TEXT: Explorations
  Gifts
  GODS
  of
  the
  
  Faith looms as a theme in many fantasy tales. Whether portrayed 
  by stunning cathedrals packed with devout priests and lay people 
  or represented by modest and isolated shamans, faith can be a 
  powerful literal and symbolic force in the fantastical lands of 
  game campaigns powered by the Adventure Game Engine, 
  too. With the game rules presented here, you can create Player 
  Characters and Non-Player Characters who draw on the power 
  of their faith—power bestowed by deities or patrons either 
  direct or mysterious, through clear contact or 
  mystical secrets, as a reward for devotion and 
  piety that favors the divine.
  Take note: These powers do not have to 
  mean that the power of faith is certain in 
  your campaign setting. Perhaps characters 
  with powers of the Divine Gift talent are 
  so rare that many, or most, do not believe in 
  them. Perhaps one religion exalts the spells 
  of mages and considers the powers contained 
  herein to be heretical, blasphemous, or tools of some hated 
  “other.” In short, do not let these powers force your campaign to 
  change its themes or style unless you want them to change. What 
  is systematic and explicable to you, as a player of the game, may 
  remain mysterious and confounding for the characters who dwell 
  in the fantastical world full-time.
  Consider what the true source of the Divine Gift’s power may be. 
  A character possessing one or more Divine Gifts may be a devout 
  but otherwise common worshipper, a chosen icon or champion 
  of an institutionalized religious authority, or a rare and wary 
  recipient of that dreaded but frequent fantasy trope: destiny.
  New 
  Backgrounds
  In some campaigns, a given religion may 
  be so rare or so ubiquitous that religious 
  backgrounds 
  are 
  unnecessary—religion 
  may infuse any background, in its way. To 
  provide some support for characters with 
  strong religious origins that tie into the 
  Divine Gift talent at the heart of these rules, 
  however, we offer two new backgrounds to 
  adapt to your campaign setting.
  Cloistered MonastiC
  The talented, the abandoned, the needy, the weak—people of 
  many sorts are drawn from the world at large into the cloisters 
  of the monastery. There they train in scholastic arts and lore, 
  learn to read and write, and are immersed in the traditions and 
  customs of piety. The cloistered monastic is infused with the 
  tenets and behaviors of the faith even if faith itself sometimes 
  remains elusive.
  Cloistered monastics are brought up in bookish, miniature 
  worlds where knowledge—and the recitation of knowledge—is 
  celebrated alongside dutiful rituals and acts of charity. Orphans 
  become scholars, runaways become scribes, children without 
  futures become instruments of public good and religious enlight-
  enment. Cloistered monastics learn reverence and lore like clay is 
  shaped into a vessel that holds wine—it fills the monastic up and 
  gives him purpose. The majority of these folk do not seek, and 
  never shall know, adventure. Yet, sadly, clay vessels sometimes 
  break.
  These souls sometimes find themselves driven out of the cloisters 
  by happenstance or decree. A simple journey on pious business 
  or local charity can lead to a life of unlikely adventures; a crisis of 
  faith or refusal to obey the monastic leadership can lead to exile 
  and a downward spiral of misadventure. Some take up new lives 
  to better serve their religious order or defend their way of life, 
  others seek to flee their cloistered past or simply to survive in a 
  harsh world.
  Outside the cloisters, these characters may struggle to retain their 
  piety or strive to shed their old ways. Some flee the monastic life 
  like a child fleeing a burning home, others sneak out in the night, 
  and others still nobly venture forth in body while keeping the 
  candles of faith burning inside them. Once the cloistered life is 
  left behind, however, few are welcomed back to its safety, seclu-
  sion, and discipline. 
  Gifts of the Gods
  Explorations
  2
  Gifts of the Gods
  
  Playing A  
  Spritual Devotee
  If you choose to play a spiritual devotee, modify your character 
  as follows:
  •	
  Add 1 to your Willpower ability. A spiritual devotee’s 
  strength of will is a foundation for faith.
  •	
  Pick one of the following ability focuses: Willpower	
  (Faith) or Willpower	(Self-Discipline).
  •	
  Choose your character’s race from those suitable to your 
  campaign setting.
  •	
  You can speak and read the common tongue.
  •	
  Select any class. Add the Divine Gift talent to your options 
  for starting talents for that class, with your GM’s permission.
  Roll twice on the accompanying table for additional benefits. Roll 
  2d6 and add the dice together. If you get the same result twice, 
  re-roll until you get something different.
  Spiritual Devotee
  2d6	Roll
  Benefit
  2
  +1 Cunning
  3–4
  Focus: Cunning (Religious Lore)
  5
  Focus: Communication (Persuasion)
  6
  Focus: Willpower (Morale)
  7–8
  +1 Communication
  9
  Focus: Perception (Empathy)
  10–11
  Focus: Cunning (Cultural Lore)
  12
  +1 Perception
  Playing A  
  Cloistered Monastic
  If you choose to play a cloistered monastic, modify your character 
  as follows:
  •	
  Add 1 to your Cunning ability. The early years of a cloistered 
  monastic are dedicated to learning, study, and dogma.
  •	
  Pick one of the following ability focuses: Cunning	
  (Religious	Lore) or Willpower	(Faith).
  •	
  Choose your character’s race from those suitable to your 
  campaign setting.
  •	
  You can speak, read, and write the common tongue and one 
  dead, formal, or foreign language of your choice.
  •	
  Select any class. Add the Divine Gift talent to your options 
  for starting talents for that class, with your GM’s permission.
  Roll twice on the accompanying table for additional benefits. Roll 
  2d6 and add the dice together. If you get the same result twice, 
  re-roll until you get something different.
  Cloistered Monastic
  2d6	Roll
  Benefit
  2
  +1 Willpower
  3–4
  Focus: Cunning (Historical Lore)
  5
  Focus: Cunning (Research)
  6
  Focus: Willpower (Self-Discipline)
  7–8
  +1 Communication
  9
  Focus: Constitution (Stamina)
  10–11
  Focus: Cunning (Writing)
  12
  +1 Perception
  spiritual devotee
  Some find solace and guidance from religion, drawing power 
  from its institutions and traditions. Others discover their spiritu-
  ality outside of religious hierarchies and develop a more personal 
  relationship with their faith. These souls may become involved 
  with organized religions over time or they may strive to keep 
  their social standing or politics separate from their faith.
  This character’s history of faith might not be one any church or 
  temple seeks to uphold as an example to others. Faith despite 
  dogma can be seen as a challenge to, or resistance of, religious 
  authority in some institutions. A spiritual devotee may be dutiful 
  and loyal to the laws and religion of the land, but her faith is in the 
  powers above the institution. She may hope for and work for the 
  best interests of the earthly religion, but the defeats of the flesh and 
  the stone do not reflect or diminish her devotion to the gods.
  Spiritual devotees can come from common, noble, or ignoble 
  origins. A spiritual devotee may develop her faith despite a strict or 
  rigid dogma imposed on her by society or because she was raised 
  in the absence of such rigidity. No matter her ambitions, her race, 
  or her class, her faith is an intrinsic part of her origins and identity.
  Explorations
  3
  Gifts of the Gods
  
  New Talent
  The heart of this system for divine powers derives not from a new 
  class but a new talent. At the GM’s discretion, the Divine Gift talent 
  may be chosen as a starting talent by a character of any class (just 
  add it to the selection of starting talents for that class) or, alter-
  nately, by any character with a religious background. Otherwise, the 
  Divine Gift talent must be learned as a character gains levels and 
  proves herself to a divine patron, religious institution, or both.
  DiviNe GifT
  Classes: Mage, Rogue, and Warrior.
  Requirement: You must have the Willpower	(Faith) focus. 
  You must also continue to keep faith with the power(s) 
  granting your Gift. If you act in an inappropriate or displeasing 
  way (as judged by the GM, roleplaying your patron), you lose 
  the benefits of this talent until you have properly atoned. Such 
  atonement is at the discretion of your religious superiors or 
  divine guidance (again, chosen by the GM) and may involve a 
  quest, challenge, or test to prove your worthiness.
  A character with this talent is favored by a god or other divine 
  power(s). The Divine Gift talent has two main components: 
  miraculous abilities granted by your degree of the Gift (novice, 
  journeyman, or master) and the ability to perform divine stunts.
  Choose a Dominion from the available list when you gain 
  this talent. It determines the power you gain at each degree. If 
  you take the Divine Gift talent more than once, choose a new 
  Dominion each time.
  Novice: You gain the novice gift of your chosen Dominion and 
  may perform divine stunts costing up to 2 SP.
  Journeyman: You gain the journeyman gift of your chosen 
  Dominion and may perform divine stunts costing up to 4 SP.
  Master: You gain the master gift of your chosen Dominion and 
  may perform divine stunts costing up to 6 SP.
  Zeal
  Characters with Divine Gifts have an additional trait—Zeal—
  measuring the force of their divine power, similar to a mage’s 
  Spellpower. Zeal equals 12 + Willpower and is often the target 
  number to resist the effects of Divine Gifts.
  divine Gifts & Class
  Characters with a Divine Gift can belong to any class. The 
  gods may grant blessings to anyone, of high or low birth, or any 
  training or background. The class of a character with the Divine 
  Gift talent may influence the type of champion or advocate of the 
  gods that character represents.
  Mage
  A divinely gifted mage may be a scholar-priest, possessed not 
  only of divine blessings, but also formidable spellcasting abili-
  Explorations
  4
  Gifts of the Gods
  
  ties. Depending on the setting, those spells could also be divinely 
  granted, gained through intense prayer and meditation rather 
  than study of the arcane arts. In other settings, mages all wield 
  the same arcane power, but some are also divinely blessed.
  Rogue
  Although a divine rouge may seem like a contradiction in terms, 
  the class can create a number of different combinations with a 
  Divine Gift. Some blessed rogues emphasize Communication 
  and serve as evangelists and wandering preachers, able to look 
  after themselves in the rough and often lawless frontiers. Others 
  are sly and dangerous spies or assassins, perhaps devoted to the 
  cult of a death- or war-god. There are divinely gifted rogues 
  serving the Dominion of Theft itself, giving them advantages 
  no ordinary thief commands. Lastly, some rogues are holy (or 
  unholy) soldiers, but of a more deft and cunning nature, such as 
  a religious order of scouts, rangers, or woodsmen.
  Warrior
  The divine warrior is a true champion or crusader, chosen defender of 
  the faith, anointed slayer of its foes. Divine warriors may be templars 
  or paladins, the militant arm of a church or religion. They can also 
  be the savage killers of cults serving Dominions like Death and War, 
  upholders of the Dominions of Law or Protection (empowered to 
  act as police or judges), or even champions of Knowledge or Love, 
  using skill at arms to safeguard such precious qualities.
  divine doMinions
  Divine Gifts are defined by Dominions, areas of influence in the 
  portfolios of the various divine powers. The following are some 
  common Dominions. The Game Master chooses which Domin-
  ions are available and is free to expand upon or modify these 
  Dominions to suit the setting and the role of the divine in it.
  ChAoS
  You partake in a portion of the divine power of chaos and 
  madness.
  Novice: When you generate stunt points, you may choose to 
  “wager” them double-or-nothing: Roll another test against the 
  same TN as the one that generated the stunt points. If you 
  succeed, and the Dragon Die is at least equal to your first roll, 
  you get an equal amount of stunt points to use on your next turn 
  (provided your action next turn is successful). If the second test 
  fails or the Dragon Die is less than your first roll, you lose the 
  original amount of stunt points and have none.
  Example: Norber, devotee of Chaos, is feeling lucky: His 
  TN 11 attack test rolls doubles and scores a 3 on the Dragon 
  Die for 3 stunt points. He decides to wager them and rolls 
  again immediately, looking to roll at least an 11 total and a 
  3 or higher on the Dragon Die. He rolls a 12, but only a 2 
  on the Dragon Die, so he loses his 3 stunt points. If he had 
  rolled a 3 or higher on his second Dragon Die, he would 
  have had 3 stunt points to spend this turn and another 3 on 
  his following turn!
  Journeyman: Once per encounter, you can force a subject you 
  can perceive to re-roll the dice for a test and use the result you 
  prefer.
  Master: Once per day you can invoke an aura of chaos around 
  you as a major action. Foes within 6 yards of you must succeed 
  on a Willpower	(Self-Discipline) test against your Zeal to take 
  any major action. If the test fails, they are distracted or behave 
  erratically, doing nothing of significance. You can maintain the 
  aura by spending your minor action each round to do so. It lasts 
  for rounds equal to your Willpower after you stop maintaining 
  it, then dissipates.
  CRAfT
  You have divine insight into the arts and crafts of civilization.
  Novice: You can use the Heal action to repair damaged items, 
  restoring them to wholeness. Use Willpower	(Faith) in place of 
  Cunning (Healing) for the test. This ability only affects damage 
  to constructed items, not entirely natural ones, so it can repair a 
  stone wall, for example, but not a broken stalactite in a natural 
  cave.
  Journeyman: With a touch and a major action, you can 
  strengthen a crafted object, increasing its Armor Rating by an 
  amount equal to your Willpower (minimum of 1). This lasts for 
  one minute and you can do so once per encounter.
  Master: You can produce an ordinary item of equipment with 
  a major action in a single round! If you start with appropriate 
  raw materials (costing half the price of the finished item), then 
  the item is real and permanent, and a fine example of crafts-
  manship. If you have inappropriate raw materials (e.g., a stalk 
  of wheat for a blade, or a small stone for a wagon) then the item 
  lasts for hours equal to your Willpower (minimum of 1) before 
  reverting to the original material. Still, you can turn a leaf into 
  a heavy shield or a handful of grass into a quiver of arrows. 
  You may only have one temporary created item in existence at a 
  time, although you can dismiss an existing one to create a new 
  one after one hour.
  DeATh
  This Dominion grants you a portion of your patron’s power over 
  death itself.
  Novice: Your touch and a major action can speed the process 
  of decay, like the decompose spell (see the Set 2 Player’s Guide) 
  whenever you wish.
  Journeyman: You draw strength from death. Any creature you 
  slay barehanded or with a melee weapon grants you Health equal 
  to the creature’s Constitution (minimum of 1). This can restore 
  lost Health or increase your Health above its normal amount, 
  although not by more than your level. Health above your normal 
  amount is not recovered when lost.
  Master: You have a deadly touch. Simply by touching a living 
  creature with a major action and a Dexterity	(Brawling) attack 
  test you can inflict 1d6 + Willpower penetrating damage.
  Explorations
  5
  Gifts of the Gods
  
  fATe
  You tug on the divine strands of fate, influencing them in your 
  favor.
  Novice: You can offer a blessing of good fortune with a major 
  action and a TN 11	Willpower	(Faith)	test, giving one ally you 
  can perceive a +2 bonus on their next test.
  Journeyman: Once per encounter, you can choose to re-roll the 
  dice on a test and choose either of the two rolls as your result.
  Master: Fickle fate sometimes smiles upon you. You can 
  perform a special, variable-cost divine stunt of good fortune that 
  allows you to applying the number of SPs spent as a bonus to any 
  one test—by you or an ally—attempted in the next round. For 
  example, if you spend 4 SPs, you can apply them as a bonus to 
  your next attack, an ally’s next attack, a test to resist an effect, or 
  any other test, so long as it occurs within the next round.
  heAliNG
  The Healing Dominion safeguards the health and lives of the 
  faithful and those worthy of its mercy.
  Novice: You have a healer’s hands. You can perform the Heal 
  action as a Willpower	(Faith) test and the subject regains Health 
  equal to your Willpower, plus twice the result of the Dragon Die. 
  Journeyman: You can use the Heal action to cure a target of 
  disease or poisoning. The TN for the Willpower	(Faith) test is 
  at least 13, or the TN of the test to resist the illness or toxin, 
  whichever is higher.
  Master: You can use the Heal action to restore life to the 
  recently dead! Make a Willpower	 (Faith) test with TN (13 
  + the number of minutes the subject has been dead). Success 
  revives the subject with Health equal to the Dragon Die, after 
  which the subject may recover normally. Any diseases or poisons 
  affecting the subject are removed. You cannot restore a subject 
  who has lived their natural span (i.e., died of old age).
  KNoWleDGe
  You have a portion of your patron’s vast divine knowledge.
  Novice: You gain one lore focus (a Cunning focus with “Lore” 
  in its name) of your choice. Additionally, you may receive occa-
  sional dreams or visions that provide knowledge about matters 
  of importance to you. The GM chooses when these occur, but is 
  encouraged to use them as story hooks and opportunities to feed 
  you information important to the story.
  Journeyman: Once per day, you may attempt to use a reflective 
  or fluid surface (mirror, crystal, flame, smoke, pool, etc.) to scry, 
  giving you a vision of a distant place or person known to you. 
  This requires a TN 13 Willpower	(Faith) test and the vision 
  lasts minutes equal to your Willpower (minimum of 1). The GM 
  may increase the TN of the test or require an opposed test for 
  viewing certain subjects.
  Master:	 Once per day you may go into a prayerful medita-
  tion and receive divine guidance. This allows you to ask the GM 
  (acting as your patron) for the answer to any one question. The 
  answer may be couched in symbolism or limited in detail, but 
  will always be true.
  lAW
  This Dominion makes you a vessel of divine law.
  Novice: You have the insight of true judgment. With an opposed 
  Perception	 (Sight	 or	 Empathy) test against Communication	
  (Deception), you can see guilt clearly written on a law-breaker’s 
  features, as well as see through disguises, deceptions, and illu-
  sions. You can track law-breakers as if possessing the Perception	
  (Tracking) focus.
  Journeyman: Once per encounter, you may choose to treat all 
  die rolls you must make for a round as if the dice rolled an 11, 
  with a Dragon Die result of 4 and no doubles (and therefore no 
  stunt points). This means you can reliably succeed at any test 
  where the TN minus your bonus is 11 or less (but you will also 
  reliably fail more difficult tests).
  Master: You have the power to rebuke law-breakers and 
  betrayers with a special Word of Law you can pronounce once 
  per day as a major action. Your pronouncement inflicts 1d6 + 
  Willpower penetrating damage upon all criminals, law-breakers, 
  and traitors able to hear it. Those targets also suffer a –2 penalty 
  on all tests against you for the remainder of the encounter. You 
  can also pronounce a Word of Law at any time as a special stunt 
  costing 3+ SPs, and when you do so, you add the number of SPs 
  you spend to the damage total. The damage of multiple uses in 
  the same encounter is cumulative, but the test penalty is not.
  love
  You are filled with the power to inspire and preserve love.
  Novice: You gain the Communication	(Persuasion	or	Seduc-
  tion) focus. You can cause a subject who would be potentially 
  romantically attracted to you to become briefly infatuated with a 
  successful Willpower	(Faith) test opposed by their Willpower	
  (Self-Discipline). An infatuated subject is well disposed towards 
  Sample Patrons and Deities
  Here are a few example patrons and deities to inspire 
  creations for your own campaign’s world. Ordinarily the GM 
  determines the demeanor and Dominions of patrons avail-
  able for a campaign, but collaborating with players to create 
  or define a PC’s religious background can be great fun. Look 
  to real-world mythologies and fantastical worlds like Green 
  Ronin’s own Freeport for more detailed inspiration.
  •	
  Arthariel	the	Wild: Healing, Nature, and Protection 
  •	
  Fortunato,	Fate’s	Machine: Craft and Fate 
  •	
  Glamorgan,	Prince	of	Spite: Death, Malice, and War
  •	
  Göthaver	the	War-Poet: Knowledge, Love, and War 
  •	
  The	Law-Keeper: Knowledge and Law
  •	
  Lyaxe,	The	Lady	of	Stars: Chaos, Healing, and Theft
  •	
  Ravonet	of	Many	Forms: Craft, Magic, and Trickery 
  Explorations
  6
  Gifts of the Gods
  
  you and willing to do you favors or provide other assistance. The 
  effect lasts for hours equal to your Communication (minimum 
  of 1).
  Journeyman: You are able to discern bonds of love and affec-
  tion between others. Moreover, you may follow such connections 
  as if you possessed the Perception	(Tracking) focus. You can 
  use these bonds to enable someone (including yourself) to aid a 
  beloved who is injured or dying: each point of Health sacrificed 
  by one lover grants the other a point of restored Health.
  Master: By chanting, singing, or otherwise performing, you fill 
  all within yards equal to your Zeal with such love they are inca-
  pable of taking violent actions (including various attack actions) 
  without succeeding on a Willpower	 (Self-Discipline) test 
  against your Zeal. Thus you can stop or prevent a battle, brawl, or 
  even argument and perhaps promote peace. This lasts as long as 
  you perform and for rounds equal to your Communication there-
  after (minimum of one). Unfortunately, creatures without a heart 
  (e.g. golems) or a soul (some undead or demons) are unaffected.
  MAGiC
  Your patron has Dominion over the arcane arts and powers.
  Novice: You have the gift of arcane sight. You can see magic 
  affecting things in your line of sight as visible auras, and can 
  perceive their schools of magic and rough Spellpower.
  Journeyman:	Once per day as a major action, you can remove 
  magic from a visible subject with an opposed test of your Will-
  power	(Faith) against the target’s Spellpower, like a use of the 
  dispel magic spell (see the Set 2 Player’s Guide).
  Master: You are a powerful manipulator of mana. If you do 
  not already have a Mana score, you gain 10 + (Magic x level) + 
  (3d6) MP. You can perform a special Mana Shift stunt for 2 SP, 
  which allows you to spend MP to restore those of an ally within 
  yards equal to your Zeal on a 1:1 basis. You can also perform 
  a special, variable-cost Mana Restoration stunt where each SP 
  you spend restores 2 MP to yourself or another. Lastly, you can 
  protect yourself from magic as if you were under a spell shield 
  (Set 1 Player’s Guide, p. 52) at all times.
  MAliCe
  Divine powers of hatred and cruelty are yours.
  Novice: You can fan the flames of hatred and violence. By 
  speaking briefly with someone and using a major action, you 
  can cause them to take violent action against any target they 
  have reason to hate or mistrust. The victim must succeed on a 
  Willpower	(Self-Discipline) test against your Zeal to resist the 
  impulse.
  Journeyman: Simply by directing your hate at a target within 
  10 yards as a major action, you cause them to suffer terrible pain. 
  The target must succeed on an opposed test of Willpower	(Self-
  Discipline)	against your Zeal in order to take any action other 
  than writhe and cry out in agony. You can maintain the effect by 
  taking a minor action on each of your subsequent turns, but the 
  target gets a new resistance test each round and a total of three 
  successful tests ends the effect.
  Explorations
  7
  Gifts of the Gods
  
  Master: Once per day, as a major action, you can speak a special 
  Malignant Word. All foes within 6 yards of you must roll a Will-
  power	(Courage) test against your Zeal. Those who fail suffer 
  1d6 penetrating damage, plus twice your Willpower, from a blast 
  of sheer malice. Those who succeed on the test only suffer pene-
  trating damage equal to your Willpower. You may speak addi-
  tional Malignant Words each day as a special stunt costing 3 SP.
  NATuRe
  Your connection with the powers of nature gives you influence 
  over the wild.
  Novice: You gain the Cunning	(Natural	Lore) focus, can move 
  unimpeded by natural terrain, and are never attacked by wild 
  animals unless you provoke them.
  Journeyman: You can give a wild animal a complex command 
  (as with the Animal Training talent) and have it obeyed with 
  a TN 11 Willpower	(Faith) test. The animal obeys for hours 
  equal to your Willpower (minimum of 1) or until the command 
  is fulfilled, whichever comes first. Only one wild animal obeys 
  you at a time. At the GM’s discretion, a flock or swarm of small 
  animals (insects, birds, mice, etc.) can be considered one animal 
  for these purposes. 
  Master: You are immune to natural weather conditions, from 
  desert heat to arctic chill, although not to spells and other effects 
  that create such hazards. You can extend this benefit to a number 
  of others equal to your Willpower (minimum of 1) so long as 
  they travel with you, remaining within your Zeal in yards. You 
  can also create a shelter (like the Set 2 spell) once per day.
  PRoTeCTioN
  This Dominion is concerned with the protection of the faithful 
  and those in need from danger or harm, particularly from super-
  natural enemies of the faith.
  Novice: Wielding a symbol of your faith, you can ward off its 
  supernatural enemies, such as demons, undead, or evil spirits. So 
  long as you take a major action each turn, any such enemies must 
  test their Willpower	(Courage) against your Zeal to approach or 
  attack you or anyone adjacent to you.
  Journeyman: Once per day, you can consecrate a place as a 
  sanctuary, lasting until the following day. It must have designated 
  boundaries that can be closed off (such as a building with doors 
  and windows) and not be already consecrated to a Dominion 
  opposed to yours (such as the temple of an opposing divinity). 
  Only those you designate may enter or leave the sanctuary freely; 
  all others must test Willpower	 (Courage) against your Zeal. 
  Even if they are successful, hostile actions taken in the sanctuary 
  suffer a –2 penalty.
  Master: Once per day you can protect a single subject (including 
  yourself) with a force field (as the Set 2 spell) for rounds equal to 
  your Willpower (minimum of 1).
  ThefT
  Divine powers of cunning and thievery are yours.
  Novice: You can literally smell treasure, making a TN 11 
  Perception	(Smelling	or	Tracking) test to pick up on the nearest 
  source of precious metals or gems within yards equal to your 
  Zeal, and to get a rough idea of the amount or value. For a large 
  concentration, the GM may roll for you in secret and inform you 
  when you come near a particular treasure.
  Journeyman: You can bypass locks simply by touching the 
  lock and making a successful Willpower	(Faith) test in place of 
  Dexterity	(Lock	Picking). If you also have the Thievery talent, 
  you can re-roll the test once if it fails.
  Master: Once per day you can become invisible for a number 
  of minutes equal to your Willpower (minimum of 1). Any attack 
  action immediately ends the effect.
  TRiCKeRy
  This Dominion concerns deception and trickery pleasing to your 
  patron. You can maintain one of the following deceptions per 
  degree in this talent.
  Novice: You gain the Communication	(Deception) focus. You 
  can change the appearance of a small object (no more than your 
  Willpower in pounds, minimum of 1) to something similar in 
  size. For example, you can make a handful of pebbles look like 
  option: Crisis of faith
  Faith can be a challenge to maintain, especially in the face of failure. To reflect this, when a character with a Divine Gift fails any 
  test to use or activate that talent they suffer a minor crisis of faith and become unable to use any of the talent’s abilities, or perform 
  divine stunts, for a number of rounds equal to the result of the test’s Dragon Die.
  Example: Brother Amox is a faithful servant of the Dominion of Protection. When his attempt to ward off the Wight of the Cold 
  Barrows fails, he experiences a crisis of faith. He cannot invoke any of the abilities of his Divine Gift, or perform any divine stunts, for 
  the next three rounds (the result of the Dragon Die on his failed test).
  If the faithful character generates stunt points during the crisis of faith, the player may spend 1 SP to cast off their doubts and 
  restore their normal Divine Gift abilities, beginning next round.
  Example: Standing shoulder-to-shoulder with his companions, Brother Amox strikes the Wight, rolling doubles and generating 2 SPs. 
  His player spends 1 SP to restore Amox’s faith and the other on a Skirmish stunt; the mighty blow sends the Wight staggering back. “I 
  said back, foul creature!” Brother Amox roars. He will be able to resume using the benefits of his Divine Gift when his next turn begins.
  Explorations
  8
  Gifts of the Gods
  
  jewels, or a dagger look like a comb. Victims of your deception 
  can test Perception (any applicable focus) against your Zeal. If 
  they win, they see through your deception.
  Journeyman: You can disguise your person (including your 
  voice and even scent) behind a veil of illusion. Anyone with 
  reason to suspect you are not whom you appear to be can make 
  a Perception (any applicable focus) test against your Zeal, as in 
  the previous degree.
  Master: You can veil an area the size of a large room, changing 
  its appearance (from an abandoned ruin to a splendid ball-
  room, for example) and also concealing the presence of anyone 
  there, making them unseen, or making them appear differently 
  (noble partygoers rather than hideous undead, for example). 
  Any hostile action by the concealed subjects removes the illu-
  sion from them. Victims make Perception tests as in previous 
  degrees.
  WAR
  You are filled with the power to triumph in battle.
  Novice: You gain a weapon focus of your choice. 
  Journeyman: Once per day you may bless the melee weapons 
  of all allies within 10 yards (including your own) as a major 
  action. For the duration of the encounter, their weapon attacks 
  inflict an additional 1d6 damage.
  Master: Once per day as a major action you may call upon 
  divine warrior might, gaining either an Armor Rating bonus or a 
  Strength bonus equal to your Willpower (minimum of 1) for the 
  duration of the encounter. If your Willpower is 2 or greater, you 
  may split the bonus between the two benefits, so long as the total 
  does not exceed your Willpower score.
  Divine Stunts
  SP
  Divine	Stunt
  1+
  Armor	of	Faith:	Divine fortune turns aside harm; you gain an Armor Rating bonus equal to the SP spent until your next 
  turn.
  1
  Divine	Sacrifice:	You may suffer up to 5 points of Health damage to grant an ally of your choice twice that amount in 
  restored Health.
  2
  Divine	Inspiration:	You and all of your allies gain a +2 bonus on Willpower tests until the end of your next turn.
  2
  Overcome	Resistance: You ignore a target’s normal resistance to your attack. For example, you can miraculously strike a 
  creature immune to physical weapons and inflict normal damage, or use a fire attack against a creature resistant or even immune 
  to fire.
  3
  Divine	Mercy: The effect of one malign spell or divine talent affecting you or an ally of your choice immediately ends. 
  This only removes ongoing effects (such as those of walking bomb or weakness). It does not cure damage or other permanent 
  conditions.
  3
  Shield	of	Faith:	Your faith protects you as surely as any armor. You gain +2 Defense until the beginning of your next turn.
  4
  Divine	Mantle:	You are so clearly favored by the divine that one foe of your choice hesitates to oppose you, taking only a 
  minor action on their next turn.
  4
  Divine	Awe:	You are so clearly favored by higher powers that all foes suffer a –2 penalty to all tests against you until the start 
  of your next turn.
  6
  Miracle:	The divine directly intervenes to aid you! You (the player) may ask the GM (playing the role of your divine patron) 
  for any single favor within your patron’s power and Dominion(s) to grant. The GM chooses the degree to which the divine 
  fulfills your need, based on your character’s faithfulness and the demands of the story.
  Divine Stunts
  Those favored by the divine can occasionally perform minor 
  miracles in the form of divine stunts. These stunts work just like 
  other stunts, except they require the Divine Gift talent, and the 
  character’s degree in that talent describes a cap on the stunts that 
  character can use.
  Design steve Kenson with will hinDmarch
  Development Jeff tiDball anD will hinDmarch    
  eDiting: evan sass     graphic Design: hal mangolD
  interior art: Drew baKer, Jennifer meyer, James ryman,  
  miKe vilarDi
  publisher, age system Design: chris pramas
  green ronin staff: bill boDDen, Joe carriKer,  
  will hinDmarch, steve Kenson, Jon leitheusser,  
  nicole linDroos,  hal mangolD, chris pramas,  
  evan sass, anD marc schmalz
  Gifts of the Gods is copyright © 2011, 2012 Green Ronin 
  Publishing, LLC. All rights reserved. Green Ronin, Adventure 
  Game Engine, and their associated logos are trademarks of 
  Green Ronin Publishing. 
  Green Ronin, Adventure Game Engine, and their associated  
  logos are trademarks of  Green Ronin Publishing. 
  green ronin publishing
  3815 S. Othello St.  
  Suite 100, #304  
  Seattle, WA 98118
  Email: custserv@greenronin.com  
  Web Site: greenronin.com
  Credits
  Explorations
  9
  Gifts of the Gods
  
SOURCE: textdata/thevault/AGE Explorations (AGE)/AGE Explorations 01 - Gifts of the Gods {GRR9502e}.pdf