A class inspired by A Blasted, Cratered Land’s cleric by Velexiraptor.
You have been ordained a priest of the Church. The Church is universal across the Empire, united in its worship of the Authority. While bishops and cardinals bicker over political and theological issues, local parishes celebrate thousands of different saints, martyrs and traditions.
Starting Equipment
Holy Vestments, a Censer, and your Holy Book
You need one of each to use your priest abilities
Starting Skills
“The Holy Scriptures” and your choice of “Dead Languages”, “Preaching” or “Inquisition”
For every Priest template you have, you choose one new Sacrament.
Sacrament
When you choose a Sacrament, you become imparted by the divine grace of the Authority. Each sacrament is different and represents one facet of your faith. If a sacrament gives you a spell, it is stored in your Psyche and you can cast it once between each rest.
How GLOG spells work
Spell Dice (SD)
They are D6s and you cannot cast a spell without them. Whenever you cast a spell, you choose how many SD to invest into it. The result of the spell depends on the number of [dice] and their [sum].
Every time you roll doubles you get closer to Catastrophe.
Catastrophe
Every time you roll doubles you gain 1 Doom Point. Roll a D20. If you roll equal to or below your doom score, you trigger a catastrophe. Triples give 3 Points, and Quadruples, 6 points.
Choices of Sacraments:
(with spells)
Anoint the sword of the Conqueror
- You can spend Spell Dice as you attack and add the sum to your attack and damage rolls.
- When you hit an enemy with a weapon or you take damage from a weapon, you gain 1 Spell Die for your next combat turn.
- Roll 1D4, you gain the following spell: 1. Thaumaturgy, 2. Blood Scabbard, 3. Cure, 4. Nine Lives
Bathe in the Sacred Element
- Choose what is the Sacred Element. You can shape it like clay.
- If your body is covered in the Sacred Element, you have a free spell dice.
- Roll 1D4, you gain the following spell: 1. Cloak of Element, 2. Conjure (the element), 3. Elementamorphosis, 4. One with the Elements
1D20 Elements
- Wind / Oxygen / Sound
- Stone / Sand / Earth
- Flames / Sparks / Explosion
- Water / Rain / Bubbles
- Magma / Coal / Glass
- Ice / Snow / Cold
- Ooze / Plant / Mud
- Smoke / Gas / Heat
- Positive Energy / Blood / Mind
- Negative Energy / Darkness / Rot
- Light / Star / Radium
- Metal / Gem / Alloy
- Lightning / Magnetism / Static
- Steam / Cloud / Vapor
- Salt / Oil / Mercury
- Dust / Bone / Debris
- Ash / Sulfur / Soot
- Vacuum / Antigravity / Ether
- Roll twice, choose one.
- Roll twice: it’s both at the same time.
Burn books in an auto-da-fé
- Idiots believe you.
- When you destroy a source of knowledge, you gain 1 Spell Die (until you spend it).
- Roll 1D4, you gain the following spell: 1. Pinky Knot, 2. Poppy’s Milk, 3. Servitude, 4. Singularity of Purpose
Commune with the Sacred Beast
- Choose what kind of animal is the Sacred Beast. You can speak with this animal.
- As long as you are act like what the chosen animal represents you have at least 1 Spell Dice.
- Roll 1D4, you gain the following spell relating to the chosen animal: 1. Animorph, 2. Bestow Animal Aspect, 3. The Animal Allure, 4. Call of the Animal.
Contact the Voices-from-Beyond
- Roll on the D500 mutation table.
- You have as many daily Spell Dice as you have mutations.
- Roll 1D4, you gain the following spell: 1. Conjure, 2. Genoplasm, 3. Petition, 4. Transcendence
Declaim the 100 Great Wisdoms
- If you would roll for a new spell, roll twice and choose. You can do that retroactively for your other Sacraments.
- Every session, you gain 1 Spell Die (until you spend it).
- Roll 1D4, you gain the following spell: 1. Astral Projection, 2. Doom Foretold, 3. Empathic Vessel, 4. Amulet of the Open Hand
Drink the blood of your enemies
- Every time somebody wrongs you, you can note the wrong in your Psyche. You know instinctively when you are getting closer to these people.
- Every time you get revenge from one of the wrongs in your Psyche, you gain 1 Spell Die (until you rest).
- Roll 1D4, you gain the following spell: 1. Karmic Retribution, 2. Petition, 3. Relentless Vigor, 4. Undying Oath
Kiss the feet of the Infant and Elder
- You gain a new follower each time you end a session in a city.
- Each person joining you in the casting of a spell adds 0.5 Spell Die to it.
- Roll 1D4, you gain the following spell: 1. Circle of Protection, 2. Last Oath, 3. Rite of the Seventh Day, 4. Salvation
Meditate in isolation
- Each session, you can ask a Yes/No question to the referee. You will get the answer at the beginning of your next game.
- At the end of a session, note 2 specific actions you want to do. The next time you play, you have 1 additional Spell Die when doing those actions.
- Roll 1D4, you gain the following spell: 1. Aura of Renewal, 2. Delay, 3. Indolence, 4. Seal of Retribution
Prostrate yourself before the Authority
- You are considered judge, jury and executioner by the faithful.
- When you punish someone for breaking the Law, you gain 1 Spell Die (until you spend it).
- Roll 1D4, you gain the following spell: 1. Call for Judgement, 2. Command, 3. Smell Sin, 4. Smite the Wicked
Return the dead to Nature
- You can rot dead organic matter with your touch. A few seconds spoil food, and 1 hour consumes a dead human.
- You can consume one organic object in your inventory to gain 1 spell Die (for the next 10 minutes).
- Roll 1D4, you gain the following spell: 1. Cordiceps Apotheosis, 2. Fey Ring, 3. Hallucinogenesis, 4. Potpourri
(without spells)
Parade the icons of the Faith
- When you go into town, you draw audiences of pious followers. After your sermons, you can hire a number of believers equal to the Treasures you carry.
- You can give a class level to your next follower.
- You can command your followers as a group and they will follow your orders blindly.
Offer a Lamb to the Altar of Worship
- You can speak the Holy Language of Angels, Demons, Gods and Babies.
- You can spend 10 minutes at any shrine to learn the health, goal and disposition of the divinity in residence.
- Once per session you can ask a divinity a question, which they will answer with a hint.