[FOCI]

Channels Divine Blessings

Cypher System Rulebook 1e

Everything seemed meaningless. With the Maker killed and the Incarnations gone, hope was hard to find. You moved blindly forward on the residual, eroding grace of vanished divine beings. But when things seemed most bleak, you were saved. You pledged yourself to a new purpose. If the Incarnations are gone, their power isn't: divine energy remains infused in the land itself. By acting as a servitor of the vanished Incarnations, you are renewed in purpose and joy. If your actions are pure enough, maybe the Incarnations will one day return.

You wear simple clothes, though you also display the symbols and insignia of the Seven Incarnations. Normally humble, you are strident when speaking with the authority of the divine.

Spinners make ideal channelers, mainly because they're especially adept at preaching the good word to those not initially inclined to care.

Equipment

Clothing appropriate to your recursion, light armor, one weapon of your choice, an explorer's pack, a symbol of your faith carved in iron, and 100 crowns.

Minor Effect Suggestion

The power of faith knocks the target back several paces.

Major Effect Suggestion

The power of faith knocks the target prone.


Symbols of Incarnations
Commerce: Coin
Death: Skull
Desire: Lips
Law: Balance
Lore: Tome
Silence: Eyes
War: Sword

Tier 1

Divine Knowledge Skill

You are trained in all tasks related to knowledge of godly beings (which, in Ardeyn, is knowledge relating to the Maker, Lotan, and the Incarnations).

Blessing of the Sacred Incarnations

As a servant of the absent Incarnations, you can call up blessings in their name. Choose two Incarnations. You gain the associated two abilities described below.

Tier 2

Divine Fortitude Enabler

Your faith gives you additional reserves. Add 4 points to your Intellect Pool.

Tier 3

Divine Radiance (2 Intellect points) Action

Your prayer calls divine radiance from the heavens to punish an unworthy target within long range, inflicting a moderate wound (4 points). If the target is a demon, spirit, or inimical Stranger, it also stands in unwilling awe of the divine energy coursing through it and is unable to act on its next turn. Once exposed to this blessing, the target can't be awed by this attack again for several hours.

Tier 4

Overawe (5 Intellect points) Action

A blast of divine radiance from the heavens spotlights a target you select within long range, pushing the target to its knees (or similar appendages, if any) and rendering it helpless in the light for up to ten minutes, or until it breaks free. The overawed target cannot defend itself, make attacks, or attempt anything other than to shake free of the divine awe each round. If the target is a demon, spirit, or inimical Stranger, it also takes a minor wound (1 point) that ignores Armor each round it remains affected.

Tier 5

Divine Intervention (2 Intellect points, or 2 Intellect Points+4 XP) Action

You ask the divine to intervene on your behalf, usually against a creature within long range, changing the course of its life in a small way by introducing a major special effect upon it. The major special effect is akin to what occurs when you roll a natural 20 on an attack. If you want to try for a larger effect, and if the GM allows it, you can attempt a divine intervention with a more far-reaching effect, which is more like the kind of GM Intrusion initiated by the GM on her players. In this case, Divine Intervention costs 4 XP, the effect may not work out exactly like you hope, and you may not make another plea for divine intervention for a week.

Tier 6

Divine Symbol (5+ Intellect points) Action

You invoke divine power by scribing a glowing symbol of one of the Incarnations in the air with your fingers. Writhing pillars of divine radiance spear up to five targets within long range. A successful attack on a target inflicts a moderate wound (5 points). If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); however, targets take 1 point of damage even if you fail the attack roll.

GM Intrusions: A spirit, demon, or inimical Stranger’s faith overcomes your blessing. An NPC is possessed by a demon. An NPC ally in the faith proves to be corrupt. Your symbol of faith cracks for no apparent reason. .