Cyberchurch

Jean Malraux preaches an extreme doctrine of twisted quasi-Christianity reminiscent of medieval Catholicism, riddled with exceptions and inconsistencies for the Cyberpope to exploit.

Not owned Miracles: Computer Empathy Cleanse Cybercommunion Doom Fanaticism Net Damnation Node Scrambler Purge Magic Reboot Device Rood Awakening Thrice Damned

Miracles

Banish α

• Prereq: None

Axiom Level:
9
Skill:
Faith 12
Casting Time:
1 action
DN:
Target’s willpower or Spirit
Range:
5 meters radius
Duration:
Instant

Banish repels spirits, ghosts, or other ethereal beings back to whatever nether realm they came from. The invoker should not linger in such haunted places, however, for even banished spirits can return!

Compare the invoker’s faith total to the willpower or Spirit of every such entity within five meters of the caster. Creatures affected fade into nothing for 15 minutes.

Successlevel:

  • Good: Affected entities are banished for one hour
  • Outstanding: Affected entities are banished for one day

Bless α

• Prereq: None

Axiom Level:
9
Skill:
Faith 10
Casting Time:
1 action
DN:
Standard (DN 10)
Range:
5 meters radius
Duration:
3 rounds

Bless surrounds and infuses the caster and his allies with spiritual energy that boosts their physical or mental abilities. The priest chooses any one attribute and calls on his deity to enhance it. May the Lord give us the might of Daniel in the Lion’s Den! increases Strength, for example. Or May Vishnu grant you clarity! might enhance Mind.

If successful, every ally in range adds +1 to that attribute. Increasing Strength or Spirit does not increase the derived statistics of Toughness and Shock, however.

Successlevel:

  • Good: Duration increases to 1 minute
  • Outstanding: As Good, and the attribute increases by +2

Bounty α

• Prereq: None

Axiom Level:
10
Skill:
Faith 12
Casting Time:
3 minutes
DN:
Easy (DN 8)
Range:
10 meters
Duration:
Permanent

Bounty multiplies a single meal of food and water so that more may partake. The food also becomes more succulent and nutritious. A Standard success doubles the available food.

Invoking the bounty requires a prayer of about three minutes. Additional success increases the amount of food, as shown below. Once the miracle is invoked, the caster cannot invoke it again until that food is consumed.

A caster with bounty virtually ensures survival tests for food and water, but doesn’t help with shelter if that’s a concern.

Successlevel:

  • Good: ×3 the available food
  • Outstanding: ×5 the available food

Commune with Spirits α

• Prereq: None

Axiom Level:
5
Skill:
Faith 10
Casting Time:
1 minute
DN:
Challenging (DN 12)
Range:
5 meters
Duration:
5 minutes

This miracle allows the invoker to talk to whatever spirits are appropriate to his mythos. A Christian might speak to the restless shades while a Sioux shaman communes with nature spirits.

Invoking the dialogue assumes the character is in a place where the spirit should be present - a church for saints, a stream for water spirits, a great tree for a nature spirit, etc. If not and the mythos allows communication with the spirits outside their usual domain, the caster suffers a −4 penalty. The Game Master may also decide it’s just not possible in certain situations—there are likely no earth spirits aboard an airplane, for example.

Spirits know different things depending on the type, and see things from their perspective. They are not omniscient and generally only have knowledge of subjects directly connected to their former life for the dead or their local area for animal spirits and the like. Unlike the speak with dead spell, this miracle compels the spirit to tell only truth — though it may be vague or difficult to understand as the Game Master sees fit.

The chosen may ask a single question with a Standard success. Once contacted, spirits are unavailable again for a scene.

Successlevel:

  • Good: Two questions
  • Outstanding: Three questions

Cure Disease α

• Prereq: None

Axiom Level:
10
Skill:
Faith 14
Casting Time:
1 minute
DN:
Easy (DN 8)
Range:
Touch
Duration:
Instant

Cure disease eradicates any sort of malignant condition, infection, or malady. This doesn’t heal the victim of any damage she’s already sustained, it simply removes the disease or illness and stops any future symptoms.

A character may only attempt to cure disease once for each particular malady, per person. The same person may attempt to cure a new disease on the same patient, should he contract one.

A Standard success cures common ailments like colds. Additional successes are required for more advanced diseases.

Successlevel:

  • Good: Flu, pneumonia, most infections caused by non-supernatural creatures
  • Outstanding: AIDS, cancer, or infections caused by supernatural creatures

Curse α

• Prereq: None

Axiom Level:
9
Skill:
Faith 10
Casting Time:
1 action
DN:
Target’s faith or Spirit
Range:
25 meters
Duration:
3 rounds

Curse diminishes a foe’s luck, challenging his faith in the very forces that drive him, whether they be religious, personal, or otherwise.

A cursed individual suffers a −1 penalty to all skill or attribute totals. Powerful casters can Multi-Target to affect large numbers of the faithless.

Successlevel:

  • Good: −2 penalty
  • Outstanding: –3 penalty

Healing α

• Prereq: None

Axiom Level:
10
Skill:
Faith 10
Casting Time:
1 action
DN:
Standard (DN 10)
Range:
Touch
Duration:
Instant

Perhaps the most important ability a chosen one brings to a band of Storm Knights is her ability to heal. Whether she’s patching up her teammate’s Wound or winning over injured villagers, healing is a critical skill.

The invoker’s total is modified by the target’s Wound penalties (as well as the caster’s if he happens to be Wounded). A success heals 1 Wound, all Shock, and removes KO.

Healing may only be attempted on a single individual once per scene—choose wisely! If Maru is injured in a fight and healed by Father Damien, he won’t be able to heal her again until the next scene. He could still use first aid on her, and may use healing on his other comrades.

Successlevel:

  • Good: 2 Wound are healed
  • Outstanding: 3 Wound are healed

Hellfire α

• Prereq: None

Axiom Level:
16
Skill:
Faith 14
Casting Time:
1 action
DN:
Target’s dodge or Dexterity
Range:
5 meters
Duration:
Instant

Hellfire projects a gout of flame from the invoker’s outstretched palm. The flames deal 13 fire damage.

Successlevel:

  • Good: Damage +1 BD
  • Outstanding: Damage +2 BD

Lightning Strike α

• Prereq: None

Axiom Level:
16
Skill:
Faith 14
Casting Time:
See below
DN:
Target’s dodge or Dexterity
Range:
100 meters
Duration:
Instant

Lightning strike is a rare display of divine wrath. To invoke it, the blessed individual spends one entire turn doing nothing but castigating a single foe. The caller must be able to see his foe when the miracle begins, and may only take simple actions during this turn.

While the lightning builds, tendrils of holy power, storm clouds, and arcs of electricity gather around the invoker. If he is injured during this time, he must make a willpower or Spirit test, see Concentration , 197.

On his next turn, he may use an action to complete the invocation and make his faith test. If successful, the target is struck by a bolt of lightning that causes 20 damage, AP 4.

There is no penalty for range, cover, or darkness. Perks and other spells, miracles, powers, or supernatural abilities apply normally.

Lightning strike may only be used once per scene— such forces do not lend their attention lightly!

Successlevel:

  • Good: Damage +1 BD
  • Outstanding: Damage +2 BD

Repel α

• Prereq: None

Axiom Level:
10
Skill:
Faith 12
Casting Time:
1 action
DN:
Standard (DN 10)
Range:
5 meters
Duration:
Instant

Sometimes a holy champion simply needs to clear a path through his foes or humble a nonbeliever with a visible display of otherworldly might.

Repel summons an invisible force radiating out from the caster in a circle that pushes away all hostile characters and creatures (allies are unaffected).

The force has Strength equal to the invoker’s faith and affects those enemies of equal or lesser Strength. Those affected are pushed back five meters and Stymied .

Successlevel:

  • Good: The effective Strength is equal to faith +2
  • Outstanding: As a Good result, and the foes are Very Stymied

Soothe α

• Prereq: None

Axiom Level:
7
Skill:
Faith 10
Casting Time:
1 action
DN:
Standard (DN 10)
Range:
5 meters
Duration:
Instant

Soothe sends out a refreshing wave of energy to the invoker and allies in range. Those affected instantly recover 2 Shock.

Successlevel:

  • Good: The affected recover 3 Shock
  • Outstanding: The affected recover 4 Shock

Strike α

• Prereq: None

Axiom Level:
12
Skill:
Faith 12
Casting Time:
1 action
DN:
Standard (DN 10)
Range:
Touch
Duration:
3 rounds

Sometimes even the most peaceful of the chosen must pick up the staff. This powerful miracle makes sure that staff packs a punch. Strike affects a single melee or missile weapon, no Multi-Targeting is allowed.

Strike increases the damage value of a weapon by +1. It doesn’t matter if the weapon is ranged or designed for melee—its base damage is still increased. Strike must be cast on a weapon, not ammunition.

A weapon blessed with strike counts as magical for purposes of affecting foes with the Ethereal or similar abilities that generally ignore normal weapons.

Successlevel:

  • Good: Damage +2
  • Outstanding: Damage +3

Ward Enemy α

In the Cyberpapacy faith, witches and other spellcasters are considered supernatural enemies of the faith. In addition to supernaturally evil creatures, the ward enemy miracle invoked by a worshiper of the Cyberpapacy functions against any character with any Spellcaster Perk or spellcasting Special Ability.

• Prereq: None

Axiom Level:
8
Skill:
Faith 8
Casting Time:
1 action
DN:
Standard (DN 10)
Range:
5 meter radius
Duration:
Concentration

Ward enemy protects the faithful from supernatural beings that prey on or seek to harm humanity.

To cast, the invoker must brandish a holy symbol, recite prayers, or otherwise clearly call on the source of his power, making him an obvious target for the taunts of spirits, demons, or other antagonists likely to be affected.

While the ward is active, all allies within five meters add +1 to their defenses versus supernaturally evil creatures and their attacks. The bonus counts toward both physical and interaction defenses.

Special: This miracle may be attempted without the Miracles Perk if the faith prerequisite is met.

Successlevel:

  • Good: Those protected add +2 to all defenses
  • Outstanding: As the Good result, and supernaturally evil creatures who fail an attack against any of the protected individuals are Stymied