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Morrowin

aVs CHARACTER aVs D

MOVEMENT DICE

___________________________________ ~ __________________________________
Name

ATTRIBUTES
Charisma

Starting Classes

___________ ~ ___________
Race

Birthsign

loyalty, Recruitment,
Smooth Talking

ALMSIVI

Constitution

Race HD/
Deathclock

Hit Points, Not Dying,


Encumbrance

Dexterity

Initiative, DB, Fast AB,


Movement Rolls

Health

Strength

Hard AB, Lifting Shit,


Encumbrance
Resist Magic / trauma,
Searching

SKILLS/successes
Acrobatics

DEFENCE

DB
AC

To Hit: ______________________
Damage: _____________________
Tags: ________________________

Hard

Fast

ALMSIVI
ADVANCES

Sleight of
Hand

MAGE

Parry (no attack this round)


Re-roll your defence up to your
Fast AB during Combat.
Reckless/Defensive
Increase your attack or defense by
decreasing the other by 2x as much

Stealth
WARRIOR

COMBAT OPTIONS
Bum Rush (when entering melee)
Double Damage, defence -2
Aim (no attack this round)
Increase next ranged attack by
decreasing defense by twice as
much. Bonus lost if injured.

Lore

a Quick
Death

Weapon: _________________

Shield: __________________

Parries
Naturalis

To Hit: ______________________
Damage: _____________________
Tags: ________________________

To Hit: ______________________
Damage: _____________________
Tags: ________________________

aVs
Languages

WEAPONS

Sidearm: _________________

Alchemy

Enchant

d4

To Hit: ______________________
Damage: _____________________
Tags: ________________________

ATTACK
Bushcraft

d6

Weapon: _________________

Stamina

Wisdom

d8

d4
(O.E.)

DRAWING: you may have three


hands worth of weapons ready at
a time along with one sidearm of
negligable size. These weapons can be
drawn as a move action.

Intelligence

Bonus Skill Points,


Bonus Mana

MOVEMENT DICE

THIEF

Gambit (roll to-hit twice)


Both hit: Success, One Miss: fail
or consequence, Both miss: fumble

MANA

mage adv -1
perday

Spells Known:

Spell: __________________ Spell: __________________ Spell: __________________


Check/Resist: _____/_____ Check/Resist: _____/_____ Check/Resist: _____/_____
Spell: __________________ Spell: __________________ Spell: __________________
Check/Resist: _____/_____ Check/Resist: _____/_____ Check/Resist: _____/_____
Spell: __________________ Spell: __________________ Spell: __________________
Check/Resistance: ___/___ Check/Resistance: ___/___ Check/Resistance: ___/___

RELIGION
God:____________________
Taboos:
1)_______________________
2)_______________________
3)_______________________
Dictates:
1)_______________________
3)_______________________
5)_______________________
Blessing:__________________
________________________
________________________

SCARS
Scar:____________________
Effect: ___________________
Scar:____________________
Effect: ___________________
Scar:____________________
Effect: ___________________

WEAPON TAGS
DUEL: If you miss you can use parry to
try again (adapt/swords).
BASH: +2 to-hit vs. medium or heavy
armor, hit reduces Heavy Armor by 1.
(trauma/mace).
HACK: double damage vs. Light armor
or less (fleshripper/axe).
BRACE: attack first and double damage
vs. bum rushes (reach/polearms).
CRUSH: adv. on damage when wielding
with two hands (hefty/great weapons).
SHANK: roll Hard or Fast AB to grab
after hit, hit health until pushed off
(daggers)

THE ART OF DYING

TRAUMA

Any attack that removes half your max


Health or deals max weapon damage to
flesh causes a serious wound and removes
any Stamina left.
Odd Damage: Decrease random
attribute by 1, Even Damage: limb loss.
Bleed out 1d4 hp every Round down to
0hp until you are healed.

Coping
Mechanism:_____________
Vice:____________________
Effect: ___________________
________________________

You die at minus your Race HD.

Score:

At 0hp or below use your Race HD as


a DEATHCLOCK.
Each round try to roll higher than your
curent negative hp, Fail: pass out.
Exerting yourself: lose another 1hp
Pass out with no serious wounds: regain
1hp per turn until you wake with 1hp.
If you reached 0hp with a serious wound
make a Con check when you pass out,
and another every turn to stay alive.
After any encounter where you take a
wound to health, Con save, Fail: disease
or infection.

WORN ITEMS
Item

Break Notch

1)_______________
2)_______________
3)_______________
4)_______________
5)_______________
6)_______________
7)_______________
8)_______________
9)_______________
10)______________
11)______________
12)______________
13)______________
14)______________
15)______________
16)______________
17)______________
18)______________

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COMBAT
Make dex check when someone with a
smaller weapon closes into melee.
Projectiles are lost on misses and
maximum damage.
SHIELD BASH: split AB between
weapon and shield
DUEL WIELD: choose between +1
AB and two attacks, split AB between
weapons with penalty equal to smaller
weapons damage.
a QUICK DEATH: roll successfully
to murder something of HD up to your
skill level with discernable anatomy, or
deal damage die equal to skill level on
sucessful check and to-hit.
-5 AC when suprised.
Nat 20 on attack: bypass stamina and
double damage, Nat 1 on attack: enemy
gets free attack, and certain weapons
break (silvered, spear, etc).
Nat 1 on dodge: shield breaks or enemy
crits, Nat 20 on dodge: free attack.

LANGUAGES
KNOWN

Morrowin
aVs CARAVAN aVs D
INVENTORY

__________________________ __________________________ __________________________

WORN ITEMS: if a failed dodge roll


matches number, check Breakage
(equal or greater: broken/notch)
ARMOR BREAK: 5,
WEAPON BREAK, HEAVY: 5
WEAPON BREAK, LIGHT: 4
TRINKET/POTION: 2
OTHER:3
carry DEAD WEIGHT in pack up to
Str. or Con
carry more and you are
OVERWIEGHT up to Str. + Con.
Any more and you are
OVER ENCUMBERED!
To find a pack item in a pinch roll equal
or hight on d20
Encumbrance Physical check

Movement
dice

Worn Items
Only

Roll twice take


best.

d8

Deadweight

Roll once.
Discard pack to
re-roll.

d6

Overweight

Roll twice take


worse. Discard
pack to re-roll

d4

Over
Encumbered

As Overweight
but roll twice
and take
worst for ALL
physical rolls
including ATK
and movement.

d4

Item

Name

Name

Name

BACKPACK

BACKPACK

BACKPACK

Break Notch

1)_______________
2)_______________
3)_______________
4)_______________
5)_______________
6)_______________
7)_______________
8)_______________
9)_______________
10)______________
11)______________
12)______________
13)______________
14)______________
15)______________
16)______________
17)______________
18)______________

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Item

Break Notch

1)_______________
2)_______________
3)_______________
4)_______________
5)_______________
6)_______________
7)_______________
8)_______________
9)_______________
10)______________
11)______________
12)______________
13)______________
14)______________
15)______________
16)______________
17)______________
18)______________

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Item

Break Notch

1)_______________
2)_______________
3)_______________
4)_______________
5)_______________
6)_______________
7)_______________
8)_______________
9)_______________
10)______________
11)______________
12)______________
13)______________
14)______________
15)______________
16)______________
17)______________
18)______________

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OLLIE
Item

1)_______________
2)_______________
3)_______________
4)_______________
5)_______________
6)_______________
7)_______________
8)_______________
9)_______________
10)______________
11)______________
12)______________
13)______________
14)______________
15)______________
16)______________
17)______________
18)______________

Item

1)_______________
2)_______________
3)_______________
4)_______________
5)_______________
6)_______________
7)_______________
8)_______________
9)_______________
10)______________
11)______________
12)______________
13)______________
14)______________
15)______________
16)______________
17)______________
18)______________

Item

1)_______________
2)_______________
3)_______________
4)_______________
5)_______________
6)_______________
7)_______________
8)_______________
9)_______________
10)______________
11)______________
12)______________
13)______________
14)______________
15)______________
16)______________
17)______________
18)______________

COMPANIONS
Captain

Soldier

Name: _____________________
Weapons: _________________
________________________
Armor: ___________________

Race: ______________________
Weapons: _________________
________________________
Armor: ___________________

Company: ______________
Captain: ___________________
Morale: ___________________
Hiring mercenaries costs 50sp extra if
less than twenty Mercenaries.
All Mercenaries must be led by a
captian.

Max HP/hp:

The companies morale is 8 plus thier


commanders Cha. bonus.
Morale is rolled when company is
suprised or if you or one thier soldiers is
killed or takes a serious wound.
Equal or over Morale: Run!
Under Morale: Stand
If a member of the company is killed
reduce morale by 1 til end of combat.
If company runs, hard Cha. check to
rally in battle, or Easy Cha. check to
keep going after battle.

Stamina die
/Current

DB
ATK
Trained Skills

HD

DB
ATK
Trained Skills

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

Name: ______________ HP:___

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