Heretic

Another extra advance for Spire. This one’s doesn’t really introduce a new facet to the world of Spire, but offers a different way of interacting with its many deities.

You don’t always see eye to eye with your deity. You are still their faithful servant, but there’s some dogma, some divine dictate, that doesn’t sit right with you. Every time you expressed your concern, you were rebuked and told not to question the will of god. Well, your god is wrong, and you will make them see it.

REQUIREMENT: Have an ideological falling out with your deity.

REFRESH: Convince a member of the faith you are right.

Unlike other religious spellcasters, you don’t take stress when using divine magic. Instead, you gain a bond with your deity and stress is assigned to this bond. At the deity’s whim, abilities used in its direct service do not inflict stress. To clear this stress, you perform your duties as any orthodox priest would. Like other bonds, the GM rolls for fallout at the end of each session.

MINOR – HECKLED [Divine]. At an inopportune moment during the next session you run into hecklers in the streets. You are likely to be cursed out and spat on, though they aren’t brave enough for a physical altercation. Increase the difficulty of any check by 1 while being heckled.

MODERATE – TRIAL [Divine]. Your deity puts forth a trial for you to prove your devotion. The exact nature of the trial depends entirely on the deity, though it should take at least a couple of scenes and/or a non-trivial sacrifice to resolve. While the trial is incomplete, you deity will not help you – Divine abilities tied to this god simply don’t work for you.

SEVERE – APOSTATE [Divine]. A prominent religious figure brands you an apostate. Friends within the faith turn away from you, and enemies call for your head. Suffering this fallout more than once is likely to lead to an all-out holy war against you.

ADVANCES

LOW

HERESY LOVES COMPANY. Others reach out to you in secret to express their agreement. +1 Shadow. Gain two individual-level bonds with members of the faith who share your doubts. Unlike you, they aren’t willing to brave the ire of the church by revealing their heresy. Betraying their confidence will inflict d8 stress on the bond.

THEOLOGICAL DEBATE. Even the high priests fear your wit. Gain the Compel skill. When you try to convince the audience your opponent is wrong, do so with mastery. Bear in mind that publicly humiliating a priest is bound to have unpleasant consequences.

MODERATE

A MATTER OF FAITH. [Divine] Faith is a two-way street. Once per session, promise to your deity what you’re about to do is ultimately to serve them. For the duration of the scene, your divine abilities work as normal, with you taking stress instead of your divine bond. Furthermore, the size of the stress die decreases by 1 for this scene.

HERETICAL CHURCH. Your numbers grow. You must have HERESY LOVES COMPANY to take this advance. +1 Reputation. You found a separate branch of the church. Gain street-level Bond with your congregation, made up equally of converts and newly devout. You are barely tolerated by the orthodox church.

HIGH

SCHISM. [Divine] While you haven’t entirely changed your god’s views, they at least acknowledge you have a point. You must have HERETICAL CHURCH to take this advance. You are back in the good graces of your deity, meaning your divine abilities work as before. Orthodox religion begrudgingly agrees you are not a heretic but a reformator. People unaffiliated with you pick up the changed practices all over the world. Gain a district-level Bond with the faithful.

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