Truefaith Revision1-10-09
Truefaith Revision1-10-09
Truefaith Revision1-10-09
To gain True Faith a person must be anointed or baptized into the faith. Essence points are used to activate
Faith powers. Faith powers are not spells and can not be dispelled by counter spells. Faith is not affected by AntiMagic. A persons faith rating is their current EP score. People with faith can train in the faith powers to increase
damage, range, etc. The following are faith powers:
Faith Powers:
1 EP = Presence of God: Will ward off vampires, undead or twisted creatures 10 with a successful faith
rating check then they need to do a WIS score check to remain in the area. (Effect lasts until stopped)
1 EP = Sight of God: Sense the presence of twisted and vampire creatures 15 (1 Turn)
1 EP = Hand of God: Touch of Faith = Additional D10+2 damage to attack. (1 Attack to any target.)
2 EP = Word of God: Pray to the masses. Pray out loud. Creatures affected by Faith suffer 2D10 with in 10
and 2D6 from 10 20 as a blessing. This continues every turn the prayer is still being spoken.
1 EP = Holy Ground: Bless area. 20 2D6 Damage to creatures affected by Faith. (Lasts 24 Hrs) Undead can
not enter. A vampire entering uninvited loses all but 3 Blood Points.
1 EP = Make Holy Water. One Quart does D10 Damage to creatures affected by Faith.
1 EP = Heals 3HP
2 EP = Heals 7 HP
3 EP = Heals 22 HP
4 EP = Heals 89 HP
5 EP = Heals 446 HP OR will raise dead to 1 HP. WIS score check needed to survive the change. 1
to score for each day dead.
(Healing may affect a larger group for the same cost. All targets must be touching. The amount healed is divided
equally among all targets.)
Priest Class
True Faith Abilities
2 Primary Skills +6
3 Secondary Skills +3
1 Secondary Combat Skill +3
CON M xD6 for HP
ANY players remaining True Faith point score (Essence) can be added to all ability score checks without a cost
of EP.
Creatures affected by True Faith are Undead and Vampires.
Players with True Faith may pray to their higher power for help. If they do the storyteller should make a WIS check on
the player or make a WIS check for the group Totaling all of the WIS scores then rolling under them. If successful use
the chart below to determine the result.
Roll (or
Pick)
01
Intervention
Results
Aid
True Faith
Roll (or
Pick)
02
03
04
05
06
Intervention
Results
Atonement
Blessing
Drive
Miracle
Story Teller
choice
Tokens of Faith:
Tokens of faith are similar to holy symbols. They help members of a particular group identify each other. Any
person with faith who has a token from their faith gains 1 EP/day to use. They also gain their WIS M to any checks
made for divine intervention.
Death
Good
Nature/ Plants
Men/ STR
Sun/ Fire
Water