TEXT: Swashbuckler Name:________________
  What do you look like?
  str
  dex
  con
  int
  wis
  cha
  Armor
  HP
  D6
  Damage
  NEMESES
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  Basic Move
  Swashbuckler Moves
  When you do something risky or
  dangerous, roll 2d6 and add a
  relevant attribute score.
  • On a 12+, you do it perfectly,
  with some additional benefit.
  • On a 10-11, you do it
  perfectly.
  • On a 7-9, you do it, but with
  some cost or complication.
  • On a 6-, you fail to do it,
  with some additional negative
  consequence
  When you make the table laugh
  with a taunt you aim at your
  foe, gain +1 to your next roll
  against them
  When you use scenery to your
  advantage you may treat a roll
  of 6- as a 7-9 instead.
  When you are faced with a
  powerful and worthy foe, you
  may declare them your nemesis
  and write what you know of
  them in the box to the right.
  You get +1 to all rolls against
  your nemesis and may only have
  one per level.
  Inventory
  1. _____________________________________
  2. _____________________________________
  3. _____________________________________
  4. _____________________________________
  5. _____________________________________
  6. _____________________________________
  7. _____________________________________
  8. _____________________________________
  9. _____________________________________
  10. ____________________________________
  11. ____________________________________
  12. ____________________________________
  Gear:
  
  Swashbuckler Advancements (1 Per Level)
  Witty. Gain +1 Charisma
  Clever. Gain +1 Intelligence
  Quick. Gain +1 Dexterity
  Worldly. Take an advancement from another class (choose a cool
  one, not an attribute bonus).
  Montoya. Gain an additional +1 to rolls against your nemesis
  Westley. When you wield your weapon in your non-dominant hand,
  gain -1 to attack until you switch hands, then gain +1 to attack
  for the rest of the combat.
  Hood. When you surprise your opponent, add +1 to attack and
  damage rolls that attack
  Musketeers. You gain a loyal
  swashbuckler follower that levels up
  when you die.
  Sparrow. When you use the scenery to your advantage in combat,
  gain +1 armor against the next attack against you.
  Skywalker. When you are mortally wounded in a fight against your
  Nemesis, you inexplicably survive with a cost. Once per level.
  Zorro. While your opponent cannot see your face, you deal maximum
  damage on successful attacks.
  Experience
  When you get money from the
  wilderness or the underground and
  bring it back to town, gain one
  experience for each gold you got
  (make sure to write it down).
  When you have experience equal to
  one thousand times your current level,
  you level up! Mark a new ability from
  the Swashbuckler Advancement list.
  EXP
  Other Stuff
  When you take time to rest
  and consume a ration, you may
  reroll your HP. Roll a number
  of dice equal to your level
  plus your CON, and keep a
  number of them equal to your
  level. Write the result as your
  new HP.
  When you need a standard
  piece of mundane adventuring
  gear that’s not currently in
  your inventory, you may fill in
  an empty bubble to declare
  that you had the item all
  along. If you do so, write the
  item in your inventory.
  When you’re in town, you
  mayspend 25g to empty all of
  your Equipment Bubbles.
  Character
  Creation
  Character Creation
  (The GM will help you
  out.)
  1. Roll your attributes.
  2. Choose one
  advancement from
  your class’s list.
  3. Roll your HP.
  4. Mark your inventory
  slots.
  5. Get some equipment.
  (Maybe a cool sword?)
  6. Go find a dungeon!
  Moves & Notes & Doodles
  Bard
  Name:________________
  What do you look like?
  str
  dex
  con
  int
  wis
  cha
  Armor
  HP
  D6
  Damage
  Songs
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  Basic Move
  Bard Moves
  When you do something risky or
  dangerous, roll 2d6 and add a
  relevant attribute score.
  • On a 12+, you do it perfectly,
  with some additional benefit.
  • On a 10-11, you do it
  perfectly.
  • On a 7-9, you do it, but with
  some cost or complication.
  • On a 6-, you fail to do it,
  with some additional negative
  consequence
  When you perform a song to
  affect someone’s emotions, roll
  +CHA.. On a 7-9, choose 1. On a
  6-, neither.
  • The song affects its intended
  target.
  • You remember the song, and
  may add it to your song list
  and gain +1 to perform it.
  When you perform a song to
  communicate with something,
  roll +Wis. On a 6- it is
  incommunicable On a 7-9, you
  can communicate with it, but it
  is unfriendly. On a 10+ it is
  friendly and communicable.
  Inventory
  1. _____________________________________
  2. _____________________________________
  3. _____________________________________
  4. _____________________________________
  5. _____________________________________
  6. _____________________________________
  7. _____________________________________
  8. _____________________________________
  9. _____________________________________
  10. ____________________________________
  11. ____________________________________
  12. ____________________________________
  Gear:
  
  Bard Advancements (1 Per Level)
  Gregarious. Gain +1 Charisma
  Storied. Gain +1 Wisdom
  Skilled. Gain +1 Dexterity
  Worldly. Take an advancement from another class (choose a cool
  one, not an attribute bonus).
  Solo. When you perform a song and roll a 12+ its effects are
  enhanced dramatically.
  Studious. You may adapt a spell from the cleric or wizard spell
  list as a song.
  Studious. You may adapt a spell from the cleric or wizard spell
  list as a song.
  Loremaster. When you try to divine the use of a magical item,
  roll+Wis.
  On a roll of 6- your brain fogs. On a roll of 7-9, you
  recall half truths about it. On a 10+ you recall truths about it.
  Acrobat. When avoiding enemies, gain a +1 bonus if you act
  dramatically.
  Skald. You may perform songs of battle to grant your allies +1 to
  attack enemies. You are lost in the music.
  Storyteller. When you tell tales of your adventures, gain a +1 to
  impress your audience.
  Experience
  When you get money from the
  wilderness or the underground and
  bring it back to town, gain one
  experience for each gold you got
  (make sure to write it down).
  When you have experience equal to
  one thousand times your current level,
  you level up! Mark a new ability from
  the Swashbuckler Advancement list.
  EXP
  Other Stuff
  When you take time to rest
  and consume a ration, you may
  reroll your HP. Roll a number
  of dice equal to your level
  plus your CON, and keep a
  number of them equal to your
  level. Write the result as your
  new HP.
  When you need a standard
  piece of mundane adventuring
  gear that’s not currently in
  your inventory, you may fill in
  an empty bubble to declare
  that you had the item all
  along. If you do so, write the
  item in your inventory.
  When you’re in town, you may
  spend 25g to empty all of
  your Equipment Bubbles.
  Character
  Creation
  Character Creation
  (The GM will help you
  out.)
  1. Roll your attributes.
  2. Choose one
  advancement from
  your class’s list.
  3. Roll your HP.
  4. Mark your inventory
  slots.
  5. Get some equipment.
  (A cool instrument?)
  6. Go find a dungeon!
  Moves & Notes & Doodles
  __________
  Name:________________
  What do you look like?
  str
  dex
  con
  int
  wis
  cha
  Armor
  HP
  D_
  Damage
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  Basic Move
  Class Moves
  When you do something risky or
  dangerous, roll 2d6 and add a
  relevant attribute score.
  • On a 12+, you do it perfectly,
  with some additional benefit.
  • On a 10-11, you do it
  perfectly.
  • On a 7-9, you do it, but with
  some cost or complication.
  • On a 6-, you fail to do it,
  with some additional negative
  consequence
  Inventory
  1. _____________________________________
  2. _____________________________________
  3. _____________________________________
  4. _____________________________________
  5. _____________________________________
  6. _____________________________________
  7. _____________________________________
  8. _____________________________________
  9. _____________________________________
  10. ____________________________________
  11. ____________________________________
  12. ____________________________________
  Gear:
  
  Class Advancements (1 Per Level)
  Experience
  When you get money from the
  wilderness or the underground and
  bring it back to town, gain one
  experience for each gold you got
  (make sure to write it down).
  When you have experience equal to
  one thousand times your current level,
  you level up! Mark a new ability from
  the Swashbuckler Advancement list.
  EXP
  Other Stuff
  When you take time to rest
  and consume a ration, you may
  reroll your HP. Roll a number
  of dice equal to your level
  plus your CON, and keep a
  number of them equal to your
  level. Write the result as your
  new HP.
  When you need a standard
  piece of mundane adventuring
  gear that’s not currently in
  your inventory, you may fill in
  an empty bubble to declare
  that you had the item all
  along. If you do so, write the
  item in your inventory.
  When you’re in town, you may
  spend 25g to empty all of
  your Equipment Bubbles.
  Character
  Creation
  Character Creation
  (The GM will help you
  out.)
  1. Roll your attributes.
  2. Choose one
  advancement from your
  class’s list.
  3. Roll your HP.
  4. Mark your inventory
  slots.
  5. Get some equipment.
  6. Go find a dungeon!
  Moves & Notes & Doodles
  
SOURCE: textdata/thevault/6e (osr)/SwashbucklerBard.pdf