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Editing ⭐ Faith

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| Archetype? = No
 
| Archetype? = No
 
| Official? = Yes
 
| Official? = Yes
| Special = All characters can have this Feat for free with any Archetype if their background justifies it.
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| Special = All characters can have this Feat for free on creation or at any level up if their background justifies it.
 
| Description =  
 
| Description =  
  
In 1346, the kingdom of France is ravaged by the hundred year war and just lost the battle of Crecy.
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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.
Knight Templars have been arrested thorough Europe, its last remaining members are in hiding or joined other orders.
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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.
Hailing from Avignon, pope Clement VI recently launched a crusade to fight heretics abroad.
 
  
Dark times nurtures dark thoughts and dark thoughts nurtures heresy.
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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 and knows the right prayers for the right situations.
Soldiers being in short supplies the inquisition have to recourse to ask for outside help.
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Unless his background says otherwise, he can read, write and speak latin plus his native language.
 
 
 
 
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.
 
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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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.
 
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.
  
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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.
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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.
  
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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Miracles aren't automatically granted by god and must be justified by the situation, the roleplay and the actions of the character.
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.
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If granted by the game master, Miracles can be used in two ways : Divine Protection and Divine Grace.
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.
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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.
  
If the character also has the [[Lost Faith]] Feat, he doesn’t loose this Feat but cannot use it in any way.
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If the Miracle isn't granted, the character doesn't lose his ability to make Miracles.
  
 
=====Divine Protection=====
 
=====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.
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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.
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He will thus avoid a mortal blow or will recover miraculously, always within the limit of the humanly possible.
  
Divine protection can prevent the character from dying or getting any negative conditions like [[Insane]], [[Wounded]] or [[Lost Faith]].
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=====Divine Grace=====
  
He will thus avoid a mortal blow or will recover miraculously, always within the limit of the humanly possible.
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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.
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On a 1,2,3,4 this Feat has no effect.
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On a 5 or 6 the character is considered to have the right Feat or Prowess momentarily.
  
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.
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In both cases, his Miracle is consumed.
  
If granted (not if refused), the player will lose this ability for at least two scenarios, 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.
 
 
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