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divine_favour [2016/07/16 10:49]
toml
divine_favour [2017/08/14 13:50] (current)
dan
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 ====== Divine Favour ====== ====== Divine Favour ======
-More gods exist in the world than just those of Acryn. While full priests of other gods are not playable, it is possible to play characters favoured of several other gods, or acquire this favour in play.+More gods exist in the world than just those of Acryn. While full priests of other gods are not playable, it is possible to play characters favoured of several other gods, or acquire this favour in play. Due to actions on [[:​resources:​adventure:​Oblitus Mundi]] everyone lost access to their divine powers. Only those who have been able to find a High Priest (or a priest blessed by the High Priest) will be able to access their powers (unless otherwise specified). ​ You should know who blessed you to receive your Divine Powers and note to the LARPO if you have multiple Divine Favours (including if you are a Priest). The death of the Priest who gave you access to your powers will result in you losing access to your powers until you can find another priest (with functioning powers) to restore them again.
  
-===== Foreign ​Gods ===== +===== Gods well represented ​in Acryn ===== 
- +For all the gods below, you will have been able to easily ​find a priest capable ​of restoring ​your power (all of the founders ​are included ​in this list).
-==== The Tyrant King of Liarus ==== +
- +
-The miracles of the Tyrant King can be used once per encounter once obtained under the Divine Favour background. +
- +
-=== Level 1 Miracles === +
- +
-== Exultant Roar == +
- +
-Within five seconds of slaying a foe, you may call FEAR at a target once. +
- +
-== Predator'​s Focus == +
- +
-In order to use this miracle ​in an encounter, you must spend at least a minute basking in the warmth of the sun. Once in the encounter you may call RESIST to a standard combat call that is NOT delivered by a weapon. +
- +
-===Level 2 Miracles ​=== +
- +
-== Scent of Prey == +
- +
-You must obtain and consume a small part of a target (such as a hair, or a drop of blood off a weapon) to invoke this curse. The target will bear the scent of prey. Predatory animals will stalk them and target them even in preference to weaker meals. +
- +
-== Predator'​s Pounce == +
- +
-You must spend five seconds pawing the ground with a foot to invoke this miracle. You may call STRIKEDOWN at a target within five metres of you. Any blows you strike at them before they stand up may be called at +1 damage. +
- +
-== Procession of the Tyrant'​s Gift == +
- +
-You must offer a fresh kill to the Tyrant King to invoke this Miracle, which will boil into blood and away. A great swarm of insects boil forth and bear a carcass to a location of your choosing. +
- +
-== Iron Breaking Hide == +
- +
-To prepare this Miracle, you must spend one minute skinning a kill and turning it into a trophy that you are wearing. You may call SHATTER against one weapon that strikes you while wearing it, after which it will be ruined. If you are struck by an attack from an aggressor using natural weapons, you can instead expend this to deal a QUAD when struck. +
- +
-=== Divine Aura - Alpha Authority === +
- +
-You are the natural alpha of any pack you run with. Anyone who accepts this both benefits and grants you a benefit. +
- +
-Each party member who accepts your authority as leader, or behaves as such (indicated by an OC acknowledgement) gains +1 body hit. You gain +1 body hit for each member of the party who does this. +
- +
-==== The Dreaming Ocean ==== +
- +
-The Dreaming Ocean grants abilities that do not follow the standard Miracle Model. Whenever the divine favour background grants a level one miracle, you may select a Level One Dream, and the same for Level 2. +
- +
-=== Level One Dreams === +
-== Dreams of the Ocean == +
- +
-Four times per adventure you may either unleash the tides of the dreaming ocean into the mind of yourself or another willing participant. The dreaming ocean flows and eddies around those who worship it, and can lap up upon those nearby them. The dreaming ocean will grant visions and benefits constructed from the dreams of the local tides of the dreaming ocean - anyone who was sleeping within fifty miles of the priest the last time they slept. This might be informative,​ if people had particularly strong dreams of a specific subject, and normally it will provide a small mechanical benefit. For reasons that have not yet been determined by priests of the Ocean, the dreams of Wayfinders do not seem to flow within it. +
- +
-//Example: The local villagers have a story of the terrible Wyrm-beast and its freezing and fetid breath. After sleeping in the vicinity of the village, you could invoke this ability to gain a DODGE against the Wyrm's breath (in exception to the normal rules about dodging ranged attacks), forewarned as you are.// +
-== Edge of Slumber == +
- +
-Those assailing the favoured character occasionally ​find sleep boiling over them. Once per encounter, the character may call BLIND 5 at target within five metres ​of them. +
-=== Level Two Dreams === +
-== Flood of Experience == +
-Twice per adventure, you may open your mind to the dreaming ocean, and allow knowledge to flow in. For the duration of an encounter, you can gain access to any level 2 skill known by anyone who was sleeping within 50 miles of the priest last time they slept. In a city, this will reasonably provide access to most level 2 skills. In a frozen, empty wasteland, you are more likely to be restricted to skills the rest of your party possess. +
- +
-This can provide access to spells, but you will need mana to cast them. You can gain access to one use of a miracle by imitating the divine favour skill, but it will take twice as long to use as if you were not favoured by the god in question. For reasons that have not yet been determined by priests of the Ocean, the dreams of Wayfinders do not seem to flow within it. +
- +
-=== Shared Consciousness === +
-**This replaces the Divine Aura skill.**\\ +
- +
-The dreams of you and those around you are somewhat linked - you may find one dreams bleeding into one another and some shared elements. +
- +
-Once per adventure, through careful ritual preparation before the priest goes to sleep, ​this may be heavily enhanced. This allows all those sleeping at the time to have a shared vision akin to the Dreams of the Ocean skill, inspired by one or more of those participating,​ and will //always// have a mechanical benefit attached.+
  
 ==== The Lord of the Rock ==== ==== The Lord of the Rock ====
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 === Golems === === Golems ===
-When transforming into a golem their stats will replace yours (rather than adding to yours). When calculating your golems stats you use your total hits (body/​armour/​both) rather than your current hits. This way your golem stats can be calculated at the beginning of the adventure.+When transforming into a golem their stats will replace yours (rather than adding to yours or being transformed in some complicated way). When calculating your golems stats you use your total hits (body/​armour/​both) rather than your current hits. This way your golem stats can be calculated at the beginning of the adventure.
  
-When in golem form you lose any remaining calls you had access to, don't count as wearing armour and take SHATTER as a QUAD. You will keep your base damage unless otherwise stated.+When in golem form you lose any remaining calls you had access to, don't count as wearing armour ​for the purposes of poisons, count as being armour for all other purposes, you are immune to the HEAL call, benefit from the RENEW call, and take SHATTER as a QUAD. You will keep your base damage unless otherwise stated
 + 
 +When calculating your hits for a golem form, body and armour hits are based on what your skills and items specify, and ignore any quirks which may shuffle them around (i.e., if your body hits normally count as armour, they still count as body hits for the purposes of calculating your golem forms).
  
 You will return to normal when unconscious,​ at the end of the encounter, or sooner if you wish. You will retain any hits you had when you reverted (if you have more hits than your total body hits then these become armour hits). You will return to normal when unconscious,​ at the end of the encounter, or sooner if you wish. You will retain any hits you had when you reverted (if you have more hits than your total body hits then these become armour hits).
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 So long as you are on a road, you and your companions will regain a single hit at the end of the encounter for every rank you have in this skill. When using a Way-Stone, you can heal people above their normal maximum, by one hit for every rank you have in this skill. So long as you are on a road, you and your companions will regain a single hit at the end of the encounter for every rank you have in this skill. When using a Way-Stone, you can heal people above their normal maximum, by one hit for every rank you have in this skill.
  
-==== The Favour of the Thunderer ​====+==== The Rampant ​==== 
 +You have a bottle containing a potent alcohol/​drug/​etc. The secret of preparing this concoction has come to you in your dreams. In order to cast any of your miracles you must spend at least 5 seconds phys-repping drinking from this bottle. During this time you are mechanically under the effects of a rend (it is VERY potent), but does not count as a rend for any other purposes. When intoxicated by this substance (usually until the end of the encounter) your emotions are greatly enhanced and you experience everything more vividly (although you are also somewhat resistant to people attempting to influence your emotions and state of mind).
 === Level 1 Miracles === === Level 1 Miracles ===
-== Lightning Shield ​== +== Gaze of Dominion ​== 
-5 Seconds - Target gains single resist against ​call delivered by weapon (either melee or ranged)This cannot be stacked.+By catching someone'​s eye in the same encounter you cast this miracle, you can entrance them and call mesmerise. You will simultaneously come under the effect of mesmerise as though it had originated from your targetIf eye to eye contact is lost the effect ends.
  
-== Dominion ​== +== The Projected pain == 
-5 Seconds - You may make demand of the weather and it will obey. In practice this may be used to protect a group from extreme weather or impress a village with your command ​of rain. However, in more extreme weather it can become a potent weapon. This does require ​the current weather to support your command, so ordering a cloud with patchy clouds to rain will work, but telling a perfectly clear sky to rain won'tEquallyordering light clouds to strike someone ​with lightning will not work, while ordering ​thunderstorm to do the same will. Thunderstorms are, in fact, especially keen to do your bidding.+Once cast, if you  are hit with rend, wound, fear, or blind you may (in addition ​to taking the effect yourself) call an unarcable mass version ​of the effectFor exampleif you are hit with a DOUBLE REND you may call MASS ZERO REND (or MASS REND).
 === Level 2 Miracles === === Level 2 Miracles ===
-== Lightning Bolt ==+== Whisper of Temptation ​== 
 +By looking at someone as you whisper you can project your words into their head. This will be heard as though it is part of the targets inner monologue. Whether they recognise the voice as external is up to the controlling player but will likely be effected by how far off it is from what they normally think. Alternatively this may be used in battle to call enrage against a target.
  
-After twenty ​seconds of gathering ​power by holding ​hand above your head, you can throw lightning bolt for a DOUBLE ​STRIKEDOWN.+== Mind over Matter == 
 +Once cast, the next time you take a REND, WOUND, or a damage call above TRIPLE that was not self inflicted then you also take a STRENGTHEN. 
 +=== Divine Aura === 
 +The Aura of the Rampant envelops your mind nullifying anything which would stop you acting as you will. Once per an encounter, upon first noticing a mind effecting influence the priest may start extolling the benefits of giving into your own desires and celebrating your own power. So long as they continue this chant they will remain immune to the mind affecting power, maintaining this effect prevents the priest from being able to attack and they may only defend themselves while maintaining this effect. 
 + 
 +For every 10 seconds that the priest has been extolling the virtues of personal power and desire, they may free one person from a mind control effect by calling DO AS YOU WILL. After this point, the target will remain free from mind affecting influences until the priest stops their preaching. You must explain these additional rules at the beginning of any adventure in which you are playing. 
 + 
 + 
 +==== The Favour of Rowan Darrish, The Well Meaning ==== 
 +=== Level 1 Miracles === 
 +== Share Your Pain == 
 +5 Seconds - You may call a ranged HEAL X at the cost of X body hits. 
 + 
 +== Give You Pain == 
 +20 Seconds - On your next strike you may call Wound 5. 
 +=== Level 2 Miracles === 
 +== Dark Fate == 
 +20 Sec - You may show some one a glimpse of their dark future, calling FEAR. 
 + 
 +== Fight Beside Me == 
 +10 Sec - While you are using this ability, either you or an ally must be executing a downed opponent. You gain the ability to Strengthen yourself (if you performed the execution) or your ally (if your ally performed the execution). 
 +=== Aura === 
 +The first time in each encounter that a party member drops to zero hits they will receive a HEAL ZERO such that they are stable, but unconscious. 
 +==== The Favour of Eric Luckner, Guardian of Acryn ==== 
 +Several abilities require rock from within Acryn (taken from roads, broken buildings, etc). It is generally assumed that you will carry enough with you for an entire adventure, but if for some reason you have this supply of rock removed from you, you will be unable to use your abilities. 
 +=== Level 1 Miracles === 
 +== Bring them home == 
 +10 Sec - If you use this miracle upon a dead body (or other object) which houses a soul then the soul will be sent to the Acryn afterlife, unless there is some powerful force keeping the soul within the object. 
 + 
 +As a side effect, the rock which you used as a conduit maintains a link to the Soul which you sent on. At any point afterwards you may ask a single question of the soul which it will be compelled to answer as truthfully as it can manage. 
 +== Armour of the City == 
 +10 Sec - By placing rock from the city upon the target, the target gains 2 points of natural armour. This cannot be stacked with any other source of natural armour. 
 + 
 +If physically in the city, this also provides a single resist against WEAKEN. 
 +=== Level 2 Miracles === 
 +== The Street Rise in Defence == 
 +20 Sec - You can empower the very streets of Acryn to rise to your defence. Usually this is no more than a pebble which flings itself at your attackers (call SINGLE THROUGH). However, once per an adventure, so long as you are within the streets of Acryn, you may cause the very streets to rise to your defence. You can do this in one of two ways: 
 +  * As a human sized creature made from the brick, wood, and mud of the city. 0+8 calling singles. 
 +  * As a single large fist. Call QUAD STRIKEDOWN. 
 + 
 +== The Streets will Catch Me == 
 +10 Sec - You empower a target to resist a single blow against them. Instead of taking that blow they will instead take a ZERO STRIKEDOWN which will knock them to the left (they should call resist). This effect cannot be stacked. 
 +=== Level 3 Miracles === 
 +=== Blessed Weapon === 
 +  * Armour: N/A 
 +  * Weapon: (Shield Only) Once per an encounter you may resist a MASS call that you could have resisted if it were delivered as a melee blow against the shield. Once per an adventure you may partially defend your compatriots from a MASS call, call MASS RESIST. The full effects of the call will remain in effect until the party have heard the MASS RESIST call (as parts of the fireball/​acid spray/etc get past you), so it is more effective against REND, WOUND and SHATTER than it is against STRIKEDOWN or DISARM. You will need to explain these additional rules at the beginning of any adventure in which you intend to play. 
 +  * Talisman: Provides a shimmering barrier which provides 2 additional points of armour at the beginning of every encounter which are lost before any other and cannot be restored by any means. 
 +=== Aura === 
 +So long as you are fighting alongside citizens of Acryn, you will start each encounter with an additional 2 armour hits which are lost before any others (and cannot be repaired), as if the blow was deflected by an invisible wall of force. 
 + 
 +==== The Favour of Vanessa, the Stanchion ==== 
 + 
 +=== Level 1 Miracles === 
 +== Shield == 
 +5 Seconds - By placing your hands on another, you can shield them from harm. They gain 2 points of armour which are lost before any other source of armour, and cannot be repaired. This cannot be stacked, but can be reapplied once the armour is lost. 
 + 
 +== Defy == 
 +5 Seconds - By stretching your arms wide you may ensure that none pass before their time. Call MASS PARTY HEAL ZERO. 
 + 
 +=== Level 2 Miracles === 
 +== Stand Tall == 
 +5 Seconds - Empower a target other than yourself to resist a strikedown or rend. They may only have a single resist gained from this ability at a time. 
 + 
 +== Prop == 
 +10 Seconds - You may prop someone else up by taking the weight of their struggles yourself. Mechanically you may call HEAL X RENEW X up to your current body and (physical) armour hits, losing the same amount of hits that you have given to another target. For example, with 5 body hits and 2 armour hits remaining you may choose to call HEAL 4 RENEW 2, leaving yourself on a single body hit. 
 +=== Level 3 Miracles === 
 +=== Blessed Weapon === 
 +  * Armour: Will not bleed out while the blessing is in effect. Heal 2 once per encounter (if not yet used, happens automatically if you spend 10 seconds ​on 0 hits). Renew 2 at the end of the encounter. 
 +  * Weapon: N/A 
 +  * Talisman: HEAL 3 to another once per encounter 
 +=== Aura === 
 +During an encounter, if a party member has been reduced to 3 or less body hits, they become strengthened. When they once again gain 4 or more body hits they are weakened (cancelling out the strengthen unless they have been additionally weakened in the meantime). This benefit is not gained if the party member started the encounter on 3 or less hits. 
 + 
 +==== The Favour of The Shepherd ==== 
 +=== Level 1 Miracle === 
 +== Never Lost == 
 +5 Seconds - You may lay an invisible mark upon someone willing, which identifies them as one of your sheep. You will always be able to find them. Other entities (especially powerful spiritual entities) may be able to see this mark and will react appropriately. You may also use this miracle to take temporary guardianship of someone who belongs to another Shepherd'​s flock. 
 + 
 +A character who has had this miracle cast upon them should respond to calls with the target of "​Flock"​. (e.g. FLOCK HEAL ONE) 
 + 
 +GM Note: Entities who can see the mark will realise that they are under the protection of "The Shepherd",​ an entity of weak but growing ​power
 + 
 +== Never Left Behind == 
 +15 Seconds - You may call FLOCK HEAL ONE, providing one point of healing to every member of your flock within the encounter. 
 +=== Level 2 Miracles === 
 +== Always at Your Side == 
 +10 Seconds - You may cast this miracle upon a member of your flock, creating a link to them such that you can defend them if they are in trouble. You gain the ability to move directly to the defence of a member of your flock. Mechanically you may call DISAPPEARING,​ followed ​by APPEARING 5 seconds later. During this time you may relocate yourself within the encounter, but only so that you are closer to the target than you were previously. 
 + 
 +You cannot stack this ability, but having used it to move to the defence of member of your flock you can recast it on that flock member. 
 + 
 +== Shepherd'​s Hounds == 
 +20 Seconds - Spectral hounds appear around the casterdriving away their attackers. You may call an unarcable MASS FEAR MONSTERS. 
 +=== Aura === 
 +Each member of the party gains 1 ranged STRIKEDOWN per an encounter, which may only be used when they are under an offensive duration effect against a target who is attacking them. You may use this even if you would not normally be able to use skills or abilities (e.g. while Rended). This simulates ice forming beneath the feet of the attacker during a period you are having difficulty defending yourself. Examples of offensive duration effects include: Wound, Rend, Blind, Entangle, but do not include Weaken. 
 + 
 + 
 +==== The Favour of Francesco Graves, The Arcane Arbiter ==== 
 +=== Level 1 === 
 +== Arbitration == 
 +60 Seconds - You may act as a conduit, allowing yourself or others to make a deal with your god. At this level the deal is quite basic: you present an item or something you have metaphysical control over, your god then gives you a boon that they feel is appropriate. Discussion or bargaining is not possible. Attempting to use this ability to dispose of dangerous or problematic items will result in the miracle failing and the ire of your god. Attempting to offer up mundane items will fail. 
 + 
 +The boon provided is determined by the GM, and can range from temporary blessing, another item of similar power, or even a permanent blessing or epic tree for a suitably interesting offering. 
 + 
 +== Voice of the Arcane == 
 +60 Seconds - You request secrets that only your god can share, and in return provide secret information of your own. If your secrets are of sufficient value then you will be given the information you request. If your secrets are deemed lacking then you will be given only hints or even silence. While occasionally mysterious or difficult to decipher, the information will usually be accurate unless you have done something to draw the ire of your god. 
 + 
 +=== Level 2 === 
 +== The Usual Please == 
 +5 Seconds - You have established a standard trade with your god. The target (which can be you or another) donates some of their blood (3 hits worth), the target is then takes the effects of STRENGTHEN. 
 + 
 +== Overseer == 
 +5 Seconds - By invoking the Arcane Arbiter when two parties (who are not you) are making a deal, you can make that deal binding in powerful ways. If one of the parties violates the deal then they will fall under a divine curse which will be thematically related to their part in the deal. For example, a person who had promised land to another for converting to a farm may find their land becoming unusable due to uncontrollable plant growth. Everyone involved in the deal will sense a presence watching the proceedings. 
 + 
 +=== Blessed Weapon === 
 +  * Armour:  
 +  * Weapon: once per an encounter you may call a QUINT REND, so long as the weapon has been used to execute someone in the previous encounter. 
 +  * Book of Vendettas: as well as a place to write the details of those who have wronged you, you will occasionally find names and details of people who you have never encountered in there. Taking suitable action against these individuals is a good way of winning favour with your god, and increases the likelyhood of your vendettas appearing in the books of others. 
 +=== Aura === 
 +Up to once per an encounter, anyone protected by this aura may call a REND at the point they feel someone has violated a deal with them. 
 + 
 +==== Favour of Jimmy Hoskins, He who Devours Himself ==== 
 +=== Level 1 Miracles === 
 +==Unhealthy Obsession== 
 + 
 +30s - Contemplating a matter of intellectual curiosity or challenge you allow your mind to ravage the assets of your body in pursuit of insight. ​ Take a WEAKEN and it is though you have studied the problem for a full day.  For every SINGLE you take in addition to this it is as though you have given the issue a further day of contemplation. 
 + 
 +==Rejuvenating Self-Destruction== 
 + 
 +5s - Like the ourboros your end also marks your beginning. ​ Deal yourself sufficient damage to reduce you to 0 body hits.  For the next 15 seconds you cannot be healed by any means. ​ After 15 seconds you receive a HEAL equal to twice the damage you did to yourself. 
 + 
 +=== Level 2 Miracles === 
 + 
 +==Your own Worst Enemy== 
 + 
 +10s - The pains others inflict on you are as nothing to those you may inflict on yourself. ​ Take a REND or WOUND 10 ALL LIMBS and immediately call out for your enemies to 'Do your worst!'​. ​ For the rest of the encounter reduce the duration of all REND or WOUND calls by 5s 
 + 
 +==Certainty of Destination== 
 + 
 +15s - You accept that you will be the cause of your own demise and can speak on the matter with absolute authority. ​ You may use this to convince an intelligent enemy of the futility of attacking you, calling YOU DARE NOT STRIKE ME! 
 + 
 +=== Blessed Weapon === 
 +  * Armour: Blessed armour of He Who Devours Himself burns the flesh of those who wear it. The wearers maximum body hits are reduced by a number equal to the amount the armour would have provided. The armour itself fuses with the wearer, providing natural armour which is lost first but can be repaired with HEAL calls. This doesn'​t count as a repair for the purposes of the blessing being lost. If your maximum body hits are reduced to 0 in this way, you will remain conscious while you have armour hits remaining. You cannot wear armour over this armour. While you have armour hits remaining, you are Strengthened. Eventually (at the end of the adventure) the blessing fades and the armour returns to a normal suit. 
 +  * Weapon: Once per an encounter you may call a HEAL equal to the damage you just inflicted upon yourself. 
 +  * Talisman:  
 + 
 +=== Divine Aura === 
 + 
 +Your allies are bolstered against any entity seeking to devour their souls. ​ After 60s have passed on a death count a layer of shimmering blue fire coats their bodies and they merely count as being at -3 hits for the purposes of reviving them.  After a further 2 minutes pass they count as being recently dead for the purposes of reviving them, and will remain in this state for several days. 
 + 
 +A character with this skill may perform a short ceremony (or execution) to send the soul of someone who has fallen to He Who Devours Himself. 
 + 
 +==== Favour of Armand Cargan-Graves,​ The Revolution ==== 
 + 
 +=== Level 1 Miracles === 
 + 
 +== Power to the People == 
 + 
 +15s: you may call STRENGTHEN on anyone who is not a member of a group your Divine Aura can affect, OR on everyone outside your party who could be applicable (call a TIME FREEZE if you choose to do this to explain what is going on). 
 + 
 +== Unshackling == 
 + 
 +30s: you may call SHATTER on every lock, chain, or other means of restraint in the encounter OR your party gains IMMUNE ENTANGLE for the encounter. 
 + 
 +== Ward the Wasted == 
 + 
 +10s - Call HEAL 0 IMMUNE HEAL. 
 + 
 +=== Level 2 Miracles === 
 + 
 +== Dis-empower == 
 + 
 +30s - You may call WEAKEN at range. 
 + 
 +== Uprising == 
 + 
 +30s - Your voice is supernaturally enhanced so that people from miles around can hear it. If the populace listening to your words were already inclined to follow your cause then they will be empowered to follow through with it (either by NPCs on your side gaining some additional stats or via off-screen action). This ability does not influence the opinions of anyone, just allows your words to be heard. PCs will never gain a mechanical benefit from this skill. 
 + 
 +=== Blessed Weapon === 
 +  * Amulet of Resistance - This amulet ensures that what is truly yours can never be taken away from you. Once per an encounter you may sequester part of your life away for safe keeping. When using this ability choose how many body hits you are sequestering away, your current and maximum body hits drop by this amount. You may choose to restore these body hits at any time so long as you have not bled to death and still have the undamaged amulet upon your person. Permanent loss of the amulet while it contains part of your life could have long-term consequences. 
 +  * Sword of the Revolution - Pick a group (Nobles, Guild Members, Priests) at the beginning of the adventure, you gain +1 damage against this group. While this sword is upon your person, you have an overwhelming desire to undermine this groups power and status. 
 +  * Armour - N/A 
 + 
 +=== Divine Aura === 
 + 
 +Gain 2 dodges per an encounter against an opponent of one of the following groups, you must choose the group at the beginning of the adventure (GM may agree other groups but they must as or more restrictive,​ and be a group with entrenched power). Valid groups: Nobles, Guild Members, Priests. 
 + 
 +==== Felicity Morning, the One True Voice ==== 
 + 
 +=== Level 1 Miracles === 
 + 
 +== Oh FFS == 
 + 
 +30s - Gain one use of SNAP OUT OF IT. This lasts until you have used it. Does not stack. 
 + 
 +== The Only Sensible Person in the Room == 
 + 
 +5s - Gain a use of JUST HEAR ME OUT. 
 + 
 +=== Level 2 Miracles === 
 + 
 +== Oh Fuck == 
 + 
 +0s - Once per an adventure, on taking an effect that would drop you to 0 hits, you may call RESIST DISAPPEARING. You do not take any element of the effect. You have 30 seconds to relocate yourself in the encounter before calling APPEARING. You cannot use an abilities or effects before reappearing. You ARE aware of what has happened during this period, as if seeing the encounter through a veil of mist. 
 + 
 +== On Your Own Terms == 
 + 
 +30s - Until you strike the first blow, take all damage as HALF. Effects still affect you. 
 + 
 +=== Blessed Weapon === 
 + 
 +  * Weapon - N/A 
 +  * Fabulous Armour - Gain JUST HEAR ME OUT once per encounter. 
 +  * Rock of Rationality - Anyone touching this item will feel a wash of rationality and become more likely to approach situations logically and level-headedly. 
 + 
 +=== Divine Aura === 
 + 
 +Every member of the party gains 1 RESIST per encounter to mind-altering effects (DOMINATE, FEAR, MESMERISE, ENRAGE). 
 + 
 + 
 +==== Divine Favour of the Cleansing Tide ==== 
 +=== Level 1 Miracles === 
 +== Cleanse the Wound == 
 +10 Seconds - You may cleanse a wound, calling HEAL 2 against a single target that you can see. If on the ocean you may choose to call PARTY HEAL 1 instead. 
 + 
 +== Cleanse the Taint == 
 +30 seconds - When applied quickly, this miracle will heal any natural diseases, poisons and mild metaphysical influences. It will not undo damage that has already been done, and may come with some short-term effects as the agent is purged. 
 + 
 +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 2 Miracles === 
 +== The Ocean by my Side == 
 +20 Sec - You can empower the very Oceans to rise to your defence. Usually this is no more than a vial of water which flings itself at your attackers (call SINGLE THROUGH). However, once per an adventure, so long as you are on or near the ocean, you may cause it to rise to your defence. You can do this in one of two ways: 
 +  * As a human sized creature 8+0 calling singles. 
 +  * As a single large fist. Call QUAD STRIKEDOWN
 + 
 +Other non-combat options may be available at GM discretion. 
 + 
 +== New Starts == 
 +This miracle targets two individuals:​ the offender and the offended. To successfully cast this miracle the offender must fully consent to the miracle while the offended must simply be unresisting. The offended will lose all memory of a single specified offence, grievance or vendetta against the offender. The offender will lose any memory of being the target of such a grievance and their involvement in triggering the grievance. The offender will also be filled with a strong desire to be friends and allies of the offended, this feeling will only grow with repeat castings and will not be undone by the actions of the offended. The caster can be a third party or either of the offender/​offended. 
 + 
 +=== Blessed Weapons === 
 +  * Ocean Waves: A vial of ocean water. The sound of the ocean can be heard echoing from within. May be slowly poured over someone for the following effects: HEAL FULL, RENEW FULL, refresh all per encounter abilities. 
 +  * Weapon: Gain one use of TREPANING Triple per encounter, the following rules must be explained at the beginning of any adventure on which you play. If you were not expecting the blow (or were unresistant) then you take 3 points of damage and a single ongoing psychological effect is removed from you (if you are suffering multiple psychological effects then the target player gets to choose which is removed), if you were expecting the blow then you take a single point of damage and no other effects. 
 +=== Divine Aura === 
 +Gain 1 ranged strikedown per encounter. You will never drown or bleed out in the ocean (instead being washed up on one hit on some deserted island). 
 + 
 +===== Gods not well represented within Acryn ===== 
 +These gods are not well represented in Acryn and you will be unable to find a priest capable of restoring your abilities. You lose access to your divine favour and regain any XP you spent on them. If you are ever able to find a priest of these gods during an adventure then you may regain the divine favour if they are willing to bless you (and respend XP as you see fit).
  
-== Thunder == 
-After 10 seconds of gathering power by placing both hands on your hips or stomach and breathing in, you may bellow for one of two effects. Either you may call a MASS ZERO STRIKEDOWN, or you may shout a single sentence which can be heard over any natural noise and across many miles of distance. 
-=== Divine Favour === 
-Once per encounter, upon being disarmed or having your weapon shattered, you can immediately manifest a copy of your weapon out of lightning. This is IMMUNE to shatter, but immediately dissipates if it is DISARMED. 
  
 ====The Mare of Night==== ====The Mare of Night====
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 Invoking this power requires 15 seconds of your death count. Invoking this power requires 15 seconds of your death count.
  
-==== The Rampant ==== 
-You have a bottle containing a potent alcohol/​drug/​etc. The secret of preparing this concoction has come to you in your dreams. In order to cast any of your miracles you must spend at least 5 seconds phys-repping drinking from this bottle. During this time you are mechanically under the effects of a rend (it is VERY potent), but does not count as a rend for any other purposes. When intoxicated by this substance (usually until the end of the encounter) your emotions are greatly enhanced and you experience everything more vividly (although you are also somewhat resistant to people attempting to influence your emotions and state of mind). 
-=== Level 1 Miracles === 
-== Gaze of Dominion == 
-By catching someone'​s eye in the same encounter you cast this miracle, you can entrance them and call a mesmerise. You will simultaneously come under the effect of a mesmerise as though it had originated from your target. If eye to eye contact is lost the effect ends. 
- 
-== The Projected pain == 
-Once cast, if you  are hit with a rend, wound, fear, or blind you may (in addition to taking the effect yourself) call an unarcable mass version of the effect. For example, if you are hit with a DOUBLE REND you may call MASS ZERO REND (or MASS REND). 
-=== Level 2 Miracles === 
-== Whisper of Temptation == 
-By looking at someone as you whisper you can project your words into their head. This will be heard as though it is part of the targets inner monologue. Whether they recognise the voice as external is up to the controlling player but will likely be effected by how far off it is from what they normally think. Alternatively this may be used in battle to call enrage against a target. 
- 
-== Mind over Matter == 
-Once cast, the next time you take a REND, WOUND, or a damage call above TRIPLE that was not self inflicted then you also take a STRENGTHEN. 
-=== Divine Aura === 
-The Aura of the Rampant envelops your mind nullifying anything which would stop you acting as you will. Once per an encounter, upon first noticing a mind effecting influence the priest may start extolling the benefits of giving into your own desires and celebrating your own power. So long as they continue this chant they will remain immune to the mind affecting power, maintaining this effect prevents the priest from being able to attack and they may only defend themselves while maintaining this effect. 
- 
-For every 10 seconds that the priest has been extolling the virtues of personal power and desire, they may free one person from a mind control effect by calling DO AS YOU WILL. After this point, the target will remain free from mind affecting influences until the priest stops their preaching. You must explain these additional rules at the beginning of any adventure in which you are playing. 
 ==== The Heroic Path ==== ==== The Heroic Path ====
 A Valyddian god dedicated to true heroism in life and death. A Valyddian god dedicated to true heroism in life and death.
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   * **Talisman**:​ N/A   * **Talisman**:​ N/A
  
 +==== The God-Mother ====
  
-===== Young Gods ===== +=== Level 1 Abilities ​===
-==== The Favour of Rowan Darrish, The Well Meaning ==== +
-=== Level 1 Miracles === +
-=Share Your Pain == +
-5 Seconds - You may call a ranged HEAL X at the cost of X body hits.+
  
-== Give You Pain == +== Storyteller’s Nous ==
-20 Seconds - On your next strike you may call Wound 5. +
-=== Level 2 Miracles === +
-== Dark Fate == +
-20 Sec - You may show some one a glimpse of their dark future, calling FEAR.+
  
-== Fight Beside Me == +Once per encounterafter telling ​an intriguing story for at least 15s, ending, “BUT THAT’S ANOTHER STORY…” ​you will leave your audience wanting moreThose about to execute ​you will be more inclined to keep you alive; those who were ready to ask you to leave the premises might entertain your company ​for a little longer (at GM discretion, but this effect ​will generally last about 30s) You must explain ​this effect at the start of any adventure you play.
-10 Sec - While you are using this abilityeither you or an ally must be executing a downed opponent. You gain the ability to Strengthen yourself (if you performed the execution) or your ally (if your ally performed the execution). +
-=== Aura === +
-The first time in each encounter that a party member drops to zero hits they will receive a HEAL ZERO such that they are stable, but unconscious. +
-==== The Favour of Eric Luckner, Guardian of Acryn ==== +
-Several abilities require rock from within Acryn (taken from roads, broken buildings, etc). It is generally assumed that you will carry enough with you for an entire adventure, but if for some reason you have this supply of rock removed from you, you will be unable to use your abilities. +
-=== Level 1 Miracles === +
-== Bring them home == +
-10 Sec - If you use this miracle upon a dead body (or other object) which houses a soul then the soul will be sent to the Acryn afterlife, unless there is some powerful force keeping the soul within the object.+
  
-As a side effect, the rock which you used as a conduit maintains a link to the Soul which you sent on. At any point afterwards you may ask a single question of the soul which it will be compelled to answer as truthfully as it can manage. +== The Sting in the Tale ==
-== Armour of the City == +
-10 Sec - By placing rock from the city upon the target, the target gains 2 points of natural armour. This cannot be stacked with any other source of natural armour.+
  
-If physically in the city, this also provides ​single resist against WEAKEN+Stories have the power to send a shiver down the spine. Once per encounterafter 30s of telling a tale of terror, you may cast an arcable MASS FEAR which you must take yourself by cowering. Your story is so frightening that anything else seems benign by comparison. 
-=== Level 2 Miracles ​=== + 
-== The Street Rise in Defence ​== +== Kindness Carried Forwards == 
-20 Sec - You can empower ​the very streets of Acryn to rise to your defenceUsually this is no more than a pebble which flings itself at your attackers ​(call SINGLE THROUGH). However, once per an adventure, so long as you are within the streets ​of Acryn, you may cause the very streets ​to rise to your defence. You can do this in one of two ways: + 
-  * As a human sized creature made from the brickwoodand mud of the city. 0+8 calling singles. +Once per adventure, you may spend 30s telling a sad story to call upon the God-Mother to perform an act of kindness towards a person in need (this person may be yourself). At base, this boon is likely to be reasonably trivial – equivalent to allowing ​starving person to instantly find food to survive -- but at the discretion of the GM. 
-  * As a single large fist. Call QUAD STRIKEDOWN.+ 
 +Kindness pays forward, so the boon will be stronger if you have been kinder throughout the adventure and similarly will be weaker if you have been cruel (at GM discretion). 
 + 
 +=== Level 2 Abilities ​=== 
 + 
 +== Power of the Bard ==  
 + 
 +Once per encounter, by recounting grand tales of a person’s exploits, you can empower ​them to fight to their fullestAfter 10s of telling their story within their hearing, they become STRENGTHENED and IMMUNE WEAKEN while you continue telling their story. If for any reason you stop telling their story, the effect dissipates for the remainder of the encounter, even if you begin again. 
 + 
 +== This is no ordinary piece of junk! == 
 + 
 +(Once per encounterChoose ​an object ​of some description (phys-repped by a larp-safe throwing weapon). After 30s holding the object in the air and telling a story about it, you may throw the object with the call, “DOMINATE:​ GO GET IT!” ​to one person within hearing range. ​ They will find themselves compelled ​to chase after the object; the effect ends once they retrieve it or after 30s. You must explain ​this effect at the start of any adventure you play. 
 + 
 +== Nonono, you're telling it wrong == 
 + 
 +Once per encounter, by talking over someone else's conversation for 15 seconds you may call JUST HEAR ME OUT during which you should try and explain things better in your own words.
  
-== The Streets will Catch Me == 
-10 Sec - You empower a target to resist a single blow against them. Instead of taking that blow they will instead take a ZERO STRIKEDOWN which will knock them to the left (they should call resist). This effect cannot be stacked. 
-=== Level 3 Miracles === 
 === Blessed Weapon === === Blessed Weapon ===
-  * Armour: N/A 
-  * Weapon: (Shield Only) Once per an encounter you may resist a MASS call that you could have resisted if it were delivered as a melee blow against the shield. Once per an adventure you may partially defend your compatriots from a MASS call, call MASS RESIST. The full effects of the call will remain in effect until the party have heard the MASS RESIST call (as parts of the fireball/​acid spray/etc get past you), so it is more effective against REND, WOUND and SHATTER than it is against STRIKEDOWN or DISARM. You will need to explain these additional rules at the beginning of any adventure in which you intend to play. 
-  * Talisman: Provides a shimmering barrier which provides 2 additional points of armour at the beginning of every encounter which are lost before any other and cannot be restored by any means. 
-=== Aura === 
-So long as you are fighting alongside citizens of Acryn, you will start each encounter with an additional 2 armour hits which are lost before any others (and cannot be repaired), as if the blow was deflected by an invisible wall of force. 
  
-==== The Favour ​of Vanessa, the Stanchion ​====+  * Armour (Fabled Mail of Invisibility):​ Once per encounter, you may call DISAPPEARING as your armour perfectly conceals you within your surroundings. You may persist in this state for as long as you remain perfectly still and make no noise; if you move, make a noise, or are touched by any entity, you must call REAPPEARING. Be aware that entities seeing you disappear may search the area you occupied when disappearing,​ instantly blowing your cover. 
 +  * Weapon (Fabled Vigilant Blade): Your weapon has the illusion of sentience and speaks to you, alerting you to danger. Once per encounter, your sword may alert you to a surprise attack, allowing you to treat one BACKSTAB you did not see coming as if you did. In addition, any attempt to DISARM or SHATTER you will cause the weapon to jump to your off-hand instead of falling to the ground (this does not work if you are already holding something in your off-hand). 
 +  * Item: N/A 
 + 
 +=== Divine Aura === 
 + 
 +The defeat ​of an adventurer is a significant event within the story. Whenever you or one of your allies is reduced to 0 hitsthat person may call WEAKEN against the entity that removed their last hit, while falling to the floor. 
 + 
 +The death of an adventurer is a highly significant event within the story. In addition to the above effect, any adventurer to reach the end of their death count may regain consciousness for 60 seconds upon receiving attention from their allies. They cannot be healed or otherwise saved from their fate during this grace period (except by means that would save any other dead person), and they may use no skills – they are merely given the opportunity to say their final farewells, make their dying wish, reveal a dark secret, whatever. In essence, this is a narrative effect rather than a hard mechanical one. 
 + 
 +==== Zosimos ​the Curious ​====
  
 === Level 1 Miracles === === Level 1 Miracles ===
-== Shield == 
-5 Seconds - By placing your hands on another, you can shield them from harm. They gain 2 points of armour which are lost before any other source of armour, and cannot be repaired. This cannot be stacked, but can be reapplied once the armour is lost. 
  
-== Defy == +== Don't You Want To Know? == 
-5 Seconds - By stretching ​your arms wide you may ensure that none pass before their timeCall MASS PARTY HEAL ZERO.+ 
 +You can inflame the curiosity of others. As long as you are explaining something or telling a story you may call Just Hear Me Out as everyone hangs onto your words. 
 + 
 +== "​...Oops"​ == 
 + 
 +By mixing together any two potions ​you can create an explosion as something goes wrong, you yourself are left looking frazzled but unharmed in the centre. The size of the explosion depends on the cheapest potion used. Class D MASS DOUBLE STRIKEDOWN, Class C MASS QUAD STRIKEDOWN, Class B MASS DOUBLE REND and Class A MASS QUINT REND. 
 + 
 +== Object of Fascination == 
 + 
 +By holding up an object which intrigues you  and gazing at it you can share your fascination with another. You may call MESMERISE at a target as both you and they become fascinated by itAs a note this miracle does require an object which you find genuinely interesting such as a puzzle box or strange crystal. 
 + 
 +== "Look at that!" == 
 + 
 +By describing something you can see in an interesting way, you may call an unarcable ​MASS LOOK BEHIND YOU.  Yes, you must also look.
  
 === Level 2 Miracles === === Level 2 Miracles ===
-== Stand Tall == 
-5 Seconds - Empower a target other than yourself to resist a strikedown or rend. They may only have a single resist gained from this ability at a time. 
  
-== Prop == +== Curiosity Kills Other Cats ==
-10 Seconds - You may prop someone else up by taking the weight of their struggles yourself. Mechanically you may call HEAL X RENEW X up to your current body and (physical) armour hits, losing the same amount of hits that you have given to another target. For example, with 5 body hits and 2 armour hits remaining you may choose to call HEAL 4 RENEW 2, leaving yourself on a single body hit. +
-=== Level 3 Miracles === +
-=== Blessed Weapon === +
-  * Armour: Will not bleed out while the blessing is in effect. Heal 2 once per encounter (if not yet used, happens automatically if you spend 10 seconds on 0 hits). Renew 2 at the end of the encounter. +
-  * Weapon: N/A +
-  * Talisman: HEAL 3 to another once per encounter +
-=== Aura === +
-During an encounter, if a party member has been reduced to 3 or less body hits, they become strengthened. When they once again gain 4 or more body hits they are weakened (cancelling out the strengthen unless they have been additionally weakened in the meantime). This benefit is not gained if the party member started the encounter on 3 or less hits.+
  
-==== The Favour of The Shepherd ==== +Once per encounter after indulging your curiosity puts you in harms way you may take an irresistible FEAR of the imminent danger ​and gain a 15 second AGILITY.
-=== Level 1 Miracle === +
-== Never Lost == +
-5 Seconds - You may lay an invisible mark upon someone willing, which identifies them as one of your sheep. You will always be able to find them. Other entities (especially powerful spiritual entities) may be able to see this mark and will react appropriately. You may also use this miracle to take temporary guardianship of someone who belongs to another Shepherd'​s flock.+
  
-A character who has had this miracle cast upon them should respond to calls with the target of "​Flock"​. (e.g. FLOCK HEAL ONE)+== Share the Memory ==
  
-GM Note: Entities who can see the mark will realise ​that they are under the protection ​of "The Shepherd", an entity ​of weak but growing power.+By meditating with a willing individual you may share a single memory with them or vice versa. Both parties will relive the memory once with perfect clarity and can re-examine ​the scene with all their senses, this includes mana sense, touch of divinity etc. 
 + 
 +=== Divine Aura: The Curious Question === 
 +Once per adventure you may preface a question with the words "JUST OUT OF CURIOSITY"​ the target of the question ​will find themselves thoughtlessly answering the question before they can think better of it. They will in retrospect ​realise ​what they have done however. 
 + 
 +==== The Yielding Breath ==== 
 + 
 +=== Level 1 Miracles === 
 + 
 +== All Flesh Must Dance == 
 + 
 +It is only right that all things should move; stillness is abhorrent. ​ With 10 seconds ​of dance, you may call DOMINATE ​"Dance until you hurt" ​against a target capable of dancing. ​ They must follow this instruction for 30s or until they take damage. ​ You must brief these rules at the start of any adventure. 
 + 
 +== Let It Flow == 
 + 
 +All things must moveand all things must be flow: water, blood, life... Once per encounter you may dance around ​an unconscious body which is not bleeding out for 5 seconds to continue its bleeding (inform the target that they should (re)commence their death count) and receive a HEAL 4 to yourself. ​ You should brief that you are capable of doing this at the start of any adventure.
  
-== Never Left Behind == 
-15 Seconds - You may call FLOCK HEAL ONE, providing one point of healing to every member of your flock within the encounter. 
 === Level 2 Miracles === === Level 2 Miracles ===
-== Always at Your Side == 
-10 Seconds - You may cast this miracle upon a member of your flock, creating a link to them such that you can defend them if they are in trouble. You gain the ability to move directly to the defence of a member of your flock. Mechanically you may call DISAPPEARING,​ followed by APPEARING 5 seconds later. During this time you may relocate yourself within the encounter, but only so that you are closer to the target than you were previously. 
  
-You cannot stack this ability, but having used it to move to the defence of a member of your flock you can recast it on that flock member.+== To Dance is to Live ==
  
-== Shepherd'​s Hounds == +Your vitality becomes pure motionshowing you what true life should beWith twenty seconds of dance, you may reduce your maximum body hits by 4 for the duration ​of the encounter ​(4 armour hits if inorganic), gaining ​DODGE for each hit lost.
-20 Seconds - Spectral hounds appear around the casterdriving away their attackersYou may call an unarcable MASS FEAR MONSTERS. +
-=== Aura === +
-Each member ​of the party gains 1 ranged STRIKEDOWN per an encounter, which may only be used when they are under an offensive duration effect against a target who is attacking them. You may use this even if you would not normally be able to use skills or abilities (e.g. while Rended). This simulates ice forming beneath the feet of the attacker during ​period you are having difficulty defending yourself. Examples of offensive duration effects include: Wound, Rend, Blind, Entangle, but do not include Weaken.+
  
 +If your maximum body hits become zero as a result of this, firstly you have made some very poor choices somewhere along the line, secondly call MASS SHATTER. Your body and possessions are reduced to dust and blow away in the wind, which will make it very difficult to be revived.
 +
 +== Can't Stop Dancing ==
 +
 +So long as you have been dancing for 10 seconds prior, you may initiate a dance so complicated that the human mind can barely follow it. For the next 20 seconds, so long as you keep dancing, you may call DODGE to ANY melee blow which hits you. The complexity of the dance means that you cannot use any other abilities during this time (including calling damage).
 +
 +=== Divine Aura ===
 +
 +The power of the Yielding Breath keeps you moving. Everyone in the party gains one RESIST each encounter to effects which would halt your movement (STRIKEDOWN,​ ENTANGLE, etc)
 +
 +===== Special Cases =====
 ==== The Favour of Mr Branch, The Splintered Man ==== ==== The Favour of Mr Branch, The Splintered Man ====
 +Priests of the Splintered Man do not lose access to their powers. However, on the morning following [[resources:​adventure:​Oblitus Mundi]] they each find a piece of mirror embedded within them and know that if this should be removed then they will lose access to their powers permanently.
 +
 === Level 1 === === Level 1 ===
 == Mingle == == Mingle ==
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 === Blessed Weapon === === Blessed Weapon ===
   * Armour: N/A   * Armour: N/A
-  * Weapon: Gain one use of TREPANING Triple per encounter, ​follows ​the usual rules for BACKSTAB but also removes ONE ongoing psychological effect.+  * Weapon: Gain one use of TREPANING Triple per encounter, the following ​rules must be explained at the beginning of any adventure on which you play. If you were not expecting the blow (or were unresistant) then you take 3 points of damage and single ​ongoing psychological effect ​is removed from you (if you are suffering multiple psychological effects then the target player gets to choose which is removed), if you were expecting the blow then you take a single point of damage and no other effects.
   * Talisman: A mirror which can be used to steal a person'​s face. If a target looks into the mirror for 5 seconds, their face takes up residence within, replacing any previous faces. Someone looking at the mirror may notice a reflection that is not quite their own. For the purposes of Identity Theft the face within the mirror is present for the character holding the mirror. The target may have dreams regarding the actions of people who have held the mirror while their face was inside. The target doesn'​t appear any different while their face is stolen, but supernatural effects which target an identity may behave differently at the GMs discretion.   * Talisman: A mirror which can be used to steal a person'​s face. If a target looks into the mirror for 5 seconds, their face takes up residence within, replacing any previous faces. Someone looking at the mirror may notice a reflection that is not quite their own. For the purposes of Identity Theft the face within the mirror is present for the character holding the mirror. The target may have dreams regarding the actions of people who have held the mirror while their face was inside. The target doesn'​t appear any different while their face is stolen, but supernatural effects which target an identity may behave differently at the GMs discretion.
 === Aura === === Aura ===
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 The divine aura of The Splintered Man allows you to enter and exit the Lost Places via a mirror (at both ends) once per an adventure, you may take as many people as you wish while doing this so long as they can maintain physical contact with you. The divine aura of The Splintered Man allows you to enter and exit the Lost Places via a mirror (at both ends) once per an adventure, you may take as many people as you wish while doing this so long as they can maintain physical contact with you.
  
 +==== The Favour of the Thunderer ====
 +The priests of the Thunderer do not lose access to their powers. However, Thunderstorms tend to stick around permanently after being commanded by a priest of the Thunderer.
  
 +=== Level 1 Miracles ===
 +== Lightning Shield ==
 +5 Seconds - Target gains a single resist against a call delivered by weapon (either melee or ranged). This cannot be stacked.
  
-==== The Favour of Francesco Graves, The Arcane Arbiter ==== +== Dominion ​== 
-=== Level 1 === +Seconds - You may make demand of the weather and it will obey. In practice this may be used to protect ​group from extreme weather or impress a village ​with your command of rainHoweverin more extreme weather it can become ​potent weaponThis does require the current weather ​to support your command, so ordering a cloud with patchy clouds ​to rain will work, but telling a perfectly clear sky to rain won'tEqually, ordering light clouds ​to strike someone with lightning will not work, while ordering a thunderstorm to do the same will. Thunderstorms are, in fact, especially keen to do your bidding. 
-== Arbitration == +=== Level 2 Miracles === 
-60 Seconds - You may act as conduit, allowing yourself or others ​to make deal with your godAt this level the deal is quite basic: you present an item or something you have metaphysical control overyour god then gives you boon that they feel is appropriateDiscussion or bargaining is not possible. Attempting ​to use this ability ​to dispose of dangerous or problematic items will result in the miracle failing and the ire of your godAttempting ​to offer up mundane items will fail.+== Lightning Bolt ==
  
-The boon provided is determined ​by the GMand can range from a temporary blessing, another item of similar power, or even permanent blessing or epic tree for a suitably interesting offering.+After twenty seconds of gathering power by holding a hand above your headyou can throw lightning bolt for a DOUBLE STRIKEDOWN.
  
-== Voice of the Arcane ​== +== Thunder ​== 
-60 Seconds - You request secrets that only your god can share, ​and in return provide secret information ​of your ownIf your secrets are of sufficient value then you will be given the information you request. If your secrets are deemed lacking then you will be given only hints or even silenceWhile occasionally mysterious ​or difficult to decipherthe information will usually be accurate unless ​you have done something to draw the ire of your god.+After 10 seconds of gathering power by placing both hands on your hips or stomach ​and breathing ​in, you may bellow for one of two effectsEither ​you may call a MASS ZERO STRIKEDOWN, or you may shout a single sentence which can be heard over any natural noise and across many miles of distance. 
 +=== Divine Favour === 
 +Once per encounter, upon being disarmed ​or having your weapon shattered, you can immediately manifest a copy of your weapon out of lightning. This is IMMUNE to shatter, but immediately dissipates if it is DISARMED.
  
-=== Level 2 === 
-== The Usual Please == 
-5 Seconds - You have established a standard trade with your god. The target (which can be you or another) donates some of their blood (3 hits worth), the target is then takes the effects of STRENGTHEN. 
  
-== Overseer ​== +==== The Dreaming Ocean ==== 
-5 Seconds - By invoking the Arcane Arbiter when two parties (who are not you) are making a deal, you can make that deal binding in powerful ways. If one of the parties violates the deal then they will fall under a divine curse which will be thematically related ​to their part in the deal. For examplea person who had promised land to another for converting to a farm may find their land becoming unusable due to uncontrollable plant growth. Everyone involved in the deal will sense a presence watching the proceedings.+Priests ​of the Dreaming Ocean lose access ​to their powersno priest with access ​to their powers can be found.
  
-=== Blessed Weapon === 
-  * Armour: ​ 
-  * Weapon: once per an encounter you may call a QUINT REND, so long as the weapon has been used to execute someone in the previous encounter. 
-  * Book of Vendettas: as well as a place to write the details of those who have wronged you, you will occasionally find names and details of people who you have never encountered in there. Taking suitable action against these individuals is a good way of winning favour with your god, and increases the likelyhood of your vendettas appearing in the books of others. 
-=== Aura === 
-Up to once per an encounter, anyone protected by this aura may call a REND at the point they feel someone has violated a deal with them. 
  
-==== Favour of Jimmy HoskinsHe who Devours Himself ==== +The Dreaming Ocean grants abilities that do not follow the standard Miracle Model. Whenever the divine favour background grants a level one miracleyou may select a Level One Dream, and the same for Level 2.
-=== Level 1 Miracles === +
-==Unhealthy Obsession==+
  
-30s - Contemplating a matter ​of intellectual curiosity or challenge you allow your mind to ravage ​the assets of your body in pursuit of insight. ​ Take a WEAKEN and it is though you have studied the problem for a full day.  For every SINGLE you take in addition to this it is as though you have given the issue a further day of contemplation.+=== Level One Dreams === 
 +== Dreams ​of the Ocean ==
  
-==Rejuvenating Self-Destruction==+Four times per adventure you may either unleash the tides of the dreaming ocean into the mind of yourself or another willing participant. The dreaming ocean flows and eddies around those who worship it, and can lap up upon those nearby them. The dreaming ocean will grant visions and benefits constructed from the dreams of the local tides of the dreaming ocean anyone who was sleeping within fifty miles of the priest the last time they slept. This might be informative,​ if people had particularly strong dreams of a specific subject, and normally it will provide a small mechanical benefit. For reasons that have not yet been determined by priests of the Ocean, the dreams of Wayfinders do not seem to flow within it.
  
-5s Like the ourboros your end also marks your beginning. ​ Deal yourself sufficient damage to reduce ​you to 0 body hits.  For the next 15 seconds you cannot be healed by any means. ​ After 15 seconds you receive a HEAL equal to twice the damage ​you did to yourself.+//Example: The local villagers have a story of the terrible Wyrm-beast and its freezing and fetid breath. After sleeping in the vicinity of the village, ​you could invoke this ability ​to gain a DODGE against ​the Wyrm's breath (in exception ​to the normal rules about dodging ranged attacks), forewarned as you are.// 
 +== Edge of Slumber ==
  
-=== Level 2 Miracles ​===+Those assailing the favoured character occasionally find sleep boiling over them. Once per encounter, the character may call BLIND 5 at a target within five metres of them. 
 +=== Level Two Dreams ​=== 
 +== Flood of Experience == 
 +Twice per adventure, you may open your mind to the dreaming ocean, and allow knowledge to flow in. For the duration of an encounter, you can gain access to any level 2 skill known by anyone who was sleeping within 50 miles of the priest last time they slept. In a city, this will reasonably provide access to most level 2 skills. In a frozen, empty wasteland, you are more likely to be restricted to skills the rest of your party possess.
  
-==Your own Worst Enemy==+This can provide access to spells, but you will need mana to cast them. You can gain access to one use of a miracle by imitating the divine favour skill, but it will take twice as long to use as if you were not favoured by the god in question. For reasons that have not yet been determined by priests of the Ocean, the dreams of Wayfinders do not seem to flow within it.
  
-10s - The pains others inflict on you are as nothing to those you may inflict on yourself Take a REND or WOUND 10 ALL LIMBS and immediately call out for your enemies to 'Do your worst!'​. ​ For the rest of the encounter reduce the duration of all REND or WOUND calls by 5s+=== Shared Consciousness === 
 +**This replaces the Divine Aura skill.**\\
  
-==Certainty ​of Destination==+The dreams ​of you and those around you are somewhat linked - you may find one dreams bleeding into one another and some shared elements.
  
-15s - You accept that you will be the cause of your own demise and can speak on the matter with absolute authority. ​ You may use this to convince an intelligent enemy of the futility ​of attacking youcalling YOU DARE NOT STRIKE ME!+Once per adventure, through careful ritual preparation before ​the priest goes to sleep, ​this may be heavily enhanced. This allows all those sleeping at the time to have a shared vision akin to the Dreams ​of the Ocean skill, inspired by one or more of those participatingand will //always// have a mechanical benefit attached.
  
-=== Blessed Weapon ​=== +==== Favour of Xavier Octavio Sarmandastra,​ the Pivot of the World ==== 
-  * Armour: Blessed armour ​of He Who Devours Himself burns the flesh of those who wear it. The wearers maximum body hits are reduced by a number equal to the amount the armour would have provided. The armour itself fuses with the wearer, providing natural armour which is lost first but can be repaired with HEAL callsThis doesn'​t count as a repair for the purposes of the blessing being lost. If your maximum body hits are reduced to 0 in this way, you will remain conscious while you have armour hits remaining. You cannot wear armour over this armour. While you have armour hits remaining, you are Strengthened. Eventually (at the end of the adventure) the blessing fades and the armour returns to a normal suit. +Priests ​of the Pivot of the World lose access ​to their powers, no priest ​with access to their powers ​can be found.
-  * Weapon: Once per an encounter you may call a HEAL equal to the damage you just inflicted upon yourself. +
-  * Talisman: ​+
  
-=== Divine Aura === 
- 
-Your allies are bolstered against any entity seeking to devour their souls. ​ After 60s have passed on a death count a layer of shimmering blue fire coats their bodies and they merely count as being at -3 hits for the purposes of reviving them.  After a further 2 minutes pass they count as being recently dead for the purposes of reviving them, and will remain in this state for several days. 
- 
-A character with this skill may perform a short ceremony (or execution) to send the soul of someone who has fallen to He Who Devours Himself. 
- 
-==== Favour of Xavier Octavio Sarmandastra,​ the Pivot of the World ==== 
  
 === Level 1 Miracles === === Level 1 Miracles ===
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 === Blessed Weapon === === Blessed Weapon ===
  
-  * Unordered List ItemItem ​- A book which seems to be a magical autobiography. Sometimes is says things that you yourself were unaware of.+  * Item - A book which seems to be a magical autobiography. Sometimes is says things that you yourself were unaware of.
   * Weapon - Mace. Gain the "Use Mace" skill.   * Weapon - Mace. Gain the "Use Mace" skill.
   * Armour - N/A   * Armour - N/A
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 Twice per an adventure you may call a time freeze, and replace a MASS call with another standard call for all members of the party. Twice per an adventure you may call a time freeze, and replace a MASS call with another standard call for all members of the party.
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divine_favour.1468666182.txt.gz · Last modified: 2016/07/16 10:49 by toml