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system:priest [2018/01/20 23:29]
mousus6
system:priest [2020/01/30 22:20] (current)
mousus6 Also void
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 =====Class Baseline===== =====Class Baseline=====
-Priests start with a connection to a god.  All gods have a primary ​element to their religion which guides the majority of what a priest can grant and a secondary ​element which grants fewer effects these are mapped to the 5 [[system:chargen#​religious_affinities|Religious Affinities]].+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 effectsthese are mapped to the 5 [[system:affinities|Religious Affinities]].
  
-To use their major abilities priests expend a maximum spirit hit and then gain the ability to form a Congregation. ​ The closer someone'​s beliefs lie to strongly aligned with your god'​s ​primary ​element the easier they are to include in the Congregation. ​ ​Someone is included in this formation ​of your Congregation ​the first time you use one of your divine elements on them in that Congregation Each Congregation formed has maximum effort of 8 and barring skills all Congregations start with yourself. +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. ​((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 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.))
-  * An individual Strongly Aligned to your god's primary aspect requires 2 effort +
-  * An individual Loosely Aligned ​to your god's primary aspect requires 3 effort +
-  * An individual Indifferent ​to your god's primary aspect requires 4 effort +
-  * An individual Anti-Aligned to your god's primary aspect requires more effort than you can provide.  ​//If you cannot successfully finish buffing yourself you gain no benefit from starting ​Congregation unless skills allow you to bypass this.//+
  
-Each skill that allows you to grant a buff for each member 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.+Before considering anybody else, your Congregation ​must contain ​yourself.
  
-If you have surplus effort after including every single vaguely non-hostile individual in the vicinity you may include a phantom additional individuals as aligned as the least aligned individual included in the congregation (this is purely a workround for priests on very very small LARPs, //ie. on a two person party with both of you Strongly Aligned ​you could include 2 phantom extras in your congregation and channel 3 people ​worth of buffs through the other actual person//).+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.
  
-{{gdraw>1wdU0piYNXzf7_4By91kgrq11Dt32267fS-KKmy8artM ​width=1000 title="​Priest Skills 1" center}} +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.// 
-{{gdraw>112Mye9UGb4OueQK4rZi6vVcUY-oHB5lT_f2NHujQPnU ​width=1000 title="​Priest Skills 2" center}}+ 
 +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. 
 + 
 +{{gdraw>1Fac_NHtbjbSFmXwWM4ElaU9YcPzshuXhc2kePleMfJY ​width=1000 title="​Priest Skills 1" center}} 
 +{{gdraw>1jRn-99AOog-uglcnq-qEj9ztrqPeq25txNdb246tVic ​width=1000 title="​Priest Skills 2" center}}
  
 ======Skills====== ======Skills======
 =====Level 1===== =====Level 1=====
-====Primary: ​Leading Element 1==== +====Leading: Offensive ​Element 1==== 
-For each member of your congregation ​you may now grant a buff appropriate to your god'​s ​Primary ​element. +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: 
-  * Instinct/​Intuition/​Natural Law: STRENGTHEN +  * Instinct/​Intuition/​Natural Law: BUFF 
-  * Conflict/​Conquest/​Subjugation:​ GAIN DAZE +  * Conflict/​Conquest/​Subjugation:​ GAIN STUN 
-  * Peace/​Unconditional Love/Self Sacrifice: GAIN REPEL+  * Peace/​Unconditional Love/Self Sacrifice: GAIN PUSH
   * Hierarchy/​Order/​Belonging:​ GAIN LOCK   * Hierarchy/​Order/​Belonging:​ GAIN LOCK
   * Discovery/​Understanding/​Change:​ GAIN DRAW   * Discovery/​Understanding/​Change:​ GAIN DRAW
  
-====SecondaryLeading ​Element 1==== +====LesserOffensive ​Element 1==== 
-For each member of your congregation ​you may now grant a buff appropriate to your god'​s ​Secondary ​element. +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: 
-  * Instinct/​Intuition/​Natural Law: STRENGTHEN +  * Instinct/​Intuition/​Natural Law: BUFF 
-  * Conflict/​Conquest/​Subjugation:​ GAIN DAZE +  * Conflict/​Conquest/​Subjugation:​ GAIN STUN 
-  * Peace/​Unconditional Love/Self Sacrifice: GAIN REPEL+  * Peace/​Unconditional Love/Self Sacrifice: GAIN PUSH
   * Hierarchy/​Order/​Belonging:​ GAIN LOCK   * Hierarchy/​Order/​Belonging:​ GAIN LOCK
   * Discovery/​Understanding/​Change:​ GAIN DRAW   * Discovery/​Understanding/​Change:​ GAIN DRAW
  
 ====Tolerance==== ====Tolerance====
-It is now possible to include anti-aligned individuals in your Congregation. ​ They require 6 effort to include.+It is now possible to include anti-aligned individuals in your Congregation. ​If you do, they count as 4 Loosely Aligned people.
  
 ====Indulgence 1==== ====Indulgence 1====
-Twice per encounter you may use one of your god'​s ​Primary ​element ​buffs on another independent of the current state of your Congregation.+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==== ====Absolution 1====
-Once per Congregation ​you may call HEAL on a fallen member of your Congregation. ​ This cannot ​be used to induct someone into your Congregation ​(//note that nothing prevents ​you from using other buffs on unconscious ​targets ​however//) ​This ​can only be done either in the Physical ​World or on a Vision Quest chosen ​when you purchase this skill.+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==== ====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. On a Vision Quest your weapon may take the form of any weapon you may attune to chosen upon entering the Vision Quest.
  
-====Selflessness==== +====Flexibility==== 
-You no-longer need to include yourself in the formation of your Congregations.+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===== =====Level 2=====
-====Primary: ​Leading Element 2==== +====Leading: Offensive ​Element 2==== 
-For each member of your congregation ​you may now grant a buff appropriate to your god'​s ​Primary ​element. +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: 
-  * Instinct/​Intuition/​Natural Law: GAIN STRIKEDOWN +  * Instinct/​Intuition/​Natural Law: GAIN FALL 
-  * Conflict/​Conquest/​Subjugation:​ GAIN WEAKEN+  * Conflict/​Conquest/​Subjugation:​ GAIN SAP
   * Peace/​Unconditional Love/Self Sacrifice: GAIN DISARM   * Peace/​Unconditional Love/Self Sacrifice: GAIN DISARM
-  * Hierarchy/​Order/​Belonging:​ You may call a (RANGED) BE STRUCKDOWN ​on a target attacking them +  * Hierarchy/​Order/​Belonging:​ You may call a (RANGED) BE FELLED ​on a target attacking them 
-  * Discovery/​Understanding/​Change:​ You may call a (RANGED) BE DAZED on a target attacking them+  * Discovery/​Understanding/​Change:​ You may call a (RANGED) BE STUNNED ​on a target attacking them
  
-====PrimaryLesser ​Element 1==== +====LeadingDefensive ​Element 1==== 
-  * Instinct/​Intuition/​Natural Law: GAIN RESIST ​MENTAL ​ONGOING +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: 
-  * Conflict/​Conquest/​Subjugation:​ GAIN RESIST ​PHYSICAL ​ONGOING+  * Instinct/​Intuition/​Natural Law: GAIN VOID MENTAL 
 +  * Conflict/​Conquest/​Subjugation:​ GAIN VOID PHYSICAL
   * Peace/​Unconditional Love/Self Sacrifice: GAIN 10 HITS 20   * Peace/​Unconditional Love/Self Sacrifice: GAIN 10 HITS 20
-  * Hierarchy/​Order/​Belonging:​ GAIN RESIST ​PHYSICAL ​ONGOING +  * Hierarchy/​Order/​Belonging:​ GAIN VOID PHYSICAL 
-  * Discovery/​Understanding/​Change:​ GAIN RESIST ​MENTAL ​ONGOING+  * Discovery/​Understanding/​Change:​ GAIN VOID MENTAL
  
 ====Theological Debate 1==== ====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.+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==== ====Witnessing====
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 =====Level 3===== =====Level 3=====
-====Primary: ​Leading Element 3==== +====Leading: Offensive ​Element 3==== 
-For each member of your congregation ​you may now grant a buff appropriate to your god'​s ​Primary ​element. +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: 
-  * Instinct/​Intuition/​Natural Law: STRENGTHEN +  * Instinct/​Intuition/​Natural Law: BUFF 
-  * Conflict/​Conquest/​Subjugation:​ GAIN DAZE +  * Conflict/​Conquest/​Subjugation:​ GAIN STUN 
-  * Peace/​Unconditional Love/Self Sacrifice: GAIN REPEL+  * Peace/​Unconditional Love/Self Sacrifice: GAIN PUSH
   * Hierarchy/​Order/​Belonging:​ GAIN LOCK   * Hierarchy/​Order/​Belonging:​ GAIN LOCK
   * Discovery/​Understanding/​Change:​ GAIN DRAW   * Discovery/​Understanding/​Change:​ GAIN DRAW
-====PrimaryLesser ​Element 2==== + 
-  * Instinct/​Intuition/​Natural Law: GAIN RESIST ​MENTAL ​ONGOING +====LeadingDefensive ​Element 2==== 
-  * Conflict/​Conquest/​Subjugation:​ GAIN RESIST ​PHYSICAL ​ONGOING+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: 
 +  * Instinct/​Intuition/​Natural Law: GAIN VOID MENTAL 
 +  * Conflict/​Conquest/​Subjugation:​ GAIN VOID PHYSICAL
   * Peace/​Unconditional Love/Self Sacrifice: GAIN 10 HITS 20   * Peace/​Unconditional Love/Self Sacrifice: GAIN 10 HITS 20
-  * Hierarchy/​Order/​Belonging:​ GAIN RESIST ​PHYSICAL ​ONGOING +  * Hierarchy/​Order/​Belonging:​ GAIN VOID PHYSICAL 
-  * Discovery/​Understanding/​Change:​ GAIN RESIST ​MENTAL ​ONGOING +  * Discovery/​Understanding/​Change:​ GAIN VOID MENTAL 
-====SecondaryLeading ​Element 2==== + 
-For each member of your congregation ​you may now grant a buff appropriate to your god'​s ​Secondary ​element. +====LesserOffensive ​Element 2==== 
-  * Instinct/​Intuition/​Natural Law: GAIN STRIKEDOWN +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: 
-  * Conflict/​Conquest/​Subjugation:​ GAIN WEAKEN+  * Instinct/​Intuition/​Natural Law: GAIN FALL 
 +  * Conflict/​Conquest/​Subjugation:​ GAIN SAP
   * Peace/​Unconditional Love/Self Sacrifice: GAIN DISARM   * Peace/​Unconditional Love/Self Sacrifice: GAIN DISARM
-  * Hierarchy/​Order/​Belonging:​ You may call a (RANGED) BE STRUCKDOWN ​on a target attacking them +  * Hierarchy/​Order/​Belonging:​ You may call a (RANGED) BE FELLED ​on a target attacking them 
-  * Discovery/​Understanding/​Change:​ You may call a (RANGED) BE DAZED on a target attacking them+  * Discovery/​Understanding/​Change:​ You may call a (RANGED) BE STUNNED ​on a target attacking them
  
 ====Indulgence 2==== ====Indulgence 2====
-Twice more per encounter you may use one of your god'​s ​Primary ​element ​buffs on another independent of the current state of your Congregation.+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==== ====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.+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==== ====Absolution 2====
-A second time per Congregation ​you may call HEAL on a fallen member of your Congregation. ​ This cannot be used to induct someone into your Congregation (//note that nothing prevents you from using other buffs on unconscious targets however//​).  ​This can only be done either in the Physical World or on a Vision Quest as chosen for rank 1.+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==== ====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+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==== =====Level 4====
-====Primary: ​Leading Element 4==== +====Leading: Offensive ​Element 4==== 
-For each member of your congregation ​you may now grant a buff appropriate to your god'​s ​Primary ​element. +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: 
-  * Instinct/​Intuition/​Natural Law: GAIN STRIKEDOWN +  * Instinct/​Intuition/​Natural Law: GAIN FALL 
-  * Conflict/​Conquest/​Subjugation:​ GAIN WEAKEN+  * Conflict/​Conquest/​Subjugation:​ GAIN SAP
   * Peace/​Unconditional Love/Self Sacrifice: GAIN DISARM   * Peace/​Unconditional Love/Self Sacrifice: GAIN DISARM
-  * Hierarchy/​Order/​Belonging:​ You may call a (RANGED) BE STRUCKDOWN ​on a target attacking them +  * Hierarchy/​Order/​Belonging:​ You may call a (RANGED) BE FELLED ​on a target attacking them 
-  * Discovery/​Understanding/​Change:​ You may call a (RANGED) BE DAZED on a target attacking them+  * Discovery/​Understanding/​Change:​ You may call a (RANGED) BE STUNNED ​on a target attacking them
  
 ====Personal Faith==== ====Personal Faith====
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 ====Surrender Yourself==== ====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.+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. 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.
system/priest.1516490951.txt.gz · Last modified: 2018/01/20 23:29 by mousus6