City of Necromancers: Renewing Compacts & Treaties:Tama

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Tama Moonblood

L7 Changeling Cleric (XP: ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo)

Theme/Background Name:

Appearance: Still gaunt from her divine trials, her skin covered with depictions of the phases of the moon

Traits: Hopeful and hedonistic

Alignment: Neutral

Bonds:

Secret: Fears the thought of becoming undead

Mark XP

  • Fulfill Sehanine's Tenet:
  • Act according to your traits
  • Correct an imbalance

Attributes

STR CON DEX INT WIS CHA LUCK
8/8 13/12 14/9 13/16 13/11 16/18 16/14
(-1) (+1) (+1) (+1) (+1) (+2) (+2)
ooooo ooooo ooooo ooooo ooooo ooooo

Combat

  • Hit Die d8
  • Armor: none
  • HP: X/Y

Weapons

  • Knife Attack +X to hit, +1d4 damage, precise, hand

Personal Mission

Find out the state of the Sehanine faith outside Rahesh, and aid and strengthen the faithful

  • Find the Valley of the Moon and ensure the faithful keep it safe
  • Find out what happened to Lenor the Wanderer, a Sehanine missionary who left before Rahesh closed itself off from the mundane world
  • Bring back the moonwood staff he carried

Changeling Characteristics

  • +1 to any two of CHA, DEX, or INT, or +2 to one of them
  • normal vision
  • +1 to Perceive moves or for deception related to Disguise
  • advantage against transmutation and mind control
  • Disguise: at will, you take on the appearance of any humanoid of your current size. Your possessions do not change.

Insert Custom Class

Insert Paragon Path

Cleric Moves

Favor 10/10

  • Disciple - You are a vessel of divine will, charged with promoting and defending your faith. Your deity has the same alignment as you, and 2 linked domains— those parts of existence over which they hold sway (darknes, war; love, the moon, etc.). Name your deity and write down their domains. Then, write 1 tenet by which the faithful strive to abide (“Always help those in need,” “Destroy enemies of the faith,” etc.). Favor represents your current standing in the eyes of your deity. The maximum favor you may hold at any time is equal to your current level +WIS or +CHA (your choice, minimum of 1). You start play with maximum favor. When you make any move roll that falls within the domain of your deity, you may spend favor before you roll the dice to increase the result by +1 for each point of favor spent.
  • Pray - When you take the necessary time to commune with your deity, say what that looks like and roll +WIS or +CHA, taking +1 if you bear your holy symbol, and +1 if you occupy a place sacred to your faith: on a 10+, your prayers are head - restore your favor to maximum, on a 7-9, gain 1 favor; on a 6-, mark the ability used, and the Judge makes a move.
  • Convert - When you convince a nonbeliever to join your faith, gain 1 XP or 2 favor (your choice).
  • Lay on Hands - When you call upon the power of your deity to heal a living thing which you are touching, burn 1 Constitution and roll +WIS or +CHA: on a 10+, they heal hit points and/or ability points equal to double your current favor; on a 7-9, they heal hit points and/or ability points equal to your current favor; on a 6-, mark the ability used, and the Judge makes a move. You may not lay hands on yourself or a creature of opposite Alignment.
  • Invoke - When you call upon your deity to manifest their power, say what you want to have happen and how it falls within at least one of your deity’s domains. The Judge will assign your request hubris from 0 (insignificant) to 6 (miraculous). Then, roll -hubris, +1 if you bear your holy symbol, and +1 if you occupy a place sacred to your faith: on a 10+, your request is granted with duration 3, and may be made permanent if you perma-burn 1 ability point of your choice per point of hubris; on a 7-9, your request is granted with duration 1, but your deity demands proof of devotion—the Judge chooses 1 from the list below; on a 6-, mark XP, and the Judge makes a move.
    • Sacrifice: take -1 ongoing to Pray until you destroy or tithe something of the Judge’s choosing (silver, blood, something of symbolic significance to your faith, etc.)
    • Exemplify: take -1 ongoing to Invoke until you satisfy your tenet
    • Atone: take -1 ongoing to Invoke until you gain at least 1 favor
    • Evangelize: take -1 ongoing to Invoke until you Convert a nonbeliever
    • Redeem: you may not Invoke again until you complete a trial of the Judge’s choosing
    • Suffer: perma-burn 1 point of an ability of the Judge’s choice

Thief Moves

Cunning 8/8

  • Tricks of the Trade - Areas of expertise: Stealth, Acrobatics, Disguise, Negotiation

Advanced Moves

  • Defender of the Faith - When you face a threat that would do harm to someone or something of value to your deity, you may spend favor to gain temporary armor for as long as the threat persists, at a cost of 1 favor per 1 point of armor. This armor blocks physical damage, as well as any damage from sources within or directly opposed to your deity’s domain.
  • Missionary -
  • Sense Danger -
  • Slip Free -

Spells & Spell Notes

Followers

  • A young human novice who has been assigned as her charge during this mission, acting as her assistant and perhaps as a spy for one of the other factions in the church

Gear

Capacity: ? | Weight Carried: ?

  • Worn
    • Holy symbol (0)
    • Robes suitable for travel (0)
    • Sandals (0)
    • Belt knife (0)
    • Scroll case with parchment and writing implements (1?)
    • Clay jar of honey (0)
    • Prayerbook (0)
    • Silvery gloves (0)
    • The Night Mirror, a crystal that grants dreams and visions (0)

Silver in Hand:

Notes