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For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
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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.
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.
The allies of the priest gain a minor benefit due to their devotion. In addition, your faith allows you to invoke any one level 1 Miracle you know once per adventure even when not under the Gaze of the Gods.
Your allies’ wounds close up soon after they open. Your party heals one body hit after each encounter for each level of this skill you possess.
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.
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.
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.
+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.
The priests aura further improves, granting the following effects in addition to the existing ones, and allowing them to invoke a miracle of up to level 4 once per adventure while not under the Gaze of the Gods.
Each member of the party can call HEAL 2 on themselves once per encounter at any time they're conscious.
Each member of the party gains 1 DODGE per encounter.
Each member of the party can call RENEW 3 on themselves once per encounter at any time they're conscious.
Each party member gains 1 combat call appropriate to their weapon per encounter.
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 Congregation | 2 | NA | NA | Tithes and donations provide you with an additional 9R between adventures. |
Medium Congregation | 3 | NA | 180R | Tithes and donations provide you with an additional 18R between adventures. |
Small Church | 4 | NA | 540R | 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 have the resources to bless items, weapons, and armour as per the Holy Crusader “Blessed Weapon” skill (one per adventure). |
Large Church | 5 | NA | 1080R | 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 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.
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.
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.
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.
You may, with 30 seconds of medical roleplay, fully restore a character’s HP. You may use this ability once without weakening the patient.
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.
You may use the Patch Up ability an additional 3 times without weakening the patient.
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.
See fighter
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.
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.
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).
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.
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).
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.
Through the priest, the Warrior will bear witness to martial vows sworn with appropriate ceremony. This will have effects at GM discretion.
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.
See Fighter for skill descriptions.
See Skirmisher for skill descriptions.
The character has contacts in useful places in Acryn and surrounding cities, allowing some aid in working with official and unofficial bodies
The character has connections and influence among Acryn’s nobility.
The character has connections and influence among Acryn’s council.
You may elect a single resource which you own, it will behave as if it is one level higher than it is. If you elect to use this skill on a resource which is already top level (i.e., there are no upgrade options for the resource) then instead you gain access to a free level 1 resource of your choice.
See Fighter for skill descriptions.
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.
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.
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.
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.
You know how to build most common types of building. Mostly a between adventures thing.
You know how to construct complex buildings or devices (such as siege weaponry). Mostly a between adventures thing.
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.
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).
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.
10 sec: HEAL 2 any one target you can see.
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.
10 sec: Mass heal 1 party.
15 sec :WEAKEN an animal. If used on a non-hostile creature, this can instead be used to befriend an animal.
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.
30 sec: Remove any mundane disease from a target.
20 sec: For the next 15 seconds, all weapon blows you strike call HEAL 1 instead of their normal effect.
10 sec: Remove WEAKEN from a target. For the rest of the encounter, that target is immune to WEAKEN.
15 sec: A small patch of plant life of the caster’s choice appears and fruits at the feet of the caster.
30 sec: Caster may call Mass Fear against bestial foes
20 sec: Heal FULL a target
Healing Wave improves to HEAL 3.
60 sec: Remove any disease or addiction from a target. A target may have only a single addiction purged this way per adventure.
60 sec: Heal FULL PARTY.
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.
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.
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.
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.
20 secs: The caster may call the appropriate special call for their weapon on their next attack.
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.
10 sec: Targeted non-sentient creature is drawn to focus its attacks on the caster (within reason), and not to flee from the confrontation.
20 sec: Caster may call a Strikedown at a target within sight.
20 sec: For the rest of the encounter, the caster is immune to the Rend call.
5 sec: The caster STRENGTHENS themself for the next 30 seconds. They are immune to weaken for the duration.
20 Sec: The caster may HEAL 4 themself.
Mighty blow improves to 5 seconds
20 sec: For the rest of the encounter, the caster may apply the “Through” effect to any attacks they make.
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.
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.
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.
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.
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.
10 sec: Target ally (not yourself) may call +1 damage on their next attack.
20 sec: Your words cause one of the targets arms to seize up, Disarming whatever is held in it.
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.
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.
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.
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.
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.
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).
10 sec: You may RENEW 3 the suit of armour a target is wearing. THis may not take it above its normal maximum hits.
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.
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.
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.
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.
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 .
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).
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.
120 sec: The priest produces a huge quantity of a raw construction material.
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.
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.
30 sec: As long as the priest is wearing armour that has remaining hits, they become invulnerable to all damage for ten seconds.
60 sec: The priest can create common quality items out of nothing. Alternatively, they can create a single superior item from appropriate raw materials.
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.
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.
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.