5. Experience

Each time a character survives an adventure, they gain a story: write down the title of the adventure on your character sheet (or make one up). Characters gain a level once they have a number of stories equal to their current level. The maximum level a character can reach is 10.


5.1. Levels and Associated Benefits

  • 2. +1 to an attribute (maximum score is 18), +1 HP
  • 3. Gain a gift, +1 HP
  • 4. +1 to two attributes (maximum score is 18), +1 HP
  • 5. Gain a gift, +1 HP
  • 6. +1 to an attribute (maximum score is 18), +1 HP
  • 7. Gain a gift, +1 HP
  • 8. +1 to two attributes (maximum score is 18), +1 HP
  • 9. Gain a gift, +1 HP
  • 10. Your Doom die is now a Ud8

5.1.1. Too Slow?

You can certainly run a faster paced campaign. Consider each session as a chapter from a character’s story. Give each chapter a title and proceed as above.


5.2. Gifts

Each Gift can only be taken once. Gifts can come from the powers of Balance, Chaos, or Law. A time may come when these choices affect your character... The GM will find more information about this in the Endgame section (p. 70).

5.2.1. Gifts of Balance

  • Fortress of the mind: Get Advantage on your attribute tests when resisting spells.
  • Meditation: Your Doom die replenishes after a short rest.
  • Second wind: Regain a number of HP equal to your level once per day, even in combat.
  • Spirit alliance: Get Advantage when summoning a specific spirit (see p. 36).
  • Survivor’s luck: Once per game session, ignore all damage done by an attack but lose a weapon in the process.

5.2.2. Gifts of Chaos

  • Armour of scars: You reduce the damage you receive by 1 when you’re not wearing any armour.
  • Bloodlust: Upgrade your damage die by one size.
  • Dark revelation: Make your Torn Veil rolls with Advantage (see p. 38).
  • Dubious friendships: Make your Demon’s revenge rolls with Advantage (see p. 34).
  • Paranoid: You have Advantage on your initiative tests.

5.2.3. Gifts of Law

  • Battle hardened: In combat, you get a critical success on an unmodified roll of 1 to 3.
  • Resourceful: Replenish a Usage die (except Doom) once per session without needing a rest.
  • Riddle of steel: One of your weapons now inflicts d12 damage but if you get a 1 on its damage roll, it breaks.
  • Tough as nails: If you survived after rolling on the Helpless table, add your level to the HP you get back.
  • Will to live: You get Advantage when you roll on the Helpless table.

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