Blessings, Prayers, & Miracles
To cast a blessing, prayer, or miracle, there are two steps:
- Commune with the Divine
- Cast Prayer Dice
1-Commune with the Divine
The base DR for a blessing, prayer, or miracle is always 13 + [DICE].
- [DICE] - The total number of prayer dice the caster intends to use.
To commune with the divine for a blessing, prayer, or miracle:
- Draw 1 card from the bottom of the Fate Deck.
- This represents the mortal reaching out to the divine.
- Draw 1 card from the top of the Fate Deck.
- This represents the divine.
- Add the value of the cards together.
- If the sum is greater than the DR, the prayer, blessing, or miracle is granted by the divine.
Advantage/Disadvantage
- Advantage draws two cards from the top, taking the highest.
- Disadvantage draws two cards from top, taking the lowest.
2-Cast prayer dice:
- 5-6, dice are spent for the rest of the day until the drifter gets at least 6 hours of sleep.
Prayer Dice
Each prayer, blessing, or miracle uses prayer dice in some way to determine how powerful it is.
- [SUM] - The total sum of all prayer dice cast.
- [DICE] - The number of prayer dice used.
- [HIGH]/[LOW] - The values of the highest/lowest rolled prayer die.
- [AVG] - Average of the results of all cast prayer dice.
- [CHOOSE] - Caster picks one of the cast prayer dice.
Religious Codes, Conduct, & Commandments
All religions and cults have various codes that they must follow in order to remain in their chosen deity's favor. By adhering to these, a practitioner can see the favor of their deity shine upon them (the difficulty of the check lowers).
However, if a practitioner indulges in activities that go against the teachings of their order and deity, their prayers may go unanswered (the difficulty of the check increases).
Each time a practitioner gains favor with their deity, the difficulty is lowered by -2 to a maximum of 8.
- If a practitioner is fighting against a true enemy of their faith, or has been blessed by the highest priest of their cult/religion, then it is possible to immediately lower the difficulty to 6 for a certain amount of time.
Each time a practitioner goes against their deity, the difficult is increased by +2 to a maximum of 26.
If the practitioner reaches a difficulty of 26, they become an Apostate, having two options before them:
- Abandon their faith entirely.
- If a Zealot, they loose all of their prayers, blessings, and miracles.
- Become a Heretic, an enemy of their former organizations.
- Reset difficulty to 14, but practitioners of the cult/religion are violet towards them.
- Must continue in their heretical ways, whatever they were.
- If the Heretic can somehow manage to "defeat" or "take over" the cult/religion, they are no longer labeled as a heretic, and their heresy becomes canon doctrine within the organization.
Starting Blessings, Prayers, and Miracles.
A starting Zealot begins the game with a number of Blessings, Prayers, or Miracles equal to their SPR modifier (minimum of 1).
- These blessings, prayers, and miracles are from the sorcery list, but may behave differently due to being divinely inspired by a deity, and the deity using the Zealot as their vessel in the world.
- Each Cult/Order/Religion has their own domain, which lists which blessings, prayers, and miracles that fall under them.
- Each Cult/Order/Religion lists their own tenets, orders, and commandments which practitioners must follow to remain in favor.