GENERIC ROLE-PLAYING GAME CHARACTERS

CLERIC (HUMAN)

Val	Char	Cost	Roll	Notes
10	STR	0	11-	Lift 100kg; 2d6 HTH [1]
12	DEX	6	11-	OCV:  7*/DCV:  10*
13	CON	6	12-
13	BODY	6	12-
13	INT	3	12-	PER Roll:  12-
20	EGO	20	15-*	ECV:  7
18	PRE	8	13-	PRE Attack:  3½d6
12	COM	1	11-

6	PD	3		Total:  18 PD (12 rPD)
6	ED	2		Total:  18 ED (12 rED)
4	SPD	18		Phases:  3, 6, 9, 12
5	REC
26	END
35	STUN	10		Total Characteristic Cost:  83

Movement:	Running:	3”/6”/12”
		Leaping:	1”/2”/4”
		Swimming:	1”/2”/4”

Cost    Powers & Skills
	Class
5	Spellcaster:  May Cast Spells
6	Turn Undead:  +30 PRE; Only for PRE Attacks (-1), Only versus Undead (-1), 8-Charges (-½), Extra 
	Time (half phase, -½), OAF (holy symbol, -1)
6	Domain:  +2 with Healing Skills*

	Equipment
18	+1 Mace:  HKA 1d6+1 (2d6 with STR), Reduced Endurance (0 END, +½); OAF (-1) plus +1 OCV; OAF (-1)
37	Vestments of Faith:  Armor (12 PD/12 ED); IIF (-¼), Must Be Spellcaster (-¼) plus +4 DCV*; IIF (-¼), 
	Must Be Spellcaster (-¼)
8	Ring of Protection:  +2 DCV*; IIF (-¼)
9	Ring of Warmth:  Force Field (10 ED), Reduced Endurance (0 END, +½); Only versus Cold (-1), IIF (-¼) 
	plus Life Support (Extreme Cold); IIF (-¼)
1	Torches:  Images; Only to Create Light (-1), No Range (-½), OAF (-1), 2 Charges lasting 1 Hour (-0), [2cc]

	Feats
8	Combat Casting:  +4* to Magic Roll
6	Improved Initiative:  Lightning Reflexes +4 with All Actions
4	Iron Will:  +2 with EGO Rolls*
6	Leadership:  +2 to Persuasion, Oratory, and Teamwork*
2	Quiet Spell:  Endurance Reserve (10 END, 10 REC), REC Recovers per Day (-4); Only to Remove 
	Incantations (-1)
9	Spellcasting:  +3 OCV* with Spells
2	Still Spell:  Endurance Reserve (10 END, 10 REC), REC Recovers per Day (-4), Only to Remove 
	Gestures (-1)

	Spells
50	Prepared Spells:  Multipower, 75-point reserve; Variable Limitation (Requires a Skill Roll or 
	Not when in Melee, -¼), Variable Limitation (-½ from: Charges, Focus, Gestures, Incantations, or 
	Costs Endurance -¼), [33]
1u	Create Water (0):  Major Transform 4d6 (into Water, up to 12 gallons); Limited Target (only versus 
	Air, -½), No Range (-½), All Or Nothing (-½), Gestures (-¼), Incantations (-¼), 1 Charge (-2), [1]
1u	Cure Minor Wounds (0):  Simplified Healing ½d6; Not versus Undead (-½), Gestures (-¼), Incantations (-¼), 
	6 Charges (-¾), Each Charges “Uses Up” a Charge of Another 0-Level Spell (-½), [6]
1u	Detect Magic (0):  Detect (See) Magic, Sense, Discriminatory; Gestures (-¼), Incantations (-¼), 
	1 Charge lasting 5 Minutes (-¾), [1cc]
1u	Detect Poison (0):  Detect (See) Poison, Discriminatory; Gestures (-¼), Incantations (-¼), 
	1 Charge (-2), [1]
1u	Light (0):  Images, +4 PER; Only to Create Light (-1), Incantations (-¼), OAF (-1), 1 Charge 
	lasting 1 Hour (-¼), [1cc]
1u	Read Magic (0):  Universal Translator; Only for Reading Magic (-1), Gestures (-¼), Incantations (-¼), 
	OAF (-1), 1 Charge lasting 1 Hour (-¼), [1cc]
1u	Virtue (0):  Aid STUN and BODY ½d6, Delayed Fade Rate (1 Minute, +¼); Gestures (-¼), Incantations (-¼), 
	OAF (-1), [1]
1u	Bless (1):  Succor DEX and PRE 3d6 (Standard Effect = +3 DEX and +10 PRE), Variable Effect (two 
	characteristics, +½), Area Of Effect (6” Selective Radius, +1½); Only for OCV/DCV and PRE Defense (-½), 
	1 Charge lasting 5 Minutes (-½), Gestures (-¼), Incantations (-¼), OAF (-1), [1cc]
1u	Cure Light Wounds (1):  Simplified Healing 1d6; Not versus Undead (-½), Gestures (-¼), Incantations (-¼), 
	6 Charges (-¾), Each Charges “Uses Up” a Charge of Another 1-Level Spell (-½), [6]
1u	Deathwatch (1):  Detect (See) Health (STUN and BODY Levels), Sense, Discriminatory, 360o Perception; 
	Gestures (-¼), Incantations (-¼), 1 Charge lasting 1 Hour (-¼), [1cc]
1u	Doom (1):  Suppress DEX and PRE 3d6 (Standard Effect = -3 DEX and -10 PRE), Variable Effect (two 
	characteristics, +½), Ranged (+½), Area Of Effect (Accurate, +½); Only for OCV/DCV and PRE Defense (-½), 
	Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge lasting 5 Minutes (-¾), [1cc]
1u	Protection from Evil (1):  Force Field (10 PD/10 ED/10 Mental), Usable By Other (+¼); Not Cumulative 
	with Magic Circle Against Evil (-¼), Only from “Evil” (-1), Gestures (-¼), Incantations (-¼), OAF (-1), 
	1 Charge lasting 5 Minutes (-¾), [1cc]
1u	Remove Fear (1):  Succor PRE 6d6 (Set Effect = +18 PRE), Area Of Effect (3” Selective Radius, +1¼); 
	Only to Counter Effects of Previous PRE Attack (-1½), Gestures (-¼), Incantations (-¼), 1 Charge (-2), [1]
1u	*Sanctuary (1):  Desolid (not versus attackers who beat the target at EGO versus EGO Roll), Usable 
	By Other (+¼); Only to Protect Against Attacks (-1), Spell Ends if Attacking (- 1), Gestures (-¼), 
	Incantations (-¼), OAF (-1), 1 Charge lasting 1 Turn (-1), [1cc]
1u	Shield of Faith (1):  Force Field (10 PD/10 ED), Usable By Other (+¼); Gestures (-¼), Incantations (-¼), 
	OAF (-1), 1 Charge lasting 5 Minutes (-½), [1cc]
1u	Aid (2):  Succor DEX, PRE, BODY, and STUN 3d6 (Standard Effect = +3 DEX and +10 PRE), Variable Effect 
	(four characteristics, +1); DEX and PRE are Only for OCV/DCV and PRE Defense (-0), 1 Charge lasting 
	5 Minutes (-½), Gestures (-¼), Incantations (-¼), OAF (-1), [1]
1u	Cure Moderate Wounds (2):  Simplified Healing 2d6; Not versus Undead (-½), Gestures (-¼), Incantations (-¼), 
	5 Charges (-¾), Each Charges “Uses Up” a Charge of Another 2-Level Spell (-½), [5]
2u	Hold Person (2):  Entangle 2 BODY 3 DEF, Works Against EGO, not STR (+¼), Takes No Damage from 
	Physical Attacks (+¼), Area Of Effect (One Hex Accurate, +½), No Range Penalty (+½); Gestures (-¼), 
	Incantations (-¼), OAF (-1), 1 Charge (-1), [1]
1u	Lesser Restoration (2):  Healing 3d6+1 (Standard Effect = 10 points), Any One Characteristic (+½); 
	Gestures (-¼), Incantations (-¼), Extra Time (full phase plus extra segment, -¾), 1 Charge (-2), [1]
1u	Remove Paralysis (2):  Dispel 10d6, Any One Paralysis Power (+¼), Area Of Effect (3” Selective Radius, +1¼); 
	Only Paralysis-based Entangles (-1), Gestures (-¼), Incantations (-¼), 1 Charge (-2), [1]
2u	*Shield Other (2):  Force Field (15 PD/ 15 ED), Usable by Other (+¼), Ranged (+½), Area Of Effect 
	(Accurate, +½); Side Effect (Caster takes the damage that the force field prevented, -1¼), Gestures (-¼), 
	Incantations (-¼), OAF (-1), 1 Charge lasting 6 Hours (-0), [1cc]
3u	Silence (2):  Darkness to Hearing Group, 2” Radius, Usable As Attack (+1), Area Of Effect (Accurate, +½), 
	No Range Penalty (+½), Invisible to Sight (+½); Gestures (-¼), Incantations (-¼), 1 Charge lasting 
	1 Minutes (-½), [1cc]
3u	Bestow Curse (3):  Suppress 3d6 (Standard Effect = -10 points), Any Two Characteristics (+½), Area 
	Of Effect (One Hex, +½), Reduced Endurance (0 END, +½), Persistent (+½), 1 Charge lasting 1 Century (+2); 
	Gestures (-¼), Incantations (-¼), No Range (-½), [1cc]
1u	Cure Serious Wounds (3):  Simplified Healing 4d6; Not versus Undead (-½), Gestures (-¼), Incantations (-¼), 
	4 Charges (-1), Each Charges “Uses Up” a Charge of Another 3-Level Spell (-½), [4]
1u	Glyph of Warding (3):  RKA 2d6, Variable Special Effects (+¼), Trigger (+¼), Area Of Effect (One Hex, +½), 
	Penetrating (+½); Gestures (-¼), Incantations (-¼), 1 Charge (-2), Extra Time (5 minutes, -2), [1]
1u	*Protection from Elements (3):  Force Field (0 PD/20 ED); versus Single Chosen Element (-1), Ablative (-1), 
	Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge Lasting 1 Hour (-¾), [1cc]
2u	Prayer (3):  Succor Combat Powers 3d6 (Standard Effect = +1 OCV, +1 DCV, +5 BODY, +10 PRE, +20 END, 
	+10 STUN, +2 Damage Classes), Variable Effect (all powers of a special effect, +2), Area Of Effect 
	(8” Selective Radius, +1¾); 1 Charge lasting 2 Turns (-¾), Gestures (-¼), Incantations (-¼), OAF (-1), [1cc]
2u	Remove Blindness/Deafness (3):  Healing 7d6 (7 Flash Segments) for Blindness and Deafness, Can Heal 
	Eyes/Ears; Gestures (-¼), Incantations (-¼), 1 Charge (-2), [1]
1u	Wind Wall (3):  Missile Deflection (up to arrows), Ranged (+1), Uncontrolled (+½), Area Of Effect 
	(12 Hexes, +1½), Affects Gaseous (+¼); Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge lasting 
	2 Turns (-½), [1cc]
2u	Cure Critical Wounds (4):  Simplified Healing 7d6; Not versus Undead (-½), Gestures (-¼), Incantations (-¼), 
	4 Charges (-1), Each Charges “Uses Up” a Charge of Another 4-Level Spell (-½), [4]
1u	Divine Power (4):  Succor 3d6 STR and DEX 9d6 (Set Effect = +10 STR +9 DEX); Self Only (-½), DEX 
	Only for OCV/DCV (-½), Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge lasting 2 Turns (-¾), [1cc]
1u	Freedom Of Movement (4):  Succor STR, DEX, EGO, SPD, and All Movement 5d6, Variable Effect (all 
	powers of a related group, +2); Only to Negate Movement Penalties (-2), Gestures (-¼), Incantations (-¼), 
	OAF (-1), 1 Charge lasting 1 Hour (-¼), [1cc]
3u	Greater Magic Weapon (4):  Succor Damage 5d6 and OCV 8d6 (Set Effect = +15 Active Points of Damage 
	and +5 OCV); Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge lasting 6 Hours (-0), [1cc]
1u	Repel Vermin (4):  Force Wall (12 PD/ 0 ED), Transparent to Physical (+½), Backlash (+½), Does 
	Knockback (+¼), Usable by Other (+¼); Only Against Bugs and Rodents (-1), Only to Center a Sphere 
	on Target (-½), Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge lasting 1 Hour (-¼), [1cc]
1u	*Spell Immunity (4):  Force Field (20 PD/20 ED/10 Mental/10 Power), Usable by Other (+¼); Only Against 
	Magic Spells (-1), Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge lasting 1 Hour (-¼), [1cc]
2u	Healing Circle (5):  Simplified Healing 3d6, Area Of Effect (3” Selective Radius, +1¼); Not versus 
	Undead (-½), Gestures (-¼), Incantations (-¼), 3 Charges (-1¼), Each Charges “Uses Up” a Charge 
	of Another 5-Level Spell (-½), [3]
2u	Flame Strike (5):  EB 3d6, AVLD (versus Power Defense, +1½), Does BODY (+1), Area Of Effect 
	(8” Tall, 2” Radius, +1), Indirect (from above, +½), No Range Penalty (+½); Gestures (-¼), 
	Incantations (-¼), OAF (-1), 1 Charge (-2), [1]
1u	Insect Plague (5):  RKA 1 Pip, Autofire (3 Shots, +¼), Continuous (+1), Uncontrolled (+½), Area 
	Of Effect (16” Radius, +1¾), Personal Immunity (+¼), NND (PD Force Field, +1), Does BODY (+1), 
	250 Charges (+1), Indirect (+½); Gestures (-¼), Incantations (-¼), OAF (-1), Lasts 5 Minutes (-0), [1cc]
1u	Raise Dead (5):  Simplified Healing 5d6, Resurrection; Not versus Undead (-½), Gestures (-¼), 
	Incantations (-¼), OAF (-1), 1 Charge (-2), Extra Time (1 Minute, -1½), [1]
1u	*Spell Resistance (5):  Damage Reduction 50%, Physical and Energy, Resistant, Usable By Other (+¼); 
	Only versus Magic Spells (-1), Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge (-2), [1]

	Skills
2	Language:  Abyssal (Common is Native)
2	Language:  Celestial
2	Language:  Infernal
3	Magic 19-
3	Oratory 15-
3	Paramedic 14-
3	Persuasion 15-
3	Riding 12-
3	Scholar
2	KS: Healing 14-
2	KS: Magic 14-
2	KS: Religion 14-
3	Teamwork 12-
4	WF: Common Melee Weapons, Common Missile Weapons

Total Powers & Skill Cost:  261
Total Cost:  350

250+   Disadvantages
10	Distinctive Features:  Good (Not Concealable, Detectable with Unusual Sense)
5	Distinctive Features:  Holy Robes and an Ankh (Easily Concealable)
5	Enraged:  When Deity Insulted (Go 8-, Rec 14-, Uncommon)
15	Physical Limitation:  Must Spend 1 Hour Praying to Prepare Spells (Frequent, Greatly)
15	Physical Limitation:  Religious Restrictions on Spells (Frequently, Greatly)
25	Psychological Limitation:  Lawful Good (Very Common, Total)
10	Psychological Limitation:  Protective Of Companions (Common, Moderate)
15	Vulnerability:  1½x STUN from Critical Hits (Very Common, To-Hit Rolls of 3 or 4)

Total Disadvantage Points:  350

Cleric is a human priest, following the god of goodness and light. His deity has granted him the ability to cast various spells, but has restricted his behavior as befits a disciple of honor.

Personality/Motivation: Cleric’s heart is one of service, and in his line of work, that often means healing. He is called by his deity to go forth into the world and rid it of evil, be it by converting the neutrals to repentance, or more commonly, laying a mace upside the head of evil.

Powers/Tactics: Cleric is armed with an enchanted mace and his holy symbol, with which he can stave off undead (skeletons, vampires, etc.) several times per day.

His more common “weapon,” however, is his array of spells. He can cast a spell as an ordinary attack action (most of the time), or he can “spontaneously cast” a healing spell (which are italicized in his spell list), by using up another of his daily spells, at a moment’s notice. He also can cast Domain Spells (marked with an asterisk* in his spell list), which are extra spells granted him by his deity. The Domain Spells cannot be converted to healing spells, and are always prepared each day.


Blaster | Brick | Cleric (Human) | Dragon | Elder Worm | Fighter (Dwarf) | Giant Ape | Martial Artist | Mentalist | Mummy | Robot | Thief (Halfling) | Vampire | Werewolf | Wizard (Elf) | Wraith

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