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The church isn't as unified as many would care to think.
Its origin is a patchwork of smaller religions, drawn under one banner for the
good of their prospective people. Though the church has grown significantly more
tightly bound than the separate orders could have ever hoped for, the tapestry
retains its brightly colored patches and varied beliefs. The religious
principles on the previous page are values that at least 80% of the orders agree
with and thus, are promoted by the church as a whole.
This page will outline a variety of these sub-factions and
what their unique spiritual perspective is. If you are a priest, you may choose
to join one of these orders, or remain the first of them, the general
practitioner. Either is perfectly acceptable.
Orders
General Practitioners (Priests)
Patron: God
Favored Weapon: Staff
Domains: Faith, Justice, Healing, Protection, Luck
General practitioners are the most common sort of priest.
Raised in a unified church, they picked and chose from the various beliefs,
mostly standing behind the overarching principles of the church as a whole. They
tend to get along easiest with any other order, though lack much in the way of
specialized ability. They are welcome in just about any imperial community,
provided they don't displace any ordered priest that already has been operating
there. In doctrine, this order follows the previous page to the letter.

Merciful Order of the Citadel (Guardians)
Patron: Alexander, the holy city
Favored Weapon: Shield
Domains: War, Justice, Holy, Protection
To citadel priests, life is a constant struggle against
the evils of the world. They are often great warriors, marching at the front of
any battle against rampaging monsters, destructive spirits, and even people of
great proven evil. To die fighting these evils is the purest way of life.
However, they should not be confused with berserkers. There is no honor in dying
foolishly.
Citadel priests often care little for politics, and are thus
found wide spread, working with other priests. Many become paladins, taking up
the sword full time to follow the call of their patron and strike down the
darkness of the world and protect the innocents that reside there. Citadel
priests are often at odds with the Kalmites.
Citadel priests follow very close to the general teachings of
the All-Father, instead simply reinterpret them. They do not believe in capital
punishment for any being, save those trying to kill them or their charges. Even
heretics to the Church are not harmed, save for the confiscation of their
creations. Considered too soft by some of the more fanatical orders, Citadel
Priests truly believe that Judgment is reserved for the All-Father.

Kalmites (The Furious)
Patron: Ifrit, the flaming spirit
Favored Weapon: Whip or Great Sword
Domains: Fire, Destruction, Glory, Chaos
It is said that the original Kalmites existed in the
ancient town of Kalm before the coming of Holy. They witnessed the fury of God
first hand and it burned so deeply into their soul that they and all their
future incarnations would rise to this order over and again to continue the rage
they feel against those that caused it.
This order, though lesser in number than most, is very loud
in politics. They call for the burning of heretics, the dismemberment of rogue
mages, and other extreme measures to root out people who abuse power. They do
not share the peaceful inclinations of the church as a whole, often hunting down
their chosen 'sinners' and dragging them out for public execution. The Kalmites
do not get along with Citadel priests at all.

Covenant of Gaia (Earth Maidens)
Patron: Gaia, the planet mother
Favored Weapon: Dagger
Domains: Earth, Plants, Animals, Monsters
A warm, if eccentric, order. The maidens promote harmony
with the planet that hosts civilization. They warn that man kind has angered
Gaia in the past, though it is not too late to get her forgiveness. They are the
most likely to be seen consorting with monsters and beasts, and thus are very
much at home in the rebel city of Drominham.
The maidens have never agreed with the policies towards
monsters, though this has lessened in recent times due to the kinder policies
that they have successfully had instated. The maidens are most at home in more
rural towns and suburbs, assisting people there cope with the rigors of the
elements and nature.
Maidens despise heresy and will go at great lengths to punish
a heretic above and beyond what is required of church doctrine. They dislike
mechanical things in general, and will usually avoid them, even if they are
deemed not of heretical nature.
Despite the name, men can join this order.

Penitent of Midgard (Monks)
Patron: Midgard, the lost city
Favored Weapon: Unarmed
Domains: Knowledge, Mind, Travel, Peace
Midgardians feel a great sense of loss and sorrow for the
coming of Holy. They feel that they must shoulder the burden of the sins that
caused it to come to be, and spend their time leading a spartan life of
contemplation and communion with higher beings.
The Midgardians tend to vary slightly from priest to priest
on their faiths, but as a whole, they agree with church doctrine. They spend
most of their time considering the very same doctrine, and are valued as
philosophers and thinkers. They travel from city to city, offering wisdom and
insight to every day problems. Occasionally, often in the capital, they will
pause their endless travels to stay at a library and study there for a few
years.
Midgardians do not collect or amass wealth. They also do not
accept tithes above and beyond what is needed to clothe and feed themselves.
Unlike other clergy, their resources are no better than a commoner.

Walkers of Shadow and Dust (Jesters)
Patron: Kefka, dark harbinger, eternal jester
Favored Weapon: Black Magic
Domains: Chaos, Destruction, War, Madness
A warm, if eccentric, order. The maidens promote harmony
with the planet that hosts civilization. They warn that man kind has angered
Gaia in the past, though it is not too late to get her forgiveness. They are the
most likely to be seen consorting with monsters and beasts, and thus are very
much at home in the rebel city of Drominham.
The maidens have never agreed with the policies towards
monsters, though this has lessened in recent times due to the kinder policies
that they have successfully had instated. The maidens are most at home in more
rural towns and suburbs, assisting people there cope with the rigors of the
elements and nature.
Maidens despise heresy and will go at great lengths to punish
a heretic above and beyond what is required of church doctrine. They dislike
mechanical things in general, and will usually avoid them, even if they are
deemed not of heretical nature.
Despite the name, men can join this order.

Knights of Sword and Shield (Paladins)
Patron: Odin, spirit of war and honor
Favored Weapon: Lance or Sword
Domains: War, Honor, Justice, Glory, Protection
Almost universally paladins and holy warriors, this order
focuses on the martial needs of the church. Often acting as judges and
negotiators in conflicts, the Order is just as quick to lead armies into battle
if things can't be worked out. Many of the Order is abroad in the Western lands,
attempting to convert barbarians by word or by force.
A priest of the knighthood will never strike down an unarmed
foe, no matter how vile. They will also accept surrender if offered and bring an
opponent to justice, even at great personal inconvenience. If a Knight is told
to follow someone, like a king or general, they will follow them until released
from their duties without question.

Disciples of Sister Ray (Heretics)
Patron: Sister Ray, grand war machine of pre-Holy
Favored Weapon: Heresy
Domains: Technology, War, Stealth, Mind
A minor order of heretics. Disciples find themselves
persecuted whenever they become too bold in their sermons. They are only at home
in the rebel city of Drominham, but find themselves drawn to New Junonsburg(The
capital) despite the inherent danger.
Being priests, they are looked at very oddly for their choice
in faiths. Their disregard for the church doctrine on technology often gets them
in trouble. Disciples, thusly, are often over-compensating by doing as many
publicly good deeds as possible to counter-balance the inherent stigma against
their calling.
Disciples, predictably, have a fondness for heretics, priests
or not. They will often attempt to recruit compassionate heretics to their order
and teach them the ways of God, and Sister Ray. They also have a deep passion
for archeology and are often found digging up ancient technology for study and
worship.

Harbingers of Vengeance (Mtezeko) (NOT assimilated
into the church)
Patron: Nanaki, Mtezeko hero.
Favored Weapon: Claws and Teeth
Domains: Destruction, Chaos, Mind
Hailing from the barbarian continent, this order is
actually older than the church itself by a great amount and has thus far
resisted all attempts to tame it. It is honored by about 20% of the barbarian
natives, most of whom are Mtezeko, in whole or part. Their forefathers created
the strange disease that now grips mtezeko, allowing them to spread their traits
by bite or claw.
Their doctrine is almost entirely alien from the church,
promoting the giving up of all trappings of humanity and returning to nature
whole sale. They are fanatics as a whole and considered very dangerous. They
have no qualms with self sacrifice to further spread their message and
especially love targeting Imperials.

The Followers of Shekhina
Patron: Gaia (Shekhina) and God
Favored Weapons: The shepherd's staff
Domains: Community, Creation, Holy, Healing, Sun
A sect within the Church, the cult of Shekhina
believes that as man and woman are required to create life, and as such, God and
Shekhina (Gaia) are both equal, and it was through the union of God and Gaia
that life was born. This group believes that the union between lovers is sacred,
and an act which can do no wrong, as life is a constant in the world, proof of
the union between God and Gaia.
To the Followers, the belief in only one God is seen as a
crime, demeaning the sacred union, and the sect is constantly attempting to
promote their stance within the church quietly. A curious belief of this sect is
that the lifestream is a byproduct of the joining of God and Shekhina, as it
promotes raw change and spontaneous life. It is forbidden to 'anoint' oneself
where the lifestream is strong, though the sight of the location is considered
sacred and a place for wisdom.

The True Sons
Patron: All Father
Favored Weapons: The scepter
Domains: Glory, Knowledge, Holy, Sun
Another sect within the Church, the True Sons
believe that only the All Father should be allowed to create life, and that any
union is profane and a show of weakness. As only the All Father is needed to
create the wonders of the world, and Gaia is the result of His work, the act of
procreation is fit only for beasts, and humanity should rise above such,
reaching a transcendant state of parthenogenesis -- the creation of life through
oneself and no other.
This sect is attempting to guide the church away from the
mingling of souls, with the belief that such weakens each soul and guides it
away from its transcendant state. The True Daughters are the female branch of
this sect, and believe in the All Mother as the symbol of sacred rebirth.

Order of the Phoenix (Ancients)
Patron: Phoenix, the eternal
Favored Weapons: Magic
Domains: Fire, Rebirth, Healing, Community, Magic
It is said that every member of the Ancients can trace
their reincarnational path completely to the point of the order's founding in
104 AH. Like the Kalmites, they predate the formal church, and had a fair amount
of popularity, despite their continually low amount of membership. The fact that
every priest has to be proven to have been a member in a past life prevents any
efforts to swell their ranks.
This Order is responsible for the modern beleifs concerning
reincarnation and rebirth. They alone have the power to trace spiritual blood
lines and to divine the nature of one's past lives. It is said, however, that
they use this gift very sparingly, and only when their patron, the great fire
bird Phoenix allows it.
In the church, the order serves largely as book keepers for
genealogy, tracking both physical and spiritual links through the ages,
especially for royal families. They have a fair amount of clout in church
politics, with each member considered revered to some level for their proven
spiritual purity.

Binsinyo (Wutaiins) (Enemy Order)
Patron: Leviathan, king of the ocean
Favored Weapons: Heresy
Domains: Water, Community, Destruction, Justice
Hailing almost exclusively from Wutai, the Bisinyo lead a
simple life of worship, purification, and leadership of their people. The
Bisinyo to not hold mass except on specific holidays, believing that worship
should be done individually. Their territory is easy to spot with its large
number of small shrines that dot the country side for anyone that would need of
them. The Businyo do not acknowledge God in any more than a cursory fashion,
exerting most of their time and energy on more local spirits.
Leviathan is their patron, great and terrible king of the
ocean. It is said that is Wutai falls from its true path, Leviathan will rise
and devour the continent in a great wrath. Leviathan is a wise ruler, however,
and guides his people, through his priests, to glory and prosperity. Binsinyo
have no objections to heresy and embrace new technology without difficulty.
The Bisinyo both will not and can not be converted. Every
attempt by empire or church to infringe upon Wutai has been violently repelled
with merciless efficiency. The church holds the Bisinyo as heartless demons and
heretical to the core. The average Imperial citizen is taught from a young age
that the Bisinyo devour children and sacrifice their elderly to dark spirits and
dreadful beings to earn their victories. 
Seekers of the Light (Seekers)
Patron: Prometheus, bringer of flame
Favored Weapons: Unarmed
Domains: Knowledge, Peace, Mind, Magic
The Seekers are an order than has existed for centuries,
but has recently gained stature due to the urgency of the hunt for weapons to
use against Wutai, should it become necessary. Dedicated to the discovery and
preservation of knowledge of all kinds, many of their members have joined the
Holy Magi as well. While they have occasionally gotten into trouble with the
other parts of the church due to their somewhat relaxed attitude towards heresy,
the fact that they do not use the knowledge save to report it to the rest of the
church has generally worked in their favor. They believe that no path should be
unexplored, lest something within it prove of value to the greater good. Some
members prefer to remain in one city or area, spending years within a single
library or investigating a single ruin or type of creature.
Others will always be on the move, intent on picking up the
seeds of different possibilities in order to pass them onto those who might wish
to focus more exclusively. Many prefer the arcane over the mundane, and some
will try to learn from other beings instead of from investigation of a text or
artifact, but none will pass up the chance to bring a new piece of information
into the order's common knowledge, as long as they can be assured that it will
be preserved. They do not generally believe in combat, though individual members
are free to act as they will. Death brings a loss of information and potential
for advancement, regardless of what is killed, and violence can burn bridges and
alienate those who might otherwise share their knowledge; thus peaceable
solutions are always preferable.
The Seekers' magnanimity often results in their being
accepted by those who would otherwise scorn the Church, and they offer some
solace for any scholars who fear that their work may be lost to history or the
whims of a fleeting leadership.

Domains: Domains grant inherent abilities, bonuses, and
sometimes points in various skills/special abilities/magical components. Any
priest may have two domains from the order they follow. The use of ANY domain
ability requires a holy symbol. In order to untap a domain's power, you must
have a number of acolyte tiers as the level of the domain divided by 5, in
addition to actually being that level or higher.
 | The number of domains one may have is zero to start. |
 | Add one if Acolyte is the first job a character has |
 | Add one if they have acolyte tiers. |
 | Add one if they have the spiritual perk. |
Animals: -2 difficulty to any roll involving a natural animal (Non-monsterous).
 | Level 5: Can use Animal Call at their level in rating. |
 | Level 7: +50% to dodge/soak/resistance rolls against natural animals. |
 | Level 15: Priest gains a powerful(Rating 25) animal companion that will
remain at their side, loyal until death. If the animal should perish, it can
be replaced after a year. |
 | Level 20: No natural animal will attack the priest unless antagonized by
the priest or their friends. |
Chaos: +2 to the target succs any time they inflict a status.
 | level 5: ability to inflict 'Confuse' status on as many targets as are
in their sight that they wish for 3 MP/target, +resist/will vs 10 to throw
off |
 | Level 10: immunity to sad, and hyper statuses. |
 | Level 15: immunity to confuse and berserk statuses |
 | Level 20: Ability to put one's self in the Confuse status. While in this
form, +20 to all attacks and dodges against enemies, +40 to yourself and
allies. |
 | Level 25: Gaia's Wrath control. Any time a priest is affected by wrath,
they may check twice and decide which they will accept. |
Community: -1 difficulty to social, politics, and leadership checks
involving their defined community and its well being, management, or direction.
 | Level 5: Gain a rating of 20 in Command-Rabble |
 | Level 10: A unit under the direct guidance of the priest has a 50%
chance on top of any other of ignoring a morale worsening situation. |
 | Level 15: Gain a rating of 25 in commanding-presence |
 | Level 20: Gain 1,000 G monthly stipend that can only be used towards
community projects and/or projects with direct benefit to the community.
This money comes about through donations, lucky happenstance, and other
minor fortunes that will pepper the project that the priest blesses. |
 | Level 25: For expenditure of gaining 1 point of Lower-MP, the priest may
banish any disease entirely from their chosen community. It does not prevent
the disease from returning, but will remove all occurances of that disease
currently ravaging the people. |
Creation: Creation priests find the art of synthesis very compatible with
their own ways of thought and find themselves very adept at it, gaining a rating
of 50 in Lore/Elemental Crystals.
 | Level 5: Creation priests are good at weaving the flesh for spirits to
imbue. All summon durations are doubled. |
 | Level 7: They may bless a couple, insuring that their next union will
result in offspring. |
 | Level 10: The priest has an inspiration, and gains the synth skill of
their choice at a rating of 5. |
 | Level 15: The priest may septuple (times seven) a given amount of food
and water, allowing more people to be fed, or fed for longer for the cost of
20 MP. They also gain a rating of 10 in synthesization if they were under
10. If the priest already has 10 synthesization, they may pick a new synth
skill to gain a rating of 5 in. |
 | Level 20: A creation priest may conjure beasts to assist them in any
given task. For 1 MP per rating and 5 MP per modifier, they can custom
design a creature of up to their level in rating that will last until the
end of the scene. This creature lacks a soul and is non-sentient. |
Destruction: For twice the MP (at least 8 total), you may level adjust the
total damage done by a destructive spell/special.
 | Level 5: Gain a rating of 20 in the basic elemental component of your
choice (fire, air, earth, lightning, etc.) |
 | Level 10: They may spend 5 MP per additional target to spread the
effects of a destructive spell/special, each target is affected as if solely
targeted. |
 | Level 15: When using detonate or any other self-damaging destructive
special, the priest takes half damage. Also, damage is never spread over an
area, but is applied fully to all within so long as the spell costs at least
10 MP (additional MP may be spent to satisfy this) |
 | Level 20: Gain Detonate at rating 20 |
 | Level 25: Character gains War Devil perk and inflicts FULL damage with
offensive spells/specials in mass combat. If the character has war devil
from any other source (War Domain, buying it), they gain +50% HP and deal
double damage in mass combat, becoming an unstoppable titan of death. |
Earth: Half damage from earth element, and +50% success/damage when using
earth specials/spells.
 | Level 5: The priest has an effective rating in Colossus equal to their
level. |
 | Level 10: May use any ability that would normally affect undead on earth
creatures, allowing them to be harmed/affected by holy texts and water. |
 | Level 15: The priest absorbs all damage done by earth, healing instead
of being harmed |
 | Level 20: The priest gains 25 in Sandstorm and can use it against up to
5 targets if so desired. |
 | Level 25: May conjure a rating 25 Durable Slow Demon that takes the form
of a large earth elemental. This costs 20 MP and lasts for the scene. |
Faith: Priests of the faith domain find it easier to use their spells on
those who share their religion. Those loyal to the church are affected +1% per
level, and those of the exact same order are +3%/level.
 | Level 5: The priest has an effective rating in Divine-Presence equal to
twice their level, up to 50. |
 | Level 10: Hostile spells against the NON faithful gain the +1%/level
bonus. |
 | Level 15: The priest may use Sanctify. |
 | Level 20: Positive statuses cast on allies who are faithful are double
duration, and if applicable, double strength, this includes semi-statuses
like protect, shell, and wall. Priest gains 5 caps in the positive status
component of their choice. |
 | Level 25: The priest may select a new domain, even if their patron does
not usually offer it. The benefits of this domain only apply to the faithful
and is limited to level 10. |
Fire: Half damage from Fire element, and +50% success/damage when using
Fire specials/spells.
 | Level 5: The priest has an effective rating in Inspire equal to their
level. |
 | Level 10: May use any ability that would normally affect undead on Fire
creatures, allowing them to be harmed/affected by holy texts and water. |
 | Level 15: The priest absorbs all damage done by Fire, healing instead of
being harmed |
 | Level 20: The priest gains 25 in Hellfire and can use it against up to 5
targets if so desired. |
 | Level 25: May conjure a rating 25 Fire Durable Demon that takes the form
of a large Fire elemental. This costs 20 MP and lasts for the scene. |
Glory: Character takes half damage whenever taken in mass combat for any
reason.
 | Level 5: Priest has an effective rating in Commanding-Presence equal to
their level. |
 | Level 10: Anyone submitting to the priests direct leadership, in
personal or mass combat, receives -1% damage per level from all forms of
damage. |
 | Level 15: Once per day, when facing a superior opponent, the priest may
call on his faith to strike a terrible blow. Add the priests level to the
succs to hit and the total damage. This action costs 10 MP but CAN be used
if not enough MP is present. |
 | Level 20: Priest gains War Devil perk. If the character has war devil
from any other source (Destruction Domain, buying it), they gain +50% HP and
deal double damage in mass combat, becoming an unstoppable titan of death. |
 | Level 25: A unit under the direct guidance of the priest gains fanatical
morale that cannot be swayed. |
Healing: Whenever you cast a healing spell (Cure) on someone, every
negative status ailment they have has a 1% chance per level of fading away.
 | Level 5: 2% less per level succs needed to overcome negative ailments or
diseases of any kind. |
 | Level 10: Once per scene, the priest may expend as many MP as their
level to completely rejuvenate a person, so long as they are alive. The
person is restored to full HP and MP with all negative ailments removed. |
 | Level 15: The priest may expend 10 MP as an action to repeat the curing
spell they cast the round before. New targets, if in range, may be selected.
All rolls are the same and the same number of succs are assumed to have been
rolled. |
 | Level 20: So infused with positive energies is the priest that they are
constantly regenerating, gaining 1d(level) hit points back a combat round if
they are injured. This ability turns off if the priest is below 30% MP. |
 | Level 25: Resurrection. If the target has died within the minute, no
more, the priest may voluntarily accept as many points of lower-MP as the
level of the target to revive them from the land of the dead. |
Holy: When casting a spell with 100% white element, one additional target
may be indicated for every 6 levels.
 | Level 5: For double the cost, any spell cast by the priest may be
'purified', making its element 100% white. |
 | Level 10: Specifically unholy enchantments and items may be destroyed by
spending 20 MP and touching the item/anchor point. Particularly hardy items
may require additional MP or may lash out at the priest while they dissolve,
inflicting damage. Legendary (Or just plot hinging) items may require more
than the simple spending of MP, though the judge should at least give a
strong hint as to what steps to take. |
 | Level 15: Dark Aligned creatures (not people) may be disrupted. Spend as
many MP as desired, up to your level, and +dice (number of MP)d5, the
number indicated is white damage to the target. |
 | Level 20: You are now immune to hostile white energies. White creatures
will regard you as an ally and not attack unless provoked. |
 | Level 25: You may command white creatures with the expenditure of 1 MP
per its level, lasting until the end of the scene. The creature will
remember what you ordered it to do, and may try to exact repayment. |
Honor: When the priest speaks the truth, all know it. This is in
accordance to the priest's knowledge. They can speak misinformation, if they
believe it to be true.
 | Level 5: The priest may add their level to any attempt to discern a lie. |
 | Level 10: For 15 MP a question, the priest may force a target to answer
the next question they ask truthfully. The target may choose to not answer
at all, but suffers for it, losing half their remaining HP and MP. This
ability fails utterly on any target with over 10 points of no-mind, or the
chaos domain. |
 | Level 15: The priest may add their level to any resist check that would
otherwise result in them breaching an oath or promise. |
 | Level 20: Gaeas, the priest may give a quest or mission to the target,
though it must be accepted. Once accepted, the quest cannot be abandoned, or
the target will suffer the priest's level as a penalty to ANY AND ALL rolls
until the quest it taken up again and/or completed. As a positive side
effect, any attempt to magically sway the target from his mission through
mental magics will fail. If the quest is not accepted from the start, the
priest will know. |
Justice: Followers of the justice domain receive a Mog whos rating is
always equal to their level. This mog can recite the unpunished deeds of any
person it is directed at, but it only works on crimes that are known by at least
one person who is not friendly to the target. A crime with no living witnesses
will not be reported, nor will crimes that have already been paid for.
 | Level 5: If the priest is charged with tracking a specific criminal,
they can attempt to use their faith to guide them to the quarry. 1 MP must
be spent every minute, while they wander towards the target, assuming the
target is in the same plane. If the target is not in the same plane, the
priest wanders randomly. The priest will move at about 1 MPH. The path is
not straight, making it difficult to guess where the culprit is just from
watching the direction the priest moves in. |
 | Level 10: In the pursuit of an outlaw, the priest may level adjust any
+check relating to reaching the criminal. |
 | Level 15: Pardon, A priest of the justice domain may, at any time,
redeem a criminal, marking one of his crimes as 'paid', and thus no longer
accountable, put to the past. Irresponsible use of this ability CAN result
in the entire domain being lost without refund. |
 | Level 20: Bonds of Justice: Once subdued, a criminal can be bound with
the priest's mog, who wraps around the victim tightly, preventing any action
but moving, and even preventing spell casting. There is no resistance to
this effect, but it can only be used on a sleeping or subdued target. |
 | Level 25: As per the level 5 ability, except 20 MP may be spent for the
priest to get an unerring sense of the target's location and how to reach
it, granted in an instant flash of divine inspiration. |
Knowledge: Knowledge priests may reroll a failed lore or folk-lore check
once, taking the better result.
 | Level 5: Unearthed Arcana, the priest may select any lore, folk-lore or
arcana subskill to gain at 25 instantly. Also gain 2 caps in the same basic
skill. |
 | Level 10: Linguist, the priest gains two linguistic subskills, one at
25, the other at 10. Gain 2 caps in Linguistics. |
 | Level 15: Divine Knowledge: The priest may, at any time, pay X MP to
simulate a lore or folk-lore skill at X rating. This only lasts for the
duration of the roll, and provides a flash of insight. |
 | Level 20: Master Linguist: Priest can speak, read, and write any
language they come across as fluently as a native. |
 | Level 25: Font of Knowledge: As per the level 10 ability, but it lasts
for the remainder of the day, allowing as many rolls as required. The priest
can even draw on topics they wouldn't normally think to look into (Judge
discretion). |
Luck: Once per scene, when things seem at their worst, the priest may
denote one roll as succeeding. This roll will succeed in the best possible way
that it can succeed, judge discretion.
 | Level 5: The priest has an effective rating in Fortune as their level. |
 | Level 10: The priest has an effective rating in Jinx as half their
level. |
 | Level 15: Whenever struck with any status, they may roll resistance
twice and take the better of the two rolls. |
 | Level 20: Units on the same side as the priest, if the priest is a
commander, have a 30% chance of ignoring any particular morale worsening
situation. |
 | Level 25: Once, when the priest should have died, they will resurface a
few days later, unharmed. It will require at least a year and heavy
sacrifice to the priest's patron to regain this ability. |
Madness: Suffused with the stuff of chaos, madness priests tend to be very
distant from the world around them. +2 difficulty to perception checks. Any
spell cast by a madness priest will have a power between 80->120% of its normal
power (+dice 1d41+79). Chaotic spells, that is, spells with random outcomes, are
level adjusted for increased power.
 | Level 5: Faced with a scrambled or shattered object, be it a jigsaw
puzzle or broken pottery, the priest can re-assemble it to its original
condition with a 5 MP expenditure. To the priest, the object was always
whole, and will deny any attempts to convince them otherwise. Attempts to
influence a madness priest with mental magic of any kind is at +3
difficulty. |
 | Level 10: Any spell can be infused with madness. The target of the spell
has a 1% chance per level of gaining Confuse or Berserk, priest's option, on
top of any other effect. |
 | Level 15: Once per day, the priest may approach a troubling situation or
puzzle with a completely lunatic solution. The solution should be
role-played, and everyone present should give a 1->10 rating on just how
odd, and yet feasible, the action is, including the residing judge, who then
decides if it works or not. Good RP and novel ideas should be rewarded. |
 | Level 20: The priest may infect others with a madness of the flesh. Once
per day at most, and costing 3 points of lower-MP, they may subject a target
touched with gaia's wrath. |
 | Level 25: The priest is now immune to all mind effects. Their spells
stabilize, becoming base power instead of wavering between 80 and 120%. |
Magic: Priests of magic find their reservoirs of magical energy seemingly
unending and begin play with 25 in Raise-MP.
 | Level 5: The priest may always attempt to counter spell, even if they
have no defensive actions left. Priest also gains 2 caps in counter-spell. |
 | Level 10: The priest may assist another spell in progress by forgoing
their actions to pray for it, adding +1% per level to its effect. |
 | Level 15: In a sudden flash of inspiration, the priest gains new magical
understanding. Gain a component without a cost modifier to 25, and 5 caps in
the component of choice. |
Mind: Mind priests understand the thoughts of those around them.
They gain +3 caps in subterfuge, politics and empathy.
 | Level 5: For 2 MP, the priest can discern the emotional state of any one
target in visual range. If the target has more no-mind than the priest has
levels or is a higher level chaos priest, the attempt fails. |
 | Level 10: Double all resistance rolls to shrug off mental effects or
halve the attacking power, as is appropriate. Priest also gains 2 caps in
Linguistics. |
 | Level 15: Your powers of the mind extend to spirits, allowing direct
communication with them, and anyone else, telepathically at absolutely no
cost. This communication does not breach mortal language barriers, however.
Priest gains 1 cap in linguistics. |
 | Level 20: Gaesa, See Level 20 Glory, mind priest will also be made aware
whenever the target ceases or resumes their quest. |
 | Level 25: Priest is immune to any and all mental affecting abilities. |
Monsters: A priest of monsters will never be attacked by a monster unless
provoked. Those of monstrous nature who wish to supersede this must succeed a
+resist/will against 15. This benefit can be extended over an accompanying
party, but the priest will have 5 less MP per person so protected until they
reach their destination.
 | Level 5: The priest gains a monstrous companion, this companion has one
modifier and a rating equal to their level. It begins non-sentient, though
this changes later on. |
 | Level 10: The reputation of the priest has grown that monsters in
trouble will come to seek out the priest if they are attempting to live in a
city. If the priest is recognized within the city this occurs in, they can
take custody of the monster, saving it from other possible punishment. |
 | Level 15: Any ability that would normally function on undead may be used
by the priest against monsters, allowing them to be affected by holy text,
water, and other such things. |
 | Level 20: The priest's creature becomes fully autonomous and sentient,
as well as gaining a second modifier. The companion remains utterly loyal to
the priest, immune to any supernatural method to sway the bond. The priest
and companion may share senses up to one mile/level. |
 | Level 25: By spending four times the level of the target monster in MP,
a priest can banish it instantly into the wilderness, causing it to flee on
the spot. Especially powerful beasts, like WEAPONs, may require up to double
this amount, and it all must be spent at once. |
Peace: Priests of peace, if they do not perform any hostile actions, will
always be the last to be attacked in any confrontation. Healing does not count
as hostile, even if done to an enemy. Trying to attack a peace priest out of
turn requires a +resist/will against a target of 15.
 | Level 5: The priest has an effective rating in Peaceful-Aura of twice
their level, up to 30 at level 15. |
 | Level 10: Spending an action speaking calmly to a creature that can hear
the priest, an attempt to calm a hostile being may be made. The priests
faith lends extra weight to the attempt, however, if the preists' friends or
allies plan to continue the attack, it will fail automatically. This attempt
should be role-played. Judge discretion. |
 | Level 15: With a sudden shout, the priest may call an end to a battle.
Does not function in mass combat unless ALL units involved are within two
squares of the priest. Anyone wishing to battle despite the call for peace
must +resist/will against 15. This ability costs 15 MP. Hostile actions by
those resisting will break the hold on those they attack, which could
restart the battle. |
 | Level 20: In order to attack a priest of peace of such a level becomes
almost impossible, requiring the +resist/will be made for each and every
hostile action, target 15. A failure ruins the rest of the planned actions
against the priest for the remainder of the round. |
 | Level 25: As the level 20 ability, but it extends outwards 1 yard per
level, causing all hostile actions towards anyone to be stopped and
thwarted, even if the priest is completely uninvolved, radiating such a
powerful aura of peacefulness that all strife grinds to a halt with their
presence. |
Plants: The priest leaves no trails in the wilderness and cannot be
hampered or injured by thorns, underbrush, and other forms of thick foliage.
Spells directly related to plants are level adjusted for extra efficiency.
 | Level 5: The priest can use local plant life, if there is any, to get
things done. Plants become animate under the command of the priest, having a
maximum strength of his level. The plants can do anything feasible with the
shape of the controlled plant. |
 | Level 10: The priest can use effects that would normally affect undead
on plants and plant based creatures. |
 | Level 15: Priest gains a treant companion, a durable soldier with a
weakness to fire that has a rating of his level. |
 | Level 20: The priest can exhibit plant like traits. They may grow thick
bark like covering, gaining a weakness to fire, but doubling their soak.
They can grow thorns, dealing 1d(level) extra poison damage with every
brawling strike. Other plant attributes are possible, judge discretion. |
Protection: Priests of the protection domain automatically gain
Equip-Any-Armor, and, as a whole, are quite comfortable marching around in heavy
plate armor.
 | Level 5: For 1 MP/level, the priest may extend a barrier of protection
over a single ally for the scene, granting them +1 success per 5 levels
against any form of assault. |
 | Level 10: For 5 MP, level adjusted, the priest can make a target immune
to a target status ailment for an hour per level. |
 | Level 15: The priest will, so long as at least 50% MP remains, take half
damage from any assault. |
 | Level 20: For 20 MP, level adjusted, the priest can make a target immune
to the element of choice for an hour per level. |
 | Level 25: For 50 MP, the target becomes utterly immune to all forms of
harm for 1 round per 5 levels of the priest. A priest of Destruction domain
may cancel this ability by spending 50 MP. |
Rebirth: A priest of rebirth can look forward to their next life without
fear. They will have complete recollection of this life in all its intricacies.
This domain is one of the hardest domains to learn, but the devout will find
that time is on their side. In system terms, they will have full XP in their
next character in the event of death or reincarnation ability. Should a
character profit from this or like ability, they must take the Reborn merit upon
reincarnation.
 | Level 5: The priest can, with scrutiny, identify someone as being a
reincarnated priest of the Rebirth domain. This takes a full minute of up
close study, including a hand on the target, precluding any other action at
this time. There will be a 'feeling' if the target is Reborn or not. At level
20+, the priest can also make out hazy images, and with them, can identify the
target's previous life. The target must be of sound mind and body, and not
restrained for this to work. |
 | Level 15: The priest may clear all status effects from themselves at
any time during the round by spending as much MP as the priest has in levels.
This ability clears all status effects, both good and bad. |
 | Level 25: As long as you remain in good standing with the All Father
(or your Patron God) you are effectively immortal. Sadly, you're also very
much stuck. Whenever you die, you will resurface as a new person, but with
memories intact and training in place. You will still be a priest with the
rebirth domain. You will never truly die as long as you do not turn your back
on your Faith. If you have 50mp when you perish, you may choose at that
instant to explode in a fireball, damaging everything around you with (Your
Level)d5 fire damage (at least 25d5), and reincarnate instantly.
The process of instant reincarnation involves a +rm roll (choose out of three
rolls) a rename, and a change in IC editplayer information. A 'slow'
reincarnation is still up for debate, as there is an issue with random
physical stats causing tiers to not be qualified for, and all sorts of like
madness, but will most likely involve the same +rm roll (choose out of three
rolls), a rename, new IC editplayer information, and a reset of merits and
flaws to accomadate the 'new' person. |
Stealth: The priest has an effective rating in Cloaking equal to their
level, up to 30.
 | Level 5: Priest gains 3 caps in Stealth and 1 in streetwise. In dramatic
situations, priest may spend 2 MP for an extra success in a stealth check,
without limit. |
 | Level 10: Priest gains an effective rating in Shadow-Walk as their
level, up to 30. |
 | Level 15: Priest gains Night-Affinity of 20 |
 | Level 20: Priest gains Back-Stab of 20 and Ambush of 10. If they already
had one or both of these, the priest instead finds 400 G per attained item
falling into their possession over the course of a few weeks. |
 | Level 25: Priest gains 25 pts of no-mind and cannot be caught telling
lies through any means. |
Travel: A priest of travel has a 3% chance per level of avoiding any
particular random encounter, if they do not desire it. The priest is made aware
of the nature of the encounter through a vision and can choose to face it or
attempt to circumvent it. If allowed to lead a group, all members benefit from
his ability.
 | Level 5: The priest gains the Recall ability to the last city or town
they visited, usable once per week per 5 levels. This ability requires ten
minutes to activate. The priest takes half the usual damage from using this
ability, though it is still quite painful. |
 | Level 10: For as many rounds as your level per day, you may move without
impedement despite any attempts to hold you back. Water reacts like air,
slow and stop and break spells cease to hold you still, and the strongest
webbing slides off you like water. |
 | Level 15: The priest is able to resist the effects of weather and the
environment, doubling the duration for holding their breath and going
without food and water, as well as taking half damage from natural weather
conditions and environment. |
 | Level 20: Once per OOC week, the priest may transport themselves to a
known city/town, and take as many as one extra passenger per 6 levels, along
with their carried equipment. All those transported will arrive with 1 HP
and 0 MP, so it is generally wise to transport directly to a friendly church
and give them warning that you're coming. |
 | Level 25: The priest is utterly immune to random encounters that they do
not desire. |
War: War priests enter battle with their unit in fanatical morale.
 | Level 5: Every mass combat round, there is a 1% chance per level of an
insight into the location of a hidden enemy unit, the check should be made
every round, only the judge knows if there are any hidden units to detect. |
 | Level 10: All units on the same side as the war priest deal 1% more and
take 1% less damage per level. The highest war priest in the army supersedes
the bonus from any others. |
 | Level 15: The priest gains the war devil perk. If the war devil perk is
already attained through some other means, they now deal double damage in
mass combat and gain +50% HP. |
 | Level 25: The war priest may restore fallen soldiers in their unit by
expending 1 MP per health. This is a completely free action. If the priest
actually spends the entire turn performing this and the unit also forgoes
its actions, three times as many soldiers are revived. |
Water: Half damage from Water element, and +50% success/damage when using
Water specials/spells.
 | Level 5: The priest has an effective rating in Inspire equal to their
level. |
 | Level 10: May use any ability that would normally affect undead on Water
creatures, allowing them to be harmed/affected by holy texts and water. |
 | Level 15: The priest absorbs all damage done by Water, healing instead of
being harmed |
 | Level 20: The priest gains 25 in Water and can use it against up to 5
targets if so desired without additional target/splash components. The
priest can now breath water as well. |
 | Level 25: May conjure a rating 25 Psychic Durable Demon that takes the form
of a large Water elemental. This costs 20 MP and lasts for the scene. |
Sun: The priest has the ability to generate an aura of light around their
person, in a radius as wide as their Level in feet.
 | Level 5: For 5 MP, the priest is able reflect a beam of light towards an
opponent, resisted with a +resist/stamina check. Should the opponent fail,
they will be inflicted with the [Blind] status for the remainder of the
scene. If the creature is undead, they suffer [Break]. |
 | Level 10 - User gains their rating in Day-Affinity, up to 30. |
 | Level 15 - User gains Sunshine at 25 |
 | Level 20 - Here is dawn. The priest has the uncanny ability to bring a
blinding dawn at any time of day or night, spending half of their MP or 20,
whichever is greater, and sending a deluge of light upon foes. If undead,
treat this as 20d10 fire damage for each undead in the scene. If target is
not undead, +resist/stamina vs 20 or gain the [Blind] status. This lasts
until the end of the scene and affects up to one opponent per 4 levels every
round. The same enemy may not be targeted more than once every four rounds. |
 | Level 25 - The sun itself heals your wounds, and cures your ails. As
long as the sun is shining, you are inflicted with the [Regen] status. |
Technology: Priests of technology suffer -2 difficulty to rolls involving
/machinery/, not technology in general.
 | Level 5 - Priests get their rating in Scan, up to 10 if non-heretic
tiers. If a heretic, they can get a max of 25 this way. |
 | Level 10 - Ignition - By making tactile contact, and spending 3MP, a
Priest of tech can bring to life a piece of machinery or electronics. This
ability only activates it, the priest has no control over the technology. |
 | Level 15 - During Make-Plan checks, increase your succs by half your
Rating. |
 | Level 20 - Posession - Priests of Tech, by spending 10MP, can inflict
their will over a piece of machinery and technology. The machine, or its
current controller, can makes a +resist/will vs 20. Should the +resist fail,
the priest has control over the technology through force of will for the
remainder of the scene. He only controls, and doesn't gain any knowledge
about what the machine can do. |
 | Level 25 - Dissembly - The Priest can spend 15 MP, and by doing so,
releases some magical wave of energy from his body(EMP). Any electronics, or
machinery near the priest in his/her rating in feet will instantly shut
down, until reactivated. |
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