Difference between revisions of "Faith"

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==Rules==
 
==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 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==
 
==Faith==

Revision as of 16:05, 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 stress meter is as big as your Refresh value (those with Faith feel no need for boastful skills). A high conviction increases the amount of Faith you have, you gain one extra Faith stress-box at Fair(+1), and one more for every two steps above that. (at Good (+3), at Superb (+5) and so on...)

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 stress-boxes.

Loss

Doing sinful acts, or things against the very core of their belief system may cause a Faith caller to lose Faith. The GM will keep an eye on this, and even try to invoke this at times. Creating Blessings, Faith Healing or Exorcisms will all drain your Faith.

Powers

Blessings

Creating a Blessing is just like creating an advantage using Conviction with a few minor differences. You can let multiple persons take advantage of the Blessing, if they are around when you create it, costing 1 Faith stress 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. The blessing can also be laid on an item (giving the possibility to invoke whenever the item is used)or multiple items, 1 Faith stress per item. 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 but gives you no benefit (maybe you weren't as Faithful as you thought you were).

Faith Healing

Faith Healing is tricky. It can remove stress (mental or physical) in a scene, by using an overcome action with Conviction. The target is the amount of Stress boxes you're trying to refresh. The target will have to spend a Fate point to actually gain the effect though. On a failure the Faith Healer will lose one Faith stress. Nothing happens. On a Tie the Faith Healer will lose one Faith stress, the recipient gets one stress box back. On a success the recipient refills the targeted stress bar if he or she spends a Fate point, the Faith healer loses a Faith stress. If the Faith healer succeeds with style it still costs 1 Faith stress, the recipient on the other hand refills his stress bar without having to spend a Fate point.

The other use of Faith healing is to temporarily remove a Consequence for the duration of a scene. This use costs one Faith stress for the caster and one Fate-point to the recipient no matter the result. The target is the same as the severity of the consequence (Mild: 0, Moderate: +2, Severe: +4). On a failure nothing happens. On a tie the recipient can ignore the effects of the consequence once for the scene. On a success the recipient can ignore the effects of the consequence the entire scene. If the Faith healer succeeds with style the recipient can ignore the the consequence the entire scene AND the severity of the consequence lowers by one level at the end of the scene.

Exorcism

Exorcism works as an attack action against "Unholy" creatures (like Demons, the Undead,...) Using holy or hallowed items and ceremonies you can attack a creature in the same zone as you, using the Conviction skill. It can also be used to defend against such creatures protecting everyone you designate in the zone. Any stress that breaches your Conviction defence rolls will cause damage to your #Faith stress instead.

Miracles

Sometimes you need something more, you require the laws of physics to be bent, or broken. A call, a plea to a higher power: hoping, bargaining for this one favour. A Miracle is a wild-card allowing anything at all as effect, but the cost is immense. It will drain all your Faith, Faith points and you will cost you a consequence, the severity wholly dependant upon the magnitude of the Miracle.