Some say that you can measure a person by their friends. If that’s true, then what can you say of someone who has forged an alliance with the gods themselves? Such is the power of the faithful. These conduits of divine might spread their god’s dogma throughout the land, sharing blessings with their brothers and smiting foul heathens with righteous fury. The gods are eager to share their power with devoted followers… but which deity will you champion?
The orc shaman of a tribe communes with spirits to determine the best time to march to war.
A cleric prays to a pantheon of gods, requesting that they aid him on his mission.
A devout paladin leads an inquisition against heathens who would dare defy the will of his god.
Bless • Action
Describe how you offer a blessing → Bolster. For about 5 minutes, a creature within a close distance starts its turns with soak equal to one-tenth of its maximum life. You can only have one Bless active at a time.
At any point, describe how you channel divine power → You are immune to all damage and debuffs (including pre-existing ones) for as long as your deity deems fit. Resisting.
Lay on Hands • Action
Describe how you heal → Heal a creature you’re touching for half of its life and remove all of its diseases. Resisting.
You are immune to terrify, disease, and blind. Once every 5 minutes or so, at any point, stabilize and remove all debuffs from yourself or a visible ally.
Resurrect • Slow Action
Roleplay praying to your deity → Name a deceased creature. You gain a vision of a quest. If that quest is completed, the deceased creature returns to life.
Smite • Action
Describe how you invoke your deity’s wrath → Blind, terrify, and deal melee or ranged damage to all creatures within a midrange distance that your deity despises. Resisting.
Consecrate • Slow Action
Describe a holy ritual → Create a permanent shrine to your deity (read more about shrines below).
Whenever the GM agrees that you fulfilled your deity’s dogma in a meaningful way, write on your character sheet that you are blessed. At any point, cross off a blessing to gain creative license to have your deity influence or manifest one of its domains (domain over thunder lets you summon a powerful storm, domain over hate lets you instill a deep hatred in someone, domain over secrets lets you learn a dark secret, etc).
Path of the Righteous
Once each session, announce that you walk a righteous path. All shadows, temptations, and tricks (metaphorical or literal) recede to reveal the true path to fulfilling your quest.
Pray for Guidance • Slow Action
Roleplay a prayer to your deity → You receive guidance from your deity about your current situation (where to go and how to get there, a vague clue of what to do, assurances that your deity favors your current path, etc).
At any point, you can have the GM tell you the exact location of your deity’s holy sites in the area (temples, shrines, sacred lands, etc), and how best to reach them. You are always welcome at these holy sites. If there are no such holy sites, gain creative license to declare one such holy site exists in the area.
Scry • Slow Action
When you gain this trait, work with your GM to determine limitations (limited range, you must be on holy ground, you need a scrying pool, etc).
Describe how you scry → Remotely view a distant area as if you were standing there.
Sphere of Influence
At the start of each session, write 3 of your deity’s domains on your character sheet (losing leftover ones in the process). At any point, cross out one of those domains to increase a roll that relates to it.
At any point, gain creative license to become the physical incarnation of your deity or its domains, or return to your normal appearance. This affects your appearance, not your statistics.
Whenever a creature confesses its sins to you, choose one:
Atonement: Choose a quest of atonement, which becomes the creature’s foremost goal in life.
Bear the Burden: All animosity against the sinner transfers to you, as if you were the person who sinned.
Jurisdiction: The government loses the authority to prosecute the sinner, and your church gains that right.
Divine Authority • Slow Action
Describe how you channel divine authority → Others temporarily regard you as a legal authority, and they regard your actions as legal as long as you act within your deity’s dogma and don’t commit heinous acts.
Inquisition • Slow Action
Roleplay an interrogation → The person you interrogate admits its sins.
Proselytize • Slow Action
Roleplaying preaching dogma → Listeners permanently gain a belief of your choice associated with your deity’s dogma.
When you roll to socialize, increase the roll if you quote scripture that fits your deity’s dogma (you can and should invent verses, hymns, and prayers for this purpose).
Deity Creation Guidelines
You can work with your GM to create a god, goddess, or pantheon for your character to worship. Alternatively, your GM might want you to select a pre-established deity. Whatever the case, work together to find a mutually agreeable solution. Consider discussing the following with your GM:
Identity: Who is your deity? What is your deity like?
Domain: What does your deity hold domain over (time, death, plants, etc)? Deities typically have 3-5 domains.
Dogma: How does your deity expect followers to behave?
Symbol: What symbols represent your deity?
Heretics: Whom does your deity despise?
Religion: What are some organizations, rituals, and traditions associated with your deity?
Shrines: What do your deity’s shrines look like, and where can they be found?
A shrine is a structure that allows a deity or group of deities to exert divine power into the mortal world. Deities bless those who perform sacred acts before shrines, and curse those who perform profane acts before shrines. It’s up to the GM to decide how much power deities can exert through their shrines, and under what conditions. Here are a few examples:
A cultist sacrifices a weeping victim at the Blood Shrine. The victim reanimates as an undead servant under the cultist’s command.
A scholar gifts a rare tome to the Lectern of Knowledge. In return, the Goddess of Knowledge answers one of the scholar’s questions.
Guards interrogate a thief before the Obelisk of Truth. The thief dares to lie in his presence, so his tongue ignites in flame.
A peasant steals from the collection plate at the Church of Winter. Her home becomes chilly, no matter how warm it is outside.