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Faith Skills: Difference between revisions

From Menhirs Fate Wiki
Convert Advanced Faith abilities to SkillCard template
Year 2 Expansion: Major rework - Faith cap 12, Shrine system, Dedication effects per deity, Threshold-based ceremonies, removed deprecated skills
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Faith is a thing that all living humans have access to. They don’t need to do anything to create this resource as it is passively generated. The Corrupted are unable to wield faith in its pure form, they are able to use it when they have altered it. Acts of Faith such as Ceremonies return the power generated to the Spirit sphere. It does not send it to a God.
Faith is an intangible form of power linking Humanity to the Spirit Sphere. It is generated by and from human belief and willpower and can create a variety of effects that are linked to, but distinct, from magic. All Humans generate Faith and this is a powerful resource when pooled. Individuals can use it to perform ceremonies and the Gods can use it to perform [[Miracles]]. Many darker entities desire Faith as well, wanting to harvest and use its power.


===== Generating Faith =====
Faith is represented in the field as a resource card. This is to track how much faith a person has currently gathered when needed and so that people can send it to a variety of sources. Despite this, in-character Faith is an intangible resource that cannot be physically traded.


At the start of every event each player will get one faith token. These tokens will have their player ID printed upon.
As a priest you can hold a maximum of '''12 faith'''. The amount of faith you are currently holding is your 'Threshold', which can unlock ceremonies that you have bought separately. You may also contribute faith to Entreaties or transfer it with Bestowal. You do not need a ref to transfer faith between players using the Dedication or Bestowal ceremonies.


A character generates one faith for the event (unless they have a skill that increases this). They are able to use any faith that they have collected from other characters by performing the Dedicate ceremony. There may be ways to get more faith within the world of Menhirs Fate.
Faith is generated each event and then expires by the end of the event.


When a character dies any faith they had is immediately lost. The power is sent to the sphere of Spirit.
== Prayer Shrines ==


Faith does not persist between events. It is a "use it or lose it" resource. Every character generates at least 1 new Faith each event. This can be dedicated to any God and does not have to be to the same God each event though that is up to the character. Whatever happens Faith will not persist between events and Faith cards should be returned to the Bank after time out. If Faith is not used the cards can be deposited in a container at the Bank after time out
Shrines to each of the Twelve are in the Faith tent at Haven for people to give Faith to the Gods. These prayers may be roleplayed in a variety of ways and people can use this space for religious roleplay or for quieter moments depending on their character.


== Devotion ==
The Gods expend power to perform Miracles with the most powerful known Miracle being Haven itself. It is unlikely they will be able to replicate something quite on this level but their power and existence depends on the flow of Faith from prayers.


'''No XP cost. All players who take the Conviction skill have access to this Ceremony'''. ''Inform a ref when you start this Ceremony''<br />
Characters may place loose offerings of Faith in the Shrines (by OC putting in the card(s) and IC performing a few moments of devotional thought or action at the shrine). Characters may also write prayers at the Shrines too but these will be burned by the Shrine tenders at the end of the event.
The character calls out to their God and through their will and devotion they form a brief link to them. While not sufficient for direct two-way communication, this link can be used to channel the faith into their God’s direct presence instead of to the sphere of spirit in general. At the ceremony’s conclusion the character may hand any amount of faith tokens to the ref.<br />
At the referee's discretion, this Ceremony may have additional effects.


== Dedicate ==
Any player may deposit Faith in the boxes at the Shrines. We encourage people to talk to priest players and the Shrine tenders to explore the roleplay around Faith.


'''No XP cost. All players who take the Conviction skill have access to this Ceremony'''. This Ceremony allows a character to dedicate another to their God. As part of the Ceremony the target must give at least 1 faith to the person dedicating them. The target becomes ‘Dedicated’ for the remainder of the event and feels strongly attuned to the God they have been dedicated to. This can be expressed in any roleplay direction the player feels appropriate.<br />
This mechanic is a subtle one and intended to look at trends over time and influence the Gods' power. This may result in things such as more or stronger Miracle options appearing from Gods as well as other wider reaching effects on the Setting and Plot as that God has a bigger well of power to draw on.
The dedicating player must specify the God that the target is being dedicated to and the target must be willing and happy to be dedicated. The target may choose to end the Ceremony at any point. A character who has been Dedicated cannot have this Ceremony used on them in the same event unless they have been Excommunicated. <br />
''Please remember if you have been dedicated to a God. There may be in-character things that happen relevant on God''


== Petition ==
== Ceremonies / Skills ==


'''No XP cost. All players who take conviction skill have access to this ability.''' Characters may perform this Ceremony to commune with their dedicated god and discover the Handsel that is the “price” of a Entreaty. This Ceremony has a duration of 10 Minutes. This requires 1 Spirit Essence. The characters performing this Ceremony will need to complete the Weaving form and take it to a member of Weaving team (Guardians of the Menhir) with the Essence requirement The Weaving team will provide a response containing the effects, costs in Faith or any other requirements and any other information about the Entreaty created through this Ceremony.
=== Conviction ===


== Entreaty ==
'''3XP'''


'''No XP cost. All players who take the Conviction skill have access to this Ceremony'''.<br />
This gives you access to '''Dedication''' to gather faith and '''Bestowal''' to transfer faith between priests. This must be purchased to unlock all Faith skills. You may also perform Entreaties.
People with Conviction may spend faith at the Menhir to perform an [[Entreaty]] with their Gods and ask for a Boon.


Player must visit the Guardians and book a time slot as per any [[Weaving#Weaving|Weaving.]]
You can only select one deity per event – this doesn't mean it's the only deity your character follows, it's just the focus of your Conviction this event and the one that will provide effects to those you Dedicate during this event.


All participants of the Entreaty must be devoted to the God the ceremony is dedicated to. Anyone who participates that is not, must inform the Guardian before the Entreaty begins.
=== Dedication ===


The characters may now do an Entreaty to their God to ask for a boon. The first step is to complete a Petition (described in the section above this).<br />
This takes at least one minute per person being dedicated – and may take longer if the priest wants to do a longer ceremony. You can only be dedicated once per event. You must transfer at least one faith to the priest dedicating you.
In this ceremony they may spend as much faith as they feel appropriate. They should give the relevant amount of faith tokens to the Guardian before they begin. In the Entreaty, the character must state which God they are doing the Entreaty to and what they want from their God. They may not use Menhir to simply devote faith without asking for a boon as this is a ceremony already and is a waste of Menhir's time.


Either in the ceremony or up to 24 hrs later, that God will visit those characters and they can then negotiate with the God. Success of the Entreaty and the following interaction with their God will be varying, depending on the following factors:
If you have Conviction you can be dedicated as normal, to any god; it doesn't change your alignment to a God for the purposes of skills / entreaties etc but it does give you the relevant dedication effect from the other God.


* How Much Faith they have Devoted
This will give you a minor RP effect and a minor mechanical bonus for the rest of the event, depending on the god – the list of bonuses may change from event to event.
* What Boon they have asked for.
* Which God they have sought help from
* How powerful that God is.


The Entreaty may vary in success anywhere from exceptional success to catastrophic failure as per the Weaving results.
Characters with Conviction should make sure their Deity selection is correct before the character closing deadline, so that we can provide them with a reminder of the effect for the event to avoid confusion.


Further information on entreaty can be found [[Entreaty|here]]
=== Dedication Effects ===


== Faith Skills ==
These are the current set of Dedication effects – these may change before the event, so always consult an up to date copy, which should be available for characters with Conviction from the Bank.


===== Conviction =====
* '''The Jester''' – 1/event restore 1 hit point to someone else (including someone in critical state) via an artistic performance of at least one minute
* '''The Hearth''' – 1/event call Refuge, which lasts while you continue to comfort and reassure the person you are protecting
* '''The Muse''' – 1/event you may restore one use of a Vigour ability that is rechargeable or 1/encounter with a short inspirational performance of at least 10 seconds
* '''The Smith''' – 1/event you may call Mend with 10 seconds roleplaying fixing the object
* '''The Reaper''' – 1/event you may call Execute on a willing target regardless of their current state, and gain one hit point in return (this can be done while you are in critical state)
* '''The Warrior''' – 1/event call Resist to Stagger or Stun
* '''The Guardian''' – 1/event grant one call of Rebound to one other person to be used when they choose
* '''The Scholar''' – 1/event ask a ref or Guardian for a random vision from the vision pool – you can roleplay this being a flash of inspiration or something you have discovered through research that you suddenly know is relevant
* '''The Shadow''' – 1/event go invisible for 10s (hold up a closed fist), you become visible if you attack, pick up or move something, touch anyone, are hit or make any call
* '''The Traveller''' – 1/event call Resist to Ensnare or Stun
* '''The Justicar''' – 1/event call Ensnare on melee hit
* '''The Celebrant''' – 1/event you (or someone you are in touch range of if you are not a Weaver) may extend a rite as if spending one flicker


'''3xp '''- This gives the character access to the use of Faith abilities. The Devotion, Dedicate and Entreaty Ceremonies are acquired as part of this skill.<br />
=== Bestowal ===
(This skill is needed before taking any other on this list)


When you select the Conviction skill you must choose a God to be Devoted to. (You are assumed to be Devoted to the [[Religion and the Gods|God]] in relation to the Devote skill)
Bestowal is how characters with Conviction transfer faith. This takes one minute for any amount of faith between priests of the same deity (not exceeding the cap on the recipient), and one minute for one point of faith between different deities.


* '''The Jester'''
This represents the meaningful transfer of an amount of the belief generated by characters. We encourage people to roleplay in a variety of ways and explore their connection to their God and the other person's connections during this time. Both priests count as performing the ceremony and cannot do this under an effect that prevents them from doing so.
* '''The Hearth'''
* '''The Muse'''
* '''The Smith'''
* '''The Reaper'''
* '''The Warrior'''
* '''The Guardian'''
* '''The Scholar'''
* '''The Shadow'''
* '''The Traveller'''
* '''The Justicar'''
* '''The Celebrant'''


===== Following =====
=== Following ===


'''2xp '''-''' '''and plus 1xp after each buy. (E.g. 2xp for first additional faith, 3xp for the second additional, etc)<br />
'''2xp''' and plus 1xp after each buy. (E.g. 2xp for first additional faith, 3xp for the second additional, etc)
This skill allows a character to start the event with +1 faith each time they take it


== Advanced Faith abilities (Each of these cost 1xp) ==
This skill allows a character to start the event with +1 faith each time they take it. This represents you Dedicating and receiving extra Faith from characters who do not attend Haven.
{{SkillCard
|name=Excommunicate
|cost=1 Faith
|target=Other
|type=Ceremony – 1 min
|range=1 meter
|effect=This Ceremony deprives, suspends, or limits the target Characters connection to the Pantheon. A character affected by this ceremony reduces their death count by 30 seconds, if dedicated they lose the link to their dedicated God and removes any boon they have received from The Pantheon immediately.
}}
{{SkillCard
|name=Spiritual reading
|cost=1 Faith
|target=Other
|type=30 second Ceremony
|range=Touch
|effect=This Ceremony allows the Devoted to sense the aura of a target. It can be more easily felt, smelt, or otherwise discerned by the caster’s mundane senses. This will give information on the nature of the target's spirit. It will also identify especially powerful spiritual creatures. <br /> This will detect that the target has a Corrupted Spirit.
}}
{{SkillCard
|name=Plea of Refuge
|cost=1 Faith
|target=Other
|type=Ceremony - ongoing
|range=1 meter
|effect=This ceremony is an act of faith in desperate need, trusting that help will come if the character can only hold out for it. While chanting and calling for their God's deliverance, the character can bind a target's soul within their own body, preventing further separation for as long as the character maintains their faith that aid will come. The target's critical state count pauses for as long as the ceremony chant continues. If the target is under the effects of any other effect (poison/curse etc) the effect is paused but will return at the end of the Ceremony.
}}
{{SkillCard
|name=Divine inspiration
|cost=5 Faith
|target=Self
|type=Ceremony – 2 min
|range=Self
|effect=''(Inform a ref when you start this Ceremony)'' This ceremony focuses a large amount of faith around a specific topic or question, before entrusting it to a God. By giving it over to the higher power, faith can create a mental void around the issue, preparing space in the characters mind for the God to later fill with insights and knowledge. The God will offer genuine guidance on the topic or question. The response may vary depending on how powerful the God is and the nature of the God in question. The question for this may be a sentence long.<br /> ''OC note: You may be asked to shorten or restructure your question by the ref if it is too long. The OC practicalities of this skill will often involve communication over a radio''.
}}
{{SkillCard
|name=Sanctified Strike
|cost=1 Faith
|target=Self
|type=Ceremony 30 seconds
|range=Self
|effect=This Ceremony allows a character to channel their faith and bind it to a weapon. The blade will force a restoration of their God’s order, and in doing so annihilate any agent of corruption it next strikes. The character charges the [[Combat Rules#Weapons|Weapon]] or [[Combat Rules#Foci|Foci]] (it must be a larp safe weapon) with divine power, causing the next strike to call [[Damage and Game Effects#Smite|Smite]]. This lasts until you use it, or until sunrise.
}}
{{SkillCard
|name=Martyr’s Gift
|cost=2 Faith
|target=Other
|type=Ceremony 30 seconds
|range=1 meter
|effect=This Ceremony allows a character to stoke that with faith, directing it into the target's wounds so that they can continue to fight in their Gods name. The target is filled with righteous zeal and restores all their hit points.
}}
{{SkillCard
|name=Divine Light
|cost=1 Faith
|target=Other
|type=Ceremony 30 seconds
|range=5 metres
|effect=This Ceremony allows any character to turn this trust into divine light and repel those who would cause harm. After completing the ceremony, the character must hold up a vigil of their God (this can be a weapon or any other item with a symbol of their god). They may then call “[[Damage and Game Effects#Stagger|Stagger]]” against 3 targets within 5 metres. The character is then unable to advance towards the targets for 10 seconds.
}}
{{SkillCard
|name=Cleanse Corruption
|cost=1 Faith per [[Corruption|corruption]] of the target
|target=Other
|type=Ceremony 2 minutes
|range=10 meters
|effect=This ceremony gently projects waves of spiritual purity through the target, massaging them back into their original innocent state. So long as the faith spent is high enough to overpower their corruption, the character can provide a kind of spiritual atonement, cleansing the object or person of the [[Corruption]] tainting them. If the faith is insufficient to totally overpower it, the ceremony has no effect. You do not lose any Faith if this ceremony has no effect.
}}
{{SkillCard
|name=Soul’s Reflection
|cost=1 Faith
|target=Other
|type=Ceremony 2 minutes
|range=1 meter
|effect=This Ceremony allows you to see the amount of Corruption points a target has. At the end of the ceremony, the character will discover how many corruption points the target has. You may either ask the target directly OC, or get a ref to check their record if they are not sure.
}}
{{SkillCard
|name=Banish
|cost=2 Faith/ 4 Faith/ 6 Faith/ 8 Faith/ 10 Faith/ 12 Faith
|target=Other
|type=Ceremony 30 seconds for every 2 Faith used
|range=10 metres
|effect=This Ceremony calls upon the characters total belief in their God’s absolute power. So long as their faith is of sufficient intensity, the ceremony is capable of banish almost any supernatural creature. Count the amount of faith used in the ceremony and call “By the power of [insert dedicated god] I banish you, Faith [X]” (X is the number of faith spent)
}}
== Ceremonies ==


Ceremonies are workings that allow mortals wield the power of the gods although these may look similar to the magical [[Rites]]. These are empowered by the faith of the people instead of Wyrd and for this reason they have no chance of failing and often focus on a person's spiritual essence.
== Threshold ==


===== Ceremonies Step by Step =====
Only people with the Conviction skill can enable the movement of Faith and even then only between the same God. This enables them to build up Faith that allows them to utilise abilities empowered by that power.


All Ceremonies are enacted by following the same simple process:
Any character with Conviction can gather Faith up to a cap of 12 and they require differing amounts to be able to access those abilities. With the exception of Cleanse Corruption these abilities do not spend the Faith when used and the person remains empowered and can use the ability as directed.


# Choose a ceremony the Character (or group) wish to cast.
While the actual process is simple enough as anyone with Conviction can both use the Dedicate and Bestowal ceremonies these processes are a mechanical process describing your relationship with Faith and the Gods. We encourage people to experiment with religious roleplay and the Gods during these ceremonies and remind people that the durations are minimum requirement not a maximum!
# Perform the ceremony for the casting duration required, and choose any Faith you wish to spend. (handing the faith tokens to Menhirs Fate volunteer at the closest time)
# If the ceremony is successful, choose targets and call any effects.


===== Performing a Ceremony =====
=== Purchased Ceremonies ===


To perform a Ceremony there are no set rules but as a general guide,
{| class="wikitable"
|-
! Skill !! Threshold Requirement !! Minimum Ceremony Length !! Effect
|-
| Spiritual Reading || 1 || 30 seconds || View soul state and number of Corruption points
|-
| Refuge || 2 || Special – begins immediately, lasts until interrupted || Call and sustain Refuge as long as you continually perform the ceremony
|-
| Sanctified Strike || 3 || 30 seconds || Call Smite by weapon or focus on next strike within 1 minute of ceremony
|-
| Cleanse Corruption || 1* || 1 minute || Remove Corruption points – 1 per Faith
|-
| Martyrs Gift || 5 || 30 seconds || Call Full Heal in exchange for going Critical. Spend the Faith instead for Mass Full Heal in exchange for going Critical
|-
| Turn Corruption || 6 || 1 minute || Become ensnared and call Stagger on every hit with a weapon or focus until you move
|-
| Divine Light || 7 || 30 seconds || Call Stun on any target, or Stagger on any three targets, as a ranged call from the location you ended the ceremony
|-
| Excommunication || 10 || 1 minute || Remove all Boons, dedications and reduce the death count by 30s from a willing or critical state target – costs 2 Faith
|-
| Divine Inspiration || 12 || || Ask a deity a question
|}


* Work together if you are in a team
<nowiki>*</nowiki> Also requires Faith spend
* Reference the Ceremony name that you are performing
* Reference the specific God that you are calling upon
* Make the act of using Faith part of the ceremony. While the Faith token are an OC item representing an IC resource you can reference that you are using the Faith they represent
* Make sure your Ceremony lasts the specified duration


In Menhirs Fate we would like to encourage our players to make Ceremonies expressive and interesting works of Faith
=== Spiritual Reading – threshold 1 ===
 
This allows you to view someone's soul to see the state of it (this will be Healthy for anyone not told otherwise) and number of corruption points. You do not need a ref for this ceremony but may consult one if the target isn't sure of their corruption point total.
 
=== Refuge – threshold 2 ===
 
You can perform a ceremony to call Refuge on one person – make the call and the effect continues as long as you're actively chanting over them. You can do this as much as you like but can only keep it up on one person at a time, and you have to be clearly, continually performing a ceremony – going into critical state or breaking off to actively defend yourself will interrupt the effect.
 
=== Sanctified Strike – threshold 3 ===
 
You may charge up a weapon or foci with a single call of Smite to be used on your next hit. This takes 30 seconds and the charge expires at the end of the encounter or when you next go through a rift if not used. Your character must believe the target is irredeemably corrupted – if you hit anyone else first, you may not call Smite and the effect is wasted. You may only use this ceremony once per encounter.
 
=== Cleanse Corruption – threshold 1 (requires spending faith) ===
 
You may spend faith to cleanse corruption from a willing target – if they are not willing the ceremony fails (and still consumes the Faith). This removes one point per Faith spent, and you must remove all of them at once – if you attempt to remove too small an amount, the ceremony fails (with no expenditure). You can cooperate with other priests to reach levels that are beyond your individual capacity.
 
=== Martyrs Gift – threshold 5 ===
 
You spend a 30 second ceremony charging yourself up, and then you may call FULL HEAL once on a target in touch range and become critical yourself. If you expend the 5 faith, you may call MASS Full Heal instead. You may only use this ceremony once per encounter.
 
=== Turn Corruption – threshold 6 ===
 
1/encounter, perform a 1 minute ceremony and take Ensnare. While you refuse to move more than one pace from the spot, you may call Stagger on hit, until you move or the encounter ends. Your character must believe the targets are corrupted in order to make the call. You may only use this ceremony once per encounter.
 
=== Divine Light – threshold 7 ===
 
Perform a 30 second ceremony, hold up a holy symbol in one hand and call Stagger on three targets or Stun on one target within 5m. You can target anyone with this. You may only use this ceremony once per encounter.
 
=== Excommunication – threshold 10 ===
 
After a one minute ceremony, you spend 2 Faith to bestow a malign 'boon' on a target who is either willing or in critical state at the end of the ceremony. This removes all other boons from the target, they no longer count as Dedicated, they cannot perform any Ceremonies, and their death count goes down by 30s.
 
You can obtain a 'boon' card for this from OC Customer Service to hand out as a reminder, or they can collect one later if they want to. This 'boon' can be removed by Dedication – but they can only be Dedicated if they have at least one Faith remaining, otherwise the effect will remain and cannot be removed until they generate more faith at the start of the next event and can be Dedicated.
 
This may knock someone off a narrative track towards corruption or other non-divine ends if they are on one – taking account of whether the player OC wants to be removed from it (to give them an out when they don't have one otherwise IC) – as the target ask a ref if you would like this part of the effect to happen.
 
=== Divine Inspiration – threshold 12 ===
 
You ask a question directly of your deity, of no more than 25 words. This must involve writing it down and handing a copy to the relevant crew at the Menhir or Shrines. You will receive the answer some time later – potentially the next event – while meditating at the shrines or Menhir (by asking the relevant crew if it's in yet).
 
It's entirely possible your deity will tell you they don't know or don't want you to know. You can only have one question outstanding at a time; if you ask another question, it cancels your pending question.


[[Category:Rules]]
[[Category:Rules]]
[[Category:Menhirs Fate Wiki]]
[[Category:Faith]]

Revision as of 22:35, 13 March 2026

Faith is an intangible form of power linking Humanity to the Spirit Sphere. It is generated by and from human belief and willpower and can create a variety of effects that are linked to, but distinct, from magic. All Humans generate Faith and this is a powerful resource when pooled. Individuals can use it to perform ceremonies and the Gods can use it to perform Miracles. Many darker entities desire Faith as well, wanting to harvest and use its power.

Faith is represented in the field as a resource card. This is to track how much faith a person has currently gathered when needed and so that people can send it to a variety of sources. Despite this, in-character Faith is an intangible resource that cannot be physically traded.

As a priest you can hold a maximum of 12 faith. The amount of faith you are currently holding is your 'Threshold', which can unlock ceremonies that you have bought separately. You may also contribute faith to Entreaties or transfer it with Bestowal. You do not need a ref to transfer faith between players using the Dedication or Bestowal ceremonies.

Faith is generated each event and then expires by the end of the event.

Prayer Shrines

Shrines to each of the Twelve are in the Faith tent at Haven for people to give Faith to the Gods. These prayers may be roleplayed in a variety of ways and people can use this space for religious roleplay or for quieter moments depending on their character.

The Gods expend power to perform Miracles with the most powerful known Miracle being Haven itself. It is unlikely they will be able to replicate something quite on this level but their power and existence depends on the flow of Faith from prayers.

Characters may place loose offerings of Faith in the Shrines (by OC putting in the card(s) and IC performing a few moments of devotional thought or action at the shrine). Characters may also write prayers at the Shrines too but these will be burned by the Shrine tenders at the end of the event.

Any player may deposit Faith in the boxes at the Shrines. We encourage people to talk to priest players and the Shrine tenders to explore the roleplay around Faith.

This mechanic is a subtle one and intended to look at trends over time and influence the Gods' power. This may result in things such as more or stronger Miracle options appearing from Gods as well as other wider reaching effects on the Setting and Plot as that God has a bigger well of power to draw on.

Ceremonies / Skills

Conviction

3XP

This gives you access to Dedication to gather faith and Bestowal to transfer faith between priests. This must be purchased to unlock all Faith skills. You may also perform Entreaties.

You can only select one deity per event – this doesn't mean it's the only deity your character follows, it's just the focus of your Conviction this event and the one that will provide effects to those you Dedicate during this event.

Dedication

This takes at least one minute per person being dedicated – and may take longer if the priest wants to do a longer ceremony. You can only be dedicated once per event. You must transfer at least one faith to the priest dedicating you.

If you have Conviction you can be dedicated as normal, to any god; it doesn't change your alignment to a God for the purposes of skills / entreaties etc but it does give you the relevant dedication effect from the other God.

This will give you a minor RP effect and a minor mechanical bonus for the rest of the event, depending on the god – the list of bonuses may change from event to event.

Characters with Conviction should make sure their Deity selection is correct before the character closing deadline, so that we can provide them with a reminder of the effect for the event to avoid confusion.

Dedication Effects

These are the current set of Dedication effects – these may change before the event, so always consult an up to date copy, which should be available for characters with Conviction from the Bank.

  • The Jester – 1/event restore 1 hit point to someone else (including someone in critical state) via an artistic performance of at least one minute
  • The Hearth – 1/event call Refuge, which lasts while you continue to comfort and reassure the person you are protecting
  • The Muse – 1/event you may restore one use of a Vigour ability that is rechargeable or 1/encounter with a short inspirational performance of at least 10 seconds
  • The Smith – 1/event you may call Mend with 10 seconds roleplaying fixing the object
  • The Reaper – 1/event you may call Execute on a willing target regardless of their current state, and gain one hit point in return (this can be done while you are in critical state)
  • The Warrior – 1/event call Resist to Stagger or Stun
  • The Guardian – 1/event grant one call of Rebound to one other person to be used when they choose
  • The Scholar – 1/event ask a ref or Guardian for a random vision from the vision pool – you can roleplay this being a flash of inspiration or something you have discovered through research that you suddenly know is relevant
  • The Shadow – 1/event go invisible for 10s (hold up a closed fist), you become visible if you attack, pick up or move something, touch anyone, are hit or make any call
  • The Traveller – 1/event call Resist to Ensnare or Stun
  • The Justicar – 1/event call Ensnare on melee hit
  • The Celebrant – 1/event you (or someone you are in touch range of if you are not a Weaver) may extend a rite as if spending one flicker

Bestowal

Bestowal is how characters with Conviction transfer faith. This takes one minute for any amount of faith between priests of the same deity (not exceeding the cap on the recipient), and one minute for one point of faith between different deities.

This represents the meaningful transfer of an amount of the belief generated by characters. We encourage people to roleplay in a variety of ways and explore their connection to their God and the other person's connections during this time. Both priests count as performing the ceremony and cannot do this under an effect that prevents them from doing so.

Following

2xp – and plus 1xp after each buy. (E.g. 2xp for first additional faith, 3xp for the second additional, etc)

This skill allows a character to start the event with +1 faith each time they take it. This represents you Dedicating and receiving extra Faith from characters who do not attend Haven.

Threshold

Only people with the Conviction skill can enable the movement of Faith and even then only between the same God. This enables them to build up Faith that allows them to utilise abilities empowered by that power.

Any character with Conviction can gather Faith up to a cap of 12 and they require differing amounts to be able to access those abilities. With the exception of Cleanse Corruption these abilities do not spend the Faith when used and the person remains empowered and can use the ability as directed.

While the actual process is simple enough as anyone with Conviction can both use the Dedicate and Bestowal ceremonies these processes are a mechanical process describing your relationship with Faith and the Gods. We encourage people to experiment with religious roleplay and the Gods during these ceremonies and remind people that the durations are minimum requirement not a maximum!

Purchased Ceremonies

Skill Threshold Requirement Minimum Ceremony Length Effect
Spiritual Reading 1 30 seconds View soul state and number of Corruption points
Refuge 2 Special – begins immediately, lasts until interrupted Call and sustain Refuge as long as you continually perform the ceremony
Sanctified Strike 3 30 seconds Call Smite by weapon or focus on next strike within 1 minute of ceremony
Cleanse Corruption 1* 1 minute Remove Corruption points – 1 per Faith
Martyrs Gift 5 30 seconds Call Full Heal in exchange for going Critical. Spend the Faith instead for Mass Full Heal in exchange for going Critical
Turn Corruption 6 1 minute Become ensnared and call Stagger on every hit with a weapon or focus until you move
Divine Light 7 30 seconds Call Stun on any target, or Stagger on any three targets, as a ranged call from the location you ended the ceremony
Excommunication 10 1 minute Remove all Boons, dedications and reduce the death count by 30s from a willing or critical state target – costs 2 Faith
Divine Inspiration 12 Ask a deity a question

* Also requires Faith spend

Spiritual Reading – threshold 1

This allows you to view someone's soul to see the state of it (this will be Healthy for anyone not told otherwise) and number of corruption points. You do not need a ref for this ceremony but may consult one if the target isn't sure of their corruption point total.

Refuge – threshold 2

You can perform a ceremony to call Refuge on one person – make the call and the effect continues as long as you're actively chanting over them. You can do this as much as you like but can only keep it up on one person at a time, and you have to be clearly, continually performing a ceremony – going into critical state or breaking off to actively defend yourself will interrupt the effect.

Sanctified Strike – threshold 3

You may charge up a weapon or foci with a single call of Smite to be used on your next hit. This takes 30 seconds and the charge expires at the end of the encounter or when you next go through a rift if not used. Your character must believe the target is irredeemably corrupted – if you hit anyone else first, you may not call Smite and the effect is wasted. You may only use this ceremony once per encounter.

Cleanse Corruption – threshold 1 (requires spending faith)

You may spend faith to cleanse corruption from a willing target – if they are not willing the ceremony fails (and still consumes the Faith). This removes one point per Faith spent, and you must remove all of them at once – if you attempt to remove too small an amount, the ceremony fails (with no expenditure). You can cooperate with other priests to reach levels that are beyond your individual capacity.

Martyrs Gift – threshold 5

You spend a 30 second ceremony charging yourself up, and then you may call FULL HEAL once on a target in touch range and become critical yourself. If you expend the 5 faith, you may call MASS Full Heal instead. You may only use this ceremony once per encounter.

Turn Corruption – threshold 6

1/encounter, perform a 1 minute ceremony and take Ensnare. While you refuse to move more than one pace from the spot, you may call Stagger on hit, until you move or the encounter ends. Your character must believe the targets are corrupted in order to make the call. You may only use this ceremony once per encounter.

Divine Light – threshold 7

Perform a 30 second ceremony, hold up a holy symbol in one hand and call Stagger on three targets or Stun on one target within 5m. You can target anyone with this. You may only use this ceremony once per encounter.

Excommunication – threshold 10

After a one minute ceremony, you spend 2 Faith to bestow a malign 'boon' on a target who is either willing or in critical state at the end of the ceremony. This removes all other boons from the target, they no longer count as Dedicated, they cannot perform any Ceremonies, and their death count goes down by 30s.

You can obtain a 'boon' card for this from OC Customer Service to hand out as a reminder, or they can collect one later if they want to. This 'boon' can be removed by Dedication – but they can only be Dedicated if they have at least one Faith remaining, otherwise the effect will remain and cannot be removed until they generate more faith at the start of the next event and can be Dedicated.

This may knock someone off a narrative track towards corruption or other non-divine ends if they are on one – taking account of whether the player OC wants to be removed from it (to give them an out when they don't have one otherwise IC) – as the target ask a ref if you would like this part of the effect to happen.

Divine Inspiration – threshold 12

You ask a question directly of your deity, of no more than 25 words. This must involve writing it down and handing a copy to the relevant crew at the Menhir or Shrines. You will receive the answer some time later – potentially the next event – while meditating at the shrines or Menhir (by asking the relevant crew if it's in yet).

It's entirely possible your deity will tell you they don't know or don't want you to know. You can only have one question outstanding at a time; if you ask another question, it cancels your pending question.