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  • Cosms: Core Earth, Aysle, Cyberpapacy, Living Land, Nile Empire, Orrorsh

Some sort of divine or otherworldly being allows the character to channel its power, granting her the ability to invoke miracles.

Conviction

  • Prereq: Miracles, at least three adds in faith.

The chosen true believers can better weather the trials and tribulations of failure. When a character with Conviction fails to invoke a miracle he suffers one less Shock than usual.

 

Miracles

  • Prereq: At least one add in faith.

Some Storm Knights walk with the power of light on their side. Whether it comes from their god or the eternal forces of creation, the hero is blessed with the ability to call forth miracles. The character begins with the ward enemy miracle and two others chosen from the cosm-specific Miracles Lists.

New Miracles: This Perk may be taken more than once. Each time after the first, it grants the user one additional miracle.

 

Lay on Hands

  • Prereq: At least three adds in faith.

Those touched by divine forces bring relief to those in pain. By touching an ally and making a faith test as an action (-2 if the ally is of a different faith), a character removes 1 point of Shock with a Standard success, 2 with a Good success, and 3 for an Outstanding success. This may only be done once per character per scene. It may not be used on the chosen herself. Using this Perk causes a Contradiction if the local Spirit Axiom isn’t 8 or higher.

Unconscious characters restored in this way wake up immediately and may act that turn, though Stymied.

 

Protected

  • Prereq: At least one add in faith.

Divine beings do not like to see their champions slain by the forces of evil. The chosen has +2 Toughness against attacks made by supernatural evil creatures (Game Master’s call, but usually includes gospog, ghosts, demons, etc.).

Spirit Bane

  • Prereq: At least one add in faith.

The Storm Knight gains the ability to affect beings with the Ethereal Special Ability, such as ghosts, with unarmed combat or melee weapons.