Adam

BUD: 12 (0)

INT: 13 (+1)

ROZ: 18 (+3)

CHA: 15 (+1)

## Opis

Przebudzony po upadku Kamysza, młody chłopak, na granicy z dorosłością obudził się w świecie gdzie jest ponoć ostatnim dzieckiem które żyje.

Niegdysiejsza sierota biegająca po mieście ze sprawunkami, zanieś to przynieś tamto. Jego ciekawość była przekazana wraz z krwią jego rodziców którzy byli wynalazcami którzy zginęli w tragicznej eksplozji tuż po narodzinach syna. Po dokładnych oględzinach okazało się że jedna z maszyn uległa awarii i przeładowała kryształy magazynujące energię magiczną. Cała ta sytuacja jednak nie sprawiła że chłopak był smutny, wprost przeciwnie starał się zapełnić świat jeszcze większą ilością szczęścia i miłości aby zastąpić brak kochających rodziców i sobie i innym. Okazało się to bardzo pomocne kiedy zaczął słuchać ludzi, ich sekretów, problemów, trosk... Poprostu słuchał, nic więcej. Potem zaczął rozwiązywać konflikty, stał się dość popularny wśród Ludzi Kamyszu.

Pewnego razu, konflikt między rasowy rozgorzał niczym wulkan, ludzie na dużym placu byli bliscy skoczenia sobie do gardeł a po między nich wbiegł piętnastoletni Adam który zaczął do nich mówić, odwołując się do ich uczuć i serc które mu powierzyli, nie zdradzając sekretów wiedział co ma powiedzieć aby ich uspokoić. Kiedy nagle powietrze zapachniało różami, a amulet, zwykły kamień w kształcie serca podarowany przez Matkę w przeddzień śmierci zabłyszczał przeistaczając się w wielobarwny kryształ a jego Kostur obrósł Różami. Wszyscy wiedzieli, został wybrany na kapłana Rozy, bogini Uczuć, Pani Róż. Ona sama wybiera swoich kapłanów, istnieją świątynie i są w nich kapłani jak w innych ale aby czynić cuda, bogini musi cię wybrać.

Nie obeszło się to bez wiedzy Kapłanów Kamysza którzy w wyścigu o przychylność Pana pojmali chłopca pod osłoną nocy ogłuszając go i wręczając jego ciało Kamyszowi który zatrzymał go w swoim skarbcu, ze świadomością że ma ostatnie ludzkie dziecko.

## Rasa

**Człowiek -** Zmień jeden z twoich ruchów podstawowych na ruch z innej Karty.

## Ekwipunek

Udźwig: 3/9

* Racje żywnościowe (4 uż. / 1 w.)
* Ekwipunek podróżnika (5 uż. / 1 w.)
* Bandaże (3 uż. / 0 w.)
* Symbol Bogini - Amulet Serce Róży
* Kostur - Bliski, 2-ręczny, 1 w.
* Pierścień - Halo w Zenicie - Pierścień zdrowia - nie pozwala na upośledzenie kondycji, odporność na trucizny, Odporność na choroby, przy odpoczynku leczysz się 1d8

* Dziecko - Pozwól mi się nauczyć czegóś nowego.
* Spowiednik - Zdradź mi sekret nawet jeżeli ma ci to zagrozić

## Ruchy

### **Bogini - Roza - Pani uczuć, Królowa Róż**

Sfera - Miłość i uczucia

Przykazanie - Zdobywanie sekretów, Kapłani Rozy są znanymi spowiednikami i powiernikami Tajemnic, ich Bogini lubuje się w sekretach i tajemnicach.

### **Channel divinity**

When you harness the power of your deity to aid you or an ally in a time of need, choose
a target and one blessing below.

•  Protect (Recieve protection from something within your deity's domains, Near)
•  Shield (+3 armor forward, Reach)

•  Restore (Heal 1d6 damage, Close) (+1d6 dodane z ruchu Restoration)

•  Empower (Next successful attack is magical and deals +1d4 damage, Hand)

Then roll+WIS.

✴On a 10+: Your deity grants your blessing. Describe how.

✴On a 7-9+: As a 10+, but something goes wrong. Choose one

•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

•  Your deity exacts a heavy toll. Suffer a debility you don't currently have of your choice.

•  The power drains you. Take -1 ongoing to Channel Divinity until you Commune.

### **Divine wrath**

When you unleash the power of your deity on an enemy of you or your god, choose a target

and one bane below.

•  Blast (1d6 damage, Forceful, Near)

•  Curse (target's armor becomes 0, Reach)

•  Cripple (-1d6 to target's damage, Close)

•  Doom (target is momentarily stunned and defenseless, Hand)
Then roll+WIS.

✴On a 10+: Your deity's power flows through you. The effect happens. Describe it.

✴On a 7-9+: As a 10+, but something goes wrong. Choose one.

•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

•  Your deity exacts a heavy toll. Suffer a debility you don't currently have of your choice.

•  The power drains you. Take -1 ongoing to Divine Wrath until you Commune.

### **Commune**

When you spend uninterrupted time (an hour or so) in quiet communion with your deity,
remove one debility and any -1 ongoing you are suffering, and :

* Lose any spells already granted to you.
* Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
* Prepare all of your rotes, which never count against your limit.

### **Cast a Spell**

When you unleash a spell granted to you by your deity, roll+Wis.

On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.

On a 7–9, the spell is cast, but choose one:

* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
* Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
* After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

### **Transcendence**

When you Commune, remove all debilities and heal to max HP.

### **Restoration**

When you heal someone with Channel Divinity, you heal +1d6 damage.

## Zaklęcia

### **Rotes**

Every time you commune, you gain access to all of your rotes without having to select them or count them toward your allotment of spells.

#### **Light**

Level Rote

Description

An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

#### **Sanctify**

Level Rote

Description

Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.

#### **Guidance**

Level Rote

Description

The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.

### **1st Level**

#### **Bless**

Level 1 *Ongoing*

Description

Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.

#### **Cure Light Wounds**

Level 1

Description

At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.

#### **Detect Alignment**

Level 1

Description

When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic. One of your senses is briefly able to detect that alignment. The GM will tell you what here is of that alignment.

#### **Cause Fear**

Level 1 *Ongoing*

Description

Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like).

#### **Magic Weapon**

Level 1 *Ongoing*

Description

The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.

#### **Sanctuary**

Level 1

Description

As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.

#### **Speak With Dead**

Level 1

Description

A corpse converses with you briefly. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.

### **3rd Level**

#### **Animate Dead**

Level 3 *Ongoing*

Description

You invoke a hungry spirit to possess a recently-dead body and serve you. This creates a zombie that follows your orders to the best of its limited abilities. Treat the zombie as a character, but with access to only the basic moves. It has a +1 modifier for all stats and 1 HP. The zombie also gets your choice of 1d4 of these traits:

* It’s talented. Give one stat a +2 modifier.
* It’s durable. It has +2 HP for each level you have.
* It has a functioning brain and can complete complex tasks.
* It does not appear obviously dead, at least for a day or two.

The zombie lasts until it is destroyed by taking damage in excess of its HP, or until you end the spell. While this spell is ongoing you take -1 to cast a spell.

#### **Cure Moderate Wounds**

Level 3

Description

You staunch bleeding and set bones through magic. Heal an ally you touch of 2d8 damage.

#### **Darkness**

Level 3 *Ongoing*

Description

Choose an area you can see: it’s filled with supernatural darkness and shadow. While this spell is ongoing you take -1 to cast a spell.

#### **Resurrection**

Level 3

Description

Tell the GM you would like to resurrect a corpse whose soul has not yet fully departed this world. Resurrection is always possible, but the GM will give you one or more (possibly all) of these conditions to fulfill:

* It’s going to take days/weeks/months
* You must get help from
* It will require a lot of money
* You must sacrifice to do it

The GM may, depending on the circumstances, allow you to resurrect the corpse now, with the understanding that the conditions must be met before it’s permanent, or require you to meet the conditions before the corpse is resurrected.

#### **Hold Person**

Level 3

Description

Choose a person you can see. Until you cast a spell or leave their presence they cannot act except to speak. This effect ends immediately if the target takes damage from any source.

### **5th Level**

#### **Revelation**

Level 5

Description

Your deity answers your prayers with a moment of perfect understanding. The GM will shed light on the current situation. When acting on the information, you take +1 forward.

#### **Cure Critical Wounds**

Level 5

Description

Heal an ally you touch of 3d8 damage.

#### **Divination**

Level 5

Description

Name a person, place, or thing you want to learn about. Your deity grants you visions of the target, as clear as if you were there.

#### **Contagion**

Level 5 *Ongoing*

Description

Choose a creature you can see. Until you end this spell, the target suffers from a disease of your choice. While this spell is ongoing you take -1 to cast a spell.

#### **Words of the Unspeaking**

Level 5

Description

With a touch you speak to the spirits within things. The non-living object you touch answers three questions you pose, as best it can.

#### **True Seeing**

Level 5 *Ongoing*

Description

Your vision is opened to the true nature of everything you lay your eyes on. You pierce illusions and see things that have been hidden. The GM will describe the area before you ignoring any illusions and falsehoods, magical or otherwise. While this spell is ongoing you take -1 to cast a spell.

#### **Trap Soul**

Level 5

Description

You trap the soul of a dying creature within a gem. The trapped creature is aware of its imprisonment but can still be manipulated through spells, parley, and other effects. All moves against the trapped creature are at +1. You can free the soul at any time but it can never be recaptured once freed.

### **7th Level**

#### **Word of Recall**

Level 7

Description

Choose a word. The first time after casting this spell that you speak the chosen word, you and any allies touching you when you cast the spell are immediately returned to the exact spot where you cast the spell. You can only maintain a single location; casting Word of Recall again before speaking the word replaces the earlier spell.

#### **Heal**

Level 7

Description

Touch an ally and you may heal their damage a number of points up to your maximum HP.

#### **Harm**

Level 7

Description

Touch an enemy and strike them with divine wrath—deal 2d8 damage to them and 1d6 damage to yourself. This damage ignores armor.

#### **Sever**

Level 7 *Ongoing*

Description

Choose an appendage on the target such as an arm, tentacle, or wing. The appendage is magically severed from their body, causing no damage but considerable pain. Missing an appendage may, for example, keep a winged creature from flying, or a bull from goring you on its horns. While this spell is ongoing you take -1 to cast a spell.

#### **Mark of Death**

Level 7

Description

Choose a creature whose true name you know. This spell creates permanent runes on a target surface that will kill that creature, should they read them.

#### **Control Weather**

Level 7

Description

Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer. The weather will change according to your will and last a handful of days.

### **9th Level**

#### **Storm of Vengeance**

Level 9

Description

Your deity brings the unnatural weather of your choice to pass. Rain of blood or acid, clouds of souls, wind that can carry away buildings, or any other weather you can imagine: ask and it shall come.

#### **Repair**

Level 9

Description

Choose one event in the target’s past. All effects of that event, including damage, poison, disease, and magical effects, are ended and repaired. HP and diseases are healed, poisons are neutralized, magical effects are ended.

#### **Divine Presence**

Level 9 *Ongoing*

Description

Every creature must ask your leave to enter your presence, and you must give permission aloud for them to enter. Any creature without your leave takes an extra 1d10 damage whenever they take damage in your presence. While this spell is ongoing you take -1 to cast a spell.

#### **Consume Unlife**

Level 9

Description

The mindless undead creature you touch is destroyed and you steal its death energy to heal yourself or the next ally you touch. The amount of damage healed is equal to the HP that the creature had remaining before you destroyed it.

#### **Plague**

Level 9 *Ongoing*

Description

Name a city, town, encampment, or other place where people live. As long as this spell is active that place is beset by a plague appropriate to your deity’s domains (locusts, death of the first born, etc.) While this spell is ongoing you take -1 to cast a spell.