special abilities
Soulkeeper: You seek to fulfill your purpose as a shephard of the dead, sending souls on to whatever fate awaits them, rather than keeping them enslaved in service and forced to endure a twisted unlife. You begin the game with a Spirit Follower. In non-violent encounters with spirits or other undead Strangers, they react to you one step higher on the Attitude Chart.
Spirit Sense: A ghoul can always sense the presence of a spirit within 10 metres, even if the spirit is invisible.
Rise!: You can create an undead Shambler Follower fom a dead body; you suffer 1 Wound when you're done. You can later absorb this Follower's soul to heal 1 Wound; it disintegrates when you're done.
Banish Spirits: You can banish spirits and many kinds of undead and gain a special Skill called Banish. To banish a nearby spirit or undead Enemy you can see, spend 1 Light Fate and 1 Spell Point and make a Banish (Insight) with a Difficulty equal to the Enemy's Threat. You can attempt to Banish multiple Enemies at the same time. To do so, spend 1 Spell Point per Enemy and make your Banish (Insight) test against the Threat of the most powerful Enemy; increase that Difficulty by 3 for each additional Enemy. If you succesfully banish an Enemy and roll a 6 on the Kismet Die, you gain 1d3 Spell Points. Some very powerful undead are immune to being banished.
TEST RESULT
Failure: No spirits are banished, and any you attempted to banish can damage your character if they are within range.
Unarmed: As a priest, you have taken a vow not to use weapons in combat. When you wield a weapon to make an attack, you lose all your current Light Fate. If you have no current Light Fate, the Game Master gains 1 Dark Fate per attack.
Cold Heart: Your heart is hardened against the sight of suffering and you do not hesitate to cause harm when necessary. When you take damage in combat, you can spend 1 Light Fate to add the amount of damage you take to the next damaging spell you cast in that encounter.
spells
Spell Points:5 of 5
Blinding Radiance
Mystic, Basic, Common, Costs 1 Spell Point
You call forth the spiritual power flowing through you and use mystical energy to harm your foes. Choose an Enemy you can see. Attempt a test against the Enemy's Threat Rating as a Full Action. If the result meets or exceeds the Enemy's Threat Rating, the target takes damage equal to 1d6+ your Craft. The target is Blinded until the start of your next turn.
Healing
Mystic, Basic, Common, Costs 1 Spell Point
You can call upon mystical healing magic to aid an injured Ally. Choose an injured Ally you can see. Attempt a Difficulty (11) test as a Full Action. You can heal that Ally for 1d6 Life or heal 1 Wound. If this spell is used on an unconscious character, it restores them to consciousness with 1 Life and can heal 1 Wound.
Shatter
Mystic, Basic, Common, Costs 1 Spell Point
You can harness a destructive magical energy to destroy an object. Identify a nonmagical object, weapon or piece of armour you can see; it muts be small enough to be carried by a single individual. As a Full Action, attempt a test against a Difficulty (11). If the item is being held by an Enemy, the Difficulty is instead equal to that Enemy's Threat Rating. On a success, the target object shatters and becomes useless.