Roll For Priest v.04
You read it here first, I am skipping past the changes in v.03 and moving right onto v.04. See some additions below. Still playlets content but see version update here. Roll For Priest v.04
Level up
At the end of each adventure, you gain one ability or extra use of an ability, determined by a roll on the level up table.
Social and Exploratory Checks
To complete a task successfully you must get a total of 6 from your dice rolled.
Checks can be reactive and active choices.
Checks are only important when failure is interesting, time is an issue or things are dangerous.
Gear might affect the skill used to roll
If you roll a total of 12, you double the success of your check. If you roll a total of 18, one of your Other abilities are restored.
1 other person can help you by providing 1 dice if it makes sense.
Other abilities
All other abilities will have complications on failed checks, as determined by your Game Master. Uses “Priest” for checks.
You get a series of Prayers you check and have 3 powers that are a conversation between you and game master in scope - you can only use each one successfully once in an adventure - once successful you no longer have access to it. Roll on the table 3 time when building your character. If you get a repeat roll, then you have another use of it per adventure.
Call For Help - once per session you may ask for your god’s aid - it succeeds automatically if you make a promise, offering or sacrifice to your god. It’s blessing within the circumstances is up to the Game Master.
You may attempt to Turn (force to flee) your chosen god’s “evil” (usually opposite to goal/domain) - once successful per session.
You may attempt to Resurrect someone once per session - if successful you will bring them back with a twisted flavour of your god.
Combat Checks
Roll for initiative
1 action as per check above and a move
If hit, roll to see if you’re wounded and/or killed (as appropriate) with a -2 penalty per time hit (reset if healed)