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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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