Difference between revisions of "Faith"
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Revision as of 15:05, 6 August 2013
Faith, sometimes called Faith magic is a system through which people with strong beliefs or conviction can inspire others and even cause miracles. Though the latter is rare indeed and generally requires some great sacrifice from either the Faith Magician or the recipient(s).
Rules
Faith magic is limited in a way in that it can generally only do simple Blessings, creating a temporary aspect to someone for that scene, with one free invocation (like "Create and advantage"), (Examples: "God steadies your hand", "Divine inspiration fills your mind", ...) or "heal" others.
Faith
The Faith meter is as big as your Refresh value (those with Faith feel no need for boastful skills). You can increase the size of your Faith meter by 1 per aspect you devote to it.
Refill
The Faith meter doesn't refresh like other meters do. It only refreshes by doing good works (like the 7 Virtues), the amount it refreshes depending upon the sacrifice and devotion it required (in general for simple things it refreshes only 1 point). Before or at the start of a scene a Faith caller can spend a few moments in meditation or prayer and spend a Fate point to refill his Faith meter.
Loss
Doing sinful acts, or things against the very core of their belief system causes a Faith caller to lose
Powers
Blessings
Creating a Blessing is just like creating an advantage with a few minor differences. You can let multiple persons take advantage of the Blessing, if they were around when you created it, paying 1 Faith per person. They all get the free invocation, and as soon as someone spends a Fate-point to invoke it again, everyone else who had been blessed get another free invocation. On a Tie it's a boost (meaning everyone just gets one free invocation), if you succeed with style the Blessing has a permanent effect, giving its bonus the entire scene for anything relevant to the blessing. On a failure the blessing still drains you.