User Tools

Site Tools


system:priest

This is an old revision of the document!


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 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 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 1). 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 a maximum effort of 8 and barring skills all Congregations start with yourself.

  • 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 a 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.

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).

Skills

Level 1

Leading: Offensive Element 1

For each member of your congregation you may now grant a buff appropriate to your god's Leading element.

  • Instinct/Intuition/Natural Law: STRENGTHEN
  • Conflict/Conquest/Subjugation: GAIN DAZE
  • Peace/Unconditional Love/Self Sacrifice: GAIN REPEL
  • Hierarchy/Order/Belonging: GAIN LOCK
  • Discovery/Understanding/Change: GAIN DRAW

Lesser: Offensive Element 1

For each member of your congregation you may now grant a buff appropriate to your god's Lesser element.

  • Instinct/Intuition/Natural Law: STRENGTHEN
  • Conflict/Conquest/Subjugation: GAIN DAZE
  • Peace/Unconditional Love/Self Sacrifice: GAIN REPEL
  • Hierarchy/Order/Belonging: GAIN LOCK
  • Discovery/Understanding/Change: GAIN DRAW

Tolerance

It is now possible to include anti-aligned individuals in your Congregation. They require 6 effort to include.

Indulgence 1

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

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.

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.

Selflessness

You no-longer need to include yourself in the formation of your Congregations.

Level 2

Leading: Offensive Element 2

For each member of your congregation you may now grant a buff appropriate to your god's Primary element.

  • Instinct/Intuition/Natural Law: GAIN STRIKEDOWN
  • Conflict/Conquest/Subjugation: GAIN WEAKEN
  • Peace/Unconditional Love/Self Sacrifice: GAIN DISARM
  • Hierarchy/Order/Belonging: You may call a (RANGED) BE STRUCKDOWN on a target attacking them
  • Discovery/Understanding/Change: You may call a (RANGED) BE DAZED on a target attacking them

Leading: Defensive Element 1

  • Instinct/Intuition/Natural Law: GAIN RESIST MENTAL ONGOING
  • Conflict/Conquest/Subjugation: GAIN RESIST PHYSICAL ONGOING
  • Peace/Unconditional Love/Self Sacrifice: GAIN 10 HITS 20
  • Hierarchy/Order/Belonging: GAIN RESIST PHYSICAL ONGOING
  • Discovery/Understanding/Change: GAIN RESIST MENTAL ONGOING

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.

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 member of your congregation you may now grant a buff appropriate to your god's Primary element.

  • Instinct/Intuition/Natural Law: STRENGTHEN
  • Conflict/Conquest/Subjugation: GAIN DAZE
  • Peace/Unconditional Love/Self Sacrifice: GAIN REPEL
  • Hierarchy/Order/Belonging: GAIN LOCK
  • Discovery/Understanding/Change: GAIN DRAW

Leading: Defensive Element 2

  • Instinct/Intuition/Natural Law: GAIN RESIST MENTAL ONGOING
  • Conflict/Conquest/Subjugation: GAIN RESIST PHYSICAL ONGOING
  • Peace/Unconditional Love/Self Sacrifice: GAIN 10 HITS 20
  • Hierarchy/Order/Belonging: GAIN RESIST PHYSICAL ONGOING
  • Discovery/Understanding/Change: GAIN RESIST MENTAL ONGOING

Lesser: Offensive Element 2

For each member of your congregation you may now grant a buff appropriate to your god's Secondary element.

  • Instinct/Intuition/Natural Law: GAIN STRIKEDOWN
  • Conflict/Conquest/Subjugation: GAIN WEAKEN
  • Peace/Unconditional Love/Self Sacrifice: GAIN DISARM
  • Hierarchy/Order/Belonging: You may call a (RANGED) BE STRUCKDOWN on a target attacking them
  • Discovery/Understanding/Change: You may call a (RANGED) BE DAZED on a target attacking them

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.

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.

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.

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 member of your congregation you may now grant a buff appropriate to your god's Primary element.

  • Instinct/Intuition/Natural Law: GAIN STRIKEDOWN
  • Conflict/Conquest/Subjugation: GAIN WEAKEN
  • Peace/Unconditional Love/Self Sacrifice: GAIN DISARM
  • Hierarchy/Order/Belonging: You may call a (RANGED) BE STRUCKDOWN on a target attacking them
  • Discovery/Understanding/Change: You may call a (RANGED) BE DAZED on a target attacking them

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 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.
system/priest.1517105206.txt.gz · Last modified: 2018/01/28 02:06 by chaos