March 16, 2006 at 2:34 pm #1892VEST ParadoxParticipant
“But I have raised you up for this very purpose, that I might show you my power and that my name might be proclaimed in all the earth.” – Exodus 9:15-17
Belief in the Victorian Era is almost said in certainty. Whereas a man may be a Protestant or Catholic or Anglican, they all share the same fundamental beliefs. Likewise, the Jewish faith and the Islamic faith are similar in nature to Christianity. God has promised them power over their enemies and these manifest in spiritual gifts given to true believers.
“And there are diversities of operations, but it is the same God which worketh all in all.” – 1st Corinthians 12:6
There is a significant difference between someone who pays the church lip service and a true believer. True believers, also called Disciples, are incredibly pious. They believe and depend on God for everything from waking up in the morning to when they go to sleep, hoping they shall wake the next day. A Disciple is a man or woman so devout that their faith is unfaltering. When God finds a person so willing to be a vessel for Him, He bestows these people with spiritual gifts. Paul, in 1st Corinthians Chapter 12 discusses these, he is merely categorizing. God's power is absolute and knows no bounds.
“For to one is given by the Spirit the word of wisdom; to another the word of knowledge by the same Spirit; To another faith by the same Spirit; to another the gifts of healing by the same Spirit; To another the working of miracles; to another prophecy; to another discerning of spirits; to another divers kinds of tongues; to another the interpretation of tongues; But all these worketh that one and the selfsame Spirit, dividing to every man severally as he will.” 1st Corinthians 12:8-11
The Initiation: In order to become a Disciple, you must first seek out another Disciple, preferrably one of rank in one of the applicable churches. Disciples are Judeo-Christian believers, their ranks filled with all stripes of Anglicans, Christians, Catholics, Jews, and Muslims, and there are no other religions amongst them (Other religions can find their ranks amongst Psions and Magi which better reflect their abilities). Before you can become a Disciple you must have Faith 4 and Theology 2, if you meet these then you must be blessed by the higher ranking Disciple, then you must be Baptized, Christened, or whatever similar ritual belongs to your faith. Over this period you must write three posts concerning your acceptance into the church and your baptism/ritual, once all three posts are done you may purchase Awaken and become a full fledged Disciple. Now you can submit your Breed Change CS to VEMailroom@aim.com with the addition of the Innate listed below, if you do not already have Hope, Piety, and Exaltation you will gain level one in each for free at this time and you must choose which of the Gifts of the Spirit you are strongest in from : Discernment, Fortitude, Healing, Justice, and Leadership. Once you have chosen your Gift of the Spirit you can never change it as it determines which Gifts you can buy later on. Note: If your character has Innate Magic, Innate Psi, or Mad Science, you cannot become a Disciple, however, if you have Innate Gift, you will keep any Gifts that you have already purchased.
Mortality: Mortal (see Mortal Information or Character Details for recovery times.)
Means of Death: Characters being reduced to the negative equivalent of any of their statistics ( A Statistic of 5 must be brought to -5) will be permanently removed from play. They are considered dead for all intent and purpose. In the case of Body damage, the body is so badly hurt that it simply ceases to function. Mind damage renders the person brain dead or permanently comatose, and Soul damage renders them permanently insane and unable to be played.
There are some powers in the game that could return the person to play, but these are the only ways that a character may return. Regardless of the power or ability (barring use of Major Medical) acharacter may only be returned from death once. Any further deaths destroy the Soul of the person permanently.
Note: Because of the incredible strength of self and soul that a Disciple possesses, they cannot be removed from play due to taking Soul damage. There is no limit on the amount of Soul damage a Disciple can take, they simple go unconsious when they reach zero. Disciples recover soul damage normally.
Means of Recovery:
Body A mortal will regain 1 point of body every three days. A Mortal receiving professional care (Major Medical) will recover at 2x the normal rate. So that's about 1 point every day and a half. Also, remember the healing process isn't necessarily complete at the point they recover. It simply means their bodies have returned to a normal using condition. They may still have scars, stiffness or short, sharp pains. How the injuries are role-played is up to the player.
Endurance: Endurance recovers after one night of rest. This occurs between when you stop playing your character and when you begin play again.
Mind A Mortal will reaing 1 point of Mind for every half hour of rest, this doesn't have to be bedrest, anything the character could find relaxing or soothing can be used (this is up to ST Discretion)
Fatigue: Fatigue recovers after one night of rest. This occurs between when you stop playing your character and when you begin play again.
Soul A Mortal will recover 1 point of Soul for every half hour of rest. As with fatigue, this doesn't have to be bedrest, but must be something that spiritually rejuvenates the character.
Spirit: Spirit recovers after one night of rest. This occurs between when you stop playing your character and when you begin play again.
Please note: If you have the following level of lore, this is what your character thinks they know about Magi. Some are fact and some are myth. If it is not listed in the information above or specifically stated below, it is myth. (Note: There are no warding or damage items for any of the Mortal Breeds.)
Lore Level 1: Many have heard of the Miracles that were done in the Bible, however most think that those extraordinary abilities are a thing of the past. Though there are those who claim to have seen and done miraculous deeds, for the most part they are viewed with skepticism in this age of science and reasoning. Even stll those who are pious and true to their beliefs are out there and though they claim to have Gifts granted to them by their higher power, there is little proof.
Lore Level 4: Defense – Whenever a Disciple uses a mental Gift with you as the target within line of sight from you, roll 2d6+Discipline+Lore vs. a TN: 30. It matters not if you know the characters breed – your mind will still attempt to defend itself from attack, even though your physical self had no realization of the process. If you succeed, you recognize the ability and its effect, giving you a one time +2 to the resistance roll (if any) for that Gift. Gifts that affect the Disciple only and use a skill to affect you cannot be defended against. For instance, if a Disciple used a Gift to summon an Agnelic Weapon to swing at you, you cannot roll this defense against since it was not directed at you. Only Roll vs Roll masteries can be defended against with the assistance of this ability.
Sight Recognition – There is one method of identifying a Disciple, by sight of their deeds. Not the identity of the person, but the identity of the breed. You must physically seeing the Disciple use one of their Gifts that has a physical effect in your presence. Unless an ability or mastery is being used to conceal the Disciples use of Gifts, you will have the chance to know them for what they are. You must either witness a physical effect of the Gift, or be the target one. If these conditions are met, you can roll 2d6+Discipline+Lore vs TN 32 to identify them as a Disciple. There must be a ST, Room Host or GM available during this time in order for the ID to be official. Please copy the log of the sighting and email it to VEMailroom@aim.com so that a member of staff can post it in the appropriate folder and send you a link to it's location. You may not be able to utilize this link, but it must remain on your CS at all times so that staff may validate your claims of knowing the breed.
Lore Level 6: You have spent years following the deeds of Disciples throughout the world and history and have come to the conclusion that there is more truth to their existance than most would believe. There are those who go out and perform minor miracles, exorcisms, and some who actively claim to combat the forces of darkness throughout the world. Most of these Disciples are just regular people who have witnessed some miracle or just have a faith beyond the understanding of other people, either way they do exist and do seem to have some otherwordly force guiding and protecting them.
Lore Level 10: You know just about everything there is to know about the Disciples, you know many of their Gifts and may have even witnessed them in use. They are without question men and women blessed with Gifts from some being, they are certainly not sorcerers or psychics.
Supreme Defense – Whenever a Disciple uses a mental Gift with you as the target within line of sight from you, roll 2d6+Discipline+Lore vs. a TN: 30. It matters not if you know the characters breed – your mind will still attempt to defend itself from attack, even though your physical self had no realization of the process. If you succeed, you recognize the ability and its effect, giving you a one time +4 to the resistance roll (if any) for that Gift. Gifts that affect the Disciple only and use a skill to affect you cannot be defended against. For instance, if a Disciple used a Gift to summon an Agnelic Weapon to swing at you, you cannot roll this defense against since it was not directed at you. Only Roll vs Roll masteries can be defended against with the assistance of this ability.
Level 12: Since this is a mortal breed, no killing item or roll is needed to bring final death to a Disciple. They simply need to be reduced to the negative value of their Body Statistic and it is over.
Mandatory Role-play Requirements
1) Disciples are True Believers and with that belief comes profound Devotion. All Disciples must RP attending a service or spending 15 minutes in prayer each week. This prayer or service must be played in the Main room.
2) A Disciple must wear a symbol of their faith at all times, and when calling upon one of their Gifts they must cluch this symbol and say a prayer to enact it. This prayer must be RP'd as normal.
3) If the character ever becomes another type of breed, all Gifts are permanently lost and should you return to the breed you must repurchase them all over again.
[div align=”center”]Disciple Innate Gift[/div]
Unless otherwise mentioned the time needed to enact a mastery and the duration is dependant on the Hope and Piety skills, the range is determined by the Exaltation skill.
True Faith ( 1 Spirit )
Room Command: ##True Faith##
Range: Self Only
Roll System: NA
Effect/Description: Disciples know the truth concerning religion, and as such their faith and belief cannot be challenged. Anytime someone is attempting to sway them by use of Theology the Disciple can spend a point of Spirit to ignore the effects. Likewise, should any power be used upon them that would force them to act against the tenants of their faith, they can spend a point of Spirit to gain a +3 bonus to the resistance of this power. This bonus to resistance can stack with the resistance given from Lore.
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