Table of Contents

Priest

“In this time of upheaval and strange new powers, it would be easy to become complacent and rely on these new unheard of types of abilities. However, who is to say that they could not go away again just as easily as they came? Even if you now better understand them and can call upon their aid more directly, you would do well to remember the ones who have guided us from the beginning and have always been there, in our dreams, the Gods.”

Those who speak on behalf of the gods, Priests are clergy, cultists and worshippers who have dedicated themselves to a god and receive guidance an blessings from their divine patron. The gods have always sent their priests guidance through visions, but an Enlightened priest can call upon the connection they have to their god more directly. In battle, Priests use the powers of their god to provide blessings to their allies, granting them additional abilities.

The resource used by priests is their maximum spirit hits. In order to benefit themselves and others priests wear away their own spiritual strength. Priests have an easier time aiding those who's ideology and practice more closely mirrors that of their god.

Class Baseline

Priests start with a connection to a god. All gods have a Leading element to their religion which guides the majority of what a priest can grant and a Lesser element which grants fewer effects, these are mapped to the 5 Religious Affinities.

At the start of an adventure, a Priest forms a Congregation from the members of their party. This determines whom you can easily provide with the blessings of your god. The closer someone's beliefs lie to strongly aligned with your god's Leading element the easier they are to include in the Congregation. 1)

Before considering anybody else, your Congregation must contain yourself.

Your Congregation may contain any number of people Strongly Aligned to your god's Leading aspect at no cost. It may also have up to 4 Loosely Aligned people. Indifferent individuals can be included, but count as 2 people for this purpose.

An individual Anti-Aligned to your god's Leading aspect requires more effort than you can provide. If you cannot successfully add yourself to your Congregation you gain no benefit from it unless skills allow you to bypass this.

Once decided a Congregation is fixed, although if you feel your impression of how close your allies are aligned with your god has changed you should reappraise and adjust it accordingly after a Vision Quest or Milestone in a Greater Vision Quest.

To use their major abilities priests expend a maximum spirit hit and then gain the ability to provide blessings to their Congregation in the form of buffs. Each skill that allows you to grant buffs to members of your Congregation gives uses into a pool shared between all members of your Congregation that are not yourself. You may then use abilities from that pool for any member of the Congregation other than yourself. For yourself you have one use of each of the calls that skills grant you as though targeted on yourself though do not need to make the GAIN call.

Upon spending a Spirit hit, any remaining buffs and abilities granted by a previous spent Spirit hit and left unused are wasted.

Skills

Level 1

Leading: Offensive Element 1

For each time you spend a Spirit hit to grant blessings, you may grant buffs appropriate to your god's Leading element. You may make the appropriate call for your god's element on other members of your Congregation 3 times, and on yourself once:

Lesser: Offensive Element 1

For each time you spend a Spirit hit to grant blessings, you may grant buffs appropriate to your god's Lesser element. You may make the appropriate call for your god's element on other members of your Congregation 3 times, and on yourself once:

Tolerance

It is now possible to include anti-aligned individuals in your Congregation. If you do, they count as 4 Loosely Aligned people.

Indulgence 1

Twice per encounter you may use one of the buffs associated with your god's Leading element on another independent of the current state of your Congregation.

Absolution 1

Once per Spirit hit expenditure you may call HEAL on a fallen member of your Congregation. This can only be done either in the Physical World or on a Vision Quest chosen when you purchase this skill.

Outreach

Using your Congregation as a relay you may channel the blessings of your god to those outside of it. You may now grant your buffs to non-Congregation targets by expending 2 uses of them.

You may also expend a maximum Spirit hit to call HEAL on any fallen non-Congregation target, this can only be done either in the Physical world or on a Vision Quest as chosen for the Absolution 1 skill.

Blessed Weapon

On a Vision Quest your weapon may take the form of any weapon you may attune to chosen upon entering the Vision Quest.

Flexibility

You are capable of being a little more flexible in your religious interpretations. You no longer need to include yourself in the formation of your Congregation. If it does not include you, each Element skill instead grants a pool of 4 uses of the appropriate buff on members of your Congregation.

You may also, if you wish, adjust your Congregation on the fly, and form a new Congregation for each Spirit hit spent.

Furthermore when building your Congregation you may choose to reduce the number of buffs each Element skill provides to the general pool to increase by the same amount the number of Loosely Aligned individuals that can be included.

Level 2

Leading: Offensive Element 2

For each time you spend a Spirit hit to grant blessings, you may grant buffs appropriate to your god's Leading element. You may make the appropriate call for your god's element on other members of your Congregation 3 times, and on yourself once:

Leading: Defensive Element 1

For each time you spend a Spirit hit to grant blessings, you may grant buffs appropriate to your god's Leading element. You may make the appropriate call for your god's element on other members of your Congregation 3 times, and on yourself once:

Theological Debate 1

Pick a character (other than yourself) at the start of the adventure, so long as you preach at them every encounter treat them as one step more aligned for the purposes of forming a Congregation with them. In any encounter in which you have not been preaching your faith at them they do not count as a member of your Congregation.

Witnessing

By loudly declaring that you are doing so you may choose to direct your god's attention to the events occurring around you. Those faithful to your god in the wide region and many others in a closer region will become aware of the events you are showing to your god in dreams. In also have 1 additional Spirit Hit.

Refuge of Faith

On a vision quest you may briefly touch with your weapon an individual Strongly Aligned to one of your god's elements other than yourself on vision quest for HEAL self, 2/encounter

Act of Religion

You may channel the power of the Priest into your works. For each instance of this skill you gain 1 Act of Power per adventure.

Level 3

Leading: Offensive Element 3

For each time you spend a Spirit hit to grant blessings, you may grant buffs appropriate to your god's Leading element. You may make the appropriate call for your god's element on other members of your Congregation 3 times, and on yourself once:

Leading: Defensive Element 2

For each time you spend a Spirit hit to grant blessings, you may grant buffs appropriate to your god's Leading element. You may make the appropriate call for your god's element on other members of your Congregation 3 times, and on yourself once:

Lesser: Offensive Element 2

For each time you spend a Spirit hit to grant blessings, you may grant buffs appropriate to your god's Lesser element. You may make the appropriate call for your god's element on other members of your Congregation 3 times, and on yourself once:

Indulgence 2

Twice more per encounter you may use one of the buffs associated with your god's Leading element on another independent of the current state of your Congregation.

Theological Debate 2

Pick a second character (other than yourself or the target of rank 1) at the start of the adventure, so long as you preach at them every encounter treat them as one step more aligned for the purposes of forming a Congregation with them. In any encounter in which you have not been preaching your faith at them they do not count as a member of your Congregation.

Absolution 2

A second time per Spirit hit expenditure you may call HEAL on a fallen member of your Congregation. This can only be done either in the Physical World or on a Vision Quest as chosen for rank 1.

Any Faith in a Storm

On a Vision Quest you may briefly touch with your weapon an individual Strongly or Loosely Aligned to one of your god's elements other than yourself on vision quest for HEAL self, 2/encounter

Level 4

Leading: Offensive Element 4

For each time you spend a Spirit hit to grant blessings, you may grant buffs appropriate to your god's Leading element. You may make the appropriate call for your god's element on other members of your Congregation 3 times, and on yourself once:

Personal Faith

You have developed your own special religious effect. Discuss with the organisers what you would like this to do.

Surrender Yourself

Spend all of your remaining spirit hits. You are now possessed by an external entity. The first time this will be your god or at least a close match later times may not be. This lasts until you are refreshed (or until the end of the adventure). You yourself will have no memory of the events that occur whilst possessed.

The strength of this entity's ability to act from within your body will be proportional to the number of Spirit Hits devoted to inviting it.

Sanctuary of Faith

On a vision quest you may briefly touch with your weapon an individual Strongly Aligned to one of your god's elements other than yourself on vision quest for HEAL self maximum of once per ten seconds. You cannot use this on a target who has this skill.

1) Generally for players you want to ask their alignment at the start of the adventure though you can revise based on your own judgement calls from how they appear to be behaving. If you have genuinely no idea ie. a 1 encounter filler NPC who you've never talked to treat them as anti-aligned. Otherwise work to your best estimate. If you think a player has been acting consistently differently from their own judgement of their alignment tell them at the end of the adventure where they can either revise their statement for next time or simply disagree with you.