|Ancestors only accept the best beer.|
Sacrifice is giving wealth or offerings to gods, ancestors, clan hoards etc. If you are not a cleric or member of some other appropriate group (a dwarf donating to his clan hoard, for instance), your action die for this roll is only a d16. As with carousing, sacrifice nets you experience equivalent to the gold you spent. You may spend 300 gold per level per week towards sacrifices, but relevant entities will give you +1 to your check for every 10% you increase your sacrifice, where 10% is calculated on your need to reach the next level. This extra gold only nets half experience though.
If you need to repent (as DCCRPG clerics may have to), you should use the rules in the book for that. You can't gain XP that way.
Sacrifices need to be made at a temple, shrine, demi-human clan hoard, or somewhere else appropriate. You can establish such a holy place as an initial sacrifice.
You choose how much gold to donate. Evil gods demand lucre for themselves (they supernaturally take it), but good gods may require that alms be payed out to the poor via donation boxes etc. If you happen to worship them, the ghosts of your ancestors demand extravagant tombs and gifts. Dwarves, elves, and halflings that have ties to their clan can donate to the clan hoard and its defenses, and the gods/spirits of such demi-humans judge them.
When you engage in Sacrifice, roll a d20+Luck Mod, aim for DC15 to get extra bonuses beyond XP, and hope you don't roll a 1!
Sacrificing a chosen foe of your deities or enshrining a religious artifact or relic will net you your Personality bonus to your Sacrifice roll.
1. Thou dost displease me! Your face shows a mark of shame. Holy men will abhor you until you remove this mark with a successful Sacrifice check.
2. Thou art too proud! Your stature is lessened until you level up twice. People take pity on you now.
3. I am wagering with the adversary, and so... You lose something precious to you, such as land, your cows, or a loved one.
4. Thou dost amuse me so. People don't take you seriously until you complete an adventure, but you gain 1d5 luck points.
5. Only thou canst handle the following mission. You are charged with a difficult quest.
6. Who art thou again? You gain a complex, driving you to prove your worth to your gods. Role-play it well or risk losing luck.
7. Thou must suffer the sins of my peoples!
You are covered in painful boils for a while. -1 to agility baring a successful Fortitude save after morning prayers.
8. Thou must feed my sheeple.
3 Idiots join you. They fight as henchmen, but they are bumbling fools and will constantly give away your position. Killing or turning them away is bad luck.
9. Thou must give alms.
You are compelled to give away all of your rations. Except for a meal you are currently eating, you can't stop giving away your food until an adventure or quest ends. Eating food you once gave away will net you 1 Luck loss.
10. Suffer the children.
1d16 orphans show up during your next adventure. Get them to safety and see to their needs lest you get bad luck.
11. Thou deservest to know that my chosen people are...
You realize that a race chosen by the game judge is the chosen race and all others are to be derided and ignored. This may cause you great cognitive dissonance if you are not of the chosen race.
12. What hast thou done?!
If you are a cleric, roll on the clerical mishaps table. If not, you are kicked out of the holy grounds and can no longer make donations at this site. -2 luck.
13. Thou must slay the mightiest beast in the land!
You cannot gain any experience until you slay an infamous monster named by the judge.
14. Thou art marked with my curse.
You get a bad result from this list.
15. Thou art a prat.
An applicable result from this list.
If you rolled a natural 20 when making your Sacrifice roll, you get 1d5 luck points and then check for other results.
1. Divine luck is granted to you. +1d4 luck.
2. You know the general location of a relic of your faith (holy classes can use them, others can sell them).
3. Choose a spell you know (or learn one at next level if you have no spells). Luck burned when casting it comes back as if you were a thief.
4. You may call on the favor of a divine agent, such as an angel, one time if your goals are aligned with your gods.
5. You may burn a luck point any time something from a divine source would harm you, or when enemies of your god would seek to harm you for your beliefs. This protection lasts one scene per use and goes away if you are currently not in good standing.
6. Your faith is strong enough to perform most any bog-standard miracle during the next adventure. Look to real life holy books for examples.
7. You gain a vision of the future. The next time you would be knocked to 0 HP, you can make a DC 10 intelligence check to avoid that damage.
8. You have gained a bit of divine favor. You gain an extra 1d4 hit die.
9. You get an extra 1d4 added to your turn unholy checks if the natural roll for such checks is an 18 or higher.
10. Until the next level, you are watched over. Once per fight you can use an action to regain one hit die of health.
11. Whenever you seem to be out of food, roll your luck and if you succeed you miraculously have food.
12. You may remove one mutation, spell corruption, or deformation from yourself or one companion.
13. The next time you would have to roll on the deity disapproval table, you may forgo that roll.
14. A supernatural being makes your association, and puts you on the fast track to sainthood, demigod-status, etc. You still have to earn your way into the position though.
15. A good result from this list.