large eyebrows 84 Manipulative
35 White hair 85 Barbaric outlook
36 Hypochondriac 86 Obsessive
37 Shifty face 87 Missing ear
38 Absent minded 88 Greedy
39 Missing eye 89 Multiple scars
40 Snobbish 90 Primitive
41 Burn scars 91 Rough
42 Pretentious 92 Vengeful
43 Hasty 93 Twisted face
44 Petulant 94 Childish
45 Weathered face 95 Insolent
46 Glum 96 Sickly body
47 Anxious 97 Zealous
48 Neglected clothing 98 Envious
49 Hesitant 99 Claustrophobic
50 Shameless 100 Dishonest
Table 4: Characters’ negative traits
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Talents Sure, you want to pick talents rather
than rolling. Talents are not what you
5 ) Me first: when you roll Initiative,
take an additional +2. 14 ) Trader: when you change gold
for silver, always get 10.
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Fighter Fighter’s Talents
Magic items: can carry a number 4 ) Steel trained: wearing any metal
(chainmail or plate) and carrying
a cumulative -1 AC.
Robust: Saving Throws with STR character (roll: even for fighter, odd for
and CON are rolled with an addition- the other).
al bonus of +2 to determine the Save
threshold (roll under 5 + Level + attri-
bute modifier + 2). 6 ) Merciless: all damage rolls done
by the fighter are increased by the
fighter Level/2 (rounded down) plus
Skills: select one between Explorer, strength bonus, if any. Double it for
Guide, or Hunter. 2-handed weapons.
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Additional Talents Cleric Magic: can cast miracles and bless-
ings from the cleric’s spell list.
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7 ) Blessed by blood: your blood counts
as a holy symbol; when you’re hurt
(or you hurt yourself) you can cast mir-
acles even if they’ve taken away your
holy symbol.
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Sorcerer Sorcerer’s Talents
with penalty for heavy armor. still need to roll and it can be Unstable).
1 ) Scholar: the sorcerer can select one
clerical blessing of PWL 2, or two
Weapons Permitted: any, but with
penalty for 2-handed weapons. 4 ) Staff master: you always know
where your staff or wand is. With
a round of concentration, you can hear,
clerical blessings of PWL 1. These are
transcribed to the spellbook as new
spells, and are available as normal spells
Magic: can cast spells from the sor- see, feel, smell, touch, as if you were (they count for the daily limit, they are
cerer’s spell list. there. cast rolling with INT etc.).
Can use scrolls, staffs and wands, and
create potions.
Cannot cast spells if severely or
heavily encumbered (2 or more above
5 ) Power source: the first spell you
cast during the day, does not count
towards your daily limit. The GM
the Encumbrance Limit). might allow this talent to be acquired
multiple times to increase the sorcerer’s
Multiclass: cannot multiclass as a spells daily limit.
cleric.
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Rogue
2 ) Potion master: you can replicate a
potion (even if it contains a spell you
don’t know or if it contains a clerical
I f your class is rogue, you get a num-
ber of Talents equal to your Dexter-
ity Gift. Roll a d10 to determine each
blessing). The process requires passing one of them.
a ST with INT and the original potion Besides those random, a rogue has the
is destroyed regardless of the result. In following talents and restrictions too:
case of success, you can then write this
potion as a spell in you spellbook, but Hit Points Dice: d6.
you cannot cast it: you can only use it to
load the spell into a new potion (with its Attack bonus: normal To-Hit modi-
regular cost). fier for melee.
For ranged attack, use the normal bo-
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Special Skills Rogue’s Talents Additional Talents
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