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The Crying Blades Houserules: Encumbrance
The Crying Blades Houserules: Encumbrance
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Crying Blades
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Talents
The Fighter
Bastion: calculate the Basic Ar- Hard trained: no penalty (as all Double attack: throw a weapon
Hit Points Dice: d8. mor Class (before armor) adding +1 fighters) but bonus +2 To-Hit for on the off-hand (like a dagger) and
if the STR mod. or the CON mod. using 2-handed or pole weapons attack with another (like a sword),
Attack bonus: add Level/3 is positive. Do not apply the DEX and one of these can be carried for or attack and then throw the same
(rounded down) to melee attack modifier. no encumbrance (list in weight 0 weapon, in one round.
rolls + the normal To-Hit modifier. items).
Blood drive: after killing an Momentum: after killing an
Damage: add the STR mod. for enemy or reducing them to 0 HP, Attacking stance: fighters can as- enemy or reducing them to 0 HP,
damage if positive. the fighter regains a number of HP sume an attacking stance that offers the fighter can once attack a nearby
equal to their own (fighter’s) Level them multiple attacks; one more per enemy with a new attack roll, in the
Armor/Shield permitted: any (no divided by 2 (rounded down); this Level divided by 3 (rounded down). same round.
penalty for heavy armor). can happen only once per combat. Each bonus attack comes at the
price of a cumulative -1 AC. Parry and disarm: after a suc-
Weapons permitted: any (no pen- Push: after a successful attack cessful attack, the fighter can
alty with 2-handed weapons). landed by the fighter, the enemy Multiple Attacks: the fighter forsake their damage roll and
is pushed back and the fighter can can make one attack per level each disarm the opponent if they pass a
Magic items: can carry a num- step in into their place instead. round, against enemies with 1 HD Strength attribute check. The oppo-
ber of magic, enchanted, blessed, or less. The fighter can attack mul- nent must have HD equal or lower
charmed items equal to Level, and Steel trained: wearing any metal tiple 1 HD enemies and with a last than the character level.
never more than nine. (chainmail or plate) and carrying attack, a stronger one.
any metal shield, counts only as 1 Slayer: when fighting a large
Magic: cannot cast any type of Encumbrance (4 weight) in total, monster, fighters can grapple, or
spell (unless multiclassing). not more. Level 6+ Talents even climb on the enemy, with a
successful DEX roll. If they suc-
Robust: Saving Throws with Defend: giving up other actions ceed, and for as long as they man-
STR and CON are rolled with an like moving or attacking, a fighter Critic: the fighter scores a critic age to hold on (the GM might rule
additional bonus of +2. can defend another character for a (hit automatically and for double that re-rolls are required), they at-
round. All the attacks against that damage) on a roll of 19 and 20, not tack with a bonus of +2 and inflict
Skills: select one between Ex- character will use the fighter AC, just 20. +2 damage.
plorer, Guide, or Hunter. and even if they hit, they have a
50% of chances to hit the fighter Block and parry: by forsaking
instead of the other character (roll: their attack, a fighter can increase
even for fighter, odd for the other). their AC +2, and gain +2 to hit and
+2 to damage in the next round.
Merciless: all damage rolls done They can forsake a second attack
by the fighter are increased by the round for a cumulative +4 to hit
fighter Level/2 (rounded down) and +4 to damage in the third
plus strength bonus, if any. Double round. If the fighter is hit, though,
it for 2-handed weapons. the bonus is lost.
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Crying Blades
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Talents
The Cleric
Comfort: when taking a short Holy scrolls: you can write Robust: Saving Throws with
Hit Points Die: d6. rest, through prayer you regain +1 blessed scrolls with a clerical spell STR and CON are rolled with an
HP. Every character that prays with in it; everyone (with no restriction) additional bonus of +2 to deter-
Attack bonus: normal To-Hit you gains the same benefit, regard- can read them and use them if they mine the Save threshold (roll under
modifier for melee. less of their real faith. read your language. The time and 5 + Level + attribute modifier + 2).
the costs (in holy offerings) is the
Damage: add the STR mod. for Divine intercession: Saving same as the one of the sorcerer. Shield master: by letting your
damage if positive (in some games Throws with DEX and CHA are shield to be destroyed by an attack,
only the fighter has access to this). rolled with an additional bonus of +2. Blessed by blood: your blood you can reduce to zero the damage
counts as a holy symbol; when you would suffer this round from a
Armor/Shield Permitted: any, Divine tool: select randomly one you’re hurt (or you hurt your- single opponent.
but with penalty for heavy armor. of your starting miracles; when self) you can cast miracles even
casting it you don’t need energy for if they’ve taken away your holy War trained: using 2-handed or
Weapons Permitted: any, but it (you still need to roll, and it can be symbol. pole weapons incur in no penalty
with penalty for 2-handed weapons. Unstable). (no -2 to hit) and one of these can
Exorcist: your Turn Undead be carried with no encumbrance
Magic: can cast miracles and Holy Symbol against undead: you blessings always affect an additional (list in weight 0 items), but get no
blessings from the cleric’s spell list. can bless a single holy symbol that number of undead HDs equal to bonus.
Cannot produce scrolls or charge will then aid your allies. They can your Level.
staffs or wands; needs a sorcerer to use it to turn undead as you would, Punisher: add your Level/3 to
make potions. but when they do, you must roll for The Unspeakable Truth: in the your To-Hit rolls, but only against
the blessing (as if you were casting sorcerers’ books you found proof non-human adversaries or cursed/
Multiclass: cannot multiclass as it) and it’s drained from your energy that your divinity is not alone possessed humans.
a sorcerer. (mark it as one of the spells of to- in this world. Your faith is lost
day). You can have only one symbol or shaken, but you can now read Divine warrior: select one fight-
Divine protection: Saving Throws at the time, and you must know the sorcerers’ scrolls to cast sorcerers’ er’s talent and use it as your own.
with CON and WIS are rolled with Turn Undead blessing before you spells (that are then erased) but you
an additional bonus of +2. can prepare it. Blessing another must use Read magic first. You still
symbol will break the previous un- cannot use sorcerer’s spells from
Skills: select one between Ex- used symbol. memory or other items.
plorer, Guide, or Hunter. Daily
Blessed wood: you can make a Blessings
blessed staff (or a wand), as long
as it has some holy symbol on it. Level 6+ Talents
It works like the sorcerer’s staff
or wand, but can have a max. of Steel trained: wearing any metal
Used
3 spells ready in it, and cannot (chainmail or plate) and carrying
be charged with a single, flexible, any metal shield, counts only as 1
ready-spell. Encumbrance (4 weight) in total,
not more, and remove penalties for
heavy armor.
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Crying Blades
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Talents
The Sorcerer
Silent caster: the sorcerer is a Fast preparation: when you re- Magic touch: just by touching an
Hit Points Dice: d4. master in non-verbal casting. They cover spells from the Unstable state, object, including scrolls or spell-
can cast spells without talking, just you can recover two instead of one. books, if it’s magical you immedi-
Attack bonus: normal To-Hit by doing the necessary (visible) ately gain knowledge of its powers;
modifier for melee. movements. Magic forge: you can treat a it counts at all purposes as a Read
weapon like a sword, or a spear, etc. magic spell, but requires no casting
Damage: add the STR mod. for Immobile caster: the sorcerer as a wand or a staff, and charge it and no time.
damage if positive (in some games can cast just with words, no need with spells. It’s handy but as fragile
only the fighter has access to this). for gestures. This also removes the as an original wand in case of Tools master: when charging a
restriction on casting when encum- trouble while charging it. staff or wand, a success allows you
Armor/Shield Permitted: any, bered. to store the same spell twice in the
but with penalty for heavy armor. wood, if you choose to do so (for
Natural energy: select randomly the price of one, but counting for
Weapons Permitted: any, but one of your starting spells; when Level 6+ Talents the staff ’s maximum number of
with penalty for 2-handed weapons. casting it you don’t need energy spells).
(you still need to roll and it can be Scholar: the sorcerer can select
Magic: can cast spells from the Unstable). one clerical blessing of PWL 2, or Focused charge: if you charge
sorcerer’s spell list, use scrolls, two clerical blessings of PWL 1. only the same spell into a staff or
staffs & wands, create potions. Can- Staff master: you always know These are transcribed to the spell- wand, it can hold up to your LVLx2
not cast spells if severely or heavily where your staff or wand is. With book as new spells, and are available instead of up to your LVL. You still
encumbered (2 or more above limit). a round of concentration, you can as normal spells (they count for must charge each spell individually,
hear, see, feel, smell, touch, as if you the daily limit, they are cast rolling though.
Multiclass: cannot multiclass as were there. with INT etc.).
a cleric. Wands/staffs arsenal: you can
Power source: the first spell Potion master: you can replicate have two charged staffs or wands
Moon-guard: Saving Throws you cast during the day, does not a potion (even if it contains a spell instead of the normal single one.
with INT and WIS are rolled with count towards your daily limit. The you don’t know or if it contains
an additional bonus of +2. The GM might allow this talent to be a clerical blessing). The process
INT modifier applies for all saves acquired multiple times to increase requires passing a ST with INT
against any form of sorcery. or the sorcerer’s spells daily limit. and the original potion is destroyed
curse or similar. regardless of the result. In case of Daily
Fast learner: every time you pay success, you can then write this po- Spells
Skills: select one between Ex- for new spells, you pay 75 XP per tion as a spell in you spellbook, but
plorer, Guide, or Hunter. PWL instead of the default 100. you cannot cast it: you can only use
it to load the spell into a new potion
Hardwork: it takes less time for (with its regular cost).
you to write scrolls and spellbooks, Used
or make potions. Remove the +1d6
days from the necessary time; keep
only spell PWL as the necessary
time.
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