Introduction

The Presbyter exists only as a partial Mage class. A Partial Warrior/Presbyter might be a crusader, wielding steel and terror against the evils of this world. A Partial Expert/Presbyter might be an inquisitor, investigating dubious figures and sifting out the truth of mysterious events.

All Presbyters gain Pray as a bonus skill. Miracles are not hindered by the wearing of armor and require no gestures or free hand to employ, though usually a prayer must be vocalized as part of the action triggering it.

Presbyter ‘Spell’ Table
LevelArts Gained
1Any Two
2Any One
3-
4Any One
5Any One
6Any One
7-
8Any One
9-
10Any One

Arts of the Presbyter:

Presbyter Effort is calculated by adding their Pray skill plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point. Once chosen, a miracle pick is permanent and cannot be changed later.

A Thousand Tongues

Commit Effort as an On Turn action; while it remains Committed, you can speak with and understand any sentient creature with a language of their own. To any listener, it will seem as if you are perfectly fluent in their own language, even as you speak in your own native tongue. This ability does not allow you to read or write unknown languages.

Armor of God

Commit Effort as an On Turn action. While the Effort remains Committed, you have a natural Armor Class of 15 plus half your level, rounded down. This AC can be modified by shields or your Dexterity modifier, but not by other worn armor.

Divine Guidance

Commit Effort for the day as a Main Action and meditate upon a choice or potential ac- tion before you. The GM will tell you whether the likely outcome of that choice is weal, woe, a mix of both, or nothing significant, using their own best estimation. This insight cannot perceive likely out- comes more than an hour or so into the future.

Fear no Flame

Commit Effort for the day as an On Turn action while nominating a visible target. For the rest of the scene, they are immune to non-magi- cal flame, smoke, or explosive damage, and decrease any sources of such magical damage they take by five points per level of Pray you have.

God Wills It

Commit Effort for the day as an Instant action and loudly call down the Bleeding God’s blessing on your comrades. For the rest of the scene, up to six allies per character level in earshot gain an effective Morale of 12 and a +1 bonus to hit and damage rolls, including any Shock that may be inflicted. At fifth level this becomes a +2 bonus, and at tenth level it becomes a +3 bonus.

Merciful Healing

Commit Effort for the day as a Main Action and touch a target within melee range. The target receives 1d6+2 points of magical healing. If done in combat or used to revive a Mortally Wounded subject, the rushed haste of the healing adds 1 System Strain to the target, but no System Strain is added if it is applied outside of combat. At fourth level the healing done increases to 2d6+4 and at eighth level it becomes 4d6+8.

Sanctified Ward

Commit Effort as an On Turn action. While the Effort is maintained and until you take some hostile action against a creature, you are im- mune to Shock damage and gain a +4 bonus to your Armor Class and all saving throws. Enemies must pass an Instinct check each round to target you with attacks; on a failure, they may take some other ac- tion instead. Once this art is ended it cannot be reactivated for the rest of the scene. Healing and other indirect support of fighting comrades does not count as a hostile action.

Smite the Wicked

Commit Effort for the day as a On Turn action whenever you attack or take some dam- aging action toward a single target. You gain a +4 bonus to any hit roll, you inflict your character level as automatic damage, and you can roll any damage dice twice and take the higher result. This ability can only be used once per scene on a given target.

The Light of Faith

Commit Effort as an On Turn action; while it remains Committed, you can cast a clear, bright radiance that extends up to thirty feet away from you. At your discretion, this light is visible only to you and your comrades, including up to a dozen allies.

Transubstantiation

Commit Effort for the day as a Main Action to transform up to a gallon of any liquid into sacred blood. A draught of this holy liquid is suffi- cient to sustain a drinker for a day without further food or drink and will heal 1d6 plus the user’s Pray skill in lost hit points. A gallon of blood is sufficient to help a half-dozen people. The benefits of this art can be enjoyed only once per day, and any undrunk blood sublimates away within a minute.

Turn False Life

Commit Effort for the day as a Main Action and make the sign of the Bleeding God be- fore one or more visible targets within sixty feet. Roll 2d6 and add your character level; that many hit dice of undead, automatons, or other synthet- ic, extraplanar, or unnatural life forms must make Mental saving throws or cower for the rest of the scene or until they or their comrades are attacked. Cowering enemies will take no hostile action and may flee unless bound to their location. This power does not affect foes with twice as many hit dice as the Presbyter has levels. If the rolled hit die total isn’t enough to fully affect a creature, it is unaffected.

Words of Mercy

Commit Effort for the day as an In- stant action to reroll any failed social skill check related to maintaining peace, granting help, or en- couraging virtuous acts of compassion, mercy, or truthfulness. This art can be used only once on any given skill check.

Wrath of the Most High

Commit Effort for the scene as a Main Action while you rebuke a visible target. The first time the target takes damage before the end of the next round, it suffers automatic additional damage equal to 1d8 plus your level.