Church of Akiri
From World of Kralis
The Church of Akiri, the House of Luck is a popular church amongst anyone who live and work with danger, it is most popular with adventurers, especially thieves. The church is among the wealthiest of the churches as tithing to Akiri is often done before and after a successful adventure, either business or delving into the world. With this wealth comes an extraordinary independent streak that allows each church to operate with a large clergy. Each temple reflects the wealth that the church receives. The church is amongst the largest church as there seems to be a temple or shrine to the goddess in every village, town and city through out the world.
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Hierarchy
The church is highly networked and very organized amongst its diocese through out the world. It is overseen by the Triad of Luck, three Fate Masters in the Grand Temple of Luck in the city of Hishra in the Empire of Rinsha Adynshra. While the church is organized it is a loose organization. With every clergy member aware of those above him and below him, and the leaders of the various temples or shrines within 100 miles of his or her home church.
Motivation and Goals
Akiri's dogma teaches that one should be bold, to dare and to risk much. Towards this the church is often known to take on greater risk than others might see as reasonable. The church does all it can to persuade others to take on great risk and to place themselves in the hands of the Lady of Luck. The church also sees it self as responsible for encouraging those that fight against evil and often will seek out groups in which to persuade to fight against great odds.
Day-to-Day Activities
The day to day activities are intimately tied to its motivation and goals. The clergy are tasked to go out throughout all of Kralis urging folks to take chances and to pursue their dreams and to spend their days daring the fates. Once they have encouraged folks to take such risks, they are duty bound by the goddess to see them through until the end, lending their aid where they can.
Recruiting
The House of Luck does not actively recruit, but is always accepting petitioners into their ranks.
Rituals and Ceremonies
The church has no set rituals, but the sixth day of every third month is set aside for celebration of luck and fortune within the temples. This is marked by grand celebrations, lavish banquets and festivals. Duties of the clergy vary widely from temple to temple. It is common for priests to speak a small prayer anytime that they face a dangerous situation asking for the grace of luck to bestowed upon them.
Centers of Worship
There are many, many centers of worship scattered through out Kralis. The greatest of these temples is the Grand Temple of Luck in the city of Hishra in the Empire of Rinsha Adynshra.
Vestments and Garb
Akirian priests dress in dark purples, from simple robes to pants, shirts, and vests. Often silver highlights adorn the priests.
Allies
The church has a great number of allies among those that work for good through out Kralis. The church is widely know to sponsor adventuring companies and groups. Many thieves guilds are known to ally themselves to local churches despite the churches efforts to keep itself at a distance.
Enemies
The church has very few enemies as most beings say prayers to the goddess of luck.
Game Information
Characters that choose to become a member of the Church of Akiri have their base Merit Point requirements increased from 1000 to 1300 per rank.
| Type | Holy Order | ||
| Influence Level | Global | ||
| Category | Prerequisites | Bonus | Obligation |
| Petitioner | Divine Knowledge, Leadership, Lore (Religion) | Member of Church, Ask for Aid from other Members; Access to Divine Spells of Faith | Proselytize |
| Initiate | Divine Knowledge (85), Etiquette, Lore(Deity, Celestial), Must be Recommended by Another Initiate | Gain Access to Church Funds, Gain Aura of Luck Ability, Gain | Quest (Vanquish a Foe), Train Petitioner (Follower) |
| Acolyte | Divine Knowledge (122), Leadership (80), Lore (Deity, Religion, Celestial) (80), Etiquette (70) | Gain Additional Priestly Training (+10 bonus to Divine Knowledge Turning), Gain Luck Ability | Quest (Establish a Church), Perform task from Priest |
| Priest | Divine Knowledge (150), Leadership (90), Lore (Deity, Religion, Celestial) (104), Etiquette (85), Devoted Philosophy | +20 bonus to Divine Knowledge vs. Enemies of Church; Gain Priestly Vestments, Gain Luck of Healing Ability | Declare a specific church as home base, Quests (Bishop Appointed Tasks) |
| High Priest | Divine Knowledge (171), Leadership (120), Lore (Deity, Religion, Celestial) (110), Etiquette (115) | Command of Forces of Church (Warriors, Crusaders, Knights, etc.); Gain Priestly Implement of Service, Gain Blessed Luck Ability | Expand reach of Local Church - Establish 4 Churches |
| Bishop | Divine Knowledge (195), Leadership (140), Lore (Deity, Religion, Celestial) (130), Etiquette (130), Fanatic Philosophy, Cause 3 Major Enemies of Church to be defeated | Command of 4 High Priests and their resources, Gain Kismet Improved Ability | Quest (Create Holy Relic), Serve on Church High Council at least once |
| Primarch | Divine Knowledge (200), Leadership (160), Lore (Deity, Religion, Celestial) (160), Etiquette (160), Can only be selected by Deity | Control of whole Church, Gain Luck Unbound Ability | Expand reach of Church |
Turning Options
Priests of Akiri may not use Turn Humanoid or Turn Animal. They may gain two of the following in replace of these Turning Options.
Touch of Bad Luck: You are able to cause any living creature that you touch to suffer a bit of bad luck. If you are successful in a Touch Attack you cause that target on the next combat turn anytime they attempt a check of any sort they must roll against the check twice taking the worse of the rolls. You may use this as a Move Action.
Charming Smile: You are able to cause any target that is in line of sight of you and within 20' to make a Willpower check. If they fail they are distracted by you long enough to allow an ally within Strike Range to make a attack that the target is only allowed to use 1/2 their defense.
Enduring Favor: You are able to bless one target per day bestowing your favor upon them granting them a +10 bonus to any skill check for 1 hour.
Touch of Luck: You are able to bestow a bit of luck upon a single target. Once per day you may cause the target to roll twice on his next skill check taking the better of the two rolls.
Divine Spells
Cheat Fate
Power Rank: 1
Range: Touch
Duration: 1 Turn
Area: 1 Target
Activation Time: 5
Defense: None
Though the use of this spell you are able bestow a blessing of luck on the target. On the next turn, anytime that the target misses a skill check by 1 success per 3 of your Divine Knowledge successes they instead they are successful with 1 success per 25 of your Divine Knowledge.
Guiding Fate
Power Rank: 3
Range: Touch
Duration: 1 phase per Success
Area: 1 Target
Activation Time: 4
Defense: None
Through the calling of this spell you grant +5 bonus per 3 successes to the target on any re-roll they make after using a Heroic Luck point.
Replenishing Luck
Power Rank: 6
Range: Touch
Duration: Instant
Area: 1 Target
Activation Time: 1 Hour
Defense: None
Through the use of this spell you are able replenish the Heroic Luck of a single target that you touch that was used in the past day. You may replenish 1 Heroic Luck per 6 Successes.
Cheat Fate, Greater
Power Rank: 9
Range: 10'
Duration: 1 Turn
Area: Any Three Targets
Activation Time: 10
Defense: None
Though the use of this spell you are able bestow a blessing of luck on several targets within range. On the next turn, anytime that the targets misses a skill check by 1 success per 3 of your Divine Knowledge successes they instead they are successful with 1 success per 10 of your Divine Knowledge.
Inhibit Luck
Power Rank: 12
Range: 60'
Duration: 1 phase per Success
Area: 10' Diameter Success
Activation Time: 3
Defense: None
By using Inhibit Luck you cause all beings in the area of effect to be unable to use any of their Heroic Luck and inhibit them from attaining any new Heroic Luck for the duration of the power.
Cheat Death
Power Rank: 4
Range: Touch
Duration: 1 turn/Success
Area: 1 Creature
Activation Time: 3
Defense: None
Through this spell you are able to grant 1 creature the ability to take all health damage as fatigue damage for 1 turn per success.
Wave of Confusion
Power Rank: 5
Range: 45'
Duration: 1 phase per Success
Area: 20' + 5'/success (max +50)
Activation Time: 3
Defense: Divine
Wave of confusion creates a rippling wave of energy that imposes confusion on the entire area. This confusion causes all those in the area to make a Charisma check at a TS of 4 every time they attempt to take an action, those that fail are unable to take action that phase and spend it in confusion unable to determine what to do.
Luck of the Undead
Power Rank: 6
Range: Touch
Duration: 1 hour per Success
Area: 1 creature
Activation Time: 6
Defense: None
By means of this spell any creature that you touch becomes immune to damage caused by bonuses, takes only half damage from critical hits, and is immune to one type of magic (earth, air, water, or fire) per your choice. However, they are more susceptible to being turned as either humanoids or undead granting those that turn the creature an additional +4 successes in their turning.
Ill Fortune
Power Rank: 5
Range: 45'
Duration: 1 phase/success
Area: 1 creature
Activation Time: 6
Defense: Divine
Through the use of this spell you cause a single target within range to suffer a temporary run of Ill Fortune. The target of the spell has his d100 roll switched so that he is always rolling the highest possible number of the determine number. Thus, if a character rolls a 28, the numbers are changed so that he instead rolled an 82.
Holy Luck
Power Rank: 4
Range: Touch
Duration: See Below
Area: 1 Creature
Activation Time: 1 turn
Defense: None
By means of this spell you bless the target's use of Heroic Luck. You reduce the amount of heroic luck the target must use on his next use of heroic luck. The use of this heroic luck must be within 1 hour after you casting this spell. If character would normally need to spend 2 points to perform a specific task, you decrease the point spent to equal 1 point of Heroic Luck.
Faith Abilities
Aura of Luck
Requirements
Ability Prerequisite: Lucky Devil
Controlling Attribute: Cha 85
There is an air of luck about you and you always seem to end up better off than others. You always gain an extra bit of silver whenever you find treasure, equal to double your Charisma Modifier. You also always gain an additional 10% in bonus Merit Determination. You also always gain an extra Heroic Luck point when you normally gain one.
Luck
You gain the Luck Ability with no need for prerequisites.
Luck of Healing
Requirements
Ability Prerequisite: Healing Touch, Lucky Devil
Controlling Attribute: Cha 90
Whenever you make a Healing Skill Check and you fail the check you still heal at least two times your Charisma Modifier.
Blessed Luck
Requirements
Ability Prerequisite: Kismet
Fatigue Point Cost: 20
Controlling Attribute: Cha 90
Merit Point Cost: 300
By means of this ability you are able to use give your stored Kismet score to another creature that you touch.
Kismet, Improved
Requirements
Ability Prerequisite: Kismet
Fatigue Point Cost: 15
Controlling Attribute: Cha 95
Merit Point Cost: 300
As per the Kismet Ability, you are able to store an extremely good roll for use at a later time, however, you do not fail whatever you are doing at and may use the current roll as well. You must still spend a Heroic Luck in order to store and use a stored roll.
Luck Unbounded
Requirements
Ability Prerequisite: Lucky Devil
Fatigue Point Cost: 20
Controlling Attribute: Cha 105
Merit Point Cost: 300
You are blessed to determine your fate as you see it. Anytime that you dislike a roll you may re-roll it and gain a +10 bonus to the next roll. You may keep either roll.
Gear and Items
Priestly Vestments
Robes of Akiri: These soft purple and blue robes shimmer. Those that are within 10 of the priest wearing these must make a Willpower check at a TS of 4, those that fail are mesmerized unable to do nothing more than defend themselves from attacks. Every phase the target is able to attempt to snap out of this by making a Willpower check.
Priestly Implement of Service
Orb of Luck: Chiseled from dark green crystal, the orb flickers with brilliance any time that you are hit. So long as you hold this orb in your hand all damage dealt to you is reduced by 1% per Charisma Modifier.
