Druidism and Nature
Druid
Druidism (Passive) (1 exp):
Requires: Training in Knowledge of Faith and Knowledge of Nature
You gain 1 reroll on charisma, social and intuition skill rolls with members of societies aligned with nature.
Recommendations on how to use this talent
Talk to your GM to know what it means to be a druid in the world. We recommend you to consider not only the spiritual or religious aspects of the position but also the social ones.
Like shamans and priests, you can be a community leader, an interpreter of the divine, and the link between your community and the transcendental forces. What can differentiate you from priests and shamans is your connection and approach to nature. Since religion and spirituality are so vast and complex, we also do not recommend limiting nature to druids, since shamans and priests can also serve nature and its forces.
Offering (Activity) (2 exp):
Requires: Druidism
1 Minute
You make an offering to the forces of nature, and by doing so, you gain 1 fortune point (belief) and you recover 1 devotion. If you perform this activity in a sacred place dedicated to the forces of nature, you regain 2 devotion instead.
You can only benefit from Offering, Consult the Spirits or Prayer once per day.
Druidic Message (Divine Power) (2 exp):
Requires: Literacy, Druidism and Training in Channeling
Casting Time: 1 Minute – Range: Touch (5 paces)
You carve a message on a surface using the ogham alphabet. As long as you concentrate (1 devotion) on this divine power, the inscription will contain a secret message in any language that you know and it will only reveal itself under the circumstances that you specify during the cast of this divine power. For example, you can inscribe a set of runes that will only show their message written in Dwarven language when your companions pass near it.
Druidic Face (Divine Power) (2 exp):
Requires: Druidism and Training in Channeling
Casting Time: 1 Hour – Range: Touch (5 paces)
You carve a face on a surface of a rock or tree in order to perceive through it. Once this is done, and as long as you concentrate (2 devotion) on this divine power, you can gain access to the face’s eyes, ears and mouth as if they were yours by concentrating for 1 minute. While you perceive through the druidic face, you cannot perceive your actual surroundings. The face must be as large as yours.
Druidic Augury – Divination (Divine Power) (2 exp):
Requires: 4 exp spent in Druid
Casting Time: 10 Minutes – Extra Cost: 1 Determination
While casting this divine power, you must concentrate on a question regarding the future, a possible course of action, a plan or an event. Once it is performed, the GM can give you premonitions, symbols or visions concerning the subject in question, which you will have to interpret on your own. The GM is free to give clear, mysterious or even mischievous symbols and visions depending on the circumstances.
This ritual varies from druidic tradition to the next: some druids observe the flight and sounds of flocks of birds, others sacrifice animals and there are some who plunge daggers into mortal’s chests, and the augury is interpreted based on the way the victim moves and their blood flows.
Shapeshifter
Pending !!
Warden
Pending !!
Shamanism and Spirits
Shaman
Shamanism (Passive) (1 exp):
Requires: Training in Knowledge of Faith and Willpower
You gain 1 reroll on charisma, social and intuition skill rolls with spirits and members of societies aligned with spirits.
Recommendations on how to use this talent
Talk to your GM to know what it means to be a shaman in the world. We recommend you to consider not only the spiritual or religious aspects of the position but also the social ones.
Like druids and priests, you can be a community leader, an interpreter of the divine, and the link between your community and the transcendental forces. What can differentiate you from priests and druids is your connection and approach to spirits and the spiritual world. Since religion and spirituality are so vast and complex, we also do not recommend limiting spirits and the spiritual world to shamans, since druids and priests can also serve these forces.
Consult the Spirits (Activity) (2 exp):
Requires: Shamanism
1 Minute
You consult the spirits, and by doing so, you gain 1 fortune point (belief) and you recover 1 devotion. If you perform this activity in a place where the spirits have a strong presence, you regain 2 devotion instead.
You can only benefit from Offering, Consult the Spirits or Prayer once per day.
Spirit Sight (Passive) (1 exp):
Requires: Shamanism
You can see spirits, and most of the time, you know they are spirits.
Spiritwalker (Passive) (2 exp):
Requires: 4 exp spent in Shamanism
You gain 1 focus on intuition, medicine and survival skill rolls.
Spirit Ward (Divine Power) (2 exp):
Requires: Shamanism and Training in Channeling
Casting Time: 1 Action – Range: Touch (5 paces)
You bless target character with one of the following effects as long as you concentrate (varied devotion) on this divine power:
- Devotion 1: Target character gains +2 mettle.
- Devotion 2: Target character gains 1 boon on willpower skill rolls.
Ancestral Healing (Divine Power) (2 exp):
Requires: Shamanism and Training in Channeling
Casting Time: 1 Minute – Range: Short distance (30 paces) around you.
You or one of your allies spends 1 recovery point and you and your allies regain as many hit points as ¼ of your devotion. A character can only benefit from this divine power once per day.
Astral Projection (Divine Power) (2 exp):
Requires: 8 exp spent in Shaman
Casting Time: 1 Minute
PENDING !!
Eternal Return (Passive – Death Effect) (1 exp):
Requires: 10 exp spent in Shaman
You know the paths of the spiritual world. When you die, make a test (Willpower vs difficulty 4):
- Success: After 24 hours, your spirit returns to your body and you come back to life. Any mortal wound is healed but it leaves a scar or any other evidence of its existence. If your body no longer exists or is beyond healing, you can come back to any other recently dead body based on the GM’s discretion. You come back to life with full hit points, recovery points and determination points.
- Advantage: As a success but you come back to life next sunrise or sunset instead.
- Partial: You can try this test again next sunrise.
- Failure: You remain dead and you cannot try this test again.
- Critical Failure: Someone or something else comes back to your body instead.
A character can only have one Death Effect talent.
Spirit Warrior
Pending !!
Clergy and the Gods
Priest/Priestess
Priesthood (Passive) (1 exp):
Requires: Training in Charisma and Knowledge of Faith
You gain 1 reroll on charisma, social and intuition skill rolls with members of your belief.
Recommendations on how to use this talent
Talk to your GM to know what it means to be a priestess or a priest in the world. We recommend you to consider not only the spiritual or religious aspects of the position but also the social ones.
Like druids and shamans, you can be a community leader, an interpreter of the divine, and the link between your community and the transcendental forces. What can differentiate you from shamans and druids is your connection to a particular divine figure or pantheon. You can also have in mind how your role as a priest or priestess might be influenced by the nature of the divine forces that you serve. For example, a priest of a god of commerce will be quite different from a priestess of a goddess of war.
Prayer (Activity) (2 exp):
Requires: Priesthood
1 Minute
You pray to the divine, and by doing so, you gain 1 fortune point (belief) and you recover 1 devotion. If you perform this activity in a holy place to your belief, like a temple, you regain 2 devotion instead.
You can only benefit from Offering, Consult the Spirits or Prayer once per day.
Zealot
Pendind !!
Domains
Death
Similar domains: afterlife, underworld.
Death Ward (Divine Power) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Death domain
Casting Time: 1 Action – Range: Touch (5 paces)
You bless target character with one of the following effects as long as you concentrate (varied devotion) on this divine power:
- Devotion 1: Target character’s threshold is increased by -1.
- Devotion 2: Target character’s threshold is increased by -2.
- Devotion 3: Target character’s threshold is increased by -3.
Miracle: You remove any disease, affliction or curse that will transform target character into an undead.
Cull (Divine Power) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Death domain
Casting Time: 1 Action – Range: Touch (5 paces) or up to Medium (60 paces)
You attempt to destroy an undead character.
Against a conscious undead character:
Clash (Attack): Channeling vs Physique or Willpower.
Damage: [Xd6, holy damage], where X is equal to your devotion.
Miracle (optional): This damage ignores the character’s toughness and resistances.
Against a mindless undead character:
Clash (Attack): Channeling vs Physique or Willpower.
- Success: Target mindless undead is destroyed.
- Combat Advantage: As a success but it cannot be reanimated again.
Miracle (optional): You target all mindless undead characters inside the range of this divine power. Make one attack roll for all targets.
Delay the Inevitable (Divine Power) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Death domain
Casting Time: 2 Actions – Range: Touch (5 paces)
You bless a character that died within the last minute. Target character momentarily comes back to life as long as you concentrate (devotion 5) on this divine power, but inevitably they will die at the end of next sunset.
Also, characters that already have a Death Effect talent cannot benefit from this divine power.
Last Words (Divine Power) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Death domain
Casting Time: 1 Action – Range: Touch (5 paces)
Miracle: You touch a corpse and you can ask it as many questions as half your devotion (rounded down). Although not obliged to answer truthfully or to answer at all, its former spirit can answer through the corpse in whatever language they spoke and with the information they had in life, as well as the one they have gained in death (if they have gained any).
This divine power has no effect on undead or in corpses that have already been targeted by this divine power.
Spirits might not have a clear or complete understanding of the afterlife; therefore, questions on that topic might be futile.
Psychopomp (Passive) (1 exp):
Requires: 6 exp spent in the Death domain
Each time you actively participate in a funeral, whether it is small and symbolic to prepared and majestic, you benefit from one of the following options, but you can only benefit from each option once per day:
- You regain [1d4] hit points.
- You regain 1 determination point.
- You regain 1 fortune point (devotion).
Fire
Similar domains: sun, volcanoes.
Blessing of Fire (Divine Power) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Fire domain
Casting Time: 1 Action – Range: Varies
You bless target character or allied characters around you with one of the following effects as long as you concentrate (varied devotion) on this divine power:
- Devotion 1 (Touch / 5 paces): Target character gains Fire Resistance.
- Devotion 5 (Short / 30 paces): Allied characters around you gain Fire Resistance.
Fire Resistance
Fire Resistance grants 1 boon on skill rolls against fire and +2 toughness against fire damage.
Blessing of the Sun (Divine Power) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Fire domain
Casting Time: 1 Action – Range: Varies
You bless target character or allied characters around you with one of the following effects as long as you concentrate (varied devotion) on this divine power:
- Devotion 1 (Touch / 5 paces): Target character gains [1d6, fire damage] on damage rolls.
- Devotion 2 (Touch / 5 paces): Target character gains [1d8, fire damage] on damage rolls.
- Devotion 5 (Short / 30 paces): Allied characters around you gain [1d6, fire damage] on damage rolls.
- Devotion 6 (Short / 30 paces): Allied characters around you gain [1d8, fire damage] on damage rolls.
Burn! (Passive – Combat Advantage) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Fire domain
You gain the Burn! combat advantage: Your attack also applies the burning condition. This combat advantage only applies to attacks that deal damage.
Combat Advantage
Combat advantage occurs when a character succeeds on an attack (or defense skill roll in the case of Counter) with +2 successes. A character can only apply one combat advantage per attack or defense roll, and must choose it before they make the damage roll.
Burning (Condition)
At the beginning of their turn, burning characters lose 1d4 hit points (or 1d2 if they are resistant to fire effects). Burning characters can attempt to remove this condition by spending 1 action to drop on the ground and make a test (acrobatics vs difficulty 2). If they succeed, the burning condition is removed. The burning condition counts as a fire effect.
Fiery Blood (Divine Power) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Fire domain
Your blood fuels fires:
- If you spend 1 hit point, you can fuel a torch (or similar fire) for a number of hours equal to your devotion.
- If you spend 1 recovery point, you can fuel a bonfire (or similar fire) for a number of hours equal to your devotion.
Fire fueled with your blood is considered divine and it cannot be put out by non-magical, non-divine means like conventional water or rain.
Champion of Fire (Passive) (2 exp):
Requires: 6 exp spent in the Fire domain
High temperatures and non-magical, non-divine fire do not affect you in negative ways.
Miracle (optional): When you expose yourself to non-magical fire, you can regain all lost hit points.
Life
Similar domains: fertility, healing, nature.
Sacred Healing (Divine Power) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Life domain
Casting Time: 1 Action – Range: Touch (5 paces)
Target character can spend 1 recovery point and regain [Xd6] hit points, where X is equal to your devotion.
Miracle (optional): Target character can benefit from this divine power without having to spend a recovery point.
Miraculous Recovery (Divine Power) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Life domain
Casting Time: 1 Action – Range: Touch (5 paces)
Miracle: Target character has their wound or injury recovery time reduced by an amount of days equal to your devotion.
This divine power affects all wounds and injuries that target character is suffering from.
Cleanse (Divine Power) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Life domain
Casting Time: 1 Action – Range: Touch (5 paces)
Miracle: You remove all temporary, negative conditions of your choice from target character.
Some examples of temporary, negative conditions are: bleeding, burning, fatigued, hindered, poisoned, shocked, sickened, etc.
Ultimately, the GM decides what conditions can be removed by this divine power, or if an extraordinary condition can be removed but in special circumstances, like a single cast of this divine power solely for that extraordinary condition or a place of importance to the belief related to this divine power.
Blessing of Life (Divine Power) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Life domain
Casting Time: 1 Action – Range: Touch (5 paces)
You bless target character with one of the following effects as long as you concentrate (varied devotion) on this divine power:
- Devotion 3: Every time target character regains hit points, they regain an additional hit point.
- Devotion 5: Target character can regain hit points even when they are afflicted by the decayed condition.
In case of effects like regeneration, the character would regain 1 extra hit point at the end of the effect instead of gaining 1 extra hit point every turn.
Decayed (Condition)
Decayed characters cannot recover hit points.
Lifebringer (Passive) (1 exp):
Requires: 4 exp spent in the Life domain
When you plant a plant or deliver a living being, make a channeling skill roll. Plants that you plant and living beings that you deliver will not be affected by conventional diseases or afflictions for as many years as the amount of successes on your channeling skill roll.
Conduit of Life (Passive) (2 exp):
Requires: 6 exp spent in the Life domain
Whenever a character regains hit points through one of your abilities, or any ability as long as they are affected by your Blessing of Life divine power, regained hit points beyond the character’s hit point maximum are not lost, instead, you can transfer them to another character for them to regain them without having to spend a recovery point.
Both characters, the one granting the hit points and the one receiving the hit points, must be up to a medium distance (60 paces) away from you.
Light
Similar domains: day, dawn, sunrise.
Holy Light (Divine Power) (2 exp):
Requires: Training in Channeling and practicing a belief connected to the Light domain
Casting Time: 1 Action – Range: Self or touch (5 paces)
You emit a light on yourself or an item that you touch. This light illuminates a given distance as long as you concentrate (varied devotion) on this divine power:
- Devotion 1: The light illuminates a short distance (30 paces) around.
- Devotion 3: The light illuminates a medium distance (60 paces) around.
Special: In order to cast this divine power, you must have been exposed to natural light in the last 24 hours. If you have not, you can still cast this divine power as a miracle.
Revealing Light (Passive) (1 exp):
Requires: Holy Light
When you cast your Holy Light divine power, you can increase its concentration by 2 devotion. If you do, the light also reveals invisible characters.
Glorious Light (Passive) (1 exp):
Requires: Holy Light
When you cast your Holy Light divine power, you can increase its concentration by 2 devotion. If you do, your allies gain 1 focus on attack rolls against corrupted characters.
Revoking Light (Passive) (1 exp):
Requires: Holy Light
When you cast your Holy Light divine power, you can increase its concentration by 5 devotion. If you do, corrupted characters must succeed on a test (Physique or Willpower vs difficulty equal to ½ your devotion) in order to be inside this light.
If a corrupted character fails this test while inside the light, they will prioritize leaving the area illuminated by the light during their turn.
If a corrupted character makes a ranged attack against you or one of your allies that are inside the area illuminated by the light, they gain X banes on their attack roll, where X is equal to ¼ your devotion.
Herald of Light (Passive) (2 exp):
Requires: 4 exp spent in the Light domain
You are immune to blind effects and you cannot be affected by the blinded condition. If something were to happen to your sight or eyes, you will still be able to see through the light of your Holy Light divine power.
Lightwalker (Passive) (2 exp):
Requires: 6 exp spent in the Light domain
You gain 1 focus on all skill rolls as long as you are under the sunlight.
Miracle (optional): For the rest of the day, you gain 1 guaranteed success on all skill rolls as long as you are under the sunlight.
If the setting of your game does not have a sun, the GM and the player can come up with an alternative circumstance to this passive.