So, after much ado and playtesting, here is our revisited and revised “Cleric 2.0” for Freebooters on the Frontier.

So, after much ado and playtesting, here is our revisited and revised “Cleric 2.0” for Freebooters on the Frontier.

So, after much ado and playtesting, here is our revisited and revised “Cleric 2.0” for Freebooters on the Frontier.

DISCIPLE (Remains unchanged, though we use my longer lists for Domain and Tenet)

PRAYER

Whenever and wherever you voice a request for the favor of your Deity, roll+WIS:

+ Gain 1d4 Favor.

= Gain 1 Favor.

— Mark XP. You are unable to Pray again until you perform a Ritual or Offering to gain Favor.

The maximum Favor you may hold at once is equal to your level +WIS, plus any Favor granted by items.

RITUAL

When you take the time to commune with your deity by performing a ritual of your faith, restore Favor to full. A Ritual must be performed without distraction or disturbance when you when you Make Camp or Recover.

OFFERING

When you make an appropriate offering to your deity, ask the GM how much favor you gain. 1 favor is roughly equivalent to your current level x10 in silver coins, or your current level x2 in HP. Offerings must be tithed, ritually destroyed, or given away according to the teachings of your faith.

INVOCATION

When you invoke the name of your Deity to empower, protect, hinder or afflict someone or something, explain how this represents the will of your deity and roll+WIS.

+ Hold 3.

= Hold 1.

— Lose 1 Favor. If you had none to lose, roll a Test of Faith.

Choose one from the list below and spend your hold 1-for-1 to:

o Grant +1 ongoing (Hold=Duration).

o Grant +1 armor, load, favor, mettle, cunning, spell power, etc. to

anyone/anything you touch. (Hold=Duration).

o Grant +1 to the damage inflicted by any weapon you touch. (Hold=Duration).

o Heal HP or ability damage in any creature you can touch. (Hold=Points healed).

o Deal touch damage to creatures whose alignment is opposite yours. (Hold=Points inflicted).

o Inflict a curse or condition. (Hold=Duration).

You may permanently burn 1 Wisdom to make a curse permanent.

* A cleric who attempts to touch an unwilling subject must Make a Saving Throw or Fight to do so. Failing the touch counts as spending one Hold. Beings that cannot be touched physically may still be touched spiritually. The cleric is not protected from harm caused by touching fire, acid, etc.

* Once the effect of an invocation takes place, any unspent hold is immediately lost.

* A cleric may maintain one ongoing Invocation effect per two levels of experience.

New Marketplace items:

Temple Incense: 10SP +1 forward to Pray. 3 Uses. Slow.

Prayer Symbol: 500 sp +1 ongoing to Pray.