A Malevolent Apparatus
A Servant describes a character who receives strength from powerful supernatural beings in exchange for furthering their patron’s agenda. A patron or master can be any powerful entity with a specific agenda. Examples of a Servant include a knight sworn to uphold the ideals of The Twelfth of The Thousand, a warlock curse-bound to a demon, or perhaps your character communes in her sleep with a goddess who still exists within the Echogenesis.
One of a Servant character’s Aspects must be related to their master, describing their relationship or the character’s position among the master’s servants, etc: The Twelfth’s Knight; Cult Leader of Nyarlathotep; Auditor in the August Society; Scion of Eternia.
This Aspect can be invoked any time a Servant performs an action their patron would support. A Servant might feel compelled to defy their patron.
Devoted Servants gain Boons from their masters. These Boons protect the Servant or help further actions their patron or master supports. A Servant gains a number of Boons equal to their Servant Rank whenever they Refresh.
Boons work similarly to Fate Points for invocations. They can be spent to invoke Aspects on actions that align with the goals of their patron. Note that Boons cannot be used to activate powers requiring Fate Points.
If a Servant betrays their patron or master’s will, that character loses access to Servant powers and gains the Forsaken aspect until they’ve made amends. While the character has the Forsaken aspect, they have a -2 Refresh penalty and lose their Boons.
Purchasing Power Advantages
Servant based powers require the “effortless” modifier or cost a Fate Point to activate. Frequently used powers would likely be purchased directly using AP so that they are readily available.
Servants should also consider spending 1 or more AP on Gifts, powers that are gained through performing an hour long ritual as part of communing with their patron or master. Powers purchased this way are cheaper than buying them normally, but have the limitation of only being used once before having to perform a ritual service to regain them. Gifts are ideal for situational powers or big “daily” type powers that are simply too powerful for your character to repeatedly use.
Servants may spend an hour performing rituals to their patron, saying prayers, meditating, reciting verse, or some form of defilement for those with dark masters. It is during these ritual services that Servants receive Gifts. Gifts manifest as a temporary power granted by the patron.
A Servant may spend 1 AP to gain 5 Ritual Points. With these ritual points a Servant learns meditations or defilements to gain specific Gifts. The powers purchased with ritual points may only be used as a Gift (a temporary power), and the cost to learn them is equal to their normal AP cost in “ritual points.”
When writing the effects of your character’s Gifts, follow the rules for Ritual Power in Strands of Power (p.171), but with the following alterations:
- There is no Extended Action Activation roll. After one hour of performing a ritual service you know all the Gifts you have the capacity to hold. Gifts act just like a normal power and still require their activation cost when used.
- The total ritual point cost of all the Gifts you hold can never exceed your Servant Rank x 4 (not a change, just mentioned for convenience).
- All Gifts granted by your patron must include the Delayed Power modifier. Gifts gain the Stable Delay modifier as part of Delayed Power. This means you can hold the Gift for up to 24 hours or until you use it.
- Gifts cannot have the Accelerated Ritual modifier.
- The Empowering Ritual portion of Ritual Power is removed. Servants empower their Gifts via ceremony and sacrifice.