====== Leader Priest ====== {{gdraw>1NZGUbIOBIoIXIHigE0mbfMzemlOkNiC3EVt-bxwel5o width=800 title="Core Skills" center}} {{gdraw>1erjqzlPTPkH12pchCRUkbxsMi8BHkNLBMqMHHGScvl4 width=800 title="Leader Specific Skills" center}} ===== Core Skills ===== {{section>priest#core_skills&noheader}} ===== Leader Specific Skills ===== ==== Divine Aura ==== The allies of the priest gain a minor benefit due to their devotion. In addition, your faith allows you to invoke any one level 1 Miracle you know once per adventure even when not under the Gaze of the Gods. Your allies’ will is strengthened by your presence, and they may call one resist to FEAR per encounter for each level of this skill you possess, alternatively, they may instead call +1 damage for one blow in the encounter. ==== Divine Majesty ==== The priests aura further improves, granting the following effects in addition to the existing ones, and allowing them to invoke a miracle of up to level 4 once per adventure while not under the Gaze of the Gods. Each member of the party gains 1 DODGE per encounter. ==== Rapier/Sword Skills ==== Leader priests can gain training in **one of** the sword or the Rapier. Once you have purchased skills in one, you cannot purchase skills in the other unless you have an appropriate Background. See [[:Fighter]] for skill descriptions. ==== Diplomacy Skills ==== See [[:Skirmisher]] for skill descriptions. ==== Influence ==== The character has contacts in useful places in Acryn and surrounding cities. In any settlement within the east half of the continent, you can always find at least one NPC who has heard of you and will be reasonably well disposed to you personally. Make sure to inform the GMs of this at the start of an adventure you are playing on. ==== Connections ==== You may take this skill in one of three ways (you may not take a connection with the same group twice): - The character has connections and influence among Acryn’s council. - The character has connections and influence among Acryn’s nobility. You will have influence among all noble house, but should also pick the house where your influence is greatest. - The character has connections and influence among two specific groups. Choose two groups from the factions list (other than groups covered by the two options above). The Character has connections and influence with these groups. Examples would include: Engineers guild, Circle of the Broken Wing, College of the Stars, etc. ==== Organisational Talent ==== You aura of leadership means people tend to work harder for you. You talents at leader mean you tend to be slightly better at managing a business than most. This may be used in one of 2 ways: - You may elect a single resource which you own, it will behave as if it is one level higher than it is. - You can maintain two resources rather than just one. ===== Miracles ===== ==== Level 1 ==== === Embolden === 10 sec: Target ally (not yourself) may call +1 damage on their next attack. === Drop your weapon! === 15 sec: Your words cause one of the targets arms to seize up, Disarming whatever is held in it (call DISARM that sword/hammer/etc). ==== Level 2 ==== === Instil Might === 10 sec: Target ally other than yourself is strengthened. === Strike Them Down! === 20 sec: Target ally other than yourself may call a strikedown on their next blow. === Sap will === 20 sec: Target is weakened. === Hear Me! === 20 sec: For the rest of the encounter, the priest’s voice is magically amplified, and instilled with a terrible authority. They can be heard for hundreds of metres around, and even people who don’t agree with them will be impressed. When using this ability make a choice, if everyone is close and things are relatively quiet then simply state "OC my voice is now supernaturally loud", otherwise call a TIMEFREEZE and explain what is happening. For the rest of the encounter you should aim to project your voice as best you can. ==== Level 3 ==== === Cower Before Me! === 20 sec: Cause Fear on a target. === Improved "Drop Your Weapon" === Drop your Weapon improves to 10 sec. === Cease your deceptions! === 30 seconds: Authority boils out from the priest, and those nearby find themselves incapable of speaking falsehood. For the rest of the encounter, no one who can hear the priest speaking can knowingly lie. When using this ability make a choice, if everyone is close and things are relatively quiet then simply state “OC everyone is now incapable of telling a lie”, otherwise call a TIMEFREEZE and explain what is happening. For the rest of the encounter you should aim to project your voice as best you can. === Cut them down! === 20 sec: All of your allies may call +1 damage on their next attack. ==== Level 4 ==== === Gather Your Might! === Cut them down improved to 10 seconds. === Fight On! === 5 sec: Target unconscious ally is restored to their maximum body hits. After thirty seconds, they lose these hits again if they haven’t already. A target may only be affected by this prayer once per encounter. === You Dare Not Strike Me! === 20 sec: Targeted foe will avoid attacking the caster unless no other target is available for the rest of the encounter. Call YOU DARE NOT STRIKE ME. You will need to explain these additional rules at the beginning of any adventure in which you play. ==== Level 5 ==== === Flee before me! === 30 sec: You may call MASS FEAR MONSTERS which may be arced. Alternatively you may use this miracle with no casting time, but using the ability in this way draws on the full reserves of the Leader’s might, and causes the Gaze of the Gods to Abate. === Unending Fervour === 60 sec: As long as you continue chanting, no ally within earshot (this EXCLUDES yourself) can fall below one body hit. (Two leader priests cannot use this at the same time, as only one can be a true leader at once). Call UNENDING FERVOUR when this effect begins, and UNENDING FERVOUR DOWN when the effect ends (you stop chanting or something stops you chanting). You will need to explain these additional rules at the beginning of any adventure in which you are playing. Alternatively, you may use this ability to retire. You raise your voice to the heavens, declaring your cause for the world to hear. You then immediately fade away. The idea you have proclaimed, whether existing or novel, will begin to occur to anyone working in the appropriate circles as a good one, and spread out into the world.