Priest(ess) Healer Rules



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((still working on a separate section for the Healer)) (( SUGGESTIONS WELCOMED ))

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((this section still being elaborated on - any that could write the "scripts" still not available - please submit))

Priest(ess)

Priest(ess) can heal and fight. Priests can be shaman, pastors, medicine men etc, it is no particular religion. In your profile it must state that you are a Priest(ess) and/or Healer and tes. Just because your "race" has these traits, or abilities, you are not able to perform them unless you are registered and actively function in that profession and must follow the defined procedure.
 
 

Holy Dice - Priest(ess) Holy dice vary from Battle Dice, there can only be 2 Holy Dice rolled (ie: battle dice are 3d or 4d, in the Priest(ess) rites where rolls are required, only 2d may be rolled).

Alignment - Priest(ess) must be of Good or neutral alignment, as the main purpose of priest is to counter assassins.
 
 

Priest(ess) Xp's go higher depending on how formal and on how complicated you make your ceremonies on services that require no roll. All Duties and/or services must be logged to count for Xp's. You must state what is being done at the beginning of the log. You must list the total of "hits" per person at the end of the log, if hits were needed.
 
 

Clergy Duties EXP's points to hit needed to roll to succeed
 
 

Births 25 and up............none.........................................

Blessings 10 and up............none.........................................

Baptisms 25 and up............none........................................

Blights/Crop Failures 15 and up............none.........................................

Divorce 10 ..................none.................... blank available

Sermons 25 and up............none.........................................

Counseling,

Confessions etc 25 and up............none.........................................

Burials 40 and up............none................ script available

Last Rights 40 and up............none.........................................

Marriages 50 and up............none................ script available

Stopping a DM 50 and up............none........................................

Removal of curses 50 and up.........5 for minor...........25 for major....

(explanation of curse to be removed

must accompany log)

Raise the dead (REZZ) (based on total hits)..........50................................

(each rolled to)

(complete the rite)

Soul Transfers (based on total hits)..........75................................

(each rolled to)

(complete the rite)

(used to unvamp)

Failed attempt at anything requiring hits to succeed:

(i.e. never hit) .............................................20.................................

Failed Attempt at resurrection, Soul Transfers or Removal of Curses

(i.e. hit but didn't get enough points total to do the job)

10X points per successfully " hit"
 
 

REZZ rites

There must be a total of three (3) attempting the REZZ. One (1) must be the Priest(ess), One (1) must be a Healer, the last can be either a Healer or Priest(ess). REZZ can not be use on the Immortal (as after the quickening, there is nothing left TO REZZ). There must be a Proctor or independent 4th member of the team, a person not associated with the deceased in any way, family or guild. They are there to log and observe only, they do not help in the REZZ rites.
 
 

Both a priest(ess) and a healer must hit for at least 5 points each (in all their efforts at rolling) for the resurrection to work, but the points total needed is still 50. (ie: Priest GoodGuy rolls on his first attempt 19 23, this is only 4 hits, if on his next roll he has NO hits, he failed to reach the 5 hit total. If there is not another Priest on the team - the REZZ failed - if there is, the rites continue but other Priest(ess) must now reach the 5 hit total)
 
 

the ritual:

All in attendance need to log, all three performing the REZZ and the one being REZZED (after all the deceased has copy of the Death, they also need copy of them being brought back to life). All three of those attempting the REZZ rites need copy (log) of the manner in which the "body" died (copy of the DM, suicide etc.) to verify that they are truly dead.
 
 

Once the Leader of the REZZ team (the one with the highest dice) has officially turned on their log ( ~~~~~ log on ~~~~~ ) all others need to state they are also logging.
 
 

The leader of the REZZ team needs to state the action being done and on who (ie: This is the REZZ rites granted AbotC who died in a DM. REZZ rites granted by the winner Costelo2), All need to state they have read the account (log) of the death.
 
 

The team need to state: SN Profession Guild Guild Dice

(ie: CallMeBak Healer XXD guild dice 3d32)
 
 

Now the true REZZing begins - the lowest Priest(ess) or Healer in power starts, the highest Priest(ess) or Healer in power concludes the round. It can take as many rounds as necessary to reach the needed 50 pts. After each roll of the dice - they need to tell how many hits they had, and the new score noted (ie: REZZ on AbotC ~ 12 hits of 50). If at anytime one does not roll any HIT dice, they are now off the team. No longer able to assist the other two in the rite. Once the team has reached the required total hits (50 from all efforts) the soul, conscious, spirit, ghost (what ever) can return to their body and join the world of the living again. After the Team Leader has stated for the Logs, the total Xp's each on the Team has earned, logs may be turned off.
 
 

Xp's are determined by taking the total HITS one person rolled through out the rite times 15. (ie: Priest GoodGuy rolled a total of 4 hits x 15 = 60 Xp's, Priestess CallMeBak rolled a total of 33 hits x 15 = 495 Xp's, and Healer WalkenStk rolled a total of 17 hits x 15 = 255 Xp's. Total hits rolled to REZZ AbotC was 54)
 
 

A person MUST list how many times they have been resurrected in their profiles. Every One entering PoRU starts with a clean slate, all prior REZZes from other Forum/Councils are negated. The maximum number of times any particular SN can be REZZed is 2, plus once for every 20 points of dice.
 
 

A failed REZZ counts as 1 REZZ, so look for high powered (dice) Priest(ess) and Healers.
 
 

Soul Transfers - UnVamping

You must first release the soul from the Vampire body, uncurse the body and restore the soul to the restored original form. The rules for the Soul Transfer is the same as the REZZ rites with these exceptions:
 
 

1.) total "hits" is 75

2.) minimum 2 of the team must "hit" for is 10 or the Soul Transfer failed

3.) the trapped soul is released from the body after 35 "hits" total, the body is restored after 50 "hits" total, the soul is totally returned after 75 'hits".

4.) if, after 35 "hits" and before the total of 50 is reached all on the active team roll misses (no hits in one roll) the Soul Transfer fail and the body and soul die. No REZZ, SN swipe is required (same applies here in the SN swipe as in the DM SN swipe).

5.) if, after 50 'hits" and before the total of 75 is reached all on the active team roll misses (no hits in one roll) the Soul Transfer failed and the body dies. REZZ rites may then be performed however.
 

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