Ritual-based Attunements

By Moe Lane (moelane_1999@yahoo.com)

**Flaming
Feather**

(Cost: 5pt)

These can only be taken by sincerely believing mortals (which do not, in this context, include Undead and/or Saints). They can either be bought at the beginning of play, or else earned through scrupulous roleplaying (as defined by the GM). No person may have more than one at any given time, and will lose all benefits if they do not follow the dictates of their particular faith (also defined by the GM).

It should be understood that these Attunements are not suitable for all campaigns: they work under the assumption that following religious rituals can give some sort of corporeal benefit. This, of course, is not necessarily the case. This is hardly a complete list: any faith may produce a Ritual Attunement (not just 'divine' religions).

Hajj (Muslim)

The character has performed the pilgrimage to Mecca, in the proper style and sincerity. The journey has taught him or her much about the universal message and appeal of Islam, and has left him or her with a deeper understanding of the Book. Once the Hajj is complete, the character ignores all (negative) appearance-based reaction modifiers of fellow Muslims, and gains a +2 to the CD to any Knowledge roll concerning Islam. Fellow Muslims will also react at a +2 to the pilgrim, if they know that he has made the Hajj.

Fasting (Catholic)

This is the pre-Vatican II version, complete with meatless Fridays and attendance at services for every single day of Lent, culminating with vigil and prayer from Good Friday to Easter. By meditating on the Passion of Christ, the character acquires a certain amount of serenity and inner peace (translation: +1 to the CD of a Meditation roll, +2 to Will rolls (but not Will-based skills), and an extra +1 to any attempt to possess the character).

**Flaming
Feather**

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