Difference between revisions of "Umbral Domains: Old World of Darkness - True Faith"

From RPGnet
Jump to: navigation, search
 
Line 1: Line 1:
 
== True Faith ==
 
== True Faith ==
  
Faith can include belief and/or knowledge. However, the focus of that belief or knowledge is generally either subtle, intangible, or not directly directly experienced at the moment.
+
Faith can include belief and/or knowledge. However the focus of that belief or knowledge is generally either subtle, intangible, or not directly directly experienced at the moment.  But just believing or knowning isn't enough for the experience to be True Faith.  There has to be an element of purpose. And True Faith involves both trusting the validity of the belief/knowledge and attention to the purpose behind it.
  
But jut believing or knowning isn't enough to be Faith. There has to be an element of purpose. And Faith involves trusting the validity of both the belief/knowledge and attention to the purpose behind it.
+
However, this trust in and attention to the focus of faith doesn't directly give you the ability to exercise your will as you see fit (the way Arete would). But it does keep your eyes open to possible outcomes of events that would further the purpose associated with your faith.
  
Now this trust in and attention to the focus of faith doesn't give you the ability to just exercise your will as you see fit (the way Arete would). But it keeps your eyes open to possible outcomes of events that would further the purpose associated with your faith.
 
  
 +
=== Mechanics ===
  
As a mechanic to support this idea I came up with this (might be a little too powerful though):
+
This openness to the possabilities of their faith and dilligence in striving toward it's goals gives characters an extra die on any rolls that directly relate to the pursuit of their faith's focus. Any actions that aren't in directly used in these pursuits don't get the die. Similarly any action that denies the validity of their beliefs (ie. going against tenants or spirit of their creed, etc.) hurts the character's faith. Hurt faith can be recovered, but generally after an act of abandoning faith the next two or three important rolls that relate to their faith focus do not get the extra die of benefit.  In fact having lost their faith even temporarily may shake up a character enough that they might even take a 1 die penalty on any rolls they would have gained a bonus on before.
 
 
This openness to the possabilities of their faith and dilligence in pursuing it's goals could give characters an extra die on any rolls that directly pursue the focus of their faith. Any actions that aren't in direct pursuit of the focus of their faith don't get the die. Similarly each action that denies the validity of their beliefs (ie. going against tenants or spirit of their creed, etc.) hurts their faith. Hurt faith can be recovered, but generally the next two or three important rolls that would benefit from faith do not get it's benefit.
 
  
 
The use of a Faith die in perception related checks could also be put to good used in trying to "see the good in people" or to realize the subtle way in which Gaia might be at work even in the midst of a Pentex lab. In fact you might even want to limit faith dice to such preceptional rolls. The idea being that faith gives you the insight into how a situation could take a more positive turn or how your abilities might help it do so, but it's up to you to see it through and actually do the work.
 
The use of a Faith die in perception related checks could also be put to good used in trying to "see the good in people" or to realize the subtle way in which Gaia might be at work even in the midst of a Pentex lab. In fact you might even want to limit faith dice to such preceptional rolls. The idea being that faith gives you the insight into how a situation could take a more positive turn or how your abilities might help it do so, but it's up to you to see it through and actually do the work.
  
 
Additional Faith dice might possibly be obtained, but the cost increases as with attributes, etc. (ie. 1st die = 7 points, 2nd die = 14 points, etc.). With more faith dice there are also longer penalties for instances of abandoning one's faith.
 
Additional Faith dice might possibly be obtained, but the cost increases as with attributes, etc. (ie. 1st die = 7 points, 2nd die = 14 points, etc.). With more faith dice there are also longer penalties for instances of abandoning one's faith.

Revision as of 20:53, 31 May 2006

True Faith

Faith can include belief and/or knowledge. However the focus of that belief or knowledge is generally either subtle, intangible, or not directly directly experienced at the moment. But just believing or knowning isn't enough for the experience to be True Faith. There has to be an element of purpose. And True Faith involves both trusting the validity of the belief/knowledge and attention to the purpose behind it.

However, this trust in and attention to the focus of faith doesn't directly give you the ability to exercise your will as you see fit (the way Arete would). But it does keep your eyes open to possible outcomes of events that would further the purpose associated with your faith.


Mechanics

This openness to the possabilities of their faith and dilligence in striving toward it's goals gives characters an extra die on any rolls that directly relate to the pursuit of their faith's focus. Any actions that aren't in directly used in these pursuits don't get the die. Similarly any action that denies the validity of their beliefs (ie. going against tenants or spirit of their creed, etc.) hurts the character's faith. Hurt faith can be recovered, but generally after an act of abandoning faith the next two or three important rolls that relate to their faith focus do not get the extra die of benefit. In fact having lost their faith even temporarily may shake up a character enough that they might even take a 1 die penalty on any rolls they would have gained a bonus on before.

The use of a Faith die in perception related checks could also be put to good used in trying to "see the good in people" or to realize the subtle way in which Gaia might be at work even in the midst of a Pentex lab. In fact you might even want to limit faith dice to such preceptional rolls. The idea being that faith gives you the insight into how a situation could take a more positive turn or how your abilities might help it do so, but it's up to you to see it through and actually do the work.

Additional Faith dice might possibly be obtained, but the cost increases as with attributes, etc. (ie. 1st die = 7 points, 2nd die = 14 points, etc.). With more faith dice there are also longer penalties for instances of abandoning one's faith.