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tender_priest

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Tender Priest

Core Skills

Class Feature - Miracles and the Gaze of the Gods, Soul Pact

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.

Soul Pact

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.

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.

Touch of Divinity

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.

Miracle

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.

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 you congregation follows the usual upgrade rules. Upgrading the congregation does not cost any skill points.

Name Level Type Cost Rules
Small Congregation1NANATithes and donations provide you with an additional 9R between adventures.
Medium Congregation3NA136RTithes 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 Church4NA320RTithes 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 Church5NA520RTithes 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.

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.

2017/08/02 07:55

Tender Specific Skills

Divine Aura

The allies of the priest gain a minor benefit due to their devotion. In addition, your faith allows you to invoke any one level 1 Miracle you know once per adventure even when not under the Gaze of the Gods.

Your allies’ wounds close up soon after they open. Your party heals one body hit after each encounter for each level of this skill you possess.

Divine Majesty

The priests aura further improves, granting the following effects in addition to the existing ones, and allowing them to invoke a miracle of up to level 4 once per adventure while not under the Gaze of the Gods.

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

Emergency Aid

You are a healer and are able to use your skills to restore hitpoints. The process of healing someone can be taxing, and by default all healing abilities (abilities which allow you to call HEAL x) will WEAKEN the character they are used on until the end of the next encounter. Healing abilities will always have a number of free uses (i.e., the number of times an encounter you can use the ability before characters start getting weakened). You cannot treat an already weakened patient unless you are using one of your free uses.

Using medical abilities will also involve a number of seconds of “medical roleplay”, this essentially just means physrepping your treatment but does require using two hands and a patient who is not yourself (unless the skill states otherwise). The Memento Mundi setting supports a reasonable variety of medical practices, so long as you are physically interacting with the patient (e.g., cutting, sewing, herbs, poultices, etc), spiritual healing is the domain of priests and mages.

You may, with 10 seconds of medical roleplay, restore 1 HP to a character on 0 HP. This ability can be used as many times as necessary in an encounter without weakening the patient.

Patch Up

With 10 seconds of medical roleplay, you may restore up to 6HP. You may use this ability three times without weakening the patient.

This ability can be used on yourself, but the difficulty is much greater and cannot be achieved in combat.

Resuscitate

You may, with 10 seconds of medical roleplay, restore 4 HP to a character on 0 HP. You can also use this ability to restore anyone on less than 4hp to 4hp between encounters. You may use this ability as many times as necessary in an encounter without weakening the patient.

This ability can be used on yourself, but the difficulty is much greater and cannot be achieved in combat.

Surgery

You may, with 30 seconds of medical roleplay, fully restore a character’s HP. You may use this ability once without weakening the patient.

Fast Work

The amount of time it takes to use skills requiring medical roleplay is halved. If you have another ability which reduces the time it takes to use an ability then the abilities do not combine, instead use which ever time is lower.

Patch Up

You may use the Patch Up ability an additional 3 times without weakening the patient.

Medical Knowledge

Allows for the diagnosis and treatment of minor diseases, and for the diagnosis of addictions to class C and D potions. While very minor diseases might be curable with a quick herbal preparation, serious diseases and addictions will require the “Suppress Symptom” ability.

Shield Skills

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.

Miracles

Level 1

Healing Light

10 seconds

HEAL 2 any one target you can see.

Geyser

20 seconds

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 seconds

Mass heal 1 party.

Stay the Claw

15 seconds

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

Wave of Fertility

60 seconds

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 seconds

Remove any mundane disease from a target.

Level 3

Healing Touch

20 seconds

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

Ward the Wasting

10 seconds

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

Create Plants

15 seconds

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

Master of Beasts

30 seconds

Caster may call Mass Fear against bestial foes

Level 4

Rejuvenation

20 seconds

Heal FULL a target

Healing Flood

Healing Wave improves to HEAL 3.

Purification of the Body

60 seconds

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 seconds

Heal FULL PARTY.

Alternatively, you may use this ability to retire. 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), and will have power influenced by the intentions of the priest. The priest using this gradually vanishes as the power consumes them. The area affected remains permanently Stabilised.

Resurrection

120 seconds

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

tender_priest.1392932388.txt.gz · Last modified: 2015/05/14 21:09 (external edit)