CC Church of Unity Chaplaincy

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==Church of Unity Terminology==
Church of Unity Pastors refer to Observances as "Intercessions," but otherwise use the standard names for their types of Observances. The regular name will continue to be used here for simplicity's sake.
== Church of Unity Talent ==
As a chaplain in the Church of Unity denomination, you gain the following Talent:
=== Simplified Ritual ===
“The need to demonstrate the venerability of the priesthood caused man to veer off into complicated obfuscations instead of heartfelt, humble utterances.”Reduce Petitions to take only 1 Action, and halve the time requirement of all Supplications and Ministries. Any future reductions in the Action cost of Petitions allows them to be practiced freely, costing no Actions at all.
==Church of Unity Observances==
You automatically gain all of the Observances listed in this section, as well as being able to choose 3 additional Observances from the ones below.
===Requisite Petition===
Heal Our Wounds
===Requisite Supplication===
Study Scripture
===Requisite Ministries===
Confession, Church Service
==Petitions==
=== Guard Our Hearts ===
Pray that the Living God delivers us from the grip of fear and that His power protects our hearts and keeps us sound of mind.
* You can substitute Faith for Willpower on a Discipline Test.
* You can grant the option for yourself or others to add three bonus dice to a single Willpower (Discipline) Test.
For Discipline Tests benefiting from either of these bonuses, 2s are also Slips, and a Stumble results in spending 1 point of Fire.
=== Heal Our Wounds ===
Pray for recovery for the wounded or recuperation for the sick.
* Add two dice to any Fitness (Resilience) Test made to recover from Wound Complications or to heal a Wound.
* Add one die to any Intellect (Medicine) Test to treat a Wound or Complication.
=== Light Our Path ===
A spoken repetition of the promise given to you by the Living God, that His Sword cuts through the darkness.
* Reduce the penalties from Dark by 1 for you and everyone immediately around you.
* You can make an opposed Faith (Aggression) vs. Willpower (Discipline) Test against anyone or anything creating supernatural darkness, with Success disrupting their power.
=== Protect Us From Harm ===
Pray for hardiness to resist the dangers that lie in wait for the servants of the Living God.
* You can substitute Faith for Fitness on a Resilience Test.
* You can grant the option for yourself or others to add three bonus dice to a single Fitness (Resilience) Test.
For Resilience Tests benefiting from either of these bonuses, 2s are also Slips, and a Stumble results in spending 1 point of Breath or 1 point of Fire.
=== Rebuke The Wicked ===
Denounce the rebellious spirits and condemn the servants of evil in the name of the Living God and His Risen Son.
* You can make an opposed Faith (Aggression) vs. Willpower (Discipline) Test to disrupt and terrify spirits in rebellion against the Living God as well as practitioners of evil magic.
=== Reveal The Truth ===
Ask the Living God to burn away the lies and distortions that strive to confuse the minds of the faithful, leaving only truth remaining.
* When faced with a magical image, illusion, disguise compulsion, or other supernatural effect designed to make you believe something untrue, you can force the origin of the falsehood to make an opposed Willpower (Stealth) Test against your Faith (Investigation) Test.
* If they achieve a Dilemma by getting as many Advances as you have, the effects of their illusions are lessened. A Failure on their part makes all magical obfuscations instantly disperse.
==Supplications==
=== Consecrate Ground ===
The whole world is the throne of the Living God, but some places are dedicated to His purposes as hallowed sites. This is usually done for places like churches or cemeteries, but may be needed in other places under threat from wicked spirits.
*You can make a Faith (Leadership) {10, 5 minutes} Prolonged Test with a Difficulty determined by the spiritual impurity of the area. Each Prolonged Test made costs 1 Breath.
*Success creates a Hallowed Zone which repels evil spirits and those possessed by them and the powers they wield. It also helps the dead to find rest and prevents them from rising as Returned. May have other benefits, too.
*The Consecration lasts for one week before needing to be renewed, unless religious rites are established and followed in the area. Acts of desecration can break the hallowing with a successful Test against your Faith (Leadership).
=== His Will Be Done ===
Wrestle with the reality of your own personal limitations and learn to truly put your faith in the unknowable but intricate plan of the Living God which works for the good of all who trust in Him.
* You can spend 2 Breath and 1 Fire after 30 minutes of deep, harrowing prayer to make a Faith (Discipline) [1] Test. Temporarily increase your Faith Attribute by the number of excess Advances you achieve.
=== Study Scripture ===
Read the Holy Scriptures and pray upon the messages they contain.
* Takes thirty minutes and can only be done once per day, usually in the morning. Restore your Faith Attribute to its maximum, and you can make an Intellect (Investigation) [3] or a Willpower (Discipline) [4] Test, with Success either replenishing 1 Fire or restoring 1 Nerve. Getting 2 excess Advances can also restore a reduced Vitality maximum by 1.
==Ministries==
=== Confession ===
Acting as a brother in faith, you give a believer the opportunity to admit his misdeeds in private and grant him forgiveness in the stead of the Living God.
* Make a Willpower (Leadership) [3 (4 for non-Church of Unity Members)] Test after forgiving the believer in lieu of the Living God. Success allows the believer to make a Willpower (Discipline) Test, restoring a reduced Vitality maximum by 1 for every 3 Advances on this Test.
=== Church Service ===
Preach a sermon on a section from the Holy Scriptures, ending in a call-and-response series of belief statements known as Litany.
* Once a week, make a Willpower (Leadership) [2] Test. On a Success, attendees may recover 1 Nerve. Recovering an additional 1 Nerve is possible for 3 excess Advances per point. Restoring 1 Fire may be done for 2 excess Advances per point.
* Only Church of Unity attendees may benefit from base Success. Anyone may benefit from excess Advances.
=== Inspiration ===
Faced with potential egregious harm, many soldiers need words of encouragement to overcome their fear of death. In those moments, they benefit most from hearing the Holy Scripture, a reminder of the righteousness of their duty, or one more reassurance of the undying state of their souls in the salvation of the Living God.
* Give a rousing speech and make a Willpower (Leadership) [5] Test. Success grants one free Advance on all Willpower Tests and one bonus die on all Fitness Tests. Victory grants additional bonus dice on all Fitness Tests, one die per 2 excess Advances. A Dilemma may have the same result as Success for the cost of 1 Breath. A Failure may do the same at the cost of 1 Fire. This bonus lasts for the next five minutes or until the current charge or defense has concluded, whichever comes first.
Note: intentionally inspiring others to commit a wicked act will often result in a frenzied bloodlust that results in significant friendly casualties.
==Next Step==
You are now officially a Battle Chaplain. Move on to Military Training.