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traitor_priest [2013/12/24 17:14]
dan created
traitor_priest [2016/05/27 07:28] (current)
thomasl
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-====== ​Coming Soon ======+====== ​Traitor Priest ​====== 
 +{{gdraw>​1NZGUbIOBIoIXIHigE0mbfMzemlOkNiC3EVt-bxwel5o width=800 title="​Core Skills"​ center}} 
 +{{gdraw>​1nN8_q7H9kcASbLUFurl9deLjPAhrwB9o8YEH_Ap6s4s width=800 title="​Traitor Skills"​ center}} 
 + 
 +===== Calling upon the power of the Traitor ===== 
 +Needless to say, calling upon the power of the traitor is less obvious to the average onlooker than with the other gods of Acryn. There are two choices here: the first is to call upon something else (it is entirely possible to call upon other gods or pretend to be calling upon magical powers), the other is keep up a tyrade or monologue. The important thing is that you maintain a relatively constant stream of words at above speaking volume. Actually calling upon the Traitor is usually reserved for suicide missions. 
 + 
 +===== Core Skills ===== 
 +{{section>​priest#​core_skills&​noheader}} 
 + 
 +===== Traitor 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. 
 + 
 +The traitor allows you to simulate the divine aura of one of the other gods of Acryn. You may use that god's divine aura at a level equal to the level you have bought the divine aura skill at. 
 + 
 +Note: the god being simulated must be the same across all skills which replicate another type of Priest'​s abilities, and the god must be a god of Acryn. 
 + 
 +==== Divine Majesty ==== 
 +The priests aura further improves, granting the Divine Majesty effects from the God being simulated by divine aura, and allowing them to invoke a miracle of up to level 4 once per adventure while not under the Gaze of the Gods. 
 + 
 +==== Traitor'​s Cloak ==== 
 +Once per an adventure you can convince someone that you are their trusted subordinate. Assuming that you do not do anything to violate their trust, this will persist. This will not last over an extended period of time unless you put a lot of effort into maintaining the illusion. 
 + 
 +==== Use Dagger ==== 
 +You may add THROUGH to your base damage with a dagger. 
 + 
 +==== Dagger Mastery 1 ==== 
 +You gain one dodge while fighting with a dagger in either hand. 
 + 
 +==== Dagger Mastery 2 ==== 
 +You may call DOUBLE THROUGH with daggers. 
 + 
 +==== Dagger Talent 1  ==== 
 +You gain Two REND calls while fighting with a dagger in either hand. If you fight with a melee dagger in each hand, you gain this effect for both. 
 + 
 +==== Larceny ==== 
 +You have basic criminal talents, such as lockpicking or sneaking past a sleepy guard at night. 
 + 
 +==== Pickpocket ==== 
 +If you spend five seconds uninterrupted in close proximity to another person without them paying attention to you, you may tell a GM and you will have stolen something from their pockets. 
 + 
 +==== Backstab ==== 
 +You are exquisitely skilled at striking deadly blows on unprepared targets. If you strike a blow on someone from behind with a dagger without them noticing you before the blow struck, you may call BACKSTAB 20. 
 +==== Diplomacy ==== 
 +You have a basic understanding of the channels of power, and can usually find out who you need to speak to to address an issue in a new area. 
 + 
 +==== Fast Talk ==== 
 +You’re good at spinning tales, which people tend to listen to. As long as full blown combat is not in progress, you can, once per encounter, say “Just hear me out” and follow it with up to thirty seconds of talking. If you do, intelligent creatures will always listen to the end before kicking anything off, giving you a chance to give your side of the story (or for your three mates to sneak up on them). 
 + 
 +==== Distraction ==== 
 +Once per encounter, you can say “Look behind you!” to a monster. If they are intelligent,​ they should stop where they are and look behind them for a few seconds, giving you either a chance to scarper or backstab them. 
 + 
 +==== Disguise ==== 
 +You are adept at putting together a disguise to cover your looks. 
 + 
 +===== Miracles ===== 
 +==== Level 1 ==== 
 +=== Always the Correct Path === 
 +60 Second Meditation (requires quiet contemplation rather than chants)\\ 
 +You may propose a course of action to the Traitor either yourself or on the behalf of a group of willing collaborators. Upon using this miracle you and your collaborators will believe the course of action must either achieved or opposed at any cost, and in spite of any further evidence to the contrary. If the outcome is sufficiently important to the Traitor then a temporary blessing may be provided to help achieve (or oppose) it, this is extremely rare but more common with larger cabals. All collaborators must understand that this is a religious rite which may change their beliefs, and be willing to participate in it. 
 + 
 +=== Weak Point === 
 +10 Seconds\\ 
 +Target gains a BACKSTAB 20 or may add 10 seconds to their next BACKSTAB if they already have that the ability to call BACKSTAB. You may apply this effect to yourself or another, but no-one can have more than one of these prepared at once. 
 +=== Glove of the Poisoner === 
 +30 Seconds\\ 
 +You may ready a call for delivery by supernatural means. After you have used this ability, a call that you could have made (via any means) is used up. Instead, you gain the ability to release the call via friendly physical contact (a handshake, touching another'​s shoulder, etc). You CANNOT release the call in combat. You CANNOT have more than one stored call at a time, using this miracle again before you have used the stored call will result in the call being lost. With an instant effect like REND it will be immediately obvious that you are responsible for what has happened, but with longer term effects like poison it is often possible to completely avoid detection while delivering the effect.\\ 
 +A common use of this ability is to alchemically poison a weapon, so that the poison can then be delivered by handshake upon meeting the target. 
 + 
 +=== Another'​s Miracle === 
 +You may purchase and use a level 1 Miracle from one of the other gods of Acryn. The god must be the same one as your divine aura skill and any other abilities which replicate another type of priests power. 
 + 
 + 
 +==== Level 2 ==== 
 +=== Playing Dead === 
 +15 Seconds\\ 
 +You may sequester part of your life away for safe keeping. When using this ability choose how many body hits you are sequestering away, your current and maximum body hits drop by this amount. You may choose to restore these body hits at any time (so long as you have not bled to death). This can be used to trick an enemy into believing you are near-death, but is usually used as a safety-net against bleeding to death. 
 + 
 +=== Deeds by Candlelight === 
 +20 Seconds\\ 
 +Your next Miracle (of level 4 or lower) may be accessed with a whispered prayer to the Traitor. This must follow all other restrictions of the miracle, must be uttered loudly enough that someone standing next to you could hear it, and must directly call upon the Traitors name. You may only have one of these prepared at a time. 
 +=== Another'​s Miracle === 
 +You may purchase and use a level 2 Miracle from one of the other gods of Acryn. The god must be the same one as your divine aura skill and any other abilities which replicate another type of priests power. 
 + 
 +==== Level 3 ==== 
 +=== Helping Hand === 
 +20 Seconds 
 + 
 +You may call SINGLE WEAKEN at range, but only at a target which is looking at you. 
 +=== Sight Unseen === 
 +30 Seconds 
 + 
 +An unresisting target forgets up to the last hour of events, at the caster'​s discretion.  
 + 
 +Alternatively,​ the caster may choose to shield someone from the repercussions of an action by taking the blame. When doing this, the period which may be altered increases to the past week. The caster does not have any control over exactly what the target will remember. Only that the one they wish to shield will be forgotten and the target will remember the caster doing a number of heinous actions (which may or may not be the act the caster is performing the miracle to shield). Evidence will tend to support the memories of the target. 
 +=== Barricade Unbarred === 
 +30 Seconds 
 + 
 +Your passage cannot be prevented. By using this miracle you ensure that the target can pass once through an aperture designed to be entered (such as a doorway or gate), even if it has been locked or barricaded. 
 +=== Another'​s Miracle === 
 +You may purchase and use a level 3 Miracle from one of the other gods of Acryn. The god must be the same one as your divine aura skill and any other abilities which replicate another type of priests power. 
 +==== Level 4 ==== 
 +=== Hardened === 
 +15 Seconds 
 + 
 +During the next 10 seconds you may not use any offensive calls or abilities and MUST fight defensively. During this period you may resist all damage and offensive calls. 
 + 
 +=== This is not how it ends === 
 +5 Seconds 
 + 
 +Some people are more important than others. 
 + 
 +Should you need to, you may take on any debilitating condition that might otherwise prevent someone from doing their duty, including recent death. Any and all debilitating conditions (as selected by the caster) are immediately removed from the target and applied to the caster. This can also be used to remove minor wounds from others (call HEAL X up to your current hit points, taking all those hits yourself). 
 +=== Another'​s Miracle === 
 +You may purchase and use a level 4 Miracle from one of the other gods of Acryn. The god must be the same one as your divine aura skill and any other abilities which replicate another type of priests power. 
 + 
 +==== Level 5 ==== 
 +=== For those greater than I === 
 +10 Seconds 
 + 
 +You select a target (who is not you) and call a time freeze, in order to explain the effect below. 
 + 
 +Authority boils off the target in waves. It is difficult for anyone to deny them. The target themselves is filled with confidence and a desire to do what is just. Use of this ability immediately ends you use of Gaze of the Gods. 
 + 
 +The target may use the call 'You dare not strike me'; as long as they take no action that would harm another while moving slowly and purposefully,​ none will dare strike them. The moment you take any violent action, wield a weapon, or move rapidly the effect ends. 
 + 
 +Should the target engage in violence, anyone attempting to strike the target will be WEAKENED for the purposes of making calls against them, even if they were STRENGTHENED. This only applies to calls made against the target. 
 +=== Between Blinks === 
 +30 Seconds 
 + 
 +The Traitor'​s power shrouds you from the sight of others. You gain a dodge, and may use the rules below when using the dodge. You may not have more than one of these prepared at one time. 
 +  * When you use the dodge you may immediately follow the call with a "​DISAPPEARING"​ call and put your fingers up to indicate you are OC. 
 +    * You may choose to use this dodge to do this even if you were not struck. 
 +  * You then have 5 seconds to relocate your position in the fight. You may only position yourself in places you can easily get to and may not ask people to make way for you. 
 +  * You must then call "​APPEARING"​ and drop your fingers to indicate that you are now IC again. 
 +   * You may choose to do this earlier if you wish 
 +  * You cannot be struck during this time. 
 +  * You may not attack during this time. 
 +  * You may still treat anything you witness as having been witnessed by your character. 
 + 
 +This ruleset represents a supernatural effect hiding you from others. It does not represent true invisibility or teleportation. 
 + 
 +You must explain these additional calls at the beginning of any adventure which you are playing. 
 +=== Swan Song === 
 +20 Seconds 
 + 
 +Gain a single use of POISON, which can be delivered via any weapon you are using. The poison'​s effects will be dependant on whether the poison contacted flesh and the target'​s standing in the eyes of the Traitor. Using this ability on the undeserving WILL have consequences upon the caster (GM discretion). 
 + 
 +**This may also be used as a retirement option:** 
 +  * Gain POISON against your Target. 
 +  * Gain 10 dodges against everyone else. 
 +  * Gain Strengthen against everyone else. 
 +  * Gain 1 use of MASS STRIKEDOWN PARTY. 
 + 
 +All of these effects immediately cease when you have successfully struck a poisoned blow against your target. The target will quickly weaken over the following day, before dying. This cannot be prevented through any method. 
 + 
 +Your mind will immediately be lost, the reason that you committed the act will be replaced in your mind with money, vengeance, or some sort of political strike against Acryn. No matter what method you use to escape, your body or plans will betray you. Events will conspire to ensure that you are quickly arrested, then executed or imprisoned for life. Your rantings will become ever more villainous. You will no longer remember the cult of the Traitor or you will remember it as an evil cult with only one aim: the destruction of Acryn.
traitor_priest.1387905293.txt.gz · Last modified: 2015/05/14 21:09 (external edit)