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Sanctimancy

Fighting monsters by being one.

Nicknames: whackjobs, targets

They’re putting one over on us. They’re trying to keep us in the dark, but you know the real truth. Maybe you saw them doing their filthy rituals. Maybe one of them tore apart a human in front of your very eyes. Maybe God spoke to you directly.

Sorcerors, demons, and just plain things are hiding among us, preying on us, using us for their dark purposes. Someone has to stop them. Someone has to be chosen to protect God’s children. You’re that someone.

Gaining a minor charge: engage in the rituals and practices of your religious belief: any day where you spend 12 or more hours attending services or engaging in private worship counts for a minor charge.

Gaining a significant charge: Perform an act of religious devotion far above and beyond what is normally (or sanely) expected or demanded of you. Taking a pilgrimage to Mecca on foot, being voluntarily crucified for a time, or similar gain significant charges.

Gaining a major charge: As yet unknown. Speculation runs toward the idea that it would require a widely known and influential act of such extreme devotion that it disturbs most conventional followers.

Taboo: Compromise, back down, or refuse to fight in the face of evil. This doesn’t necessitate impractical action; “Because I need to go get my gun” is a valid excuse to ignore evil for the moment. “Because I’ll die if I fight that thing,” “because innocent people might get hurt in the process,” and “because it can help me find and destroy others” are not.

Notes: Sanctimancers as so far known are overwhelmingly religious, viewing magick as a force in opposition to the will of their deit(y/ies). An agnostic or atheist sanctimancer might be possible, but they so far exist only as rumor. Many sanctimancers start as paranoid schizophrenics and develop into adepts from that point; some become adepts after witnessing magick being performed.

Symbolic Tension: Sanctimancers strive with all their being to destroy magick and those who use it, unwittingly using magick themselves to do it.

Random magick domain: Santimancer random magick is rarely used, but generally deals with foiling magick and inspiring believers.

Blast style: Sanctimancy has no direct blast, but doesn’t particularly need one.

Starting charges: 3 minors.

Minor Formula Spells

Smite
Cost: 2 or more minor charges
This spell creates a weapon from nothing, or makes an existing weapon more formidable. If the adept is barehanded, a +3 weapon (i.e., either big, heavy, or penetrating) appears in their hands. If they’re carrying something that’s already big, heavy, or penetrating, it gains another one of those attributes. In either case, extra minor charges can be spent for extra attributes, though this spell can never create a weapon with a damage bonus greater than +9. The weapon disappears when it leaves the sanctimancer’s hands or when they will it to; if it was created from something else, it’ll resume that form. Smite can be added to a hand-to-hand attack, as with the Epideromancer’s Warping.

Consecrate
Cost: 2 minor charges
With a moment of calm concentration, the sanctimancer can cleanse a location of the taint of evil that remains there. Consecrate eliminates all forensic evidence relating to a fight the caster recently participated in, if cast near the location of that fight. It also prevents magickal scrying from uncovering information relating to that fight (such as the sanctimancer’s identity).

Eyes of Truth
Cost: 2 minor charges
For the next hour, the sanctimancer can see astral beings as they are, though he or she gains no special ability to interact with them. In addition the adept has a feeling of inherent wrongness or intolerability when viewing magickal entities or objects (including adepts and avatars), which provides a method of telling who or what is magickal, if not how. This ability can be extended by 1 hour per minor charge.

Last Rites
Cost: 1 minor charge
By spending a moment with someone who has recently died or is about to die (around 5 minutes leeway on either side), the sanctimancer can ensure that they pass beyond the veil, and do not become a demon after death.

Solidarity
Cost: 1 minor charge
For the next hour, the sanctimancer may use his or her Sanctimancy skill or his or her religious Paradigm skill, whichever is higher, in place of Charm or Lie when talking to people of the same faith.

Armor of the Faith
Cost: 4 minor charges
For the next 30 minutes or 5 rounds of combat, all attempts to directly affect the Sanctimancer with Magick suffer a negative shift equal to his or her Sanctimancy skill. Armor of the Faith can be used instantly in response to such an attempt before the attempt is rolled. The Sanctimancer knows only that an attempt is being made, but not its nature. This does not protect against indirect effects like the Dipsomantic blast or the Cliomancer’s Gnostic Gossip.

Significant Formula Spells

Exorcism
Cost: 1 significant charge / 1 significant and 5 minor charges

By touching an object or person possessed by a demon, the Sanctimancer can force it to leave that object or person until the next possession opportunity arises. By spending an extra 5 minor charges, the Sanctimancer can ensure that the demon is banished from this world forever: whether to a place beyond the veil or to destruction is unclear.

Rally the Faithful
Cost: 1 or more significant charges

When speaking to a gathering of people of his or her faith, the sanctimancer can whip them into a righteous fury against any entity perceived as an affront or threat. For an hour per significant charge spent, the Santcimancer gains a skill in Control Mob equal to his or her sanctimancy or paradigm skill. This only works (magickally, at least) only on the first group spoken to: it can’t be used to pick up additional followers. It’s trivial to use this spell to cause a riot, but stopping one might be difficult: people have to hear the Sanctimancer to obey.

Fervor
Cost: 1 significant charge
For the next hour, the Sanctimancer can choose to automatically pass any stress check and take the associated hardened notch.

Divine Guidance
Cost: 1 significant charge
Beautiful voices whisper instruction and direction to the Sanctimancer, providing guidance to what he or she seeks. Most commonly, this spell is used to locate a hiding enemy, to reach a route of escape, or to find a gathering of the faithful in an uncertain situation.

Cleansing
Cost: 1 significant charge
After an hour of devout prayer/meditation and mortification of the flesh, one lingering magickal effect is lifted from the Sanctimancer, as with the ritual ‘Spellbreaker’ (pg. 99, UA2).

Sanctimancy Major Effects: Start city-wide religious riots and witch-hunts. Make one building anaethema to magick and those who use it, forever. Make yourself immune to magick for three years, three months, and three days.

What You Hear: Ironically enough, Sanctimancers aren’t less likely than other adepts to become demons after death: if anything, they’re more likely. Since an endless supply of disposable bodies is just about the most useful possible thing to continue the great work, death just turns Sanctimancers from a pain in the ass to a royal pain in the ass.

Play Notes: This is not recommended as a school for PCs; the Sleepers are going to be all over these guys like white on rice if they’re even halfway paying attention, and Sanctimancers are unlikely to survive for long given that the Sleeper arsenal includes lead as well as curses.

It should be obvious to anyone who’s read White Wolf’s Hunter game that this is something of a ripoff: I make no claims to the contrary. This is something of an attempt to UA-icize the concept of Hunters, as well as providing a way of capitalizing on a particular long-gone PC in my own campaign. Comments and criticism, particularly on the charging scheme/structure, are encouraged.

3 thoughts on “Sanctimancy

  1. mooshified says:

    Pretty cool. The minor charge generation definitely pegs them as GMCs, but that’s not a bad thing. Gaining significant charges, on the other hand, seems to bounded mostly by the adept’s creativity. Again, this is interesting rather than bad. I can imagine the PCs running into one of these guys nailed to a cross, preaching at a crowd…

    Consecrate is great, and Divine Guidance is sure to lead the adepts deeper and deeper into madness. I think Armor of the Faith is a bit too cheap, though (unless the difficulty in gaining minors evens that out, I’m not sure).

    Reply
  2. John Q. Mayhem says:

    For NPCs, I think Armor of the Faith is fine. Smite, though…I think that this guy’s spells shouldn’t be that blatant. Cool idea though, and I like your execution thereof.

    Reply
  3. Bicornis says:

    Perhaps instead of making a weapon appear or change shape, Smite could simply make the weapon or fist behave _as though_ it had those attributes? ie. You could make your fists Heavy to make them strike as hard as a sledgehammer, or make a stick Penetrating to let you drive it through someone’s ribcage. The actual shape of the weapon wouldn’t change.

    Reply

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