Rules/Faith Skills: Difference between revisions
More actions
Persephone (talk | contribs) added table for threshold skills and some crosslinking |
Persephone (talk | contribs) cross links throughout the text and skill cards |
||
| Line 36: | Line 36: | ||
{{SkillCard | {{SkillCard | ||
|name=The Jester | |name=[[The_Jester|The Jester]] | ||
|sphere=Spirit | |sphere=Spirit | ||
|recharge=1/event | |recharge=1/event | ||
|effect=Restore 1 hit point to someone else (including someone in critical state) via an artistic performance of at least one minute. | |effect=Restore 1 hit point to someone else (including someone in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]) via an artistic performance of at least one minute. | ||
}} | }} | ||
{{SkillCard | {{SkillCard | ||
|name=The Hearth | |name=[[The_Hearth|The Hearth]] | ||
|sphere=Spirit | |sphere=Spirit | ||
|recharge=1/event | |recharge=1/event | ||
|effect=Call Refuge, which lasts while you continue to comfort and reassure the person you are protecting. | |effect=Call [[Rules/Calls#Refuge|Refuge]], which lasts while you continue to comfort and reassure the person you are protecting. | ||
}} | }} | ||
{{SkillCard | {{SkillCard | ||
|name=The Muse | |name=[[The_Muse|The Muse]] | ||
|sphere=Spirit | |sphere=Spirit | ||
|recharge=1/event | |recharge=1/event | ||
| Line 57: | Line 57: | ||
{{SkillCard | {{SkillCard | ||
|name=The Smith | |name=[[The_Smith|The Smith]] | ||
|sphere=Spirit | |sphere=Spirit | ||
|recharge=1/event | |recharge=1/event | ||
|effect=You may call Mend with 10 seconds roleplaying fixing the object. | |effect=You may call [[Rules/Calls#Mend|Mend]] with 10 seconds roleplaying fixing the object. | ||
}} | }} | ||
{{SkillCard | {{SkillCard | ||
|name=The Reaper | |name=[[The_Reaper|The Reaper]] | ||
|sphere=Spirit | |sphere=Spirit | ||
|recharge=1/event | |recharge=1/event | ||
|effect=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). | |effect=You may call [[Rules/Calls#Execute|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). | ||
}} | }} | ||
{{SkillCard | {{SkillCard | ||
|name=The Warrior | |name=[[The_Warrior|The Warrior]] | ||
|sphere=Spirit | |sphere=Spirit | ||
|recharge=1/event | |recharge=1/event | ||
|effect=Call Resist to Stagger or Stun. | |effect=Call [[Rules/Calls#Resist|Resist]] to [[Rules/Calls#Stagger|Stagger]] or [[Rules/Calls#Stun|Stun]]. | ||
}} | }} | ||
{{SkillCard | {{SkillCard | ||
|name=The Guardian | |name=[[The_Guardian|The Guardian]] | ||
|sphere=Spirit | |sphere=Spirit | ||
|recharge=1/event | |recharge=1/event | ||
|effect=Grant one call of Rebound to one other person to be used when they choose. | |effect=Grant one call of [[Rules/Calls#Rebound|Rebound]] to one other person to be used when they choose. | ||
}} | }} | ||
{{SkillCard | {{SkillCard | ||
|name=The Scholar | |name=[[The_Scholer|The Scholar]] | ||
|sphere=Spirit | |sphere=Spirit | ||
|recharge=1/event | |recharge=1/event | ||
| Line 92: | Line 92: | ||
{{SkillCard | {{SkillCard | ||
|name=The Shadow | |name=[[The_Shadow|The Shadow]] | ||
|sphere=Spirit | |sphere=Spirit | ||
|recharge=1/event | |recharge=1/event | ||
| Line 99: | Line 99: | ||
{{SkillCard | {{SkillCard | ||
|name=The Traveller | |name=[[The_Traveller|The Traveller]] | ||
|sphere=Spirit | |sphere=Spirit | ||
|recharge=1/event | |recharge=1/event | ||
|effect=Call Resist to Ensnare or Stun. | |effect=Call [[Rules/Calls#Resist|Resist]] to [[Rules/Calls#Ensnare|Ensnare]] or [[Rules/Calls#Stun|Stun]]. | ||
}} | }} | ||
{{SkillCard | {{SkillCard | ||
|name=The Justicar | |name=[[The_Justiciar|The Justicar]] | ||
|sphere=Spirit | |sphere=Spirit | ||
|recharge=1/event | |recharge=1/event | ||
|effect=Call Ensnare on melee hit. | |effect=Call [[Rules/Calls#Ensnare|Ensnare]] on melee hit. | ||
}} | }} | ||
{{SkillCard | {{SkillCard | ||
|name=The Celebrant | |name=[[The _Celebrant|The Celebrant]] | ||
|sphere=Spirit | |sphere=Spirit | ||
|recharge=1/event | |recharge=1/event | ||
| Line 148: | Line 148: | ||
|Refuge | |Refuge | ||
|2 | |2 | ||
|Special – begins immediately, lasts until interrupted (critical state / move away / stop speaking) | |Special – begins immediately, lasts until interrupted ([[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] / move away / stop speaking) | ||
|Call and sustain Refuge as long as you continually perform the ceremony | |Call and sustain [[Rules/Calls#Refuge|Refuge]] as long as you continually perform the ceremony | ||
|- | |- | ||
|Sanctified Strike | |Sanctified Strike | ||
|3 | |3 | ||
|30 seconds | |30 seconds | ||
|Call | |Call [[Rules/Calls#Refuge|Refuge]] by weapon or focus on next strike within 1 minute of ceremony. | ||
|- | |- | ||
|Cleanse Corruption | |Cleanse Corruption | ||
| Line 164: | Line 164: | ||
|5 | |5 | ||
|30 seconds | |30 seconds | ||
|Call Full Heal in exchange for going Critical. Spend the Faith instead for Mass Full Heal in exchange for going Critical | |Call [[Rules/Calls#Full_Heal|Full Heal]] in exchange for going ([[Other_game_rules#Critical_State,_Terminal_State,_Dying|Critical]]. Spend the Faith instead for Mass Full Heal in exchange for going Critical | ||
|- | |- | ||
|Turn Corruption | |Turn Corruption | ||
|6 | |6 | ||
|1 minute | |1 minute | ||
|Become ensnared and call Stagger on every hit with a weapon or focus until you move. | |Become [[Rules/Calls#ensnare|ensnared]] and call [[Rules/Calls#Stagger|Stagger]] on every hit with a weapon or focus until you move. | ||
|- | |- | ||
|Divine Light | |Divine Light | ||
|7 | |7 | ||
|30 seconds | |30 seconds | ||
|Call Stun on any target, or Stagger on any three targets, as a ranged call from the location you ended the ceremony. | |Call [[Rules/Calls#Stun|Stun]] on any target, or [[Rules/Calls#Stagger|Stagger]] on any three targets, as a ranged call from the location you ended the ceremony. | ||
|- | |- | ||
|Excommunication | |Excommunication | ||
| Line 219: | Line 219: | ||
|threshold=2 | |threshold=2 | ||
|cast_time=Special – begins immediately, lasts until interrupted | |cast_time=Special – begins immediately, lasts until interrupted | ||
|effect=You can 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. | |effect=You can call [[Rules/Calls#Refuge|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 [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] or breaking off to actively defend yourself will interrupt the effect. | ||
}} | }} | ||
| Line 228: | Line 228: | ||
|cast_time=30 seconds | |cast_time=30 seconds | ||
|recharge=1/encounter | |recharge=1/encounter | ||
|effect=You may charge up a weapon or foci with a single call of Smite to be used on your next hit. 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. | |effect=You may charge up a weapon or foci with a single call of [[Rules/Calls#Smite|Smite]] to be used on your next hit. 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. | ||
}} | }} | ||
| Line 246: | Line 246: | ||
|cast_time=30 seconds | |cast_time=30 seconds | ||
|recharge=1/encounter | |recharge=1/encounter | ||
|effect=Call | |effect=Call [[Rules/Calls#Full_Heal|Full Heal]] once on a target in touch range and become [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical]] yourself. If you expend the 5 faith, you may call MASS Full Heal instead. | ||
}} | }} | ||
| Line 255: | Line 255: | ||
|cast_time=1 minute | |cast_time=1 minute | ||
|recharge=1/encounter | |recharge=1/encounter | ||
|effect=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. | |effect=Perform a 1 minute ceremony and take [[Rules/Calls#ensnare|Ensnare]]. While you refuse to move more than one pace from the spot, you may call [[Rules/Calls#Stagger|Stagger]] on hit, until you move or the encounter ends. Your character must believe the targets are corrupted in order to make the call. | ||
}} | }} | ||
| Line 265: | Line 265: | ||
|range=5m | |range=5m | ||
|recharge=1/encounter | |recharge=1/encounter | ||
|effect=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. | |effect=Hold up a holy symbol in one hand and call [[Rules/Calls#Stagger|Stagger]] on three targets or [[Rules/Calls#Stun|Stun]] on one target within 5m. You can target anyone with this. | ||
}} | }} | ||
| Line 274: | Line 274: | ||
|cost=2 Faith | |cost=2 Faith | ||
|cast_time=1 minute | |cast_time=1 minute | ||
|effect=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. 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. | |effect=Bestow a malign 'boon' on a target who is either willing or in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|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. 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. | ||
}} | }} | ||
Revision as of 06:43, 22 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
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.
| Recharge | 1/event |
|---|
| Recharge | 1/event |
|---|
| Recharge | 1/event |
|---|
| Recharge | 1/event |
|---|
| Recharge | 1/event |
|---|
| Recharge | 1/event |
|---|
| Recharge | 1/event |
|---|
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
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 Ceremony
| 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 (critical state / move away / stop speaking) | Call and sustain Refuge as long as you continually perform the ceremony |
| Sanctified Strike | 3 | 30 seconds | Call Refuge 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
| Cast Time | 30 seconds |
|---|---|
| Threshold | 1 |
Refuge
| Cast Time | Special – begins immediately, lasts until interrupted |
|---|---|
| Threshold | 2 |
Sanctified Strike
| Cast Time | 30 seconds |
|---|---|
| Recharge | 1/encounter |
| Threshold | 3 |
Cleanse Corruption
| Cast Time | 1 minute |
|---|---|
| Cost | 1 Faith per Corruption point |
| Threshold | 1 |
Martyrs Gift
Turn Corruption
| Cast Time | 1 minute |
|---|---|
| Recharge | 1/encounter |
| Threshold | 6 |
Divine Light
Excommunication
| Cast Time | 1 minute |
|---|---|
| Cost | 2 Faith |
| Threshold | 10 |
Divine Inspiration
| Threshold | 12 |
|---|