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For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
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.
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.
+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.
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.
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.
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 Congregation | 1 | NA | NA | Tithes and donations provide you with an additional 9R between adventures. |
Medium Congregation | 3 | NA | 136R | Tithes 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 Church | 4 | NA | 320R | 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 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 Church | 5 | NA | 520R | 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 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. |
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.
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’ 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.
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 party member gains 1 combat call appropriate to their weapon per encounter.
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.
If you possess a large church and have the church backing skill, you can instead borrow any amount of master-crafted weaponry and armour - though losing it will be frowned upon.
10 sec: The caster may call + 1 rank of damage on their attacks for the next ten seconds.
10 sec: The caster calls HEAL 4 on themselves.
20 secs: The caster may call the appropriate special call for their weapon on their two attacks.
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: You may call “I'll be your opponent”. The opponent's intention to attack will be redirected to you. This will not result in them blindly attacking you, and they will defend themselves if attacked by others. This ability will work against both sentient and non-sentient opponents.
You will need to explain these additional rules before any adventure that you will be playing.
10 sec: Caster may call a Strikedown at a target within sight.
20 sec: For the next five seconds, the damage component of all calls dealt to you by enemies are replaced with HEAL 1. You still take any other effects of attacks.
5 sec: The caster STRENGTHENS themself for the next 30 seconds. They are immune to weaken for the duration.
10 Sec: Gain IMMUNE to one special call of your choice for the rest of the encounter. If you use this Miracle again, the previous effect ends.
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. You cannot use this ability if you are currently attempting to avoid confrontation.
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.
20 secs:Once invoked the caster is immune to *all* effects other than raw damage from attacks against them for the rest of the Encounter.
Alternatively,you may use this to retire. 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.
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). The sheer power of this ability abates the gaze of the gods.