CC Synenolic Chaplaincy

## Synenolic Terminology

Synenolic Priests use old Umbrian names for their categorization of Observances, though the regular names will be used here for simplicity's sake. The following are the official Synenolic names:

* Observances are called Sanctus Signa (old Umbrian for Holy Signs).
* Petitions are called Petitium.
* Supplications are called Supplicamentum.
* Ministries are called Ministerium.

## Synenolic Implements

### Holy Water

A jar of purified water sanctified by priests in the Golden City on the Anointed Hill. They must be shipped from the Pellucian in Umbria and are distributed between Synenolic Chaplains through the regular military logistics channels.

### Holy Symbol

A carving of Annah the Mother of Absolution kneeling with her head resting against the Planted Sword, with a string for hanging around the neck adorned with beads for counting out prayer recitations.

## Synenolic Talent

As a chaplain in the Synenolic denomination, you gain the following Talent:

### Practiced Repetition

> *“Mark thyself as separate from the world and Holy in the eyes of the Church, through ceaseless prayer, until such becomes as thy second nature.”*
>
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* Reduce your Fire by 1.
* The costs of your Supplications are reduced compared to their normal cost for other denominations that share them.
* As long as you have your Holy Symbol in your hand, Petitions do not have a cost, meaning they do not cost 1 Breath or temporarily reduce Faith by 1.
* The act of pulling out and brandishing the Holy Symbol with one hand means that Petitions can never be shorter than a Long Distraction.
* If you lose or cannot use this Holy Symbol for whatever reason, Petitions cost 1 Breath **and** lower your Faith by 1, and you suffer a +1 Difficulty penalty on all Faith Tests.

## Synenolic Observances

You automatically gain all of the Observances listed in this section, as well as being able to **choose 2 additional Observances** from the ones below.

## Petitions

### Condemn The Blasphemous

Those who would seize power over others will frequently resort to prohibited sorcerous practices or necromantic witchcraft. These are explicitly forbidden by the Living God, and any who dabble in them must be vigorously denounced.

* When you or an ally is targeted by harmful magic, curses, or hexes intended to inflict damage or hinder your abilities, you can force the origin of the malediction to make an opposed Willpower (Aggression) [+1] Test against your Faith (Discipline) Test. If they achieve a Dilemma by getting as many Advances as you have, the effects of their powers are lessened. A Failure on their part makes all magical attacks instantly dissipate.

### 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) [-1] vs. Willpower (Discipline) Test against anyone or anything creating supernatural darkness, with Success disrupting their power.

### Pray For Us

Ask the Paragons in Heaven to pray to the Living God on your behalf.

* You gain one bonus die which can be held to be applied to one Test (self or others) at any time, though only one bonus die may be held in reserve at a time.

### 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) [-1] vs. Willpower (Discipline) Test to disrupt and terrify spirits in rebellion against the Living God as well as practitioners of evil magic.

## Supplications

### Anoint Servants

Place Blessed Oils upon the forehead of the faithful, praying for them to do their part in the plans of the Living God.

* Requires 1 jar of Holy Water and five minutes per six people. Make a Faith (Leadership) Test. For every 2 Advances, give one bonus die to any Willpower (Discipline) Tests to resist mind-altering supernatural powers and one bonus die to any Fitness (Resilience) Tests to resist harm from magical attacks. This bonus lasts for the entire day.

### Consecrate Grounds

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) {12, 5 minutes} Prolonged Test with a Difficulty determined by the spiritual impurity of the area.
* Using a bottle of Holy Water during the Consecration lowers Difficulty of three Tests by 2.
* 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).

### Exorcism

Philosophers and alienists have done much work to categorize the various mental disorders that can debilitate a man, but they have nothing in the way of solutions to those problems. At the heart of the matter, man’s soul can be host to all manners of evil spirits which burden him with terrible afflictions. Exorcism is the lengthy and painful process of expelling those spirits out, in the name of the Heavenly Father and His Risen Son.

* You can identify wicked spirits possessing someone with a Psychological Complication of a Wound or Disease, which inflict symptoms such as insomnia, a phobia, or dread.
* You can make a Faith (Aggression or Leadership) {30 minutes} Prolonged Test to cast a wicked spirit our of a possessed person. The Extent is dependent upon how long the spirit has been clinging to its victim, with fresh possessions having an Extent of 6 or 9, and long-lasting or repeat possessions exceeding 12 or 15. The Difficulty depends on how powerful the spirit is, with weak ones having a Difficulty of 1 or 2, and more powerful ones reaching 4 or even 5 in extreme cases. The Difficulty depends on how long it has been clinging to its victim.
* Using a bottle of Holy Water during the Exorcism lowers Difficulty of three Tests by 2.
* Each Test costs either 1 Breath or 1 Fire.

### Recitations

Pray through a repetitive set of prepared chants.

* 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 a Willpower (Discipline) [4] Test with Success restoring 1 Nerve. Getting 2 excess Advances can also restore a reduced Vitality maximum by 1.

### Sanctify Implements

Just as we are the instruments of the will of the Living God and must be protected, so too must our tools be blessed to enact His work. A dedication ritual over the gear that soldiers are expected to use can keep them safe from supernatural causes of damage and decay, as well as empowering them to affect spiritual entities which normally they would not be able to touch.

* Requires 1 jar of Holy Water and five minutes per three tools or weapons. Make a Faith (Discipline) [4] Test. Success makes weapons bypass supernatural resistances and capable of harming intangible targets. Prevents weapons and tools from being damaged by supernatural or magical means. For every 2 excess Advances, grant one bonus die to the user for any Tests made wielding the blessed object. This bonus lasts for the entire day, though a Disaster causes it to prematurely end due to smudging off the Holy Water.
* Holy Water must be sent from the Pellucian in Umbria and is distributed between Synenolic Chaplains through the regular military logistics channels.

Note: Attempting to attack a loyal Celestial spirit in service to the Living God usually results in the violent destruction of the weapon.

## Ministries

### Divine Liturgy

Lead a mass of believers in a ritualistic observance of worship rites and recitations intended to bring glory to the Living God.

* Once a week, make an Intellect (Leadership) [2] Test. On a Success, attendees may recover 1 Nerve. Recovering an additional 1 Nerve is possible for 2 excess Advances per point. Restoring 1 Fire may be done for 3 excess Advances per point.
* Only Synenolic and Austeric attendees may benefit from base Success. Anyone may benefit from excess Advances.

### Final Hallowing

Perform the sacrament for commending the spirit of the soon-to-die, the mortally-wounded, or recently deceased unto the embrace of the Living God.

* Make an Intellect (Scholarship) [5] Test after a five minute ritual. Success grants everyone who partakes the opportunity to automatically pass a Willpower (Discipline) Test (must be decided before rolling), as well as letting them ignore 1 point of Pain Penalty for the next several hours. Anyone who benefits from this takes a -3 dice penalty on the first Agility Reaction Test to avoid a hazard or attack.
* Intervene on behalf of the returned dead that walk again, so their spirits may be put to rest.

### Penance

Act in the person of Ilhaduel and allow the penitent to express sorrow for his wrongdoings, before giving him the requirements to complete his contrition.

* Make an Intellect (Investigation) [3 (4 for non-Synenolics)] Test after assigning the penance to be undertaken by the believer. Success allows the believer to make a Willpower (Discipline) Test, restoring a reduced Vitality maximum by 1 for every 3 Advances on this Test.

## Next Step

You are now officially a Battle Chaplain. Move on to **Military Training**.