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Favours
            Religious Service                                  A favor, in broad terms, is a promise of future assistance from a

                                                               representative of the temple. It can be expended in a number of ways,
            Characters with a religious bent might want to spend downtime in service
                                                               including:
            to a temple, either by attending rites or by proselytizing in the community.
            Someone who undertakes this activity has a chance of winning the favor of  Asking the temple for help in dealing with a specific problem.
            the temple's leaders.                                General political or social support.
                                                                 Spend 1 divine favor to add 1d8 radiant damage to your next attack.
                                                                 Spend 1 divine favor to add 1d8 to you saving throw.
           Resources                                             The d8 can be raised by one level for each divine favor you spend
                                                                 above 1 up to a d12.
                                                                 Spend 3 divine favors to get divine inter vention and automatically
           Religion is a way of the faith and soul, to have beliefs in your god is
                                                                 stabilize a creature of your choice to 1HP, can be used when the
           necessar y and to have a conduit to them is more necessar y. Performing
                                                                 creature is at 0 HP.
           religious ser vices requires per attempt;
                                                                 Using divine favour for other miracles should follow the same power
                                                                 level as above.
             a c c e s s   t o ,   a n d   o f t e n   a t t e n d a n c e   a t ,   a   t e m p l e   whose beliefs and
             ethos~ align with the character's.                  A deity's inter vention, such as an omen, a vision , or a minor miracle
                                                                 provided at a key moment. This favour is expended by the DM, who
             1   D T P
           Results                                               also determines its nature.
                                                               Complications
           At the end of the required time, the character chooses to make one of the
           following checks;
             Intelligence (Religion)
                                                                Each Time you do this downtime activity brings a  2 0   %   c h a n c e   t h a t   a
             Wisdom (I nsight)
                                                                c h a r a c t e r   e n c o u n t e r s   a   c o m p l i c a t i o n  (Roll a D100 on a 20 or less roll
             Charisma (P ersuasion)
                                                                on the table below)
                                                                Complication Table
           The results of the check determines the benefits of ser vice, as shown on
           the Religious Ser vice table.
           Religious Service                                    D6                 Complication
            Roll Favours Earned                                  1  You have offended a priest through your words or actions. (You
                                                                              lose 5gp repaying your offence)
            1-10 No effect. Your efforts fail to make a lasting impression
                                                                 2 Blasphemy is still blasphemy, even if you did it by accident (Lose
           11-20 You earn one favour                                            2 Divine Favour, Min = 0 )
            21+ You earn two favours                             3 A secret sect in the temple offers you membership (Learn a Peace
                                                                           of lore of your chosen religion from a GM)
                                                                 4   Another temple tries to recruit you as a spy (Lose 1 Rep in a
                                                                                      contry)
                                                                 5  The temple elders implore you to take up a holy quest (Gain a
                                                                     nonsensical new goal for your character e.g. find the holy grail)
                                                                 6 You accidentally discover that an important person in the temple
                                                                   is a fiend worshipper (Take 1 major injury as you are injured trying
                                                                                   to escape them.)











































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