Priestly Powers
Priests of Stratus do not take runes or cast ritual magic.
Long ago, they were permitted to do so, but many of these mage-priests became
heady with their power and broke from the teachings of the Church. St. Michael
and the last of the loyal mage-priests struck down the rebels and then gave up
their runes, forsaking magic for all time.
Priests are not without recourse however. They are the
chosen of Father Stratus and leaders among men. Though their powers are not as
devastating, or obvious as those of mages, they are still formidable
characters.
Saints and Petitions
When a follower of
Stratus and Aestra perform extraordinary acts of faith and service in their
life, they are sometimes recognized and venerated as saints after their death.
According to the Church, saints act as a bridge between the mortal world and
the divine world, interceding on behalf of mortals who petition them for aid.
Common Bostonians
pray for favor, or leave offerings at a church or statue hoping for a subtle blessing.
Priests and priestesses are taught prayers in a special language that put them
in direct contact with the saint’s power. These prayers are called Petitions.
Petitions for Starting Characters
Starting characters
with the theology skill and the Petitioner talent start the game with 6
petitions learned and 3 attempts/day. Generally, only priests of Stratus have
this talent, but it is possible for priestesses and other religious characters
to buy it at the GM’s discretion.
Learning Petitions
Petitions are usually
learned at churches, temples and shrines dedicated to a specific saint. Each
saint has a set of petitions characters can learn. Learning a petition
typically requires traveling to a place associated with the saint and being
taught the proper prayers. A small donation (100p) or a service might be asked
of a potential petitioner at the GM’s discretion.
Once the local
religious folks agree to teach the prayers, the petitioner must make a theology
skill test against the DL of the prayer. Success means the character spends
five free checks and marks the petition on his sheet. Failing this skill test
generally means that the character cannot learn the petition until his theology
skill level increases through experience.
A character can learn
as many petitions as his current theology skill level.
Petitioning Saints
Petitions are prayers
asking for a saint to intercede on behalf of the petitioner. The success of a
petition depends on the theology skill.
A given petitioner is
only allowed three total petitions a day. More daily petitions can be earned by
purchasing talents. A petition is considered used even if the petition skill
test fails. There is no other penalty for failing a petition.
Types of Petitions
Belssings
Blessings are
permanent boons given to a priest for his devotion to a saint. Once the
blessing is learned, its bonus is permanently bestowed to the priest. A
petition slot is taken, but a daily attempt need not be used for the priest to
get his bonus.
The priest may also
bless others, in which case, blessings behave exactly like prayers. Blessings
bestowed to others do not remove the boon from the priest, take an action to
attempt, require a successful theology roll, use up a petitioning attempt and
are temporary.
Charms and Medalions
Some of the petitions
listed allow the priest to create blessed charms or medallions. These are
symbols of the saint’s favor and provide boons to whoever possesses the object
as long as that person is a member of the Bostonian Church.
Creating a charm
requires spending free points as though the priest were purchasing a three-point
talent. Three improvement points must be earned by spending a free check and
rolling under his theology skill level.
Charms are permanent
and any number of them may be created as long as the priest is willing to spend
the experience.
Prayers
Prayers are direct
petitions to the saints to intervene on the priest’s behalf. They take a full
action to complete and require the priest to make a theology check against the
DL of the petition. Success means that the saint responds, providing the listed
benefit for the remainder of the scene (unless a duration is specified in the
petition’s description). Failure means that petition slot is used for that day.
Miracles
Miracles are special
petitions that do not have to be learned by the priest. Instead, they are
available if the priest knows ANY of that saint’s other petitions.
Asking for a miracle
takes no time, but does use one of the priest’s daily petition attempts.
Miracles have high DLs and produce striking effects.
Successfully invoking
a miracle costs the priest a level of theology that can be
earned back with experience. In addition, the priest cannot ask for that same
miracle for at least a year.
List of Petitions
Name
|
Saint
|
Type
|
DL
|
Effects
|
Aeltharze’s Chant
|
Camille
|
Prayer
|
14
|
·
You
get a +1 to all missile attacks for the encounter.
|
Aestra’s Blessing
|
Camille
|
Blessing
|
14
|
·
You
cannot drown.
|
Agatha’s Blessing
|
Agatha
|
Blessing
|
10
|
·
You
are blessed after participating in
any singing performance, or religious observance that includes song.
|
Agatha’s Medallion
|
Agatha
|
Charm
|
10
|
·
You
get a +1 to all checks related to singing and playing music.
|
Agatha’s Mercy
|
Agatha
|
Prayer
|
14
|
·
You
get a +3 to save and -1 damage/die vs. fire effects until you are out of
danger.
|
Agatha’s Soothing Hand
|
Agatha
|
Prayer
|
14
|
·
You
get a +1 to healing effects when healing burn damage.
|
Alice’s Charm
|
Alice
|
Charm
|
14
|
·
You
get a +3 to save against disease, or any disease-like effect.
|
Alice’s Light
|
Alice
|
Blessing
|
14
|
·
You
get a +1 to all physician rolls pertaining to diagnosing and curing disease.
|
Alice’s Touch
|
Alice
|
Prayer
|
17
|
·
You
get +1 to healing effects for the rest of the day.
|
Antel’s Blessing
|
Antel
|
Blessing
|
10
|
·
You
are blessed when you heal someone
from unconsciousness or near death ( less than 25% hits).
|
Antel’s Mending
|
Antel
|
Prayer
|
17
|
·
You
lay your hands on an ally after combat and allow them to shake off wound
damage.
|
Beggar’s Blessing
|
Fergus
|
Blessing
|
12
|
·
You
are blessed when you give something
of value to the needy.
|
Beggar’s Prayer
|
Fergus
|
Prayer
|
12
|
·
You
get a +2 to survival rolls in an urban setting.
|
Beheaded Sermon
|
Elbrand
|
Prayer
|
10
|
·
You
get +2 theology and persuasion when making a religious argument, or
converting someone.
|
Blessing of Burning Water
|
Tristan
|
Prayer
|
14
|
·
Your
holy water does +2 damage to the undead for the remainder of the encounter.
|
Brega’s Knowing
|
Brega
|
Prayer
|
10
|
·
You
gain knowledge of tomorrow’s weather.
|
Brega’s Mercy
|
Brega
|
Prayer
|
12
|
·
You
get +2 to all checks pertaining to avoiding the effects of bad weather or
escaping bad weather.
|
Chant of the Metal Devils
|
Sebastian
|
Prayer
|
14
|
·
You
get +4 to stand firm against the fear effect from talak chariots.
·
You
get +1 attack and defense when fighting talak.
|
Consecration
|
Camille,
Dovid,
Others
|
Prayer
|
14
|
·
All
enemies of the church suffer a -1 penalty to all actions.
·
This
effect can be made permanent if the prayer is repeated for 3 consecutive days
and 2 levels of theology are invested.
|
Curing of the Leper
|
Alice
|
Miracle
|
24
|
·
You
cure someone of a disease and reverse all ill-effects of that disease
(including the loss of a limb or organ).
|
Defiance of Callous
|
Callous
|
Prayer
|
14
|
·
Protects
an enclosed or delimited space from demonic influence by engaging the demon
in theological debate.
·
Each
hour, you make an opposed check of your theology vs. the theology of the
creature (or INT, WIL or SPI at -5).
·
If
successful, the creature and its fellows are unable to enter or affect your
space.
·
After
8 hours, you must make TOU checks to continue the debate. The first of these
is DL 10, but they increase by 2 each hour afterwards. These can be avoided
if there is a way to avoid sleep and the need to eat, excrete, etc.
|
Divine Contract
|
Camille, Dovid
|
Prayer
|
17
|
·
Nearby
templars feel called to come to your assistance.
·
It is
up to the GM if there are templars around or not. If unsure, a good random
chance might be 7/12.
|
Elbrand’s Medallion
|
Elbrand
|
Charm
|
14
|
·
You
get +1 AV to the head, but the medallion shatters once you are hit there.
|
Exorcist’s Medallion
|
Roard
|
Charm
|
17
|
·
The
first attack from a demon or its minions shatters the medallion, but does no
damage to you.
|
Exorcist’s Prayer
|
Roard
|
Prayer
|
14
|
·
You
get +1 to attack and defense against demons and spawn until dawn of the next
day.
|
Father’s Light
|
Roard
|
Prayer
|
10
|
·
A vial
of your holy water will glow with a faint light, similar in strength to
candlelight. This effect lasts for one hour.
|
Fergus’ Bargain
|
Fergus
|
Prayer
|
17
|
·
You
and your fellows can travel for a night through an urban setting without
encountering any thieves, pick pockets, or cutthroats.
|
Fergus’ Returning
|
Fergus
|
Prayer
|
18
|
·
Causes
a lost or stolen item to find its way back to its owner.
·
This
takes on the order of 2d8 days.
·
Someone
in possession of the lost item can save to keep it (SPI 16)
|
Fury of Callous
|
Callous
|
Prayer
|
17
|
·
You do
2d6 penetrating damage to any undead or demon you hit with an unarmed attack,
or +1 damage if fighting with a weapon.
|
Gidus’ Medallion
|
Gidus
|
Charm
|
10
|
·
You
get a +1 to rolls dealing with gardening, farming, or animal husbandry.
|
Gidus’ Thumb
|
Gidus
|
Blessing
|
10
|
·
You
get +2 to crafts and knowledges dealing with agriculture and gardening.
|
Gidus’ Walk
|
Gidus
|
Prayer
|
17
|
·
You
can travel this day without being subject to random encounters of a natural
nature (wolves, bears, etc.).
|
Goblin Friend’s Medal
|
Olum
|
Charm
|
12
|
·
You get
+1 to all social skills when dealing with goblins.
|
Gods’ Beacon
|
Seldon
|
Prayer
|
17
|
·
You
wander, allowing the gods to guide you and end up where you are most needed.
·
You
invest a level of theology.
|
Grasp of Callous
|
Callous
|
Prayer
|
14
|
·
You
may substitute your theology skill for your unarmed combat skill when
grappling an enemy of the church.
|
Healer’s Medallion
|
Antel
|
Charm
|
14
|
·
You
get a +1 to all medical skill rolls.
|
Miracle at the Orphanage
|
Weirgrub
|
Miracle
|
28
|
·
You
return a recently dead person back to life.
|
Miracle of Elbrand
|
Elbrand
|
Miracle
|
24
|
·
You
can operate for up to 10 rounds after being killed or knocked unconscious.
|
Miracle of the Inferno
|
Agatha
|
Miracle
|
22
|
·
You
and your allies are miraculously saved from a fire. Either an escape route is
found, or the fire is extinguished by a sudden rainstorm, or a mysterious
girl appears to lead you to safety.
|
Miracle of the Wretched One
|
Olum
|
Miracle
|
26
|
·
You
instantly convert a pagan, or non-believer.
|
Mountain Sanctuary
|
Sebastian
|
Prayer
|
17
|
·
You
find a shelter in a cave or crevasse.
·
The
cave is hidden from plain sight and by entering it, you have a 8/12 chance to
avoid pursuit.
|
Mountaineer’s Prayer
|
Sebastian
|
Prayer
|
14
|
·
You
get +1 to climb checks.
|
Olum’s Blessing
|
Olum
|
Blessing
|
13
|
·
You
get +1 to all saves made against goblin spell casters.
|
Olum’s Tongue
|
Olum
|
Prayer
|
18
|
·
You
can speak an unknown language for a couple of hours.
|
Orphan’s Blessing
|
Weirgrub
|
Blessing
|
12
|
·
You
have a way with children and get a +2 to social checks when dealing with
them.
|
Physician’s Prayer
|
Antel
|
Prayer
|
13
|
·
You
get +1 to physician rolls when trying to heal wound damage.
|
Pilgrim’s Chant
|
Seldon
|
Prayer
|
14
|
·
You
can travel and extra 20% overland this day.
|
Pilgrim’s Prayer
|
Brega
|
Prayer
|
14
|
·
If you
are on a pilgrimage, or a journey with some significance, you insure good
weather for the next 1d6+2 days.
|
Prayer for a Clear Mind
|
Roard
|
Prayer
|
14
|
·
You
get a +3 to save against mind and perception-altering effects for the
duration of the encounter.
|
Prayer for Quiet Earth
|
Weirgrub
|
Prayer
|
14
|
·
You
get +3 to save against earth spells and -1 effect/die.
·
The
region around you is protected from natural earthquakes for the day.
|
Prayer of the Restful Dead
|
Tristan
|
Prayer
|
14
|
·
You
gain a +1 to attack and defense against undead until dawn of the next day.
|
Prayer of Sanctuary
|
Tristan
|
Prayer
|
17
|
·
Your
holy water is blessed so that undead cannot cross an unbroken line of it.
|
Purifier’s Prayer
|
Seldon
|
Prayer
|
14
|
·
You
get a +3 to save vs. spells and trap effects.
|
Roard’s Vigil
|
Roard
|
Prayer
|
14
|
·
You
can maintain vigil over your charges all night without needing sleep.
|
Sailor’s Medallion
|
Camille
|
Charm
|
10
|
·
You
get +1 to all sailing, fishing and swimming checks.
|
Seeker of the Valley
|
Sebastian
|
Charm
|
10
|
·
You
get +1 to navigation and survival in the Seeker’s Valley and the surrounding
mountains.
|
Seldon’s Lens
|
Seldon
|
Prayer
|
14
|
·
You
look through a vial of holy water and can detect magic and evil auras for 5
minutes.
|
Soothing Voice
|
Gidus
|
Prayer
|
12
|
·
You
get +2 to animal handling rolls to calm an animal.
|
Stratus’ Wrath
|
Roard, Tristan,
Others
|
Prayer
|
12
|
·
You
can call upon Stratus to destroy his enemies (primarily undead and
demon-kind).
·
Invoking
this petition is automatic, but the results are based on a test of your
theology vs. the spirit of the creatures you are destroying.
·
You
choose a group of creatures to destroy and then roll your theology vs. the
highest spirit score in that group.
·
Success
means one creature in that group is destroyed. Every 2 points you succeed by
destroys another creature in that group.
|
Sunbringer’s Blessing
|
Tristan
|
Blessing
|
17
|
·
You
get a +2 to all attempts to turn unholy creatures using Sunbringer’s Wrath.
|
Tristan’s Medallion
|
Tristan
|
Charm
|
10
|
·
You
get a +1 to all navigation, survival and stealth checks in swampy terrain.
|
Tristan’s Miracle
|
Tristan
|
Miracle
|
24
|
·
All
unholy creatures within your sight are turned. Lesser creatures are
destroyed. Major ones are destroyed, or forced to flee (GM’s call).
|
Unifier’s Blessing
|
Dovid
|
Blessing
|
14
|
·
You
are blessed when you put an enemy
of the church to the sword.
|
Unmaking
|
Callous, Dovid,
Others
|
Prayer
|
14
|
·
You
destroy a magical artifact and receive a boon from the gods. The DL to learn
the prayer is 14, but actually using it has a DL based on the power of the
artifact in question and the boon the GM has in mind.
·
You
must invest a level of theology to use this petition.
|
Visionary’s Prayer
|
Camille
|
Prayer
|
18
|
·
You
get a vision that helps you answer a pressing question.
|
Voice of Dovid
|
Dovid
|
Blessing
|
14
|
·
You
get a +1 to all social checks with devout Bostonians.
|
Weirgrub’s Meditation
|
Weirgrub
|
Prayer
|
14
|
·
You
return one level to any one of the runes you possess.
|
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