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Miracles, Psionics, and Theurgy

 
Rules
Miracles
Psionics
Theurgy
 
This page was getting so heavy that I had to send the tables containing the various Paths and Rituals' descriptions to separate pages.  Also, good news: several Psionic Paths and Theurgy Rituals have been written up by Jason Lorenzetti.  Jason was also interested in converting Fading Suns to the 7th Sea system, and we've been tossing ideas back and forth.
 

Rules

It is not possible to practice both Psionics and Theurgy. 

Stigma.  Every occultist (Psychic or Theurgist) must have a "stigma", a sign of his or her supernatural differences from common humanity.  This stigma does not necessarily have to be connected to the use of her powers, although it is often a metaphor for those powers. 

Psychic stigma are often spooky, cause revulsion or fear, conform to peasant superstitions: odd-shaped birthmark, eyes of two different colours, pointed ears, double voice, etc. 

Theurgic stigma are of the miraculous-seeming variety (i.e., they're actually stigmata): speaking in tongues, lash marks appearing on the arms and back, odor of roses, halo...

The Dark Side: Urge and Hubris.  Both forms of occult power, Psionics and Theurgy, have their dangerous side; the practioner must pay a price for these powers.  For Psionics, it takes the form of Urge, a Dark Twin that seeks to form from the Psychic's own stolen energies, a dark entity that progressively becomes more powerful.  For Theurgy, the danger is an inner one: Hubris (not to be confused with the Arcana), an overweening pride that creates a rift between the Theurgist and the light of the Pancreator.  The temptation of both Urge and Hubris is that they grant the wielder additional power – but there's no such thing as a free lunch.

Urge and Hubris are discussed in more detail under Psionics and Theurgy respectively.

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Miracles

Miracles of the Faith are treated pretty much like in 7th Sea, which means a lot is up to the GM.  Miracles are discussed in AEG's 7th Sea GM's Guide, and in the Castille and Church of the Prophets sourcebooks.  A Hero with the Miracle Worker Advantage gives his/her Miracle dice to the GM at the start of each story.  The GM controls when, and if, these dice are activated.  Each die activated causes a miracle to occur.  These miracles can be anything the GM desires, remembering that the Pancreator leaves no physical evidence of intervention after a miracle.  A Hero receives 2 XP for each unspent Miracle die at the end of the story.

It is not necessary to be a Theurgist to perform Miracles, but it is necessary to have Faith and to hold special respect for spirituality and religion.  It is also expected, although not absolutely required, to be ordained or at least a postulant. 

Advantages that affect the use of Miracles include Faith, Miracle Worker, and Righteous Wrath.  (Note that in the case of Righteous Wrath, the player can decide to use the miracle dice him/herself.)  In addition, a Patron Saint can be invoked in desperate circumstances to assist with Miracles.  The supplicant will then owe his or her Patron Saint some form of favour or service (pilgrimage, quest, tithe, alms, retreat, vow, oath, personal sacrifice, etc.) 

Some examples of miracles (see also under Righteous Wrath in the Advantages section): 

  • Healing Wind.  The Hero feels a gentle breeze through his/her body, and suddenly his/her wounds don't bother him as much anymore.  Two of the Hero's Dramatic Wounds are healed. They look as bad as ever, but the bleeding slows to a stop and the Hero is no longer impeded by them.
     
  • Righteous Fury.  Just as the Hero is about to fail miserably, s/he feels a flush of heat that gives him/her a push that may allow him/her to succeed.  After the Hero has failed an important roll, this Miracle die turns into 3 Drama Dice that are immediately rolled and added to the total.
     
  • Shield of the Faithful.  When looking death in the eye, a chill wind blows past the Hero and those around him or her.  Then a miraculous event occurs that may allow him/her to cheat death for a little while.  When a Villain attacks the Hero, this Miracle die causes the Villain to automatically miss.  In addition, the Villain's remaining action dice for the round are discarded.
     
  • Strength of the Pancreator.  When the Hero thinks s/he's exhausted her/his last reserves of strength, energy fills him/her and the power of belief keeps him/her going.  After the Hero has spent the last of her/his Drama Dice, this Miracle die turns into 2 additional Drama dice.

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Psionics

Paths.  There are four main Psionic paths (FarHand, Psyche, Sixth Sense and Soma), plus one Dark Path.  Other Paths are rumoured to exist, but not confirmed (i.e., I didn't write them up, but Jason Lorenzetti wrote several, thank you Jason!)
  • Path of FarHand: Psychokinesis.  Deals with the manipulation of physical objects and energy fields through the application of pure will.
     
  • Path of Psyche: Telepathy.  Direct transference of thought and feeling from one mind to another.
     
  • Path of Sixth Sense: Extra-Sensory Perception, Postcognition and Precognition.  Cultivates modes of perception which are considered to be inherent in all sentient beings, but seldom or never consciously accessed.
     
  • Path of Soma: Body manipulation.  Involves turning the person into a perfect physical specimen.  You are very attractive, have never been sick, and you heal amazingly quickly. 
     
  • Path of Vis Crafting: Gathering and using raw energy.  Very rare.
     
  • Path of Bedlam: The havoc path.  Used by Hazat Dervishes only.
     
  • Path of Cloaking and Turning: "These are not the droids you're looking for."  Extremely high echelon of powerful psychic covens only.
     
  • Path of Visioning: The creation of visual and sensory illusions.
     
  • Urge Powers (Dark Path)
In addition, there is a Psionic Knack called Bonding which Psychics of any Path may choose to take.  It does not count towards reaching the next Mastery level for any Path, however.

Finally, Vuldrok characters can use the 7th Sea Laerdom Sorcery as the Psionic Path of Rune Casting, but cannot combine this with any other Psionic Path, not even Bonding.  Talent can be major or minor.

Cost.  The cost of Psionics at character creation is 20 pts (minor talent) or 40 pts (major talent).  A minor talent receives 3 Psionic Points and can only take one Path.  For a major talent it is possible, though costly, to take up more than one Psionic Path.   If taking two Paths, a major talent receives 6 Psionic Points that must be divided equally between the two Paths; it is the functional equivalent of taking "minor talent" twice.  However, a major talent concentrating on a single Psionic Path receives 7 Psionic Points to spend on that Path.  It is not possible to buy Urge Powers as a beginning Path. 

Additional Paths.  With the GM's permission, it is possible to buy additional Paths with experience in the course of the game.  You must find a teacher, take apprenticeship, and pay 50 XP to learn a new Path; you will begin with 3 Psionics Points to spend on the new Path.

Mastery Levels.  Each Path has 3 levels of mastery: Apprentice, Adept, and Master.  To reach the Adept level, a Hero must reach rank 4 in four Psionic Knacks of the specific Path.  To reach the Master level, s/he must reach rank 5 in five Psionic Knacks of this Path.  Like other Knacks, Psionic Knacks cannot be increased above rank 3 during character creation.

Using Psionics.  Unless otherwise specified in the description of the Psionic Knack, activation always requires the use of a Drama die.

Urge.  Every time the Practitioner does something that would require the gaining of a Urge point, the Dark Twin (GM-controlled) receives a point he may put into one of the Urge’s Knacks. The urge must work though the levels of Mastery as does every one else. Using its own powers to drive the Psi user to help it.

The Urge must use power dice just as the Psi user must; it starts the session with the same number of Dark Power Dice (not Drama dice) as the user has Power Dice, and refreshes them likewise, or for especially bad or callous deeds of the Character.

The Dark Twin does not start out with the Apprentice level of ability. Until it gets a total of three Knacks it is considered a “dabbler”.

Gaining Urge Points.  The exact way in which a specific character gains Urge depens on her/his personal code, and should be established between the player and the GM at the time of character creation. In general Urge is gained by being exposed to uncontrolled or evil occult forces, suffering great torment, and doing "bad" things.  Here are typical guidelines for humans born and raised in the Known Worlds (based on the FS table):

  • Refusing sacrament
  • Missing confession for more than one year
  • Suffering Inquisitorial torture
  • Suffering excommunication
  • Exposure to another psychic's Urge
  • Fumbling a Psychic power roll (miss by one raise or more) – Gives one Urge point by full raise the Psychic missed by.
  • Exposure to alien occult powers
  • Exposure to evil artefact
  • Declaring a vendetta
  • Murder
  • Rape
  • Stealing
  • Rebellion against one's House, the Church, or the Emperor
Ultimately, the GM decides what warrants an Urge point.  S/he will normally allow the Psychic to resist gaining Urge by making an appropriate roll, usually Resolve or Wits plus Stoic Mind or Focus.  There are cases when no such roll will be allowed, if the Psychic commits a sufficiently evil act.  I'm sorry, if the Psychic rapes someone, no saving throw, it's Urge time.  End of discussion.

Losing Urge Points.  The Psychic can also lose Urge, ususally by accomplishing purifying deeds and selfless acts.  Here are some examples:

  • Pilgrimage
  • Church mercy (becoming a Penitent)
  • Performing Church mission
  • Exposure to Soul Shard
  • Exposure to Philosopher Stone
  • Selfless sacrifice
  • Exposure to Second Republic Psi clinic

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Theurgy

Rituals.  The various sects of the Church all have their own Theurgy Rituals, and a Dark Path as well.  Really, what's sci-fi/fantasy without a Dark Path to tread upon? Cost.  The cost of Theurgy at character creation is 20 pts (minor talent) or 40 pts (major talent).  A minor talent receives 3 Theurgy Points while a major talent receives 7.  These points can be distributed in any desired pattern between the Rituals of the Theurgist's own sect and the Common Rituals.  It is not possible to begin with Rituals of another sect.  It is not possible to buy Hubris Powers as beginning Rituals.

Mastery Levels.  Each sect's liturgy of Rituals has 3 levels of mastery: Acolyte, Adept, and Master.  Unlike the Psionic Paths, the Adept and Master levels of Theurgy give no automatic cool abilities, but they do give access to whole new advanced rituals.  Like other Knacks, Theurgic Rituals cannot be increased above rank 3 during character creation. 

  • To reach the Adept level, a Hero must reach rank 4 in at least four Acolyte-level Theurgic Rituals (Knacks) of the specific sect and liturgy.
  • To reach the Master level, s/he must reach rank 4 in at least four Adept-level Theurgic Rituals of this sect and liturgy.
The advanced rituals of a particular liturgy can only be learned after the lower level rites of the same liturgy have been learned.  For example: Upon reaching Adept level, an Avestite Theurge can only learn the Adept-level ritual Tortures of the Damned, under the Judgement liturgy, if s/he has previously learned the Acolyte-level ritual of the same liturgy, Torch Bearing.

Learning Additional Rituals.  With the GM's permission, it is possible to learn Rituals from another sect with experience points in the course of the game.  You must find a teacher, take apprenticeship, and pay 50 XP to learn Rituals from another sect; you will receive 3 Theurgy Points to spend on the new Rituals.  In-character requirements are also likely to include great demands such as vows, pilgrimages, quests, or other personal sacrifices of importance. 

Devotees.  Brother Battle fighting monks have access to a particularly specialized form of mastery of the talent.  Instead of buying Minor or Major talent as described above, members of the Brother Battle sect may (but do not have to) become Devotees of a specific Ritual.  This grants quicker advancement to the higher mastery levels of this Ritual, but no other Rituals may be studied.  Devotees pay 30 Hero Points and receive 2 Theurgy Points to spend on the Acolyte level of their Ritual of choice.  They advance to Adept level when they reach Rank 5 of the Acolyte-level rite; they advance to Master-level once they reach Rank 5 of the Adept-level rite.

Components.  Unlike Psionic Knacks, Theurgic Rituals require the use of liturgy (spoken words), gestures (symbols and signs traced in the air), and prayer (meditation and concentration).  They may also require the Theurgist to wear special vestments.  This means Rituals usually take more time to cast.  Requirements are indicated for the various Rituals in the table below.

Relics.  Some Relics may give free raises or other benefits in the casting of specific Rituals.  At the GM's discretion, Relics may be bought as Advantages by multiplying the Fading Suns Benefice cost by 2/3 and round to closest. 

Using Rituals.  Unless otherwise specified in the description of the Ritual, activation requires the use of a Drama die.

Remember: That any Theurge character should use his powers for the cause and intentions of his order.  Upon gaining a New Mastery Rank, the Theurge must undergo an inspection of his soul by his superiors before he gains access to the new Rites.  Each new rite is taught and takes a period of (Knack Mastery) weeks to understand.  This is the time required to learn the prayers, spoken and thought.  If the Theurge is ever excommunicated or expelled from his order, s/he may not advance to new rites, though s/he is stil able use the ones s/he knows already.  Those who are excommunicated and who have access to a sect’s rites may very well be hunted down by the Inquisition, as there is nothing worse than a fallen priest.

Hubris.  The dark side of Theurgy, Hubris represent a Theurge's growing pride and arrogance, disconnection her/him from the Pancreator who is source of these gifts.  Extreme Hubris severs the Theurge from the Pancreator, causing the loss of Faith and possibly the embrace of Antinomy.

(to be continued)

Gaining Hubris.  The progression of Hubris is much less variable thatn Urge because all Theirges of the Church tend to embrace a common set of values, but they may still be adjusted for specific characters.  For example, an Amalthean might gain Hubris for failing to provide aid to those who need it, while a Brother Battle Theurge might gain Hubris for failing to protect the faith from a physical attack.  Here are the general guidelines:

  • Refusing sacrament
  • Missing confession for more than one month
  • Suffering Inquisitorial torture
  • Suffering excommunication
  • Fumbling a Theurgy rite (miss by one raise or more) – Gives one Hubris point by full raise the Theurge missed by.
  • Exposure to alien occult powers
  • Exposure to evil artefact
  • Declaring a vendetta
  • Murder
  • Rape
  • Stealing
  • Rebellion against one's sect
  • Starting your own sect
As with Urge, the GM decides what warrants a Hubris point, but will normally allow the Theurge to resist gaining Hubris by making an appropriate roll, usually Resolve or Wits plus Meditation or Focus.  There are cases when no such roll will be allowed, if the Theurge commits a sufficiently evil act.  Having the Faith Advantage gives two free raises on all rolls to resist gaining Hubris; but if the player is not role-playing this adequately, the GM may lower or even eliminate this.

Losing Hubris.  The Theurge can lose Hubris by performing acts of humility and service.  Examples:

  • Pilgrimage
  • Church mercy (absolution for sins)
  • Forsaking Theurgy.  Lose one rank from highest Theurgy ritual and character must not practice for at least a year, or lost Hubris will be regained, though not the lost Ritual rank.
  • Performing Church mission
  • Exposure to Soul Shard
  • Exposure to Philosopher Stone
  • Selfless sacrifice
  • Exposure to relic (only once per relic)
  • Converting new faithful (heathens, heretics)
  • Converting other sects or orders
  • Renewing the faith of one who had lost it

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