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Truefaith Revision1-10-09

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True Faith

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 = Disciple of God: Bless Person. (2/Day per person)


1. Their next touch does D10 dam to creatures affected by Faith.
2. Blood becomes undrinkable for 1 week to Vampires.
3. 1 EP becomes True Faith for 1 week.

Laying Hands Healing:


o
o
o
o
o

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

There is an intervention indirectly by the higher power

True Faith
Roll (or
Pick)
02
03
04
05
06

Intervention

Results

Atonement
Blessing
Drive

Instantly the problem is equaled on both ends.


+2D6 to all Skills for 1 hour
+40 HP and damage x2 but at the end of the problem the target loses 20 HP. May go
into a coma if reaches negative HP.
Next skill is successful

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

Ash colored belts


Purple burses on the body
Silver/ Ivory coin with a crystal center
A chain of leaves.
Studded Bronze Bands
Red, yellow or orange stone in helm/ headband
Chain of blue and green beads.

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