Wednesday, January 7, 2026

Clerics get the sex dice (class)

With ten minutes of prayer, the cleric can roll their Guidance Dice (GD). 

Each die is unique, with various symbols on the sides. These represent signs and omens in the cleric's environment: hints toward God's will. A cleric's job is to interpret these symbols.

After rolling, the cleric converts these symbols into blessings.


20 Blessings (the generic spell list)

  1. Candle (πŸ”₯)
    A flame burns harmlessly on your fingertip until you use that finger.
  2. Feign Death (πŸ‘️)
    You appear as a lifeless corpse.
  3. Silence (πŸͺ™)
    You are completely silent and mute.
  4. Courage (⚔️)
    You are incapable of fear or retreat.
  5. Preserve Life (🐍)
    Forestall poison and/or disease in a person, preventing them from progressing.
  6. Boon (πŸ‘‘)
    You get an additional Save. If you don't use it, it expires next time you roll your GD.
  7. Grace (πŸ‘Ή)
    You can safely eat inedible things.
  8. Mend (πŸ•Έ️)
    Perform mundane repairs in an instant. This doesn't work if you have neither the tools nor expertise to do it yourself in a day.
  9. Darkvision (πŸ‘️πŸ‘️)
    You can see by candlelight as if it were broad daylight.
  10. Consecrate (πŸ‘‘πŸ‘‘)
    With ten minutes work, make a sacred space which ghosts and demons cannot enter or exit.
  11. Detect Evil (πŸ‘ΉπŸ‘Ή)
    You can track evil by scent. It smells like licorice and smoke.
  12. Trade Secrets (πŸͺ™πŸ”₯)
    A corpse answers a question in exchange for a tetradrachm. 
  13. Smite (⚔️⚔️)
    Your next swordstrike deals double damage.
  14. Autopsy (🐍πŸ”₯)
    You can read wounds and corpses to learn the assailant's level and the weapon they used.
  15. Rope Trick (πŸ•Έ️πŸ‘‘)
    Animate a rope. It moves like a snake at your command.
  16. Turn Vermin (πŸͺ™πŸͺ™)
    Vermin flee from you. (+πŸ‘‘πŸ‘‘) They serve you instead.
  17. Arachnophilia (πŸ•Έ️πŸ•Έ️)
    You have two pairs of invisible arms. (+πŸ‘ΉπŸ‘Ή) Each has 1HD and a pious mind of its own.
  18. See Silver (πŸ‘️πŸ‘️πŸͺ™)
    You can see caches of silver and alcohol thru walls.
  19. Wall of Fire (πŸ”₯πŸ”₯πŸ”₯πŸ”₯)
    Conjure a wall of fire between two bonfires. It burns as hot as the hotter bonfire, and lasts until either goes out.
  20. Dragon Fangs (🐍🐍🐍🐍)
    Those you bite must Save against poison or die in 1 hour unless you forgive them.

["You" refers to the person the blessing is cast on. The cleric can cast blessings on anyone who prayed with them. Blessings with unspecified durations last until the cleric rerolls their GD.]


Clerics get GD from religious artifacts, sectarian robes and tomes, relics, etc. A cleric starts with four of the following, plus their associated GD:

  1. White Pointed Cowl [🐍;🐍;πŸ•Έ️;πŸ•Έ️;πŸͺ™;πŸ”₯]
    Worn by the surgeon-priests of Catalan.
  2. Ornate Khopesh [⚔️;⚔️;⚔️;πŸͺ™;πŸ‘‘;πŸ•Έ️]
    Carvings detail initiation rites of those-who-watch-the-grave-of-God. The blade is dull.
  3. Imperial Scale Veil [πŸ‘Ή;πŸ‘Ή;πŸ‘️;πŸ‘️;πŸ‘‘;πŸ•Έ️]
    Rumor has it that priestesses of the imperial palace conceal more than flesh behind their veils.
  4. Mask of the Vulture [πŸͺ™;πŸͺ™;πŸ‘️;πŸ‘️;⚔️;πŸ‘Ή]
    Conceals the identity of an executioner.
  5. Grandfather Scroll [πŸ”₯;πŸ”₯;πŸ”₯;πŸ‘‘;πŸ‘‘;🐍]
    Carefully preserved over centuries. Somewhat unwieldy and fragile.
  6. Silver Psalms [πŸͺ™;πŸ•Έ️;πŸ‘‘;πŸ‘Ή;⚔️;🐍]
    Prayer songs from every corner of the empire, bound together by silver thread.
  7. Grisly Inoculus [🐍;🐍;πŸ‘Ή;πŸ”₯;πŸͺ™;πŸ‘️]
    A clawed vajra of worn metal.
  8. Isola Habit [πŸͺ™;πŸͺ™;πŸͺ™;πŸ•Έ️;πŸ”₯;🐍]
    The island anchorages of Lesbos are home to thousands of nuns.
  9. Empty Silk [πŸ•Έ️;πŸ•Έ️;πŸ‘️;πŸ‘️;πŸ‘‘;⚔️]
    Full body black veil. Ceremonial garb of the Silence.
  10. The Book of Birds [πŸ”₯;πŸ”₯;πŸ‘Ή;πŸ‘Ή;πŸͺ™;🐍]
    This section of the First Certainties doubles as a bird-watching guide.
  11. Bone Ash [πŸͺ™;πŸͺ™;πŸ”₯;πŸ”₯;πŸ‘Ή;⚔️]
    Painted on the arms and face. Certain sects wear nothing but this.
  12. Royal Relic [πŸ‘‘;πŸ‘‘;πŸͺ™;πŸ”₯;⚔️;πŸ•Έ️]
    A fragment of tooth or finger bone from a pious barbarian king.

[the starting inventory narrows your spell list & acts as a lifepath. Consider that any cleric in a dungeon probably bounced from sect to sect before winding up down here, stabbing rats for gold coins]

 

These starting items aren't magic: a cleric's guidance comes from experience, and a close relationship with God.

These ones are magic, however:

  1. Paranoia Relic [πŸ”₯;πŸ”₯;πŸ”₯;πŸͺ™;πŸͺ™;πŸ‘️]
    Thrown into the sea. Double all πŸ‘️ you see.
  2. Mask of Mercedes [πŸ‘Ή;⚔️;πŸͺ™;πŸ‘‘;πŸ‘️;πŸ‘️]
    Stolen by vagrants. Treat πŸ‘Ή and ⚔️ as the same symbol.
  3. Woven Masterwork [πŸ•Έ️;⚔️;🐍;πŸ‘‘;πŸͺ™;πŸ‘Ή]
    Burned in all but memory. When you don't see πŸ•Έ️, add πŸ•Έ️ to a random face of this Guidance Die.

 

 

Clerics advance...

  • ...by increasing the number of GD they roll per prayer (2/level? needs playtesting) 
  • ...by acquiring more religious artifacts, which gives them new GD options
  • ...by learning new blessings, from dungeon scrolls or other sects


here's a simple script if you want to try the class but can't get custom dice:



1 comment:

  1. NOW THIS IS GAME DESIGN!!!
    I love this idea so so much it's so fun and creative... <3

    ReplyDelete