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For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
Through bringing the gaze of their gods upon themselves, priests can invoke miraculous powers that can both turn the tide of a battle or achieve great wonders outside one. In order to invoke miracles a priest requires some amount of divine attention. Four times per adventure, priests can gain the Gaze of their god, allowing them to work any number of miracles in an encounter. In addition to this, ranks of the divine favour skill allow priests to work a limited number of specific miracles in every encounter. In both cases, invoking material requires a certain duration of religious roleplaying (chanting, praying etc.) before the effect occurs. This does not hinder the priest in any way save the distraction of trying to chant while fighting.
You may buy any number of miracles at each level on the tree, but each costs a skill point. You must have at least one Miracle from a level before you buy a miracle from the next.
Additionally, you get the first level of Divine Aura for free.
As of Oblitus Mundi, all priests and those with Divine Favour need to be blessed by either their god or a priest who has been blessed by their god in order to bind their soul to that source of power. This is a free feature of being a Priest or having a Divine Favour and metaphysically ties your soul to another being. You should note who has blessed you with this pact. Without this pact, you will be unable to use miracles of your god.
If you acquire multiple Soul Pacts for some reason, please note this to the LARPO who will provide you with additional effects.
+1 dodge while in light armour.
Gain the listed amount of extra hits while in light armour.
Gain two extra body hits.
Once per adventure, when you fall over through falling to 0 body hits, you may stand up ten seconds later on full body hits as your god re-invigorates you.
Whenever you are reduced to 0 body hits, you may continue fighting for 5 seconds before falling unconscious. Ignore any additional damage you take during this time (effect calls still affect you).
When you purchase this skill, you also gain any one Miracle skill you could purchase of this skill’s level or lower. In addition to being able to use that miracle while channeling the power of your god, you may always use it ONCE per encounter. You still need to perform the appropriate amount of religious roleplay.
Once per adventure, you may use any one miracle you know of level four of lower without preparation time.
Double the effect of your Divine Aura. In addition, you may invoke a miracle of up to level 2 once per adventure while not under the Gaze of the Gods. This is on top of the Level 1 miracle your initial aura granted you.
You are infused with some of the power of your god. When acting in support of your god’s purview, people and things around you will be affected by this - a Tender priest who works a field will get slightly better results than a lay person, and soldiers will snap off salutes all the more smartly when a leader priest calls them to attention. Once per adventure you can attempt to channel slightly more of this power to achieve a minor boon within your god’s purview, such as a warrior priest blessing a weapon to strike true against a terrible beast, or a builder priest marshalling a team to put up a fortification in hours. This should have a mechanical effect at GM discretion, roughly on the level of granting the effects of a blessed weapon to 2-3 members of the party for an encounter. However, if your god does not approve of the miracle you attempt to call in, it is likely to fail.
You can also sense the flow of divine power, and by concentrating on someone will be able to tell if they are a priest. If you encounter someone with Personal Power, or who is a god, you will be able to tell without concentration.
Once per an adventure, with 15 seconds role play, you can pull down a great chunk of your god’s power to achieve something potent within their purview once per adventure. As long as the miracle falls within your god’s purview, it will come to pass, even if your god does not approve of the precise decision taken - though this can have consequences down the line.
This miracle has the following limits: it may not permanently alter the flux and the miracle cannot affect peoples knowledge or beliefs. The miracle will usually be more impressive/far-reaching with more worshippers of the god present. You may tell the GM what you are intending, but the exact effects will be determined by the GM.
You have a congregation to which you regularly preach. Tithes and donations provide you with an additional 9R between adventures. In terms of mechanic, this congregation is a small resource, but does not count towards the total number of resources you may have. You may choose to invest money in your congregation to upgrade it, at which point it does count towards your total number of resources. You should use the table below for upgrading your congregation. Upgrading you congregation follows the usual upgrade rules. Upgrading the congregation does not cost any skill points.
Name | Level | Type | Cost | Rules |
---|---|---|---|---|
Small Congregation | 1 | NA | NA | Tithes and donations provide you with an additional 9R between adventures. |
Medium Congregation | 3 | NA | 136R | Tithes and donations provide you with an additional 18R between adventures. Once per adventure, you can call on your congregation to achieve a small appropriate task off-screen, such as tailing a suspect or distracting a unit of guards. |
Small Church | 4 | NA | 320R | Tithes and donations provide you with an additional 27R between adventures. You have a reasonable standing in your church and some sway over your congregation. You can call on them once per adventure to achieve reasonable off-screen tasks (searching for a piece of information, staging a protest or riot). You have the resources to bless items, weapons, and armour as per the Holy Crusader “Blessed Weapon” skill (one per adventure). |
Large Church | 5 | NA | 520R | Tithes and donations provide you with an additional 36R between adventures. You have a good standing in your church and great sway over your congregation. You can call on them once per adventure to achieve reasonable off-screen tasks (searching for a piece of information, staging a protest or riot). You have the resources to bless items, weapons, and armour as per the Holy Crusader “Blessed Weapon” skill (one per adventure). If you have the church backing skill it now extends to Superior Weapons. Additionaly: You may hold a special extended ceremony to lay a permanent blessing upon an individual who fights for your church as a champion, this is a BIG DEAL, and is likely to end badly for you if your champion ever violates the strictures of the church or does something which the Church seniors disagree with. This is the same ceremony conducted on Level 4 Holy Crusaders, although the exact effects are likely to be different. |
Your church views you as a valuable priest and member, and will provide you with any standard equipment you request (within reason). This also provides additional benefits in situations where the church’s influence could be useful.
You are one of the leaders of your church. This provides major influence within the city, and other effects at GM discretion.
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.
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.
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.
See Skirmisher for skill descriptions.
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.
You may take this skill in one of three ways (you may not take a connection with the same group twice):
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:
10 sec: Target ally (not yourself) may call +1 damage on their next attack.
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).
10 sec: Target ally other than yourself is strengthened.
20 sec: Target ally other than yourself may call a strikedown on their next blow.
20 sec: Target is weakened.
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.
20 sec: Cause Fear on a target.
Drop your Weapon improves to 10 sec.
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.
20 sec: All of your allies may call +1 damage on their next attack.
Cut them down improved to 10 seconds.
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.
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.
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.
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.