Deacon
Deacons are the elite paranormal investigators and monster hunters of the Catholic Church. They proudly serve side by side with Templars in their quest to rid the world of the very real demonic forces. See the Allies section for information on the code of conduct of Inquisitors and Templars and how their organisation operates.
| Step 1: Attributes | ||
| Roll attributes
as normal but an INT of at least 15 and WIS 14 is necessary.
Hit points = CON +8, +8 per level. |
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| Step 2: Skills | ||
| Choose skills in
the normal manner but also gain the following free ones; Knowledge Artifacts Knowledge Demons Knowledge Geomancy Knowledge Magic Knowledge Religion Knowledge Undead |
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| Step 3: Abilities | ||
| Deacons gain all the
following bonuses free; +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 4, 7, 10, 13, 16 and 20. +1 Sanity save at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. +1 Willpower save at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 thaco and AC vs undead at levels 3, 5, 9, 11, 15, 17 and 19. +1 Spell Bonus at levels 7, 11, 15 and 19. Additionally Deacons start with 50 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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| Ability | Cost | Notes |
| Spellcast | 0 | Deacons don't pay for the Spellcast
ability as they automatically are bestowed all the spells within the Divine
sphere. However they cannot ever learn spells from any other sphere. Further
if they are dismissed from the Church for some heinous act they will lose
all their abilities. Deacons can tap into the world’s natural mana at a rate of INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. |
| Damage Bonus | 10 | +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Extend Duration | 10 | Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Holy Confession | 5 | Any victim touched will relive all his sins and be traumatised. He must then save vs. Sanity or become incoherent for D6 days after which he will recover but will develop one random insanity and a phobia of the character. This can be used once per day per 5 WIS. |
| Holy Fortitude | 5 | Immune to any form of Undead special attacks (including fear) and all types of Undead Possession. Further he gains +1 save per level vs Diabolic magic. |
| Holy Inspiration | 5 | Allies are immune to panic or being routed by undead forces so long as you continue fighting alongside them. You can also rally any previously routed by giving a stirring speech. |
| Holy Judgment | 5 | This power comes from within and
releases a burst of holy light within a INT x1 metre radius affecting all
within it in the following way; 1) Others are revealed as they truly are regardless of any form of concealment, disguise or illusion. 2) Spirits are banished unless spell save. 3) Undead are destroyed unless they spell save. It can be used once per day per 5 WIS. |
| HP Bonus | 10 | CON +10 HP instead of 8, +10 per level. |
| Range Boost | 10 | +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| True Sight | 10 | Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic. |
| Step 4: Careers | ||
| There is only one career, you work directly for the Vatican Church. | ||
| Step 5: Disadvantages | ||
| As a Deacon you answer to the Catholic Church and must obey all of the rules of the Pope or face exceedingly harsh penalties. Unlike other mages you are not your own man. You are a part of a organization and must answer to it. Gain the disadvantage of Watched at +20 points. | ||