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name: LEVEL Collected Souls:

unofficial role playing game homeland: 9 Your Bonus in each attribute is equal to the tens digit. Attributes range from 10 (+1 Bonus) to 50 (+5 Bonus).
9 Raising an attribute score by one point requires an amount of Souls equal to your current level.
character sheet starting class: 9 Your level is equal to the total sum of your seven attribute bonuses.

covenant: Attunement Dexterity Endurance Faith Intelligence Strength Vitality


mission: w w w w w w w
sin:
w HIT POINTS w STAMINA 9 Maximum HP are equal to your Vitality +10.
Sparks of Memory 9 HP are restored to their maximum at Bonfires.
max: current: If your current HP drop to zero, YOU DIED.
1 9 Stamina is equal to your Endurance Bonus +2.
2
l l l l Estus: You carry four Estus Flasks. Drinking one restores 15 HP. Resting at a Bonfire refills all your Estus.
3
4 Armors & Defenses bolt crush dark fire magic pierce slash toxic

5 l + + + + + + + +

9 When you die, lose a random Spark (roll a d6: on a 6, you choose which Spark to lose). When you lose your last Spark, you go Hollow. l + + + + + + + +
9 You can create a new Spark of Memory by spending 15 souls at a Bonfire or by defeating a Boss. You can never have more than five Sparks.
l + + + + + + + +

Weapons & Shields type damage and qualities


l + + + + + + + +

l l + + + + + + + +

l 9 Keep track of which armor you are wearing by checking its l.


9 Add VB to Crush, Bolt, Pierce, Slash and Toxic Defenses. Add IB to Magic Defense. Add IB or FB (your choice) to Dark and Fire Defenses.
l

l SPELL 9 Maximum Spell Points are equal to your Attunement Bonus +3. Some items might increase this.
POINTS 9 Casting an attuned spell costs one Spell Point. Resting at a Bonfire recharges them.
l

l Spells
l l l mir l pyr l sor requires: casting number:

l effect:

l l l mir l pyr l sor requires: casting number:

l effect:

9 Keep track of which items you are wielding by checking their l. You can only wield two of these items (or one item, if two-handed). l l mir l pyr l sor requires: casting number:
9 You must wield a Staff to cast Sorceries, a Talisman to cast Miracles, and a Flame to cast Pyromancies. They count as weapons.
effect:
9 If two-handing a melee weapon, add SB to damage. If wielding two melee weapons of the same type, you can perform Paired Attacks.
l l mir l pyr l sor requires: casting number:
Special Items effect
effect:
l l mir l pyr l sor requires: casting number:
l
l effect:
l l mir l pyr l sor requires: casting number:
l
l effect:
l l l mir l pyr l sor requires: casting number:
l effect:
l l l mir l pyr l sor requires: casting number:
l effect:
l l l mir l pyr l sor requires: casting number:

l effect:
9 You can have up to six equipped (mark their l). Only four may be Rings, and only one may be a Headgear. Consumables recharge at Bonfires. 9 You can only cast spells you have attuned (up to your AB). You attune spells when resting at Bonfires. Keep track of them by checking their l.
characters in the group: shrine item list
unofficial role playing game

players’ sheet

exploration notes: non-player characters, factions, enemies, lords and locations

9 Each Player Character can carry up to ten weapons, five armors, ten special items and nine spells. Anything past that is stored at their Shrine;
they have to return there if they want to reorganize the items they are carrying.
1u2u3u4u5u6
Turn Order
Ranged
5 Ranged
Can be Hit by: Can Hit with:
Ally Back Ring
Melee, Ranged
3 Melee, Ranged
Can be Hit by: Can Hit with:
Ally Defensive Ring
Melee, Ranged
1 (+3 damage)
Melee
Can be Hit by: Can Hit with:
Ally Forward Ring
Enemy Forward Ring
Can Hit with: Can be Hit by:
Melee
(+3 damage)
1 Melee, Ranged
Enemy Defensive Ring
Can Hit with: Can be Hit by:
Melee, Ranged
3 Melee, Ranged
Enemy Back Ring
unofficial role playing game

Can Hit with: Can be Hit by:


5
combat sheet

Ranged Ranged
Turn Order
1u2u3u4u5u6
Combat Summary Battle Actions
1 Players place their characters on the combat sheet. Then, the GM places enemies on the combat sheet. Attack:
Remember: a combatant may stay in the Back Ring only if at least one of their allies is in the Forward or 9 Choose the weapon you are attacking with, and select a target you are able to reach with that weapon.
Defensive Ring. Otherwise, they are immediately moved into the Defensive Ring. 9 The Stamina Die you spend for this action must be equal to or greater than the target’s Ring Number. The
difference between them is the Damage Margin (e.g. if Ring Number is 3 and die is 5, Damage Margin is 2).
2 Combatants may switch weapons, shields, armor and/or special items, choosing their initial setup. 9 The target may perform any one of the following:
Block (requires item with Block): The target may spend any one Stamina Die, regardless of its value, to
3 First Round begins; each combatant rolls their Stamina Dice. Characters using Heavy items and creatures increase their Defenses by the amounts indicated by the Block quality of the item they used.
with the Slow and Powerful ability must turn all Stamina Dice showing 1 or 2 to the side showing 3. Dodge (PC only): The target may spend one Stamina Die, provided its value is equal to the current Turn (i.e.
on Turn 2, you can only Dodge if you have a die showing “2”) to completely negate the attack.
4 Each Round is divided into 6 Turns. The GM calls the Turns, starting from Turn 1 and ending with Turn 6. Parry (PC only, Forward Ring only, Melee attacks only, requires item with Parry): If the
On each Turn, combatants may spend dice showing a number that is equal to or lower than the current item’s Parry quality includes the current Turn (i.e. Parry 2-4 includes Turns 2, 3 and 4), the target may spend
Turn number (e.g. dice showing a 1, 2 or 3 during turn 3) to perform actions. one Stamina Die, provided its value is equal to the current Turn. If they do, the attack is completely negated
During a Turn, Boss enemies spend their dice before Player Characters, and Player Characters spend their and the target may immediately spend one of their Stamina Dice to retaliate with a melee counterattack
dice before non-Boss enemies. (provided they are wielding a melee weapon). The Ring Number for this counterattack is considered to be
zero, but you cannot perform a Paired Attack or Strong Attack (see below) when counterattacking.
5 After Turn 6, the Round ends. Combatants discard any unspent Stamina Dice. 9 Total damage caused by the attack equals Weapon Damage (WD) + Damage Margin (+3 if attacker is Forward).
Combatants may switch weapons, shields, armor and/or special items, changing setup for the next Round. If more than one damage type is indicated, separated by “ / ”, the attacker will choose the type used.
Then, unless combat has ended, a new Round begins (return to step 3). 9 The target subtracts the appropriate Defense rating (or ratings, if it’s Split damage) from total damage.
9 Unless Defense reduced total damage to zero, the target loses HP equal to the remaining amount of damage.
6 The combat ends when one side has annihilated the other, or when one side surrenders or flees.
Paired Attack: If wielding two melee weapons of the same type, one in each hand, you may perform a
Item Qualities Paired Attack. You attack with only one of the weapons, but the Damage Margin is doubled for the purpose of
calculating total damage. You cannot combine this with a Strong Attack (below).
9 Bash X: While wielding this, add +X damage to your melee attacks against enemies in the Forward Ring.
Strong Attack: When you perform an Attack action, you may spend an additional Stamina Die to per-
9 Block (...): The item can be used to block attacks. When you do so, add the appropriate values to Defenses.
form a Strong Attack (both dice must show the same value). Add both dice together when calculating Damage
9 Brutal X: When you perform a Strong Attack with this weapon, add +X to the total damage. Margin. You cannot combine this with a Paired Attack (above).
9 Deadly X: Add X to damage during a counterattack or against an enemy with no Stamina Dice left.
9 Effect (Spell type): The item sets your Effect value for the corresponding type of spells. Cast a Spell: You may spend a Stamina Die and a Spell Point to cast a spell you have attuned. You must be
9 Guard Break: If you perform a Strong Attack with this weapon, the target cannot Block. wielding the appropriate Flame, Staff or Talisman, and the value on the die you spend must be greater than or
equal to the spell’s Casting Number. Some spells may be dodged or blocked.
9 Heavy: When you roll Stamina Dice while wearing or wielding this, turn all dice showing 1 or 2 to a value of 3.
9 Parry (X-Y): The item can be used to parry melee attacks, but only on Turns X to Y. Create an Advantage (PC only): You may spend a Stamina Die to choose yourself or an ally. The
9 Ranged: The weapon can attack from Back and Defensive Rings only, but can target any enemy Ring. Any chosen character may immediately turn one of their Stamina Dice to a value of their choice. When you use this
weapon without this quality is considered a melee weapon. action, describe how you manipulate the situation or the terrain to gain an edge on your enemies.
9 Reach: If you perform a Strong Attack with this melee weapon, you can target enemies in the Back Ring.
9 Requires (...): The item requires you to have certain attribute scores in order to use it. Maneuver: You may spend a Stamina Die to move into a different Ring. The value on the die must be greater
than or equal to your destination’s Ring Number. Remember: you can enter the Back Ring only if there are one
9 Split (...): The weapon combines several damage types. Targets subtract all corresponding Defenses.
or more allies in the Forward and/or Defensive Rings. You can also perform this action to flee the battle, but this
9 Sweep X: When you perform a Strong Attack with this weapon you may have it target up to X enemies in- can be done only during Turn 6. If you flee a battle, you cannot rejoin your allies until its end.
stead of just one, but all targets must be within the same Ring. The attacks are resolved separately (you choose
the order). If any of them is parried or reduced to zero damage by a block, subsequent attacks will be negated. Use Gear: You may spend a Stamina Die to do any one of the following: drink an Estus Flask, or use one of
9 Two-Handed: This item always requires both hands to use, preventing you from wielding other items. your Consumable special items, or switch any of your weapons, shields, armors and/or special items.
name: LEVEL name: LEVEL
unofficial role playing game threat: l minion (1/2 hp) l normal (hp) l boss (hp +20) unofficial role playing game threat: l minion (1/2 hp) l normal (hp) l boss (hp +20)
enemy sheet (large) souls: l minion (1/3 lv) l normal (1/2 lv) l boss (lv) enemy sheet (large) souls: l minion (1/3 lv) l normal (1/2 lv) l boss (lv)

AB DB EB FB IB SB VB w HIT POINTS w STAMINA AB DB EB FB IB SB VB w HIT POINTS w STAMINA


max: current: max: current:

Armor & Defenses crush bolt dark fire magic pierce slash toxic Armor & Defenses crush bolt dark fire magic pierce slash toxic
+ + + + + + + + + + + + + + + +

9 Add VB to Crush, Bolt, Pierce, Slash and Toxic Defenses. Add IB to Magic Defense. Add IB or FB (your choice) to Dark and Fire Defenses. 9 Add VB to Crush, Bolt, Pierce, Slash and Toxic Defenses. Add IB to Magic Defense. Add IB or FB (your choice) to Dark and Fire Defenses.
9 If not wearing armor, distribute points equal to level x2 among the eight Defenses (max Defense 10). Remember to still add attribute Bonuses! 9 If not wearing armor, distribute points equal to level x2 among the eight Defenses (max Defense 10). Remember to still add attribute Bonuses!

Weapons & Shields type damage and qualities Weapons & Shields type damage and qualities

l l

l l

l l

l l
9 Keep track of which items are wielded by checking their l. Monstrous creatures might wield more than two items. 9 Keep track of which items are wielded by checking their l. Monstrous creatures might wield more than two items.
9 Bites, claw attacks, tail swipes and such are treated as weapons (choose one that fits). Their type is “Natural” and they cannot be two-handed. 9 Bites, claw attacks, tail swipes and such are treated as weapons (choose one that fits). Their type is “Natural” and they cannot be two-handed.

l agile (+1 lv): Can use Dodge. l boss enemy (+0 lv, bosses only): Increases Stamina by one l agile (+1 lv): Can use Dodge. l boss enemy (+0 lv, bosses only): Increases Stamina by one
for each Player Character fighting it. Increases HP by +20 if there are for each Player Character f ighting it. Increases HP by +20 if there are
l cunning (+1 lv): Can use the Create Advantage action. three or more Player Characters fighting it. l cunning (+1 lv): Can use the Create Advantage action. three or more Player Characters fighting it.

l alternative damage (+1 lv): One or more attacks cause l duelist (+1 lv): Can use the Parry quality of items. l alternative damage (+1 lv): One or more attacks cause l duelist (+1 lv): Can use the Parry quality of items.
Bolt, Dark, Fire, Magic or Toxic damage. Must be purchased again Bolt, Dark, Fire, Magic or Toxic damage. Must be purchased again
for each different damage type added to the creature. l grab attack (+2 lv): Can spend a Stamina Die with a value for each different damage type added to the creature. l grab attack (+2 lv): Can spend a Stamina Die with a value
of 5 or 6 to perform a melee attack against one target in the Forward of 5 or 6 to perform a melee attack against one target in the Forward
l beam attack (+2 lv): Can spend a Stamina Die with a value of Ring, provided that target has no Stamina Dice left. If hit by the at- l beam attack (+2 lv): Can spend a Stamina Die with a value of Ring, provided that target has no Stamina Dice left. If hit by the at-
5 or 6 to perform an attack against one target in the Forward Ring, tack, the target takes damage equal to Damage Margin + the attack- 5 or 6 to perform an attack against one target in the Forward Ring, tack, the target takes damage equal to Damage Margin + the attack-
one target in the Defensive Ring, and one target in the Back Ring. er’s level. The attack causes Crush, Pierce or Slash damage (choose one target in the Defensive Ring, and one target in the Back Ring. er’s level. The attack causes Crush, Pierce or Slash damage (choose
This is considered a Ranged attack but may be performed from any one when you take this ability), but you may change it by purchasing This is considered a Ranged attack but may be performed from any one when you take this ability), but you may change it by purchasing
Ring, and can be dodged or blocked. Each target hit by the attack the alternative damage ability. Ring, and can be dodged or blocked. Each target hit by the attack the alternative damage ability.
takes damage equal to Damage Margin + half the attacker’s level + notes: takes damage equal to Damage Margin + half the attacker’s level + notes:
any one attribute Bonus (attacker’s choice). The attack causes Crush, any one attribute Bonus (attacker’s choice). The attack causes Crush,
Pierce or Slash damage (choose one when you take this ability), but l pull (+1 lv): Choose one attack. Targets that lose HP because of Pierce or Slash damage (choose one when you take this ability), but l pull (+1 lv): Choose one attack. Targets that lose HP because of
you may change it by purchasing the alternative damage ability. that attack are pulled to the Forward Ring. you may change it by purchasing the alternative damage ability. that attack are pulled to the Forward Ring.
notes: notes:
l push (+1 lv): Choose one attack. Targets in the Forward Ring l push (+1 lv): Choose one attack. Targets in the Forward Ring
l blast attack (+2 lv): Can spend a Stamina Die with a value that lose HP because of that attack are pushed to the Defensive Ring. l blast attack (+2 lv): Can spend a Stamina Die with a value that lose HP because of that attack are pushed to the Defensive Ring.
of 5 or 6 to perform an attack against any two targets, regardless of of 5 or 6 to perform an attack against any two targets, regardless of
Ring. This is considered a Ranged attack but may be performed from l slow but powerful (+0 lv): After rolling Stamina Dice, Ring. This is considered a Ranged attack but may be performed from l slow but powerful (+0 lv): After rolling Stamina Dice,
any Ring, and can be dodged or blocked. Damage calculation and turn all dice showing 1 or 2 to the side showing 3. any Ring, and can be dodged or blocked. Damage calculation and turn all dice showing 1 or 2 to the side showing 3
types are identical to the beam attack ability, above. types are identical to the beam attack ability, above.
notes: l trampling attack (+1 lv): This is identical to the beam notes: l trample (+1 lv): Identical to the beam attack ability, but can
attack ability, but can only be performed from the Forward Ring. only be performed from the Forward Ring and cannot be blocked.
l burst attack (+1 lv): Can spend a Stamina Die with a value notes: l burst attack (+1 lv): Can spend a Stamina Die with a value notes:
of 5 or 6 to perform an attack against each enemy in the Forward of 5 or 6 to perform an attack against each enemy in the Forward
Ring. This is considered a Ranged attack but may be performed from Ring. This is considered a Ranged attack but may be performed from
l trap (+2 lv): Choose one attack. Targets that lose HP because l trap (+2 lv): Choose one attack. Targets that lose HP because
any Ring, and can be dodged or blocked. Damage calculation and any Ring, and can be dodged or blocked. Damage calculation and
of that attack also lose a Stamina Die of their choice and cannot per- of that attack also lose a Stamina Die of their choice and cannot per-
types are identical to the beam attack ability, above. types are identical to the beam attack ability, above.
form the Create Advantage and Maneuver actions until they spend form the Create Advantage and Maneuver actions until they spend
notes: a Stamina Die with a value of 5 or 6 to break free from this effect. notes: a Stamina Die with a value of 5 or 6 to break free from this effect.
name: LEVEL name: LEVEL
unofficial role playing game threat: l minion (1/2 hp) l normal (hp) l boss (hp +20) unofficial role playing game threat: l minion (1/2 hp) l normal (hp) l boss (hp +20)
enemy sheet (small) souls: l minion (1/3 lv) l normal (1/2 lv) l boss (lv) enemy sheet (small) souls: l minion (1/3 lv) l normal (1/2 lv) l boss (lv)

AB DB EB FB IB SB VB w HIT POINTS w STAMINA AB DB EB FB IB SB VB w HIT POINTS w STAMINA


max: current: max: current:

Armor & Defenses crush bolt dark fire magic pierce slash toxic Armor & Defenses crush bolt dark fire magic pierce slash toxic
+ + + + + + + + + + + + + + + +

Weapons & Shields type damage and qualities Weapons & Shields type damage and qualities

l l

l l

l l

l l

Special Abilities Special Abilities

name: LEVEL name: LEVEL


unofficial role playing game threat: l minion (1/2 hp) l normal (hp) l boss (hp +20) unofficial role playing game threat: l minion (1/2 hp) l normal (hp) l boss (hp +20)
enemy sheet (small) souls: l minion (1/3 lv) l normal (1/2 lv) l boss (lv) enemy sheet (small) souls: l minion (1/3 lv) l normal (1/2 lv) l boss (lv)

AB DB EB FB IB SB VB w HIT POINTS w STAMINA AB DB EB FB IB SB VB w HIT POINTS w STAMINA


max: current: max: current:

Armor & Defenses crush bolt dark fire magic pierce slash toxic Armor & Defenses crush bolt dark fire magic pierce slash toxic
+ + + + + + + + + + + + + + + +

Weapons & Shields type damage and qualities Weapons & Shields type damage and qualities

l l

l l

l l

l l

Special Abilities Special Abilities


land: 41 - 42
lords: use to mark
unofficial role playing game 35 - 36
shrine location
world sheet

npcs, foes, features


npcs, foes, features

covenants:
33 - 34

43 - 44
npcs, foes, features

npcs, foes, features

45 - 46
11 - 12

13 - 14
15 - 16
npcs, foes, features
npcs, foes, features 51 - 52

npcs, foes, features


npcs, foes, features

npcs, foes, features

53 - 54

23 - 24 55 - 56
npcs, foes, features

21 - 22

npcs, foes, features npcs, foes, features


65 - 66
npcs, foes, features

npcs, foes, features

25 - 26 61 - 62

31 - 32 63 - 64

npcs, foes, features npcs, foes, features

npcs, foes, features npcs, foes, features


location: location:
unofficial role playing game themes: unofficial role playing game themes:
location sheet colors: location sheet colors:

connected locations (up to four) connected locations (up to four)


a. b. c. d. a. b. c. d.

area notes area notes area notes area notes

n bonfire n bonfire n bonfire n bonfire


area notes area notes

n bonfire n bonfire
area notes area notes area notes area notes

n bonfire n bonfire n bonfire n bonfire


area notes area notes

n bonfire n bonfire
area notes area notes area notes area notes

n bonfire n bonfire n bonfire n bonfire

9 Link areas using simple lines for normal passageways, arrows for one-way connections, and (S) for secret doors. 9 Link areas using simple lines for normal passageways, arrows for one-way connections, and (S) for secret doors.
9 Note which areas have passages that connect to other locations (listed as A, B, C or D above). There must be at least one bonfire. 9 Note which areas have passages that connect to other locations (listed as A, B, C or D above). There must be at least one bonfire.

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