Idea for a Professional Edge: Priest

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OSIAdept
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Idea for a Professional Edge: Priest

#1 Postby OSIAdept » Thu Sep 24, 2009 12:43 am

I am working on a cyberpunk game right now and am trying to incorporate religion with out resorting to using the AB:Miracles was never realy fond of it. Anyways here is my attempt.

Priest
Requirements: Novice, Spirit D6, Knowledge-Religion d8
The Priests of the Cyberian faiths are trained to tend to the faithful and non-faithful alike. They are taught ancient Thamaturgic rites of healing. They may spend a benny to cause an individual to make a natural healing roll with a +2 bonus. Priests are respected and in some cases feared they gain a +2 to Charisma. In addition they may learn new thamaturgic rites if they are in good standing with the church.

Thamaturgic Rites are ancient rituals of power that boost the spirit and morale. To learn a Rite one must spend a week in meditation and study at the church or temple of the the priests faith where they are taught the inner mysteries of the faith.

Thamaturgic rites are reflavored Leadership edges that can effect party members as well.

So what do you think
Last edited by OSIAdept on Fri Sep 25, 2009 2:05 am, edited 1 time in total.

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#2 Postby Sitting Duck » Thu Sep 24, 2009 8:09 am

Some time ago, JackAce and I co-wrote an article in Shark Bytes on Religious Edges, which were for use in settings where religion played an important part but didn't provide kewl arcane powers (Babylon 5 and Firefly were given as examples). Unfortunately, I can't recall which issue it was in.
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#3 Postby OSIAdept » Thu Sep 24, 2009 2:35 pm

I'll see if i can find it.

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#4 Postby Blogotron » Thu Sep 24, 2009 3:44 pm

I rather like the edge and it fits well in games inspired by the likes of Supernatural or S.M Stirling's Emberverse series (Dies the Fire).

I do wonder, however, if the Beeny cost is too much and perhaps a small extra bonus, such as a +1 to charisma would not be in order. Afterall, a Healer is a glad sight and religious figures are often trustworthy, or if not trustworthy, atleast respected.

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#5 Postby OSIAdept » Fri Sep 25, 2009 2:40 am

the edge has been updated to reflect the charisma bonus

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#6 Postby Clint » Fri Sep 25, 2009 8:34 am

OSIAdept wrote:the edge has been updated to reflect the charisma bonus


Hmm, my concern with adding that is that there is another bonus to the Edge, they can take "Leadership Edges" and affect PCs, which is pretty huge.

It almost seems like the Edge provides 3 Edges worth of effects with no inherent drawbacks.

1. Charismatic - +2 Charisma
2. Leadership Edges affect Wild Cards
3. Can spend a Benny to allow a Natural Healing roll with a +2 bonus (maybe if it was just spending a Benny to allow a roll, but the +2 bonus bumps it up; add Healer on this and a mortally wounded character (-3) can make a healing roll at +1).

With this much, I might consider making it a tiered Edge. Something like...

Noviate - A beginner in the faith, he has learned the basic rite of healing. He can spend a Benny to allow another character a Natural Healing roll at +2, but he has taken on the vows of the faith gains a Major Vow to (live by some major limitation of church doctrine like always providing healing to those who are hurt starting with those in most need). Noviates are not as respected as full priests, but do gain a +1 Charisma.

Priest - (Requirement: Noviate) Full priests are respected and sometimes feared; they gain an additional +1 Charisma (for +2 counting their Noviate bonus). That impact comes from their deeper knowledge of Thaumaturgic Rites. Priests may spend a benny to gain the benefits of a Leadership Edge for 1d6+2 rounds. They need not meet any other requirements other than needed Edges (though if Leadership Edges, they may gain those through spending a benny as well).

Ex. Father Feruk and his allies are in a deadly melee. He wants to provide a bonus to Fighting as per the Fervor Edge, but it also requires Command which he does not have. He spends one benny to get Command and a second to get Fervor. Rolling the dice, Command will last for 4 rounds and Fervor would last for six, but once Command is gone it will drop as well (unless the good father spends another benny to get Command again). For the duration, allies in the area gain a +1 to Fighting and a +1 to recover from being Shaken.

Leadership Edges so gained affect Wild Cards in the area as well. A priest may learn a rite permanently by spending a week in meditation and study at the church or temple of the the priests faith and then taking the appropraite Leadership Edge. They must meet the normal requirements, but the effects will still apply to Wild Cards in the area.
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#7 Postby steelbrok » Fri Sep 25, 2009 9:58 am

Clint,

I like this idea a lot

My only suggestion would be to tie the Major Vow to the Sin table for the religion and follow its effects

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#8 Postby Clint » Fri Sep 25, 2009 10:06 am

steelbrok wrote:My only suggestion would be to tie the Major Vow to the Sin table for the religion and follow its effects


I figured it would kind of replace the Sin Table since the point is to specifically not use AB: Miracles for this.

If the character doesn't follow the Vow, they lose a chance to gain bennies (besides possible story effects) and since the ability works off bennies, they effectively "lose access" to their powers in a way.
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#9 Postby OSIAdept » Fri Sep 25, 2009 10:39 am

It looks better as a tiered system, thanks. But thats about what i had in mind for the Rites though the duration was going to be a spirit roll. With additional edges that affect the duration.

I was also thinking of giving them some offensive Rites. Inposing penalties to the enemy


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