Perks: Religious

 

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Religious Perks

These Perks are for the truly devout, allowing you to draw great power from greater entities. Auras give strong benefits to your allies or weaken multiple enemies at once. Boons give your character an individual boost, vastly increasing their combat prowess. Prayers allow you to call upon your god for a favor.
Each of these Perks comes with associated Aspects, one of which must be followed to gain the benefits of the Perk.

Auras, Boons, and Prayers

To take one of these Perks, you must follow or begin following one of the Aspects associated with it. If you are not In Good Standing with your deity or source of power you may lose access to these perks.

  • Auras are Perks that represent the strength your faith provides to those around you. It surrounds your character with a passive Aura that functions as a Blast: 1 from Self and gives you a Power to use as a Secondary Action on allies or against enemies. Finally, they provide a Finisher that ends the aura and has a very powerful effect on all those that have been Targeted with the Aura’s Power. You can only have one Aura active at a time.
  • Boons are Perks that represent the internal strength that worship provides or a gift that your deity provides. They give you a strong, direct passive benefit and an ability to use.
  • Prayers are Perks that give you a strong benefit once per Scene or Combat. During times of crisis, you call on your faith to give you an edge over foes
General Religious Perks

Improved Aura
Tier 2
Your Auras are now Blast: 2 from Self instead of Blast: 1 from Self. They affect the hexes Adjacent to you and the hexes Adjacent to them.

Religious
Tier 2
You can use your Prayer once more per Combat.
Special: You can take this Perk two times.

Aspect of Aggression

Aggression Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Self and Allies
All Targets in hexes Adjacent to you have +1 damage. If they start their Turn there, they have this effect for 1 Round.
Power

1 / Round l Secondary l 1 Round l Short l 1 Ally
The Target is Strengthened.
Finisher
1 / Combat l Primary l Persuasion + Mythologyl Long l Allies*
Your Aura ends. You can move any Allies that have been the Target of your Power a number of hexes equal to Successes. They can all take one Primary Action at any point before, during, or after this Move.

Aggression Boon
Tier 2
Gain +2 damage to Melee and Ranged Attacks.
Boon
1 / Combat l Primary l Charisma + Mythology l Short l Ally or Self
The Target can make a special Melee or Ranged attack. This attack does Weapon + Stat + Successes damage.

Aggression Prayer
Tier 1
1 / Combat l Primary l 1 Round l Wits + Mythology l Medium l 1 Ally per Success
The Targets have Advantage on all rolls and gain a bonus to damage equal to Successes.

Aspect of Air

Air Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Characters
When you spend Movement, you can move each character that you come Adjacent to 2 hexes. Each character can only be affected by this once per Round.
Power

1 / Round l Secondary l 1 Round l Persuasion + Mythology vs. PD l Short l 1 Character
You can move one Character 5 hexes. If they end this Movement Adjacent to another character or solid object, you can choose to give them Persuasion damage.
Finisher
1 / Combat l Primary l Persuasion + Mythology vs. PD l Long l Foes
Your Aura ends. Any Foe who has been the Target of your Power can be thrown Persuasion × 2 hexes into the air and takes falling damage when they come back down.

Air Boon
Tier 2
You can Fly (Clumsy). If you already have the Fly Movement Method you gain +2 Speed.
Boon
1 / Combat l Primary l Instant l Charisma + Mythology l Blast: 5 from Self l Characters
All Foes take Successes damage (cold). You can move all Allies Successes hexes.

Air Prayer
Tier 1
1 / Combat l Primary l Wits + Mythology l Long l 1 Character per Success
You can move each Target 1 hex per Success.

Aspect of Air (Storm Variant)

Aggression Aura (Storm Variant)
Tier 3
Aura
1 / Combat l Secondary l Combat l Foes
All Foes that start their Turn in, or move into hexes Adjacent to you are Shocked.
Power
1 / Round l Secondary l Persuasion + Mythology vs. PD l Medium l 1 Foe
The Target and one foe Adjacent to it takes Persuasion damage (electricity).
Finisher
1 / Combat l Primary l Persuasion + Mythology l Long l Foes
Your Aura ends. Any foe who has been the Target of your Power takes Persuasion + Successes damage (electricity), is moved 3 hexes, and is Stunned.

Air Boon (Storm Variant)
Tier 2
You gain Resistance (electricity): +10.
Storm Boon
1 / Combat l Primary l 1 Round l Charisma + Mythology l Chain: 15 from Self l Characters
All Targets take 1d8 + Charisma damage (electricity) and are Stunned and Stuck.

Air Prayer (Storm Variant)
Tier 1
1 / Combat l Primary l Wits + Mythology l Long l 1 Character per Success
Targets take Successes damage (electricity) and are Stunned.

Aspect of Civilization

Civilization Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Foes
All Foes in hexes Adjacent to you are Weakened. If they start their Turn there, they receive this effect for 1 Round.
Power
1 / Round l Secondary l 1 Round l Persuasion + Mythology vs. MD l Short l 1 Foe
The Target is Stuck.
Finisher
1 / Combat l Primary l 1 Round l Persuasion + Mythology vs. MD l Long l Foes
Your Aura ends. All Foes who have been the Target of your Power are Staggered.

Civilization Boon
Tier 2
Once per Scene you can reroll any roll.
Boon
1 / Combat l Primary l 1 Round l Charisma + Mythology l Long l 1 Character per Success
Foes must roll twice and take the lower result of all rolls. Allies can roll twice and take the higher result of all rolls.

Civilization Prayer
Tier 1
1 / Combat l Primary l 1 Round l Wits + Mythology l Long l 1 Character per Success
Foes gain Disadvantage on their next roll and are Stunned. Allies gain Advantage on their next roll and an extra Secondary Action.

Aspect of Day

Day Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Allies
Allies in Adjacent hexes can choose to deal fire damage instead of their normal damage on any attack.
Power
1 / Round l Secondary l 1 Round l Persuasion + Mythology l Short l 1 Ally
The Target adds Successes to the damage of their next attack.
Finisher
1 / Combat l Primary l 1 Round l Persuasion + Mythology l Long l Allies
Your Aura ends. All Allies who have been the Target of your Power are Strengthened and heal Successes Vitality.

Day Boon
Tier 2
Any weapon you wield glows with a bright, golden light, shedding normal light in a Blast: 4. Any damage that you deal with that weapon, deals Fire damage instead of Physical.
Boon
1 / Combat l Primary l Charisma + Mythology l Short l Blast: 2 l Characters
All foes take Successes damage (fire). All allies heal Successes Vitality.

Day Prayer
Tier 1
1 / Combat l Primary l 1 Round l Wits + Mythology l Medium l 1 Foe per Success
The Targets are Blinded.

Aspect of Death

Death Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Foes
All Foes in hexes Adjacent to you become Vulnerable (all): 1. If they start their Turn there, they have this effect for 1 Round.
Power
1 / Round l Secondary l 1 Round l Persuasion + Mythology vs. AD l Short l 1 Foe
The Target takes Persuasion damage (necrotic) and is Weakened.
Finisher
1 / Combat l Primary l 1 Round l Persuasion + Mythology vs. AD l Long l Foes
Your Aura ends. All Foes that have been the Target of your Aura Power are Staggered.

Death Boon
Tier 2
When you reach 0 Health, allies gain +1 Success to heal you. You have Advantage on Resilience rolls to Hang On.
Boon
1 / Combat l Primary l Charisma + Mythology vs. AD l Short l 1 Foe
The Target is Helpless.

Death Prayer
Tier 1
1 / Combat l Primary l Wits + Mythology l Medium l 1 Foe
The Target takes Successes + Charisma damage (necrotic).

Aspect of Death (Illness Variant)

Death Aura (Illness Variant)
Tier 3
Aura
1 / Combat l Secondary l Combat l Foes
All Foes in hexes Adjacent to you are Weakened. If they start their Turn there, they have this effect for 1 Round.
Power
1 / Round l Secondary l 1 Round l Persuasion + Mythology vs. AD l Short l 1 Foe
The Target takes 1 damage per hex moved on their Turn. This damage is necrotic and is taken at the end of the Target’s Turn. Foes Adjacent to the Target at the end of their Turn take Persuasion damage.
Finisher
1 / Combat l Primary l 1 Round l Persuasion + Mythology vs. AD l Long l Foes
Your Aura ends. All characters that have been the Target of your Aura Power take Persuasion (necrotic) directly to Health.

Death Boon (Illness Variant)
Tier 2
You are Immune to all non magical-illnesses and gain Advantage to remove or resist magical illnesses.
Boon
1 / Combat l Primary l Charisma + Mythology l Short l 1 Foe per Success
The Target cannot regain Vitality for 24 hours by non-magical means.

Death Prayer (Illness Variant)
Tier 1
1 / Combat l Primary l Combat l Wits + Mythology vs. PD l Short l 1 Foe
The Target is Weakened and Slowed.

Aspect of Earth

Earth Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Foes
All Foes who start their Turn in hexes Adjacent to you are Slowed.
Power
1 / Round l Secondary l 1 Round l Persuasion + Mythology l Medium l 1 Foe per Success
The Target falls Prone.
Finisher
1 / Combat l Primary l 1 Round l Persuasion + Mythology vs. AD l Long l Foes
Your Aura ends. Any Foe who has been the Target of your Aura Power takes Persuasion damage and is Stuck.

Earth Boon
Tier 2
Whenever you are affected by Forced Movement, roll Charisma + Resilience and reduce the Movement by 1 hex per Success.
Boon
1 / Combat l Primary l Charisma + Mythology vs. PD l Blast: 5 from Self l Characters
You cause an earthquake. Targets fall Prone and take Persuasion × 2 damage. Allies do not take damage but still fall Prone.

Earth Prayer
Tier 1
1 / Combat l Secondary l 1 Round l Wits + Mythology l Long l 1 Foe per Success
The Targets are Stuck.

Aspect of Fire

Fire Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Characters
You are surrounded by a wall of fire in all Adjacent hexes. Any character who starts their Turn in or moves into hexes Adjacent to you takes 2 damage (fire).
Power
1 / Round l Secondary l Combat l Persuasion + Mythology vs. PD l Short l 1 Foe
The Target takes Persuasion damage and is Wounded: 1 (fire) until they spend a Primary Action to put out the flames.
Finisher
1 / Combat l Primary l Combat l Persuasion + Mythology vs. PD l Long l Foes
Your Aura ends. All Foes who have been the Target of your Power take Persuasion × 2 damage (fire) and are Wounded: 3 (fire) until they or an Adjacent ally spend a Primary Action to put out the flames.

Fire Boon
Tier 2
You gain Resistance (fire): +10.
Boon
1 / Combat l Primary l Charisma + Mythology l Short l Zone: 3 l Characters
You create a Zone of fire. Any character who starts their Turn In or Enters the area takes Successes + Charisma damage (fire). You cannot move this Zone.

Fire Prayer
Tier 1
1 / Combat l Primary l Combat l Wits + Mythology l Short l 1 Foe per Success
The Targets are Wounded:1 (fire) until they or an Adjacent ally spend their Primary Action to put out the flames.

Aspect of Hardship

Hardship Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Foes
All Foes in hexes Adjacent to you have Disadvantage. If they start their Turn there, they have this effect for 1 Round.
Power
1 / Round l Secondary l 1 Round l Persuasion + Mythology vs. AD l Short l 1 Foe
You Weaken and Slow the Target.
Finisher
1 / Combat l Primary l Persuasion + Mythology l Long l Foes
Your Aura ends. You can move all Foes that have been the Target of your Power a number of hexes equal to Successes. They also take Persuasion × 2 damage.

Hardship Boon
Tier 2
Once per Scene, you can force another character to reroll a successful roll.
Boon
1 / Combat l Primary l 1 Round l Charisma + Mythology vs. MD l Long l Blast: 5 l Characters
Targets are Stunned and have Disadvantage.

Hardship Prayer
Tier 1
1 / Combat l Reaction l Wits + Mythology vs. MD l Long l 1 Foe
〇 A Foe Succeeds at a roll.
The Target takes Persuasion damage and rerolls with Disadvantage.

Aspect of Life

Life Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Allies
You and all Allies who start their Turn in hexes Adjacent to you heal 1 Vitality at the beginning of your Turns.
Power
1 / Round l Secondary l Short l 1 Ally
You can choose to heal a character for ½ Persuasion Vitality or you can remove one status effect.
Finisher
1 / Combat l Primary l Persuasion + Mythology l Long l Allies
Your Aura ends. You heal all characters who have been the Target of your Aura Power for Persuasion × 3 Vitality.

Life Boon
Tier 2
When you Patch Up after a Combat, one of your allies heals +3 Health in addition to any normal healing.
Boon
1 / Combat l Secondary l Short l 1 Ally
You restore the Target to full Health.

Life Prayer
Tier 1
1 / Combat l Primary l Wits + Mythology l Short l 1 Ally or Self
You heal Successes + 4 Vitality.

Aspect of Nature

Nature Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Foes
All Foes who start their Turn in hexes Adjacent to you take 2 damage from animals, plants, and pests coming to your aid.
Power
1 / Round l Secondary l 1 Round l Persuasion + Mythology vs. PD l Short l 1 Foe
The Target is Slowed, Shocked, or has Disadvantage as plants and animals attack it. You choose which Status Effect to inflict on the Target.
Finisher
1 / Combat l Primary l 1 Round l Persuasion + Mythology vs. PD l Long l Foes
Your Aura ends. Any Foe who has been the Target of your Aura Power takes Persuasion × 2 damage and is Confused as swarms of insects and birds cloud their vision.

Nature Boon
Tier 2
You can speak with plants and animals and move through any natural terrain as if it were easily passable, though this only applies to yourself and not any traveling companions.
Boon
1 / Scene l Scene l Primary l Self
You take on the form of a tree. Your Size changes to Huge and you gain Hardness: +3 and Resistance (all): +5. You can still sense your surroundings but you cannot attack, move or cast Spells. You may end this effect at any time.

Nature Prayer
Tier 1
1 / Combat l Combat l Primary l Wits + Mythology vs. PD l Long l 1 Foe
The Target is poisoned. They are Wounded: 2 and Weakened.

Aspect of Night

Night Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Occupied and Adjacent hexes
Yours’ and all Adjacent hexes of your choice are Magically Dark. You choose these hexes at the end of your Turn. You gain Night Vision while this Aura is active.
Power
1 / Round l Secondary l Combat l Persuasion + Mythology vs. AD l Short l 1 Foe
The Target takes ½ Persuasion damage (mental) and their hex becomes Magically Dark until you use your Finisher.
Finisher
1 / Combat l Primary l 1 Round l Persuasion + Mythology vs. AD l Long l Foes
Your Aura ends. All Foes who have been the Target of your Power are Blinded and take Persuasion damage (mental).

Night Boon
Tier 2
You are Strengthened when you are Hidden, in Darkness, or in Magical Darkness.
Boon
1 / Combat l Combat l Secondary l Self
You become Invisible. Making an Attack roll breaks the effect.

Night Prayer
Tier 1
1 / Combat l 1 Round l Primary l Wits + Mythology l Long l 1 Ally per Success
The Targets are Hidden, even if they do not have any cover. Making an Attack ends this effect.

Aspect of Prosperity

Prosperity Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Allies
All Allies in hexes Adjacent to you have Advantage. If they start their Turn there, they have this effect for 1 Round.
Power
1 / Round l Secondary l 1 Round l Persuasion + Mythology vs. MD l Short l 1 Foe
The Target cannot make an Attack against one Ally of your choice.
Finisher
1 / Combat l Primary l 1 Round l Persuasion + Mythology vs. MD l Long l Foes
Your Aura ends. All foes who have been the Target of your Power are Staggered until they make a Composure + Resilience CR: Persuasion roll. They roll this at the end of their Turn. Any character who atempts to make an Attack against these Staggered foes becomes Staggered (no Attack roll required) until they make a Composure + Resilience CR: Persuasion roll.

Prosperity Boon
Tier 2
You gain 1 Bonus Silver at the start of every Session. This silver is a gift from your deity that somehow finds its way to you.
Boon
1 / Combat l Combat l Primary l Short l Zone: 3 l Characters
You make a zone of luck. Allies within the Zone gain Aces to Successes on all rolls. Foes have Disadvantage on all rolls.

Prosperity Prayer
Tier 1
1 / Scene l Reaction l Long l 1 Ally
〇 An Ally fails a roll that is not an Attack.
The Target can reroll the failed roll with Advantage.

Aspect of Protection

Protection Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Allies
All allies in hexes Adjacent to you gain Hardness: +1.
Power
1 / Round l Secondary l 1 Round l Adjacent l 1 Ally
You become the Target of any attacks against your chosen Ally.
Finisher
1 / Combat l Primary l 1 Round l Long l Allies
Your Aura ends. All Allies who have been the Target of your Power gain Hardness: Persuasion x 2.

Protection Boon
Tier 2
You can conjure a small amount of food and water, up to enough to sustain 5 people for one day.
Boon
1 / Day l Primary l 12 Hours l Charisma + Mythology l Medium l Blast: 5 + Successes
You can create a small shelter in the area. After you use this Ability, it begins to manifest and comes into being 3 Rounds later. When characters wish to enter you can roll Awareness + Mythology vs. MD to know the reason they wish to enter and can roll Composure + Mythology vs. MD again to prevent them from entering or force them to leave. When someone attempts to enter, you are immediately made aware of their presence, even when asleep.

Protection Prayer
Tier 1
1 / Combat l Primary l 1 Round l Wits + Mythology l Short l 1 Ally
〇 An Ally fails a roll that is not an Attack.
The Target gains Hardness: + Successes.

Aspect of Water

Water Aura
Tier 3
Aura
1 / Combat l Secondary l Combat l Foes
All Foes in hexes Adjacent to you take 2 damage at the start of your Turn or if they move into a hex Adjacent to you.
Power
1 / Round l Secondary l Persuasion + Mythology l Medium l 1 Ally
You can move the Target Successes hexes or remove one Status Effect from the Target. The CR is the Status Effect’s Tier + 2.
Finisher
1 / Combat l Primary l Long l Allies
Your Aura ends. All allies who have been the Target of your Power heal Persuasion × 2 Vitality and may remove one Status Effect.

Water Boon
Tier 2
You can breathe underwater.
Boon
1 / Combat l Primary l Combat l Charisma + Mythology vs. PD l Short l Zone: 3 l Characters
You create a large sphere of water. Any Target you miss gets moved outside of the sphere. Targets you hit are trapped inside and must roll Brawn + Resilience CR: Persuasion at the beginning of their Turn each Round while they are in the sphere. Failure means they take 1d8 damage directly to Health. They are Stuck while within the Zone. They can escape the Zone and come out in a hex outside the edge of it by rolling Acrobatics or Athletics CR: Charisma.
When the Zone is dismissed, it floods whatever area it is in with water. Roll Charisma + Mythology vs. PD against all characters within 3 hexes of the sphere to knock them Prone.

Water Prayer
Tier 1
1 / Combat l Primary l Wits + Mythology l Blast: 3 from Self l Foes
The Targets are moved a number of hexes equal to Successes away from you and fall Prone.

Aspect of Water (Ice Variant)

Water Aura (Ice Variant)
Tier 3
Aura
1 / Combat l Secondary l Combat l Foes
All Foes in hexes Adjacent to you take 1 damage (cold).
Power
1 / Round l Secondary l Persuasion + Mythology vs. PD l Short l 1 Foe
The Target takes Persuasion damage (cold) and falls Prone.
Finisher
1 / Combat l Primary l Persuasion + Mythology vs. PD l 1 Round l Long l Foes
Your Aura ends. All Foes who have been the Target of your Power take Persuasion × 2 damage (cold) and have Vulnerable (all): 3.

Water Boon (Ice Variant)
Tier 2
You gain Resistance (cold): +10.
Boon
1 / Day l Primary l 1 Round l Charisma + Mythology vs. PD l Blast: 3 l Characters
All characters in the blast take Charisma x 2 damage (cold) and are Stuck.

Water Prayer (Ice Variant)
Tier 1
1 / Combat l Primary l 1 Round l Wits + Mythology vs. PD l Cone: 5 from Self l All Foes
The Targets take Wits damage (cold), are Slowed, and have Vulnerable (all): 3.

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