CC Heavenly Tree Chaplaincy

## Heavenly Tree Terminology

Heavenly Tree Shepherds use vernacular names for their categorization of Observances, though the regular names will be used here for simplicity's sake. The following are the most commonly-used Heavenly Tree names:

* Observances are called Devotions.
* Petitions are called Prayers.
* Supplications are called Meditations.
* Ministries are called Guidance.

## Heavenly Tree Talent

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

### Impassioned Plea

```
"Hear me Oh Lord of the Heavens;
     my heart cries out for deliverance.
In your unfailing love, reach down to aid me;
     for I am your trusting servant."

```

Instead of either spending 1 point of Breath or temporarily lowering Faith by 1, any time you make a Petition you may choose instead to either spend 1 point of Fire or temporarily lower your Faith by 2. This allows you to gain the benefits from the Empowered Effects section under the Petition.

## Heavenly Tree Observances

You automatically gain all of the Observances listed in this section, as well as being able to **choose 4 additional Observances** from the ones below.

## Petitions

### Command Creation

Speak an order to nature on behalf of the authority of the Living God. Give a command to an animal, or tell the weather to change.

* You can make a Faith (Aggression) Test to stop hostile but mundane animals in their tracks, with a Difficulty determined by how agitated the animals are.
* You can make a Faith (Leadership) [3] Test to produce a slight and already feasible change in the weather, such as a sudden refreshing breeze, rain on a cloudy day, a sun shower, or an errant cloud granting cool shade.

**Empowered Effect**: Make a Faith (Leadership) Test to give animals specific commands, **or** to noticeably alter the weather or physical properties of natural substances, with more Advances producing greater results.

### Grant Us Strength

A simple reminder that all things are possible through the strength provided by the Living God.

* You can substitute Faith for Fitness on an Athletics, Labor, or Assault Test.
* You can grant the option for yourself or others to add three bonus dice to a single Fitness (Athletics, Labor, or Assault) Test.

For Fitness Tests benefiting from either of these bonuses, 2s are also Slips, and a Stumble results in spending 1 point of Breath.

**Empowered Effect**: Increase the bonus to five bonus dice, **or** ignore the increased range for a Slip and the Stumble effects.

### Guide Our Steps

Ask the Living God to spur movement in the right direction so as to be where we are needed to enact His plan.

* You can make a Faith (Awareness or Survival) Test when searching for someone or something. The more Advances, the more direct the guidance.
* Give everyone two bonus dice when making a defensive Coordination (Agility) Reaction Test in response to a single threat.
* Give everyone one bonus die when making a Fitness (Athletics) Test to navigate a single physical obstacle.

**Empowered Effect**: Significantly lower the threshold for precise guidance to the object of your search, **or** double the bonus dice.

### 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.

**Empowered Effect**: Double the bonus dice.

### Keep Us Safe

Pray for the heavenly messengers of the Living God to deflect the barbs of His enemies away from His loyal servants.

* You can designate a single person or an entire group, causing enemies to increase the Difficulty for attacks against them.
* If you pick a single person (yourself or someone else), increase Difficulty of attacks against that person by +2 for the following two Rounds.
* If you pick a group of up to 10 people, increase Difficulty of attacks against them by +1 for the following two Rounds.

**Empowered Effect**: Double the Difficulty penalty, **or** increase the duration to four Rounds.

### Send Us Your Spirit

Invite the presence of the Living God to bless your sermons and speak through you the words that the listeners need to hear.

* On your next Test for a Ministry or while under the effects of a Ministry, gain three bonus dice and double the distance that your words can reach, while reducing any Difficulty penalties due to loud noises drowning out your voice by 1.

**Empowered Effect**: You automatically gain the benefits (and responsibility) of Holy Messenger (see below) and increase the bonus to five bonus dice. Additionally, quadruple the distance that your words can reach and ignore any Difficulty penalties due to loud noises.

## Supplications

### Edification

Focus on prayer while reading the Hoy Scriptures and listening for the voice of the Living God to deepen your spiritual walk.

* Takes thirty minutes and can only be done once per day. Return your Faith Attribute to its exact maximum, and you can make either an Intuition (Awareness) [3] Test 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.

### 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.
* You can only attempt this Supplication if your current Faith is at or below its maximum.

## Ministries

### Brotherly Correction

The heart of the sinner cries out in anguish from the burden of sin. As a minister, it is your duty to help those wracked with guilt to purify their hearts and get right with the Living God.

* Make an Intuition (Rapport) Test after spending time with another person discussing his transgressions against the Living God, the person being corrected makes an Intuition (Awareness) Test, and the total Advances from both Tests are combined. For every 4 Advances, restore a reduced Vitality maximum by 1.

### Fellowship Gathering

Bring together followers of the Heavenly Father in worship of Him, thanksgiving for His blessings, and prayer for His mercy.

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

### Holy Messenger

Devote yourself to being the representative of the Living God for the remainder of this conversation so that His words may be heard and believed by all present. You may act as a Holy Messenger once per day, with every 10 minutes spent doing so costing 1 Breath (including the first).

* You can be understood by all regardless of language barrier
* You will be believed as telling the truth by anyone who hears you.
* You receive 1 free Advance on any Aggression or Leadership Tests when interacting with spirits.

Note: if you intentionally lie while presenting yourself as the Holy Messenger of the Living God, you will instantly be struck dead.

### 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**.