True Faith

Cost: 15 points
True Faith is a supernatural mental advantage where your religious faith is so strong it protects you from supernatural beings that are considered “evil” by your religion.Basic Set, p.94 While creatures with Dread will already avoid some symbols of faith or such, True Faith allows one to repel a variety of supernatural entities with force of will (and usually, a symbol of said faith, such as a book, icon, or artifact).
== Using True Faith ==
As long as the character asserts their faith (usually, quite loudly), malign supernatural entities cannot enter within one yard of them. If somehow forced within this radius (for instance, a priest approaching the target, such as shooing hellhounds away from the cat food), the entity/entities must leave in the most direct route possible. If it cannot leave without coming closer, it must make a Will roll--success means it can run past the True Faith user to get away; failure means it cowers in place.
== Keeping the Faith (Literally) ==
A character with True Faith must actually behave in a manner consistent with their faith. As such, characters with this advantage often have some self-imposed limitations that match--this advantage effectively has the Pact limitation built-in. Note that True Faith can be given the Pact limitation further, if the gods have even higher standards than usual.Powers, p.16
=== Trueness, Not Goodness ===
True Faith is more a measure of a religious character's conviction than their actual moral compass. A violent bigot or religious terrorist may be just as sincere in their beliefs than a saintly ascetic or zombie-smiting hero.
== Dungeon Fantasy and The DFRPG ==
In the realms of Dungeon Fantasy, it's fairly easy for the GM to determine if True Faith (with Turning, of course) may work on a foe--anything classed as undead and truly evil can be repelled.DFRPG: Adventurers, p.21 Oddly enough, this means Turning works on undead, but not on demons.
==Enhancements==
*Turning (+65%): "You can aggressively “turn” the entities your True Faith repels." -- This is common for holy warriors and clerics
==Alternatives==
*Terror: repel any enemy
*Innate Attacks with suitable Accessibility limitations
*Exorcism: cast out evil spirits possessing a person or place
==Example==
* In Uncanny X-Men Vol 1 #159 Kitty Pryde tries to ward off Dracula with a cross, but because she is Jewish, the cross has no real effect on him--but her Star of David does burns him.
==Variants==
*True Faith (Chosen): power is due to a deity acting through you. "Non-supernatural servitors of rival deities can sense your special status and react to you at -3"
=== Related Quirks ===
* Can Be Turned by True Faith (Dread level quirk) Power-Ups 6: Quirks, p.33
=== Related Features ===
* Affected by True Faith
* Can be Turned Using True FaithClassic: Spirits, p.45; Magic, p.160; Fantasy, p.113; Horror, p.66, 78, 80, and 96
*Can be turned by those with True FaithGURPS Fantasy p. 111
*Can be bound, exorcised, or repelled by True FaithGURPS Fantasy p. 213
==Comment==
It is isn't clear why "Can be turned by those with True Faith" and "Can be bound, exorcised, or repelled by True Faith" are features while "Can Be Turned by True Faith" is a quirk.
==References==
*Powers, p.84
Category:Advantages
Category:Supernatural Traits
Category:Mental Traits
Category:Special Modifiers
Category:Quirks
Category:Features