Zombie Toast Check it out if you want to see some of my "professional" RPG work.

Tuesday, January 12, 2016

Badass Kung-Fu Demigods: Development Journal pt 2

Euugh, last week and a half I've spent battling a nasty cold. Finally starting to fade so I'll try and resume my lost momentum.

Back to Badass Kung-Fu Demigods.

Part 2: The Basics

Part of the reason I think this game has come together so quickly is that most of the basic concepts come directly from my Id. I started with just the basic concept of "player-controlled scaling power level, ramping up to the ridiculous." and after that I basically just decided to make every decision based purely on things I enjoyed from other games. Not necessarily the best or most coherent decision...just the one that I personally enjoyed. And as a result everything came together beautifully.

For comparison, Battle Royale was created mostly because I saw it as a good way to fill a niche that might appeal to people. I wanted a PDQ game, but I also kind of wanted to make a good first impression with what I planned on being my first "professional" game effort. I saw martial arts as a niche that wasn't being too thoroughly filled and I felt fit well with the PDQ system. I wasn't even a massive fan of martial arts media at the time (although in the process of making Battle Royale I have since become one). And while I still think that the final result is a good job it took a hell of a long time to get there as I didn't really have a clear vision when I started things.

So, back to BAKFDG. What kind of decisions am I talking about. Well, here are the basics:

  • First and foremost I wanted to use all of my dice. As a person who started with D&D and has since become a big fan of Savage Worlds I have a rather large collection of polyhedrals. While there are definitely mono-dice game I enjoy (such as PDQ and FATE), I always feel a little bad about all those other colorful dice sitting unused in my dice box. So I decided that I definitely wanted multi-dice and since I quite liked Savage World's dice-based abilities I decided to use that concept as a basis for my game. 
  • Second, I wanted exploding dice. My first experience with exploding dice came from the Storyteller system, but it was Savage Worlds that really made me fall in love with them. I just plain like them. My wife really likes them too and whenever we play a system where the dice don't explode she expresses disappointment that she doesn't get to roll again. I don't want to disappoint my wife, so exploding dice were definitely in. 
  • Thirdly, I like the DIY philosophy of PDQ, FATE and Unknown Armies where abilities are created by players for players and not restricted to a set list of specific, often bland, traits. So throw those in on top. 
  • Fourth, I wanted to be able to play Exalted with it. I don't talk about Exalted too much here (other than showing off my clunky-ass PDQ conversion), but it is kind of my gaming white whale. I was a big fan of the first edition but, like many many others, I got frustrated with the limitations of the system. 2nd edition compounded the problem with an even more insane combat system and a few questionable setting decisions. The third edition seems to have doubled down on "complex combat system" and the setting has (for me) gone off the rails by doubling the number of different Exalted "flavors". So, while I've always wanted to play Exalted I've never found a system that met the right level of "crunch vs fun" while still scratching a very specific itch Exalted has left me with. So a very big goal with BAKFDG is to create my own personal Exalted "emulator". 
Those goals already provided me with the very bare-bones of a system and it turned out that in the process of adding a bit of meat on I realized that the system was (with a few tweaks) surprisingly workable and a lot of fun.

I didn't feel like the whole thing needed much of a "native" setting (especially since I was probably going to be using it personally mainly for playing existing settings like Exalted and Scion), so I just decided to fiddle with the system until I got something that worked out for me.

That's all for now (still recovering from the cold) but next time I'll talk a bit more about the system itself. 

Saturday, January 2, 2016

Badass Kung-Fu Demigods: Development Journal pt 1

So, last week I mentioned what I've been doing as far as new conversion material, but quite a lot of my free time has actually been spent on games of my own. The one I want to talk about first is Badass Kung-Fu Demigods.

The name alone should give you some idea of the sort of game you're dealing with.

BAKFDG is an original system, the latest of several I've been working on and despite that it has the distinction of being the system closest to feeling complete and ready for action. It's "clicked" in a way very few of my other works have and I've already reached a point where it's almost out of the "rough draft" phase...something Battle Royale hasn't managed despite several years of work.

The fourth draft is available here: Badass Kung-Fu Demigods (v 0.4)

So...if I feel like it's practically finished already, haven't I kind of moved beyond commenting on the game's development? Well, here's the thing...I feel like it's practically done, but that doesn't mean it is. The intent behind this is to more or less break down my own game, chapter by chapter. I'll discuss the ideas behind the mechanics and the ideas and hopefully that'll help me spot any areas in desperate need of sprucing up or help me feel like things are definitely and firmly "good".

Part 1: Origins

Just to start with, I'll go over how this game got started. It all began with my long-time project, Battle Royale. A game that, while I'm still quite enthusiastic about it, certainly has not solidified with anything like the quickness or surety of BAKFDG. I've gone over and over the system for Battle Royale, tinkering and rejiggering to see what feels right.

In this case, I was thinking of creating a playtesting "setting". But if you remember any of the Battle Royale material I've discussed before, the game is designed to provide multiple different power levels for different types of games. I started originally making different playtesting scenarios for different settings with different power levels...but I was having enough trouble getting together a playtesting group for one setting, let alone several to stress test Battle Royale at different power levels.

So I hit upon the idea of having a single setting with characters who were capable of adjusting their own Power Levels up and down from the lowest rank to the highest, allowing for the possibility of testing the rules for different power levels all in one game!

The setting was called "Kung-Fu Demigods" and owed a bit to Exalted and the Korean Manhwas Veritas and Breaker The premise being that in the ancient world existed secret martial arts societies run by 13 near godlike Great Masters who were capable of the highest levels of martial arts ability and whose power would carry from one life to the next through reincarnation. These 13 Great Masters dealt with spirits, maintained the balance of the world and fought one another in epic martial arts throw-downs.

Five of the Great Masters formed an alliance and through various means developed the means to create semi-mystical drugs that could elevate the chi of their students. Backed with a small army of lesser (but still amazing) martial artists these five Masters defeated the other 8 and then dominated the rest of the world, shaping society as they saw fit.

Fast forward to the modern age, the world is ultimately dominated by the Unified Martial Arts Society, still led by those 5 Great Masters. Artificial chi-boosting drugs are mass produced and used to elevate those with talent, called The Gifted, above ordinary human beings.

Of course, the players would be reincarnations of the former 8 Great Masters, with the potential for near-unlimited martial arts power...but the five Great Masters have centuries of skill and massive support in the form of the Martial Arts Society they created.

The players would have the ability to push their way, at will, from the lower power levels to the higher power level, immediately gaining the benefits of the new level of ability...with the downside being that doing so attracts the attention of someone of the same Power Level. So while you could Power Up to Cosmic power level and kick a mugger into orbit that'll alert the remaining Great Masters that something is up.

For whatever reason, this concept really caught me. Most games, even the high-powered ones like Scion or Exalted, work on the premise that (powerful or not) you start at the low end of your respective power-scale and gradually work your way up. Why not, I thought, have a game where absolutely ridiculous levels of power are available from the very start...sure, there's always room for lateral growth or new tricks...but why not throw the players raw power and set them loose in a world where their choices have truly massive consequences.

And that thought is where the seed of Badass Kung-Fu Demigods began.

Sunday, December 27, 2015

Almost two years...

Been a while hasn't it? Last couple of years have been...rough to say the least. Sadly the fact that I'm popping up here doesn't mean everything is better now. I'd say that there's some hopeful developments but it seems like every time I express any optimism some new horrible thing happens. 

But I'll try to avoid getting too deep into that. I've returned (I say like anyone really notices the absence) because despite the trials of the last few years I've still had the chance to work on some RPG projects and several of them are coming along quite well. Sadly I haven't had the chance for any actual gaming in the past 6 months or so and this serves as a kind of vicarious gaming experience for me. 

So, with a bit of extra free time at the moment I figured I'd start posting here again, hoping to keep the project's momentum going. Theoretically this will be a kind of "development blog"...except I'm already approaching the final draft on these games. But I do think typing out my thoughts and reasoning might help me get those last few pieces in place. 

So, what have I been doing with myself? 

Well, first and foremost a couple of entries in the "RPG Chopshop" category. 

Dark Sun/Savage Worlds: I know what you're thinking, "didn't you do this already?". Yes, I did already have an entry on my Athasian conversion for Savage Worlds, but since then I've had a chance to refine and expand the conversion a bit. The final product is a 29 page PDF available here: Savage Dark Sun. In addition to serving as a setting document for Dark Sun it also includes some Edges that'll be generally useful for any Savage Worlds fantasy game, including some Legendary Edges I'm quite proud of.

Shadowrun/Savage Worlds: During the time of silence I ran (or started to run...sadly it got interrupted) a game of Shadowrun with my main gaming group. Not being a fan of the normal Shadowrun system I decided this also needed to be run in Savage Worlds. However, most Savage Worlds cyberpunk games out there don't properly scratch my itch, so I decided to make my own. The result is a much more ambitious 96 page conversion (with nifty custom character sheets): Savage Shadowrun. This is kind of my personal take on the Shadowrun universe, cherry-picking different setting elements (wireless and AR exist, but VR is much better, older-style Shaman vs Mage casting dichotomy, etc) and including a more in-depth character creation mechanic (using Shadowrun's Priority concept) and a bit of blatant gear-porn.

PDQ Scion: Finally, we've got a quicker and dirtier 10 page conversion of Scion to the PDQ system: PDQ Scion The system is based on Truth and Justice with some of my own modifications based on my work with the PDQ edition of Acthung! Cthulhu. 

But what I really want to talk about are my original games, especially a new one that hasn't yet appeared on this blog at all. I'll get into those with my next post which will, hopefully, not be another two years from now.

Friday, March 21, 2014

What's been going on

So, I've made a lot of posts talking about how I'm going to be trying to post more often, get back into the swing of things, etc. And then follows months or so of silence.

The reason is fairly depressing unfortunately. My wife, NJ, has been struggling for the past three years with a chronic pain condition. This has left her in extreme pain pretty much constantly, with painkillers and muscle relaxes reducing it to "moderate" pain at best. Sometimes we manage to find a new procedure or prescription that seems to be helping and for a week or two she's doing better and we both start to get optimistic. However, after a week or two it seems like things inevitably degrade and the pain returns. Thankfully she is in less pain now than the year before but that's mostly because she's on more medication and we're still not finding any long term solution.

I'm bringing this up now because I'm trying to find any help to help relieve some of the financial burden we're going through right now. Fortunately we have managed to keep up with most of our medical bills in the last couple of years, but as we've run dry on options things have been getting more expensive and during a winter storm a few weeks ago we lost our car to a seized engine. We managed to secure a cheap, 15 year old car to keep us going but this cost us the money from our 2013 tax refund which we were hoping to use for some of her recent medical bills. At the moment we may not be able to keep up with them and since nothing has worked so far, things will only get more expensive.

So, I've started a fundraiser on giveforward: http://gfwd.at/1igfKXi

We're hoping to raise some money to help pay these bills and hopefully afford the possible surgical solutions that will help to turn NJ's life around. Think of it as a kickstarter for my wife's life and sanity.

I know there's a lot of people out there with greater problems, but any help is greatly appreciated and even if you can't donate, spreading the word to anyone who you think might be able to would also be extremely appreciated. 

Wednesday, December 4, 2013

Character Gallery I: The Iron Chaplain

So, just a random idea. I'd like to update more often but I'm often short on time and/or dry on ideas. What I can generally count on is coming up with lots and lots of ideas for NPC and PC characters for games I may or may not ever run. So, I figure starting up a semi-regular posting of random characters I have used or will in the future. Since they're my favorite systems you can probably expect a lot of Savage Worlds and PDQ characters but I promise I'll try and mix it up.

The Iron Chaplain

The Iron Chaplain is a warforged battle-cleric from my Eberron campaign, the War of the Forge. He was a well known war-hero of Thrane during the Last War, and a cleric of the Silver Flame. However, after the war he became disillusioned by the treatment warforged received in Thrane and left the country. He has reappeared as one of the Lord of Blade's trusted lieutenant's and one of the spiritual leaders of the Mournlands warforged. Like most of the warforged followers of the Lord Of Blades he has taken a "weapon name" and now goes by "Morningstar"

Although devoted to the cause of the Lord of Blades the Iron Chaplain is still a fairly noble soul, a believer in mercy and loyalty. He is a strict follower of the "laws of war" and when he takes the battlefield he fights fairly and treats prisoners and civilians with respect. He is often a voice of reason and temperance among the more bloodthirsty warforged who surround the Lord of Blades.

When I introduced the Chaplain I had converted Eberron to Savage Worlds, so here are his Savaged Stats:

Agility-d6, Smarts-d6, Spirit-d12, Strength-d10, Vigor-d10
Skills: Fighting-d12, Notice-d6, Faith-d12, Knowledge (Battle) d8
Pace: 6”, Parry:8, Toughness: 11 (4)
Edges: Nerves of Steel, Charismatic
*Enchanted Mithril Plating +4 armor, grants Arcane Resistance
*Enchanted greatmace (1d10+1d8+2) 2 AP vs rigid armor
*Powers: 35 PP. Powers: Boost Trait, Armor, Blade Barrier (damaging barrier), Dispel, Mending, Smite, Stun, Summon Ally (Sentinel), Divine Power (boosts Vigor and Spirit and acts as 4 levels of Growth. 12 power points to cast). 

Monday, November 18, 2013

CARDS RPG, Mechanics wrap-up

So, still a few things to cover in CARDS. Namely how things works on the GMs side. Obviously since characters use an entire 54 card deck for their "hit points" they won't be going down without a lot of punishment. If each monster or NPC had their own deck things are going to get ridiculous. So, there's got to be a separate mechanic for NPCs and a fairly specific structure for games.

Game Set-Up

So, once everyone has created a character they should get a deck of cards and shuffle it and draw their first hand and the Adventure begins. The Adventure basically consists of the plot for your game. It could be an adventure of courtly intrigue tracking down hidden assassins or (more likely) a journey through a deep, dangerous dungeon to snag some loot. Essentially an Adventure is the period where things are happening, risks are taken and cards are played.

Normally a player keeps the same deck throughout an Adventure. Cards that are played or discarded are put in a separate discard pile. In many cases Adventures will be simple and can likely be resolved in a single play session but if you're running a longer term adventure then it's easy enough to separate your deck and discard with a strip of colored paper or something similar and stick it back in the box.

It's not normally possible to "heal" damage during an Adventure unless you're using a Trick or benefiting from some sort of magic item. Even if you spend the night at an inn, receive first aid or make camp in the woods you can't recover from the strain of adventuring. Full restoration (shuffling your hand and discard back into your deck) normally only happens at the end of an Adventure but for long-term adventures the GM may allow the players to restore their deck under special circumstances (blessing of a divine entity, dousing in a healing spring, a powerful artifact, etc). GMs should keep in mind that restoring a player's deck not only lets them keep going longer, but also gives them back any of the powerful face cards they may have used, making it an extremely potent gift. Don't hand that sort of thing out lightly.

When planning your adventure keep in mind that there's just about no fight a character can't win with a full deck of cards. A 1st-level warrior could probably take down a dragon in a one-on-one fight. Even low-level characters have a full range of face cards for each suit. Higher level characters have more reliability and a powerful suite of Tricks, but if you burn through all your cards in one sitting you're going to end up with a hefty dose of powerful cards before burning through all 54. And no matter how mighty they may be there is no foe who can simply strike down a PC with a full deck in a single blow. Pacing is important in this system, battles are about attrition and forcing the player to make choices about conserving their resources.


After an Adventure is over, foes are slain and the loot has been dragged back to down everyone can shuffle their cards back into their deck and start Downtime. Downtime is when XP is handed out and players have an opportunity to handle personal projects, buy equipment and kill time. You don't play cards in downtime normally, generally there shouldn't be much that would call for it. If things start happening that really need cards to be played then it should probably represent the start of a new Adventure.

NPCs and Monsters

So, if a PCs deck makes it more or less impossible for them to be taken down in a single fight, how does it work for their foes? Obviously an orcish warrior isn't going to be toting around fifty-ish cards of their own.

Instead, each NPC has 4 statistics associated with a card suit: Clubs, Diamonds, Hearts and Spades. Whenever taking an appropriate action they can automatically be considered to play a card with the appropriate rating.

Take an "average" human. They have a rating in 3 in all four categories (2 would be the equivalent of a deficient score, while 1 is practically worthless). If this guy decides to try and clock you with a chair treat his attack as a 3 of Clubs. If he tries to figure out that you're lying he is treated as playing a 3 of Diamonds, etc. Keep in mind that face cards represent immensely powerful abilities, and no one (except perhaps a powerful god) should have an Ace.

As far as taking punishment goes that depends on the opponent's Threat Level, which are as follows:

Fodder: These guys are the weakest of threats and mostly represent nameless human or humaniod monsters who hang around in gangs and are fairly worthless on their own. They generally do not have any stats above a 5 or so and any successful attack will take a Fodder character out. Fodder might have a Talent or two.

Fodder Gangs: A group of Fodder NPCs can team up to take on stronger foes. Treat a band of Fodder as a single character that attacks and defends as a unit. They have the stats of a single member of the gang, with a bonus based on the number of members. Two Fodder NPCs get a +1 to the Card Value of attacks using Clubs and this increases by +1 every time the gang doubles in size (+2 at four members, +3 at eight members, +4 at 16 members, etc.). Each point of damage inflicted on a gang kills one its members. In addition to the Talents of its members a Fodder gang may occasionally have a teamwork based Trick it can perform.

Minor Threat: A minor threat is an opponent who is not tough enough to present a significant challenge to a PC, but a group of them might make for a decent fight. They're often the leaders of a group of fodder (such as a guard captain or an orcish war-leader). Minor threats can take 5 points of damage before going down and generally have stats around 4-6 in their relevant areas. Minor threats usually have 2 or 3 Talents and may have a Trick or two.

Moderate Threats: A single moderate threat might be able to hold their own against a band of PCs for a couple of rounds. A group of them might present a real danger, especially to an exhausted team. They will usually have some stats above 5 and can take 10 damage before giving out. They will have at least 3 Talents and a small selection of Tricks.

Major Threats: Major threats are the really big opponents, dragons, giants, arch-mages, etc. These are usually the "boss battles" of an adventure. A single Major threat could easily burn through half a PCs deck before being taken down...and usually you don't face them until you're already exhausted. A group of these opponents would be suitable only for high-level players. They are likely to have around 5 or so Talents and 3-5 powerful Tricks. They can also take 20 points of damage before being taken down.

Extreme! Threats: Want to challenge your level 10 party? Well, an Extreme! threat is the way to go. These are things like gigantic dragons, titans, master liches and demi-gods. They'll have some stats at 10 or possibly higher. They'll have a selection of talents and unique Tricks as well, likely around 6 or more (although they could easily have 3-5 extremely powerful ones). Extreme! threats can take 40 damage before expiring. Keep in mind that even a threat of this magnitude can't expect to win against PCs with a full deck of cards...save them for final fights.

The DM's Deck

Obviously a monster with stats in the 3-4 range isn't going to be enjoying much success unless they're facing a particularly unlucky PC...and may not be able to act at all if things are Difficult. That's where the DM's deck comes in. The DM has a deck of cards as well that he can use to help out NPCs facing off against players. Any time an NPC takes an action or reaction the DM can play a card from his hand which replaces the monster's suit stat. If the task involved is Difficult the DM can choose to play the extra cards from his hand (or just play two or more and replace the original suit entirely).

Example: The DM is in charge of an ogre that is battling 3 PCs and has a 5 of diamonds, a 9 and a 7 of clubs, a 5 of spades and a two of hearts. The ogre has the following stats: 5C, 2D, 4H, 3S. On the monster's turn it wants to try and smash the puny warrior before finishing off his two companions. However, the warrior's player has a couple of defensive Talents and the GM is fairly sure that he'll be able to beat the ogre's automatic 5 of Clubs without a problem. So he decides to play his 7 of clubs. This replaces the ogre's score of 5 for this attack and forces the warrior to play an 8 of Hearts to successfully defend. Now it's the PCs turn. The Trickster uses a Trick in order to make the Ogre's defenses Difficult for the round and his two allies attack. The wizard is low on cards and plays a measely 3 of clubs. Normally this would be beaten by the ogre's Hearts stat easily but since this is difficult he's got to produce another card to defend. The DM decides to accept the failure and plays that 2 of hearts. That's still a failure, but only by one and the ogre takes a single point of damage. 

Just like the PCs the DM will draw a hand of 5 cards at the start of the adventure and after playing any cards will draw up to 5. The DM does not "take damage" and generally only discards cards to active a monster's Tricks. If the DM's deck runs completely dry he is forced to use up the cards in his hand and once that happens he shuffles his deck back together and draws a new hand (however, the PCs get a healthy XP reward every time the DM burns through his deck, see below).

Levels and XP:

I'm still mulling over how levels and experience are handled. Here's what I've got so far:

Five XP is enough to level up until you hit level 4. That point it doubles to 10 XP per level until level 7 when it increases to 15 XP per level. Earning XP is pretty simple:

*2 XP for defeating a Major Threat, 5 for defeating an Extreme! threat.
*3 XP any time the DM refreshes their deck.
*2-4 XP for completing an Adventure, depending on length.
*1 XP for doing something amazing unrelated to any of the above.

You get 3 Talents at 1st level and you get an extra talent every odd level. I also think that at say levels 4, 7 and 10 you should get to increase the size of your hand by 1 but I haven't decided that for sure.

So, I think I'll spend some time organizing all these thoughts, maybe throw them into a pdf and playtest a little.

Saturday, November 16, 2013

CARDS RPG, classes part IV: The priest

The priest class has me a little conflicted. The other three classes serve good, generic roles that can be easily adapted to a variety of different character types. However, the role of "priest" is much more specific and comes with a lot of baggage. At it's heart of course it's actually a very flexible archetype: the 'support' character. This could be a priest, a bard, an inspirational warlord. But the "priest" is so deeply ingrained as the final member of the "big 4" of the classic dungeon crawling group and it has so much history. Not to mention "supporter" makes a terrible name for a class. Leader could work but that still has a lot of baggage.

For now, I'll stick with the idea that what I'm describing is a priest of generic "good" gods. In reality it has a much closer resemblance to a paladin. Since the Mage is the primary magic user they're the ones who'll get the flashy powers. The most obvious of the Priest's Tricks is Support which covers healing as well as the ability to enhance the abilities of others. I'm still a little torn on the other one. My first thought was "smiting" which would cover things like blasting evil and all that...but since part of the goal is to build a very generic set of abilities I don't want to get into too many circumstantial situations. Instead I think I'll make their second tree Miracles. Like a Mage's spells Miracles focus on the ability to perform abilities not covered by normal actions, but they're more focused and less flexible...but often more powerful. Lets see how it works out. Unless specifically noted a priest's powers cannot be maintained like a Mage's

Starting Tricks

*Holy Warrior: The priest is exceptionally good at battling the enemies of  their deity. For most "good" gods this means they have an advantage against beings of supernatural evil such as demons or the undead. Different settings or dieties may alter these definitions slightly. For instance in a setting where there are few supernatural foes your Priest may receive a bonus against followers of enemy gods. Either way, if the priest succeeds at an action against their god's foe then they increase the margin of success by 2.

*Shield of Faith: Each religion has a few basic tenets which should be worked out by the GM and the player. If the priest violates these tenets willfully then they should lose their holy abilities until they atone. However, the priest receives a +2 to the Card Value of any actions made to resist being forced or coerced into breaking the rules of their faith.

Priest Tricks:

 1st Level:
-Prayer: Before he sleeps for the night a priest may pray to their deity for some specific situation ("strengthen my arm against my orcish foes" or "give me courage when I face the dragon") and set aside a Hearts card. At any time the next day when faced with an appropriate situation the priest may use the card for an action and treat it as whatever suit is appropriate for the situation.
+Guidance: At any time when the priest or one of his allies plays a card which fails the priest may discard a Hearts card in order to allow them to play again, opposed by the same Card Value as before. the original card is still discarded.

2nd Level:
-Command: As an action against a target (Hearts vs Hearts) you may command them to perform a single action that would not normally require playing a card (dropping an object, moving, not moving, etc) and would not result in direct harm to the victim. The target may act normally after their next action.
+Aid: Play a Hearts card and your or an ally you can reach may take a number of cards equal to the Card Value from their discard pile and put them at the bottom of their deck.

3rd Level:
-Sanctuary: With about 15 minutes of work or prayer and you can consecrate an area the size of a large room and ensure that no hostile beings may enter or attack anyone within. Anyone within the zone of safety who attacks or otherwise breaks the "truce" will ruin the protection. You must discard at least one card, the protective sanctuary lasts for one hour for every card discarded.
+Boon: Pick a suit, so long as you are conscious any allies within Close range receive a +1 to the Card Value of actions played using the suit. You can change the chosen suit by spending an hour or so praying/meditating.

4th Level:
-Divine Retribution: Play a Hearts Card. For the rest of the Scene whenever you make a defensive roll using Hearts cards then the attacker suffers an immediate "counterattack" using the Card Value of the card used to activate this Trick.
+Rejuvination: Discard a card to allow you or an ally to swap a card from their hand with their discard pile. Each additional card allows an another target to be affected.

5th Level
-Get Ye Back!: By discarding a Hearts card you may make an attack against all foes who are In Your Face. Discarding two will increase the distance to Close.
+Stand Strong: Any time an you or an ally in Close range is damaged you may discard a card to reduce the damage suffered by 2 (to a minimum of 1).

6th Level
-Holy Weapon: Play a Hearts and a Club card to summon a floating weapon. Treat this as an NPC with a Clubs and Hearts rating equal to the Card Value of the cards you played -1 and a Spades/Diamonds rating of 1. You may play cards for the weapon in the same way the DM plays cards for NPCs. It vanishes if successfully damaged or at the end of the scene.
+Never Give Up: Any time you or an ally within close Range are taking an action that would be Difficult you may discard a card to reduce the Difficulty by one step.

7th Level:
-Smite: If you discard a Hearts and Diamonds card you can make an attack (as a separate card action) to call down your god's wrath in the form of a column of fire, lightning or holy power. This is a ranged attack which affects everyone Close range of the target, and will inflict double the normal damage if successful.
+Good Fortune: After drawing your first hand from a Deck (at the start of an adventure or after a recovery) you can set aside up to five cards, face up. During the course of an adventure you or an ally may discard a card to use any of these cards as part of an action or to power a Trick.

8th Level:
-Summon Servant: You may call upon a divine servant. To do this you must play a single card of each Suit. These cards become the servant's attributes (it cannot have any attributes above a 10, regardless of Card Value). You may play cards for the servant the same way the GM plays cards for NPCs. The servant will remain for one Scene and will carry out it's deity's wishes, so it is under GM control and may or may not do exactly what you expect
+Healing Hands: Discard a Hearts card and you or a touched ally are cleansed of any diseases, poisons, curses, or similar negative effects. They may also (if they wish) shuffle their current hand back into their deck and draw a new hand.

9th Level:
-Wrath: Discard a Hearts, Clubs, and Diamonds card to invoke a powerful curse on a target, which cannot be resisted. The target suffers pain, blindness and spasms, making any actions Difficult. This curse can only be removed by another priest of equal power or similar divine intervention.
+Savior: By discarding a Hearts card you can reduce damage inflicted to you or an ally to 1.

10th Level:
-Avatar: Discard your entire hand to assume the form of your diety's avatar. While wielding the power of the avatar all Card Values are doubled (before counting any bonuses). You may keep channeling this power so long as you can discard a Hearts card at the start of your turn. Once you return to normal you must discard your entire hand again.
+Miraculous Recovery: The target immediately shuffles their hand and discard pile back into their deck. This can even bring a character back from unconsciousness or death so long as it hasn't been longer than a Scene since they died. However, until they have time to take a normal recovery they must discard an extra card every time they take an action or reaction. This power cannot be used more than once per adventure on a particular target.