Black Sword Hack — Character Builder
Three-step process (p.20) · saves to vault pcs/blacksword/
Name
① Attributes — 2d6 in order (p.20)
2-3→8 · 4-5→9 · 6-7→10 · 8-9→11 · 10-11→12 · 12→13 (BSH-CORE p.20)
② Origin (p.22)
Alternative origins (Chaos Crier #1) — advanced
The Chaos Crier #1 adds 5 alternative origins (Faerie/Feudal/Nomadic/Otherworldly/Primitive), each with
its own birth table, a d6 special-abilities table, and a d10 weapon table bundled into one corpus entry.
They're not wired into this wizard's mechanical flow (their special-ability sub-table isn't
corpus-structured into separate selectable entries — see the code comment in blacksword_build_data.ts). Read the full text and hand-apply if your table uses them.
Faerie (Alternative Background)
faerie ORIGIN Your character was born (roll a d20…) 1 … in the Seelie Court, as one of the Spring King's numerous children. 2 … in your kin's comfortable tower, before it got seized by a rival house. 3 … as a half-blood and raised in Trollheim. 4 … abandoned at the border of the mortal realm, and raised by farmers. 5 … under a hill, a thrall of the Unseelie Court. 6 … in a sacred glade guarded by unicorns. 7 … on the outskirts of Alfheim, living in harmony with a human community. 8 … from a rock, a tree, or a clear water spring. 9 … in a deep forest, raised by wild animal spirits. 10 … at the top of a mountain, from lightning and thunder. 11 … from the dreams (or nightmares) of humankind. 12 … in a magic flying castle, invisible to mortals. 13 … under the light and protection of the silver moon. 14 … as the child of a repenting unseelie. 15 … from the vicious howling winds of a winter night. 16 … in a realm beneath the waves, as a slave of the Ocean Queen. 17 … as the prophesied hero who would change the world forever. 18 … again after a hundred-year sleep, your mind entirely blank. 19 … the night fanatics burned down your ancestors' sacred grove. 20 … from a glowing crystal and cared for by an ageing knight. FAERIE BACKGROUND Note: every Faerie background is unique. Cha- racters choose one Faerie background and two from another origin. Characters from other origins cannot choose Faerie backgrounds. d6 Special abilities 1H Blossom breath [unique]: Roll Doom. Someone you breathe on must obey your orders if you succeed at a WIS test. It lasts for an hour or until violence or harm is involved. [CHA +1] 2H Earth-blooded [unique]: You have a regeneration Ud4 that you must roll an hour after taking damage (but only once regardless of the number of wounds taken since). It refreshes at sunset. [STR +1] 3H Moon child [unique]: Looking at the moon, you gain a feature of a noctur- nal animal (one physical ability such as run like the wolf or fly as an owl) or the chosen beast's senses. Your physical form changes accordingly. (Your head turns into a bat's; your arms become wings.) Roll Doom. If your Doom die is depleted, your mind becomes the mind of the animal until moonrise. [WIS +1] 4H Sprite's step [unique]: You blink out of existence to avoid a danger or attack and reappear Nearby. Downgrade your Doom die. [DEX +1] 5H Underworld sense [unique]: You can feel air currents when underground and have a general idea of your surroundings when in total darkness. You can also smell precious metals. [INT +1] 6H Primal lifeforce [unique]: You have 1 additional point of armour protection while not wearing metallic armour. Your unarmed damage is d6. [CON +1] FAERIE WEAPONs - d10 1 Ironwood dagger - 2 Finely crafted hal- berd* - 3 Dwarven steel axe - 4 Ancestral broadsword - 5 Adamantine sickle (*) - 6 Faerie iron bastard sword (*) - 7 Silver horseman's bow* - 8 White oak jousting lance* - 9 Emerald-bladed axe - 10 Exotic weapon (roll on another background's table) 07 09
Feudal (Alternative Background)
feudal ORIGIN Your character was born (roll a d20)… 1 … in one of the castle's alcoves, as the bastard child of the local baron. 2 … in a loving family of honest farmers. 3 … in the slums of a big town. 4 … and left at the doors of an abbey, raised by monks or nuns. 5 … in the monarch's castle as heir to the throne. 6 … as a hostage from another noble house. 7 … on the road, among a traveling artists' company. 8 … a changeling. (You can choose one Faerie background.) 9 … as the seventh child of a noble family, unwanted and feared. 10 … the day your parents were hanged for poaching by the sheriff. 11 … hidden in the forest, in the camp of a band of rebels. 12 … among the flames of your burning keep, before your father fell defending the gate. 13 … raised by the village community, where no one mentioned your parents… ever. 14 … in a remote logger's hut, wolves howling in the shadows all around. 15 … in the countryside, as the middle-born of a large family. 16 … in a small town plagued by the Black Death. 17 … imprisoned in a lonely tower on a rocky island battered by the waves. 18 … as the illegitimate child of a high- ranking church potentate. 19 … the night the queen was overthrown by her usurper brother. 20 … in exile in a foreign land, far from your native kingdom. FEUDAL BACKGROUND d6 Special abilities 1H Knighthood [unique]: You are a knight. In feudal realms, you test CHA with advan- tage to get information from common folk and to interact with nobility. [CHA +1] 06 2H Strongman: You used to be a day labourer in a town or village. Get advantage on STR tests to bash, pull, carry, lift, and push. [STR +1] 3H Scholar: Roll Doom to get a useful and honest answer from the GM about the current situation. Justify this through your vast academic knowledge. [WIS +1] 4H Merchant: You test CHA with advantage to trade goods, information, or services and to detect lies. [INT +1] 5H Minstrel: During a short rest, when you sing and play an instrument, downgrade your Doom die. Everyone else raises their Doom die by one step (up to its maximum). [DEX +1] 6H Salt of the earth: You are pragmatic and down to earth. When in need of a mundane tool, roll Doom to find it in your bag. On a 1 or 2, you cannot use this background again until after a long rest. [CON +1] FEUDAL WEAPONS - d10 1 Meteoric iron dagger - 2 Finely crafted crossbow* - 3 Damascus-style steel hal- berd* - 4 Cold-iron broadsword 5 Engraved bastard sword (*) - 6 Family Zweihander* - 7 Yew longbow* - 8 Black oak jousting lance* - 9 Flanged mace 10 Exotic weapon (roll on another back- ground's table)
Nomadic (Alternative Background)
nomadic ORIGIN Your character was born (roll a d20)… 1 … in your clan's camp by the bonfire and soothed by the songs of your people. 2 … in the back of a cart while crossing the grassy plains. 3 … in a circle of wagons, besieged by battle-crazed enemies. 4 … on top of a hill under a red moon, sur- rounded by ghosts. 5 … in a caravanserai, surrounded by tra- ders of exotic goods. 6 … on a ship on its way to the wealthy south, during a storm. 7 … in the wagon of the clan's seer, who feared an ill omen. 8 … in a swamp steamer led by toad men, your parents' slave masters. 9 … in the desert, at the gates of a sacred city, baptized by holy cantos. 10 … in the middle of a battlefield, among dead horses and dying riders. 11 … hidden in haunted ruins in the middle of nowhere, left alone. 12 … and immediately kidnapped by a rival clan to be held hostage. 13 … and left in a cradle drifting down a river. 14 … among the Iron Horde, trained to slaughter, burn, and plunder. 15 … bound to a wheel of pain, atoning for your parents' crimes. 16 … in slavery but raised as part of a noble family. 17 … in a hag's hut, during a witchcraft ritual. 18 … as the heir to a major clan leader in the Iron Horde. 19 … the night a comet fell near the clan's camp. 20 … in a caravan of undead seeking re- demption and a mysterious well of life. NOMADIC BACKGROUND d6 Special abilities 1H Born in the saddle [unique]*: Get advantage to your STR and DEX tests when riding and either fighting or shooting (choose one!). [CON +1] 2H Tireless rider*: Unless in a stressful si- tuation, you benefit from a short rest when riding a horse. [STR+1] 3H Hawkeye: Get advantage to your eyesight-based perception tests. [WIS+1] 4H Stargazing: You always know where north is and can navigate in the wilderness. [INT+1] 5H Master crafter: Once per day, spend a short rest crafting a mundane item, providing you have enough materials. The item is fragile (Ud6). [DEX+1] 6H Cunning trader: Get advantage on INT or CHA tests when evaluating goods or haggling. [CHA+1] NOMADIC WEAPONS - d10 1 Silver-edged battleaxe* - 2 Net and trident 3 Ornate scimitar - 4 Red oak spear* 5 Composite bow* - 6 Curved jade dagger 7 Bejeweled falchion* - 8 Engraved copper javelins - 9 Polished stone bolas - 10 Exotic weapon (roll on another background's table)
Otherworldly (Alternative Background)
otherworldly ORIGIN Your character was born (roll a d20…) 1 … on the astral plane, guided by the ghosts of long dead champions of Law, Chaos, or Balance. 2 … after dying a hero in a cosmic battle, which gives you nightmares to this day. 3 ... from a shaft of light that fell at the centre of an alien-looking cromlech. 4 ... near an obsidian gate with mirror-poli- shed alloy doors, in the middle of a windswept plain. 5 … as the human incarnation of a runic weapon that was destroyed. 6 ... on the steps of a demon-flanked portal, in the depths of a cave. 7 … among the ruins of the Fortress of the Balance in the aftermath of Chaos' victory. 8 ... after an unspeakable ritual performed by a hermit wizard in a grim tower. 9 … mere hours ago, without any idea of where you are from and no memories of what brought you here. 10 ... in a misty swamp, haunted by the wraiths of those whose cosmic cause was betrayed. 11 … from the will and word of a mysterious cosmic entity. 12 ... on a flying ship crewed by a disgraced queen and her faceless companions. 13 … in a distant future, right before the Armageddon. 14 … in a floating castle appearing above the ruins of a forgotten city once every century. 15 … in another sphere, manifesting in the mundane world by crashing from the sky, naked. 16 … in the depths of a perilous jungle, where you were raised by an old monkey-like shaman. 17 … as a mechanical construct powered by far-future technology. 18 ... inside an antediluvian machine found in the laboratory of a lost complex, deep in the mountains. 19 … from the earth's core, crawling out of a volcano, right before a cataclysmic eruption. 20 … deep in the primal forest, surrounded by nature spirits and wild animals. OTHERWORLDLY BACKGROUND d6 Special abilities 1H Supernatural polyglot [unique]: You can speak, read, and write any (non-extinct) lan- guage you encounter like a native. [CHA+1] 2H Cosmic bond: Choose a gift (Law, Chaos, or Balance). You must roll Doom whenever acting against that principle or alignment. Become Doomed this way,you lose the gift. [CON+1] 3H Wisdom of a thousand lives: You can often tell what the short-term consequence of an action will be. Once per day, roll Doom and reroll a failed attribute test. [WIS+1] 4H Traveller: Once per session, declare you've already been in the place you are now visiting. You know the ins and outs of the area. [INT+1] 5H Clock worker: You gain advantage on DEX or INT tests to identify or repair twisted science devices. [DEX+1] 6H Unearthly heritage: Your skin is a strange texture or colour. Halve all damage 05 from supernatural sources. [STR+1] OTHERWORLDLY WEAPONS - d10 1 Twin-bladed short sword - 2 Black steel claws - 3 Alloy quarterstaff* - 4 Serrated chitin falchion* - 5 Folding longbow* - 6 Thrice-forged katana (*) - 7 Two-handed copper scimitar* - 8 Wrist crossbow - 9 Engraved obsidian spear* - 10 Exotic weapon (roll on another background's table)
Primitive (Alternative Background)
PRIMITIVE ORIGIN Your character was born (roll a d20…) 1 … at the top of an icy peak, during a violent storm. 2 … hidden in a giant beast's lair, while your mother was hunted by an enemy tribe. 3 … on a trail, while your siblings were fighting off wolves with torches and knives. 4 … in a dark and haunted cave, at the bot- tom of shattered mountains. 5 … in a prisoners' camp, after your tribe lost a battle against imperial legions. 6 … in a dark forest, near an abomination's lair, next to your siblings' dead bodies. 7 … in a remote glade, under the mighty roots of a sacred tree. 8 … in a sacred stone circle during a ceremony dedicated to the wild hunt. 9 … under a tent among snow-covered rocky hills, during a blizzard. 10 … in the arms of the earth goddess, in the dreamlands. 11 … in the ashes of your village, after a bloody raid by foreign mercenaries. 12 … in the heat of the spring equinox fires; some say you have demon blood. 13 … in the spirit realm, among the souls of your ancestors. 14 … in the smoking ruins of a keep in the borderlands, after your tribe conquered it. 15 … in an enemy tribe's village, where your parents were held hostage. 16 … in the warmth of your hearth, surrounded by your tribe and family. 17 … in your family hut, in a village, atop giant trees. 18 … the day after your mother was exiled for sorcerous crimes. 19 … the night your father was executed for betraying the tribe. 20 … among the cheers of the whole tribe, as the chieftain's firstborn. PRIMITIVE BACKGROUND d6 Special abilities 1H Bones of the ancestors [unique]: Once per session, spend a short rest to contact your ancestors. Ask 1d3 yes or no questions about the situation at hand. [CHA+1] 2H Wilds runner: Choose a type of envi- ronment (forest, swamps, tundra…). Gain advantage on your DEX tests related to this environment. [CON+1] 3H Seer of the wilds: Choose a specific envi- ronment (forest, swamps, tundra…). Gain advantage on your INT tests related to this environment. [WIS+1] 04 4H Sixth sense: You can sense danger. Gain advantage on your DEX tests to avoid imme- diate danger or ambushes. [INT+1] 5H War paints: Spend a long rest ritually decorating your body in fearsome designs. Gain advantage on the first STR check of every fight until dawn. [DEX+1] 6H War cry: Your war cry brings fear to the heart of your enemies. Test CHA. A success means you and your allies act before your foes. [STR+1] PRIMITIVE WEAPONS - d10 1 Carved ivory dagger - 2 Sharp flint axe 3 Fire hardened spear* - 4 Teeth-studded club - 5 Short bone bow - 6 Polished stone mace - 7 Two handed iron slicer* - 8 Blow- gun and poisoned darts - 9 Engraved ebony javelin - 10 Exotic weapon (roll on another background's table)
③ Backgrounds — pick three (p.24)
"Two tied to your origin and another one from any list. You cannot take two backgrounds described as unique."
Pick an origin first.
Character
Unnamed
— · Level 1
Name a character, pick an origin, and finish backgrounds to save.