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'''Effect''': Upon completing the rite, the Religious Practitioner charges their Holy Symbol. The Religious Practitioner may brandish their Holy Symbol and call “Reveal Spirits”. The holy symbol is charged with this rite until the end of the day or it is used.
'''Effect''': Upon completing the rite, the Religious Practitioner charges their Holy Symbol. The Religious Practitioner may brandish their Holy Symbol and call “Reveal Spirits”. The holy symbol is charged with this rite until the end of the day or it is used.


==Major Religious Rites==
==Major Rites==
All Major  Rites take 10 minutes to complete.
 
====Shield of Faith====
''Through a solemn rite invoking the unwavering strength of The Divine, the Religious Practitioner creates a sacred bond between those gathered. This bond shields them from the brink of death, warding away fatal blows through divine protection. Only those who stand in prayer, united in faith, may receive this blessing.''
 
'''Required Components''': Holy Symbol, Altar and 1 unit of each of the following consumable per target of the rite; Sacred Incense, Blessed Food, Holy Water and Anointed Candle.<br>
'''Required Vocals''': “By the power of The Divine” and “Let their lives be spared through faith.”<br>
'''Range''': All participants must be within 15 feet of the Altar and remain engaged for the duration of the rite.<br>
'''Effect''': Upon completion of the rite, the Religious Practitioner may bless up to three characters who took part. Each of those characters may call "No Effect" to the first "Fatal" call that affects them that day. This protection lasts until it is used or until the end of the day, whichever comes first.
 
====The Shepherd and Their Flock====
''Through sacred prayer and a bond of shared origin, the Religious Practitioner invokes The Divine to safeguard those who walk a common path. United in faith and background, the flock stands protected against forces that seek to scatter or break them.''
 
'''Required Components''': Holy Symbol, Altar, 1 unit of Sacred Incense and 1 unit of Blessed Food per character targeted.<br>
'''Required Vocals''': “By the power of The Divine” and “Let this flock from [insert background] be protected as one.”<br>
'''Range''': All participants must be within 15 feet of the Altar and share the same character background as the Religious Practitioner. They must remain engaged for the duration of the rite.<br>
'''Effect''': Upon completion of the rite, the Religious Practitioner may bless up to ten characters who took part in the Rite that have the same Character Background as the Religious Practitioner. Each of those characters must call "No Effect" to the first Fear, Strike Down, or Mangle call that affects them, the practitioner must specify which call is being protected against in the rite (only one call can be protected against and all targets must have the same protection). This protection lasts all day or until used.
 
'''Notes''': The backgrounds that can be used in the vocals are: ‘Tamarillo’, ‘Goldrock’, ‘Wheatstan’, ‘Fortune City’ and ‘Wanderers’. The Religious Practitioner may only use the background that matches their character.
 
====Sin Eater====
''Through divine intervention and the sacred bond of the Religious Practitioner, the burden of affliction is transferred, allowing one to bear the weight of another's suffering.''
 
'''Required Components''': Holy Symbol, Altar, 2 units of Sacred Incense, 2 units of Blessed Food, 2 units of Holy Water.<br>
'''Required Vocals''': "By the power of The Divine" and "Let this burden pass from vessel unto me."<br>
'''Range''': Touch.<br>
'''Effect''': The target loses all Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds, and Fatigue effects.<br>
The Religious Practitioner gains all the Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds the target has just lost.<br>
The Religious Practitioner will also gain the Fatigued effect.
'''Notes''': This rite does not destroy, cure, or nullify Diseases, Tinctures, Elixirs, Physical/Spiritual Traumatic Wounds, or Fatigue effects. It simply transfers these afflictions to the Religious Practitioner.
The Religious Practitioner gains the Fatigued effect even if the target did not have it.
 
====Exorcise Spirits====
''With sacred authority and the power of The Divine, the Religious Practitioner banishes lingering spirits from the mortal realm, bringing an end to their unnatural presence.''
 
'''Required Components''': Holy Symbol, 3 units of Sacred Incense, 3 units of Holy Water, and 3 units of Anointed Candle.<br>
'''Required Vocals''': “By the power of the Divine” and “I Exorcise this Spirit.”<br>
'''Range''': 15 feet.<br>
'''Effect''': After completing the rite, the Religious Practitioner has 30 seconds to call “Exorcise Spirit” on a visible target within 15 feet.<br>
If the target is a Spirit, it is immediately destroyed. This rite has no effect on any other type of creature.
 
'''Notes''': Some Spirits may be immune to this rite.
 
====Divine Revelation====
''Through focused devotion and sacred offerings, the Religious Practitioner entreats the Divine to reveal hidden truths tied to objects touched by fate, death, or deep emotion. With the right item and intent, the Practitioner may uncover glimpses of past actions or spiritual resonance.''
 
'''Required Components''': Holy Symbol, 3 units of Sacred Incense, 3 units of Anointed Candle, and 3 units of Holy Water.<br>
'''Required Vocals''': “By the power of the Divine” and “I seek Divine Revelation.”<br>
'''Range''': Touch (item must be held or placed upon a sanctified surface during the rite).<br>
'''Effect''': When this rite is performed, the Religious Practitioner may ask one spiritually focused question relating to a single item used as the focus of the rite. Examples include a bloodied weapon, a personal item, a lock of hair, or a diary. If successful, the Divine offers insight through a Referee, who will provide a short, relevant answer based on the item’s spiritual resonance and past.
 
'''Notes''': This requires a Referee. The answer given will not always be direct, and may come as an impression, vision, feeling, or cryptic phrase, at the discretion of the Referee.
 
====Divine Oath====
''In solemn ceremony and under the watchful gaze of the Divine, two willing individuals bind themselves to an unbreakable oath. Such vows are not made lightly, for to betray the oath is to forfeit one’s life.''
 
'''Required Components''': Holy Symbol, 5 units of Anointed Candle, 5 units of Sacred Incense, 5 units of Holy Water and 5 units of Blessed Food.<br>
'''Required Vocals''': “By the power of the Divine” and “Let this Divine Oath be witnessed and sealed.”<br>
'''Range''': Touch (both participants must be present and in physical contact with the Religious Practitioner during the rite).<br>
'''Effect''': When this rite is performed, two willing participants make a verbal agreement witnessed by the Divine. Once the rite is completed, each participant is spiritually bound to uphold the terms they agreed upon. If either breaks their oath, they will die before the end of that day. The manner of death is up to the player, whether in a blaze of glory, in their sleep, or by other fitting means, but the outcome is final. The character will be considered dead at time-out, if not sooner.
 
'''Notes''': The terms of the oath must be clearly spoken aloud and agreed to by both participants during the rite. A Referee must be present to witness and record the oath and the characters involved. Once sealed, the participants are bound to it until they die, the oath is fulfilled or other in-game means decided by a referee. The terms of the oath are literal and will be interpreted at the discretion of referees.
 
====Tether the Soul====
''The Religious Practitioner invokes a sacred link between themselves and a chosen creature, binding its spirit through divine authority. So long as the practitioner maintains their focus and voice, the creature is held fast, its will subdued beneath the weight of the Divine.''
 
'''Required Components''': Holy Symbol, 3 units of Sacred Incense, 2 units of Anointed Candle, 3 units of Blessed Food, and 3 units of Holy Water.<br>
'''Required Vocals''': “By the power of the Divine” and “I tether this soul to mine.”<br>
'''Range''': 10 feet.<br>
'''Effect''': Up to 30 seconds after completing this rite, the Religious Practitioner may brandish their Holy Symbol at a single creature within 10 feet.<br>
Whilst the Religious Practitioner continually chants “I tether this soul to mine” the target may not willingly move more than 10 feet away from the Religious Practitioner or take direct hostile action toward them. A creature can be ‘tethered’ for a maximum of 5 minutes.  <br>
This effect ends immediately if the practitioner stops chanting, lowers their symbol, the creature takes damage, or another rite is performed.<br>
'''This rite will not work on living humans.'''
 
'''Notes''': Only one target may be tethered at a time, but more than one Religious Practitioner can teather the same target. If the rite is not activated before the practitioner performs another rite, it is lost. Some creatures might require to be tethered by multiple Religious Practitioners.
 
====Séance====
''In quiet devotion, the Religious Practitioner gathers the faithful and opens the veil between worlds. Through prayer and offering, they call upon a spirit to answer questions from beyond.''
 
'''Required Components''': Holy Symbol, Altar, 3 units of Sacred Incense, 2 units of Anointed Candle per participant (up to 5 participants maximum).<br>
'''Required Vocals''': “By the power of the Divine” and “I open the veil and call forth a spirit to this circle.”<br>
'''Range''': Must be performed at the Altar.<br>
'''Effect''': Once per day, the Religious Practitioner may perform this rite to begin a Séance. The Religious Practitioner may attempt to contact a local spirit or, if known to them, a specific spirit by name (not necessarily in the local area) . Up to four other individuals may take part, for a total of five participants. Upon completion of the rite, each participant may ask the spirit a single question.
 
'''Notes''': A Referee must be present for this rite. The spirit must answer truthfully to the best of their knowledge. This can require a conversation with the game team, so we ask that players give a referee a heads up that they want to perform a Séance and what questions they will have in advance. This will help the game team prepare for the outcome.
 
====Divine Exchange====
''Through one of the most sacred and harrowing rituals known to the faithful, the Religious Practitioner channels the force of a willing soul to breathe life into the recently departed. This act is one of immense power and sacrifice, requiring unwavering conviction and absolute clarity of mind from all involved. In offering one life to restore another, the Practitioner reaffirms the cycle of spirit, guided solely by the will of The Divine.''
 
'''Required Components''': Holy Symbol, Altar, 25 units of Sacred Incense, 25 units of Anointed Candle, 25 units of Holy Water, and 25 units of Blessed Food.<br>
'''Required Vocals''': “By the power of the Divine” and “with this Divine Exchange, I offer one life to restore another.”<br>
'''Range''': Touch.<br>
'''Effect''': This rite may be performed on a body that has died within the last hour and does not possess the ‘Laid to Rest’ or ‘Defiled’ effects. The Religious Practitioner takes the life of a willing, living character and transfers their life force into the corpse. The living character immediately dies and gains the ‘Laid to Rest’ effect. The deceased target is returned to life at 1 hitpoint, Fatigued and is no longer considered ‘Dead’ as per the death and dying rules.
 
'''Notes''': The living participant must be willing, conscious, and not under any mind-altering effects. The Religious Practitioner may not use the ‘In our darkest hour…’ sub skill to waive the component cost. Neither the target or the Sacrifice can have the Atheist flaw.<br>
'''This rite CAN target a dead character'''.<br>
This rite requires a Referee to be present.
 
====Protect the Soul====
''The Religious Practitioner calls upon the Divine to harden the spirit of the faithful, shielding them from the unearthly anguish that breaks lesser souls.''
 
'''Required Components''': Holy Symbol, 3 units of Sacred Incense, and 3 units of Blessed food.<br>
'''Required Vocals''': “By the power of the Divine” and “I Protect the Soul in Sacred Fire.”<br>
'''Range''': Touch.<br>
'''Effect''': Whilst this rite is in effect the target becomes immune to the effects of any Spiritual Traumatic Wounds they have for the rest of the day (until time-out).
 
'''Notes''': The target still has the Spiritual Traumatic Wounds, so can still gain new ones,  but will not take their effects whilst this rite is in effect.

Latest revision as of 17:46, 11 July 2025

Religious rites are in-character ceremonies performed by Religious Practitioners to invoke divine power, create religious consumables, offer blessings, or enact spiritual effects within the game world. Each rite reflects the practitioner’s connection to their faith and often requires specific items, roleplay, and time to complete.

Performing Religious Rites

When a Religious Practitioner has the required items to perform a rite that they know, they must spend time conducting the rite. The duration depends on the type of rite being performed:

  • Minor Consumable Rites – 5 minutes base.
  • Minor Rites – 5 minutes base.
  • Major Rites – 5 minutes base.

These times can be modified by the sub-skill Well Versed. Players must engage in appropriate roleplay reflecting the nature and intent of the rite for the required duration.

Components

The following might be required to perform a rite. Requirements will be listed on the specific rite (see List of Religious Rites):

  • Holy Symbol.
  • Altar.
  • Religious Consumables.
  • Vocals (required words or phrases that need to be spoken during the performing of the rite).

Rite Limitations

  • A character or item may only have one rite active on them or it at any time.
  • Religious consumables are used at the start of a rite and are destroyed regardless of whether the rite is successful or not.
  • Religious rites, unless otherwise stated, will not affect ‘Dead’ creatures or characters, nor characters that have the Atheist flaw.

Interrupting a Rite

A rite is considered interrupted if any of the following occur:

  • The Religious Practitioner becomes unconscious, starts their death count, or is affected by fear, stun, or fatigue.
  • The Religious Practitioner loses possession of their Holy Symbol or the Holy Symbol is broken (for example, through the Mangle effect).
  • The Religious Practitioner moves away from their Altar (more than 10 feet) or their Altar is broken (for example, through the Mangle effect), for rites that require an Altar.
  • A Referee informs the player that their rite has been interrupted. This will always be for an in-game reason and may not be immediately apparent to the Religious Practitioner.


Tools of Faith

Holy Symbol

To perform any religious rite, a Religious Practitioner must possess a Holy Symbol. This should be an item that can be worn around the neck or held in hand, and it must be special and unique to the bearer. Upon choosing the Religious Practitioner archetype, the player provides their own physical representation (phys-rep) of this item.

The Holy Symbol has no mechanical in-game effect beyond serving as a focus for the Religious Practitioner's will. Without it, they are unable to perform religious rites. As the symbol is deeply personal, it cannot be used by another character. If lost or stolen, the character should roleplay their inability to perform rites until they create a new one in-game. How this is achieved is entirely up to the player, providing a rich roleplay opportunity.

The Holy Symbol should be based on, or be a copy of, the official religious symbol of the faith (see below for reference image). Players are encouraged to incorporate their own stylistic elements while maintaining the core design.

The Symbol of The Divine and the Profane. The Profane is a mirror image of The Divine and is depicted as an inverted copy of The Divine. Sometimes just the top half is depicted, sometimes without the square. This however is the complete symbol.

Charging a Holy Symbol with Rites

Some rites grant the ability to ‘charge a Holy Symbol’ with a religious rite that can be used at a later time, as per the individual rites description, following these rules:

  • A standard Holy Symbol can only be charged by the Religious Practitioner who owns it, and only they may use the rite stored within.
  • A Religious Practitioner may only have one charged Holy Symbol at any given time.
  • Standard Holy Symbols can hold only one rite at a time.
  • Charging a Holy Symbol with a new rite will immediately replace an existing charge.
  • Charged rites last until they are used or till the end of the day on which they were performed.
  • If the Religious Practitioner loses possession of their Holy Symbol, the charged rite is lost.

Altar

In addition to the Holy Symbol, some rites may require further components. Every Religious Practitioner begins with an Altar, which the player must also provide a phys-rep for. Unlike the Holy Symbol, an altar can take any form the practitioner desires. It may be as grand as a carved wooden pulpit, as simple as a blanket displaying sacred items, or even a portable altar that unfolds into a sacred space.

Generally, altars are unique to their owners, reflecting their faith and personal interpretation of their beliefs. We encourage players to be creative and inventive with their altar designs.

Religious Consumables

There are four types of consumables, each corresponding to an element:

  • Sacred Incense (Air).
  • Blessed Food (Earth).
  • Holy Water (Water).
  • Anointed Candle (Fire).

Religious Consumables can be created by performing the associated Minor Consumable Rite. Each rite produces one unit of the relevant consumable. Players may perform as many Consumable Rites as they wish and collect all their Item Cards at the same time. When a consumable is made, the player must collect the corresponding item card from the Post Office. (See Minor Consumable Rites.)

Religious Consumables are in-game items and will be represented with a laminated card. Players should aim to physically represent these items where possible. For example, an Anointed Candle could be represented by a tea light. Consumables can be traded in-game or purchased from the Post Office (the Post Office will not buy Consumables).

Religious Consumables are not unique to the practitioner. Anyone with the Religious Practitioner archetype can use them. When Consumables are used, they are destroyed and removed from play. Once used, Consumable Item Cards should be ripped in two and disposed of appropriately.


Minor Consumable Rites

All Minor Consumable Rites take 5 minutes to complete. The Religious Practitioner can perform multiple Minor Consumable Rites before collecting item cards from the Post Office. Inform a Referee if you intend to do this before starting the rites.

Create Sacred Incense

The Religious Practitioner offers prayer and focus at the altar, preparing a delicate mixture meant to guide the spirit and quiet the mind. Sacred Incense is often burned to invite the attention of the Divine and sanctify the space.

Required Components: Holy Symbol and Altar
Required Vocals: None
Effect: This rite creates 1 unit of Sacred Incense upon completion. Collect the item card from the Post Office.

Create Blessed Food

A simple act of communion and grace, the Religious Practitioner blesses food to restore and sustain the faithful. Blessed Food carries spiritual nourishment, believed to invigorate both body and soul.

Required Components: Holy Symbol and Altar
Required Vocals: None
Effect: This rite creates 1 unit of Blessed Food upon completion. Collect the item card from the Post Office.

Create Holy Water

With sacred words unspoken and symbols drawn in silence, the Religious Practitioner blesses pure water under the watchful gaze of the Divine. Holy Water is revered for its purifying touch and power to protect against both seen and unseen forces.

Required Components: Holy Symbol and Altar
Required Vocals: None
Effect: This rite creates 1 unit of Holy Water upon completion. Collect the item card from the Post Office.

Create Anointed Candle

The Religious Practitioner carefully anoints and prepares a candle to carry the light of faith into dark places. These candles are lit in times of trial, said to shine with divine clarity and reveal what is hidden.

Required Components: Holy Symbol and Altar
Required Vocals: None
Effect: This rite creates 1 unit of Anointed Candle upon completion. Collect the item card from the Post Office.


Minor Rites

All Minor Rites take 5 minutes to complete.

Lay to Rest

The Religious Practitioner helps to peacefully lay the body of a deceased individual to rest, ensuring they rest in the ground as the Divine intended. Their actions provide solace and honour to the departed, easing their passage to the afterlife.

Required Components: Holy Symbol and 1 unit of Holy Water and 1 unit of Sacred Incense.
Required Vocals: “By the power of the Divine” and “I lay this soul to rest.”
Range: Touch.
Effect: When the Religious Practitioner performs this rite on a Deceased target that does not have the ‘Defiled’ effect, that creature's body can not be raised from the dead and gains the ‘Laid to Rest’ effect permanently. Notes: The rite can only be performed on a body, creatures that do not have a physical body will call ‘no effect’ to this (e.g. spirits).

Diagnose Disease

The Religious Practitioner calls upon the power of the Divine to uncover the hidden afflictions within a target, seeking sacred insight into any disease that may be present.

Required Components: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.
Required Vocals: “By the power of the Divine” and “I Diagnose Disease.”
Range: Touch.
Effect: When this rite is performed, the Religious Practitioner learns whether the target is afflicted by any disease, and if so, the Virulence level of each Disease. This knowledge can be used to guide treatment, further rites, or medical intervention.

Notes: This rite does not cure or remove any disease, it is purely diagnostic.

Diagnose Poison

The Religious Practitioner calls upon the power of the Divine to illuminate any hidden toxins within a target, seeking sacred insight into the nature and potency of poisons afflicting the body.'

Required Components: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.
Required Vocals: “By the power of the Divine” and “I Diagnose Poison.”
Range: Touch.
Effect: When this rite is performed, the Religious Practitioner learns whether the target is under the effects of any Persistent Tinctures or Elixirs, and if so, the Potency level of each. This information can be used to guide treatment, further rites, or medical intervention.

Notes: This rite does not cure or remove any Tinctures or Elixirs, it is purely diagnostic.

Purge Disease

The Religious Practitioner calls upon the Divine to cleanse the afflicted from the corruption of disease, offering them a chance for healing and restoration.

Required Components: Vocals, Holy Symbol, 1 unit of Holy Water per virulence level of disease.
Required Vocals: “By the power of the Divine” and “I Purge this Disease.”
Range: Touch.
Effect: When this rite is performed, it removes one disease from the target of an equal or lower Virulence level than units of Holy Water used (e.g., a virulence 3 disease would need 3 or more units of holy water to be used).

Notes: This does not heal any damage sustained by the target from the disease, only removes the disease itself. The Religious Practitioner will not know the virulence level of the disease beforehand. They must either determine it through in-game means (e.g., consulting with a Medical Practitioner using Diagnosis) or guess the amount of Holy Water required based on the severity of the disease.

Purge Poison

The Religious Practitioner calls upon the Divine to cleanse the body of harmful toxins, purging the poison and offering a chance for the afflicted to recover.

Required Components: Vocals, Holy Symbol, 1 unit of Blessed Food per level of Potency of the Tincture or Elixir.
Required Vocals: “By the power of the Divine” and “I Purge this Poison.”
Range: Touch.
Effect: Removes one Persistent Tincture or Elixir from an equal or lower Potency than units of Blessed food used. (e.g., a Tincture or Elixir of potency 3 requires 3 or more units of Blessed Food).

Notes: This does not heal any damage sustained from the Tincture or Elixir, only removes the poison’s active effects. The target must be part of the rite for it to take effect. The Practitioner will not know the potency of the Tincture or Elixir beforehand and must either determine it through in-game means (e.g., consulting with a Medical Practitioner) or guess the amount of Blessed Food required.

Remain Steadfast

The Religious Practitioner calls upon The Divine to strengthen the resolve of others, shielding them from the forces that would seek to bring them low.

Required Components: Vocals, Holy Symbol, 1 unit of Holy Water per target (up to 3).
Required Vocals: “By the power of the Divine” and “Remain steadfast in the face of ruin.”
Range: Touch (each participant must be part of the rite).
Effect: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Strike Down” call that successfully hits them. This benefit lasts for 1 hour or until expended.

Notes: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.

Fortified Will

The Religious Practitioner calls upon the strength of The Divine to fortify the minds of others, offering protection against fear and intimidation. With a focused prayer and the aid of blessed incense, the Practitioner strengthens the resolve of those present, granting them an unshakable will to face fear.

Required Components: Holy Symbol and 1 unit of Sacred Incense per character (up to three).
Required Vocals: “By the power of The Divine” and “Fortify the will of this person.”.
Range: Touch (each participant must be part of the rite).
Effect: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Fear” call that successfully targets them. This benefit lasts for 1 hour or until used.

Notes: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.

Unshaken Resolve

The Religious Practitioner invokes the power of The Divine to grant an individual unyielding courage, enabling them to face their fears with unshakable strength. For the duration of the blessing, they are shielded from the effects of fear, standing firm against any supernatural or mental assaults.

Required Components: Holy Symbol and 5 units of Sacred Incense.
Required Vocals: “By the power of The Divine” and “Unshaken Resolve, stand firm against the darkness.”
Range: Touch (the Practitioner must make physical contact with the target).
Effect: When this rite is performed, one target character must call “No Effect” to all Fear effects that would otherwise affect them for 1 hour.

Notes: The character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).

Reinforced by Faith

Through shared nourishment and solemn prayer, the Religious Practitioner invokes the strength of The Divine, calling upon unwavering faith to ward off grievous harm. This rite is often performed before dangerous journeys or moments of great physical trial.

Required Components: Holy Symbol and 2 units of Blessed Food per target (Up to 3).
Required Vocals: “By the power of The Divine” and “Reinforced by Faith, endure the trials ahead.”
Range: Touch (the target must be present and take part in the rite).
Effect: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Mangle” OR “Rend” call that successfully hits them. This benefit lasts for 1 hour or until used.

Notes: The Characters must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).

Consecrate the Hands

The Religious Practitioner anoints the hands of a willing healer with sacred water, calling upon The Divine to grant clarity, steadiness, and purpose. This blessing is said to guide the faithful in their most delicate and life-saving work.

Required Components: Holy Symbol and 3 units of Holy Water.
Required Vocals: “By the power of The Divine” and “Consecrate the hands of this faithful servant.”
Range: Touch (the participant must be part of the rite).
Effect: When this rite is performed, one willing character (excluding the Religious Practitioner) with the Medical Practitioner archetype, who takes part in the rite, gains the ability to halve the time required for the next Surgery they perform or assist in. This benefit lasts for the remainder of the day or until used.

Notes: The target character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable). This rite does not benefit the Religious Practitioner themselves. Multiple instances of this Rite used at the same time yield no additional benefits but are still used. This is applied before including other Medical Practitioners when ‘Speeding up Surgery’ and can not by itself reduce the time required below 10 minutes.

Share the Burden

The Religious Practitioner invokes the compassion of The Divine to ease the suffering of the weary. Through prayer and ritual, the practitioner offers their own strength in exchange for the burdens of another, lifting the weight of fatigue from those in need.

Required Components: Holy Symbol and 2 units of Sacred Incense.
Required Vocals: “By the power of The Divine” and “Share the burden, lighten the weary heart.”
Range: Touch (the target must be present and take part in the rite).
Effect: When this rite is performed, the Religious Practitioner takes on the fatigue of a willing character who has the Fatigue effect. The Fatigue effect is transferred to the Practitioner, retaining the same remaining time.

Notes: The target must be present and take part in the whole rite for the effect to apply. This rite does not stack with other Fatigue effects.

Pacify the Soul

Through sacred offerings and whispered prayer, the Religious Practitioner calls upon The Divine to quiet violence and bring stillness to the wicked. This rite charges the Holy Symbol with pacifying energy, which can later be unleashed to halt a foe in their tracks.

Required Components: Holy Symbol, 1x Anointed Candle, 1x Holy Water, 1x Sacred Incense, 1x Blessed Food.
Required Vocals: “By the power of The Divine” and “Pacify the Soul, let stillness fall upon the wicked.”
Range: 30 feet.
Effect: When this rite is performed, the Religious Practitioner charges their Holy Symbol with divine power. For the next hour or until used, the Practitioner may brandish their charged Holy Symbol and call “Stun” on a single target within 30 feet.

Scorn the Dead

Through an act of divine defiance, the Religious Practitioner imbues their holy symbol with radiant power, creating a barrier against the soulless. Chanting with unwavering faith, they repel the restless dead and those who walk without a soul.

Required Components: Holy Symbol, 2 units of Holy Water and 1 unit of Sacred Incense.
Required Vocals: “By the power of The Divine” and “I scorn the dead’s presence.”
Range: Self.
Effect: When this rite is performed, the Religious Practitioner charges their Holy Symbol with sacred power. Once charged, the Practitioner may brandish their Holy Symbol and speak the phrase “By the power of The Divine, I scorn the dead’s presence...” while continuously chanting and holding the symbol aloft. While doing so, no Soulless creature may enter within 5 feet of them.

Notes: The symbol remains charged for 1 hour or until used. The effect ends immediately if the Practitioner stops chanting or lowers their Holy Symbol.

Spirit Ward

Through sacred ritual and divine invocation, the Religious Practitioner establishes a temporary sanctuary against the presence of spirits, compelling them to flee from the holy authority of the rite.

Required Components: Holy Symbol, 2 units of Sacred Incense, 2 units of Holy Water, and 2 units of Anointed Candle.
Required Vocals: “By the power of the Divine” and “I invoke a spirit ward.”
Range: Self.
Effect: Upon completion of the rite, for the next 5 minutes, the Religious Practitioner may call “Spirit Ward” at any time as often as they like. Whilst this is being called, any Spirit within 10 feet of the Practitioner must immediately retreat to beyond that distance as quickly as possible. Spirits may not enter within 10 feet of the Practitioner while the ward remains active. After the effect of the rite has ended, the Religious Practitioner will gain the Fatigue effect.

Warding of the Purse

With divine favour, the Religious Practitioner invokes a protective aura around a person, preventing any illicit hands from taking what is not theirs. Through solemn prayer and sacred rites, the divine grants the target a ward that shields them from the act of pickpocketing.

Required Components: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.
Required Vocals: “By the power of The Divine” and “Let no thief’s hand touch what is not theirs.”
Range: Touch.
Effect: The Religious Practitioner places a divine ward on a person. For the remainder of the day, if the target is pickpocketed using the Pickpocket Token, they will call "No effect" when a referee informs them of the pickpocketing. The ward does not make the target aware of who attempted to pickpocket them.

Relief of the Addicted Soul

Through prayer and divine grace, the Religious Practitioner calls upon The Divine to grant temporary respite to a troubled soul, lifting the heavy weight of addiction for the day. With solemn rites and sacred offerings, the target is freed from the grip of their addiction, but only for a time.

Required Components: Holy Symbol, 2 units of Holy Water, 2 units of Blessed Food.
Required Vocals: “By the power of The Divine” and “Let this soul be free from the chains of addiction.”
Range: Touch.
Effect: The Religious Practitioner casts this rite on a target, temporarily removing any negative effects from any ‘Addiction Flaws’ for the remainder of the day. The target will continue to suffer from the addiction flaw the following day, or as soon as this rite is no longer active.

Notes: This rite grants temporary relief from any Addiction Flaws, but the underlying addiction remains. If another rite is performed on the target, this rite is no longer in effect and the addictions symptoms return immediately.

Blessing of Divine Protection

Through prayer and divine grace, the Religious Practitioner calls upon The Divine to shield an item from harm. The item is enveloped in a protective aura, guarding it against any damage for a time.

Required Components: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.
Required Vocals: “By the will of The Divine” and “Let this object remain unbroken by harm.”
Range: Touch.
Effect: The Religious Practitioner casts this rite upon a single item. For 1 hour, the item is immune to 'Mangle'. If Mangle is used on the item, the player must call "No effect."

Notes: Only one instance of this rite may be active on an item at any time.

Rite of Divine Immunity

Through fervent prayer and the blessings of The Divine, the Religious Practitioner calls upon a shield of divine protection, granting the target immunity to disease for a short time.

Required Components: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.
Required Vocals: “By the power of The Divine” and “Let this body be immune to sickness.”
Range: Touch.
Effect: The Religious Practitioner casts this rite upon a target, granting them immunity to all diseases they do not already possess for 1 hour. While the rite is in effect, the target does not count as being within 2 meters of any source of a disease (such as an infected character). Time spent within 2 meters of an infected individual does not contribute to the cumulative exposure required to contract the disease during this time.

Notes: After the rite ends, the target will return to their normal state and can be exposed to diseases again.

Rite of Confession

Through solemn prayer and divine guidance, the Religious Practitioner calls upon The Divine to open the heart of the confessor, allowing them to reveal hidden truths. This rite empowers the practitioner to interrogate the subject in the name of The Divine, compelling them to speak truthfully and revealing information that may otherwise remain concealed.

Required Components: Holy Symbol, Alter, 5 units of Sacred Incense per question.
Required Vocals: “By the power of The Divine” and “Confess!”.
Range: Touch.
Effect: When the Religious Practitioner starts this rite, they may force a target to answer one question truthfully (to the best of their character's knowledge) for every 5 units of Sacred Incense used. The target can be asked a maximum of three questions, and can only have this rite performed on them once per day.

Notes: Please be mindful that players may want to explore the game world, and that crew members are needed for encounters, so try to keep interrogations to a reasonable length.

Eyes of Revelation

Through focused prayer and sacred preparation, the Religious Practitioner invokes The Divine to lift the veil between worlds. By sanctifying their holy symbol, they carry with them a spark of divine sight, revealing that which The Profane would hide.

Required Components: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.
Required Vocals: “By the power of The Divine” and “Grant unto me the Eyes of Revelation.”
Range: Touch.
Effect: Upon completing the rite, the Religious Practitioner charges their Holy Symbol. The Religious Practitioner may brandish their Holy Symbol and call “Reveal Spirits”. The holy symbol is charged with this rite until the end of the day or it is used.

Major Rites

All Major Rites take 10 minutes to complete.

Shield of Faith

Through a solemn rite invoking the unwavering strength of The Divine, the Religious Practitioner creates a sacred bond between those gathered. This bond shields them from the brink of death, warding away fatal blows through divine protection. Only those who stand in prayer, united in faith, may receive this blessing.

Required Components: Holy Symbol, Altar and 1 unit of each of the following consumable per target of the rite; Sacred Incense, Blessed Food, Holy Water and Anointed Candle.
Required Vocals: “By the power of The Divine” and “Let their lives be spared through faith.”
Range: All participants must be within 15 feet of the Altar and remain engaged for the duration of the rite.
Effect: Upon completion of the rite, the Religious Practitioner may bless up to three characters who took part. Each of those characters may call "No Effect" to the first "Fatal" call that affects them that day. This protection lasts until it is used or until the end of the day, whichever comes first.

The Shepherd and Their Flock

Through sacred prayer and a bond of shared origin, the Religious Practitioner invokes The Divine to safeguard those who walk a common path. United in faith and background, the flock stands protected against forces that seek to scatter or break them.

Required Components: Holy Symbol, Altar, 1 unit of Sacred Incense and 1 unit of Blessed Food per character targeted.
Required Vocals: “By the power of The Divine” and “Let this flock from [insert background] be protected as one.”
Range: All participants must be within 15 feet of the Altar and share the same character background as the Religious Practitioner. They must remain engaged for the duration of the rite.
Effect: Upon completion of the rite, the Religious Practitioner may bless up to ten characters who took part in the Rite that have the same Character Background as the Religious Practitioner. Each of those characters must call "No Effect" to the first Fear, Strike Down, or Mangle call that affects them, the practitioner must specify which call is being protected against in the rite (only one call can be protected against and all targets must have the same protection). This protection lasts all day or until used.

Notes: The backgrounds that can be used in the vocals are: ‘Tamarillo’, ‘Goldrock’, ‘Wheatstan’, ‘Fortune City’ and ‘Wanderers’. The Religious Practitioner may only use the background that matches their character.

Sin Eater

Through divine intervention and the sacred bond of the Religious Practitioner, the burden of affliction is transferred, allowing one to bear the weight of another's suffering.

Required Components: Holy Symbol, Altar, 2 units of Sacred Incense, 2 units of Blessed Food, 2 units of Holy Water.
Required Vocals: "By the power of The Divine" and "Let this burden pass from vessel unto me."
Range: Touch.
Effect: The target loses all Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds, and Fatigue effects.
The Religious Practitioner gains all the Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds the target has just lost.
The Religious Practitioner will also gain the Fatigued effect.

Notes: This rite does not destroy, cure, or nullify Diseases, Tinctures, Elixirs, Physical/Spiritual Traumatic Wounds, or Fatigue effects. It simply transfers these afflictions to the Religious Practitioner. The Religious Practitioner gains the Fatigued effect even if the target did not have it.

Exorcise Spirits

With sacred authority and the power of The Divine, the Religious Practitioner banishes lingering spirits from the mortal realm, bringing an end to their unnatural presence.

Required Components: Holy Symbol, 3 units of Sacred Incense, 3 units of Holy Water, and 3 units of Anointed Candle.
Required Vocals: “By the power of the Divine” and “I Exorcise this Spirit.”
Range: 15 feet.
Effect: After completing the rite, the Religious Practitioner has 30 seconds to call “Exorcise Spirit” on a visible target within 15 feet.
If the target is a Spirit, it is immediately destroyed. This rite has no effect on any other type of creature.

Notes: Some Spirits may be immune to this rite.

Divine Revelation

Through focused devotion and sacred offerings, the Religious Practitioner entreats the Divine to reveal hidden truths tied to objects touched by fate, death, or deep emotion. With the right item and intent, the Practitioner may uncover glimpses of past actions or spiritual resonance.

Required Components: Holy Symbol, 3 units of Sacred Incense, 3 units of Anointed Candle, and 3 units of Holy Water.
Required Vocals: “By the power of the Divine” and “I seek Divine Revelation.”
Range: Touch (item must be held or placed upon a sanctified surface during the rite).
Effect: When this rite is performed, the Religious Practitioner may ask one spiritually focused question relating to a single item used as the focus of the rite. Examples include a bloodied weapon, a personal item, a lock of hair, or a diary. If successful, the Divine offers insight through a Referee, who will provide a short, relevant answer based on the item’s spiritual resonance and past.

Notes: This requires a Referee. The answer given will not always be direct, and may come as an impression, vision, feeling, or cryptic phrase, at the discretion of the Referee.

Divine Oath

In solemn ceremony and under the watchful gaze of the Divine, two willing individuals bind themselves to an unbreakable oath. Such vows are not made lightly, for to betray the oath is to forfeit one’s life.

Required Components: Holy Symbol, 5 units of Anointed Candle, 5 units of Sacred Incense, 5 units of Holy Water and 5 units of Blessed Food.
Required Vocals: “By the power of the Divine” and “Let this Divine Oath be witnessed and sealed.”
Range: Touch (both participants must be present and in physical contact with the Religious Practitioner during the rite).
Effect: When this rite is performed, two willing participants make a verbal agreement witnessed by the Divine. Once the rite is completed, each participant is spiritually bound to uphold the terms they agreed upon. If either breaks their oath, they will die before the end of that day. The manner of death is up to the player, whether in a blaze of glory, in their sleep, or by other fitting means, but the outcome is final. The character will be considered dead at time-out, if not sooner.

Notes: The terms of the oath must be clearly spoken aloud and agreed to by both participants during the rite. A Referee must be present to witness and record the oath and the characters involved. Once sealed, the participants are bound to it until they die, the oath is fulfilled or other in-game means decided by a referee. The terms of the oath are literal and will be interpreted at the discretion of referees.

Tether the Soul

The Religious Practitioner invokes a sacred link between themselves and a chosen creature, binding its spirit through divine authority. So long as the practitioner maintains their focus and voice, the creature is held fast, its will subdued beneath the weight of the Divine.

Required Components: Holy Symbol, 3 units of Sacred Incense, 2 units of Anointed Candle, 3 units of Blessed Food, and 3 units of Holy Water.
Required Vocals: “By the power of the Divine” and “I tether this soul to mine.”
Range: 10 feet.
Effect: Up to 30 seconds after completing this rite, the Religious Practitioner may brandish their Holy Symbol at a single creature within 10 feet.
Whilst the Religious Practitioner continually chants “I tether this soul to mine” the target may not willingly move more than 10 feet away from the Religious Practitioner or take direct hostile action toward them. A creature can be ‘tethered’ for a maximum of 5 minutes.
This effect ends immediately if the practitioner stops chanting, lowers their symbol, the creature takes damage, or another rite is performed.
This rite will not work on living humans.

Notes: Only one target may be tethered at a time, but more than one Religious Practitioner can teather the same target. If the rite is not activated before the practitioner performs another rite, it is lost. Some creatures might require to be tethered by multiple Religious Practitioners.

Séance

In quiet devotion, the Religious Practitioner gathers the faithful and opens the veil between worlds. Through prayer and offering, they call upon a spirit to answer questions from beyond.

Required Components: Holy Symbol, Altar, 3 units of Sacred Incense, 2 units of Anointed Candle per participant (up to 5 participants maximum).
Required Vocals: “By the power of the Divine” and “I open the veil and call forth a spirit to this circle.”
Range: Must be performed at the Altar.
Effect: Once per day, the Religious Practitioner may perform this rite to begin a Séance. The Religious Practitioner may attempt to contact a local spirit or, if known to them, a specific spirit by name (not necessarily in the local area) . Up to four other individuals may take part, for a total of five participants. Upon completion of the rite, each participant may ask the spirit a single question.

Notes: A Referee must be present for this rite. The spirit must answer truthfully to the best of their knowledge. This can require a conversation with the game team, so we ask that players give a referee a heads up that they want to perform a Séance and what questions they will have in advance. This will help the game team prepare for the outcome.

Divine Exchange

Through one of the most sacred and harrowing rituals known to the faithful, the Religious Practitioner channels the force of a willing soul to breathe life into the recently departed. This act is one of immense power and sacrifice, requiring unwavering conviction and absolute clarity of mind from all involved. In offering one life to restore another, the Practitioner reaffirms the cycle of spirit, guided solely by the will of The Divine.

Required Components: Holy Symbol, Altar, 25 units of Sacred Incense, 25 units of Anointed Candle, 25 units of Holy Water, and 25 units of Blessed Food.
Required Vocals: “By the power of the Divine” and “with this Divine Exchange, I offer one life to restore another.”
Range: Touch.
Effect: This rite may be performed on a body that has died within the last hour and does not possess the ‘Laid to Rest’ or ‘Defiled’ effects. The Religious Practitioner takes the life of a willing, living character and transfers their life force into the corpse. The living character immediately dies and gains the ‘Laid to Rest’ effect. The deceased target is returned to life at 1 hitpoint, Fatigued and is no longer considered ‘Dead’ as per the death and dying rules.

Notes: The living participant must be willing, conscious, and not under any mind-altering effects. The Religious Practitioner may not use the ‘In our darkest hour…’ sub skill to waive the component cost. Neither the target or the Sacrifice can have the Atheist flaw.
This rite CAN target a dead character.
This rite requires a Referee to be present.

Protect the Soul

The Religious Practitioner calls upon the Divine to harden the spirit of the faithful, shielding them from the unearthly anguish that breaks lesser souls.

Required Components: Holy Symbol, 3 units of Sacred Incense, and 3 units of Blessed food.
Required Vocals: “By the power of the Divine” and “I Protect the Soul in Sacred Fire.”
Range: Touch.
Effect: Whilst this rite is in effect the target becomes immune to the effects of any Spiritual Traumatic Wounds they have for the rest of the day (until time-out).

Notes: The target still has the Spiritual Traumatic Wounds, so can still gain new ones, but will not take their effects whilst this rite is in effect.