The Power of Belief (PWH)

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It's said so many times that a basher doesn't hear it anymore. Risking that, it should be stated again: Belief is power on the planes.
But what does that mean? It doesn't mean that if a berk really wants a ham sandwich, he only has to believe he's got one in his hand and poof! it's there. Bar that. Any leatherhead knows that life's not that sodding easy.
It does mean that belief can affect reality. It's not a free wish, but it's an undeniable fact that the laws of the multiverse respect beliefs and those who sincerely hold them. Things just work better for a blood with strong convictions. As a cutter figures out what he believes in and acts upon those beliefs, he becomes attuned to the planes. Tiny secrets are revealed to him. It all starts to make sense.
Here's the real dark of it, though, and this is something no faction member will ever understand or accept: The act of believing itself is the key, not any particular belief. In the end, it doesn't seem to matter what a body believes so much as how strongly he holds that belief.
In some places, the multiverse is so receptive to belief that it responds to one's outlook and conscious view of things. On some of the Inner Planes, "down" is relative to what direction a body believes "down" should be. Other planes have similar quirks. Limbo is an obvious example of how will and outlook can directly create something stable from absolute chaos. And look at the powers—even they ultimately rely on their worshipers' belief in them for their own might. Take that away, and a power'll find himself floating on the Astral with the rest of the dead gods.
So, what happens when a group of berks walk into Sigil and believe the Lady of Pain away? Nothing at all—except maybe they'll get flayed. The point is ... well, they've missed the point entirely.
==Belief on the Planes==
Beliefs a strong, straightforward sort of thing. Its effects on the nature of things are subtle and slow. Most bashers never even notice them.
Belief and action are tied together in ways too numerous to count. Action gets results and changes the multiverse—and not just in a direct manner, either. If enough people in a gatetown act (and believe) in a manner representative of the plane the gate-town leads to, the burg ends up shifting to that plane from its position on the Outlands. Entire layers of planes have moved because of similar occurrences. The actions and beliefs of thinking beings tie directly into the fundamental aspects of the multiverse.
So what does this mean to the individual? A body still can't just believe that things will happen a certain way and count on it. What advantages does a person with strong convictions have over a basher with none?
As mentioned above, things seem to work a little better for a cutter with strongly held beliefs. She reaches a state of harmony with the multiverse, giving her what some call luck, some call karma, and others simply call providence. When climbing a wall, she knows just the right handholds; when fighting, she knows the perfect moves; and when threatened, she knows exactly when to duck.
Additionally, such a planewalker begins to develop a trustworthy intuition. In times of need, her "gut instinct," as it were, is as reliable as hard facts are to others. If she's lost, she can figure the best way to go, and when there's danger, she's forewarned by clues others might miss and stands prepared to deal with it.
==Who Believes?==
Some leatherheads think that only clerics and paladins need strong convictions. Well, they're half right. While anyone can believe in something, priests and paladins already maintain a system of belief based around faith and dogma. Thus, any system of belief is automatically skewed toward these classes, since they're accustomed to cleaving to their beliefs. That's just the way of the planes.
A good many of these folks' beliefs are determined for them by the teachings of their religion. Such individuals—whether NPCs or player characters—must follow this religious dogma to maintain their standing, not to mention to keep their class-based abilities. Priest and paladin characters can easily hold beliefs different from their religious creeds as long as the beliefs aren't contrary to those set forth by the religion.
But religious individuals aren't the only ones who have their beliefs decided for them. Those belonging to a faction have a certain set of their beliefs determined for them as well. Faction doctrine's often as strict, or stricter, than the tenets of religion. And, just like priests' and paladins' spellcasting abilities, faction abilities stem from belief. Berks don't have to believe in their faction's teachings to be members and gain the simple benefits of mere membership, but they must believe in those teachings to access the special abilities granted to faction followers.
Both religious and faction-oriented characters with an above-normal record of adhering to their beliefs gain recognition from their respective organizations. While cutters with the strongest beliefs don't always become high-ups in such groups—in fact, they usually don't, since their strong convictions may actually hinder their abilities as leaders—they often obtain positions of great respect.
==Player Character Beliefs==
Now, it's all very well to declare that belief equals power, but in order for this axiom to work, a Planescape Campaign needs a way to encourage players to think about the beliefs of their characters. It also needs a way for DMs to judge how accurately PCs adhere to those beliefs. The following system provides a means of doing both. (This is entirely an optional system, and there are no penalties to those who choose not to take part, as explained below.)
First off, all players wishing to use this system outline their characters' beliefs. Each player should detail three or four convictions that his PC holds dear. While this is best done at the time of character creation, DMs should be aware that beliefs are fluid, changing as a character grows and matures.
These beliefs should be fairly specific. A belief in "justice" is too broad. "Justice through fair and equitable means," or "justice through the swiftest and harshest means available," are better examples. DMs should discuss these beliefs with the players to exactly define their intents and parameters. The clearer they are, the easier the DM can determine if the PC is following his declared beliefs.
Some sample beliefs include:
* All individuals have the freedom of choice and the right to do whatever they want;
* Those in power are always in the right;
* The strong should always help the weak;
* Intentionally inflicting pain is wrong;
* The past should be ignored, because only the present is important;
* Knowledge is free, and should never be withheld from anyone;
* Taking risks is foolish and wrong;
* Every individual bas to improve the lives of others at every available opportunity;
* Comforts and pleasures serve only to weaken;
* All individuals are responsible for their own wellbeing, and reliance upon others is wrong;
* Lying is always wrong;
* Mercy should be given to all beings, even when unrequested;
* The powers are evil, and priests should not be tolerated.
Obviously, not all of these beliefs are compatible. Some certainly aren't desirable player character traits. They do, however, show the range of possible beliefs and the level of specificity that a DM needs to judge them. They are also all difficult beliefs to uphold.
Some beliefs are easier to adhere to than others. It's easier to live by a creed that states, "I should always succeed at the expense of others," than "others should succeed at my expense." Both are valid philosophies, but it's the second belief that transcends simple personal gain, and therefore has a larger impact on the multiverse.
Fact is, convictions and beliefs that involve high concepts (as opposed to straightforward personal gain) have a greater impact on the multiverse. Why? No one knows. Philosophers guess that it's because while any berk can be inwardly focused, only a rarer, more enlightened person thinks about the big picture.
Once the PCs' convictions are established, DMs should label them as easy or difficult, based on bow challenging they'll be to uphold. Difficult convictions merit more belief points (as described below), and easy ones deserve less.
Some beliefs seem easy, but really aren't. A body might believe that people are free do whatever they want, whenever they want. Sounds easy to follow, right? But anytime that character allows himself to be prohibited from doing as he pleases, permits others to be restricted, or himself prevents others from doing what they want, he's not adhering to that belief.
As noted above, religious-based characters and faction members already maintain a belief system. Such characters don't normally need to keep track of how closely they heed the tenets of specific beliefs—it's assumed that they maintain "enough" faith to attain standard priest, paladin, or faction abilities. If this system is used, such characters need to be watched as to how closely they keep to their religious and faction convictions (along with whatever additional beliefs they define), and therefore run a greater risk of losing their abilities. But players with such characters are probably accustomed to skillfully role-playing those convictions in any case.
This system isn't for everyone. Not every character wants to maintain the equivalent of a paladin's faith and continually sacrifice himself for his convictions. Sure, everyone won't choose the same code of ethics as a paladin, but in the end, a beliefs a belief, and they all present their own challenges. Some cutters don't want to be tied down by such self-fettered restraints—and there isn't anything wrong with that.
==Belief Points==
Belief points represent a way to reward players whose characters adhered to their beliefs (and therefore are role-played well). It's also a means of demonstrating one of the basic tenets of the Planescape Campaign setting, that belief really does have power. The system of belief points enables characters to slightly manipulate reality in favorable ways.
===Awarding Points===
It's up to the Dungeon Master to award belief points. Like experience points or anything else, the number of points and the way she awards them is at her discretion. However, the following provides a few recommended guidelines.
Belief points should be only awarded when a player character strongly confirms his or her beliefs. Action, not a lot of wigwag, demonstrates conviction—or the lack thereof. Actions don't always have to be overt and obvious, though. In fact, refusing to take an action at the character's own expense—such as not taking advantage of a situation because the character's beliefs would be compromised—can often be a strong sign of true dedication.
Belief points should be awarded at the end of a playing session. (Optionally, belief points can be awarded whenever the DM awards experience points.) However, DMs need not think that points should be awarded every playing session. A character may go many sessions without earning any points. This doesn't necessarily mean he's done anything wrong. It may be that situations in which he was able to act on his beliefs never arose.
To determine how many belief points to award, the DM should consider the player characters' actions using the following scale:
1 point 	PC adhered to a belief
2 points	PC adhered to a belief at a cost
3 points	PC adhered to a belief at great cost
"Adhering to a belief" means deliberately taking an action that is clearly motivated by conviction. Actions that coincidentally relate to or correspond with belief should not be rewarded. A PC shouldn't be rewarded for something that he'd do anyway.
Characters rarely stay true to a belief at a personal cost For the two-point award, a PC should really feel the price of his action and really pay the music. For example, a character who believes in giving to the poor and donates 10% of his jink to a needy cause adheres to his belief, but not at a significant cost A PC who gives all his money away and goes without fulfilling his own basic needs has adhered to his belief at a cost. Likewise, sacrificing magical items, sustaining a truly debilitating or permanent injury (not just losing some hit points) in defending a belief, forgoing important personal (or even group) goals, or refusing (or losing) great personal rewards or advancement all indicate above-normal conviction. Don't encourage martyrs, though; players who have their characters perform such actions with an attitude of "What does that sacrifice get me," have obviously missed the point
Three-point rewards represent situations in which characters are forced to choose between their beliefs and great hardship. Such circumstances only occur a few times in an entire adventuring career, and might include sticking to a body's convictions at the cost of loss of one's own life, loss of loved ones' lives, complete and total loss of position and possessions, or some similar supreme sacrifice.
In all situations of personal cost (great or small), it's only necessary that the player character believe in the bad outcome. For example, a PC commits an action in defense of his convictions for which he truly believes that he'll end up in the dead-book. If he then survives (for whatever reason), he should still receive the three-point award. At the time of the action, he believed he was going to die.
Belief point rewards aren't cumulative within a single game session. If a cutter performs three separate actions that show his convictions, he receives one point, not three. Likewise, if he commits an action that adheres to his beliefs and also takes a stand at great personal cost, he gets the higher award (three points), but not a reward for both.
It's highly recommended that Dungeon Masters be stingy when it comes to handing out points. If points are handed out in every gaming session, players come to expect them, thus defeating the purpose entirely. Belief points should always remain a reward for special behavior, not a common occurrence. Even players with strong, well-played convictions should only earn 3-5 belief points per level, maximum. Average players using this system should earn 0-3 points per level. If the DM doesn't feel comfortable as the sole arbiter of belief, the players can decide among themselves (through discussion or vote) who held most strongly to their beliefs, with the DM having the final say. A character's failure to adhrere to a belief should never be punished. This is a system of rewards only, not penalties. A PC can't lose belief points.
===Using Points===
Once a character's got ome of the.se points, he'll want to do something with them, right? He'll want to see for himself why belief is power. When spent, belief points are subtracted from the character's total, and can only be regained by earning more as outlined above. Players can use belief points in two different ways.
Automatic Success—By spending a belief point, a character gets an automatic success on any die roll. This can be an attack roll, a saving throw, a proficiency check, or anything else the DM allows. Obviously, this expenditure just ensures a normal success on that roll; it doesn't (for example) grant an attack any extra damage or make a saving throw more effective.
This effect demonstrates that things work better for those with strong convictions, allowing them to succeed at just the right moment. The planes are shaped by belief, and they respect those folks who sincerely adhere to their beliefs (whatever they may be).
Gaining Intuitive Clues—If a player is willing to spend three belief points, she can ask the Dungeon Master a single question relating to the plane she's on. This question should represent an intuitive leap, or a "gut feeling." Question topics could include the location of a portal, individual, or item; the physical nature of an area (particularly relating to potential hazards); the type of creature that inhabits a given area; or even what an enemy's next move might be.
The DM may answer such questions in any manner he wishes, keeping in mind that the player really only receives intuitive feelings, not detailed explanations of things or events. This means that the DM can limit or expand upon an answer as much as he needs to suit the adventure or the campaign. The DM need not reveal important secrets through these hunches. Leaps of intuition should never ruin adventures or destroy campaigns—the DM's hands aren't tied in this matter.
If a player asks a question that the DM doesn't want to answer (or not answer at that point), he has a few options. First, the DM can tell the player that he'll answer the question later—still in time for the gut feeling to be of benefit to the player, but at a point when the answer won't ruin the adventure. (Canny players will take even that amount of information—knowing that the answer is so vital—and use it to their advantage.) Second, the DM can simply refuse to answer the question and not require the loss of belief points. Third, he can tell the player that he'll answer the question, but that it's so vital that the belief point cost is greater than normal. In such a case, the DM can assign a cost of four, five, or even six points to the answer—which may be more than the player is willing or able to spend. 'Course, a player with the points to spend may actually spend them, so the DM should be ready and willing to give the expensive answer.
==Conflicting Beliefs==
Beliefs, by their nature, conflict. This especially occurs when comparing the beliefs of the PCs and their foes, and encouraging players to develop and define their beliefs only makes this more common. DMs using the belief system detailed here may wish to make the struggle among beliefs a central theme of the campaign, which is one of the core concepts of Planescape in any case.
Player groups just beginning a campaign may wish to create characters with the same or similar beliefs to minimize these conflicts. While this is a fine solution, don't rule out the possibility that PCs with differing convictions can still work together and even be friends.
Potentially hazardous to any game are those belief conflicts that occur within a group. In any group of PCs, one individual may find that to act on his convictions, he may have to commit an action that completely opposes the beliefs of another group member—or worse, brings harm to one or more of them. In such a situation, characters have to choose between friendship and their beliefs. Sometimes a compromise can be reached; other times, individuals decide that their own beliefs don't supersede the beliefs, rights, or needs of others (which in itself constitutes a belief).
It's even possible for beliefs to come into direct conflict within an individual character. This doesn't mean that the player's designed his character poorly—he just has to prioritize the character's convictions. If two beliefs clash head on, one has to give way. Take, for example, a character who believes that stealing is wrong, and who also opposes killing in any manner. He sees an opportunity to free a number of prisoners slated for the leafless tree, but it involves stealing the only magical item that can win their freedom. Does he steal the item, or does he let the prisoners die? It all depends on which conviction he holds to be more important. Remember that PCs aren't penalized for not following their beliefs, so choosing one belief over another doesn't have a detrimental effect on the character. Instead, it allows him to grow and more concretely define his convictions.
==Disregarding Belief==
Some planewalkers believe only in themselves, and want nothing to do with factions or other belief systems. Sure, they recognize that belief has power, but so do spells, a skillful sword arm, and a canny mind. Fact is, a planewalker can get by just fine without having to worry about sticking to a set of convictions. People suffer and die for their beliefs sometimes, berk—what good does that do? Where's the power of their beliefs then?
The point is, a character can disregard the belief system at no net disadvantage to himself. The benefits of belief points are balanced by the difficulties a body has to face in order to gain them.