The Templar in Akratia | World Anvil
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The Templar

By Boldly Games with minor adaptations by Sage1029

Through the Pentarchy is salvation, and by the Highest Face of God is immortality. You are a Templar of the Immortal Order. You must seek out the seeds of heresy and evil; you must show this vile world it can be made clean once more. Foul beasts and blasphemers shall be the kindling to your righteous fires. And if the cleansing flame grows so hot that you too must be consumed, then you will burn in contentment, knowing you leave the world closer to absolution.

Building a Templar

Pick your Race

Dwarf

You were trained to venerate the Highest Face of God to the utmost - Ignore the effects of CHA debilities, though your Templar is retired once they reach the fourth rank of CHA debilities

Elf

You were trained to survive on your faith alone - you can choose to take Penance instead of consuming a ration whenever a move tells you to do so

Halfling

You were trained to strike before your enemies noticed you - gain Piercing-1 against surprised enemies

Human

You were trained to instill dread in your enemies - gain Advantage to Parley when your target fears you

Which Technique of the Inquisition do you favor?

Divine Force

When you Volley, ✴on a 10+ you may spend 1-Wrath to knock back all enemies Close by to where your attack landed.

Blinding Light

When you Defy Danger, ✴on a 10+, you may spend 1-Wrath to emit an immensely bright holy light that temporarily blinds your attacker.

Consecrated Ground

When you Defend, ✴on a 10+, you may spend 1-Wrath to consecrate the ground around you. When an enemy first enters consecrated ground, they take your class damage

Starting Moves

Your fighter starts with 25-COIN. Your Damage Die is d8. You start with all these moves:

Wrath Embodied

You are heavenly vengeance made manifest and Wrath is your currency. The more pure your soul, the more holy power can pass through you. If your soul is immaculate, then you have 3-Wrath. When you spend time performing your purification ritual (an uninterrupted hour or so), set your Wrath to the max (3).

Penance

When you quickly perform penance, take 1d4 damage (Ignores-Armor) and gain 1-Wrath. Penance is self punishment, such as tightening a cilice, using a whip or knout, or other forms of mortification of the flesh. This type of brutal penance might be painful, but it’s the only way to purify your soul quickly, such as in the midst of a battle.

Smite

When you Hack and Slash, ✴on a 10+ you may spend 1-Wrath to deal +1d4 extra damage.

Confession

When you hear someone else confess a sinful act or wrongdoing, you can grant them absolution. The confession can be a recent action or something that happened in the character’s past. Roll +CHA. ✴On a 10+, they are healed for 1d8 damage. ✴On a 7-9, they are healed, but the confession sullies your mind and you must immediately perform penance, take 1d4 damage (Ignores-Armor).

Inquisitor

When you hold a captive for questioning, roll +CHA. ✴On a 7+, the captive (the GM) will tell you three statements: two are true, but one is a lie. ✴On a 10+, the GM will tell you one of the three statements that is definitely true (leaving the two unknown statements). If you choose to press the captive further, pick a statement that you guess to be the lie. Your methods cause significant emotional or physical scars, but if you picked the lie correctly, the captive will break and truthfully answer any questions you ask. ✴On a 6-, they won’t break, or they hold back, or something went very, very wrong. Oops.

Advanced Moves

Levels 2+

Red Hot Wrath

The weapon you wield glows hot with holy power, add your current Wrath to your damage. Additionally, Smite costs no Wrath ✴on a 10+.

Armor of Wrath

The armor you wear is charged by the purity of your soul. You ignore the Clumsy tag on all armor. When an enemy’s skin touches your armor, they take your current Wrath in damage (Ignores-Armor).

Clean Conscience

When you hear someone’s Confession, they deal +1d4 damage on their next attack.

Prophetic Dream

When you sleep for at least a few hours, you have a vague dream warning you of a danger that will be faced in the next day or so. You awaken with 1-Prophecy. Spend a Prophecy to make a Defy Danger an automatic success (10+).

Keen to Inquire

When you use Confession or Inquisitor, you can roll +Wrath instead of +CHA.

Stench of Guilt

You can sense the guilt that weighs on someone as if it were an odor. Most people have at least a minor stink, but some reek of guilt. Beware of those who have no stench; you know how rare the truly pious are. It’s much more likely you have found genuine evil that feels no guilt at all.

Warming Up

When an ally Aids you, instead of gaining Advantage, you can choose to gain 1-Wrath.

Cleansing Censer

You gain a blessed censer that emits holy flames of purification. It hangs from a chain and can be used as a melee weapon with Reach and +1-Damage. When you Make Camp and purify the campsite, anyone who sleeps at least a few hours is healed to full HP.

Judgement

When you declare someone deserves punishment, spend 1-Wrath. The next time they deal damage, they are also harmed for 1d6 damage (Ignores-Armor). Describe what form this punishment takes (it may appear coincidental or blatantly celestial).

Holy Vengeance

When you kill an enemy that has done you harm, you gain 1-Wrath.

Levels 6+

Soul Fire

Smite now deals +1d8 extra damage instead and can be used ✴on a 7+.

Nobody Expects

Choose another Technique of the Inquisition (Divine Force, Blinding Light, Consecrated Ground).

Friend of Sinners

When you hear someone’s Confession, ✴on a 7+ they are healed for 2d8 damage instead and penance is not owed. ✴On a 10+, you are also healed for 1d8 damage.

Vivid Prophecy

Requires: Prophetic Dream When you have a Prophetic Dream, you awaken with 2-Prophecy instead and your dreams can be about any of your allies.

We Have Ways

When you act as Inquisitor, you can treat a 6- as a 7-9, or a 7-9 as a 10+, but the captive dies at the end of your brutal interrogation.

Zealotry

When you use your holy authority to convince a believer to do something clearly dangerous, roll+CHA. ✴On a 7+, they do it, but you must spend 1-Wrath for each option you select. ✴On a 10+, you can choose one option for free:
  • They’ll try as hard as they possibly can without hesitation
  • They won’t give up when faced with certain death
  • They’ll spread the word and try to get other believers to help

Miracle of Healing

Requires: Cleansing Censer
When you Make Camp using your Cleansing Censer, anyone who sleeps at least a few hours can choose to heal to full HP or remove 1-Debility.

Bless Ally

When you Aid an ally, you may spend 1-Wrath to choose one:
  • Their weapon is blessed and deals +1d8 damage on the next attack
  • Their armor is blessed and the next damage they take is halved

Wrathful

You can choose to use your Technique of the Inquisition (Divine Force, Blinding Light, Consecrated Ground) ✴on a 7+ instead of a 10+. Furthermore, on a 12+, you gain the effect for free.

Death Move: Angel of Wrath

Let the cleansing fires consume the vile and unworthy. Let them know your wrath. When you die, your eyes boil and burn away as holy light pours out of you. Every inch of you radiates hallowed flame. You wield the sword of vengeance, the shield of righteousness, and your gaze pierces the souls of all you look upon. The ground you touch is forever consecrated. Until your wrath is delivered to those deserving nearby, you succeed at every roll and deal max damage. The GM will soon tell you your work here is done. Embrace serenity, Templar, you have left this putrid world one step closer to absolution.

Credits

Templar playbook by Boldly Games. The text of The Templar is released under a Creative Commons Attribution 3.0 Unported license.


Cover image: by Vertixico

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