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tender_priest [2014/10/30 21:38]
jamesg
tender_priest [2017/04/26 16:04] (current)
toml Convalescence
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 ==== Shield Skills ==== ==== Shield Skills ====
-See [[:​fighter]] +=== Buckler Use ==
-==== Holy Protector ​==== +You may fight with a buckler, this can be done in one of two ways: 
-You gain one DODGE per encounter while wielding ​a shield. ​This may ONLY be used on behalf of an ally within swords reach of youby calling DODGE THAT or BODYGUARD DODGE.+  * When held in your hand, you may ignore any blow that hits your buckler and may use other relevant shield skills. 
 +  * When strapped to your arm, you may treat blows that hit the buckler as if they had hit your weapon or use relevant shield skills. 
 +=== Medium Shield Use === 
 +You can use medium ​shield. ​You gain 2 uses of Resist Shatter, Disarm, or Strikedown per encounter against blows which hit your shield
  
 +Additionally,​ you CAN wield a large shield with this skill, but do not gain any of the benefits of Large Shield use while still losing all dodges, nor can you use other shield skills while using a large shield. ​
 +
 +When fighting with a weapon and shield, resists from shield skills can be applied to strikes against either your shield or your weapon.
 +
 +=== Large Shield Use ===
 +You can use a large shield. When using a large shield you lose all dodges you would otherwise have. Instead, you gain one use of Resist Shatter, Disarm, or Strikedown per encounter against blows which hit your shield for each dodge you would have had. This is in addition to any resists gained through Heavy Armour Use. 
 +
 +Additionally,​ you CAN wield a medium shield with this skill, but do not gain any of the benefits of Medium Shield use nor can you use other shield skills while using a medium shield.
 +
 +When fighting with a weapon and shield, resists from shield skills can be applied to strikes against either your shield or your weapon.
 +
 +=== Shield Swiftness ===
 +Gain an additional dodge while using a shield.
 +
 +=== Solid Defence ===
 +You gain 2 uses of Resist Shatter, Disarm, or Strikedown per encounter against blows which hit your shield.
 +
 +=== Dampen Blow ===
 +You may ignore any Strikedowns which are delivered by melee weapon and impact upon your shield (you may still use your resists against blows which impact against your shield from another source).
 ===== Miracles ===== ===== Miracles =====
 ==== Level 1 ==== ==== Level 1 ====
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 HEAL 2 any one target you can see. HEAL 2 any one target you can see.
-=== Geyser === +=== Geyser ​of Fertility ​=== 
-20 seconds+15 seconds 
 + 
 +This miracle brings the Tenders blessings upon a piece of land and can be used in a few separate ways.
  
-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.+  * It can be used to create a spring of fresh water somewhere in the vicinity. How long this remains is variable, but a minimum of a few minutes or while the gaze of the gods is maintainedSometimes it can be permanent. 
 +  * It can be used to enhance the growth of vegetation in the area. While the miracle is being cast 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. 
 +  * These effects can be combined, allowing ​the caster ​to create a small damp patch of dense undergrowth,​ allowing ​the priest to call ENTANGLE LEFT LEG or ENTANGLE RIGHT LEG. This final use is not considered by the church to be a strictly correct use of the Tenders powers, and encourages its members to at the very least perform appropriate gardening and landscaping following this use.
 ==== Level 2 ==== ==== Level 2 ====
 === Healing Wave === === Healing Wave ===
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 Mass heal 1 party. Mass heal 1 party.
 +
 +=== Shelter the Weak ===
 +5 seconds
 +
 +Restores 1 hitpoint that you have lost while defending someone who was incapacitated (e.g., Blinded, Rended, or Unconscious). To work, they must still have been incapacitated at the point you started casting this miracle.
 === Stay the Claw === === Stay the Claw ===
 15 seconds 15 seconds
  
-WEAKEN an animal. If used on a non-hostile ​creature, this can instead ​be used to befriend ​an animal+This miracle can be used in one of two ways: 
-=== Wave of Fertility === +  * Against ​a non-hostile, biological, but non-sentient target (usually plants or animals), this miracle ​can be used to befriend ​the target. What this means will vary greatly depending on target
-60 seconds +  * Against a hostile, biological, but non-sentient target (usually plants or animals), this miracle can be used to calm or confuse them, allowing ​the caster to call WEAKEN. 
- +  * Against a biological and sentient targetthis miracle can be used to induce ​sense of calm and tranquillity,​ but **only** if the target allows it.
-All plant life within 10 metres of the caster ​begins ​to flourish towards fruitionIf uninterruptedthey will reach harvestable state within three minutes.+
 === Convalescence === === Convalescence ===
 30 seconds 30 seconds
  
-Remove ​any mundane ​disease from a target.+When applied quickly, this miracle will heal any natural ​disease, natural poison, or low level alchemical/​magical poisons (Class C & D). While this miracle ensures that there will not be any long term effects caused by the agent currently in the targets body, it will not undo damage that has already been done, and may come with some short-term effects as the agent is purged. 
 + 
 +Examples: 
 +  * Sandra takes 21 bee-stings (single poison) and has Convalescence cast upon her. The GM rules that the effects of the venom being purged ​from her cause her to lose her balance, taking ​STRIKEDOWN in addition to any other call when hit during the next encounter. 
 +  * Bob is an NPC who is dying from a wasting disease which he has suffered from for years. Convalescence is cast upon him, from this point on he stops getting worse but will likely be bed-ridden for the rest of his life. 
 + 
 +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 3 ==== ==== Level 3 ====
 === Healing Touch === === Healing Touch ===
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 For the next 15 seconds, all weapon blows you strike call HEAL 1 instead of their normal effect. For the next 15 seconds, all weapon blows you strike call HEAL 1 instead of their normal effect.
 === Ward the Wasting === === Ward the Wasting ===
-10 seconds+seconds
  
-Remove WEAKEN from target. For the rest of the encounter, that target is immune to WEAKEN.+The priest can remove the effect of WEAKEN, REND, or WOUND. For the rest of the encounter, that target is immune that effect. The character must either be currently effected by the call or recently effected by the call. 
 + 
 +A priest can only use this miracle on any specific character once per an encounter (i.e., a lone priest cannot make a character ​immune to both WOUND and REND, nor can they change that immunity mid encounter, however a pair of priests could make a character immune to both WOUND AND REND).
 === Create Plants === === Create Plants ===
-15 seconds+20 seconds
  
-A small patch of plant life of the caster’s choice appears and fruits ​at the feet of the caster.+A small patch of plant life of the caster’s choice appears and fruits ​somewhere in the vicinity ​of the caster. This miracle can also be used to create fast growing vines, allowing the caster to call ENTANGLE BOTH LEGS.
 === Master of Beasts === === Master of Beasts ===
-30 seconds+15 seconds
  
-Caster may call Mass Fear against ​bestial ​foes+Caster may call YOU DARE NOT STRIKE ME against ​non-sentient biological ​foes. Each casting effects a single target.
 ==== Level 4 ==== ==== Level 4 ====
 === Rejuvenation === === Rejuvenation ===
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 Healing Wave improves to HEAL 3. Healing Wave improves to HEAL 3.
 === Purification of the Body === === Purification of the Body ===
-60 seconds+30 seconds 
 + 
 +When applied quickly, this miracle will heal pretty much any disease or poison. While this miracle ensures that there will not be any long term effects caused by the agent currently in the targets body, it will not undo damage that has already been done, and may come with some short-term effects as the agent is purged. 
 + 
 +When attempting to remove an agent which is part of an active ongoing effect (a curse applied by a mage, a Swan Song poison, etc), the GM should set up some sort of encounter of appropriate difficulty to represent the Priest trying to force this effect from the targets body. If the priest fails, they cannot attempt to purge the effect again during that adventure.
  
-Remove any disease or addiction from a target. A target may have only a single addiction purged this way per adventure.+This ability can also be used to completely remove an addiction from a target.
 ==== Level 5 ==== ==== Level 5 ====
 === Wave of Rejuvenation === === Wave of Rejuvenation ===
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 When using the retirement version of this ability you may also use the standard version at the same time. When using the retirement version of this ability you may also use the standard version at the same time.
-===  Resurrection ===+=== Resurrection ===
 40 seconds 40 seconds
  
-Restore an individual who has perished recently (the soul must still be present, generally speaking a soul is no longer present after an hour unless some other force was at play). You can also use this ability to restore limbs of cure other catastrophic injuries, although overuse can become draining at GM discretion.+Restore an individual who has perished recently (the soul must still be present, generally speaking a soul is no longer present after an hour unless some other force was at play). You can also use this ability to restore limbs or cure other catastrophic injuries, although overuse can become draining at GM discretion.
  
 +  * If you are using this ability during a combat on a dead target, call a TIME FREEZE and get the GM to adjudicate what happens next.
 +  * If you are using this ability during a combat to restore a limb or other catastrophic injury then inform the target that the problem is **temporarily** gone, as soon as the encounter is over get the GM to adjudicate whether the effect is permanent (it usually will be, but other ongoing effects could potentially overwhelm the power of the miracle).
tender_priest.1414705139.txt.gz · Last modified: 2015/05/14 21:09 (external edit)