Dedicate in The Magitech Chronicles | World Anvil

Dedicate

Almost every god, living or dead, has a religion of significant size. These religions require soldiers and priests to defend their god, and to acquire more magic if their god is dead and they wish to resurrect them.   All dedicates make a covenant with their god, which funnels worship to the deity, but also allows the deity to reward them with miracles. Nearly every religion trains their followers in both magic and more martial pursuits.     Hit Points: 15   Initiative: 2   Catalyzations: 1   Spell Pool: 2      

Skills

  Ranged or Melee 3   Religion 2   Athletics 2      

Path of the Paladin

  Paladins are the holy warriors of their respective deities. It is their job to spread the faith, to defend their god’s interests, and to ensure that their worshipers are both protected and encouraged to continue worshiping.   Paladins are fearless, implacable foes, resistant to magic and heavily armored against physical attacks. Most paladins are trained in a variety of weapons and magics, and are often assigned to protect a soulcatcher as they pursue their missions.   Paladins begin play with a suit of Inuran Mark III Spellarmor, and either a spellrifle or spellblade of GM's choice.    

Masteries

  Paladins gain Religion, and either Ranged or Melee as a mastery.  

Covenant

  A Paladin gains a Covenant with the deity or religion of their choice. They may select from any available, or work with the game master to create a custom Covenant.   Prior to selecting a Covenant all paladins are encouraged to read the available miracles, as the choice they make will determine which miracles are available to them.    

Miracles

  A paladin may select a miracle from the list in the Miracles & Covenants chapter. A player may purchase additional miracles by spending experience.    

Hearty

  Paladins are highly resistant to magic, and gain 5 points of magic resistance. In addition, an enemy mage may never possess an edge when casting against them.    

Extra Skills

  Paladins gain Piloting at 2 and Navigation at 2.      

Path of the Soulcatcher

  Soulcatchers are revered by their own cultures, but despised by others.   They are often high priests of their (usually dead) god’s religion. Their mission is simple. Go out into the sector and secure magic, then bring it back and offer it to their god in an effort to resurrect them.   This theft hardly endears them to other magical powers, though Ternus’s general hatred of the supernatural means that they tolerate this practice more than most. They see it as cleaning up the galaxy.   When a soulcatcher dies, their body is returned home, and all the magic they’ve accumulated is gifted to their deity. Soulcatchers excel at finding magic, and are given miracles by their god that support this ability.    

Covenant

  A Soulcatcher gains a covenant with the deity or religion of their choice. They may select from any available, or work with the game master to create a custom Covenant.   Prior to selecting a covenant all soulcatchers are encouraged to read the available miracles, as the choice they make will determine which miracles are available to them.    

Masteries

  Soulcatchers gain Religion and Perception as masteries.  

Miracles

  A soulcatcher may select two miracles from the list in the Miracles & Covenants chapter. A player may purchase additional miracles by spending experience.    

Claim Soul

  If the soulcatcher is within 30 meters of a magically active creature at the time of its death, then they may spend their next action to capture that being’s magical energy or soul (not both). A soulcatcher must possess a phylactery to store the soul, but are usually provided an ample supply by their religion as this is their primary function.   Claiming a soul allows the potential for reincarnation, or even resurrection if a powerful life mage is involved. Claiming magic allows the character to consume the power of a dying soul, which grants them a permanent point of spell pool.   However, breaking the phylactery frees the soul and removes the spell pool. A soulcatcher may gain no more than twice their willpower in spellpool, and the closer they get to their limit the greater the longing to return home.      

Unleash Soul

  A soulcatcher may spend an action to unleash a vengeful soul from a phylactery. This is accomplished by crushing the vial, and lasts a number of rounds equal to the number of successes on a magic + religion roll.   When a soul is harvested its power level is determined by the creature killed. This is treated as a spirit version of whatever the soul was in life, and gains the vulnerable to life flaw.      

Deep Faith

  Once per day a soulcatcher may use any Miracle, even if they've already exhausted the uses for that day.    

Extra Skills

  Soulcatchers gain Perception at 2.

Comments

Please Login in order to comment!
Powered by World Anvil