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4.3 THE MECHANICS OF FAITH
Faith is an abstract concept best
relegated to role-playing and the subjective decisions
of the storyteller. Still, there are times when a storyteller may deem a roll
necessary to resolve an issue of faith.
The following guidelines are meant to help
players and storytellers in these situations.
1.
Faith manifests itself most when in the presence
of shrines. Characters
who have faith scores in excess of 12 and are in the
presence of a holy place precious to their belief will
receive a bonus to all roll equal to the level of the
shrine. Keep
in mind that holy places may not only be those sites
sanctified by and angel or desecrated by a demon, but
can also appear as natural phenomena.
The bonus kicks in so long as the character
remains within fifteen feet of the site.
A more detailed description of how shrines work
is available in the source book under the Forces of
Protection.
2.
A storyteller can demand a faith roll whenever he
feels a player is not acting within the dictates of his
belief system. As
with normal rolls, the target is twenty.
If successful, his faith will win out over his
disobedience.
With that said, the storyteller should use such
roles sparingly. They
should only be applied when the player is doing a
particularly bad job of playing his character.
3.
Characters use their faith score to resist the
possession attempts of demons.
If, however, they are a willing host of the
infernal creature (as might be the case with a
Satanist), they need not resist the attempt.
Instead, the demon is let in without a fight.
4.
Faith is not a stagnant thing and can ebb and
flow according to what happens in a game.
With the storyteller's permission, a player can
lower or raise her character's faith at the end of a
session where something profound has happened to her.
Likewise, the storyteller can elect to adjust a
character's faith according to her actions or behavior
in the game.
This is most often done when a character behavior
directly opposed to her beliefs.
In most cases, faith should not alter more than
two points plus or minus in the course of one gaming
session.
5.
Experiencing the supernatural, such as seeing a
celestial force being used or catching a glimpse of one
of the dreadful Nephilim, can be an unnerving experience
for a child of clay.
Only faith can allow one to adequately cope with
these events without being driven insane.
A storyteller may ask a player to make a faith
roll when a character has witnessed something not of the
material world.
Failure of this standard roll can result in
temporary paralysis, feinting, or all manner of
irrational behavior.
Success indicates the character is able function
normally, though they may still be shocked by the
occurrence. The
most common cause of such rolls is when an angel appears
to a child of clay in divine form.
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