Conviction
The conviction skill can only be acquired if you've taken an Aspect or High Concept as a Shepherd. It represents your unshakeable belief in a higher power (or should), the belief that you're doing great works to the benefit of others and by the grace of something more than yourself. But even those who had their very core beliefs assaulted have been seen to create miracles and bless and inspire the faithful to great effect.
Overcome:
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 stress, Faith points and you will cost you a consequence, the severity wholly dependant upon the magnitude of the Miracle. No test needs to happen.
Create advantage:
A blessed weapon counts as a Holy weapon for the purpose of damaging Unholy creatures.
Attack:
Defend: The Shepherd can also defend the Zone he is in (and those inside) against Unholy damage and creatures. Any damage that bypasses the Shepherd's defence gets applied to their Faith Stress before it gets applied to the original target(s).
Conviction stunts
Faith healing:
The Shepherd can use the overcome action to heal others.
Faith Healing is tricky. It can remove stress (mental or physical) in a scene. 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.
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 no matter the result. The target is the same as the severity of the consequence (Mild: 0, Moderate: +2, Severe: +4).
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Inquisitorial Training:
Excorcism, the Attack and defend action can also be used to attack against Unnatural creatures, powers and damage.