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|Sealing the Temple = {{!}} [[Theurgy#Sealing the Temple|Sealing the Temple]] {{!}}{{!}} 9 {{!}}{{!}} Ca+Impress {{!}}{{!}} LGP, -, Prolonged, 1W {{!}}{{!}} holy shield
 
|Sealing the Temple = {{!}} [[Theurgy#Sealing the Temple|Sealing the Temple]] {{!}}{{!}} 9 {{!}}{{!}} Ca+Impress {{!}}{{!}} LGP, -, Prolonged, 1W {{!}}{{!}} holy shield
 
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|Soul's Vessel = {{!}} [[Theurgy#Soul's Vessel|Soul's Vessel]] {{!}}{{!}} 1 {{!}}{{!}} Pa+StoicBody {{!}}{{!}} P, -, Prolonged, 1W {{!}}{{!}} One of the core teachings is the perfection of the of the physical body as the instrument of action.  Iff successful add +3 to the Goal number for any non-combat physical action, running, jumping etc. 
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|Soul's Vessel = {{!}} [[Theurgy#Soul's Vessel|Soul's Vessel]] {{!}}{{!}} 1 {{!}}{{!}} Pa+StoicBody {{!}}{{!}} P, -, Prolonged, 1W {{!}}{{!}} +3 for any non-combat physical action
 
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|Battle Sense = {{!}} [[Theurgy#Battle Sense|Battle Sense]] {{!}}{{!}} 2 {{!}}{{!}} Pe+Skill {{!}}{{!}} LG, -, Temp, 1W {{!}}{{!}} After a study of the opponant, gain vp's to all goals when Dodging or Parrying against the foe, one skill only
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|Battle Sense = {{!}} [[Theurgy#Battle Sense|Battle Sense]] {{!}}{{!}} 2 {{!}}{{!}} Pe+Skill {{!}}{{!}} LG, -, Temp, 1W {{!}}{{!}} Bonus for dodging or parrying
 
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|Rightfully Guided Hand = {{!}} [[Theurgy#Rightfully Guided Hand|Rightfully Guided Hand]] {{!}}{{!}} 2 {{!}}{{!}} Fa+Skill {{!}}{{!}} LG, -, Temp, 1W {{!}}{{!}} The Pancreator will steady your hand, under fire.  If successful, add vp's to the desired combat skill. The same skill used in the activation of this rite.
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|Rightfully Guided Hand = {{!}} [[Theurgy#Rightfully Guided Hand|Rightfully Guided Hand]] {{!}}{{!}} 2 {{!}}{{!}} Fa+Skill {{!}}{{!}} LG, -, Temp, 1W {{!}}{{!}} Bonus for combat skill
 
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|Armour of the Pancreator = {{!}} [[Theurgy#Armour of the Pancreator|Armour of the Pancreator]] {{!}}{{!}} 3 {{!}}{{!}} Fa+Dodge {{!}}{{!}} LG, -, Prolonged, 1W {{!}}{{!}} This rite is identical to the level 3 Orthodoxy rite, above, except the Brother Battle version can be expanded to include bulkier armour provided it has been Sanctified or Consecrated. 
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|BBArmour of the Pancreator = {{!}} [[Theurgy#BBArmour of the Pancreator|Armour of the Pancreator]] {{!}}{{!}} 3 {{!}}{{!}} Fa+Dodge {{!}}{{!}} LG, -, Prolonged, 1W {{!}}{{!}} Energy shield
 
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|Zakhayelos's Eyes = {{!}} [[Theurgy#Zakhayelos's Eyes|Zakhayelos's Eyes]] {{!}}{{!}} 3 {{!}}{{!}} Pe+Empathy {{!}}{{!}} LGP, Snse, Prolonged, 1W {{!}}{{!}} Zakhayelos, Lord of Hosts, never sleeps, prey in his name and he will watch over you when you sleep.  Iff successful, the surroundings fill the characters dreams, he may make Perception rolls as if he was awake
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|Zakhayelos's Eyes = {{!}} [[Theurgy#Zakhayelos's Eyes|Zakhayelos's Eyes]] {{!}}{{!}} 3 {{!}}{{!}} Pe+Empathy {{!}}{{!}} LGP, Snse, Prolonged, 1W {{!}}{{!}} Alert while sleeping
 
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|Righteous Fervour = {{!}} [[Theurgy#Righteous Fervour|Righteous Fervour]] {{!}}{{!}} 4 {{!}}{{!}} Pa+Vigor {{!}}{{!}} L, -, One act, 1W {{!}}{{!}}  Discipline and loyalty are key words for you. If you fear you will sway from your divine duty. Declare your duty outloud ie. "No harm shall come to the bishop under my watch." or "I will safely deliver the writ to the Heirophant" If successful, the character bocomes immune to any mental or social obstacles which would hinder his duty, from temptations, to persuasions and fast talks, etc., anything which would sway him from his duty.  In addition, he receives +3 to his perception to notice possible physical obstacles (cutpurses, assassins, etc.) While the Brother Battle dedication is to be admired, it should be noted that fevered Brothers can become quite callous to pleas for help if they seem to hinder their duty. If they do refuse such pleas while fevered, they must confess their guilt within a week after the rites effect has ended. Otherwise, they risk gaining Hubris.
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|Righteous Fervour = {{!}} [[Theurgy#Righteous Fervour|Righteous Fervour]] {{!}}{{!}} 4 {{!}}{{!}} Pa+Vigor {{!}}{{!}} L, -, One act, 1W {{!}}{{!}}  Withstand mental obstacles
 
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|Liturgy of the Wrathful Host = {{!}} [[Theurgy#Liturgy of the Wrathful Host|Liturgy of the Wrathful Host]] {{!}}{{!}} 5 {{!}}{{!}} Pa+Charm {{!}}{{!}} LP, Snse, Prolonged, 1W {{!}}{{!}} This passage is read to Brothers about to go into combat it fills their hearts with the fire of their holy cause If successful vp's form the reading may be added to any Faith or Passion based rolls. But, they may not incite passion The passage is about 10 minutes long and the range may not be enhanced using PA systems or the like
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|Liturgy of the Wrathful Host = {{!}} [[Theurgy#Liturgy of the Wrathful Host|Liturgy of the Wrathful Host]] {{!}}{{!}} 5 {{!}}{{!}} Pa+Charm {{!}}{{!}} LP, Snse, Prolonged, 1W {{!}}{{!}} Bonus on Faith and Passion
 
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|Smiting Hand = {{!}} [[Theurgy#Smiting Hand|Smiting Hand]] {{!}}{{!}} 6 {{!}}{{!}} Fa+Vigor {{!}}{{!}} LG, -, Instant, 1W {{!}}{{!}} If successful, add vp's to either the brothers fist, kick or melee damage
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|Smiting Hand = {{!}} [[Theurgy#Smiting Hand|Smiting Hand]] {{!}}{{!}} 6 {{!}}{{!}} Fa+Vigor {{!}}{{!}} LG, -, Instant, 1W {{!}}{{!}} Bonus on fist, kick or melee damage
 
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|Fearsome Majesty = {{!}} [[Theurgy#Fearsome Majesty|Fearsome Majesty]] {{!}}{{!}} 7 {{!}}{{!}} Pa+Impress {{!}}{{!}} LG, LOS, Prolonged, 1W {{!}}{{!}} This rite causes fear of the Pancreator to clutch the heart of the target. The target may take no action for that turn, and for the rest of the span suffers a penalty to all initiative and goal rolls equal to the victory points of the rite. The number of targets may be doubled with each additional Wyrd point spend. This rite cannot be cast upon someone under the influence of the Prophets Censure or Tortures of the Damned. 
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|Fearsome Majesty = {{!}} [[Theurgy#Fearsome Majesty|Fearsome Majesty]] {{!}}{{!}} 7 {{!}}{{!}} Pa+Impress {{!}}{{!}} LG, LOS, Prolonged, 1W {{!}}{{!}} Victim freezes
 
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|Heavens Axe = {{!}} [[Theurgy#Heavens Axe|Heavens Axe]] {{!}}{{!}} 7 {{!}}{{!}} Fa+(Fight,Melee) {{!}}{{!}} PG, T, Instant, 2 {{!}}{{!}} "Pancreator to lend me your hand that I may strike down these enemies for thee" If successful (VP +2) people are struck with the same blow, the target and other tagets up to Faith meters away
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|Heavens Axe = {{!}} [[Theurgy#Heavens Axe|Heavens Axe]] {{!}}{{!}} 7 {{!}}{{!}} Fa+(Fight,Melee) {{!}}{{!}} PG, T, Instant, 2 {{!}}{{!}} Hit multiple targets
 
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|Oath of the Shieldmates = {{!}} [[Theurgy#Oath of the Shieldmates|Oath of the Shieldmates]] {{!}}{{!}} 8 {{!}}{{!}} Ex+Empathy {{!}}{{!}} LGP, Snse, Prolonged, 1W {{!}}{{!}} This rite allows a Brother to band his comrades into an elite fighting unit. He can easily communicate with, or feel the emotions of, his shieldmates, allowing the formation of a telepathic network among the non-psychic characters (all information must flow though the psychic using this power, i.e. non-psychic targets may not communicate directly, except though normal channels). -4 penalty to control or dupe members. Not just any target may be chosen either, It must be someone who has pledged loyalty with the Brother to a common cause and has been through the Prophets Holy Blessing ritual with him.
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|Oath of the Shieldmates = {{!}} [[Theurgy#Oath of the Shieldmates|Oath of the Shieldmates]] {{!}}{{!}} 8 {{!}}{{!}} Ex+Empathy {{!}}{{!}} LGP, Snse, Prolonged, 1W {{!}}{{!}} Form bond
 
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|Salutation to Zakhayelos = {{!}} [[Theurgy#Salutation to Zakhayelos|Salutation to Zakhayelos]] {{!}}{{!}} 9 {{!}}{{!}} Pa+Impress {{!}}{{!}} LGP, -, -, 1W {{!}}{{!}} This exceptionally rare and powerful rite, a closely guarded secret of the order, enables a theurge to contact and summon to the physical world one of the "bodiless powers of the Empyrean", the strong and warlike intelligence known as Zakhayelos. According to Eskatonic doctrine, Zakhayelos rules in the Fifth Emanation from the Celestial Sun, among the ranks of the Imperitories.  Zakhayelos is the pure embodiment of all the military virtues to which the order aspires: Strength, Courage, Discipline, a perfect understanding of strategy and logistics. As with all Empyrean powers, Zakhayelos will almost never take direct physical actions, such as fighting alongside the troops, but as a being of nearly limitless capabilities, can act in ways both grand and subtle to tip the scales of victory in the Brothers favour. Zakhayelos has been known to aid the order with signs and omens that reveal enemy positions and tactics, or to bolster troops with substantial (but temporary) increase in characteristics, or to appear in the sky above Brother Battle armies, displaying its most fearsome form to the enemy. When taking a visible form, Zakhayelos will most often appear as a tall noble knight clad in shining, elaborately decorated armour, wielding a flaming sword and a mirrored shield emblazoned with the church symbol. Many outside the church claim that such "angelic beings" are merely mass hallucinations called up from the minds of the believers by the theurge, and that they do not really exist. But they rarely make such claims in public.
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|Salutation to Zakhayelos = {{!}} [[Theurgy#Salutation to Zakhayelos|Salutation to Zakhayelos]] {{!}}{{!}} 9 {{!}}{{!}} Pa+Impress {{!}}{{!}} LGP, -, -, 1W {{!}}{{!}} Call for divine aid
 
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|Celestial Alignment = {{!}} [[Theurgy#Celestial Alignment|Celestial Alignment]] {{!}}{{!}} 1 {{!}}{{!}} Pe+Observe {{!}}{{!}} P, -, Perpetual, 1W {{!}}{{!}} One of the earliest rites developed by Eskatonic theurges was that of Celestial Alignment, which proved useful to explorers on new planets seeking Ur-Artifacts or forgotten wisdom. This rite enables a theurge to keep perfect mental notation of all the movements of the surrounding solar system, as well as the constellations (as they appear to an observer on planetside).  Thus the theurge, with but a glance at the sky, can reckon sidereal time and track his position, direction and motion as he travels across the planet.  The effect of this rite is permanent, but applies only to the planet upon which it is cast, and does not need to be recast if the theurge returns to the planet. Celestial Alignment has some applications to interplanetary navigation (i.e. travel within a solar system), but not to interstellar travel or complex manuvers like combat, docking or landing on a planet. The accuracy with which a theurge can figure his relative position in take and space is based on the victory points from casting the rite:  
 
|Celestial Alignment = {{!}} [[Theurgy#Celestial Alignment|Celestial Alignment]] {{!}}{{!}} 1 {{!}}{{!}} Pe+Observe {{!}}{{!}} P, -, Perpetual, 1W {{!}}{{!}} One of the earliest rites developed by Eskatonic theurges was that of Celestial Alignment, which proved useful to explorers on new planets seeking Ur-Artifacts or forgotten wisdom. This rite enables a theurge to keep perfect mental notation of all the movements of the surrounding solar system, as well as the constellations (as they appear to an observer on planetside).  Thus the theurge, with but a glance at the sky, can reckon sidereal time and track his position, direction and motion as he travels across the planet.  The effect of this rite is permanent, but applies only to the planet upon which it is cast, and does not need to be recast if the theurge returns to the planet. Celestial Alignment has some applications to interplanetary navigation (i.e. travel within a solar system), but not to interstellar travel or complex manuvers like combat, docking or landing on a planet. The accuracy with which a theurge can figure his relative position in take and space is based on the victory points from casting the rite:  

Revision as of 13:22, 18 July 2018

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