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the

Crying Blades
houserules

Volume One
Characters & Basics

Daimon Games

Luis Oliveira (Order #14661604)


Summary

Introduction 5

The Characters 13

The Crying Blades Characters’ Classes 27


HouseRules for roleplaying games
Equipment 43
Volume One: Characters & Basics - Beta 0.6
Character Sheet 55
Copyright 2016 Daimon Games
www.daimongames.com Basic Rules 63

Advanced Rulings 79

Encounters & Combat 95

Sorcery 113

Blessings 125

The Crying Blades


HouseRules for roleplaying games

Volume One: Characters & Basics - Beta 0.6

Copyright 2016 Daimon Games


www.daimongames.com

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Luis Oliveira (Order #14661604)
CHAPTER I

Introduction

T he Crying Blades is a set of


rules, HouseRules, for roleplay-
ing games, and especially for OSRs
such as Lamentations of the Flame
Princess and Swords & Wizardry.
It’s a set of rules of medieval fantasy
and sorcery, of nostalgia and innova-
tion. You will be familiar with most
of its rules, somehow; its framework
is far from revolutionary, but at the
same time, the various pieces that
have been put together in this House-
Rules document, bring to
the table the flavor of
a unique game.
As with any OSR
game, you are free
and actually encour-
aged to tear apart
the various rules,
mix them with others,
deconstruct and assemble
them once more in a different
shape. The Crying Blades is your
toy - your box of toys, now. Do
as you wish with the various pieces.
Twist them and turn them around,
bend them, erase them, improve
them, adjust them together with
your friends so that they’ll suit your A second, separate book contains all
style of play. the spells and blessings of sorcerers
The game is composed by three man- and clerics, and everything about magic.
uals, currently in the writing. The first The third and final book is indeed
manual (the one you’re holding) con- designed for the GM: monsters and
tains the characters creation instruc- adventures material, especially random
tions and all the basic rules, including tables, will be provided in this last man-
combat and magic, but no spells. ual of the series.

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Luis Oliveira (Order #14661604)
Credits OSR Randomness Game Material

B esides the Original Fantasy Game,


and perhaps even more than the
Original, many other games have influ-
fy the artist properly for some image,
please notify me. “D
others.
ice are wiser than players”, some
say. “Embrace randomness”, say E very player should have a dice set
that includes 1 die of each size: d4,
d6, d8, d10, d12, d20, d100. The percen-
enced me. Art in public domain is always marked There is quite a big deal of random- tile die (the d100, numbered from 00 to
Such a list can never be fully exhaus- with a star (*) after the artist name, like ness built-in in this game, starting from 90, to use with the d10) is seldom nec-
tive, so I included here for credits only this: “Artist Name* xx”. the characters’ attributes scores and essary, but it comes in the regular dice
those games that had a very significant, then continuing with talents, traits, sets anyway, and you might find it use-
visible impact on my design: • Arthur Rackham* 70 even names if you want. ful for random tables and for random
• Lamentations of the Flame Princess • Edmund J. Sullivan* 4, 112, 124 Whenever you face a random result, percentile rolls for houserules.
by James Raggi • Elmer Boyd Smith* 20 embrace it. You might be tempted to While making characters, players
• Swords & Wizardry by By Matthew • E. Petessen* 7 force a certain choice - and that’s fine, will roll 3d6 together for Attributes’
J. Finch • Hans Weidlitz* 90 I’m not the RPG-police going to hunt scores, but they can pass dice around,
• WhiteHack by Christian Mehrstam • Harry Clarke* 2, 126 you down for that. If for example you since every standard dice set has only
• BlackHack by David Black • Henry Justice Ford* 106, 107 are going to pick characters’ traits from one six-sided die.
• Apocalypse World by Vincent Baker • Holbein d. J.* 12 the tables without rolling them, be my Each class has a dedicated character
• Dungeon World by LaTorra and • Howard Pyle* 119 guest; if you decide to pick talents in- sheet. Print multiple copies for each
Koebel • H. R. Millar* 84, 129 stead of rolling them, go ahead. Class (a normal group usually will
• Freebooters of the Frontier by Jason • Jacques Callot* 64 But as you play, if you stick to ran- have enough with 3 fighters, 2 clerics, 2
Lutes • Jeshields by JEStockArt 133 domness you’ll discover the pleasant rogues and 2 sorcerers, to accommodate
• Fate by Evil Hat • Johannes Gehrts* 53, 82 feeling of growing attached to the various combinations).
• Rosie Turner and Logan Knight of • John Cassell* 94 undefined sense of wonder that only Each player should receive the char-
www.lastgaspgrimoire.com • John Dickson Batten* 16, 17, 27, 65, chance (in the right proportion) can acter sheet for the class they’ve chosen
71, 75, 76, 97, 98 give. after rolling their character.
Influence (or plagiarism) doesn’t nec- • Joseph Jacobs* 77
essarily mean exact compatibility. I’ve • Julius Schnorr von Carolsfeld* 63
done my best to retain the maximum • Leonardo da Vinci* 29
compatibility but you will notice that a • Lorenz Frølich* 62
few numbers are off, here and there. • Ludwig Pietsch* 101
• Maciej Zagorski, by The Forge Stu-
Comments like this one will indicate dios 30, 36, 40
possible compatibility issues or warn- • Mark Huffman - Auralius Art 33
ing, or explanations about certain de- • Maurice Dessertenne* 43
sign choices, and sometimes will con- • M. Meredith Williams* 22, 23, 78,
tain houseruling suggestions. 85, 88, 89, 93, 110, 111
• Other Public Domain images from
various artists* 1, 31, 34, 38, 47, 50,
69, 74, 113, 114, 120, 123
Illustrations • Pearson Scott Foresman* 50
• Piranesi* 134

T o the side is the complete list of


artists whose artwork (public do-
main or not) is used in the book. Most
• Rick Hershey, Standard Stock Art
(with editing by C. Casini) 32
• Wendelin Boeheim* 46, 47, 49, 66
of the artwork is in public domain. If • W. G. Collingwood* 9, 117
you notice that I have failed to identi- • Willy Pogany* 3, 5, 11, 31, 34, 35,
37, 39, 41, 42, 54, 59, 66, 105

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Luis Oliveira (Order #14661604)
The Setting The Adventurers The Crying Blades

T his game is built along the lines


of the classic OSR, therefore can
be adapted to various fantasy settings,
tion is a modest force when compared
to wilderness. Cities and villages should
be few, sparse and relatively weak com-
S o in the end common adventurers
are those left to strive against The
Wild. They are hired for their skills
T he Crying Blades are probably just
a legend: they’re named after their
magic swords that cry after they’ve
without problems. pared to the strength of The Wild. It’s and courage, or they’re simply trying slain an enemy.
There is, though, a suggested setting a dark age of superstition and dark ter- to make a living or build a name for According to the rumors, the Crying
which is implied also in the game illus- rors, but also of magic and miracles; it’s themselves, or they adventure with the Blades are a gang of adventurers, act-
trations, which is one you’re all famil- a shitty life for many but of gold and hope to get rich. For The Wild is mor- ing as mercenaries on the pay-book of
iar with: it’s Earth, in the early Middle adventures for a few brave others. tally dangerous but - often - rich: rich nobles and merchants, of priests and
Age, but filled with sorcery and mon- of treasures stolen from ancient cities commoners. They are often greedy bas-
sters, with dungeons and with dragons, and from dead adventurers, rich of dark tards, and their rich employers always
with demons and cults and abomina- The Wild secrets and obscure powers from the have to pay more than they’d like for
tions. Perhaps, Earth is even a flat circle. otherworlds of demons. their services. On the other hand, it’s
This setting gives all players the pos-
sibility to jump right in and have all the
necessary basic knowledge and infor-
T he Wilderness - also called The
Wild - is like a dark mantle that
covers the continent, even in the south
Dungeons will be monsters’ lairs,
caves infested with abominations, the
ruins of the Empire, wicked wizards’
common knowledge that commoners
and regular folks usually enjoy a bet-
ter treatment. When they deal with the
mation. They don’t need to study the where once the Empire was strongest towers, abandoned villages, cities and Crying Blades, customers pay accord-
lore of some fantasy world, or question and brought order and civilization. churches populated by monstrosities, ing to their own wealth, not just for the
the GM about the common customs of Those times are long gone, though. or fortresses of undead soldiers wait- service they require or the skills of the
an unknown culture. Everyone remem- The majority of the forces of The ing to march at the orders of another adventurers they hire.
bers at least a little bit about the medi- Wild are content in hunting humans ancient centurion revived by a careless If you ask around, you’ll hear differ-
eval times from they’ve read in school, for food or fun, but some of the most necromancer. ent opinions about the Crying Blades:
or from other books or movies. Every- diabolical of them actively pursue the Your characters will begin as simple some say they act for the greater good,
one is by default approximately on the annihilation or enslavement of human- adventurers, with some basic skills and, for the glory of God; other say they
same page. This setting doesn’t take kind. Depending who you ask - a noble, if you’re lucky, with a few good scores protect regular people from monsters
away the magic of discovery: it’s going a merchant, a cleric - they will give you and a little better chance of surviving. and abominations, from demons and de-
to be such a twisted, different medieval different responses about what moves Be wary, and be strong; life is hard and mi-humans. Several priests accuse them
world that the pleasure of adventuring the forces of The Wild. They’ll tell cheap when you’re an adventurer. Be of making use of sorcery and blasphe-
in it will be as with any fantasy setting. you they’re after power or money, that brave, but be smarter; or your dice will mous rituals; others swear that there
they’re just brutal beasts or that they’re roll soon enough a new character. are christian clerics among their ranks.
moved by the evil plans of Lucifer. Re-
Northern Europe gardless of its motivations, The Wild
is the strongest force out there. Even

Y ou will reasonably begin your ad-


ventures in continental Europe,
and if you follow the standard classic
when safe behind a village’s palisade
or a city’s walls, the characters should
always remember that The Wild is out
fantasy tropes you should probably set- there, ready to get them.
up the group in the northern part of There are a few powers that may oc-
the continent, or perhaps in England casionally contrast The Wild: the no-
(call it Anglia or something like that). bles and their armies, the sorcerers and
If you want to push it further away their powers, the church and its mira-
from known territories, think of the cles. But those powers are rarely united,
crusades and the middle-east as an al- and more often involved in a demented
ternative. Think of human settlements race for power within the small human
in the form of Points-Of-Light: civiliza- establishments.

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Luis Oliveira (Order #14661604)
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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Luis Oliveira (Order #14661604)
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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Luis Oliveira (Order #14661604)
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

I f four or more attributes have a nega-


tive modifier, you can choose to raise
the highest of them up to the score of
you gain a new level.
Every time you select (among various
options) to raise an attribute score by
core attribute of your class. If you
have another score almost as high but
with a better Gift value, you might
Cleric; its score (roll under to suc-
ceed) is 5 + Level ± CON modifier

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

T his value, next to each of the at-


tributes, is an expandable factor; it
never increases, nor it’s recovered.
Last but not least, Gift is a life-safer
mechanism, extremely precious at low-
ence others. It is especially effective in
gaining and retaining allies and obtain-
ing favorable reactions, making a good
• Armor Class: if DEX mod. is posi-
tive, add a simple +1 to the Armor
Class
Gift has a certain impact on various er levels. Whenever you fail a roll with first impression, and even getting a bet- • Ranged Attacks: if DEX mod.
aspects of the game, as follows: a certain attribute (which includes Sav- ter price for stuff. is positive, add a simple +1 to all
• Number of starting talents ing Throws) and you want to re-roll, It also indicates - with a certain mea- the rolls to hit and to all damage
• Maximum level for multiclassing you can burn a Gift point of that at- sure of accuracy - the appeal and even inflicted with ranged weapons
• Maximum increments to the attri- tribute and re-roll. physical beauty of your character; if
bute score Explain how your character gets an- you want your character to get laid, Intelligence is an approximate in-
• Re-rolls for the attribute other chance and doesn’t suffer the dire Charisma is not a dump stat. dication of the character’s knowledge
consequences of the first failed roll. Bonuses: and capability to work with complex
Gift determines the number of your If you fail the second roll, that sucks. • Max. Hirelings: 3 ± CHA modifier matters. Of course the player’s wits
starting talents, according to your You can still burn another Gift point, as • Discount: if positive, CHA mod. x must take precedence but this score
class’ core attribute: strength for fight- long as you have them, to re-roll again. 10% discount on all prices gives an indication of both innate tal-
ers, wisdom for clerics, intelligence for • Reaction: ± CHA mod for all reac- ent and educated learning.
sorcerers, dexterity for rogues. When you burn Gift points (increas- tion rolls A low score does not indicate stu-
ing an attribute score or re-rolling), it pidly; it just represents lack of formal
Gift determines the maximum level does not influence the maximum level Constitution is an indication of education, in an age where most people
you can reach in a secondary class, if for a multiclass you already acquired, good health and resistance, endurance could barely write their own name. In-
you multiclass. You can reach with but it limits any future multiclass op- and toughness. It has a direct influence telligence affects the capability to for
your secondary class a level equal to the tion you want to take. Starting talents on the character’s Hit Points and capa- languages and has a direct impact on
Gift value for the core attribute of that are not affected, if you already selected bility to suffer damage, in combat and sorcery.
class. There is, of course, no limit on them. other situations.
the primary class. Gift points you burned will never It is an important attribute especially Depending on how relevant lan-
For example, a Cleric that wants to be restored. Use them wisely: they are for characters more involved in combat guages and formal education will be
multiclass as Rogue, can reach as Rogue there to save your life. But don’t hesi- or exposed to direct physical harm. in your campaign, the GM might rule
a Level equal but not greater than the tate: you cannot burn a Gift point after Bonuses: out languages completely, in favor of
Dexterity (Rogue’s core attribute) Gift the GM has declared you dead. • Hit Points: if positive, add CON role playing opportunities, and let ev-
value. mod. to all the Hit Dice rolls for HP eryone be able to read and write.

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Luis Oliveira (Order #14661604)
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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Luis Oliveira (Order #14661604)
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-

T he primary attribute for the vari-


ous classes is the following:
• Fighters: strength
of each class: they represent special
abilities and unique bonuses or capa-
bilities. They are determined randomly,
low, the character is unconscious, and
deadly wounded.
suming your character can use efficient-
ly that type of armor, and you are not
overloading him with too much weight.
• Clerics: wisdom according to the class. Same as other scores, Hit Points can A character wearing armor increases
• Sorcerers: intelligence increase when the character gains Lev- their AC adding the AC value of the
• Rogues: dexterity els through the game (but not on every strongest armor piece they wear (if
Hit Points Die Level as in other games). they wear leather and plate, keep the
Remember that the Constitution plate AC value), plus the value for the
Saving Throws
H it Points (HP) are a measure not
just of the character’s physical
modifier, if positive, is applied every
time you increase the HP by rolling the
shield, if used.

T here are different types of Saving


Throws, which will be described in
details in the game basic rules.
health, but also a general abstraction
of stamina and will to fight and push
forward.
Hit Dice.

You will find more details about Ar-


Combat Bonuses

While filling your character sheet,


consider the following: the value (roll
under) of each Saving Throw is equal
When creating your character, roll
the Hit Points Die indicated by your
class (d8 for fighter, d6 for cleric or
mor Class (see to the side) in the com-
bat chapter. For now, just know that
AC 0 here is approximately the same
T here are different types of bonuses
that apply to combat situations:
• Melee attack bonus: bonus to the to-
to 5 + Level ± Attribute modifier. rogue, d4 for sorcerer), and add the Hit as Ascending Armor Class 10 or 12 in hit roll in melee
Each class grants a different bonus to Points bonus of the Constitution modi- most OSR games. • Melee damage bonus: bonus to the
different Saving Throws. fier (if positive). harm inflicted by melee attacks

Abbreviations Hit Points: Levels:


HP = Hit Points Lev or LVL = Character Level
Attributes: Attributes related: HD = Hit (Points) Die XP = Experience Points
CHA = Charisma GIF = Gift score/value Max HP = Maximum Hit Points PWL = Power Level for spells
CON = Constitution mod = attribute modifier Cur HP = Current Hit Points
DEX = Dexterity Weight/Treasure:
INT = Intelligence Combined examples: Others: Enc = Encumbrance
STR = Strength CHA-GIF = Charisma Gift AB = Attack Bonus 1 Encumbrance = 4 Load (or weights)
WIS = Wisdom STR mod = Strength modifier AC = Armor Class sp/sc = silver pieces/coins
ST = Saving Throw gp/gc = gold pieces/coins

18 19
Luis Oliveira (Order #14661604)
• 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

F or the purpose of the classic games,


languages are a crucial component
when trying to negotiate with monsters
Communication with monsters can
also be facilitated: let the monsters
be able to speck the common human
able to read and write in each of the
languages they know.
To add new languages, the intel-
limit, the character is considered to be
encumbered and thus hampered in cer-
tain tasks.
or with other potentially hostile hu- tongue, usualy. ligence score must be raised (adding Before the starting adventure, usually
mans. But such rules could be neglected Again, a positive check on Intelli- points when gaining Levels) so that the characters have the possibility to spend
in favor of roleplaying: it’s more inter- gence might allow a character to com- related modifier is increased. their starting silver to buy their initial
esting to see character negotiate than municate with a monster in its own equipment. While doing so, they must
to prevent the negotiation because of a monstrous tongue. It could be done to keep in consideration their Maximum
lack of a common language. make sure others cannot understand Load, that is how much they can carry
The default rule, therefore, is that the conversation, or perhaps to gain the Equipment before encurring into penalties.
every communication with humans monster’s favor. Every object has a weight or load
should be possible. If the conditions
are particularly exceptional (a meeting
with foreigners that don’t speak the lo- Language Lists
T he standard rules for equipment,
weight and related encumbrance
are outlined in the dedicated chapter,
value (usually 1 or 2): the character can
carry a number of such points equal to
their Strength score. They can also
cal tongue), then a successful attribute after the Classes. The game provides a carry a number of small items (weight
check on Intelligence should be enough
to allow a basic conversation.
There is always a little in common be-
I f your group decides instead to use
an explicit language list, each char-
acter begins the game with enough
standard system for items and weight,
plus two house-rules system (dice-
based and slots-based) for you to evalu-
or load of zero) again equal to their
Strength score.
The suggestion is to delete on the
tween languages, someone who knows knowledge of their own native tongue. ate and build upon, if you wish. character sheet the slots that cannot be
a few words, the possibility to mimic a Moreover, every character will have Here is just a brief presentation for used: for example with a Strength 14
concept with your hands, etc. enough knowledge of a mix of Latin the character’s creation purpose. character, delete the slots from 15 to 18.

20 21
Luis Oliveira (Order #14661604)
Traits

T raits are provided only for the sake


of roleplaying and better char-
acterization in the game. This part is
For your character creation, proceed
as follows:
• Roll on the table of Characters’
open to hacking and houseruling (such Traits on the next pages; if you
as mechanical effect for traits). rolled an even number, use the
Positive Traits, if you rolled an odd
number use the Negative Traits table
“Negative traits” are not really all • Write the trait for your character on
that negative and of course they do your sheet, selecting either the one
not imply any sort of judgement by indicated by your roll, or the one im-
the author. They are negative in the mediately before or after
common sense of the term, and only • You should roll again, for a second
within the boundaries of the game. trait, and decide which table to use
They are challenging and funny, in- for this second trait (for example if
teresting to bring into the game, that’s you roll a 34 on your d100, you can
all there is to them. take the positive or negative Trait
with number 34, depending on which
inspires you the most)

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

S elect a name for your character. If


you’re undecided or need inspira-
tion, a list of names is provided in the
consistency of actions, might allow
the GM to rule a character as chaotic
or legal. The Wild, of course, couldn’t
next page, and you can select one of care less about your thoughts on align-
those names. If you embrace random- ment and philosophy.

22 23
Luis Oliveira (Order #14661604)
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

24 25
Luis Oliveira (Order #14661604)
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

26 27
Luis Oliveira (Order #14661604)
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.

I n the game, talents are special fea-


tures available only to a certain class
or a certain character. Every class of-
decide your character has trained for;
Talents are what your character had
the opportunity to learn so far. If your
6 ) Always prepared: regardless of
your STR score, you can fill all 18
slots for small items in your inventory,
15 ) Perfect memory: what you see
is like written in stone in your
mind. It still takes you normal time to
fers several talents, some active from GM allows it, maybe you can select with no penalty. read, but you can reproduce anything
the start and others that are optional. one, and only one Talent, but it should from memory. You can even rewrite
Among those optional, a few are se-
lected randomly at the beginning of
the game. As the character progresses
“cost” you forfeiting two rolls for ran-
dom Talents, or burning a Gift point. 7 ) Read magic: can read magic (as the
spell) naturally. This even makes the
character able to cast from scrolls or
spells you saw written (even if your
classe doensn’t allow you to use them),
and a sorcerer can use your reproduc-
to higher levels, more Talents will be- books, regardless of the class. Requires tion to copy and learn the spell (but not
come available. Innate Talents one turn to concentrate for reading and use it as a scroll).
When you create your character, one for casting from the scroll, not nec-
you can roll on the Talents’ list for your
class a number of times equal to the S ome Innate Talents are available
to the characters at the moment of
essarily consecutive.
16 ) Blessed water: you can bless
water with your blood. Spend 2
Gift value of your core attribute. These
will be your starting talents, together
with the default talents of your class.
creation. Those have no class restric-
tion, any character can have them. To
select one or more innate talents, you
8 ) A strange feeling: once per session,
the GM will tell you if you’re miss-
ing something. It’s their choice if to tell
HP (up to a maximum of 10) to bless
the water and who drinks it gains 1 HP.
The water loses power in 1d10 turns.
For example, if you select fighter as need to roll on the list below. You can- you about something significant, but
the class for your character, roll a num-
ber of times equal to the Gift value of
Strength. Use Wisdom for clerics, In-
not choose; it’s innate and it’s random.
You can get Innate Talents only at
the moment of character creation, not
you can also ask yourself, just to make
sure... 17 ) Eagle-eye: when you used
ranged weapons, you always hit
the intended target, never others. You
telligence for sorcerers and Dexterity
for rogues.
At character creation, if you roll the
later (they cannot be chosen as part of
the level advancements).
So if you want a shot at getting one
9 ) A sense for magic: can detect magic
as the Detect magic spell, but only if
the character concentrates for one turn
still need to roll to see if you hit your
target to make damage.

same Talent twice, it still counts as a


spent roll, and you just don’t get any
Innate Talent, you can spend one of
your Talents’ rolls on this list. In other
(lasts as the spell).
18 ) Deep pockets: unless they strip
you naked, you can always declare
talent to add to your list.

Whenever you gain a new level, you


words, you give up a roll for a talent of
your class, and roll for an innate talent
instead.
10 ) Fast learner: when XP is as-
signed, subtract 5% of the total
and mark it for yourself; the rest is di-
you have a little item (maximum the
size of a knife) hidden on you.

are offered the choice of gaining a new


Talent among those available to your
1 ) Healing fast: when regaining HP,
vided evenly among all group members.
19 ) Resistant to magic: your Saving
Throws vs. magic are with +2.
class, if you choose to do so, by rolling
again.
Note that this doesn’t come from just
the character always regains +1
more, or +2 more if you’re a fighter. 11 ) Everything is food: you need
half the number of rations of
other characters (mark half when you 20 ) The Chosen: select the Innate
Talent that you prefer.
gaining a level: you have a few different
options upon gaining a level (increasing
attributes score, increasing HP, or roll-
2 ) Iron bones: you have 1d4 HP more
to start with. Also: without weapons
you still inflict 1d4 damage.
eat one). All your saves vs. poison have
a +2 bonus.

ing for a new talent). If you choose to


gain a new talent, you get to roll again
on the talents table of your class. 3 ) Vicious: all your damage rolls done
with weapons have a +2 damage.
12 ) Compass: you always know
where north is, and where up and
down are. Any roll based on orientation
If you roll a talent you already have, will get a +2 bonus.
you are free to select the first one before
or after, that you don’t already have. If
you choose to gain a new talent, the roll
4 ) Underdog: when you fight an en-
emy whose Level or HD is higher
than your own Level, your AC is in- 13 ) Lucky, sometimes: can change a
1 for a 20 or a 20 for a 1, but only
is never lost. creased by 1. once per dungeon/adventure location.

28 29
Luis Oliveira (Order #14661604)
Fighter Fighter’s Talents

Some Talents are most suited for a


certain class than others, but you roll
only after you rolled your attribute
I f your class is fighter, you get a num-
ber of Talents equal to your Strength
Gift. Roll a d10 to determine each one
A ny of the following talents can be
unlocked as a starting Talent (up
to a max. number of Talents equal to
scores and have chosen your class. of them. the Gift value of the STR attribute) or
If the GM allows it, you can roll Besides those random, a fighter has the when gaining a level (with no limitation
one (and only one) innate talent at following talents and restrictions too: to the number of talents).
the very start of your character cre-
ation. You cannot reject the talent,
of course (you never do, even with
normal rules), but you now can shape
Hit Points Dice: d8.

Attack bonus: add your Level/3


1 ) Bastion: calculate the Basic Armor
Class (before armor) adding +1 if
the STR mod. or the CON mod. is posi-
your character accordingly. Of course, (rounded down) to your melee attack tive. Do not apply the DEX modifier.
you must now allocate attribute scores rolls, plus the normal To-Hit modifier.
(and choose class) in a way that you
will have at least one Gift point for
this innate talent you’ve taken already.
For ranged attack, use the normal bo-
nus from the Dexterity score. 2 ) Blood drive: after killing an en-
emy or reducing them to 0 HP, the
fighter regains a number of HP equal 7 ) Hard trained: no penalty (as all
fighters) but bonus +2 To-Hit for
This reduces the number of the talents Damage: add the strength modifier to their own (fighter’s) Level divided by using 2-handed or pole weapons and
you can choose from your class, as it for damage if positive (in some games 2 (rounded down); this can happen only one of these can be carried for no en-
normally would. only the fighter has access to this). once per combat. cumbrance (list in weight 0 items).

Armor/Shield permitted: any (no


penalty for heavy armor). 3 ) Push: after a successful attack
landed by the fighter, the enemy is
pushed back and the fighter can step in
8 ) Attacking stance: fighters can as-
sume an attacking stance that of-
fers them multiple attacks; one more
Weapons permitted: any (no penalty into their place instead. per Level divided by 3 (rounded down).
to hit with 2-handed weapons). Each bonus attack comes at the price of

Magic items: can carry a number 4 ) Steel trained: wearing any metal
(chainmail or plate) and carrying
a cumulative -1 AC.

of magic, enchanted, blessed, charmed


items equal to their Level, and never
more than nine. More exposes the char-
any metal shield, counts only as 1 En-
cumbrance (4 weight) in total, not more. 9 ) Multiple Attacks: the fighter
can make one attack per level each
round, against enemies with 1 HD or
acter to danger according to the GM’s
judgement, including de-activating tal-
ents temporarily and other penalties.
5 ) Defend: giving up other actions
like moving or attacking, a fighter
can defend another character for a
less. The fighter can attack multiple 1
HD enemies and with a last attack, a
stronger one.
round. All the attacks against that char-
Magic: cannot cast any type of spell
(unless multiclassing).
acter will use the fighter AC, and even
if they hit, they have a 50% of chances
to hit the fighter instead of the other
10 ) Lucky one: yeah, go ahead and
pick one talent of your choice.

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.

30 31
Luis Oliveira (Order #14661604)
Additional Talents Cleric Magic: can cast miracles and bless-
ings from the cleric’s spell list.

Y ou may roll for these only when


getting to Level 6 or higher: I f your class is cleric, you get a num-
ber of Talents equal to your Wisdom
Gift. Roll a d10 to determine each one
Cannot produce scrolls or charge
staffs or wands; needs a sorcerer to
make potions.

1 ) Critic: the fighter scores a critic (hit


automatically and for double dam-
age) on a roll of 19 and 20, not just 20.
of them.
Besides those random, a cleric has the
following talents and restrictions too:
Multiclass: cannot multiclass as a
sorcerer.

2 ) Block and parry: by forsaking their


attack, a fighter can increase their
AC +2, and gain +2 to hit and +2 to
Hit Points Die: d6.

Attack bonus: normal To-Hit modi-


Divine protection: Saving Throws
with CON and WIS are rolled with an
additional bonus of +2 to determine 3 ) Divine tool: select randomly one of
your starting miracles; when casting
damage in the next round. They can fier for melee. the Save threshold (roll under 5 + Level it you don’t need energy for it (you still
forsake a second attack round for a cu- For ranged attack, use the normal bo- + attribute modifier + 2). need to roll, and it can be Unstable).
mulative +4 to hit and +4 to damage nus from the Dexterity score.
in the third round. If the fighter is hit,
though, the bonus is lost. Damage: add the strength modifier
for damage if positive (in some games
Skills: select one between Explorer,
Guide, or Hunter. 4 ) Holy Symbol against undead: you
can bless a single holy symbol that
will then aid your allies. They can use it

3 ) Double attack: throw a weapon on


the off-hand (like a dagger) and at-
tack with another (like a sword), or at-
only the fighter has access to this).

Armor/Shield Permitted: any, but


Cleric’s Talents
to turn undead as you would, but when
they do, you must roll for the bless-
ing (as if you were casting it) and it’s
tack and then throw the same weapon,
in one round.
with penalty for heavy armor.

Weapons Permitted: any, but with


A ny of the following talents can be
unlocked as a starting Talent (up
to a max. number of Talents equal to
drained from your energy (mark it as
one of the spells of today). You can
have only one symbol at the time, and

4 ) Momentum: after killing an enemy


or reducing them to 0 HP, the fight-
er can once attack a nearby enemy with
penalty for 2-handed weapons. the Gift value of the WIS attribute) or
when gaining a level (with no limitation
to the number of talents).
you must know the Turn Undead bless-
ing before you can prepare it. Blessing
another symbol will break the previous
a new attack roll, in the same round. Note that Turn Undead is considered unused symbol.
to be a spell, not a talent, therefore it

5 ) Parry and disarm: after a successful


attack, the fighter can forsake their
damage roll and disarm the opponent
is listed with the cleric’s miracles and
blessings. Rules about miracles and bless-
ings are available in a dedicated chapter.
5 ) Blessed wood: you can make a
blessed staff (or a wand), as long as
it has some holy symbol on it. It works
if they pass a Strength attribute check. like the sorcerer’s staff or wand, but
The opponent must have HD equal or
lower than the character level. 1 ) Comfort: when taking a short rest,
through prayer you regain +1 HP.
Every character that prays with you
can have a max. of 3 spells ready in it,
and cannot be charged with a single,
flexible, ready-spell.

6 ) Slayer: when fighting a large mon-


ster, fighters can grapple, or even
climb on the enemy, with a successful
gains the same benefit, regardless of their
real faith.
6 ) Holy scrolls: you can write blessed
scrolls with a clerical spell in it; ev-
DEX roll. If they succeed, and for as
long as they manage to hold on (the
GM might rule that re-rolls are re-
2 ) Divine intercession: Saving
Throws with DEX and CHA are
rolled with an additional bonus of +2
eryone (with no restriction) can read
them and use them if they read your
language. The time and the costs (in
quired), they attack with a bonus of +2 to determine the Save threshold (roll holy offerings) is the same as the one of
and inflict +2 damage. under 5 + Level + attribute modifier + 2). the sorcerer.

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Luis Oliveira (Order #14661604)
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.

8 ) Exorcist: your Turn Undead bless-


ings always affect an additional
number of undead HDs equal to your
Level.

9 ) The Unspeakable Truth: in the sor-


cerers’ books you found proof that
your divinity is not alone in this world.
Your faith is lost or shaken, but you can
now read sorcerers’ scrolls to cast sor-
cerers’ spells (that are then erased) but
you must use Read magic first. You still
1 ) Steel trained: wearing any metal
(chainmail or plate) and carrying any
metal shield, counts only as 1 Encum-
cannot use sorcerer’s spells from mem- brance (4 weight) in total, not more, and
ory or other items. remove penalties for heavy armor.

10 ) Lucky one: yeah, go ahead and


pick one talent of your choice. 2 ) Robust: Saving Throws with STR
and CON are rolled with an addi-
tional bonus of +2 to determine the
Save threshold (roll under 5 + Level +
Additional Talents attribute modifier + 2).

Y ou may roll for these only when


getting to Level 6 or higher: 3 ) Shield master: by letting your
shield to be destroyed by an attack,
you can reduce to zero the damage you
would suffer this round from a single
opponent.

4 ) War trained: using 2-handed or


pole weapons incur in no penalty
(no -2 to hit) and one of these can be
carried with no encumbrance (list in
weight 0 items), but get no bonus.

5 ) Punisher: add your Level/3 to your


To-Hit rolls, but only against non-
human adversaries or cursed/possessed
humans.

6 ) Divine warrior: select one fighter’s


talent and use it as your own.

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Luis Oliveira (Order #14661604)
Sorcerer Sorcerer’s Talents

I f your class is sorcerer, you get a


number of Talents equal to your In-
telligence Gift. Roll a d10 to determine
A ny of the following talents can be
unlocked as a starting Talent (up
to a max. number of Talents equal to
8 ) Fast preparation: when you recover
spells from the Unstable state, you
can recover two instead of one.
each one of them. the Gift value of the INT attribute) or
Besides those random, a sorcerer has
the following talents and restrictions
too:
when gaining a level (with no limitation
to the number of talents). 9 ) Magic forge: you can treat a weap-
on like a sword, or a spear, etc. as
a wand or a staff, and charge it with

Hit Points Dice: d4. 1 ) Silent caster: the sorcerer is a mas-


ter in non-verbal casting. They can
cast spells without talking, just by do-
spells. It’s handy but as fragile as an
original wand in case of trouble while
charging it.
Attack bonus: normal To-Hit modi- ing the necessary (visible) movements.
fier for melee.
For ranged attack, use the normal bo-
nus from the Dexterity score. 2 ) Immobile caster: the sorcerer can
cast just with words, no need for
10 ) Lucky one: yeah, go ahead and
pick one talent of your choice.

gestures. This also removes the restric-


Damage: add the strength modifier tion on casting when encumbered. Additional Talents
for damage if positive (in some games
only the fighter has access to this).

Armor/Shield Permitted: any, but


3 ) Natural energy: select randomly
one of your starting spells; when
casting it you don’t need energy (you
Y ou may roll for these only when
getting to Level 6 or higher:

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.

Moon-guard: Saving Throws with


INT and WIS are rolled with an ad-
Spellbook: the sorcerer also starts
the game with a spellbook containing a
6 ) Fast learner: every time you pay
for new spells, you pay 75 XP per
PWL instead of the default 100.
ditional bonus of +2 to determine the number of random spells. All the rules
Save threshold (roll under 5 + Level +
attribute modifier + 2). The INT modi-
fier applies for all saves against any
about sorcery are in a dedicated chapter.

Skills: select one between Explorer,


7 ) Hardwork: it takes less time for
you to write scrolls and spellbooks,
or make potions. Remove the +1d6 days
form of sorcery. or curse or similar. Guide, or Hunter. from the necessary time; keep only spell
PWL as the necessary time.

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Luis Oliveira (Order #14661604)
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-

3 ) Magic touch: just by touching an


object, including scrolls or spell-
books, if it’s magical you immediately
nus from the Dexterity score.

Damage: add the strength modifier


gain knowledge of its powers; it counts for damage if positive (in some games
at all purposes as a Read magic spell, only the fighter has access to this).
but requires no casting and no time.
Armor/Shield Permitted: any, but

4 ) Tools master: when charging a


staff or wand, a success allows you
to store the same spell twice in the
with penalty for heavy armor.

Weapons Permitted: any, but with


wood, if you choose to do so (for the penalty for 2-handed weapons.
price of one, but counting for the staff ’s
maximum number of spells). Movement bonus: bonus for various
actions can be obtained with talents

5 ) Focused charge: if you charge only


the same spell into a staff or wand,
it can hold up to your LVLx2 instead of
that are tied to Skills. If the bonus is
related to movement, it does not apply
if the rogue is heavily or severely en-
up to your LVL. You still must charge cumbered.
each spell individually, though.
Magic: cannot cast any type of spell

6 ) Wands/staffs arsenal: you can have


two charged staffs or wands instead
of the normal single one.
(unless multiclassing).

Lucky bastard: Saving Throws with


DEX and CHA are rolled with an ad-
ditional bonus of +2 to determine the
Save threshold (roll under 5 + Level +
attribute modifier + 2).

Skills: select one between Explorer,


Guide, or Hunter, and also one between
Thief, Tinkerer, Assassin. More details
on the next page.

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Luis Oliveira (Order #14661604)
Special Skills Rogue’s Talents Additional Talents

A ll characters start with a chance of


1 in 6 on all the skills (as on the
character sheet). Other classes get to
A ny of the following talents can be
unlocked as a starting Talent (up
to a max. number of Talents equal to
Y ou may roll for these only when
getting to Level 6 or higher:

choose one between Explorer, Guide, or


Hunter and mark a second dot in each
of the skills of the chosen profile.
the Gift value of the DEX attribute) or
when gaining a level (with no limitation
to the number of talents).
1 ) Good aim: increase the range of
any ranged weapon you use by 1,
or by 2 if the original range was 4 or
The maximum score for each of the more.
• Explorer: notice, mapping, climb Skills, that improve by talents, is 5 (5 in
• Guide: notice, swim, foraging
• Hunter: notice, hunting, stealth
6 chance).
2 ) Backstab: when hitting from be-
hind (usually +4 To-Hit and +2

A rogue will select one of the profiles


above, and also one among Thief, Tin-
1 ) Nasty: all damage rolls made by the
rogue are increased by one.
damage) the rogue will also inflict ad-
ditional damage equal to their Level/2
(rounded down). The +4 To-Hit re-
kerer, Assassin. Mark a second dot (2 in
6 chance) on all the skills included in 2 ) Double attack: throw a weapon on
the off-hand (like a dagger) and at-
mains the same.

this other profile.

• Thief: notice, stealth, finesse


tack with another (like a sword), or at-
tack and then throw the same weapon,
in one round.
3 ) Always lucky: once per session, if
you fail a Saving Throw, you can try
a re-roll, but the second result stands.
8 ) Perfect aim: all damage you inflict
with ranged weapons is increased
by your LVL/3 (rounded down). This
• Tinkerer: notice, traps, finesse sums to other bonuses, if any.
• Assassin: stealth, climb, finesse

Additional dots are gained with tal-


3 ) Second blade: a second small blade
can be used in the off-hand; it grants
+1 AC and +1 damage in combat.
4 ) Invisible: enemies will consider
you the less dangerous and attack
you last or with their weakest members; 9 ) A magic touch: you can select one
spell of PWL 1 or 2 from the sor-
ents, as shown to the side. if the target is random, all others count cerer’s list; you can cast it once per day

4 ) Explorer: gain 1 dot in one Ex-


plorer skill and 1 dot in a different
double than you. (no PowerMatrix) but you need to roll
with INT for possible failure.
skill of your choosing.
5 ) Evasion: you never remain long in
chains; every evasion from chains,
10 ) Poison master: you can extract

5 ) Guide: 1 dot in one Guide skill and


1 in a skill of your choosing...
manacles, prisons, etc. gains a +2 bonus
per day/hour (at GM discretion) for a
maximum of +6.
poisons from the remains of un-
common monsters. The GM will pro-
vide you with the details and dosage

6 ) Hunter: 1 dot in one Hunter skill


and 1 in a skill of your choosing...
6 ) Parry and disarm: after a successful
attack, the rogue can forsake their
(and perhaps require that you work on
it on a rest period to obtain the poison).
The effects may vary from additional

7 ) Thief: 1 dot in one Thief skill and


1 in a skill of your choosing...
damage roll and disarm the opponent if
they pass a Dexterity attribute check.
The opponent must have HD equal or
damage to paralysis or other more pe-
culiar effects, as described by the GM.
It is up to you to keep track of which

8 ) Tinkerer: 1 dot in one Tinkerer


skill and 1 in a skill of your choosing...
lower than the character level. poison you can extract from which
monster, and what is the effect.

9 ) Assassin: 1 dot in one Assassin


skill and 1 in a skill of your choosing...
7 ) A little magic: you can read magic
(as the spell) naturally. This even
makes your character able to cast from
If you are a real rogue, probably one
of the first things you will do is to ne-
scrolls or books. Requires one turn to gotiate a different set of skills and of

10 ) Lucky one: yeah, go ahead and


pick one talent of your choice.
concentrate and one for casting. specialties with the GM.

40 41
Luis Oliveira (Order #14661604)

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