Cleric (Greyhawk Action)

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Clerics create a conduit for spiritual powers into the world. It relies on a supernatural agency or God to supply the power, and a mortal miracle worker to invoke and direct the power. Clerical magic is a learned art. It is disputable if the gods even know of how each cleric uses their power.

Action Traditions in Greyhawk

Traditions in Action are similar but broader than classes in Dungeons & Dragons; each tradition incorporates several similar classes. There is a bit of wiggle room within each tradition, but in general each has a specified origin, at least one mandatory method, and a list of recommended and prohibited forms and skills.

This tradition corresponds to the Cleric and Paladin classes in Dungeons and Dragons.

Powers

Clerics always have a divine patron and pattern their powers after their patron. Disciples of the god of thunder have effects based on sound and electricity, and so on. This often corresponds to one or more Forms, but sometimes is best described trough Methods or in more subtle ways. Each god has a description of the appropriate forms.

A cleric commonly draws power from a whole pantheon; having only a single divine patron qualifies for the Incarnate limitation. If you have access to both techniques and domains, these are additive; you can use any technique or domain your patrons provide.

Origin

A cleric is purely Spiritual, tough some lean towards Magic. They use the Spiritual Form in order to focus and strengthen their powers.

Methods

Belief

Your power is tied to belief, and your belief is tied to a code of behavior. You must follow your ethos, or your power fails. It does not matter if you follow a god or a philosophy; what matters is that your ethos and tenets are central to all that you do. This is the basis of all divine power; if your god actually grants you these powers, or if your faith is just a psychological crutch you use to work your power is an open issue.

Limitation

Each Powers act must be a manifestation of your belief. You cannot work power unless it fits your picture of the universe. Your power cannot work contrary to your code of ethics, and if you grossly violate the tenets of your religion at any time, you lose your ability to work power until you atone. Most religion have a built-in antithesis; there are opposing gods, devils, the dark side and other negative, opposed forces in most mythologies. If you fall from the path of righteousness, you can usually pick up and continue your studies under a new master, but this will mandate a drastic change in role and personality, and may turn you into an NPC.

Focus Condition

Trigger Action (Focus)

When you are in the presence of others who share your faith and support your actions, you can focus. It generally takes about ten people to achieve this, but if you are acting directly in the interests of your faith even a single person will do. In extreme situations of faith, your own belief can be sufficient in itself.

Cleric

This is very common, but not absolutely mandatory.

Costume

You have a special look you wear to work your power. This is distinctive, and marks you as odd; people in the know can learn things about your Tradition from it. It need not be a specific outfit, rather it is a range of outfits with some common and identifiable characteristic. The exact details vary, but specific colors, long robes, pointy hats, or embroidered signs and glyphs are standard. Variant costumes include extensive tattoos, nudity, a certain style of jewelry or accessories, or a very funky hairdo. If your costume includes a type of armor, you must wear that type of armor to count as being in costume, If it does not, you cannot wear armor while in costume.

If your costume is damage and worn, burned or otherwise mishandled it still works and is still recognizable.

Limitation

You must be in costume to work powers. Donning your costume is a basic action. It is possible to use powers while wearing the costume under other clothes, but this counts as a Disguise stunt.

Costume Focus

Focus

You can always focus at any time when in costume, but it costs you a Fortune point to do so.

Power Signature

Your powers give hints about you. Anyone who sees or even describes your powers can recognize them, but this might not be connected to you unless you are publicly known as a power user. Maybe your fireballs have your personal rune emblazoned on them or your electronic remote-control signals are poorly shielded. This can be very dangerous in combination with methods like Astrology, Power Secret, or Naming.

The information contained in your power signature for enemies to learn must be fairly important, and the GM decides exactly what it is. If you or they use secrets or information in methods, such information is a good pick. Other possible secrets include embarrassing facts that give large bonuses on interactions stunts, blackmail material, codes that give access to your telephone, bank, or internet accounts, personal information about loved ones that can be kidnapped, or your True Name.

Limitation

Anyone who knows your style can recognize your powers by sight. Know stunts made against you by someone who has seen your powers or their results have a difficulty equal to your Mind or Know, whichever is lower. You never suffer power loss from this limitation, but might clue others in on how to give you Power Loss.

Focus Condition

Focus

You can focus anytime, but when you do all enemies get to do an immediate Analyze Weakness stunt without spending any shots.

Power Words

You focus your power in exclamations, battle cries, and sharp yells. It is not enough to mumble an arcane formula; you shout the name of your power, berate your target, and otherwise make a nuisance of yourself expressing your power.

Limitation

You cannot use your powers silently. Your words of power need to be audible over your surroundings; in a noisy place your powers themselves might roar. When using Power Words but not focusing, it is not obvious what specific power you are using, only that you are using powers.

Focus Condition

Focus

You must shout out what Limit Break you intend to use at the start of the round. You can only use this specific limit break this round.

Props

You use tools in your power; a variety of gizmos, diagrams, books, wands, sigils, dried insects, eye of newt, incense and so on. Depending on your tradition, your props have a theme: the props of a technomage are distinctly different than those of an alchemist.

Limitation

You cannot use your power without your props. You need to resupply or build new props during downtime; this is not generally a hassle, but can make for nice cut scenes. In an emergency, you can usually whip up the prop for a specific power with a little scrounging and a few minutes of work.

Focus Condition

Basic Action

You can focus by using your props, but it is a basic action instead of a trigger action, and you cannot move while using this action - tough you can still move later on.

Using props is pretty obvious, and stunts can be used to make you lose your props and thus the focus.

Restraint

Physical activity can hinder mystical ability; energies that could have been channeled into the mystical are used for base physical body needs. By applying restraint, the distractions of the physical body are eliminated, which frees your power. For technological origins, the same can apply; nerves and brain capacity are re-routed from body control to power control.

Restraint in an extended sense can be considered costume as well. If you are a submissive you might also want the Power Submission limitation.

Limitation

You must be physically restrained in some way or your powers become weaker. You cannot use Limit Break powers when not bound. Being bound involves at least one of the conditions below. You must be restrained in such a way that you cannot quickly free yourself; it should take at least 15 minutes for you to get free on your own, someone else can free you with a stunt. Note that it is possible, even encouraged, to use powers to overcome the handicap of restraints.

When you use your powers, there is a risk you will become further restrained; on a Snakeyes roll when using powers you must accept Power Loss or roll 1d6 for a random restraint, adding +1 for each previous restraint.Restraints last at least a scene, and often for the rest of the session. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.

  1. Gagging prevents mundane speech. Stymies all Charm and Impress checks.
  2. Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
  3. Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
  4. Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
  5. Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
  6. Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
  7. Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
  8. (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.

Focus Condition

Focus

You can focus when bound, but if you are not fully restrained, there is a chance the process will backfire. Roll 1d6 when you use this power. If you currently lack the type of restraint indicated by the roll, you are either thus restrained, or the focus fails. Which of these happens can vary depending on tradition, outlook, availability of restrains and even sometimes personal choice. If the focus fails, you cannot try again until the enxt round.

Pyrotesse has hands and legs bound uses this power. Since she lacks some kinds of restraint, she rolls 1d6, rolling a 5, adding +2 for her two current restraints for a total of 7, which indicates blindfolding, which she lacks. Since she has no blindfold and it just doesn't make sense for the scene, she is not blindfolded and focusing fails. She cannot try to use this method to focus again for the current round.

Cleric

This is only appropriate if it reflects the domains of your patron.

Talisman

You have some unique item you must have to work your power. Talismans are reasonably large and obvious, like a staff, diadem, dowsing pin, special hat, gizmo or whatever. Without it, you are powerless. Unlike props, this is one specific item. Your talisman is a signature item; it will not disappear unless there is some plot-driven reason for it to disappear, and customs officials and other bystanders will generally ignore it. But its function is always apparent to others of your tradition and to everyone once you start using it for obvious effects. Those in the know might try to take it away from you.

This focus can be either destructible or indestructible. If it is indestructible, it cannot be replaced; you MUST get your unique item back. If it is destructible, it is still tough and hard to destroy, but it can be damaged, and you can replace it.

It takes a Basic Action and a Know roll against your Dodge to identify a talisman for what it is, except when you use it to focus whereupon it becomes obvious.

Limitation

You suffer power loss when you are without your focus item.

Focus Condition

Trigger Action (Focus, Combo)

When your focus item is directly involved in a successful use of your power, such as if you strike with your staff or throw your power diadem, you can focus. You can even do this as a combo with your Limit Break if the Limit Break itself fulfills the condition. This involves a bit of risk; you call attention to your talisman and could potentially lose it.

Cleric

All clerics have this limitation and need their holy symbol to use powers.

Tantrism

Your power is fueled by sexuality, both your own and that of your targets.

Limitation

You must have regular sex to replenish your power. You must engage is some sexual activity each day (even if it is as modest as masturbation or sexual fantasies), and you must have a full-fleshed sexual encounter with a partner at least once a week.

Focus Condition

Focus

Whenever you manage to create sexual tension you can focus. If this is with a friend, it must be a sexual act or a noteworthy development in your relationship. If it is with an opponent, a successful sexually-themed stunt involving Charm or Presence is sufficient.

Cleric

This is only appropriate if it reflects the domains of your patron.

Trance

Your powers work best when you are in a trance, and you are aware even when asleep.

Limitation

When you use your powers, you enter a trance until your next shot comes up. You cannot use Trigger Actions while in this trance. You do not sleep. Instead you trance as above, and you can still act in this trance.

Focus Condition

Focus

You enter into a trance (as above) for the rest of the scene. You can break out of the trance trough conscious effort - a Basic Action.

Vow

You have taken an oath, and your power only works while you maintain this oath. Stricter vows are likely to interfere much more with your power, but also to grant many more opportunities to focus.

  • Vow against killing
  • Vow against violence
  • Vow of abstinence (from drugs, eating meat, or similar)
  • Vow of celibacy
  • Vow of fasting
  • Vow of forthrightness (no sneaking, approach problems head on)
  • Vow of poverty (entrust your upkeep to others, handle no valuables)
  • Vow of silence
  • Vow of truth (no lying or deliberate deception; silence is acceptable)

You can stand by and watch others breaking the vow with no consequences for you, but in this case you cannot use your adherence to the vow to focus (see below) unless there was some personal stake or advantage you gave up.

Limitation

You must not have broken your vow recently to practice power. Willfully breaking the vow negates your power for a session, or longer for plot reasons. Breaking it because of coercion or necessity (and this might be frequent in case of such things as fasting) means you cannot use your powers for a scene.

Focus Condition

Focus

When your vow makes you behave in a way that is irrational or causes a loss in the long or short term, you can focus. This applies even if just one of these three conditions are met; taking a short-term disadvantage might well work out to a long-term advantage, but it still allows you to focus.