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New Talent (Use this rather than a second Arcana talent)

The heart of this system for divine powers derives not from a new class but a new talent. At the GMs
discretion, the Divine Gift talent may be chosen as a starting talent by a character of any class (just add it to the
selection of starting talents for that class) or, alternately, by any character with a religious background.
Otherwise, the Divine Gift talent must be learned as a character gains levels and proves herself to a divine
patron, religious institution, or both.
Divine Gift
Classes: Mage, Rogue, and Warrior.
Requirement: You must have the Willpower (Faith) focus. Not faith-based. Would be willing to switch out
another focus to engage this ability, however.
You must also continue to keep faith with the power(s) granting your Gift. If you act in an inappropriate or
displeasing way (as judged by the GM, roleplaying your patron), you lose the benefits of this talent until you
have properly atoned. Such atonement is at the discretion of your religious superiors or divine guidance (again,
chosen by the GM) and may involve a quest, challenge, or test to prove your worthiness. Not divine, so unsure
how this could work. Could just ignore it outright. Otherwise, it could be interesting if Khiara doesnt know
what might upset her being and it using that to gain more influence over her (i.e. the bereft feeling of suddenly
not having access to her powers spurring her to get them back somehow).
A character with this talent is favored by a god or other divine power(s). The Divine Gift talent has two main
components: miraculous abilities granted by your degree of the Gift (novice, journeyman, or master) and the
ability to perform divine stunts.
Choose a Dominion from the available list when you gain this talent. It determines the power you gain at each
degree. If you take the Divine Gift talent more than once, choose a new Dominion each time.
Novice: You gain the novice gift of your chosen Dominion and may perform divine stunts costing up to 2 SP.
Journeyman: You gain the journeyman gift of your chosen Dominion and may perform divine stunts costing up
to 4 SP.
Master: You gain the master gift of your chosen Dominion and may perform divine stunts costing up to 6 SP.
Zeal
Characters with Divine Gifts have an additional traitZeal measuring the force of their divine power, similar
to a mages Spellpower. Zeal equals 12 + Willpower and is often the target number to resist the effects of Divine
Gifts. Divine Gifts & Class Characters with a Divine Gift can belong to any class. The gods may grant blessings
to anyone, of high or low birth, or any training or background. The class of a character with the Divine Gift
talent may influence the type of champion or advocate of the gods that character represents. Can just use
Spellpower.

Divine Dominions
Divine Gifts are defined by Dominions, areas of influence in the portfolios of the various divine powers. I made
up my own:
Star Pact
You partake in a portion of the power of shadow and darkness.

Novice: Something similar to shadow walk/backstab? Gain Dexterity (Stealth) focus. As a minor action, can use
a stealth roll (vs. Perception Seeing) to gain either +1 to defense or +1 to attack until the end of my next turn.
Arcane Blast becomes Eldritch Blast. Once a creature has been successfully targeted by Eldritch Blast, the
caster may spend 2 MP to maintain the damage effect on subsequent turns as a major action. This effect ends if
the target moves to full cover, moves outside the spell range, or if the caster makes any other major action.
Journeyman: ((Pulled from Death domain)) You draw strength from death. Any creature you slay or is slayed in
melee range of you grants you Health equal to the creatures Constitution (minimum of 1). This can restore lost
Health or increase your Health above its normal amount, although not by more than your level. Health above
your normal amount is not recovered when lost. Eldritch Blast adds 1d6 of damage (or adds Int?), but the cost to
maintain the blast is increased to 4 MP. In addition, when a creature targeted by Eldritch Blast is slayed, it
grants the caster Health equal to the creatures Constitution (minimum of 1). This cannot increase the casters
health above its normal amount.
Master: Maybe summon my warlock buddy here?? Otherwise, I would be open to creating a Spec that defines
my buddy (each level of spec gives a different buddy or gives my buddy a different ability). A spec will force
me to wait until lvl 6 for my buddy, whereas having this as a magic talent would give it at lvl 5. If you want it to
be a spec, this level could do something like a shadow form for brief invisibility as a major action or an
encounter-long damage reduction as a minor or something Eldritch Blast adds 1d6 of damage (or adds Int?),
but the cost to maintain the blast is increased to 6 MP. In addition, when a creature targeted by Eldritch Blast is
slayed, it grants the caster Health equal to the creatures Constitution (minimum of 1). This cannot increase the
casters health above its normal amount. Finally, the creature must succeed on a Willpower (Self-Control) roll
(TN casters spellpower) or be unable to move closer to the caster until a save is achieved. The creature may
still make other major and minor actions.
AN: These ideas have created some good utility, armor (via stunts) and healing. I still have almost no
offensive abilities aside from Shadow Dagger which is a problem. Maybe move the heal from Journeyman
to Master and create another offensive ability? Like an AOE shadow attack? Long-term, this could be a
problem depending on my buddys abilities which wont come into play until level 5 or 6. I could use
Combat Stunts for things like Mighty Blow and such, but the lack of offence is facing the same issues as
the ranger in DA. I would be willing to just wait and play the utility if the payoff of my buddy makes it
worth it at upper levels.

Divine Stunts (Wordsmithed)


1+
Armor of the Old Ones: Your patron turns aside harm; you gain an Armor Rating bonus equal to the SP
spent until your next turn.
1
Shadow Sacrifice: You may suffer up to 5 points of Health damage to grant an ally of your choice twice
that amount in restored Health.
2

Inspiration: You and all of your allies gain a +2 bonus on Willpower tests until the end of your next turn.

2
Overcome Resistance: You ignore a targets normal resistance to your attack. For example, you can
miraculously strike a creature immune to physical weapons and inflict normal damage, or use a fire attack
against a creature resistant or even immune to fire.
3
Patrons Influence: The effect of one malign spell or divine talent affecting you or an ally of your choice
immediately ends. This only removes ongoing effects (such as those of walking bomb or weakness). It does not
cure damage or other permanent conditions.

3
Voidshield: Your patron protects you as surely as any armor. You gain +2 Defense until the beginning of
your next turn.
4
Fiendish Mantle: You are so clearly favored by your patron that one foe of your choice hesitates to
oppose you, taking only a minor action on their next turn.
4
Ancient Intimidation: You are so clearly favored by your patron that all foes suffer a 2 penalty to all
tests against you until the start of your next turn.
6
Eldrich Intervention: Your patron directly intervenes to aid you! You (the player) may ask the GM
(playing the role of your patron) for any single favor within your patrons power and Dominion(s) to grant. The
GM chooses the degree to which the divine fulfills your need, based on your characters faithfulness and the
demands of the story.

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