User Tools

Site Tools


system:priestintro

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
system:priestintro [2018/01/28 23:44]
chaos
system:priestintro [2020/02/01 01:01] (current)
chaos For the time being at least, I'm not editing the terrible MSPaint doodles
Line 1: Line 1:
 ====== Class Introduction:​ Priests ====== ====== Class Introduction:​ Priests ======
  
-Want to know if Priests are right for you? Priests have some initial overhead at the start of an adventure to work out the party'​s alignments to their god and thus how their abilities will best be applied, but afterwards they generally follow the same patterns in how they play.+Want to know if Priests are right for you? Priests have some initial overhead at the start of an adventure to work out the party'​s alignments to their god and thus how their abilities will best be applied, but afterwards they're not as bad as they may first look.
  
 {{ :priest.png |}} {{ :priest.png |}}
Line 7: Line 7:
 ===== Congregations (Resource: Spirit) ===== ===== Congregations (Resource: Spirit) =====
  
-Priests are generally about forming a Congregation with party members to provide buffs to them. As this can be difficult to explain in wordslet's walk through how that plays out:+Priests are generally about forming a Congregation with party members to provide buffs to them. By default ​this is fixed for the adventureso work it out at the start and then you'll know who you can easily buff.
  
 {{ :​system:​priestguide1.png |}} {{ :​system:​priestguide1.png |}}
-1. Your abilities as a priest depend on the alignments of your allies to the leading element of the your god. At the start of an adventure you should check what these are, which may come from how they answer the little quiz at character generation or from their own views of their character. As you go along and you get to know them, you can revise your view on what their alignment should be treated as, just go with whatever seems appropriate.+1. Your abilities as a priest depend on the alignments of your allies to the leading element of the your god. At the start of an adventure you should check what these are, which may come from how they answer the little quiz at character generation or from their own views of their character. As you go along and you get to know them, you can revise your view on what their alignment should be treated as, just go with whatever seems appropriate. Whilst it is fixed you can adjust it after a Vision Quest or Milestone if it turns out their alignments are not what you thought they were. Or have changed. My advice? Proselytise hard and fast until you've convinced everybody in the party to be strongly aligned! Then you can help everybody.
  
 For the sake of example, consider this Priest of the God of Not Stabbing a Guy (leading element Peace). Lesser and opposing elements make no difference here, and are mainly for flavour. In the party there'​s a Spirit Guide who's loosely aligned, an indifferent Doctor and an anti-aligned Warrior. For the sake of example, consider this Priest of the God of Not Stabbing a Guy (leading element Peace). Lesser and opposing elements make no difference here, and are mainly for flavour. In the party there'​s a Spirit Guide who's loosely aligned, an indifferent Doctor and an anti-aligned Warrior.
  
 {{ :​system:​priestguide2.png |}} {{ :​system:​priestguide2.png |}}
-2. Once you form a congregation you'll be able to spend 8 effort on it. This has to start with yourself, so its in your best interersts ​to keep yourself aligned to your own god. Here we see the Priest starting a Congregationwhich costs 1 maximum Spirit hit. This immediately grants him access to the set of buffs he has per Congregation,​ for the sake of example call this 1 call of REPEL and 1 RESIST to physicalwhich he can use any time during the Congregation ​(iebetween now and the end of the encounteror when he next forms a Congregation)Off the bat that'​s ​2 effort downto go.+2. Let's go ahead and form a Congregation for this party. This has to start with yourself, so it'​s ​in your best interests ​to keep yourself aligned to your own god. Strongly aligned people are freeso you can go ahead and just add all of them. In this casethat's just our Priest here. Beyond that, you can have up to 4 loosely aligned people in your Congregation. ​The Spirit Guide is one. The Doctor here is indifferentand so counts as two people for this countSo that'​s ​3/4. Without any special skills saying otherwisethe Warrior, being anti-aligned,​ can't be brought into the Congregation at all. Whoops, sucks to be herOh well, on with the adventure!
  
 {{ :​system:​priestguide3.png |}} {{ :​system:​priestguide3.png |}}
-3. Without any special skills saying otherwise, the Warrior, being anti-aligned,​ can't be brought into the Congregation at allWhoops, sucks to be her. Let'​s ​try buffing ​the Spirit ​GuideFor 3 effort they can be added to the Congregation by buffing them - let'​s ​give them a call of REPEL. Being a standard duration GAIN call, this needs to be called within 10 seconds ​of being issued. They'​re now part of the congregation! And with one other person in it, the Priest has one of each buff to throw out. Having used the REPEL, he still has GAIN RESIST PHYSICAL he can give to someone besides himself. Which at the momentis just the Spirit Guide. But let'​s ​hold off that for now. +3. We're in an encounter nowThe Priest decides it'​s ​time to call upon the blessings of his god, and spends 1 maximum ​Spirit ​hitThis immediately grants him access ​to the set of buffs he has per Spirit hit spent, for the sake of example ​let's call this 1 call of PUSH and 1 VOID to physical (shown here by their old names "REPEL" and "​RESIST"​)which he can use any time from now until he next spends ​Spirit hit in this mannerso long as it'​s ​still the same encounterHe also gets a pool of buffs to give to the rest of his Congregation. ​In this casethat's 3 each of PUSH and VOID to physical.
- +
-Say we want to add someone else to the Congregation... the Doctor might be a good choicebut there'​s ​only effort left to assign ​and he's indifferent,​ which means he can't be added! Disaster indeed! At this point, with nobody left to add to the Congregation,​ we've reached its limits for this use. After throwing out all of the buffs our Priest will have to spend another Spirit hit to make another one.+
  
 {{ :​system:​priestguide4.png |}} {{ :​system:​priestguide4.png |}}
-4. For the sake of this little tutorial thoughlet's pretend that the Doctor ​was actually loosely aligned, and as such only takes 3 effort to add. Then our Priest ​can bring him into the Congregation! By applying another buff (GAIN RESIST PHYSICAL), ​the Doctor is now also in the CongregationWith 2 other people, he may now throw out a maximum of 2 of each buff. As he'​s ​already used one REPEL on the Spirit Guide and one RESIST on the Doctor, he has one of each left to give out.+4.  ​Let'​s try using some of those buffs. Since the buffs can go to any member ​of the Congregation besides the Priesthe doesn't need to evenly distribute ​the buffs between the Spirit Guide and Doctor ​(although is welcome to do so if it's easier that way), and can choose to give the majority of the buffs to the Spirit GuideHere we see he'​s ​buffed them a few times, ​and the Doctor ​only oncebut he still has one of each to throw out. Once those are gone, the full potential of this pool of blessings will be used up, and the Priest will need to spend a Spirit hit again to make another one. Or, he could just spend a Spirit hit sooner, in which case he's basically throwing those leftover buffs on the floor. How wasteful.
  
-{{ :​system:​priestguide5.png |}} +Because ​the Congregation ​is fixed for the adventureyou may wish to look into options ​to fall back on in emergenciesFor this there are skills ​to allow you to adjust ​your Congregation on the fly if you feel up to itor to apply your skills ​to those outside ​your Congregation in a variety of ways.
-5. Since the buffs can go to any member of the Congregation ​besides ​the Priesthe doesn'​t need to have given each of the Spirit Guide and Doctor one REPEL and one RESIST each (although is welcome ​to do so if it's easier that way), and can choose to give the remaining unassigned buffs entirely to the Spirit GuideAt this point, the full potential of this Congregation is used up, and the Priest will need to spend a Spirit hit again to make another one. +
- +
-The recommended approach with Congregation forming is to work out at the start of the adventure what your standard ​Congregation ​is going to be. Work out what combinations (eg. "you and these three strongly aligned people",​ "you and any two of these four loosely aligned people",​ etc.) you are capable of based on the party you have, and generally stick to the one which is most useful to you and just worry about how many buffs you'll get for doing that. You may wish to consider having a backup plan (ie. "if I urgently need to help that CreatorI can just buff me and her instead of my usual Congregation"​),​ but you'll usually tend towards only worrying about a single set of people in a Congregation and not have to worry about all of this alignment and effort stuff. +
- +
-And remember: for skills ​that affect people in your Congregation ​(which don't bring people into the Congregation) - you need to have buffed someone once in the current Congregation before you can use them! This is especially important for the Priest'​s ability to HEAL others, where you may need to form new Congregation and buff a downed target to then be able to HEAL them.+
  
 ===== Low Level ===== ===== Low Level =====
-At low level, a Priest will only have a couple of buffs to throw out per Congregation,​ and more limits to whom they can add to it. So long as you'​re ​following ​the recommended approach above, playing a Priest generally involves having to remember which set of people ​one is typically buffing, and a set of GAIN calls that can be used on them. And is otherwise about preaching at people a lot.+At low level, a Priest will only have a couple of buffs to throw out per Congregation,​ and more limits to whom they can add to it. So long as you'​re ​not dabbling with the more tricksy parts of the Flexibility skill, playing a Priest generally involves having to remember which set of people ​you can buff, and a set of GAIN calls that can be used on them. And is otherwise about preaching at people a lot.
  
 ===== High Level ===== ===== High Level =====
-At high level, a Priest will have a lot more buffs to grant, so there is a larger set of GAIN calls which may be used. Preaching at people can now have a mechanical benefit too, although this along with several other skills around making it easier to form Congregations just means that the default Congregation one settles on is more encompassing. ​So as long as you're using the recommended approach above, being a high level Priest just involves having a few more calls to remember to give out in terms of relative complexity, again sticking to one standard Congregation.+At high level, a Priest will have a lot more buffs to grant, so there is a larger set of GAIN calls which may be used. Preaching at people can now have a mechanical benefit too, although this along with several other skills around making it easier to form Congregations just means that the default Congregation one settles on is more encompassing. ​Ultimatelycompared to lower levels ​being a high level Priest just involves having a few more calls to remember to give out in terms of relative complexity.
  
 ===== Example Starting Build ===== ===== Example Starting Build =====
Line 48: Line 41:
  
 This starting build uses only a basic weapon, but makes the most of a Priest'​s ability to buff - with a couple of buffs which may be granted and the ability to heal a downed Congregation member for additional support. Visions are thematic to the character'​s god and in addition to some vague guidance on adventures provide an extra Spirit hit, allowing for an extra Congregation between refreshes. This starting build uses only a basic weapon, but makes the most of a Priest'​s ability to buff - with a couple of buffs which may be granted and the ability to heal a downed Congregation member for additional support. Visions are thematic to the character'​s god and in addition to some vague guidance on adventures provide an extra Spirit hit, allowing for an extra Congregation between refreshes.
 +
 +===== Create a Priest =====
 +Ready to try creating a Priest? The full description along with class skill tree and descriptions can be found [[system:​priest|here]] - you get Combat Proficiency from the Weapon Skills tree for free, and you'll need to pick 5 other level 1 skills (plus more for any additional XP you're adding) from these sets of skills:
 +
 +  * [[system:​priest|Priest Skills]]
 +  * [[system:​generalskills|General Skills]]
 +  * [[system:​weaponskills|Weapon Skills]]
 +
 +For a Priest, it's recommended that in addition to class skills you pay attention to the General Skills, as a number of them provide additional Spirit hits which function as your Resource.
 +
 +Armed with this information,​ you can then complete the remaining steps of [[system:​chargen|Character Creation]].
  
system/priestintro.1517183075.txt.gz · Last modified: 2018/01/28 23:44 by chaos