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Acolyte

Armor Leather, Chain, no shields


Weapon Damage D4
Hit Points 1d6+constitution patron. The base chance is 1% per
modifier per level level of the character.
Skills Religion(advantage) and A natural one indicates they can call
three others again in the same 7 days, while a
natural 100 means divine retribution
Languages Common Trade,
of some form takes place (GM’s
Language related to deity and one discretion).
other. If successful, the GM decides what
The gods are all liars, claiming to have help is given. If asked more than once
had some involvement in the creation in the same 7 days, it fails
of Evermore. But even so, they are automatically and atonement must be
very powerful beings that can grant given.
Divine Spells to their human Create Divine Devices
representatives on Evermore. The acolyte can create Divine Tokens
The High Priests of Sol, the Oracle in equal to their level. See the Magic
the cave, the witch that lives in the Section.
cabin in the woods are all examples of Divine spells
acolytes. The acolyte receives their spells from
The Acolytes of Evermore are in their patron. They begin the game with
direct competition with the Dream one spell and gain one more each level
Sovereigns. While acolytes tow the they achieve.
words of the gods and how the masses
need them, the sovereigns state that
one can take control of their lives
through their dreams.
Ever since the Sovereign Wars an
uneasy truce has been called between
the two factions. Even in the
theocracy of the 12 Kingdoms
sovereigns are given a wide breadth in
society.

The acolyte must choose a being of


any divine rank to worship and devout
themselves to.
Going against the wishes of one’s god
(also called Patron) can leave the
acolyte powerless, dead or worst.

Acolyte Traits
Divine Intervention
Once every 7 days the acolyte can
directly call upon aid from their
Blooded
Armor Any
Weapon Damage D6
Hit Points 1d6+constitution
modifier per level
Skills Any four (one at advantage)
Languages Common Trade,
language of the supernatural
ancestor and one other.

Blooded are humans with ancestry, be


it of a parent or further back, that is a
supernatural being.
Depending on the origins of their
creation, some blooded are feared by
the masses and treated as outcasts. The
births of other blooded are thought to devices. They must succeed at a
be blessings and later develop cults Charisma roll for each individual item
around them. they want to use.
For the most part blooded look Two Spirit
basically human with vestiges For all considerations relating to
indicating their supernatural These ancestry, blooded are considered to be
vestiges cannot be hidden. both human and their supernatural
The most common types of blooded ancestor
include: .
Aberrations are those that are
related to beings from the Way Outs.
Changelings are related to Fae
beings, be it nymphs, satyrs or even
brownies. Most though are related to
sidhe.
Dragonborn are those related to
dragons, drakes,
Elementalkin are those that hail
from the elemental planes including
elemental barons and Jinn. Nephilim
include those descended from Angels,
archons, Demons, Devils etc.

Blooded Traits
Alluring
The “otherness” of the blooded exudes
from them, attracting others like a
moth to a flame. This doesn’t
necessarily mean they are beautiful, in
a traditional sense. All social charisma
interactions have advantage.
Magical Nature
Blooded begin the game with a spell-
like ability that reflects their
supernatural ancestry. For instance a
fire Elementalkin would not have a
spell-like ability that involves water.
They gain a new one every fourth
level after the 1st level.
Further information is found in the
Magic Section.
Use Arcane Devices
While they are not spellcasters,
blooded are able to use Arcane

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