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priest

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Priest

Core Skills

The skills and miracles that a priest has access to are determined in part by which god they worship. All priests have access to the following skill tree, and then the two for the appropriate god.

Tender Priest

Leader Priest

Warrior Priest

Builder Priest

Class Feature - Miracles and the Gaze of the Gods

Through bringing the gaze of their gods upon themselves, priests can invoke miraculous powers that can both turn the tide of a battle or acheive 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.

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.

Tender

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.

Leader

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.

Builder

Your allies’ armour is hardened and fortified by your presence. Your party’s armour can be repaired up to one higher than its usual maximum for each rank of this skill you possess.

Warrior

Your allies’ fighting spirits are enhanced. Your party may call +1 damage on a blow per encounter for each level of this skill you possess. This stacks with STRENGTHEN. Alternatively, they may call resist weaken once in the encounter.

Core Skills

Light Armour Swiftness

+1 dodge while in light armour.

Light Armour Training

Gain the listed amount of extra hits while in light armour.

Tough

Gain two extra body hits.

Blessed Regeneration

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.

Holy Fervour

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).

Divine Favour

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.

Intercession

Once per adventure, you may use any one miracle you know of level four of lower without preparation time.

Improved Divine Aura

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.

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.

Tender

Each member of the party can call HEAL 2 on themselves once per encounter at any time they're conscious.

Leader

Each member of the party gains 1 DODGE per encounter.

Builder

Each member of the party can call RENEW 3 on themselves once per encounter at any time they're conscious.

Warrior

Each party member gains 1 combat call appropriate to their weapon per encounter.

Congregation

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 the congregation does not cost any skill points.

Name Level Type Cost to upgrade Rules
Small Congregation2NANATithes and donations provide you with an additional 9R between adventures.
Medium Congregation3NA180RTithes and donations provide you with an additional 18R between adventures.
Small Church4NA540RTithes 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 have the resources to bless items, weapons, and armour as per the Holy Crusader “Blessed Weapon” skill (one per adventure).
Medium Church5NA1080RTithes 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 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.

Church Backing

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.

Hierarch

You are one of the leaders of your church. This provides major influence within the city, and other effects at GM discretion.

Church Specific Skills

The Tender:

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

See fighter

Holy Protector

You gain one DODGE per encounter while wielding a shield. This may ONLY be used on behalf of an ally within swords reach of you, by calling DODGE THAT or BODYGUARD DODGE.

The Warrior

Weapon Use/Mastery/Talent

Each warrior priest may select a SINGLE weapon type from the fighter weapon list for which they may purchase these skills. For Skill descriptions, see fighter.

Attention Grabbing

Your character, through taunts or fast talking, is good at drawing foes attention. After talking to/taunting a target for a few seconds, you can say “keep looking at me”, after which they should do so as long as you continue talking/taunting, and they are not surprised by an attack from another direction (which breaks their concentration on you).

Holy Destroyer

Once per adventure, you may declare that you intend to destroy a target. You call +1 damage against them, which stacks with STRENGTHEN. The effect persists beyond the encounter if they get away, but you may only ever have one instance of this ability active against a given individual.

Shrug off Trickery

The warrior protects you from trickery and magic. You may call one RESIST per encounter to a non-weapon based attack or effect (such as a spell or wayfinder ability).

Holy Challenge

Once per adventure, you declare a challenge against a target, and the Warrior ensures your fight is uninterrupted. Until either you or they are reduced to 0 body hits, no one outside the challenge may damage or heal either of you.

Vow to the Warrior

Through the priest, the Warrior will bear witness to martial vows sworn with appropriate ceremony. This will have effects at GM discretion.

Armoury

The church of the Warrior has extensive armouries from which priests may draw. The character can borrow any quantity of superior equipment, and one piece of master crafted equipment per adventure.

The Leader

Rapier Skills

See Fighter for skill descriptions.

Diplomacy Skills

See Skirmisher for skill descriptions.

Influence

The character has contacts in useful places in Acryn and surrounding cities, allowing some aid in working with official and unofficial bodies

Noble Connections

The character has connections and influence among Acryn’s nobility.

Council Connects

The character has connections and influence among Acryn’s council.

Organisational Talent

Any resource that the character owns that grants an income behaves as if it was one level higher.

The Builder

Mace/Hammer skills

See Fighter for skill descriptions.

Craftsman 1

The character can carry out field repairs to standard quality armour of all classes, and can fix shattered standard equipment with access to a smithy.

Craftsman 2

As Craftsman one, but the character can repair superior equipment, and gains the ability to field repair standard weaponry and shields, and superior armour. In addition, the character can craft a single standard item between each adventure.

Craftsman 3

As craftsman one, but can repair master crafted equipment, and can field repair master-crafted armour, superior weaponry and shields. In addition, the character can now choose to craft EITHER two standard or one superior item between adventures.

Master Craftsman

As craftsman one, but the character can field repair any non-artifact weaponry or shields, field repair artifact armour and repair other artifact equipment in a smithy. In addition, the character can choose to manufacture EITHER one mastercrafted, two superior or four standard items between each adventure. Finally, the character can contribute to the creation of artifacts.

Builder

You know how to build most common types of building. Mostly a between adventures thing.

Engineer

You know how to construct complex buildings or devices (such as siege weaponry). Mostly a between adventures thing.

Craftsman’s Eye

Thanks to the blessings of the Builder, the character can discern how to construct or make something by observing it for a short while, including roughly how much material they would need.

Divine Inspiration

If a character desires to construct something, plans for how to create it will flood into their head over the course of around a day. The idea will consume the character's thoughts for some time, so this ability can only be used ONCE per adventure. Please note - this can only be used to devise creations of approximately the correct tech level for the game (i.e. no pistols/lasers).

Miracles

Most miracles are listed with the time it takes to invoke them and their effect. Some miracles are improvements of lower level ones, and will instead detail how they differ.

Tender Miracles

Level 1

Healing Light

10 sec: HEAL 2 any one target you can see.

Geyser

20 sec: A spring of fresh water bubbles up through the ground at the feet of the caster. It will remain until the caster loses the attention of the tender.

Level 2

Healing Wave

10 sec: Mass heal 1 party.

Stay the Claw

15 sec :WEAKEN an animal. If used on a non-hostile creature, this can instead be used to befriend an animal.

Wave of Fertility

60 sec: 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.

Convalescence

30 sec: Remove any mundane disease from a target.

Level 3

Healing Touch

20 sec: For the next 15 seconds, all weapon blows you strike call HEAL 1 instead of their normal effect.

Ward the Wasting

10 sec: Remove WEAKEN from a target. For the rest of the encounter, that target is immune to WEAKEN.

Create Plants

15 sec: A small patch of plant life of the caster’s choice appears and fruits at the feet of the caster.

Master of Beasts

30 sec: Caster may call Mass Fear against bestial foes

Level 4

Rejuvenation

20 sec: Heal FULL a target

Healing Flood

Healing Wave improves to HEAL 3.

Purification of the Body

60 sec: Remove any disease or addiction from a target. A target may have only a single addiction purged this way per adventure.

Level 5

Wave of Rejuvenation

60 sec: Heal FULL PARTY.

Resurrection

120 sec: Restore an individual who has perished in the last hour to life. Drawing on this much power instantly loses the gaze of the gods.

Wave of Life

300 sec: Power erupts outwards from the user in colossal waves. For a mile in each direction, the land erupts in fertility, generally of a form useful to humanity (fruit groves, lush fields, bubbling springs of clean water etc.). The priest using this gradually vanishes as the power consumes them. The area affected remains permanently Stabilised.

Warrior Miracles

Level 1

Mighty Blow

10 sec: The caster may call + 1 rank of damage on their next attack (stacks with Strengthen effects). Only one charge can be ever be prepared at once.

Warrior’s Cunning

20 sec: The caster may “Dodge” the next blow that strikes them. You cannot “stack” these dodges - only one can be in place at any one time.

Level 2

Strike True

20 secs: The caster may call the appropriate special call for their weapon on their next attack.

Never Unarmed

10 sec: The caster manifests a spectral sword in their hand. The caster may count it a superior version of whatever weapon they have skills in if they wish. Alternatively, a weapon they are already holding may be changed to take the form of any they wish to use. Either way, the weapon cannot be shattered. It lasts for the rest of the encounter. OOC: we recommend that anyone with this prayer carry a spare sword in a scabbard if at all practical.

Face me, Beast!

10 sec: Targeted non-sentient creature is drawn to focus its attacks on the caster (within reason), and not to flee from the confrontation.

Master’s Sweep

20 sec: Caster may call a Strikedown at a target within sight.

Level 3

Unyielding Might

20 sec: For the rest of the encounter, the caster is immune to the Rend call.

Brute Strength:

5 sec: The caster STRENGTHENS themself for the next 30 seconds. They are immune to weaken for the duration.

Unbowed, Unbroken

20 Sec: The caster may HEAL 4 themself.

Improved Mighty Blow

Mighty blow improves to 5 seconds

Level 4

Blazing Blade:

20 sec: For the rest of the encounter, the caster may apply the “Through” effect to any attacks they make.

Reaping Swing:

10 sec: You swing your weapon towards a target, and it strikes them despite the distance. You may call any call you could make with a weapon you are holding at an enemy within sight. If you use an effect call, this DOES use up one of your uses for the encounter.

Get Behind Me!

15 sec: By tapping a player on the shoulder and shouting GET BEHIND ME you give them a pool of 3 dodges for as long as they are fighting beside you. You must explain these additional rules at the beginning of any adventure on which you are playing.

Level 5

Titan of Battle

30 secs:Once invoked the caster is immune to *all* effects other than raw damage from attacks against them for the rest of the Encounter.

Warrior’s Mighty Sweep

5 Sec: You swing your weapon in a mighty arc, glowing with the holy fire of the warrior. You may call the appropriate call from Weapon Talent 1 for your weapon as a MASS (arced if you wish). If the weapon does not have a defined Weapon Talent 1 call, use STRIKEDOWN. The sheer power of this ability abates the gaze of the gods.

Final Blow

120 secs: The caster may instantly slay the next foe they strike. This cannot be dodged or otherwise resisted. The caster is destroyed by the power unleashed, and passes into legend.

Leader Miracles

Level 1

Embolden

10 sec: Target ally (not yourself) may call +1 damage on their next attack.

Drop your weapon!

20 sec: Your words cause one of the targets arms to seize up, Disarming whatever is held in it.

Level 2

Instil Might

10 sec: Target ally other than yourself is strengthened.

Strike Them Down!

20 sec:: Target ally other than yourself may call a strikedown on their next blow.

Sap will

20 sec: Target is weakened.

Hear Me!

20 sec:For the rest of the encounter, the priest’s voice is magically amplified, and instilled with a terrible authority. They can be heard for hundreds of metres around, and even people who don’t agree with them will be impressed.

Level 3

Cower Before Me!

20 sec: Cause Fear on a target.

Improved "Drop Your Weapon"

Drop your Weapon improves to 10 sec.

Cease your deceptions!

30 seconds: Authority boils out from the priest, and those nearby find themselves incapable of speaking falsehood. For the rest of the encounter, no one who can hear the priest speaking can knowingly lie.

Cut them down!

20 sec: All of your allies may call +1 damage on their next attack.

Level 4

Gather Your Might!

Cut them down improved to 10 seconds.

Fight On!

5 sec: Target unconscious ally is restored to their maximum body hits. After thirty seconds, they lose these hits again if they haven’t already. A target may only be affected by this prayer once per encounter.

You Dare Not Strike Me!

20 sec: Targeted foe will avoid attacking the caster unless no other target is available for the rest of the encounter.

Level 5

Flee before me!

10 sec: You may call MASS FEAR, which may be arced, and does not affect your party. Using this ability draws on the full reserves of the Leader’s might, and causes the Gaze of the Gods to Abate.

Revelation

120 sec: 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.

Unending Fervour

60 sec: As long as you continue chanting, no ally within earshot (this EXCLUDES yourself) can fall below one body hit. (Two leader priests cannot use this at the same time, as only one can be a true leader at once).

The Builder

Level 1

Rework

10 sec: You may RENEW 3 the suit of armour a target is wearing. THis may not take it above its normal maximum hits.

Concussive strike

20 sec: You may call MASS ZERO STRIKEDOWN the next time you connect with a melee weapon blow. This cannot be arced and does not affect you.

Level 2

Remake

10 sec: The priest may instantly repair a shattered item. Over longer periods of time, this can be used to repair larger partially damaged structures (i.e. shoring up a cracked fortress wall.

Construct

30 sec: The priest may create an item the he understands the construction of from appropriate raw materials. Equipment will be of standard quality only.

Transmutation

20 sec: The priest may transform large quantity of any common construction material into another common construction material. For example, a huge boulder could be turned into a pile of timber planks.

Armourskin

15 sec: You lay your hands upon a wounded ally, the ally gains all their lost hits back as armour hits for the encounter, renews heal these, at the end of the encounter their additional armour hits are converted back to body hits .

Level 3

Reconstruction

20 sec: The priest may call MASS PARTY RENEW TWO. Larger constructions may be repaired either far more rapidly or from far worse damage than Remake (i.e. knitting back together a bridge over a chasm that has fallen in).

Transformation

60 sec: The priest transforms any mundane, solid object into another mundane, solid object he understands the workings of. For example, he could turn a rock into a sword. Only common or lower quality items can be created this way.

Proliferation:

120 sec: The priest produces a huge quantity of a raw construction material.

Divine Forging

15 sec: You may point at a weapon or shield in your sight and reforge it with the power of the builder, making it mastercrafted for the duration of this encounter.

Level 4

Fortification

20 sec:The priest may RENEW 6 a suit of armour. This may take it up to six above its normal maximum hits. If it does, any extra hits depart at the end of the encounter. This can also be used to improve larger constructions. This requires touching the armour/item in question for a few seconds.

Bulwark

30 sec: As long as the priest is wearing armour that has remaining hits, they become invulnerable to all damage for ten seconds.

Creation

60 sec: The priest can create common quality items out of nothing. Alternatively, they can create a single superior item from appropriate raw materials.

Level 5

Steelskin

30 sec: The priest or target ally has their skin transmuted into living metal. For the rest of the encounter, all damage against that target is reduced to a single if it would be higher.

Reforged Steel

20 sec: The priest can call MASS RENEW FULL PARTY. In addition, the party regain all expended weapon calls. The sheer power this uses causes the gaze of the gods to abate.

Supreme Creation

120 sec: The caster creates a single item or construction (up to small city sized in magnitude), infusing themselves into it. The item/construction will have properties significantly above and beyond the norm. If a stationary structure is made, the area around it becomes stabilised.

priest.1384520646.txt.gz · Last modified: 2015/05/14 21:09 (external edit)