Temple- Serving a Greater Power
Temple- Serving a Greater Power
Temple buildings focus of the Divine Power of the Skyldings to bend the world to their will.
--Divine Intervention- Once per session, one person can call upon the base's Patron Skylding for aid. This aid can come in multiple ways. You can cast any Wizard or Cleric spell of which is equal to your level +5. Or the Skylding can use their own power to warp the Farfields to aid you. With either choice roll 2d6+ your level. On a 16+ the Skylding provides aid as you desire. On a 11-15 the Skylding provides aid at a cost, the Skylding will ask directly for what they want in return for this favor. On a 10- the Skylding does not provide any aid, for the Skyldings are not to directly interfere with the lives of mortals.
-Altar- You can make a sacrifice here, paying a cost to gain a minor blessing (choose one and gain 1 hold of it): gain +1d6 on an attack roll - gain +1d6 on a Defy Danger roll - Turn a failure into a mixed success. The Sacrifice that you make must be unique each time you ask for a blessing.
-Antechamber- Part of your base is an impressive room glorifying the deeds that you have done. Those who visit will take note of it. Actions you take against those who have viewed your deeds will gain a +1 bonus. Through fear or respect, they will bend a knee.
-Augury Circle- You can flashback to time spent in the circle, reading portents of future events. You can establish a fact in the present about an NPC's next likely action.
-Dormitory- Fresh devotees of the Patron Skylding will find themselves here. You can recruit hirelings from this room. These hirelings start with 2 Loyalty and gain 1d4 points to spend between Loyalty and other skills. (This number can be improved)
-Penance Chamber- To some this is a place of reflection, to others a torture chamber. Hirelings who spend time in the Chamber will continue to fight even when their injuries try to slow them down. Those who do not serve you might be more willing to talk after time spent in "exultation"
-Reliquary- This room channels the Farfields to activate and amplify the power of arcane items placed within it. When an item is placed into the Reliquary, its effect is copied. As long as the item is inside the Reliquary amplifies its power. Those inside of the Reliquary can channel the Farfield to use the item's effect anywhere in the Base.
-Scriptorium- Your actions have been recorded by Kelememor and A'dagNiro. The party gains 2 experience. You also gain a new xp trigger at the end of each session: Were your actions worthy of your Skylding's notice. Each PC must prove their own worth to gain this xp.
--Divine Intervention- Once per session, one person can call upon the base's Patron Skylding for aid. This aid can come in multiple ways. You can cast any Wizard or Cleric spell of which is equal to your level +5. Or the Skylding can use their own power to warp the Farfields to aid you. With either choice roll 2d6+ your level. On a 16+ the Skylding provides aid as you desire. On a 11-15 the Skylding provides aid at a cost, the Skylding will ask directly for what they want in return for this favor. On a 10- the Skylding does not provide any aid, for the Skyldings are not to directly interfere with the lives of mortals.
-Altar- You can make a sacrifice here, paying a cost to gain a minor blessing (choose one and gain 1 hold of it): gain +1d6 on an attack roll - gain +1d6 on a Defy Danger roll - Turn a failure into a mixed success. The Sacrifice that you make must be unique each time you ask for a blessing.
-Antechamber- Part of your base is an impressive room glorifying the deeds that you have done. Those who visit will take note of it. Actions you take against those who have viewed your deeds will gain a +1 bonus. Through fear or respect, they will bend a knee.
-Augury Circle- You can flashback to time spent in the circle, reading portents of future events. You can establish a fact in the present about an NPC's next likely action.
-Dormitory- Fresh devotees of the Patron Skylding will find themselves here. You can recruit hirelings from this room. These hirelings start with 2 Loyalty and gain 1d4 points to spend between Loyalty and other skills. (This number can be improved)
-Penance Chamber- To some this is a place of reflection, to others a torture chamber. Hirelings who spend time in the Chamber will continue to fight even when their injuries try to slow them down. Those who do not serve you might be more willing to talk after time spent in "exultation"
-Reliquary- This room channels the Farfields to activate and amplify the power of arcane items placed within it. When an item is placed into the Reliquary, its effect is copied. As long as the item is inside the Reliquary amplifies its power. Those inside of the Reliquary can channel the Farfield to use the item's effect anywhere in the Base.
-Scriptorium- Your actions have been recorded by Kelememor and A'dagNiro. The party gains 2 experience. You also gain a new xp trigger at the end of each session: Were your actions worthy of your Skylding's notice. Each PC must prove their own worth to gain this xp.
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