In the simplest form, a Faith class can follow one of four Faith Paths or Domains; Holy, Demonic, Psionic, or Primal. Each path grants the Faith class with unique Faith powers that allow for a number of varying and unique play styles. Once a path is chosen, deviation from that path (i.e. learning powers outside of your chosen path) typically results in becoming an outlaw (see Titles).
There are four core Faith Paths or Domains, each with its own disciplines and powers:
- Holy Faith – faith in the divine power of the Creator; the Spirit of Creation
- Demonic Faith – faith in demonic forces or beings; the Abomination of Creation
- Primal Faith – faith in the natural world, primal demigods; the Substance of creation
- Psionic Faith – faith in the power of the mind and psyche; the Soul of Creation
Regardless of which Faith path a Faith class may choose to follow, all the Faith class mechanics function more or less the same way.
The Faith mechanic, at its core, uses Faith points. These points are always fluctuating and are retained between combat. Gaining and losing Faith points is a function of using Faith powers. With no Faith points, it is impossible for Faith classes to use their powers. While even a small number of Faith points can used effectively both in and out of combat, by the measure of your character’s Faith they can successfully use increasingly potent powers. When a Faith class converts to (or chooses to follow) a particular Faith path, they gain five key abilities which can be used regardless of the number of Faith points they currently possess. This group of five key abilities are named as follows, depending on the particular Faith path: Prayers (for Holy), Rituals (for Demonic), Mantras (for Psionic), or Systems (for Primal). The functions of these abilities allow the Faith user to regain lost Faith points and provide a variety of additional utility. Usually, but not always (GM discretion), as a function of reading and/or receiving the ‘Sacred Text’ of their religion, Faith classes automatically receive these abilities. Once they have generated at least one Faith point they can start using actual Faith powers. Note that Faith points can never exceed 20 by any means.
Using Faith Powers
When in combat there is no limit to the number of times a Faith power can be used. This represents the heightened adrenaline and/or excitement of battle, causing Faith classes to act more instinctively and draw more heavily upon their beliefs in a crisis. Under normal circumstances, when outside of combat/crisis situations, each faith power can only be used once per day, as it is much easier for Faith classes to second guess their beliefs and the faith they have placed in them, thus somewhat limiting themselves.
Every Faith power has a difficulty level, ranging from 1 to 20, which describes the relative amount of Faith required in order to use that power. You must have Faith equal to or greater than the Difficulty of the power in order to attempt to use it. Note that, unlike Vigor, Fury, or Spirit classes, using a Faith power does not ‘consume’ any Faith, however it does require an additional D20 roll is made prior to rolling the D100 hit roll. This is referred to as the “Difficulty Roll”.
- If the score on a D20 (with any ‘Difficulty Roll’ modifiers added) is greater than the Difficulty of the power it is cast successfully, but if it is less than or equal, it fails
- Rolling a natural 1 is automatically a failure, regardless of any “+ to Difficulty Roll” modifiers
- Rolling a natural 20 causes the next Faith power used to not require a Difficulty test
Based on the outcome of the Difficulty roll, and modified by ‘Wisdom’, the character’s Faith points are adjusted according to the following table:
|Wisdom Range||20 – 19||18 – 16||15 – 11||10 – 6||5 – 0|
|Pass||add, lesser of Difficulty or…||4||3||2||1||0|
|Fail||subtract||diff||diff +1||diff+2||diff +3||diff +4|
A Faith power that causes direct healing effects can be used against any undead enemy as a damaging attack. If a power would cause direct healing to a target it causes that much damage to an undead target instead. Targeting is done in the same manner, and if a healing power is used offensively a standard d100 hit roll is required.
Healing a friendly does not require a d100 hit roll, as the friendly will typically accept the heal by default. However, if they do not accept, the d100 is required and is possible to critically fail. Healing always has a chance to critically cast and double the effects. Heals cannot Critically Fail.
Learning New Powers and Tier Restrictions
Faith powers are usually acquired by learning them from reading Sacred Texts. Faith powers are organized and restricted firstly by Faith path, secondly by Discipline and thirdly by Tier. As you gain levels/titles you gain access to increasingly powerful Tiers. To start a Faith, the user receives two free powers and gain one per level. This means that a starting level 1 character starts with three Faith powers.
To learn new Faith powers, a character must be in possession of a sacred text or other such source of knowledge regarding their chosen Faith. They must also have enough Faith to cast the power and must pass a Difficulty roll to be able to learn it. Unless the Faith user is taught by an appropriate Faith teacher, the Faith class only has one chance to roll against the Difficulty to learn a new power each day. If a Faith teacher is present, the Difficulty roll may be re-rolled once before determining success or failure.
Passing the Difficulty test when attempting to learn a new power allows the Faith class to now use that power at will, provided that they have enough Faith to do so.
Failing the Difficulty test when attempting to learn a new power means the power has NOT been learned and results in losing that much Faith, potentially preventing another attempt until Faith can be restored.
Methods of Casting
All Faith classes cast their powers using a combination of some form of verbal command, prayer or chant paired with a casting gesture of some kind. This means in order for a faith power to be successfully cast both components must be performed. Therefore in order to prevent a Faith class from casting you must interfere with one or both of these functions. As such Faith classes will be prevented from using their Primary Skills (aka Faith Powers) if they are Silenced, Winded, Stunned, Immobilized, Incapacitated or Unconscious. in combat this means they are susceptible to skills or abilities that inflict these types of Crowd Control (CC) effects.
Outside of combat, in a roleplaying sense, these types of effects can be induced upon a Faith class to prevent them from casting. Examples would be tying a gag around their mouth, binding their hands and feet, dosing them with potions, or even just getting them extremely drunk. However, care should be taken when using methods such as this to prevent or restrict a Faith class from casting. A well experienced Monk can chant under their breath and a bound Zealot could who can still reach their Holy relic can still be a threat. As always GM discretion plays a role in deciding how well a method performs in preventing a Faith class from casting, and a good GM allows players to fail and learn from their mistakes rather than spoon feed them the foolproof method to delivering that Heretic, Witch or Apostate up for judgement by a religious order.
All Faith classes are generically required to use both a verbal/vocalized component and a physical component in order to use their Primary Skills (aka use Faith Powers). However, from a roleplaying perspective there are significant differences in the methods that different Faith classes use to fulfill these requirements, based on their particular beliefs, philosophies and Faith paths. The methods listed below are typical of each class, but exceptions may exist within them.
|Class||Verbal/Vocalized Component||Physical Component|
|Priest||Chanting/calling out words of power, invoking the names of powers they serve, and/or reciting scriptures||Symbolic gestures made with one or both arms/hands, often involving symbols,relics, idols, or other devices of their faith|
|Monk||Chanting, often under their breath if wishing to avoid notice||Symbolic gestures made with one or both arms/hands, often involving symbols,relics, idols, or other devices of their faith|
|Shaolin||Chanting punctuated with short yells, shouts, or sharp exhaling of breath||Symbolic gestures incorporated into martial poses|
|Druid||Chanting or singing to invoke the powers they serve||Casting gestures that rhythmically match their chanting or singing and evoke a sense of the power they serve|
|Cleric||Calling out words of power, invoking the names of powers they serve, or reciting scriptures||Simple but forceful casting gestures, often made with a symbol, relic, idol, or other device of their faith that can be incorporated into weapons or armor|
|Zealot||Calling out words of power, invoking the names of powers they serve, or reciting scriptures||Simple but forceful casting gestures, often made with a symbol, relic, idol, or other device of their faith that can be incorporated into weapons or armor|
|Paladin||Calling out words of power, invoking the names of powers they serve, or reciting scriptures||Simple but forceful casting gestures, often made with a symbol, relic, idol, or other device of their faith that can be incorporated into weapons or armor|