The Laughing God attracts people who have rid themselves of any sense of propriety, restraint, and responsibility. For these devotees, life is to be enjoyed to the fullest and anything that interferes with the pursuit of pleasure is to be shunned. Although most deride Revel’s followers as unabashed hedonists, people of low character and no control, in truth Revel draws devotees from nearly all walks in life, from courtesans and drunkards to nobles, disgraced priests of other faiths, and artists of all kinds.
Revel offers escape from the drudgery of life and the pain of existence, and to know Revel is to embrace true freedom.
Priests of Revel can pursue a wide range of paths, becoming crazed berserkers or holy oracles who welcome their mad patron into their bodies. Some, though, continue in the cult’s service as revelers, individuals who have no desire beyond continuing to sample the many pleasures their master offers. Revelers take charge of local cults, hosting celebrations and parties so they can infect their congregations with the same feverish desires they experience themselves. Few emerge from such gatherings with their sanity intact.
Level 3 Reveler
Attributes. Increase two by 1
Characteristics. Health +4, Power +1
Languages and Profession. You either speak another language or add carouser to your list of professions.
Magic Choose one of the following options:
- Discover the Enchantment, Fey, or Illusion tradition
- Learn one Enchantment, Fey, or Illusion spell
Drunken Clarity While you are impaired, instead of making attack rolls with 1 bane, you make attack rolls with 1 boon and your attacks deal 1d6 extra damage.
Revel’s Madness When you go mad, you can roll an extra time and choose which result to use.
Level 6 Reveler
Characteristics. Health +4
Magic You learn one spell.
Inspire Frenzy You can use an action, or a triggered action on your turn, to bestow a gift from the Laughing God on a target creature you can see within short range. Make an Intellect attack roll against the target’s Will. On a success, the target gains 1 Insanity. If the total of your roll was 20 or higher and you beat the target number by at least 5, it gains 1d3 Insanity instead. Rather than become frightened from gaining this Insanity, the target becomes impaired for a number of rounds equal to its Insanity total. While impaired from this effect, instead of making attack rolls with 1 bane, the target makes attack rolls with 1 boon, and its attacks deal 1d3 extra damage. When the effect ends, the target becomes fatigued for 1 minute. You can use Inspire Frenzy a number of times equal to your Power score. You regain expended uses when you complete a rest.
Level 9 Master Reveler
Characteristics. Health +4, Power +1
Magic You learn one spell.
Revel’s Protection Whenever you would gain an affliction, you can use a triggered action to make an Intellect challenge roll. On a success, you swap out the affliction gained for the impaired affliction. Once you use this talent, you must wait at least 1 minute before you can use it again.