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Adventurer Cards

Aldric Thane

The Theocratic Knight

Temple Guard Human

Aldric Thane, Human Temple Guard of Themela: chain armor, shield, the soldier with convictions.
Aldric Thane — The Theocratic Knight

Human Temple Guard from Irna's urban diocese, sworn to Themela, goddess of evidence and right judgment.

He has a habit of watching both exits before he sits down anywhere. Old training. He also has a habit of saying exactly what he thinks is true, which costs him more than the exits ever did.

Aldric was raised in a military family with strong temple ties; his mother commanded the Temple Guard at The Crown's garrison for twenty years, and Aldric followed her in. He took Themela as his patron not out of family tradition but out of a genuine personal investment in the question of what actually happened. He has seen enough conflicts settled on bad evidence to find that question urgent.

He is a front-line fighter who channels divine power. At creation he is a capable combatant with early access to the faith talent tree. He will eventually become something formidable. Right now he is a soldier with convictions.


Species: Human    Background: Religious    Career: Temple Guard

Patron Deity: Themela (Positive alignment)


3 2 1 2 2 2

 

Characteristics: Human base (all 2s). Free swap: MIG +1, INT −1.

Derived Value Calculation Total
Wound Points 10 + Might (3) + Hardy (+2) 15
Strain Points 10 + Willpower (2) 12
Resistance ⌈3 ÷ 2⌉ = 2 + chain hauberk (+2) 4
Melee Defense 0 + chain hauberk (+1) + standard shield (+2) 3
Ranged Defense 0 0
Initiative (On Watch) Savvy 2 + Perception 1 2 dice, 1 Mastery
Initiative (Surprised) Willpower 2 + Readiness 1 2 dice, 1 Mastery

Skills

Skill Rank Type
Light Melee 2 ★ Profession
Divine 2 ★ Profession
Fortitude 2 ★ Profession
Readiness 1 ★ Profession
Perception 1 ★ Profession
Lore 1 ★ Profession

Human free skill ranks (no XP): Light Melee 1, Fortitude 1.

Talents

  • Sacred Ward [Free Starting Talent, Tier 1, Positive faith (requires Divine 1+)] Once per scene, when assisting or healing an ally, add 1 Boon Die to the check.
  • Weight of Evidence [Deity-specific, Themela (requires Divine 1+)] Once per scene, when you have observed testimony, evidence, or a claim, you may declare that you have identified a specific contradiction. The GM confirms whether a contradiction exists. If one does, the speaker suffers 1 Bane Die on their next Deception or Negotiation check. (Purchased for 5 XP; see note below.)

Talent Note. Aldric's free starting talent is Sacred Ward. The other three (Weight of Evidence, Hardy, Guarded) are purchased with XP. He has 4 Tier 1 talents total. The Tier 2 threshold (Voice of Comfort requires 2 Tier 1 talents of any kind) is already met.

  • Hardy [Tier 1, 5 XP]; +2 Wound Points (total Wound Points: 15).
  • Guarded [Tier 1, 5 XP]; As a Maneuver, take a defensive posture; one Trial Die in attacks against you upgrades to a Crisis Die until your next turn.

Equipment

Item Profile
Short sword Dmg 4, Crit 3, Engaged
Standard shield Melee Defense +2
Chain hauberk +2 Resistance, +1 Melee Defense
Temple Guard insignia Institutional credential
Bedroll Enc 2
Trail rations (3 days) Enc 1
Tinder box Fire-starting without it needs a Survival check
Starting funds 2d10 gold flargons

XP Accounting

Purchase XP
Divine rank 1 (profession) 5
Divine rank 2 (profession) 10
Light Melee rank 2 (profession, from rank 1 free) 10
Fortitude rank 2 (profession, from rank 1 free) 10
Readiness rank 1 (profession) 5
Perception rank 1 (profession) 5
Lore rank 1 (profession) 5
Hardy (Tier 1 talent) 5
Guarded (Tier 1 talent) 5
Weight of Evidence (Tier 1 deity talent) 5
Total Spent 65 XP
Banked 45 XP

Suggested Advancement

  • Heavy Melee rank 1 (10 XP, out-of-profession): A temple guard who picks up a longsword is a knight. This is the most significant identity shift available early.
  • Voice of Comfort rank 1 (Tier 2 faith talent, 10 XP; requires 2 Tier 1 talents, already met): Once per scene, one ally within Short range recovers 2 Strain. Aldric starts earning the support role his faith suggests.
  • Divine rank 3 (15 XP, profession, after play): The casting pool grows; more powerful faith workings become viable. Patience here is rewarded.