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Divine Gifts for AGE System

Kobold Quarterly #18Our own Steve Kenson is featured right up front in the new issue of Kobold Quarterly magazine, with a new take on divine champions for the AGE System: the Divine Gift talent. (As with every issue, KQ #18 is also loaded with articles that are either systemless or can easily be adapted to a Dragon Age RPG campaign.)

The Divine Gift talent can be found in any class, since the gods bless anyone regardless of birth or background. A character with a Divine Gift may be a devout worshipper, a chosen prophet, or other champion of a divine power.

Divine Gifts are defined by Dominions, which are the areas of influence for the various divine powers. Below is a writeup of the Divine Gift talent and three sample Dominions: Protection, Trickery, and Death. You can pick up Kobold Quarterly #18 in print or in PDF and read more about Divine Gifts—including a loss of faith that can occur when they don't work.

DIVINE GIFT

Classes: Mage, Rogue, and Warrior.

Requirement: You must have the Willpower (Faith) focus. You must also continue to keep faith with the power(s) granting your Gift. Inappropriate or displeasing behavior—as judged by the GM—strips you of the benefits of this talent until you have properly atoned. Such atonement is at the discretion of your religious superiors or divine guidance (again, chosen by the GM) and may involve a quest or challenge.

You are favored by a god or other divine power(s). The Divine Gift talent has two main components: miraculous abilities granted by your Gift's degree (novice, journeyman, or master) and the ability to perform divine stunts.

Choose a Dominion when you gain this talent. It determines the power you gain at each degree. If you take the Divine Gift talent more than once, choose a new Dominion each time.

Novice: You gain the novice benefit of your chosen Dominion and may perform divine stunts costing up to 2 SP.

Journeyman: You gain the journeyman benefit of your chosen Dominion and may perform divine stunts costing up to 4 SP.

Master: You gain the master benefit of your chosen Dominion and may perform divine stunts costing up to 6 SP.

Zeal:

Characters with Divine Gifts have an additional trait, Zeal. This measures the force of their divine power, similar to a mage's Spellpower. Zeal equals 12 + Willpower and is often the target number to resist the effects of Divine Gifts.

DOMINION OF PROTECTION

This Dominion is concerned with the protection of the faithful and those in need, particularly from supernatural enemies.

Novice: Wielding a symbol of your faith, you can ward off its supernatural enemies, such as demons, undead, or evil spirits. So long as you take a major action each turn, any such enemies must roll a Willpower (Courage) test against your Zeal to approach or attack you or anyone adjacent to you.

Journeyman: Once per day, you can consecrate a place as a sanctuary for 24 hours. The area must have designated boundaries you can close off (such as a building with doors and windows) and not be already consecrated to another Dominion (such as the temple of another divinity). Only those you designate may enter or leave the sanctuary freely. All others must roll a Willpower (Courage) test against your Zeal. Even if they succeed, all hostile actions taken in the sanctuary suffer a –2 penalty.

Master: Once per day you can protect a single subject (including yourself ) with a force field (as the Set 2 Spell) for rounds equal to your Willpower (minimum of 1).

DOMINION OF TRICKERY

This Dominion concerns deception and trickery pleasing to your patron. You can maintain one of the following deceptions per degree in this talent.

Novice: You gain the Communication (Deception) focus. You can change the appearance of a small object (no more than your Willpower in pounds, minimum of 1) to something similar in size. For example, you can make a handful of pebbles look like jewels, or a dagger look like a comb. Victims of your deception can test Perception (any applicable focus) against your Zeal. If successful, they see through your deception.

Journeyman: You can disguise your person (including your voice and even scent) behind a veil of illusion. Anyone with reason to suspect you are not as you appear can make a Perception (any applicable focus) test against your Zeal, as in the previous degree.

Master: You can veil an area the size of a large room, changing its appearance (from an abandoned ruin to a splendid ballroom, for example) and concealing the presence of anyone there, making them either unseen or changing their appearance. For example, creatures might be veiled to resemble noble partygoers rather than hideous undead. Any hostile action by the concealed subjects removes the illusion from them. Victims make Perception tests as in previous degrees.

DOMINION OF DEATH

This Dominion grants you a portion of your god's power over death itself.

Novice: Your touch and a major action can speed the process of decay, like the decompose spell (see the Set 2 Player's Guide, page 66), whenever you wish.

Journeyman: You draw strength from death. Any creature you slay barehanded or with a melee weapon grants you Health equal to the creature's Constitution (minimum of 1). This can restore lost Health or increase your Health above its normal amount, although not by more than your level. Health above your normal amount is not recovered when lost.

Master: You have a deadly touch. Simply by touching a living creature with a major action and a Dexterity (Brawling) attack test you can inflict 1d6 + Willpower penetrating damage.

 

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