Scariks Strands40k Faith: Difference between revisions

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*'''Martyr's Gift''': Lay on hands to remove Health Stress or Consequences from target. User takes damage equal to half (round up) the Stress removed plus 1 point for each level of Consequence removed to both their Health and Composure tracks.
*'''Martyr's Gift''': Lay on hands to remove Health Stress or Consequences from target. User takes damage equal to half (round up) the Stress removed plus 1 point for each level of Consequence removed to both their Health and Composure tracks.
*'''Divine Endurance''': Allies count as rolling +4 on 4dF whenever they test to resist Fatigue.
*'''Divine Endurance''': Allies count as rolling +4 on 4dF whenever they test to resist Fatigue.
*'''Respite''':
*'''Respite''': So long as the user prays for allies that can hear and see the user their Health Consequences may not be tagged of Compelled and they gain +2 to all tests to resist fatigue.
*'''Divine Ministration''':
*'''Divine Ministration''': +(half Will) to tests to heal wounds when active. Even when not invoked Will complements Science for healing purposes.
*'''Miraculous Recovery''':
*'''Miraculous Recovery''': Cure a single Major or Severe Health Consequence of the target, both target and user suffer a Composure Consequence of one level lower than the one healed.
*'''Mental Calm''':
*'''Mental Calm''': remove recent Composure stress resulting from fear or insanity attacks, gain +1 to resistance vs further Composure stress from fear or insanity, affects allies
*'''Spiritual Cleansing''':
*'''Spiritual Cleansing''': remove recent Health stress resulting from corruption attacks, gain +1 to resistance vs further Health stress from corruption, affects allies
*'''Revelation''':
*'''Revelation''': Negate any active, ongoing Fear condition and targets may test Will vs 3 to also end any ongoing psychic powers affecting them, affects allies.
*'''No Rest for the Faithful''':
*'''No Rest for the Faithful''': Affected may take an Extreme Consequence without reducing their Refresh and they add 2 Health stress boxes. When the effect ends the affected all suffer a Fatigue attack with a strength of the user's Will.
*'''Ressurection''':
*'''Resurrection''': One target (including self) who takes an Extreme Consequence is immediately healed of all Health stress and Consequences though they must change an Aspect as normal.

Revision as of 01:23, 18 September 2011

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Using Faith

You must possess the Pure Faith stunt to use Acts of Faith and you have a number of Blessing equal to your Will plus the number of additional Faith Stunts you take.

To activate an Act of faith you make a Will roll against its activation difficulty or an enemy's resistance roll. The Act always happens, if you do not reach the activation difficulty you must take enough Consequences to allow success, resisted powers that meet the activation difficulty do not require you to take Consequences if they are resisted. You may use an Act for which you don't have a Blessing but you are -2 to the roll.


Emperor's Wrath

  • Wrath of the Righteous: +1 damage in Assaults, affects allies
  • Hand of the Emperor: Count as +1 Size in Assault, -2 to Athletics tests for movement, affects allies
  • Divine Guidance: reduce a single ranged attack penalty by 1, affects allies
  • The Passion: +1 Athletics for defense and movement, affects allies
  • Flames of Faith: One flame (or flame weapon) gains +1 Damage, Holy, and an additional +1 Damage vs daemons.
  • Righteous Frenzy: targets frenzy but wont attack allies, affects allies
  • Might of the Emperor: +1 but religious madness, self only
  • The Unforgiving Blade: One Tearing weapon gains +1 Damage and Pen vs daemons, psykers and corrupt, Holy
  • Divine Touch: Will vs Will against psyker or corrupt target, daemons test Instability vs 4.
  • Religious Hysteria: preach to crowd, crowd gains Hatred of X where X is described in the sermon. Anyone who contacts the mob while the effect persists must test Will vs 2 or also gain Hatred of X and join the mob.
  • Soul Storm: Area attack that affects the user's Zone and all adjacent Zones, targets psykers, daemons, corrupt. User must take a Consequence that increases effect as normal. Attack is made with Will vs Will and has Damage (half will) and is a spiritual attack so ignores all armor except non-psychic fields.

Emperor's Sign

  • Burden of Guilt: must make contested Will to lie to user
  • Holy Radiance: allies ignore daemonic presence and gain bonus to resist fear.
  • Blessed Ignorance: allies can't perceive anything that causes insanity, fear or corruption, those things count as invisible
  • Light of the Emperor: allies gain larger resistance to fear than Holy Radiance but suffer social skill penalty due to unnerving calm
  • Spirit of the Martyr: allies increase Might to resist damage based on user's Will, consequences are reduced
  • Soul Decay: Opposed will, target is in Pain and is -1 to all actions. Psykers and Daemons suffer damage until they flee user's presence.
  • Spiritual Mirror: all fear/insanity attacks against allies deal equal Composure damage to the attacker.
  • Repel Daemon: Block vs daemons approaching user lasts scene ie use as one action then stays active
  • Daemon Trap: Daemon that crosses circle must make contested Will with a -1 or be trapped, daemon may not disturb circle, effect is permanent as long as circle is intact.
  • Holy Light: shine brightly, enemies -1 to Assault vs you but +1 to shoot you if they are 3 or more zones away. Warp-tainted in same zone are burned taking 1 stress each turn and must test Will vs dif 2 or catch fire.
  • Divine Symbol: target gains +2 to resist psyker and daemonic powers, daemons are -1 on Asasult tests with their natural weapons
  • Seal of Purity: Daemons may not pass in same zone as warded object, nor can their powers. Lasts as long as seal on object is intact.

Emperor's Mercy

  • Grace: Allies gain a Fate Point, if not spent before end of scene it is lost.
  • Martyr's Gift: Lay on hands to remove Health Stress or Consequences from target. User takes damage equal to half (round up) the Stress removed plus 1 point for each level of Consequence removed to both their Health and Composure tracks.
  • Divine Endurance: Allies count as rolling +4 on 4dF whenever they test to resist Fatigue.
  • Respite: So long as the user prays for allies that can hear and see the user their Health Consequences may not be tagged of Compelled and they gain +2 to all tests to resist fatigue.
  • Divine Ministration: +(half Will) to tests to heal wounds when active. Even when not invoked Will complements Science for healing purposes.
  • Miraculous Recovery: Cure a single Major or Severe Health Consequence of the target, both target and user suffer a Composure Consequence of one level lower than the one healed.
  • Mental Calm: remove recent Composure stress resulting from fear or insanity attacks, gain +1 to resistance vs further Composure stress from fear or insanity, affects allies
  • Spiritual Cleansing: remove recent Health stress resulting from corruption attacks, gain +1 to resistance vs further Health stress from corruption, affects allies
  • Revelation: Negate any active, ongoing Fear condition and targets may test Will vs 3 to also end any ongoing psychic powers affecting them, affects allies.
  • No Rest for the Faithful: Affected may take an Extreme Consequence without reducing their Refresh and they add 2 Health stress boxes. When the effect ends the affected all suffer a Fatigue attack with a strength of the user's Will.
  • Resurrection: One target (including self) who takes an Extreme Consequence is immediately healed of all Health stress and Consequences though they must change an Aspect as normal.