[Index]

Priest 2 (6)

Expanded Worlds

Priests serve as intermediaries to higher powers. Whether those higher powers know, care, or even exist depends on the genre. For most priests, faith is their primary motivation. Priests minister to the sick and sorrowful, lead communities of the faithful, and sometimes serve as missionaries in rough locations.

Health: 9

Damage Inflicted: Minor wound (2 points)

Movement: Short

Modifications: Tasks related to persuasion; detecting lies and trickery; lore, knowledge and understanding; and pleasant social interaction as level 6

Combat: A priest rarely or never fights, but instead tries to persuade foes to negotiate and lay down arms. If fighting can’t be avoided, a priest is usually defended by one or more members of their flock who attacks and defends as one level higher than normal while fighting on the priest’s behalf.

Interaction: Most priests are concerned with others’ welfare and health, even their foes. A few only pretend to these concerns.

Use: A priest in the countryside has gathered a flock and built a church in a rural or wilderness area. But something is wrong at the church—either among the flock, or external to it. Either way, the church has come under threat.

Loot: In addition to their clothing and religious paraphernalia, priests have currency equivalent to an expensive item and a cypher (though possibly a subtle cypher, depending on the genre). Professors are either currently or were once part of the faculty of a school or university. Some are PhDs; others are self-taught researchers. All seek to find the truth hiding right under our noses, using the scientific method to tease out their answers. Professors are natural teachers, and often seek to help others find the truth, too.

GM Intrusion: The priest intuitively finds a character’s hidden spiritual weak spot, and verbally probes it. On a failed difficulty 5 Intellect defense task, the character is stunned and loses their next action.