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OSW Fillable Cleric

clerigo

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Esther Diniz
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0% found this document useful (0 votes)
41 views3 pages

OSW Fillable Cleric

clerigo

Uploaded by

Esther Diniz
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
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Inventory

This is where you keep track of stuff you’ve started


with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
CLERIC
Starting Gear You bring down the power of the divine to aid your
Character Portrait
party. Your spells bolster and heal your allies in
 A Mace combat, or hold your foes at bay. Your connection
 Blessed Vestments (+1 Armor) with your deity may also offer you insights into
the dangers you may face, or the divine favor
 Your Holy Symbol
you desperately need. Pay special attention to
Describe it.
the Discern Realities move from the Basic &
 Healing Potion Adventuring Moves insert.
When you drink it, heal 10 HP or remove
one debility, your choice.

Optional Gear Your Character


You’ll get one of these depending on your Fill out as much of the following as you can, then
Background. Review your background for any tell the rest of the table what you’ve put down.
associated moves. The GM and the other players will help introduce

o Adventuring Gear (5 uses)  Reference your character to the game.

Mark this if you’ve chosen the “The


See the Basic & Adventuring Moves handout for Name:
Dawning Lord” Background.
Mark off a use to find some mundane but
information about moves and how to make them. Examples: Anya, Miles, Olga, Grosen, Xander,
Kuen, an old name, a sorrowful name, a common
Your Party
useful item, such as chalk, rope, a torch, etc.
Strength (STR) Hit enemies, lift large name
After everyone has been introduced, write the
o Poultices and Herbs (2 uses)  objects, break down doors.
Look: name of one or more party members in the spaces
Mark this if you’ve chosen the Intelligence (INT) Recall facts, use magic,
Examples: Kind Eyes, Strange Hair, Flowing Robes, below. The GM will tell you how you all know each
“Earth Mother” Background. quick thinking.
Flabby Body, Toothless Grin, Pleasant Demeanor, other and why you are in a party. Also say, ask
When you carefully treat someone’s Dexterity (DEX) Dodge out of the way,
Human, Elf, Dwarf, Halfling, Gnome, Kobold your fellow players to help you answer them. You
wounds, heal them of 7 HP and expend a jump over cliffs, throw things.
do not need to answer each, but the more you do,
use. Constitution (CON) Withstand poison, A personal goal (and why): the better!
defend others, toughen things out.
o Orb of Truth Wisdom (WIS) Solve puzzles, gain special Who has my deity ordered me to convert?
Mark this if you’ve chosen the “The Face of insight, detect the hidden.
the Moon” Background. Charisma (CHA) Command others, flatter
When bathed in moonlight, none that gaze allies, make bold-faced lies.
upon the Orb of Truth are able to tell a lie. Who needs my protection?
They may keep silent or dissemble but when Forward: Apply the positive or negative
asked a question directly, they can speak Examples: conversion, pilgrimage, aid of others, an
number to an ability score the next time the
naught but truth. inquisition, cleansing, recover a relic
relevant trigger is met.
Who has proven themselves to me?
Everything Else Ongoing: Apply the positive or negative A memory that made you YOU:
number to an ability score for every roll
using the stat until the trigger is met. Who doesn’t respect my faith or deity?
Hold: Acts as a currency. You may spend
hold when appropriate to act without Examples: A vision, an old life, an unforgivable
needing to roll. deed, a troubling question, a warm feeling Who here has my deity marked as
important? Why?
Debility: Two of your ability scores take -1 Knowledge of the area:
Ongoing.

Ammo: It counts as ammunition for


appropriate ranged weapons. The number
indicated does not represent individual
Examples: What gods are worshipped here? What
arrows or sling stones, but represents what
legends exist about this place? Why is this place
you have left on hand.
important to your faith?
Backgrounds Stats Class Moves Turn Undead
When you hold your holy symbol aloft and
(Choose one) See the “Basic & Adventuring moves” insert for call on your deity for protection, roll+WIS.
universal moves. On a 7+, so long as you continue to pray and
†† The Dawning Lord Hit Points /20 Invoke brandish your holy symbol, no undead may
+2 WIS, +1 STR
Your deity has granted you miraculous come within reach of you.
You start with adventuring gear (5 uses). Lose HP when you take damage. If this reaches 0, powers. When you release a holy On a 10+, you also momentarily daze
you are dying! See “Last Breath” from the Basic & invocation, choose one of the following intelligent undead and cause mindless
You follow the deity of the sun, who
Adventuring Moves insert. effects: undead to flee. Aggression breaks the
represents righteous order and civilization.
 You conjure a sacred light that follows effects and they are able to act as normal.
Why has your deity or order sent you here?
Armor you around, as long as you wish. Intelligent undead may still find ways to
When you Turn Undead, on a hit you may
 You heal an ally you touch of 1d8 HP. harry you from afar. They’re clever like that.
also deal damage to one undead creature you
can see, without breaking the spell.  An ally you can see takes +1 Ongoing so
Subtract your armor from any damage you take.
long as battle continues and they stand
and fight. While in effect, you take -1
Advances
†† The Earth Mother When you use XP to gain an Advance, you can do
Ongoing to Invoke. one of the following:
+2 WIS, +1 CHA Damage 1d6  A corpse you touch answers any three
You start with poultices and herbs (2 uses). questions you ask it, to the best of  Increase one Attribute by +1, to a
Bonus Damage maximum of +3.
You follow the deity of the earth and the knowledge it had in life and the
knowledge it gained in death.  Choose a new move below:
healing. You petition your god or goddess You always roll the die indicated when you deal  Any weapon held while invoking this
with offerings of nature’s bounty. What do damage, plus bonus damage (weapons, etc). effect does +1d4 damage. While in
†† Invigorate
you usually offer? What do you offer on
special occasions? When you heal someone, effect, you take -1 Ongoing to Invoke. When you heal someone, the next time they
either by magic or by administering a  A target you can see is filled with deal damage, they deal +2 damage.
supernatural fear of you, and will react
healing item, you heal an extra 1d4 HP.
Attributes accordingly, until the next time you
Invoke.
†† Serenity
†† The Face of The Moon When you Invoke, you can ignore -1 penalty
Two of the stats below will be filled in by your or one source of disadvantage.
+2 WIS, +1 INT Then roll+WIS. On a hit, the effect is
Background. For the others, put +1 in one, -1 in
You start with an Orb of Truth. another, and leave the rest at 0. successful.
On a 7-9, choose one:
†† Divine Intervention
You follow the deity of night and mystery.
 You draw unwelcome attention or put When you commune with your deity,lose
You petition your deity by collecting secrets.
What does your deity like to hear about STR INT CON yourself in a spot. The GM will tell you any hold you already had from this move,
how. then hold 1. Spend this hold when you or
above all else?
 The spell strains your devotion—take -1 an ally takes damage to call on your deity;
Add this invocation: Choose an area you can Forward to Invoke until the next time your deity intervenes with an appropriate
see; it’s filled with supernatural darkness you pray. This penalty is cumulative manifestation (a sudden gust of wind, a
and shadow. While in effect, you take -1 each time you take it. lucky slip, a burst of light) to negate the
Ongoing to Invoke. DEX WIS CHA  You cannot Invoke this effect again damage.
until the next time you commune.
†† Apotheosis
Drives When you spend uninterrupted time (an
hour or so) in quiet communion with your
The first time you spend time in prayer
as appropriate to your god after taking
This is what motivates your character. When a
Weakened Dazed Miserable deity, you remove any of the above penalties this move, choose a feature associated with
drive triggers your actions, receive 2 XP!
-1 ONGOING -1 ONGOING -1 ONGOING and recover all of your lost invocations. your deity (rending claws, wings of sapphire
(Choose one) STR & DEX INT & WIS CON & CHA feathers, an all-seeing third eye, etc.). When
Divine Guidance you emerge from prayer, you permanently
Gain recognition from or hold leverage When you petition your deity according to gain that physical feature.
over an NPC Experience Points (XP)
the precept of your religion, you are granted
Instruct an NPC in the tenents of your Mark XP when you roll a result of 6- and when some useful knowledge or boon related to †† Divination
faith a move tells you to. Mark 2 XP when you trigger your deity’s domain. The GM will tell you Once per day, you may name a person, place,
Reveal the failings or falsehoods of your Drive what. Examples: Love, Mercy, Damnation, or thing you want to learn about. Your deity
another Restoration, Order, etc. grants you visions of the target, as clear as if
Cause trouble (for yourself or others) you were there.
by adhering strictly to doctrine.
 Spend 1 XP to reroll a single die. †† The Scales of Life and Death
 Spend 4 XP to earn an Advance. (see
When someone takes their last breath in
the “Advances” section for more details)
your presence, they take +1 to the roll.
Basic Moves Spout Lore
When you consult your accumulated Adventuring Moves
Occasionally your character’s actions will knowledge about something, roll+INT.
trigger a move (such as Hack & Slash); On a 10+, the GM will tell you something
interesting and useful about the subject
SETTLE IN VENTURE OUT
typically this will require a roll of 2 6-sided When you settle in to rest, decide on a When you venture out into perilous or
die plus one of your ability scores. A 10+ is a relevant to your situation. On a 7-9, the GM
watch order with your allies. Then, answer unfamiliar territory, select a character to
success; a 7-9 is a partial success; you do it, will only tell you something interesting - it’s
the following: act as guide. Then, indicate the route you’d
but there’s a cost, compromise, harm, etc. A on you to make it useful. The GM might also
like to take and, if appropriate, a destination.
6- is a miss; things don’t go well and the risk ask you “How do you know this?” Tell them
 Did we learn something new and Then, the guide rolls+WIS. On a 10+ you
turns out badly. the truth, now.
important about the world? arrive just fine, and they describe the most
Hack & Slash Aid or Interfere  Did we overcome a notable monster or memorable part of the journey. On a 7-9, you
When attacking an enemy in melee, When you help or hinder someone, say enemy? survive the journey, but choose two:
roll+STR. how you do so and roll with that stat. On  Did we loot a memorable treasure?
On a 10+, you deal your damage to the a hit, they take +1 or -2, your choice. On  Someone or something has followed
enemy and avoid their attack. At your a 7-9 you also expose yourself to danger, you to your destination, ask the GM
For any “yes” answer, mark 1 XP. Finally,
option, you may choose to do +1d6 damage retribution, or cost. what it is.
when you wake after a good night’s sleep,
but expose yourself to the enemy’s attack.  Roll 1d4+1; the party as a whole must
heal an amount of HP equal to half of your
On a 7-9, you deal your damage to the discard that many uses of equipment
maximum.
enemy and the enemy makes an attack Defend or pieces or gear. For each piece
against you. When you stand in defense of a person, Recover discarded, ask that player how it got
item, or location under attack, roll+CON. When you do nothing but rest in comfort lost or used up.
On a 10+, hold 3. On a 7-9, hold 1. So long as and safety...  It’s been a slog. it took longer than
Volley you stand in defense, when you or the thing  After a day of rest you recover all your you expected and you’re all minus 1
When you take aim and shoot an enemy at you defend is attacked you may spend hold, ongoing until you Settle In.
HP.
range, roll+DEX. On a 10+, you have a clear 1 for 1, to choose an option.  After three days of rest you remove one
shot - deal your damage. On a 7-9, choose On a miss, your trip is interrupted part way
debility of your choice.
one in addition to dealing your damage.  Redirect an attack from the thing you by a danger, crisis, or hazard. Ask the GM to
 If you’re under the care of a healer
 You have to move to get the shot, defend to yourself. tell you what it is.
(magical or otherwise) you heal a
placing you in danger of the GM’s  Halve the attack’s effect or damage. debility for every two days of rest
choice.  Open up the attacker to an ally, giving instead.
 You have to take what you can get: -1d6
damage.
that ally +1 Forward against them. TAKE WATCH
 Deal your STR in damage (plus any SUPPLY When you’re on watch and something
 You have to take several shots, reducing weapon or ability bonuses). When you go to buy an item, equipment or approaches the camp, roll+WIS. On a 10+,
your ammo by one. weapon, roll+CHA. On a 10+, you find what you’re able to wake the camp and prepare
Parley you’re looking for and can easily afford it. a response, everyone in the camp takes +1
Defy Danger When you have leverage on a GM On a 7-9, you’ll have to pay more or settle Forward. On a 7–9, you react just a moment
When you act despite an imminent threat, character and manipulate them, roll+CHA. for something that’s not exactly what you too late; your companions in camp are
or suffer a calamity, say what you do and Leverage is something they need or want. wanted, but close. The GM will tell you what awake but haven’t had time to prepare. They
roll... On a hit, they ask you for something and your options are. have weapons and armor but little else. On a
... +STR to employ brute force. do it if you make them a promise first. On a miss, whatever lurks outside the campfire’s
7-9, they need some concrete assurance of light has the drop on you.
... +DEX to act with speed or finesse.
your promise, right now.
LAST BREATH
... +CON to endure or hold steady. When you’re dying, you catch a glimpse of
... +INT to think fast or employ expertise. what lies beyond the Black Gates of Death’s
... +WIS to apply senses or fortitude. Discern Realities Kingdom (the GM will describe it). Then
... +CHA to use charm, subterfuge, grace. When you closely study a situation or roll+nothing.
person, roll+WIS. On a 10+, ask the GM  On a 10+, you’ve cheated Death—you’re
3 questions from the list below. On a 7-9, in a bad spot but you’re still alive.
On a 10+, you do what you set out to do and
ask 1. Take +1 Forward when acting on the  On a 7-9, Death himself will offer you a
the threat doesn’t come to bear. On a 7-9,
answers. bargain. Take it and stabilize or refuse
you stumble, hesitate, or flinch; the GM will
offer you a worse outcome, hard bargain, or  What happened here recently? and pass beyond the Black Gates into
ugly choice.  What is about to happen? whatever fate awaits you.
 What should I be on the lookout for?  On 6-, your fate is sealed. You’re
 What here is useful or valuable to me? marked as Death’s own and you’ll cross
 Who’s really in control here? the threshold soon. The GM will tell
 What here is not as it appears? you when.

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