The Clerics of the Host

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The Clerics of the Host

The Clerics of the Host are an Order formed within Tarantis to serve as the City’s Watch. Each of the Clerical Orders serves one of the Archangels of the Joshuite Faith, taking up that specific Archangel’s banner in Kith Kanaan. While the largest concentration of the Clerics serves within Tarantis, they have been known to go abroad, serving in a lower position beneath the Joshuite Church.

The standard outfit for the Clerics are long coats, buttoned up to the collar. These are usually padded and prepared to offer limited protection from harm (Soak 3), while providing full freedom of movement (Light Armour). Each Coat is the colour associated with the specific Clerical Order.

Cleric of Kushiel

The Clerics of Kushiel are a secret order within the Host, charged with finding the Grigori and bringing them into the Church. Once that is done, they attempt to find the Angelic parent, using their knowledge of the Angelic Tongue to banish the Angel to their just punishment. The Clerics of Kushiel wear white.

  • Status: Secret, Religious
  • Influence: Aregon, Tarantis
  • Resources: 10
  • Skills: Awareness, Occultism

Cleric of Michael

The Clerics of Michael act as sacred bodyguards, defending high ranking members of the Faith and prestigious members of the Guilds. Their colour is red, and they are trained to intercept attacks using their weapons of choice. The Clerics of Michael are usually equipped with metal vambrace, and carry a bastard sword and two short swords.

  • Status: Private, Religious
  • Influence: Aregon, Tarantis
  • Resources: 25
  • Skills: Blades, Shields

Cleric of Gabriel

The Clerics of Gabriel serve as the visionaries of the Church, offering insight into what will be, and providing visions of the future for the Church. Their colour is blue, and they are trained to interpret dreams and visions, providing a path for the Pardoners and for the Guilds. The Clerics of Gabriel do not carry weapons, and often take the Vow of Pacifism.

  • Status: Private, Religious
  • Influence: Aregon, Tarantis
  • Resources: 25
  • Skills: Awareness, Meditation

Cleric of Raphael

The Clerics of Raphael act as exorcists, protecting the faithful from the influence of the infernal and other-worldly. Their colour is yellow, and they are trained to banish ghosts and demons, and protect against the influence of the heretical and profane. Most Clerics of Raphael carry a staff, the symbol of their Order.

  • Status: Private, Religious
  • Influence: Aregon, Tarantis
  • Resources: 25
  • Skills: Awareness, Occultism

Cleric of Urial

The Clerics of Urial act as the enforcers of law, the eye of the Church who wander the streets of Tarantis, punishing the wicked. Their colour is black, and they are trained to study the world with a cold, unfeeling eye. Their weapons of choice are two side-arms specifically crafted for the Order to channel their faith, and the long sword.

  • Status: Private, Religious
  • Influence: Aregon, Tarantis
  • Resources: 25
  • Skills: Blades, Firearm

Abilities

Angelic Tongue

  • Type: Cleric of Kushiel Training

The Cleric learns to read and write the language of the Angelic Race. The character can use Occultism to counter Angelic Possession and may add their Linguistics Skill as additional dice when performing Miracles if they spend an additional Round to speaking or write in Angelic as part of performing the Miracle.

The Cleric can attempt to counter an Angelic Possession. The character spends an Essence and a Full Round Action. The character rolls Spiritual + Occultism against a Difficulty of 8. For each Success, the possessed individual loses one Essence. The character can do this each Round, spending one Essence to make a new roll. If the target runs out of Essence, they must make a Death Save using 8 dice against a Difficulty equal to the Cleric’s Resolve. For each Success, the victim recovers one Essence. If the Fallen rolls no Successes, they are banished and lose all connection to the victim.

Finally, the Cleric can cause pain to Infernal Creatures by speaking in the Angelic Tongue. The character spends one Essence and a Full Round Action. Any Infernal within a range of (Might) yards loses an amount of Essence equal to the number of Actions sacrificed by the character, and suffers an increased Difficulty to all Actions for the Round equal to the number of Actions sacrificed.

Sense the Fallen

  • Type: Cleric of Kushiel Investment

The Cleric is capable of sensing the presence of a Grigori or Fallen, if they are within (Might x 100) yards. The character knows the direction and distance to the target. In addition, the Cleric can sense when someone has been petitioned by a Fallen by spending an Action and a point of Essence and studying an area for a Round. Anyone who has accepted the petition of a Fallen can be seen clearly, even if they are hidden within a crowd. This detection has a Potency equal to the character’s Might, for purposes of being countered.

Servant of Kushiel

  • Type: Cleric of Kushiel Training

The Cleric gains a number of Additional Successes on all Awareness, Exotic, Integrity, and Occultism Skill Rolls equal to the character’s Might. If used for Active Defence, the Trait is increased by the character’s Might.

Defender of the Host

  • Type: Cleric of Michael Training

The Cleric gains a number of Additional Successes on all Athletics, Awareness, Blades, Endurance, Integrity, Search, and Shield Skill Rolls equal to the character’s Might. If used for Active Defence, the Trait is increased by the character’s Might.

Divine Protector

  • Type: Cleric of Michael Training

The Cleric can perform a physical Guard action as a Free Action once per Round. The Cleric need only remain in a number of yards equal to their Might to protect their charge, and may perform a counter attack if needed without spending an Action a number of times equal to the character’s Might per Round.

Shield of Michael

  • Type: Cleric of Michael Benefit

The Cleric is equipped by the Order, being granted his vambraces and weapons, anointed by the Church. These are considered Sacred equipment. The character may make these items Exceptional by spending one Resource for each Exceptional Trait the character wishes, up to a number equal to the character’s Growth for each item. This Cost can not be reduced.

  • Bastard Sword
  • Damage: 9 + Half Might
  • Bulk: 2
  • Hardness: 10 + Half Might
  • Notes: 2 (Optional)
  • Special: The character adds their Might to Initiative when using this weapon, and gains one additional Action each Round with his weapon, which may be used at the same time as any other Action the character has in the Round. Damage from this weapon ignores the Soak of all Infernal or Undead Creatures, inflicting full damage.
  • Short Swords
  • Damage: 6 + Half Might
  • Bulk: 1
  • Hardness: 10 + Half Might
  • Special: The character adds their Might to Initiative when using these weapon, and gains one additional Action each Round with them, which may be used at the same time as any other Action the character has in the Round. Damage from this weapon ignores the Soak of all Infernal or Undead Creatures, inflicting full damage. In addition, the character reduces the penalty of fighting with two weapons by Half Might.
  • Vambrace
  • Defence: 3 + Might
  • Bulk: 0
  • Hardness: 10 + Half Might
  • Special: While worn by a Cleric of Michael, the character gains the ability to perform Active Defence using the vambraces, without having to spend Essence. The character must still expend an Action however. The character adds their Defence from this item against ranged attacks.

Foresee Peril

  • Type: Cleric of Gabriel Investment

When the Cleric is the target of an Attack, the character may spend an amount of Essence equal to the Growth of the attacker. The character is able to take one Action before the Attack, responding to it in a defensive manner. The character can move behind a guardian, step under cover, or simply duck at the appropriate time. The attacker loses a number of Successes equal to the character’s Might on the roll for the attack – assuming the Cleric’s actions do not cancel the attack completely.

Hand of the Maker

  • Type: Cleric of Gabriel Miracle

The Cleric can attempt to see what Adonai has intended for the Cleric or someone who is petitioning the Cleric. By concentrating as a Full Round Action and spending 2 Essence, the character can make a Spiritual + Meditation roll, gaining a number of Additional Successes equal to the number of Actions Sacrificed for the Round. Each Success grants the character one piece of advice, granted as needed over the course of the Scene. This advice is freely granted by the game master, and will be related to the Cleric, or to someone who has petitioned the Cleric for help. The advice will be helpful, and will serve the person who it is intended for well. An action taken that directly follows to the advice given gains a number of additional dice equal to the Cleric’s Might.

Visionary of Gabriel

  • Type: Cleric of Gabriel Training

The Cleric gains a number of Additional Successes on all Awareness, Dodge, Empathy, Integrity, Investigation, Occultism, and Search Skill Rolls equal to the character’s Might. If used for Active Defence, the Trait is increased by the character’s Might.

Dismiss the Profane

  • Type: Cleric of Raphael

The Cleric can perform an Exorcism (see the Occultism Skill) as a Full Round Action rather than taking a minute. This Ability can be performed on any Infernal or Undead that is within range, whether or not the target is possessing a host, or is wandering free. The character adds the number of Actions Sacrificed as Additional Successes to the roll. In addition, for each Success gained on an Exorcism roll, the character recovers one Essence. If the target does not have Mana, then the Ability drains the target’s Essence, then Health.

Duty of Raphael

  • Type: Cleric of Raphael

The Cleric gains a number of Additional Successes on all Awareness, Endurance, Impact, Integrity, Lore, and Occultism Skill Rolls equal to the character’s Might. If used for Active Defence, the Trait is increased by the character’s Might.

Sense the Unquiet

  • Type: Cleric of Raphael

The Cleric is capable of sensing the presence of a Infernal or Undead, if they are within (Might x 100) yards. The character knows the direction and distance to the target. This detection has a Potency equal to the character’s Might, for purposes of being countered.

Calm of Urial

  • Type: Cleric of Urial Training

The Cleric can spend three Essence and one Action to enter a trance for the Scene, which can be ended by the Cleric at any time. During this trance, the character is immune to Social Attacks. While in this state, the character loses one Action every Round. This cost can not reduce the character below one Action. The character is automatically on Active Defence and need not spend Essence, reducing the Successes of any Melee or Ranged attack made against them by half the character’s Might on top of the normal bonuses for Active Defence. The character may parry ranged attacks with a weapon, or use Unarmed if the opponent is within Melee range.

Sacred Vestments

  • Type: Cleric of Urial Benefit

The Cleric is equipped by the Order, being granted two Side Arms, a blessed clerical coat, and a long sword, anointed by the Church. These are considered Sacred equipment. The character may make these items Exceptional by spending one Resource for each Exceptional Trait the character wishes, up to a number equal to the character’s Growth for each item. This Cost can not be reduced.

  • Clerical Coat
  • Weight: Light
  • Soak: Might
  • Bulk: 1
  • Hardness: 2 + Half Might
  • Long Sword
  • Weight: Medium
  • Damage: 7 + Half Might
  • Bulk: 1
  • Hardness: 10 + Half Might
  • Notes: 2 (Optional)
  • Special: The character adds their Might to Initiative when using this weapon, and gains one additional Action each Round with it, which may be used at the same time as any other Action the character has in the Round. Damage from this weapon ignores the Soak of all Infernal or Undead Creatures, inflicting full damage.
  • Side-Arms
  • Weight: Light
  • Damage: 7 + Half Might/3 + Half Might (Impact)
  • Hardness: 8 + Half Might
  • Bulk: 5 – Half Might
  • Range: 20 + Might
  • Special: The character adds their Might to Initiative when using these weapons, and gains one additional Action each Round with them, which may be used at the same time as any other Action the character has in the Round. Damage from these weapons ignores the Soak of all Infernal or Undead Creatures, inflicting full damage. As a Free Action, the Cleric may spend 1 Essence to reload both Side Arms instantly.

Will of Urial

  • Type: Cleric of Urial Investment

The Cleric gains a number of Additional Successes on all Acrobatics, Athletics, Blades, Dodge, Endurance, Firearms, Integrity and Unarmed Skill Rolls equal to the character’s Might. If used for Active Defence, the Trait is increased by the character’s Might.


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