Difference between revisions of "⭐ Faith"

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(Created page with "{{Feats | Synonyms = SynonymA, SynonymB, SynonymC | Prowess? = No | Archetype? = No | Description = Description of the Feat goes here. One sentence de explain detailed effec...")
 
 
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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 with any Archetype 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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In 1346, the kingdom of France is ravaged by the hundred year war and just lost the battle of Crecy.
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Knight Templars have been arrested thorough Europe, its last remaining members are in hiding or joined other orders.
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Hailing from Avignon, pope Clement VI recently launched a crusade to fight heretics abroad.
  
Ideally followed by some historical notes and roleplaying elements.
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Dark times nurtures dark thoughts and dark thoughts nurtures heresy.
  
If a long description of effects is required, best keep it for the end of the article.
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Soldiers being in short supplies the inquisition have to recourse to ask for outside help.
  
}}
 
  
<!-- Fill the fields above to create your Feat, Archetype or Prowess. Once created, it will be Unofficial at first.
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Your character is amongst the soldiers god has chosen for this task.
But don't worry :-)
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After a quick review by the Prima Team and few modifications, it can be made Official.
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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.
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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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.
  
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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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.
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.
 
  
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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Devout Monks and Priests may have this Feat. Most Nobles can have this Feat if their faith is genuine, same applies to commoners educated by the church.
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In general, any character that is truly pious can have this Feat, whether they are educated or not, this also applies to foreign religions, but do not apply to heresies.
  
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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The character have been baptised and have joined a religious order for at least few years, as a monk, a priest or a student.
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He knows the bible and the dogma of the church very well, he can name saints and quote them.
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Unless his background says otherwise, he can read, write and speak latin plus his native language.
  
Advices on creating Archetypes :
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This Feat can also be taken if you are a believer of another religion.
  
A typical archetype is either :
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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.
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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=====Divine Protection=====
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God has a special purpose for his soldiers and may grant protection to the faithful.
  
Advices on creating Prowesses :
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Once per two scenarios, a character can recite a prayer and beg for god's mercy.
  
A Prowess can only be used once per scenario and allows the character to do a special action.
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Divine protection can prevent the character from dying or getting any negative conditions like [[Insane]], [[Wounded]] or [[Lost Faith]].
  
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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He will thus avoid a mortal blow or will recover miraculously, always within the limit of the humanly possible.
  
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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Divine Protection cannot be taken for granted, and will only be given if the character's faith is genuine and his prayers are well roleplayed.
  
Unlike normal Feats, a character can acquire the same Prowess several times.  
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If granted (not if refused), the player will lose this ability for at least two scenarios (this Feat becomes [[⭐ Faith (exhausted)]], which means he can't use it at this scenario or the next.
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This ability will be given back only if he has accomplished good deeds in the name of God and roleplayed accordingly.
  
-->
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If your character uses this very frequently you should consider taking the [[Confession]] and [[Luck]] Feat.
 +
}}

Latest revision as of 21:11, 1 September 2024

Synonyms: Pious, Baptised, Religious, Monk, Priest


Special

All characters can have this Feat for free with any Archetype if their background justifies it.


Description

In 1346, the kingdom of France is ravaged by the hundred year war and just lost the battle of Crecy. Knight Templars have been arrested thorough Europe, its last remaining members are in hiding or joined other orders. Hailing from Avignon, pope Clement VI recently launched a crusade to fight heretics abroad.

Dark times nurtures dark thoughts and dark thoughts nurtures heresy.

Soldiers being in short supplies the inquisition have to recourse to ask for outside help.


Your character is amongst the soldiers god has chosen for this task.

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.


Devout Monks and Priests may 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, whether 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, he can name saints and quote them. Unless his background says otherwise, he can read, write and speak latin plus his native language.

This Feat can also be taken if you are a believer of another religion.

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

Divine Protection

God has a special purpose for his soldiers and may grant protection to the faithful.

Once per two scenarios, a character can recite a prayer and beg for god's mercy.

Divine protection can prevent the character from dying or getting any negative conditions like Insane, Wounded or Lost Faith.

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

Divine Protection cannot be taken for granted, and will only be given if the character's faith is genuine and his prayers are well roleplayed.

If granted (not if refused), the player will lose this ability for at least two scenarios (this Feat becomes ⭐ Faith (exhausted), which means he can't use it at this scenario or the next. This ability will be given back only if he has accomplished good deeds in the name of God and roleplayed accordingly.

If your character uses this very frequently you should consider taking the Confession and Luck Feat.