0% found this document useful (0 votes)
197 views3 pages

Chasing Adventure 1.6 - Cleric - Character Sheet

Uploaded by

toastorwaffles92
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
197 views3 pages

Chasing Adventure 1.6 - Cleric - Character Sheet

Uploaded by

toastorwaffles92
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

Cleric Choose your Background, then in write the rest as +1, 0, -1 in any order

You see the world as it truly is - a part of something greater, an existence STR DEX INT
filled with angels and demons, gods and devils, mortals and spirits. Some
call you mad, others a liar, but you carry this truth with you to all people.
No malady is too severe for you to heal, no burden too heavy for you to
carry. For truth is made worthy through action.

Weakened, Nauseous Dizzy, Shaky, Stunned Dazed, Forgetful

Name
Examples: Durga, Lenore, Penrose, Drummond, Freya, Sara,
WIS CHA Level
a traditional name, a sorrowful name, a common name. Starts at 1

Look XP
Starts at 0
Noticeable visual traits or descriptors such as species, features, or clothing.
What are the first things someone might notice about them?
Confused, Exhausted Scarred, Grumpy
Armor /
Drive
Based on Equipment & Abilities
Limited Level Up Choices:
Starts based on your Background.
Can be changed with the Epiphany Peripheral Move.
• Increase a stat of your choice from +1 to +2.
• Increase a stat of your choice from +1 to +2.
• Take a Starting or Advanced Move from another playbook.

Starting Moves You have all of these.


• Take a Starting or Advanced Move from another playbook.
See the full Level Up Move for more choices.
Atone
You have 2 Spirit. When you Settle In, reset your Spirit to this number. Hearts and Minds
When you touch someone and pray for their well-being:
When you Scrutinize someone, you can also ask one of the following
If they are a PC, erase as many conditions from them as you’d like and questions, even on a 6-.
gain that many for yourself. If they are an NPC, tell the GM what you’d
• What are your true feelings about my deity?
like to heal (physical, mental, spiritual, etc.) and the GM will say how
many conditions it will cost based on these guidelines: • What do you not want to admit (to me, to another, to yourself, etc.)
• 1 Condition - visible gash, furious temper • Who or what do you favor or care for most?
• 2 Conditions - broken bone, night terrors
• 3 Conditions - missing limb, tortured memories Backgrounds Choose One:
• 4 Conditions - mortal wound, violent madness
Luminary
• 5 Conditions - recent death
You helped cultivate the community of faith that now surrounds your
You can spend Spirit like Armor to absorb conditions from Atone.
deity, and many now revere you as a beacon of your faith’s values.
Divine Agent When you Connect with a worshipper or ally of your deity, on a 7-9
You serve and worship a deity who grants you power. Give your deity you make the choice instead of the GM. Additionally, worshippers of
a name, then define their domains by filling in each answer: your deity now Favor you by default.
• What they Control (eg. sun, seas, skies, animals) Starting Stats: +2 WIS, +1 CHA
• What they Represent (eg. love, death, war, wind) Equipment: Pipeleaf (3 Uses)
• Who Worships them (eg. nobles, wizards, lovers) Drive: Change one’s mind about a person, the world, or your faith.
• Their Enemies (eg. undead, invaders, wolves)
• Their Demands (eg. sacrifices, secrets, victory) Minister
While your deity Favors you, their domains react obviously to your You spent your life helping the downtrodden, needy, marginalized,
presence (eg. animals adore you, nobles bow, demons hiss, etc.). oppressed, and outcast. Some love you for it, while others despise you.
When you ask your deity how to gain their Favor, the GM will give You have +1 Spirit. When you Atone for an NPC, they Favor you
you a task related to their Demands. When you complete it, gain 1 XP afterwards.
and gain their Favor.
Starting Stats: +2 WIS, +1 DEX
Invoke Miracle Equipment: Medicine (2 Uses, Slow)
Drive: Give something significant or sacrificial to someone helpless or
When you call upon your deity’s power, choose a Miracle you know undeserving.
and roll+WIS, with Advantage if your deity Favors you. On a 10+ your
deity’s power flows through you and the effect comes to pass. On a
7-9 the effect comes to pass but you must choose one. Warpriest
• The Miracle’s Risk comes to pass. With you as its sword, your faith has stood firm against a great number of
enemies and thwarted scheme after scheme.
• You draw unwanted attention, probably from your deity’s enemies.
• You lose your deity’s Favor (can only be chosen if they Favor you). You ignore the Clumsy tag on armor you’re wearing. Shields you wield
You start with 2 Miracles known (see Page 49). grant you an additional +1 Armor.
When you Level Up, you can choose to Learn a New Miracle instead Starting Stats: +2 STR, +1 WIS
of another benefit. If you do, you also regain your deity’s Favor if you Equipment: Scale Mail (2 Armor, Clumsy)
don’t already have it. While one Miracle is Ongoing, you can’t use Drive: Inspire awe or terror.
another. You can end an Ongoing Miracle whenever you wish.

186 References & Printouts - Cleric


Equipment My Faith is My Shield
You start with: Gain +1 Spirit. You can spend Spirit like Armor against any condition
• A symbol of your faith • The equipment from your from your deity’s enemies.
Background
• Supplies (3 Uses, Slow) Organizer
When you and your allies cohesively Cooperate in a shared task,
Choose one:
instead of one person rolling with Advantage, you may lead a group
• Regal Staff (Close, Heavy) • Heavy Warhammer effort. Everyone involved rolls individually and the highest result is
(Close, Forceful) used for everyone, but you must take a condition or spend 1 Spirit for
Choose two:
every 6- rolled.
• Polished Chain Mail (1 Armor) • 2 Wealth
• Iconic Shield (+1 Armor) • Flask of Whiskey (2 Uses) Peaceful
No one who recognizes your faith will attack you directly and
• Adventuring Gear (5 Uses) unprovoked, unless they are an enemy of your deity.

Ask Shepherd
Who here is treading down a dark path? When you publicly proclaim a warning, judgment, or belief, those
nearby notice and listen to your words; roll+WIS. On a 10+ choose
Who here knows an enemy of my deity? three. On a 7-9 choose two.
Who here knows a secret about me or my faith? • Your words don’t attract unwanted attention.

Answer • You can ask your listeners one question as if you had Scrutinized
them collectively.
Who else serves your deity and how do you differ?
• Choose a listener - they now Favor you.
When did your faith once fail you?
• Your listeners start collaboratively working towards something you
What has your deity promised you?
choose (build a bridge, burn a manor, acquire a treasure, etc.).

Favor Spirit of Greatness


Initially, you and your deity Favor each other. You also Favor the PC Gain +1 Spirit. When you Invoke a Miracle, you may spend 1 Spirit or
you had an ominous vision about. use up your deity’s Favor to make it Greater.
What did your vision depict? Who have you told about it? Where might
you find more information?
Team Player
When you Cooperate, you can Push Yourself or spend 1 Spirit to grant
an additional source of Advantage.
Advanced Moves You may choose one when you Level Up.

Anathema Thaumaturgy
When you harm your deity’s enemies, inflict an extra condition. You no longer have to touch someone to Atone for them. When you
petition your deity to perform a great miracle that pertains to their
Apotheosis domains, tell the GM what you desire, they will give you a number
Choose a feature associated with your deity (rending claws, sapphire of appropriate conditions based on the guidelines below, or say no.
wings, an all-seeing third eye, etc.). In recognition of your devotion Like with Atone, you can spend Spirit like Armor to absorb conditions
and faith, your deity bestows this gift upon you. gained from Thaumaturgy.
1 Condition - Feed a large crowd
Divine Intervention 2 Conditions - Calm a raging storm
3 Conditions - Foresee an Ominous Force
When you would Crumble while your deity Favors you, your deity 4 Conditions - Summon a divine envoy
miraculously intervenes, saves you, and no longer Favors you. 5 Conditions - Destroy or reshape a land
Afterwards you heal one condition.
Theologian
Gifts of the Spirit When you Ponder or Examine something related to your deity’s
Two Miracles that you know are now always Greater. domains, you may ignore penalties from conditions and roll either
+WIS or +INT.
Hype Man
When you exceedingly praise a friend or ally before someone who Wrathful
Favors you (except your deity), they now Favor them as well. Gain +1 Spirit. When you inflict a condition, you may spend 1 Spirit to
inflict an extra condition.
Inquisitor
Whenever you’d like you may ask the GM ‘are enemies of my deity Secret of the Divine (Requires Level 10+)
nearby?’ and they will answer you truthfully. You discover the greatest secret of your faith. Choose one way listed
Whenever you Examine or Scrutinize your deity’s enemies, you gain below that this secret can be used, or create a new one, then work
+1 Insight or can ask an additional question, even on a 6-. with the GM to define what this secret is, how you learned it, and how
it affects your faith.
Interfaith Studies • You can destroy your deity’s enemies forever.
When you encounter a faith or deity that you know about (your
choice), you may ask the GM about three of their domains and they • You can ascend to become a deity yourself.
will answer you truthfully. • You can fundamentally alter the world in a way related to your
deity’s domains.

References & Printouts - Cleric 187


Cleric Miracles Illuminate (Ongoing)
You start with two of these known, see the Invoke Miracle Starting A magical light emits from you or something you touch, piercing
Move on Page 45 for details. darkness, illusions, and trickery.

Only one Ongoing Miracle or Spell can be maintained at a time. Risk: The enemies of your deity can sense this light from a great
distance.
The Risk of a Miracle usually only happens when you choose it on a
7-9, but something like it or worse may happen when the GM says Greater: The light is blinding to all who look at it and enemies of your
what happens on a 6-. deity can’t bear to be near it.

A Miracle is only Greater when certain Advanced Moves say so. Message
A message you speak is instantly delivered to a person of your
Bestow Curse choosing, no matter where they are.
A foe you touch has their Armor reduced to 0 or is struck by some
supernatural disease, blindness, or another affliction for a few Risk: It won’t be delivered instantly.
minutes. Greater: When they receive the message, they can also respond with
Risk: You also suffer the effects of the curse. a single message in kind to you.

Greater: On a 12+, the effect lasts as long as you’d like, including Procure
permanently. You miraculously have just the mundane item you need, as if you had
spent 1 use of Adventuring Gear. Perhaps it was in your pack or sitting
Bless nearby.
Until the end of this scene, an ally gains Advantage Forward, +1 Armor
against anything, and +1 condition inflicted the next time they hurt Risk: You don’t have exactly what you need, but something similar.
someone. Greater: The item is of superb make, perhaps with an additional
Risk: You also receive Disadvantage Forward. feature or quality.

Greater: They have Advantage Ongoing for the scene, instead of just Safeguard (Ongoing)
Forward. An ally either gains Advantage Ongoing to Defy or is protected from
something pertaining to your deity’s domains (you choose when this
Cause Fear (Ongoing) is invoked).
Name an individual or a type of mortal creature. While they can see
Risk: When this effect ends, those affected must fulfill a demand of
you they are filled with dread, causing them to recoil and back away -
your deity or suffer a condition.
the weak and cowardly among them must outright flee.
Greater: On a 12+ all your allies are affected.
Risk: Instead of simply recoiling or fleeing, they might act aggressively,
rashly, or unpredictably.
Sanctuary (Ongoing)
Greater: On a 12+, even the mighty and strong-willed must flee. As you perform this Miracle, you walk the perimeter of an area,
consecrating it to your deity. As long as you stay within this area, you
Contact Spirits know when someone enters it or when someone within it acts with
You speak with a departed soul whose body is nearby or whom you malicious intent.
knew when they were alive. Their spirit manifests for the scene, and
Risk: You only know when someone within the area acts with
will answer any one question you ask to the best of its ability before
malicious intent, but not when someone enters.
it returns.
Greater: On a 12+, none can enter the sanctuary without your express
Risk: Their answers are vague or veiled, as they are either unable or
knowledge and consent.
unwilling to answer you clearly.
Greater: On a 12+, you can ask them any number of questions for the Speak in Tongues
scene. You can clearly speak with and understand any sentient creature for
the scene.
Dismiss
Risk: You can understand them, or they you, pick one.
A nearby otherworldly entity or spirit is banished from the world or
back to whatever tethers it here. Greater: Nearby allies can also be affected.
Risk: As it leaves it manifests a curse, harm, or a way to return later,
the GM will say how.
Transcend Surroundings (Ongoing)
A nearby physical obstacle, hazard, or environment no longer poses
Greater: On a 12+, ordinary entities are utterly destroyed, and the any threat to you.
strongest are driven away with whatever tethers them here destroyed.
Risk: It does still pose a threat but you have Advantage Ongoing to
Empower (Ongoing) Defy it.
Filled with your deity’s power, you or an ally treats one stat as +3 and Greater: The effect extends to nearby allies.
ignores conditions on it (both for rolls and for XP).

Risk: Once the effect ends, the one(s) who benefited suffers two
Unleash Wrath
conditions from exhaustion. Your deity’s power harms an enemy, usually inflicting a condition
(Forceful, Distinctive, Piercing).
Greater: You can affect both yourself and ally. The same stat is
empowered for both of you. Risk: It isn’t Piercing.

Greater: On a 12+ they are also briefly stunned.

188 References & Printouts - Cleric

You might also like