Divine Intervention Basics

At its core, Divine Intervention is handled by gaining Favor with your Primal Deity by performing certain acts, and you spend that Favor in dire straits to receive incredible miracles (Interventions), far beyond the normal power of spells at that point in the game.

Favor

Interventions are based around a system of Favor. As you perform religious acts, or deeds aligned with your Primal Deity’s cause, you gain Favor with your Primal Deity. If you act against your Primal Deity, then you lose Favor.

Favor is a very limited resource, but it makes up for that fact by the absolute power that you can wield.

Favor Cap

Your maximum Favor is determined by your highest Class Tier and Religion Skill. In order to gain each level of Favor Cap, you must meet BOTH requirements, or you drop down to the highest tier you meet both requirements for:

Class TierReligion SkillFavor Cap
Apprentice60+8
Journeyman65+12
Expert70+16
Master75+18
Legendary80+20

This is not a daily limit; you could have the maximum starting the day, spend some, regain more during the day, and spend it as well. If anything would cause you to gain more Favor when at maximum Favor already, you remain at the maximum.

No Decay: Favor persists until spent, unless lost through certain actions/effects. This includes overnight.

Gaining Favor

As mentioned, various acts will allow you to increase your favor

Common Sources

Morning/Evening Prayers

Favor Gained: 1 Favor. This will be one of your primary consistent forms of Favor gain. If you spend at least 1 hour praying between 5am-12pm (Morning Prayers), or 1 hour praying between 5pm-12am (Evening Prayers) you can gain 1 Favor (you only gain this once per day; praying at both times is encouraged for devotion, but will not gain extra Favor!)

CAVEAT FOR PLAYERS AND GM: Your Primal Deities do not favor lackadaisical worshippers, especially those capable of spreading their word. Similar to the restrictions in Session Productivity Guidelines, if your GM decides that your party is slacking off and not actively pursuing goals, or if the divine practitioner(s) in the party is/are not working their hardest, they may decide that you are not worthy of Favor for simply paying lip service twice a day! The GM may decide at any time for roleplaying reasons to withhold Morning/Evening Prayer benefits, in order to ensure the party is not merely banking up Favor.

NOTE FOR GMs: Be willing to limit this often. Divine Interventions are incredibly powerful, and should not be gained trivially. See GM Guidelines around Favor for more information on how to think about this.

Temple Donation

Favor Gained: 1 Favor You can perform a Temple Donation once per day. Doing this does not actually cost your character gold. The scaling of this would be impossible without trivializing it or making it too pricey. This is simply a flavor effect, but you still must declare you are doing this! This action is also location dependent. Not every locale will have a temple, let alone one for your Primal Deity! How would you do a Temple Donation in a dungeon?

Note: You cannot construct a simple shrine to donate to for this; they must be established Temples. If there is any confusion as to what qualifies in the world you’re adventuring in, defer to GM discretion.

Situational Sources

Strict Values Adherence

Favor Gained: 1-3 Favor per act This is one of the harder for you to gain, but one that really flavors your roleplaying and character choices. Each Primal Deity will have a set of Values defined for them. If you are performing acts that strictly adhere to your Primal Deity’s Values (GM Discretion), then you may gain between 1-3 Favor depending on how extreme the act was or what risk doing so put you or the party in.

NOTE FOR GMs: As the name suggests, be strict on this. Favor is powerful, and just casual daily activities shouldn’t count. If a Primal Deity’s values included “Generosity” the party shouldn’t get Favor just for donating to some beggar on the street, or by showering people with their excess gold to bank up Favor. Acts of Adherence for the sole purpose of Favor are not looked kindly upon!

Slaying Primal Deity’s Enemies

Favor Gained: 2 per encounter where at least 1 of your Primal Deity’s enemies was slain This one is rather straightforward. Like with Strict Values Adherence, each Primal Deity will have a set of Enemies that oppose their Values. If you find these enemies, you are expected, nigh required to smite them in the name of your Primal Deity. Doing so will grant you favor, not for each ENEMY, but for each ENCOUNTER where you slay their enemies. This is likely to be the least common one to achieve, as Enemies are not defined broadly, but quite specific.

Losing Favor

Acting Against Values

If you perform, condone, or participate in any actions that are in direct conflict with your Primal Deity’s Values, OR offer assistance/mercy to any Enemy of your Primal Deity, you will immediately lose 10 Favor, to a minimum of 0 Favor remaining. This is not something to take lightly; your Primal Deity choice drives much of your character’s decisions, or you pay the price!

Using Interventions

Like the Perks in Ettes Eternal, Interventions follow a 5-Tier structure.

Making a Plea

This is a special Action you can use at any time, but commonly in Combat situations. As the name suggests, you must take several seconds to make a Plea to your Primal Deity, asking them to grant you a specific Intervention.

Costs:

  • 2 Action Points for Apprentice, +1 for each Tier above Apprentice (2 AP for Apprentice → 5 AP for Expert).
    • Legendary Tier costs 5 AP like Expert, but also will require sacrificing all current RP and FP as well
  • Favor points (cost is based on Intervention, with ranges for each Tier):
    • Apprentice: 3-5 favor
    • Journeyman: 6-8 favor
    • Expert: 9-11 favor
    • Master: 12-14 favor
    • Legendary: 15-20 favor

When you make a Plea, Success is guaranteed. You will gain the Base Effect for the Intervention just by spending the AP + Favor. It is recommended that you incorporate some Roleplaying to this mechanic, but you are not required to if you are not comfortable.

Plea Effects

Each Intervention has a Base Effect that you get for free automatically, but you can also roll a Religion Skill Check to potentially gain further benefits. Each Intervention will have a Plea Effect which will scale based on the success level of your Religion Skill check.

IMPORTANT: There is absolutely NO penalty for failing this roll, even critically failing. You will still get the Base Effect of the Intervention; you just don’t get the Plea Effect.

Intervention Categories

There are currently only 3 categories of Interventions, and each has a restriction on what target(s) you can use this on.

If you break the restrictions for a category, it will be considered Acting Against Values; the action will fizzle, and you will immediately lose Favor as defined in that section.

Healing Interventions

These are Interventions whose sole purpose is to provide some restorative effect(s) to your party.

Restriction: Cannot target followers of Opposed Primal Deities or Enemies of your Primal Deity.

Blessing Interventions

These are Interventions that provide a wide variety of buffs to your party, including luck bonuses to rolls, beneficial statuses, and much more

Restriction: Cannot target followers of Opposed Primal Deities or Enemies of your Primal Deity.

Curse Interventions

A much darker form; sometimes you must plea to your Primal Deity for assistance against powerful foes. These Interventions will inflict a variety of debuffs and status effects on your enemies, but they will NEVER deal direct damage.

Restriction: Cannot target followers of Aligned Primal Deities or your own party members.