====== Tender Priest ====== {{gdraw>1NZGUbIOBIoIXIHigE0mbfMzemlOkNiC3EVt-bxwel5o width=800 title="Priest Skills" center}} {{gdraw>1E6FgQrzIWkF45d4l20of9ECHcfB5qVIXX_mxrcVWwsY width=800 title="Tender Priest Skills" center}} ===== Core Skills ===== {{section>priest#core_skills&noheader}} ===== Tender 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’ wounds close up soon after they open. Your party heals one body hit after each encounter for each level of this skill you possess. ==== 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 can call HEAL 2 on themselves once per encounter at any time they're conscious. ==== Emergency Aid ==== You are a healer and are able to use your skills to restore hitpoints. The process of healing someone can be taxing, and by default all healing abilities (abilities which allow you to call HEAL x) will WEAKEN the character they are used on until the end of the next encounter. Healing abilities will always have a number of free uses (i.e., the number of times an encounter you can use the ability before characters start getting weakened). You cannot treat an already weakened patient unless you are using one of your free uses. Using medical abilities will also involve a number of seconds of "medical roleplay", this essentially just means physrepping your treatment but does require using two hands and a patient who is not yourself (unless the skill states otherwise). The Memento Mundi setting supports a reasonable variety of medical practices, so long as you are physically interacting with the patient (e.g., cutting, sewing, herbs, poultices, etc), spiritual healing is the domain of priests and mages. You may, with 10 seconds of medical roleplay, restore 1 HP **to a character on 0 HP**. This ability can be used as many times as necessary in an encounter without weakening the patient. ==== Patch Up ==== With 10 seconds of medical roleplay, you may restore up to 6HP. You may use this ability three times without weakening the patient. This ability can be used on yourself, but the difficulty is much greater and cannot be achieved in combat. ==== Resuscitate ==== You may, with 10 seconds of medical roleplay, restore 4 HP **to a character on 0 HP**. You can also use this ability to restore anyone on less than 4hp to 4hp between encounters. You may use this ability as many times as necessary in an encounter without weakening the patient. This ability can be used on yourself, but the difficulty is much greater and cannot be achieved in combat. ==== Surgery ==== You may, with 30 seconds of medical roleplay, fully restore a character’s HP. You may use this ability once without weakening the patient. ==== Fast Work ==== The amount of time it takes to use skills requiring medical roleplay is halved. If you have another ability which **reduces** the time it takes to use an ability then the abilities do not combine, instead use which ever time is lower. ==== Patch Up ==== You may use the Patch Up ability an additional 3 times without weakening the patient. ==== Medical Knowledge ==== Allows for the diagnosis and treatment of minor diseases, and for the diagnosis of addictions to class C and D potions. While very minor diseases might be curable with a quick herbal preparation, serious diseases and addictions will require the “Suppress Symptom” ability. ==== Shield Skills ==== === Buckler Use === You may fight with a buckler, this can be done in one of two ways: * When held in your hand, you may ignore any blow that hits your buckler and may use other relevant shield skills. * When strapped to your arm, you may treat blows that hit the buckler as if they had hit your weapon or use relevant shield skills. === Medium Shield Use === You can use a medium shield. You gain 2 uses of Resist Shatter, Disarm, or Strikedown per encounter against blows which hit your shield. Additionally, you CAN wield a large shield with this skill, but do not gain any of the benefits of Large Shield use while still losing all dodges, nor can you use other shield skills while using a large shield. When fighting with a weapon and shield, resists from shield skills can be applied to strikes against either your shield or your weapon. === Large Shield Use === You can use a large shield. When using a large shield you lose all dodges you would otherwise have. Instead, you gain one use of Resist Shatter, Disarm, or Strikedown per encounter against blows which hit your shield for each dodge you would have had. This is in addition to any resists gained through Heavy Armour Use. Additionally, you CAN wield a medium shield with this skill, but do not gain any of the benefits of Medium Shield use nor can you use other shield skills while using a medium shield. When fighting with a weapon and shield, resists from shield skills can be applied to strikes against either your shield or your weapon. === Shield Swiftness === Gain an additional dodge while using a shield. === Solid Defence === You gain 2 uses of Resist Shatter, Disarm, or Strikedown per encounter against blows which hit your shield. === Dampen Blow === You may ignore any Strikedowns which are delivered by melee weapon and impact upon your shield (you may still use your resists against blows which impact against your shield from another source). ===== Miracles ===== ==== Level 1 ==== === Healing Light === 10 seconds HEAL 2 any one target you can see. === Geyser of Fertility === 15 seconds This miracle brings the Tenders blessings upon a piece of land and can be used in a few separate ways. * It can be used to create a spring of fresh water somewhere in the vicinity. How long this remains is variable, but a minimum of a few minutes or while the gaze of the gods is maintained. Sometimes it can be permanent. * It can be used to enhance the growth of vegetation in the area. While the miracle is being cast all plant life within 10 metres of the caster begins to flourish towards fruition. If uninterrupted, they will reach a harvestable state within three minutes. * These effects can be combined, allowing the caster to create a small damp patch of dense undergrowth, allowing the priest to call ENTANGLE LEFT LEG or ENTANGLE RIGHT LEG. This final use is not considered by the church to be a strictly correct use of the Tenders powers, and encourages its members to at the very least perform appropriate gardening and landscaping following this use. ==== Level 2 ==== === Healing Wave === 10 seconds Mass heal 1 party. === Shelter the Weak === 5 seconds Restores 1 hitpoint that you have lost while defending someone who was incapacitated (e.g., Blinded, Rended, or Unconscious). To work, they must still have been incapacitated at the point you started casting this miracle. === Stay the Claw === 15 seconds This miracle can be used in one of two ways: * Against a non-hostile, biological, but non-sentient target (usually plants or animals), this miracle can be used to befriend the target. What this means will vary greatly depending on target. * Against a hostile, biological, but non-sentient target (usually plants or animals), this miracle can be used to calm or confuse them, allowing the caster to call WEAKEN. * Against a biological and sentient target, this miracle can be used to induce a sense of calm and tranquillity, but **only** if the target allows it. === Convalescence === 30 seconds When applied quickly, this miracle will heal any natural disease, natural poison, or low level alchemical/magical poisons (Class C & D). While this miracle ensures that there will not be any long term effects caused by the agent currently in the targets body, it will not undo damage that has already been done, and may come with some short-term effects as the agent is purged. Examples: * Sandra takes 21 bee-stings (single poison) and has Convalescence cast upon her. The GM rules that the effects of the venom being purged from her cause her to lose her balance, taking a STRIKEDOWN in addition to any other call when hit during the next encounter. * Bob is an NPC who is dying from a wasting disease which he has suffered from for years. Convalescence is cast upon him, from this point on he stops getting worse but will likely be bed-ridden for the rest of his life. You may also reflexively call RESIST if you are hit with a POISON, so long as you then cast this miracle immediately after. This will protect you from any immediate effects of the poison from this strike. It will usually protect you from any long term effects of the poison from this and future strikes, although you should check with the GM to be certain. To protect yourself from immediate effects (call RESIST) of any future strikes you would need to cast the miracle for each occasion you were struck. ==== Level 3 ==== === Healing Touch === 20 seconds For the next 15 seconds, all weapon blows you strike call HEAL 1 instead of their normal effect. === Ward the Wasting === 5 seconds The priest can remove the effect of a WEAKEN, REND, or WOUND. For the rest of the encounter, that target is immune that effect. The character must either be currently effected by the call or recently effected by the call. A priest can only use this miracle on any specific character once per an encounter (i.e., a lone priest cannot make a character immune to both WOUND and REND, nor can they change that immunity mid encounter, however a pair of priests could make a character immune to both WOUND AND REND). === Create Plants === 20 seconds A small patch of plant life of the caster’s choice appears and fruits somewhere in the vicinity of the caster. This miracle can also be used to create fast growing vines, allowing the caster to call ENTANGLE BOTH LEGS. === Master of Beasts === 15 seconds Caster may call YOU DARE NOT STRIKE ME against non-sentient biological foes. Each casting effects a single target. ==== Level 4 ==== === Rejuvenation === 20 seconds Heal FULL a target === Healing Flood === Healing Wave improves to HEAL 3. === Purification of the Body === 30 seconds When applied quickly, this miracle will heal pretty much any disease or poison. While this miracle ensures that there will not be any long term effects caused by the agent currently in the targets body, it will not undo damage that has already been done, and may come with some short-term effects as the agent is purged. When attempting to remove an agent which is part of an active ongoing effect (a curse applied by a mage, a Swan Song poison, etc), the GM should set up some sort of encounter of appropriate difficulty to represent the Priest trying to force this effect from the targets body. If the priest fails, they cannot attempt to purge the effect again during that adventure. This ability can also be used to completely remove an addiction from a target. ==== Level 5 ==== === Wave of Rejuvenation === 5 seconds Heal FULL PARTY. The use of this ability will end your gaze of the gods. Alternatively, you may use this ability to retire. Power erupts outwards from the user in colossal waves. The priest transforms the area in a way that they see fit (although this always makes use of nature in some way). The area becomes stabilised and all who enter the area can tell the location is Holy to the Tender. The effects will vary depending on the disposition and the desires of the priest using the ability, but examples include a spring whose water cures illness and injury, a grove where animals bring the lost and dispossessed, a field of crops which flowers overnight and is ready to harvest each morning, a cave where those who have lost loved ones can commune with those they have lost. When using the retirement version of this ability you may also use the standard version at the same time. === Resurrection === 40 seconds Restore an individual who has perished recently (the soul must still be present, generally speaking a soul is no longer present after an hour unless some other force was at play). You can also use this ability to restore limbs or cure other catastrophic injuries, although overuse can become draining at GM discretion. * If you are using this ability during a combat on a dead target, call a TIME FREEZE and get the GM to adjudicate what happens next. * If you are using this ability during a combat to restore a limb or other catastrophic injury then inform the target that the problem is **temporarily** gone, as soon as the encounter is over get the GM to adjudicate whether the effect is permanent (it usually will be, but other ongoing effects could potentially overwhelm the power of the miracle).