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True faith is the genuine, preferably fanatical, belief in a (nearly always religious) ideology. While many may claim to be of a faith, generally very few are considered to have the serious, genuine devotion to count as true faith, especially in the world world. In /tg/ context this is largely important for repelling supernatural creatures, most famously [[Vampire]]s, weak to it.
True faith is the genuine, preferably fanatical, belief in a (nearly always religious) ideology. While many may claim to be of a faith, generally very few are considered to have the serious, genuine devotion to count as true faith, especially in the modern world. Since the power is derived from the faith itself rather than connection to a deity, this faith need not be to Christianity or even an Abrahamic faith, and even "religions" that are provably scams can have members with true faith. In /tg/ context this is largely important for repelling supernatural creatures, most famously [[Vampire]]s, that are weak to it.


==World of Darkness==
==World of Darkness==
Characters with True Faith can repel [[Vampire: The Masquerade|vampires]], [[Wraith: The Oblivion|wraiths]], and [[Demon: The Fallen|demons]] as you'd expect. It can also disrupt [[Mage:_The_Ascension|magic]], revert  [[Werewolf: The Apocalypse|Werewolves]]. Those with six dots and higher (the level disciplines explicitly become plot device powers) can perform miracles, up to and including reversing the Embrace. They may become literal saints.
Characters with True Faith can repel [[Vampire: The Masquerade|vampires]], [[Wraith: The Oblivion|wraiths]], and [[Demon: The Fallen|demons]] as you'd expect. It can also disrupt [[Mage:_The_Ascension|magic]], and revert  [[Werewolf: The Apocalypse|Werewolves]]. Those with six dots and higher (the level disciplines explicitly become plot device powers) can perform miracles, up to and including reversing the Embrace. Often the only reason such characters aren't literal saints is they aren't dead yet.


The Society of Leopold (which is really the Inquisition) has the most prominent users of faith in the modern world, with the [[Mage:_The_Ascension#Celestial_Chorus|Celestial Chorus]] a follow up, but many [[Hunter: The Reckoning|hunters]] and even some other supernaturals possess it as well. Werewolves have an interesting relation with true faith because of the talking to spirits thing. There's even a few vampires with true faith.
The Society of Leopold (which is really the Inquisition) has the most prominent users of faith in the modern world, with the [[Mage:_The_Ascension#Celestial_Chorus|Celestial Chorus]] a follow up, but many [[Hunter: The Reckoning|hunters]] and even some other supernaturals possess it as well. Werewolves have an interesting relation with true faith because of the talking to spirits thing. There's even a few vampires with true faith.
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==Monster Hunter International==
==Monster Hunter International==
Faith can repeal vampires, even masters. So far this and operation of a Saint Hubert's Key (a relatively common Catholic monster detector artifact) is the only known use of faith. True faith is most common in religiously motivated hunting organizations like the Catholic Church's Blessed Order of St. Hubert the Protector (AKA the Secret Guard), but MHI itself likes to keep at least one person with true faith on each team of monster hunters, implying it's not ''that'' rare.
Faith can repeal vampires, even masters. So far this and operation of a Saint Hubert's Key (a relatively common Catholic monster detector artifact) is the only known use of faith. True faith is most common in religiously motivated hunting organizations like the Catholic Church's Blessed Order of St. Hubert the Protector (AKA the Secret Guard), but MHI itself likes to keep at least one person with true faith on each team of monster hunters, implying it's not ''that'' rare. Even the cultists of an evil deity can repeal vampires with their faith. It can be infered from some scenes that sanctified materials, such as holy water, work off the faith of their creator and are harmful to demons. The faith appears to last on the object and not need any from its user, as oil blessed by a rabbi works fine for a Catholic hunter who has ''met'' Saint Peter.


Mechanically faith is a learned skill in the Hero version, which is then used to oppose the vampire's ego score. In the [[Savage Worlds]] version it's a Spirit contest, with no other requirements. This version is a bit wonky since Spirit is an attribute all characters have, making it a bit ''too'' common.
Mechanically faith is a learned skill in the Hero version, which is then used to oppose the vampire's ego score. In the [[Savage Worlds]] version it's a Spirit contest, with no other requirements. This version is a bit wonky since Spirit is an attribute all characters have, making it a bit ''too'' common.
==Dungeons & Dragons==
Faith itself is what powers divine magic in [[Eberron]]. As a side effect, there are no alignment restrictions for non-Paladin divine casters and most of Eberron's religions have a variety of splinter faiths.
==7th Sea==
The ''[[7th Sea]]'' RPG had some of the best rules for True Faith ever: the player has no idea what it does.  Have faith!
The DM is then given several options for what, exactly, the advantage can do, none of them intended for greedy player eyes.  One of them, if the GM is a dick with an atheistic axe to grind, is absolutely nothing, thanks for the points. Most DMs do not take this option because, again, it's a dick move.
That said, even said dick move doesn't preclude ''one'' use for it in official rules: the Villain-exclusive Undead advantage was eventually published, and having True Faith means you deal extra damage to them.  As usual.
==GURPS==
In [[GURPS]] it's a Supernatural Advantage costing 15 points and repels demons and undead up to 5 yards. An Enhancement for a few extra points makes it into basically a D&D cleric's Turn Undead feature. One of the sample characters for 4th Edition is a killer robot who is a Buddhist monk with True Faith.
==See Also==
* [[Belief Function]]
[[Category:Gamer Slang]]
[[Category:World of Darkness]]

Latest revision as of 10:36, 23 June 2023

True faith is the genuine, preferably fanatical, belief in a (nearly always religious) ideology. While many may claim to be of a faith, generally very few are considered to have the serious, genuine devotion to count as true faith, especially in the modern world. Since the power is derived from the faith itself rather than connection to a deity, this faith need not be to Christianity or even an Abrahamic faith, and even "religions" that are provably scams can have members with true faith. In /tg/ context this is largely important for repelling supernatural creatures, most famously Vampires, that are weak to it.

World of Darkness[edit]

Characters with True Faith can repel vampires, wraiths, and demons as you'd expect. It can also disrupt magic, and revert Werewolves. Those with six dots and higher (the level disciplines explicitly become plot device powers) can perform miracles, up to and including reversing the Embrace. Often the only reason such characters aren't literal saints is they aren't dead yet.

The Society of Leopold (which is really the Inquisition) has the most prominent users of faith in the modern world, with the Celestial Chorus a follow up, but many hunters and even some other supernaturals possess it as well. Werewolves have an interesting relation with true faith because of the talking to spirits thing. There's even a few vampires with true faith.

True Faith is, mechanically, a purchasable trait like many others.

Monster Hunter International[edit]

Faith can repeal vampires, even masters. So far this and operation of a Saint Hubert's Key (a relatively common Catholic monster detector artifact) is the only known use of faith. True faith is most common in religiously motivated hunting organizations like the Catholic Church's Blessed Order of St. Hubert the Protector (AKA the Secret Guard), but MHI itself likes to keep at least one person with true faith on each team of monster hunters, implying it's not that rare. Even the cultists of an evil deity can repeal vampires with their faith. It can be infered from some scenes that sanctified materials, such as holy water, work off the faith of their creator and are harmful to demons. The faith appears to last on the object and not need any from its user, as oil blessed by a rabbi works fine for a Catholic hunter who has met Saint Peter.

Mechanically faith is a learned skill in the Hero version, which is then used to oppose the vampire's ego score. In the Savage Worlds version it's a Spirit contest, with no other requirements. This version is a bit wonky since Spirit is an attribute all characters have, making it a bit too common.

Dungeons & Dragons[edit]

Faith itself is what powers divine magic in Eberron. As a side effect, there are no alignment restrictions for non-Paladin divine casters and most of Eberron's religions have a variety of splinter faiths.

7th Sea[edit]

The 7th Sea RPG had some of the best rules for True Faith ever: the player has no idea what it does. Have faith!

The DM is then given several options for what, exactly, the advantage can do, none of them intended for greedy player eyes. One of them, if the GM is a dick with an atheistic axe to grind, is absolutely nothing, thanks for the points. Most DMs do not take this option because, again, it's a dick move.

That said, even said dick move doesn't preclude one use for it in official rules: the Villain-exclusive Undead advantage was eventually published, and having True Faith means you deal extra damage to them. As usual.

GURPS[edit]

In GURPS it's a Supernatural Advantage costing 15 points and repels demons and undead up to 5 yards. An Enhancement for a few extra points makes it into basically a D&D cleric's Turn Undead feature. One of the sample characters for 4th Edition is a killer robot who is a Buddhist monk with True Faith.

See Also[edit]