Keta Kalles

In the Living Land, life itself is considered sacred—it is a triumph, a victory over the predators and misfortunes and diseases that seek to take life and corrupt or end it. Thus, the religion of Lanala is about life itself. This faith is named Keta Kalles in the edeinos tongue (meaning The Way of Lanala), and it champions survival above all else. For the edeinos who follow the Way, life is about that struggle to survive against the odds.


Miracles

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

Call Animals α

• Prereq: None

Axiom Level:
8
Skill:
Faith 12
Casting Time:
1 minute
DN:
Standard (DN 10)
Range:
1 kilometer
Duration:
1 hour

The blessed of many religions find comfort in nature’s beasts. This miracle draws them from the area, if they exist there (GM’s call). Once completed the creatures arrive on the invoker’s next turn.

Calling such creatures doesn’t mean control, however. That must be done via commune with animals (below). Those who want to run with the beasts must take care that they are not eaten by them.

A Standard success summons a flock of sparrows, a few foxes or cats, etc., or a single large creature such as a wolf, bear, or crocodile. The miracle worker doesn’t have to see the animals to call them.

Successlevel:

  • Good: The caster can summon 1 BD of crocodiles, wolves, lions, or similar size creatures
  • Outstanding: The caster can summon 2 BD of the creatures listed under a Good success, or a single Large or Very Large creature such as a dragon or tyrannosaurus rex (in the Living Land). Remember, call animals doesn’t grant control, however!

Commune with Animals α

• Prereq: None

Axiom Level:
6
Skill:
Faith 10
Casting Time:
1 action
DN:
Standard (DN 10)
Range:
10 meters
Duration:
5 minutes

Speaking with beasts is a rare but ancient tradition in certain cultures. Most animals are very simpleminded and can only communicate basic ideas. Most can only count to about three and cannot understand human speech. They can communicate whether people they encountered spoke happily, calmly, angrily, etc., however.

The miracle affects all animals of the same type in Range, all wolves, all ravens, etc. Commune with animals doesn’t summon the beasts, however. They must be present or attracted somehow, such as by the call animals miracle.

Successlevel:

  • Good: The animal also obeys basic commands if instructed, as long as it doesn’t recklessly endanger its life
  • Outstanding: The animal obeys basic commands even if it means danger or certain death

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

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

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

From Core Rules