Kevin’s Divine Endowment Bonuses

   Lord Kevin, thanks to a complex series of feedback loops, is now bestowing some sixty-eight points – close to three levels worth – of benefits upon his faithful followers. In general, that’s his agents and priests and wanna-be agents and priests.

   He hasn’t really thought about the fact that the eligible candidates include people who would like to work for him but who are bound by other commitments, people who THINK that they’re doing what he wants when they’re really not, people who are being misled by self-serving “priests”, anyone who develops the ability to tap into that power without actually being a faithful follower (by buying an immunity to that requirement), and various other complications.

   In fact, it’s entirely possible to be tapping into Kevin’s power-boost even while actively opposing Kevin, as long as you’d rather not be doing so if you had a free choice.

   In other words, in one of the usual recipes for trouble, he’s handing out power without checking on the people who are getting it. In fact, he’s so enmeshed in feedback loops that – at this point – it will be nearly impossible for him to bring things under control.

   In any case, those powers now include:

  • One level of Full-Package Clerical Spellcasting with the Negative Energy and Witchery Domains (10 CP). This includes:
    • Three Level Zero and One Level One Spell Slots, plus One Domain Spell Slot. These are most commonly filled with : Light, Suppress Energy, and Detect Magic [all of which can be converted to Charm Person for one power] for level zero, Cure Light Wounds [may be converted to Amplify Psychic Power] and Lesser Disruption for level one.
    • Spell Conversion to the Witchery Domain Spells.
    • Two Domain Feats – Normally 12 CP worth of Witchcraft or additional Power.
    • A Witchcraft Pact: The Spirit Pact. This means that – if they’re killed – their spirits will be drawn to Kadia, Kevin’s afterlife-realm. It also provides them with the remaining 6 CP needed to purchase full basic Witchcraft. That’s (Str+Dex+Con)/3 Power and seven abilities from the basic Witchcraft list – normally including The Hand of Shadows and Healing.
  • +1d6+2 Power (3 CP). With their usual Relic, this provides (Str+Dex+Con)/3 + 4d6 +2 Power. That’s not an enormous amount, but it’s enough to use a fair amount of Witchcraft.
  • Rite of Chi with +2 Bonus Uses, Specialized/only usable to recover Power and requires ten minutes of meditation to use (4 CP).
  • Immunity to Sensory-Based Mind Control. Immunity (Uncommon / Major / Minor, blocks effects of up to L3 and provides a +4 on saves against more powerful effects) (4 CP).
  • Dimensional Adaption: Enthusiast, Specialized for double effect: Only for the “Identities” skill, Corrupted: only changes in new realm, reduces the cost of Identities by 2 SP. For wannabes in the Manifold, this will usually provide +16 CP worth of local privileges, wealth, and so on (2 CP).
  • Broad Skills (all +Int Mod): Appraise (1 SP +Int Mod), Gather Information (1 SP +Cha Mod), Parenting (1 SP + Wis Mod), Search (1 SP +Int Mod), Sleight of Hand (1 SP + Dex Mod), Spellcraft (1 SP +Int Mod), and Wealth (Core) (5 SP +Cha Mod) (11 CP).
  • Narrow Skills (All +Int Mod +5 Training): Dimensional Navigation (1 SP +Wis Mod), First Aid (1 SP +Wis Mod), Negotiation (1 SP +Cha Mod), and Profession/Administration (1 SP +Wis Mod) (4 CP).
  • Reflex Training, three bonus actions as required per day (6 CP).
  • Luck with +2 Bonus Uses, Specialized in Saving Throws (4 CP).
  • Shapeshift with +2 Bonus Uses (9 CP).
  • Occult Ritual, Specialized in Summonings, Bindings, and Pacts (3 CP).
  • Relic Mastery: Enthusiast x2, Specialized in Relics for double effect the first time, to let them have 4 CP worth of relics of their choice (6 CP).
  • Create Relic: Specialized/two-point Relics maximum and Corrupted/only for use with their points from Enthusiast (2 CP).

   Would-be followers can usually be assumed to have created some personal relics:

  • A Psychic Focusing Crystal which provides +3d6 Power (1 CP).
  • A Warding Eye of Kadia: Grant of Aid with +4 Bonus Uses (2 CP).
  • A relic providing an advanced witchcraft talent of choice or some other one-character point Relic (1 CP).

   Full Thralls can usually be expected to have created:

  • A Psychic Focusing Crystal which provides +3d6 Power (1 CP).
  • A Warding Eye of Kadia: +4 Bonus Uses for Grant of Aid (1 CP).
  • Two other one-point relics of choice.

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