Broken Trust: Saints and Summoners
At their cores, there is one big difference between a Padre, or a saint if you can bring yourself to wrap your mouth around the word, and a sorcerer. Selflessness versus Selfishness. A Padre asks, even begs for help from the Big Man, never gets any guidance and has to take the minor miracles as evidence that she is doing something right. A Sorcerer demands help from angels or demons, can communicate with them directly and knows that they did everything right if they survive the encounter. Even an angel can chastise a mortal who demands an audience and ignores some minor form of the ritual. The big difference is that the padre asks for help and is disappointed if none is forthcoming, while a sorcerer attempts to exert control over the supernatural party and is angry if no bargain is reached.
Padres are created through taking the following Talents, they aren’t a new class unto themselves.
Classes: Expert, Scoundrel, and Warrior
Requirements: You must have Willpower of 2 or higher, and the Willpower (Belief) focus.
You have a great store of faith in the Almighty, which gives you an edge to overcome everyday and supernatural hardship.
Novice: You gain 1 extra stunt point whenever you generate 1 or more stunt points during a scene with a demonic entity or their works present.
Professional: You gain +2 to whatever resistance is allowed versus supernatural powers, excluding padre blessings, boons and miracles.
Master: You gain 1 extra stunt point whenever you generate 1 or more stunt points during a scene. Furthermore, you can spontaneously generate 2 stunt points on top of a successful roll once per scene when opposing a Demon. These benefits are exclusive, meaning you can either generate 2 stunt points, or gain a bonus to the amount rolled on the Dragon Die.
Classes: Expert, Scoundrel, and Warrior.
Requirements: True Believer (Novice) or higher.
You have learned how to tap into your core of faith to enact miracles in the name of the Almighty.
Novice: You have gained enough focus to generate blessings for your fellows. If you succeed at a TN 11 Willpower (Belief) test, you can grant a +2 bonus to all tests involving a single focus for the remainder of the scene. If you succeed at a TN 13 Willpower (Belief) test, you can grant a +1 bonus to all tests involving all related focuses for the remainder of the scene. If you succeed at a TN 15 Willpower (Belief) test, you can grant the blessing to all allies within 3 yards of your position.
Professional: You have gained in stature, to the point where you can ask for boons from the Almighty. Boons are similar to spells, including having TNs and specified effects, but they are not tiring or damaging. Also, you gain the right to ask for any and all boons by gaining this level of mastery, not single specific ones.
Master: You have gained the ultimate stature of a believer. The Almighty will sometimes answer your prayers and intercede on your behalf. There is no mechanical test for this. Instead, the character must make an appeal and the Game Master will decide if it is answered and what the interpretation will be.
Lay on Hands
Prayer Time: 1 Major action (or more)
Target Number: 14
You can place your hands on the subject and heal them of 2D6 + Willpower in damage. You can spend garnered Stunt Points to increase the number of persons healed by 1 per stunt point, up to a maximum of 3 total, or add an extra die (one time) for 2 stunt points.
Sorcerers are characters that use the standard spell rules in Eternal Shadows, but use an entirely different set of spells. Sorcerers are not a class, nor do they need a special talent. Each spell in Broken Trust assumes that the character creates a specific ritual circle, meant to apply to a specific entity or a class of entity. Then when summoning the entity, success indicates that the circle is fully functional and that the entity can be communicated with in order to obtain services. Failure means that the circle is flawed, and that the summoned entity is not constrained by its power. The usual consequences for failing to contain an angelic entity are that the summoner is chastised, which depending on the class of angel can include physical harm, but is more likely to be a lecture on proper conduct and living up to potential as a human being, even in the face of desperate situations. The usual consequence for failing to contain a demon is that the summoner is usually pranked, attacked, or made an example of.
Most entities don’t naturally test the barrier of the ritual circle immediately, as touching a working circle is an agonizing experience. However, when up against an odious request and a decision to agree, which must be kept to the letter of the bargain, or to say no and wait until the sorcerer reverses the summon, which can be years if the sorcerer is savvy and talented, most entities will double-check that they are indeed trapped.
Summon the Lowly
Casting Time: 10 minutes
Target Number: 11
The caster must either know the truename of a specific entity of little consequence (the seemingly nameless imps that serve the major demons classify as such), or must settle for a random member of a low caste. Such a being is unable to provide great favors but can have information, including the truenames of other more powerful demons at their fingertips. While lesser demons can be bargained with to obtain truenames, angels refuse to give out truenames of other angels, and often refuse to give out the truenames of demons as well unless an oath is made to not summon the demon for your own selfish ends is made.
Summon the Mighty
Casting Time: 1 Hour
Target Number: 13
The caster must either know the truename of a specific entity of some consequence or must settle for a random member of a median caste. This includes lesser demons such as chasers and darkwings, even big uglies. However, getting one of these creatures to agree to a bargain that goes in any way against their nature is almost impossible with this type of ritual circle. If this spell is used against a lesser demon, the bargainer gains +2 to convince them to agree. This bonus is halved versus angelic entities.
Summon the Powerful
Casting Time: 1 Hour
Target Number: 15
The caster must either know the truename of a specific entity of major power or must settle for a random member of a high caste. This includes the entire gamut of demons except overlords. However, getting one of these creatures to agree to a bargain that goes in any way against their nature is almost impossible with this type of ritual circle. If this spell is used against a demon of lower caste, the bargainer gains +4 to convince them to agree. This bonus is halved versus angelic entities.
What do you do once you’ve summoned an entity? You have to strike a bargain. This is basically a competitive test against the entity’s Willpower (Self-Discipline).
A note about Truenames
Having a truename may seem like it warrants bigger bonuses for the summoning, but it does not. A truename means you get consistency as long as it is a real truename and not an alias. It also means that you can gain tighter control over an entity by summoning them using a more powerful circle than is strictly necessary. Having a truename for the bargaining stage can be helpful, as simply saying a demon’s truename aloud to it cause it pain. Aliases hold no power over a demon however, other than to alert them to when they are being summoned. The names the overlords go by are often aliases, and most certainly aren’t their truenames.