Unaligned Faithful

Followers of an unaligned faith or philosophy.

Anchorite


Anchorites are secluded monks whose faith is more philosophical than devoted to a Divine. Their worship and works are focused on their philosophy and derive from it. Their abilities are derived from their devotion to their philosophy and how they apply it rather than favor from another being, and thus, these abilities vary greatly by philosophy. These philosophies may reflect one that exists on Earth or may be one invented by player or GM, and powers will reflect the philosophy. While the derivation of magic from such a philosophy is an unaligned power, some philosophies may be more celestial/popular, elemental, fey, or unaligned (or infernal/imperial, such as nihilism, bigotry, objectivism, etc., but those are not available to players).

Consult the GM to develop this character.

PRO +1 ATH / STR +2 AWA +1 WIL +2 PRS -2 STH -1


Mortalist

A believer in mortality over Divinity.

Mortalists are believers in mortal will, the rigid power of the mind and soul of a mortal who does not worship or acknowledge the power of the Divine. They are believers in a philosophy of the power of mortality to be the true masters of their own fates. Their faith is in themselves as members of mortality, and therefore, they wield mortal will. As they have no Divine being, no inmortal, nor even a potent concept to rely upon, their faith is tested and proven with their belief in themselves and other mortals' abilities.

The power of their faith has little utility except when wielded against the powers of the Divine or inmortals, and then it provides some protection based on the strength of their own mind and soul. The average mortalist gains +1 to any roll against Divine power or anything done by an inmortal being. If they ever betray their oath by accepting Divine or inmortal aid or support, they will lose all of their powers.

Their mortal will is wielded through “antifaith”, a rejection of the need for the Divine (not the existence thereof - that is more than proven on Shem). Mortalists who wish to gain more power must go out of their way to live without any Divine power affecting them. They do this in various ways, usually making sure they know what sources of Divine power are - what objects are imbued with it, what people have it, etc. They end up knowing more about religion than most religious people.

The more they do this, the more they practice what they believe, the greater their antifaith becomes, and the better they can resist Divine powers.

PRO / ATH / STR / AWA +2 WIL +4 PRS -1 STH +1


Pastor

A religious leader and preacher in any unaligned faith.

Pastors are preachers of any unaligned Divine being(s), who gains power from proselytizing, leading rites, guiding a congregation, and administering the religion. Pastors gain power from their Divine(s) by serving them well. This means covering all of the above-listed duties as well as other duties based on which Divine(s) they serve.

The better they meet their duties, the more magic they get. This is contingent upon sincere belief and service, however, and any failures, violations, or doubts will weaken their ability to call upon the favor of their Divine(s). Though specific effects will vary by Divine(s), these are common abilities of a pastor of an organized faith:

  • Supplication: a request of the Divine(s) that may be answered.

  • Devotion: devoting a behavior to a Divine(s) that may affect the behavior. Example: devoting a wedding to a Divine to affect the marriage.

  • Dedication: dedicating a work to a Divine(s) that may affect the work. Example: dedicating a statue to a Divine to give it powers.

  • Sacrifice: sacrificing something to a Divine(s) that may bring more favor. Examples: sacrificing an animal’s life to a Divine for extra favor; sacrificing time and energy to a Divine for extra favor.

  • Gratitude: expressing gratitude to a Divine(s) for something, whether the Divine did it or not, brings more favor.

  • Prayer: praying is the commonest way to make a supplication, asking for guidance, abilities, bonuses, effects on targets, etc.

  • Rite: a rite is a more potent form of prayer that involves multiple actions, materials, and steps. Often includes a sacrifice.

  • Conversions: converting someone to the faith gains enormous amounts of favor.

Other methods may exist and many vary by Divinity. Consult the GM. Other faithful can also use similar mechanics to gain favor with their subject of worship.

PRO -1 ATH / STR +1 AWA +2 WIL +2 PRS +1 STH -1


Prophet

One who can view and interpret the paths of paradox.

A prophet is someone who has unbidden visions of what is to be by viewing the paths of paradox. They gain this from having looked into the contradictory nature of the universe. How this happens varies from prophet to prophet, but it is usually unexpected, traumatizing, and dangerous. Many do not survive it with their minds intact. The abilities they gain from this are difficult to control and often come without warning.

  • Contradictory paths: the prophet will see the consequences of two contradictory actions.

  • Impossible awareness: the prophet has knowledge of things they cannot possibly know.

  • Altered consciousness: the prophet sees things happening in other versions of the universe.

  • Rippling realities: the prophet sees ripples in their peripheral vision that indicate weakening of the bounds of reality and potential for changing it.

  • Will of the prophet: in places where reality is weak, they can alter it by invoking alternate realities.

  • Portentous vision: they see visions of symbols and omens that tell what will happen in the future.

  • Prophecy: unbidden by anything, they begin speaking cryptic prophecy, saying what will be, with no control over what comes out of their mouths. Often accompanied by an uncontrolled vision.

The prophet may invoke Contradictory Paths once every three sessions. As they do, they will play out one path, and if they do not like it (one round of combat or 30 minutes of play), they can reset to the starting point and try a different path. If they choose to keep it, the GM tells them the result on the other path.

Impossible Awareness is an AWA roll vs. varying difficulties to know something. If they choose to invoke this to know something they have seen another player learn, they must get permission from the other player, but they will autosucceed if they have it.

They may invoke Ripple Realities once per session and Will of the Prophet up to six times thereafter.

Portentous Vision happens every time the prophet rolls triples on the die. Prophecy happens only at the GM’s discretion.

Prophets do not roll three d10s for their rolls. They have erratic luck and roll a d100 before each roll to see what they will be rolling:

Roll Result
1 d4, d4, d6
2 d4, d4, d8
3 d4, d4, d10
4 d4, d4, d12
5 d4, d4, d20
6 d4, d4, d100
7 d4, d6, d10
8 d4, d6, d12
9 d4, d6, d20
10 d4, d6, d100
11 d4, d6, d6
12 d4, d8, d10
13 d4, d8, d12
14 d4, d8, d20
15 d4, d8, d100
16 d4, d8, d8
17 d4, d10, d10
18 d4, d10, d100
19 d4, d10, d12
20 d4, d10, d20
21 d4, d100, d100
22 d4, d12, d100
23 d4, d12, d12
24 d4, d12, d20
25 d4, d20, d100
26 d4, d20, d20
27 d6, d10, d10
28 d6, d10, d100
29 d6, d10, d12
30 d6, d10, d20
31 d6, d100, d100
32 d6, d12, d100
33 d6, d12, d12
34 d6, d12, d20
35 d6, d20, d100
36 d6, d20, d20
37 d6, d6, d10
38 d6, d6, d100
39 d6, d6, d12
40 d6, d6, d20
41 d6, d6, d8
42 d6, d8, d100
43 d6, d8, d12
44 d6, d8, d20
45 d6, d8, d8
46 d8, d10, d10
47 d8, d10, d100
48 d8, d10, d20
49 d8, d100, d100
50 d8, d12, d100
51 d8, d12, d12
52 d8, d12, d20
53 d8, d20, d100
54 d8, d20, d20
55 d8, d8, d10
56 d8, d8, d100
57 d8, d8, d12
58 d8, d8, d20
59 d10, d10, d100
60 d10, d10, d12
61 d10, d10, d20
62 d10, d100, d100
63 d10, d12, d100
64 d10, d12, d12
65 d10, d20, d100
66 d10, d20, d20
67 d12, d100, d100
68 d12, d12, d100
69 d12, d12, d20
70 d12, d20, d20
71 d20, d100, d100
72 d20, d20, d100
73-74 d4, d4, d4
75-76 d4, d6, d8
77-78 d6, d6, d6
79-80 d6, d8, d10
81-82 d8, d8, d8
83-84 d8, d10, d12
85-86 d10, d12, d20
87-89 d12, d12, d12
90-91 d12, d20, d100
92-93 d20, d20, d20
95-99 d10, d10, d10
100 d100, d100, d100

Other abilities may be possible. Consult the GM.

PRO +1 ATH / STR / AWA +3 WIL +2 PRS -3 STH /


Revivalist

A folk preacher who worships an inmortal being who isn't a Divine.

A revivalist is a preacher of a faith that focuses on a non-Divine being. Sometimes the being is known to be a subject of a Divine’s Court, and sometimes they are viewed as an alternative to the Divine, or sometimes they are viewed as the “true” version of the Divine. Regardless, they are a reforming figure for a religion, and a revivalist’s faith is focused on spreading this reformed version of the faith.

They gain power from proselytizing, leading rites, guiding a congregation, and administering the revival. Revivalists gain power from their subjects of worship by serving them well. This means covering all of the above-listed duties as well as other duties based on which being they serve.

The better they meet their duties, the more magic they get. This is contingent upon sincere belief and service, however, and any failures, violations, or doubts will weaken their ability to call upon the favor of the subject of their worship. Though specific effects will vary, these are common abilities of a revivalists:

  • Supplication: a request of the inmortal being that may be answered.

  • Devotion: devoting a behavior to an inmortal that may affect the behavior. Example: devoting a wedding to the being to affect the marriage.

  • Dedication: dedicating a work to an inmortal that may affect the work. Example: dedicating a statue to the being to give it powers.

  • Gratitude: expressing gratitude to an inmortal for something, whether the being did it or not, brings more favor.

  • Prayer: praying is the commonest way to make a supplication, asking for guidance, abilities, bonuses, effects on targets, etc.

  • Conversions: converting someone to the faith gains enormous amounts of favor.

  • Reforms: the faith of the revivalist might have an impact on the original faith, causing it to change its rules or methods, and this will bring favor to the revivalist.

Other methods may be possible and may vary by inmortal being. Consult the GM.

PRO / ATH / STR +1 AWA +2 WIL +2 PRS +3 STH -3


Shaman

One who is attuned to their ancestral memory, shamans engage in ancestor worship. They do not gain favor with Divines or inmortal beings via their faith, but instead commune with their ancestors and gain guidance, abilities, and protections.

How a shaman communes with their ancestors may be based on actual practices on Earth if and only if the player adequately and respectfully researches and develops it (with GM discretion). Otherwise, the methods will be developed between GM and player, usually involving meditations, visions, quests, rituals, and customs based on the character’s species or nation.

Ancestral memory may connect a shaman with their direct blood ancestors, with their communal ancestors, or with ancestors based on found family. Regardless of which the player chooses, the shaman will only be able to trace their lineage back to an event in history known as the Fall, the earliest stages of class society. Most shamans only go back a few hundred years at most.

Shamans can only connect with ancestors who have passed away. Novices can connect only with the most recent generations back, but powerful shamans can go back thousands of years. The further back they go, the harder it is to have a clear connection, but also, the more power they can draw. Most shamans connect with a relatively recent ancestor as a guide.

  • Ancestral guide: the shaman can consult their ancestral guide so long as they are conscious, as if the ancestral guide is a present NPC, by spending 1 point of energy at any given time.

  • Resounding inquiry: the shaman may send a question into their ancestral memory, asking all who can hear them, spending 1 point per 5 generations back (roughly 100 years).

  • Deep memory: the shaman may direct their question or request back deep, going past the usual limits, by spending time meditating or focusing, spending 1 point per 20 generations back (roughly 400 years), but spending 10 minutes per generation instead of 1 round.

  • Ancestral protection: the shaman may draw protection from their ancestors, creating a magical aura around themselves of psionic energy.

  • Wisdom of the past: the shaman may draw directly from the knowledge of the ancestors without asking a question, simply rolling the memory as a lore, but with less direct and guided results.

  • Might of the lineage: the shaman may draw physical attributes from their ancestors at a cost of 3 points per 1 point of physical stat (STR or ATH).

  • Vision quest: the shaman may go on a vision quest into their ancestral memory to rebuild their power. They do this via various methods.

  • Meditative learning: the shaman may meditate and learn skills directly from the ancestors, spending four hours meditating per point above 4 of a skill, six hours per point above 7, eight hours per point above 10, twelve hours per point above 13, sixteen hours per point above 16, twenty hours per point above 19, etc.

Other abilities may be possible. Consult the GM.

PRO +1 ATH +1 STR +1 AWA +4 WIL +2 PRS +1 STH -2

Topic revision: r3 - 06 Jul 2025, SallyJaneBlack
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