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PREACHER

A fiery orator and divine leader

The world may have moved on with its electricity and trains and those in power have forgotten
or hidden the things that once were, but you remember. You remember the gods of old, you
remember the rituals done in their name, you remember the prayers to call on their favour, and
you remember the power that they possess and grant to you. Now is the time to take the words
passed down to you by your forebearers to the streets and to free the people from the grip of
tyranny not just by the government and their cold bureaucracy but also from the gangs and
their deadly fingers of blood and vice. Sometimes one must delve into the darkness to allow
others to walk in the light.

When you play a Preacher, you earn xp when you address a challenge with rhetoric
or conviction. Seek out audiences for you to preach your message, draw in crowds, and bring
them into the light. Grow your flock and bring them to bear against the sinners who would
crush them beneath their fist. Always lead from the fore and let your faith in god guide you
and, if necessary, your weapons.

Who is your god or gods? Where did you learn about them from, and what prayers, stories, and
rituals do you know? Where did you hone your ability to give fiery and persuasive speeches,
and what failures did you experience along the way? Do you truly believe in your god or is it all
a ruse to con the desperate and downtrodden people of Duskwall?

Starting Actions Sly friends, rivals


2x Command
1x Sway ❖ Alexander, a preacher – Perhaps a
leader of a rival congregation or a holy
Starting Builds brother
If you want some guidance when you assign ❖ Eliana, a beggar – Perhaps a follower or
your four starting action dots and special someone suspicious of you using the poor
ability, use one of these templates ❖ Panton, a Bluecoat – Perhaps someone
inspired by your message or someone
who threw you in prison for your
preaching
❖ Paolo, a university student – Perhaps
someone trying to prove that god exists
or someone trying to prove that you’re a
fraud
❖ Indra, a government official – Perhaps a
source for information on other
government employees or a source for
corruption herself
❖ Adrianna, an apothecary – Perhaps a
source of items for your rituals or a fence
for ill-gotten gains
PREACHER
Preacher Special Abilities

Divine Might
You can push yourself you call on the power of your god to do one of the following: strike a foe
with holy fury – strike fear into all who can see and hear you.

When you push yourself to activate this ability, you still get one of the normal benefits
of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability.

If you strike your foe with holy fury then you unleash a destructive force upon a single
person that you can see. If you strike fear into those around you, then everyone who
can see and hear you. Characters who are blind or deaf even temporarily are not
frightened. Some supernatural creatures or those intimately familiar with the divine may
be less affected by this power.

Growing Flock
Once per score you may try to gather followers of your religion to assist you for a time. If
successful your cohort grows by 1 size category.

There must be enough bystanders who are not hostile to you to justify the size growth
to be possible. You may spend 1 downtime action to attempt to convince them to join
your cohort permanently. Your permanent cohort can be up to your crew’s Tier + 1.
The location they came from and the type of people you recruited may affect your roll
conditions.

Holy Fervor
When you Command a cohort in combat, they will continue to fight when they would otherwise
break (they’re not taken out when they suffer Level 3 harm). They gain +1 effect and 1
armour.

This ability makes your cohorts more effective in battle and also allows them to resist
harm by using armor. While you lead your cohorts, they won’t stop fighting until they
take fatal harm (level 4) or you order them to cease. What do you do to inspire such
bravery in battle?

Leading From the Front


When you participate in an action alongside your cohort then you may add +1d to either your
roll or your cohort’s roll.

This ability puts you on the front line as your cohort tries to complete a task. What is it
that drives you to put yourself in danger alongside your cohort? What is it that you do
PREACHER
to inspire your cohort to achieve more? How does this change with different skills your
cohort uses and different challenges they face?

Pulpit Appeal
Any time you make a speech in a controlled position you may trade –1 position for a +1 effect.

What is it that you do or say that makes your action riskier? This can be combined with
pushing yourself or getting assistance from one of your associates.

Spiritual Strike
You may imbue your hands, melee weapons, or tools with spiritual energy. You gain potency in
combat vs the supernatural. You may spend 1 stress to either make the attack ranged or to
make a second melee attack.

When you’re imbued, you can strongly interact with ghosts, vampires, and spirit-stuff,
rather than weakly interact. If you push to make it a ranged attack then your attack is
limited by the range of whatever you have imbued. How do you call upon this energy to
imbue something? What does it look like when the energy manifests?

Street Corner Sermon


When in a public place you attempt to use a holy speech to create a distraction, cause a
commotion, or otherwise gather a large group of listeners, you get +1d to any roll.

There must be a large group for you to speak to try to gather. What do you do to get
everyone’s attention and what is it that you speak about?

Wrapped in Holy Flame


You expend your special armour to resist a consequence from debating or trying to persuade
someone, or to push yourself for a feat of oration or persuasion.

When you use this ability, tick the special armor box on your playbook sheet.
If you resist a consequence, this ability negates or reduces its severity. If you
use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act
despite severe harm) but you don’t take 2 stress. Your special armor is restored
at the beginning of downtime.

Preacher Items
❖ Fine robes – A well cared for outfit that clearly denotes you as a religious leader [0 load]
If carried as a second outfit to change into, it counts as 2 load.

PREACHER

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