Cörpathium Character Sheet - Morbidly Encumbered Edition

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Welcome To

NOTES
CÖRPATHIUM
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Name Class

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ABILITY SCORES MOVEMENT DICE

1
Race Level
d4
d8 d6 d4
CHARISMA (M.E.)
Loyalty, Recruitment, Class HD/
Smooth Talking
Deathclock HELD ITEMS
CONSTITUTION 1-2
Hit Points,
Encumbrance, Not Dying

DEXTERITY
Initiative, AC/DB,
Fast AB, Movement Rolls

2
INTELLIGENCE
Bonus Skill Points,
Resisting Unreality
Flesh Grit

STRENGTH
Hard AB, Encumbrance,
DEFENCE 3-4
Lifting Heavy Things

WISDOM
Searching,
Resisting Magic
DB
SKILLS / successes AC
Acrobatics Bushcraft

Languages Leechcraft
ATTACK
COMBAT OPTIONS
Bum Rush (when closing into melee)
Hard Fast Double damage, defence -2

Lore Naturalis Aim (no action this Round)


Increase your next ranged attack by
decreasing your defence by twice as
much. Bonus lost if injured.

a Quick Sleight of Parry (no attack this Round)


Death Hand Re-roll your defence, up to your
Fast AB per combat

Reckless/Defensive
Increase your attack or defence by
Parries decreasing the other by twice as much
Stealth Tinker
Gambit (roll to-hit twice)
Both hit: Success, One miss: Fail or
Consequence, Both miss: Fumble

Conceived at lastgaspgrimoire.com
WEAPON TAGS LANGUAGES INVENTORY Armour loose items
adapt: if you miss, you can use a Parry to try again. Worn Items: if a successful attack roll matches
Known

12 13 14 15 16
the number, check Breakage.

2/3 4/5 6/7 8/9 10/11


Trauma: +2 to-hit vs. Medium or Heavy armour, successful Cörpathian (equal or less: broken/Notch,
hit reduces Heavy armour by 1. maximum: dropped)
Carry Dead Weight in your pack up to Strength

1 2 345
fleshripper: two damage dice vs. Light armour or less. or Constitution.
Carry more than that and you’re Overweight up

2-3

1-2
12
Reach: automatically attack first and do double damage to Strength + Constitution.
against Bum Rushes. Any more than that and you’re Morbidly
Encumbered.
HEFTY: roll twice for damage and take the best while wielding
To find a pack item in a pinch, roll its number or
with two hands.
higher on a d30.
LASH: ignore shields, can choose to attack weapon, disarming Movement
Encumbrance Physical Checks
on 4 or more damage. (climbing, jumping, etc.) Dice
On any miss roll under your AC or hit yourself.
Worn Items Roll twice take d8
Shank: can make contested d20 + Hard or Fast AB to grapple Only best.
after hit, automatically hitting Flesh in subsequent rounds until
they kick you off. Dead Weight Roll once. d6
Discard pack to
HORRENDOUS: keep re-rolling odd damage dice. re-roll failure.

4-5

3-4
Overweight Roll twice take d4

13
Armour Piercing: reduces AC to 12 + Dex modifier.
worst. Discard
pack to re-roll
COMBAT

HELD & PROTECTED ITEMS (Fumble Only)


failure.

Make a contested Initiative roll to attack first when someone Morbidly As Overweight, d4
with a smaller weapon closes into melee. Encumbered but roll twice
and take worst
Any ARROWS, BOLTS, or SLING BULLETS that miss or Unknown for all
do maximum damage are lost. physical rolls
including
Dual Wielding: each Round choose between +1 DB, or attacks and
two attacks. If you make two attacks split your AB between them movement.

LOOSE ITEMS
with a penalty equal to the smaller of the two weapons.

ARMOUR
After strenuous activity roll your current
a QUICK DEATH: roll successfully to outright murder Movement Dice.

6-7

5-6
something of HD up to your skill level when attacking from

14
On a 1, drop to the next encumbrance level
surprise or grappling. You need to be able to guess at their until you rest for a Turn.
anatomy and be near their vitals. If their HD are too high or When removing your pack roll your current
their anatomy is too weird, roll extra damage dice equal to your Movement Dice.
skill level after a successful skill check and to-hit roll.
On a 1, remain on the same encumbrance level
until you rest for a Turn.
-5 AC/DB when surprised, successful attacks bypass Grit.

Critical Hits bypass Grit and roll double damage.

THE ART OF DYING


Any attack that removes half your maximum Flesh or deals
maximum weapon damage to Flesh causes a serious wound and
removes any Grit you had left.
If the damage was odd decrease a random Ability Score by 1, if

8-9

7-8
15
the damage was even roll to see what body part you lost.
Bleed out d4hp every Round down to 0hp until you are healed.

You die at minus your class HD.

• At 0hp or below, you start using your class HD as a


DEATHCLOCK.
• Each Round, try to roll a number higher than your current
negative hp. When you fail, you pass out.
• Until you pass out, crawling away to find a dark corner is fine,
but every Round that you exert yourself, you actually lose
another point of Flesh. CREDIT WITH THE
• If you didn’t sustain any serious wounds, regain a point of
Flesh every Turn until you wake up at 1 Flesh. MERCHANT
• If you were dropped to 0hp with a serious wound make a
PRIESTS

10-11

9-10
Constitution check when you pass out, and another every

16
Turn to stay alive until you are healed.

After any encounter where you take a Flesh wound, roll under
your Constitution. If you fail you have contracted an Infection, if
you roll a 20 you’ve gone and caught yourself a Disease.
sp
If you don’t have any untreated serious wounds, roll to regain
your class HD of Grit per Turn of rest.

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