Divine Magic

Divine Magic

The priest gathered the followers to Talor and felt their awe and worship create small pockets of energy during the ceremony. Most of it he send directly towards the divine realms, as per agreement, but a small portion he was allowed to keep. "Talor is thankful for your devotion. And I will now grant you his blessing. For we have a confusing day ahead, and we will need his clarity."

Divine magic is the domain that gives characters access to the powers of gods. The skills in this domain are the skills of priests and crusaders. Priests are an important part of any society. They are the link between a deity and the people. If you create a priest, this domain requires a great deal of social interaction, you will be seeking out new followers for your deity, guiding followers and performing ceremonies.

Crusaders are people called upon by their community to help protect and strengthen the faith. Most crusaders use their divine abilities to enhance their other skills such as soldering, surgery or even use of other kinds of magic. Crusaders work best when paired with a priest with a steady following.

Anonymous (not verified) Wed, 21-12-2011 11:30

Priest skills and conditions

Priest skills and conditions

A deity is a godly figure who has command over divine magic. This is a very powerful form of magic. Divine magic works by adjusting the physical laws of the world around people and objects. To power their magic, deities need to collect divine charge from the world. For this purpose, deities need to have mortals representing them on the world, fighting for their cause. These are the priests and the crusaders of this domain.

Divine Charge

The energy source of all divine magic are divine charges (DC). There are several ways to get DC. If you have a Devoted condition, the easiest way is by gathering worshippers and getting them to pray during a divine ceremony, to an emblem or at a shrine. During such ceremonies divine charges are released most of which are send to your deity, you can use the rest to cast blessings or power the ceremony itself. How much you keep depends on your devotion. Another way to get divine charge is through certain ceremonies.

Priest skills

The ceremony master skill gives you access to most priest ceremonies (not the blessing ceremony) and gives you a discount on such ceremonies.

=Skill Ceremony Master
=Points 2
=WP 1
=Unique Rule You can perform priest ceremonies by spending the necessary components and 1WP. The components are lost during the ceremony unless they are free.
=Unique Rule This skill teaches you no blessings (so you cannot perform blessing ceremonies with this skill).
=Unique Rule Ceremony components cost 30¢ less if you buy them for personal use.
=Details You are not necessarily a full fledged priest but you often perform ceremonies for your local church to lighten the load on the priests. Instead of devotion you probably power these ceremonies with sacrifices.

The priest skill gives you access to a large list of ceremonies that can be performed by purchasing the needed components. The most important one of these ceremonies is the "blessing" ceremony which gives you access to blessings to empower yourself and your flock. It is highly recommend to take the Devoted condition when you become a priest because worshippers will be your primary source of DC.

=Skill Priest 1
=Points 1
=WP 1
=Unique Rule You can perform priest ceremonies by spending the necessary components and 1 WP. The components are lost during the ceremony unless they are free.
=Unique Rule You know your deity's signature blessings and 4 additional blessings (choose them when you gain this skill).
=Details You are a priest with a lousy backwater education. You are thought only a limited amount of blessings.
=Downtime Rule Upgrade to Level 2 by training 1 point
=Skill Priest 2
=Points 2
=WP 1
=Unique Rule You can perform priest ceremonies by spending the necessary components and 1 WP. The components are lost during the ceremony unless they are free.
=Unique Rule You know all blessings.
=Details The priest is a cornerstone of any community, empowering every loyal worshipper with the power of the deity.

The preacher skill can be used to empower the mental and emotional resolve of your flock.

=Skill Preacher
=Requires Priest
=Points 5
=WP 1
=Unique Rule Help someone for 5 minutes with advice on matters of faith, give them a fitting task to fulfil their religious need and spend 1 WP.
=Unique Rule When the recipient completes the task they regain 1 WP or the use of their "indulgence".
=Unique Rule You can use this skill 4 times a day without spending willpower.
=Shared Rule This is a Sacred way of gaining WP.
=Details In troubled and stressful times people flock to the priest for advice and support. But listening to worries, troubles and past sins all day wears down the mind.

The pilgrim skill can be used to fill up emblems with the energy of the local people during your travels.

=Skill Pilgrim
=Points 3
=Unique Rule For every you spend during downtime one of your emblem items starts your next event with one more DC.
=Details During your travels to important places you stop and stay a while in the villages you pass to give people a chance to pray to your emblems.

The Missionary skill can be used to increase the level of your "devoted" condition by spending resources.

=Skill Missionary
=Requires Priest
=Points 4
=Unique Rule If you spend 5 during downtime you will gain 1 counter on this skill.
=Unique Rule You can use counters on this skill to increase the level of your devoted condition. Only half of the counters is allowed to come from this skill.
=Details You are frequently sends out into the world to convert and initiate as many people into the faith as you can. This works better if you have true stories to tell about your deeds and godly miracles.

Devotion

The Devoted condition represents your character's relationship with the deity he or she serves. The higher the level, the better this deity appreciates you and the more power he lets you keep for yourself after a divine ceremony. There are six levels of devotion. Only the first two are available for new characters. To increase your devotion, you should collect devotion counter for your Devoted condition. The more you and your allies accomplish things your deity appreciates, the more counters you'll collect and the higher your Devotion will become. Devotion counters will be given to you by the game master when you enter downtime.

=Condition Devoted 1
=Requires Priest or crusader
=Points 5
=Unique Rule For every 8 DC you gather during ceremonies you get to keep 1 DC to use during this ceremony.
=Downtime Rule This condition can be trained as if it was a skill.
=Details The divine beings trust you enough to perform ceremonies in the name of the deity, but not much more. You are allowed to keep about 13% of the divine charge generated by the ceremony.
=Downtime Rule In downtime, you can upgrade to level 2 if this condition has 30 counters or more.
=Condition Devoted 2
=Requires Priest or crusader
=Points 8
=Unique Rule For every 6 DC you gather during ceremonies you get to keep 1 DC to use during this ceremony.
=Downtime Rule This condition can be trained as if it was a skill.
=Details Divine beings start to actively notice your deeds. You are allowed to keep about 20% of the divine charge generated by the ceremony.
=Downtime Rule In downtime, you can upgrade to level 3 if this condition has 20 counters or more.
=Condition Devoted 3
=Unique Rule For every 4 DC you gather during ceremonies you get to keep 1 DC to use during this ceremony.
=Details The deity itself is informed of your name and deeds. You are allowed to keep about 25% of the divine charge generated by the ceremony.
=Downtime Rule In downtime, you can upgrade to level 4 if this condition has 40 counters or more.
=Condition Devoted 4
=Unique Rule For every 3 DC you gather during ceremonies you get to keep 1 DC to use during this ceremony.
=Details The deity speaks to you for a moment in a dream and thanks you personally for your deeds. You are allowed to keep about 33% of the divine charge generated by the ceremony.
=Downtime Rule In downtime, you can upgrade to level 5 if this condition has 60 counters or more.
=Condition Devoted 5
=Unique Rule For every 2 DC you gather during ceremonies you get to keep 1 DC to use during this ceremony.
=Details The deity speaks to you for a moment in a dream about once a year. Divine beings might ask you for help or advice. You are allowed to keep about 50% of the divine charge generated by the ceremony.
=Downtime Rule In downtime, you can upgrade to level 6 if this condition has 100 counters or more.
=Condition Devoted 6
=Unique Rule For every 4 DC you gather during ceremonies you get to keep 3 DC to use during this ceremony.
=Unique Rule Or for every 2 DC you gather you get to keep 1 DC.
=Details The deity speaks to you for a moment in a dream about once a month. Divine beings might ask you for help or advice. You are allowed to keep about 75% of the divine charge generated by the ceremony.
=Downtime Rule In downtime, you can exchange this condition for Living Saint if this has 120 counters or more and you meet the requirements.

Saints

The highest rank of deity devotion is Saint. They are given access to a great deal of power by their deity. It is very difficult to become a saint. Characters can only become saint if they choose the Purity condition at character creation(!). This has no other advantage then that it opens the potential to become a saint.

=Condition Purity
=Requires Vowed To:
=Points 3
=Unique Rule If you break a vow or demonstrably go against the mandates of your god you lose the Purity and Living Saint conditions.
=Details You have lived your life by the teachings of your deity.
=Condition Living Saint
=Requires You must have the purity condition to gain this condition.
=Unique Rule You get to keep all DC you gather.
=Unique Rule If you die your body becomes a Relic item with 15 counters.
=Details The deity speaks to you for a moment in a dream about once a week and trusts you enough that you would make about the same decisions he or she would make; therefore you are allowed to keep all of the divine charge generated by the ceremony.
Anonymous (not verified) Mon, 02-07-2012 22:33

Crusaders skills

Crusaders skills

Crusaders are the militant arm of the church. The power of a crusader comes from their special ability in carrying multiple blessings at the same time and their specialized crusader ceremonies. A crusader should be specialized in other skills as well (usually skills from the defence and armed combat domains).

=Skill Crusader 1
=Points 2
=Unique Rule While you have this skill you can have 2 blessings instead of 1.
=Unique Rule You can perform crusader ceremonies by spending the necessary components to do so.
=Details Two or more blessings interlink, cause reality to distort and the recipient to expire unless they are trained to carefully weave these blessings in a special pattern.
=Level Upgrade to Level 2 by training 3 points
=Skill Crusader 2
=Points 5
=Unique Rule While you have this skill you can have 3 blessings instead of 1.
=Unique Rule You can perform crusader ceremonies by spending the necessary components to do so.
=Details Weaving three blessings so they don't interfere with each other is exceptionally harder than two. No mortal has succeeded in weaving four.
Anonymous (not verified) Fri, 10-02-2012 14:08

Ceremony components

Ceremony components

Both priests and crusaders have ceremonies that are the basis of their divine power. Ceremonies are performed by using items called "components". The component items are lost during the ceremony and priests and crusaders usually carry a bunch of these components with them.

Priest ceremonies

Priestly ceremonies are based on serving and enhancing the community. They are also a medium between the community and the divine realms of the deities. All divine ceremonies can in theory be performed on unwilling restrained victems.

The blessing ceremony

The blessing ceremony is the cornerstone of the priestly business. The worshippers worship and the priest gives blessings in return.

=Item (Ceremony Components) Blessing
=Market price Free
=Unique Rule You can use DC to cast blessings during this ceremony. The blessing conditions detail the amount of DC they cost.
=Shared Rule This ceremony takes at least 5 minutes to perform.
=Shared Rule You can gather DC from worshippers during this ceremony. (see devotion condition for details)
=Details This is the most often used and widespread type of ceremony. The worshippers worship their deity and the priest hands out blessings in return.

Charging ceremonies

The following ceremonies can be used to gain additional Divine charge (DC) and should be performed as part of another ceremony.

The Sacrifice ceremony is used to sacrifice items to gain DC.

=Item (Ceremony Components) Sacrifice
=Market price Free
=Unique Rule You sacrifice something with monetary value to the deity and receive 1 additional DC to use during the ceremony for every 25¢ worth of market price you sacrificed.
=Shared Rule This ceremony takes at least 2 minutes to perform and is a part of another ceremony.
=Details In desperation sometimes people have even burned down their homes to appease the divine ones.

The Soul sacrifice ceremony is used to sacrifice permanent WP and souls to gain DC.

=Item (Ceremony Components) Soul sacrifice
=Market price Free
=Unique Rule The recipient his maximum WP is lowered forever and you gain 2 additional DC to use during the ceremony for every WP lowered this way.
=Unique Rule If all the WP of a person is sacrificed in this way he or she gains the soulless condition and you gain 4 additional DC.
=Shared Rule This ceremony takes at least 5 minutes to perform and is a part of another ceremony.
=Details Almost always seen as an evil act. The stealing of souls might call down the wrath of other deities when performed to often.

The Vow ceremony is used to gain the vow condition and some additional DC.

=Item (Ceremony Components) Vow
=Market price Free
=Unique Rule You or somebody else takes a solemn vow and gains the vow condition. You gain 6 additional DC to use during the ceremony.
=Shared Rule This ceremony takes at least 2 minutes to perform and is a part of another ceremony.
=Details You promise to uphold some virtue or ideal. This show of devotion is instantly rewarded.

Divine realm ceremonies

The following ceremonies need a direct connection with the divine realms, established with the "Signal to the divine realms" ceremony.

The "signal to the divine realms" ceremony is used to ask permission for and warn the divine realms about the upcoming ceremony.

=Consumable (Ceremony Components) Signal to the divine realms
=Market price 20¢
=Unique Rule After the ceremony go to a GM and tell them you performed this ceremony. You will receive an answer from a GM as soon as possible.
=Shared Rule 1DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 5 minutes to perform.
=Details This ceremony is used in preparation for greater ceremonies. Like summoning ceremonies.

The "Divine being summoning" ceremony is used to call down divine beings (deamons and angels).

=Consumable (Ceremony Components) Divine being summoning
=Market price 200¢
=Unique Rule A divine being appears. The divine being is not bound to your service but is probably obedient.
=Shared Rule 10DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 10 minutes to perform and needs to be performed roughly 2 hours after the "signal to the divine realms" ceremony.
=Details This ceremony is often performed to call down divine beings as advisers or to help in battle.

The "Divination" ceremony is used to ask questions to the divine beings.

=Consumable (Ceremony Components) Divination
=Market price 20¢
=Unique Rule You receive an answer from a divine source. The source is confident it is the right answer. More DC might help.
=Shared Rule At least 1DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 5 minutes to perform and needs to be performed roughly 1 hour after the "signal to the divine realms" ceremony.
=Details Divine beings are not all knowing nor read minds. Still they are seen as wise and knowledgeable. They also know what their deity mandates.

The "Sanctify" ceremony is used to nominate a dead person for sainthood, changing his or her body into a holy relic. Living(!) Saints are so trusted by their deity that they see them as divine beings that still have a free will. Only a handful ever existed and some deities never had a living saint. But every deity has many potential saints that are sanctified after their death.

=Consumable (Ceremony Components) Sanctify
=Market price 20¢
=Unique Rule The body of the dead recipient (wherever it may be) is turned into a relic if he had the ***purity ***condition. The strength of the relic depends on the level of devotion: 1 at level 4, 3 at level 5 and 7 at level 6.
=Shared Rule 2DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 10 minutes to perform and needs to be performed roughly 10 minutes after the "signal to the divine realms" ceremony.
=Details Death is a beautiful guarantee of future purity.

Other divine ceremonies

The following components are used for divine ceremonies that don't fit into one of the categories above.

The "Hallow" ceremony is used to create a holy space where worshippers can relax and unwind. It also stops most hostile spirits, demons and angels from entering which creates an area that is hard to spy on and mostly protects people from possession.

=Consumable (Ceremony Components) Hallow
=Market price 100¢
=Unique Rule A single room or circle of 5m. radius is determined to be a hallow.
=Unique Rule Up to 10 people can gain the welcome condition during the ceremony.
=Shared Rule 5DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 10 minutes to perform.
=Details In this holy place, it is easier to let go of worries and pray. Hostile spiritual entities have trouble entering this space.

The "Welcome" ceremony is used to welcome others into the hallow created or to give power to the hallow to extend it's existence as it lives on in the minds of the recipients.

=Consumable (Ceremony Components) Welcome
=Market price
=Unique Rule Explain de definition of the hallow to the recipient(s) and give them a (new) welcome condition.
=Shared Rule This ceremony takes at least 1 minute to perform and can only be performed if somebody with a welcome condition is present. You need separate (Ceremony Components) for every recipient.
=Details A person late to the ceremony can be welcome non the less. This ceremony can also extend the duration of the hallow.

The "Marriage" ceremony is used to bind two people in holy matrimony.

=Consumable (Ceremony Components) Marriage
=Market price 50¢
=Unique Rule Give both recipients the married to: condition.
=Shared Rule 5DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 30 minutes to perform and should be performed on two recipients.
=Details Religiously recognized marriage bonds are strong and produce more offspring because the soul of a child is placed there by a deity.

The "Initiation" ceremony can be used to initiate (a group of) people into the faith. It needs to be refreshed every year around the recipients birthday.

=Consumable (Ceremony Components) Initiation
=Market price
=Unique Rule Give the recipient(s) the promised to: condition for your deity; they are allowed to reject this condition in secret.
=Shared Rule This ceremony takes at least 15 minutes to perform. You need separate (Ceremony Components) for every recipient.
=Details Your soul is explicitly linked to a divine realm during this ceremony and at least a part will go there after death if all goes well.

The "Lay to rest" ceremony can be used to help dead persons on their way to the afterlife.

=Consumable (Ceremony Components) Lay to rest
=Market price
=Unique Rule The priest may give 1 blessing condition the recipient might have had to anyone present during the ceremony.
=Shared Rule This ceremony takes at least 10 minutes to perform and before a day has past since the recipient has died. The body of the recipient needs to be present. Only 1 lay to rest ceremony can be performed per recipient and cannot be performed if the soul was sacrificed.
=Details The soul will end up where it needs to go eventually, but it might take years. This ceremony shortens the time considerably.

The "Consecration" ceremony is used to convert divine items into divine items linked to your deity.

=Consumable (Ceremony Components) Consecration
=Market price 200¢
=Unique Rule One divine item you are touching is becomes linked to your deity.
=Shared Rule 2DC should be used during this ceremony per 200¢ market price of the item (rounded up). (see devotion condition for details)
=Shared Rule This ceremony takes at least 5 minutes to perform and one of the worshippers should be a crafter.
=Details This ceremony is usually used to steal altars of rival deities. It transfers the link to the divine realms of your deity. A craftsman should be present to promise to adjust the item its appearance.

The "Absolve" ceremony can be used to undo the lasting effects of the other ceremonies. Performing this ceremony to remove certain things could make some deities angry, even your own deity. Ask for permission of some higher priest or divine being if you are unsure.

=Consumable (Ceremony Components) Absolve
=Market price 30¢
=Unique Rule Strip the recipient of 1 welcome, married to ..., promised to ..., vow or blessing condition. Mention this to a GM.
=Shared Rule 1DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 5 minutes to perform.
=Details Removing some of these might make your or other deities very angry. Ask permission if you have any doubt.

The "Exorcism" ceremony can be used to disrupt the tether some entities (like divine beings and spirits) can shape with mortal bodies.

=Consumable (Ceremony Components) Exorcism
=Market price 25¢
=Unique Rule Strip the recipient of 1 posssed condition. The entity possessing the recipient can combat this. The amount of DC determines whether or not you succeed.
=Shared Rule At least 1 DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 1 minute to perform per DC.
=Details Priests know how to cut of a possession, wasting all the energy the divine being poured into the possession.

The "Restoration" ceremony can be used to heal wounds. It needs to be performed before the soul realises the the tissue is missing and reshapes itself accordingly.

=Consumable (Ceremony Components) Restoration
=Market price 20¢
=Unique Rule For every DC used during the ceremony 5 are subtracted from the cost to heal the wounds in downtime. If 6 DC is used the condition is removed instantly.
=Unique Rule Only works if Wounded was received in the last 4 hours.
=Shared Rule At least 1 DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 5 minutes to perform.
=Details This ceremony uses the same magic originally used to create the mortal races to replace missing tissue.

The "cleansing" ceremony can be used to heal infections.

=Consumable (Ceremony Components) Cleansing
=Market price 20¢
=Unique Rule For every DC used during the ceremony 4 are subtracted from the cost to heal the infections in downtime. If 3 DC is used the condition is removed instantly.
=Unique Rule Only works if Infection was received in the last 4 hours.
=Shared Rule At least 1 DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 5 minutes to perform.
=Details This ceremony replaces bad humours and helps chase away evil spirits that rot the still living wound.

The "Divine intervention" ceremony can be used to call down effects not covered by the other ceremonies.

=Consumable (Ceremony Components) Divine intervention
=Market price 50¢
=Unique Rule All worshippers can write a single request on an OC sheet of paper.
=Unique Rule GMs will discuss any requests at the end of the day and will determine whether it's is in the deities best interest. Amount of DC and requests for the same thing will influence this.
=Shared Rule At least 2 DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 10 minutes to perform.
=Details It is a slow process that takes many worshippers but could accomplish anything.

Crusader ceremonies

Crusader ceremonies are ceremonies usually conducted behind enemy lines and in great haste. Sometimes even during battle. They can usually only be performed by crusaders because they need multiple weaved blessings to work.

The "Self blessing" ceremony is used by crusaders to give themselves blessings.

=Consumable (Ceremony Components) Self blessing
=Market price 10¢
=Unique Rule You can use DC from the shrine to cast blessings on yourself. The total amount of DC you should gather from the shrine is detailed on your devotion condition. The blessing conditions detail the amount of DC they cost.
=Shared Rule This ceremony takes at least 5 minutes to perform and must be performed near a shrine and requires a devotion condition.
=Details When no priests are around crusades still need blessings.

The "Blighting" ceremony can be used by crusaders to temporarily disable divine items, or prepare them for destruction, in exchange for their blessings.

=Consumable (Ceremony Components) Blighting
=Market price 25¢
=Unique Rule Put a blight condition on a divine item.
=Shared Rule This ceremony takes 10 seconds to perform and you must have 2 blessing conditions. If you are damaged or receive an effect during these 10 seconds the ceremony fails.
=Shared Rule You lose both blessing conditions.
=Details This ceremony is used to temporarily destroy the link with the divine realms. If left unlinked for too long, the item also loses its divine protection and might be destroyed.

The "Flash nullify" ceremony can be used by crusaders to destroy divine items in exchange for their blessings. It only works on items with a blight that has been festering on it for a while. This ceremony is usually used to destroy altars of rival deities.

=Consumable (Ceremony Components) Flash nullify
=Market price 25¢
=Unique Rule An item you are touching is destroyed.
=Shared Rule This ceremony takes 10 seconds to perform and you must sacrifice 2 blessing conditions. If you are damaged or receive an effect during the ceremony it fails. The targeted item must have a blight condition older than 2 hours.
=Details This transfers the blessings to the item while unweaving them, causing reality to be distorted and the already weakened connection with the divine realm to shatter completely.

Hostile entities often possesses mortal bodies as cheap soldiers and to force allies to fight against each other. The "Combat Exorcism" ceremony doesn't actually exorcise these hostile entities from bodies but instead temporarily suppresses the connection to the body.

=Consumable (Ceremony Components) Combat Exorcism
=Market price 40¢
=Unique Rule Touch up to 4 possessed beings in the next minute and state "I exorcise you, being!". The possession is temporarily suppressed for a time depending on it's strength. Weak bonds might take days to regain control, but strong bonds only seconds.
=Shared Rule This ceremony takes no time but you must sacrifice 2 blessing conditions.
=Details This ceremony transfers the blessings to the poor mortal while unweaving them in such a way that it temporarily distorts the link to the entity.

Divine beings can escape the material realm by simply abandoning their material bodies which at that moment disintegrates. The "Binding" ceremony can be used by crusaders (usually during combat) to bind divine beings to the material realm in exchange for their blessings.

=Consumable (Ceremony Components) Binding
=Market price 25¢
=Unique Rule Touch a divine being and state "I bind you, being!". If weak enough the divine being is unable to use its ability to decouple itself from material bodies and flee to the divine realms today. If the divine being is strong several binding ceremonies are needed.
=Shared Rule This ceremony takes no time but you must sacrifice 2 blessing conditions.
=Details A crusader can transfer its blessings to the divine being weaving them into the link between the divine essence and the material body, strengthening it.

The "Unweaving" ceremony can be used by crusaders to completely destroy divine beings. Without a binding ceremony the divine being will probably just flee.

=Consumable (Ceremony Components) Unweaving
=Market price 400¢
=Unique Rule Touch a divine being during the entire ceremony. Its very essence is utterly destroyed. Tell a GM afterwards.
=Shared Rule This ceremony takes at least 5 minutes to perform. You must sacrifice 3 blessing conditions.
=Details You take your three carefully interwoven blessings, transfer them to the divine being and unweave them slowly but violently, causing reality to be distorted and the divine being to slowly disappear entirely. This will almost assuredly anger other divine beings.
Anonymous (not verified) Fri, 30-03-2012 16:36

Blessings

Blessings

A blessing is a temporary power, bestowed by a priest or crusader. When a blessing is cast the recipient of the blessings gets a condition card from the caster describing the blessing.

Casting Blessings

Blessings are cast during the blessing ceremony (see the ceremonies section). Before casting a blessing, ask the recipient if they will accept your blessing. How exactly you cast a blessing is up to you, for example: you could offer them some medium through which the blessing is transferred. This medium can be many things, for example a mark of blood, a sprinkle of water, inhaling the incense smoke or a simple touch. You could say a few lines of prayer or a few other appropriate words.

The DC it costs to cast a blessing is detailed on the blessing condition but "signature" blessings do not cost DC. You want to carry the conditions for the blessings that you want to cast before you start the ceremony. If you have run out of the blessing conditions you need you can always ask a GM for more.

Signature blessings

These are small signature blessings that do not cost DC to cast for a priest of the proper deity and are usually handed out as a reward by such priest in exchange for the DC. They can only be cast for free by a priest of that particular deity or they can be bestowed upon worshippers if they leave DC at some holy items.

=Blessing Last words (Talor)
=DC 1
=Unique Rule When you die you can contact 1 nearby person in a vision today, they regain three WP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Talor and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details When you die you will have the ability to speak to one person for the last time.
=Blessing Tradable knowledge (Talor)
=DC 1
=Unique Rule Ask a DM for additional rumours and news.
=Shared Rule This blessing costs no DC to cast if you are devoted to Talor and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details You hear whispers on the wind.
=Blessing Zest for life (Danu)
=DC 1
=Unique Rule It takes 2 more minutes for you to bleed to death.
=Shared Rule This blessing costs no DC to cast if you are devoted to Danu and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Your will to live heightens by this blessing.
=Blessing Blessed union (Danu)
=DC 1
=Unique Rule Unless something prevents it. Your next copulation will result in a pregnancy and the chance of the child being healthy is increased. If you have sex that could result in a child today you receive 1 WP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Danu and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details You will become a parent.
=Blessing Holy armour (Gataur)
=DC 1
=Unique Rule Today you can ignore 1 time you should mark an armour card.
=Shared Rule This blessing costs no DC to cast if you are devoted to Gataur and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Your armour seems protected from damage by this blessing.
=Blessing Crafter's anticipation (Gataur)
=DC 1
=Unique Rule The first time you use the Custom Crafter skill to make a design today you receive 1 WP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Gataur and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Inspired by Gataur you can keep equipment in working shape.
=Blessing Just reflex (Ratish)
=DC 1
=Unique Rule When somebody causes you to stumble you can call stumble on him or her.
=Shared Rule This blessing costs no DC to cast if you are devoted to Ratish and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details The balance of battle is restored by this blessing.
=Blessing Freedom call (Ratish)
=DC 1
=Unique Rule When somebody captures or imprisons you your closest free ally is warned of this telepathically when you choose.
=Shared Rule This blessing costs no DC to cast if you are devoted to Ratish and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing causes divine beings to contact your allies or your behalf to ensure they can fight for your freedom.
=Blessing Evercleaning waters (Januri)
=DC 1
=Unique Rule You can't gain new infections.
=Shared Rule This blessing costs no DC to cast if you are devoted to Januri and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing washes clean your wounds.
=Blessing Power of love (Januri)
=DC 1
=Unique Rule Your love partner can gain 1 WP from a romantic encounter with you today. But loses 4 WP if you would where to die today.
=Shared Rule This blessing costs no DC to cast if you are devoted to Januri and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Love conquers much, but not all.
=Blessing Ecstatic Bloodthirst (Wana)
=DC 1
=Unique Rule Hack away at an unconscious enemy for 15 seconds; if you have more than 0 HP while you do this you regain 2 HP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Wana and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing rewards you with protection for being viscous against your fallen enemies.
=Blessing Evil eye of Wana (Wana)
=DC 1
=Unique Rule Stare at a single person for at least 5 minutes today. They will become sick within a year and a day if this blessing expires at dawn.
=Shared Rule This blessing costs no DC to cast if you are devoted to Wana and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details When ogres and witches start staring at you. You better run.
=Blessing Vitality Guard (Ranimsul)
=DC 1
=Unique Rule The first time when a complication card would put you at exactly 0 WP during surgery you are at 1 WP instead. The can only happen once per surgery.
=Shared Rule This blessing costs no DC to cast if you are devoted to Ranimsul and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing guards you against death.
=Blessing Second wind (Ranimsul)
=DC 1
=Unique Rule The first time you spend your last WP today you regain 2 WP after 1 hour.
=Shared Rule This blessing costs no DC to cast if you are devoted to Ranimsul and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details The tenacity of the halfling is legendary, but might be divinely inspired in some cases.
=Blessing Insubstantiation (Ganinisum)
=DC 1
=Unique Rule When you drop to 0 HP you can call resist against any attack or effect for up to 10 seconds. You also can't move or be moved during this period.
=Shared Rule This blessing costs no DC to cast if you are devoted to Ganinisum and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This strange blessing protects you against further injuries by turning you into a ghostly image.
=Blessing Blessed party (Ganinisum)
=DC 1
=Unique Rule When at least 6 people with this blessing get together and party for an hour, they regain their spend indulgence. They can do this one time per day.
=Shared Rule This blessing costs no DC to cast if you are devoted to Ganinisum and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details These are the sort of parties they sing songs about.
=Blessing Composure (Uastra)
=DC 1
=Unique Rule After you have survived a surgery if you have lost WP you regain 1 WP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Uastra and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing steels your emotion in the face of injury.
=Blessing Uastra's Guidance (Uastra)
=DC 1
=Unique Rule When you are harvesting alchemy components, you only take half of the time.
=Shared Rule This blessing costs no DC to cast if you are devoted to Uastra and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing gives you the ability to more easily find nature's bounty.
=Blessing Shared indulgence (Vanessa)
=DC 1
=Unique Rule When you share a stimulant item with somebody you both gain the effects from the item.
=Shared Rule This blessing costs no DC to cast if you are devoted to Vanessa and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing gives you the ability to share your indulgent moments.
=Blessing Unbound pleasures of the flesh (Vanessa)
=DC 1
=Unique Rule You are protected from sexually transmitted diseases and you are infertile. If you have sex with at least three people today you regain 1 WP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Vanessa and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing gives you the ability to indulge in your sexual desires without any consequences... apart maybe from some social ones.
=Blessing Animation (Tal'kinita)
=DC 1
=Unique Rule One minute after you die you rise as a mindless vengeful zombie with 3 HP, all combat skills, and 3 WP. After 5 minutes you die again; for good this time.
=Shared Rule This blessing costs no DC to cast if you are devoted to Tal'kinita and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing turns you into a mindless zombie that is hell-bent on killing its enemies for a few more minutes.
=Blessing Ancestral possession (Tal'kinita)
=DC 1
=Unique Rule You have a second character within this body and can switch with a minute of concentration. Switching back to yourself costs 4 WP. Your second character has 10 skillpoints.
=Shared Rule This blessing costs no DC to cast if you are devoted to Tal'kinita and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details You invite one of your ancestors to help you in these dire times with their ancient old skills.
=Blessing Blessed Healing (Zalsz)
=DC 1
=Unique Rule Any long lasting injury you gain while you have this blessing costs 5 less to heal.
=Shared Rule This blessing costs no DC to cast if you are devoted to Zalsz and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing unlocks regenerative powers inspired by the lizardmen.
=Blessing Creator's Sorrow (Zalsz)
=DC 1
=Unique Rule Any item that you have crafted gives twice as much DC during sacrifice rituals you partake in.
=Shared Rule This blessing costs no DC to cast if you are devoted to Zalsz and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details It matters not that this masterpiece is destroyed. The next time you build it will be better.
=Blessing Protecting the wounded (Tahordyn)
=DC 1
=Unique Rule If you have the wounded condition you need an additional hit on your wounded body part before your HP is reduces to -1 automatically.
=Shared Rule This blessing costs no DC to cast if you are devoted to Tahordyn and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing helps those in need.
=Blessing Temperance (Tahordyn)
=DC 1
=Unique Rule If you haven't used an indulgence today and don't for the next 12 hours you gain 2 WP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Tahordyn and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Good things come to those that wait.
=Blessing Glorious Fury (Nantillion)
=DC 1
=Unique Rule When you reduce an enemy to 0 HP you can call stumble on your next 2 attacks.
=Shared Rule This blessing costs no DC to cast if you are devoted to Nantillion and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing rewards the victors.
=Blessing Independence (Nantillion)
=DC 1
=Unique Rule You gain 2 WP. You lose 2 WP as soon as you are healed by or gain WP from somebody else.
=Shared Rule This blessing costs no DC to cast if you are devoted to Nantillion and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing rewards those that can take care of themselves.
=Blessing Changing blessing (Sin)
=DC 1
=Unique Rule Sin offers a different blessing every day as its first signature blessing.
=Shared Rule This blessing costs no DC to cast if you are devoted to Sin and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details You wonder what Sin came up with today.
=Blessing Random blessing (Sin)
=DC 1
=Unique Rule You receive a random blessing from a GM, this blessing can include effects not mentioned here.
=Shared Rule This blessing costs no DC to cast if you are devoted to Sin and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Don't like the first signature blessing of Sin? You can also ask the priest for a completely random one. Enjoy being a chicken for the rest of the day.

Blessings conditions

These blessings are cast with DC. They can be cast by any priest during a blessing ceremony.

=Blessing Boundless Justice
=DC 1
=Unique Rule Call resist against all charm effects.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing makes it clear: this is an enemy of god; no charm will distract from that fact.
=Blessing Angel's Flight
=DC 1
=Unique Rule When you drop to 0 HP, raise your hand to disappear. Return to a place within 10 paces within 10 seconds.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing causes you to make a small jump in the fourth spacial dimension when you become injured, hopefully propelling you to safety.
=Blessing Primordial Ripple
=DC 1
=Unique Rule Your somatic and verbal components both give 50 extra power you can use to power automata.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing slightly stabilizes the primordial flow around you.
=Blessing Pilgrim's Health
=DC 1
=Unique Rule Any long lasting injury you gain while you have this blessing costs 15 less to heal.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details With this blessing people heal faster.
=Blessing Halo Of Health
=DC 1
=Unique Rule While you've spend/lost less then 2 WP you will not bleed to death after 5 minutes when at -2 HP. You will lose 2 WP instead.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details As long as you feel on top of your game this blessing causes you to stabilize your bleeding.
=Blessing Proud Death
=DC 1
=Unique Rule One minute after you die you rise as a vengeful mindless zombie, with 6HP, all skills and 6 WP. You die again within 10 min.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing turns you into a relatively strong zombie after death.
=Blessing Rebuke
=DC 1
=Unique Rule Most possessions fail to take hold on you.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Although the gods where hesitant to teach mortals this blessing at first, it is now primarily used against shamanic spirit possession.
=Blessing Demon's Spawn
=DC 2
=Unique Rule When you drop to 0 HP, raise your hand to disappear. Reappear within 10 seconds touching your attacker. Call "hit".
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing causes you to make a small jump in the fourth special dimension when you become injured, propelling your body into the enemy with force.
=Blessing Divine concentration
=DC 2
=Unique Rule When you perform an alchemy change that you have performed once before it only takes half the time.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing keeps you focused on the laboratory in front of you.
=Blessing Boundless Focus
=DC 2
=Unique Rule Call resist against all daze effects.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing protects against spellcasters lights, smoke and mirror or heavy blows to the skull.
=Blessing Primordial Stability
=DC 2
=Unique Rule Your somatic and verbal components both give 90 extra power you can use to power automata.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing stabilizes the primordial flow around you.
=Blessing Resilient Hero
=DC 2
=Unique Rule Two seconds after you dropped to 0HP you can ignore wound effects while at 0. (For example: you can carry things in a wounded arm). You react normally at -1 and -2 HP.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing empowers your resolve and causes you to bite trough the pain of shallow injuries.
=Blessing Inspired Awe
=DC 2
=Unique Rule You have one more maximum WP. Your current WP doesn't change.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing opens your mind for divine pleasures.
=Blessing Miracle Healing
=DC 2
=Unique Rule Any long lasting injury you gain while you have this blessing costs 25 less to heal.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details With this blessing people heal at a miraculous pace.
=Blessing Boundless courage
=DC 3
=Unique Rule Call resist against all fear effects.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details With this blessing nothing scares you. God is on your side.
=Blessing Primordial Calming
=DC 4
=Unique Rule Your somatic and verbal components both give 150 extra power you can use to power automata.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing stabilizes the primordial flow around you greatly.
=Blessing Endurance Imbued
=DC 4
=Unique Rule Shields you use have +1 toughness.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details With this blessing any shield you carry can withstand stronger blows.
=Blessing Strength Imbued
=DC 4
=Unique Rule Weapons you use have +1 toughness.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing makes it so that your weapons are harder to break.
=Blessing Heroic Fury
=DC 4
=Unique Rule Two seconds after you drop to 0 HP you can ignore wound effects while at 0 and -1. (For example: you can carry things in a wounded arm). You react normally at -2 HP.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing empowers your resolve and causes you to bite trough dangerous injuries.
=Blessing Angel's Shield
=DC 5
=Unique Rule As long as you've made no attack since your last short rest and have all your HP you can call "Resist 1", against any attack or hit effect.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing makes you invulnerable for shallow attacks unless you attack first.
=Blessing Angel's Touch
=DC 5
=Unique Rule The first time you touch an opponent who attacked you within the last 5 minutes, call "Hit". This doesn't end Angel's Shield.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing enacts divine justice to those that hurt you.
=Blessing Primordial Stillness
=DC 6
=Unique Rule Your somatic and verbal components both give 200 extra power you can use to power automata.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing stabilizes the primordial flow around you almost to a standstill.
=Blessing Godly Inspired
=DC 6
=Unique Rule You have two more maximum WP. Your current WP doesn't change.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing prepares you to be infused with religious ecstasy.
=Blessing Saint Protection
=DC 7
=Unique Rule You have 1 extra HP.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing protects you from direct physical harm.

Multiple Blessings

Crusaders can carry multiple blessing. There are many interesting combinations of blessings. You can have the same blessing more then once. You do this by applying the numbers in the blessing as many times as you have the blessing. For example if you have Saint Protection twice, you gain 1 + 1 HP.

If you have to call an effect, you double the power of that effect. If you have a blessing that causes stumble twice, you call stumble 4, since the default of stumble is 2, and you double it. Do not call the effect twice.

Anonymous (not verified) Sat, 24-03-2012 21:22

Items

Items

Priests and crusaders have several items that improve or support their skills.

Ceremonial items are items that can enhance a ceremony, either by generating extra willpower or by generating extra divine charges. Shrines are especially useful. Priests can set up a shrine at which characters can pray. The priest can then collect the tokens left at the shrine. This way the priest does not have to be present to collect prayer tokens when her followers are praying.

Emblems

Emblems are religious symbols created to carry additional divine energy for priests and crusaders.

=Item Bronze Emblem of ...
=Market price 250¢
=Unique Rule At the start of an event this item has 4 out of 6 DC that can be gathered from it during divine ceremonies.
=Unique Rule Anyone can worship this emblem's deity and leave their DC at this emblem in a small 1 minute ceremony.
=Shared Rule If you've used a different Emblem in a ceremony today you can't use this item.
=Item Silver Emblem of ...
=Market price 500¢
=Unique Rule At the start of an event this item has 6 out of 10 DC that can be gathered from it during divine ceremonies.
=Unique Rule Anyone can worship this emblem's deity and leave their DC at this emblem in a small 1 minute ceremony.
=Shared Rule If you've used a different Emblem in a ceremony today you can't use this item.
=Item Golden Emblem of ...
=Market price 1000¢
=Unique Rule At the start of an event this item has 8 out of 16 DC that can be gathered from it during divine ceremonies.
=Unique Rule Anyone can worship this emblem's deity and leave their DC at this emblem in a small 1 minute ceremony.
=Shared Rule If you've used a different Emblem in a ceremony today you can't use this item.

Ceremonial Items

Incense and Sacred ointment are sacred stimulants that can be used to increase the amount of WP you regain during an indulgence.

=Consumable Sacred Incense
=Market price
=Unique Rule Burn this during your indulgence (should be some form of worship): You regain 2 WP from the indulgence instead of 1.
=Shared Rule This item is Sacred.
=Consumable Sacred Ointment
=Market price 20¢
=Unique Rule Use this as a medium to transfer a blessing: The recipient regains 3 WP from his or her next indulgence instead of 1.
=Shared Rule This item is Sacred.

Shrines can be used to pray and receive small free blessing conditions without a priest present. A priest can than at a later time send the energy to the divine realms. If he or she does this within a day they even get to keep some of the power.

=Item Shrine Centrepiece of ...
=Market price 100¢
=Large This item is large.
=Unique Rule Priests and crusaders can use this item to set up a shrine for their deity.
=Unique Rule Anyone can worship at this shrine by leaving 2 DC at it. If they do they may ask a DM for the signature blessing condition from it's deity.
=Unique Rule DC left at a shrine can be gathered during divine ceremonies.
=Unique Rule At first light of the next day all DC should be removed.

Altars are elaborate and expensive holy items that double the rewards of sacrifices.

=Item Altar of ...
=Market price 2500¢
=Restore price 1000¢
=Toughness 3
=Unique Rule Sacrifice ceremonies to the appropriate deity made on this altar generate twice as much DC.
=Unique Rule This item requires the strength of 20 people to move and breaks when it is moved.
=Large This item is large.

Relics reduce the cost of a single blessing you cast today.

=Item Relic of ...
=Market price Var
=Large This item is large.
=Unique Rule If you had this item at first light the DC cost of one of the blessings you know is reduced by the number of counters for one day.
=Unique Rule When this item breaks with 2 or more counters this becomes two new Relics. Divide the counters of this item over the two Relics.
=Downtime Rule This is a special item made from the body of a Saint. If you wish to sell it, you will have to find a specific buyer. It cannot be bought normally.
=Details This is a piece of a death saint probably embalmed and stored in an emblem.
Anonymous (not verified) Mon, 10-09-2012 18:52

Divine Conditions

Divine Conditions

These conditions are all brought about by interaction with the divine powers wielded by priests, crusaders, divine beings or deities themselves.

The blight condition is attached to an item usually after an blighting ceremony.

=Condition Blight
=Unique Rule This item cannot be used.
=Unique Rule The connection of this item with the divine realms has been temporarily distorted.
=Unique Rule This condition can be removed by performing an absolve ceremony and then performing another absolve ceremony 3 hours later.
=Details Violent discharge of weaved blessings has caused this item to stop functioning. Another such an attack may destroy the item completely.

The soulless is usually gained after a sacrifice soul ceremony.

=Condition Soulless
=Unique Rule Your soul has left this body.
=Unique Rule You lose all skills and all conditions that are not part of your physical body.
=Unique Rule You lose all willpower and cannot regain any willpower.
=Unique Rule You cannot perform any actions unless ordered to, including eating and drinking. Any action you are ordered to perform will be performed to the minimum of your abilities. Any action that requires creativity will fail.
=Unique Rule Unless nourished or ordered to nourish yourself, your body dies in two days.

The welcome condition is used to create and welcome new people into a hallow granting them rest. This condition is usually gained after a hallow or welcome ceremony.

=Condition Welcome
=Unique Rule You are welcomed into the Hallow that the person specifies when you gain this condition.
=Unique Rule While within the Hallow you can regain 1 DC by spending 1 WP.
=Unique Rule Taking a short rest within the Hallow takes 2 less minutes (but always at least 1 minute).
=Unique Rule This condition will expire in a month.
=Details A hallow is a place of rest and recovery. But it is also a place perfectly suited for extensive worship.

The "married to" condition is used to interlink your soul with the soul of another. It also "warns" the divine realms of the potential for children and makes it more likely to convince to deity to hand the child a soul. This condition is usually gained after a marriage ceremony.

=Condition Married to ...
=Unique Rule You can at any time perform a small divine ceremony to determine whether or not the person you are married to is still alive, how far away he is from you and roughly in what direction he or she is. It might take a few minutes or even hours before you get an answer.
=Unique Rule When a person you are married to dies there is a 5% chance that you die as well within the same day.
=Downtime Rule If biologically possible the chance of impregnating a person you are married with is heightened from 20% per month to 50% per month if you are trying to impregnate (some racial variations apply) and the chance of stillborns is reduced by half.
=Details One of the effects of linking souls is that it could cause them to "stick" together when one of them leaves for the divine realms.

The "promised to" condition is used to "baptise" people. It needs to be replenished every year at roughly the same time as when you where born but makes it easier to worship multiple times per day. This condition is usually gained after an initiation ceremony.

=Condition Promised to ...
=Unique Rule Your soul or at least a part of it is linked to a certain divine realm. Since you can have multiple of these conditions your soul might end up in parts shattered across multiple divine realms.
=Unique Rule With the help of a priest dedicated to the god you are promised to you can spend 1 WP to lose the regain 1 DC.
=Unique Rule You lose this condition on your birthday.
=Downtime Rule You can choose to buy this condition for 10¢ during downtime or character creation.
=Details You are somewhat devoted to a certain deity and find it easier to worship this deity multiple times a day.

The "Nightly worshipper" condition is used to promote evening ceremonies instead of morning ceremonies. This condition is usually gained after an initiation ceremony.

=Condition Nightly Worshipper
=Unique Rule Instead of at the first light of the day, you regain DC and your blessings expire at the last light of the day.
=Downtime Rule You can choose to gain or lose this condition at character creation or during an initiation ceremony for free.
=Details You or your priest prefers you to worship during the night.

A vow is a solemn promise made by a worshiper to their deity, meant to show their dedication. It increases the speed that the devoted condition levels, unless you break the vow. The "vowed to" condition is usually gained after a vow ceremony.

=Condition Vowed to ...
=Unique Rule If you gain this condition write a vow on this card.
=Unique Rule Upgrading Devoted costs 5 counters less.
=Unique Rule If you break this vow you don't gain the beneficial effects from blessing conditions and you cannot add counters to your devoted condition for 6 months. If you are unsure whether or not a certain action breaks a vow ask a GM.

Characters with a vow can upgrade their Devoted condition more quickly. Because of this, it may be advantages to choose a vow during character creation. Some deities don't accept certain vows ask a GM in advice if you are in doubt. The following vows are available but if you can think of a cool vow ask a GM and we will discuss whether or not it can be used:

Vow Description
Devotion Your DC can only be gathered by priests or items devoted to a single deity. You must spend at least 2 WP every day to regain DC. You can gain this vow multiple times, this increases the amount of WP you have to spend to regain DC by 2 every time you take this vow.
Abstinence You cannot regain WP, unless it is through something Sacred or through a blessing.
Fealty Do not knowingly do or cause something that goes against a wish or desire of the person to whom you vow loyalty, even after their death. This person must approve this vow and most be promised to the Deity in question.
Ferocity Spend at least 3 WP when you're in a battle. Join every battle you know allies to be in, unless physically unable.
Honesty Do not lie, conceal information or deceive unless you explain this in advance.
Honour Do not steal, cheat or break promises, or knowingly let others do so.
Non-violence Do not attack mortal creatures, or knowingly contribute in another's effort to do so.
Poverty The money and market price of all the items you or others consider to be your possessions never exceed 50c.
Sovereignty Do not let mortals dictate your behaviour or deceive you into behaving in a manner unfavourable to you.
Anonymous (not verified) Sun, 25-03-2012 22:10