Faith

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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, and can be used to attack or defend against Unholy creatures. Some can even use their Faith to heal or alleviate problems and a select have even caused bonafide Miracles to happen. Check the Conviction skill for more information.

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.

Power Source

Faith Magic is Holy. It can be used against and affected by Unholy creatures and powers.