Good female human Priest, level 6
STR 9 (0), DEX 13 ( +1), CON 9 (0), INT 13 ( +1), WIS 18 ( +3), CHA 16 ( +2)
HP 15; Armor 2 (Divine Protection); Damage d6 (hand)
Controls: dumb luck
Represents: wanderlust, curiosoty, transience
Enemies: representatives of strict order
Demands: to seek new experiences and places
Human Priest: When you defy danger from something related to your deity’s domain, take +1
Invocation: When you call out for your deity’s aid in a time of need, choose a Blessing and roll+WIS. On a 10+, your deity will intervene on your behalf – the GM will tell you how. On a 7-9, your deity will grant your Blessing, but you will also need to choose a Requirement.
• Your invocation manipulates the realm your deity Controls.
• Your invocation commands something your deity Represents.
• Your invocation bolsters your deity’s Worshippers.
• Your invocation rebukes your deity’s Enemies.
• Your invocation is obvious and immediate, drawing attention to you.
• The intervention is subtle or takes a while to manifest.
• Your deity demands something in return. The GM will tell you what.
• The divine experience leaves you dizzy with euphoria (or terror). You take -1 ongoing to Invoke until you have time to pray quietly for a while.
Divine Ward: When you call upon your deity for protection for yourself or an ally, roll+WIS. On a 10+, grant two of the following effects to the subject of your prayers. On a 7-9, grant one,
and your prayers draw unwanted attention.
• Heal 1d8 damage
• Take +2 Armor forward
• Take +1 forward to Defy Danger
• An approaching enemy is driven back
• An enemy move fails due to a moment of divine providence, related to your deity’s domain
Lead the Flock: When you preach to a mob, roll+CHA. On a 10+, hold 3. On a 7-9, hold 1. On a miss, the mob turns on you. Spend your hold 1-for-1 on the following:
• bring people forward and deliver them to you.
• bring forward all their precious things.
• unite and fight for you.
• fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
• go quietly back to their lives.
Greater Warding: When you use Divine Ward, select one additional option, even on a 6-.
Devoted Healer: When you heal someone else of damage, add your level to the amount of damage healed. You may choose to take 1d6 damage (ignores armor) to remove a debility from a person you are healing.
Serendipity (aka Serenity): When you calmly walk through a dangerous situation, take +1 to Defy Danger.
Divine Protection: When you wear no armor or shield you get 2 armor.
Providence: Add the following option to the Divine Ward list:
• An enemy move fails due to a moment of divine providence, related to your deity’s domain (a gust of wind, a flash of light, or something similar)
Hireling stats and moves: Loyalty 2, Protector 4, Priest 7
Ministry —When you make camp with a priest if you would normally heal you heal + skill HP.
First Aid —When a priest staunches your wounds heal 2×skill HP. You take -1 forward as their healing is painful and distracting.
Sentry —When a protector stands between you and an attack you increase your armor against that attack by the defender’s skill, then reduce their skill by 1 until they receive healing or have time to mend.
Intervene —When a protector helps you defy danger you may opt to take + 1 from their aid. If you do you cannot get a 10+ result, a 10+ instead counts as a 7–9.
Gear (load 7/7)
staff (1 weight)
dungeon rations (5 uses, 1 weight)
symbol of your deity (hiking shoes)
bandages (6 uses, heals 4 hp per use)
bag of books (5 uses, 2 weight)
herbs and poultices (4 uses, heals 7 hp per use, 2 weight)
pipeleaf (6 uses)
correspondence of Calmfork’s high priest
Aleria is a daintily built young woman whose fair complexion and overly formal speech would indicate an aristocratic upbringing, but her shorn black hair, lack of ornamentation, and enormous and kind brown eyes point to something much more devout. Whether through some divine influence or sheer guilelessness, there is something very disarming about her.
Aleria has led an exceedingly sheltered life. Until only a few days ago she had never left the secluded valley in which the Abbey of St Rona had long ago been built. The nuns instilled in her the virtues of the Church of the People: obedience, charity, mercy, and education. Curiosity, however was never one of these, and whenever she expressed a wish to see things she’d read about with her own eyes, the nuns insisted firmly that she was to “remain unspoiled and innocent of the vices the outside world is rife with.”
Discipline at the abbey never struck Aleria as very harsh. Abbess Quenabelle of course did everything she had to to make sure the girl never forgot having committed a sin, and thus never repeat it. The abbess was a gentle and just woman, and only assigned punishments written down in approved dogma.
There was little for Aleria to complain about at the abbey: she had food, shelter, spiritual guidance, and an extensive library at her disposal. The one thing she felt the lack of was that of people her own age; all the other residents had committed themselves there for the rest of their lives, and there was not a single newcomer in all the 16 years of Aleria’s life there. In fact, even visitors were a rare sight for her: those few times a year deliveries were made to the abbey, Aleria was assigned to seclusion. There was ever only one visitor she was allowed to meet.
Every spring a cloaked figure would ride to the abbey under cover of darkness and be admitted without question or comment. Aleria would then be brought to a well-lit chamber one half of which was curtained off. From between the curtains a gloved hand would then snake out and reveal an ornate amulet, always of a different design. A dry voice would then ask her a specific question about the design in a hoarse whisper, and she would reply, as was her duty. Satisfied that Aleria could walk, talk, hear, see and reason, the figure would then leave the room, and soon the abbey. All of Aleria’s queries about the mysterious visitor were denied an answer aside from a “You will know when the time is right.” She saw no reason to question there learned judgment.
Now it has not been long since that night when Aleria was almost sure she’d heard galloping hooves in her sleep when she was woken by a nervous-looking Quenabelle. The abbess rushed her out of bed and into a secret passage, and shoved a traveling bag in her arms, saying, “This corridor leads into the woods behind the graveyard. Go now, as fast as you can. Don’t look back, don’t slow down, and most importantly, do not show yourself to anyone! I’m sorry for not telling you all you need to hear, let alone deserve, but time flies and danger draws near. Flee now, child, flee!” With this the abbess closed the door and left a confused Aleria stumbling down a dark corridor groggy, confused, but as obedient as always.
The next few days were a nightmarish haze for Aleria, until she ran into Lativus.
(Image by maichan-art: http://www.deviantart.com/art/Quorra-Olivia-Wilde-211231707)