Difference between revisions of "⭐ Faith"

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m (Taiko moved page Faith to ⭐ Faith)
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{{Feats
 
{{Feats
| Synonyms = SynonymA, SynonymB, SynonymC
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| Synonyms = Pious, Baptised, Religious, Monk, Priest
 
| Prowess? = No
 
| Prowess? = No
 
| Archetype? = No
 
| Archetype? = No
 +
| Official? = Yes
 +
| Special = All characters can have this Feat for free on creation or at any level up if their background justifies it.
 
| Description =  
 
| Description =  
  
Description of the Feat goes here. One sentence de explain detailed effect in game.
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By default, all Monks and Priests have this Feat. Most Nobles can have this Feat if their faith is genuine, same applies to commoners educated by the church.
 +
In general, any character that is truly pious can have this Feat, wether they are educated or not, this also applies to foreign religions, but do not apply to heresies.
  
Ideally followed by some historical notes and roleplaying elements.
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The character have been baptised and have joined a religious order for at least few years, as a monk, a priest or a student.
 +
He knows the bible and the dogma of the church very well and knows the right prayers for the right situations.
 +
Unless his background says otherwise, he can read, write and speak latin plus his native language.
  
If a long description of effects is required, best keep it for the end of the article.
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In the middle age, religion is the foundation of society. Not only does the church rule over many aspects of the medieval world (science, hospitals, education, orphanage, social security, hotels, banks, diplomacy) but it is the cement that solidifies the social order of society. Peasants work hard, because their king and local noble were chosen by god.
  
}}
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The faith is very deeply rooted in the mindset of the population, but it is much less puritain than it later became during the renaissance. A lot of misconducts have not yet been declared a sin and aren’t condemned by the church at all.
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Agnostics were frowned upon and rejected by society, heretics and apostates had to confess or burn. Foreign religions were at best tolerated and at worst oppressed in blood at the first occasion.
  
<!-- Fill the fields above to create your Feat, Archetype or Prowess. Once created, it will be Unofficial at first.
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If the character also has the « Lost Faith » Feat, he doesn’t loose this Feat but cannot use it in any way.
But don't worry :-)
 
After a quick review by the Prima Team and few modifications, it can be made Official.
 
Make sure to monitor the "Discussion" part of this Article to see eventual comments made by the review team.
 
To do that, please create an account and select "Watch this page" while editing this Feat.  
 
  
Advices on creating Feats :
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===Miracles===
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The character has the ability to cite a prayer and draw upon his faith to make a Miracle.
  
A Feat is a massive advantage granted to the finest of the finest after a life of training. Most normal people don't have Feats at all.
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Miracles aren't automatically granted by god and must be justified by the situation, the roleplay and the actions of the character.
A person with the Agile Feat, is qualified to be in the Olympics (not win, but at least participate)
 
A person with the Rich Feat is the richest man in his city.
 
Etc..
 
  
While creating a Feat, make sure with your Game Master that there is no other Feat that would be Synonym (e.g. would have the same final game effect). If yes, add it as a Synonym rather than create a new Feat.
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If granted by the game master, Miracles can be used in two ways : Divine Protection and Divine Grace.
  
For example, Courage is a synonym of Fanatism, not because they are the same concept, but because they have a similar in game effect.
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Either way, a character may only make one miracle per two scenarios, he cannot be allowed to make another one neither on this scenario, nor the next. And his ability to make Miracles will be given back only if he has accomplished good deeds.
  
And finally, make sure that the Feat is useful but not too useful, this depends on the scenarios and campaign you're playing.
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If the Miracle isn't granted, the character doesn't lose his ability to make Miracles.
  
Advices on creating Archetypes :
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====Divine Protection====
  
A typical archetype is either :
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If the character dies or gets any negative conditions like [[Insane]], [[Wounded]] or [[Lost Faith]] he can be saved by a Miracle.
A disadvantage that grants two feats freely chosen.
 
or
 
Two Feats imposed by the Archetype and one Feat to be chosen in a list.
 
Or (more rarely)
 
One Feat imposed and two to be chosen in a list
 
  
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He will thus avoid a mortal blow or will recover miraculously, always within the limit of the humanly possible.
  
Advices on creating Prowesses :
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====Divine Grace====
  
A Prowess can only be used once per scenario and allows the character to do a special action.
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If the character is attempting an action related to any Feats or Prowesses (but not an Archetype), he must roll a die six. With no possibility to roll again for this whole situation.
  
A Prowess is a type of non-visual spell. It is possible only if there is an explanation to the limit of the scientifically plausible and it is up to the player to justify it with the game master before using his prowess.
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On a 1,2,3,4 this Feat has no effect.
  
For example, it is humanly impossible to heal someone who has been decapitated, but it is not impossible to treat someone who's throat have been slit. It is very difficult, very rare, but scientifically plausible.
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On a 5 or 6 the character is considered to have the right Feat or Prowess momentarily.
  
Unlike normal Feats, a character can acquire the same Prowess several times.  
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In both cases, his Miracle is consumed.
  
-->
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}}

Revision as of 07:49, 5 April 2019

Synonyms: Pious, Baptised, Religious, Monk, Priest


Special

All characters can have this Feat for free on creation or at any level up if their background justifies it.


Description

By default, all Monks and Priests have this Feat. Most Nobles can have this Feat if their faith is genuine, same applies to commoners educated by the church. In general, any character that is truly pious can have this Feat, wether they are educated or not, this also applies to foreign religions, but do not apply to heresies.

The character have been baptised and have joined a religious order for at least few years, as a monk, a priest or a student. He knows the bible and the dogma of the church very well and knows the right prayers for the right situations. Unless his background says otherwise, he can read, write and speak latin plus his native language.

In the middle age, religion is the foundation of society. Not only does the church rule over many aspects of the medieval world (science, hospitals, education, orphanage, social security, hotels, banks, diplomacy) but it is the cement that solidifies the social order of society. Peasants work hard, because their king and local noble were chosen by god.

The faith is very deeply rooted in the mindset of the population, but it is much less puritain than it later became during the renaissance. A lot of misconducts have not yet been declared a sin and aren’t condemned by the church at all.

Agnostics were frowned upon and rejected by society, heretics and apostates had to confess or burn. Foreign religions were at best tolerated and at worst oppressed in blood at the first occasion.

If the character also has the « Lost Faith » Feat, he doesn’t loose this Feat but cannot use it in any way.

Miracles

The character has the ability to cite a prayer and draw upon his faith to make a Miracle.

Miracles aren't automatically granted by god and must be justified by the situation, the roleplay and the actions of the character.

If granted by the game master, Miracles can be used in two ways : Divine Protection and Divine Grace.

Either way, a character may only make one miracle per two scenarios, he cannot be allowed to make another one neither on this scenario, nor the next. And his ability to make Miracles will be given back only if he has accomplished good deeds.

If the Miracle isn't granted, the character doesn't lose his ability to make Miracles.

Divine Protection

If the character dies or gets any negative conditions like Insane, Wounded or Lost Faith he can be saved by a Miracle.

He will thus avoid a mortal blow or will recover miraculously, always within the limit of the humanly possible.

Divine Grace

If the character is attempting an action related to any Feats or Prowesses (but not an Archetype), he must roll a die six. With no possibility to roll again for this whole situation.

On a 1,2,3,4 this Feat has no effect.

On a 5 or 6 the character is considered to have the right Feat or Prowess momentarily.

In both cases, his Miracle is consumed.