Faith Rules

## Summary

Faith represents a character's connection to the divine. This may take the form of one or more gods, a pantheon, a belief in the power of nature, dark unknown patrons, or the cosmos itself. Faith taps into the power of the supernatural and there are no fundamental limits to what faith can accomplish.

However, in a world of competing gods, not even the most pious of characters can expect to gain unlimited power, even in their gods work for there is always other gods and mortals working to undo that very work.

## Basic Rules

### Prayers

*Prayers take many forms from quite oaths to loud proclamations. These ritual speeches are focused through divinely blessed items.*

To use a *Faith Action* or *Technique*, requires the user to make a short verbal offering to their god and usually to expend some amount of *Favour*. If the user is unable to speak, they are also prevented from using *Prayers*. The user must also brandish a symbol of their god. This can be a small token, a weapon or some other artefact that has been blessed. Thus, being restrained or having your equipment stolen can prevent use of *Prayer*.

Prayers often last for some period of time and do not require the constant concentration of the user, instead it is the will of the gods themselves that manifest the power.

### Favour

*Through the course of adventures, a character’s favour with the gods will wax and wane. Gods demand sacrifices, prayer, proselytization, and conversion and those who stray from their duties will soon find their prayers landing on deaf ears.*

A character’s ability to invoke *Faith Skills* is determine through their *Favour* score. A character’s *Favour* can increase and decrease depending on their actions, devotion, and use of prayers. A character’s *Favour* can only increase up to their *Maximum Favour* (see below) and decrease down to a minimum of -10.
Please note:

* Characters *Favour* may fall to no less than -10.
* A character’s maximum *Favour* is equal to 20 + *Mettle* modifier + total ranks in all *Faith Skills*.

## Using Favour

### Faith Techniques

Most *Faith* techniques require the expending of *Favour* to gain their effect. These techniques are referred to as *Prayers* (see above).

### Low Favour

Whenever a character attempts to expend *Favour* but the character has less than 20 *Favour* remaining, the character must roll D20 and add their *Current Favour*. If the total is less than 20 (1 is always a failure) the *Prayer* fails, and this character still loses the associated *Favour* cost.

### Gaining Favour

#### Religious Observance

Once per day, a character may engage in a religious observance. Doing so will increase their current *Favour*. The amount of *Favour* gained depends on their total points in all *Faith Skills*.

 1-5
 6-11
 12-17
 18-23
 24-29
 30-35
 36+

**Note:** Characters with *Wrathful* deities cannot gain *Favour* through religious observance

#### Mission of the Gods

Whenever this character performs an action which spreads the will of their gods whether it is to complete the god’s work or act as the god’s agent, they will receive a reward.

After an encounter in which this character has achieved or performed an act in line with their god’s will (see *Morals and Ethics*), they regain *Favour* .

 Moderate Mission
 Major Mission

### Losing Favour

*The gods have strict codes of conduct they expect from their followers. Whether it is cowardice in the face of battle, deception or even too much altruism, each pantheon places limitations on its followers.*

During any encounter where a character performs an act which is considered *Taboo* by their deity, they lose favour depending on the severity of the infringements:

 Moderate Taboo
 Major Taboo

## Divine Stance

*Divine Stance is a measure of both the god's feelings and attention towards a particular character, and is measured in Divine Favour.*

 -1 to -9
 0
 1-19
 20+

### Atheist Characters:

Atheists are considered to always have a *Favour* of zero, and are considered too insignificant for thought by most gods, in much the same way a man does not bother about whether the ants living below his floorboards believe in him or not. This means they are always affected by *Prayers* and gain no benefits or penalties due to actions of the gods or their followers.

### *Wrathful* (-10)

*When a character goes time and time again against the tenants of a deity - while still claiming to revere and represent that deity - the gods may turn to wrathful vengeance.*

#### GM Actions

If a player's *Favour* *Score* is -10, the GM may:

* Cause a player to roll a *Fizzle Dice.*
* Confirm a *Critical Failure* for a player.

**Note:** The DM may perform these actions up to five times each day.

### *Irritated* (-9 to -1)

*Playing fast and loose with the laws of the gods is bound to irritate them, and may be rewarded with small mishaps as a reminder of who is watching.*

#### GM Actions

If a player's *Favour* *Score* is below 0, the GM may:

* Cause a player to roll a *Fizzle Dice*
* Confirm a *Critical Failure* for a player

**Note:** Either of these actions will increase the player's *Favour Score* by 1.

### *Indifferent* (0)

*Indifferent gods care not about the doings of a particular character, taking little notice and thinking less. Through an indifferent god may be brought around with prayer, so too may their ire be drawn.*

### *Humouring* (1-19)

*Humouring gods have taken a liking to a particular character, and are willing to reward them for their observances and efforts by nudging the nice of the universe.*

#### Player Actions:

* Add D4 to a D20 roll after the die has been rolled.
* When affected by a *Faith* technique, this character may make a *Mettle* save to ignore the ability.

**Note:** Either of these actions will reduce the player's *Favour Score* by 1.

### *Magnanimous* (20+):

*A magnanimous god god will grant many rewards to characters that labour for their magnanimous and act as their servants in the bowl.*

#### Player Actions:

* Add D4 to a D20 roll.
* Automatically confirm a *Critical Success.*
* When affected by a *Faith Technique*, this character may make a *Mettle* save to ignore the ability adding +D6 to the roll.

**Note:** Any of these actions will reduce the player's *Favour Score* by 1.